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Found 15 results

  1. This mod removes many of the restriction related to loading/unloading items and it changes how you can interact with those items once they are loaded into something. Below the dotted line is the original post where I asked what folks may want. :Required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases Most resent tested WU version 1.1.1.1 :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 *Releases are at github: https://github.com/Joedobo27/loadingunchainedmod/releases/latest * See "loadingunchainedmod.properties" file to set options.
  2. Farm barrel is a tool to sow seeds over a square area of configurable size. You harvest crops directly into the barrel and it can hold a lot, probably more then you can carry. You never have to deal with where to put crops because your inventory only holds 100 items. You can only harvest ripe crops. I tried to maintain overall time required and skill-gained-per-time-spent from farming. I wanted to remove a lot of tedious clicking, dragging and sorting. :Required: Most recient tested version 1.3.5.5 Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases. :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 * Releases are at github: https://github.com/Joedobo27/FarmBarrelMod/releases * Open the properties file and choose what options you want. a few notes: 1. Concerning the container-like-behaviour and item movement that goes on with this mod. I use this rather strange container-like setup in order to avoid having to do a bunch of bytecode changes to WU base container and item movement code. 2. the barrel rounds qualities down to the nearest whole number. (coding issue, let me know if there is a better way) 3. When the barrel's name changes it will deactivate it. If I can figure out how to make it stay active, I will. 4. I tried to make skill gain be uniform for all actions, just like yield. 5. There is a configure option to set the minimum action time. for default WU this is like 3s or 30 for mod's settings. If you have a server with a larger action speed multiplier, I have 10, you may want to use a smaller minimum time. 6. the only lasting effect this mod has is adding a new item, the seed barrel. Disabling it shouldn't do anything more then leave a missing item template behind. 7. To make things easier for me you can't work with seeds or crops in their normal item state. You'll need to empty the barrel into a bulk container and then, using the normal way, withdraw the items. 8. speed runes, woa, rare barrel, and rare action all speed up the action timer. Specifically: woa and runes are like normal, 10% speed reduction per item rarity level, 33% speed reduction per action rarity level. Sowing * Sow a square shaped area with seeds. Activate the barrel containing farm seed, use it on a dirt or farm tile, and choose sow from the menu. It will sow an area based on its configuration settings. * Each time a tile is sown the barrel's weight is reduced. If all of the seeds are used up the barrel's name will rename itself so it no longer has the custom crop tag. * sowing radius is configured with the configure action. The max radius this will support is 15 and that would make a 31x31 square. You can configure the max radius and at what skill levels those unlock in the properties file. You could easily set it up to say a max of 2, so a 5x5 area, at 90 skill if you wanted something more restrictive. Harvesting *Activate the barrel, use it on a ripe farm tile (there are two ripe stages), and choose "harvest" from the menu. You don't need a scythe to harvest grain with this mod. The normal harvest method will also be on the list for non-grain crops. My harvest is listed towards the bottom. I may rename the action to avoid confusion. Harvested crops go directly into the seed barrel and each time you harvest the barrel's weight will go up. If the barrel is empty and after the first harvest it's name will update with a custom naming tag. Basicly, you harvest crops with the barrel and then empty it into the appropriate bulk bin (food in FSB, all else in BSB). The empty action will transfer what is in the barrel into the bin all at once. Farm yield is different then default WU. The idea is to have a uniform yield per a farm action(sow, rake harvest). It's better explained here: http://forum.wurmonline.com/index.php?/topic/146351-wip-farm-barrel-mod/&do=findComment&comment=1579527 Configure Open a r-click menu on the barrel (regardless of what is active) and there should be "configure" in the list. This will open a window that lets you set how large of a sow radius the barrel will use. There aren't any restrictions on settings here other then the max values supported. It's when a toon goes to sow that the skill checks, available seed, compatible tiles available....etc come into play. The supply value is how many seeds will be put in the barrel for the supply action. Supply Activate the barrel and use it on a crop (seed state or crop state) in a bulk container. In other words, target the crop inside a bulk container. It will transfer the lesser of the set supply quantity or the available crop count minus one. (I subtract one because I'm lazy; I don't have to deal with partial item nor deal with destroying the bulk item in the bin). The barrel will be renamed to have a custom tag for whatever the seed is inside it. The farm barrel automatically converts crops to their seed equivalent. If you click on a pumpkin it will put pumpkin seed in the barrel and reduce the pumpkin count in the bin all the while preserving the proper item counts for both seed and crop. You can only have one type of crop in the barrel at once (it's a code restriction problem, let me know if there is a better way). You can have seeds in a barrel and then target the same type of crop to fill it with more of the same seeds. You can also target seeds of the same crop type. Empty This will put the crops inside the barrel directly into the bulk container. The barrel will rename itself and remove the custom crop tag. Examine Works like the normal examine [16:14:30] A tool used to sow seed over an area. You can barely make out the signature of its maker, '.ac.'