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Sindusk

Sindusk Server Mods

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Update to Treasure Hunting:

  • TreasureHunting v2.2 (Download)
    • Fixed a bug with treasure map distance calculations. (Credit to Tyoda in this pull request)

The pull request happened about a year ago, but I didn't notice it until it was closed and re-opened. Whoops. Anyway, it solves a bug where distances were always shorter than intended except at a perfect diagonal. It would use the minimum value between the X distance and Y distance, sometimes becoming zero in worst case scenarios. For example, if the player is at 10, 10 and the map would generate at 20, 10, it would assume the distance is zero (because the Y distance is 10, ignoring the X completely).

 

This method was used to determine the distance a treasure map was to generate away from a player when one was made. The relevant configuration options are minTreasureDistance and maxTreasureDistance which were compared to the result. Essentially, this update resolves a problem where it was not using those configuration settings properly.

 

Special thanks to Tydoa for not only fixing the bug and putting in the pull request, but also for generating the release which is now available.

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@SinduskWe aren't getting any treasure maps at all, though players have been out there for days trying hard to get one.  We killed 3 uniques, which I think I have set to 1:1 chance (i.e. 100%) but none of them gave a map.  Not sure what we're doing wrong here. We've kept many of the default settings, mainly adding creatures that can drop maps, plus reducing the difficulty of guardian mobs. 

 

Spoiler

classname=com.pveplands.treasurehunting.TreasureHunting
classpath=TreasureHunting.jar
depend.import=SinduskLibrary
sharedClassLoader=true

#
#
#
# Terminology:
#   Boolean values can be "true" or "false".
#   Whenever "n" or "N" is mentioned, it means "a number".
#   Options using "whole" numbers (natural), can't have decimals.
#   Only options that use decimal points (real number) can use them.
#   Options that have a colon (:), are groups of numbers
#       (Example: group1:group2,group2,group2:group3,group3)
#
# Option values that are invalid (A number where you should
#  use a boolean, will be ignored. The default value will
#  be used instead. Check the server.log file and/or the
#  server console. All option values being used are printed
#  out there!).
#
# Option values that are lower than the minimum, or higher than
#  the maximum are raised to their minimum, and lowered to their
#  maximum values respectively.
#
# Maximum numbers being 2147483687 are the largest value that
#  an Integer type value can be. If you set it higher than
#  that, an exception will be thrown and the config will not
#  load properly.
#
#
#

# The minimum distance that a treasure needs to be away from
# the player who finds it, or the creature that has been slain
# while hunting.
#
# Set this lower than the max distance, and not too large, or
# map creations might fail due to not finding a random spot.
#
# This option was added in version 1.1.3.
#
# [default: 0]
minTreasureDistance=0

# The maximum distance that a treasure is allowed to be away
# from the player who finds it, or the creature that has been
# slain while hunting.
#
# Set this greater than the min distance, and not too low, or
# map creations might fail due to not finding a suitable spot.
#
# This option was added in version 1.1.3.
#
# [default: 2147683647]
maxTreasureDistance=2147483647

# Sends orange messages to anybody who killed a creature that
# has dropped a treasure map as loot, and also makes the "You
# find a treasuremap!" message orange for other activities.
#
# [default: false]
extraWarning=true

# Send the "swirly" event and plays the drum roll when creating
# a treasure map as loot, or puts it into a player's inventory
# while digging, fishing, or mining.
#
# [default: false]
extraSwirl=true

# Should the compass take (a minimal amount of) damage when
# reading treasure maps?
#
# Rare, supreme, and fantastic compasses read maps faster,
# and take less damage.
#
# [default: true]
damageCompass=false

# Should the treasure map take 0.0015 damage when reading it,
# to limit the amount of tries you have to locate it?
#
# Rare, supreme, and fantastic map take less damage.
#
# [default: true]
damageMap=false

# If you want the map to have a chance to take up to a multiple
# of 0.0015 damage, specify a multiplier here. A multiplier of
# 66667 might instantly destroy the map, as 66667 * 0.0015 set
# it at most to 100.0005 damage.
#
# [default: 100.0, min: 1.0, max: 66667.0]
damageMultiplier=1.0

# The system picks random coordinates on the server when creating
# a treasure map. If the location does not satisfy the conditions,
# it will retry this many times.
#
# Conditions are:
# - Must not be in water.
# - Must not be on lava.
# - Not in a steep area (see maxHeightDiff option).
# - Must not be in a holy zone (altars).
# - Must not be in a village, or in a perimeter.
# All this applies to a 3x3 area centered on the target location.
#
# On an empty server (no settlements), on decently fast hardware,
# one try should take about 0.003 milliseconds. And it probably
# finds a location in the first 4 tries.
#
# If it fails to find a location, there simply will be no treasure
# map created, even though the RNG gave the all clear to make one.
#
# [default: 100, min: 1, max: 1000]
creationTries=100

# Percentage chance that the treasure chests will be locked with
# a large padlock, with a quality level relative to the treasure.
#
# A value of 0.0 means, chests will never be locked.
#
# [default: 100.0, min: 0.0, max: 100.0]
lockChance=0.0

# What the treasure chest's lock quality should be, relative to
# the treasure chest's quality. The lock quality will be capped
# from 1 to 100 QL. This is if you want even QL 1 treasures to
# be locked with 100 QL locks.
#
# A multiplier of 0.01 means, the lock will always be QL 1.00.
#
# [default: 0.75, min: 0.01, max: 100.0]
lockMultiplier=0.75

# 1 in N chance for finding a treasuremap while digging.
#
# This means that the lower the number, when a chance is
# a 1 in N chance, the higher it is. 1 in 1 is 100 %,
# and 2 in 1 is 50 %, 3 in 1 is 33 %... 100 in 1 is 1 %.
#
# A value of 0 will disable this activity for finding maps.
#
# [default: 10000, min: 1, max: 2147483647]
mapDiggingChance=10000

# 1 in N chance for finding a treasuremap while fishing.
#
# [default: 500, min: 1, max: 2147483647]
mapFishingChance=500

# 1 in N chance for finding a treasuremap while mining.
#
# [default: 3500, min: 1, max: 2147483647]
mapMiningChance=3500

# 1 in N chance for finding a treasuremap while surface mining.
#
# [default: 10000, min: 1, max: 2147483647]
mapSurfaceMiningChance=10000

# 1 in N chance for finding a treasuremap while woodcutting (when felling the tree only).
#
# [default: 2000, min: 1, max: 2147483647]
mapWoodcuttingChance=2000

# 1 in N chance for finding a treasuremap while foraging.
#
# [default: 1000, min: 1, max: 2147483647]
mapForagingChance=1000

# 1 in N chance for finding a treasuremap while hunting.
#
# [default: 100, min: 1, max: 2147483647]
mapHuntingChance=100

# 1 in N chance for finding a treasuremap in a unique creature.
#
# [default: 1, min: 1, max: 2147483647]
mapUniqueChance=1

# Base difficulty when creating a map, used when skillchecks
# are involved. Quality and rarity of tool (shovel, pickaxe,
# or fishing rod) decrease the difficulty.
#
# AT THE BOTTOM OF THIS FILE is a rundowm of skill checks,
# that might help you find the value you personally want here.
#
# The higher the base difficulty, it's less likely to get a
# high quality map.
#
# Comparisons, lock picks have a difficulty of 40 to create,
# wooden planks have a difficulty of 4.
#
# [default: 70.0, min: 4.0, max: 100.0]
mapBaseDiff=70.0

# The maximum difference between the highest and lowest point
# in a 3x3 area centered on the treasure location, so we don't
# spawn treasures in steep areas.
#
# Values lower than the default are not recommended, as it might
# take excessively many tries to hit random coordinates where the
# area is flat enough.
#
# [default: 72, min: 20, max: 2147483647]
maxHeightDiff=72

# Creature template IDs that can drop treasure maps (there is a list
# of creatures at the bottom of this file).
#
# [default: 11, 23, 111] (troll, goblin, rift ogre)
# [mine: 3-cow,11-troll,16-20-uniques,22-unique,23-goblin,26-27-uniques,38-anaconda,49-bull,59-scorpion,85-hell scorpious,89-92-uniques,103-04-uniques,105-fog spider,108-rift ogre,2147483640-ocelot,2147483641-zebra,2147483642-panda]
mapDrops=3,11,16,17,18,19,20,22,23,26,27,38,49,59,85,89,90,91,92,103,104,105,108,2147483640,2147483641,2147483642

# Spawn groups are a set of creatures that consume a certain amount
# of weight (or spawn space) in a treasure's spawn capacity.
#
# 5:11,23,58
# ^ Each creature in this group has a weight of 5.
#   ^ This is the creature with ID 11, a troll.
#      ^ This is the creature with ID 23, a goblin.
#          ^ This is the creature with ID 58, a croc.
# This group can spawn trolls, goblins, or crocodiles, and it uses
# up 5 points of weight (or space) in a treasure chest spawn.
#
# In short, the syntax is:
#  Weight:ID,ID, ... ID,ID
#
# You can define your own spawn groups, all that is required is that
# they are sequentially numbers. No gaps when increasing the number.
#
# Example: If you want to add another spawn group with dragon 
#    hatchlings/drakes requiring 200 weight. You would add:
#        spawnGroup7=200:17,18,19,104
#
#   17 is the green, 18 the black, 19 the white, and 104 the blue drake.
#
# There is a list of creature IDs at the end of this file.
#
# [default: spawnGroup0=1:13,15] (rat, wild cat) mine: 2147483640-ocelot
# [default: spawnGroup1=3:10,14,23,43] (wolf, mt. lion, goblin, cave bug) mine: 2147483642-panda
# [default: spawnGroup2=5:12,25,42,56] (brown bear, spider, black bear, lava spider)
# [default: spawnGroup3=15:38,58,59,84,106] (anaconda, croc, scorp, hell hound, rift beast)
# [default: spawnGroup4=35:11,57,72,85,105,107,108,110] (troll, lava fiend, sol demon, hell scorp, fog spider, rift jackal,    rift ogre, rift caster)
# [default: spawnGroup5=50:68,73,74,75,76,77,109,111,112] (rift warmaster, avenger of light, deathcrawler, spawn of uttacha, sun of nogump, drakespirit, eaglespirit, rift ogre mage, rift summoner)
# [default: spawnGroup6=100:63,78,79,80,10] (king cobra, vynora, mag, fo, libila) (deities = avatars)
spawnGroup0=1:13,15,2147483640
spawnGroup1=3:10,14,23,43,2147483642
spawnGroup2=5:12,25,42,56
spawnGroup3=15:38,58,59,84
spawnGroup4=35:11,57,85,106
spawnGroup5=50:11,57,85,106
spawnGroup6=100:69,77,85,108

# What group of creatures will spawn for each tier of treasure
# is defined here. There is a hardcoded number of 10 tiers,
# tier 0 through 9.
#
# A total spawn weight if 0 will not spawn any creatures.
#
# tierSpawn4=40:15
#          ^ This is the fifth tier for QL 40.00 to 49.99 maps.
#            ^ There's 40 weight (or space) room for creatures to spawn.
#               ^ The heaviest creature can have at most 15 weight (spawnGroup3!)
#
# [default: tierSpawn0=5:1]
# [default: tierSpawn1=12:5]
# [default: tierSpawn2=20:5]
# [default: tierSpawn3=30:15]
# [default: tierSpawn4=40:15]
# [default: tierSpawn5=50:35]
# [default: tierSpawn6=65:35]
# [default: tierSpawn7=80:50]
# [default: tierSpawn8=100:50]
# [default: tierSpawn9=135:100]
tierSpawn0=5:1
tierSpawn1=12:5
tierSpawn2=20:5
tierSpawn3=30:15
tierSpawn4=40:15
tierSpawn5=50:35
tierSpawn6=65:35
tierSpawn7=80:50
tierSpawn8=100:50
tierSpawn9=135:100

# Rare spawns: These are rare spawns that can be created when
# the map is above a certain QL threshhold.

# Rare spawn list:
# - Rares -
# Back Hatchling, Blue Hatchling, Green Hatchling,
# Red Hatchling, White Hatchling, Goblin Leader, Forest Giant
# - Extremely Rares -
# Black Dragon, Blue Dragon, Green Dragon,
# Red Dragon, White Dragon, Troll King, Kyklops

#rareSpawnMapQuality: Minimum quality of map before rare spawns
# can begin to occur. Set above 100 to disable rare spawns.
# [default: 80.0, min: 0.0, max: 101.0]
rareSpawnMapQuality=101.0
#rareSpawnChance: Chance of a rare spawn occurring, based on
# (QL-rareSpawnMapQuality) / rareSpawnChance
# If this is set to 50 and the rare spawn map quality is 80,
# an 85 QL map would have 5/50 chance. A 95QL map would have
# 15/50 chance (95-80)/50.
# [default: 500.0, min: 1.0, max: Float.MAX_VALUE]
rareSpawnChance=500.0
#rareSpawnWeight: Amount of weight to take off the rest of the
# treasure chest spawn pool if a rare spawn occurs. This prevents
# a single map from getting overloaded with spawns and become
# unreasonable.
# [default: 100, min: 0, max: Integer.MAX_VALUE]
rareSpawnWeight=100
#extremelyRareSpawnWeight: Same as the rare spawn weight, but
# instead how much the extremely rare spawns would reduce the
# weight by. If the weight is higher than the chest level,
# then the extremely rare spawn is skipped.
# [default: 135, min: 0, max: Integer.MAX_VALUE]
extremelyRareSpawnWeight=135

# Base money reward in iron coins. This will always be in the
# chest, it will also be multiplied with the value below. To
# increase the amount for higher quality treasures.
#
# A value of 0 means, there will be no money in the chest.
#
# [default: 10000, min: 0, max: 1000000]
baseMoneyReward=1500

# A random amount can be added on top of the base amount of
# money, that can be up to (QL / 10 * mutliplier) * base - base.
#
# For a 52.69 quality map with 1s base, that would be up to:
# 5.263 * 1.0 * base = 5.263 * base = 52630 (or 5s 26c 30c).
#
# A value of 0.0 means, the base reward will simply be multiplied
# by the quality level of the treasure, making the reward
# accurately predictable.
#
# [default: 1.0, min: 0.0, max: 100.0]
moneyRewardMultiplier=1.0

# Base weight of liquid source that will be put into a barrel
# for the lowest tier treasure (200 grams = 0.20 kg).
#
# You drink up to 200 grams with each swallow, and you get
# karma at a 1:1 rate by default.
#
# A value of 0 will disable liquid source as a reward.
#
# [default: 200, min: 0, max: 45000]
baseKarmaReward=200

# Karma reward multiplier, the quality of the treasuremap
# will be multiplied with this, and you get a linear amount
# of this value (e.g. 9 = 900 grams for 100 QL).
#
# Setting this to 0.0 will cause the base karma reward to
# simply be multiplied by the treasure's quality / 10.
#
# The amount of source will always be capped at 45 kg, which
# is the equivalent of a full barrel.
#
# [default: 9.0, min: 0.0, max: 45000.0]
karmaRewardMultiplier=6.0

# Base weight of precious metals in grams, the list of materials
# that count as precious can be modified below.
#
# A value of 0 will disable this reward. The weight will always
# be kept at the material's maximum weight (64 single items).
#
# [default: 250, min: 0, max: 1000000]
basePreciousMetalWeight=0

# Weight multiplier per tier gives the material a chance to
# add up to (QL / 10) * multiplier * base weight.
#
# A value of 0.0 means, the base reward will be multiplied
# by QL / 10, making it a predictable and static amount.
#
# The weight will always be capped at the material's maximum
# weight (64 single items).
#
# [default: 1.0, min: 0.0, max: 64000.0]
preciousMetalMultiplier=0.0

# List of precious metals.
#
#  45 = silver lump
#  44 = gold lump
# 694 = adamantine lump
# 698 = glimmersteel lump
# 371 = drake hide
# 372 = dragon scale
#
# [default: 45,44,694,698,371,372]
preciousMetals=44,45,694,698

# Multiplier for drake hide and dragon scale. This will
# either increase or decrease the reward weight for scale
# and hide.
#
# It's reduced by default, as sets take 3.2 kg hide and
# 5.4 kg respectively, and can be improved with regular
# leather, or steel lump.
#
# If you want to disable the drop, remove their IDs from
# the preciousMetals list.

