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Found 11 results

  1. For a good while now, there has been a long and heated debate on getting rid of professions; who supports what, what’s possible, etc, with the general agreement that things need to improve. I think there has been little focus on actually resolving the issue though, with no suggested compromise kind of leaving innovation in the backseat of a hot car. With that though, I would like to suggest a system that at least sees roleplay promoted in our current system, with incentives making roleplaying their trade go beyond simply adding atmosphere. Note that I do say craftsmen, as lumberjack and farming roleplay would probably only be popular among western Canadian players. Cutting to the chase though, I believe that those who can show proof of solid roleplay in a profession (eg. a wood elf who is training his woodworking emotes crafting a bow, a dwarven smith emotes smithing armour, etc) receive either tomes or a direct bump to their stats (to avoid said tome being traded). This would supplant conventional grinding with roleplay, and avert people trying to avoid roleplay to focus on skilling. With this, we could also potentially see the use of apprenticing under someone who is more skilled at a craft than you, and even promote guilds with some sort of stylized apprenticing system as well. Extra experience could come from new techniques and whatnot, promoting study the study and development of crafts. Even more exciting to me though, would be room for roleplay items that are not particularly special, but simply with some sort of story to them. Some may argue that the revision process would be too much for staff, but I would simply gesture to Magic and how it is handled currently on the server when it comes to providing proof of roleplay to develop, revised by those better versed on the subject. Though this may get rejected out of hand due to logistics or a past experience, I would be more than willing to develop the idea if there’s an interest, but for now I would like to see some feedback to know where people would want it to go.
  2. #Minecraft Name: Einmana. #Skype: Everyone has it! lotc_freya if not. #Previous History in Object Oriented Languages(C++, C#, Java, etc.): small amount of C++/Java. Experienced in Python if that counts as OOP (debatable). #Previous History in Java?: Outside of a mug, not that much, but I have good understanding of OOP principles and logic. #Any prior experience with Bukkit/Spigot/Another Minecraft server API?: A teeny tiny bit. #If you have any public, open source works or even works you wish to share you can link them here be it repositories/screenshots/etc; Nothing I would really be proud of showing. Can't really show my university work, sadly. You can find the beginnings of my crappy spigot plugin on my github here. #Do you acknowledge that you understand you will still be required to complete a small Spigot Plugin to showcase your ability and/or learn Spigot?: Of course.
  3. Nexus Broke

    Er...my nexus menu broke...I can't do any commands, not even /msg, /bl, /money, or /me. I was trying to make a new character and now I can't do jack sh~t with it.
  4. Im sure many of you can remember the most recent warclaims. Dukes War Savoy Fields, Snelf Battle, and Barrowyk. All absolute ******* lag fests, two of them much bigger than the other and the Snelf one much smaller. But for some reason, all had insane lag. Why? This is very strange if you look back before this onslaught of new plugins had been added. It hadn't been a true problem until Vailor. We're given excsuses such as plugin updating during the battle, packet lag, but why has it only started occuring now? Solution: Bring back simple pvp. Someone brought up a good point: Do you want a bunch of cool war plugins or do you want non-laggy battles where you dont learn you died ten minutes ago and when your sword doesnt break five times over? 10/10 times everyone will pick the second option.
