Posted January 21, 2018 I get the map to show in game which is awesome but it still has the default Creative spawn point markers, like "the Meadows", "Central Lakes" etc.. Is there a way to remove those that would not involve manipulating any client files manually? Thank you Share this post Link to post Share on other sites
Posted January 21, 2018 rename the map in the database to something else than Ocrea. The markers in the client files are for the Ocrea and Heavenord maps only. Share this post Link to post Share on other sites
Posted January 21, 2018 You can do your own makers by overriding mapunlimited.xml, like this https://gist.github.com/bdew/27da0ba61c737c6bc08ee170ba390110... even add your own icons. Here's an example how it looks in game: Share this post Link to post Share on other sites
Posted January 21, 2018 wow, you just answer all my questions Bdew Thank you again! Share this post Link to post Share on other sites
Posted January 21, 2018 2 hours ago, ago said: rename the map in the database to something else than Ocrea I'm having a little bit of trouble finding this. Which of the databases would it be in? I see modsupport, wurmcreatures, wurmdieties, wurmeconomy, wurmitems, wurmlogin, wurmlogs, wurmplayers, wurmtemplates, and wurmzones. None of them seems to say anything about Ocrea, unless I'm totally overlooking it. Share this post Link to post Share on other sites
Posted January 22, 2018 17 hours ago, bdew said: Heh was just about to complain about it missing I already whined about it to @ago Share this post Link to post Share on other sites
Posted January 23, 2018 I seem to have a problem with the creature age mod, the animals just don't grow up, These are my settings: Spoiler # Apply increased growth until the creature has reached this age # 0 : disabled # 3 : young # 8 : adolescent # 12 : mature # 30 : aged # 40 : old # >40 : venerable #increaseGrowthUntilAge=12 # The value gives the number of in-game seconds between age checks # Each age check will increase the age by one, i.e. aging to mature # will require 8 age checks # # 28800 - 1 hour real time # 691200 - 1 day real time # 259200 - increased horse growth time on pvp servers, 9 hours real time #increaseGrowthTimer=480 # Exclude creature types from faster aging # Names correspond to names in CreateTemplateIds without the trailing "_cid" #excludedTemplates=boar_fo,zombie,worg,gorilla_magranon,skeleton,hyena_libila To my understanding, I have set the '#increaseGrowthTimer=480' which would be equivalent to 1 minute real time, which means animals aging from young to mature should take around 9 minutes, but they just stay at their current/normal age. Share this post Link to post Share on other sites
Posted January 23, 2018 (edited) 3 hours ago, Johnnny said: I seem to have a problem with the creature age mod, the animals just don't grow up, These are my settings: Hide contents # Apply increased growth until the creature has reached this age # 0 : disabled # 3 : young # 8 : adolescent # 12 : mature # 30 : aged # 40 : old # >40 : venerable #increaseGrowthUntilAge=12 # The value gives the number of in-game seconds between age checks # Each age check will increase the age by one, i.e. aging to mature # will require 8 age checks # # 28800 - 1 hour real time # 691200 - 1 day real time # 259200 - increased horse growth time on pvp servers, 9 hours real time #increaseGrowthTimer=480 # Exclude creature types from faster aging # Names correspond to names in CreateTemplateIds without the trailing "_cid" #excludedTemplates=boar_fo,zombie,worg,gorilla_magranon,skeleton,hyena_libila To my understanding, I have set the '#increaseGrowthTimer=480' which would be equivalent to 1 minute real time, which means animals aging from young to mature should take around 9 minutes, but they just stay at their current/normal age. Try taking off the # in front of #increaseGrowthUntilAge=12 and #increaseGrowthTimer=480. Also the # in front of #excludedTemplates=boar_fo,zombie,worg,gorilla_magranon,skeleton,hyena_libila If you want those creature to grow normally. The pound sign is for commenting out the line so the game does not try to read that part of the config file. Edited January 23, 2018 by Governor Share this post Link to post Share on other sites