. [16:14:30] The barrel is set to sow a 1 square area and the supply amount is 50. It has 28 of sugar beet at 26 quality. [16:14:30] It could be improved with a log. I'm not sure about these: * Harvesting an area has an issue I'm not sure how to deal with. Crops don't get ripe at the same time always. I could make it so the harvest barrel only harvests ripe crops...idk * Raking an area could be done but it's likely the toon would often run out of stamina. I could extend the rake times for area rake to offset the times we'd wait for stamina regeneration...idk. * I'd like to figure out a way to harvest crops and put them directly into a harvest barrel that is inside a dragged vehicle. Likewise, it would be good if the same thing could be done for the seed barrel, sow with seeds that are in a barrel that's inside a dragged vehicle. source: https://github.com/Joedobo27/FarmBarrelMod/blob/master/src/com/Joedobo27/farmbarrelmod/FarmBarrelMod.java
  3. Mod source on pastebin: https://pastebin.com/NEDD6FC8 Since this uses extensive bytecode modding I don't want to support it. It might be useful for another modder so I'm sharing it. I will not make releases for it. I will not fix it if it doesn't work or breaks or whatever. It does these things for me currently: - Remove all affinity creation and instead apply an additional 10% skill bonus to the already existent 5% bonus from nutrition. Instead of up to a 5% bonus from nutrition, this mod make that up to 15%. - Remove limits that stop you from eating or drinking when food is too hot. - Remove the mechanic that stops eating if food bar is full. Your toon can just keep eating forever if you wanted. - Remove the food complexity scaling for ccfp. Every edible thing will act as if it has 10 stages and 30 ingredients.
  4. This mod is used to move things between and into bulk containers. I made because I wanted something that filled it's roll and won't break when WU updates. To use it activate a hand. Next, open a r-click menu on the appropriate item and choose "Mark-take". Appropriate items are either a item pile (the pile-of-item things on the ground) or a bulk item inside bulk container. Finally, you now have ~30 sec to open a r-click window on the deposit bulk container and choose "Move items". - It doesn't work with fish (it's too complicated to deal with them because of their unusual weight/volume mechanism). - Item piles can only have one type of item in them for the mod to do a move. - I do want to figure out how to use this on selected groups of items inside containers (for example, 10 satchels full of corn) but for now it's just on a todo list for this mod. :Required:Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases :Install: Last tested on WU 1.4.0.1 . It should work with future releases. *Get a archive release for the mod here: https://github.com/Joedobo27/ItemMoverMod/releases *Get one of the archive releases and unpack it into the WU-server folder. The folder path should look something like this: ~Steam\SteamApps\common\Wurm Unlimited Dedicated Server
  5. This is a WU server mod that makes paving more convenient. To use it simply make a paving item active and use it on a tile. You can change pavement types by making a new pave item active and using it on a paved tile to change things around. You don't need to tear up the old to change it around. -Caves- The default tile here is the plain old cave tile. The chisel is used to remove pavement and it will turn the tile into a cave tile. The tiles don't need to be reinforced or prepped with mortar. This makes it considerably easier to reinforce a cave floor and it's a trade off in order to improve creative freedom. -Outside- The default title here is packed dirt. The chisel is used to remove pavement and it will turn the tile into a packed dirt. You can pave whole tiles or the nearest corner. -Bridges- The default tile is whatever the bridge's normal tile is. Using a chisel will remove pavement and return the tile to bridge default type. There are no restriction on the kind of bridges or pavements you can do. (imo) Freedom to do stuff even if it's silly or looks weird is important. If you pave a rope bridge it will look very silly. Putting heaving stone pavers on a wooden bridge may not be realistic but giving the player creative freedom is more important then realism limitations. If you don't like something, don't use it. :Required:Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases :Install: Last tested on WU 1.5.2.1. It should work with future releases. *Get a archive release for the mod here: https://github.com/Joedobo27/SimplePavingMod/releases *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 * The only lingering effects if it's disabled is the possibility some paving configuration might exists that aren't normally possible. No new items here.
