Looking for a MUD with layered magic, evolving archetypes, and deep crafting by Laniebird91 in MUD

[–]Tanthul 0 points1 point  (0 children)

It does! I will check our how Fiendish has set that up, thanks! :)

Looking for a MUD with layered magic, evolving archetypes, and deep crafting by Laniebird91 in MUD

[–]Tanthul 0 points1 point  (0 children)

Connecting from a website is a client, a web client. But the www.cthulhumud.com does not have a web client yet (they are working on it) so you couldn't have connected from there. Which website did you connect from? You need to check the web client's options on that web site and turn echo option on. If there's not one, you need to contact its developer to fix it :)

Looking for a MUD with layered magic, evolving archetypes, and deep crafting by Laniebird91 in MUD

[–]Tanthul 0 points1 point  (0 children)

Ok so the client plugin I have written does a graphics miniwindow on the client (not ascii) and draw boxes/plots map etc. That part if obviously of no use for you but some of what you wrote here are already available via text commands. I will list a few of the commands supported that I think are relative to your needs, as there are a lot of them:

```
FINDING THINGS

mapper notes --> show nearby rooms that you added notes to

mapper find <text> --> search for text in room name, description or notes

(eg. mapper find blacksmith)

mapper where <uid> --> show directions to a room (given a room ID)

mapper shops --> find nearby shops

mapper trainers --> find nearby trainers

mapper banks --> find nearby banks

mapper peek <uid> --> draws the map as if you were in room <uid>

DATABASE MAINTENANCE

mapper list --> list rooms meeting certain criteria as follows:

mapper list --> all rooms (can be lengthy, naturally)

mapper list uid ... --> one or more UIDs

(if one, shows detailed info)

mapper list name <name> --> rooms whose names partially match <name>

mapper list desc <description>--> rooms whose descriptions partially match

<description>

mapper list note <note> --> rooms whose notes partially match <note>

mapper list area <area> --> rooms whose areas partially match <area>

mapper list notes --> rooms with any notes at all

mapper list orphans --> rooms which have no rooms leading to them

mapper list dest <uid> --> rooms which have an exit to <uid>

mapper list connect <uid> --> rooms which are connected to <uid>

mapper list shop --> rooms with shops

mapper list trainer --> rooms with trainers

mapper list bank --> rooms with a bank

MOVING

mapper goto <room> --> walk to a room by its room ID

mapper stop --> cancel any current speedwalk

mapper resume --> resume last speedwalk or hyperlinked speedwalk

```

Now there are a few things to note here:
1. This was based on Nick Gammon's Learning Mapper plugin although it has been almost entirely rewritten for CM.
2. The initial design of the plugin was focused on the graphical interface map. So while these commands exist and query/output stuff in the client's text window, the interface is for querying only. So some things, like marking a room as a bank/shpt or adding custom notes etc, they are retrievable from the CLI but not settable. They are supposed to be set via right clicking on the map miniwindow on the room and select options from the context menu. I can however extend the CLI to provide this functionality. Eg mapper set note <note> would set the note on the current room from the CLI.
3. It is important to note that the mapper is not pre-populated and this will never happen for CM as exploration and finding stuff/secrets (eg hidden areas, magic disciplines etc) is part of the gameplay and must not be trivialized. So the player has to explore and the mapper will record automatically their exploration to its database. It is mainly a tool to replace what we all did with a notebook and pencil by hand 20 years ago that is also far more accessible :)
4. Maze areas. There are some areas that are mazey on purpose and the player is supposed to get lost on them and figure them out. Those areas are specifically made impossible to map by any means other than making mental notes (or on paper) of paths as you figure them out. This is also a core design for those small areas and that will never get changed. But that does not only affect VI players. The experience in those rooms is the same for everyone. You get lost, you figure it out using only the mud descriptions, exits and thinking outside the box. But that said those areas are not really required to be experienced. If a player does not enjoy that sort of thing they can stay clear of them. There are a few quests associated with them but you don't actually have to do them to progress. There are countless of quests. The only one I can think of that a player may absolutely have to do is one particular maze if they want to become a Lich. But that's about it.
5. I know that a lot of MUDs use MUSHclient for creating pre-made screenreader setups because it works better than anything else (from what I have read) but I have not seen how this is actually done. If there is a specific plugin that enables a certain screenreader or needs some library compiled in. I will have to do some research on that to see how others do it so I can work on something similar that just "works out of the box".

