Posted July 29, 2019 check properties file, it is saying this line has no numbers group1ids= default looks like this. group1ids=1;4;5;6;7;8;28;29;30;31;32;33;34;35;36;67 Also since the line it says in log doesn't point to any code I would say you are using an old version too. I would suggest just downloading latest version and start up server with default settings to make sure it works. If it does then adjust the settings in properties file ? Share this post Link to post Share on other sites
Posted July 31, 2019 (edited) On 7/19/2019 at 9:06 AM, Cuddles said: ok brand new mod, default is rift event summoner but can be configured by server admin to do any creatures it wants. General idea is that it gives the players ability to have spawn events without actually needing a GM to organise the event. https://forum.wurmonline.com/index.php?/topic/167518-released-coldies-compilations/&tab=comments#comment-1709555 Awsome mod ty fot sharing and makinh Nice for events. Edited July 31, 2019 by Devily 1 Share this post Link to post Share on other sites
Posted August 3, 2019 About Fish Monger; Is it possible to make it an NPC so that you can dress it as a GM the way you please (I assume you know this but the generic NPC code model can be equipped with the same models as the player characters as far as equipment - which gives a bit more flavor to things like this.) 1 Share this post Link to post Share on other sites
Posted August 4, 2019 i guess, being item gives a lot more choice as to how it looks and also has a templateid for that item to easily use the action for. I haven't actually played with adding/creating NPC at this stage. Share this post Link to post Share on other sites
Posted August 7, 2019 Hi Cuddles, Is it possible to have a chance between rarity's on drop each tier? Like 0,1,2 the dropped item can be common rare or supreme? We currently are using it as a big event different mobs and drops. Just curious if it was hard to add? Share this post Link to post Share on other sites
Posted August 7, 2019 yes but then it basically opens up a hornet nest. ok random chance 0,1,2 but then someone says hey i don't want chances for supreme same as normal, i want like 50% normal, 35% rare and 15% supreme. Then someone says hey I don't want just random of up to supreme, I just want random of normal and rare. Then someone else says I just want random rare and supreme, forget that normal junk. Before I know it I am spending hours adding in 20 new variables just to cover the extra stuff different people want. Then someone else says hey I want to do like 5 of these with all different settings, properties file explodes into 200 lines. lol 1 Share this post Link to post Share on other sites
Posted August 7, 2019 20 minutes ago, Cuddles said: yes but then it basically opens up a hornet nest. ok random chance 0,1,2 but then someone says hey i don't want chances for supreme same as normal, i want like 50% normal, 35% rare and 15% supreme. Then someone says hey I don't want just random of up to supreme, I just want random of normal and rare. Then someone else says I just want random rare and supreme, forget that normal junk. Before I know it I am spending hours adding in 20 new variables just to cover the extra stuff different people want. Then someone else says hey I want to do like 5 of these with all different settings, properties file explodes into 200 lines. lol True just asking Thanks though Share this post Link to post Share on other sites
Posted August 11, 2019 (edited) ok there was an issue posted elsewhere about creature counts and having like 30% of hostile creatures as wolves and such. So posting this here for people to test and such. It won't remove mobs, so as admin you will need to deal with that yourself, can always just open up creature db and delete the records of the creatures you want and boot it up. Best to do that stuff while server is offline. https://1drv.ms/u/s!AjnBltNOSFjCgm1CgrVce73g0-Go?e=Nu9cxf # mobid (int),max count (int) ; mobid (int),max count (int) ; mobid (int),max count (int) # id 10 is black wolf, id 12 is brown bear #mobmaxes=10,500;12,1000 # no spaces, use comma between mobid and max count then use semicolon to seperate for next mobid and max count Edited August 11, 2019 by Cuddles Share this post Link to post Share on other sites
Posted August 14, 2019 added mob max count to first post, it survived the pressure testing and working as it should. Share this post Link to post Share on other sites
Posted August 25, 2019 On 7/19/2019 at 9:06 AM, Cuddles said: brand new mod Hello Mate This new mod looks very very awesome, i just have one question and maybe 1 ideas Are the sacrifice points you get on the new altar for each player or is this global, so a group of players can sacrifice and get the points faster to spawn rifts, Is it possible that the players can attak the rifts after empty there inventory? or can you make it so that the rifts disapears after looting? Or is it at gm side to remove the rifts? Thank you very much Eject Share this post Link to post Share on other sites
Posted August 25, 2019 (edited) btw. can you add a list with the mob id´s? i cant find mine ^^ Edited August 25, 2019 by Eject Share this post Link to post Share on other sites
Posted August 25, 2019 I dont know why, but i cant find the altar of anubis in the creation menu. the mod is uploaded and should work...i believe Eject Share this post Link to post Share on other sites
