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  1. Features Azbantium Fist enchantment that allows faster surface mining dependant on power Seafloor Mining Rig item to mine underwater Azbantium Pickaxe item alternative to Azbantium Fist (off by default) Remove surface mining restriction altogether (off by default) Don't require all corners to be uncovered (off by default) Detailed configuration Ago's Mod Loader required Information Azbantium Fist (Enchantment) Azbantium Fist works just like Wind of Ages (requires statuette, etc.) but is for the Magranon deity by default. The power directly relates to the chance you have to mine a slope down. Without the enchantment, you have a 25% chance. As the power increases, the chance goes up till you get to 100% at power 100. Seafloor Mining Rig (Item) Seafloor Mining Rig acts like a dredge but is for mining. The ingredients are: 5kg of iron lump 1kg of steel lump Continue: 2kg of lead lump 1 thick rope Azbantium Pickaxe (Item) Similar to a pickaxe, made exactly the same as one, but the ql of the pickaxe also decides the chance of lowering a rock slope. Off by default. Other features You can enable 'alwaysLowerRockSlope' in the configs and any mining will always lower rock slope. Doing so will make AF and Azbantium Pickaxe useless. You can enable 'noNeedToUnconverRock' in the configs and you will no longer need to uncover all rock tiles. This is an experimental feature and is known to convert some surrounding tiles into rock tiles. Enable at your own risk. Remember, this is an alpha, expect big changes and some bugs. Installation: Make sure you have ago's mod loader - Download here Extract contents into the mods folder Enjoy! Download:
  2. This server mod (for use with Ago's server modlauncher) will add custom guard towers designed for PvE and especially folks who would like the option to not fight . The primary goal with these is to have simple towers not subjected to vanilla WU tower mechanics. My goal is to have few restriction over them. The server owner will be able to configure guard strength. This customed strength could be anything between not being able to kill a rat all the way to one hit killing a venerable red dragon. After asking for help within the tower's range a guard will be created right on top of the mob and immediately start attacking it. It's a ghost so they can just appear wherever, right? Source on GitHub: No releases at the moment as it's not ready. Although, the code is on github if you wanted to clone it and mess around. Requires I could use some help at this point (1/28/2019). #1) The onPlayerMessage() modloader hook so I can trigger events when players ask for help is loading WU bases classes too early and causing an error: java.lang.RuntimeException: com.wurmonline.server.players.Player class is frozen There is a bunch of these too: [07:25:23 AM] WARNING org.gotti.wurmunlimited.modloader.EarlyLoadingChecker: Mod GhostTowerGuardMod loaded server class com.wurmonline.server.creatures.Creature during phase load When I remove the PlayerMessageListener interface and its required methods the error goes away. #2) Also, I"m not sure if creature AI can be setup to destroy itself if its target no longer exists. I want to create a ghost, have it target and attack the mob. Once the target is dead have the ghost disappear and delete itself. I'm not asking you to do this. I just want to know how difficult it is before I start digging into it. I've never done anything with creature AI.
  3. Action Timers Fix Fixes many action timers that ignore the action time multiplier setting Affected actions: All spells, Flatten, Level, Sow, Sacrifice, Pray, Meditation, Alchemy, Destroying, Rummaging, Breeding, Bow and fishing rod stringing/unstringing, Painting and removing paint Download and source code: ======================================================================================================= Treasure Chest Claim Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma Download and source code: ======================================================================================================= Better Digging Changes dirt from digging/flattening/leveling to drop on the ground instead of going to the inventory of the player. Allows dirt from digging/flattening/leveling/dredging to go into a vehicle being dragged or ridden. If there are crates in it's cargo - it can automatically go into those. Uses dirt from the ground, a vehicle and even crates inside the vehicle when leveling. Allows overriding which actions can be performed from a mount or vehicle. Allows overriding amount of clay dug per action. Almost everything is configurable. Warning: This mod is probably incompatible with the other digging-like-mining mods, and should fully replace their functionality. Having multiple mods of this type will likely lead to crashes, dupes and/or weird ######. Download and source code: ======================================================================================================= Better Farming Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area Cultivate - works like normal, use shovel on tile Sow - activate any container containing stuff that can be planted and click on tile Farm - works like normal, rake on tile Harvest - will only harvest ripe tiles, requires scythe for grains. Harvested crops will be auto-combined in inventory to make one big item (even those that can't be normally combined). Harvest and replant - same as harvest but will use 1 produced item to immediately replant the tile By default at 50 skills you can do 3x3, at 70 skill 5x5 and at 90 skill 7x7 area (configurable, can add even bigger areas) Adds ability to mass plant and harvest planter racks Pick all - right click a planter rack with harvestable planters, requires 30 gardening skill (configurable). Plant all - activate a container and click a planter rack with empty pots, requires 50 gardening skill (configurable). Length of action is roughly equivalent to doing the same area manually Skill gain, stamina drain, tool damage, etc. is processed separately for every tile in the area Tiles that are not valid for the action or unreachable will take 0.1 second to skip. Compatible with ago's cropmod - extraHarvest config parameter will affect harvest yields Enables planting in planters for additional items (configurable): Nettles, sassafras, woad, cocoa bean, nutmeg, Blueberry, lingonberry, raspberries All mushrooms Downloads and source code: ======================================================================================================= Move To Center Adds 2 entries under Move menu that allow moving items to the center or corner of a tile. Download and source code: ======================================================================================================= Movement Tweaks Allows server admins to tweak many things related to movement of players, mounts and vehicles Speeds Weight limits for players Min/Max heights, depths and slopes Wind impact for boats Loading ranges Required skills Global speed modifier for creatures moving on their own (not as mounts or hitched) Global boat speed multiplier (that allows going over the normal speed cap for boats) and optional bonus for sea god (e.g. Vynora) followers Fix for delay in speed traits starting to work when mounting up (optional, can be disabled in config) Configurable Multiplier to horse, hell horse, unicorn strength stat for purposes of speed calculation and carried weight Configurable multiplier to speed trait effect on speed calculation and carried weight Extremely configurable - default settings match vanilla but everything is changeable from the config Example config (from my own server) here: Download and source code: ======================================================================================================= Hitching Limits Allows control over what animals can be hitched to carts/wagons Change settings to allow older non-domestic animals to be hitched, including greenish/champions. Change settings to allow weaker animals to be hitched (Want to feel like Cinderella? get a mice rat-powered cart!) Everything is configurable. Default config matches vanilla settings. Example modified config here: Download and source code: ======================================================================================================= No Build Limit Removes skill requirement on planning building from all players, allowing building of (almost) any size. Download and source code: ======================================================================================================= Set Height Adds a new command (usable by GM with power level 5 only) Usage: #setheight <height> [radius] Will set height of tile to specified value (in dirts) Radius is optional, by default will change the tile you stand on; with radius 1 - will do 3x3; with radius 2 - 5x5 and so on. Will happily turn your server into a parking lot, mess up houses, mines, etc. Use with care. Download and source code: ======================================================================================================= HotS Fixes Allows mycelium on PVE server and fixes it's spreading Removes ore-cap on non-freedom PVE/home servers Allows casting of fungus and rite of death by BL priests on PVE servers Disables basshing houses without permission on HotS PVE servers Everything can be toggled from config Download and source code: ======================================================================================================= Fix Guards Fixes villages spawning infinite number of templars due to a database error To use, as a GM go to the village in question and type #fixguards You should see "Done" in event window when it's done, and some guards will either poof or will be assigned to the village correctly, after that no more extra guards should spawn Might cause a small lagspike if you have a lot of creatures on the server, as it checks all of them Download and source code: ======================================================================================================= Bind To All Interfaces Makes the server bind all it's sockets (external, intraserver and RMI if enabled) to all available interfaces, regardless of specified IP. Useful for running the server inside VM's with no public IP, docker containers, etc. If the 2 lines above don't make any sense you probably don't need this mod Download and source code: ======================================================================================================= Highway Portals Player craftable portals that allow teleporting between deeds on the same highway network. Start by crafting an Inactive town portal (mortar+marble brick to start). Place the portal on your deed, right click it and activate. You can teleport to other villages with portals that are part of the same highway network if either… That village has “Highway routing” enabled in settings. (Portals in villages with this setting are considered public and anyone can teleport to them). You are a citizen of the village. You have “pass gates” permission in the village. Rules: Portals need to be at least 10 QL to work. Portals can only be activated on deed that you own or are allowed to manage. Portals must be placed on a relatively flat ground and outside buildings. Portals can’t be placed on bridges. Only 1 portal can be active in a village. You can drag items and lead animals through portals. You can go through a portal riding a vehicle or mount, but you will be dismounted. The mount/vehicle will teleport with you but you’ll have to remount. Passengers will be removed from vehicles when teleporting and will have to teleport