bdew

[Released] Bdew Server mods - New mod: Archaeology Tweaks - Updated Nov 22nd

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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

 

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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

 

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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

 

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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)
  • Adds ability to mass plant and harvest planter racks
    • Pick all - right click a planter rack with harvestable planters,  requires 30 gardening skill (configurable).
    • Plant all - activate a container and click a planter rack with empty pots, requires 50 gardening skill (configurable).
  • 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
  • Enables planting in planters for additional items (configurable):
    • Nettles, sassafras, woad, cocoa bean, nutmeg,
    • Blueberry, lingonberry, raspberries
    • All mushrooms

 

Downloads and source code: https://github.com/bdew-wurm/betterfarm/releases

 

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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)
  • Global boat speed multiplier (that allows going over the normal speed cap for boats) and optional bonus for sea god (e.g. Vynora) followers
  • Fix for delay in speed traits starting to work when mounting up (optional, can be disabled in config)
  • Configurable Multiplier to horse, hell horse, unicorn strength stat for purposes of speed calculation and carried weight
  • Configurable multiplier to speed trait effect on speed calculation and carried weight
  • 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 :P

 

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 (mortar+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.

 

Technical details for GM spawning:

Spoiler

The item you spawn is called "preserved body", by default it will look like a wrapped body. To change how it looks you need to set:

 

Data1 is the creature template ID, list of vanilla IDs here.

Data2 has the kingdom in the lowest byte, this is used for tower guards and such. Second byte is scale factor multiplied by 20. Leaving it as 0 will mean no kingdom and default scale.

Aux is the state - 0=lying 1=butchered 2=animated.

 

You will need to rename the item to something sensible manually.

 

 

Download and source code: https://github.com/bdew-wurm/taxidermy/releases

 

=======================================================================================================

 

Archaeology Tweaks

 

The mod absolutely requires modlauncher 0.38 or higher, and the new JA version that comes with it, if you try to run with a lower version your server will crash with weird a** errors on startup.

 

  • Allows server admins to add/remove items to archaeology drops using a config file
  • Optional configurable tweaks to loot distribution 
  • Optional replacement archaeology journal system
    • This was originally made before the vanilla system and wasn't planned to release in the mod after buda told me it will become part of the base game, but considering how badly the vanilla system was implemented i'm keeping it in
    • If enabled existing vanilla journals will still work but new ones will not be craftable, instead the recipe will produce a modded version
    • Reports can be written on blank sheets of paper, either in a journal or in your inventory. They will be written automatically if you have an empty sheet once you find things when investigating.
    • Unlike vanilla reports can be freely moved in, out and between journals. To add paper just drop it into the journal.
    • Reports can be copied by activating and selecting an empty paper sheet
    • If you activate a journal and click another one you can "merge" them, this will copy all missing reports and fill in any missing data from one journal to the other. This makes sharing information between players extremely easy.
    • Having reports on a deed will make finding better fragments more likely while investigating on it, the bonus scales with the quality of the report
  • Check out the config file after installing, there are plenty of settings in there!

 

Downloads and source code: https://github.com/bdew-wurm/archeotweaks/releases/

 

=======================================================================================================

 

No Damage

  • Not recommended for normal servers!
  • Removes all damage from items, walls, roofs, floors, fences and bridges from all sources.
  • With this mod nothing will ever decay, bashing is impossible (except GMs)
  • Any attempt to damage anything will reset it to 0 damage, unless it's 100 damage in one tick (this is to allow GMs to still remove walls, etc).

 

Downloads and source code:  https://github.com/bdew-wurm/nodamage/releases

 

=======================================================================================================

 

Installation (for all mods above)

 

All mods are open source and are licensed under LGPLv3

 

Want to support my modding? Consider throwing some money my way! 

 

btn_donateCC_LG.gif

 

Edited by bdew

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Added 2 new mods, this thread will now be used for all my server mods.

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Not to promote bdew but a word to you all that choose to use these mods for your servers.    That donation info under his post is there for a reason.   Mod developers spend a lot of time to work on these mods and personally not being a great coder, id like to keep these kind of people like bdew and ago, and many others around to continue to write and update their mods as admins progress along with our servers.  

 

Please contribute to their effort.   

 

My users have a donation button on our website with a visible running total of what they have contributed and how the money is spent on projects like ago's and other developers.   This way the community doesn't think we're just lining our pockets with their donations, and feel like they have actually contributed to their community.    Its a win for everyone and I personally like it better than a pay-to-win system.  

 

 

Just my .2 

 

 

Edited by razoreqx

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Hi,

 

I noticed on restart this morning that I got to following error that seems linked to the mod ....