Posted August 25, 2019 14 hours ago, Eject said: Are the sacrifice points you get on the new altar for each player or is this global, so a group of players can sacrifice and get the points faster to spawn rifts, its for the altar regardless of who did the sacrificing, the info is saved in the item data as opposed to the mod support db. 14 hours ago, Eject said: Is it possible that the players can attak the rifts after empty there inventory? or can you make it so that the rifts disapears after looting? Or is it at gm side to remove the rifts? currently its just an item same as any other item, I don't recall if i put no destroy on it or not, i doubt it, so players can prob bash it if they really really wanted. 14 hours ago, Eject said: I dont know why, but i cant find the altar of anubis in the creation menu. the mod is uploaded and should work...i believe default is not craftable. craftable=false change that in properties file to true. Share this post Link to post Share on other sites
Posted August 26, 2019 5 hours ago, Cuddles said: default is not craftable. craftable=false change that in properties file to true. Ah ok, so i had to add the line craftable=true? because the prop file includes just one line ..... mobmaxes... because the altar i tried to create it with the wand ^^ Eject Share this post Link to post Share on other sites
Posted August 26, 2019 riftevent mod yeah? there are 32 lines in the properties file. Spoiler classname=org.coldie.wurmunlimited.mods.riftevent.riftevent classpath=riftevent.jar craftable=false #rarity, 0 = normal, 1 = rare, 2 = supreme #**spawns = number of mobs in that group spawned. #currently each group is seperate, so doing high spawn wont also get low and mid, only gets high. highpowerneeded=400000 highmobids=109,111,108 highlootids=1102,1103,1104 highspawns=5 highrarity=2 midpowerneeded=200000 midmobids=110,112 midlootids=1102,1103,1104 midspawns=10 midrarity=1 lowpowerneeded=100000 lowmobids=106,107 lowlootids=1102,1103,1104 lowspawns=15 lowrarity=0 #distance from Altar mobs can spawn. #10,10,10,10 will be an area of 21x21 which includes tile altar is on. North=10 South=10 East=10 West=10 Share this post Link to post Share on other sites
Posted August 27, 2019 (edited) Sorry i mixed two mods while downloading, now i got the right one ? Edited August 27, 2019 by Eject Share this post Link to post Share on other sites
Posted August 28, 2019 Hello @Cuddles I am sure this would maybe be a little rework on the mod, but is it possible for you to add a feature at rift event, so we can add more tiers in the properties file? Thanks in advance Eject Share this post Link to post Share on other sites
Posted August 28, 2019 if i use "spawn mobs" the counter will be reseted, is there a way to find out the value of the counter? Eject Share this post Link to post Share on other sites
Posted August 29, 2019 you should get a print out when you sacrifice something, just throw in a wood scrap or what ever. Share this post Link to post Share on other sites
Posted September 1, 2019 (edited) I tested it again with some rings sacrificing the first [05:40:50] Anubis accepts your offering and increases power by 12500 the second [05:41:06] Anubis accepts your offering and increases power by 12500 Here it would be better if it shows....The altar have a power of 25000 then i sacrificed some rings more so i get a power of 75000 and test "spawn mobs" [05:42:02] Anubis requires more power, the altar needs at least 100000 power it only has 75000 ok, good to know here, the altar needs more....so i sacrifice 2 more rings and try spawn mobs[05:42:27] Anubis requires more power, the altar needs at least 100000 power it only has 25000 Now here happens a reset of the altar, and i have to begin new. My meaning was, if i forget how much i sacrificed or the event window is too full with informations, so counting the power after each sacrificing would be aweosme, or dont reset the altar if i looking to the power when i try spawn mobs. Or maybe a menu option like "Show Anubis power" Eject Edited September 1, 2019 by Eject Share this post Link to post Share on other sites
Posted September 1, 2019 I thought I added the total to the print but I guess not. Either way yes knowing the power is desired, same link has latest file, it will now show the power on the actual altars name. the name will update with either sacrificing or summoning action, so existing or new altars will just show name without power until someone does the a sacrifice or summon action. I'll have a think about adding in more levels or summoning, trouble is it just make the properties file much longer and every single new tier would add another 50 odd lines of code for me to do. Then issue of what if I added to 10 tiers but an admin only wants to use 3?\ Again it would make things much more complicated for people. Share this post Link to post Share on other sites
Posted September 1, 2019 Hello @Cuddles It works wonderful now. But I admit, I did not pay attention to the altar name before Eject Share this post Link to post Share on other sites
Posted September 16, 2019 @CuddlesHey I noticed a problem with GMdeeds once you place a new deed you can't edit the others you created. Share this post Link to post Share on other sites
Posted September 16, 2019 58 minutes ago, Darkness1990 said: @CuddlesHey I noticed a problem with GMdeeds once you place a new deed you can't edit the others you created. Right click the settlement deed of the one you want to edit, and choose Make mayor (or whatever it says like that). You will then be the mayor of that deed again, and able to edit settings. Share this post Link to post Share on other sites