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  1. Tech Team Update: The Future of Vortex and LotC 1.16 There is an important topic in coding, finance, and even life, and it’s called the sunk cost fallacy. The idea goes that you shouldn’t consider what you’ve already put into something, as it is essentially a sunk cost - there is nothing you can do about it - what we can do is look to the future and see what we can do with the resources we have at our disposal. With that, after much thought, discussion, and community feedback, we’ve come to the decision that we’ll be removing many of the core elements of Vortex, and scaling back to a vanilla crafting system with our 1.16 update, which will be coming towards the end of the month. This decision was made for a few reasons, but the main one was the amount of time and effort that will be required to get Vortex to a state where both the staff and the players are happy with it. This time can be better spent working on other projects, such as planned recodes to item editing, shops, auctioneers, and bringing back some of our more fun plugins like hookah, caravans, and NPCs. So the question goes - have we wasted months and months of programming time working on content that we’ve decided to cut? Not necessarily, Vortex in and of itself has expanded various API’s we use for all of our plugins, and through those additions sprang the idea of these plugin rewrites. Vortex was a fantastic learning experience, and its removal is unlikely to be permanent. We still want to make a professions and crafting plugin down the line, and many of the resources and infrastructure we have made for Vortex will still be usable then, or in other projects between now and then, but the plugin simply isn’t a priority at this moment, and will be put on ice. When we revisit professions and crafting in the future, we’ll be taking a very different approach, and want to assure the community is more involved. An Honest Note from Nickrocky The removal of Vortex was completely, and wholly my call, no admin, manager, or even player was able to convince me to remove the plugin. The reason I decided to pull Vortex is for the explicit issue that I am progressively seeing more and more. Our plugins on LoTC are dated. Plain and simple, plugins are old, buggy, unresponsive, and antagonistically archaic, so much so that not even the shops plugin is willing to cooperate. Here is your obligatory Admin Approved™ leak of staff chat. What will be staying? In short, Vortex will be split off into two standalone plugins: Surge PvP with vanilla crafting recipes for each of the weapons, and Terra, which will be a version of the node system for gathering vanilla resources. Any existing resources, such as apple wood, maple wood, tin, copper, bronze, and lead will be usable in vanilla crafting as if they were regular wood, iron, gold, etc. What will Surge PVP look like without Vortex? Surge PVP has been extensively tested and refined over the past few months on our open beta server, and will be remaining on it’s own with vanilla recipes added to create ferrum gear, gambisons, and special arrows. Aurum will also be usable to create the same materials iron, though this will mainly be for the sake of roleplay items/aesthetics, as we still plan to create a custom resource pack for all of these armaments. Potion brewing and enchanting will still be unavailable. A final remark regarding Surge is that after ample testing on the OpenBeta, Development, and live servers we have determined that the need for a weapon cap is moot. We will be axing the weapon cap from Surge PvP and allowing individuals to carry items as they see fit. How will Terra work? It won’t be too different from the current node gathering system, though it will lack any Vortex resources. Botany nodes will remain unchanged, and the four hubs will be outfitted with a wide, abundant array of vanilla building materials, and a mining improvement. Vanilla crafting will be able to make stone, iron, and gold tools to use for resource gathering and building. What about Tile Improvements? Tile Improvements will be trimmed down to simpler ranching, a standard mine with coal, iron, gold, lapis, emeralds, and redstone, and ‘vanilla building resources’ - which can include lumber yards for vanilla woods, quarries, or other special materials. More information on this will be outlined in an upcoming post from the World Team Ranching improvements will have a 40% (subject to change) chance to give two animals when breeding, with normal breeding possible in any inhabited area. Full Information About 1.16 We are aiming for the end of the month to update Lord of the Craft to 1.16.5, and aside from the aforementioned changes, we have a lot of other exciting changes to release to the community. 1.16 Blocks and Items Many of the new resources building blocks will be made available through Terra nodes at the hubs, or vanilla crafting. This includes basalt, blackstone, chains (note: can not be used within 10 blocks of a bed), chiseled bricks, warped wood, crimson wood, warped and crimson fungi/flora, crying obsidian, quartz bricks, shroomlights, soul soil, soulfire lanterns/campfires/torches, redstone targets and new banner patterns. We haven’t thought of a good way to implement loadstones or netherrite, though may make them available as building blocks if we can do it cleanly. Tutorial Island and Genesis Treshure, WestCarolina, BathRugMan and some other staff members have been working on an awesome revamp for Tutorial Island, which will tie into the New Player guiding plugin, Genesis, which will guide new players to settlements after the tutorial. More information and a full reveal on the new tutorial island will be released down the line in it’s own post. ItemEdit Changes ItemEdit will be implementing a GUI based editor for items, while maintaining the legacy commands for others if they wish to still use them. Additionally this update will see some perk updates for certain VIP ranks, namely Coal, Iron, Bedrock, Ender, and Aether VIP. After a notable discussion in the Development part of Tech Team, we decided to lift the bar for editing items to at base allow an individual with Coal VIP to be able to sign, describe, and rename items. Editing items is a core part of creating an interactive world, and by limiting even an individual that has paid for a rank on our server from creating items fully we are doing the community a disservice. Further, we have decided to revert a change that was made by Korvic in his changes to ItemEdit that limited the number of lines that can be placed in a description. As of our 1.16.5 update for the server, this limit will be raised to 22 lines for all players, the same as Aether VIP currently has. Hookah Updates Hookah was removed from the launch of Almaris due to its old menus, odd data storage, and completely broken hallucinations. With this update of Hookah we will be modernizing the menus, changing some of our backend, and bringing back hallucinations. Additionally we are tinkering with some possible additions of scenarios, and other content for the plugin so stay tuned on that front. Other Projects As mentioned above, after the 1.16 update the Tech Team will be focusing on various other projects, such as shops, showcases, auction houses, fixing bookshelves, llama caravans, fixing NPCs, bringing back tents, recoding the Crown store, looking at VIP perks in general, streamlining various aspects of wars and region management to help Moderation and nation leaders, and so much more. We look forward to opening a new chapter of Lord of the Craft, and taking everything we’ve learned in the past year to make some great content for our community. — Tech Team Leadership | Llir, Nickrocky, and Vooper
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