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  1. Just a mad idea: How about a new temporary PvE server for both NFI and SFI accessed via portals. This does not need to be a big server at all. Characters could come to the new server from either cluster through a portal, with full skills and items, and meet up to create an impalong on a central deed with a target of hosting the impalong by a certain date. When the deed is complete, a big party ensues, and at the end everybody gets to take home their imped and casted items plus some extra goodies from the Devs. We don't want this server's timing to conflict with regular scheduled impalongs, but at a convenient time, it would allow a trial gathering of NFI and SFI players and allow them to meet up in a relatively safe way with a common goal. Notes: It is highly probable that currency and items will change hands during this meetup. This may result in a net flow of wealth moving either north or south. It is likely that SFI PMK items such as banners/flags/tents may also then be available to NFI buyers. I think this would give an additional income boost to the chaos PMKs, but if this is considered a problem, certain types of items could be prevented from passing through the portals if necessary, perhaps limiting items to basic tools and armour for example at the discretion of the Devs. After the party, the server would be reset, ready for the next event. Interested to hear everyone else's ideas.
  2. Let me know if you would like to see anything added to any of these mods, I will see what I can do. If you enjoy using a mod, let me know with a comment 💭 or a like 👍. That helps us modders to know that our work is appreciated and inspires us to make more mods. ============================================================================================================================================= Templar Replacer Replaces spirit templar and tower guard models with whatever you like. Set the speed, combat rating, etc of both tower guards and spirit templars. Download: https://github.com/Jubaroo/TemplarReplacer/releases/latest ============================================================================================================================================= Location Command Find your coordinates on the map at any time by typing /location in the chat Example - [22:24:24] Your coordinates on the server are 1174, 1040, above ground = true Download: https://github.com/Jubaroo/LocationCommandMod/releases/latest ============================================================================================================================================= Server Time Command Get the time of the server in an event message Type /stime or /servertime Message color can be configured in the properties file Example - [22:16:34] Current Server Date and Time Is: Sun Jun 17 22:16:34 EDT 2018 Download: https://github.com/Jubaroo/ServerTimeCommand/releases/latest ============================================================================================================================================= Dragon Rider Allows breedable, rideable, tameable Drakes and Basilisks to be enabled in Wurm. Many settings can be customized to fit your needs. Detailed instructions on the configuration settings can be found in the properties file. Download: https://github.com/Jubaroo/DragonRider/releases/latest ============================================================================================================================================= Kingdom Items Enables the creation of PMK wagons, banners, and flags not normally able to be crafted. Download: https://github.com/Jubaroo/AddKingdomItemsMod/releases/latest ============================================================================================================================================= Tabards A mod that allows the creation of PMK kingdom tabards to be worn by players Prerequisites - Server Pack mod for BOTH client and server Download: https://github.com/Jubaroo/TabardMod/releases/latest ============================================================================================================================================= Mission Items Adds items to the mission ruler list including rift items and coins Download: https://github.com/Jubaroo/AddMissionItems/releases/latest ============================================================================================================================================= GM Commands Adds commands for GM's to be more productive. Commands include: #addaff Add an affinity to a player. Note - Skill name must be capitalized. #addsleep Fill sleep bonus of chosen player. #coffers Show current coffer value. #fillup Fill a players food, water, health, CCFP, and nutrition bars. #goto <deed|player> Teleport yourself to any player or village (choose either a deed or a player). #massrefresh Fill food, water, health, CCFP, and nutrition bars of all current players. #moveplayer Summon player to you. #sendhome Send a player to their home deed. #resettraders Reset items (not coin) on all traders. Download: https://github.com/Jubaroo/GM-Commands/releases/latest ============================================================================================================================================= Halloween Halloween creatures are now roaming the lands! They have a chance for random loot including Strange Bones, Pumpkin Shoulder Pads, and a Troll Mask. These special creatures also have a chance to drop some delicious candies. Toggle loot drops for monsters and undead for candy loot drops. Most options are configurable from the properties file. Download: https://github.com/Jubaroo/GM-Commands/releases/latest ============================================================================================================================================= Bounty-on-Burn This is my spin on the bounty on bury mod. Let me know if anything should be added/removed or changed a bit. Hope you enjoy it. Burn corpses for cash or karma! Option to burn the body and items inside, or just the body. Can be toggled in the properties file. (requested feature) Use any item that is on fire (aka "lit") or a steel and flint, to burn the corpses of slain creatures and players. Activate your lit item or steel and flint, must be in your inventory(not in your backpack), right-click the corpse and choose burn body. Configurable to set 2 different fire graphics, amount of coin gained, amount of karma gained, the action time, the ability to burn corpses in forges/ovens/etc, and the message the player receives on burning. Dragon and unique corpses cannot be burned. Corpses cannot be burned in a vehicle. Must have loot permissions to burn corpses. Example GIF Download: https://github.com/Jubaroo/Bounty-on-Burn/releases/latest ============================================================================================================================================= Copy/Paste Mod Copy items with ease as a GM! Use the Copy & Paste action to make an exact copy of an item either from your inventory, or the ground. After choosing the item to copy, you will be able to manipulate and place it where you like without a timer. The Duplicate action will allow the same copy action, but it will put the item inside your inventory instead of activating the Place feature. You can configure the mod to allow the placement of items onto the ground instead of your inventory. If placing items on the ground is enabled, you can also configure the minimum weight the item must be before placing it on the ground, or else it will go directly into your inventory. These copy actions will make an exact duplicate of an item. It will copy the item restrictions, enchants, blessings, custom name, creator, color, and much more! You can choose to copy 5, 10, 20, 50, or 100 items at a time. Pasting items must be done one at a time. With the properties file, you can configure some things in this mod. Unfortunately, you cannot copy items inside of a container, locks on a container, inscriptions, or food CCFP/Affinity... yet. Hints Select multiple items in your inventory and choose Duplicate to make copies of all of those items at once (provided you have the mind logic to queue the actions). Select an item on a surface (tables and such) and choose Copy & Paste to create a copy of the item ready to be placed on the same surface. If you want to cancel your Copy & Paste action, right click while placing the item. You can copy items from your tool belt slots. Some examples videos below. These videos were taken in alpha stage so some minor changes may have been made. Duplicate Action Copy & Paste Action Download: https://github.com/Jubaroo/CopyPaste/releases/latest ============================================================================================================================================= Guard Assist Call guards in any chat tab. No more accidentally calling guards in Global chat and looking silly. Download: https://github.com/Jubaroo/GuardAssist/releases/latest ============================================================================================================================================= Altars Mod A mod aimed at making new and different kinds of altars and other religious things. Some items were created by @Angie, others were downloaded from free sites. At release, the mod contains 2 altars and a temple. The temple is not a new item, rather a new model that we added. The windows in the temple may or may not look good depending on your graphics settings. The altars can be blessed and used just like any other altars. Server owners can set the limit on the amount that can fit inside of altars using the properties file settings. Temple Before: After: Altars that were added: Huge Marble Altar Sacrificial Altar Download: https://github.com/Jubaroo/Altars/releases/latest
