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Muddy_Buddy

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    Thorbjorn Ruric

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  1. 24 page Vortex guide out now

  2. - Muddy’s Ultimate Guide to Vortex - Table of Contents Section I - Introduction Section II - Energy, Proficiency, and Crafting Recipes Section III - Nodes and Gathering Section IV - Professions Overview Section V - Tools Section VI - Vortex Profession Stations Section VII - Crafting Mechanics Section VIII - Progression and Increasing Your Proficiency Section IX - Crafting Bench Recipes (and Profession Station Recipes) Section X - Surge PvP, Armor and Weapons Section XI - Armor Gallery Section XII - Thanks, Acknowledgments, and Contact Section I - Introduction Hey yall, I’m Muddy and I’ve been playing LOTC on and off since 2014. I’ll explain to you everything you wanted to know about Vortex and Surge, LoTC’s custom crafting/profession and PvP plugins. Before I start this guide I would like to say that my writing isn’t flowery and this guide will be direct. Now the question is, why should you listen to me? The answer is I have PhDs in Vortex and Surge. In reality, I alpha tested both Vortex & Surge and speak with Nick about the future of Vortex on an almost daily basis. This forum post may not be updated but the google doc will be. Please note that some of this guide is limited to what Nick has allowed me to share. With this in mind, welcome to Muddy’s Ultimate Guide to Vortex. Section II - Energy, Proficiency, and Recipes Energy Energy is a renewable, persona based resource used to refine and craft Vortex materials into finished products. While it was originally planned that energy would regenerate 100 energy per 24 hours, this was changed to 20 hours to allow flexibility. You can view your energy via your experience bar. You can tell how much energy a craft will take via the green circle. Proficiency Proficiency is what you could consider your “crafting / gathering level”. Proficiency is gained through equipped profession tools and profession armor. As your proficiency increases, you will be able to create higher quality products. You can see your current equipped proficiency in the upper right of a profession station. You can see the required proficiency to craft something underneath its energy cost Recipes The required materials to complete a specific craft can be seen in grey text underneath the required energy and proficiency. Section III - Nodes and Gathering Nodes are the system and locations which allow players to gather both Vortex crafting materials as well as general building blocks. Nodes are client side, on a 2 hour cooldown, and require no energy to gather. General building blocks can be gathered with their respective gathering tool independent of the proficiency granted by that tool. Vortex crafting materials must be gathered with the correct gathering tool and said gathering tool must have the correct amount of proficiency. For example, an oak log can be gathered via a stone axe, but a maple log requires 20 proficiency to gather. Attempting to gather a node with the incorrect gathering tool or attempting to gather with insufficiency proficiency will result in the following message. When a node is gathered it will change its visual appearance to show that it has been collected. Attempting to gather a node which is not yet off cooldown results in the following message. I will not discuss the locations of nodes personally, however you can visit Zaerie’s Guide to Nodes here. In addition, Vortex Alpha Testers did not have insider information regarding node locations. Section IV - Professions Overview In Vortex, there are what I consider gathering professions and crafting professions. Gathering professions utilize the node system to gather raw materials and do not expend energy. Crafting professions utilize Vortex Profession Stations and do expend energy. The current implemented gathering professions include miner and botanist. The current implemented crafting professions include blacksmith, tailor, and carpenter. Future professions include fisher, farmer, alchemy, culinarian, tinker, and enchanter. Alchemy, culinarian, tinker, and enchanter are referred to as the “Artisan Professions”. The following definitions of the professions are a mix of my own, and Nicks, descriptions. Gathering Professions: Botanist - Botanists are for gathering crops that spawn in the world, as well as lumberjacking. Tools: Sheers, Hoe, Axe Fisherman - Used