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Dough_boy

Nocturne 4k Modded 60k Critters

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Nocturne 4k Modded 60k Critters

5x skill, 5x action, Dedicated Hosting, 24/7 uptime. Hota is located southeast on the large sand area. Glim and Addy are spawned in with normal ore generation; lots of ore types but still around 87% rock, that may not seem like much but there is a ton of ore. Rift creatures and items are spawned globally around the map, randomly.

 

Map

http://redirect.pingperfecthosting.com/198716/mapviewer/

 

Discord

https://discord.gg/4ks975

 

Mods - settings included

Add Kingdom Items Mod

Spoiler

classname                = org.takino.mods.AddKingdomItems
classpath                = AddKingdomItems.jar
sharedClassLoader        = true

wagons         = true
flags        = true
towers        = false
tents       = true
pavilions   = true
banners     = true
debug        = false

Announcer

Spoiler

# Enable announcing of players
announcePlayers=true
# Enable announcing of player logout
announcePlayerLogout=true
# Set the maximum player power to announce
# The value of 0 only announces regular players
# A value of 5 will announce the login of all players, even all levels of gms
announceMaxPower=5

 

Armory

Spoiler

classname=mod.sin.armoury.ArmouryMod
classpath=armoury.jar
sharedClassLoader=true
#If true, will print debug messages and log heavily.
debug=true

# -- Mod configuration section -- #
#enableNonPlayerCrits: Allows critical strikes against non-player characters. In vanilla Wurm, creatures can only deal critical strikes against players.
# Note: this will allow creatures to crit creatures as well, so tamed/charmed/dominated creatures can also be critically hit by aggressive mobs.
enableNonPlayerCrits=true
#fixArmourLimitBuffBug: Go into a server without this enabled. Equip a full set of plate. Take it off. Look at your buff bar. This fixes that. It's added as an option in case a WU update breaks the hook.
fixArmourLimitBuffBug=true
#fixArmourLimitSpellEffect: Similar to the above, the Spell Effect in the Spell Effects window of the game doesn't show armour limits properly. This helps correct that mistake. Option in case WU update breaks the hook.
fixArmourLimitSpellEffect=true

# -- Armour configuration section -- #
# > Armour Reduction < #
enableArmourReductionModifications=true
#This section allows you to configure the armour damage reduction values for each armour type. The values displayed here are the damage reduction multiplier at 100QL, scaling down using the Wurm formula.
# For example: plate is by default 0.7, giving 70% damage reduction to incoming attacks for a 100QL steel plate set.
# I have my own personal tastes when it comes to the armour reduction, so I will leave the default configuration commented out if you wish to use it, then include my personal setup.
# Final note: Unarmoured reduction is applied to most creatures, and scales using Oakshell. While the option is here, I recommend leaving it set at the default 0.05.
unarmouredReduction=0.05
#Default configuration (Worn armour):
#clothReduction=0.4
#leatherReduction=0.5
#studdedReduction=0.55
#chainReduction=0.6
#plateReduction=0.7
#drakeReduction=0.7
#dragonscaleReduction=0.75
#Custom configuration (Worn armour):
clothReduction=0.3
leatherReduction=0.45
studdedReduction=0.5
chainReduction=0.55
plateReduction=0.6
drakeReduction=0.625
dragonscaleReduction=0.675
#These are either unused or applied to creatures, not worn by players. I do not recommend changing them unless you know what you're doing
scaleReduction=0.5
ringReduction=0.55
splintReduction=0.6
# > Custom Item ID Overrides < #
#These are used to override the damage reduction calculation per item ID. If you want to add challenge helms, masks, and similar here, you are welcome to do so and have their DR work.

# - My custom server settings - #
armourReductionOverride-100:22702,0.66
armourReductionOverride-100:22701,0.66
armourReductionOverride-100:22700,0.66
armourReductionOverride-100:22699,0.66
armourReductionOverride-100:22710,0.66
armourReductionOverride-100:22698,0.66

# > Material Modifiers < #
#These are additive modifiers to damage reduction for moon metals.
# For example, adamantine by default gives 0.05, meaning 5% damage reduction on top the 70% that plate gives. Adamantine plate would give 75% damage reduction.
adamantineMaterialMod=0.05
glimmersteelMaterialMod=0.1
seryllMaterialMod=0.08

# > Limit Factor < #
#enableCustomArmourLimitFactors: This will enable or disable the usage of the section below entirely.
enableCustomArmourLimitFactors=true
#These values are meant to determine the bonus or reduction to spellcasting and archery while wearing armour.
# ** Valid values are between -0.99 and 0.3 only. Anything lower than -0.99 risks damaging the calculations in the game. Anything over 0.3 will simply apply as 0.3.
# I personally do not like the original setup of them, and will only leave a commented out "vanilla" setup, then using my own below.
#Vanilla Setup:
#clothArmourLimitFactor=0.3
#leatherArmourLimitFactor=0.3
#studdedArmourLimitFactor=0
#chainArmourLimitFactor=-0.15
#plateArmourLimitFactor=-0.3
#drakeArmourLimitFactor=-0.3
#dragonscaleArmourLimitFactor=-0.3
#Custom setup:
clothArmourLimitFactor=0.3
leatherArmourLimitFactor=0.3
studdedArmourLimitFactor=0.15
chainArmourLimitFactor=0.0
plateArmourLimitFactor=-0.15
drakeArmourLimitFactor=0.15
dragonscaleArmourLimitFactor=0
# > Movement Modifications < #
#enableArmourMovementModifications: This will enable or disable the usage of the section below entirely.
enableArmourMovementModifications=true
#This section will allow you to edit the percent reduction on all the default armor pieces.
#Simply add a property "armourMovement" then a dash and number. No two properties can be the same, so ensure they are all unique.
#> Setting plate body armour to 0.08 movement instead of 0.09
armourMovement-1:breast plate,0.08
#> Setting plate leggings to 0.08 movement instead of 0.09
armourMovement-2:plate leggings,0.08

#Full list of vanilla Wurm armour piece names:
# cloth hood ; cloth sleeve ; cloth jacket ; cloth shirt ; cloth glove ; cloth pants ; cloth shoe
# leather adventurer hat ; leather cap ; leather sleeve ; leather jacket ; leather glove ; leather pants ; leather boot
# studded leather cap ; studded leather sleeve ; studded leather jacket ; studded leather glove ; studded leather pants ; studded leather boot
# chain coif ; chain sleeve ; chain jacket ; chain gauntlet ; chain pants ; chain boot
# great helm ; basinet helm ; open helm ; plate vambrace ; breast plate ; plate gauntlet ; plate leggings ; plate sabaton
# drake hide cap ; drake hide sleeve ; drake hide jacket ; drake hide glove ; drake hide pants ; drake hide boot
# dragon scale sleeve ; dragon scale jacket ; dragon scale glove ; dragon scale pants ; dragon scale boot

# -- Weapon Configuration Section -- #
#minimumSwingTime: This will change the minimum swing timer for weaponry. By default, this is 3 seconds. That means no weapon can swing faster than once every 3 seconds.
# Now you have the power to change that. This can be set to any value you want (in seconds). When I set it to 0 and made a superfast weapon, the results were terrifying.
minimumSwingTime=2.0
#raresReduceSwingTime: If enabled, this will make rare, supreme, and fantastic weapons reduce the swing timer.
raresReduceSwingTime=true
#rareSwingSpeedReduction: The amount of time, in seconds, per rarity level, that rares should reduce the swing timer.
# Example: A value of 0.2 would make a rare reduce swing time by 0.2 seconds, supreme reduce swing time by 0.4 seconds, and fantastic reduce swing time by 0.6 seconds.
rareSwingSpeedReduction=0.2
#fixSavedSwingTimer: This one is hard to explain. Basically, when an action is performed (a shield bash, spell, etc.) the swing timer continues to tick.
# After the action, the player will swing, removing the "first swing" amount from the timer.
# That leaves the rest of the timer, allowing them to swing yet again almost immediately after, even with a slow weapon.
# This option removes this interaction and enforces a "set timer to 0" after each swing, ensuring that swings with weapons must be spaced apart properly.
# Some players might enjoy the "skill" in performing this type of action.
fixSavedSwingTimer=true
#betterDualWield: THIS IS HIGHLY EXPERIMENTAL, USE AT YOUR OWN RISK.
# Dual wield by default is locked behind a multitude of checks. That includes slower swing speed, "dead time" after landing a hit, and only being used every other "combat round" (~10 seconds).
# This reworks the system, and simply makes an offhand swing 1/2 as slow as the main hand, starting in the second round of combat.
betterDualWield=true

#enableCustomWeaponValues: This will enable or disable the usage of the section below entirely.
enableCustomWeaponValues=true
#This section will allow you to edit the damage, speed, crit chance, reach, weight group, parry percent, and skill penalty of the weapons in Wurm.
#Use the property "weapon" combined with the field capitalized ("Damage", "Speed", etc.), then the weapon id to change, a comma, then new value.
#This must use the weapon id because there are clashes with the name, where both huge and small axe are "axe"
# IMPORTANT NOTE: Ranged weapons (bows) do not work off these changes. They are a separate entity entirely. This is only for melee weapons.
#Here's some of my suggested changes as examples for what you can do:
#> Increase scythe damage to 10 from 9
weaponDamage-1:268,10
#> Increase halberd damage to 10.5 from 9
weaponDamage-2:706,10.5
#> Increase long spear damage to 9.5 from 8
weaponDamage-3:705,9.5
#> Increase steel spear damage to 10 from 9
weaponDamage-4:707,10
#> Increase steel staff damage to 9 from 8
weaponDamage-5:710,9
#> Increase shortsword damage to 4.5 from 4
weaponDamage-6:80,4.5

#> Increase scythe speed to 4.5 from 5
weaponSpeed-1:268,4.5
#> Increase large maul speed to 5.25 from 6
weaponSpeed-2:290,5.25

#Crit chance uses the decimal as a percent. 1 is a 100% crit chance. 0.05 is a 5% crit chance. The game forces a maximum of 3% crit in the combat code.
#> Give legs a 0.4% chance to crit, just in case you get lucky on your cheap shot
weaponCritChance-1:19,0.004

#Weapon reach determines the distance in combat for "too close" "good" and "too far" - this is an integer value so please don't use decimals.
#> Change planks to 1 range. Just for science and demonstration.
weaponReach-1:22,1

#I actually don't know what the weapon weight group does. I'll be commenting out my change because I don't want to break anything, but the option is there for you risk-takers!
#> Change "whip of One" to weight group 2
#weaponWeightGroup-1:514,2

#The parryPercent value is a factor in how well the weapon parries. Swords get an innate 4x bonus to this value in the combat code. Otherwise, it's a good indicator for how easy it is to parry.
#> Change sickle parry from 20% to 40%
weaponParryPercent-1:267,0.4

#Finally, the skillPenalty is a combat rating debuff applied to the player wearing this in their main hand. A skillPenalty of 2 will reduce the player's CR by 2 in combat just for wearing the weapon.
#While CR is generally considered an integer by the community, it actually works as a floating point value, so decimals do in fact work with skill penalty.
#> Reduce skill penalty on sickle to 1.0 from 2.0. Maybe it's good again?
weaponSkillPenalty-1:267,1.0
#> Reduce skill penalty on scythe to 0.5 from 2.0.
weaponSkillPenalty-2:268,0.5

