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[Amendment] Group TP Fixes and Adjustments
Aesopian replied to Ninjay's topic in Lore Criteria + Submissions
Should we give them group TP pex? -
I love how insanely confusing our lore is that we are basically ‘this is dnd but we don’t want to say it’
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The mother of malice, the long-dead god, the sire of claw and tail, the hand that grasps at the world’s future… Her fingers coil around your throat so tightly that, when you wake from your dreamless sleep, it is with a strangled, desperate whisper. Alone in the sewer, the only ears to hear your gasps are those of the desiccated corpses that were your previous victims. It has been only days since you sacrificed them, yet all that is left is a crumbled mess of dust and bone. REVENGE. Like a newborn kit having its unready eyes peeled open, you feel yourself yanked upright. The pressure on your neck releases; your rasping breaks into a cough. You nearly fall back over – your body unsteady – but you just barely manage to stay upright. You ascertain that you are weaker, again. You cannot remember the last time rest rejuvenated you. It feels that whenever you shut your eyes, whether in a blink or in sleep, something more of you is gone when you opened them back up. Your back, once merely bent, has now collapsed into a permanent stoop. Skin sags over your bones like wet cloth, freshly speckled with liver spots. Hair stretches as a grey matt all the way to your hips. Formerly razor-sharp eyes, that could pick a sparrow from twenty trunks’ distance, now manage only an unfocused smear of grey where the brick wall opposite you stood. You could hardly believe that your nineteenth birthday was only four months ago. REVENGE. Her breathy, hate-drenched voice seeps into your mind. You know the only salve for the years crippling your body is to sacrifice to the mother of malice, to pay for your youth with the time of another. You must kill. By killing another, you could take their time for your own, and satisfy the hunger of the mother. From the sewer grate above, moonlight spills like silver water. Perhaps you would be lucky, and some reckless wetnurse has left a babe behind an unlocked window. It feels like a sign. The mother’s power had been growing, and she had become so strong now that the world could feel her claws digging deeper into its past every day. The sacrifices you had made – that your brothers and sisters had made, all throughout the world – had made it possible. Her greatest curse freshly unfolding… Food no longer keeps. Bread blisters into a crawling smear of mold before it leaves the pantry. Fruit blackens from the stem inward, syruping into a sweet, sour ooze that attracts fat, greedy crows; apples split open and breathe a stink of fermented sugar. Salted meat becomes a dry, powdery husk that flakes to dust when touched, and fresh fish bulge and crack under the light, eyes collapsing into black milk. Dairy sours into a thin, curdling film that refuses even the rats; jars of pickles weep and grow hair. This was her doing. Time stolen, in countless slivers, accelerating the aging of all life. All in service to return her to horrible existence… Metztli. The previous god of time, who now devours the past to feed her future. You had heard stories from sailors that her gargantuan rotting corpse, far away in Arcas, grows riper with offal every day. Her skull, once bleached snow-white by the sun, now wears the rotting countenance of a beautiful woman dead scarcely a week. By consuming time, she pushes her own death into the future, and it would not be long now before her death is in the future, and she would be alive again in the present. Steadily, she is closer to the present, closer to now, and you could only imagine the horror she would inflict upon her enemies once she is finally reborn into–but in the midst of your musing, her voice returns. It is so loud that it obliterates all thought. It rolls over your consciousness as easily as an artist draws her brush through paint. REVENGE–LIFE–AGAIN… AND YET, THEY WOULD SAVE IBLEES IN THE NETHER FOR TEN THOUSAND YEARS, BUT NOT ONE OF THEM COULD SAVE ME? NOT ONE OF THEM COULD INTERVENE ON MY BEHALF–COULD STOP MY DEATH? MY FAMILY, MY FRIENDS, ALL OF THEM, USELESS–FECKLESS–WORTHLESS… THIS FETID FUTURE, THIS PATH HAS ALWAYS BEEN WRONG. THIS REALITY WAS NEVER MEANT TO EXIST. IT HAS BEEN PERVERTED AWAY FROM THE TRUE PATH, THIS SUFFERING A CRUEL AND DISGUSTING JOKE– MY MURDERER–YOU– I WILL SEE IT. I WILL MAKE IT. I WILL TAKE THIS UNJUST WORLD AND I WILL BREAK IT. UNTIL I HAVE MY JUSTICE… I WILL LIVE A THOUSAND-THOUSAND-THOUSAND LIFETIMES ACROSS A THOUSAND TIMELINES ACROSS A THOUSAND REALITIES IF IT MEANS I WILL KILL YOU IN ONE OF THEM. I WILL PLACE INTO THE MINDS OF MY SPAWN THE ONE AND ONLY TRUTH THEY EVER NEED KNOW: THAT YOU MUST BE DESTROYED. I WILL CUT SHORT A THOUSAND FATES IF EVEN ONE OF THEM COULD BE YOURS. I WILL, AND NOTHING COULD EVER STOP ME. I WILL TWIST THE COURSE OF EVERY FUTURE UNTIL THEY LEAD TO ONLY ONE DESTINATION: YOUR INEVITABLE DEATH.
