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Flora Announcement III


The King Of The Moon
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The third and hopefully final announcement regarding the recent overhaul of botany!


The Botany Plugin

 

Thanks to the hard work and cooperation of @Llir and the Alchemy subsect of the Story Team, we’re proud to announce the revival of the botany plugin first brought to us by @Wrynn, now updated to include lore abiding locations, respawn times and item descriptions. Most players will have already encountered scenes like this, floating items with the name of the relevant herb that is growing.

Spoiler

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These are the returning ‘nodes’ of botany, with which all flora that requires ST approval can once more be harvested using Alchemist’s Shears, crafted like so:

Spoiler

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The ST have been busy updating the plugin to include every herb which requires Story approval and would grow out in the world according to its lore, so as to both compliment botanical roleplay with actual exploration of the map and to ensure the process of herb gathering is streamlined drastically past the current standard of having to /storyreq for herbs and provide RP screenshots. 

 

Currently we’ve been successful in implementing all of the plants listed in General Botany along with a number of player submitted pieces, and are working to add all the new herbs we can as more flora lore is accepted. In light of this, the ST will no longer be handling wild herb gathering reqs for plants already implemented into the plugin (if you’re unsure if the plant you’re searching for is implemented yet, feel free to just ask a member of the ST!).


Herb Farms

 

In keeping continuity with the new lore, and the hard system of ‘farming’ outlined for a number of herbs, we are also happy to announce the implementation of mechanical farms for herbs harvestable in controlled environments in accordance with respective flora lore. 

Spoiler

 

 

This is achieved by mechanically constructing a ‘farm’ for each individual herb that meets the specifications outlined in its lore, before obtaining a herb out in the wild to ‘plant’, which can then be exchanged for the placement of a new node via a /storyreq. Note that these ‘farmed’ herbs will respawn at a much slower rate than their wild counterparts, both in continuity with current flora lore and to encourage botanists to still go out gathering in the world (the most efficient method). 


Additional Notes:

 

-The placement of farmed nodes will require a ‘farm’. Farms are spaces built with the lore of their desired plants in mind, locked to one farm per player that cannot be combined with other players’. Farms can house at max 10 herbs, and must be built in accordance with the minimum size requirements:
    1-3 herbs - 5x5
    4-7 - 8x8 
    8-10 - 10x10

Farms built past a 10x10 area cannot house more than 10 nodes. The placement of nodes also requires the consent of a region owner.


-The location of botany nodes out in the world is considered IC information, as is the case with all other reagent nodes. They are to be found through exploration and roleplay, and the use of leaks or exploits to locate these nodes will warrant lore infractions if not blacklists. 


-Herbs that have mechanically spawned and not yet been harvested are to be acknowledged ICly and their risks roleplayed accordingly with lore, where relevant. 


-Whilst older herb items gathered via storyreqs (signed by Ulmo) are still valid for use in RP or ‘planting’, new herbs can no longer be obtained via /storyreq. They must be gathered mechanically, with the exception of herbs not included in the botany plugin (such as those that don’t require Story approval).


-As always, herbs must be represented by mechanical items with the right approval if they are to be utilised in any roleplay.


-Flora Announcements I and II are now considered defunct. 


 

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