Download Bdew's Mods

Mods for installing on servers, created by the forum's talented developers.
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Angie
Wurmian
Wurmian
Posts: 11
Joined: Sun Jul 26, 2020 6:56 am

Download Bdew's Mods

Post by Angie »

Action Timers Fix

Fixes many action timers that ignore the action time multiplier setting
Affected actions: All spells, Flatten, Level, Sow, Sacrifice, Pray, Meditation, Alchemy, Destroying, Rummaging, Breeding, Bow and fishing rod stringing/unstringing, Painting and removing paint


Download and source code: https://github.com/bdew-wurm/timerfix/releases
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Treasure Chest Claim
Allows players to "claim" random treasure chests, unlocking the chest and rewarding the players with some karma


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

Better Digging

Changes dirt from digging/flattening/leveling to drop on the ground instead of going to the inventory of the player.
Allows dirt from digging/flattening/leveling/dredging to go into a vehicle being dragged or ridden. If there are crates in it's cargo - it can automatically go into those.
Uses dirt from the ground, a vehicle and even crates inside the vehicle when leveling.
Allows overriding which actions can be performed from a mount or vehicle.
Allows overriding amount of clay dug per action.
Almost everything is configurable.
Warning: This mod is probably incompatible with the other digging-like-mining mods, and should fully replace their functionality. Having multiple mods of this type will likely lead to crashes, dupes and/or weird ######.


Download and source code: https://github.com/bdew-wurm/betterdig/releases
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Better Farming

Adds ability to cultivate, sow, farm, harvest, harvest and replant in a bigger area
Cultivate - works like normal, use shovel on tile
Sow - activate any container containing stuff that can be planted and click on tile
Farm - works like normal, rake on tile
Harvest - will only harvest ripe tiles, requires scythe for grains. Harvested crops will be auto-combined in inventory to make one big item (even those that can't be normally combined).
Harvest and replant - same as harvest but will use 1 produced item to immediately replant the tile
By default at 50 skills you can do 3x3, at 70 skill 5x5 and at 90 skill 7x7 area (configurable, can add even bigger areas)
Adds ability to mass plant and harvest planter racks
Pick all - right click a planter rack with harvestable planters, requires 30 gardening skill (configurable).
Plant all - activate a container and click a planter rack with empty pots, requires 50 gardening skill (configurable).
Length of action is roughly equivalent to doing the same area manually
Skill gain, stamina drain, tool damage, etc. is processed separately for every tile in the area
Tiles that are not valid for the action or unreachable will take 0.1 second to skip.
Compatible with ago's cropmod - extraHarvest config parameter will affect harvest yields
Enables planting in planters for additional items (configurable):
Nettles, sassafras, woad, cocoa bean, nutmeg,
Blueberry, lingonberry, raspberries
All mushrooms


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

Adds 2 entries under Move menu that allow moving items to the center or corner of a tile.


Download and source code: https://github.com/bdew-wurm/movetocenter/releases
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Movement Tweaks

Allows server admins to tweak many things related to movement of players, mounts and vehicles
Speeds
Weight limits for players
Min/Max heights, depths and slopes
Wind impact for boats
Loading ranges
Required skills
Global speed modifier for creatures moving on their own (not as mounts or hitched)
Global boat speed multiplier (that allows going over the normal speed cap for boats) and optional bonus for sea god (e.g. Vynora) followers
Fix for delay in speed traits starting to work when mounting up (optional, can be disabled in config)
Configurable Multiplier to horse, hell horse, unicorn strength stat for purposes of speed calculation and carried weight
Configurable multiplier to speed trait effect on speed calculation and carried weight
Extremely configurable - default settings match vanilla but everything is changeable from the config
Example config (from my own server) here: https://github.com/bdew-wurm/movemod/bl ... properties


Download and source code: https://github.com/bdew-wurm/movemod/releases
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Hitching Limits

Allows control over what animals can be hitched to carts/wagons
Change settings to allow older non-domestic animals to be hitched, including greenish/champions.
Change settings to allow weaker animals to be hitched (Want to feel like Cinderella? get a mice rat-powered cart!)
Everything is configurable. Default config matches vanilla settings.
Example modified config here: https://github.com/bdew-wurm/hitchlimit ... properties


Download and source code: https://github.com/bdew-wurm/hitchlimits/releases
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No Build Limit

Removes skill requirement on planning building from all players, allowing building of (almost) any size.