# - My custom server settings - #
## Weapon Damage ##
#> Increase two hand sword damage to 10.5
weaponDamage-100:81,10.5
#> Increase butcher knife damage to 3.75
weaponDamage-101:93,3.75
#> Increase sacrifical knife damage to 4
weaponDamage-102:792,4
#> Increase longsword damage to 6.75
weaponDamage-103:21,6.5
#> Increase small maul damage to 5.5
weaponDamage-104:291,5.5
#> Increase small axe damage to 5.5
weaponDamage-105:3,5.5
#> Increase medium maul damage to 8.5
weaponDamage-106:292,8.5
#> Increase large axe damage to 8
weaponDamage-107:90,8
#> Increase carving knife damage to 5.5
weaponDamage-108:8,5.5

## Weapon Speed ##
#> Increase longsword speed to 3.75
weaponSpeed-100:21,3.75
#> Decrease sacrifical knife speed to 2.5
weaponSpeed-101:792,2.5
#> Increase small axe speed to 2.75
weaponSpeed-102:3,2.75
#> Increase medium maul speed to 4.75
weaponSpeed-103:292,4.75
#> Decrease carving knife speed to 2.75
weaponSpeed-104:8,2.75

## Weapon Crit Chance ##
#> Allow small axe to crit at 0.8%
weaponCritChance-100:3,0.008
#> Allow carving knife to crit at 2%
weaponCritChance-101:8,0.02

## Weapon Parry ##
#> Increase small axe parry to 50%
weaponParryPercent-100:3,0.5
#> Remove carving knife ability to parry
weaponParryPercent-101:8,0

## Weapon Skill Penalty ##
#> Remove the small axe skill penalty
weaponSkillPenalty-100:3,0
#> Increase carving knife skill penalty to 3
weaponSkillPenalty-101:8,3

#Full list of vanilla Wurm weapon names and their stats:
# "whip of One" (ID 514) stats: [6.0 damage], [2.0 speed], [0.0 critchance], [5 reach], [1 weightGroup], [0.1 parryPercent], [0.0 skillPenalty]
# "small axe" (ID 3) stats: [5.0 damage], [3.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [0.3 parryPercent], [0.0 skillPenalty]
# "awl" (ID 390) stats: [1.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "hatchet" (ID 7) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "leather knife" (ID 392) stats: [0.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "carving knife" (ID 8) stats: [1.0 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
# "scissors" (ID 394) stats: [0.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "sickle" (ID 267) stats: [6.0 damage], [3.0 speed], [0.0039999997 critchance], [2 reach], [3 weightGroup], [0.2 parryPercent], [2.0 skillPenalty]
# "scythe" (ID 268) stats: [9.0 damage], [5.0 speed], [0.015999999 critchance], [5 reach], [4 weightGroup], [0.2 parryPercent], [2.0 skillPenalty]
# "hand" (ID 14) stats: [1.0 damage], [1.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "legs" (ID 19) stats: [1.0 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "pickaxe" (ID 20) stats: [1.5 damage], [5.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
# "longsword" (ID 21) stats: [5.5 damage], [4.0 speed], [0.0019999999 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "plank" (ID 22) stats: [0.5 damage], [4.0 speed], [0.0 critchance], [2 reach], [1 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "shaft" (ID 23) stats: [0.5 damage], [4.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "sacrificial knife" (ID 792) stats: [1.5 damage], [2.0 speed], [0.006 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [1.0 skillPenalty]
# "saw" (ID 24) stats: [0.5 damage], [5.0 speed], [0.0019999999 critchance], [2 reach], [3 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "shovel" (ID 25) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [4 reach], [3 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "rake" (ID 27) stats: [0.5 damage], [5.0 speed], [0.0 critchance], [5 reach], [2 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "large maul" (ID 290) stats: [11.0 damage], [6.0 speed], [0.006 critchance], [4 reach], [5 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "small maul" (ID 291) stats: [4.5 damage], [3.0 speed], [0.0019999999 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "maul" (ID 292) stats: [8.0 damage], [5.0 speed], [0.006 critchance], [3 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "crude knife" (ID 685) stats: [1.0 damage], [4.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "crude pickaxe" (ID 687) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
# "branch" (ID 688) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "crude shovel" (ID 690) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
# "crude shaft" (ID 691) stats: [1.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
# "belaying pin" (ID 567) stats: [2.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
# "huge shod club" (ID 314) stats: [8.0 damage], [6.0 speed], [0.0019999999 critchance], [4 reach], [6 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
# "hammer" (ID 62) stats: [0.5 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
# "short bow" (ID 447) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "mallet" (ID 63) stats: [0.3 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
# "bow" (ID 448) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "long bow" (ID 449) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "long spear" (ID 705) stats: [8.0 damage], [5.0 speed], [0.012 critchance], [7 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "halberd" (ID 706) stats: [9.0 damage], [5.0 speed], [0.012 critchance], [6 reach], [8 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "spear" (ID 707) stats: [9.0 damage], [5.0 speed], [0.012 critchance], [7 reach], [4 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "staff" (ID 710) stats: [8.0 damage], [4.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "staff" (ID 711) stats: [2.0 damage], [3.0 speed], [0.0 critchance], [2 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "short bow" (ID 459) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "bow" (ID 460) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "long bow" (ID 461) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "short sword" (ID 80) stats: [4.0 damage], [3.0 speed], [0.02 critchance], [2 reach], [1 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "Sword of Magranon" (ID 336) stats: [15.0 damage], [5.0 speed], [0.015999999 critchance], [4 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "two handed sword" (ID 81) stats: [9.0 damage], [5.0 speed], [0.01 critchance], [4 reach], [5 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "Hammer of Magranon" (ID 337) stats: [18.0 damage], [6.0 speed], [0.015999999 critchance], [4 reach], [4 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "Sceptre of Ascension" (ID 340) stats: [17.0 damage], [6.0 speed], [0.015999999 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "huge axe" (ID 87) stats: [12.0 damage], [6.0 speed], [0.01 critchance], [5 reach], [5 weightGroup], [0.2 parryPercent], [0.0 skillPenalty]
# "axe" (ID 90) stats: [6.5 damage], [4.0 speed], [0.006 critchance], [4 reach], [5 weightGroup], [0.3 parryPercent], [0.0 skillPenalty]
# "staff of land" (ID 986) stats: [8.0 damage], [4.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "crowbar" (ID 1115) stats: [4.5 damage], [3.0 speed], [0.0019999999 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "butchering knife" (ID 93) stats: [1.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [1.0 skillPenalty]
# "crude axe" (ID 1011) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]

Bag of Holding

Spoiler

# spellCost: favor costs of the spell
spellCost=30
# spellDifficulty: difficulty. 20 is the same as courier
spellDifficulty=20
# spellCooldown: cooldown in milliseconds
# 300000 is 5 minutes
spellCooldown=300000
# effectModifier: Determines how much larger the containers become
# 0: spell power directly determines the increase. a 10 cast will make the container 10 times larger
# any other number: quadratic progression up to effectModifier additional volume
# An effectModifier of 10 will give 2.5 times additional volume for a 50 cast and 10 times additional volume for a 100 cast.
effectModifier=10

 

Better Combat Logs

Boat Mod

Spoiler

classname=org.gotti.wurmunlimited.mods.boatmod.BoatMod
classpath=boatmod.jar
#If true, will set all boats wind effect to be the same as a rowboat, and apply a multiplier to the speed, up to the cap
cancelShipWindEffect=true
#If true, any animal a player is leading will count as a swimmer while they are leading it.
allSwim=true
#If true, players will not stop leading all the animals they are leading when they embark on a vehicle (boat, cart, mount, etc).
leadThroughEmbark=true

Bounty Mod

Spoiler

classname=org.gotti.wurmunlimited.mods.bountymod.BountyMod
classpath=bountymod.jar
# true: Bred animals will now award fight skill (and a chance for coin).
# false: No effect (Note that this means killing bred animals will not award coin)
skillGainForBred=true
# true: Coins will always be awarded for applicable kills.
# false: No effect (Coins will be awarded at a small chance for applicable kills)
increasedBounties=true
# true: Money will be created out of thin air.
# false: Money will be drawn from King's pocket (it will affect economy).
outOfThinAir=false
# true: Friendly creatures from the same kingdom of the player will award no bounty.
# false: All creatures will award a bounty.
alliedCritterNoBounties=false
# true: Bounties will be added to the player's bank balance.
# false: Bounties will be given as coins to the player's inventory.
payBountyToBank=true
# floating point number for easy adjustment of all bounties, applied as a multiplier to each bounty.
# default value: 1.0f
bountyMultiplier=1.0f
# floating point number that is applied to bounties for player-bred creatures.
# default value: 0.1f
bredMultiplier=0.1f
# Default bounty on critters that are unknown or otherwise not in the individual bounties list
defaultBounty=100
#Individual Bounties follows:
#Reward for killing a Brown Cow, in iron coins.  Default Value: 100
Cow_Brown_Bounty=100
#Reward for killing a Black wolf, in iron coins.  Default Value: 300
Wolf_Black_Bounty=300
#Reward for killing a Troll, in iron coins.  Default Value: 1000
Troll_Bounty=1000
#Reward for killing a Brown Bear, in iron coins.  Default Value: 600
Bear_Brown_Bounty=600
#Reward for killing a Large Rat, in iron coins.  Default Value: 200
Rat_Large_Bounty=200
#Reward for killing a Mountain Lion, in iron coins.  Default Value: 300
Lion_Mountain_Bounty=300
#Reward for killing a Wild Cat, in iron coins.  Default Value: 200
Cat_Wild_Bounty=200
#Reward for killing a Red Dragon, in iron coins.  Default Value: 10000
Dragon_Red_Bounty=10000
#Reward for killing a Green Drake, in iron coins.  Default Value: 10000
Drake_Green_Bounty=10000
#Reward for killing a Black Drake, in iron coins.  Default Value: 10000
Drake_Black_Bounty=10000
#Reward for killing a White Drake, in iron coins.  Default Value: 10000
Drake_White_Bounty=10000
#Reward for killing a Forest Giant, in iron coins.  Default Value: 10000
Forest_Giant_Bounty=10000
#Reward for killing a Unicorn, in iron coins.  Default Value: 300
Unicorn_Bounty=300
#Reward for killing a Cyclops, in iron coins.  Default Value: 10000
Cyclops_Bounty=10000
#Reward for killing a Goblin, in iron coins.  Default Value: 300
Goblin_Bounty=300
#Reward for killing a Spider Mother, in iron coins.  Default Value: 10000
Spider_Mother_Bounty=10000
#Reward for killing a Spider, in iron coins.  Default Value: 500
Spider_Bounty=500
#Reward for killing a Goblin Leader, in iron coins.  Default Value: 10000
Goblin_Leader_Bounty=10000
#Reward for killing a Troll King, in iron coins.  Default Value: 10000
Troll_King_Bounty=10000
#Reward for killing a Wild Boar, in iron coins.  Default Value: 700
Boar_Fo_Bounty=700
#Reward for killing a Anaconda, in iron coins.  Default Value: 1000
Anaconda_Bounty=1000
#Reward for killing a Mountain Gorilla, in iron coins.  Default Value: 700
Gorilla_Magranon_Bounty=700
#Reward for killing a Rabid Hyena, in iron coins.  Default Value: 700
Hyena_Libila_Bounty=700
#Reward for killing a Black Bear, in iron coins.  Default Value: 500
Bear_Black_Bounty=500
#Reward for killing a Cave Bug, in iron coins.  Default Value: 250
Cave_Bug_Bounty=250
#Reward for killing a Pig, in iron coins.  Default Value: 100
Pig_Bounty=100
#Reward for killing a Hen, in iron coins.  Default Value: 50
Hen_Bounty=50
#Reward for killing a Chicken, in iron coins.  Default Value: 50
Chicken_Bounty=50
#Reward for killing a Bull, in iron coins.  Default Value: 150
Bull_Bounty=150
#Reward for killing a Calf, in iron coins.  Default Value: 50
Calf_Bounty=50
#Reward for killing a Dog, in iron coins.  Default Value: 150
Dog_Bounty=150
#Reward for killing a Rooster, in iron coins.  Default Value: 50
Rooster_Bounty=50
#Reward for killing a Deer, in iron coins.  Default Value: 100
Deer_Bounty=100
#Reward for killing a Pheasant, in iron coins.  Default Value: 50
Pheasant_Bounty=50
#Reward for killing a Lava Spider, in iron coins.  Default Value: 800
Lava_Spider_Bounty=800
#Reward for killing a Lava Fiend, in iron coins.  Default Value: 800
Lava_Creature_Bounty=800
#Reward for killing a Crocodile, in iron coins.  Default Value: 800
Crocodile_Bounty=800
#Reward for killing a Scorpion, in iron coins.  Default Value: 600
Scorpion_Bounty=600
#Reward for killing a Horse, in iron coins.  Default Value: 150
Horse_Bounty=150
#Reward for killing a Foal, in iron coins.  Default Value: 50
Foal_Bounty=50
#Reward for killing a Sea_Serpent, in iron coins.  Default Value: 10000
Sea_Serpent_Bounty=10000
#Reward for killing a Shark, in iron coins.  Default Value: 500
Shark_Huge_Bounty=500
#Reward for killing a Bison, in iron coins.  Default Value: 300
Bison_Bounty=300
#Reward for killing a Hell Horse, in iron coins.  Default Value: 250
Hell_Horse_Bounty=250
#Reward for killing a Hell Hound, in iron coins.  Default Value: 800
Hell_Hound_Bounty=800
#Reward for killing a Hell Scorpion, in iron coins.  Default Value: 800
Hell_Scorpion_Bounty=800
#Reward for killing a Black Dragon, in iron coins.  Default Value: 10000
Dragon_Black_Bounty=10000
#Reward for killing a Green Dragon, in iron coins.  Default Value: 10000
Dragon_Green_Bounty=10000
#Reward for killing a Blue Dragon, in iron coins.  Default Value: 10000
Dragon_Blue_Bounty=10000
#Reward for killing a White Dragon, in iron coins.  Default Value: 10000
Dragon_White_Bounty=10000
#Reward for killing a Seal, in iron coins.  Default Value: 400
Seal_Bounty=400
#Reward for killing a Tortoise, in iron coins.  Default Value: 400
Tortoise_Bounty=400
#Reward for killing a Crab, in iron coins.  Default Value: 400
Crab_Bounty=400
#Reward for killing a Sheep, in iron coins.  Default Value: 100
Sheep_Bounty=100
#Reward for killing a Blue Whale, in iron coins.  Default Value: 800
Blue_Whale_Bounty=800
#Reward for killing a Seal Cub, in iron coins.  Default Value: 200
Seal_Cub_Bounty=200
#Reward for killing a Dolphin, in iron coins.  Default Value: 200
Dolphin_Bounty=200
#Reward for killing a Octopus, in iron coins.  Default Value: 200
Octopus_Bounty=200
#Reward for killing a Lamb, in iron coins.  Default Value: 50
Lamb_Bounty=50
#Reward for killing a Ram, in iron coins.  Default Value: 100
Ram_Bounty=100
#Reward for killing a Red Drake, in iron coins.  Default Value: 10000
Drake_Red_Bounty=10000
#Reward for killing a Blue Drake, in iron coins.  Default Value: 10000
Drake_Blue_Bounty=10000
#Reward for killing a Fog Spider, in iron coins.  Default Value: 800
Spider_Fog_Bounty=800