# [default: 0.25, min: 0.01, max: 100.0]
dragonMultiplier=0.25

# The amount of sleep powders you get per treasure.
#
# A value of 0 will disable this reward.
#
# [default: 1, min: 0, max: 100]
baseSleepPowderReward=1

# The amount of more possible pieces of sleep powder,
# that is (QL / 10) * sleepPowderMultiplier.
#
# With a multiplier of 1.0 and a map QL of 90, you will get
# a random amount of (90 / 10) * 1 = [0 to 8] sleep powder.
#
# [default: 1.0, min: 0.0, max 100.0]
sleepPowderMultiplier=1.0

#hotaStatueId=742
# The PERCENTAGE chance of a HOTA statue to be in the
# treasure chest as a reward.
#
# A value of 0 will disable this reward.
#
# [default: 10.0, min: 0.0, max: 100.0]
hotaChance=0.0

# This affects the chance of higher tier treasures increasing
# the chance by (QL / 10 * multiplier) percentage points.
#
# A 75 quality treasure map will add 67.5 % points. This means
# that the highest quality treasures have a guaranteed chance
# with the default values.
#
# (75 / 10 * 9.0) + 10 = 77.5 % Chance.
# (7.5     * 9.0) + 10 = 77.5 % Chance.
# (    67.5     ) + 10 = 77.5 % Chance.
#
# A value of 0.0 will not add any chance.
#
# [default: 9.0, min: 0.0, max: 10000.0]
hotaMultiplier=0.0

# The list auf AuxData values for HOTA statues. By default
# there are 10 different statues with values from 0 to 9.
#
# A random value will be picked from this list.
#
# [default: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
hotaSatues=0,1,2,3,4,5,6,7,8,9

# Reward item groups specify a group of items that you
# can easily include in your reward table below.
#
# Since a long list of IDs will get rather messy (the way
# it was during alpha of this mod), this should provide
# a better overview.
#
# You can specify as many reward groups as you want, but
# the number has to be incremented by 1, no gaps!
#

# Random: Returner chest (random odd gift)
rewardGroup0=1098

# Misc: 480 compass, 463 lockpick
rewardGroup1=480,463

# Gifts: 997 valentines, 738 garden gnome, 967 green garden gnome, 972 yule goat, 
#       1032 yule reindeer, 844 snow lantern, 791 soft cap, 700 fireworks, 
#        654 transmutation liquid, 602 sculpting wand, 527 farwalker amulet,
#        489 spyglass, 443 bag of keeping
rewardGroup2=654,527

# Trader items: 667 fork of metal detection, 509 resurrection stone,
#               601 shaker orb, 525 farwalker stone, 524 farwalker twig,
#               300 merchant contract
rewardGroup3=525,524,601

# Expensive trader items: 668 rod of transmutation, 665 small magic chest,
#       664 large magic chest, 229 trader contract 871-884 potions (oils)
rewardGroup4=871,872,873,874,875,876,877,878,879,880,881,882,883,884

# Gemstones: 374 emerald, 376 ruby, 378 opal, 380 diamond, 382 sapphire
rewardGroup5=374,376,378,380,382

# Star gems: 375 star emerald, 377 star ruby, 379 black opalm 381 star diamond,
#            383 star sapphire.
rewardGroup6=375,377,383

# Shoulder pads
rewardGroup7=1049,1050,1051,1052,1053,1054,1055,1056,1057,1058,1059,1060,1061,1062,1063,1064,1065,1066,1092,1093,1094,1095

# Oils: 871 weaponsmithing, 572 ropemaker, 875 tailoring, 876 armour smith,
#       877 fletching, 878 blacksmith, 879 leatherworking, 880 ship building,
#       881 stone cutting, 882 masonry, 883 wood cutting, 884 carpentry, 886 acid, 1296 lunchbox
rewardGroup8=871,872,873,874,875,876,877,878,879,880,881,882,883,884,1296

# Masks: 973 enlightened, 974 ravager, 975 pale, 976 shadow, 977 challenger,
#        978 isles, 979 horned helmet of gold, 980 plumed helm of the hunt,
#        1099 mask of the returner
rewardGroup9=379,381

# Rift jewelry: 1076 socketed ring, 1077 artisan ring, 1078 seal ring, 1079 dark ring,
#               1080 ring of the eye, 1081 fist bracelet, 1082 huge sword bracelet,
#               1083 short sword bracelet, 1084 spear bracelet, 1085 bracelet of inspirtaion,
#               1086 soul eater necklace, 1087 artisan necklace, 1088 necklace of protection,
#               1089 necklace of focus, 1090 necklace of replenishment, 1091 metallic liquid
rewardGroup10=1076,1077,1078,1081,1084,1086,1087,1088,1089,1090

# Odd rewards: 843 name change certificate,781 hand mirror
rewardGroup11=797

# Unique drops: 868 skull, 867 strange bone
rewardGroup12=868

# Sorcery items: 806 libram of the night, 794 key of the heavens, 795 blood of the angels,
#                796 smoke from sol, 797 uttacha slime, 798 red tome of magic,
#                809 blue tome, 808 black tome, 807 green time, 810 white tome,
#                799 scroll of binding, 800 white cherry, 801 red cherry, 802 green cherry,
#                803 giant walnut
rewardGroup13=800,801,802,803

# List of possible item rewards.
#
# You can specify a number of guaranteed items to drop,
# a number of items that have a chance to drop,
# the 1 in N chance for an additional item to drop,
# and then a list of reward groups specified above.
#
# Syntax:
#     tierRewardN=guaruanteed:optional:chance:group,...,group,group
#
# There are only 10 tiers of treasures, numbering 0 through 9.
#
# Note that sorcery items are not included by default, they're instead
# included in the "extremely rare" random item below.
#
# [Guaranteed min: 0, max: 100]
# [Optional min: 0, max: 100]
# [Chance min: 1, max: 2147483647]
# [Item list min: 1 ID!]
#
# [default: tierReward0=1:1:10:0,1]
# [default: tierReward1=1:2:10:0,1,5]
# [default: tierReward2=1:2:10:0,1,2,5]
# [default: tierReward3=1:3:10:0,1,2,3,5]
# [default: tierReward4=1:3:10:0,1,2,3,5,6]
# [default: tierReward5=1:4:10:0,1,2,3,5,6]
# [default: tierReward6=1:4:10:0,1,2,3,5,6,7,10]
# [default: tierReward7=1:5:10:0,1,2,3,4,5,6,7,8,9,10]
# [default: tierReward8=1:5:10:0,1,2,3,4,5,6,7,8,9,10,11,12]
# [default: tierReward9=1:6:10:0,1,2,3,4,5,6,7,8,9,10,11,12]
tierReward0=1:1:10:0,1
tierReward1=1:2:10:0,1,5
tierReward2=1:2:10:0,1,2,5
tierReward3=1:3:10:0,1,2,3,5
tierReward4=1:3:10:0,1,2,3,5,6
tierReward5=1:4:10:0,1,2,3,5,6
tierReward6=1:4:10:0,1,2,3,5,6,7,10
tierReward7=1:5:10:0,1,2,3,4,5,6,7,8,9,10
tierReward8=1:5:10:0,1,2,3,4,5,6,7,8,9,10,11,12
tierReward9=1:6:10:0,1,2,3,4,5,6,7,8,9,10,11,12,13

# Modifies the chance for a rare item to become supreme instead.
# By default, a player has a 1 in 3600 chance to open a 20 seconds
# long rarity window (about once per hour). A single action done
# within that window, which can be extended by deed bonus, will
# cause a moment of inspiration.
#
# Ignoring the fact that the rarity system was nerfed, to an additional
# chance of 1 in 4 of the action actually succeeding, that's statisticly
# a 1 in 180 (or 0.56 %) chance.
#
# We use that chance to open a rarity window of 1 second, and then
# it's an additional 1 in 10000 (or 0.01 %) chance to become fantastic.
#
# If it's not fantastic, it's a 1 in 100 (or 1 %) chance to be supreme.
#
# Otherwise it's a 1 in 2 (or 50 %) chance to be at least rare.
#
# Feel free to adjust the rarity chances below, based upon the
# description here.
#
# [default fantasticRarity: 10000, min: 1, max: 2147483647]
# [default supremeRarity: 100, min: 1, max: 2147483647]
# [default rareRarity: 2, min: 1, max: 2147483647]
# [default rareWindow: 180, min: 1, max: 2147483647]
fantasticRarity=10000
supremeRarity=100
rareRarity=2
rareWindow=180

# Percentage chance that there will be an item in the chest
# that is guaranteed to be at least "rare". It can become
# supreme or fantastic. The chance mimicks vanilla behaviour.
#
# A value of 0 disables rare item reward.
#
# [default: 10.0, min: 0.0, max: 100.0]
rareChance=10.0

# A multiplier to raise the chance, the higher the treasure QL.
#
# It increasess the chance by (QL / 10 * multiplier) percentage
# points (see hotaMultiplier).
#
# [default: 9.0, min: 0.0, max: 10000.0]
rareMultiplier=9.0

# Items that can drop and that are at least rare, and can
# be supreme, or fantastic (vanilla chance).
#
# There is a 25 % chance, that it will pick one from the
# unfinished rare list, otherwise it's a normal item.
#
# Mostly tools.
# [default: 7,25,27,24,215,62,63,64,185,77,82,83,84,85,86,3,90,87,80,21,81,711,710,705,707,706,97,103,104,105,107,108,106,109,110,111,112,113,120,114,118,116,117,119,115,276,275,274,277,278,279,282,281,280,283,284,285,286,287,20,139,143,93,8,135,94,152,202,296,257,259,258,267,268,290,292,291,314,463,75,350,351,374,376,378,380,382,388,397,390,392,394,396,397,413,749,747,447,448,449,480,581,65,621,702,703,704,624,623,623,623,623,640,642,641,643,647,774,922]
rareItems=2,22,23,63,72,76,77,94,135,139,144,150,160,188,215,246,247,248,249,250,258,271,316,319,396,397,561,623,650,730,748,813,1161,1255
# Guard towers, carts, ships, forge, oven, kiln, smelter, loom, spinning wheel.
# [default: 384,430,528,638,850,853,539,540,541,542,543,491,490,180,178,1023,1028,226,922]
unfinishedRare=384,850,853,539,180,178,1023,1028,226,922

# 1 in N chance for very rare items, specified in the list below.
#
# A value of 0 will disable this reward.
#
# [default: 10000, min: 0, max: 2147483647]
veryRareChance=10000

# Every tier lowers the 1 in N by this amount (scales
# linear with treasuremap quality).
#
# A value of 0 will not increase chances for higher
# quality treasures.
#
# [default: 1000, min: 0, max: 238609294]
veryRareMultiplier=1000

# Items with a very rare 1 in N chance.
#
# 843 name change cert, 299 trader contract, 300 merchant contract, 654 transmutation liquid,
# 868 skull, 781 hand mirror, 668 rod of transmutation, 664 large magic chest, 665 small magic chest,
# 655 snowman, 738 garden gnome, 967 green garden gnome
# [default: 843,299,868,781,668,664,665,300,442,654,655,738]
veryRare=2,22,23,63,72,76,77,94,135,139,144,150,160,188,215,246,247,248,249,250,258,271,316,319,396,397,561,623,650,730,748,813,1161,1255

# 1 in N chance for an extremely rare item, specified in
# the list below.
#
# A value of 0 will disable this reward.
#
# [default: 100000, min: 0, max: 2147483647]
extremelyRareChance=100000

# Every tier lowers the 1 in N chance by this amount (scales
# linear with treasuremap quality).
#
# [default: 1000, min: 0, max: 238609294]
extremelyRareMultiplier=1000

# Items with an extremely rare 1 in N chance.
#
# 806 libram of the night, 794 key of the heavens, 795 blood of the angels,
# 796 smoke from sol, 797 uttacha slime, 798 red tome of magic,
# 809 blue tome, 808 black tome, 807 green time, 810 white tome,
# 799 scroll of binding, 800 white cherry, 801 red cherry, 802 green cherry,
# 803 giant walnut
# [default: 806,794,795,796,797,798,809,808,807,810,799,800,801,802,803]
extremelyRare=2,22,23,63,72,76,77,94,135,139,144,150,160,188,215,246,247,248,249,250,258,271,316,319,396,397,561,623,650,730,748,813,1161,1255

# 1 in N chance for an unfinished item to be dropped,
# that can be from a different kingdom.
#
# A value of 0 will disable this reward.
#
# [default: 100, min: 0, max: 2147483647]
unfinishedChance=10000

# Every tier reduces the 1 in N chance by this amount, scales linerarly.
#
# [default: 5, min: 0, max: 238609294]
unfinishedMultiplier=5

# List of unfinished items
#
# 384 guard towers, 850 wagon
#
# [default: 384,850]
unfinishedItems=384

# List of simple kingdom items
#
# 579 kingdom flag, 578 kingdom banner, 831 kingdom tabard,
# 999 tall kingdom banner
#
# [default: 579,578,831,999]
kingdomItems=579,578,831,999

# List of kingdoms to set kingdom related items to randomly
# (towers, flags, wagons, et cetera). Can have the same number
# multiple times to increase the odds (e.g. 0,0,0,0,1,2,3,4).
#
# 0 = Same kingdom as player who dug up the treasure
# 1 = Jenn Kellon
# 2 = Mol-Rehan
# 3 - Horde of the Summoned
# 4 - Freedom Isles
#
# [default: 1,2,3,4]
unfinishedKingdoms=1,2,3,4

# For item template ID numbers, refer to com.wurmonline.server.items.ItemTemplateCreator,
# *.ItemTemplateCreatorContinued, and *.ItemTemplateCreatorThird, or http://pastebin.com/teC3pYsD

# Creature template IDs:
#
# 10 black wolf
# 11 troll
# 12 brown bear
# 13 large rat
# 14 mountain lion
# 15 wild cat
# 16 red dragon
# 17 green drake
# 18 black drake
# 19 white drake
# 20 forest giant
# 22 cyclops
# 23 goblin
# 25 huge spider
# 26 goblin leader
# 27 troll king
# 38 anaconda
# 42 black bear
# 43 cave bug
# 56 lava spider
# 57 lava fiend
# 58 crocodile
# 59 scorpion
# 63 king cobra
# 68 avenger of light
# 72 sol demon
# 73 deathcrawler minion
# 74 spawn of uttacha
# 75 sun of nogump
# 76 drakespirit
# 77 eaglespirit
# 78 epiphany of vynora
# 79 juggernaut of magranon
# 80 manifestation of fo
# 81 incarnation of libila
# 84 hell hound
# 85 hell scorpion
# 89 black dragon
# 90 green dragon
# 91 blue dragon
# 92 white dragon
# 103 red drake
# 104 blue drake
# 105 fog spider
# 106 rift beast
# 107 rift jackal
# 108 rift ogre
# 109 rift warmaster
# 110 rift caster
# 111 rift ogre mage
# 112 rift summoner

# Here's a small rundown of skill checks used when treasure maps are
# created, and a skill check is involved. Maybe this will help you to
# find the right map base difficulty that you are personally looking
# for on your server.
#
# Keep in mind that the base difficulty is reduced by skill levels
# and tool QL (mining, digging, fishing rod, et cetera) by 1/10th
# of their value, and by 5 for each rarity level of the tool. Or the
# average "Fighting" skill of the players that killed a creature
# respectively.
#
# If the average FS of a group of players is 60, and the base map
# difficulty was 50, it would reduce the difficuly by 60 % of the
# difference between base map difficulty, and the minimum difficuly
# (which is 4).
#
# Difficulty = (50 - 4) * 60 % = 27.6.
#
# The skill check is then performed against the "Weaponless fighting"
# skill of the killed creature (because they don't usually have any
# other skills).
#
# Performing 1000000 iterations...
# At skill level 5 with 5.00 diff, min power was -99.94, max was 99.97, average was 0.50.
# At skill level 10 with 5.00 diff, min power was -99.94, max was 99.95, average was 4.43.
# At skill level 15 with 5.00 diff, min power was -99.90, max was 99.97, average was 9.38.
# At skill level 20 with 5.00 diff, min power was -99.80, max was 99.99, average was 14.37.
# At skill level 25 with 5.00 diff, min power was -99.85, max was 99.99, average was 19.46.
# At skill level 30 with 5.00 diff, min power was -99.04, max was 100.00, average was 24.56.
# At skill level 35 with 5.00 diff, min power was -99.30, max was 99.98, average was 29.66.
# At skill level 40 with 5.00 diff, min power was -95.46, max was 100.00, average was 34.87.
# At skill level 45 with 5.00 diff, min power was -93.19, max was 100.00, average was 40.06.
# At skill level 50 with 5.00 diff, min power was -85.32, max was 100.00, average was 45.22.
# At skill level 55 with 5.00 diff, min power was -77.25, max was 100.00, average was 50.37.
# At skill level 60 with 5.00 diff, min power was -80.28, max was 100.00, average was 55.36.
# At skill level 65 with 5.00 diff, min power was -59.11, max was 100.00, average was 60.33.
# At skill level 70 with 5.00 diff, min power was -51.38, max was 100.00, average was 65.08.
# At skill level 75 with 5.00 diff, min power was -42.79, max was 100.00, average was 69.41.
# At skill level 80 with 5.00 diff, min power was -41.50, max was 100.00, average was 72.72.
# At skill level 85 with 5.00 diff, min power was -32.54, max was 100.00, average was 75.56.
# At skill level 90 with 5.00 diff, min power was -21.93, max was 100.00, average was 78.00.
# At skill level 95 with 5.00 diff, min power was -13.36, max was 100.00, average was 81.39.