  3. 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 repositories where I'm storing all of them: https://github.com/Sindusk?tab=repositories Here's some details about everything you'll find in there: Sindusk Library Download (GitHub) This mod is very specifically a library built to support the rest of my mods. It has other functionality that other modders may find useful as well as features allowing double-checking whether or not a feature is broken in one of my mods due to another mod conflict or Wurm Unlimited update. While required required for a good deal of my mods, the library itself being installed does not affect the server or gameplay at all. The library is installed just like any other mod on your server. Armoury Mod Thread - Download (GitHub) While primarily consisting of bug fixes and minor tweaks, this should give server owners the control over weapons and armour that has been desperately missing from our modding community for some time. Requirements Sindusk Library Primary Features Change Weapon Swing Timer - Ever get sick of being capped to 3 seconds per swing minimum? Think it's too fast? Now you have the power to change that. Allow knives to hit every second, or once every 10 seconds. Enable Non-Player Crits - Crits are fun. Why limit them to PvP? Let yourself feel stronger by allowing yourself to critically strike the animals and monsters of the world. Be careful though, if you do this, they can critically hit you back! Rare Swing Timer Reduction - Rare weaponry is exceptionally useless by default, offering a pitiful crit chance increase. Well without this mod, you can't crit NPC's anyway. Beyond that, the crit increase is still bad. So I've fixed that! Now you can allow rare, supreme, and fantastic weaponry to actually reduce the swing timer of the weapons. That supreme huge axe you made specifically for that unique slaying now actually does something special! The amount they reduce swings by is configurable, and defaults to 0.2 seconds per rarity level. Bug Fixes Armour Limit Buff Bug - Go into your server. Equip a full set of plate. Take all the plate off. Look at your buff bar. This fixes that. Armour Limit Spell Effect Bug - Similar to the above, spell effects always show as "Bonus" instead of "Penalty" in the Spell Effects, even when the value is negative. This fixes that. Saved Swing Timer Removal - Ever shield bash, then immediately get two hits off in succession? That's because the swing timer is actually still ticking when the shield bash action is ticking. This removes that interaction, and others, by reducing the swing timer back to 0 as soon as you land a hit, ensuring that you don't cheese the system with free hits for no reason. This option is configurable for those who feel this maneuver is skillful and not a bug. Configurable Weapon & Armour Settings Armour Reduction Values - Edit the damage reduction values on all types of armour, from cloth to dragonscale. Want dragonscale to be better than glimmersteel plate? This allows you to do that. On the topic of moon metals, damage modifiers from moon metal on plate gear (and others, if applicable) is also modifiable here. Armour Limit Factor Values - Sick of having that -30% penalty to spellcasting while wearing plate? This allows you to edit those values for all types of armour. Remove the penalty entirely, or make it worse. The choice is yours. Armour Movement Rate Values - Edit individual pieces of armour and adjust their movement penalties. For example, I like to reduce the penalty on plate breast plates and leggings from 9% to 8%. This mod allows me to do that. Custom Weapon Values - Edit weapons and tune them to exactly how you want them. Values to modify: Base damage, swing speed, crit chance, reach, weight group (useless value I think?), parry percent, and skill penalty. This makes a great deal possible: Remove the skill penalty from sickles to bring them in line with other weaponry. Buff the damage of knives so they're viable weapons in combat. Nerf the parry rates on swords to bring them more in line with other weaponry. Allow previously incapable weapons to crit, such as small axes or legs (for when you get that kick inbetween theirs). Included .properties file, including a write-out of all default weapon stats for reference: Spellcraft Mod Thread - Download (GitHub) One of the hardest and most complicated mods I've ever made, now fully realized and completely customizable. Requirements Sindusk Library Primary Features Change Maximum Faith - Change faith to be lower than 100 or up into the thousands. This functions properly and breaks no systems in the game. Scaled Prayer Gains - Changes the formula for how prayers are calculated to match the maximum faith set above. Priest Faith Requirement Change - Allow players to become priests at 10 faith. Or 1 faith. Now you can let those spells with faith requirements less than 30 actually mean something. New Favor Regeneration - Now operates 10 times faster. Literally. You gain 1/10th of the previous favor per tick, but it ticks 1 time per second instead of once per 10 seconds. Also wonderful to use with the new maximum faith gains to ensure you don't get spikes of 20+ when below 1 favor (due to how the calculation works). Show Creature Spell Effects - Pretty simple, just shows spell effects on creatures like enchants on items. [23:45:43] Horses like this one have many uses. [23:45:43] He is very well defined. [23:45:43] This creature could use some grooming. [23:45:43] Frantic charge has been cast on it, so it has greater speed. [50] New Damage Modifier - It's really hard to explain why this is here to someone who doesn't code, but basically due to one of my custom spells I had to include it. You can find out more information about how this works here, under the "Damage Modifier" section. I highly recommend it. Improved Enchant Grouping - Improves enchant grouping to be more efficient. This feature allows more detailed explanations as to why certain enchants do not stack. [21:01:38] The longsword is already enchanted with something that would negate the effect. [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of Ages. Enchant Group Customization (New) - Allows you to edit the enchant groupings. You can now edit whether WoA clashes with BotD, or if Flaming Aura should be cast with Frostbrand. You can now have a fire and ice sword that makes no sense! Statuette Spellcasting Tweaks - Gives the option of statuette QL and rarity affecting the power of spellcasts. Now your shiny statuette is more than a decoration, and instead a useful tool in your arsenal! Rite Changes This gives a lot more control over the deity favor requirements for the Rites that exist in the game. Many of the rites require an MMO amount of prayers which is generally unreasonable for the lower population Wurm Unlimited servers. This also adds custom tweaks to some rites that don't really operate up to the standards I hold them. With many people running Crop Mod, making fields never wither, there is now an option to allow Holy Crop to do a "Mass Genesis" cast, removing a random trait for all bred animals on the map. Rite of Spring now has a customizable cap for the amount of players required in the vicinity. On older, more heavily populated but less dense servers, this should make casting the spell more reasonable. New Spells I have designed and implemented several new custom spells. I may expand on this concept and add more in the future. All spells have completely configurable settings: cast time, favor cost, difficulty, faith requirement, and cooldown. Harden - Enchant able to be cast on most items. It reduces damage taken by the item by up to 30% at 100 power. Phasing - Enchant able to be cast on weapons. It increases the difficulty of blocking attacks with the enchanted weapon. Configurable for how much the difficulty will increase. Summon Soul - Summons a player to the position of the caster. Has a window appear much like Locate Soul for the caster to type the target name into. After that, the target gets a window asking if they want to accept. Upon accepting, the target is teleported to the position of the caster. This spell is quite un-refined and will work to summon enemies to you, if they choose to hit accept. Expand (New) - Enchant able to be cast on containers. Increases the capacity of the enchanted container. Efficiency (New) - Enchant able to be cast on most items. Reduces the difficulty of skill checks with the enchanted item. Quarry (New) - Enchant able to be cast on pickaxes. Increases the chance to successfully surface mine. Default Spell Modifications Edit Spell Variables - You can edit all of the settings for existing spells in the game through the properties file. Change the cast time of Strongwall. Change the cost of Genesis. Change the difficulty of Light of Fo. With Spellcraft, you have full control over the base spells in the game. Add and remove spells from deities - You can now add and remove spells from any, or all, deities in the game. Remove the god demise spells from all the deities since they don't work. Add Willowspine to Libila. Give Rebirth to Magranon. The choice is yours, and the control is now in your hands. Support for player gods - The system also supports player deities. You can add and remove spells from player deities in the same way you remove them from non-player deities. Fine-tune that player deity that didn't quite get a good spell list. Included .properties file: DiscordRelay (Original by whisper2shades) Mod Thread - Download (GitHub) Primary Features Relay Kingdom Chat - GL-Freedom, Freedom, GL-HOTS, whatever kingdom chats are in use. They can now be relayed seamlessly to and from Discord. Relay Trade Chat - Relays Trade chat to and from your Discord server. Type