#Now for the Valrei critters and Avatars I foolishly assumed I wouldn't have to handle.
#Reward for killing a Sol Demon, in iron coins.  Default Value: 10000
Demon_Sol_Bounty=10000
#Reward for killing a Deathcrawler Minion, in iron coins.  Default Value: 10000
Deathcrawler_Minion_Bounty=10000
#Reward for killing a Spawn of Uttacha, in iron coins.  Default Value: 10000
Spawn_Uttacha_Bounty=10000
#Reward for killing a Son Of Nogump, in iron coins.  Default Value: 10000
Son_Of_Nogump_Bounty=10000
#Reward for killing a Drakespirit, in iron coins.  Default Value: 10000
Drakespirit_Bounty=10000
#Reward for killing an Eaglespirit, in iron coins.  Default Value: 10000
Eaglespirit_Bounty=10000
#Reward for killing a Vynora Avatar, in iron coins.  Default Value: 10000
Avatar_Vynora_Bounty=10000
#Reward for killing a Magranon Avatar, in iron coins.  Default Value: 10000
Avatar_Magranon_Bounty=10000
#Reward for killing a Fo Avatar, in iron coins.  Default Value: 10000
Avatar_Fo_Bounty=10000
#Reward for killing a Libila Avatar, in iron coins.  Default Value: 10000
Avatar_Libila_Bounty=10000


#Multiplier for Fierce creatures.  Default Value:
Fierce_StatusMultiplier=1.5f
#Multiplier for Angry creatures.  Default Value:
Angry_StatusMultiplier=1.4f
#Multiplier for Raging creatures.  Default Value:
Raging_StatusMultiplier=1.6f
#Multiplier for Slow creatures.  Default Value:
Slow_StatusMultiplier=0.95f
#Multiplier for Alert creatures.  Default Value:
Alert_StatusMultiplier=1.2f
#Multiplier for Greenish creatures.  Default Value:
Greenish_StatusMultiplier=1.7f
#Multiplier for Lurking creatures.  Default Value:
Lurking_StatusMultiplier=1.1f
#Multiplier for Sly creatures.  Default Value:
Sly_StatusMultiplier=0.8f
#Multiplier for Hardened creatures.  Default Value:
Hardened_StatusMultiplier=1.3f
#Multiplier for Scared creatures.  Default Value:
Scared_StatusMultiplier=0.85f
#Multiplier for Diseased creatures.  Default Value:
Diseased_StatusMultiplier=0.9f
#Multiplier for Champion creatures.  Default Value:
Champion_StatusMultiplier=1.7f

 

Bulk Mod

Spoiler

classname=org.gotti.wurmunlimited.mods.bulkmod.BulkMod
classpath=bulkmod.jar
#If true, hot items will be able to be placed into FSBs/BSBs without having to be cooled down first.
ignoreTemp=true

Creature Age Mod

Spoiler

# Apply increased growth until the creature has reached this age
# 0 : disabled
# 3 : young
# 8 : adolescent
# 12 : mature
# 30 : aged
# 40 : old
# >40 : venerable
increaseGrowthUntilAge=12

# The value gives the number of in-game seconds between age checks
# Each age check will increase the age by one, i.e. aging to mature
# will require 8 age checks
#
# 28800 - 1 hour real time
# 691200 - 1 day real time
# 259200 - increased horse growth time on pvp servers, 9 hours real time
increaseGrowthTimer=259200

# Exclude creature types from faster aging
# Names correspond to names in CreateTemplateIds without the trailing "_cid"
excludedTemplates=boar_fo,zombie,worg,gorilla_magranon,skeleton,hyena_libila

 

Crop Mod

Spoiler

# true: prevent crops from growing to weeds
disableWeeds=true
# number: additional results from harvests
extraHarvest=2

 

Dig Like Mining

Spoiler

classname=org.gotti.wurmunlimited.mods.diglikeminingmod.DigLikeMiningMod
classpath=diglikeminingmod.jar
#If true, dirt and such will be placed on the ground (like with mining) instead of the digger's inventory.
digLikeMining=true
#If true, dredged items will be placed in the dredger's boat (if in a boat) rather than the dredge itself.
#Currently, this only applies if digLikeMining is enabled.
dredgeToShip=true

Drake Mod

Spoiler

classname=org.jubaroo.wurmunlimited.mods.dragonmountmod.Initiator
classpath=DrakeMountMod.jar

#A list of item ID's for Items_Butchered can be found here: https://pastebin.com/MM53gSJA

#A list of Creature Types can be found here: https://pastebin.com/3Tu7GRh7

#A list of Armor Types can be found here: https://pastebin.com/Hvs055d5

# !WARNING! be careful what you change if you do not know what you are doing. If you lose the default settings, there is a template provided at the bottom of the file.

