Posted January 27, 2018 (edited) New mod: Better Farming Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area Cultivate - works like normal, use shovel on tile Sow - activate any container containing stuff that can be planted and click on tile Farm - works like normal, rake on tile Harvest - will only harvest ripe tiles, requires scythe for grains. Harvested crops will be auto-combined in inventory to make one big item (even those that can't be normally combined). Harvest and replant - same as harvest but will use 1 produced item to immediately replant the tile By default at 50 skills you can do 3x3, at 70 skill 5x5 and at 90 skill 7x7 area (configurable, can add even bigger areas) Length of action is roughly equivalent to doing the same area manually Skill gain, stamina drain, tool damage, etc. is processed separately for every tile in the area Tiles that are not valid for the action or unreachable will take 0.1 second to skip. Compatible with ago's cropmod - extraHarvest config parameter will affect harvest yields Downloads and source code: https://github.com/bdew-wurm/betterfarm/releases Edited January 27, 2018 by bdew 3 Share this post Link to post Share on other sites
Posted January 27, 2018 nice one, could you possible add sprouts to this, as it would make my life alot easier, right now i'm in the process of planting massive grape maple and a plethora of other sprouts, and each plantation is 100x100 so it would make my life alot easier if you add the ability to plant sprouts like that... thanks for another great mod, either way.. cheers Share this post Link to post Share on other sites
Posted January 27, 2018 Wow! This is a fantastic mod! Works great, and I love that it combines the harvest. Share this post Link to post Share on other sites
Posted January 27, 2018 Better Farming updated to v1.1 Fixed incorrect skill level checks Fixed harvest (and replant) always requiring active item https://github.com/bdew-wurm/betterfarm/releases/tag/v1.1 8 hours ago, ozmods said: could you possible add sprouts to this I'll look into it when i have the time. 2 Share this post Link to post Share on other sites
Posted January 28, 2018 On 2016-02-13 at 8:52 PM, bdew said: Better Farming Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area Cultivate - works like normal, use shovel on tile Sow - activate any container containing stuff that can be planted and click on tile Farm - works like normal, rake on tile Harvest - will only harvest ripe tiles, requires scythe for grains. Harvested crops will be auto-combined in inventory to make one big item (even those that can't be normally combined). Harvest and replant - same as harvest but will use 1 produced item to immediately replant the tile By default at 50 skills you can do 3x3, at 70 skill 5x5 and at 90 skill 7x7 area (configurable, can add even bigger areas) Length of action is roughly equivalent to doing the same area manually Skill gain, stamina drain, tool damage, etc. is processed separately for every tile in the area Tiles that are not valid for the action or unreachable will take 0.1 second to skip. Compatible with ago's cropmod - extraHarvest config parameter will affect harvest yields This is almost like this mod: But i maybe switch out the it with your mod.. Share this post Link to post Share on other sites
Posted January 28, 2018 4 minutes ago, Elsa said: This is almost like this mod: But i maybe switch out the it with your mod.. Yeah i was halfway through coding it when i remembered that the other mod existed The main difference is that my mod doesn't need any special items (like the farm barrel) and works with just vanilla stuff. 1 Share this post Link to post Share on other sites
Posted February 2, 2018 (edited) On 2/13/2016 at 1:52 PM, bdew said: Action Timers Fix Fixes many action timers that ignore the action time multiplier setting Affected actions: All spells, Flatten, Level, Sow, Sacrifice, Pray, Meditation, Alchemy, Destroying, Rummaging, Breeding, Bow and fishing rod stringing/unstringing, Painting and removing paint Download and source code: https://github.com/bdew-wurm/timerfix/releases ======================================================================================================= Treasure Chest Claim Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma Download and source code: https://github.com/bdew-wurm/chestclaim/releases ======================================================================================================= Better Digging Changes dirt from digging/flattening/leveling to drop on the ground instead of going to the inventory of the player. Allows dirt from digging/flattening/leveling/dredging to go into a vehicle being dragged or ridden. If there are crates in it's cargo - it can automatically go into those. Uses dirt from the ground, a vehicle and even crates inside the vehicle when leveling. Allows overriding which actions can be performed from a mount or vehicle. Allows overriding amount of clay dug per