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Everything posted by Daisy
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Hey all! Time for another peek behind the scenes. We just wrapped up today’s admin meeting, and in the interest of continued transparency we’ve put together a summary of what was 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 February 4th. Admin Meeting Minutes - March 23rd, 2026 Sharing pet photos ~ 5 minutes Sammy is sleepy and loves Blåhaj. Congrats to Telanir who is a dad now! The cats are making good siblings. The Beast. Daisy the dog. Not to be confused with Daisy the admin. Moderation Admin ~ 25 minutes We discussed the candidates for the next mod admin. More details will be shared once the selection is finalized. Ban appeals ~ 25 minutes - Seven appeals were reviewed - One ban appeal was accepted - Three indefinite ban appeals were denied, the players may re-appeal - Two ban appeals were for permanent bans and were not considered - One appeal is still open, pending further investigation Ban reports ~ 10 minutes - One report was reviewed - One indefinite ban was issued for Community Guidelines Violations Realms / Lairs ~ 10 minutes We discussed issues with the Realms system and will be working with Implementation Team to look at alternative means of land settlement outside of Realms / Lairs. Note: Realm and Lair apps are both open (as per the January Tech Update). We heard some folks were unsure about this, so we wanted to reassure everyone that you are currently free to apply for either. War Rules ~ 10 minutes We spent some time discussing conduct following the recent war, as well as the Warzone system. Performance Issues ~ 5 minutes We discussed the recent performance issues with the forums / wiki, and what was done to resolve them. I am continuing to monitor performance moving forward to ensure things have stabilized. Cheers, Daisy & the Administration
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~*~ Spring Rolls Through The Cloud Temple ~*~ The snow begins to thaw, the trees begin to blossom, and fresh flowers find their way through the soil. Spring has come to the Cloud Temple. -- Hey all just a quick update that we made the CT pink. Happy Spring! Setup / Organization: me! Builders: @Unwillingly, @ivery, @RatFromTheTrash, @Wonderland_Boy, @Random Screenshot: @MailC3p
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fixed disappearing crossbows. thank you @Adelemphii for doing 90% of the work i just added like 3 lines of code to catch an edge case
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that sounds like a bug lol, which subforums? i will look into it
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Hello my sweets As mentioned in my January update, I have been working on getting our map back up and running with a render of Azuras. Well, I am pleased to share that an updated map is now available at https://map.lordofthecraft.net/, or by clicking the Map button on the top bar for an embedded version. The map is using BlueMap, as the previous software, Overviewer, is no longer supported. Bluemap however is a huge upgrade with more features, and supports both flat and perspective view (switch in the top right), night mode, biome colours, and live-adjusting light and render settings in the menu as well. Note: If the map is extremely laggy for you ensure you have hardware acceleration turned on in your browser, all rendering is done client-side. Here's some screenshots, the current render is from a few days ago, and we'll be setting up automatic weekly renders on Sunday nights. 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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[✗] [Amendment] Lets Nerf Tawkin Again, Harsher PK clause edition
Daisy replied to Tentoa's topic in Denied Lore
I'm in agreement with this point -- I understand the issue with Juliet's but I don't think knowing homunculi should be PK clause. Maybe it's logical, but I think it's overkill and a bit punishing for one of the more interesting parts of Tawkin -
@squakhawk's !!! The gray and white dog is mine, the other dog is @Smol's
