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Hi everyone. In an attempt to not "spam" these forums since I keep making more and more server mods, I am going to condense them all into one thread like the other smart modders out there like Ago, Bdew and WalkerInTheVoid. You can download them all individually or simply browse the folder where I'm storing all of them: Sindusk Server Mod Folder (Google Drive) Here's some details about everything you'll find in there: Armoury Mod Thread - Download While primarily consisting of bug fixes and minor tweaks, this should give server owners the control over weapons and armour that has been desperately missing from our modding community for some time. Primary Features Change Weapon Swing Timer - Ever get sick of being capped to 3 seconds per swing minimum? Think it's too fast? Now you have the power to change that. Allow knives to hit every second, or once every 10 seconds. Enable Non-Player Crits - Crits are fun. Why limit them to PvP? Let yourself feel stronger by allowing yourself to critically strike the animals and monsters of the world. Be careful though, if you do this, they can critically hit you back! Rare Swing Timer Reduction - Rare weaponry is exceptionally useless by default, offering a pitiful crit chance increase. Well without this mod, you can't crit NPC's anyway. Beyond that, the crit increase is still bad. So I've fixed that! Now you can allow rare, supreme, and fantastic weaponry to actually reduce the swing timer of the weapons. That supreme huge axe you made specifically for that unique slaying now actually does something special! The amount they reduce swings by is configurable, and defaults to 0.2 seconds per rarity level. Bug Fixes Armour Limit Buff Bug - Go into your server. Equip a full set of plate. Take all the plate off. Look at your buff bar. This fixes that. Armour Limit Spell Effect Bug - Similar to the above, spell effects always show as "Bonus" instead of "Penalty" in the Spell Effects, even when the value is negative. This fixes that. Saved Swing Timer Removal - Ever shield bash, then immediately get two hits off in succession? That's because the swing timer is actually still ticking when the shield bash action is ticking. This removes that interaction, and others, by reducing the swing timer back to 0 as soon as you land a hit, ensuring that you don't cheese the system with free hits for no reason. This option is configurable for those who feel this maneuver is skillful and not a bug. Configurable Weapon & Armour Settings Armour Reduction Values - Edit the damage reduction values on all types of armour, from cloth to dragonscale. Want dragonscale to be better than glimmersteel plate? This allows you to do that. On the topic of moon metals, damage modifiers from moon metal on plate gear (and others, if applicable) is also modifiable here. Armour Limit Factor Values - Sick of having that -30% penalty to spellcasting while wearing plate? This allows you to edit those values for all types of armour. Remove the penalty entirely, or make it worse. The choice is yours. Armour Movement Rate Values - Edit individual pieces of armour and adjust their movement penalties. For example, I like to reduce the penalty on plate breast plates and leggings from 9% to 8%. This mod allows me to do that. Custom Weapon Values - Edit weapons and tune them to exactly how you want them. Values to modify: Base damage, swing speed, crit chance, reach, weight group (useless value I think?), parry percent, and skill penalty. This makes a great deal possible: Remove the skill penalty from sickles to bring them in line with other weaponry. Buff the damage of knives so they're viable weapons in combat. Nerf the parry rates on swords to bring them more in line with other weaponry. Allow previously incapable weapons to crit, such as small axes or legs (for when you get that kick inbetween theirs). Included .properties file, including a write-out of all default weapon stats for reference: Spellcraft Mod Thread - Download One of the hardest and most complicated mods I've ever made, now fully realized and completely customizable. Primary Features Change Maximum Faith - Change faith to be lower than 100 or up into the thousands. This functions properly and breaks no systems in the game. Scaled Prayer Gains - Changes the formula for how prayers are calculated to match the maximum faith set above. Priest Faith Requirement Change - Allow players to become priests at 10 faith. Or 1 faith. Now you can let those spells with faith requirements less than 30 actually mean something. New Favor Regeneration - Now operates 10 times faster. Literally. You gain 1/10th of the previous favor per tick, but it ticks 1 time per second instead of once per 10 seconds. Also wonderful to use with the new maximum faith gains to ensure you don't get spikes of 20+ when below 1 favor (due to how the calculation works). Show Creature Spell Effects - Pretty simple, just shows spell effects on creatures like enchants on items. [23:45:43] Horses like this one have many uses. [23:45:43] He is very well defined. [23:45:43] This creature could use some grooming. [23:45:43] Frantic charge has been cast on it, so it has greater speed.  