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Found 205 results

  1. Hey guys, Up till now, the only thing I've been using Unlimited for is to play around with the god tools so I can test out house and environment designs for WO. Playing around with the magic god wand has become so enjoyable that I decided I'd like to recreate the Ultima Online map. As mentioned in my previous thread, this is going to be a "look but don't touch" server and the whole server will be one gigantic deed. So I will not be opening it up for other people to live on as I just don't have time or energy to get into community management at this point. I just want to relax and enjoy building. For now, the server will be offline. Once it's ready though, I will make it public so all you old Ultima fans out there can come and visit as a tourist if you like. In this thread, I'll be documenting the whole process as I go along. I know there have been some previous Ultima related projects out there, and as far as I can tell, they have died off and are offline. But I just want to reassure those people that my project is not in competition even if y'all decided to restart up your servers. Again, the reason being because my server will not be a community, just a tourist attraction. The most nostalgic MMO players I know (myself included) are old Ultima Online players. So I've named the server accordingly and will do my very best to set it up, build and decorate just like good old UO. When the day comes that it's ready to be made public, I hope you'll share a little moistness in your eye, remembering back to the good old days in the lands of Sosaria!
  2. The focus of this mod is to remove the soft cap on Characteristic skills after 31 with the new skill gain system of Wurm Unlimited. Here is essentially what it does: I will possibly expand this to give even greater control over skillgains, allowing you to implement your own soft or even hard caps on skills. For now, this is limited to characteristics. Settings: #Amount to divide characteristic skills by. Higher values will result in lower skill gain ticks. characteristicDivider = 5.0f #If true, will print debug messages and log heavily. debug=false For use with Ago's Server Modloader. Download (Google Drive)
  3. What are you waiting for come join Foreverlands one of the greatest servers that has been out. Server up little modded only what I have time to keep up and Insanely item modded for the decorator. All mods are done by me and no outside mods sorry an every new version all mods work no waiting for people to fix a mod on my server. Map: Auto updates every day now http://redirect.pingperfecthosting.com/14760/mapviewer/ Ingame Foreverlands info tab with server info. New trader items: No more stamina drain for the commander of a vehicle. Burning logs now gives ash in forge 3 ash per log oven is slower and will out put 6 ash per log Can do this while on vehicles CUT,CHOP,CHOP_UP,BURY,DIG,MINE,MINEUPWARDS,MINEDOWNWARDS,FLATTEN,ROAD_PACK,PROSPECT,PICKSPROUT,DESTROY_PAVE,REPAIR_STRUCT, FORAGE,BOTANIZE,TUNNEL,PRUNE,HITCH,LEVEL,FLATTEN_BORDER,SHEAR 3x exp 3x Action timers 4 starter areas when enter map with portals to Grimewell main starter town. Free sleep in beds at starter areas provided. Mines at each starter area as well as clay and tar. Free deeds there will no longer be a deed upkeep I have coded in a set amount of land max is 50x50x50x50 north south east and west. More than enough land for anyone. After hitting 99 Carpentry skill you can build huge buildings max 500. bury corpse coin reward and butcher corpse coin reward Model pack here just open your graphics.jar and extract all from model pack in to it and tell it to replace that's it simple. Modelpack link http://www.mediafire.com/file/via1p2bdfjl227v/Foreverlands_Modelpack.rar Whats in the model pack? all kingdom tall banners are craftable with 15 new custom ones all banners are craftable with 15 new custom ones all kingdom flags are craftable all HOTA statues are craftable all kingdom tabard's are craftable all tents are craftable all ships have a kingdom inspired sail allowing for 14 new versions for each ship type with a sail canopy bed,wooden bench,cupboard,tripod table,wardrobe,coffer,lounge chair,high chair,royal lounge chaise,fine high chair,paupers chair,high bookshelf,low bookshelf,bedside table, each has for new wood grains that match new dresser model having the 4 new wood grains allows for 5 new dresser's new dining table model with the new wood grains allow for 4 new dining tables new wooden bench model still working on it's progress. canopy beds all have new upholstery with the new wood grains allowing 40 versions of the Canopy bed royal lounge chaise all have new upholstery with the wood grains allowing 36 versions of the Royal Lounge Chaise fine high chairs all have new upholstery with the wood grains allowing 36 versions of the Fine High Chair hitching post 20 new custom wagon canopies plus all the kingdom wagons are craftable 27 new Tapestries new wall picture frame with 9 new pictures allowing for 9 new items 10 new carpets 5 new carpet runners 2 new oval carpets 26 New Shop Signs in game map all boats have been speed up a little as well as the wagon Can now build High Fence and High Fence gates in archways once again Roughly over 280 items that are not in WO or WU can be craftable now that I have added excluding the kingdom tabards,wagons, flags, tall banners, and banners Ignore the part about deed cost in video there is no more deed upkeep on Foreverlands Foreverlands Map Pics in spoiler of items craftable on server or soon coming to server.