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Howdy! Recently, a recurring topic in community discussions has been communication, specifically, how we as admins can be clearer about what we’re working on and how decisions are being made. One step we’re taking to improve transparency is beginning to share high-level summaries of our admin meetings. 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. With that in mind, below are the notes from our meeting yesterday. Please note that @Telanir was unable to attend due to IRL obligations, but has since reviewed the discussions and voted on the relevant matters. Admin Meeting Minutes - Feb 4th, 2026 Sharing pet photos ~ 5 minutes Ban appeals ~ 25 minutes - Twelve appeals were reviewed - Five ban appeals were accepted - Three indefinite ban appeals were denied, the players may re-appeal - One ban appeal was denied, and upon further evaluation, the ban was escalated from indefinite to permanent - Two ban appeals were for permanent bans and were not considered - One appeal is still open, pending further discussion - Note: One of the accepted appeals was Milen, but he still has 2 weeks on his ban, he will be automatically unbanned then Ban reports ~ 25 minutes - Three reports were reviewed - One six month ban was issued for Community Guidelines Violations - Two permanent bans were issued for Player Conduct Violations Staff Policy ~ 10 minutes No notes to share here as this was an internal discussion on staff protocol. War Rules ~ 60 minutes The amended War Rules draft sent to us by Moderation was reviewed. We discussed costs and types of war, and put together a costs spreadsheet to evaluate theoretical costs of various wars. With some minor cost adjustments, the draft was approved, and an announcement post was shared by Moderation today. Gear Costs and Nodes ~ 20 minutes We discussed the feedback that has been collected about gear costs and agreed that current sets are too difficult to acquire. I will be directing Implementation Team to increase the amount of material dropped from both wild and nation nodes. Exact details will be communicated once this is finalized. Monk Lore ~ 5 minutes Squak and Smol discussed the implementation of the updated Cloud Temple Monk Lore, which has since been published. I hope you found these minutes useful and informative, and I look forward to sharing more updates like this in the future. Cheers, Daisy & the Administration
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Hey, I recall asking you about compensation during map development and thought you turned it down, if I am misremembering shoot me a DM and we can discuss with Tythus, as we have always been happy to pay our world painters. I'm sad to see you go, thank you so much for the work you put into this map, it is truly the best designed one we've ever had.
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i'm gonna landscar your house, be prepared for tnt and random mob spawning
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Hello LOTC Enjoyers! As mentioned in my previous update, @squakhawk, @Dom, and I were discussing the future of the Map Team, which was a collaborative project between Moderation and Tech. After careful consideration of the project’s duties, goals, and long-term impact, we’ve made the decision to discontinue the Map Team. Many of the team's members are continuing on staff with their roles on Moderation and Tech. I want to sincerely thank everyone who has been involved with this project for their time, effort, and care for our map. As for the team's responsibilities, they are being redistributed to the other staff teams to ensure this work continues on: Landscars will be a joint effort for Mod, Story, and Tech. Moderation will handle landscar identification and enforcement, Story builders will take point at fixing landscars, and Implementation Team will handle relations with Realm leaders and the impact of landscars on tiles. To report and landscar, please make a /modreq. Story builders will be handling roads, ongoing beautification, and setting biome pallets. To request a road, or have an existing custom biome set for your build, please make a /sreq. Implementation Team will be handling nodes, soulstone pillars, ferries, maintaining weather / ambiance effects, and new custom biome creation. To request the creation of a new custom biome, or to inquire which custom biomes are already available, please make a /ireq. Looking ahead, continued development of LOTC’s world, such as expansion areas to Azuras or, when the time comes, work on our next map, will continue to be led by the Administration as a collaborative effort between all staff teams and the community. Cheers, Daisy
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Lair apps are reopened as well, I had discussed with @squakhawk and we planned to have them reopen when realms were.