# Performing 1000000 iterations...
# At skill level 5 with 10.00 diff, min power was -99.98, max was 99.97, average was -4.43.
# At skill level 10 with 10.00 diff, min power was -99.99, max was 99.99, average was 0.47.
# At skill level 15 with 10.00 diff, min power was -100.00, max was 100.00, average was 4.48.
# At skill level 20 with 10.00 diff, min power was -99.87, max was 99.99, average was 9.49.
# At skill level 25 with 10.00 diff, min power was -99.98, max was 99.99, average was 14.61.
# At skill level 30 with 10.00 diff, min power was -99.53, max was 99.99, average was 19.67.
# At skill level 35 with 10.00 diff, min power was -98.74, max was 100.00, average was 24.84.
# At skill level 40 with 10.00 diff, min power was -99.92, max was 100.00, average was 30.05.
# At skill level 45 with 10.00 diff, min power was -99.87, max was 100.00, average was 35.34.
# At skill level 50 with 10.00 diff, min power was -86.00, max was 100.00, average was 40.54.
# At skill level 55 with 10.00 diff, min power was -76.63, max was 100.00, average was 45.81.
# At skill level 60 with 10.00 diff, min power was -72.00, max was 100.00, average was 51.08.
# At skill level 65 with 10.00 diff, min power was -78.93, max was 100.00, average was 56.20.
# At skill level 70 with 10.00 diff, min power was -59.01, max was 100.00, average was 61.17.
# At skill level 75 with 10.00 diff, min power was -55.13, max was 100.00, average was 65.93.
# At skill level 80 with 10.00 diff, min power was -47.13, max was 100.00, average was 70.17.
# At skill level 85 with 10.00 diff, min power was -38.38, max was 100.00, average was 73.37.
# At skill level 90 with 10.00 diff, min power was -27.56, max was 100.00, average was 76.14.
# At skill level 95 with 10.00 diff, min power was -37.95, max was 100.00, average was 78.98.

# Performing 1000000 iterations...
# At skill level 5 with 15.00 diff, min power was -99.96, max was 100.00, average was -9.41.
# At skill level 10 with 15.00 diff, min power was -99.98, max was 100.00, average was -4.46.
# At skill level 15 with 15.00 diff, min power was -100.00, max was 99.97, average was 0.56.
# At skill level 20 with 15.00 diff, min power was -99.88, max was 99.91, average was 4.56.
# At skill level 25 with 15.00 diff, min power was -100.00, max was 99.97, average was 9.60.
# At skill level 30 with 15.00 diff, min power was -99.68, max was 100.00, average was 14.73.
# At skill level 35 with 15.00 diff, min power was -99.75, max was 99.99, average was 19.94.
# At skill level 40 with 15.00 diff, min power was -97.65, max was 99.99, average was 25.17.
# At skill level 45 with 15.00 diff, min power was -99.20, max was 99.99, average was 30.52.
# At skill level 50 with 15.00 diff, min power was -98.92, max was 100.00, average was 35.82.
# At skill level 55 with 15.00 diff, min power was -98.45, max was 100.00, average was 41.25.
# At skill level 60 with 15.00 diff, min power was -79.58, max was 100.00, average was 46.58.
# At skill level 65 with 15.00 diff, min power was -66.68, max was 100.00, average was 51.89.
# At skill level 70 with 15.00 diff, min power was -68.55, max was 100.00, average was 57.09.
# At skill level 75 with 15.00 diff, min power was -66.23, max was 100.00, average was 62.11.
# At skill level 80 with 15.00 diff, min power was -54.56, max was 100.00, average was 66.88.
# At skill level 85 with 15.00 diff, min power was -56.44, max was 100.00, average was 70.93.
# At skill level 90 with 15.00 diff, min power was -34.65, max was 100.00, average was 74.02.
# At skill level 95 with 15.00 diff, min power was -31.88, max was 100.00, average was 76.68.

# Performing 1000000 iterations...
# At skill level 5 with 20.00 diff, min power was -100.00, max was 99.58, average was -14.46.
# At skill level 10 with 20.00 diff, min power was -100.00, max was 99.95, average was -9.47.
# At skill level 15 with 20.00 diff, min power was -99.96, max was 100.00, average was -4.50.
# At skill level 20 with 20.00 diff, min power was -99.95, max was 99.99, average was 0.51.
# At skill level 25 with 20.00 diff, min power was -99.96, max was 99.99, average was 4.54.
# At skill level 30 with 20.00 diff, min power was -99.96, max was 99.99, average was 9.71.
# At skill level 35 with 20.00 diff, min power was -100.00, max was 100.00, average was 14.92.
# At skill level 40 with 20.00 diff, min power was -99.69, max was 100.00, average was 20.23.
# At skill level 45 with 20.00 diff, min power was -98.65, max was 100.00, average was 25.59.
# At skill level 50 with 20.00 diff, min power was -96.72, max was 100.00, average was 31.03.
# At skill level 55 with 20.00 diff, min power was -92.75, max was 100.00, average was 36.51.
# At skill level 60 with 20.00 diff, min power was -96.17, max was 100.00, average was 41.95.
# At skill level 65 with 20.00 diff, min power was -78.03, max was 100.00, average was 47.43.
# At skill level 70 with 20.00 diff, min power was -70.83, max was 100.00, average was 52.78.
# At skill level 75 with 20.00 diff, min power was -68.78, max was 100.00, average was 58.05.
# At skill level 80 with 20.00 diff, min power was -50.92, max was 100.00, average was 63.09.
# At skill level 85 with 20.00 diff, min power was -52.66, max was 100.00, average was 67.86.
# At skill level 90 with 20.00 diff, min power was -46.87, max was 100.00, average was 71.74.
# At skill level 95 with 20.00 diff, min power was -32.77, max was 100.00, average was 74.73.

# Performing 1000000 iterations...
# At skill level 5 with 25.00 diff, min power was -100.00, max was 99.98, average was -19.46.
# At skill level 10 with 25.00 diff, min power was -99.98, max was 99.74, average was -14.53.
# At skill level 15 with 25.00 diff, min power was -99.98, max was 99.99, average was -9.59.
# At skill level 20 with 25.00 diff, min power was -99.96, max was 99.95, average was -4.54.
# At skill level 25 with 25.00 diff, min power was -99.97, max was 100.00, average was 0.51.
# At skill level 30 with 25.00 diff, min power was -99.97, max was 99.96, average was 4.68.
# At skill level 35 with 25.00 diff, min power was -99.94, max was 99.93, average was 9.89.
# At skill level 40 with 25.00 diff, min power was -99.83, max was 100.00, average was 15.18.
# At skill level 45 with 25.00 diff, min power was -98.71, max was 99.99, average was 20.63.
# At skill level 50 with 25.00 diff, min power was -97.18, max was 99.99, average was 26.06.
# At skill level 55 with 25.00 diff, min power was -99.84, max was 100.00, average was 31.62.
# At skill level 60 with 25.00 diff, min power was -93.77, max was 100.00, average was 37.18.
# At skill level 65 with 25.00 diff, min power was -80.01, max was 100.00, average was 42.84.
# At skill level 70 with 25.00 diff, min power was -79.05, max was 100.00, average was 48.32.
# At skill level 75 with 25.00 diff, min power was -74.94, max was 100.00, average was 53.78.
# At skill level 80 with 25.00 diff, min power was -76.32, max was 100.00, average was 59.06.
# At skill level 85 with 25.00 diff, min power was -56.85, max was 100.00, average was 64.14.
# At skill level 90 with 25.00 diff, min power was -53.68, max was 100.00, average was 68.87.
# At skill level 95 with 25.00 diff, min power was -43.77, max was 100.00, average was 72.53.

# Performing 1000000 iterations...
# At skill level 5 with 30.00 diff, min power was -100.00, max was 99.59, average was -24.60.
# At skill level 10 with 30.00 diff, min power was -100.00, max was 99.77, average was -19.71.
# At skill level 15 with 30.00 diff, min power was -99.99, max was 99.94, average was -14.76.
# At skill level 20 with 30.00 diff, min power was -99.95, max was 99.90, average was -9.71.
# At skill level 25 with 30.00 diff, min power was -99.92, max was 99.95, average was -4.65.
# At skill level 30 with 30.00 diff, min power was -99.90, max was 100.00, average was 0.47.
# At skill level 35 with 30.00 diff, min power was -99.98, max was 99.99, average was 4.74.
# At skill level 40 with 30.00 diff, min power was -99.99, max was 99.98, average was 10.09.
# At skill level 45 with 30.00 diff, min power was -99.50, max was 99.98, average was 15.48.
# At skill level 50 with 30.00 diff, min power was -99.58, max was 99.98, average was 21.03.
# At skill level 55 with 30.00 diff, min power was -99.29, max was 99.99, average was 26.59.
# At skill level 60 with 30.00 diff, min power was -94.05, max was 99.99, average was 32.25.
# At skill level 65 with 30.00 diff, min power was -89.65, max was 100.00, average was 38.00.
# At skill level 70 with 30.00 diff, min power was -82.06, max was 100.00, average was 43.71.
# At skill level 75 with 30.00 diff, min power was -79.84, max was 100.00, average was 49.34.
# At skill level 80 with 30.00 diff, min power was -72.40, max was 100.00, average was 54.89.
# At skill level 85 with 30.00 diff, min power was -65.59, max was 100.00, average was 60.17.
# At skill level 90 with 30.00 diff, min power was -51.24, max was 100.00, average was 65.22.
# At skill level 95 with 30.00 diff, min power was -52.25, max was 100.00, average was 69.95.

# Performing 1000000 iterations...
# At skill level 5 with 35.00 diff, min power was -100.00, max was 99.10, average was -29.71.
# At skill level 10 with 35.00 diff, min power was -99.98, max was 99.23, average was -24.88.
# At skill level 15 with 35.00 diff, min power was -100.00, max was 99.22, average was -19.91.
# At skill level 20 with 35.00 diff, min power was -99.99, max was 99.83, average was -14.95.
# At skill level 25 with 35.00 diff, min power was -100.00, max was 99.98, average was -9.85.
# At skill level 30 with 35.00 diff, min power was -99.97, max was 99.97, average was -4.73.
# At skill level 35 with 35.00 diff, min power was -99.92, max was 99.99, average was 0.49.
# At skill level 40 with 35.00 diff, min power was -100.00, max was 99.94, average was 4.84.
# At skill level 45 with 35.00 diff, min power was -99.56, max was 100.00, average was 10.21.
# At skill level 50 with 35.00 diff, min power was -99.81, max was 100.00, average was 15.82.
# At skill level 55 with 35.00 diff, min power was -98.86, max was 100.00, average was 21.48.
# At skill level 60 with 35.00 diff, min power was -97.96, max was 100.00, average was 27.24.
# At skill level 65 with 35.00 diff, min power was -97.25, max was 100.00, average was 33.03.
# At skill level 70 with 35.00 diff, min power was -98.14, max was 100.00, average was 38.87.
# At skill level 75 with 35.00 diff, min power was -90.72, max was 100.00, average was 44.66.
# At skill level 80 with 35.00 diff, min power was -78.73, max was 100.00, average was 50.44.
# At skill level 85 with 35.00 diff, min power was -81.29, max was 100.00, average was 55.97.
# At skill level 90 with 35.00 diff, min power was -67.93, max was 100.00, average was 61.37.
# At skill level 95 with 35.00 diff, min power was -54.44, max was 100.00, average was 66.39.

# Performing 1000000 iterations...
# At skill level 5 with 40.00 diff, min power was -100.00, max was 90.95, average was -34.86.
# At skill level 10 with 40.00 diff, min power was -100.00, max was 93.70, average was -30.05.
# At skill level 15 with 40.00 diff, min power was -100.00, max was 98.79, average was -25.14.
# At skill level 20 with 40.00 diff, min power was -100.00, max was 99.61, average was -20.21.
# At skill level 25 with 40.00 diff, min power was -99.99, max was 99.78, average was -15.23.
# At skill level 30 with 40.00 diff, min power was -99.99, max was 99.80, average was -10.03.
# At skill level 35 with 40.00 diff, min power was -99.99, max was 99.92, average was -4.82.
# At skill level 40 with 40.00 diff, min power was -100.00, max was 99.99, average was 0.57.
# At skill level 45 with 40.00 diff, min power was -99.96, max was 99.95, average was 4.93.
# At skill level 50 with 40.00 diff, min power was -99.83, max was 100.00, average was 10.53.
# At skill level 55 with 40.00 diff, min power was -99.93, max was 100.00, average was 16.22.
# At skill level 60 with 40.00 diff, min power was -99.32, max was 99.99, average was 22.02.
# At skill level 65 with 40.00 diff, min power was -97.16, max was 100.00, average was 27.86.
# At skill level 70 with 40.00 diff, min power was -96.88, max was 100.00, average was 33.87.
# At skill level 75 with 40.00 diff, min power was -97.70, max was 100.00, average was 39.86.
# At skill level 80 with 40.00 diff, min power was -86.10, max was 100.00, average was 45.76.
# At skill level 85 with 40.00 diff, min power was -71.05, max was 100.00, average was 51.57.
# At skill level 90 with 40.00 diff, min power was -76.59, max was 100.00, average was 57.17.
# At skill level 95 with 40.00 diff, min power was -53.19, max was 100.00, average was 62.52.