messages into #trade without that pesky "WTS/WTT/WTB/PC" prefix that's usually required! Relay Unique Rumors - When a new unique spawns, it's hard to know unless you were online. This fixes that, keeping a log of all spawns directly on your Discord server, along with the map they spawned on! Bot Setup Properties File - The properties file has a link and visual image that will assist you with setup. It will link you to the page where you would create the bot and show you where to obtain the bot token when the bot is properly configured. Mod Integration The sendToDiscord() method - By listing DiscordRelay as a dependency for your mod, you're able to call the sendToDiscord() method with 3 simple arguments: String channel (discord channel to send to), String message (the content to send in the message), and boolean includeMap (whether to append the map name to the message). This will allow modders interested in broadcasting their custom mod details to Discord the ability to do so seamlessly, assuming this mod is installed. If you're curious about how well it functions, I encourage you to join the Revenant Discord at the following link to see it in action: https://discord.gg/r8QNXAC Even if you do not intend to play there, you'll see all the in-game channels laid out in a way that will demonstrate the power and utility that this mod provides. Included .properties file: Treasure Hunting (Original by Ulviirala) Mod Thread - Download (GitHub) Requirements Sindusk Library (v1.0 or higher) Primary Features Written explanation coming soon... In the meantime, please check out the original mod thread for more details about this mod. Better Combat Log (Outdated!) Outdated Note: While this mod is currently outdated and no longer functional since the introduction of multicolor line sequences, I'd like to revisit it and make it functional again in the future, on top of making it better. Old Information: Libila Fixes (Depreciated - Merged to ServerTweaks) 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 (GitHub) Requirements Sindusk Library (1.0 or higher) Primary Features Quality of Life Bugfixes - Automatically put new players in CA HELP. Naturally spawn uniques as a developer. Fix moon metal veins being capped to 50. There is a suite of bugfixes and QoL updates to utilize! Useful Gameplay Tweaks - Disable sermons or the fatigue system. Tax inactive player deeds. Allow GM's to create enchants up to 999 on items as special rewards. So many useful tweaks you probably wont even use them all. Fully Enable/Disable Ready - Don't like what you see here except one thing? That's fine! Simply disable absolutely everything else in the mod through the configurations and use only what you want. With everything disabled, this mod runs no code on your server and changes nothing. There's nothing but pure benefit from installing! If something breaks, disable it! Here is a list of all the settings you can adjust: 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. v3 - 3/29/2018 Now requires Sindusk Library. If you had a configuration file, you will need to go through and make identical changes in the new one. Sorry for the inconvenience. Heavily re-written backend to split into dev commands, bug fixes, and gameplay tweaks. Mod Merge: Libila Fixes. All of Libila Fixes changes have been rolled into 3 options for ServerTweaks: fixFreedomMycelium, enableFreedomLibila, enableFreedomDarkMessenger. Mod Merge: SkillGainControl. The characteristicDivider option from SkillGainControl is now available in ServerTweaks as characteristicDivisor. Mod Merge: TaxConfig. The gracePeriodDays and increasePerDay options are now available in ServerTweaks as taxGracePeriodDays and taxPercentIncreasePerDayGone. New Feature: Moon Metal vein fix [Bugfix]. This stops moon metal veins from being capped at 50 hits. This performs the same fix as Moon Metal Mining by Webba, but uses string replace instead of bytecode manipulation, making it more resilient to breaking through WU updates. New Feature: Rarity window adjustments [Gameplay Tweak]. You can now modify the chance of fantastic, supreme, and rare rolls during a rarity window. These can be configured in the properties file. New Feature: Item based food affinities [Gameplay Tweak]. This makes food affinities based on the item instead of the consuming player. The reason to do this is to allow players to sell well-cooked food with good affinities. New Feature: Bank Balance action [Gameplay Tweak]. This gives an action usable from your body or hand that will tell you your bank balance instantly from any location. New Feature: Spawn Teleport action [Gameplay Tweak]. This gives an action that can be used to teleport to the spawnpoint. Skill Gain Control (Depreciated - Merged into ServerTweaks) Starter Gear Download (GitHub) 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 (Depreciated - Merged into ServerTweaks) 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!
  4. This mod was commissioned to me in early January this year, and I've gotten the express wish for it to be released as open source after some time of exclusive availability to the PVEpLands server. So far it has proven to break up the daily monotony quite well. Key features: Find treasure maps by digging (includes flattening, leveling, and general digging (clay, moss, peat, et cetera), mining (tunneling only), fishing, and/or hunting creatures. Maps have 10 configurable tiers and is represented as treasure map QL. Strongly inspired by Ultima Online treasure maps. There might be startled creatures nearby Extensive configuration options. Configuration can be changed and reloaded without restarting the server (right-click, select Treasuremap > Reload config, watch event log for orange text). Download: https://github.com/dmon82/TreasureHunting/releases Treasure Hunting 1.1.3 is compiled against ModLoader version v0.26.3-e9998cf and Wurm Unlimited 1.4.0.1. Changelog: I strongly advise to take your time going through the config file, it's quite extensive. There might be items (e.g. seasonal gifts, sorcery items, trader contracts) that you don't want to introduce, that's in the default config. It has been stressed to me, that the ability to reload the mod configuration during server runtime without restarting is an invaluable convenience. And I'd probably get in trouble if I don't mention it. Feel free to draw inspiration from, and improve upon it the release has been motivated by that spirit. Please let me know if any issues arise. For the not-so-adventurous, here is how it works exactly: Please don't hesitate to ask any questions you have.
  5. Ogygia started on Aug 31, 2018, and it is here to stay! It aims to provide the original hard-to-survive experience of Wurm. Login at Esperia and march forth to conquer the 4096x4096 map. Vanilla: everything 1x, no mods, characteristics start at 19, all skills at 1. No deeding costs - deed fees enabled. 40k mobs - 50+% aggressive. Farm tick 23hrs, Mining minimum hits 51. No shortcuts, no amenities - do you have what it takes to survive? https://wurm-unlimited.com/server/6560/
  6. Armoury - Download (Google Drive) While primarily consisting of bug fixes and minor tweaks, this should give server owners the control over weapons and armour that has been desperately missing from our modding community for some time. Primary Features Change Weapon Swing Timer - Ever get sick of being capped to 3 seconds per swing minimum? Think it's too fast? Now you have the power to change that. Allow knives to hit every second, or once every 10 seconds. Enable Non-Player Crits - Crits are fun. Why limit them to PvP? Let yourself feel stronger by allowing yourself to critically strike the animals and monsters of the world. Be careful though, if you do this, they can critically hit you back! Rare Swing Timer Reduction - Rare weaponry is exceptionally useless by default, offering a pitiful crit chance increase. Well without this mod, you can't crit NPC's anyway. Beyond that, the crit increase is still bad. So I've fixed that! Now you can allow rare, supreme, and fantastic weaponry to actually reduce the swing timer of the weapons. That supreme huge axe you made specifically for that unique slaying now actually does something special! The amount they reduce swings by is configurable, and defaults to 0.2 seconds per rarity level. Bug Fixes Armour Limit Buff Bug - Go into your server. Equip a full set of plate. Take all the plate off. Look at your buff bar. This fixes that. Armour Limit Spell Effect Bug - Similar to the above, spell effects always show as "Bonus" instead of "Penalty" in the Spell Effects, even when the value is negative. This fixes that. Saved Swing Timer Removal - Ever shield bash, then immediately get two hits off in succession? That's because the swing timer is actually still ticking when the shield bash action is ticking. This removes that interaction, and others, by reducing the swing timer back to 0 as soon as you land a hit, ensuring that you don't cheese the system with free hits for no reason. This option is configurable for those who feel this maneuver is skillful and not a bug. Configurable Weapon & Armour Settings Armour Reduction Values - Edit the damage reduction values on all types of armour, from cloth to dragonscale. Want dragonscale to be better than glimmersteel plate? This allows you to do that. On the topic of moon metals, damage modifiers from moon metal on plate gear (and others, if applicable) is also modifiable here. Armour Limit Factor Values - Sick of having that -30% penalty to spellcasting while wearing plate? This allows you to edit those values for all types of armour. Remove the penalty entirely, or make it worse. The choice is yours. Armour Movement Rate Values - Edit individual pieces of armour and adjust their movement penalties. For example, I like to reduce the penalty on plate breast plates and leggings from 9% to 8%. This mod allows me to do that. Custom Weapon Values - Edit weapons and tune them to exactly how you want them. Values to modify: Base damage, swing speed, crit chance, reach, weight group (useless value I think?), parry percent, and skill penalty. This makes a great deal possible: Remove the skill penalty from sickles to bring them in line with other weaponry. Buff the damage of knives so they're viable weapons in combat. Nerf the parry rates on swords to bring them more in line with other weaponry. Allow previously incapable weapons to crit, such as small axes or legs (for when you get that kick inbetween theirs). Included .properties file, including a write-out of all default weapon stats for reference: Download (Google Drive)