 

Spoiler

[09:33:24 AM] SEVERE org.gotti.wurmunlimited.modloader.ProxyServerHook: onServerStarted handler for mod ChestClaimMod failed
java.lang.RuntimeException: java.lang.IllegalAccessException: Can not set static final [Lcom.wurmonline.server.behaviours.ActionEntry; field com.wurmonline.server.behaviours.Actions.actionEntrys to [Lcom.wurmonline.server.behaviours.ActionEntry;
        at org.gotti.wurmunlimited.modsupport.actions.ModActions.registerAction(ModActions.java:53)
        at net.bdew.wurm.chestclaim.ChestClaimAction.<init>(ChestClaimAction.java:32)
        at net.bdew.wurm.chestclaim.ChestClaimMod.onServerStarted(ChestClaimMod.java:42)
        at org.gotti.wurmunlimited.modloader.ServerHook.fireOnServerStarted(ServerHook.java:32)
        at org.gotti.wurmunlimited.modloader.ProxyServerHook$1$1.invoke(ProxyServerHook.java:50)
        at org.gotti.wurmunlimited.modloader.classhooks.HookManager.invoke(HookManager.java:307)
        at com.wurmonline.server.ServerLauncher.runServer(ServerLauncher.java)
        at com.wurmonline.server.gui.WurmServerGuiController.startButtonClicked(WurmServerGuiController.java:280)
        at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
        at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at sun.reflect.misc.Trampoline.invoke(Unknown Source)
        at sun.reflect.GeneratedMethodAccessor1.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at sun.reflect.misc.MethodUtil.invoke(Unknown Source)
        at javafx.fxml.FXMLLoader$MethodHandler.invoke(Unknown Source)
        at javafx.fxml.FXMLLoader$ControllerMethodEventHandler.handle(Unknown Source)
        at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(Unknown Source)
        at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(Unknown Source)
        at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(Unknown Source)
        at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventUtil.fireEventImpl(Unknown Source)
        at com.sun.javafx.event.EventUtil.fireEvent(Unknown Source)
        at javafx.event.Event.fireEvent(Unknown Source)
        at javafx.scene.Node.fireEvent(Unknown Source)
        at javafx.scene.control.Button.fire(Unknown Source)
        at com.sun.javafx.scene.control.behavior.ButtonBehavior.mouseReleased(Unknown Source)
        at com.sun.javafx.scene.control.skin.BehaviorSkinBase$1.handle(Unknown Source)
        at com.sun.javafx.scene.control.skin.BehaviorSkinBase$1.handle(Unknown Source)
        at com.sun.javafx.event.CompositeEventHandler$NormalEventHandlerRecord.handleBubblingEvent(Unknown Source)
        at com.sun.javafx.event.CompositeEventHandler.dispatchBubblingEvent(Unknown Source)
        at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(Unknown Source)
        at com.sun.javafx.event.EventHandlerManager.dispatchBubblingEvent(Unknown Source)
        at com.sun.javafx.event.CompositeEventDispatcher.dispatchBubblingEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.BasicEventDispatcher.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventDispatchChainImpl.dispatchEvent(Unknown Source)
        at com.sun.javafx.event.EventUtil.fireEventImpl(Unknown Source)
        at com.sun.javafx.event.EventUtil.fireEvent(Unknown Source)
        at javafx.event.Event.fireEvent(Unknown Source)
        at javafx.scene.Scene$MouseHandler.process(Unknown Source)
        at javafx.scene.Scene$MouseHandler.access$1500(Unknown Source)
        at javafx.scene.Scene.impl_processMouseEvent(Unknown Source)
        at javafx.scene.Scene$ScenePeerListener.mouseEvent(Unknown Source)
        at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(Unknown Source)
        at com.sun.javafx.tk.quantum.GlassViewEventHandler$MouseEventNotification.run(Unknown Source)
        at java.security.AccessController.doPrivileged(Native Method)
        at com.sun.javafx.tk.quantum.GlassViewEventHandler.lambda$handleMouseEvent$355(Unknown Source)
        at com.sun.javafx.tk.quantum.QuantumToolkit.runWithoutRenderLock(Unknown Source)
        at com.sun.javafx.tk.quantum.GlassViewEventHandler.handleMouseEvent(Unknown Source)
        at com.sun.glass.ui.View.handleMouseEvent(Unknown Source)
        at com.sun.glass.ui.View.notifyMouse(Unknown Source)
        at com.sun.glass.ui.win.WinApplication._runLoop(Native Method)
        at com.sun.glass.ui.win.WinApplication.lambda$null$149(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.IllegalAccessException: Can not set static final [Lcom.wurmonline.server.behaviours.ActionEntry; field com.wurmonline.server.behaviours.Actions.actionEntrys to [Lcom.wurmonline.server.behaviours.ActionEntry;
        at sun.reflect.UnsafeFieldAccessorImpl.throwFinalFieldIllegalAccessException(Unknown Source)
        at sun.reflect.UnsafeFieldAccessorImpl.throwFinalFieldIllegalAccessException(Unknown Source)
        at sun.reflect.UnsafeQualifiedStaticObjectFieldAccessorImpl.set(Unknown Source)
        at java.lang.reflect.Field.set(Unknown Source)
        at org.gotti.wurmunlimited.modloader.ReflectionUtil.setPrivateField(ReflectionUtil.java:58)
        at org.gotti.wurmunlimited.modsupport.actions.ModActions.registerAction(ModActions.java:51)
        ... 77 more
 

 

Any ideas?