####################  Drake Options  #############################
Black_Drake_Enabled             = true
Blue_Drake_Enabled                 = true
Green_Drake_Enabled             = true
Red_Drake_Enabled                 = true
Spectral_Drake_Enabled             = true
White_Drake_Enabled             = true
#
Toggle_Egg_Layers                = true
#
####################  Black Drake Vehicle Settings Max_Height_Diff determines how steep the can climb when mounted or hitched#############################
Black_Drake_Vehicle_Max_Speed        = 70.0F
Black_Drake_Vehicle_Skill_Required  = 28.0F
Black_Drake_Vehicle_Max_Depth          = -0.7F
Black_Drake_Vehicle_Zaxis_Offset    = -0.01F
Black_Drake_Vehicle_Max_Height_Diff    = 0.04f
####################  Black Drake Non-Vehicle Move Settings - Max size is 200  ####################
Black_Drake_MoveRate            = 10
Black_Drake_Move_Speed          = 4.0F
Black_Drake_SizeX               = 60
Black_Drake_SizeY               = 60
Black_Drake_SizeZ               = 60
####################  Black Drake Skills Settings  ##############################
Black_Drake_Body_Strength       = 50.0F
Black_Drake_Body_Control        = 75.0F
Black_Drake_Body_Stamina        = 70.0F
Black_Drake_Mind_Logic          = 27.0F
Black_Drake_Mind_Speed          = 37.0F
Black_Drake_Soul_Strength       = 55.0F
Black_Drake_Soul_Depth          = 29.0F
Black_Drake_Weaponless_Fighting = 85.0F
Black_Drake_Fighting            = 80.0F
####################  Black Drake Offensive Settings  ###########################
Black_Drake_Aggression          = 0
Black_Drake_Hand_Damage         = 20.0F
Black_Drake_Kick_Damage         = 26.0F
Black_Drake_Bite_Damage         = 56.0F
Black_Drake_Head_Damage         = 58.0F
Black_Drake_Combat_Moves        = 1,2,6
Black_Drake_Combat_Damage_Type  = 2
Black_Drake_Max_Hunt_Range      = 10
Black_Drake_Base_Combat_Rating  = 70.0F
Black_Drake_Kick_Dam_String     = wingbuff
Black_Drake_Head_butt_Dam_String= tailwhip
####################  Black Drake Defensive Settings  ###########################
Black_Drake_Natural_Armour      = 1.0F
Black_Drake_Armour_Type         = 9
####################  Black Drake Other Settings  ###############################
Black_Drake_Creature_Types      = 3,4,7,9,12,14,27,30,32,41,42,62
Black_Drake_Items_Butchered     = 303,308,309,310,371,636
Black_Drake_Vision              = 3
Black_Drake_Alignment           = 100.0F
#Be careful when renaming the drake. You may need to edit the database to change the name of all drakes already spawned.
Black_Drake_Name                = Black Drake
Black_Drake_Desc                = This docile black drake looks happy as it sits ready to ride.
####################  Black Drake Natural Spawn Settings  #######################
Black_Drake_Spawn_Tree          = false
Black_Drake_Spawn_Steppe        = false
Black_Drake_Spawn_Grass         = false
Black_Drake_Spawn_Tundra        = false
Black_Drake_Spawn_Dirt          = false
Black_Drake_Spawn_Sand          = false
Black_Drake_Spawn_Snow          = false
Black_Drake_Spawn_Marsh         = false
Black_Drake_Spawn_Cave          = false
Black_Drake_Spawn_Peat          = true
#
####################  Blue Drake Vehicle Settings Max_Height_Diff determines how steep the can climb when mounted or hitched  #############################
Blue_Drake_Vehicle_Max_Speed        = 70.0F
Blue_Drake_Vehicle_Skill_Required   = 28.0F
Blue_Drake_Vehicle_Max_Depth          = -0.7F
Blue_Drake_Vehicle_Zaxis_Offset        = -0.01F
Blue_Drake_Vehicle_Max_Height_Diff    = 0.04f
####################  Blue Drake Non-Vehicle Mo 2ve Settings - Max size is 200  ####################
Blue_Drake_MoveRate            = 10
Blue_Drake_Move_Speed          = 4.0F
Blue_Drake_SizeX               = 60
Blue_Drake_SizeY               = 60
Blue_Drake_SizeZ               = 60
####################  Blue Drake Skills Settings  ##############################
Blue_Drake_Body_Strength       = 50.0F
Blue_Drake_Body_Control        = 75.0F
Blue_Drake_Body_Stamina        = 70.0F
Blue_Drake_Mind_Logic          = 27.0F
Blue_Drake_Mind_Speed          = 37.0F
Blue_Drake_Soul_Strength       = 55.0F
Blue_Drake_Soul_Depth          = 29.0F
Blue_Drake_Weaponless_Fighting = 85.0F
Blue_Drake_Fighting            = 80.0F
####################  Blue Drake Offensive Settings  ###########################
Blue_Drake_Aggression          = 0
Blue_Drake_Hand_Damage         = 20.0F
Blue_Drake_Kick_Damage         = 26.0F
Blue_Drake_Bite_Damage         = 56.0F
Blue_Drake_Head_Damage         = 58.0F
Blue_Drake_Combat_Moves        = 1,2,6
Blue_Drake_Combat_Damage_Type  = 2
Blue_Drake_Max_Hunt_Range      = 10
Blue_Drake_Base_Combat_Rating  = 70.0F
Blue_Drake_Kick_Dam_String     = wingbuff
Blue_Drake_Head_butt_Dam_String= tailwhip
####################  Blue Drake Defensive Settings  ###########################
Blue_Drake_Natural_Armour      = 1.0F
Blue_Drake_Armour_Type         = 9
####################  Blue Drake Other Settings  ###############################
Blue_Drake_Creature_Types      = 3,4,7,9,12,14,27,30,32,41,42,62
Blue_Drake_Items_Butchered     = 303,308,309,310,371,636
Blue_Drake_Vision              = 3
Blue_Drake_Alignment           = 100.0F
#Be careful when renaming the drake. You may need to edit the database to change the name of all drakes already spawned.
Blue_Drake_Name                = Blue Drake
Blue_Drake_Desc                = This docile blue drake looks happy as it sits ready to ride.
####################  Blue Drake Natural Spawn Settings  #######################
Blue_Drake_Spawn_Tree          = false
Blue_Drake_Spawn_Steppe        = false
Blue_Drake_Spawn_Grass         = false
Blue_Drake_Spawn_Tundra        = false
Blue_Drake_Spawn_Dirt          = false
Blue_Drake_Spawn_Sand          = false
Blue_Drake_Spawn_Snow          = false
Blue_Drake_Spawn_Marsh         = true
Blue_Drake_Spawn_Cave          = false
Blue_Drake_Spawn_Peat          = false
#
####################  Spectral Drake Vehicle Settings Max_Height_Diff determines how steep the can climb when mounted or hitched  #############################
Spectral_Drake_Vehicle_Max_Speed        = 80.0F
Spectral_Drake_Vehicle_Skill_Required   = 28.0F
Spectral_Drake_Vehicle_Max_Depth          = -0.7F
Spectral_Drake_Vehicle_Zaxis_Offset        = -0.01F
Spectral_Drake_Vehicle_Max_Height_Diff    = 0.04f
####################  Spectral Drake Non-Vehicle Move Settings - Max size is 200  ####################
Spectral_Drake_MoveRate            = 10
Spectral_Drake_Move_Speed          = 4.0F
Spectral_Drake_SizeX               = 60
Spectral_Drake_SizeY               = 60
Spectral_Drake_SizeZ               = 60
####################  Spectral Drake Skills Settings  ##############################
Spectral_Drake_Body_Strength       = 50.0F
Spectral_Drake_Body_Control        = 75.0F
Spectral_Drake_Body_Stamina        = 70.0F
Spectral_Drake_Mind_Logic          = 27.0F
Spectral_Drake_Mind_Speed          = 37.0F
Spectral_Drake_Soul_Strength       = 55.0F
Spectral_Drake_Soul_Depth          = 29.0F
Spectral_Drake_Weaponless_Fighting = 85.0F
Spectral_Drake_Fighting            = 80.0F
####################  Spectral Drake Offensive Settings  ###########################
Spectral_Drake_Aggression           = 0
Spectral_Drake_Hand_Damage          = 20.0F
Spectral_Drake_Kick_Damage          = 26.0F
Spectral_Drake_Bite_Damage          = 56.0F
Spectral_Drake_Head_Damage          = 58.0F
Spectral_Drake_Combat_Moves         = 1,2,6
Spectral_Drake_Combat_Damage_Type   = 2
Spectral_Drake_Max_Hunt_Range       = 10
Spectral_Drake_Base_Combat_Rating   = 70.0F
Spectral_Drake_Kick_Dam_String      = wingbuff
Spectral_Drake_Head_butt_Dam_String = tailwhip
####################  Spectral Drake Defensive Settings  ###########################
Spectral_Drake_Natural_Armour      = 1.0F
Spectral_Drake_Armour_Type         = 9
####################  Spectral Drake Other Settings  ###############################
Spectral_Drake_Creature_Types      = 3,4,7,9,12,14,22,27,30,32,41,42,62
Spectral_Drake_Items_Butchered     = 303,308,309,310,371,636
Spectral_Drake_Vision              = 3
Spectral_Drake_Alignment           = 100.0F
Spectral_Drake_Model_Name          = white
########DEFAULT##########model.creature.drake.white###########DEFAULT#############
#Be careful when renaming the drake. You may need to edit the database to change the name of all drakes already spawned.
Spectral_Drake_Name                = Spectral Drake
Spectral_Drake_Desc                = You pass your hand through the drake as if it wasn't there, but somehow you are able to climb on and ride. This drake is very special indeed.
####################  Spectral Drake Natural Spawn Settings  #######################
Spectral_Drake_Spawn_Tree          = true
Spectral_Drake_Spawn_Steppe        = false
Spectral_Drake_Spawn_Grass         = false
Spectral_Drake_Spawn_Tundra        = false
Spectral_Drake_Spawn_Dirt          = false
Spectral_Drake_Spawn_Sand          = false
Spectral_Drake_Spawn_Snow          = false
Spectral_Drake_Spawn_Marsh         = false
Spectral_Drake_Spawn_Cave          = false
Spectral_Drake_Spawn_Peat          = false
#
####################  Green Drake Vehicle Settings Max_Height_Diff determines how steep the can climb when mounted or hitched  #############################
Green_Drake_Vehicle_Max_Speed        = 70.0F
Green_Drake_Vehicle_Skill_Required  = 28.0F
Green_Drake_Vehicle_Max_Depth          = -0.7F
Green_Drake_Vehicle_Zaxis_Offset    = -0.01F
Green_Drake_Vehicle_Max_Height_Diff    = 0.04f
####################  Green Drake Non-Vehicle Move Settings - Max size is 200  ####################
Green_Drake_MoveRate            = 10
Green_Drake_Move_Speed          = 4.0F
Green_Drake_SizeX               = 60
Green_Drake_SizeY               = 60
Green_Drake_SizeZ               = 60
####################  Green Drake Skills Settings  ##############################
Green_Drake_Body_Strength       = 50.0F
Green_Drake_Body_Control        = 75.0F
Green_Drake_Body_Stamina        = 70.0F
Green_Drake_Mind_Logic          = 27.0F
Green_Drake_Mind_Speed          = 37.0F
Green_Drake_Soul_Strength       = 55.0F
Green_Drake_Soul_Depth          = 29.0F
Green_Drake_Weaponless_Fighting = 85.0F
Green_Drake_Fighting            = 80.0F
####################  Green Drake Offensive Settings  ###########################
Green_Drake_Aggression          = 0
Green_Drake_Hand_Damage         = 20.0F
Green_Drake_Kick_Damage         = 26.0F
Green_Drake_Bite_Damage         = 56.0F
Green_Drake_Head_Damage         = 58.0F
Green_Drake_Combat_Moves        = 1,2,6
Green_Drake_Combat_Damage_Type  = 2
Green_Drake_Max_Hunt_Range      = 10
Green_Drake_Base_Combat_Rating  = 70.0F
Green_Drake_Kick_Dam_String     = wingbuff
Green_Drake_Head_butt_Dam_String= tailwhip
####################  Green Drake Defensive Settings  ###########################
Green_Drake_Natural_Armour      = 1.0F
Green_Drake_Armour_Type         = 9
####################  Green Drake Other Settings  ###############################
Green_Drake_Creature_Types      = 3,4,7,9,12,14,27,30,32,41,42,62
Green_Drake_Items_Butchered     = 303,308,309,310,371,636
Green_Drake_Vision              = 3
Green_Drake_Alignment           = 100.0F
#Be careful when renaming the drake. You may need to edit the database to change the name of all drakes already spawned.
Green_Drake_Name                = Green Drake
Green_Drake_Desc                = This docile green drake looks happy as it sits ready to ride.
####################  Green Drake Natural Spawn Settings  #######################
Green_Drake_Spawn_Tree          = false
Green_Drake_Spawn_Steppe        = false
Green_Drake_Spawn_Grass         = true
Green_Drake_Spawn_Tundra        = false
Green_Drake_Spawn_Dirt          = false
Green_Drake_Spawn_Sand          = false
Green_Drake_Spawn_Snow          = false
Green_Drake_Spawn_Marsh         = false
Green_Drake_Spawn_Cave          = false
Green_Drake_Spawn_Peat          = false
#
####################  Red Drake Vehicle Settings Max_Height_Diff determines how steep the can climb when mounted or hitched  #############################
Red_Drake_Vehicle_Max_Speed            = 70.0F
Red_Drake_Vehicle_Skill_Required    = 28.0F
Red_Drake_Vehicle_Max_Depth          = -0.7F
Red_Drake_Vehicle_Zaxis_Offset        = -0.01F
Red_Drake_Vehicle_Max_Height_Diff    = 0.04f
####################  Red Drake Non-Vehicle Move Settings - Max size is 200  ####################
Red_Drake_MoveRate            = 10
Red_Drake_Move_Speed          = 4.0F
Red_Drake_SizeX               = 60
Red_Drake_SizeY               = 60
Red_Drake_SizeZ               = 60
####################  Red Drake Skills Settings  ##############################
Red_Drake_Body_Strength       = 50.0F
Red_Drake_Body_Control        = 75.0F
Red_Drake_Body_Stamina        = 70.0F
Red_Drake_Mind_Logic          = 27.0F
Red_Drake_Mind_Speed          = 37.0F
Red_Drake_Soul_Strength       = 55.0F
Red_Drake_Soul_Depth          = 29.0F
Red_Drake_Weaponless_Fighting = 85.0F
Red_Drake_Fighting            = 80.0F
####################  Red Drake Offensive Settings  ###########################
Red_Drake_Aggression          = 0
Red_Drake_Hand_Damage         = 20.0F
Red_Drake_Kick_Damage         = 26.0F
Red_Drake_Bite_Damage         = 56.0F
Red_Drake_Head_Damage         = 58.0F
Red_Drake_Combat_Moves        = 1,2,6
Red_Drake_Combat_Damage_Type  = 2
Red_Drake_Max_Hunt_Range      = 10
Red_Drake_Base_Combat_Rating  = 70.0F
Red_Drake_Kick_Dam_String     = wingbuff
Red_Drake_Head_butt_Dam_String= tailwhip
####################  Red Drake Defensive Settings  ###########################
Red_Drake_Natural_Armour      = 1.0F
Red_Drake_Armour_Type         = 9
####################  Red Drake Other Settings  ###############################
Red_Drake_Creature_Types      = 3,4,7,9,12,14,27,30,32,41,42,62
Red_Drake_Items_Butchered     = 303,308,309,310,371,636
Red_Drake_Vision              = 3
Red_Drake_Alignment           = 100.0F
#Be careful when renaming the drake. You may need to edit the database to change the name of all drakes already spawned.
Red_Drake_Name                = Red Drake
Red_Drake_Desc                = This docile red drake looks happy as it sits ready to ride.
####################  Red Drake Natural Spawn Settings  #######################
Red_Drake_Spawn_Tree          = false
Red_Drake_Spawn_Steppe        = false
Red_Drake_Spawn_Grass         = false
Red_Drake_Spawn_Tundra        = false
Red_Drake_Spawn_Dirt          = true
Red_Drake_Spawn_Sand          = false
Red_Drake_Spawn_Snow          = false
Red_Drake_Spawn_Marsh         = false
Red_Drake_Spawn_Cave          = false
Red_Drake_Spawn_Peat          = false
#
####################  White Drake Vehicle Settings Max_Height_Diff determines how steep the can climb when mounted or hitched  #############################
White_Drake_Vehicle_Max_Speed        = 70.0F
White_Drake_Vehicle_Skill_Required  = 28.0F
White_Drake_Vehicle_Max_Depth          = -0.7F
White_Drake_Vehicle_Zaxis_Offset    = -0.01F
White_Drake_Vehicle_Max_Height_Diff    = 0.04f
####################  White Drake Non-Vehicle Move Settings - Max size is 200  ####################
White_Drake_MoveRate            = 10
White_Drake_Move_Speed          = 4.0F
White_Drake_SizeX               = 60
White_Drake_SizeY               = 60
White_Drake_SizeZ               = 60
####################  White Drake Skills Settings  ##############################
White_Drake_Body_Strength       = 50.0F
White_Drake_Body_Control        = 75.0F
White_Drake_Body_Stamina        = 70.0F
White_Drake_Mind_Logic          = 27.0F
White_Drake_Mind_Speed          = 37.0F
White_Drake_Soul_Strength       = 55.0F
White_Drake_Soul_Depth          = 29.0F
White_Drake_Weaponless_Fighting = 85.0F
White_Drake_Fighting            = 80.0F
####################  White Drake Offensive Settings  ###########################
White_Drake_Aggression          = 0
White_Drake_Hand_Damage         = 20.0F
White_Drake_Kick_Damage         = 26.0F
White_Drake_Bite_Damage         = 56.0F
White_Drake_Head_Damage         = 58.0F
White_Drake_Combat_Moves        = 1,2,6
White_Drake_Combat_Damage_Type  = 2
White_Drake_Max_Hunt_Range      = 10
White_Drake_Base_Combat_Rating  = 70.0F
White_Drake_Kick_Dam_String     = wingbuff
White_Drake_Head_butt_Dam_String= tailwhip
####################  White Drake Defensive Settings  ###########################
White_Drake_Natural_Armour      = 1.0F
White_Drake_Armour_Type         = 9
####################  White Drake Other Settings  ###############################
White_Drake_Creature_Types      = 3,4,7,9,12,14,27,30,32,41,42,62
White_Drake_Items_Butchered     = 303,308,309,310,371,636
White_Drake_Vision              = 3
White_Drake_Alignment           = 100.0F
#Be careful when renaming the drake. You may need to edit the database to change the name of all drakes already spawned.
White_Drake_Name                = White Drake
White_Drake_Desc                = This docile white drake looks happy as it sits ready to ride.
####################  White Drake Natural Spawn Settings  #######################
White_Drake_Spawn_Tree          = false
White_Drake_Spawn_Steppe        = false
White_Drake_Spawn_Grass         = false
White_Drake_Spawn_Tundra        = false
White_Drake_Spawn_Dirt          = false
White_Drake_Spawn_Sand          = false
White_Drake_Spawn_Snow          = true
White_Drake_Spawn_Marsh         = false
White_Drake_Spawn_Cave          = false
White_Drake_Spawn_Peat          = fasle
#
####################################################################################
#############################  !Template!  #########################################
#######################  !Do Not Change Below!  ####################################
#############################  !Template!  #########################################
####################################################################################
####################  Template Drake Vehicle Settings Max_Height_Diff determines how steep the can climb when mounted or hitched  #############################
#Template_Drake_Vehicle_Max_Speed        = 70.0F
#Template_Drake_Vehicle_Skill_Required  = 35.0F
#Template_Drake_Vehicle_Max_Depth          = -0.7F
#Template_Drake_Vehicle_Zaxis_Offset    = -0.01F
#Template_Drake_Vehicle_Max_Height_Diff    = 0.04f
#####################  Template Drake Non-Vehicle Move Settings - Max size is 200  ####################
#Template_Drake_MoveRate            = 10
#Template_Drake_Move_Speed          = 4.0F
#Template_Drake_SizeX               = 60
#Template_Drake_SizeY               = 60
#Template_Drake_SizeZ               = 60
#####################  Template Drake Skills Settings  ##############################
#Template_Drake_Body_Strength       = 50.0F
#Template_Drake_Body_Control        = 75.0F
#Template_Drake_Body_Stamina        = 70.0F
#Template_Drake_Mind_Logic          = 27.0F
#Template_Drake_Mind_Speed          = 37.0F
#Template_Drake_Soul_Strength       = 55.0F
#Template_Drake_Soul_Depth          = 29.0F
#Template_Drake_Weaponless_Fighting = 85.0F
#Template_Drake_Fighting            = 80.0F
#####################  Template Drake Offensive Settings  ###########################
#Template_Drake_Aggression          = 0
#Template_Drake_Hand_Damage         = 20.0F
#Template_Drake_Kick_Damage         = 26.0F
#Template_Drake_Bite_Damage         = 56.0F
#Template_Drake_Head_Damage         = 58.0F
#Template_Drake_Combat_Moves        = 1,2,6
#Template_Drake_Combat_Damage_Type  = 2
#Template_Drake_Max_Hunt_Range      = 10
#Template_Drake_Base_Combat_Rating  = 70.0F
#Template_Drake_Kick_Dam_String     = wingbuff
#Template_Drake_Head_butt_Dam_String= tailwhip
#####################  Template Drake Defensive Settings  ###########################
#Template_Drake_Natural_Armour      = 1.0F
#Template_Drake_Armour_Type         = 9
#####################  Template Drake Other Settings  ###############################
#Template_Drake_Creature_Types      = 0,3,4,9,12,14,27,30,32,41,43,62
#Template_Drake_Items_Butchered     = 303,308,309,310,371,636
#Template_Drake_Vision              = 3
#Template_Drake_Alignment           = 100.0F
##Be careful when renaming the drake. You may need to edit the database to change the name of all drakes already spawned.
#Template_Drake_Name                = Template Drake
#Template_Drake_Desc                = This docile Template drake looks happy as it sits ready to ride.
#####################  Template Drake Natural Spawn Settings  #######################
#Template_Drake_Spawn_Tree          = false
#Template_Drake_Spawn_Steppe        = false
#Template_Drake_Spawn_Grass         = false
#Template_Drake_Spawn_Tundra        = false
#Template_Drake_Spawn_Dirt          = false
#Template_Drake_Spawn_Sand          = false
#Template_Drake_Spawn_Snow          = false
#Template_Drake_Spawn_Marsh         = false
#Template_Drake_Spawn_Cave          = false
#Template_Drake_Spawn_Peat          = fasle