action. Almost everything is configurable. Warning: This mod is probably incompatible with the other digging-like-mining mods, and should fully replace their functionality. Having multiple mods of this type will likely lead to crashes, dupes and/or weird ######. Download and source code: https://github.com/bdew-wurm/betterdig/releases ======================================================================================================= Better Farming Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area Cultivate - works like normal, use shovel on tile Sow - activate any container containing stuff that can be planted and click on tile Farm - works like normal, rake on tile Harvest - will only harvest ripe tiles, requires scythe for grains. Harvested crops will be auto-combined in inventory to make one big item (even those that can't be normally combined). Harvest and replant - same as harvest but will use 1 produced item to immediately replant the tile By default at 50 skills you can do 3x3, at 70 skill 5x5 and at 90 skill 7x7 area (configurable, can add even bigger areas) Length of action is roughly equivalent to doing the same area manually Skill gain, stamina drain, tool damage, etc. is processed separately for every tile in the area Tiles that are not valid for the action or unreachable will take 0.1 second to skip. Compatible with ago's cropmod - extraHarvest config parameter will affect harvest yields Downloads and source code: https://github.com/bdew-wurm/betterfarm/releases ======================================================================================================= Move To Center Adds 2 entries under Move menu that allow moving items to the center or corner of a tile. Download and source code: https://github.com/bdew-wurm/movetocenter/releases ======================================================================================================= Movement Tweaks Allows server admins to tweak many things related to movement of players, mounts and vehicles Speeds Weight limits for players Min/Max heights, depths and slopes Wind impact for boats Loading ranges Required skills Global speed modifier for creatures moving on their own (not as mounts or hitched) Animal hitching to boats (somewhat buggy, disabled by default) Extremely configurable - default settings match vanilla but everything is changeable from the config Example config (from my own server) here: https://github.com/bdew-wurm/movemod/blob/master/altconfig/movemod.properties Download and source code: https://github.com/bdew-wurm/movemod/releases ======================================================================================================= Hitching Limits Allows control over what animals can be hitched to carts/wagons Change settings to allow older non-domestic animals to be hitched, including greenish/champions. Change settings to allow weaker animals to be hitched (Want to feel like Cinderella? get a mice rat-powered cart!) Everything is configurable. Default config matches vanilla settings. Example modified config here: https://github.com/bdew-wurm/hitchlimits/blob/master/altconfig/hitchlimits.properties Download and source code: https://github.com/bdew-wurm/hitchlimits/releases ======================================================================================================= No Build Limit Removes skill requirement on planning building from all players, allowing building of (almost) any size. Download and source code: https://github.com/bdew-wurm/nobuildlimit/releases ======================================================================================================= Set Height Adds a new command (usable by GM with power level 5 only) Usage: #setheight <height> [radius] Will set height of tile to specified value (in dirts) Radius is optional, by default will change the tile you stand on; with radius 1 - will do 3x3; with radius 2 - 5x5 and so on. Will happily turn your server into a parking lot, mess up houses, mines, etc. Use with care. Download and source code: https://github.com/bdew-wurm/setheight/releases ======================================================================================================= HotS Fixes Allows mycelium on PVE server and fixes it's spreading Removes ore-cap on non-freedom PVE/home servers Allows casting of fungus and rite of death by BL priests on PVE servers Disables basshing houses without permission on HotS PVE servers Everything can be toggled from config Download and source code:https://github.com/bdew-wurm/hotsfixes/releases ======================================================================================================= Fix Guards Fixes villages spawning infinite number of templars due to a database error To use, as a GM go to the village in question and type #fixguards You should see "Done" in event window when it's done, and some guards will either poof or will be assigned to the village correctly, after that no more extra guards should spawn Might cause a small lagspike