  4. A server mod to add a stable master on the server-side which can exchange animals for animal tokens which can then be loaded onto boats for transport. It requires the latest version of Ago's server modloader, v0.18. Trade/Sell On Personal Merchants Added in version 0.4 it should now be possible to trade animal tokens and thus animals. Server transfers Added in version 0.3 is the ability to transfer animal tokens (and the associated animals) between servers. I would consider this capability beta and in need of further testing as if there is a bug it can make a mess of the database on both sides. If you intend to use this feature please wait until more testing occurs or use only for test. The other features from 0.2 haven't really changed outside of resizing the stable master payment dialog. I consider this functionality to be stable and released. I will update this post when testing completes on server transferring. Note that brands and village permissions are lost on transferring animals attached to tokens because they are tied to villages that don't exist in the new server. In version 0.5 additional server transfer logging has been added and there is an option to disable transfers but if a player transfers with tokens on a boat (despite the warning) those tokens will be lost. Tokens on the player will be available when the player comes back to the originating server. This mod was created because I thought it was an interesting idea when I read Razor's request in this thread. I am providing it for no charge and have removed all donation links. Release Latest Release on github Readme on github Changelog on github Credits ago for making the modloader, posting all his code, and posting useful information about wurm unlimited modding. It was very helpful. Razor for requesting the mod, showing there was interest and providing good ideas. Instructions (Copied from Readme link above) Download StableMaster.zip Extract StableMaster.zip into Wurm Unlimited server folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited Dedicated Server). The StableMaster.jar file should end up in mods/StableMaster/StableMaster.jar. Optionally modify the properties. Start the server and connect. Effects (Copied from Readme link above) Adds a new NPC to the game, Stable Master. By default the Stable Master is assigned an auto-generated template ID. This can be overridden to set a specific ID by setting "specifyStableMasterId=true" and setting the ID as "stableMasterId=". You can right-click the Stable Master while leading one or more animals and use the "Exchange animal" action to have the animals exchanged for Animal Tokens. There is a fee (configurable) associated with exchanging each animal into an Animal Token. The Animal Token weighs what the animal weighs (which can be excessive). There are configuration options to limit this to a minimum ("animalTokenMinimumWeightGrams") and a maximum ("animalTokenMaximumWeightGrams") value. Note that the maximum is applied after the minimum in case the minimum is larger than the maximum. The Animal Token takes up the volume of a corpse by default but is configurable (X, Y, Z in centimeters.) By default the Animal Token is assigned an auto-generated template ID. This can be overridden to set a specific ID by setting "specifyAnimalTokenId=true" and setting the ID as "animalTokenId=". You can right-click on the Animal Token and use the "Redeem animal token" action to turn the token back into a animal at your current location. The Animal Token can be loaded onto boats by activating the token, right-clicking the boat and selecting the "Load animal token" action. By default the token cannot be loaded onto rowboats or sailboats but this is configurable with 'enableSmallBoatsLoad=true'. The Animal Token can be unloaded from a boat by right-clicking on the token in the boat inventory and selecting the "Unload animal token" action. Disabled by default, there is an option to enable directly right-clicking on a led animal and using the "Exchange animal" action for no cost. To enable set "enableNoNpcExchange=true" Video Youtube video showing partial usage from an early release when it uses mounts not lead animals (I need to update this at some point but it takes time to make good short videos): Have fun! -Tyson
  5. Accelerated Forestry & Gardening Server Mod for Wurm Unlimited This mod allows to speed up the growth of trees, bushes, fruit (and other harvestables), hedges, grass, kelp, reed, flowers, trellises, herb planters and to refresh foraging and botanizing for tiles that allow it. Every action to start a task consumes a certain amount of a watering or fertilizing item. After the action is performed, a certain time span is required for the task to be performed. After the task has been finished, another task can be started for that tile/object. While there can exist only one task for a particular tile/object at a time, the number of simultaneous tasks for different tiles/objects is potentially infinite. The default items for watering and fertilizing are water and ash, respectively. Possible tasks are (if enabled, actions use and increase either the forestry or gardening skill; the skill governing an action is indicated in parentheses): Make trees and bushes grow by watering them. (forestry) Make hedges grow by watering them. (gardening) Have trees and bushes grow fruit (or other harvestables) out of season by fertilizing them. (forestry) Increase the grass height on grass and tree tiles by watering the ground. (gardening) Grow (random) flowers on a grass tile by watering it when at maximum height. In contrast to conventional flower growth, all flowers have the same probability. (gardening) Make kelp and reed grow by fertilizing them. Note that there is no visual indicator of height for these tiles. (gardening) Refresh the ability to forage and/or botanize tiles that allow it by fertilizing them. (gardening) Make trellises grow by watering them. (gardening) Make trellises (except ivy) harvestable out of season by fertilizing them. (gardening) Make herb planters age faster by watering them to reach the age at which they can be harvested. (gardening) Make herb planters harvestable by fertilizing them when at the right age. (gardening) Almost every aspect can be modified via the configuration file. Time required by tasks and polling interval (see below). Cost, time and item required for actions. Influence of skill, item quality and age on task time, action time and action cost. Other options are: Block certain actions or tile/object types. Show status on examine if a task is enqueued for the examined tile/object. Enforce a cool down time for an object or tile after a task has been finished. Continuous growth until the maximum age or height is reached. Age limit for trees and bushes. Gain skill for performing actions. Persistent task list when shutting down the server. Obey tile protection. Active protection against conventional server poll for tracked objects. Use the original growth functions with all related effects and chances. Task time can be defined by a base time and several multipliers for task type, object/tile type, species, age, modifier (normal, enchanted, mycelium), skill and item quality. The time required to grow a tree, t, is TaskTime < t < TaskTime + PollInterval where TaskTime is the time required for a task as specified by BaseTaskTime and a collection of multipliers. TaskTime = BaseTaskTime * task_multiplier * type_multiplier * species_multiplier * age_multiplier * modifier_multiplier * skill_multiplier * quality_multiplier Multipliers can be tweaked separately for all kinds of conditions. For more information, see the mod's properties file. Other information: Accelerated tree and bush growth ignores all related effects that otherwise would be invoked when a tree or bush grows.* Accelerated fruit/harvestable growth ignores seasons. Accelerated grass growth ignores seasonal growth rates. * Such as tree death & self re-plant, mycelium decay, killing area checks for oaks and willows, sprouting to nearby tiles, mushrooms, etc. These effects still occur, but at a normal rate. Planned features: What else could need acceleration? Any suggestions? Requirements: Ago's Mod Launcher, version 0.26.3 (Wurm Forum page) Intended for Wurm Unlimited 1.4.0.1 As always with modded content, I rid me of all liability. Although the mod in non-invasive and can be removed at any time without any effect on the world, make a backup. Just to be sure. Get it here GitHub page Installation: Just extract the contents of the .zip file into the mods folder in your WurmServerLauncher directory. If you don't have a mods directory, you need to install Agos's mod launcher.
  6. There are a ton of upgrades to chat I'd love to see, but this is just a little baby step. Won't make a huge difference, but every new player that starts the game is usually confused by the chat channel naming. Would it be hard to rename the Freedom to whichever server we are actually on? If crossing servers, just create a chat entry, saying "welcome to "x" server!", so people can see what server the chat was coming from.
  7. Filter: Calysto or use ip 198.50.235.85 port 3724 Hosted in the Eastern US 300x skill 100x action 45-50 Hits per rock tile 0.1 Glimmer 0.1 Ada 12 Hr Backups 100k creatures 50% Hostile New players spawn with a 99ql Spy Glass, Small Barrel, 50ql Hammer. Current Mods More Chests (Currently 512) Chest Claim More Chest Items ( Scale Red Dragon Eggs (Random Dragon) Sleep Powder Rods of transmutation Tomes (all but key to heavens) Supreme auxdata 7+) Stable master Announcer Better dig Big Container BAE Bounty mod (10x bounty on all creatures) Bulk Transport Creature Age Mod Creature Mod (newer Version) crop mod (30 min per tick no weeds +10 yield) Meditate mod (no cool, downs no level cap, < 1 second meditation timer) moon metal mining mod move mod no fatigue prospect mod sacrifice mod (50 percent rare item = rare bone, supreme item = supreme bone) skill mod spell mod (no priest restrictions no prayer cool down) timer fix Map Dump Live Map http://calysto.tk I probably forgot something so ill just add it when i remember it.
