Stacked on #2716. Retarget to `main` after it merges. ## Problem Mobiles a champion summons mid-fight aren't tracked by anything: | Summoner | Minions | |---|---| | LordOaks | Silvani queen | | `SummonPixiesCounter` (LordOaks, Silvani, Twaulo) | 3-6 pixies per trigger | | Barracoon | 3-6 ratmen per trigger | `ChampionSpawn.DeleteCreatures` (called on expiry and when the spawn is deleted) clears only `Creatures` and the champion. These minions survive every reset and stay in the save. I surveyed every content creature that creates other mobiles; the others already clean up after themselves: Meraktus deletes its followers, Harrower kills its tentacles, PlagueSpawn and the Enraged animals delete themselves when their owner is gone, and BogThing eats its boglings. ## Changes - **`BaseCreature.SpawnMinion(minion, target, location)`:** sets the team, places the minion and sets its combatant. Ownership: if the summoner is a champion spawn's champion, one of its creatures, or one of its minions (found through the spawn region), the minion joins that spawn. It refuses, and deletes the minion, if the summoner isn't on a real map. `SummonPixiesCounter` read `source.Map` even though `MonsterAbility.Trigger` notes it can fire after the creature has left the world. - **`ChampionSpawn.Minions`:** a new serialized list (v12, `MigrateFrom(V11Content)`) kept apart from `Creatures`: - killing a minion never counts toward a level, so a leftover summoner can't feed a restarted spawn; - `DeleteCreatures` deletes minions along with the creatures, which matches when the spawn is deactivated (`ExpireCreatures`, 10 minutes after `Stop`) or deleted. - **Callers:** LordOaks, `SummonPixiesCounter` and Barracoon spawn through `SpawnMinion`. A summoner that isn't part of a spawn (a GM `[add]`) still makes standalone minions, as today. ## Testing - `ChampionMinionTests`: - the champion's queen is listed in `Minions` and deleted by `DeleteCreatures`; - a minion's minion also belongs to the spawn; - a Lord Oaks in the region that isn't the spawn's champion keeps a standalone queen. - UOContent.Tests: 1237 passed, 2 skipped. The Application build is clean. |
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| .config | ||
| .github | ||
| branding | ||
| dev-docs | ||
| Distribution/Data | ||
| Projects | ||
| tools | ||
| .cursorrules | ||
| .editorconfig | ||
| .gitattributes | ||
| .gitignore | ||
| AGENTS.md | ||
| azure-pipelines.yml | ||
| CLAUDE.md | ||
| CODE_OF_CONDUCT.md | ||
| CONTRIBUTING.md | ||
| Directory.Build.props | ||
| FAQ.md | ||
| GEMINI.md | ||
| global.json | ||
| LICENSE | ||
| ModernUO.slnx | ||
| publish.cmd | ||
| publish.ps1 | ||
| publish.sh | ||
| README.md | ||
| rider-settings.zip | ||
| Rules.ruleset | ||
| SPONSORS.md | ||
| stylecop.json | ||
| THIRD-PARTY-NOTICES | ||
| version.json | ||
ModernUO

Ultima Online Server Emulator for the modern era!
Requirements
Supported Operating Systems
Required Frameworks
All Operating Systems
Windows
Hardware
| Use | vCPU | RAM | Storage |
|---|---|---|---|
| Development / test | 2 dedicated | 2 GB | SSD |
| Small live shard (< 50 concurrent) | 4 dedicated | 4 GB | NVMe |
| Medium (50–200) | 4–8 | 8 GB | NVMe |
| Large (200+) | 8+, high clock | 16 GB+ | NVMe |
See dev-docs/server-requirements.md for more information.
Development
Supported IDEs
Getting Started
- Install prerequisite requirements
- Clone this repository (or download the latest):
git clone https://github.com/modernuo/ModernUO.git
- Open
ModernUO.slnto start developing
Building/Publishing
Interactive Mode (Recommended for new users)
Run ./publish.cmd (Windows) or ./publish.sh (Linux/macOS) with no arguments to launch the guided build tool. It will:
- Check prerequisites (.NET SDK, native libraries)
- Walk you through configuration and platform selection
- Build and publish the server to the
Distributiondirectory - Show deployment instructions for cross-compiled builds
Command Line
./publish.cmd [release|debug] [os] [arch]
os- Supported operating systemsarchx64- Intel/AMD 64-bitarm64- ARM 64-bit
Linux Prerequisites
Fedora, CentOS, RHEL, AlmaLinux, Rocky, etc
dnf upgrade --refresh -y
# RHEL-family distributions (CentOS Stream, AlmaLinux, Rocky, RHEL) need CRB and EPEL enabled.
# Fedora skips this block.
dnf install -y dnf-plugins-core
dnf config-manager --set-enabled crb
dnf install -y epel-release
# Prerequisites
dnf install -y findutils libicu libdeflate libargon2 tzdata
Ubuntu, Debian, etc
apt-get update -y
# The ICU runtime package carries the ABI version in its name (libicu74, libicu76, …) and has no
# stable alias, so match it by pattern rather than pinning a release-specific name.
apt-get install -y '^libicu[0-9]+$' libdeflate0 libargon2-1 tzdata
Only the runtime libraries are needed — the -dev/-devel packages are not. Run
./build-tool --check-prereqs to check the current machine and print the exact packages your
release needs.
zstd is not listed because ZstdNet bundles libzstd for every platform, and liburing is not
listed because IORingGroup issues io_uring syscalls directly.
If the shard's configured time zone is a legacy alias such as US/Eastern, Debian 12 and Ubuntu
24.04 also need tzdata-legacy. See Platform Prerequisites
for what each dependency is for and what breaks without it.
OSX Requirements
brew install icu4c libdeflate argon2
Running the Server
- Follow the publish instructions
- The
Distributiondirectory is portable — copy it to your production server for deployment - Run
ModernUO.exeordotnet ModernUO.dllfrom theDistributiondirectory - On first run, the server will prompt you to configure game data file locations
Troubleshooting / FAQ
- See FAQ
Want to sponsor?
Thank you for supporting us! You can find out how by visiting the sponsors page.
Collaborators
Thanks
- RunUO Team & Community
- Voxpire, the ServUO Team & Community
- Karasho, Jaedan and the ClassicUO Community
Development Tools & Plugins provided with ♥ by
Code Signing Policy
Free code signing provided by SignPath.io, certificate by SignPath Foundation.
This program will not transfer any information to other networked systems unless specifically requested by the user or the person installing or operating it
Teams & Roles
Approvers & Committers: Development Team