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chest mod is crashing on citidel servers but timer mod seems to work

 

does the timer override the meditate mod timer or should i disable that?

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2 hours ago, Aum said:

chest mod is crashing on citidel servers but timer mod seems to work

 

does the timer override the meditate mod timer or should i disable that?

 

Are you using Ago's meditate mod or any other priest mod?   I found the two are clashing.   You only need one or the other.  Ago's priest spell mod does the same thing. 

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Updates!

 

Treasure Chest Claim v0.2

  • Fixed crash... oops!

 

Action Timer Fix v0.2

  • Added option to enable/disable each fix and a blacklist for spells that should not be affected by action time modifier (see config file for details)
  • Added a fix for 5 second cap on improving speed on WoA/BotD tools making them slower than unenchanted (on servers with high enough action time modifier)
Edited by bdew

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19 hours ago, Aum said:

chest mod is crashing on citidel servers but timer mod seems to work

 

does the timer override the meditate mod timer or should i disable that?

 

Crash should be fixed in v0.2

 

I'm not sure how the meditate timer fix will interact with other mods. You can now disable it here if you want to use the other mods and it causes issues.

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If anyone is considering this for PVP servers here is the blacklist we used.

 

spellBlacklist=Bearpaws, Break Altar, Cure Light, Cure Medium, Cure Serious, Disintegrate, Dispel, Drain Health, Drain Stamina, Excel, Fire Pillar, Fireheart, Fungus Trap, Genesis, Heal, Holy Crop, Ice Pillar, Light of Fo, Land of the dead, Locate Artifact, Locate Soul, Mass stamina, Oakshell, Pain rain, Phantasms, Refresh, Rebirth, Reveal settlements, Reveal Creatures, Rite of Death, Rite of Spring, Ritual of the Sun, Rotting gut, Scorn of Libila, Shard of Ice, Smite, Sunder, Tangle Weave, Tentacles, Tornado, Truehit, Zombie Infestation, Wrath of Magranon, Venom, Ward, Weakness, Willowspine, Worm Brains 

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Action Timer Fix v0.3

 

  • Added minimum lockpick timer option
     
Edited by bdew

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There appears to be a conflict with the Actions Timer Fix mod and the JPWM Offspring Names mod as I can't have both running simultaneously. They play nice with every other mod in my list, but I can only have one or the other activated or the Mod Launcher will crash. I'm pretty sure the problem lies primarily with the Offspring Names mod as other people have mentioned this problem there as well, but in the hopes that you might be able to find and resolve any possible conflict on this end with the Action Timers Fix then I'm posting here as well. Thanks!

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Added 2 new mods - Better Digging and Move to Center:

 

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

 

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

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On 4/14/2016 at 8:34 PM, Onsdag said:

 

There appears to be a conflict with the Actions Timer Fix mod and the JPWM Offspring Names mod as I can't have both running simultaneously. They play nice with every other mod in my list, but I can only have one or the other activated or the Mod Launcher will crash. I'm pretty sure the problem lies primarily with the Offspring Names mod as other people have mentioned this problem there as well, but in the hopes that you might be able to find and resolve any possible conflict on this end with the Action Timers Fix then I'm posting here as well. Thanks!

 

That mod is doing something it's not supposed to be doing, i can't really fix it from my side. I've posted more details in the other thread.

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Move to Center! Very nice!

 

EDIT: Yes, I would advise turning off the other digging mod then decide which you like best. 

Edited by Audrel

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2 hours ago, bdew said:

Added 2 new mods - Better Digging and Move to Center:

 

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

 

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

 

This means that if I have 20 large crates in my wagon/cart I can just stay embarked and it will draw the dirt as I use the level command?

 

Also - Any update on turning off night and making it always day with a client side patch?

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6 minutes ago, MootRed said:

 

This means that if I have 20 large crates in my wagon/cart I can just stay embarked and it will draw the dirt as I use the level command?

 

Also - Any update on turning off night and making it always day with a client side patch?

 

Yep.

 

I kinda forgot about it :P i'll try to get to it tommorow.

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Better Digging updated to v0.2

  • Fixed leveling not taking dirt from crates in locked carts

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the "move to center" mod works wonderfully, just tried out for my lamp posts, and it works just as I had hoped, so  a big thankyou for that, now if you could modify it so it makes fountains move to the center i'd be most greatful

 

a huge thankyou for the lamps centering

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It should work on almost everything including fountains.

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i'll shut up now and go back to my cave, lol it does move them, my apologies, this mod makes life a lot simpler thankyou

Edited by ozmods

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