New Damage Modifier - It's really hard to explain why this is here to someone who doesn't code, but basically due to one of my custom spells I had to include it. You can find out more information about how this works here, under the "Damage Modifier" section. I highly recommend it. Improved Enchant Grouping - Improves enchant grouping to be more efficient. I plan to expand this system to allow server owners to create custom enchant groups. You'll finally be able to make that Flaming Aura + Frostbrand sword you've always wanted! Before then, however, this feature allows more detailed explanations as to why certain enchants do not stack. [21:01:38] The longsword is already enchanted with something that would negate the effect. [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of Ages. Rite Changes This gives a lot more control over the deity favor requirements for the Rites that exist in the game. Many of the rites require an MMO amount of prayers which is generally unreasonable for the lower population Wurm Unlimited servers. This also adds custom tweaks to some rites that don't really operate up to the standards I hold them. With many people running Crop Mod, making fields never wither, there is now an option to allow Holy Crop to do a "Mass Genesis" cast, removing a random trait for all bred animals on the map. Rite of Spring now has a customizable cap for the amount of players required in the vicinity. On older, more heavily populated but less dense servers, this should make casting the spell more reasonable. New Spells I have designed and implemented several new custom spells. I may expand on this concept and add more in the future. All spells have completely configurable settings: cast time, favor cost, difficulty, faith requirement, and cooldown. Harden - Enchant able to be cast on most items. It reduces damage taken by the item by up to 30% at 100 power. Phasing - Enchant able to be cast on weapons. It increases the difficulty of blocking attacks with the enchanted weapon. Configurable for how much the difficulty will increase. Summon Soul - Summons a player to the position of the caster. Has a window appear much like Locate Soul for the caster to type the target name into. After that, the target gets a window asking if they want to accept. Upon accepting, the target is teleported to the position of the caster. This spell is quite un-refined and will work to summon enemies to you, if they choose to hit accept. Default Spell Modifications Edit Spell Variables - You can edit all of the settings for existing spells in the game through the properties file. Change the cast time of Strongwall. Change the cost of Genesis. Change the difficulty of Light of Fo. With Spellcraft, you have full control over the base spells in the game. Add and remove spells from deities - You can now add and remove spells from any, or all, deities in the game. Remove the god demise spells from all the deities since they don't work. Add Willowspine to Libila. Give Rebirth to Magranon. The choice is yours, and the control is now in your hands. Support for player gods - The system also supports player deities. You can add and remove spells from player deities in the same way you remove them from non-player deities. Fine-tune that player deity that didn't quite get a good spell list. Included .properties file: Better Combat Log Download This mod improves combat log text in a variety of ways: Misses are colored brown. When your target parries, the message will be yellow. When you parry, the message will be tealish-green. When your attack glances, the message will be gray. When an attack glances off you, the message will be light blue. When an enemy blocks, the message will be purple-magenta. When you successfully block, the message will be gold-green. Successful enemy attacks are now a gradient of red based on the damage dealt. Successful attacks performed are now a gradient of green based on damage dealt. Successful offense spells show in green for the caster, and orange for the defender, with color strength based on the cast power. Most fizzled offense spells will display a teal failure message to the caster and defender, with color strength based on the cast power. When a spell is resisted, it shows up in purple to both parties. Again, power of cast dictates the color strength. Added messages for some combat spells that had none for either the caster or victim. They previously just had effects without any message whatsoever unless they did damage. Healing spells also show in the combat window instead of the event window. Targets of healing spells now get a message toast saying they've been healed, and who did it. Healers will finally get the recognition they deserve! Libila Fixes Download This mod isn't really named well, I know. Basically, it's for Freedom Isle PvE Servers Only! It allows you to place a Bone Altar and allow players to have Libila as their god without converting them to HOTS and being attacked and murdered by everything in sight. It also allows Dark Messenger and Courier to work together. Players from any god can use either box without it throwing an error. This allows Fo priests to cast Courier for Libila players, and