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Everything posted by Daisy
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Hey all! Happy pride month! We held an admin meeting yesterday, and below are the minutes of what we discussed! Note: These summaries are not meant to be detailed transcripts. Certain matters (such as specific details on ban reports and appeals) must remain confidential, and we also want to avoid publishing internal debate. Instead, our goal is to provide an overview of the major topics discussed, the direction taken, and any resulting actions. For reference, here are the admin meeting minutes from March 23rd. Admin Meeting Minutes - June 2nd, 2026 Sharing pet photos ~ 5 minutes Unfortunately, Spoopy's beloved friend Rocky passed away recently. Spoopy wanted to share the first and last photos of him. Sending love ❤️ Here's Squak's creature Kali being cute, Smol's white ball of fluff Daisy being fluffy, and my boy Sammy standing for the flag for pride month (ignore the dead shrubs, I took them out this week): Bans reports ~ 10 minutes - Three reports were reviewed - Two permeant bans were issued for for Player Conduct Violations - One report was determined to not be actionable Ban appeals ~ 45 minutes - Twelve appeals were reviewed - Four ban appeals were accepted - One old permanent ban (pre-2019) was reclassified as PCV - Four indefinite ban appeals were denied, the players may re-appeal - One ban appeal was for a permanent bans and was not considered - Two appeals are still open, pending further investigation 15 Year Anniversary Planning ~ 20 minutes We discussed plans for our 15 year anniversary celebrations for the end of the month. We're still working on finalizing dates and details, and will share a schedule and plans soon. There's exciting things coming from all teams, except Moderation, to quote Spoopy - "We are the enemy". Rules & Policies ~ 10 minutes We discussed war rules, settlements, metaplay enforcement, build rules, and tech lock. No action items were taken but we'll be following up on things with our staff teams to draft changes. Community Feedback ~ 10 minutes We had a brief discussion about a community sentiment survey which the CT will be conducting. We discussed the CRP proficiency system proposed by Islamadon. We'll be drafting a formal proposal to gather feedback to determine if this is something the community would like to see. Cheers, Daisy & the Administration
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FIRST OFF, HAPPY PRIDE LOTC Now, onto the topic at hand... Wayfinder Never get lost on the roads again! Wayfinder is a new plugin that lets you pull up destination lists, start navigation to a destination, and follow a guide along the road network to get where you’re going. We've also registered the road network at setup road regions, so speed roads are back, 50% sprint bonus and 20% horse bonus. Note: Ferries are also registered and will be considered as 0-block travels for the pathfinding, they just don't get regions since those would be giant lines cross-cutting the map. How To Wayfind To browse available destinations, use /wayfinder destinations. This will show destination categories. Click a category to expand it and see the destinations inside. Once you see the destination you want, click it to begin navigation. You can also start navigation directly with /wayfinder route <destinationName> When navigation starts, Wayfinder will show a particle trail along the road network, give you an estimated distance and travel time, and recalculate if you go your own way (recalculating...) You can also... Route to arbitrary coordinates with /wayfinder navigate <x> <y> <z> Share your location with /wayfinder share <player> - this may not be used for conflict / combat / metagaming - it may be used to help friends or new players find a location, consider the knowledge of a shared location largely OOC outside of monk guidance. Stop navigation at any time with /wayfinder stop Navigation works best when following the road rather than cutting cross-country, but the plugin will try its best. Need A New Destination Added? If you think a location should be added to Wayfinder (such as vassals), submit it here: https://forms.gle/hRYoLqzru1rsk6rd6 Development Credits: @aiden0023, @Lenny, @Daisy. I then spent 6 hours hitting the ground with an iron axe to add all the roads. Report bugs via our GitHub tracker or with a /treq in-game View upcoming development plans on our roadmap Join the plugin and systems discussion in our Tech Discord
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favourite type of cheese?
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Application accepted. You will be contacted by staff on next steps.
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[Pending Changes] [Settlement] Cape Lubba
Daisy replied to mika1278's topic in Realms, Settlements, and Lairs
This application has been reviewed and is pending required changes. You have been contacted by staff with additional information. -
Application accepted. You will be contacted by staff on next steps.
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well you see bone-in wings ruin us girls' makeup. boneless, despite not actually being wings, are much more manageable for us dainty folk, allowing us to enjoy the sauce, which is the best part of wings. both squak and spoopy are well-known femboys, so i imagine this is their reasoning as well
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Application accepted. You will be contacted by staff on next steps.
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This application has been reviewed and pending required changes. You will be contacted by staff with additional information.
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Application accepted. You will be contacted by staff on next steps.