  5. .=. Let the ranting... initiate! .=. So, having spent a fair deal of time back on the server since my last break I found myself digging deeper into Nexus Professions, the Forums, and what it means to have a community (as I run a town on its way to prominence... cough). Lately my townspeople have been bringing attention to a potentially unintended side-effect with the breeding and farming profession. That side-effect? Whenever a breeder or farmer does their work in that respective profession, it will just so happen that the EXP is split between all individuals within their radius. Curiously I experimented with blacksmithing alongside a friend, and to my disappointment it did not apply. After finding myself wandering Athera for an adept stonemason, which for the record is no easy task, I found myself thinking about an unfamiliar topic: centralizing professions. We often hear of Guilds sprouting up in separate provinces, but they're mostly dedicated to RP-related skills, quests, etc. What we sometimes, but rarely see are guilds dedicated to professions. Stonemasons guild, blacksmiths guild, woodworkers guild. You know what I see a lot of though? Complaints on the forums about how bull Nexus Professions are, specifically with how "grindy" they can be. I found a way to appease this, and give rebirth into the idea of Guilds, which historically were intended to bring together those of a specific trade so they may practice as a collective and learn off each other. My proposal is we make it so crafting an item at a workbench, stonemasons table, anvil, or leatherworking station(alongside other things) will split the EXP granted among not just the player who complete the item, but everyone around him. Make this radius small, but still exceptional(so we may have a room of four blacksmiths, but not necessarily cramped into the same block). Think about it: when you're young, you might observe your mother or father cooking a meal on a stove. What do you do if you're interested in cooking? You learn from them by taking their every move and recipe into consideration as an example. Blacksmiths in the old times had apprentices who observed their careful craftsmanship and tried to replicate. People learnedoff one another and passed down their trade generation by generation. The point? Rather than have a command that isn't even finished to teach individuals, and hasn't been for so long (and will probably fail to serve its purpose in a logical or meaningful manner), why not just implement the suggestion above? After my first suggestions post I decided to stop thinking macro, and instead focus on microscopic ideas that can enhance the server and solve some of the problems players currently face. This could reduce the amount of ferrum (for instance) needed to become a legendary blacksmith, and not to mention the time, by potentially half. Maybe even more than that if you find a lot of dedicated blacksmiths to work alongside. I know lots of people who want to take up the trade, but the market and labor is simply too tight to meet that kind of demand. Not everyone wants to be what you need, and not everyone is on when you need them. Not to mention it'd make looking for someone you need from a specific profession easier to find with centralized Guilds. Soplease. /Please/ support this topic and bring it to the attention of our beloved developers. It would mean a lot to not just me, but many people who complain about how "grindy" and "time-consuming" Nexus Professions are. Perhaps it may even sway people to disregard their negativity over it! Regardless of your opinion, which I ask you to drop below, Thank you~ NOTICE: I'm disappointed that only those upvoting the poll are giving feedback. If you're going to disapprove of this, I ask you please let me know why so I can potentially address your point in a future edit, or think of a solution!
  6. Paveliam Salt is a mineral that forms within the mountain range of Pavellia. It has two primary deposits within the region, one under the Eastcliff river and under the Wozmir summit. Paveliam Salt differs from regular open-water salt with a extremely fine taste and when used to salt will last longer than regular salt. The texture of this thick and rocky in appearance. Eastcliff River The Eastcliff river is known to have an exquisite deposit beneath it. First discovered when Lord Jacques de Montfort stumbled into the water. Jacques explained that his eyes were sore and the water tasted tart. Upon later discovery, Baron Paul de Montfort found the deposit and has since set up a salt farm to produce refined salt to trade throughout Athera. Wozmir Deposit The Wozmir deposit is a large underground salt mine which has yet to be discovered by the inhabitants of Athera. Nexus Recipes Montfortian Sugar-Salt Cookies A dessert delicacy which originated from the House de Montfort. Tradition suggests that when cookies are baked and both sugar and salt x1 Wheat + x1 Salt + x1 Suger + 3 minutes per. 1.5-2 food healed Lasts 4+ days based on cooking level Eastcliff Saltwater Salmon A natural bred fish that originates from the Eastcliff river. It’s thick scales are tough but when removed reveals a edible fish. The Salmon are known to have made their way into the other bodies of water in Athera in recent years thanks to migration. [ This would be a new fish that can be caught in water by nexus fishers ] Cooked Eastcliff Salmon When cooked the fish is extremely tasty and is a Eastcliff delicacy. Cooked over an open pit and dressed with herbs and garlic until the flavor is charred into the fish. Heals 4-5 food levels. x1Eastcliff Salmon + 60 seconds in a cooking cauldron Lasts 3+ days based on cooking level. Salted Eastcliff Salmon The salted variant of the Cooked Salmon however since the fish originated in Paveliam waters it will last 1 day longer when salted for any Fair+ cooks. x1 Cooked Eastcliff Salmon + x1 Salt Lasts 6+ days based on cooking level. Salted Wozmir Jerky The cultural food of the Wozmir region. Originally created by House de Montfort upon their first ascension to the Wozmir Fortress. Made from dehydrated Eastcliff Salmon and salt. Heals 2.5-3 food levels, but has a fast eat time (akin to beef or faster) Lasts 7+ days based on cooking level. x2 Salted Eastcliff Salmon + 5 minutes in cooking cauldron. Your Feedback! Thank you all for reading. If you’re interested in suggesting anything please reply below. Otherwise leave your opinion without starting a flame war.