  8. Brief disclaimer: I'm not going to lie, I'm sharing these mods in the hope that they'll be useful to you, but I can not guarantee continued support/development. I'm investing time in them because I'm admin on a friend's small private server at this time, that I play on as well. There's always the odd chance I'm up for taking requests, feel free to PM me about it. And don't hesitate to report bugs, I'm likely to address them! Development of the 1.4/1.4.1 update was kindly sponsored by http://PVEpLands.com! See the update post for details. The 1.4.2 update seems to have required only Pick More Sprouts to be updated. If you find some functionality broken, please post here or open an issue on Github. Ideally make sure that it really is one of these mods, a good way to find out is running the server with only one mod and confirming. Otherwise it might be a compatibility issue which requires the whole mod list (a ZIP of the mods folder for ease of access helps) to try and resolve the issue. All mods are built upon ago's server mod loader: http://forum.wurmonline.com/index.php?/topic/133085-released-server-mod-loader-priest-crops-seasons-server-packs-bag-of-holding/ Releases can be found here: https://github.com/dmon82/UnlimitedQuacks/releases Release 1.4.2 was built on ModLoader version v0.26.3-e9998cf Release 1.4.2 on Wurm Unlimited version 1.4.0.1. Extract files into your server's mod folder. We're playing on an Epic settings, PvP enabled homeserver, and discussed some things, which I'm trying to implement. Its name is vaguely dedicated to a rubber duck, hence the name Unlimited Quacks (formerly Unlimited Tweaks). Epic mission hints Tree cut down missions will centre the tree on the tile, and set it to 69 damage (we don't want to raze our perimeters). Always shows traitor creatures like using the Locate soul spell when tracking (Note: traitor creatures seem to disappear on server restarts), not sure about performance issues with large numbers of players spamming tracking. Can customise mission generation, disable mission types (e.g. building pylons), and tweak numbers required. No holy ground Allows founding settlements, terraforming, and building structures (not even GMs can do it) near the white and black light altar (we're using them decoratively in the spawn town), also allows founding settlements despite aggressive creatures and creature dens. No mail cost Removes postage from mailing items, also removes postage from returned/rejected mails. Looking into placing 30 power enchants on newly created mailboxes. Newly created mailboxes will have a 30 power Courier enchant placed on them. Configurable (any feature can be toggled, and the power can be specified). The enchant actually works now. Well done, Ulvi, only took you forever to add that one line of code *self cynicism*. PvP surface mining slope On Epic, the slope limit for surface mining is 1.0 times your mining skill, this reverts it to 3.0 times (like on PvE). Ash produce Items that have cooling ticks can produce ash. Ash producing items are configureable now (don't want kilns to produce ash? no problem!). Chance per second is now configurable globally and per item now. Limit the number of stacks produced globally and per item now! Should no longer create ghost ash. Fire burn time Displays pretty much the exact time until a fire becomes a layer of glowing coals. Example: [17:03:54] It will burn steadily for about 72 minutes and 10 seconds. (50QL forge not inside a structure) Target temperature now configurable, see config file for further details and figures. Now displays target temperature specific messages (e.g. the fire will be a bed of glowing red coals in x minutes). Double bulk capacity Newly created BSBs and FSBs capacity is quadrupled (4x). All crates capacity is doubled. Both values can be configured. Crates trimmed their items back down to 150 and 300 respectively, because I overlooked another place that needed a change. Pick more sprouts Pick more sprouts with one action. Configurable (defaults to 5). Right now there's nothing else definitively planned, that isn't provided by other mods already. Feel free to fork the git repository, contribute, or build upon it. Always test new mods on a local test server before pushing things live, and make a backup.
  9. This is a client/server mod to add quality and damage information to the tooltip when hovering over structures (walls, fences, bridges, etc.) as well as ground items (forges, carts, tents, single dropped items, etc.) It requires Ago's client and server modloaders. Updated May 20, 2016 to version 0.4. Requires the newest client (0.4) and server (0.19) modloaders and uses bdew's ModComm API to send the data between the client/server so it no longer creates chat windows if you are missing the client. 0.3 still works with the older modloader if for some reason you can't update. Latest Release on github Readme on github Changelog on github Background I created it for my own benefit as I am new to Wurm and was annoyed having to hit examine to see how a structure I was imping was changing. I'm releasing it in case anyone else wants similar functionality. I don't have a ton of time but if you have change requests let me know. Special thanks to: ago for making the modloader, posting all his code, and posting useful information about wurm unlimited modding. It was very helpful. bdew for making several mods I use and also posting the code. Also for making the ModComm API and updating this mod for it. joedobo for posting useful information about modding wurm unlimited. Instructions (Copied from Readme link above) Client Installation Download QualityDamageTooltipsClient.zip Extract QualityDamageTooltipsClient.zip into wurm unlimited client folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited/WurmLauncher). The QualityDamageTooltipsClient.jar file should end up in mods/QualityDamageTooltipsClient/QualityDamageTooltipsClient.jar Server Installation Download QualityDamageTooltipsServer.zip Extract QualityDamageTooltipsServer.zip into wurm unlimited dedicated server folder (for example, C:/Program Files/SteamLibrary/SteamApps/common/Wurm Unlimited Dedicated Server). The QualityDamageTooltipsServer.jar file should end up in mods/QualityDamageTooltipsServer/QualityDamageTooltipsServer.jar. Startup Start the Wurm Dedicated Server and Wurm Client and enjoy! Youtube video showing usage: https://youtu.be/spJjviVnx-A Have fun! -Tyson