Harvest Helper

Spoiler

# true: Harvesting while mounted is permitted
allowMountedHarvest=true
# true: players can issue /seasons to get the excat time until a season starts
enableSeasonsCommand=true
# true: a player will receive a message with the current and upcoming seasons (within a day) in the event window
enableSeasonsMotd=true

 

Hitch Limits

Spoiler

classname=net.bdew.wurm.hitchlimits.HitchLimitsMod
classpath=hitchlimits.jar
sharedClassLoader=true
#=== Settings ====
# Maximum BattleRatingTypeModifier of animals that can be hitched. Default is 1.
# Setting this to 8.4 will allow Champions of all ages to be hitched.
maxHitchableRating=8.4
# Bonus to strength skill when hitching, setting higher will allow weaker animals to be hitched.
hitchingStrengthModifier=1
# Minimum strength skill for speed calculations. Setting to higher values (20-ish) will allow weaker
# animals to drag carts/wagons with reasonable speed.
minimumStrengthCap=20
# Prevent previous pets from getting unhitched when new pet is tamed/charmed/etc.
preventUnhitchingExPets=false
# Pacify hitched creatures, preventing them from attacking
pacifyHitchedCreatures=true
# Prevent unhitching creatures even if they become too old for hitching.
# Even if this is false, the check will respect maxHitchableRating setting.
preventAgeUnhitching=true

Off Spring Names

Spoiler

classname=com.jpiolho.wurmmod.offspringnames.ModOffspringNames
classpath=JPWM_OffspringNames.jar
sharedClassLoader=true
# name: Replace built-in names
# type: boolean
# description: If true, disables Wurm default names. If false, default names will be appended.
# category: General
replaceBuiltInNames=true
# name: Check for duplicates
# type: boolean
# description: If true, checks for possible duplicated names
# category: General
checkDuplicate=true
# name: Name method
# type: choice
# values: None=0,Wurm=1
# description: The method which is used for choosing the names for offsprings
# category: General
nameMethod=0
# name: Enable naming tag
# type: boolean
# description: If true, the naming tag item will be enabled
# category: General
namingTag=true
# name: Allow Tag crafting
# type: boolean
# description: If false, the naming tag will not be craftable
# category: General
namingTagCrafting=true
# name: Tag horses
# type: boolean
# description: If true, horses are allowed to be tagged
# category: Animals
allowHorse=true
# name: Tag cows & bulls
# type: boolean
# description: If true, cows and bulls are allowed to be tagged
# category: Animals
allowCowBull=true

Mark and Recall

Spoiler

classname=com.pveplands.markandrecall.MarkAndRecall
classpath=MarkAndRecall.jar

# Item template ID for the recall rune, this should not
# be changed after loading the mod, and instances of the
# item have been created.
#
# If you know how to work with SQL, you might already be
# aware of WU's database structure. Changing the ID while
# the server is shut down, should work.
#
# Generally though to avoid any malforming of items, do
# not change the template ID. The option exists to easily
# resolve possible mod conflicts that add items, but do not
# provide an option to change their IDs for example.
#
# [default: 4205, min: 4200, max: 32767]
runeTemplateId=4205

# Whether or not to log marking and recalling as INFO.
#
# [default: false]
logMark=false
logRecall=false

# Account powers required to reload the config file
# during runtime, and to edit the options in-game
# via menu.
#
# At this time, editing the options in-game will
# remove all of these comments.
#
# If you don't have powers higher than 5, setting
# the required power level higher than that, will
# disable the option.
reloadConfigPower=5
configInterfacePower=5

# Whether or not to play the lightning effect when
# arriving via recall.
#
# [default: true]
lightningEffect=true

# Whether or not to play a proximity sound when
# arriving via recall.
#
# [default: true]    
playSound=true

# What sound effect to play when arriving via
# recall.
#
# [default: sound.combat.hit.zombie]
sound=sound.combat.hit.zombie