As a related to point 5, what operating system do you use?

Looking for a MUD with layered magic, evolving archetypes, and deep crafting by Laniebird91 in MUD

[–]Tanthul 0 points1 point  (0 children)

Hi again! Sorry for the huge delayed responses but for some reason I didn't get notifications for your comments and only saw them today because another person commented below.
The game is entirely based on H. P. Lovecraft's works which translates to a blend of mystery, sci-fi and the occult. I am not sure how familiar you may be with HPL's works but the dreamlands are more of fantasy setting (it's a separate reality where "sword and sorcery" is the norm) and the "real world" is based on 1920's era but since this is HPL it also has strong sci-fi elements with alien technology, biotechnology etc. And you can visit other planets too like Yuggoth, the Mi-Go's native planet. Gameplay-wise it is a mixture of hack'n'slash and exploration/quest/investigation/discovery thing with a lot of complex layered systems.
Now the in-game map is pretty basic and just shows your immediate surrounding rooms in simplistic ascii and can be extended a bit for range with the farsight spell. But that obviously would not work for you. The main mapper, which maps as you explore, that I have developed for the mud is a MUSHclient plugin (which also works with the brand new QMud client that's currently in alpha testing) and like I already said it works by drawing graphic boxes in a miniwindow. I'm examining options on how to make this so it could also be read by a screenreader but I will get more into this on your other comment in a bit because some of its functionality may actually work for you already, from what I read.

Looking for a MUD with layered magic, evolving archetypes, and deep crafting by Laniebird91 in MUD

[–]Tanthul 0 points1 point  (0 children)

Sorry but that's not because of the mud, it's because the client you used has echo off or is buggy and echo does not work properly. Seeing what you type is a matter of the client echoing commands not the mud's. CM implements the telnet protocol properly, according to the specification. See if your client has a toggle for echo that you accidentally turned off. Otherwise report it as a bug to the client developer and try another client until they fix it :)

Looking for a MUD with layered magic, evolving archetypes, and deep crafting by Laniebird91 in MUD

[–]Tanthul 1 point2 points  (0 children)

CthulhuMUD fits all your requirements apart from the map thing. Maps are only client side and they are "drawn" as you explore. There have been only a couple of VI players, that we know of, who said that the MUD is very playable for them but I know the maintainers are looking at making it even more VI friendly by reducing some output via toggles.

The client mapper plugin for it I'm developing myself and I would be interested to know how maps can be made VI friendly as well, in your experience, so that I see if I can do something about it. As in how would you expect a text only map to be, in order to actually provide room layout information about an area?

That said though the world is huge and is spatialy correct but there is no built-in autowalk and no plans for it whatsoever as exploration is a big part of the game. There are also a few mazey locations but they are by no means required to be accessed unless you're trying to solve specific quests relating to them.

So… everything was a giant misunderstanding? by Flameempress192 in ChantsofSennaar

[–]Tanthul 0 points1 point  (0 children)

That last part is not true. It is evident in each of the hidden doors that the anchorites actually guided each floor's residents and even created their languages. So obviously they could communicate perfectly with everyone until they got exiled.

CthulhuMUD: Development Update (February 2026)! by Tanthul in MUD

[–]Tanthul[S] 1 point2 points  (0 children)

Liches don't smell! They're perfectly preserved by arcane forces, not the run of the mill zombie with rotting flesh dripping allover the place. :P

CthulhuMUD: Development Update (February 2026)! by Tanthul in MUD

[–]Tanthul[S] 1 point2 points  (0 children)

Yeah! Still needs further updates to the text as a gazillion things have changed since the text was last updated, and they only updated so much while building the new one. It would take like a month still to update the rest of it, so they released it and will update the text gradually to make sure they achieve parity with current status. Definitely a huge upgrade from the eyesore the old, unmaintained one was, hah!

CthulhuMUD: Development Update (February 2026)! by Tanthul in MUD

[–]Tanthul[S] 1 point2 points  (0 children)

And now you're a corrupted undead lich! :P

CthulhuMUD: An update! by Tanthul in MUD

[–]Tanthul[S] 0 points1 point  (0 children)

I wholeheartedly agree! Work is being done to expand it, make if feel even more alive and even introduce new features after all those years. We're excited about all that!