if you have a lot of creatures on the server, as it checks all of them Download and source code: https://github.com/bdew-wurm/fixguards/releases ======================================================================================================= Bind To All Interfaces Makes the server bind all it's sockets (external, intraserver and RMI if enabled) to all available interfaces, regardless of specified IP. Useful for running the server inside VM's with no public IP, docker containers, etc. If the 2 lines above don't make any sense you probably don't need this mod Download and source code: https://github.com/bdew-wurm/bindmod/releases ======================================================================================================= Highway Portals Player craftable portals that allow teleporting between deeds on the same highway network. Start by crafting an Inactive town portal (portal+marble brick to start). Place the portal on your deed, right click it and activate. You can teleport to other villages with portals that are part of the same highway network if either… That village has “Highway routing” enabled in settings. (Portals in villages with this setting are considered public and anyone can teleport to them). You are a citizen of the village. You have “pass gates” permission in the village. Rules: Portals need to be at least 10 QL to work. Portals can only be activated on deed that you own or are allowed to manage. Portals must be placed on a relatively flat ground and outside buildings. Portals can’t be placed on bridges. Only 1 portal can be active in a village. You can drag items and lead animals through portals. You can go through a portal riding a vehicle or mount, but you will be dismounted. The mount/vehicle will teleport with you but you’ll have to remount. Passengers will be removed from vehicles when teleporting and will have to teleport manually to follow. Download and source code: https://github.com/bdew-wurm/hwportals/releases ======================================================================================================= Taxidermy Adds craftable taxidermy kits that can be used to preserve corpses as decorations. Preserved corpses count as decorations, can be planted and won't decay on deed. Creation of taxidermy kits and preserving both use Fine Carpentry skill. Stronger creatures are harder to preserve and a failure can damage or even destroy the body. When preserving you can choose to use lying model (the normal corpse), butchered model (assuming it exists in the game, otherwise you get generic meat and bones pile) and "animated" mode that looks like the creature standing and doing it's idle animation. By default "animated" costs 1000 karma in addition to the kit, this can be configured. You can disable crafting entirely from the config, in case you only want GMs to be able to spawn the items, or sell them on vendors or whatever. we put the taxidrmy mod on the server but it seems not to be working is there something else we should do like run a patcher or something also do i need to do it on client side too Edited February 2, 2018 by deadhour Share this post Link to post Share on other sites
Posted February 2, 2018 On 21.1.2018 at 3:58 PM, bdew said: Taxidermy updated to v1.1 Still i have the lower version. Because the items are now creatures, is it still possible to colorize the corpses? Eject Share this post Link to post Share on other sites
Posted February 2, 2018 7 hours ago, deadhour said: we put the taxidrmy mod on the server but it seems not to be working is there something else we should do like run a patcher or something also do i need to do it on client side too You need to have a reasonably recent version of ago's modlauncher installed and working, no other special requirements. What do you mean exactly by "not working"? 3 hours ago, Eject said: Because the items are now creatures, is it still possible to colorize the corpses? You can paint them as GM same way as you could before... 2 Share this post Link to post Share on other sites
Posted February 2, 2018 Highway Portals updated to v1.4 Increased range of teleport and toggle actions on portals Added config options to set model for portal (active/inactive) Added config option to add a particle effect to active portals https://github.com/bdew-wurm/hwportals/releases/tag/v1.4 Better Farming updated to v1.2 Fixed weight check when harvesting Increased range on actions (don't have to stand right at the tile to start) Sowing a single tile with a combined crop/seed item will no longer consume the whole item https://github.com/bdew-wurm/betterfarm/releases/tag/v1.2 3 Share this post Link to post Share on other sites
Posted February 8, 2018 Idea for taxidermy: allow to use animated taxidermy items in the role of a practice doll Share this post Link to post Share on other sites
Posted February 18, 2018 On 2/2/2018 at 8:05 AM, bdew said: Highway Portals updated to v1.4 Do Highway Portals work on non-Epic servers too? Share this post Link to post Share on other sites