  7. Spellcraft - Download (Google Drive) One of the hardest and most complicated mods I've ever made, now fully realized and completely customizable. Compatible with Ago's modlauncher and SpellMod (including priest restriction removal). Primary Features Change Maximum Faith - Change faith to be lower than 100 or up into the thousands. This functions properly and breaks no systems in the game. Scaled Prayer Gains - Changes the formula for how prayers are calculated to match the maximum faith set above. Priest Faith Requirement Change - Allow players to become priests at 10 faith. Or 1 faith. Now you can let those spells with faith requirements less than 30 actually mean something. New Favor Regeneration - Now operates 10 times faster. Literally. You gain 1/10th of the previous favor per tick, but it ticks 1 time per second instead of once per 10 seconds. Also wonderful to use with the new maximum faith gains to ensure you don't get spikes of 20+ when below 1 favor (due to how the calculation works). Show Creature Spell Effects - Pretty simple, just shows spell effects on creatures like enchants on items. [23:45:43] Horses like this one have many uses. [23:45:43] He is very well defined. [23:45:43] This creature could use some grooming. [23:45:43] Frantic charge has been cast on it, so it has greater speed. [50] New Damage Modifier - It's really hard to explain why this is here to someone who doesn't code, but basically due to one of my custom spells I had to include it. You can find out more information about how this works here, under the "Damage Modifier" section. I highly recommend it. Improved Enchant Grouping - Improves enchant grouping to be more efficient. I plan to expand this system to allow server owners to create custom enchant groups. You'll finally be able to make that Flaming Aura + Frostbrand sword you've always wanted! Before then, however, this feature allows more detailed explanations as to why certain enchants do not stack. [21:01:38] The longsword is already enchanted with something that would negate the effect. [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of Ages. Rite Changes This gives a lot more control over the deity favor requirements for the Rites that exist in the game. Many of the rites require an MMO amount of prayers which is generally unreasonable for the lower population Wurm Unlimited servers. This also adds custom tweaks to some rites that don't really operate up to the standards I hold them. With many people running Crop Mod, making fields never wither, there is now an option to allow Holy Crop to do a "Mass Genesis" cast, removing a random trait for all bred animals on the map. Rite of Spring now has a customizable cap for the amount of players required in the vicinity. On older, more heavily populated but less dense servers, this should make casting the spell more reasonable. New Spells I have designed and implemented several new custom spells. I may expand on this concept and add more in the future. All spells have completely configurable settings: cast time, favor cost, difficulty, faith requirement, and cooldown. Harden - Enchant able to be cast on most items. It reduces damage taken by the item by up to 30% at 100 power. Phasing - Enchant able to be cast on weapons. It increases the difficulty of blocking attacks from the enchanted weapon. Configurable for how much the difficulty will increase. Summon Soul - Summons a player to the position of the caster. Has a window appear much like Locate Soul for the caster to type the target name into. After that, the target gets a window asking if they want to accept. Upon accepting, the target is teleported to the position of the caster. This spell is quite un-refined and will work to summon enemies to you, if they choose to hit accept. Default Spell Modifications Edit Spell Variables - You can edit all of the settings for existing spells in the game through the properties file. Change the cast time of Strongwall. Change the cost of Genesis. Change the difficulty of Light of Fo. With Spellcraft, you have full control over the base spells in the game. Add and remove spells from deities - You can now add and remove spells from any, or all, deities in the game. Remove the god demise spells from all the deities since they don't work. Add Willowspine to Libila. Give Rebirth to Magranon. The choice is yours, and the control is now in your hands. Support for player gods - The system also supports player deities. You can add and remove spells from player deities in the same way you remove them from non-player deities. Fine-tune that player deity that didn't quite get a good spell list. Included .properties file: Download (Google Drive)
  8. I'm sure this has been suggested before, but I don't think it's ever made it to its own thread. There needs to be a server strictly for hunting. Currently, the main Freedom cluster has hardly any hunting. I've traveled around everywhere on all four servers, and the hunting was great when they first opened. After people start breeding and collecting aggressive such as hell horses, the hunting has gone down. What hunting there is, Spirit Templars usually kill them. What I propose is a strictly hunting only server East of Independence, sailable by boat. Building, breeding, and penning of animals would not be allowed. There would be no deeds, guard towers, or Spirit Templars. The server should remain PvP-free simply for the fact that I know that Freedom players would enjoy hunting on it as well. After such a server would be implemented, it should solve a lot of problems for people who can't find decent hunting to get their Fighting and Weapon skills up. It would also add value to larger boats as you could transport a mass quantity of meats, hides, and pelts. It would open up a new trade window for people who want to supply bulk meats and other animal produce, which is only a GOOD thing for the economy. The size of such a server shouldn't be too big, perhaps GV sized 1024, or 2048. Items can be crossed between the servers, and perhaps some unique, non-game breaking items could be found on the server for hunters to collect. The animals would be more difficult, and would be a lot more prominent. Horses would be abundant so you could bring some gear to ride on them with. A few ideas that could be implemented along with this server would include: Sleeping Bag (Non-Repairable) - Cloth Tailoring Implemented! 2 Furs 2 Sheets 10 Strings of Cloth --- Offers 1/3 Sleep Bonus compared to a bed --- 5 Minute logout timer Tents (Non-Repairable) - Leatherworking Implemented! 5 Shafts 4 Leather (3kg each) 10 Wires 2 Sleeping Bags --- Offers 1/2 Sleep Bonus compared to a bed --- 5 Minute logout timer Ivory Ivory has a number of functions, but mostly decorational, which wouldn't be game breaking at all. What could be made from Ivory includes Horned Helmets, Ivory Musical Horns, Drinking Horns, and other decorational Ivory items. Unique Respawns Uniques could occasionally respawn here with no messages. This means that each new server that is added wouldn't be plagued with people who only join the server to kill the uniques. The uniques that spawn from new servers would randomly spawn here every couple of weeks after the newest servers are added. Stronger Animals This server could showcase animals far stronger than the typical animals on the other servers. Unique creatures such as the God's animals (Avatars) could respawn here, aggressive, and perhaps would drop loot such as 50-60QL weaponry (not high QL, but mostly trophy material). A server like this could be used to test stronger animals before implemented to mainstream servers, and perhaps one day Rolf could test smarter animal AI, such as troll and goblin outposts, or even NPC strongholds. Item Fixes Branches - Make Kindling out of them Implemented! I don't really see a downside to this, and a server such as this would have the least strain out of any other server as there would be no buildings or deeds. I'd like to see people's thoughts on an idea such as this.
  9. Normally Trade Channel posts from your own server appear pale blue to you, and everyone else on the same server. Adding an Item [Link] to your post using the ALT+Click method changes the whole line, causing it to be displayed in white. This is confusing for new and returning players, and one player asked me last night - why some Deliverance posts are blue and some Deliverance posts are white. Thanks for looking into this bug.
  10. Any suggested event which I could proclame for 4 or 5 players who play on server from 1 month ago aprox (mostly newbies on wurm). I was thinking on summon a unique, but I think players are not enough stronger... Any suggestion is very welcome! Thanks!
  11. A good point was brought up by a friend. Seems when the Steam client updates Wurm Unlimited client, if the server is not updated also you can't log in. With Minecraft there was a way to downgrade client to be able to play until the server was updated. Would be an awesome implementation.