  7. [b]Nature of the bug:[/b] The bug is one that does not seem to be much of a game-changer, but it is one that affects the player (me). The bug is one that pertains to the Nexus plot region i own (which IS for 1 person) but the message will overwrite my plot greeting "The scent of well tended Roses fill the air as you reach the Windmill" and instead - replaces it with "You entered region claimable for 3 players" even though it's owned by me. I also seem to have lost permission to interact with the region ground, until i pick up the pillar, and re-claim the plot. [b]First occurrence:[/b] (Providing an exact time helps us locate the error messages, which can help in fixing the bug) The first occurrence is rather far back, unfortunately, several weeks ago, that's as well enough as i know for the first, but it is reoccurring. [b] Describe exactly all the actions you took leading up to the bug: [/b] The actions i took were as follows - Entering the plot region, placing the pillar to claim the plot, editing the name of the region to "Vilut Windmill", and then editing the plot greeting to that as above - the one of "well tended roses". I then close out of the nexus menu and leave region to RP, Note i have met the plot region activity. [b] What messages are/aren't you getting that you would/wouldn't get normally :[/b] (in the event of a crash, please also provide the error log) The message i receive that i shouldn't normally would be the "You entered a region claimable for 3 players" even though the region size and original message is for 1 person. And i also seem to lose permission to interact with the plot region itself, i.e. i can't place or remove blocks within the region itself. So i have to reset the plot ownership by picking up the claim pillar and place it back down/ [b] Frequency of occurrence:[/b] This changes but it seems to happen after every server restart. Normally. Or whenever i seem to log off, then when i log back onto the server - the plot itself seems to reset. And i have to relinquish ownership of the plot region, and place the pillar back down due to me having lost permission during sometime in between logging off and logging in [b] Are you able to reproduce the bug: [/b] Unknown, the bug seems to act on its own and reset the plot region whenever the server restarts, note this bug has no proper pattern
  8. Incentive To Vote: Exp

    This is just a idea I had as a concept for the improval of vote dedication by the player base, where non-invasive or disruptive means of advertising by reminding people to vote occurs without resorting to quantitative easing. So today the staff felt it appropriate to turn on automatic notifications when people vote. Most servers would not really have a issue with it, I would presume. Places like MC central actively incentivise voting to gain popularity and generally speaking the chat systems they use bear no meaningful insight into the gameplay experience of say a mini game of skywars. They are not based around a cohesive community interaction and more a matchmaking system for certain minigames. This however is not the case in LOTC. In LOTC the chat function is probably the most important part of the server. I would say that our MC characters are nothing but placeholders for peoples characters in action and thus everything is more centralized on our chat functionality and how we operate with it. By clogging the chat with who voted for X amount of minas, its just annoying and slightly disruptive. Thus, I propose a more passive, progressive system that will actively make people want to vote while not casing quantitative easing within the economy or have any massively destabalising effects on our economy, while still seeming meaningful to the player themselves. A EXP benefit of 10% for the rest of the day after voting for the server on the 3 available options. People will need to vote on the server to feel they are operating more efficiently when doing so, to go about lumberjacking a trillion pieces of wood or cutting down some insurmountable amount of wheat, why wouldn't you take this benefit? Its always beneficial no matter what profession you take. Some people might say the EXP creep means leveling up would be worse due to the change. The simple solution would be to make everyone 10% slower without it on EXP gain. They can not feel efficient over a set period of time by not voting, and it will become methodical for every player to go "Yep better vote" before ever going to work their profession. Frequent tip indication can inform a player that this effect is actually active. This will reach every new player, every old player, every player who plays indiscriminately making them want to spend 2 minutes voting before every session. This will keep the chat clear, and this will keep a active player dedication to the votes without quantitative easing of the money supply within the server. Thats just my pennie in the pot guys, if you have any criticisms of the system I propose I would love to hear them, I think we can all come to a solution of what is a slightly un-resolved issue on the server currently through progressive group discussion. :)
  9. [Suggestion] Return The Patch Notes!

