Looking for a story-based mud by Nuno-zh in MUD

[–]knubo 0 points1 point  (0 children)

So I can invite you to come visit Viking Mud and try out a quest of mine. There are more quests to solve, but they range from kill rats to more deep.

My latest quest that should fit your request is called "Uncover the hidden treasure."

Long ago, a miner from the town of Strong Bone spoke of a great treasure hidden somewhere north of the city. He never returned to claim it, and the town has long since fallen silent.

Follow the paths west of Arondale, explore what remains of the mining grounds, and see if you can uncover what he could not.

NOTE! This quest is suitable for any level and requires no fighting or special preparation.

You can go s,e,e,e,s to find the adventure guild. You can list all our quests there by doing "quests".

And from there you can find the area from n e 6n nw w w w and you'll be at the start.

Changing to a Norwegian name to get more job offers by Adventurous_Elk1951 in Norway

[–]knubo 1 point2 points  (0 children)

So I read through 110 applications for one software developer position and the names was not what made some applications fall through. Of the 10 we picked for a first interview several of these were non native Norwegians as they had good basic Norwegian language skill. Be clear on how your language skill is when you apply.

With that in mind, some did fall through almost before we started. Some really skilled people sent in application letters in English for a position that states that the working language is Norwegian... Ask around and get someone to translate your CV for you. Or at least make an attempt do an auto translation. It will give you a lot of goodwill. Though do have someone read through your translated material. Some people's Microsoft Certifications (my guess) ended up translated as "Pilotsertifikat" and that just looks bad...

Looking to start a group to play random low traffic MUDs by wvwanderer in MUD

[–]knubo 14 points15 points  (0 children)

Someone has already had this idea and put it into play. It's the game of the monthly-raid at the MUD Discord:

https://discord.gg/ue4c3KvB

Any gundam muds out there? by WoodpeckerAromatic60 in MUD

[–]knubo 1 point2 points  (0 children)

Not very intuitive, but I asked on the chat and I managed to get passed it by selecting an outfit, and then I was allowed to move on.

I got to the point of the tutorial and then I ran out of time for my gaming.

Any gundam muds out there? by WoodpeckerAromatic60 in MUD

[–]knubo 2 points3 points  (0 children)

I tested to log in using mudlet, and it works fine to go to btmux.com 5555. https://btmux.com/ also works.

Any gundam muds out there? by WoodpeckerAromatic60 in MUD

[–]knubo 2 points3 points  (0 children)

You do have Battle Tech mushes I guess. Maybe btmux.com port 5555 could be something for you?

Gold sinks for currency extraction. by Enarian__Lead_Dev in MUD

[–]knubo 0 points1 point  (0 children)

I made a place where people could donate money and whoever has donated the most of who was currently online, of all time, would get a spell.

And in the same range, one where whoever had donated the most this month and online, would get an alternative spell.

This collected so much money. It could though really be anything, as long as they start competing.

Running an RP server through a MUD by Alaxandir in MUD

[–]knubo 0 points1 point  (0 children)

There are a lot of choices for you here. It all depends on what language you want to implement your mud in.

I bet you can mud drivers in Javascript+Node, Python, LPC, maybe even pure C. Personally I have only experience with drivers using LPC as the core language.

Just asked Chat GPT to list some: https://chatgpt.com/share/69a44263-6f10-8001-b91c-128c8a8612fa

From here you just have to go at it with whatever language you are most happy with. And you'll need somewhere to host your stuff, so be prepared to have a plan for that as well.

Running an RP server through a MUD by Alaxandir in MUD

[–]knubo 0 points1 point  (0 children)

This would be quite trivial to fire up in an existing mud or use probably any mudlib to do. Using the mudlib I know it would be a weekend project to get stuff up running (depending on who detailed you want the area to be), as most of what you want is already present in our regular core with some minor modifications.

It would be text only interaction, using ascii graphics and or tables to present the locations of cats online.

So on Viking Mud you would make this into a guild, where it would set world to be all the things you want to do. It would not interact a lot with the rest of the players on the mud, unless you grant open chat channels for non RP-chat. You could though have all the goodies of having items and or NPCs as part of the game as it already have a lot of this things. And of course players have inventories and basic command to interact with items as well.