Download and source code: https://github.com/bdew-wurm/nobuildlimit/releases
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Set Height

Adds a new command (usable by GM with power level 5 only)
Usage: #setheight <height> [radius]
Will set height of tile to specified value (in dirts)
Radius is optional, by default will change the tile you stand on; with radius 1 - will do 3x3; with radius 2 - 5x5 and so on.
Will happily turn your server into a parking lot, mess up houses, mines, etc. Use with care.


Download and source code: https://github.com/bdew-wurm/setheight/releases
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HotS Fixes

Allows mycelium on PVE server and fixes it's spreading
Removes ore-cap on non-freedom PVE/home servers
Allows casting of fungus and rite of death by BL priests on PVE servers
Disables basshing houses without permission on HotS PVE servers
Everything can be toggled from config


Download and source code:https://github.com/bdew-wurm/hotsfixes/releases
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Fix Guards

Fixes villages spawning infinite number of templars due to a database error
To use, as a GM go to the village in question and type #fixguards
You should see "Done" in event window when it's done, and some guards will either poof or will be assigned to the village correctly, after that no more extra guards should spawn
Might cause a small lagspike if you have a lot of creatures on the server, as it checks all of them

Download and source code: https://github.com/bdew-wurm/fixguards/releases
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Bind To All Interfaces

Makes the server bind all it's sockets (external, intraserver and RMI if enabled) to all available interfaces, regardless of specified IP.
Useful for running the server inside VM's with no public IP, docker containers, etc.
If the 2 lines above don't make any sense you probably don't need this mod :P


Download and source code: https://github.com/bdew-wurm/bindmod/releases
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Highway Portals

Player craftable portals that allow teleporting between deeds on the same highway network.
Start by crafting an Inactive town portal (mortar+marble brick to start).
Place the portal on your deed, right click it and activate.
You can teleport to other villages with portals that are part of the same highway network if either…
That village has “Highway routing” enabled in settings. (Portals in villages with this setting are considered public and anyone can teleport to them).
You are a citizen of the village.
You have “pass gates” permission in the village.
Rules:
Portals need to be at least 10 QL to work.
Portals can only be activated on deed that you own or are allowed to manage.
Portals must be placed on a relatively flat ground and outside buildings.
Portals can’t be placed on bridges.
Only 1 portal can be active in a village.
You can drag items and lead animals through portals.
You can go through a portal riding a vehicle or mount, but you will be dismounted. The mount/vehicle will teleport with you but you’ll have to remount.
Passengers will be removed from vehicles when teleporting and will have to teleport manually to follow.

Download: https://github.com/bdew-wurm/hwportals/ ... ls-1.7.zip
Forum
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Taxidermy

Adds craftable taxidermy kits that can be used to preserve corpses as decorations.
Preserved corpses count as decorations, can be planted and won't decay on deed.
Creation of taxidermy kits and preserving both use Fine Carpentry skill. Stronger creatures are harder to preserve and a failure can damage or even destroy the body.
When preserving you can choose to use lying model (the normal corpse), butchered model (assuming it exists in the game, otherwise you get generic meat and bones pile) and "animated" mode that looks like the creature standing and doing it's idle animation.
By default "animated" costs 1000 karma in addition to the kit, this can be configured.
You can disable crafting entirely from the config, in case you only want GMs to be able to spawn the items, or sell them on vendors or whatever.


Technical details for GM spawning:

Reveal hidden contents ( wip )

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

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


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


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

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Waxed Food

Allows preserving food items using beeswax
Preserved food items are no longer edible or usable in recipes but turn into decorations instead
They can be planted/secured and will not go into piles
They won't decay on deed and decay veeeery slowly in general
They can be painted
Waxing uses beeswax - 10% of the weight of the original item
Quality and Rarity of the original item is preserved


Downloads and source code: https://github.com/bdew-wurm/waxed/releases
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No Damage

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


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

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bdew server mod tools (WU 1.9+)


This is a library that will be used by my (and possibly other people's) mods.

For users there is nothing interesting here, just install it if you're told some mod requires it.