    Pretty simple, with Sporadic announcing the next patch can we get patch notes returned? E.G. this next patch is 4.1.0! The 'updates' don't have to be comprehensive - you can have ambiguous stuff obviously if you don't want it to be public knowledge (E.g. - Removed Herobrine) What do you think? This would help out a lot of people when trying to figure out if something is finally fixed.
  10. I've been experiencing many bugs with the cooking skill today including the old stuff not working. For example the old dough was Good ol' dough, and the new is Plain ol' dough. Good ol' dough cannot be used to make bread anymore and perhaps some other items too. In saying this, some food items can be crafted with the old dough, and some created with the new. However there is no way to craft any more old dough. The entire cooking recipe menu is a mitch match of old and new items. I have experimented, and for example you can use the old dough to craft caramel cookies- but that same dough cannot be used to craft bread or pancakes. The new dough cannot be used to craft the cookies. It's a little strange- and is confusing my culinary strats yo. When creating the new dough with wheat, it creates the dough- perhaps not as much as before however in addition to this it creates an enormity of bucket stacks. I've burned all mine, but I will also provide a picture example. I..dont think this is supposed to happen. :) - On several occasions I have offered only a few materials needed for 1 or two items and have been given stacks of them. These are severe bugs. Example: Old Dough: New Dough: Buckets after crafting: Turns into:
  11. [Idea] Nexus Profession: Survival!

    This is my idea for a profession that can be added when Nexus finally arrives. It is quite long, but be sure to give it at least a quick read and see what you think of this hopefully useful skill! Please, leave any feedback and questions you might have (Especially you, techies! ) When faced with the horrors of the big wide world with nothing but your bare hands and your somewhat stylish 'cast-away' pants to help you, survival skills are going to be the only thing saving you from countless nights of bowel-turning dysentery and wishing the soles of your feet didn't feel like the congealed mass of what used to be cow's milk left at the bottom of your flask because you decided drinking your own urine was a better idea just because some random page you read on the internet told you it was. Once you've finished regurgitating barely cooked rabbit and berries, because you thought consuming your own bodily waste was a sure plan to survive, you might finally realise that living out here isn't as simple as you thought it was. Luckily, the survival skill-set can help you become the king / queen / emperor / space cowboy warrior / any other random self-appointed title of the wilderness! Step 1: Foraging! Back in the days before man had invented the wheel, or even the circle, he made the world his oyster using only his bare hands; Now you can do the same! To forage, simply Shift+Left Click any patch of grass with your bare hands and you’ll automatically forage the short vicinity for useful things (This takes a few seconds, in which you must stand still). You can’t simply forage in the same tiny space all the time; After foraging, the small 5x5 area around will be unable to be foraged again for a short while. By foraging the mysterious grassy ground around your still aching feet, you can find all sorts of interesting and useful things, including: Sticks, stones, charcoal, various edible plants and fruits, potentially useful bits and pieces of dead animals including rotten flesh (Gross!), string, other mildly interesting bits and pieces of stuff, and various useful herbs and plants (More on this later!) (Note; Some things will likely need higher levels than others to be able to find) As you can see, Survival will be very useful for getting yourself started on your new, perilous, probably body breaking wilderness life! You can fix yourself up an axe to make gathering wood a feasible task, or a fishing rod so you can actually eat something that tastes better than the scum that's been building up under your toenails! The possibilities are (not exactly) endless! Now, swallow your pride and start foraging, because deep down, you're as much of a dirty beggar peasant as the next guy. Step 2: Hunting! Now that you've degraded yourself enough, it's time to reward yourself with some grub! Using some of the materials you've just found, specifically some stringy materials