  10. Having an issue with the latest Dedicated Server update. I get the following error just after the Launcher finishes. This happens on Headless and through the gui Launcher. Both in Linux. Exception in thread "JavaFX Application Thread" java.lang.RuntimeException: java.lang.reflect.InvocationTargetException at javafx.fxml.FXMLLoader$MethodHandler.invoke(FXMLLoader.java:1774) at javafx.fxml.FXMLLoader$ControllerMethodEventHandler.handle(FXMLLoader.java:1657) at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:86) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:238) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191) at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74) at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:49) at javafx.event.Event.fireEvent(Event.java:198) at javafx.scene.Node.fireEvent(Node.java:8411) at javafx.scene.control.Button.fire(Button.java:185) at com.sun.javafx.scene.control.behavior.ButtonBehavior.mouseReleased(ButtonBehavior.java:182) at com.sun.javafx.scene.control.skin.BehaviorSkinBase$1.handle(BehaviorSkinBase.java:96) at com.sun.javafx.scene.control.skin.BehaviorSkinBase$1.handle(BehaviorSkinBase.java:89) at com.sun.javafx.event.CompositeEventHandler$NormalEventHandlerRecord.handleBubblingEvent(CompositeEventHandler.java:218) at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(CompositeEventHandler.java:80) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:238) at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(EventHandlerManager.java:191) at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(CompositeEventDispatcher.java:59) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:58) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(BasicEventDispatcher.java:56) at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(EventDispatchChainImpl.java:114) at com.sun.javafx.event.EventUtil.fireEventImpl(EventUtil.java:74) at com.sun.javafx.event.EventUtil.fireEvent(EventUtil.java:54) at javafx.event.Event.fireEvent(Event.java:198) at javafx.scene.Scene$MouseHandler.process(Scene.java:3757) at javafx.scene.Scene$MouseHandler.access$1500(Scene.java:3485) at javafx.scene.Scene.impl_processMouseEvent(Scene.java:1762) at javafx.scene.Scene$ScenePeerListener.mouseEvent(Scene.java:2494) at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:352) at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(GlassViewEventHandler.java:275) at java.security.AccessController.doPrivileged(Native Method) at com.sun.javafx.tk.quantum.GlassViewEventHandler.lambda$handleMouseEvent$355(GlassViewEventHandler.java:388) at com.sun.javafx.tk.quantum.QuantumToolkit.runWithoutRenderLock(QuantumToolkit.java:389) at com.sun.javafx.tk.quantum.GlassViewEventHandler.handleMouseEvent(GlassViewEventHandler.java:387) at com.sun.glass.ui.View.handleMouseEvent(View.java:555) at com.sun.glass.ui.View.notifyMouse(View.java:937) at com.sun.glass.ui.gtk.GtkApplication._runLoop(Native Method) at com.sun.glass.ui.gtk.GtkApplication.lambda$null$50(GtkApplication.java:139) at java.lang.Thread.run(Thread.java:745) Caused by: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at sun.reflect.misc.Trampoline.invoke(MethodUtil.java:71) at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:497) at sun.reflect.misc.MethodUtil.invoke(MethodUtil.java:275) at javafx.fxml.FXMLLoader$MethodHandler.invoke(FXMLLoader.java:1769) ... 60 more Caused by: java.lang.ExceptionInInitializerError at com.wurmonline.server.Server.startRunning(Server.java:854) at com.wurmonline.server.ServerLauncher.runServer(ServerLauncher.java:119) at com.wurmonline.server.gui.WurmServerGuiController.startGame(WurmServerGuiController.java:1221) at com.wurmonline.server.gui.WurmServerGuiController.startBtnClicked(WurmServerGuiController.java:141) ... 70 more Caused by: java.lang.NullPointerException at com.wurmonline.server.items.Item.isTileAligned(Item.java:14047) at com.wurmonline.server.zones.VolaTile.addItem(VolaTile.java:1975) at com.wurmonline.server.zones.VolaTile.addItem(VolaTile.java:1935) at com.wurmonline.server.zones.Zone.addItem(Zone.java:1905) at com.wurmonline.server.zones.Zone.loadAllItemsForZone(Zone.java:2427) at com.wurmonline.server.zones.Zones.createZones(Zones.java:1778) at com.wurmonline.server.zones.Zones.<clinit>(Zones.java:278) ... 74 more
  11. Forums - Discord Hi everyone, As some of you may have known, the current Wyvern Reborn map was originally created at the launch of Wurm Unlimited. Almost 2 years later, what's left are the ruins of deeds, impassable terrain, and the occasional friendly active player. I want to thank the many people that have contributed positively to the success of Wyvern, in all iterations. Special thanks to Sindusk for initially taking on the project of the server, and spending the countless hours working on mods and making the server better than ever. Current Issues The current Wyvern Reborn map is old with lots of ruins of deeds. In addition, many folks have raised that the current map isn't the best, and much of the map is impassable terrain. Lastly, the map is 4k, which in my opinion, is not ideal for a low population server. http://www.wyvernreborn.com/mapviewer/ As stated before, population is low. The old server has gotten stale for many of the Wyvern veterans, and they have moved on. I'd like to entice players to come back, but obviously not looking to all of the sudden become the most popular server. Ever since the original Wyvern shut down, many of the then players either went to a different server, or quit Wurm altogether. The PvP server was put in place by someone who has mysteriously disappeared. To make things worse, it was put in place without the knowledge of the server owner, and myself. I think that the implementation of the PvP server was unwarranted, and didn't reflect the original goals of Wyvern Reborn. The Solution (or my attempt at it) Introduce a new PvE island, which for the foreseeable future, will be in a cluster together with the current PvE server. The state of the current PvE server is yet to be determined, but I am favoring towards either shutting it down, or detaching it from the cluster and make it more of a "museum". There still is very nice works of architecture on the server. The new PvE server will become the login server for Wyvern Reborn, and players will be able to sail (and potentially portal) between servers. Below is the map of the soon-to-be PvE server. Remove the PvP island. Population is nearly non-existent, and there's many bugs with the PvP server. It's just a nuisance at this point. What does this mean for me? If you are current player on Wyvern Reborn PvE with a deed, I heavily encourage you to move to the new server when it opens its doors. You can sail over with all your loadable items, and I will even personally help you transfer un-loadable items by spawning them on the new server. Not only that, I will help refund the materials used in building your deed if you export your deed using deed planner and get a materials list. So the annoying part of gathering materials to build your stuff will be eliminated. Note that I'm not gonna do this for everything, just the materials above a reasonable amount. Also, if you try to swindle me, I don't you need to guess what you will get If you are a current player on Wyvern Reborn PvP, you will need to move your stuff to the current PvE server within the next couple weeks or you will risk losing your items. I will do my best to be accommodating, but I already expect a considerable amount of work. If you have a deed on PvE, the above applies to you as well. If you have played on Wyvern (Reborn) in the past, your character and items on your character will be preserved. I encourage you to come to the new server when launched and be part of a great community on a new server! If you have never played on Wyvern (Reborn), come join us! I intend to give new characters higher starting skills (20) for the first few weeks to encourage new players to join us. New server deets The map is based off of the heightmap of the current PvP server, which I feel is a good PvE map. There is plenty of space to build, but still with a couple mountains and some deserts. It is a 2k map with a central starter town on the bay shore. Skill gain is 3x, timers are 5x. Proposed Mods Here is an exhaustive list of the mods that I intend to include on the new server. Mods with an asterisk are still being considered, and you can vote for the server to include or not include said mod here Announcer by ago: broadcast the login of players on the server.