Posted November 25, 2018 (edited) i shut ti all down and ran it, and when I ran the .bat the cmd window said it was already done Edited November 25, 2018 by CountZero Share this post Link to post Share on other sites
Posted November 25, 2018 (edited) 2 minutes ago, CountZero said: i shut ti all down and ran it, and when I ran the .bat the cmd window said it was already done Sorry I wasn't able to help, then. Those are all the tricks I know. It always says it has already patched, if you have ever patched before. Edited November 25, 2018 by Batta Share this post Link to post Share on other sites
Posted November 25, 2018 hmmm, this is the modlauncher patcher in the dedicated server folder right? Share this post Link to post Share on other sites
Posted November 25, 2018 4 minutes ago, CountZero said: hmmm, this is the modlauncher patcher in the dedicated server folder right? None of this goes in the dedicated server folder. It all goes in modlauncher Share this post Link to post Share on other sites
Posted November 25, 2018 (edited) 26 minutes ago, Batta said: Everything goes in here: Steam\steamapps\common\Wurm Unlimited\WurmLauncher\mods This is where client mods go. The dedicated server folder is for server mods. Edited November 25, 2018 by Batta Share this post Link to post Share on other sites
Posted November 25, 2018 is the modlauncher and patcher supposed to go in the mod folder? I wouldn't have thought it would launch the game properly in there, plus it seems to work where it is. Or are you talking about a different patcher? Share this post Link to post Share on other sites
Posted November 25, 2018 (edited) 2 minutes ago, CountZero said: is the modlauncher and patcher supposed to go in the mod folder? I wouldn't have thought it would launch the game properly in there, plus it seems to work where it is. Or are you talking about a different patcher? There are 2 different modlaunchers, patchers, and mods folders. The ones in the dedicated server folder are for server mods. This is the server modlauncher. The ones in the wurmlauncher folder are for client mods. This is a different modlauncher, the client modlauncher. Edited November 25, 2018 by Batta Share this post Link to post Share on other sites
Posted November 25, 2018 lol, that was it! Been a while since I've done any of this and this is the only client mod i use so I was just putting it in the server folder : / working now - thanks for the help 1 Share this post Link to post Share on other sites
Posted January 25, 2019 (edited) New mod: Scanner It's kinda esp-lite but more customisable and with on screen notifications. The mod is configured by a single console command like scan [stuff.....] But the syntax of "stuff" is a bit complex, so instead of drawing BNF diagrams i'll just explain it by a few examples: Simple mode - just put an outline on something, say me... scan bdew That's it, if you have anything with "bdew" in its name - you should see an outline. To turn it off type just "scan" with nothing after it. Now by default the outline will be in whatever color it is in vanilla (e.g. blue for items, red for enemies, green for village members), if you wanted to give me a pink outline type... scan bdew @pink Easy enough. But lets say you also want to find dragons, and you still want me to have a pink outline - just add the dragons after the existing command scan bdew @pink dragon @yellow Now anything that has "bdew" in it's name will show up in pink, while everything with "dragon" in it's name will show up in yellow. But we have a problem, now you are getting highlights for a bunch of people with "dragonslayer" titles, and their "dragoncart 2000" and so on, luckily we can check for models instead scan bdew @pink %dragons/ @yellow Using % before a word will make it check the model path instead of the name. You can see the paths of various model by going to your graphics.jar and looking at mappings.txt And for good measure we can also filter out corpses of dragons, preserved dragons, and dragon pets (from my minipet mod) scan bdew @pink %dragons/ !corpse !preserved !pet @yellow Puting a ! before a word will make it filter out anything that matches. Now say you want to also have a nice big on screen notification every time a dragon is nearby... no problem, just replace the @ with # instead scan bdew @pink %dragons/ !corpse !preserved !pet #yellow Now say you also wanted the other uniques too... you could repeat the !corpse... stuff for each but that would be a lot of work, so instead you can use pipe ( | ) before a condition to have do