  6. I'm working on a mod that will let players influence plants to do things differently within a defined zone then how they normally act in WU. Next is a short list of my goals. Have I forgot something that is of similar subject? 1. speed up tree growth. 2. prevent trees from ageing past very old, sprouting. 3. forcing tree/bush to have a harvestable item outside the normal seasonal harvest time, and having that item stay on the tree/bush until it's picked. 4. speeding up flower creation and influencing what kind of flower is created within the zone. 5. speeding up grass, steppe, or moss spreading. 6. stopping plants from spreading to adjacent dirt tiles within the zone. 6. speeding up grass growth. Here I'm talking about the grass growth stages like "wild". 7. preventing trees/bushes from sprouting in the zone. 8. influencing both category and individual item that are collected with forage and bontanize. As an example, forgo a bunch of blueberry to a totem in order to make it so every tile in the zone will only produce berries(all types). If you forgo enough you'd only get blueberry. I doubt I'll do anything with farming. But I am aiming to have harvested amounts within the zone be comparable to farming harvest assuming no raking. This will depend on if I make custom collection actions or try to use WU default ones.
  7. ABANDONED. This uses a bunch of bytecode in order to achieve its goal. I don't want to support bytecode based mods anymore. The script-runners should still work. . . . Big containers be-all-end-all is a mod to make containers hold a lot. This mod doesn't change crates in anyway. Server owners heed this warning. This mod will let players nest containers into infinity. You could get a small magic chest and put an infinite amount of item inside by nesting new containers inside of containers. I don't think there are any serious problems with container nesting. Further, the only thing might be that some folks may consider it overpowered or unrealistic. :Required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases WU version compatibility is 1.3.1.3 :Install: Get a archive release for the mod here: https://github.com/Joedobo27/bigcontainersBAEAmod/releases/latest *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 edit... As of v106 I removed making containers big. It just simpler to use the unlimited space option. 1) this changes all non-liquid holding containers along with a couple larger liquid holders (tub, fountain) to hold a volume of 1,728,000. It does this by changing the inside x,y,z dimensions each to 120m. By comparison the unmodded Caravel has a inventory that is 30m x 60m x 60m and this gives a volume of 108,000. This mod makes many containers (and the Caravel itself) 16 times larger than the unmodded Caravel. As of v108 I moved all the unrelated mod options to script runner mods. Here is the post in this thread if you want the changes. script runner mods
  8. Smelt Purify Mod lets you use a smelting pot to purify lump qualities a the cost of the lump's weight. You can configure all the exact proportions like: quality gained per action, weight lost per action, minimum weight required after an action. Metallurgy skill and smelting pot quality limit how high quality can be improved. (I used the default WU Skill.getKnowledge(smeltPot, 0) code to get this value.) :Required: For WU 1.3.5.5 Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases. :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 * Releases are at github: https://github.com/Joedobo27/SmeltPurifyMod/releases * Open the properties file and choose what options you want.
  9. This mod provides options to change how a player can terraform rock. You can change max slopes for mining and raising with concrete. You can change max depths for mining and raising with concrete. It is set up so that you should always be able to reverse things. In other words; you can't mine deep then you can raise or raise higher then you can mine it back down. Configure options: :Required: For WU 1.3.1.3 Note, I only update every other WU official release. This may mean you need to use the previous version, I do :). Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases. I tested with v0.24 :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 * Releases are at github: https://github.com/Joedobo27/RockSurfaceTerraformingMod/releases * Open the properties file and choose what options you want. Make concrete from clay + rockshards. Here is script-runner code to do this, and it goes in this folder: ~\mods\scriptrunner\scripts\onServerStarted https://gist.github.com/Joedobo27/08fcfccbebf612e560bbecb9ffa30f1f This mod use to be about concrete creation and use. I decided to make it into a rock terraforming general purpose mod. I may add a new actions to level and flatten surface rock to this mod.
  10. Cave Dwellings Tweaks Mod's purpose is to provide options to disable a few restriction that exists in vanilla WU pertaining the cave dwelling construction. About the options: allowBuildAgainstWalls; This lets you build against cave walls off deed. maxStories; This is not implemented at all. And it's likely it won't ever be. To add this I'd have to mod how WU uses mesh files. allowAnyBuildingType; This lets you construct any type of building as a cave dwelling. buildOnPlainCaveFloor; This lets you plan cave dwellings on plain cave floors. removeAcceleratedOffDeedDecay; This removes the accelerated decay of cave dwellings. Tested to work for up to WU 1.3.1.3 * Required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases * Releases are here: https://github.com/Joedobo27/cavedwellingstweaksmod/releases * 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
  11. Disable Fog Spider mod does two things each has an option to disable either one. 1. Prevent fog spider from spawning when it gets foggy. 2. Make the fog spider almost the same as a giant spider. Specifically the changes are: pierce dmg instead of poison, reduce weaponless fight skill, reduce bite damage and a reduction in its base combat rating. :Required: Ago's WurmServerModLauncher.http:// https://github.com/ago1024/WurmServerModLauncher/releases Most resent tested WU version is 1123 :Install: Get a archive release for the mod here: https://github.com/Joedobo27/DisableFogSpider/releases/latest *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 * See "DisableFogSpider.properties" file to configure options.