and expired meat, fix yourself up a baited net trap! Great, now, leave it for a while and wait for a tasty morsel to carelessly wander in to your trap (rubbing your hands whilst making a dramatic evil laugh is optional). Whilst you're waiting for an animal to fall in to your 60's cartoon style trap, go ahead and make yourself a hunting knife, like so; you'll need it in a moment. Now that's done, come back to your trap and try taking it down. If nothing's inside then don't fret; you'll get it back to try again and wait longer next time, but hopefully an unsuspecting critter will have carelessly fallen in to your somewhat cleverly devised trap. Once the trap is cut open, poof! There goes the trap and out comes your tasty dinner! Now all that's left is to barbarically murder this innocent creature in the most efficient and clean way possible with your hunting knife. Using this handy little tool will not only let you harvest more meat from your victim but may also let you find some useful things among its guts! Different animals have different meat and 'rewards' to harvest from their bodies, so make sure you genocide each of them equally! Step 3: Medicine and other useful stuff! All these weird and wonderful plants that've given your hands a horrible rash must surely have some kind of hidden use! After playing around with them, and accomplishing nothing but making your rash worse, you'll discover that all of these interesting herbs and other weird things you've collected can be made in to disgusting yet effective herbal remedies! They will all be able to be crafted using an ordinary workbench crafting grid. These include; A cure for poison and other toxins which may have bad side-effects if used too often. Slightly itchy bandages to briefly enhance health recovery, however, taking any damage will cancel the effect. (note: These will be nothing like those facepalm worthy ones created by Vaq), Incredibly advanced eye-throwing-powder (Probably won't be usable in PVP, unless it has a cooldown or something) Remedies to ease the pain of battle slightly A pheromone that will make giant insects fight for you temporarily (careful not to get any on yourself!) Recipes and such are still yet to be decided. Level ranges will also be added to these. Step 4: Perks?! Surviving in the wilderness doesn't just teach you how to horifically butcher anything that moves and which side is best to sleep on; It gives you access to a variety of interesting perks to gain as you gain Survival experience! Perk 1: Global Workbench. The ground is your workshop and your hands are your tools! With this perk, you'll never need to spend days searching for a workbench again! You can simply open the workbench crafting by using /workbench anywhere at any time. Perk 2: Fire Expertise. Because making fires the correct way is for pansies! You can now craft a campfire with simply 2 sticks, 3 charcoal and 3 planks, like so. Furthermore, you can cook any meat in your inventory as long as you are within a 4 block range of a fire of any kind! Simply right click the fire with your meat and it will cook the entire stack. Perk 3: Feather Falling. The countless bones you've broken and falls you've taken from walking off cliffs because of horrible critters chasing you has taught your body how to land with style! Any damage you would normally take from falling resulting in 2 or less hearts (4 points) is completely negated! Perk 4: Improved Recovery. Having to spend hours and days at a time without a meal has taught your stomach the art of patience! You will now gain the benefit of automatic healing from as low hunger as 3 bars (6 points)! Perk 5: Friend of Nature. By living with nature, you become one with nature! The predators of the insect kingdom know of your fearsome reputation, and as a result, Spiders and Silverfish of all kinds will remain completely passive until provoked! (Note; This will likely be limited to those that spawn naturally, as to not disturb the purpose of events involving these mobs). Perk 6: Feather Falling 2. You truly are the Cat Man! Your incredible skill in landing is so precise that no matter how far you fall, you will always survive by at least 1/2 a heart (1 point) of health, so long as you have at least 5 hearts (10 points) available before impact. (This one's more or less debatable) With that all finished, tell me what you think and feel free to ask questions! I'm certain this idea still needs tons of work, but in the mean time tell me what you think of this idea and what sort of improvements you can think of.