# Performing 1000000 iterations...
# At skill level 5 with 45.00 diff, min power was -100.00, max was 94.70, average was -40.03.
# At skill level 10 with 45.00 diff, min power was -100.00, max was 99.72, average was -35.31.
# At skill level 15 with 45.00 diff, min power was -100.00, max was 98.69, average was -30.51.
# At skill level 20 with 45.00 diff, min power was -100.00, max was 99.75, average was -25.59.
# At skill level 25 with 45.00 diff, min power was -100.00, max was 98.86, average was -20.60.
# At skill level 30 with 45.00 diff, min power was -99.98, max was 99.75, average was -15.46.
# At skill level 35 with 45.00 diff, min power was -99.98, max was 99.98, average was -10.24.
# At skill level 40 with 45.00 diff, min power was -99.99, max was 100.00, average was -4.90.
# At skill level 45 with 45.00 diff, min power was -100.00, max was 99.98, average was 0.49.
# At skill level 50 with 45.00 diff, min power was -99.99, max was 99.98, average was 5.04.
# At skill level 55 with 45.00 diff, min power was -99.90, max was 99.99, average was 10.78.
# At skill level 60 with 45.00 diff, min power was -99.72, max was 100.00, average was 16.61.
# At skill level 65 with 45.00 diff, min power was -99.27, max was 100.00, average was 22.54.
# At skill level 70 with 45.00 diff, min power was -98.05, max was 100.00, average was 28.62.
# At skill level 75 with 45.00 diff, min power was -92.71, max was 100.00, average was 34.74.
# At skill level 80 with 45.00 diff, min power was -96.68, max was 100.00, average was 40.79.
# At skill level 85 with 45.00 diff, min power was -80.92, max was 100.00, average was 46.90.
# At skill level 90 with 45.00 diff, min power was -84.61, max was 100.00, average was 52.75.
# At skill level 95 with 45.00 diff, min power was -87.16, max was 100.00, average was 58.43.

# Performing 1000000 iterations...
# At skill level 5 with 50.00 diff, min power was -100.00, max was 91.38, average was -45.21.
# At skill level 10 with 50.00 diff, min power was -100.00, max was 94.75, average was -40.57.
# At skill level 15 with 50.00 diff, min power was -100.00, max was 93.16, average was -35.83.
# At skill level 20 with 50.00 diff, min power was -99.99, max was 97.34, average was -31.03.
# At skill level 25 with 50.00 diff, min power was -99.99, max was 99.52, average was -26.05.
# At skill level 30 with 50.00 diff, min power was -99.99, max was 99.50, average was -21.03.
# At skill level 35 with 50.00 diff, min power was -100.00, max was 99.99, average was -15.86.
# At skill level 40 with 50.00 diff, min power was -99.98, max was 99.93, average was -10.52.
# At skill level 45 with 50.00 diff, min power was -99.99, max was 99.92, average was -5.11.
# At skill level 50 with 50.00 diff, min power was -99.98, max was 99.94, average was 0.46.
# At skill level 55 with 50.00 diff, min power was -99.90, max was 99.92, average was 5.21.
# At skill level 60 with 50.00 diff, min power was -99.83, max was 100.00, average was 11.16.
# At skill level 65 with 50.00 diff, min power was -99.99, max was 100.00, average was 17.13.
# At skill level 70 with 50.00 diff, min power was -99.70, max was 100.00, average was 23.20.
# At skill level 75 with 50.00 diff, min power was -96.46, max was 100.00, average was 29.37.
# At skill level 80 with 50.00 diff, min power was -96.28, max was 100.00, average was 35.63.
# At skill level 85 with 50.00 diff, min power was -84.97, max was 100.00, average was 41.92.
# At skill level 90 with 50.00 diff, min power was -91.16, max was 100.00, average was 48.06.
# At skill level 95 with 50.00 diff, min power was -71.47, max was 100.00, average was 53.99.

# Performing 1000000 iterations...
# At skill level 5 with 55.00 diff, min power was -100.00, max was 78.04, average was -50.34.
# At skill level 10 with 55.00 diff, min power was -100.00, max was 83.68, average was -45.82.
# At skill level 15 with 55.00 diff, min power was -100.00, max was 86.10, average was -41.24.
# At skill level 20 with 55.00 diff, min power was -100.00, max was 89.13, average was -36.45.
# At skill level 25 with 55.00 diff, min power was -100.00, max was 97.65, average was -31.58.
# At skill level 30 with 55.00 diff, min power was -100.00, max was 99.44, average was -26.56.
# At skill level 35 with 55.00 diff, min power was -100.00, max was 99.61, average was -21.47.
# At skill level 40 with 55.00 diff, min power was -99.98, max was 99.99, average was -16.18.
# At skill level 45 with 55.00 diff, min power was -99.96, max was 99.95, average was -10.81.
# At skill level 50 with 55.00 diff, min power was -100.00, max was 100.00, average was -5.17.
# At skill level 55 with 55.00 diff, min power was -99.89, max was 100.00, average was 0.51.
# At skill level 60 with 55.00 diff, min power was -100.00, max was 99.99, average was 5.39.
# At skill level 65 with 55.00 diff, min power was -99.81, max was 99.98, average was 11.38.
# At skill level 70 with 55.00 diff, min power was -99.96, max was 99.97, average was 17.55.
# At skill level 75 with 55.00 diff, min power was -99.56, max was 99.99, average was 23.85.
# At skill level 80 with 55.00 diff, min power was -97.99, max was 100.00, average was 30.30.
# At skill level 85 with 55.00 diff, min power was -98.36, max was 100.00, average was 36.69.
# At skill level 90 with 55.00 diff, min power was -97.41, max was 100.00, average was 43.05.
# At skill level 95 with 55.00 diff, min power was -83.63, max was 100.00, average was 49.28.

# Performing 1000000 iterations...
# At skill level 5 with 60.00 diff, min power was -100.00, max was 70.05, average was -55.40.
# At skill level 10 with 60.00 diff, min power was -100.00, max was 91.84, average was -51.07.
# At skill level 15 with 60.00 diff, min power was -100.00, max was 77.77, average was -46.58.
# At skill level 20 with 60.00 diff, min power was -100.00, max was 86.37, average was -42.02.
# At skill level 25 with 60.00 diff, min power was -100.00, max was 93.49, average was -37.18.
# At skill level 30 with 60.00 diff, min power was -100.00, max was 97.46, average was -32.31.
# At skill level 35 with 60.00 diff, min power was -99.99, max was 91.50, average was -27.25.
# At skill level 40 with 60.00 diff, min power was -99.99, max was 99.77, average was -22.03.
# At skill level 45 with 60.00 diff, min power was -100.00, max was 99.86, average was -16.67.
# At skill level 50 with 60.00 diff, min power was -99.99, max was 99.89, average was -11.12.
# At skill level 55 with 60.00 diff, min power was -99.99, max was 100.00, average was -5.37.
# At skill level 60 with 60.00 diff, min power was -100.00, max was 100.00, average was 0.49.
# At skill level 65 with 60.00 diff, min power was -100.00, max was 99.98, average was 5.55.
# At skill level 70 with 60.00 diff, min power was -99.78, max was 99.99, average was 11.74.
# At skill level 75 with 60.00 diff, min power was -99.93, max was 99.99, average was 18.09.
# At skill level 80 with 60.00 diff, min power was -99.41, max was 100.00, average was 24.58.
# At skill level 85 with 60.00 diff, min power was -99.04, max was 100.00, average was 31.19.
# At skill level 90 with 60.00 diff, min power was -95.79, max was 100.00, average was 37.76.
# At skill level 95 with 60.00 diff, min power was -91.73, max was 100.00, average was 44.26.

# Performing 1000000 iterations...
# At skill level 5 with 65.00 diff, min power was -100.00, max was 56.68, average was -60.38.
# At skill level 10 with 65.00 diff, min power was -100.00, max was 70.87, average was -56.20.
# At skill level 15 with 65.00 diff, min power was -100.00, max was 66.94, average was -51.89.
# At skill level 20 with 65.00 diff, min power was -100.00, max was 87.58, average was -47.44.
# At skill level 25 with 65.00 diff, min power was -100.00, max was 85.86, average was -42.73.
# At skill level 30 with 65.00 diff, min power was -100.00, max was 99.79, average was -37.97.
# At skill level 35 with 65.00 diff, min power was -99.99, max was 94.08, average was -33.05.
# At skill level 40 with 65.00 diff, min power was -99.99, max was 99.21, average was -27.91.
# At skill level 45 with 65.00 diff, min power was -100.00, max was 99.79, average was -22.59.
# At skill level 50 with 65.00 diff, min power was -99.99, max was 99.77, average was -17.03.
# At skill level 55 with 65.00 diff, min power was -99.99, max was 99.86, average was -11.42.
# At skill level 60 with 65.00 diff, min power was -99.99, max was 99.89, average was -5.53.
# At skill level 65 with 65.00 diff, min power was -99.99, max was 99.99, average was 0.47.
# At skill level 70 with 65.00 diff, min power was -99.94, max was 99.99, average was 5.72.
# At skill level 75 with 65.00 diff, min power was -100.00, max was 99.99, average was 12.17.
# At skill level 80 with 65.00 diff, min power was -99.85, max was 100.00, average was 18.67.
# At skill level 85 with 65.00 diff, min power was -99.93, max was 100.00, average was 25.38.
# At skill level 90 with 65.00 diff, min power was -96.63, max was 100.00, average was 32.16.
# At skill level 95 with 65.00 diff, min power was -93.48, max was 100.00, average was 38.83.

# Performing 1000000 iterations...
# At skill level 5 with 70.00 diff, min power was -100.00, max was 63.85, average was -65.07.
# At skill level 10 with 70.00 diff, min power was -100.00, max was 71.50, average was -61.12.
# At skill level 15 with 70.00 diff, min power was -100.00, max was 70.61, average was -57.05.
# At skill level 20 with 70.00 diff, min power was -100.00, max was 77.92, average was -52.83.
# At skill level 25 with 70.00 diff, min power was -100.00, max was 77.99, average was -48.34.
# At skill level 30 with 70.00 diff, min power was -100.00, max was 85.56, average was -43.69.
# At skill level 35 with 70.00 diff, min power was -100.00, max was 90.59, average was -38.86.
# At skill level 40 with 70.00 diff, min power was -100.00, max was 96.48, average was -33.78.
# At skill level 45 with 70.00 diff, min power was -100.00, max was 99.57, average was -28.66.
# At skill level 50 with 70.00 diff, min power was -99.99, max was 98.63, average was -23.15.
# At skill level 55 with 70.00 diff, min power was -99.95, max was 99.89, average was -17.60.
# At skill level 60 with 70.00 diff, min power was -99.99, max was 99.81, average was -11.76.
# At skill level 65 with 70.00 diff, min power was -99.98, max was 99.96, average was -5.70.
# At skill level 70 with 70.00 diff, min power was -99.98, max was 99.97, average was 0.47.
# At skill level 75 with 70.00 diff, min power was -99.98, max was 99.99, average was 5.94.
# At skill level 80 with 70.00 diff, min power was -99.93, max was 100.00, average was 12.58.
# At skill level 85 with 70.00 diff, min power was -99.53, max was 99.99, average was 19.28.
# At skill level 90 with 70.00 diff, min power was -99.35, max was 100.00, average was 26.20.
# At skill level 95 with 70.00 diff, min power was -99.63, max was 100.00, average was 33.14.
 

 

EDIT: After hundreds and hundreds of actions spent by many players, ONE map has generated while mining.  I feel like there has to be something wrong in my config. We used this mod before and got a lot more maps than this.

Edited by Batta

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On 11/9/2021 at 9:40 PM, Batta said:

@SinduskWe aren't getting any treasure maps at all, though players have been out there for days trying hard to get one.  We killed 3 uniques, which I think I have set to 1:1 chance (i.e. 100%) but none of them gave a map.  Not sure what we're doing wrong here. We've kept many of the default settings, mainly adding creatures that can drop maps, plus reducing the difficulty of guardian mobs. 

 

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classname=com.pveplands.treasurehunting.TreasureHunting
classpath=TreasureHunting.jar
depend.import=SinduskLibrary
sharedClassLoader=true

#
#
#
# Terminology:
#   Boolean values can be "true" or "false".
#   Whenever "n" or "N" is mentioned, it means "a number".
#   Options using "whole" numbers (natural), can't have decimals.
#   Only options that use decimal points (real number) can use them.
#   Options that have a colon (:), are groups of numbers
#       (Example: group1:group2,group2,group2:group3,group3)
#
# Option values that are invalid (A number where you should
#  use a boolean, will be ignored. The default value will
#  be used instead. Check the server.log file and/or the
#  server console. All option values being used are printed
#  out there!).
#
# Option values that are lower than the minimum, or higher than
#  the maximum are raised to their minimum, and lowered to their
#  maximum values respectively.
#
# Maximum numbers being 2147483687 are the largest value that
#  an Integer type value can be. If you set it higher than
#  that, an exception will be thrown and the config will not
#  load properly.
#
#
#

# The minimum distance that a treasure needs to be away from
# the player who finds it, or the creature that has been slain
# while hunting.
#
# Set this lower than the max distance, and not too large, or
# map creations might fail due to not finding a random spot.
#
# This option was added in version 1.1.3.
#
# [default: 0]
minTreasureDistance=0

# The maximum distance that a treasure is allowed to be away
# from the player who finds it, or the creature that has been
# slain while hunting.
#
# Set this greater than the min distance, and not too low, or
# map creations might fail due to not finding a suitable spot.
#
# This option was added in version 1.1.3.
#
# [default: 2147683647]
maxTreasureDistance=2147483647

# Sends orange messages to anybody who killed a creature that
# has dropped a treasure map as loot, and also makes the "You
# find a treasuremap!" message orange for other activities.
#
# [default: false]
extraWarning=true

# Send the "swirly" event and plays the drum roll when creating
# a treasure map as loot, or puts it into a player's inventory
# while digging, fishing, or mining.
#
# [default: false]
extraSwirl=true

# Should the compass take (a minimal amount of) damage when
# reading treasure maps?
#
# Rare, supreme, and fantastic compasses read maps faster,
# and take less damage.
#
# [default: true]
damageCompass=false

# Should the treasure map take 0.0015 damage when reading it,
# to limit the amount of tries you have to locate it?
#
# Rare, supreme, and fantastic map take less damage.
#
# [default: true]
damageMap=false

# If you want the map to have a chance to take up to a multiple
# of 0.0015 damage, specify a multiplier here. A multiplier of
# 66667 might instantly destroy the map, as 66667 * 0.0015 set
# it at most to 100.0005 damage.
#
# [default: 100.0, min: 1.0, max: 66667.0]
damageMultiplier=1.0

# The system picks random coordinates on the server when creating
# a treasure map. If the location does not satisfy the conditions,
# it will retry this many times.
#
# Conditions are:
# - Must not be in water.
# - Must not be on lava.
# - Not in a steep area (see maxHeightDiff option).
# - Must not be in a holy zone (altars).
# - Must not be in a village, or in a perimeter.
# All this applies to a 3x3 area centered on the target location.
#
# On an empty server (no settlements), on decently fast hardware,
# one try should take about 0.003 milliseconds. And it probably
# finds a location in the first 4 tries.
#
# If it fails to find a location, there simply will be no treasure
# map created, even though the RNG gave the all clear to make one.
#
# [default: 100, min: 1, max: 1000]
creationTries=100

# Percentage chance that the treasure chests will be locked with
# a large padlock, with a quality level relative to the treasure.
#
# A value of 0.0 means, chests will never be locked.
#
# [default: 100.0, min: 0.0, max: 100.0]
lockChance=0.0

# What the treasure chest's lock quality should be, relative to
# the treasure chest's quality. The lock quality will be capped
# from 1 to 100 QL. This is if you want even QL 1 treasures to
# be locked with 100 QL locks.
#
# A multiplier of 0.01 means, the lock will always be QL 1.00.
#
# [default: 0.75, min: 0.01, max: 100.0]
lockMultiplier=0.75

# 1 in N chance for finding a treasuremap while digging.
#
# This means that the lower the number, when a chance is
# a 1 in N chance, the higher it is. 1 in 1 is 100 %,
# and 2 in 1 is 50 %, 3 in 1 is 33 %... 100 in 1 is 1 %.
#
# A value of 0 will disable this activity for finding maps.
#
# [default: 10000, min: 1, max: 2147483647]
mapDiggingChance=10000

# 1 in N chance for finding a treasuremap while fishing.
#
# [default: 500, min: 1, max: 2147483647]
mapFishingChance=500

# 1 in N chance for finding a treasuremap while mining.
#
# [default: 3500, min: 1, max: 2147483647]
mapMiningChance=3500

# 1 in N chance for finding a treasuremap while surface mining.
#
# [default: 10000, min: 1, max: 2147483647]
mapSurfaceMiningChance=10000