  12. Greetings, I'm excited to share a new mod with you all. Having a deep interest in statistics, graphs, and the observability of various aspects like infrastructure, applications, and services, I noticed the lack of user-friendly methods to achieve this on the Wurm Unlimited server. In my quest to find better solutions, I experimented with different approaches, such as extracting stats from the database or using RMI. This eventually led me to the idea of creating a metrics exporter for Prometheus (https://prometheus.io/). Currently, the mod exports counter data for both aggressive and passive creatures. However, I have plans to expand its capabilities by incorporating more data over time. Your suggestions and feedback are appreciated. Feel free to explore the sources and access the pre-built mod at: https://github.com/Tokeiito/WurmUnlimitedServerPrometheusExporter Example on how it looks in Grafana: https://imgur.com/a/5mdT5Pe https://imgur.com/GBEZMLt https://imgur.com/a/w825joW Dependencies: WurmServerModLauncher: https://github.com/ago1024/WurmServerModLauncher Installation: Download latest zip file from: https://github.com/Tokeiito/WurmUnlimitedServerPrometheusExporter/releases Extract contents to mods/ folder. If necessary update config `statistics.config` Usage: Mod opens internal http server, which by default listens on port 5317 and ip 127.0.0.1. When http request is made to 127.0.0.1:5317/metrics it will send response with the metrics in format https://prometheus.io/docs/concepts/data_model/ While purpose for it is to be consumed by prometheus instance, it could be used by any other means. Some of the calculations might be cpu intensive, especially on large servers. There are couple of ways to limit the impact. Increase how often application is scraping for metrics, or increase cache timeout within mod configuration. Planned development: * Caching mechanism * Count for each creature type (spider, horse, pig etc.) * Deed count Development which needs a tad more thinking is the data relevant, data layers: * Economy statistics * Player actions * Skills * Any other statistics related with players activities
  13. Wyvern Mods

    Wyvern Mods Download (Google Drive) Wyvern Mods is the source code for basically all of the modifications that currently run on Wyvern Reborn. I've tried to make a full extensive list of what it encompasses in the first post of the server thread, but it doesn't really cover all of it. This is not a single mod by itself. This is source code for a gigantic collection of mods. Some highlights: Titan System - Raid bosses that use special AoE abilities and summon minions. Supply Depots - A depot appears in a random location with a beam of red light marking it's location for all players to see, and can award custom loot to players if they manage to successfully capture it. Chaos & Enchanters Crystals - Custom items that can either greatly enhance or absolutely devastate an item they're used on. Meant as "late-game gambling" for those who don't want to settle for anything less than perfect. Custom Bounty - Bounty that rewards based on a creature strength algorithm instead of a flat amount per creature. Beyond that, you can award players based on damage dealt, participation, or simply edit what drops on the corpse of any given creature. Custom armour & weapons - Knuckles, Warhammers, and Clubs are new weapons. Spectral armour and glimmerscale for an "upgraded" version of drake and scale to make players even more powerful if they're willing to invest in it. Treasure Boxes - A custom item which rewards random treasures. Simple by design, but ultra effective in practice. Great for rewards after unique slayings and other events. So much more... The goal of posting this My goal with releasing this source code is to give a "foundation" of sorts for other modders, allowing them to learn from what I've created so far, as it's pretty easy to see the cause -> effect in the modifications here. Beyond that, I'm hoping some of it is found useful by other server owners in creating their own custom content. You can piggyback your own ideas onto the systems I've created, making your own raid bosses with the Titan system and your own randomly placed "treasure hunting" events with the Supply Depots (perhaps even a public version of rifts!). Make your own custom creatures using mine as a template. Create your own items with fun interactions with my Chaos Crystals and Enchanters Crystals as a starting point. I think with a little bit of tweaking, other modders and server owners should be able to create some extremely interesting new content with what's provided here. The final reason I'm putting this to the public is because I feel as though I don't need to "keep" my content to myself in order to maintain a playerbase. I don't see servers as a competition of who can get the most players. Once people begin playing on a server, they are most likely going to stay there for as long as it has a playerbase. I don't feel it necessary to "entice" players to come to Wyvern Reborn because it has unique custom content. I think the server stability, community, and server setup (2k PvE map and 1k Arena) are more important than that - and those are the factors that will keep people playing. My hope is that other modders and server owners will feel similar, and share some of the content they've created as well. AntiCheat and Miscellaneous Changes If you download the archive, you'll see that AntiCheat is part of WyvernMods. It has two components: Hiding hidden ores from LiveMap and XRay, and countering the advantage of ESP by hiding players, mounts, and lead creatures from local if they do not have vision of them (this component can cause sever lagg on larger servers and is currently a "beta" form of mod). The way this AntiCheat is handled is not counterable by client-side modding. The server culls information before the client receives it, meaning there's no way to adjust your client to counteract the change. I'd like to request anyone who is up for the challenge to split this out of WyvernMods and make a public anti-cheat available. I've been planning to do it myself, but the issues with the ESP counter have prevented me from going forward with it, since it could potentially destabilize a server that isn't aware of how it might affect them. I'm hoping someone can iterate on what I've done and create something truly remarkable that all servers can use to enhance the experience a bit further. Finally, there is a gigantic class called MiscChanges in WyvernMods. This is a collection of basically a year of QoL tweaks. I was planning to merge this into ServerTweaks to make it more enticing, but again, haven't had the time to do so. If anyone would like to split some of MiscChanges into a configurable mod for other server owners, it would probably go much appreciated. Usage on other servers So by now, if you're a server owner, you're probably asking yourself "can I use this on my server, and if so, how much?" - If you're asking about consent from me, I give it fully. You're welcome to use absolutely anything provided here on your server and modify it in whatever way you like. Unconditionally. I don't need to be credited for anything or have any other conditions for use. Just take whatever looks interesting and go crazy. I'm curious to see what you can do with it.
  14. DisbandMod Simple mod I wrote to disband villages/settlements on a server when the mayor has been inactive/hasn't logged in for a set amount of time. The reason I wrote this mod when there are already tax/upkeep mods out there for a similar purpose is I wanted one that would take place instantly. With this mod, upkeep will be ignored - once the configured number of days have gone by, the deed goes poof. I tested this mod on my local development server with a few test cases on 1.8.0.3 with ago1024's modloader v0.40 and the results were successful. That being said, there may be things I've overlooked, so I still recommend making backups! If you come across any bugs/issues please let me know and I'll look into fixing them. Note: Requires Sindusk's SinduskLibrary. link https://github.com/kevinmd88/disbandmod/releases DisableDeeds A niche mod that most servers probably wouldn't want. I created it for one of my own servers, and decided to share it for anyone who might find it useful. All it does is disable the settlement application form. Users who try to found a settlement, e.g. with the deed stake, will be given a message instead that it's disabled and won't be able to proceed with it. Any existing settlements that were on the server before the installation of this mod should be unaffected - they can be resized/modified/etc. as normal. I tested this mod on my local development server with a few test cases on 1.8.0.3 with ago1024's modloader v0.40 and the results were successful. That being said, there may be things I've overlooked, so I still recommend making backups! If you come across any bugs/issues please let me know and I'll look into fixing them. Note: Requires Sindusk's SinduskLibrary. link https://github.com/kevinmd88/disabledeeds/releases
  15. Hello! I saw this Thread here: And i think i followed it to the T, but no Bueno on connecting the 2 Servers. [10:40:15 PM] WARNUNG com.wurmonline.server.players.PlayerInfoFactory: Failed to contact the login server. Please try later. com.wurmonline.shared.exceptions.WurmServerException: Failed to contact the login server. Please try later. at com.wurmonline.server.LoginServerWebConnection.getPlayerStates(LoginServerWebConnection.java:569) at com.wurmonline.server.players.PlayerInfoFactory.getPlayerStates(PlayerInfoFactory.java:1277) at com.wurmonline.server.players.PlayerInfoFactory.grabPlayerStates(PlayerInfoFactory.java:1855) at com.wurmonline.server.ServerEntry.setupPlayerStates(ServerEntry.java:608) at com.wurmonline.server.ServerEntry.access$200(ServerEntry.java:56) at com.wurmonline.server.ServerEntry$1.run(ServerEntry.java:446) One server is launched via the gui, another server is launched via a .bat file Settings for Server 1: Settings for Server 2 Any help with getting those two servers to communicate with each other would be greatly appreciated! Hopefully you guys can remember how you do your server settings ^^ Have a nice day! EDIT disregard the mismatch in the rmi ports they are aligned now, but no dice.