* AshProduce by Ulviirala: Items that have cooling ticks can produce ash. If implemented, I intend on making the rate of ash production relatively low.* AutoAlert by ausimus: Add the ability to automatically display server broadcasts on a given interval. This can be helpful for announcing server events, among other things. BankBalance by Sindusk: Gives players the ability to view their bank balance without being at a settlement token. BetterCombatLog by Sindusk: Improves the combat log and uses color to denote different results. BetterDig by bdew: A variety of improvements to the dig action. BiggerHouses by razoreqx: Players will be able to build houses twice the normal size, scaled linearly with carpentry skill. BountyMod by WalkerInTheVoid: Give certain amounts of coin to players for killing creatures. BulkTransportMod by Webba and bdew: Removes the limit on moving items to/from bulk storage containers. CraftablePauldrons by Xyp: Allow for the creation of a variety of pauldrons. CreatureAgeMod by ago: Allow animals to grow to the mature age faster. CropMod by ago: Prevent withering of crops, which also grow faster (~24 hours per cycle). FireBurnTime by Ulviirala: Display an estimated remaining time that fire sources will be hot. HarvestHelper by ago: Announce harvest seasons on player login. HitchLimits by bdew: Allows control over which creatures can hitch to carts / wagons. HomeTeleport by Sindusk: Teleports the player to the starter deed on a channeling timer. The timer is broken by any movement or action. HotsFixes by bdew: Allow for HotS players on a PvE server. InbreedWarning by ago: Provide players with a warning if they try to breed related animals. IncreaseMerchantItems by ausimus: Allow for merchants to hold more items. KingdomOffices by Sindusk: Give PvE servers the ability to grant Freedom offices, in which players can bid on the offices with creature tokens, which are dropped from aggressive creatures. KingdomStuff by Sindusk: Allows players to create kingdoms banners, wagons etc. of various WO kingdoms. LibilaFixes by Sindusk: Another mod to permit Libila priests on PvE MeditateMod by WalkerInTheVoid: Guaranteed meditation success, and disable the delay after 5 meditations (you can meditate every 30 minutes for skill gain) MoonMetalMiningMod by Webba: Give adamantine and glimmersteel veins more available actions. ServerPlayerCounter by Sindusk: More accurately display player counts, especially for servers with multiple islands. ServerTweaks by Sindusk and RicePirate: lots of configurable server tweaks, including unique spawn times, immoral traders and bartenders, etc. SkillGainControl by Sindusk: Fixes the 31 "soft" cap for characteristics, and allows for a similar characteristic skill gain to normal skills. SpellMod by ago: Removes priest restrictions. StableMaster by tmarchuk and bdew: Allow for animal transfer between islands. This is a serious asterisk, as I have yet to test the mod at all.* StarterGear by Sindusk: Control gear that is given to new players. TimerFix by bdew: Customize the timers of various actions, like casting spells and lockpicking. WyvernMods by Sindusk: A huge pack of the previous mods Sindusk made for the Wyvern Reborn server. You can refer to the Wyvern Reborn forums to see what this includes. To name a few: Additional creatures: worgs, sol demons, and a few custom creatures. Affinity orbs: grant a random affinity. Decorations: added a few craftable decorations. Disintegration rod: instantly remove 1000 hits from rocks and veins. Damage modifier: tweaked the damage of certain weapons to add variety. Religion: sermons disabled, but faith gain per day limit removed. I will consider modifying this. Treasure chests: better loot table, added fantastic chests. Server Rules are the same as Wyvern Reborn: Intentional Griefing will not be tolerated. Macros are expressly forbidden. Being caught macroing with solid evidence will result in the skill being reduced, reset, or your character being banned. Our definition of "Macro" is when the game is being impacted when the player is not there. Using mods that do multiple actions is fine. Something that automatically does those actions is not. You must be present and playing for it not to be considered a macro. Be respectful - we wont be removing anything, except seriously offensive or pornographic material. Feel free to express yourself, but common sense is key. Client modifications are allowed. I personally encourage the use of client mods that make life easier, such as LiveMap and All of Bdew's Client Modifications. Any client mods which negatively impact other players are advised against and will be dealt on a case-by-case basis. Flyhacks, speedhacks, and similar are forbidden. That's all for me for now. If you have any (literally) questions or concerns, please don't hesitate to reach out to me either here or on the Wyvern discord. I appreciate all feedback and will consider every suggestion. More information will be released as things progress.
  12. 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: https://github.com/aschmois/SurfaceMiningFixMod/releases/tag/v0.2.1
  13. On one of my production servers right after INFO com.wurmonline.server.Server: End of game server initialisation you get the banner saying "Wurm Server launcher finished at [timestamp]" normally here you get the connected to steam message. Instead I'm getting a ton of errors. (See attached images) Exception in thread "JavaFX Application Thread" I don't get this problem on my test server or other servers. I've revalidated file via steamcmd, turned mods on and off one by one, even blew the whole folder away and reinstalled just to be sure. Note that I'm attaching these images because these errors only show in the console and not in the server log file which is why I spent hours racking my brain. I have INFO on up set to log at the moment so I can't imagine what they aren't showing up in the log. The server does come online but it appears many mods aren't loading once logged in like spellmod (because priest restrictions are on) Also the launcher never switches it buttons over to the shutdown, they stay with the green startup buttons, which leads me to believe some part of the server loading isn't completing. Image 2: http://i.imgur.com/sXnkDGb.png Image 3: http://i.imgur.com/XjQbidq.png I can copy another servers dbs,maps over and still same result. I've never had an issue I couldn't eventually figure out, or temporarily disable a mod or something but this is wild. I'm totally exhausted after working on this for 6 hours.