# 1 in N chance for finding a treasuremap while woodcutting (when felling the tree only).
#
# [default: 2000, min: 1, max: 2147483647]
mapWoodcuttingChance=2000

# 1 in N chance for finding a treasuremap while foraging.
#
# [default: 1000, min: 1, max: 2147483647]
mapForagingChance=1000

# 1 in N chance for finding a treasuremap while hunting.
#
# [default: 100, min: 1, max: 2147483647]
mapHuntingChance=100

# 1 in N chance for finding a treasuremap in a unique creature.
#
# [default: 1, min: 1, max: 2147483647]
mapUniqueChance=1

# Base difficulty when creating a map, used when skillchecks
# are involved. Quality and rarity of tool (shovel, pickaxe,
# or fishing rod) decrease the difficulty.
#
# AT THE BOTTOM OF THIS FILE is a rundowm of skill checks,
# that might help you find the value you personally want here.
#
# The higher the base difficulty, it's less likely to get a
# high quality map.
#
# Comparisons, lock picks have a difficulty of 40 to create,
# wooden planks have a difficulty of 4.
#
# [default: 70.0, min: 4.0, max: 100.0]
mapBaseDiff=70.0

# The maximum difference between the highest and lowest point
# in a 3x3 area centered on the treasure location, so we don't
# spawn treasures in steep areas.
#
# Values lower than the default are not recommended, as it might
# take excessively many tries to hit random coordinates where the
# area is flat enough.
#
# [default: 72, min: 20, max: 2147483647]
maxHeightDiff=72

# Creature template IDs that can drop treasure maps (there is a list
# of creatures at the bottom of this file).
#
# [default: 11, 23, 111] (troll, goblin, rift ogre)
# [mine: 3-cow,11-troll,16-20-uniques,22-unique,23-goblin,26-27-uniques,38-anaconda,49-bull,59-scorpion,85-hell scorpious,89-92-uniques,103-04-uniques,105-fog spider,108-rift ogre,2147483640-ocelot,2147483641-zebra,2147483642-panda]
mapDrops=3,11,16,17,18,19,20,22,23,26,27,38,49,59,85,89,90,91,92,103,104,105,108,2147483640,2147483641,2147483642

# Spawn groups are a set of creatures that consume a certain amount
# of weight (or spawn space) in a treasure's spawn capacity.
#
# 5:11,23,58
# ^ Each creature in this group has a weight of 5.
#   ^ This is the creature with ID 11, a troll.
#      ^ This is the creature with ID 23, a goblin.
#          ^ This is the creature with ID 58, a croc.
# This group can spawn trolls, goblins, or crocodiles, and it uses
# up 5 points of weight (or space) in a treasure chest spawn.
#
# In short, the syntax is:
#  Weight:ID,ID, ... ID,ID
#
# You can define your own spawn groups, all that is required is that
# they are sequentially numbers. No gaps when increasing the number.
#
# Example: If you want to add another spawn group with dragon 
#    hatchlings/drakes requiring 200 weight. You would add:
#        spawnGroup7=200:17,18,19,104
#
#   17 is the green, 18 the black, 19 the white, and 104 the blue drake.
#
# There is a list of creature IDs at the end of this file.
#
# [default: spawnGroup0=1:13,15] (rat, wild cat) mine: 2147483640-ocelot
# [default: spawnGroup1=3:10,14,23,43] (wolf, mt. lion, goblin, cave bug) mine: 2147483642-panda
# [default: spawnGroup2=5:12,25,42,56] (brown bear, spider, black bear, lava spider)
# [default: spawnGroup3=15:38,58,59,84,106] (anaconda, croc, scorp, hell hound, rift beast)
# [default: spawnGroup4=35:11,57,72,85,105,107,108,110] (troll, lava fiend, sol demon, hell scorp, fog spider, rift jackal,    rift ogre, rift caster)
# [default: spawnGroup5=50:68,73,74,75,76,77,109,111,112] (rift warmaster, avenger of light, deathcrawler, spawn of uttacha, sun of nogump, drakespirit, eaglespirit, rift ogre mage, rift summoner)
# [default: spawnGroup6=100:63,78,79,80,10] (king cobra, vynora, mag, fo, libila) (deities = avatars)
spawnGroup0=1:13,15,2147483640
spawnGroup1=3:10,14,23,43,2147483642
spawnGroup2=5:12,25,42,56
spawnGroup3=15:38,58,59,84
spawnGroup4=35:11,57,85,106
spawnGroup5=50:11,57,85,106
spawnGroup6=100:69,77,85,108

# What group of creatures will spawn for each tier of treasure
# is defined here. There is a hardcoded number of 10 tiers,
# tier 0 through 9.
#
# A total spawn weight if 0 will not spawn any creatures.
#
# tierSpawn4=40:15
#          ^ This is the fifth tier for QL 40.00 to 49.99 maps.
#            ^ There's 40 weight (or space) room for creatures to spawn.
#               ^ The heaviest creature can have at most 15 weight (spawnGroup3!)
#
# [default: tierSpawn0=5:1]
# [default: tierSpawn1=12:5]
# [default: tierSpawn2=20:5]
# [default: tierSpawn3=30:15]
# [default: tierSpawn4=40:15]
# [default: tierSpawn5=50:35]
# [default: tierSpawn6=65:35]
# [default: tierSpawn7=80:50]
# [default: tierSpawn8=100:50]
# [default: tierSpawn9=135:100]
tierSpawn0=5:1
tierSpawn1=12:5
tierSpawn2=20:5
tierSpawn3=30:15
tierSpawn4=40:15
tierSpawn5=50:35
tierSpawn6=65:35
tierSpawn7=80:50
tierSpawn8=100:50
tierSpawn9=135:100

# Rare spawns: These are rare spawns that can be created when
# the map is above a certain QL threshhold.

# Rare spawn list:
# - Rares -
# Back Hatchling, Blue Hatchling, Green Hatchling,
# Red Hatchling, White Hatchling, Goblin Leader, Forest Giant
# - Extremely Rares -
# Black Dragon, Blue Dragon, Green Dragon,
# Red Dragon, White Dragon, Troll King, Kyklops

#rareSpawnMapQuality: Minimum quality of map before rare spawns
# can begin to occur. Set above 100 to disable rare spawns.
# [default: 80.0, min: 0.0, max: 101.0]
rareSpawnMapQuality=101.0
#rareSpawnChance: Chance of a rare spawn occurring, based on
# (QL-rareSpawnMapQuality) / rareSpawnChance
# If this is set to 50 and the rare spawn map quality is 80,
# an 85 QL map would have 5/50 chance. A 95QL map would have
# 15/50 chance (95-80)/50.
# [default: 500.0, min: 1.0, max: Float.MAX_VALUE]
rareSpawnChance=500.0
#rareSpawnWeight: Amount of weight to take off the rest of the
# treasure chest spawn pool if a rare spawn occurs. This prevents
# a single map from getting overloaded with spawns and become
# unreasonable.
# [default: 100, min: 0, max: Integer.MAX_VALUE]
rareSpawnWeight=100
#extremelyRareSpawnWeight: Same as the rare spawn weight, but
# instead how much the extremely rare spawns would reduce the
# weight by. If the weight is higher than the chest level,
# then the extremely rare spawn is skipped.
# [default: 135, min: 0, max: Integer.MAX_VALUE]
extremelyRareSpawnWeight=135

# Base money reward in iron coins. This will always be in the
# chest, it will also be multiplied with the value below. To
# increase the amount for higher quality treasures.
#
# A value of 0 means, there will be no money in the chest.
#
# [default: 10000, min: 0, max: 1000000]
baseMoneyReward=1500

# A random amount can be added on top of the base amount of
# money, that can be up to (QL / 10 * mutliplier) * base - base.
#
# For a 52.69 quality map with 1s base, that would be up to:
# 5.263 * 1.0 * base = 5.263 * base = 52630 (or 5s 26c 30c).
#
# A value of 0.0 means, the base reward will simply be multiplied
# by the quality level of the treasure, making the reward
# accurately predictable.
#
# [default: 1.0, min: 0.0, max: 100.0]
moneyRewardMultiplier=1.0

# Base weight of liquid source that will be put into a barrel
# for the lowest tier treasure (200 grams = 0.20 kg).
#
# You drink up to 200 grams with each swallow, and you get
# karma at a 1:1 rate by default.
#
# A value of 0 will disable liquid source as a reward.
#
# [default: 200, min: 0, max: 45000]
baseKarmaReward=200

# Karma reward multiplier, the quality of the treasuremap
# will be multiplied with this, and you get a linear amount
# of this value (e.g. 9 = 900 grams for 100 QL).
#
# Setting this to 0.0 will cause the base karma reward to
# simply be multiplied by the treasure's quality / 10.
#
# The amount of source will always be capped at 45 kg, which
# is the equivalent of a full barrel.
#
# [default: 9.0, min: 0.0, max: 45000.0]
karmaRewardMultiplier=6.0

# Base weight of precious metals in grams, the list of materials
# that count as precious can be modified below.
#
# A value of 0 will disable this reward. The weight will always
# be kept at the material's maximum weight (64 single items).
#
# [default: 250, min: 0, max: 1000000]
basePreciousMetalWeight=0

# Weight multiplier per tier gives the material a chance to
# add up to (QL / 10) * multiplier * base weight.
#
# A value of 0.0 means, the base reward will be multiplied
# by QL / 10, making it a predictable and static amount.
#
# The weight will always be capped at the material's maximum
# weight (64 single items).
#
# [default: 1.0, min: 0.0, max: 64000.0]
preciousMetalMultiplier=0.0

# List of precious metals.
#
#  45 = silver lump
#  44 = gold lump
# 694 = adamantine lump
# 698 = glimmersteel lump
# 371 = drake hide
# 372 = dragon scale
#
# [default: 45,44,694,698,371,372]
preciousMetals=44,45,694,698

# Multiplier for drake hide and dragon scale. This will
# either increase or decrease the reward weight for scale
# and hide.
#
# It's reduced by default, as sets take 3.2 kg hide and
# 5.4 kg respectively, and can be improved with regular
# leather, or steel lump.
#
# If you want to disable the drop, remove their IDs from
# the preciousMetals list.

# [default: 0.25, min: 0.01, max: 100.0]
dragonMultiplier=0.25

# The amount of sleep powders you get per treasure.
#
# A value of 0 will disable this reward.
#
# [default: 1, min: 0, max: 100]
baseSleepPowderReward=1

# The amount of more possible pieces of sleep powder,
# that is (QL / 10) * sleepPowderMultiplier.
#
# With a multiplier of 1.0 and a map QL of 90, you will get
# a random amount of (90 / 10) * 1 = [0 to 8] sleep powder.
#
# [default: 1.0, min: 0.0, max 100.0]
sleepPowderMultiplier=1.0

#hotaStatueId=742
# The PERCENTAGE chance of a HOTA statue to be in the
# treasure chest as a reward.
#
# A value of 0 will disable this reward.
#
# [default: 10.0, min: 0.0, max: 100.0]
hotaChance=0.0

# This affects the chance of higher tier treasures increasing
# the chance by (QL / 10 * multiplier) percentage points.
#
# A 75 quality treasure map will add 67.5 % points. This means
# that the highest quality treasures have a guaranteed chance
# with the default values.
#
# (75 / 10 * 9.0) + 10 = 77.5 % Chance.
# (7.5     * 9.0) + 10 = 77.5 % Chance.
# (    67.5     ) + 10 = 77.5 % Chance.
#
# A value of 0.0 will not add any chance.
#
# [default: 9.0, min: 0.0, max: 10000.0]
hotaMultiplier=0.0

# The list auf AuxData values for HOTA statues. By default
# there are 10 different statues with values from 0 to 9.
#
# A random value will be picked from this list.
#
# [default: 0, 1, 2, 3, 4, 5, 6, 7, 8, 9]
hotaSatues=0,1,2,3,4,5,6,7,8,9

# Reward item groups specify a group of items that you
# can easily include in your reward table below.
#
# Since a long list of IDs will get rather messy (the way
# it was during alpha of this mod), this should provide
# a better overview.
#
# You can specify as many reward groups as you want, but
# the number has to be incremented by 1, no gaps!
#

# Random: Returner chest (random odd gift)
rewardGroup0=1098

# Misc: 480 compass, 463 lockpick
rewardGroup1=480,463

# Gifts: 997 valentines, 738 garden gnome, 967 green garden gnome, 972 yule goat, 
#       1032 yule reindeer, 844 snow lantern, 791 soft cap, 700 fireworks, 
#        654 transmutation liquid, 602 sculpting wand, 527 farwalker amulet,
#        489 spyglass, 443 bag of keeping
rewardGroup2=654,527

# Trader items: 667 fork of metal detection, 509 resurrection stone,
#               601 shaker orb, 525 farwalker stone, 524 farwalker twig,
#               300 merchant contract
rewardGroup3=525,524,601

# Expensive trader items: 668 rod of transmutation, 665 small magic chest,
#       664 large magic chest, 229 trader contract 871-884 potions (oils)
rewardGroup4=871,872,873,874,875,876,877,878,879,880,881,882,883,884

# Gemstones: 374 emerald, 376 ruby, 378 opal, 380 diamond, 382 sapphire
rewardGroup5=374,376,378,380,382

# Star gems: 375 star emerald, 377 star ruby, 379 black opalm 381 star diamond,
#            383 star sapphire.
rewardGroup6=375,377,383

# Shoulder pads
rewardGroup7=1049,1050,1051,1052,1053,1054,1055,1056,1057,1058,1059,1060,1061,1062,1063,1064,1065,1066,1092,1093,1094,1095

# Oils: 871 weaponsmithing, 572 ropemaker, 875 tailoring, 876 armour smith,
#       877 fletching, 878 blacksmith, 879 leatherworking, 880 ship building,
#       881 stone cutting, 882 masonry, 883 wood cutting, 884 carpentry, 886 acid, 1296 lunchbox
rewardGroup8=871,872,873,874,875,876,877,878,879,880,881,882,883,884,1296

# Masks: 973 enlightened, 974 ravager, 975 pale, 976 shadow, 977 challenger,
#        978 isles, 979 horned helmet of gold, 980 plumed helm of the hunt,
#        1099 mask of the returner
rewardGroup9=379,381

# Rift jewelry: 1076 socketed ring, 1077 artisan ring, 1078 seal ring, 1079 dark ring,
#               1080 ring of the eye, 1081 fist bracelet, 1082 huge sword bracelet,
#               1083 short sword bracelet, 1084 spear bracelet, 1085 bracelet of inspirtaion,
#               1086 soul eater necklace, 1087 artisan necklace, 1088 necklace of protection,
#               1089 necklace of focus, 1090 necklace of replenishment, 1091 metallic liquid
rewardGroup10=1076,1077,1078,1081,1084,1086,1087,1088,1089,1090

# Odd rewards: 843 name change certificate,781 hand mirror
rewardGroup11=797

# Unique drops: 868 skull, 867 strange bone
rewardGroup12=868

# Sorcery items: 806 libram of the night, 794 key of the heavens, 795 blood of the angels,
#                796 smoke from sol, 797 uttacha slime, 798 red tome of magic,
#                809 blue tome, 808 black tome, 807 green time, 810 white tome,
#                799 scroll of binding, 800 white cherry, 801 red cherry, 802 green cherry,
#                803 giant walnut
rewardGroup13=800,801,802,803