manually to follow. Download and source code: ======================================================================================================= Taxidermy Adds craftable taxidermy kits that can be used to preserve corpses as decorations. Preserved corpses count as decorations, can be planted and won't decay on deed. Creation of taxidermy kits and preserving both use Fine Carpentry skill. Stronger creatures are harder to preserve and a failure can damage or even destroy the body. When preserving you can choose to use lying model (the normal corpse), butchered model (assuming it exists in the game, otherwise you get generic meat and bones pile) and "animated" mode that looks like the creature standing and doing it's idle animation. By default "animated" costs 1000 karma in addition to the kit, this can be configured. You can disable crafting entirely from the config, in case you only want GMs to be able to spawn the items, or sell them on vendors or whatever. Technical details for GM spawning: Download and source code: ======================================================================================================= Archaeology Tweaks The mod absolutely requires modlauncher 0.38 or higher, and the new JA version that comes with it, if you try to run with a lower version your server will crash with weird a** errors on startup. Allows server admins to add/remove items to archaeology drops using a config file Optional configurable tweaks to loot distribution Optional replacement archaeology journal system This was originally made before the vanilla system and wasn't planned to release in the mod after buda told me it will become part of the base game, but considering how badly the vanilla system was implemented i'm keeping it in If enabled existing vanilla journals will still work but new ones will not be craftable, instead the recipe will produce a modded version Reports can be written on blank sheets of paper, either in a journal or in your inventory. They will be written automatically if you have an empty sheet once you find things when investigating. Unlike vanilla reports can be freely moved in, out and between journals. To add paper just drop it into the journal. Reports can be copied by activating and selecting an empty paper sheet If you activate a journal and click another one you can "merge" them, this will copy all missing reports and fill in any missing data from one journal to the other. This makes sharing information between players extremely easy. Having reports on a deed will make finding better fragments more likely while investigating on it, the bonus scales with the quality of the report Check out the config file after installing, there are plenty of settings in there! Downloads and source code: ======================================================================================================= Waxed Food Allows preserving food items using beeswax Preserved food items are no longer edible or usable in recipes but turn into decorations instead They can be planted/secured and will not go into piles They won't decay on deed and decay veeeery slowly in general They can be painted Waxing uses beeswax - 10% of the weight of the original item Quality and Rarity of the original item is preserved Downloads and source code: ======================================================================================================= No Damage Not recommended for normal servers! Removes all damage from items, walls, roofs, floors, fences and bridges from all sources. With this mod nothing will ever decay, bashing is impossible (except GMs) Any attempt to damage anything will reset it to 0 damage, unless it's 100 damage in one tick (this is to allow GMs to still remove walls, etc). Downloads and source code: ======================================================================================================= bdew server mod tools (WU 1.9+) This is a library that will be used by my (and possibly other people's) mods. For users there is nothing interesting here, just install it if you're told some mod requires it. For developers there's some documentation in process of being written here, or check the source code Downloads: ======================================================================================================= Fishy tweaks Everything can be configured in config file! Added on screen notification when a fish bites (when rod fishing) or spawns (spear fishing) Caught fish can be automatically stored When fishing from the ground this will try to store the fish in any keep net that the player has open When fishing from a boat it will try to store in attached keep net, or crates/FSBs for larger ships or ship hold When fishing with a net and none of the above apply the fish will be moved from the net to player inventory Added passive skill gain ticks during fishing actions Spear fishing no longer misses if you click too far from the fish Instead - if you click close you will get a bonus to your skill check Nimbleness cast on spears makes fish with them easier Wind of Ages and Blessing of the Dark casts on rods/spears/nets and their QL make fishing with them faster Timers for various stages of the fishing and lore actions can be changed Lore action will display a detailed report on all that you can currently catch after 40 skill After 60 skill you will be able to look up detailed report on each fish, see what it likes and how it affects your chances Requires bdew server mod tools! Downloads: ======================================================================================================= Installation (for all mods above) Install Ago's Server Mod Loader Download zip file Extract zip file to your server folder All mods are open source and are licensed under LGPLv3 Want to support my modding? Consider throwing some money my way!