Libila priests to cast Dark Messenger for WL players, without causing issues. Server Player Counter Download This mod is meant to "correct" player count in the client Server List when launching the game. Because of some weird mechanics of how Steam counts players, the count on the server list can very commonly become incorrect. This solves the following problems: Invisible/Offline Steam users not counting towards the server list. Players on other maps in your cluster not counting towards the server list. Players who lose connection and become de-auth'd from Steam, despite reconnecting, not counting towards the server list. Alt accounts of players do not show on the server list. Server Tweaks Download This has a ton of configurable options. It has been the culmination of about 1 month of bugfixes and minor tweaks to my server, Wyvern Reborn. Some of them may not be applicable to other servers, but I'm opening it up nonetheless to those who would like to use the options available. Instead of trying to explain them all myself, here's the configuration options: #Adds developer commands addDevCommands=true #Makes traders & merchants immortal to disable exploits for fight skill & economy. immortalTraders=true #When true, will put players into CA HELP by default, instaed of requiring it to be turned on through profile. # Note: This method might not work all the time! # If you want a sure-fire way to enable it always, set PAWINDOW to true by default in your wurmplayers.db caHelpDefault=true #When true, sets the server's "Chaos" setting to false. disableChaos=true #When enabled, reduces the timer for which new uniques can spawn by the amount set. Default is 14 days. # uniqueTimerReduction: Listed in milliseconds. Higher values reduce the value. Lower values increase the timer. reduceUniqueTimer=true uniqueTimerReduction=950400000 #Logs a message saying the server tried to spawn a unique when enabled. logUniques=true #Fixes the Steam Duplicate Authentication error. fixSteamDupeAuthentication=true #Enables structures and fences to be built within 20 tiles of the Altar of Three and Huge Bone Altar. buildOnHolyGround=true #Disables twitter messages like "Libila summons the Drakespirits" and others from the Valrei Hex Map if enabled. disableEpicMapTwitter=true #Enables WL and BL priests to work together, casting defensive spells and heals on eachother. # The default mechanic will say "Libila does not accept the infidel (player)!" or similar when you try to cast something. # Setting this to true disables that message from occuring, and allows Libila to be accepted by WL players and vice-versa. removeInfidelError=true #When enabled, "leecher" players no longer get hide or scale from dragon and hatchling slayings. # A "leecher" is defined by the base WU game as NOT having one of the following be true: # 65 Fighting OR 30 Body Strength OR 30 Body Stamina OR Priesthood for any god. noDragonLeeching=true #When enabled, disables sermons entirely. disableSermons=true #When enabled, disables fatigue from exhausting player actions. # Fatigue values are still tracked, but when the player is out of fatigue, they can still make actions. disableFatigue=true #GM Improvements: # gmUncapEnchants - Allows GM's to use the Item -> Enchants menu to set items above 104. The new max is 999. gmUncapEnchants=true # gmRemoveConditionChecks - Allows GM's to spawn conditioned animals (Greenish, Lurking, Raging, Champion, etc.) # with Specials -> Summon for animals that normally are unable to have that setting. gmRemoveConditionChecks=true #If true, will print debug messages and log heavily. debug=true v2 - 11/23/2016 New Settings Disable Sermons - Sermons are disabled from the server. Disable Fatigue - Fatigue is disable from the server. Dev Commands - New commands for CM+ and DEV characters. Dev Commands ##event (message) - CM and above. Creates a message in the Srv-Event channel. This is visible to the whole server, but can only be posted in by CM's and above. Meant for running events. ##unique - DEV-ONLY. Does a natural unique spawn attempt. It checks each unique and gives a 1/300 chance (if default) of it spawning. Spamming this will eventually spawn a natural unique. ##kingme - DEV-ONLY. Makes you king of your current kingdom. Only works if there is not a current king. Skill Gain Control Download Fixes the 31 "soft" cap for characteristics. This also allows you to configure just how fast you want players to gain body stats by using a divisor. I've wanted to increase the functionality of this system for some time, but haven't done so yet. Starter Gear Download This mod allows you to fully control what is created for new players on your server. It has an implementation where you can configure in the properties exactly what you want, what quality, and whether or not to make it repairable. Here's the default config, using the starting items for a normal server without epic or challenge settings: #Format: Item-[internal id]=(templateId),(quality),(amount),(isStarter) # internal id - This is just an internal index for debugging purposes. If your config is incorrect, it will reference this value. # templateId - The ID for the item you want to create. Reference