# List of possible item rewards.
#
# You can specify a number of guaranteed items to drop,
# a number of items that have a chance to drop,
# the 1 in N chance for an additional item to drop,
# and then a list of reward groups specified above.
#
# Syntax:
#     tierRewardN=guaruanteed:optional:chance:group,...,group,group
#
# There are only 10 tiers of treasures, numbering 0 through 9.
#
# Note that sorcery items are not included by default, they're instead
# included in the "extremely rare" random item below.
#
# [Guaranteed min: 0, max: 100]
# [Optional min: 0, max: 100]
# [Chance min: 1, max: 2147483647]
# [Item list min: 1 ID!]
#
# [default: tierReward0=1:1:10:0,1]
# [default: tierReward1=1:2:10:0,1,5]
# [default: tierReward2=1:2:10:0,1,2,5]
# [default: tierReward3=1:3:10:0,1,2,3,5]
# [default: tierReward4=1:3:10:0,1,2,3,5,6]
# [default: tierReward5=1:4:10:0,1,2,3,5,6]
# [default: tierReward6=1:4:10:0,1,2,3,5,6,7,10]
# [default: tierReward7=1:5:10:0,1,2,3,4,5,6,7,8,9,10]
# [default: tierReward8=1:5:10:0,1,2,3,4,5,6,7,8,9,10,11,12]
# [default: tierReward9=1:6:10:0,1,2,3,4,5,6,7,8,9,10,11,12]
tierReward0=1:1:10:0,1
tierReward1=1:2:10:0,1,5
tierReward2=1:2:10:0,1,2,5
tierReward3=1:3:10:0,1,2,3,5
tierReward4=1:3:10:0,1,2,3,5,6
tierReward5=1:4:10:0,1,2,3,5,6
tierReward6=1:4:10:0,1,2,3,5,6,7,10
tierReward7=1:5:10:0,1,2,3,4,5,6,7,8,9,10
tierReward8=1:5:10:0,1,2,3,4,5,6,7,8,9,10,11,12
tierReward9=1:6:10:0,1,2,3,4,5,6,7,8,9,10,11,12,13

# Modifies the chance for a rare item to become supreme instead.
# By default, a player has a 1 in 3600 chance to open a 20 seconds
# long rarity window (about once per hour). A single action done
# within that window, which can be extended by deed bonus, will
# cause a moment of inspiration.
#
# Ignoring the fact that the rarity system was nerfed, to an additional
# chance of 1 in 4 of the action actually succeeding, that's statisticly
# a 1 in 180 (or 0.56 %) chance.
#
# We use that chance to open a rarity window of 1 second, and then
# it's an additional 1 in 10000 (or 0.01 %) chance to become fantastic.
#
# If it's not fantastic, it's a 1 in 100 (or 1 %) chance to be supreme.
#
# Otherwise it's a 1 in 2 (or 50 %) chance to be at least rare.
#
# Feel free to adjust the rarity chances below, based upon the
# description here.
#
# [default fantasticRarity: 10000, min: 1, max: 2147483647]
# [default supremeRarity: 100, min: 1, max: 2147483647]
# [default rareRarity: 2, min: 1, max: 2147483647]
# [default rareWindow: 180, min: 1, max: 2147483647]
fantasticRarity=10000
supremeRarity=100
rareRarity=2
rareWindow=180

# Percentage chance that there will be an item in the chest
# that is guaranteed to be at least "rare". It can become
# supreme or fantastic. The chance mimicks vanilla behaviour.
#
# A value of 0 disables rare item reward.
#
# [default: 10.0, min: 0.0, max: 100.0]
rareChance=10.0

# A multiplier to raise the chance, the higher the treasure QL.
#
# It increasess the chance by (QL / 10 * multiplier) percentage
# points (see hotaMultiplier).
#
# [default: 9.0, min: 0.0, max: 10000.0]
rareMultiplier=9.0

# Items that can drop and that are at least rare, and can
# be supreme, or fantastic (vanilla chance).
#
# There is a 25 % chance, that it will pick one from the
# unfinished rare list, otherwise it's a normal item.
#
# Mostly tools.
# [default: 7,25,27,24,215,62,63,64,185,77,82,83,84,85,86,3,90,87,80,21,81,711,710,705,707,706,97,103,104,105,107,108,106,109,110,111,112,113,120,114,118,116,117,119,115,276,275,274,277,278,279,282,281,280,283,284,285,286,287,20,139,143,93,8,135,94,152,202,296,257,259,258,267,268,290,292,291,314,463,75,350,351,374,376,378,380,382,388,397,390,392,394,396,397,413,749,747,447,448,449,480,581,65,621,702,703,704,624,623,623,623,623,640,642,641,643,647,774,922]
rareItems=2,22,23,63,72,76,77,94,135,139,144,150,160,188,215,246,247,248,249,250,258,271,316,319,396,397,561,623,650,730,748,813,1161,1255
# Guard towers, carts, ships, forge, oven, kiln, smelter, loom, spinning wheel.
# [default: 384,430,528,638,850,853,539,540,541,542,543,491,490,180,178,1023,1028,226,922]
unfinishedRare=384,850,853,539,180,178,1023,1028,226,922

# 1 in N chance for very rare items, specified in the list below.
#
# A value of 0 will disable this reward.
#
# [default: 10000, min: 0, max: 2147483647]
veryRareChance=10000

# Every tier lowers the 1 in N by this amount (scales
# linear with treasuremap quality).
#
# A value of 0 will not increase chances for higher
# quality treasures.
#
# [default: 1000, min: 0, max: 238609294]
veryRareMultiplier=1000

# Items with a very rare 1 in N chance.
#
# 843 name change cert, 299 trader contract, 300 merchant contract, 654 transmutation liquid,
# 868 skull, 781 hand mirror, 668 rod of transmutation, 664 large magic chest, 665 small magic chest,
# 655 snowman, 738 garden gnome, 967 green garden gnome
# [default: 843,299,868,781,668,664,665,300,442,654,655,738]
veryRare=2,22,23,63,72,76,77,94,135,139,144,150,160,188,215,246,247,248,249,250,258,271,316,319,396,397,561,623,650,730,748,813,1161,1255

# 1 in N chance for an extremely rare item, specified in
# the list below.
#
# A value of 0 will disable this reward.
#
# [default: 100000, min: 0, max: 2147483647]
extremelyRareChance=100000

# Every tier lowers the 1 in N chance by this amount (scales
# linear with treasuremap quality).
#
# [default: 1000, min: 0, max: 238609294]
extremelyRareMultiplier=1000

# Items with an extremely rare 1 in N chance.
#
# 806 libram of the night, 794 key of the heavens, 795 blood of the angels,
# 796 smoke from sol, 797 uttacha slime, 798 red tome of magic,
# 809 blue tome, 808 black tome, 807 green time, 810 white tome,
# 799 scroll of binding, 800 white cherry, 801 red cherry, 802 green cherry,
# 803 giant walnut
# [default: 806,794,795,796,797,798,809,808,807,810,799,800,801,802,803]
extremelyRare=2,22,23,63,72,76,77,94,135,139,144,150,160,188,215,246,247,248,249,250,258,271,316,319,396,397,561,623,650,730,748,813,1161,1255

# 1 in N chance for an unfinished item to be dropped,
# that can be from a different kingdom.
#
# A value of 0 will disable this reward.
#
# [default: 100, min: 0, max: 2147483647]
unfinishedChance=10000

# Every tier reduces the 1 in N chance by this amount, scales linerarly.
#
# [default: 5, min: 0, max: 238609294]
unfinishedMultiplier=5

# List of unfinished items
#
# 384 guard towers, 850 wagon
#
# [default: 384,850]
unfinishedItems=384

# List of simple kingdom items
#
# 579 kingdom flag, 578 kingdom banner, 831 kingdom tabard,
# 999 tall kingdom banner
#
# [default: 579,578,831,999]
kingdomItems=579,578,831,999

# List of kingdoms to set kingdom related items to randomly
# (towers, flags, wagons, et cetera). Can have the same number
# multiple times to increase the odds (e.g. 0,0,0,0,1,2,3,4).
#
# 0 = Same kingdom as player who dug up the treasure
# 1 = Jenn Kellon
# 2 = Mol-Rehan
# 3 - Horde of the Summoned
# 4 - Freedom Isles
#
# [default: 1,2,3,4]
unfinishedKingdoms=1,2,3,4

# For item template ID numbers, refer to com.wurmonline.server.items.ItemTemplateCreator,
# *.ItemTemplateCreatorContinued, and *.ItemTemplateCreatorThird, or http://pastebin.com/teC3pYsD

# Creature template IDs:
#
# 10 black wolf
# 11 troll
# 12 brown bear
# 13 large rat
# 14 mountain lion
# 15 wild cat
# 16 red dragon
# 17 green drake
# 18 black drake
# 19 white drake
# 20 forest giant
# 22 cyclops
# 23 goblin
# 25 huge spider
# 26 goblin leader
# 27 troll king
# 38 anaconda
# 42 black bear
# 43 cave bug
# 56 lava spider
# 57 lava fiend
# 58 crocodile
# 59 scorpion
# 63 king cobra
# 68 avenger of light
# 72 sol demon
# 73 deathcrawler minion
# 74 spawn of uttacha
# 75 sun of nogump
# 76 drakespirit
# 77 eaglespirit
# 78 epiphany of vynora
# 79 juggernaut of magranon
# 80 manifestation of fo
# 81 incarnation of libila
# 84 hell hound
# 85 hell scorpion
# 89 black dragon
# 90 green dragon
# 91 blue dragon
# 92 white dragon
# 103 red drake
# 104 blue drake
# 105 fog spider
# 106 rift beast
# 107 rift jackal
# 108 rift ogre
# 109 rift warmaster
# 110 rift caster
# 111 rift ogre mage
# 112 rift summoner

# Here's a small rundown of skill checks used when treasure maps are
# created, and a skill check is involved. Maybe this will help you to
# find the right map base difficulty that you are personally looking
# for on your server.
#
# Keep in mind that the base difficulty is reduced by skill levels
# and tool QL (mining, digging, fishing rod, et cetera) by 1/10th
# of their value, and by 5 for each rarity level of the tool. Or the
# average "Fighting" skill of the players that killed a creature
# respectively.
#
# If the average FS of a group of players is 60, and the base map
# difficulty was 50, it would reduce the difficuly by 60 % of the
# difference between base map difficulty, and the minimum difficuly
# (which is 4).
#
# Difficulty = (50 - 4) * 60 % = 27.6.
#
# The skill check is then performed against the "Weaponless fighting"
# skill of the killed creature (because they don't usually have any
# other skills).
#
# Performing 1000000 iterations...
# At skill level 5 with 5.00 diff, min power was -99.94, max was 99.97, average was 0.50.
# At skill level 10 with 5.00 diff, min power was -99.94, max was 99.95, average was 4.43.
# At skill level 15 with 5.00 diff, min power was -99.90, max was 99.97, average was 9.38.
# At skill level 20 with 5.00 diff, min power was -99.80, max was 99.99, average was 14.37.
# At skill level 25 with 5.00 diff, min power was -99.85, max was 99.99, average was 19.46.
# At skill level 30 with 5.00 diff, min power was -99.04, max was 100.00, average was 24.56.
# At skill level 35 with 5.00 diff, min power was -99.30, max was 99.98, average was 29.66.
# At skill level 40 with 5.00 diff, min power was -95.46, max was 100.00, average was 34.87.
# At skill level 45 with 5.00 diff, min power was -93.19, max was 100.00, average was 40.06.
# At skill level 50 with 5.00 diff, min power was -85.32, max was 100.00, average was 45.22.
# At skill level 55 with 5.00 diff, min power was -77.25, max was 100.00, average was 50.37.
# At skill level 60 with 5.00 diff, min power was -80.28, max was 100.00, average was 55.36.
# At skill level 65 with 5.00 diff, min power was -59.11, max was 100.00, average was 60.33.
# At skill level 70 with 5.00 diff, min power was -51.38, max was 100.00, average was 65.08.
# At skill level 75 with 5.00 diff, min power was -42.79, max was 100.00, average was 69.41.
# At skill level 80 with 5.00 diff, min power was -41.50, max was 100.00, average was 72.72.
# At skill level 85 with 5.00 diff, min power was -32.54, max was 100.00, average was 75.56.
# At skill level 90 with 5.00 diff, min power was -21.93, max was 100.00, average was 78.00.
# At skill level 95 with 5.00 diff, min power was -13.36, max was 100.00, average was 81.39.

# Performing 1000000 iterations...
# At skill level 5 with 10.00 diff, min power was -99.98, max was 99.97, average was -4.43.
# At skill level 10 with 10.00 diff, min power was -99.99, max was 99.99, average was 0.47.
# At skill level 15 with 10.00 diff, min power was -100.00, max was 100.00, average was 4.48.
# At skill level 20 with 10.00 diff, min power was -99.87, max was 99.99, average was 9.49.
# At skill level 25 with 10.00 diff, min power was -99.98, max was 99.99, average was 14.61.
# At skill level 30 with 10.00 diff, min power was -99.53, max was 99.99, average was 19.67.
# At skill level 35 with 10.00 diff, min power was -98.74, max was 100.00, average was 24.84.
# At skill level 40 with 10.00 diff, min power was -99.92, max was 100.00, average was 30.05.
# At skill level 45 with 10.00 diff, min power was -99.87, max was 100.00, average was 35.34.
# At skill level 50 with 10.00 diff, min power was -86.00, max was 100.00, average was 40.54.
# At skill level 55 with 10.00 diff, min power was -76.63, max was 100.00, average was 45.81.
# At skill level 60 with 10.00 diff, min power was -72.00, max was 100.00, average was 51.08.
# At skill level 65 with 10.00 diff, min power was -78.93, max was 100.00, average was 56.20.
# At skill level 70 with 10.00 diff, min power was -59.01, max was 100.00, average was 61.17.
# At skill level 75 with 10.00 diff, min power was -55.13, max was 100.00, average was 65.93.
# At skill level 80 with 10.00 diff, min power was -47.13, max was 100.00, average was 70.17.
# At skill level 85 with 10.00 diff, min power was -38.38, max was 100.00, average was 73.37.
# At skill level 90 with 10.00 diff, min power was -27.56, max was 100.00, average was 76.14.
# At skill level 95 with 10.00 diff, min power was -37.95, max was 100.00, average was 78.98.

# Performing 1000000 iterations...
# At skill level 5 with 15.00 diff, min power was -99.96, max was 100.00, average was -9.41.
# At skill level 10 with 15.00 diff, min power was -99.98, max was 100.00, average was -4.46.
# At skill level 15 with 15.00 diff, min power was -100.00, max was 99.97, average was 0.56.
# At skill level 20 with 15.00 diff, min power was -99.88, max was 99.91, average was 4.56.
# At skill level 25 with 15.00 diff, min power was -100.00, max was 99.97, average was 9.60.
# At skill level 30 with 15.00 diff, min power was -99.68, max was 100.00, average was 14.73.
# At skill level 35 with 15.00 diff, min power was -99.75, max was 99.99, average was 19.94.
# At skill level 40 with 15.00 diff, min power was -97.65, max was 99.99, average was 25.17.
# At skill level 45 with 15.00 diff, min power was -99.20, max was 99.99, average was 30.52.
# At skill level 50 with 15.00 diff, min power was -98.92, max was 100.00, average was 35.82.
# At skill level 55 with 15.00 diff, min power was -98.45, max was 100.00, average was 41.25.
# At skill level 60 with 15.00 diff, min power was -79.58, max was 100.00, average was 46.58.
# At skill level 65 with 15.00 diff, min power was -66.68, max was 100.00, average was 51.89.
# At skill level 70 with 15.00 diff, min power was -68.55, max was 100.00, average was 57.09.
# At skill level 75 with 15.00 diff, min power was -66.23, max was 100.00, average was 62.11.
# At skill level 80 with 15.00 diff, min power was -54.56, max was 100.00, average was 66.88.
# At skill level 85 with 15.00 diff, min power was -56.44, max was 100.00, average was 70.93.
# At skill level 90 with 15.00 diff, min power was -34.65, max was 100.00, average was 74.02.
# At skill level 95 with 15.00 diff, min power was -31.88, max was 100.00, average was 76.68.