For developers there's some documentation in process of being written here, or check the source code :P


Downloads: https://github.com/bdew-wurm/bdew_serve ... s/releases

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Fishy tweaks

Everything can be configured in config file!
Added on screen notification when a fish bites (when rod fishing) or spawns (spear fishing)
Caught fish can be automatically stored
When fishing from the ground this will try to store the fish in any keep net that the player has open
When fishing from a boat it will try to store in attached keep net, or crates/FSBs for larger ships or ship hold
When fishing with a net and none of the above apply the fish will be moved from the net to player inventory
Added passive skill gain ticks during fishing actions
Spear fishing no longer misses if you click too far from the fish
Instead - if you click close you will get a bonus to your skill check
Nimbleness cast on spears makes fish with them easier
Wind of Ages and Blessing of the Dark casts on rods/spears/nets and their QL make fishing with them faster
Timers for various stages of the fishing and lore actions can be changed
Lore action will display a detailed report on all that you can currently catch after 40 skill
After 60 skill you will be able to look up detailed report on each fish, see what it likes and how it affects your chances


Requires bdew server mod tools!

Downloads: https://github.com/bdew-wurm/fishytweak ... s/tag/v1.0
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3D Stuff, AKA "Putting stuff on tables"

- putting items on a table or other stuff / add new funrniture or items where you can put items on it with a command or the config file

#surface command (GM level 5) which can be used to change settings without restarting, usage:
#surface add <id> <SizeX> <SizeY> <SizeZ> <OffsetX> <OffsetY> - adds or updates a surface item
#surface del <id> - deletes a surface item
#surface save - save changed configuration

Downloads: https://github.com/bdew-wurm/threedee/r ... /tag/v0.20

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Custom NPC

Allows you to spawn a "Custom NPC", which work similar to vanilla NPCs. You can set the movementspeed/waypoints the equipement and some more.

This is a work in progress, more stuff coming in the feature.

Allows you to spawn a "Custom NPC", which work similar to vanilla NPCs, except:
They don't talk... for now.
By default the won't move around.
Can be set (Manage->Movement) to wander inside the territory of a village or a house.
NPCs that end up outside their area will teleport back. If you want to move an NPC, set it to "Static" first then summon to the wanted location.
Their face can be customized
You can directly change their equipped items (Manage -> Equipment)
Can be told to turn towards you or come to your location

Data for NPCs is store inside your world folder, in a new folder "npc_data", the files can be edited by hand but don't do it while the server is running.

Planned features:
More movement schemes
Ability to set animations
Custom chat scripts, response to keywords, etc.
...? Have any ideas? let me know!

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

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Non combat pets (Minipets)

Non-combat pets are small companions that can follow you around, they do not fight.

Sourcecode and Downloads: https://github.com/bdew-wurm/minipets/release

This version is compatible with both 1.5.x.x server and 1.6 beta.

Non-combat pets are small companions that can follow you around, they do not fight (and will not be attacked by other creatures and players) and do not provide any bonuses… other than +10 to cuteness.

To get a pet you need to find a “mystery egg”, and hatch it. Once hatched it will summon a random pet and give you a magic leash that you can use to summon and dismiss it in the future.

Pets do not need a rope to lead them and will follow you relentlessly on their own once summoned. They don’t interfere with normal tamed/charmed/dominated/zombie pets so you can keep those while having a non-combat pet out.

You can own multiple leashes at once, but only one pet can be summoned at any given time. Leashes can be traded to other players or sold on merchants.

You can rename a leash to change the pet’s name, if it’s already summoned you will have to dismiss and re-summon it for the change to show up.

Pets are divided into 3 categories – common, rare and fantastic. For each category there is a matching egg rarity that will only give pets of that category.

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Halloween Mod 1.1

This mods adds a Halloween event. Ominous gravestones will spawn in random positions across the server (usually in foresty areas) with Evil Trees and Pumpkin Monsters around them. Players that find a gravestone and clear out the mobs guarding it will be able to investigate the gravestone to get a treat... or a trick, there are custom items, titles and achievements that players will keep



Many things about the mod can be configured in the properties file. Look at the comments there for more info.

This mod requires you to have httpserver and serverpacks mods installed and correctly configured on your server. Users will need the client mod launcher and serverpacks client-side mod.

This is required for showing the special mobs and without this they will look like default human NPCs.

This mod is not meant to be removed at the end of Halloween.

There are custom items, titles and achievements that players will keep and if you are using taxidermy mod players will be able to make stuffed corpses out of the new mobs.
You can disable new gravestones from spawning in the config when you decide to end the event, or alternatively just keep it running permanently.

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

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Planters

Huge Mod,
informations and downloads and source code: viewtopic.php?f=12&t=19

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Installation (for all mods above)

Install Ago's Server Mod Loader : =https://github.com/ago1024/WurmServerM ... /tag/v0.43
Download zip file
Extract zip file to your server folder


All mods are open source and are licensed under LGPLv3

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