  14. A little over a year ago I bought Wurm and joined some friends on a server called Redneck Solutions, we had fun in the beginning learning the game, crafting, competition and comraderie all in one, I looked forward to playing. Then it turned kinddah ugly, you find out on private servers thaty the people who have the server have clicks and they can pretty much do whatever they want, like spawning 15 Nogumps and a gazillion trolls around your property because they want your group to go away...so we did..(And we all did the happy dance when they imploded and disappearred) to move on......So then you get your own server and it is a headache, especially PVE and dealing with new folks and keeping everything friendly.....in lies an oxymoron....friendly game.......well I come and go at this quite steady, really feeling underappreciated for dealing with new people and it is a struggle to have an independent open to the public server and cover all bases. Finally this chapter closes, alittle under duress and some friendships may never be the same. part of the group stayed with Redneck, but the majority left, some went on to the new map in the PVE after a bigh ole fat wipe, and some moved on.....So now we try server hopping, man there are alot out there that have good and bad points, same with some of the people. Tamureil, Mythmoor, Skotopolis, Highborne, and a few other I am sure I lost count...Its almost like feast or famine with this game. Finally settle into Fields of Conquest PVP, play for a while meet some folks, but never a steady stream, never the same....always feel like your just playing to beat boredom......so maybe to go try something new....Well if you are a noob, do not go to a very active PVP server, more lessons learned over the next couple of days.....then I think did I really buy into this to be this frustrated.....I mean the level of tedium in the game is fierce even on the modded servers, and thats another thing, this server has this mod and that one has this and generally there is no where to find out and the maps are all different does anyone have a link?, It is completely maddening and its not fun anymore....well I guess some people were right PVE is to quiet and PVP if its an active server might not be your cup of tea, for there are surely days when you feel like you have been jumped by the mob. All in all it was great and it was depressing at times...I just can not find a happy medium I guess....any suggestions? there are aspects of the game I like but there are some that are not so nice....
  15. As I mentioned in a previous topic me and Slinky were working on a Wurm skills dump to SQL tool. While working on getting the dump to SQL we had to find an easy way to parse the data and put it in to an easy form for making SQL queries... so we made a skills2CSV converter. Since then the tool(s) have evolved and they do a bit more than just convert the raw skill dump to an SQL file. The online tool: http://vwtfoundation.co.uk/wurmimport/ Forum post about our Wurm Database Spreadsheet: http://forum.wurmonline.com/index.php?/topic/132940-wurm-skills-spreadsheet/ Download the Tool To download the tool for further development or testing locally we have now decided to release the tool: http://www.vwtfoundation.co.uk/Wurm/WUChar.zip temporary URL https://www.dropbox.com/s/a2yiv4l988agdrz/WUChar.zip?dl=0 Neither of us are pros at PHP/Javascript/SQLite so please excuse the quality of scripting. Most of it is commented so you should be able to understand what is doing what from where, etc. If you have any advice or input it would be greatly appreciated. The tool is provided as is and neither me nor Slinky will take any responsibility for you using the files. To use the tool simply upload to a PHP 5 enabled web site/server and extract the WUChar.zip contents. You can name the WUChar directory to anything you like. All the rest is pretty self explanatory for people who understand PHP. It would be nice if someone could improve the security and/or convert this to Java so a portable version is available. If you know Java and understand PHP/Javascript/HTML forms and fancy having a crack at making a Java application out of this tool - please do! PLEASE NOTE: Do NOT use the SQL queries on a live server yet. If you do - you do so at your own discretion. There are warnings on the tools but I thought I'd just warn you beforehand. It's still a work in progress but I need people to test it. So far we've had no problem importing our own skills and adding attributes on to our test server and the skills work/update/degrade when you die just fine. To import the SQL file created: Shut down the server to avoid conflicts. If you are hosting the server yourself (or single player) then navigate to "DirectoryForWurmOrServer\<Mapname>\sqlite" e.g. C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmServerLauncher\Adventure\sqlite Copy the UpdateSkills.sql file created with these tools in to this directory. Within this directory is an application called sqlite3.exe. Just double click this application and a command prompt-like window will open with sqlite> displayed. Type in the following, pressing return after each line: .open wurmplayers.db .read Update_Yourplayername_.sql The application will seem unresponsive for a second or two, then return back to the sqlite> prompt. Type the following then press Return: .exit (Thanks to epel for making this point) It should now have now completed the SQL queries and you should now be able to start the server or game again DONE: Insert affinities Insert Faith, Favor, Alignment, Karma and Priest/Follower status along with deity Add to inventory SQL queries (someone is going to have to help with item IDs /rarity/material/etc) - The inventories are kept in a different database, however should you develop a tool that connects to the wurmitems.db file, item ids can be found here on the item_data sheet. Set other character attributes Added so far: Kingdom GM status Bank balance Priest/Follower and Deity status Sleep bonus Karma Grant titles Only grants titles that are given by skills. Gives titles based on gender (which you must specify). Does not add Epic titles. Meditation path. Tested this with changing the server system time, adding time to the server time, and it gives questions dependant on level correctly for all paths, lets you advance properly, special abilities all work, server leaders show up for the paths, everything works as far as we can see... We would like some feedback on this as we've never been really high level on the paths before. We made it so that it generates the SQL file with an "update_", "max_" or "reset_" prefix so you can tell at a glance what the SQL file will do. Just in case you generated a few files. Credit for the inspiration and starting code for the CSV generator (first part of the tool) goes to http://wurmkit.com/.