an OR with the previous one scan bdew @pink %dragons/ |%forestgiant |%trollking |%goblinleader |%creatures/kyklops !corpse !preserved !pet #yellow And for good measure lets add treasure chests and traitors for missions... and stop making me pink scan %dragons/ |%forestgiant |%trollking |%goblinleader |%creatures/kyklops !corpse !preserved !pet #yellow %treasurechest #pink traitor !corpse !preserved #yellow New in 1.1 - outline matching Now you can use & prefix to match color of default outline, so to show only hostile uniques (which would exclude pets, etc.) you can use: scan %dragons/ |%forestgiant |%trollking |%goblinleader |%creatures/kyklops &hostile #yellow %treasurechest #pink traitor !corpse !preserved #yellow You could also bind it to a key to turn on and off as you go, for example... bind ctrl+f1 "scan %dragons/ |%forestgiant |%trollking |%goblinleader |%creatures/kyklops !corpse !preserved !pet #yellow %treasurechest #pink traitor !corpse !preserved #yellow" bind ctrl+f2 "scan" This will turn it on when you press Control + F1 and turn it off when you press Control + F2 TLDR Word without any special symbols - matches things that have in the name % prefix - match against model path instead & prefix - match color of default outline (e.g. &hostile to match only hostile creatures) ! prefix - negates whatever comes after it | prefix - makes an OR condition with the previous one @ highlights with outline # highlights with outline + gives on screen notification @ and # can be followed by color name or RGB in hex. if no color is given will use default outline color. valid colors are: red, green, blue, white, black, purple, pink, yellow neutral, ally, friend, hostile, gm, dev - default outline colors (will match client settings) hex color ( eg "0x00FFFF" for aqua) after @ or # the conditions are reset and you can add a new set Download: https://github.com/bdew-wurm/scanner/releases Edited March 17, 2019 by bdew 5 Share this post Link to post Share on other sites
Posted January 25, 2019 Nice one @bdewThank you for sharing! 1 Share this post Link to post Share on other sites
Posted January 27, 2019 You are free to use the mod or not. Please take discussion of what should or should not be ok on a WU server elsewhere. Pandalet (Assistant Lead Forum Moderator) 4 Share this post Link to post Share on other sites
Posted February 8, 2019 Thanks for nice mod @bdew! I'm trying to reproduce default esp config and have one issue: rule 3 don't override rule 2, but rules 7-18 override it. Also is there a way to mark enemy players? %player !portals/ @0x73ff00 %creatures/ !corpse @0x008cff %anaconda |%blackbear |%wolf |%brownbear |%cavebug |%crab |%crocodile |%goblin |%hell_hound |%huge_spider |%largerat |%lavafiend |%mountainlion |%rabidhyena |%scorpions/ |%seaserpent |%seal |%shark |%troll |%wildcat |%lavaspider !corpse !hota @0xd200ff %dragons/ |%forestgiant |%trollking |%goblinleader |%creatures/kyklops !corpse #0xff9600 %treasurechest #0xffc800 source spring |source fountain |mushroom @0xff6400 alert !corpse @0x9900ff angry !corpse @0xff0032 champion !corpse @0xff0096 diseased !corpse @0x996600 fierce !corpse @0x800000 greenish !corpse @0x009933 hardened !corpse @0xff3300 lurking !corpse @0x660066 raging !corpse @0xcc0000 scared !corpse @0x006699 slow !corpse @0x000066 sly !corpse @0x333399 traitor !corpse #yellow Share this post Link to post Share on other sites
Posted February 8, 2019 (edited) 1 hour ago, Fenume said: Thanks for nice mod @bdew! I'm trying to reproduce default esp config and have one issue: rule 3 don't override rule 2, but rules 7-18 override it. Also is there a way to mark enemy players? There is no "override", the first rule that matches will be picked... so put anything that you want to have priority first Edit: And i'll make a way to filter by the vanilla outline color in the next version - that way you can filter for enemies/friends/allies/etc Edited February 8, 2019 by bdew Share this post Link to post Share on other sites