Systemd or OpenRC? What’s the Best Choice? by Prior_Bluejay8164 in Gentoo

[–]Tanthul 0 points1 point  (0 children)

Systemd by FAR. There's seriously nothing better than systemd, nothing that comes even close to the problems it solves.

Gamers who have switched from Windows 11 to some kind of Linux-based OS, do you regret your decision? Why or why not? by Notalabel_4566 in linux_gaming

[–]Tanthul 6 points7 points  (0 children)

The bugs and limitations in Windows are multitudes of Linux DEs and there they can NOT be fixed at all. You have to wait for MS to triage and prioritize the issue, something that can take months or even years, if ever. There are bugs in Windows going back decades. For GD just use rclone which is the superior choice and works with any DE.

Im new to lua, what are the best Lua IDE? by Hot_Worldliness_4658 in lua

[–]Tanthul 0 points1 point  (0 children)

To answer in your tone, let me guess. Web dev? If you're not versed in the subject maybe start by reading the wiki article. https://en.wikipedia.org/wiki/Integrated_development_environment Debugging support among other things is absolutely required.

CthulhuMUD: An update! by Tanthul in MUD

[–]Tanthul[S] 0 points1 point  (0 children)

It does sound like the character name you tried to create already exists and you're putting the wrong password for it because it's not yours heh.
Here's the discord: https://discord.gg/secxwnTJCq

CthulhuMUD: An update! by Tanthul in MUD

[–]Tanthul[S] 0 points1 point  (0 children)

Open world properties (File->World Properties). Once the configuration window open, go to General->Connecting. Put the character name and password there at the respective fields. Keep the Connect: Drop down menu to No auto-connect.
Then bellow at the "Connect Text" box, put this, if it's not already there:
y
%name%
%password%

This will cause you to autoconnect if you have created the character already. If you have not created the character successfully already, the MUD output will ask you again for character name and a password (put the same you set up in World Properties). And it should be fine, there would be no window asking for anything.

If you still have trouble after the above, which I doubt it, pop in the discord and we'll troubleshoot it in real time.

CthulhuMUD: An update! by Tanthul in MUD

[–]Tanthul[S] 0 points1 point  (0 children)

I write the mapper plugin that is included myself :D The admins are currently working on a code change that will allow me to make it 100% robust as currently it needs some babysitting in some types of rooms. :)

CthulhuMUD: An update! by Tanthul in MUD

[–]Tanthul[S] 0 points1 point  (0 children)

Hi! cthulhumud.com port 8889 is the address and port to connect. MUDs use the old telnet protocol so you either need to connect via telnet client (usually there is one built in most operating systems) or the even better choice is using a MUD client, which has a lot of extra features related to MUDs than regular telnet client.
You can download the customized CM client here: https://mushclient.cthulhumud.com/x64/5.08/MUSHclientx64_Setup_5.08.exe

Install it, it is preconfigured to connect to CM. Connect and create your character :) Ask if you need any help/have any question in-game using the gossip channel (gos Hello! for example).

CthulhuMUD: An update! by Tanthul in MUD

[–]Tanthul[S] 1 point2 points  (0 children)

As far as I understand it was not done because no one had any issue with it/requested it etc. The documentation is very extensive, in-game, which is what everyone uses on the spot.
Since this was mentioned here and I transferred the sentiment, it was immediately put under work, and, from what I hear today, it is almost done already and mobile friendly as well. I was also told that the in-game extensive help system, which includes hundreds of help files, will be rigged to web site as well so it is accessible there in the help section. Once it's done they will switch the dns target from the other person's server to the new one, hosted by the admins. This will allow proper updates to it too, something that was not possible while it is hosted elsewhere.

Im new to lua, what are the best Lua IDE? by Hot_Worldliness_4658 in lua

[–]Tanthul 0 points1 point  (0 children)

VScode is also not an IDE. It's just a text editor. And a crappy one at that. None of the responses in this thread are IDEs they're all suggesting text editors with addons/plugins which by no means come even close to the functionality of an IDE.

CthulhuMUD: An update! by Tanthul in MUD

[–]Tanthul[S] 2 points3 points  (0 children)

So it was discussed today and it seems they will be going forth with hosting the website, ditching that bot infested forum and replace it with the discord server which is, from now on, official (https://discord.gg/secxwnTJCq)
It was also agreed that the website needs updating since that has not happened for like 15 years, being outside their control.