  16. So I went about a month without starting up my server, when I noticed there was an update for Wurm, I got it and tried to run my server, but when I selected "Manage Server" on the Main Wurm Screen, the black box with all the white writing popped up as normal, but then never disappeared, and the box with all the tabs to open my server or edit it never appeared. The same thing happens if I try to run the local server from WurmServerLauncher.exe in the folders. If I try to open WurmServerLauncher-patched.exe (what I normally use for all the mods) The black box loads all of its stuff, then disappears and that's all that happens. I have updated Java, Wurm, and Ago's Modloader. I have tried uninstalling and reinstalling Wurm. This is what I get when i click "Manage Server": Jun 07, 2017 6:48:40 AM com.wurmonline.server.gui.WurmServerGuiMain main INFO: WurmServerGuiMain starting Jun 07, 2017 6:48:40 AM com.wurmonline.server.Constants load INFO: Loading configuration file at C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmServerLauncher\.\Adventure\wurm.ini Meshsize=11 Jun 07, 2017 6:48:40 AM com.wurmonline.server.Constants load INFO: Loading configuration file at C:\Program Files (x86)\Steam\steamapps\common\Wurm Unlimited\WurmServerLauncher\.\Adventure\wurm.ini Meshsize=11 Jun 07, 2017 6:48:40 AM com.wurmonline.server.DbConnector closeAll INFO: Starting to close all Database Connections. Jun 07, 2017 6:48:40 AM com.wurmonline.server.DbConnector closeAll INFO: Finished closing all Database Connections. Jun 07, 2017 6:48:40 AM org.flywaydb.core.internal.util.VersionPrinter printVersion INFO: Flyway 4.0.3 by Boxfuse Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.DbSupportFactory createDbSupport INFO: Database: jdbc:sqlite:Adventure/sqlite/wurmcreatures.db (SQLite 3.0) Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.sqlite.SQLiteDbSupport doChangeCurrentSchemaTo INFO: SQLite does not support setting the schema. Default schema NOT changed to main Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.DbSupportFactory createDbSupport INFO: Database: jdbc:sqlite:Adventure/sqlite/wurmdeities.db (SQLite 3.0) Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.sqlite.SQLiteDbSupport doChangeCurrentSchemaTo INFO: SQLite does not support setting the schema. Default schema NOT changed to main Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.DbSupportFactory createDbSupport INFO: Database: jdbc:sqlite:Adventure/sqlite/wurmeconomy.db (SQLite 3.0) Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.sqlite.SQLiteDbSupport doChangeCurrentSchemaTo INFO: SQLite does not support setting the schema. Default schema NOT changed to main Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.DbSupportFactory createDbSupport INFO: Database: jdbc:sqlite:Adventure/sqlite/wurmitems.db (SQLite 3.0) Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.sqlite.SQLiteDbSupport doChangeCurrentSchemaTo INFO: SQLite does not support setting the schema. Default schema NOT changed to main Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.DbSupportFactory createDbSupport INFO: Database: jdbc:sqlite:Adventure/sqlite/wurmlogin.db (SQLite 3.0) Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.sqlite.SQLiteDbSupport doChangeCurrentSchemaTo INFO: SQLite does not support setting the schema. Default schema NOT changed to main Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.DbSupportFactory createDbSupport INFO: Database: jdbc:sqlite:Adventure/sqlite/wurmlogs.db (SQLite 3.0) Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.sqlite.SQLiteDbSupport doChangeCurrentSchemaTo INFO: SQLite does not support setting the schema. Default schema NOT changed to main Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.DbSupportFactory createDbSupport INFO: Database: jdbc:sqlite:Adventure/sqlite/wurmplayers.db (SQLite 3.0) Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.sqlite.SQLiteDbSupport doChangeCurrentSchemaTo INFO: SQLite does not support setting the schema. Default schema NOT changed to main Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.DbSupportFactory createDbSupport INFO: Database: jdbc:sqlite:Adventure/sqlite/wurmtemplates.db (SQLite 3.0) Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.sqlite.SQLiteDbSupport doChangeCurrentSchemaTo INFO: SQLite does not support setting the schema. Default schema NOT changed to main Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.DbSupportFactory createDbSupport INFO: Database: jdbc:sqlite:Adventure/sqlite/wurmzones.db (SQLite 3.0) Jun 07, 2017 6:48:41 AM org.flywaydb.core.internal.dbsupport.sqlite.SQLiteDbSupport doChangeCurrentSchemaTo INFO: SQLite does not support setting the schema. Default schema NOT changed to main Loading servers Jun 07, 2017 6:48:41 AM com.wurmonline.server.Servers loadAllServers INFO: Loading all servers. Jun 07, 2017 6:48:41 AM com.wurmonline.server.Servers loadAllServers INFO: Loading Heavenord - 11455 Jun 07, 2017 6:48:41 AM com.wurmonline.server.Servers loadAllServers INFO: Using database entry for time 5818400 Jun 07, 2017 6:48:41 AM com.wurmonline.server.zones.TilePoller calcRest INFO: Current polltile=3906008, rest=205660 pollmodifier=56515, pollround=2 Jun 07, 2017 6:48:41 AM com.wurmonline.server.zones.TilePoller calcRest INFO: tiles=4194304, mask=-1 ticksperday=3456000, Nthick=1, rest=205660, manypertick=true Jun 07, 2017 6:48:41 AM com.wurmonline.server.Servers loadAllServers INFO: Loaded 1 servers from the database Jun 07, 2017 6:48:41 AM com.wurmonline.server.ServerProperties checkIfCreateTable INFO: Created properties table in the database Jun 07, 2017 6:48:41 AM com.wurmonline.server.gui.WurmServerGuiMain start SEVERE: file:/C:/Program%20Files%20(x86)/Steam/steamapps/common/Wurm%20Unlimited/WurmServerLauncher/server.jar!/com/wurmonline/server/gui/WurmServerGui.fxml javafx.fxml.LoadException: file:/C:/Program%20Files%20(x86)/Steam/steamapps/common/Wurm%20Unlimited/WurmServerLauncher/server.jar!/com/wurmonline/server/gui/WurmServerGui.fxml at javafx.fxml.FXMLLoader.constructLoadException(FXMLLoader.java:2601) at javafx.fxml.FXMLLoader.loadImpl(FXMLLoader.java:2571) at javafx.fxml.FXMLLoader.loadImpl(FXMLLoader.java:2441) at javafx.fxml.FXMLLoader.load(FXMLLoader.java:2409) at com.wurmonline.server.gui.WurmServerGuiMain.start(WurmServerGuiMain.java:117) at com.sun.javafx.application.LauncherImpl.lambda$launchApplication1$162(LauncherImpl.java:863) at com.sun.javafx.application.PlatformImpl.lambda$runAndWait$175(PlatformImpl.java:326) at com.sun.javafx.application.PlatformImpl.lambda$null$173(PlatformImpl.java:295) at java.security.AccessController.doPrivileged(Native Method) at com.sun.javafx.application.PlatformImpl.lambda$runLater$174(PlatformImpl.java:294) at com.sun.glass.ui.InvokeLaterDispatcher$Future.run(InvokeLaterDispatcher.java:95) at com.sun.glass.ui.win.WinApplication._runLoop(Native Method) at com.sun.glass.ui.win.WinApplication.lambda$null$148(WinApplication.java:191) at java.lang.Thread.run(Thread.java:745) Caused by: java.lang.reflect.InvocationTargetException at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at sun.reflect.misc.Trampoline.invoke(MethodUtil.java:71) at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at sun.reflect.misc.MethodUtil.invoke(MethodUtil.java:275) at javafx.fxml.FXMLLoader.loadImpl(FXMLLoader.java:2566) ... 12 more Caused by: java.lang.RuntimeException: ControlsFX Error: ControlsFX 8.20.8 requires at least Java 8u20 at impl.org.controlsfx.version.VersionChecker.doVersionCheck(VersionChecker.java:86) at org.controlsfx.control.ControlsFXControl.<init>(ControlsFXControl.java:35) at org.controlsfx.control.PropertySheet.<init>(PropertySheet.java:220) at com.wurmonline.server.gui.propertysheet.ServerPropertySheet.initializeLocalServer(ServerPropertySheet.java:909) at com.wurmonline.server.gui.propertysheet.ServerPropertySheet.<init>(ServerPropertySheet.java:694) at com.wurmonline.server.gui.WurmServerGuiController.buildSelectServerBox(WurmServerGuiController.java:1448) at com.wurmonline.server.gui.WurmServerGuiController.initialize(WurmServerGuiController.java:1151) ... 22 more I have a I7 core 8gigRam running Windows 10 if any of that is needed. Any help would be greatly appreciated:)
  17. server

    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: 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!