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Wow look at all that info!!!! 🐸
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wowj what do you think about if i made it so ST can change player's age on their character cards
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great work, this looks pretty cool
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Suppose that the Empire of Man succeeds in conquering the world. Do you think staff should instantly force wars of rebellion? Do you think staff should regulate its control over its vassals? Do you think ST should be encouraged to turn the Emperor into a Dark Lord of the Sith? I personally prefer just the last option (because @Werew0lfas the Lich King would be fun).
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Pretty cool post I dig it
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Keep in mind, these effects were present in Nexus, and saw no warclaim use. I can nerf it down to like 5 seconds, though.
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Not only will you still be able to edit the names and descriptions of these items without losing their effects, you will also be able to change the appearance of the item itself -- for example, you could create a custom 'Sutican Duckloaf' with the statistics of a hamburger, but the appearance of a cooked chicken. This is only possible due to recent updates to Minecraft. Players will be able to 'nibble' (shift + starting to eat an item, on a short cooldown) an item to test what its effects are, without actually fully eating it.
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The intent isn’t to add a massive time-sink (consider, farming is still passive after you plant crops), but to give existing RP more structure and relevance. Cooking, baking, taverns and feasts are already common RP elements on the server. The plugin just gives them in-game weight so they’re not purely cosmetic. Nothing here forces people to engage deeply with the system. Vanilla foods are still usable. You can RP a tavern without min-maxing recipes, but for players who want to RP chefs or farmers, there’s finally mechanical support instead of everything being headcanon.
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Having fully custom recipes as you describe is a great idea, but it is significantly more complex, and has min-maxing risks associated with it. A future update may possibly include it, but it would be a while down the road. The food plugin will be fully compatible with item edit and support item retexturing, so if desired you can just add add lore/change the item appearance in order to have it better represent your own culture's food dish.
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254 players who support a 'cooking plugin', compared to 12 who don't. Regarding the question forms/explicit statements, of 5 1 player said no to food plugin broadly 2 players said only saturation and hunger bars should be present 1 player did want custom recipes, but did not specify if he wanted more than saturation and hunger bars 1 player stated they wanted potion effects on food items explicitly With this in mind, it is clear players want a cooking plugin, and if there are any custom recipes at all in such a plugin, which presumably there would be, these would need some kind of custom saturation and hunger values. We have designed recipe potion effects to be extremely minor. For comparison, Nexus had 'teas', drinkable items which granted regeneration, speed, haste, etc. for 5-10 seconds. These never saw significant use in warclaims. You can expect the current types of potion effects that are included in recipes to be on this level. Furthermore, for the vast majority (>85%) of food items, they do not have potion effects of any kind. Vanilla recipes will be preserved. Please read the post. Thank you for your kind words. FoodCore bugs are being actively worked on and we are aiming to fix it as well, however, having numerous devs work on the same bugs would result in duplicated work -- therefore other devs may be working on other projects (such as this one) while Cheezboi9 fixes FoodCore. It expands on everyday RP activities (like running taverns) instead of replacing them, creating a better experience which players can RP around. It also creates in-world reasons for trade and supply chains (different resources are in different areas of the map).