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This settlement application is now pending. A treasury and charter have been set up with ID ogradyr. Please have signatories do /charter sign ogradyr and you can do /treasury to manage the mina. Once signatures and mina are collected, and the subjugation period is over for Urguan's capital (4/21) the application will be reviewed by the Implementation Team.
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This settlement application is now pending. A treasury and charter have been set up with ID korod. Please have signatories do /charter sign korod and you can do /treasury to manage the mina. Once signatures and mina are collected, and the subjugation period is over for Urguan's capital (4/21) the application will be reviewed by the Implementation Team.
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[Pending Changes] [Settlement] Cape Lubba
Daisy replied to mika1278's topic in Realms, Settlements, and Lairs
This settlement application is now pending. A treasury and charter have been set up with ID lubba. Please have signatories do /charter sign lubba and you can do /treasury to manage the mina. Once signatures and mina are collected, the application will be reviewed by the Implementation Team. -
This settlement application is now pending. A treasury and charter have been set up with ID taliyulin. Please have signatories do /charter sign taliyulin and you can do /treasury to manage the mina. Once signatures and mina are collected, the application will be reviewed by the Implementation Team.
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this is the official answer
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Hello Roleplay Enthusiasts! Just a quick(ish) update on food expiration, 1.21.11, and some other things going on in the Tech land. Food Expiration and Future Plans As mentioned in my January Tech Update, we resolved issues with FoodCore and Food Bags and originally planned to reintroduce food expiration in January. However, following feedback at the time, we chose to delay that change until the 1.21.11 update, with feedback channels open in the Tech Discord in the meantime. With the 1.21.11 update last week, food expiration and food bags were reintroduced, but I completely forgot to include that in the 1.21.11 patch notes, apologies the bad comms there. Over the past few days, we’ve seen a lot of feedback regarding food expiration. We discussed it in a Java Team meeting today, where we unanimously agreed on the following: - All vanilla food will be unperishable. Food expiration will instead be reserved for custom foods when our cooking plugin is released. - In addition, we will be keeping Food Bags as a feature, as the ability to consolidate food into a single stack has been well received and provides clear utility without downsides. While food expiration for vanilla foods had some interesting design concepts, we feel it ultimately doesn’t align well with our roleplay culture or the overall player experience. 1.21.11 Release Retrospective As with any update, 1.21.11 came with a number of issues on launch. We believe the majority of these have now been resolved: - Issues where LC regions were not enabling creative mode. - Inventory duplications / deletions with Personas (note: this refers to a large data save issue during the first hour of release, there are still reports that this occasionally happens as it did long before the update - this is one bug that we just can't seem to track down despite a great deal of effort). If you are impacted by this bug, please read this guide. - Two separate duplication glitches. - Surge Crafting not recognizing your materials (note: this bug may still exist, though we think it was due to a plugin state inconsistency and was fixed with a restart). - Copper golems being spawnable. - Copper chests not locking. - Unintended crafting recipes for spears and netherite horse armor. - Staff unable to use some WorldEdit selection commands. - WorldEdit protections for locked chests not functioning. I've heard about (and experienced) instability with Figura on 1.21.11, so we'll be keeping backwards compatibility for 1.21.5 until it is stable. I also want to acknowledge @Islamadon's post, which pointed out several features that were held back from this release. From experience, we’ve found it’s best to prioritize a clean version upgrade first, resolve issues, and then introduce additional features afterward. Bundling too much into a single update significantly increases risk, and given the scale of a Minecraft version jump (covering 1.21.6, 1.21.9, and 1.21.11), keeping scope controlled is important for stability. We do still intend to introduce 1.21.11 content such as spears, netherite horse armor, copper armor, and nautiluses in future plugin updates. It’s also worth addressing the question: why update at all if so much is unavailable on launch? Version upgrades are primarily about enabling future development. They unlock new APIs, mechanics, and features that we can leverage. They also bring server-side performance improvements, security updates, and ensure continued compatibility with third-party plugins and APIs we rely on. Additionally, new versions provide access to updated blocks and items from day one, even if some things are not made available. Version migrations are large, complex efforts that affect nearly every system on the server, it was a significant amount of effort to get 1.21.11 live. Not every team member is required to participate in updating though, I largely led effort with help from those mentioned on the post, while others continued focusing on their own plugins and systems in parallel. Like any staff team, we're volunteer-run, and folks work on what drives them. Overall, the focus of 1.21.11 was establishing a stable foundation for future development. We'll continue to tackle issues, work on new and exciting features, and reintroduce the held-back content in upcoming updates. Settlement Applications Since the release of the system, we have received six settlement applications. We are currently reviewing the Dark Elf and Snow Elf applications, while the Dwarf ones are on hold until after the subjugation period ends for Urguan next week. The remaining two (High Elves and Lubba) are on hold pending an Implementation Team meeting later this week, where we'll be discussing if cooldowns on creating settlements should be in place for vassals who were evicted or lost their land in conquest. I am looking forward to seeing some settlements on the map, stay tuned! Cheers, Daisy Report bugs via our GitHub tracker View upcoming development plans on our roadmap Join the plugin and systems discussion in our Tech Discord