Posted February 18, 2018 3 hours ago, Batta said: Do Highway Portals work on non-Epic servers too? Yes. 1 Share this post Link to post Share on other sites
Posted February 19, 2018 (edited) On 7/14/2017 at 2:20 AM, bdew said: Move to Center v0.2 Removed move to center option (now in vanilla) https://github.com/bdew-wurm/movetocenter/releases/tag/v0.2 After installing this, the "move" menu option is gone completely. Update: weird...not sure what I did, if anything, but now it's back. I didn't restart the server, quit WU, or anything (just rode a horse around to test the movemod a little and some cooking). Edited February 19, 2018 by Eep Share this post Link to post Share on other sites
Posted February 19, 2018 (edited) On 2/13/2016 at 11:52 AM, bdew said: Action Timers Fix Fixes many action timers that ignore the action time multiplier setting Affected actions: All spells, Flatten, Level, Sow, Sacrifice, Pray, Meditation, Alchemy, Destroying, Rummaging, Breeding, Bow and fishing rod stringing/unstringing, Painting and removing paint Timers don't seem to count down anymore but stay at starting time. Edited February 19, 2018 by Eep Share this post Link to post Share on other sites
Posted February 19, 2018 On 2/13/2016 at 11:52 AM, bdew said: Movement Tweaks Allows server admins to tweak many things related to movement of players, mounts and vehicles Speeds Weight limits for players Min/Max heights, depths and slopes Wind impact for boats Loading ranges Required skills Global speed modifier for creatures moving on their own (not as mounts or hitched) Animal hitching to boats (somewhat buggy, disabled by default) Extremely configurable - default settings match vanilla but everything is changeable from the config Example config (from my own server) here: https://github.com/bdew-wurm/movemod/blob/master/altconfig/movemod.properties Any way to adjust rotate/turn speed? I hate how it's so much (~5km/h) slower. Share this post Link to post Share on other sites
Posted February 19, 2018 (edited) 2 hours ago, Eep said: After installing this, the "move" menu option is gone completely Move option needs an active item to appear. It's a vanilla bug that will hopefully be fixed in 1.6, not related to the mod. 1 hour ago, Eep said: Timers don't seem to count down anymore but stay at starting time. Make sure you have the latest version, if it still doesn't work please post your server.log 1 hour ago, Eep said: Any way to adjust rotate/turn speed? I hate how it's so much (~5km/h) slower. Not at the moment, if it ever happens it will likely require a client mod because of how it's handled. Edited February 19, 2018 by bdew Share this post Link to post Share on other sites
Posted February 21, 2018 I tried installing the TimerFix mod and got this error on startup: Spoiler [08:12:57 AM] SEVERE org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher: java.lang.RuntimeException: com.wurmonline.server.behaviours.Actions class is frozen java.lang.RuntimeException: java.lang.RuntimeException: com.wurmonline.server.behaviours.Actions class is frozen at net.bdew.wurm.timerfix.TimerFix.init(TimerFix.java:336) at org.gotti.wurmunlimited.modloader.ModLoaderShared.lambda$loadModsFromModDir$8(ModLoaderShared.java:174) at java.util.stream.ForEachOps$ForEachOp$OfRef.accept(ForEachOps.java:184) at java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:175) at java.util.ArrayList$ArrayListSpliterator.forEachRemaining(ArrayList.java:1374) at java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:481) at java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:471) at java.util.stream.ForEachOps$ForEachOp.evaluateSequential(ForEachOps.java:151) at java.util.stream.ForEachOps$ForEachOp$OfRef.evaluateSequential(ForEachOps.java:174) at java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) at java.util.stream.ReferencePipeline.forEach(ReferencePipeline.java:418) at org.gotti.wurmunlimited.modloader.ModLoaderShared.loadModsFromModDir(ModLoaderShared.java:172) at org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher.main(DelegatedLauncher.java:20) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at javassist.Loader.run(Loader.java:288) at org.gotti.wurmunlimited.serverlauncher.ServerLauncher.main(ServerLauncher.java:33) Caused by: java.lang.RuntimeException: com.wurmonline.server.behaviours.Actions class is frozen at javassist.CtClassType.checkModify(CtClassType.java:294) at javassist.CtBehavior.instrument(CtBehavior.java:710) at net.bdew.wurm.timerfix.TimerFix.init(TimerFix.java:216) ... 18 more The server refused to start until I disabled the mod completely Share this post Link to post Share on other sites