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The development decisions for this plugin were based on prior community feedback, which showed an overwhelming support for a cooking plugin. If you have specific concerns (e.g. you want food to only have saturation and hunger effects, but no potion or life healing effects), please state so, and preferably gather a few others to reply similarly so it can be added to a feedback poll.
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I think this is reasonable, and we'll do some future polls to see specifically if players want plant or animal species, and if so what should that entail.
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FABLED FOODS Thanks to the work of @Cheezboi9 with FoodCore, we are now in position to continue development on one of Lord of the Craft’s most requested plugins: food. Whether it be farming, cooking, or raising animals, the playerbase has always been universal in their support of the ability to just make tasty junk – and we on the Technical Team absolutely agree! In response, we have begun development on a series of plugins as part of the Fabled Foods project, hoping to bring to LotC a culinary experience the server has never seen before. However, we are looking for your input as players on how best to proceed. FABLED COOKING The core of the Fabled Foods plugin is Fabled Cooking, which will grant players access to new food items and the recipes to make them, as well as upgrade vanilla recipes to allow them to support items of different qualities. We intend to support vanilla recipes as much as possible, including allowing you to still craft vanilla food as you normally would – you may find that using Fabled items in that process may result in foods that are strictly better than vanilla food items, but you should nearly never have something which is worse. We are still in the process of finalizing the design — if you have thoughts about any of the below, leave a message! Cooking Stations The primary cooking stations we expect to have on release are the cooking pot, oven, and countertop, shown in the above image from left to right. These crafting stations can all be crafted by shift-clicking on a normal Minecraft crafting bench, which will open a custom crafting interface to allow access to basic Fabled recipes. Opening any of these stations (cooking pot, oven, or countertop) presents you with a general menu from which you can craft different items. When crafting from this menu, items are taken directly out of your inventory and used in recipes. Should you want more fine control of what you use in a recipe, you can open the custom craft menu with a right-click. In the custom menu, you can place the items you want to use in the crafting process in the left 3x3 grid, and take the output of using them for crafting from the right 3x3 grid. This supports single recipes that produce multiple different items. Depending on the quality of the ingredients you use, the resulting food item may be of a different quality, with different effects. The five icons at the bottom of the custom menu indicate to the player what the effects of different qualities of outputs are. Food Quality Values shown are not final. The vast majority of edible items can be produced in varying qualities, which modifies the hunger, saturation, and life they restore, alters the time they remain until perishing, and alters the duration or strength of potion effects those food items have. Certain food recipes may have a time cost associated with their crafting, particularly if they are crafted at a high level. Although none of the food recipes for initial release will include potion effects on the level of Nexus-era alchemy, they will nonetheless offer small, meaningful benefits. An example above is the current version of coffee, allowing a brief period of speed for charging down enemies. Another example is cake, illustrated below, which can be eaten to entirely restore your hunger bar and provide an enormous amount of saturation – with the cost of giving you slowness II for five minutes! FABLED FARMING With the addition of Fabled Foods, we will also be bringing Fabled Farming, a plugin designed to add additional content to the Lord of the Craft farming experience. This expands on the concept of quality by adding new versions (or ‘species’) of the Minecraft plants you are familiar with, like wheat, potatoes, and carrots. Each of these can be planted and grown just like normal Minecraft plants, however, they will now have new biome and quality-based growth modifiers. For example, Orengrain grows 40% faster in the Plains biome compared to other biomes. In contrast, Krugernickle grows 50% slower in the Plains biome, but it grows 20% faster in the Desert biome. If you are a player who lives in a nation in the Plains, you may need to trade with – or conquer – players in a Desert biome in order to acquire a reliable supply of Krugernickle. I also mentioned quality modifiers – Krugernickle, as a rare plant, grows 80% slower than Orengrain. However, as a rare plant, when used in food recipes, the product is