ItemList.java to find the template ID for the items you want. # quality - The quality you want the item to spawn in. Floating point values accepted. # amount - It will give this many of the item to the player. # isStarter - Whether or not it can be improved. When true, item cannot be repaired. When false, acts as if created normally. #After weapons and armour are created, the player attempts to "equip" everything available. weapon-1=swordLong,50.0,1,true weapon-2=shieldMediumWood,30.0,1,true armour-1=leatherGlove,30.0,2,true armour-2=leatherBoot,30.0,2,true armour-3=leatherSleeve,30.0,2,true armour-4=leatherJacket,30.0,1,true armour-5=leatherCap,30.0,1,true armour-6=leatherHose,30.0,1,true armour-7=toolbelt,20.0,1,true armour-8=backPack,10.0,1,true #Recommend keeping the mirror as-is. item-1=handMirror,20.0,1,false item-2=flintSteel,50.0,1,true item-3=bowlPottery,2.0,1,true item-4=rope,10.0,1,true item-5=compass,30.0,1,true item-6=tent,30.0,1,true item-7=deedStake,30.0,1,true item-8=hatchet,30.0,1,true item-9=knifeCarving,10.0,1,true item-10=shovel,10.0,1,true item-11=saw,10.0,1,true item-12=pickAxe,10.0,1,true item-13=rake,10.0,1,true Tax Config Download Primarily used to clean up abandoned deeds on servers, this allows you to start increasing the amount of upkeep on a deed depending on when the mayor last logged in. You can see an explanation of how it's being used on my server by taking a look at this patch notes post I made. I'm open to adding more functionality in the future for it, but I'm not sure when I'll get around to doing so. Thank you for visiting and I'll try to keep this up to date with anything new I make. Please click subscribe, like this video, and let me know what you'd like to see next in the comments below!
Multirope Bringing back the best features. What is it? Rolf removed the mooring ropes ability to lead more than 1 animal at a time. I created this mod with the point of bringing that item back. For every mod I make, I strive to make every option highly configurable so there will be as little code changes as possible once released. Download Get the latest version on GitHub Crafting You can create the item as you would any other rope using a ropetool and a wempfibre to create a 'leading rope' Config You can find the config find in /mods/multirope.properties #Is mod enabled? mr.enabled = true #Weight of the item in grams. NOTE: Only newly created items get the changed weight value, existing items stay as their old weights. mr.weight = 1000 # Animal lead limit per 1 item (4 horses to 1 rope) mr.leadlimit = 4 Credits Ago for giving me some insight on some things for his awesome mod loader Also a fair word of warning, this mod tends to output a fair amount of debug to the console and some might see than issue. A toggleable option will come soon for this.
Warning : Does not work properly. Upon restart of the server, It seems to have a problem loading the enchanted boats and anyone trying to re log near them can not move. Even with the mod disabled. Potentially no longer true as for version 0.02 of this mod (but only tested by me...) see below Albibak's voodoo factory almost proudly present Spirit Crew Mod ! My first attempt at modding Wurm and also at coding for almost 10 years. It's a shameless rip off BagOfHolding by Ago and was more a learning session than a project but I figure people playing solo or in small groups could use a way to make big ships faster move. The mod add a spell called spiritcrew to priests of the 4 deities. This spell can be cast on boats to add a virtual crew ( it works like rare boats shadow passengers but is more powerful). It should add a virtual crew member for every then point of power of the enchant.(I ll probably change that later but I dont get the mechanics of power yet). The enchant should be permanent and can only be replaced by a better one. Code-wise, I override calculateNewBoatSpeed from Vehicle which is unfortunately called in Creature.sendData so it is not super clean. And it wont get better as I intend to add a spiritwind spell as well. The enchant use the id of "Opulence" so it will be incompatible with any mod that allows to eat boats. You need Ago's Server Mod Loader to run this mod. Download : SpiritCrew on GitHub (modified to v0.02 woohoo) Installation : Download the spiritcrew.zip Extract in mods folder Edit spiritcrew.properties (formerly BagOfHolding.properties by Ago) Start server Use in game : Be a priest of any god Equip the statue of your god Right-click boat Select "Spells/SpiritCrew" Succeed or Fail Hope you like it. Albibak PS: Wurmpedia is wrong ql of the ship does have an effect on speed but it is irrelevant compared to the effect of passengers. V0.02 Switched from Opulence's ID to Courier's as a temporary solution to server restart problem. Changed speed formula so that bigger ships can be fully loaded with spirit crew at high power range while keeping it easy to max out smaller ships. Temporarily renounced to the idea of spiritwind because of the aforementioned problem. Pondered about the idea that a ship with both BagOfHolding and SpiritCrew may be overpowered and concluded that it was the point in the first place. Released the monster and went to bed.