Posted February 8, 2019 (edited) Quote There is no "override", the first rule that matches will be picked... so put anything that you want to have priority first So i rearranged my rules and get what i want, thanks. %player !portals/ @0x73ff00 alert !corpse @0x9900ff angry !corpse @0xff0032 champion !corpse @0xff0096 diseased !corpse @0x996600 fierce !corpse @0x800000 greenish !corpse @0x009933 hardened !corpse @0xff3300 lurking !corpse @0x660066 raging !corpse @0xcc0000 scared !corpse @0x006699 slow !corpse @0x000066 sly !corpse @0x333399 traitor !corpse #yellow %anaconda |%blackbear |%wolf |%brownbear |%cavebug |%crab |%crocodile |%goblin |%hell_hound |%huge_spider |%largerat |%lavafiend |%mountainlion |%rabidhyena |%scorpions/ |%seaserpent |%seal |%shark |%troll |%wildcat |%lavaspider !corpse !hota @0xd200ff %dragons/ |%forestgiant |%trollking |%goblinleader |%creatures/kyklops !corpse #0xff9600 %creatures/ !corpse @0x008cff %treasurechest #0xffc800 source spring |source fountain |mushroom @0xff6400 4 hours ago, bdew said: Edit: And i'll make a way to filter by the vanilla outline color in the next version - that way you can filter for enemies/friends/allies/etc This will be awesome! Edited February 9, 2019 by Fenume Share this post Link to post Share on other sites
Posted February 9, 2019 Is it possible to outline growing trees/bushes? I tried with no effect scan cherry @yellow scan %cherrytree @yellow Share this post Link to post Share on other sites
Posted February 9, 2019 3 hours ago, Fenume said: Is it possible to outline growing trees/bushes? I tried with no effect scan cherry @yellow scan %cherrytree @yellow no, the mod only works with items and creatures, not terrain Share this post Link to post Share on other sites
Posted March 16, 2019 (edited) Action mod v0.8 (for WU 1.9 beta) Updated to WU 1.9 Beta New directional modifier "tile_{direction}" with direction being one of: n,e,w,s,ne,nw,se,sw example: act 318 tile_n will dig the tile to the north of the one you're standing on New "@tb{N}" modifier - will act on an item in toolbelt slot N example: act 183 @tb1 - Drinks from toolbelt slot number 1 (if it contains water) New "tool" modifier - acts on active tool (thanks @zinefer) example: act 163 tool - Repairs your current tool Download: https://github.com/bdew-wurm/action/releases/tag/v0.8-beta19 Edited March 16, 2019 by bdew 2 Share this post Link to post Share on other sites
Posted March 17, 2019 Scanner mod v1.1 is out (works on both WU 1.8 live and 1.9 beta) Now you can use & prefix to match color of default outline, so to show only hostile uniques (which would exclude pets, etc.) you can use: scan %dragons/ |%forestgiant |%trollking |%goblinleader |%creatures/kyklops &hostile #yellow Download: https://github.com/bdew-wurm/scanner/releases/tag/v1.1 Share this post Link to post Share on other sites
Posted March 24, 2019 How do I get a client modloader that works with beta 1.9.X? Share this post Link to post Share on other sites
Posted March 24, 2019 5 hours ago, Ricowan said: How do I get a client modloader that works with beta 1.9.X? client modlauncher 0.10.1 works with both live 1.8 and beta 1.9 Share this post Link to post Share on other sites
Posted March 24, 2019 9 hours ago, bdew said: client modlauncher 0.10.1 works with both live 1.8 and beta 1.9 Looks like I had a bad mod preventing 1.9.11 from loading, sorry for the dumb question. Share this post Link to post Share on other sites
Posted April 9, 2019 New mod: FishBuddy Automates most things related to fishing For rod/pole fishing just start a fishing action and it will keep casting and pulling in fish automatically until you stop it or your inventory fills up or you run out of fishing gear. For now it relies on vanilla mechanics to replace baits/floats/etc. so you need the right skill level. In the future i might add an automated replace system too. For spear fishing just start a fishing action and it will keep looking for fish, striking and restarting the action until you stop it or your inventory fills up. Net fishing isn't well supported for now, it will restart the action but unless you have other means to clear the fish from the net it will stop once anything is caught. This will be improved in the future. Your rod/pole/spear/net will be kept repaired automatically (but not anything inside them - this will be added in the future) Downloads: https://github.com/bdew-wurm/fishbuddy/releases 4 Share this post Link to post Share on other sites
Posted April 9, 2019 Are you going to be updating this mod. My Hell Horses all show as Ash colored. I am guessing too that new horse colors will need to be added. Thanks Share this post Link to post Share on other sites
Posted April 11, 2019 Better Tooltips mod updated to v0.8 Fixed horse/hh color names for 1.9 Download: https://github.com/bdew-wurm/tooltips/releases/tag/v0.8 2 Share this post Link to post Share on other sites
Posted April 11, 2019 Better Tooltips mod updated ... again ... to v0.9 Fixed chestnut foals Download: https://github.com/bdew-wurm/tooltips/releases/tag/v0.9 3 Share this post Link to post Share on other sites