  16. Ever wish you could have fields of mycelium. My Idea that would not only benefit the player base, but also the economy is to add a HOTS based PVE servers. The idea came to me because we have all of these white light servers and then chaos on freedom. Why can we not have a Black light server. We all know that many of us would like to see Libila on freedom, but may not happen. The base kingdom would be HOTS. Everyone that goes to the server will be converted to HOTS. If a player would become a Libila follower or priest on this server, they could come back into freedom as a freedom and not be Libila any longer just like Chaos. I good location for this server could be East of Exodus, and South of Chaos. Also if a player is to go to Chaos then they will return to whatever kingdom they were on Chaos. It would benefit the player base by having something new, beyond just another server or a new game feature. It would also benefit the economy by allowing more players to become Libila priests, and not have to follow a certain kingdom and have all of their stuff taken in pvp.
  17. Deliverance kicked me out and that was the orange message in game and pop up message on exit. Update: Exodus also offline
  18. Title pretty much says it all! Read the github page for more info: https://github.com/Tyoda/Leadables This mod is completely server-side. I did not want to overcomplicate it, but if anyone has a feature request, do tell!
  19. ---==Retired==--- Over 10k hours in Wurm and it is safe to say even modding doesn't ticky my fancy any more, I have moved on to working on building a game as a developer now and so I will post my mod source code here in case anyone wants to look at it for examples of what and what not to do lol I didn't go through it so may even be some mods I never released to the public, either way, enjoy. https://1drv.ms/u/s!AjnBltNOSFjChBbyg19L010tzkih?e=WWZbR9 Safe travels and remember no matter what you do in life always remember to have a little fun while you do it 😃 Repair Tower Ok at some stage they implemented a 20 fight skill requirement to repair guard towers in WO which then made it into WU, it's been a while anyway. This very simple server mod removes that fight skill requirement. https://1drv.ms/u/s!AjnBltNOSFjCgmWkJu1u0fkrnR39 original discussion was here. Archery A few changes here. war arrow head and arrow shaft now combine to create a war arrow that has exact ql of the arrow shaft used to create it, this action is instant but gives no skill. new action when a strung bow is active. Have a strung bow active and right click a mob or the target window when mob is targeted, click action 'get archery info' it will print a message in event window [10:42:53] Distance to mob: 25 meters, ideal is 20 [10:43:23] Distance to mob: 33 meters, ideal is 40 ideal is adjusted by active bow type, long bow 80, medium 40 and short is 20. the properties file has some adjustments the server admin can make. #float values to adjust amount of damage done by archery (bows). uniquefactor=4.0f damagefactor=0.8f firingspeedadjustment=2.5f #firingspeedadjustment basically adjusting how fast the action goes. if normal shoot action is 5 seconds then 2.5f would make it 2 seconds. #damagefactor is damage adjustment using bow when attacking any mob, 1.0 would be normal damage so 0.5 would be half normal damage. #uniquefactor is adjusted for uniques only and is done after the damagefactor adjustment., same as other 1.0 is normal damage. default you fit 41 arrows in a quiver, if you have more than 1 quiver it only ever uses arrows from just 1 quiver and ignores any other quiver. If you equip a backpack on your back then it will use arrows from there. So I fixed that, now it uses arrows from any quiver in your inventory, I left it only using quivers in inventory and not backpack in inventory as I like the idea of quivers for arrows. Still will use arrows from backpack if equipped though. *NOTE* if testing this mod keep in mind that by default the game makes a GM fire arrows as fast as you can click, so test speeds as a non GM character. V 2.0 https://1drv.ms/u/s!AjnBltNOSFjCgnC3h37iXg6Hknkj?e=3Juzaq Combiner Simple mod really, in properties list the id/s of the stuff you want possible to combine. So with 9 listed then you will be able to combine logs into 1 big heavy log. # log = 9, acorn = 436, cochineal = 439, woad = 440 combinelistid=9;436;439;440 *NOTE* it changes items to cold combine, so if you added rivets to list, even though rivets can already combine they need to be glowing hot to do so, if listed they will combine while cold. Server log will list id and names corresponding to that id, for trouble shooting. [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 9 Name:log [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 436 Name:acorn [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 439 Name:cochineal [04:51:44 PM] WARNING org.coldie.wurmunlimited.mods.combiner.combiner: ID: 440 Name:woad https://1drv.ms/u/s!AjnBltNOSFjCgnKn_ePBAJGqGOxu?e=2NeFFl Mob Max Count Ok this mod lets an admin put max count values on any creatures they want, it won't remove mobs but it will stop the game autospawning those mobs higher than the value set. This max count seems to also include GM wanded and bred creatures, so keep that in mind if you add horsies to the list. You can add as many ids as you want, if you are really keen you can list every creature ID. I added a txt file which has all the creature ids to the zip. https://1drv.ms/u/s!AjnBltNOSFjCgm1CgrVce73g0-Go?e=Nu9cxf # mobid (int),max count (int) ; mobid (int),max count (int) ; mobid (int),max count (int) # id 10 is black wolf, id 12 is brown bear #mobmaxes=10,500;12,1000 # no spaces, use comma between mobid and max count then use semicolon to seperate for next mobid and max count creature ids in spoiler Creatures DB If you have manually deleted creatures from the creatures database then you may have caused issues on your server, each creature is listed in the database several times in different places. So if you have deleted creatures manually then add this mod and when the server next starts it will go through the database and try to remove any data that is usually removed when creatures are removed properly. Afterwards you can just remove the mod, it only needs to run 1 time after you did manual deletions, of course if you manually delete again then just add mod again. https://1drv.ms/u/s!AjnBltNOSFjCgnRSIOc8KBVGanzy?e=twg72G Fish Monger New item GM can create and drop on the ground called Fishmonger. Players bring their fish up to it and activate their fish then right click the Fishmonger and click Sell Fish. New action on fish, have any item active and right click a fish and click Get Price, will print to event tab how much Fishmonger would pay for that fish. Price is per kg and adjusted by properties file, also options in properties to change model of the Fishmonger. Activate any container and get same action on fish monger, it will sell all fish directly inside that container, not inside another container inside that container. Will spam event tab with sale of every item though. Fishing net will now let you fish if it has fish already in the net but to a max value set in the properties file. maxinnet = 50 If you don't like this feature you can just set that value to 2, it does the check when starting to fish with net, not as it is fishing. Full disclosure, without that limit added you could literally have thousands of fish in the net, after many hours fishing. The game has no checks for weight or number of fish in net at all. Also fixed the container selling of items to not spam event tab, just does total now. #rarity adjustments rare=1.5f supreme=2.0f fantastic=2.5f [17:39:30] The Fishmonger puts 20 copper and 83 iron into your bank for selling 24 fish. V2.2 https://1drv.ms/u/s!AjnBltNOSFjCgmfYBTPObME6skDD Unleash Pretty simple really, it is all about uniques and how they are leashed to a location on the map making them hard to move around or kite to a slaying zone. This mod removes the leashing so they will freely roam around, chase you 2000 tiles across the map and will follow you into mines with no door. https://1drv.ms/u/s!AjnBltNOSFjCgmOf49EX_IUGxmuL building skill mod This mod adjusts how much carpentry skill is required to plan buildings, in the properties file is 1 simple value to adjust skillfactor this is a whole integer, so 2 or 3 or 4 etc. basically times your carp skill by this. So a 13x13 plan would normally require 52 wall + 169 tiles = 221, obviously impossible with default, make the skillfactor 6 and you could plan it at 37 skill. Extreme example obviously but that is how the factor works. Default value is set at 2, halving required skill. Also added a