# Performing 1000000 iterations...
# At skill level 5 with 20.00 diff, min power was -100.00, max was 99.58, average was -14.46.
# At skill level 10 with 20.00 diff, min power was -100.00, max was 99.95, average was -9.47.
# At skill level 15 with 20.00 diff, min power was -99.96, max was 100.00, average was -4.50.
# At skill level 20 with 20.00 diff, min power was -99.95, max was 99.99, average was 0.51.
# At skill level 25 with 20.00 diff, min power was -99.96, max was 99.99, average was 4.54.
# At skill level 30 with 20.00 diff, min power was -99.96, max was 99.99, average was 9.71.
# At skill level 35 with 20.00 diff, min power was -100.00, max was 100.00, average was 14.92.
# At skill level 40 with 20.00 diff, min power was -99.69, max was 100.00, average was 20.23.
# At skill level 45 with 20.00 diff, min power was -98.65, max was 100.00, average was 25.59.
# At skill level 50 with 20.00 diff, min power was -96.72, max was 100.00, average was 31.03.
# At skill level 55 with 20.00 diff, min power was -92.75, max was 100.00, average was 36.51.
# At skill level 60 with 20.00 diff, min power was -96.17, max was 100.00, average was 41.95.
# At skill level 65 with 20.00 diff, min power was -78.03, max was 100.00, average was 47.43.
# At skill level 70 with 20.00 diff, min power was -70.83, max was 100.00, average was 52.78.
# At skill level 75 with 20.00 diff, min power was -68.78, max was 100.00, average was 58.05.
# At skill level 80 with 20.00 diff, min power was -50.92, max was 100.00, average was 63.09.
# At skill level 85 with 20.00 diff, min power was -52.66, max was 100.00, average was 67.86.
# At skill level 90 with 20.00 diff, min power was -46.87, max was 100.00, average was 71.74.
# At skill level 95 with 20.00 diff, min power was -32.77, max was 100.00, average was 74.73.

# Performing 1000000 iterations...
# At skill level 5 with 25.00 diff, min power was -100.00, max was 99.98, average was -19.46.
# At skill level 10 with 25.00 diff, min power was -99.98, max was 99.74, average was -14.53.
# At skill level 15 with 25.00 diff, min power was -99.98, max was 99.99, average was -9.59.
# At skill level 20 with 25.00 diff, min power was -99.96, max was 99.95, average was -4.54.
# At skill level 25 with 25.00 diff, min power was -99.97, max was 100.00, average was 0.51.
# At skill level 30 with 25.00 diff, min power was -99.97, max was 99.96, average was 4.68.
# At skill level 35 with 25.00 diff, min power was -99.94, max was 99.93, average was 9.89.
# At skill level 40 with 25.00 diff, min power was -99.83, max was 100.00, average was 15.18.
# At skill level 45 with 25.00 diff, min power was -98.71, max was 99.99, average was 20.63.
# At skill level 50 with 25.00 diff, min power was -97.18, max was 99.99, average was 26.06.
# At skill level 55 with 25.00 diff, min power was -99.84, max was 100.00, average was 31.62.
# At skill level 60 with 25.00 diff, min power was -93.77, max was 100.00, average was 37.18.
# At skill level 65 with 25.00 diff, min power was -80.01, max was 100.00, average was 42.84.
# At skill level 70 with 25.00 diff, min power was -79.05, max was 100.00, average was 48.32.
# At skill level 75 with 25.00 diff, min power was -74.94, max was 100.00, average was 53.78.
# At skill level 80 with 25.00 diff, min power was -76.32, max was 100.00, average was 59.06.
# At skill level 85 with 25.00 diff, min power was -56.85, max was 100.00, average was 64.14.
# At skill level 90 with 25.00 diff, min power was -53.68, max was 100.00, average was 68.87.
# At skill level 95 with 25.00 diff, min power was -43.77, max was 100.00, average was 72.53.

# Performing 1000000 iterations...
# At skill level 5 with 30.00 diff, min power was -100.00, max was 99.59, average was -24.60.
# At skill level 10 with 30.00 diff, min power was -100.00, max was 99.77, average was -19.71.
# At skill level 15 with 30.00 diff, min power was -99.99, max was 99.94, average was -14.76.
# At skill level 20 with 30.00 diff, min power was -99.95, max was 99.90, average was -9.71.
# At skill level 25 with 30.00 diff, min power was -99.92, max was 99.95, average was -4.65.
# At skill level 30 with 30.00 diff, min power was -99.90, max was 100.00, average was 0.47.
# At skill level 35 with 30.00 diff, min power was -99.98, max was 99.99, average was 4.74.
# At skill level 40 with 30.00 diff, min power was -99.99, max was 99.98, average was 10.09.
# At skill level 45 with 30.00 diff, min power was -99.50, max was 99.98, average was 15.48.
# At skill level 50 with 30.00 diff, min power was -99.58, max was 99.98, average was 21.03.
# At skill level 55 with 30.00 diff, min power was -99.29, max was 99.99, average was 26.59.
# At skill level 60 with 30.00 diff, min power was -94.05, max was 99.99, average was 32.25.
# At skill level 65 with 30.00 diff, min power was -89.65, max was 100.00, average was 38.00.
# At skill level 70 with 30.00 diff, min power was -82.06, max was 100.00, average was 43.71.
# At skill level 75 with 30.00 diff, min power was -79.84, max was 100.00, average was 49.34.
# At skill level 80 with 30.00 diff, min power was -72.40, max was 100.00, average was 54.89.
# At skill level 85 with 30.00 diff, min power was -65.59, max was 100.00, average was 60.17.
# At skill level 90 with 30.00 diff, min power was -51.24, max was 100.00, average was 65.22.
# At skill level 95 with 30.00 diff, min power was -52.25, max was 100.00, average was 69.95.

# Performing 1000000 iterations...
# At skill level 5 with 35.00 diff, min power was -100.00, max was 99.10, average was -29.71.
# At skill level 10 with 35.00 diff, min power was -99.98, max was 99.23, average was -24.88.
# At skill level 15 with 35.00 diff, min power was -100.00, max was 99.22, average was -19.91.
# At skill level 20 with 35.00 diff, min power was -99.99, max was 99.83, average was -14.95.
# At skill level 25 with 35.00 diff, min power was -100.00, max was 99.98, average was -9.85.
# At skill level 30 with 35.00 diff, min power was -99.97, max was 99.97, average was -4.73.
# At skill level 35 with 35.00 diff, min power was -99.92, max was 99.99, average was 0.49.
# At skill level 40 with 35.00 diff, min power was -100.00, max was 99.94, average was 4.84.
# At skill level 45 with 35.00 diff, min power was -99.56, max was 100.00, average was 10.21.
# At skill level 50 with 35.00 diff, min power was -99.81, max was 100.00, average was 15.82.
# At skill level 55 with 35.00 diff, min power was -98.86, max was 100.00, average was 21.48.
# At skill level 60 with 35.00 diff, min power was -97.96, max was 100.00, average was 27.24.
# At skill level 65 with 35.00 diff, min power was -97.25, max was 100.00, average was 33.03.
# At skill level 70 with 35.00 diff, min power was -98.14, max was 100.00, average was 38.87.
# At skill level 75 with 35.00 diff, min power was -90.72, max was 100.00, average was 44.66.
# At skill level 80 with 35.00 diff, min power was -78.73, max was 100.00, average was 50.44.
# At skill level 85 with 35.00 diff, min power was -81.29, max was 100.00, average was 55.97.
# At skill level 90 with 35.00 diff, min power was -67.93, max was 100.00, average was 61.37.
# At skill level 95 with 35.00 diff, min power was -54.44, max was 100.00, average was 66.39.

# Performing 1000000 iterations...
# At skill level 5 with 40.00 diff, min power was -100.00, max was 90.95, average was -34.86.
# At skill level 10 with 40.00 diff, min power was -100.00, max was 93.70, average was -30.05.
# At skill level 15 with 40.00 diff, min power was -100.00, max was 98.79, average was -25.14.
# At skill level 20 with 40.00 diff, min power was -100.00, max was 99.61, average was -20.21.
# At skill level 25 with 40.00 diff, min power was -99.99, max was 99.78, average was -15.23.
# At skill level 30 with 40.00 diff, min power was -99.99, max was 99.80, average was -10.03.
# At skill level 35 with 40.00 diff, min power was -99.99, max was 99.92, average was -4.82.
# At skill level 40 with 40.00 diff, min power was -100.00, max was 99.99, average was 0.57.
# At skill level 45 with 40.00 diff, min power was -99.96, max was 99.95, average was 4.93.
# At skill level 50 with 40.00 diff, min power was -99.83, max was 100.00, average was 10.53.
# At skill level 55 with 40.00 diff, min power was -99.93, max was 100.00, average was 16.22.
# At skill level 60 with 40.00 diff, min power was -99.32, max was 99.99, average was 22.02.
# At skill level 65 with 40.00 diff, min power was -97.16, max was 100.00, average was 27.86.
# At skill level 70 with 40.00 diff, min power was -96.88, max was 100.00, average was 33.87.
# At skill level 75 with 40.00 diff, min power was -97.70, max was 100.00, average was 39.86.
# At skill level 80 with 40.00 diff, min power was -86.10, max was 100.00, average was 45.76.
# At skill level 85 with 40.00 diff, min power was -71.05, max was 100.00, average was 51.57.
# At skill level 90 with 40.00 diff, min power was -76.59, max was 100.00, average was 57.17.
# At skill level 95 with 40.00 diff, min power was -53.19, max was 100.00, average was 62.52.

# Performing 1000000 iterations...
# At skill level 5 with 45.00 diff, min power was -100.00, max was 94.70, average was -40.03.
# At skill level 10 with 45.00 diff, min power was -100.00, max was 99.72, average was -35.31.
# At skill level 15 with 45.00 diff, min power was -100.00, max was 98.69, average was -30.51.
# At skill level 20 with 45.00 diff, min power was -100.00, max was 99.75, average was -25.59.
# At skill level 25 with 45.00 diff, min power was -100.00, max was 98.86, average was -20.60.
# At skill level 30 with 45.00 diff, min power was -99.98, max was 99.75, average was -15.46.
# At skill level 35 with 45.00 diff, min power was -99.98, max was 99.98, average was -10.24.
# At skill level 40 with 45.00 diff, min power was -99.99, max was 100.00, average was -4.90.
# At skill level 45 with 45.00 diff, min power was -100.00, max was 99.98, average was 0.49.
# At skill level 50 with 45.00 diff, min power was -99.99, max was 99.98, average was 5.04.
# At skill level 55 with 45.00 diff, min power was -99.90, max was 99.99, average was 10.78.
# At skill level 60 with 45.00 diff, min power was -99.72, max was 100.00, average was 16.61.
# At skill level 65 with 45.00 diff, min power was -99.27, max was 100.00, average was 22.54.
# At skill level 70 with 45.00 diff, min power was -98.05, max was 100.00, average was 28.62.
# At skill level 75 with 45.00 diff, min power was -92.71, max was 100.00, average was 34.74.
# At skill level 80 with 45.00 diff, min power was -96.68, max was 100.00, average was 40.79.
# At skill level 85 with 45.00 diff, min power was -80.92, max was 100.00, average was 46.90.
# At skill level 90 with 45.00 diff, min power was -84.61, max was 100.00, average was 52.75.
# At skill level 95 with 45.00 diff, min power was -87.16, max was 100.00, average was 58.43.

# Performing 1000000 iterations...
# At skill level 5 with 50.00 diff, min power was -100.00, max was 91.38, average was -45.21.
# At skill level 10 with 50.00 diff, min power was -100.00, max was 94.75, average was -40.57.
# At skill level 15 with 50.00 diff, min power was -100.00, max was 93.16, average was -35.83.
# At skill level 20 with 50.00 diff, min power was -99.99, max was 97.34, average was -31.03.
# At skill level 25 with 50.00 diff, min power was -99.99, max was 99.52, average was -26.05.
# At skill level 30 with 50.00 diff, min power was -99.99, max was 99.50, average was -21.03.
# At skill level 35 with 50.00 diff, min power was -100.00, max was 99.99, average was -15.86.
# At skill level 40 with 50.00 diff, min power was -99.98, max was 99.93, average was -10.52.
# At skill level 45 with 50.00 diff, min power was -99.99, max was 99.92, average was -5.11.
# At skill level 50 with 50.00 diff, min power was -99.98, max was 99.94, average was 0.46.
# At skill level 55 with 50.00 diff, min power was -99.90, max was 99.92, average was 5.21.
# At skill level 60 with 50.00 diff, min power was -99.83, max was 100.00, average was 11.16.
# At skill level 65 with 50.00 diff, min power was -99.99, max was 100.00, average was 17.13.
# At skill level 70 with 50.00 diff, min power was -99.70, max was 100.00, average was 23.20.
# At skill level 75 with 50.00 diff, min power was -96.46, max was 100.00, average was 29.37.
# At skill level 80 with 50.00 diff, min power was -96.28, max was 100.00, average was 35.63.
# At skill level 85 with 50.00 diff, min power was -84.97, max was 100.00, average was 41.92.
# At skill level 90 with 50.00 diff, min power was -91.16, max was 100.00, average was 48.06.
# At skill level 95 with 50.00 diff, min power was -71.47, max was 100.00, average was 53.99.

# Performing 1000000 iterations...
# At skill level 5 with 55.00 diff, min power was -100.00, max was 78.04, average was -50.34.
# At skill level 10 with 55.00 diff, min power was -100.00, max was 83.68, average was -45.82.
# At skill level 15 with 55.00 diff, min power was -100.00, max was 86.10, average was -41.24.
# At skill level 20 with 55.00 diff, min power was -100.00, max was 89.13, average was -36.45.
# At skill level 25 with 55.00 diff, min power was -100.00, max was 97.65, average was -31.58.
# At skill level 30 with 55.00 diff, min power was -100.00, max was 99.44, average was -26.56.
# At skill level 35 with 55.00 diff, min power was -100.00, max was 99.61, average was -21.47.
# At skill level 40 with 55.00 diff, min power was -99.98, max was 99.99, average was -16.18.
# At skill level 45 with 55.00 diff, min power was -99.96, max was 99.95, average was -10.81.
# At skill level 50 with 55.00 diff, min power was -100.00, max was 100.00, average was -5.17.
# At skill level 55 with 55.00 diff, min power was -99.89, max was 100.00, average was 0.51.
# At skill level 60 with 55.00 diff, min power was -100.00, max was 99.99, average was 5.39.
# At skill level 65 with 55.00 diff, min power was -99.81, max was 99.98, average was 11.38.
# At skill level 70 with 55.00 diff, min power was -99.96, max was 99.97, average was 17.55.
# At skill level 75 with 55.00 diff, min power was -99.56, max was 99.99, average was 23.85.
# At skill level 80 with 55.00 diff, min power was -97.99, max was 100.00, average was 30.30.
# At skill level 85 with 55.00 diff, min power was -98.36, max was 100.00, average was 36.69.
# At skill level 90 with 55.00 diff, min power was -97.41, max was 100.00, average was 43.05.
# At skill level 95 with 55.00 diff, min power was -83.63, max was 100.00, average was 49.28.

# Performing 1000000 iterations...
# At skill level 5 with 60.00 diff, min power was -100.00, max was 70.05, average was -55.40.
# At skill level 10 with 60.00 diff, min power was -100.00, max was 91.84, average was -51.07.
# At skill level 15 with 60.00 diff, min power was -100.00, max was 77.77, average was -46.58.
# At skill level 20 with 60.00 diff, min power was -100.00, max was 86.37, average was -42.02.
# At skill level 25 with 60.00 diff, min power was -100.00, max was 93.49, average was -37.18.
# At skill level 30 with 60.00 diff, min power was -100.00, max was 97.46, average was -32.31.
# At skill level 35 with 60.00 diff, min power was -99.99, max was 91.50, average was -27.25.
# At skill level 40 with 60.00 diff, min power was -99.99, max was 99.77, average was -22.03.
# At skill level 45 with 60.00 diff, min power was -100.00, max was 99.86, average was -16.67.
# At skill level 50 with 60.00 diff, min power was -99.99, max was 99.89, average was -11.12.
# At skill level 55 with 60.00 diff, min power was -99.99, max was 100.00, average was -5.37.
# At skill level 60 with 60.00 diff, min power was -100.00, max was 100.00, average was 0.49.
# At skill level 65 with 60.00 diff, min power was -100.00, max was 99.98, average was 5.55.
# At skill level 70 with 60.00 diff, min power was -99.78, max was 99.99, average was 11.74.
# At skill level 75 with 60.00 diff, min power was -99.93, max was 99.99, average was 18.09.
# At skill level 80 with 60.00 diff, min power was -99.41, max was 100.00, average was 24.58.
# At skill level 85 with 60.00 diff, min power was -99.04, max was 100.00, average was 31.19.
# At skill level 90 with 60.00 diff, min power was -95.79, max was 100.00, average was 37.76.
# At skill level 95 with 60.00 diff, min power was -91.73, max was 100.00, average was 44.26.