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Hello Premium Roleplayers! Daisy here, I wanted to give an update on what’s been going on with the Tech Team. This update is meant to provide transparency into recent changes, what we’re working on, and how we are positioning ourselves for the year ahead. It’s been an eventful last week to say the least, though our team remains in high spirits and is looking forward to what comes next. Recent Roster Changes As I’m sure many of you have seen, we’ve recently had some departures from the team, including @Crunchiest_Leaf, @Fimlin, and @Kaiser. I want to sincerely thank all three of them for the time, care, and effort they’ve invested into LOTC over the years. From unique and immersive plugins, to leading the development of Azuras, to building up the Implementation Team, each of them has left a meaningful mark on the server. I wish them the best in whatever comes next, and they will be missed. To fill the gaps left behind, we’ve made some recent changes within the team. @Dom will be taking over as the Implementation Coordinator. Dom has been a member of the team since its very beginning, and is one of our core members when it comes to handling tile purchases and realms support. In his new role, he will be overseeing the day-to-day operations of the team, including NL relations, taxes, new realm applications, node management, and more. @Adelemphii will be taking over as the Java Team Coordinator. This is a role I have historically held in tandem with Tech Admin, though since her promotion to Senior Technician, Adele has shown dedication to the operations of LOTC, evaluating applicants, and assisting other developers with code review and plugin deployments. In this role, she will have more direct ownership over our Java Team roadmap, scheduling Minecraft version updates, and project prioritization. Personally, I plan to focus more on team-wide operations than direct management of the coders. Finally, some new additions. @Lenny has recently joined the Java Team and has made considerable contributions in just a couple of weeks, including numerous bug fixes, chat changes (mentioned below), /edit improvements, and more. I look forward to seeing what he does next. @NotAPan has also joined the Triage Team to help clear our ticket backlog and cover additional time zones. Finally, @molly molly molly will be joining the Implementation Team to assist with realms support, nodes, and more. Welcome all three of them aboard! On a final note, both the Java Team and Triage team are looking for a few new members. If you are interested, please post an application or chat with @Adelemphii and @Venomous_Pup, respectively. We also have 2-3 folks currently working on the Java Team trial, so there may be some new additions soon. Java Team Surge Rewrite Surge is a cumbersome project, with years of bloat added to it. It has been touched by countless members of the tech team who have had various standards, ideals, and thoughts. These changes have been added on without any regulation, and have led to Surge handling multiple responsibilities in ways that are no longer ideal, blurring its overall purpose. This rewrite is focused on addressing those issues. @Adelemphii is designing a version of Surge that is clearer in scope, easier to maintain, and more approachable for future contributors, with an emphasis on long-term sustainability and consistency. In its current form, Surge acts more as a passive observer of PvP interactions, reacting to events and relying on a mix of hardcoded files and item attributes to build damage outputs. The rewrite aims to change that. Going forward, Surge will serve as the authoritative system for PvP damage, providing a centralized point of control and logging for weapons and combat interactions. This will allow for greater accuracy, reliability, and extensibility across the server. More broadly, the rewritten Surge will function as a flexible and well-defined foundation, offering an API that other plugins can build upon while enforcing stronger standards for structure and maintenance. Ongoing discussion about this rewrite is happening in our Tech Discord, you are encouraged to join if you’d like to be involved. NativeChat Refactor & Status Focus NativeChat is our core chat engine for LOTC, powering all chat interactions excluding private messages. The plugin, however, is showing its age, having been built upon the now-deprecated BaseComponent system in Spigot. I am working on migrating the codebase to use Kyori Adventure, the modern solution to chat messages in Minecraft. This will enable us to use modern APIs and improve velocity when it comes to changes to our chat engine. This rewrite is a considerable amount of work under the hood, though it should not have any impact on existing functionality, and enable us to more easily add new functionality moving forward. In addition to this refactor, @Lenny has recently added a new /chat focus option for statuses, allowing you to only see chat messages from players with the same status as you. This was deployed earlier today. Food Bags, Expiration, and Custom Foods Food bags and expiration were previously disabled due to a bug impacting food bag saving. As this is a central feature of the FoodCore plugin, designed to counterbalance expiration for roleplay, the decision was made to temporarily disable the plugin until the issue could be properly