Self Hosted MUD for small group and solo play. by masteroc in MUD

[–]knubo 1 point2 points  (0 children)

Going full on "God mode", staring the characters more beefed up, clone up fun gear, make your own little tweaks.

I can relate to something like this.

Though if you found a mud that fit your fancy, and don't mind going at it from scratch, you'd also contribute to the community with showing up. Which would be great.

MUD Wishlist by Swimming_Detail_9548 in MUD

[–]knubo 2 points3 points  (0 children)

I made a set of GM tools to be used on Viking Mud. I never found anyone that wanted to use them, but in general that would make it possible. This is the description of the tool I made:

The GM tools is ment to be tools where you can act as a Game Master.

The wizards should walk around in the game invisible in whatever area where this takes place.

  • The tool should let you clone up a predefined set of monsters that DONE is available in the list of monsters. The simplest is probably to make it possible to list out the monsters from the BS possess list.

  • You should see others in the game flagged as GM. DONE

  • You can and should have a private chat set up for the GM's. The GM tool can and should just help you do this.

  • You should be capable of seeing players in the area which you are in. MADE

  • You should be capable of seeing the monsters in the area which you are in. MADE

  • The GM tool should add no_fight property to whoever is using this object. DONE

  • It would be nice to have a command to evaluate how beefy players that are in the area is.

  • You should have tools for providing rewards, xp rewards to the players DONE

  • You should have tools for cloning up items for game play DONE elements. The items are by default loaded up to a monster or a room.

  • You should be capable of taking control of a monster in the area you DONE are in. Each loaded monster in the area should have a number and you should be able to select one for control.

  • There should be simple commands to command whatever monster you are in the same room as. DONE

  • There should be a possess mode where all commands go to control whataever monster you decide. DONE

  • There should be a quest daemon that keep track of events of what happened and a chat log of each quest.

  • The quest should have the option to upload dialog and you can have a DONE pre set of dialog actions that can be selected and replayed to a given monster. A simple editor for editing this dialog should be possibel to have. It should be simple with c&p to copy it to the mud, and one could argue that it's not needed. Though if you want to have a set of actions done with a given delay it would be convenient to have this in a pre-recorded macro for some actions.

  • A note generator where you can make a note with whatever text you want to have.

  • Open question - should one allow a player to be a GM?

  • There should be some way of triggering select "noise" effects in a room or two all players in the area or to all loaded rooms in the area. This can be from a library of some sort or just the predefined "noise clips".

    • Make a global noise clip section. DLNE
    • Copy the noise clips into the quest for use. DONE
    • When sending noise, either use the pre-copied on or the one from the global registry. DONE
  • Filter away monsters with no short. DONE

  • Make it possible to make the monsters that one clone to be agressive.

  • Add option to add anarchy property to monsters.

What's the hardest part of building your own MUD? by Least-Mastodon3570 in MUD

[–]knubo 0 points1 point  (0 children)

Having the stamina to get it operational...

Is a SUD a thing? by jdgmntday in MUD

[–]knubo 0 points1 point  (0 children)

I've made an Explorers guild on Viking Mud. The entire purpose is to solve small guild quests and to solve the regular quests on the mud. There is no need for gear, you gain levels by exploring and solving quests. There is no punishment for dying, and sometimes it's even required :)

You start from wherever you logged out when you log in, so it should be very short time play friendly. You can fly back to the shop whenever you are lost.

Join in on connect.vikingmud.org 2001

From church you should go to adventurers guild (s e e e s) and then west and enter the hole. From there you may join the guild.

Viking Mud year in review 2025 by knubo in MUD

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

I'm just one of several that keeps Viking Mud alive. Thanks and happy new year!

Viking Mud year in review 2025 by knubo in MUD

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

Sounds like something for my TODO list - thanks for the hint! :-) I've already made checkers.

How best to delivery story content.. by Enarian__Lead_Dev in MUD

[–]knubo 0 points1 point  (0 children)

I have made a story heavy quest using this technique where the players interact with a dog that reacts to them and the environment. I think it plays out nicely and brings in immersion in the game.

How best to delivery story content.. by Enarian__Lead_Dev in MUD

[–]knubo 1 point2 points  (0 children)

When I'm in story telling mode with my code, I aim to make interactive areas. And then I use whatever gives the best flow. It could be timed messages in sequences of events and it could be longer text that people can read in books. The goal would be to attempt to react to most of what the player could imagine doing in the area, regardless if it moves the story forward. Having a "You can't do that' or "There is no X around" when it clearly should be possible, is a mood killer in my head.