# Whether or not you can mark runes in caves.
#
# [default: true]
undergroundMark=false

# Whether or not you can recall out of caves.
#
# [default: true]
undergroundRecall=false

# Can you mark runes on tiles that are in water?
#
# [default: true]
waterMark=true

# Can you recall to tiles that are in water?
#
# [default: true]
waterRecall=true

# Can you mark runes in holy zones (e.g. white/black light)?
#
# [default: false]
holyMark=true

# Can you use runes that put you into a holy zone?
#
# [default: true]
holyRecall=true

# Can you mark runes on lava tiles?
#
# [default: true]
lavaMark=false

# Can you recall to tiles that are lava?
#
# [default: true]
lavaRecall=false

# Can you mark runes in villages or village perimeters
# even though you don't have the Cast Spell permission?
#
# On PvP servers, you may always cast spells in villages.
# You should not be able to mark in houses though.
#
# [default: false]
villageMark=true

# Can you recall to rune location that are in villages
# or villages perimeters even though you don't have the
# Cast Spell permission?
#
# On PvP servers, you may alwas cast spells in villages.
# You should not be able to recall into houses though.
#
# [default: false]
villageRecall=true

# Can you mark runes on very steep tiles?
#
# [default: true]
steepMark=false

# Can you recall to rune locations that put you
# on very steep tiles, possibly killing you?
#
# [default: true]
steepRecall=false

# The maximum slope in either north-south or east-west
# direction, applies seperately to steepMark (whether
# or not it checks the slope for marking), and
# steepRecall (whether or not it checks the slope
# when recalling).
#
# A value of 0 requires a tile to be flat.
#
# [default: 24, min: 0, max: 32767]
maxSlope=24

# Can you overwrite runes that are already marked?
#
# [default: false]
allowRemark=true

# How far you have to be away from the target location
# in tiles to use the recall function. A value of 0
# effectively disables the minimum distance.
#
# [default: 0, min: 0, max: 2147483647]
minRecallDistance=0

# The farthest you can recall in tiles, a value of 0
# will effectively disable this option.
#
# [default: 0, min: 0, max: 2147483647]
maxRecallDistance=0

# The maximum action time for marking and recalling
# in tenths of seconds (10 = 1 second).
#
# [default: 150, min: 10, max: 2147483647]
maxActionTime=150

# The minimum action time for marking and recalling
# in tenths of seconds (10 = 1 second).
#
# [default: 40, min: 10: max: 2147483647]
minActionTime=40

# When set to true, the action timer will be longer,
# the farther you're recalling.
#
# [default: false]
actionTimeDistance=false

# How many tiles it needs to add a full second to the
# action timer, if actionTimeDistance is set to true.
#
# [default: 100, min: 1, max: 2147483647]
tilesPerSecond=100

# The minimum quality level for a rune to be usable for
# marking or recalling.
#
# If you wanted this to be a high-end item, you can set
# this very high. Improving items past 95 is very time
# consuming.
#
# [default: 10.0, min: 0.0, max: 100.0]
minUsableQuality=10.0

# Whether or not the rune loses some quality between
# 0.0 and 1.0 when used for recalling.
#
# This is NOT mutually exclusive with the takeDamage
# option.
#
# [default: true]
loseQuality=true

# Whether or not the rune takes some damage between
# 0.0 and 1.0 when used for recalling.
#
# This is NOT mutually exclusive with the loseQuality
# option.
#
# [default: false]
takeDamage=true

# Whether or not the distance you can use recall, depends
# on the rune's quality. This is linear to the server's
# map size.
#
# A quality level of 23 means, you can recall 23 % of the
# server's map size in tiles. On a 4096 server, that's
# 942 tiles.
#
# The maximum number of tiles is further limited by the
# maxRecallDistance option.
#
# [default: true]
qualityDistance=true

# Whether or not lead creatures will also teleport (you
# will stop leading though, an effect of the teleport
# function).
#
# [default: true]
allowLeading=true

# Crafting skill used for the recall rune.
#
# [default: 10067] (Channeling)
craftSkill=10067

# Difficulty to craft the recall rune.
#
# [default: 40.0, min: 1.0, max: 300.0]
craftDifficulty=40.0

# Skill used when marking and recalling,
# a value of 0 disables the skill check. The required
# power of the skill check is relative to the map
# size. To travel 50 % of the map's size, the power
# of the skill check must be at least 50 (it ranges
# from -100 to 100 or so).
#
# [default: 0]
castSkill=0

# The difficulty for the cast skill check.
#
# [default: 40.0, min: 1.0, max: 300.0]
castDifficulty=40.0

# The favor cost of mark and recall.
#
# [default: 30.0, min: 1.0, max: 300.0]
castFavor=30.0

Meditate Mod

Spoiler

classname=org.gotti.wurmunlimited.mods.meditatemod.MeditateMod
classpath=meditatemod.jar
# true: Automatically succeed at skill checks for entering a trance (avoiding the "you fail to relax") and for getting a path question.
# false: No effect
autoPassSkillChecks=true
# true: No delay between the first 5 skill gains.  After that, the 3hr cooldown applies.
noMeditateDelay=true
# true: Disable a change between the first 5 skill gains per day and any later ones.  In conjuction with
#        noMeditateDelay above, you can have no meditation delays at all.
#        If this is true and that is not, then any skill gains must be 30 minutes apart, but that applies to
#        ALL meditation skill gains, not just the first 5 per day.
unlimitedMeditations=true
# true: disable distance-moved requirement for meditation skill gains.
noMeditateDistance=true
# This acts as a multiplier for delays between path questions.
# Setting it to 0.0f will disable those delays.  1.0f will leave them at the default.
# Setting it to 0.5 will halve the delays, 0.25f will cut them by a quarter, 2.0f will double them, etc.
pathLevelDelayMultiplier=1.0f
# true: use the custom meditation time below
# false: no effect
useCustomTime=true
# If useCustomTime above is true, then this is how long meditations will take, in tenths of a second
# (Example: 300 would mean a meditation takes 30 seconds)
customTime=300
# Delay for joining a new path after leaving an old one.  Default: 86400000
pathChangeDelay=86400000
# Maximum meditation level a player may reach.
maxLevel=15

Move Mod

Spoiler

classname=net.bdew.wurm.movemod.MoveMod
classpath=movemod.jar
sharedClassLoader=true
# ========= General Settings ========
# Player weight limit, grams per BS skill
weightLimit=7000
# First level of slowdown (to 3/4 speed)
slowWeight=2000
# Second level of slowdown (to 1/4 speed)
encumberedWeight=3500
# Final level of slowdown (to 1/20 speed)
cantMoveWeight=7000
# Player walking speed multiplier
playerSpeedMultiplier=1.2
# Global speed multiplier for creatures (when moving on their own, not as mounts)
creatureSpeedMultiplier=1
# ============ Creatures ============
# Parameters: speed,maxDepth,maxHeight,maxSlope,skill
# speed - Base speed (unknown unit)
# maxDepth - Mount will not go into water deeper than that (meters)
# maxHeight - Mount will not go above given height (meters)
# maxSlope - Maximum slope vehicle can pass (unknown unit)
# skill - Required BC skill to drive
# ===================================
# Brown cow
creature@3=17,-0.7,2500,0.04,19
# ===================================
# Brown bear
creature@12=20,-0.7,2500,0.04,23
# ===================================
# Red dragon
creature@16=35,-0.7,2500,2000,30
# ===================================
# Green dragon hatchling
creature@17=33,-0.7,2500,2000,29
# ===================================
# Black dragon hatchling
creature@18=33,-0.7,2500,2000,29
# ===================================
# White dragon hatchling
creature@19=33,-0.7,2500,2000,29
# ===================================
# Unicorn
creature@21=33,-0.7,2500,0.04,26
# ===================================
# Wild boar
creature@37=20,-0.7,2500,0.04,24
# ===================================
# Rabid hyena
creature@40=20,-0.7,2500,0.04,24
# ===================================
# Bull
creature@49=17,-0.7,2500,0.04,23
# ===================================
# Crocodile
creature@58=11,-2500,2499,0.04,25
# ===================================
# Scorpion
creature@59=17,-0.7,2500,0.04,25
# ===================================
# Horse
creature@64=32,-0.7,2500,0.04,21
# ===================================
# Hell Horse
creature@83=36,-0.7,2500,0.04,31
# ===================================
# Black dragon
creature@89=35,-0.7,2500,2000,30
# ===================================
# Green dragon
creature@90=35,-0.7,2500,2000,30
# ===================================
# Blue dragon
creature@91=35,-0.7,2500,2000,30
# ===================================
# White dragon
creature@92=35,-0.7,2500,2000,30
# ===================================
# Red dragon hatchling
creature@103=33,-0.7,2500,2000,29
# ===================================
# Blue dragon hatchling
creature@104=33,-0.7,2500,2000,29
# ============ Vehicles =============
# Parameters: speed,maxDepth,maxHeight,maxSlope,windImpact,loadDistance,skill
# speed - Base speed (unknown unit)
# maxDepth - Vehicle will not go into water deeper than that (meters)
# maxHeight - Vehicle will not go above given height (meters)
# maxSlope - Maximum slope vehicle can pass (unknown unit)
# windImpact - How much wind affects speed (unknown unit)
# loadDistance - Maximum distance from which items can be loaded (meters)
# skill - Required ML skill to drive
# ===================================
# large cart
vehicle@539 = 1,-0.7,2500.0,0.04,0,4,20.1
# ===================================
# wagon
vehicle@850 = 1,-0.7,2500.0,0.04,0,4,21
# ===================================
# ship transporter
vehicle@853 = 1,-1.5,2500.0,0.04,0,4,20.1
# ===================================
# rowing boat
vehicle@490 = 5,-2500.0,-0.5,2000.00,10,6,19
# ===================================
# sailing boat
vehicle@491 = 5,-2500.0,-0.5,2000.00,30,6,20.1
# ===================================
# cog
vehicle@540 = 2,-2500.0,-2.0,2000.00,80,12,22
# ===================================
# corbita
vehicle@541 = 3,-2500.0,-2.0,2000.00,60,12,21
# ===================================
# knarr
vehicle@542 = 4,-2500.0,-0.5,2000.00,50,8,23
# ===================================
# caravel
vehicle@543 = 3,-2500.0,-2.0,2000.00,70,12,24
# ========== Boat Hitching ==========
# WARNING: This system is experimental and might be buggy, enable at your own risk
# Set to true to enable related tweaks to movement code
enableBoatHitching=false
# Parameters: pairs,xOffset,xDelta,yOffset
# pairs - Number of pairs of animals that can be hitched
# xOffset - Offset of first pair on X axis - positive toward front (meters)
# xDelta - Offset between pairs of animals on X axis (meters)
# yOffset - Offset of each animal on Y axis - to right/left (meters)
# ===================================
# Warning: Must have a matching vehicle entry above!
# Warning: This is for boats, any other kind of item/vehicle will most likely not work correctly.
# ===================================
# rowing boat
hitch@490=1,1,1,1
# ===================================
# sailing boat
hitch@491=1,1,1,1
# ===================================
# cog
hitch@540=2,1,1,2
# ===================================
# corbita
hitch@541=2,1,1,2
# ===================================
# knarr
hitch@542=3,-1,1,1.5f
# ===================================
# caravel
hitch@543=3,-1,1,2.5f

Poll Spawner Mod

Spoiler

# suppress inspection "UnusedProperty"
classname = org.ausimus.wurmunlimited.mods.pollspawner.Initiator
# suppress inspection "UnusedProperty"
classpath = PollSpawner.jar
# suppress inspection "UnusedProperty"
sharedClassLoader = true

# If true Rift Items like plants, rocks, and crystal will spawn
spawnRiftItems = true

# Enables heavy messaging to the client each time an item is spawned.
# Prolly don't want this set to true unless you like being lynched by your player-base.
debugMode = false