Posted February 21, 2018 2 hours ago, Zera said: I tried installing the TimerFix mod and got this error on startup: Reveal hidden contents [08:12:57 AM] SEVERE org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher: java.lang.RuntimeException: com.wurmonline.server.behaviours.Actions class is frozen java.lang.RuntimeException: java.lang.RuntimeException: com.wurmonline.server.behaviours.Actions class is frozen at net.bdew.wurm.timerfix.TimerFix.init(TimerFix.java:336) at org.gotti.wurmunlimited.modloader.ModLoaderShared.lambda$loadModsFromModDir$8(ModLoaderShared.java:174) at java.util.stream.ForEachOps$ForEachOp$OfRef.accept(ForEachOps.java:184) at java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:175) at java.util.ArrayList$ArrayListSpliterator.forEachRemaining(ArrayList.java:1374) at java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:481) at java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:471) at java.util.stream.ForEachOps$ForEachOp.evaluateSequential(ForEachOps.java:151) at java.util.stream.ForEachOps$ForEachOp$OfRef.evaluateSequential(ForEachOps.java:174) at java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) at java.util.stream.ReferencePipeline.forEach(ReferencePipeline.java:418) at org.gotti.wurmunlimited.modloader.ModLoaderShared.loadModsFromModDir(ModLoaderShared.java:172) at org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher.main(DelegatedLauncher.java:20) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:498) at javassist.Loader.run(Loader.java:288) at org.gotti.wurmunlimited.serverlauncher.ServerLauncher.main(ServerLauncher.java:33) Caused by: java.lang.RuntimeException: com.wurmonline.server.behaviours.Actions class is frozen at javassist.CtClassType.checkModify(CtClassType.java:294) at javassist.CtBehavior.instrument(CtBehavior.java:710) at net.bdew.wurm.timerfix.TimerFix.init(TimerFix.java:216) ... 18 more The server refused to start until I disabled the mod completely Some other mod is loading a class before it should, it needs to be reported to the author of the other mod. Look in your log for a line like this, it will contain the name of the offending mod: WARNING org.gotti.wurmunlimited.modloader.EarlyLoadingChecker: Mod *modname* loaded server class com.wurmonline.server.behaviours.Actions during phase load Share this post Link to post Share on other sites
Posted March 1, 2018 On 2/21/2018 at 10:43 AM, bdew said: Some other mod is loading a class before it should, it needs to be reported to the author of the other mod. Look in your log for a line like this, it will contain the name of the offending mod: WARNING org.gotti.wurmunlimited.modloader.EarlyLoadingChecker: Mod *modname* loaded server class com.wurmonline.server.behaviours.Actions during phase load So, remember when you told me to keep an eye out for a mod that was giving this line? I found it... [04:24:35 PM] WARNING org.gotti.wurmunlimited.modloader.EarlyLoadingChecker: Mod movemod loaded server class com.wurmonline.server.behaviours.BdewVehicleOverride during phase configure Looks like it's one of your own mods. Share this post Link to post Share on other sites
Posted March 1, 2018 (edited) 1 hour ago, Zera said: So, remember when you told me to keep an eye out for a mod that was giving this line? I found it... [04:24:35 PM] WARNING org.gotti.wurmunlimited.modloader.EarlyLoadingChecker: Mod movemod loaded server class com.wurmonline.server.behaviours.BdewVehicleOverride during phase configure Looks like it's one of your own mods. That's message is not a problem since it loads my own class (note the bdew in the name), you should be looking for a message that complains about the same class you see in the error message - com.wurmonline.server.behaviours.Actions Or just upload your log somewhere and i'll take a look... Edit: I see you already posted about it in another thread, it's JPWM Offspring Names causing the problem. Edited March 1, 2018 by bdew 1 Share this post Link to post Share on other sites
Posted March 1, 2018 So, any reason why my wagons on the servere goes like 10-12km/h?? Here is the config: # =================================== # wagon vehicle@850 = 3,-1.5,2500.0,0.06,0,10,21 # =================================== Share this post Link to post Share on other sites
Posted March 1, 2018 (edited) 9 minutes ago, Elsa said: So, any reason why my wagons on the servere goes like 10-12km/h?? Here is the config: # =================================== # wagon vehicle@850 = 3,-1.5,2500.0,0.06,0,10,21 # =================================== # =================================== # wagon vehicle@850 = 1.2,-5.0,2500.0,0.09,0,10,21 # =================================== This is our setting, and the wagons go at hyper speed. Maybe you have to use 3.0 instead of just 3? Edited March 1, 2018 by Batta Share this post Link to post Share on other sites
Posted March 1, 2018 (edited) 53 minutes ago, Batta said: # =================================== # wagon vehicle@850 = 1.2,-5.0,2500.0,0.09,0,10,21 # =================================== This is our setting, and the wagons go at hyper speed. Maybe you have to use 3.0 instead of just 3? I just copied and pasted your settings but with bisons it still 10km/h Edited March 1, 2018 by Elsa Share this post Link to post Share on other sites