# Performing 1000000 iterations...
# At skill level 5 with 65.00 diff, min power was -100.00, max was 56.68, average was -60.38.
# At skill level 10 with 65.00 diff, min power was -100.00, max was 70.87, average was -56.20.
# At skill level 15 with 65.00 diff, min power was -100.00, max was 66.94, average was -51.89.
# At skill level 20 with 65.00 diff, min power was -100.00, max was 87.58, average was -47.44.
# At skill level 25 with 65.00 diff, min power was -100.00, max was 85.86, average was -42.73.
# At skill level 30 with 65.00 diff, min power was -100.00, max was 99.79, average was -37.97.
# At skill level 35 with 65.00 diff, min power was -99.99, max was 94.08, average was -33.05.
# At skill level 40 with 65.00 diff, min power was -99.99, max was 99.21, average was -27.91.
# At skill level 45 with 65.00 diff, min power was -100.00, max was 99.79, average was -22.59.
# At skill level 50 with 65.00 diff, min power was -99.99, max was 99.77, average was -17.03.
# At skill level 55 with 65.00 diff, min power was -99.99, max was 99.86, average was -11.42.
# At skill level 60 with 65.00 diff, min power was -99.99, max was 99.89, average was -5.53.
# At skill level 65 with 65.00 diff, min power was -99.99, max was 99.99, average was 0.47.
# At skill level 70 with 65.00 diff, min power was -99.94, max was 99.99, average was 5.72.
# At skill level 75 with 65.00 diff, min power was -100.00, max was 99.99, average was 12.17.
# At skill level 80 with 65.00 diff, min power was -99.85, max was 100.00, average was 18.67.
# At skill level 85 with 65.00 diff, min power was -99.93, max was 100.00, average was 25.38.
# At skill level 90 with 65.00 diff, min power was -96.63, max was 100.00, average was 32.16.
# At skill level 95 with 65.00 diff, min power was -93.48, max was 100.00, average was 38.83.

# Performing 1000000 iterations...
# At skill level 5 with 70.00 diff, min power was -100.00, max was 63.85, average was -65.07.
# At skill level 10 with 70.00 diff, min power was -100.00, max was 71.50, average was -61.12.
# At skill level 15 with 70.00 diff, min power was -100.00, max was 70.61, average was -57.05.
# At skill level 20 with 70.00 diff, min power was -100.00, max was 77.92, average was -52.83.
# At skill level 25 with 70.00 diff, min power was -100.00, max was 77.99, average was -48.34.
# At skill level 30 with 70.00 diff, min power was -100.00, max was 85.56, average was -43.69.
# At skill level 35 with 70.00 diff, min power was -100.00, max was 90.59, average was -38.86.
# At skill level 40 with 70.00 diff, min power was -100.00, max was 96.48, average was -33.78.
# At skill level 45 with 70.00 diff, min power was -100.00, max was 99.57, average was -28.66.
# At skill level 50 with 70.00 diff, min power was -99.99, max was 98.63, average was -23.15.
# At skill level 55 with 70.00 diff, min power was -99.95, max was 99.89, average was -17.60.
# At skill level 60 with 70.00 diff, min power was -99.99, max was 99.81, average was -11.76.
# At skill level 65 with 70.00 diff, min power was -99.98, max was 99.96, average was -5.70.
# At skill level 70 with 70.00 diff, min power was -99.98, max was 99.97, average was 0.47.
# At skill level 75 with 70.00 diff, min power was -99.98, max was 99.99, average was 5.94.
# At skill level 80 with 70.00 diff, min power was -99.93, max was 100.00, average was 12.58.
# At skill level 85 with 70.00 diff, min power was -99.53, max was 99.99, average was 19.28.
# At skill level 90 with 70.00 diff, min power was -99.35, max was 100.00, average was 26.20.
# At skill level 95 with 70.00 diff, min power was -99.63, max was 100.00, average was 33.14.
 

 

EDIT: After hundreds and hundreds of actions spent by many players, ONE map has generated while mining.  I feel like there has to be something wrong in my config. We used this mod before and got a lot more maps than this.

 

With your settings, the new change should have no effect. With that in mind, using the older version should have no differences. If the new version is somehow causing issues, you can safely return back to the prior version without any problems.

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16 hours ago, Sindusk said:

With your settings, the new change should have no effect. With that in mind, using the older version should have no differences. If the new version is somehow causing issues, you can safely return back to the prior version without any problems.

I believe I am using the old version. When I do the #versions command, it says [19:35:53] TreasureHunting version: unversioned

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On 11/21/2021 at 10:37 PM, Batta said:

I believe I am using the old version. When I do the #versions command, it says [19:35:53] TreasureHunting version: unversioned

 

I don't see any issues with your configuration, so the maps should in theory be working properly. I'd recommend taking a look at what the console outputs when a map is attempting to be generated and go from there. I don't really support my mods anymore, but they're all licensed under MIT (and I've just added the license to the repositories missing it), so they can be freely modified and redistributed by anyone.

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My WU server is giving the following severe error after adding ServerTweaks. I've check that I've got the latest versions of the mod and the library,  but still it halts the server. Any idea what I am doing wrong?

 

Spoiler

[12:36:44 PM] INFO org.gotti.wurmunlimited.modloader.ModInstanceBuilder: Classpath: [mods\ServerTimeCommand\ServerTimeCommand.jar]
[12:36:44 PM] INFO org.gotti.wurmunlimited.modloader.ModInstanceBuilder: Classpath: [mods\SinduskLibrary\SinduskLibrary.jar]
[12:36:44 PM] INFO org.gotti.wurmunlimited.modloader.ModInstanceBuilder: Classpath: [mods\ServerTweaks\ServerTweaks.jar, mods\ServerTweaks\libs\commons-codec-1.9.jar, mods\ServerTweaks\libs\poi-3.13-20150929.jar]
[12:36:44 PM] SEVERE org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher: javassist.NotFoundException: mods\ServerTweaks\libs\poi-3.13-20150929.jar
org.gotti.wurmunlimited.modloader.classhooks.HookException: javassist.NotFoundException: mods\ServerTweaks\libs\poi-3.13-20150929.jar
    at org.gotti.wurmunlimited.modloader.ModInstanceBuilder.createModEntry(ModInstanceBuilder.java:101)
    at org.gotti.wurmunlimited.modloader.ModLoaderShared.lambda$1(ModLoaderShared.java:148)
    at java.util.stream.ReferencePipeline$3$1.accept(ReferencePipeline.java:193)
    at java.util.ArrayList$ArrayListSpliterator.forEachRemaining(ArrayList.java:1382)
    at java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:481)
    at java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:471)
    at java.util.stream.ReduceOps$ReduceOp.evaluateSequential(ReduceOps.java:708)
    at java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234)
    at java.util.stream.ReferencePipeline.collect(ReferencePipeline.java:499)
    at org.gotti.wurmunlimited.modloader.ModLoaderShared.loadModsFromModDir(ModLoaderShared.java:150)
    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:286)
    at org.gotti.wurmunlimited.serverlauncher.ServerLauncher.main(ServerLauncher.java:33)
Caused by: javassist.NotFoundException: mods\ServerTweaks\libs\poi-3.13-20150929.jar
    at javassist.JarClassPath.<init>(ClassPoolTail.java:152)
    at javassist.ClassPoolTail.makePathObject(ClassPoolTail.java:268)
    at javassist.ClassPoolTail.appendClassPath(ClassPoolTail.java:260)
    at javassist.ClassPool.appendClassPath(ClassPool.java:974)

 

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On 2/16/2022 at 1:57 PM, Jomarni said:

My WU server is giving the following severe error after adding ServerTweaks. I've check that I've got the latest versions of the mod and the library,  but still it halts the server. Any idea what I am doing wrong?

 

  Hide contents

[12:36:44 PM] INFO org.gotti.wurmunlimited.modloader.ModInstanceBuilder: Classpath: [mods\ServerTimeCommand\ServerTimeCommand.jar]
[12:36:44 PM] INFO org.gotti.wurmunlimited.modloader.ModInstanceBuilder: Classpath: [mods\SinduskLibrary\SinduskLibrary.jar]
[12:36:44 PM] INFO org.gotti.wurmunlimited.modloader.ModInstanceBuilder: Classpath: [mods\ServerTweaks\ServerTweaks.jar, mods\ServerTweaks\libs\commons-codec-1.9.jar, mods\ServerTweaks\libs\poi-3.13-20150929.jar]
[12:36:44 PM] SEVERE org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher: javassist.NotFoundException: mods\ServerTweaks\libs\poi-3.13-20150929.jar
org.gotti.wurmunlimited.modloader.classhooks.HookException: javassist.NotFoundException: mods\ServerTweaks\libs\poi-3.13-20150929.jar
    at org.gotti.wurmunlimited.modloader.ModInstanceBuilder.createModEntry(ModInstanceBuilder.java:101)
    at org.gotti.wurmunlimited.modloader.ModLoaderShared.lambda$1(ModLoaderShared.java:148)
    at java.util.stream.ReferencePipeline$3$1.accept(ReferencePipeline.java:193)
    at java.util.ArrayList$ArrayListSpliterator.forEachRemaining(ArrayList.java:1382)
    at java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:481)
    at java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:471)
    at java.util.stream.ReduceOps$ReduceOp.evaluateSequential(ReduceOps.java:708)
    at java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234)
    at java.util.stream.ReferencePipeline.collect(ReferencePipeline.java:499)
    at org.gotti.wurmunlimited.modloader.ModLoaderShared.loadModsFromModDir(ModLoaderShared.java:150)
    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:286)
    at org.gotti.wurmunlimited.serverlauncher.ServerLauncher.main(ServerLauncher.java:33)
Caused by: javassist.NotFoundException: mods\ServerTweaks\libs\poi-3.13-20150929.jar
    at javassist.JarClassPath.<init>(ClassPoolTail.java:152)
    at javassist.ClassPoolTail.makePathObject(ClassPoolTail.java:268)
    at javassist.ClassPoolTail.appendClassPath(ClassPoolTail.java:260)
    at javassist.ClassPool.appendClassPath(ClassPool.java:974)

 

 

looks like its looking for a file called poi-3.13-20150929.jar thats not existing

 

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8 hours ago, Arathok said:

 

looks like its looking for a file called poi-3.13-20150929.jar thats not existing

 

 

Double check that ServerTweaks doesn't have the folder order messed up, sometimes unzipping leads to an extra subfolders being inserted. 

 

\mods\ServerTweaks\libs\poi-3.13-20150929.jar 

 

 

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Hi Sindusk

Thanks for all that good mod

 

2 question:

 

Do your starter gear mod need Sindusk library mod ?

 

Also

 

I have installed it but the mod make stopped my server. (I had a similar problem few days ago with an other mod that was not update to WU 1.9. Can be the case here also ? )

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In my dedicated server, /wurmserver/serverfiles/mods  folders

 

each time i upload the StarterGear.properties  it automatically stop the server to function

 

each time i remove the server run normally

 

 

I have the same thing with an old version of survival mod. But a wurmian Cuddles made some modification of the initial mod files and it works after that with that new version.

 

It's not link to the StarterGear.properties . It something in the StarterGear.jar that force the server to stop

Edited by Bobsponge

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The mod loader looks for .properties files, and only loads jars referenced within those .properties files. If you remove a mod's .properties file it will be completely disabled. As Batta also said, the Starter Gear mod works fine with the last full release of the game. If it doesn't work for you then it's likely an incompatibility with another mod you have installed.

When you have an issue and would like to have it fixed, you must provide the full log of the server/client, or at the very least the error messages.

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Hi Tyoda

 

You had a good reflex.

 

note that i use the latest release of Server mod loader 0.45 extract here: https://github.com/ago1024/WurmServerModLauncher/releases/tag/v0.45

I check the log. Here is the error

 

SEVERE org.gotti.wurmunlimited.serverlauncher.DelegatedLauncher: javassist.NotFoundException: ./mods/startergear/startergear.jar
org.gotti.wurmunlimited.modloader.classhooks.HookException: javassist.NotFoundException: ./mods/startergear/startergear.jar
    at org.gotti.wurmunlimited.mods.startergear.StarterGear.preInit(StarterGear.java:206)
    at org.gotti.wurmunlimited.modloader.ModLoaderShared.lambda$6(ModLoaderShared.java:173)
    at java.util.stream.ForEachOps$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:1382)
    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:171)
    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:286)
    at org.gotti.wurmunlimited.serverlauncher.ServerLauncher.main(ServerLauncher.java:33)
    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 PatchedLauncher.main(PatchedLauncher.java:20)
Caused by: javassist.NotFoundException: ./mods/startergear/startergear.jar
    at javassist.JarClassPath.<init>(ClassPoolTail.java:152)
    at javassist.ClassPoolTail.makePathObject(ClassPoolTail.java:268)
    at javassist.ClassPoolTail.appendClassPath(ClassPoolTail.java:260)
    at javassist.ClassPool.appendClassPath(ClassPool.java:974)
    at org.gotti.wurmunlimited.mods.startergear.StarterGear.preInit(StarterGear.java:181)
    ... 23 more

org.gotti.wurmunlimited.modloader.classhooks.HookException: javassist.NotFoundException: ./mods/startergear/startergear.jar
    at org.gotti.wurmunlimited.mods.startergear.StarterGear.preInit(StarterGear.java:206)
    at org.gotti.wurmunlimited.modloader.ModLoaderShared.lambda$6(ModLoaderShared.java:173)
    at java.util.stream.ForEachOps$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:1382)
    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:171)
    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:286)
    at org.gotti.wurmunlimited.serverlauncher.ServerLauncher.main(ServerLauncher.java:33)
    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 PatchedLauncher.main(PatchedLauncher.java:20)
Caused by: javassist.NotFoundException: ./mods/startergear/startergear.jar
    at javassist.JarClassPath.<init>(ClassPoolTail.java:152)
    at javassist.ClassPoolTail.makePathObject(ClassPoolTail.java:268)
    at javassist.ClassPoolTail.appendClassPath(ClassPoolTail.java:260)
    at javassist.ClassPool.appendClassPath(ClassPool.java:974)
    at org.gotti.wurmunlimited.mods.startergear.StarterGear.preInit(StarterGear.java:181)
    ... 23 more

 

Edited by Bobsponge

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The mod loader can correctly find the jar file, but then the mod tries to find "itself" and fails. At this line, to be exact: https://github.com/Sindusk/startergear/blob/007a477246ef8d376083e3f868d2100ff38d7b13/src/main/java/org/gotti/wurmunlimited/mods/startergear/StarterGear.java#L181

That is likely because of case-sensitivity. Since Windows is not case sensitive, I guess you're running it in linux? If so, the easiest solution is these few steps:
1. In the mods directory rename the StarterGear directory, and StarterGear.properties to startergear and startergear.properties respectively.
2. In the (now) mods/startergear directory rename StarterGear.jar to startergear.jar
3. Edit the (now) mods/startergear.properties, and change the line "classpath=StarterGear.jar"  to "classpath=startergear.jar"

I tested it and indeed it fails on linux. The solution I provided worked for me.

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Hi Tyoda

 

You were right. It was exactly that. it works well with your changes

 

For Linux dedicated server, be carefull with Case-sensitivity for all mods. And follow the instructions of Tyoda

 

Thanks a lot Tyoda and Batta.

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EDIT: never mind!

Edited by PleagueX

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