  4. This is an experimental mod, aimed at fixing an issues with steam authentication that causes users to be stuck with a bogus error "Error while authenticating the user with steam." and not being able to login until the server is restarted. This is a server side mod, there is nothing you can do on client side to fix this. This mod: Adds a workaround to one possible cause of this error. See here for more details. Adds additional logging for errors in the login handler, to help debug other potential errors not covered by 1. Adds logging of steam authentication status responses (to see if some errors are actually caused by steam, and not by bugs in wurm code) Download and source code: Installation Install Ago's Server Mod Loader Download zip file Extract zip file to your client folder
  5. Mighty-Mattock-Mod is a mod to do various terraforming tasks. It uses a custom tool, the pick mattock. And with this tool, you can: chop down trees, collect resources like clay, dig, mine down surface rock or a cave floor, pack, raise up dirt, and raise up a surface rock tile or a cave floor tile. :Usage: * To change slopes, whether it be dirt or rock, activate the mattock and use it on a tile border. Dirt or concrete is required either in inventory or nearby on the ground. With this mod your essentially changing the corner on the opposite end of the targeted border. Many of these r-click menu options will be grouped under Terraform> * To collect resources, activate and use on a resource tile, choose "Collect resource". * To chop down trees, activate and use on a tree or bush tile, choose "Cut down". * To pack, activate and use it on a packable tile, choose "pack" * A level 5 gm can use the chat command "/MightyMattockMod properties" to reload the properties file while the server is running. You don't need to restart the server to change the configure options. And that usage list is basically it. This mod intentionally has very few restrictions. I tried to only include limits that had to be there because they would otherwise break the game. Some common limitations this mod is missing: you can make any slope with any skill on rock or dirt, this completely replace all dredge functionality, you don't have to remove dirt from 4 tiles to surface mine the center corner, you can mine down surface rock in one hit, you can dig and mine at any depth. : The properties file : * The JSON strings are for configuring the time interval of the action timers. This mod doesn't use WU's code for this purpose. Use the 4 skill and time values to define a linear line function for calculating action time. It's very important that the format of the JSON strings is perfect, basically just change the numbers to configure it. : How to get mod : * Required Ago's server modloader: * Mod's zip releases on GitHub (and the project source): * To install the zip file unpack it into the WU-server root folder. It is packaged with a "mods" folder so it should put things where they need to be. * I highly recommend getting Bdew's Better Tooltips client mod: This is because the mouse over tooltips doesn't work well with the custom mattock tool. : Uninstall affects : * This mod adds two new item templates the pick-mattock head(modloaderId jdbPickMattockHead) and the pick mattock(modloaderId jdbPickMattock). Uninstall will result in them being missing or mismatched item templates. I used modloader's Id generator tool. * Players will be able to create terraforming with this mod that one couldn't make otherwise. Terrain changes won't revert if this is uninstalled. : Compatibility : * This mod uses custom actions and because of this basically all mods designed to work with similar vanilla WU actions won't change the mod. Although, this mod won't break them or WU either. WU will keep working as it did before, as well will the other mods. Mighty mattock just adds another option. : Notes : * The selected bar graphics are missing. I don't know how to fix this with just the server mod. * If you try to mine rock below water more then -100 it won't work. Wurm uses that value as a default for an un-mined tile. This default functionality is something I don't want to deal with. * This project is yet another version (and I hope it's the of a task I've been trying to mod for a long time. Here is the thread and I decided to make a new one to keep things relevant:
  6. Hello everyone! I couldn't find a setting to change the growth speed of trees, so I decided to try to make a mod of my own for use with Ago's mod loader. It lets you change the chance that a tree will age one step when its tile is polled, and also to modify the odds that a shriveled tree will die when polled. The mod has been tested manually by me, and seems to work as intended. It has however not been tested for any longer periods of time, and it is also the first mod I have ever done, so please be careful before you decide to use it on any established server! I hope the mod can be of use to you, and I welcome any advice or comments you have that may help me further improve it. Mod info can be found below: To Use Make sure you have Ago's mod loader Download the file here: Extract the zip and put the files inside the mods folder in your WurmServerLauncher directory Edit the settings in to your liking Settings The mod has three settings: The first is activateMod. Use it to activate or deactivate the mod. # true: Activate mod # false: Deactivate mod activateMod=true The second is treeAgingChanceMultiplier. Use it to increase or decrease the chance of a tree advancing to the next age stage when its tile is polled. # Multiply chance for tree to age upon polling. # Value = 1.0: No change # Value = 0: Trees will never age # Value >= 225: Trees till always age # Value < 1.0: Decrease the rate at which trees ages # Value > 1.0: Increase the rate at which trees ages treeAgingChanceMultiplier=1 The third is treeDeathOdds. Use it to increase or decrease the chance of a shriveled tree dying (replanting itself). A higher value means a smaller chance of death, the formula is: chance of death = 1/treeDeathOdds. The exception is a treeDeathOdds value of zero, which will result in a zero chance of death. #Set odds (0-127) of a shriveled tree dying upon polling. # Value = 15: No change (1 in 15 chance that tree will die) # Value = 0: Shriveled trees never die # Value = 1: Shriveled trees always die treeDeathOdds=15 Notes It is recommended that both treeAgingChanceMultiplier and treeDeathOdds are modified together. Otherwise you may end up with a forest with unbalanced tree ages. If you for example make trees age faster without also making them more likely to die, you will eventually end up with a forest that has a higher ratio of shriveled trees. Remember that a faster tree growth will automatically result in faster tree spreading, since the check for tree spreading occurs when tree age advances. Odds for tree spread can be changed in the original server settings.