  18. Simple mail mod for use with ago's mod loader. Just drop it into your mods folder, nothing to change in the .properties file. This mod makes mailing items on same server free (untested cross servers). In theory this should work even if you have a bag stuffed full of gems, any bugs please let me know I will try to fix them up. Download: This version only does free mail when sent non cod (version 0.1) https://www.dropbox.com/s/l19jovjklt3yp3g/mailmod.zip?dl=0 This version is free both for just sending and and coding (version 0.8) https://www.dropbox.com/s/yw8f9cgtm7fl674/mailmod.jar?dl=0 (just replace the mailmod.jar from version 0.1) Still one known issue, if the person who receives a COD item returns it, the original sender is charged 10c to take it out. Much more complicated to fix, but working on it. Will do a full repackage when its fixed and call it 1.0 (pm me if you would like the source) Requires at least Mod Launcher version 10.1
  19. We have been using Citadel Servers and are very pleased with 99% up-time, fast servers and excellent support. Just wanted to share this information!! Citadel Servers
  20. Hey just want to know how to view a server chat log cant find it anywhere, I want to log and view the village chat and player to player chat, thanks
  21. Alaron is open for anyone who wishes to play on the server. 4096x4096 map. 1 x skill gain. 4 x action timer. Free deed but there is upkeep cost. Lots of rivers, big and small. Lots of unique terrain. Plateaus, valleys, canyons, mountain meadows, snow capped peaks, grasslands, forests, deserts, steppes, marshes. Great place for explorers or people just wanting to play and build. 80,000 creatures, 60% aggressive. All characteristics start at 23. We assume you are not a weakling. All skills start at 10. We assume you are not a moron who doesn't even know how to dig. Mining hits are 41. Xray mod is advised. The vein count has been reduced so you'll need it to make finding veins easier for you. And with 60% nasties it might keep you alive longer in the beginning. Tree spread odds are 50%. The server has been up for a couple of months at 100% so there should be ample trees. Some areas they will be sparse. Sea serpents and sharks will not be rare. I've seen one dragon so far. Probably more. Some other rare nasties have also been spotted. Mods: (because updates may break mods we can't say these will always be available) betterdig: per dig weight rate, clay 20, tar 20, peat 20. dig from/to fairly everything bountymod cropmod deedmod: max 2 deeds of 10201 total tiles each. (example 101x101) harvesthelper morecraftables skillgaincontrol startergear: added spyglass, file, pelt, pottery jar. noob gear can be improved survival: easy mode. players with noob buffs not affected. water disease enabled. colder north. crops grow all year. taxconfig: if a deed owner is gone 28 days on the 29th day deed upkeep goes up each day until they return or the deed disbands. upkeepcosts: minimum upkeep 1S. tile cost 250i upkeep 25i. perimeter cost 100i upkeep 10i. guard cost 3S. upkeep 1.5S. This server is only lightly moderated. It is a survival game after all. One rule above all others, be nice. Not nice people will not be tolerated. Map The map can be found here: http://forum.wurmonline.com/index.php?/topic/151891-alaron-4096x4096/
  22. Quality Level Limit Mod for Wurm Unlimited A very special purpose mod that allows to limit the quality level of items obtained by several actions based on the corresponding skill level of the player. Adding the quality limit to other actions may be added on request. Actions for which QL can be limited (can be disabled separately in the properties file): Foraging & rummaging Botanizing Digging Picking flowers Harvesting farms Picking sprouts Harvesting trees Harvesting bushes Chopping trees Cutting grass Cutting grass around trees Surface mining (including gems, etc.) Mining (including gems, etc.) Fishing Requirements: Ago's Mod Launcher, version 0.21 (Wurm Forum page) Intended for Wurm Unlimited 1.1.2.3 As always with modded content, I rid me of all liability. Although the mod is non-invasive and can be removed at any time without any effect on the world, make a backup. Just to be sure. get it here GitHub page Installation: Just extract the contents of the .zip file into the mods folder in your WurmServerLauncher directory. If you don't have a mods directory, you need to install Agos's mod launcher.
  23. i play alone in games all the time...and get lonely. but i think a bot mod for servers would be kewl. and i dont mean bots for cheating. i mean server admins set up the bots as NPC players. i also want them to be able to chat randomly based on surroundings to make it feel more alive. then there is what they do. like do they specialize or jack of all trades? maybe a settings menu for each bot for the server owner. the menu could show whether they trade or not. or if they are pvp or pve based. do they start their own deeds and build houses and villages? could someone make a bot thing for server admins? NOT A CHEATING BOT! hate those.
  24. Notice to everyone: If you are using the mod, please update to the latest version (1.0.2+) there was a typo that happened between testing and publishing that makes it have a game breaking bug. This mod adds a new craftable item that makes it possible to make clay tiles into dirt without needing GM powers or magic. Decay Bed More Images By placing wooden items in this and letting them decay, the organic matter contained within these will seep into the ground and make the soil once again able to support plants. The process takes time and might need some dedication to be successful. The decay bed is craftable by using a plank and large nails. The total required materials are: 13x Planks 4x Small Nails 1x Large Nails How it works You have to put wooden items inside the decay bed (it's a container), it works best with logs but any wooden item will work, and every time an item inside decays there will be a chance roll based on the weight and volume of the specific item. It is designed to achieve maximum chance by having the same weight and volume as one wood log. If you place an item with less weight or less volume than a log it will still have a chance, just lower. Bigger items do not provide bonus. Outside of villages, there's a maximum of 10% chance, and weight counts towards 6% while volume 4%. Inside of villages, there's a maximum of 50% chance, and weight counts towards 30% while volume 20%. These percentages and values are configurable. If the roll is successful, the tile beneath will turn into dirt. Note this does not work if any corner of the tile is under water. Download & Other Links Download latest version Github Moddb Instructions Extract into mods folder Configure the properties files or use JPWM Mod GUI Manager
  25. When installing the server it seems like the files are not completely downloaded or installed properly. Was working on Ubuntu 16.04 before the 1.3 update and if i update from a previous version it works like intended. I get the databases stored in a folder called dist, And a properties file for a program called flyway that says its for db migration. If i try running the server after copying the databases folder over to the main directory with WurmServerLauncher i get this