# If true spawn amount will be calculated at WorldSizeX / 50 (4096 map / worldSizeMathDivider(50) = 82).
useWorldSizeMath = true
# This is the divider when above is set to true Lower = more, with a max value of WorldSizeX @ 1 cannot be < 1.
# Ignore if above set false.
worldSizeMathDivider = 50

# If useWorldSizeMath is set to false please supply a max spawn amount ignore if useWorldSizeMath true.
MaxCount = 128

# Time in seconds between each poll iteration.
pollTime = 5

# Should the spawned items be of random rarity?
useRandomRarity = true
# If above is false what rarity should be spawned? Should not be not < 0 and not > 3.
# 0 = No rarity, 1 = Rare, 2 = Supreme, 3 = Fantastic
itemRarityLevel = 0

# Should we spawn rift creatures?
spawnRiftCreatures = true

Move to Center Mod

Sacrifice Mod

Salve Mod

Spoiler

classname=org.gotti.wurmunlimited.mods.salvemod.SalveMod
classpath=salvemod.jar
# true: Healing covers are named for their total power, then ingredients
# false: No effect
nameByPower=true

Server Tweaks Mod

Spoiler

classname=org.gotti.wurmunlimited.mods.servertweaks.ServerTweaks
classpath=servertweaks.jar
#Adds developer commands
addDevCommands=true
#Power level required if dev commands enabled. They all still require the player to have the "CM" flag enabled to work (#setmuter)
cmdEventPower=0
cmdUniqueSpawnPower=5
cmdKingMePower=5
#Makes traders & merchants immortal to disable exploits for fight skill & economy.
immortalTraders=true
#When true, will put players into CA HELP by default, instaed of requiring it to be turned on through profile.
# Note: This method might not work all the time!
# If you want a sure-fire way to enable it always, set PAWINDOW to true by default in your wurmplayers.db
caHelpDefault=true
#When true, sets the server's "Chaos" setting to false.
disableChaos=true
#When enabled, reduces the timer for which new uniques can spawn by the amount set. Default is 14 days.
# uniqueTimerReduction: Listed in milliseconds. Higher values reduce the value. Lower values increase the timer.
reduceUniqueTimer=true
uniqueTimerReduction=950400000
#Logs a message saying the server tried to spawn a unique when enabled.
logUniques=true
#Fixes the Steam Duplicate Authentication error.
fixSteamDupeAuthentication=true
#Enables structures and fences to be built within 20 tiles of the Altar of Three and Huge Bone Altar.
buildOnHolyGround=true
#Disables twitter messages like "Libila summons the Drakespirits" and others from the Valrei Hex Map if enabled.
disableEpicMapTwitter=true
#Enables WL and BL priests to work together, casting defensive spells and heals on eachother.
# The default mechanic will say "Libila does not accept the infidel (player)!" or similar when you try to cast something.
# Setting this to true disables that message from occuring, and allows Libila to be accepted by WL players and vice-versa.
removeInfidelError=true
#When enabled, "leecher" players no longer get hide or scale from dragon and hatchling slayings.
# A "leecher" is defined by the base WU game as NOT having one of the following be true:
# 65 Fighting OR 30 Body Strength OR 30 Body Stamina OR Priesthood for any god.
noDragonLeeching=true
#When enabled, disables sermons entirely.
disableSermons=true
#When enabled, disables fatigue from exhausting player actions.
# Fatigue values are still tracked, but when the player is out of fatigue, they can still make actions.
disableFatigue=true
#GM Improvements:
# gmUncapEnchants - Allows GM's to use the Item -> Enchants menu to set items above 104. The new max is 999.
gmUncapEnchants=true
# gmRemoveConditionChecks - Allows GM's to spawn conditioned animals (Greenish, Lurking, Raging, Champion, etc.)
#    with Specials -> Summon for animals that normally are unable to have that setting.
gmRemoveConditionChecks=true
# Authenticates the player using their Steam ID as the password instead of... whatever password they decide to use.
trueSteamAuthentication=true
#If true, will print debug messages and log heavily.
debug=true

Spell Craft Mod

Spoiler

classname=mod.sin.spellcraft.SpellcraftMod
classpath=spellcraft.jar
sharedClassLoader=true
#If true, will print debug messages and log heavily.
debug=true

# -- Mod configuration section -- #
#maximumPlayerFaith: Sets a new maximum faith. I don't know what the maximum technical value for this might be, but it should be fine up to 999.
maximumPlayerFaith=200
#priestFaithRequirement: Sets a new faith requirement for priesthood. This must be between 1 and 30. Players still cannot gain faith after 30 without being a priest, but this allows them to priest before then if changed.
priestFaithRequirement=10.0
#scalePrayerGains: Scales player faith gains during prayer to the new maximum faith.
scalePrayerGains=true
#newFavorRegen: New favor regeneration that takes into account a changed maximum faith, and overall improves passive favor regeneration.
# This system also utilizes Channeling skill to increase passive favor regeneration. It also allows the Court Magus/Shaman titles to actually grant double favor regeneration (they do not function without this).
# Finally, it increases the ticks to 1 per second instead of 1 per 10 seconds, then divides favor gains by 10. This makes favor gain smoother, reducing the "jumps" when below 1 favor and stabilizing favor gain at higher rates.
newFavorRegen=true
#showCreatureSpellEffects: If true, this will allow you to see creature spell effects such as Excel, Truehit, and Oakshell on creatures, much like how enchants are shown when you examine an item.
#These will also show to enemy players on examine. Please be aware of this before using on a PvP server.
# Example: [16:52:37] Truehit has been cast on it, so it has combat vision and aiming. [84]
showCreatureSpellEffects=true
#useNewDamageModifier: This modifies the Damage Modifier formula to one created by a mathematician to improve and balance items improved beyond quality 90. There isn't enough space to explain how it works in this property file.
#Please see my post when I first created it for further details, under the "Damage Modifier Changes" section here: https://forum.wurmonline.com/index.php?/topic/145952-wyvern-reborn/#comment-1518627
#The post includes multiple graphs and a spreadsheet demonstrating how it changes damage on items in general. I highly recommend setting this value to true, as it encourages and rewards players achieving 100 skill.
useNewDamageModifier=true
#improvedEnchantGrouping: This modifies how enchanting groups work slightly, making them more efficient and also allowing for other various improvements. This will also increase the accuracy of fail messages:
# Old message: [21:01:38] The longsword is already enchanted with something that would negate the effect.
# New message: [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of ages.
#Note: Without this option set, custom spells will have no proper grouping assigned, and will be allowed to be casted on anything that can be enchanted with disregard to other enchants that exist.
improvedEnchantGrouping=true

# -- Rite changes -- #
#Rites in Wurm Unlimited are tuned for hundreds of players playing. Most servers don't have that type of playerbase, so these options are intended to allow server owners to attune the rites to their server population.
#The "favor" mentioned here is favor of the deity that supplies the spell, not the player. Each time a player prays to a deity, the deity obtains 1 favor. Some other minor actions also give deity favor.
#This configuration allows you to edit how much each favor each rite requires to cast, and the cost of the cast to the deity favor bar.
riteHolyCropFavorReq=2000
riteHolyCropFavorCost=1000
riteDeathFavorReq=2000
riteDeathFavorCost=1000
riteSpringFavorReq=2000
riteSpringFavorCost=1000
riteSunFavorReq=2000
riteSunFavorCost=1000
#When Holy Crop is cast, enabling this option will give all bred creatures on the server a chance to obtain a "Gensis" cast, removing a random negative trait.
riteHolyCropMassGenesis=true
#Chance for each creature to get a genesis. 1 in N chance to occur, where N is the value below. Default is 5 for a 1/5 chance of genesis.
riteHolyCropGenesisChance=5
#Maximum amount of players required in the vicinity to cast Rite of Spring (works by default with (total active players / 15) as the alternative)
riteSpringPlayersRequired=5

# -- Default spell tweak options -- #
#scornHealWithoutDamage: This allows Scorn of Libila to apply the maximum of 2 wounds healed, even without dealing damage. This should make it more useful in unique fights or when there's not many targets to hit.
scornHealWithoutDamage=true

# -- Custom Spell configuration section -- #
#This next section is for enabling or disabling spells in their entirety. A value of true will enable the spell. A value of false will disable the spell.
#Harden: Enchant applicable to most items. Reduces the damage taken by the enchanted item; 50 power grants 15% reduction; 100 power granting 30% reduction.
spellEnableHarden=true
#Phasing: Weapon enchant that increases the opponent's shield skill check difficulty. In laymans terms, it makes it so shields block attacks from a Phasing weapon less.
spellEnablePhasing=true
#Summon Soul: Summons a player to the location of the caster.
spellEnableSummonSoul=true
#For god configuration, put -1 instead of ID numbers to enable it for all gods. God ID's:
# Fo - 1; Magranon - 2; Vynora - 3; Libila - 4; Custom - Please check your wurmdeities.db and use the "ID" for the god you wish to add.
#For cooldown configuration, time is in milliseconds. 5000 is 5 seconds.
#>Harden<
hardenGods=-1
hardenCastTime=20
hardenCost=30
hardenDifficulty=60
hardenFaith=40
hardenCooldown=0
#>Phasing<
phasingGods=-1
phasingCastTime=20
phasingCost=30
phasingDifficulty=60
phasingFaith=60
phasingCooldown=0
#phasingPowerMultiplier: Phasing increases the difficulty of shield blocks depending on the power of the enchant. The difficulty increase is equivalent to the power of the cast multiplied by this value.
# Example: 70 cast with 0.5 multiplier would result in a 35 difficulty increase on block. 80 cast with 0.25 multiplier would result in a 20 difficulty increase on block.
phasingPowerMultiplier=0.5
#>Summon Soul<
summonSoulGods=-1
summonSoulCastTime=300
summonSoulCost=120
summonSoulFaith=80
summonSoulCooldown=0

# -- Default spell modifications -- #
#This section will allow you to put custom values on all the default spells in the game. It will allow you to edit their cast time, cost, difficulty, faith requirement, and cooldown.
#Simply add a property with the field you want to edit, then a dash and number. No two properties can be the same, so ensure they are all unique.
#The spell names are CASE AND SPACE SENSITIVE. Type them exactly as they appear in-game on the spell list.
#Here is a few examples so you can get started:
#> Setting Scorn of Libila cast time to 10 seconds instead of 15:
casttime-1:Scorn of Libila,10
#> Setting Strongwall cast time to 60 seconds instead of 180:
casttime-2:Strongwall,60
#> Setting Weakness cost to 30 favor instead of 50:
cost-1:Weakness,30
#> Setting Genesis to cost 70 favor instead of 30:
cost-2:Genesis,70
#> Setting Light of Fo difficulty to 60 instead of 40:
difficulty-1:Light of Fo,60
#> Setting Dark Messenger difficulty to 30 instead of 40:
difficulty-2:Dark messenger,30
#> Setting Locate Artifact favor requirement to 90 instead of 80:
faith-1:Locate Artifact,90
#> Setting Zombie Infestation faith requriement to 70 instead of 50:
faith-2:Zombie infestation,70
#Note: Cooldowns use milliseconds. 5000 = 5 seconds.
#> Setting Drain Stamina cooldown to 1 minute instead of 30 seconds:
cooldown-1:Drain stamina,60000