addressed. I was able to determine the root cause of the problem and have completed a fix. We will be re-enabling FoodCore later today. I understand that the expiration system has been a point of mixed feedback in the past. However, we still believe food expiration is important to maintaining a healthy balance around large food stockpiles for PvP, especially with the upcoming custom foods being worked on by @Aesopian. Food expiration is not set in stone. All the values are adjustable, and we’re open to making changes. We’ll be monitoring feedback closely once this is live again, and have created a dedicated discussion channel (#food-expiration) in the Tech Discord where we welcome feedback and suggestions. War Server With war on the horizon, we are working on updating the War Server and ensuring it is ready for the next big fight. We will be scheduling a stress-test for sometime next weekend. Keep an eye out for a post from @squakhawk for more details, as he is taking point on war with the Moderation team. Minecraft 1.21.11 We are currently evaluating the upgrade path to the latest Minecraft Version. Once this is cemented, we will begin plugin updates and get our Beta Server ready. There are a lot of new and exciting features we are looking to take advantage of, including new blocks, items, and GUIs. We may first make an incremental jump to an incremental version, depending on the technical feasibility of a direct jump. Regardless, one of the first steps will be updating our proxy server and ViaVersion to allow connections from clients up to 1.21.11 prior to the main server being updated. Tutorial Island Plugin We are working on a plugin to drive the tutorial experience in collaboration with the Community Team. This plugin will guide players through the different tutorial sections, add interactive elements, allow any player to redo sections of the tutorial at any time, and tie into realms at the end. This is something that was on our roadmap for a while, though it hadn’t gotten much traction until recently. @Lenny is taking point on this plugin with @Smol, and I look forward to seeing it come to completion. Wayfinding This is a plugin that was originally slated for 10.0 launch, however, the developer working on it got caught up with real-life obligations and was unable to drive it to completion. This plugin aims to manage a Google Maps-like network of roads built from nodes and connections, guiding players to destinations along the road network. It will include automatic regioning of roads to assist with new road setup, and grant the speed bonuses for sprinting and horses. Additionally, it will tie into our tutorial plugin to guide new players to their desired realm. Following up on our current projects, @Lenny and I will be working to get this live. Application Notifications I am currentlying assisting the CT in rolling out some changes to the application format. Following this, we’re going to update Freja to automatically send email notifications when an app’s status is updated (pending, accepted, denied), as right now new applicants often miss this status change and forget to check back, leading to apps being denied, or players never joining. Web Team Server Map Render It is no secret that our interactive map has been unavailable for some time, with no interactive map of Azuras available to players. Unfortunately, the software we used to render the map (Minecraft Overviewer) is no longer being updated and does not work with our current Minecraft version. I have found an alternative, BlueMap, and am working on setting it up for Azuras. I’ll provide an update in our Discord announcements when a new map is available. Store Page Redesign This project has been in the works for a while by @xDK with art from @trinn. We are working on finalizing the design and hope to have the new page available soon with updated information and easier use for players. Roleplay Map @SaviourMeme has been working on building an interactive roleplay map, which will be similar to the map featured on our wiki, with interactive elements for realm borders, capitals, and major settlements. This map will fetch live updates from the Minecraft server using a realms data API, which I am working on. Wiki Stability I have recently resolved some stability issues with the wiki. There were problems with the plugin configurations for emails, image uploads, and some other features. Moving forward, @SaviourMeme and I are looking at updating the wiki to the latest version of the MediaWiki software to improve stability, add new features, and make it easier to maintain. Implementation, Triage, and Map Teams Realm Applications, Tile Debt and Upkeep Realm applications are now reopened, with updated guidelines and pricing for Azuras. Please check the Realms System Page for details. Further, we will be restarting realm upkeep and activity checks soon, as well as collection of the debt for tile purchases done for map launch. More details will be communicated to Realm Leaders directly, including final amounts for debt. Please reach out to @Dom with any questions. Triage Tickets and Rollbacks We currently have a sizable backlog for triage tickets, largely driven by a bug that existed in our item logging plugin that was recently fixed by @Lenny. The team is working on clearing the backlog, so if you have an outstanding ticket, please keep an eye out for an in-game update to your ticket or a message