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Your charter is under review. Please have signatories sign with /charter sign fenn Deposit mina with /treasury deposit
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Hello Dedicated Crafters, We have completed development for Minecraft 1.21.11 for LOTC. This update is largely a maintenance update, but does includes a number of features, fixes, and new blocks / items. Beta Testing The Beta Server (/beta) has been updated and is available for testing. Please report any bugs here with [Beta] in the title if they are not already recorded. Release Schedule Assuming beta testing goes well, the upgrade will occur on Thursday, April 9th at 10 PM EDT. Expected downtime is 2 hours. Figura Download I've tested Figura and it works, but might still be a bit buggy. You can grab the 1.21.11 version here. Note: You might need to go to Figura settings and disable Rendering -> First Person Matrices Support for Other Versions Following the update, the recommended client version will be 1.21.11, and you can currently connect to the main server with it to update your mods. Connections from versions older than 1.21.5 will no longer be supported following the upgrade. Connections from versions between 1.21.5 and 1.21.11 will be supported, though we plan to drop support for versions less than 1.21.11 after a month. Changelog As this is largely a maintenance update there are no large feature launches, though we've fixed horses with Ferries (no need to dismount and whistle them), and improved some things like item restoration, bookshelf saving, architects, and LC regions. We are also switching to FastAsyncWorldEdit, which will prevent large staff worldedits from freezing the server and permit us to do things like seasonal CT changes without downtime. Additionally, all of our third-party plugins have also been updated to the latest compatible version. Spears and copper armor will be added in the future alongside the Surge rewrite - check the Tech Discord to learn more. Copper golems, though cute, are disabled because I am scared of what you are capable of. Vaults This is your last chance for you to do /vault and /restorebook. These will be unavailable after the upgrade. Shamelessly Plugging My Own Mod https://modrinth.com/mod/betterbold/version/1.4.0 Thank you to @Aesopian, @Shadeleaf, @Adelemphii, @Lenny, and @aiden0023 for helping with plugin updates. Thank you to the Triage Team for assisting with testing. Cheers, Daisy and the Tech Team Report bugs via our GitHub tracker View upcoming development plans on our roadmap Join the plugin and systems discussion in our Tech Discord
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about the life you cling to so dearly || to the veilward remnants
Daisy replied to molly molly molly's topic in Miscellany
"Yeah miss Zilvira! You tell em!" exclaims Ser Vigo Bopin, Knight of the Hedgerow, Hero of the Petra, eager for the blood of mages on his shortsword, which is like a longsword to him. -
content
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Oh I forgot to mention that in the post -- it was raised to 40 as part of this change.
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Hello Settlers of Azuras! As many of you saw in the recent Admin Meeting Minutes, the Implementation Team was tasked with looking for land acquisition options beyond just Realms and Lairs. Thanks to an incredible push from the team, we’ve made record turnaround time. Today, I’m thrilled to announce the return of Settlements! Why Settlements? As some older players may remember, Settlements were last a thing in Almaris, but were axed for Aevos as smaller tile sizes made the "one-size-fits-all" Realm system more manageable with single-tile Realms, as well as various management issues that made the system hard to maintain. In Azuras, tiles are 3x larger, and that model no longer fits every group. While Lairs are useful, they are often too restrictive for beyond CAs or magic groups. Settlements aim to hit the sweet spot in the middle: a small-to-medium group that doesn't wish to pursue nation status, but still desires their own land for roleplay and community growth. Focusing on Quality Over Quantity While we are excited, we are also being mindful of "Realm Bloat." We want the map to feel alive, not spread thin. To ensure this system strengthens the server’s roleplay, we will be limiting the number of applications accepted initially. There is no "hard cap," but we won't be opening the floodgates. Realm/Settlement bloat and the dispersal of roleplay is still a major concern, so we’ll be fairly selective and will closely monitor the activity data for this initial wave. We want to ensure every new settlement adds something unique to the server's landscape. Technical Details We’ve learned a lot from previous iterations. This time around, the system is backed by modern activity tracking, streamlined region management, and an easy rollback system to ensure a smooth experience for both players and staff. A major highlight is our brand-new /charter command (details on the systems page), which makes collecting signatures easier than ever while ensuring that those who sign are active, verified players. We are also excited to offer free LC with every new settlement or realm to help facilitate initial builds / interior decoration and get things off the ground! View the Full System Details Here Access the Application Format Here tl;dr on requirements - 10k mina, 20 signatures. Realms were raised to 40 signatures. Overall though, I am super excited to see this system return with many improvements. These tools will make implementation a breeze, allowing us to focus on what matters: creating space for unique and diverse roleplay across the server. A massive thank you to @Zindran, @Morigung-oog, @Wand, and @molly molly molly for their quick and diligent work in drafting this, as well as the community members who provided feedback during the process. Cheers, Daisy and the Implementation Team Report bugs via our GitHub tracker View upcoming development plans on our roadmap Join the plugin and systems discussion in our Tech Discord