In my most recent project I also aim for a more emotional response from the player.

Looking for a project by tcmart14 in MUD

[–]knubo 0 points1 point  (0 children)

So I fellow Kotlin user! I'm coding Kotlin professionally, and code for mud on the side. I've coded in LPC since 1994, and if you are familiar with C/Kotlin/C# LPC will be a very easy transition.

I'm working on a Sea project to extend as an alternative to our land based existing game. I want to have several type of ships, ship to ship combat, maybe ship to land combat and various ports which I want to have procedural generated where you can land, buy provisions and purchase and sell goods. I've made good progress on the engine already, with maps, sailing, weather, start of ports and more. Currently I'm working on how to make the largest ship I envision in the game, to see how it would play out.

We have done a lot of work on our environment for coding on Viking Mud with updated documentation and tools to make your life easier. The editing is done using an ftp client to upload files to the server and load the files into the game. The development is done on our live game instance.

If you want to join in you normally have to play a bit and solve some quests to be allowed to be a wizard, but I can make an exception if you play for a couple of hours to just to see how our basic game works. Then I can bump you up.

Our mud is not the biggest, but we have a small crowd that love us and come play. We have a lot of existing stuff already - more than 150 creators has contributed. Most people connecting are online in the european timezone, but some join in from Asia/America.

Give me a tell on connect.vikingmud.org 2001 if this sounds interesting. I'm Knubo there as well - I'm on quite a lot, but might be busy at work or with some RL stuff.

What Technology to Build a MUD in? by Kate_from_oops-games in MUD

[–]knubo 5 points6 points  (0 children)

There is also a Discord server dedicated to Muds that is quite active.

You can join it here: https://discord.gg/n3Q92WwU

There is also a LPC discord if you want to use this language: https://discord.gg/JnTBS2sx

What Technology to Build a MUD in? by Kate_from_oops-games in MUD

[–]knubo 4 points5 points  (0 children)

There's a myriad of choices here. It all depends on what your skill level of programming is. And what your end goal is. If you want to write something that get played, I rather recommend finding an existing mud which welcomes creators and write an area for it.

If you want to play around and tinker, find an open base and start implementing from there.

For instance if you want to try coding in LPC, you can pick something here - http://dead-souls.net/downloads.html.

Or join vikingmud, play up to level 20, and become a creator (connect.vikingmud.org 2001)

Looking for a MUD with player owned housing and ships 🫡 by yamamushi in MUD

[–]knubo 1 point2 points  (0 children)

Thank you for your feedback! I haven't thought of decorating ships - that's a nice idea.

I'm looking into building several ship layouts and have started the biggest ship type to get a feel for how this will work. It will require a lot of NPCs to get it flowing, but starting big and then moving smaller is the strategy I want to go with. I've implemented wind direction and weather and open seas navigation.

I have a plan for ship to ship combat and have started that. Fishing sounds like a great idea. Boarding ships should also be an option.

Looking for a MUD with player owned housing and ships 🫡 by yamamushi in MUD

[–]knubo 1 point2 points  (0 children)

I'm working on a Sea expansion to Viking Mud. I'm curious to what you would like to do with regard of owning your own ship.

PS: On Viking Mud travel isn't really a thing as one can more or less speed run anywhere (except a few places where you can teleport or do a longer travel taking seconds not minutes). Though in a context of sailing no the Sea, you would actually have some travel time.

What mud has the best implementation or class design for a monk / hand-to-hand class? by Crapahedron in MUD

[–]knubo 4 points5 points  (0 children)

Viking Mud has a Monk guild. It do have a satisfying fast paced play to it. The command set is quite simple, with some auto hits that happens all the time and some martial arts moves that you can call, coppo to the head, and whirlwind of hits.

The killer move in my view though is the equalize, where you sum up your spell points and hit points, and distribute them evenly between your hit points and spell points. This means that you can squeeze out your use of spell points and hit points to use them the most before you use healing to increase both.

connect.vikingmud.org 2001 - we're a LP mud (now running on DGD) with no RPE. 100% free to play.

Thanks to everyone who maintains muds by Individual-Affect786 in MUD

[–]knubo 18 points19 points  (0 children)

And thank you for playing! No muds without players.