Posted January 23, 2018 4 hours ago, Governor said: Try taking off the # in front of #increaseGrowthUntilAge=12 and #increaseGrowthTimer=480. Also the # in front of #excludedTemplates=boar_fo,zombie,worg,gorilla_magranon,skeleton,hyena_libila If you want those creature to grow normally. The pound sign is for commenting out the line so the game does not try to read that part of the config file. That fixed the problem, thank you so much Share this post Link to post Share on other sites
Posted January 24, 2018 On 1/22/2018 at 8:15 AM, Governor said: I already whined about it to @ago While we are at it, can you please add swimming flag too? @ago 1 Share this post Link to post Share on other sites
Posted January 25, 2018 (edited) On 22.1.2018 at 0:31 AM, Batta said: I'm having a little bit of trouble finding this. Which of the databases would it be in? I see modsupport, wurmcreatures, wurmdieties, wurmeconomy, wurmitems, wurmlogin, wurmlogs, wurmplayers, wurmtemplates, and wurmzones. None of them seems to say anything about Ocrea, unless I'm totally overlooking it. The map name is store in the field "MAPNAME" in the "SERVERS" table of the "wurmlogin.db" database https://github.com/ago1024/WurmServerModLauncher/wiki/Custom-maps#custom-map-name Edited January 25, 2018 by ago Share this post Link to post Share on other sites
Posted February 6, 2018 @ago Can you change the cropmod so that the fields stay on "ripe" instead of "rotten"? That would be usefull for some GM Deeds if you like the farmfields as dekoration. Eject Share this post Link to post Share on other sites
Posted February 6, 2018 They are supposed to stay on the second ripe state and never go to the last stage, rotten. Share this post Link to post Share on other sites
Posted February 7, 2018 they stay at rotten state but you can harvest them atm. maybe i have a wrong version Share this post Link to post Share on other sites
Posted February 8, 2018 nvm, youre right, but this second ripe state looks not so good ^^ is it possible to change this so that the fields are looking good? Eject Share this post Link to post Share on other sites
Posted February 8, 2018 So I know Hitching Post was only picked up on request as a way to save the mod from abandon. But I've noticed a big problem with it. Even if the animal is branded, anyone can come along and unhitch the animal from the post. Is there a way to check for lead permissions on an animal before giving the unhitch option to a player who does not have permission to lead the animal? This would at least prevent branded animals from possibly being unhitched off posts in public areas by "strangers". Share this post Link to post Share on other sites
Posted February 11, 2018 On 8.2.2018 at 11:16 AM, Eject said: nvm, youre right, but this second ripe state looks not so good ^^ is it possible to change this so that the fields are looking good? I can possible add such an option but this is global. No player on the server will be able to get the benfits of the second state of ripe. This seems a big pill to swallow for purely aesthetic reasons. On 8.2.2018 at 10:27 PM, Zera said: Even if the animal is branded, anyone can come along and unhitch the animal from the post. Is there a way to check for lead permissions on an animal before giving the unhitch option to a player who does not have permission to lead the animal? I'll see what I can do about this. I guess there will be some way to replicate the unhitching permissions of a cart. 3 Share this post Link to post Share on other sites
Posted February 15, 2018 Quick question... Is the modloader setup to automatically check for a separate .config file for each mod, or does a given mod need to be individually coded to check for it? Just curious if I would have to make any changes to my mods in order to move all their configurable settings to those separate files. Or, if it's possible to just copy-paste the settings for mods from other sources to these separate files as well. Share this post Link to post Share on other sites