factor adjustment for planning bridges, pretty much same factoring as building, 2 means doubles the skill as far as calculations go for length, also halves the minimum skill needed, ie brick needs 30 mason, 2 factor means you only need 15 mason. https://1drv.ms/u/s!AjnBltNOSFjCgj_Jz3qiuOh1jjmD Cavus Nostra This is a few things I put together for the Cavus Nostra Server. Properties file looks like this. moonmetalimp=true groomall=true leadunicorn=true Traitremoval=true traitIds=0;2;7 moon metal imp: set to true and this will let you imp moon metal items using steel and not the moon metal that made it. groomall: is actually for hell horses and unicorns, giving the ability to groom them lead unicorn: lets you lead unicorns without taming them trait removal: adjust what the game thinks is a negative trait, so using the spell to remove bad traits will now also remove the traits listed in traitids. The default ones listed are fight fiercely, tough bugger, keen senses. https://1drv.ms/u/s!AjnBltNOSFjCgkAkd4a_r9jgcfGl DPS This adds a chat command /DPS (case sensitive) this will activate and deactivate the mod usage. When active if you go to your combat event window it will show the damage you do to what you are attacking with some interesting information, including the average damage over time, from when you started it with /DPS. There is also another feature, in the properties file is minid and maxid, the creature template id's within this range will autoregen their hp back to full when it would have dropped to 0. So you could set it to say a the rat template id and put a bunch of rats in a pen, and then you can hit them constantly to get a true DPS value over a longer period of time, this will make ALL rats basically gods and never die on server though. We added a new mob that had similar values as a troll but did 0 damage, this worked well. [10:57:29] DPS=120;you did 880 damage, which is 29335.0 * 0.03 120 is the avg damage over time 880 is the actual damage you did, everything has the exact same HP, the reason some stuff is harder to kill is their DR. 29335.0 is the actual weapon damage before DR affects it. 0.03 is the DR of what you are attacking, in this case a rift warmaster. This is for patch 1.9 https://1drv.ms/u/s!AjnBltNOSFjCgkLm33ZmIJs-ACXK Epic Curve Nothing to change in properties file with this 1, mod is either there or it isn't. This will make even PVE have Epic Curve active. *Note* After i released this mod the WU devs added an option in server settings to turn on 'Epic Settings" even for pve servers, so this mod is no longer needed. https://www.wurmpedia.com/index.php/The_Curve https://1drv.ms/u/s!AjnBltNOSFjCgkPuAweA0v-Blc2I Lead More Nothing to change in properties, I may put in a factor but then again I might not. This mod adds 2 to lead max for anyone, so instead of 4 you can lead 6. https://1drv.ms/u/s!AjnBltNOSFjCgkG8tOJb6WzAAUlQ Milk Reset At some stage the wurm devs made it so cows only reset being milkable with hummid drizzle or after a server reboot, why? NFI This mod adds command /milk which will reset all animals that can normally be milked to be milkable, there is a set 1 hour time between uses of the command. If done early it tells you how long until it can be used. It also resets sheering ability which otherwise only resets on server reboot. [11:08:07] Time until next reset: 45 minutes Added 2 new things to properties file. milkhours=1 (how many hours between command usage, its an int so whole numbers) GMlevel=0 (GM level of who can use it, 0 for every player, int so whole numbers) https://1drv.ms/u/s!AjnBltNOSFjCgkQ1T2FHMu07y6iX Tent Sleep Adds ability to sleep in your tent, I mean who doesn't sleep in a tent when they go out in the woods? You need to own the tent and it needs to be on the ground, you need an item active, it doesn't matter what item. Just right click tent, click sleep then a popup will ask if you want to sleep, same as a bed does. This will add sleep bonus same as sleeping in a bed. Ver 3.0 allows people to drop tent on a deed they are a member of. https://1drv.ms/u/s!AjnBltNOSFjCgkXG3BMztG2zFWCS
  20. Ashfall is a broken land. A war broke out between two factions the gods had to intervene. For life to persist, the Gods had to destroy almost all the life that was there before. A big volcano erupting blew tons of dust over the world covering it in ash and snow for hundreds of years to put it to sleep. Some survivors got put into stasis by the gods to return later. Survivors began to call the world Ashfall. The Ash being imbued with godly magic turned the surviving people sick. Over time humanity developed a certain resistance against the magic fallout but people were still prone to Ashpest. Their bodies skin heavily reacting to the poisonous waters developing pustules that cause slimey smeary stinky pus to form. After the Flask of vynora was found those poisonous waters turned back into clear rivers. (more Lore can be found here) Settings: TLDR: As close to WO as possible with QOL and not THAT long timers. RP - PVE mixed with PVP. The 4 Starter Kingdoms are PVE-Enforced Zones no player can hurt you there, but beware of the guards. Either sneak around them or become allies with the other kingdom! The Center Area is marked as PVP and can be conquered by your kingdom. (Check out the Livemap to see the zones!) custom map, with regional ores, ressources and regional flora! 1x Skill Gain 1x Fighting Boost 2x Action Timer Deeding costs (twice WO price to disincentivise 1 Person deeds (which are still possible)) Upkeep (twice WO price to disincentivise 1 Person deeds (which are still possible)) No priest restrictions. 5 Prayers per Day Characteristics start at 7 Skills start at 1 NO STARTING GEAR - With the exception of a crude knife and some rock shards...(spawn comes with a free guard tower for protection) bounties 18 hour growth timer. (does not reset on server reboot) Plants need to be Watered to grow (trees still grow but grow faster with watering) Plants and trees can be Fertilized to bear fruit once more. Alchemy to bring spells and enchantments into a bottle! 50,000 mobs – 50% aggressive : endgame mobs do spawn heavily modded: https://pastebin.com/MgCFzk0x 1 char per player 1 deed founded per SteamId No Voting Rewards - Daily salary of 5 copper if you are active in chat. NO MAP RESET- If the resources run out you can use alchemy to transmute iron or events to get veins Global German and English Channels as well as Help Channel is linked to discord Custom (and wacky - expect kelp on mountains :P) map – 2048×2048 livemap: http://173.249.0.230/livemap QOL Settings: Housing: Houses can now be 1.9 times bigger than in vanilla (up to 62 tiles wide on 1x62!) Salary: You will receive a basic Salary of 35 coppers per week. Partaking in public building contracts will reward you some extra cash too! Traders: Every 5 Citizens (and when founding a deed and having atleast 2 citizens) you get a new trader, who will visit your town every week with rotating stock. You have to build a market stall or house for them to arrive! Placing traders otherwise is not allowed, except for buyer and seller merchants. (Other vanilla Trader contracts wont work) You can choose from a seller or a buyer when you reach 40 in any item creating skill and the other trader when reaching 70. This map concept together with mods is the one where we feel like we hit what we wanted 100% A total custom map, with custom ores, and custom flora! Of course the Players can always move or trade ressources, or bushes, or trees or even transform tiles to whats needed. Alchemy plays a heavy role in this duty so, welcome fellow alchemist, you will be needed! The Players have the choice between 4 kingdoms to start, each with their own ressources ( listed below). Tower chaining is required to conquer the kingdom and make use of its ressources and space. The Kingdoms are guard protected PVE-Zones. The central area of the map has all the ressources + Adamantium/Glimmersteel (same % as wo ( so ada = rare and glimmer = extremely rare)). Kingdoms can towerchain into here to claim land and contest for it. So this is the central PVP Zone. The Western Wilds - Domain of Fo: Wilds with dense forests and large amounts of Moss, Grasslands, steppes and peat pits, The humidity allows for jungle-like forest growth. The land is fertile and creatures thrive. The generally good soil supports growth of herbs and flower bushes. Fo's spirit - The symbol of life yet to come - is prevalent in the form of nuts. Trees: Oak, Chestnut, Walnut, Bushes: Hazelnut, Rose, Camilla Resources: Iron, Marble, Zinc, Peat ------------------------------- The Eastern Swamps of Dusk - Domain of Libila: Murky ground with heavy marshes and tarpits. Steppes and deserts as the