Search found 17 matches
- Mon Jun 07, 2021 2:01 am
- Forum: Feature Requests and Suggestions
- Topic: Insect-catching system
- Replies: 0
- Views: 820
Insect-catching system
Perhaps, when it becomes possible for players to make dyes and potions, we should implement a way to catch bugs for ingredients without having to fight. Something involving bug-nets to catch the insects, and jars to contain them. A great way for players role-playing non-combats and pacifists to harv...
- Sat May 19, 2018 7:47 pm
- Forum: Feature Requests and Suggestions
- Topic: Moon_Dew's list of suggestions.
- Replies: 0
- Views: 1500
Moon_Dew's list of suggestions.
Over the past few days, I've been brain-storming and writing down possible suggestions and feature requests. To save time and space (and prevent spamming), I'm going to put them all here, as well as any future ideas I may have. Word of warning: this was written as I thought it up, so most of the ide...
- Tue Sep 26, 2017 1:20 pm
- Forum: General Professions
- Topic: New professions?
- Replies: 12
- Views: 9906
Re: New professions?
Speaking of herbalism, perhaps an option for late-game herbalists would be the ability to brew healing potions? The first ones brewable being only able to slowly heal light injuries over time, with the later, more advanced potions able to heal more severe wounds, sometimes instantly. Of course, to b...
- Mon Sep 25, 2017 1:08 pm
- Forum: General Professions
- Topic: Profession Ideas?
- Replies: 10
- Views: 11027
Re: Profession Ideas?
It's a shame that the staff object to the idea of wilderness homes, I'd would have suggested the ability to start up a farm. Have your own place to live, grow crops, stable your horse, even raise livestock to butcher, gather byproducts from, or just to sell at the market (fat pigs and cows are alway...
- Mon Sep 25, 2017 12:49 pm
- Forum: General Professions
- Topic: New professions?
- Replies: 12
- Views: 9906
Re: New professions?
A sharpness system for bladed weapons and tools, separate from the item's general condition (the item condition being whether or not the blade has any nicks in it, and the sharpness being a gauge of how sharp or dull the blade is; even a blade that's about to break can be as sharp as a razor, whites...
- Mon Sep 25, 2017 12:40 pm
- Forum: General Professions
- Topic: A few ideas for butchery.
- Replies: 0
- Views: 2692
A few ideas for butchery.
Aside from meat and sinew, how about the ability to collect bones for use in crafting, and organs for cooking or even bait. Any while we're at it, the ability to scale and gut fish should be included too, the scales used to make glue for general crafting (fletching to start), and guts, again, for ba...
- Thu Oct 23, 2014 5:12 pm
- Forum: Technical Stuff
- Topic: Recommended Triggers and Timers for use in Mudlet?
- Replies: 2
- Views: 3021
Recommended Triggers and Timers for use in Mudlet?
I was hoping to use some triggers and timers for when I'm doing things like crafting, smelting, smithing, stuff like that, to cut down on the amount of attention I have to pay to such things. Does anyone have any recommendations?
- Wed Jun 12, 2013 12:12 pm
- Forum: General world & lore discussion
- Topic: Beyond the Wall: The Land of Grum, A New World of Adventure?
- Replies: 9
- Views: 6571
Re: Beyond the Wall: The Land of Grum, A New World of Advent
What kind of war machines are you thinking? Don't overstimate Grum's technology level. They're into clockwork and steam, and of course we've got gunpowder already. They can make accurate clocks, fancy orreries, elaborate operated machinery, and pre-programmed automata, as examples. They are not Gui...
- Wed Jun 12, 2013 8:46 am
- Forum: General world & lore discussion
- Topic: Beyond the Wall: The Land of Grum, A New World of Adventure?
- Replies: 9
- Views: 6571
Re: Beyond the Wall: The Land of Grum, A New World of Advent
...we'll still be able to fight Grummish clockwork war machines in future updates, right?
- Wed Jun 12, 2013 8:08 am
- Forum: General world & lore discussion
- Topic: Beyond the Wall: The Land of Grum, A New World of Adventure?
- Replies: 9
- Views: 6571
Re: Beyond the Wall: The Land of Grum, A New World of Advent
I wonder what kind of enemies we'll find there, maybe rouge clockwork war machines?
- Wed Jun 12, 2013 7:31 am
- Forum: General world & lore discussion
- Topic: Beyond the Wall: The Land of Grum, A New World of Adventure?
- Replies: 9
- Views: 6571
Beyond the Wall: The Land of Grum, A New World of Adventure?
Will we be able to travel to Grum some day?
- Tue Jun 11, 2013 9:46 am
- Forum: Races
- Topic: Parallels between CLOK races and real-life cultures?
- Replies: 7
- Views: 6753
Re: Parallels between CLOK races and real-life cultures?
After reading the wiki entry I think I can say that the Rhuidim seem to have a Transylvanian influence, at least Hollywood's version of Transylvania. And the Nuum seems to have parallels with Persian, Arabian, and Egyptian cultures. The Parren are described as easy going seafolk, and Parr is known a...
- Tue Jun 11, 2013 9:05 am
- Forum: Races
- Topic: Parallels between CLOK races and real-life cultures?
- Replies: 7
- Views: 6753
Parallels between CLOK races and real-life cultures?
After a long hiatus I'm finally back.
Now, as for my question, what are the parallels, if any exist, between the various races in CLOK and real-life cultures?
Personally I've always seen the Grummers as similar to Industrial-Era Germany.
Now, as for my question, what are the parallels, if any exist, between the various races in CLOK and real-life cultures?
Personally I've always seen the Grummers as similar to Industrial-Era Germany.
- Sun Nov 25, 2012 6:17 pm
- Forum: General Discussion
- Topic: Requesting advice on writing a blacksmithing guidebook.
- Replies: 8
- Views: 4548
Requesting advice on writing a blacksmithing guidebook.
I was thinking, later in the game of course, to write a guidebook for blacksmithing, along the lines of Laedrianna "A Healer's Guide to Herbalism". I already have some basic idea on how the skill works, but I'm more than willing to take advice, as the topic name implies.
- Sun Sep 30, 2012 7:57 am
- Forum: Feature Requests and Suggestions
- Topic: Hilts, shafts, and hafts affect performance.
- Replies: 1
- Views: 1290
Hilts, shafts, and hafts affect performance.
I'm thinking the quality of the hafts, hilts, and shafts of weapons and tools should either imbue a bonus or a penalty, depending on how high or low the quality of craftsmanship it; nothing major, mind you, +1 and -1 or +2 and -2 at most. When you think about it, it makes a bit of sense, seeing as a...
- Sat Sep 29, 2012 11:25 am
- Forum: Races
- Topic: Race attributes
- Replies: 15
- Views: 20752
Race attributes
I'm not sure how the developers here are going to plan this, but I think each race should have certain attributes unique to each of them. I'm not talking about things like dark-vision or the ability to talk to animals once a day, I mean more like a natural skill with machines or hardiness gained fro...
- Sat Sep 29, 2012 11:19 am
- Forum: General Discussion
- Topic: Which items are considered commodities?
- Replies: 1
- Views: 1516
Which items are considered commodities?
Is there a list of the commodities currently in game? As a trader of the Coalition, this would prove both valuable and profitable to me as well as my fellow traders.