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Settlements Settlements are smaller, single-region builds for groups which do not wish to integrate as a vassal of a realm, are not eligible for a lair, but still bring something unique to the server. Obtaining Land To obtain land for your settlement, you must submit an application and meet the requirements. The application form can be found here. New settlements can be established in any tile not occupied by another settlement or owned by a realm, except adjacent to the capital tile of a realm. The application has three requirements - mina, players, and subjective review. Mina: Once your application is posted, the Implementation Team will create a treasury for you. The balance must be at least 10,000 mina, which will be charged upon creation. If a player contributes mina to the requirement, it is considered locked in unless the application is denied, in this case is required for the applicant to make a best effort to return contributions to the respective players. Players: You need to have at least 20 unique accounts attached to applications. Once you submit your application, players can sign onto your application through /charter sign <settlement id>. A player may only sign one charter at a time, and may not sign onto another charter for 3 months if accepted. The activity of these players will be verified, and they will automatically become members of your settlement if accepted. Subjective review: Just like Realm applications, settlements are subject to subjective review by the Implementation Team. The exact criteria is internal, though settlements that serve a niche already covered on the server will likely be denied. During the review period, you can see your signatures with /charter info <charter id>. Signatures in green meet requirements, those in red don't have enough recent playtime, and those in yellow have enough playtime, but were created too recently. If accepted, you will be given a 200x200 region, and a free 2500 mina non-refundable LC region to facilitate your build. Note that builds must conform with our build standards, and screenshots of build plans / assets must be provided as part of the application. If a group has recently lost land, they must wait at least one month from the date of a conquest/razing warclaim or eviction notice being posted to apply, whichever is earlier, before their application is considered. For settlements who have lost land multiple times, this may be extended at discretion of the Implementation Team. Activity Checks and Monetary Upkeep To keep your settlement active, you need to pass activity checks and pay weekly upkeep. Upkeep is 200 mina per week after your settlement is created. Activity checks are conducted by an internal program and measure the activity of your settlement, with enforcement starting four weeks after creation . Activity is measured on two signals which are calculated based on a rolling-average of four weeks - online settlement members, and players within your settlement . The exact algorithm for how these are calculated is internal, though as a guideline you should maintain an average of 1% global activity. Upgrading to a Realm A settlement may upgrade to a Realm by posting a Realm application and meeting all realm founding criteria, though the mina cost will be discounted by 10,000 mina to account for the settlement founding fee. Settlement Dissolution A settlement may be dissolved at any time by its leadership, or by staff if upkeep or activity requirements have not been met. Settlement Features Administrative Features Green Soulstone Pillar: These allow your players to travel to your settlement. Bank: NPCs that allow players to store their mina. Aviary: These allow you to send messages to other players. Rally bell: These allow you to send a roleplay-valid Discord message to a channel from in-game; useful for events, attacks, or other RP announcements. Note: Mines or other tile bonuses are not provided, as you do not own the tile. War Participation As a settlement, you may not post a warclaim, though you may join in as an ally. Movement costs will be calculated from the tile your settlement is on. Your settlement may not stand in the way of a warpath, any army may travel through the tile your settlement is on freely. Settlements have a one month grace period after founding where they may not be the target of war. This grace period is lost if you participate in war as an ally, or launch a raid. Settlements may only be subject to a pillage warclaim, unless certain conditions are met for conquest or razing. To pursue conquest, a realm must purchase the tile the settlement is on and launch a conquest war on the tile, unless the settlement agrees to peacefully vassalize under them (requires core upgrade). For conquest, the realm must pay the exterior tile acquisition fee, win a siege on the settlement, pay participant and movement costs, and may not bring allies to the warclaim. If they win, they may freely change the PRO (requires core upgrade) or evict the settlement. If the settlement wins, the realm loses the tile and the settlement may not be the target of conquest for one month. Razing may be pursued within 30 days of the end of a war if a settlement joins as an ally in a war against a realm or it's allies.
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Horde leadership has indicated they are not contesting this revolution. Realm ownership of the Horde has been transferred to Salvo.
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