to fish. Tools: Fishing rod, crab trap, fishing net Miner - Used to gather stone and ore based products Tools: Pickaxe Farmer - Farmer's breed crops to have higher yields, and can take plants that wouldn't otherwise grow in some areas and allow you to use energy to harvest them. Farmers are also in charge of butchering carcasses for Culinarian meats. Tools: Crafting Professions: Blacksmithing - Forges ingots, gathering tools, profession tools, armor, and weapons. Tools: Hammer Tailor - Refines cloth and leather. Can make clothing which grants proficiency to other professions from leather and cloth. Can make gambeson armor. Tools: Needle Carpenter - Refines wood. Can make tool rods, fishing rods, bows, crossbows, and arrows. Tools: Saw Artisan Professions: Culinarian - Culinarian's are in charge of making foods that give potent very short term buffs to stats on your character, foods can also be eaten to restore energy depending on the item. Alchemist - Alchemists brew potions that grant long-er term less potent buffs to stats on your character, Alchemists can also make energy tonics (Yes they can expire). Tinkerer - Tinkerer's are crazy contraption makers, they also are really good at making MacGyver-esk tools that can help you complete dungeons, Tinkerer's also are able to make jewelry. Enchanter - Enchanters use a ton of energy and resources to make permanent stat buffs on items. Section V - Tools Tools can be broken down into two subsections, gathering tools and profession tools. Gathering tools are used to collect raw resources from nodes. Profession tools are utilized to gain proficiency and craft in the profession stations. These tools have a unique durability which can be seen when hovering over the item. Gathering Tools - Pickaxe, Axe, Shovel, Hoe, Shears Wood Tools: 100 durability Stone Tools: 100 durability Copper Tools: 100 durability Tin Tools: 125 durability Bronze Tools: 175 durability Iron Tools: 250 durability Profession Tools - Hammer (blacksmithing), Needle (tailor), Saw (carpenter) Stone Tools: 25 durability Copper Tools: 50 durability Tin Tools: 62 durability Bronze Tools: 87 durability Iron Tools: 125 durability Section VI - Vortex Profession Stations There are currently six Vortex profession stations, two for each crafting profession. Typically, one station is used for raw resource refinement and the other is used in crafting finished products. These stations are the sawmill & woodworking table (carpenter/saw), spinning wheel & textile bench (tailor/needle), and alloy furnace & smithing table (blacksmith/hammer). Open these stations by right clicking with the appropriate profession tool in your hand. Section VII - Crafting Mechanics This section will explain the mechanics of crafting. All profession stations utilize the same mechanics except for the alloy furnace. Redstone and redstone blocks indicated that you have insufficient proficiency for that specific craft. Barrier blocks indicate that either the recipe is not available for that specific material or the recipe has not been implemented (spears, lance, and pikes come to mind). General Mechanics To begin, right click your desired profession station with its respective tool (hammer, saw, or needle). You will then see the crafting GUI, which looks like this. Next, click the material you would like to use. This is located on the bottom row and will turn into an emerald once selected. This will show all available crafts for this tier. Next, select what you would like to craft. In this case, I will select a copper hammer. Once selected, it will also turn into an emerald. Next, to start the craft select the upper right emerald. To finish your craft you must now expend your energy. To do this, left click the profession station with the appropriate profession tool. This will expend your energy. As you expend energy, the crafts progress will be displayed at the bottom of the screen in white text. In my example, 2 of the required 5 energy has been expended. When the item is finished it will appear in your inventory. Alloy Furnace Mechanics First, open the alloy furnace by right clicking with a hammer. This will open the following GUI. Next, I will select the ingot I want. In this case I will select copper. It will turn into an emerald. Next, using the paper at the bottom I will add 8 ingots to my queue. The book in the bottom right represents your current queue. Please note that you start with 1 in your queue. Please note that the queue system can only view one stack of raw resources at a time (important in cotton refining as cotton can only stack up to 16). Next, I start my smelt with the upper right emerald. Starting the smelt will cause the furnace to light up. It takes ~3-4 seconds per ingot from my testing. Once the furnace is done smelting, it will unlight. At this stage, right click with a bucket and you will receive a molten metal bucket. Lastly, find a water source block. Right click it with the bucket in hand and your ingots will drop on the ground. Section VIII - Progression and Increasing Your Proficiency As mentioned earlier, in order to progress you must increase your proficiency. This can be done through profession tools and profession clothing. Progression is slightly different up to tin in an attempt to make it accessible. From tin up progression is as follows. To go from tin to bronze you must create a full set of hardened leather blacksmithing clothes using a tin needle. This will grant you 20 proficiency. Add this to a tin hammer, which is 20 proficiency, and you will have a total of 40 proficiency. This now grants you the ability to craft bronze gathering and profession tools. You can then use a bronze needle and hardened leather tailor clothes to create a set of bear leather blacksmithing clothes (50 proficiency). These clothes (50), in addition to a bronze hammer (50), now allow you to craft iron tools as well as bronze armor and weapons which all unlock at 100 proficiency. This style of progression will continue all the way to the top tier gear (at a certain point, crafts from artisan professions will also be required). Please note that you may also have to craft gathering profession clothes as you progress to gather resources. Nick let me leak these numbers, have fun with your spreadsheets. Clothing: Total Proficiency Granted = Helm (20%) + Chestplate (40%) + Leggings (30%) + Boots (10%) Leather Clothes: 10 10 = 2 + 4 + 3 + 1 Hardened Leather Clothes: 20 20 = 4 + 8 + 6 + 2 Bear: 50 50 = 10 + 20 + 15 + 5 Tools: Total Proficiency Granted = Proficiency of Tool Stone: 5 Copper: 10 Tin: 20 Bronze: 50 Iron: 100 Section IX - Crafting Bench Recipes (and Profession Station recipes) Recipes including iron/gold ingots/nuggets are in the process of being changed by Nick. Stone Hammer: Stone Saw: Alloy Furnace: Smithing Table: Spinning Wheel: Textile Bench: Sawmill: Woodworking Table: One Use Bucket: Tin Bucket: Tin Door: Section X - Surge PVP, Armor and Weapons Surge PVP is a custom coded 1.9 based PVP plugin. Weapons in Surge have a chance to apply a specific effect based on the weapon type. Armors in Surge grant a resistance and a weakness to the weapon effects. All armors grant the same level of “raw damage” protection and all weapons of the same type grant the same “raw damage” regardless of the material they are made out of. Weapon Effects Bleeding - Granted by Slashing weapons and represented with a poison effect, it can bleed a max of three hearts, and can not kill alone. A metallic scraping noise is heard when the effect occurs. Stun - Granted by Blunt weapons and is represented with a Slowness III effect for a second. The sound of an anvil being placed is heard when the effect occurs. Piercing - Granted by Piercing weapons and deals 5% of the total durability of that item, this effect will occur randomly to equipped armor. The sound of hitting a blaze is heard when the effect occurs. Splinter - Granted by Splintering weapons and deals 100 durability damage to shields when the effect is applied. The sound of hitting an iron golem is heard when the effect occurs. Dismount - Granted by Dismount weapons and deals additional damage to mounts, and will have a chance to dismount the rider from a horse. Armor Strengths and Weakness Plate - Strong against pierce. Weak against stun. Chain - Strong against bleeding. Weak against pierce. Gambeson - Strong against stun. Weak against bleeding. “For example, player A has an XYZ Short sword has a 2% chance for a bleed effect, player B is wearing XYZ metal chainmail that provides a 2% resistance from bleed effects. The interaction between player A and B will result in player A's bleed effect from their weapon never occurring. Ex 2. Player A has a weapon that has a 10% chance to pierce armor, if player B is wearing armor that has 8% resistance, the effect has a 2% chance to occur” - Nick Weapon Types Bleeding Weapons: Short Swords - One handed weapon (can be used with shield). Fast swing time. Low damage. Long Swords - Two handed weapon. Medium swing time. Medium damage. Great Swords - Two handed weapon. Slow