Posted February 16, 2018 This is part of the modloader and no changes are needed in the mods. Share this post Link to post Share on other sites
Posted February 17, 2018 (edited) I'm also seeing errors like this appear on console every now and then. I know it's related to Hitching Post as I teleported to the coordinates and behold there is a Horse hitched to a post next to where I teleported. Spoiler [08:44:06 AM] WARNING com.wurmonline.server.creatures.Creature: aged horse set to 1191,1897 but at 1190,1897 java.lang.Exception at com.wurmonline.server.creatures.Creature.setNewTile(Creature.java:822) at com.wurmonline.server.zones.VolaTile.addCreature(VolaTile.java:1706) at com.wurmonline.server.zones.VolaTile.creatureMoved(VolaTile.java:2692) at com.wurmonline.server.zones.VolaTile.creatureMoved(VolaTile.java:2531) at com.wurmonline.server.creatures.Creature.moved(Creature.java:11972) at com.wurmonline.server.creatures.Creature.followLeader(Creature.java:11578) at com.wurmonline.server.creatures.Creature.creatureMoved(Creature.java:4996) at com.wurmonline.server.zones.VirtualZone.creatureMoved(VirtualZone.java:1961) at com.wurmonline.server.zones.VolaTile.creatureMoved(VolaTile.java:2743) at com.wurmonline.server.zones.VolaTile.creatureMoved(VolaTile.java:2531) at com.wurmonline.server.creatures.Creature.moved(Creature.java:11944) at com.wurmonline.server.creatures.Communicator.movePlayer(Communicator.java:908) at com.wurmonline.server.creatures.Communicator.pollNextMove(Communicator.java:1107) at com.wurmonline.server.Server.pollComms(Server.java:2599) at com.wurmonline.server.Server.run(Server.java:2477) at java.util.TimerThread.mainLoop(Timer.java:555) at java.util.TimerThread.run(Timer.java:505) I'm not sure what can be done about this, outside of requiring a smaller radius to provide the hitching option? This would cause the creature to likely already be on the same tile as the post I'd think. Edited February 17, 2018 by Zera Share this post Link to post Share on other sites
Posted February 18, 2018 Can you help me with the scriptrunner please? i cant get work the greet.js I tried in the propertiesfile the scriptsfolder scriptrunner/scripts/onPlayerLogin scriptrunner/scripts but if i login with a char, i cant see the new tab with the greet message Maybe the error is in the code? var ProtoConstants = Packages.com.wurmonline.shared.constants.ProtoConstants; function onPlayerLogin(player) { var titleWindow = "Server Info"; var thePlayer = player.getName(); var message = "Die Nutzung unserer Server setzt voraus dass du unsere Regeln gelesen hast und diese auch einhältst."; player.showPM(titleWindow,titleWindow,message,1); var message = "Webseite: httpwww.necropolis.at/game"; player.showPM(titleWindow,titleWindow,message,1); var message = "Einstiegs-Guide für neue Spieler: http://www.necropolis.at/game/wichtige-infos-fuer-neue-spieler/"; player.showPM(titleWindow,titleWindow,message,1); var message = "Discord: https://discord.gg/pPZ97Eq"; player.showPM(titleWindow,titleWindow,message,1); var message = "Der GL-Freedom Chat ist unser Hauptchannel"; player.showPM(titleWindow,titleWindow,message,1); var message = "Melde dich einfach, wir helfen dir gerne weiter. Der CA-Help Chat ist für Spielbezogene Fragen"; player.showPM(titleWindow,titleWindow,message,1); var message = "Hilfe findest du auch im Wiki unter: http://www.wurmpedia.com" player.showPM(titleWindow,titleWindow,message,1) var message = "Wir wünschen dir viel Spass auf unseren Servern und guten Erfolg." player.showPM(titleWindow,titleWindow,message,1); var message = "Happy wurming, Orakel - Webmaster, Serverowner, Head-GM" player.showPM(titleWindow,titleWindow,message,1); } Thanks for your help Eject Share this post Link to post Share on other sites
