Posted April 9, 2019 Version 0.43 modloader Update to Wurm Unlimited 1.9.1.5 https://github.com/ago1024/WurmServerModLauncher/releases/tag/v0.43 2 Share this post Link to post Share on other sites
Posted April 9, 2019 2 hours ago, Sklo:D said: Apr 09, 2019 7:26:42 AM com.wurmonline.server.Server pollIntraCommands WARNING: null java.lang.NullPointerException at org.gotti.wurmunlimited.modloader.ReflectionUtil.getPrivateField(ReflectionUtil.java:73) at org.gotti.wurmunlimited.modcomm.intra.ModIntraServer.getConnection(ModIntraServer.java:89) at com.wurmonline.server.intra.ModIntraServerMessage.poll(ModIntraServerMessage.java:79) at com.wurmonline.server.Server.pollIntraCommands(Server.java:4046) at com.wurmonline.server.Server.run(Server.java:2561) at java.util.TimerThread.mainLoop(Timer.java:555) at java.util.TimerThread.run(Timer.java:505) When did this happen, was it critical to the server/cluster? I think the first server poll will actually run before the server startup was completed. Share this post Link to post Share on other sites
Posted April 9, 2019 Where are the config files or property files? There are none in the downloads Share this post Link to post Share on other sites
Posted April 9, 2019 43 minutes ago, BigTex said: Where are the config files or property files? There are none in the downloads Those always require a separate download for each of the mods. Share this post Link to post Share on other sites
Posted April 9, 2019 (edited) hi When I run the patcher it doesn't create the WurmServerLauncher-patched.exe, any idea why that would be? thx ....i deleted and install all again and is it ok Edited April 9, 2019 by byxoft Share this post Link to post Share on other sites
Posted April 9, 2019 Hello, just a quick FYI the priest mod isn't working. I assume its due tot he new priest checks someone posted a few posts ago. Share this post Link to post Share on other sites
Posted April 9, 2019 (edited) Is it important to update the other mods too, or is just the version number changed on them? Which mods of the collection are realy new? Eject Edited April 9, 2019 by Eject Share this post Link to post Share on other sites
Posted April 9, 2019 10 hours ago, ago said: When did this happen, was it critical to the server/cluster? I think the first server poll will actually run before the server startup was completed. On startup yes. Investigated and had no real influence on neither of the servers, so just a cosmetic thing to fix. Share this post Link to post Share on other sites
Posted April 9, 2019 3 minutes ago, Eject said: Is it important to update the other mods too, or is just the version number changed on them? Which mods of the collection are realy new? Eject You have to update all the associated mods, like actiondemo, announcer, bagofholding, etc. Not all of them need reconfiguring after updating, but some do so it's good to check. 1 Share this post Link to post Share on other sites
Posted April 9, 2019 Is there any documentation anywhere that explains what each of ago's mods do? I see a few I don't recognize now. Can I just ignore the ones I haven't used before, like scriptRunner, serverFix, etc? Share this post Link to post Share on other sites
Posted April 9, 2019 21 minutes ago, Brian said: Is there any documentation anywhere that explains what each of ago's mods do? I see a few I don't recognize now. Can I just ignore the ones I haven't used before, like scriptRunner, serverFix, etc? I think they're all important. Should add them all. For example, serverpacks allows players to see kingdom tabards, custom creatures and so on. Share this post Link to post Share on other sites
Posted April 9, 2019 In the past, some of the mods used .config files. I don't see any in the new mods releases. Are they no longer needed then? Share this post Link to post Share on other sites
Posted April 9, 2019 1 minute ago, Brian said: In the past, some of the mods used .config files. I don't see any in the new mods releases. Are they no longer needed then? You're the second person who has said they didn't get the config files. Not sure why. What I did was delete the old server modlauncher and all the associated files. Then I uploaded server modlauncher and each of the individual associated mods one by one. I got the config files. Share this post Link to post Share on other sites
Posted April 9, 2019 Do you get your mod files from here? https://github.com/ago1024/WurmServerModLauncher/releases/tag/v0.43 When I open those zip files, I see .properties files but no .config files. Share this post Link to post Share on other sites
Posted April 10, 2019 (edited) 3 hours ago, Brian said: I see .properties files but no .config files. You're right. What I had been doing was navigating to here for example and manually grabbing any config files. Seems to work fine, not too many seem to actually have config files anyway. Just remember that all the config options are commented out by default. Remove the poundsigns to make them actually function. Edited April 10, 2019 by Metallumere 1 Share this post Link to post Share on other sites
Posted April 10, 2019 server-modlauncher-0.43.zip contains the modlauncher and all mod but it does not contain any .properties or .config files. This is to update the mods but will not activate any that has not been active before. If you want to activate one of the mods it's best to download the mod only packge (e.g. cropmod-0.43.zip). Those contain the .properties file for mod and activates the mod. https://github.com/ago1024/WurmServerModLauncher/wiki/Installation Documentation for the mods is at https://github.com/ago1024/WurmServerModLauncher/wiki 3 Share this post Link to post Share on other sites
Posted April 19, 2019 an idea which im not sure if it has been brought up before. What if modloader checked for a version number as it loads mods and then has a command which for GM only prints mod name and version number. Of course means the people making mod would need to add in this value or it would just print some default version number. Thoughts? Share this post Link to post Share on other sites
Posted April 19, 2019 There's already the #versions command. Is that what you mean? Share this post Link to post Share on other sites
Posted April 19, 2019 (edited) Yeah #versions does the trick, but so many mods are built without the required version tag for the functionality to be very useful. Could work towards a standard of adding it. public String getVersion() { return "vX.X"; } I think Governor's mods are the only one's that include it from what I'm looking at on my server. A fairly simple addition, but reliant on the mod author to push it. Edited April 19, 2019 by Ayluin Share this post Link to post Share on other sites
Posted April 19, 2019 reliant on the modders knowing about it, never heard of it *shrug* Share this post Link to post Share on other sites
Posted April 19, 2019 I didn't either until your post :') But I often wondered why my mods would be loaded as 'unversioned' in the modlauncher.bat Share this post Link to post Share on other sites
Posted April 20, 2019 added it to all mine now and will have it on next update i do. 1 Share this post Link to post Share on other sites
Posted April 22, 2019 By default the version is read from the Implementation-Version field from the jar manifest. But you can override the getVersion() method on the WurmMod class and return any version string you like. Share this post Link to post Share on other sites
Posted April 27, 2019 Is there an official way to specify the version number of a created mod so that it appears in the server console on startup? As an alternative to just outputting something like "NappyServerMod_v1.9.1.1" using output commands. I feel like I read something about there being a proper way to do this using modloader but I can't find a reference to it anywhere. ~Nappy Share this post Link to post Share on other sites
Posted April 28, 2019 (edited) I should have read Ago's & Cuddles and Ayluin's comment earlier, would have lead to a faster result. Just needed to add to my class. public String getVersion () { return "MyMod Version 1.9.1.7"; } Edited April 28, 2019 by Nappy Share this post Link to post Share on other sites