  7. Here is an example using the script runner mod loader tool to make the fruit press bigger. A press that holds 45kg is much better to use then one that only holds 2kg. This does make the press larger so it will fit inside less containers ( will usualy only go in containers larger then a small barrel for the default settings supplied). This WILL NOT resize already created items. Nor will items created when it's in use be reverted if it's removed. To use this: 1. Copy the code in the white box. 2. Paste into a text editor program (notepad, wordpad, notepad++, ....). 3. Save as a something with .js extension. 4. Put that file in the appropriate folder. My path looks like: Wurm Unlimited Dedicated Server\mods\scriptrunner\scripts\ onItemTemplatesCreated. If onItemTemplatesCreated folder doesn't exists, create it. 5. specify the item you want changed with the "itemName" field. And change the x,y,z values to change its size.
  8. For this mod, because I think ccfp is stupid, I made it so my ccfp values are basically always maxed. Required -Ago's server modloader -You need to have the scriptrunner mod installed and setup as explained on github wiki page: Install 1. Copy the javaScript code from the code box. 2. Paste that into any simple text editor. 3. Save the file and I named this, "ccfp-maximizer.js". You could use whatever name you want as long as its unique and it ends with ".js". 4. Put it in the directory, "~Wurm Unlimited Dedicated Server\mods\scriptrunner\scripts\onItemTemplatesCreated". If the, "onItemTemplatesCreated" folder doesn't exists, create it. 5. Change the values for carbs, calories, fats or proteins if you want something different. var ItemTemplateFactory =; var Logger =; var logger = Logger.getLogger("com.joedobo27.scriptRunnerMods.ccfp-maximizer"); function onItemTemplatesCreated() { var templates = ItemTemplateFactory.getInstance().getTemplates(); var maxValue =; //*************************************************** // Use maxValue to max and 0 to minimize. var carbs = maxValue; var calories = maxValue; var fats = maxValue; var proteins = maxValue; //*************************************************** for (i = 0; i < templates.length; i++) { templates[i].setNutritionValues(carbs, calories, fats, proteins); }"CCFP simplified, template count: " + templates.length); } Take note that ccfp values are scaled based on a standard unit size of 1-kg. A pumpkin is 32k and a garlic 1.6k because its .05 or 5% of 1kg. I'm not sure what is going on with fish but weights and sizes for them seems constantly strange.
  9. This mod aims to give you more option over what and how things go in bulk containers. Tested to work for up to WU I only updated every other release. I use the previous version and and an every other version release to reduce my update effort. * Required: Ago's WurmServerModLauncher. * Releases are here: * Install: Get one of the archive releases and unpack it into the mods folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server\mods Part of this was inspired by: I wanted something similar that didn't use reflection when depositing items in bulk. Configure settings, and I just used the ones I use here. You can change them however. One more possible change I may make is to make it so more food items will go in bulk. To do this I have to make some changes regarding ItemMealData references.
  10. I don't like discovering recipes and wanted them to just be known by default. Here is a simple script runner mod to do this. I also removed all custom naming because I don't like that either. If you want to leave the naming remove the code between the two comments. To use this: 1. Copy the code in the white box inside the spoiler. 2. Paste into a text editor program (notepad, wordpad, notepad++, ....). 3. Save as a something with .js extension. 4. Put that file in the appropriate folder: Wurm Unlimited Dedicated Server\mods\scriptrunner\scripts\ onServerStarted.