more likely to be of rare quality. Some other small points related to farming: Currently, bonemeal effects will be disabled on launch, until we can determine a way to integrate it into the farming system. Most food recipes are flexible: any plant that uses the wheat model can be used for wheat in a recipe (e.g. Krugernickle or Orengrain could be used to make Glowberry pie). Keep on the look-out for other quality-of-life features we will be adding to farming, including the ability to shift-click to identify a plant’s species or trigger a growth tick. Upon release, only common, uncommon, and rare plants will be available to grow – Story Team members will be able to create higher-quality versions for special use in events. We plan to eventually add other qualities (epic and legendary) once balancing has been better handled. Let us know if we should have both biome and quality-based modifiers, or just one or the other! FISHING, ANIMALS, AND BREWING Beyond cooking and farming, there are three other plugins which form the core of Fabled Foods, which range from nearly complete to still in planning phases. Fishing Frankly, @Adelemphii has done an excellent job, and we anticipate the only changes to her plugin for compatibility with Fabled Foods will be drop rate adjustments. Animal Husbandry The quality of an animal’s drops will now depend principally on how long it has been alive, with older (more ‘mature’) animals producing higher-quality drops. In the same regard, cows, goats, or other mobs with something you can harvest from them, will have a higher-quality drop if you wait longer between harvests. You have three main ways to accelerate how quickly an animal matures: keeping it in its preferred biome, feeding it foods that it likes, and brushing it. Animals will be receiving separate species, similar to plants. This controls their food and biome preferences. For example, while a Coldfur Goat may grow 20% faster in mountain biomes, and grow a day’s worth of time in response to being fed a potato, a Hotfur Goat may grow 30% faster in volcano biomes, and refuse to eat potatoes at all! Brewing Basic brews and drinks (including some that can be consumed directly) will be made directly from a custom crafting bench. These can then be placed in an aging cask, which will gradually increase their quality over time (if you use higher-quality ingredients to start with, the time they need to spend in the cask will be shorter!) Other Features We plan on giving you the ability to reskin food models arbitrarily, so, for example, you can have a cookie that actually has the stats of a cooked chicken, but this will purely be a visual change (for roleplaying). Some features are currently undecided, and we are actively seeking feedback on these: Should we have specific types of compost? If so, how should they work (e.g. make food grow faster but at reduced quality? Increase yield? Make food grow faster only in certain climates?) Should descendants drop a food item when slain, and if so, what should its drop rate be, and should undead players benefit mechanically from consuming it? Should you be able to walk your animals around (on a lead) to make them grow faster, Should we have setup requirements to not tick your animals off (so they need to be in open air with nearby grass, rather than in a 1x1 cube deep underground)? Conclusion Thank you all for reading. If you can, please provide feedback or suggestions, or answer the questions above, below so we can adjust our plans for the future.
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How do you feel regarding nodes plugin? Do you think this can be fixed?
Aesopian replied to Man of Respect's topic in Debate
Personally, I prefer a Vanilla+ style of resource gathering, where it’s the normal Minecraft system but with additional features (e.g. new ores or mining techniques). -
The city is an evil corrupting force upon the world and must be annihilated. No brick can remain unsmashed. No fence can remain in the earth. No tower can remain violating the sky. Only death, death on a scale unimaginable can save this world. A million starving mothers pushing their empty breast up against the jaundiced face of their babe. A million fathers foraging rotting fields for mildewed grain. The gross excess of MEN must be CULLED; the evil of conscious thought RIPPED APART until nothing remains. The Forest has been made into a wretched, pathetic thing. Fear must be restored, and this is only possible through sacred, horrific violence.
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im on a toilet after eating some spaghetti don’t @ me bro 🫠
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I'm interested in getting opinions of the community on a few topics. This is a poll explicitly for my own knowledge of the community's thoughts. This poll primarily concerns architects, a plugin I designed and created to enable portable structures on LotC. An example of them in action can be found here: link. If you have any other thoughts about architects, please discuss below. I do plan to eventually make it possible for them to work at sea.