from one of our Triage Team members. We aim to keep the backlog low moving forward with additional folks on the team. Map Team The Map Team is a collaboration project between Tech and Moderation to implement custom biomes, fix landcars, and provide general maintenance to the map. We are currently evaluating this team’s duties and will likely restructure it soon to better define the responsibilities and organizational structure. Myself, @squakhawk, and @Dom are working on this and will provide an update once things are finalized. Team Vision I wanted to close off with an update on what comes next. The Administration is currently working on the development of a more principled server vision, which includes dedicated visions for each of the four staff teams. We have already completed the first draft of our Tech Team Vision and are excited to share it with you soon, once we get a chance to review it as an admin team alongside the other teams’ visions. Thanks for reading our update and taking an interest in the technical direction of Lord of the Craft. I’m aiming to have more regular patch notes and updates published moving forward. I also want to acknowledge that I haven’t been as present in-game or as communicative recently as I should have been. After Azuras’ launch, the holidays, and a busy end-of-year at work, I found myself pretty burnt out. That’s on me, and it’s something I’m working on correcting. I’m excited about where the Tech Team is headed. Despite the recent departures, the team is in one of the strongest states I’ve ever seen, with incredible drive, motivation and talent. I’m proud of the work we’re doing, and what we have planned. Ultimately, words only matter if they’re backed by action, and I intend to demonstrate that through consistent progress and transparency. Thank you to those who continue to place their trust in me to lead the technical direction of LOTC. To those who have lost some of that trust, I hope to earn it back by showing that this direction is real. Let’s make 2026 a record year for technical progress on LOTC, together. 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 A footnote on moderation:
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Hey all! Our annual Holiday Sale is now active! Use the code KRUGSMAS for 20% off on our store page. The code will be active until the end of the day on January 4th, 2026. Happy Holidays, Daisy, Tythus, and the Administration * Minimum basket size of $20 required to use the coupon.
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we wanderer once more Her light guides the silver kin through progress and health – The Turtle
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It's a bit of a double-edged sword, as we wanted the materials to be available in pre-build, and in LC generally, though that would raise concerns about people using LC to get resources for gear. This restriction has already been in place since the launch of Aevos for some materials such as coal and copper, we're standardizing it across the board now so these blocks can be used in LC.
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I can't tell if this is bait or not but I'm going to reply anyway. Although you are absolutely right about that being a bad name in real life, we didn't chose it, you can bring up your qualms with the US government for that. And beyond that, we didn't use that name, the area is named 'Mesa' for the tiles - or 'Godsrend Canyon' in the maplore ... we're not calling it Zion, that was just the inspiration for the area. Overall, all non-fantasy areas were inspired by some real-life landscape, and we tried to avoid real-life names with the exception of Mediterranean since that doubles as a name and an adjective, we couldn't think of another name for it besides, well, Mediterranean. And we didn't place gold in the Mesa because of the name of the real-life inspiration either, it was placed there because in real life... there is gold in Utah, see the Utah gold rush for further reading. Other areas had resources concentrated based off their real life location inspirations - coal in the highlands, fertile in the plains, copper in the black forest, iron in the taiga, and gems under the mountains. The gold had to go somewhere, and the areas based on the western US - Mesa and Geyserlands, were the best fit.
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https://en.wikipedia.org/wiki/Zion_National_Park -- and to be clear this is the inspiration, the area is called Mesa in game. it'll take up a slot - though there is also a warp to resource island like a 30 second walk from the CT spawn, this is just for convenience for people gathering materials (and the fact we wanted an odd number of soul beacons for aesthetic reasons but only placed 10 pillars on the map).
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We didn't give anyone a spot, they NL at the time chose that location, and resource placements were available to the NLs and determined prior to choices being locked in. We added gold because that area is based on the Zion National Park in the US -- ie Utah gold rush, it had nothing to do with the orcs going there. As for @Kaiser's comments, as he said this was an idea he was working on - it was never confirmed, though that doesn't mean it isn't still a possibility in the future, we're evaluating the use of gold in our Surge Crafting adjustments as well.