constantly poisonous waters allow for not much foliage overall which results in less dense but larger spread out forests with resistant tree types . Libilas spirit - the necessary death that follows life as shadow to light - is prevalent in the form of Myzelium which spreads and "corrupts" the lands. Making it easier for the magic life powers to dissolve. Trees: Pine, Birch, Olive, Bushes: Thorn, Blueberry, Oleander, Resources: Iron, Slate, Lead, Tar ---------------------------------- The Southern Shores of Wisdom - Domain of Vynora: Salty sea air doesn't allow for dense tree population. The wet ground has marshy areas but is surprisingly arid but fertile on the main land. Foliage is specialized for Wet climate and nutritious but dry soils. Wet areas support the enrichment of the soil with clay. Vynoras spirit - wisdom and knowledge - come in form of flexible well adapted plants as well as medicinal herbs and silver. Trees: Willow, Linden, Apple, Cherry Bushes: Blue Grapes, Raspberry, Lavender Resources: Iron, Tin, Silver, Clay ---------------------- The Northern Mountains of Want - Domain of Magranon: The mountainous and cold northern regions do not allow for much foliage, so forests are dense but small to defend against cold winds. The climate allows for large tundras and steppes but most of the land is just snowy soil. Magranons spirit which stands for self-improvement and inner fire, the will to change is prevalent in all things. The warmth of molten gold, berries for spirits and maple treas for mead! A Dwarven Paradise. Trees: Fir, Cedar, Maple Bushes: Lingon Berry, White Grapes, Resources: Iron, Copper, Gold, Snow -------------------------- The Melting Pot. - PVP! While the deities are in constant fight for this domain, and balance resides - for the moment - nature gets to grow. The soil as the rock is rich and filled with power. All kinds of plants can grow in this area while all kinds of Ore can be found underground. The magically enriched rock even spouts forth Moon Metals like adamantium and glimmersteel. You will need to contest this area for your Kingdom. You will need to tower chain into it and it is always free for all. Taste your success. While you can. ------------------------------- Already played on Ashfall? Your character is preserved and so are your characteristics. For fairness reasons skills will get a reset however. If you want to start a new char under the same name shoot the GMs a message. Or open a /support ticket. New to Wurm? Dont worry, our helpful community is always eager to show you the ropes! Questions? Shoot straight away! Or Check out the Discord: https://discord.gg/eP77WratZm Release this Saturday at 9:30 PM CEST
  21. Warning : Does not work properly. Upon restart of the server, It seems to have a problem loading the enchanted boats and anyone trying to re log near them can not move. Even with the mod disabled. Potentially no longer true as for version 0.02 of this mod (but only tested by me...) see below Albibak's voodoo factory almost proudly present Spirit Crew Mod ! My first attempt at modding Wurm and also at coding for almost 10 years. It's a shameless rip off BagOfHolding by Ago and was more a learning session than a project but I figure people playing solo or in small groups could use a way to make big ships faster move. The mod add a spell called spiritcrew to priests of the 4 deities. This spell can be cast on boats to add a virtual crew ( it works like rare boats shadow passengers but is more powerful). It should add a virtual crew member for every then point of power of the enchant.(I ll probably change that later but I dont get the mechanics of power yet). The enchant should be permanent and can only be replaced by a better one. Code-wise, I override calculateNewBoatSpeed from Vehicle which is unfortunately called in Creature.sendData so it is not super clean. And it wont get better as I intend to add a spiritwind spell as well. The enchant use the id of "Opulence" so it will be incompatible with any mod that allows to eat boats. You need Ago's Server Mod Loader to run this mod. Download : SpiritCrew on GitHub (modified to v0.02 woohoo) Installation : Download the spiritcrew.zip Extract in mods folder Edit spiritcrew.properties (formerly BagOfHolding.properties by Ago) Start server Use in game : Be a priest of any god Equip the statue of your god Right-click boat Select "Spells/SpiritCrew" Succeed or Fail Hope you like it. Albibak PS: Wurmpedia is wrong ql of the ship does have an effect on speed but it is irrelevant compared to the effect of passengers. V0.02 Switched from Opulence's ID to Courier's as a temporary solution to server restart problem. Changed speed formula so that bigger ships can be fully loaded with spirit crew at high power range while keeping it easy to max out smaller ships. Temporarily renounced to the idea of spiritwind because of the aforementioned problem. Pondered about the idea that a ship with both BagOfHolding and SpiritCrew may be overpowered and concluded that it was the point in the first place. Released the monster and went to bed.
  22. This topic has been moved and can be found here Ashfall Ressources Reloaded! New Server/Map Release this Saturday! - Mixed - Wurm Online Forum
  23. Releasing my first ever mod. It allows players(with configurable gm level) to change the model of any Item/Creature/Player(later referred to as "object") on the fly through a context menu, from all available models Features Right click on any object, choose the action "Remodel" and transform it to whatever model you choose. You can change your own model by opening the character menu and right clicking on your "body"! Set any object to a random model Flexibility: Completely server side, plus if the mod causes any issues/is not needed anymore, it may just be deleted and its effects will completely disappear. The table in the modsupport database will be left behind. This is not an issue, and it allows you to reinstall the mod at any time, with the objects retaining their changed models. Unlock previously unreachable models. For example the Woman Fighting Anaconda statue (It can be found in the remodel menu Decorations->Statue Femalefightinganaconda) Shiny Animals! Change rare+ items to animal models and they'll be S H I N Y ! Bugs Features 2.0 With threedee, placing an item on a surface and then changing the model of the surface will leave the item in place, where you probably could not put it on the new surface, meaning you can place items where previously impossible. Example: before changing model, after changing model Transforming a felled tree apparently causes the new models to be huge, and I mean HUGE nvm you can do this by changing the item's auxdata Get The Mod You can download the mod from its github page: https://github.com/Tyoda/ModelMeImpressed/releases/latest This is a server mod. You need to have ago's mod loader and the SinduskLibrary mod installed for it to work. What models are available? The mod contains every model found in the mappings.txt in the graphics.jar of the client. I am sure it is not perfect. Some are probably missing, because the devs forgot to add it, and some are probably broken. I have not personally tried out all the ~3K models available. Please open an issue or message me on discord(Tyoda#5412) if you find a problem. You may also add any custom models to it via the "custom_pretty", and "custom_model" fields in the .properties file. Read the github page of the mod for more info! PS: Since this is my first mod any pointers are appreciated. If you find any issues with the mod or the models, please contact me here, on discord(Tyoda#5412) or open an issue on github
  24. 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.
  25. Hi, I have created a simple discord relay mod that connects the kingdom chats to a discord server. Features: Sends all messages from kingdom chat to the appropriate kingdom text channel on discord Sends all messages from kingdom channels to appropriate kingdom channels in wurm Planned features: Support for villages and alliances Auto creation of village channels and proper permission management for users to read them on discord Discord user to wurm player linking Requirements: Discord server needs to have has text channels for all kingdoms with the same name as the kingdoms in game. Discord bot user (https://discordapp.com/developers/docs/topics/oauth2#bots) with an auth token Ago's mod loader v29.2+ Don't forget to configure the mod in the DiscordRelay.properties Current version is v0.2 You can find the release here: https://github.com/whisper2shade/DiscordRelay/releases/latest If you encounter any problems, please use the issues tracker on github (preferably) or reply to this thread. Have fun, whisper2shade