  12. Enchanted Nature Mod's purpose to make enchanted terrain better. V100 just has the option to disable enchanted grass from packing because of animal grazing. Here is a list of possible other features that may get added: 1. Enchanted trees that don't age beyond very old, sprouting. 2. One can pick sprouts from enchanted trees. 3. Maybe increase the likelihood that a tree with jump from very old to very old, sprouting. This would let users harvest sprouts faster. 3. Increase the harvested yield and allow them to be harvested in the first place. 4. Maybe harvest grass from enchanted grass tiles, I'm not sure if this is possible to add it. and increase the rate which it grows. 5. Flowers on enchanted grass tiles (assuming it possible to get them on the tile) are more likely to spread to surrounding tiles. 6. Last but not least, is to add substitute ways to make these tiles that aren't restricted to meditation. These ways will likely involve plain old crafting outlets. :Required: Ago's WurmServerModLauncher.http:// https://github.com/ago1024/WurmServerModLauncher/releases Most resent tested WU version is 1123 :Install: Get a archive release for the mod here: https://github.com/Joedobo27/EnchantedNatureMod/releases/latest *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 * See "EnchantedNatureMod.properties" file to configure options.
  13. This is fishing related mod which will let you: Option to remove proximity requirements. This lets you target any tile (game doesn't let you target more then ~10 tiles away) , start fishing, and move anywhere you want all without the fish action not getting canceled. Option to change it so fishing in caves is more productive. Option to remove the limitation that blocks you from fishing and swimming at the same time. Option to add additional information to the initial fishing message about the fishing action. e.g. "[21:31:48] You throw out the line and start fishing in the deep sea. It's at most -310 deep near here." There are three types of water: pond, lake and deep sea. A pond is a very small body of water. Deep sea is many water tiles and a depth of at least -250. Lake is whatever doesn't fit into the other two. Each water type has restrictions on the type of fish you can catch. For the pond it's roach and perch. For lake it's roach, perch, trout, pike and catfish. Deep sea is everything. Latest release tested on WU 1.1.2.3(b) * Required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases * Releases are here: https://github.com/Joedobo27/FishingIgnoresRange/releases/latest * 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
  14. This is a mod that provides options to remove three mechanics that are intended to limit animal hoarding. 1. Remove brand limit. This is a toggle that is either on for basically unlimited brandings or off to use vanilla WU deed tile count / 11. 2. Remove creature ratio affects. When enabled this makes it so all mechanics inquiring what the current ratio is are told it's 100 regardless of animal count or deed size. 3. Remove disease spread. When enabled this effectively makes it so disease doesn't occur. Tested to work for WU 1.0.0.7 required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases releases are here: https://github.com/Joedobo27/removeanimalhordinglimitsmod/releases
  15. This is a mod whose goal is to provide alternatives or substitutes to all things related to fighting and killing. :Required: Ago's WurmServerModLauncher. https://github.com/ago1024/WurmServerModLauncher/releases v0.15 WU 1.0.0.1 (not tested with WU 1.0.0.0 but it should work) :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 Get a release from github: https://github.com/Joedobo27/wurminianpacifistmod/releases/tag/v1.0 ____________________________________________________________ For the initial release I've just done crafting a pelt from cotton, crafting a bed from cotton instead of furs, and an option to move all tools made with weaponsmithing over to black smithing. I like these ideas: 1. crushing or extracting the essence from rares. This essence would be for a specific WU material type. For example extracting from a rare rock shard would give stone essence. I'm not sure if extracting from say a rare hammer should give metal or tool essence. The essences would likely be extracted with alchemy and then combined in various ways to make imbuing oils. For example the mining oil would be made with stone and metal essence. I still need to figure out how much essence, chances, potency and all. It's just a rough idea at the moment. 2. Healing covers need to be changed so there are alternatives as good as tooth plus gland. Weight is just as important as potency which is why black mushroom is not as good. I got a plan for this which entails moving healing covers to the crafting UI (fixes the weight issue) and re-doing the potency of plants. 3. There needs to be ways that folks can make 100% safe travel paths and working areas. I'm not sure how to do it and I think it's likely going to be difficult. Depending on how difficult will decided if this point ever gets made. 4. Substitute for bladders. Milk + a vegetable based rennet = curd slurry. Make the cheese press with cloth squares instead of a blader. cheese press on curd slurry = cheese (maybe some whey). 5. Substitute for Cochineal (red dye making). Plenty of info here: https://en.wikipedia.org/wiki/Natural_dye. I'll most likely add a new botanize plant. What else would you like to see?