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Azuras on the Horizon | 10.0 Release Details Hey all, Just a quick update that Azuras will be released on Friday, October 17th. Maintenance will begin around 7 PM CST on Thursday, followed by a midnight release. I understand this sucks for a large portion of players, but experience has taught me that it is preferable to launch during off hours to avoid potential performance issues during primetime and to iron out any immediate issues. Logins may be rate-limited over the weekend and the server cap may be decreased from 500 depending on performance, as our plugins have extra load on them during player logins for a new map as data is initialized. A reminder that free LC will be available for one week following launch for folks to decorate. Vaults will be available a few weeks after launch following ST review. Also, since a few folks asked me, although /card details changed during temp map will not persist, your personas have continued to age noramlly. The persona slots you had configured at the end of Azuras will be identical, with the exception of the age - this is because age is tracked via current year minus birth year, and the year has progressed normally during Kalldur. Patch notes and a resource map are available below. Cheers, Daisy Patch Notes - All mining tiles will have mines by default (unowned) with 4 nodes (or 4 of each for gems) on a 24 hour personal cooldown. - Nation-owned tiles will have 2x drops on an 8 hour personal cooldown. - Gem mines will no longer produce amethyst, it can now be found at resource island. - Ranching, horse breeding, and farming have been combined into 'fertile' tiles, bonuses remain the same. The fertile bonus will only be active on nation-owned tiles. - Food / saturation decay while outside of combat has being significantly reduced. - Addition of food expiration and food bags - see this post for details. I did want to add that for example, bread and wheat will be on a 28 day expiration, which resets when crafted from wheat to bread, so a harvest could stretch up to 8 weeks. Other vanilla foods have similar expiration times - they are on the order of weeks, not days. The system was designed to be fully adjustable, and will be reviewed after map launch. - Addition of biome effects, tunable bells, and painting -- see @Crunchiest_Leaf's posts for details. - Items that have the reverse-crafting restriction, such as gem / iron / gold blocks, now display a warning when crafting. - Gem / iron / gold blocks will only take 4 of the material to craft instead of 9. - Addition of 4 new herbs and removal of 4 old ones - ask ST for details this aint my job. Herb item display has also been adjusted to be prettier. - Fishing loot tables have been adjust for the new custom biomes. - Addition of a soulstone pillar directly at resource island, and a soul beacon for it at spawn. - Warhammers will now use the mace item for display purposes. - Netherite nodes now yield netherite scrap, which is smelted 1:1 to netherite ingots. - Only coal can now be used as a fuel source. - Ore blocks can be crafted with the raw ore / gem + cobblestone or cobbled deepslate. - Ore blocks cannot be smelted into ingots / gems. - Animal breeding limits have been increased from 4 to 8 per restart. - Armor trims in ItemEdit, a post with more details will be made for this. - Surge PVP: removed buckler and berserker axe. - Tiles are approximately 3x larger than those on Aevos. As a consequence, acquisition costs are now 10k for exterior, 5k to core, and upkeep is 100 for exterior and 300 for core tiles. Immediate Planned Additions These didn't quite make the cut but should be available within a couple of weeks. - Road navigation / road speed plugin, just working on final touches. - Vassal support for realms. - Bundles for generic materials and herbs. Signed RP items and PVP gear will not be placeable in bundles, and they cannot be soulbound. - Better shop support for food items (unfortunately right now you will have to remake the display for different expirations, we're working on this). - Distant Horizons support. - Cloud temple - navigable from the main world -- CT is placed on an island south of Azuras, though remains in a separate world for technical reasons, though we plan to make it warp you to/from the main map when approaching / leaving by water. - Hooked will be disabled for a few days following launch. - Tutorial island update. - Chiseled bookshelves usable with BetterBooks. - Surge PVP recipe adjustments. Resource Map
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do NOT try doing this!!!
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i didn't even know there was a vote! i'm honoured, congrats on @wowj for first place
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it's pronounced ah-ZUR-us - watch the trailer smh
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10.0 Launch Trailer / Map Name Reveal (we FINALLY have a name) CREDITS Recording/Editing: @Blake0205 Voice Acting: @_Patient_Zero_ Feedback: @SaviourMeme, @squakhawk, @Daisy, @HogoBojo, @Smol Map Render with Nation Builds