#> Custom spell changes for my server specifically
cost-100:Bearpaws,15
cost-101:Bloodthirst,40
cost-102:Dirt,15
cost-103:Drain stamina,35
cost-104:Forest Giant Strength,21
cost-105:Goat shape,15
cost-106:Hell strength,21
cost-107:Humid Drizzle,10
cost-108:Mend,18
cost-109:Opulence,8
cost-110:Scorn of Libila,60
cost-111:Weakness,22
faith-100:Bearpaws,15
faith-101:Bless,1
faith-102:Dispel,3
faith-103:Cure light,20
faith-104:Cure medium,32
faith-105:Cure serious,44
faith-106:Dirt,18
faith-107:Dominate,50
faith-108:Drain health,16
faith-109:Drain stamina,60
faith-110:Excel,55
faith-111:Fireheart,20
faith-112:Fo's touch,45
faith-113:Forest Giant Strength,28
faith-114:Goat shape,22
faith-115:Heal,50
faith-116:Hell strength,28
faith-117:Human's demise,50
faith-118:Humid Drizzle,15
faith-119:Holy Crop,150
faith-120:Land of the dead,150
faith-121:Libila's shielding,45
faith-122:Light of Fo,75
faith-123:Light token,10
faith-124:Magranon's shield,45
faith-125:Mass stamina,55
faith-126:Mind stealer,65
faith-127:Morning Fog,5
faith-128:Nimbleness,70
faith-129:Nolocate,25
faith-130:Opulence,10
faith-131:Phantasms,47
faith-132:Rebirth,50
faith-133:Rite of Death,150
faith-134:Rite of Spring,150
faith-135:Ritual of the Sun,150
faith-136:Rotting Gut,10
faith-137:Scorn of Libila,75
faith-138:Sixth Sense,15
faith-139:Smite,120
faith-140:Tangle Weave,25
faith-141:Truehit,55
faith-142:Vessel,15
faith-143:Vynora's hand,45
faith-144:Ward,33
faith-145:Weakness,18
faith-146:Wild Growth,37
faith-147:Worm Brains,28

# -- Deity spell additions -- #
#This section allows you to add default spells to deities, based on id.
#Format had to change a little from how spell modifications were handled. Use a semicolon after the spell name, then commas to separate god ID's.
# Note: Only one instance of a spell can exist for either addition or removal. If you have 2 separate entries referring to the same spell, only one will work.
#> Adding Willowspine to Magranon, Libila, and player deity
addspell-1:Willowspine;3,4,101
#> Adding Genesis to all gods
#addspell-2:Genesis;-1
#> Removing Deity Demise spells from all gods (they don't work)
removespell-1:Fo's demise;-1
removespell-2:Libila's demise;-1
removespell-3:Magranon's demise;-1
removespell-4:Vynora's demise;-1
#> Removing Mole Senses and Sunder
removespell-5:Mole Senses;-1
removespell-6:Sunder;-1

#> Custom spell changes for my server specifically
addspell-100:Blessings of the Dark;101
addspell-101:Dominate;102
addspell-102:Dragon's demise;101
addspell-103:Frantic charge;102
addspell-104:Genesis;101
addspell-105:Humid Drizzle;101
addspell-106:Life Transfer;101
addspell-107:Light of Fo;102
addspell-108:Light token;102
addspell-109:Mend;101
addspell-110:Rebirth;102
addspell-111:Refresh;101
addspell-112:Rotting Touch;101
addspell-113:Smite;102
addspell-114:Strongwall;102
addspell-115:Weakness;102
addspell-116:Web Armour;102
removespell-100:Blessings of the Dark;102
removespell-101:Cure light;102
removespell-102:Dominate;101
removespell-103:Drain stamina;101
removespell-104:Fire Pillar;101
removespell-105:Fo's touch;102
removespell-106:Fungus Trap;101,102
removespell-107:Lurker in the Deep;101
removespell-108:Magranon's shield;102
removespell-109:Mend;102
removespell-111:Morning Fog;101,102
removespell-112:Nimbleness;101
removespell-113:Phantasms;101
removespell-114:Refresh;102
removespell-115:Reveal Creatures;102
removespell-116:Shard of Ice;101
removespell-117:Sixth Sense;101
removespell-118:Smite;101
removespell-119:Tangle Weave;101
removespell-120:Tentacles;101,102
removespell-121:Tornado;101,102
removespell-122:Vynora's hand;102
removespell-123:Wisdom of Vynora;101,102

# List of all existing spell names:
#Animal's demise ; Aura of shared pain ; Bearpaws ; Bless ; Blessings of the Dark ; Bloodthirst ; Break Altar ; Charm animal ; Circle of Cunning ; Continuum ; Courier ;
#Cure light ; Cure medium ; Cure serious ; Dark messenger ; Dirt ; Disease ; Disintegrate ; Dispel ; Dominate ; Dragon's demise ;
#Drain health ; Drain stamina ; Excel ; Fire Pillar ; Fireball ; Fireheart ; Flaming Aura ; Fo's demise ; Fo's touch ; Forecast ;
#Forest Giant Strength ; Frantic charge ; Frostbrand ; Fungus ; Fungus Trap ; Genesis ; Goat shape ; Heal ; Hell strength ; Holy Crop ;
#Human's demise ; Humid Drizzle ; Ice Pillar ; Incinerate ; Karma Bolt ; Karma Missile ; Karma Slow ; Land of the dead ; Libila's demise ; Libila's shielding ;
#Life Transfer ; Light of Fo ; Light token ; Lightning ; Locate Artifact ; Locate Soul ; Lurker in the Dark ; Lurker in the Deep ; Lurker in the Woods ; Magranon's demise ;
#Magranons shield ; Mass stamina ; Mend ; Mind stealer ; Mirrored Self ; Mole Senses ; Morning Fog ; Nimbleness ; Nolocate ; Oakshell ;
#Opulence ; Pain Rain ; Phantasms ; Rebirth ; Refresh ; Reveal Creatures ; Reveal Settlements ; Rite of Death ; Rite of Spring ; Ritual of the Sun ;
#Rotting Gut ; Rotting Touch ; Rust Monster ; Scorn of Libila ; Selfhealers's demise ; Shard of Ice ; Sixth Sense ; Smite ; Sprout trees ; Stoneskin ;
#Strongwall ; Summon ; Summon Skeleton ; Summon Worg ; Summon Wraith ; Sunder ; Tangle Weave ; Tentacles ; Tornado ; True Strike ;
#Truehit ; Venom ; Vessel ; Vynora's demise ; Vynora's hand ; Wall of Fire ; Wall of Ice ; Wall of Stone ; Ward ; Weakness ;
#Web Armour ; Wild Growth ; Willowspine ; Wind of ages ; Wisdom of Vynora ; Worm Brains ; Wrath of Magranon ; Zombie infestation

Spell Mod

Spoiler

# true: Remove priest restrictions
# false: No effect
removePriestRestrictions=true
# Limit spells to at most that much favor. A number below 100 will remove the need for linking with other priests
favorLimit=90
# true: Allow a priest to cast all spells
# false: No effect
allowAllSpells=false
# true: Allow a priest to cast spells from the same light. (i.e. Fo priests can cast Vyn and Mag spells but not Lib spells)
# false: No effect
allowLightSpells=true
# true: There are no restrictions on the number of faith gains per day
# false: Only 5 faith gains per day are possible
unlimitedPrayers=true
# true: There is no delay between faith gains
# false: Prayers only yield faith if they are at least 20 minutes apart
noPrayerDelay=false

Starter Gear Mod

Spoiler

classname=org.gotti.wurmunlimited.mods.startergear.StarterGear
classpath=startergear.jar
#Format: Item-[internal id]=(templateId),(quality),(amount),(isStarter)
# internal id - This is just an internal index for debugging purposes. If your config is incorrect, it will reference this value.
# templateId - The ID for the item you want to create. Reference ItemList.java to find the template ID for the items you want.
# quality - The quality you want the item to spawn in. Floating point values accepted.
# amount - It will give this many of the item to the player.
# isStarter - Whether or not it can be improved. When true, item cannot be repaired. When false, acts as if created normally.

#After weapons and armour are created, the player attempts to "equip" everything available.
weapon-1=swordLong,50.0,1,true
weapon-2=shieldLargeMetal,50.0,1,true
armour-1=leatherGlove,30.0,2,true
armour-2=leatherBoot,30.0,2,true
armour-3=leatherSleeve,30.0,2,true
armour-4=leatherJacket,30.0,1,true
armour-5=leatherCap,30.0,1,true
armour-6=leatherHose,30.0,1,true
armour-7=toolbelt,20.0,1,true
armour-8=backPack,10.0,1,true
#Recommend keeping the mirror as-is.
item-1=handMirror,20.0,1,false
item-2=flintSteel,50.0,1,true
item-3=bowlPottery,2.0,1,true
item-4=rope,10.0,1,true
item-5=compass,30.0,1,true
item-6=tent,30.0,1,true
item-7=deedStake,30.0,1,true
item-8=hatchet,30.0,1,true
item-9=knifeCarving,10.0,1,true
item-10=shovel,10.0,1,true
item-11=saw,10.0,1,true
item-12=pickAxe,10.0,1,true
item-13=rake,10.0,1,true
item-14=skinWater,10.0,1,true
item-15=fireworks,99.0,1,true
item-16=mallet,10.0,1,true

#Some example configs past the defaults:
# 1 mallet, 10ql
#item-14=hammerWood,10.0,1,true
# 5 small iron nails, 10ql
#item-15=nailsIronSmall,10.0,5,false

#Template ID Reference Paste:
# http://pastebin.com/teC3pYsD

#If true, will print debug messages and log heavily.
debug=true

Survival Mod

Spoiler

classname=org.talor.wurmunlimited.mods.survival.Survival
classpath=survival.jar
# true: Enable temperature survival mechanics
# false: Disable temperature survival mechanics
enableTemperatureSurvival=true
# true: Players with newbie buffs ARE NOT affected by the temperature survival mechanics
# false: Players with newbie buffs ARE affected by the temperature survival mechanics
newPlayerProtection=false
# true: GMs ARE NOT affected by the temperature survival mechanics
# false: GMs ARE affected by the temperature survival mechanics
gmProtection=false
# true: Outputs lots of information that is useful for testing
# false: Keeps your server console nice and clean
verboseLogging=false
# Difficulty setting - modifies overall temperature
# 1 is easy mode, 0 is normal mode, -1 is hard mode. Other settings are possible, but not recommended.
difficultySetting=0
# Maximum Wound Size
# Recommended setting is 2000 - only change if you know what you are doing
maxWoundSize=2000
# true: Enable water disease mechanics
# false: Disable water disease mechanics
enableWaterDisease=true
# true: Enable different growing seasons for each crop
# false: Crops grow normally all year around
enableCropSeasons=true
# true: Colder in the north, warmer in the south
# false: Temperature is the same across the whole map
northSouthMode=true

Tax Mod

Spoiler

classname=org.gotti.wurmunlimited.mods.taxconfig.TaxConfig
classpath=taxconfig.jar
#Amount of days that players have of a "grace period" before the tax increase begins
gracePeriodDays=10
#Amount to increase taxes (as a decimal) per day gone
increasePerDay=0.03
#If true, will print debug messages and log heavily.
debug=false

Taxidermy Mod

Spoiler

classname=net.bdew.wurm.taxidermy.TaxidermyMod
classpath=taxidermy.jar
sharedClassLoader=true
# Set to false to disable crafting recipes, only GMs will be able to spawn preserved bodies
addRecipes=true
# Karma cost to create normal preserved body (nothing by default)
normalCost=0
# Karma cost to create animated body
animatedCost=1000

Timed Pay Mod

Spoiler

classname=org.nyxcode.wurm.timedpay.TimedPay
classpath=TimedPay.jar
sharedClassLoader=true

# Required
# How much money to give each player (in iron)
# default: 10
# Enter 0 to disable
amountCash=10

# Required
# How much karma to give each player
# default: 10
# Enter 0 to disable
amountKarma=20

# Required
# Payout interval (in real seconds)
# default: 60
payoutInterval=60

 

Edited by Dough_boy

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