swing time. High damage. Stun Weapons: Mace - One handed weapon (can be used with shield). Medium swing time. Low damage. Warhammer - Two handed weapon. Slow swing time. High damage. Splinter Weapons: War Axe - One handed weapon (can be used with shield). Fast swing time. Low damage. Great Axe - Two handed weapon. Slow swing time. High damage. Pierce Weapons: Spear - Unimplemented. Shortbow - One handed weapon. Normal minecraft arrow velocity. Longbow - Two handed weapon. Increased arrow velocity. Crossbow - Two handed weapon. Dismount Weapons: Pike - Unimplemented. Lance - Unimplemented. Armor Durability Copper Plate/Chain and Leather Gambeson: Helm: 50 durability Chestplate: 100 durability Leggings: 70 durability Boots: 60 durability Bronze Plate/Chain and Hardened Leather Gambeson: Helm: 87 durability Chestplate: 175 durability Leggings: 122 durability Boots: 105 durability Iron Plate/Chain: Helm: 125 durability Chestplate: 250 durability Leggings: 175 durability Boots: 150 durability Section XI - Armor Gallery Resource pack for tools, weapons, and armor is WIP. Section XII - Thanks, Acknowledgments, and Contact Me If you’ve made it this far I wanted to say thank you for reading Muddy’s Ultimate Guide to Vortex. Hopefully it made your life a little easier. To Nick - My guy. You’ve spent countless hours making this plugin and still have countless more to go. You’ve put your blood, sweat, and sleep into this and it shows.The system isn’t perfect but there is so much potential and I can’t wait to see some of the things we’ve discussed implemented. Thank you for answering my endless questions and not doing this when I told you all your numbers were wrong and you’d have to fix them. To my fellow Alpha Testers - Thank you for spending countless hours with me so that I could fill out my spreadsheets to ensure you could actually progress and that the numbers weren’t completely fucked. To the community - You complained so much that I made this guide. I hope you’re happy. You can’t argue you don’t have a guide anymore. Have questions, corrections, or additional information you think should be added? PM in game or on discord Muddy#3148.
  3. Miner gear doesn't start until bear. What you have set as mining is actually first tier gambeson armor. I told nick that it would be confusing to have gambeson in every slot but
  4. As per Ruk clan tradition, Biug'Ruk crushes rocks with his teeth to celebrate The Ferrymen.
  5. I don't think that is intentional, hopefully you submitted a bug report.
  6. The temp map was not designed to have Vortex on it (specifically speaking about nodes here). 8.0 was designed with nodes in mind. In addition, the extra three days would have given more time for the guide to be finished, and bugs to be fleshed out. As far as not liking it, that's up to an individual's opinion. I agree that it is difficult to start out, however, once you understand the basics it will carry you through the rest of the system.
  7. Hojo is (was?) writing a guide. Nick said to not put Vortex on transition map because it wasn't quite ready. He was over-ruled.
  8. First he tells me to RP with myself. Now I ask him, what pokemon am I?
  9. Bruh the google doc of complaints is 38 pages long

    1. Tigergiri

      Tigergiri

      yes yes it is

  10. Want to know what’s always been true with LoTC? Conflict causes content. It’s really as simple as that. Conflict, be it PvE or PvP, is the driving mechanism for most map progressions. I’m with @argonian, look at the wiki, almost all the cool stuff that’s happened on the server is because of conflict. I understand that people want to RP in cities and don’t want it interrupted every 2 hours with pvp goons. That’s why you can have city raid CDs for settlements. Banditing a road though shouldn’t have a timer, especially for the entire tile. Get bandited? Go get the guards of the city to go on a hunt for the bandits, boom rp opportunity. Your settlement doesn’t have guards? Wow, what a great RP opportunity to start a guard force. People don’t have to like it, but conflict does cause content. Limit conflict and you’re limiting content. Thanks for coming to my ramble of a Ted Talk. oh and i ruined my 69 posts to post this so you know i think its important
  11. me no grind me angry
  12. As Olaf returns to Sea’s Landing, Toke is sitting in Olaf’s money chair, smiling his money smile, counting his money, and singing his money song. “I can taste the mina already,” Toke says to Olaf.
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