Posted February 18, 2018 (edited) 16 minutes ago, Eject said: Can you help me with the scriptrunner please? i cant get work the greet.js I tried in the propertiesfile the scriptsfolder scriptrunner/scripts/onPlayerLogin scriptrunner/scripts but if i login with a char, i cant see the new tab with the greet message Maybe the error is in the code? var ProtoConstants = Packages.com.wurmonline.shared.constants.ProtoConstants; function onPlayerLogin(player) { var titleWindow = "Server Info"; var thePlayer = player.getName(); var message = "Die Nutzung unserer Server setzt voraus dass du unsere Regeln gelesen hast und diese auch einhältst."; player.showPM(titleWindow,titleWindow,message,1); var message = "Webseite: httpwww.necropolis.at/game"; player.showPM(titleWindow,titleWindow,message,1); var message = "Einstiegs-Guide für neue Spieler: http://www.necropolis.at/game/wichtige-infos-fuer-neue-spieler/"; player.showPM(titleWindow,titleWindow,message,1); var message = "Discord: https://discord.gg/pPZ97Eq"; player.showPM(titleWindow,titleWindow,message,1); var message = "Der GL-Freedom Chat ist unser Hauptchannel"; player.showPM(titleWindow,titleWindow,message,1); var message = "Melde dich einfach, wir helfen dir gerne weiter. Der CA-Help Chat ist für Spielbezogene Fragen"; player.showPM(titleWindow,titleWindow,message,1); var message = "Hilfe findest du auch im Wiki unter: http://www.wurmpedia.com" player.showPM(titleWindow,titleWindow,message,1) var message = "Wir wünschen dir viel Spass auf unseren Servern und guten Erfolg." player.showPM(titleWindow,titleWindow,message,1); var message = "Happy wurming, Orakel - Webmaster, Serverowner, Head-GM" player.showPM(titleWindow,titleWindow,message,1); } Thanks for your help Eject You are doing the same mistake again. var message var message..... Var message is the declaration of the variable and is only allowed once in a function. And you are missing tons of semicolons. Please use an IDE. Edited February 18, 2018 by Sklo:D 1 Share this post Link to post Share on other sites
Posted February 18, 2018 (edited) Thank you Sklo:D =) I also tried it with the example and there was no new tab in the game Eject Same problem with the fixed code Spoiler var ProtoConstants = Packages.com.wurmonline.shared.constants.ProtoConstants; function onPlayerLogin(player) { var titleWindow = "Server Info"; var thePlayer = player.getName(); var message = "Die Nutzung unserer Server setzt voraus dass du unsere Regeln gelesen hast und diese auch einhältst."; player.showPM(titleWindow,titleWindow,message,1); var message1 = "Webseite: httpwww.necropolis.at/game"; player.showPM(titleWindow,titleWindow,message,1); var message2 = "Einstiegs-Guide für neue Spieler: http://www.necropolis.at/game/wichtige-infos-fuer-neue-spieler/"; player.showPM(titleWindow,titleWindow,message,1); var message3 = "Discord: https://discord.gg/pPZ97Eq"; player.showPM(titleWindow,titleWindow,message,1); var message4 = "Der GL-Freedom Chat ist unser Hauptchannel"; player.showPM(titleWindow,titleWindow,message,1); var message5 = "Melde dich einfach, wir helfen dir gerne weiter. Der CA-Help Chat ist für Spielbezogene Fragen"; player.showPM(titleWindow,titleWindow,message,1); var message6 = "Hilfe findest du auch im Wiki unter: http://www.wurmpedia.com"; player.showPM(titleWindow,titleWindow,message,1); var message7 = "Wir wünschen dir viel Spass auf unseren Servern und guten Erfolg."; player.showPM(titleWindow,titleWindow,message,1); var message8 = "Happy wurming, Orakel - Webmaster, Serverowner, Head-GM"; player.showPM(titleWindow,titleWindow,message,1); } Edited February 18, 2018 by Eject Share this post Link to post Share on other sites
Posted February 18, 2018 (edited) And another time the same mistake again. player.showPM(titleWindow,titleWindow,message,1); you need to do that for each message1, message2,.... if you do it this way. Really use an IDE, otherwhise you will need days for code a few lines of code. Edited February 18, 2018 by Sklo:D Share this post Link to post Share on other sites
Posted February 18, 2018 Ok its not my day ^^ Now i added the numbers but it is also not working, and as i said, the example file is also not working.......i give up Share this post Link to post Share on other sites