python mudlib using telnetlib3
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Jared Miller 54998c29c5
Add save on logout and disconnect
Player state is now saved when using the quit command or when the connection
is lost unexpectedly. Ensures progress is preserved even without auto-save.
2026-02-07 21:42:16 -05:00
.claude Update agent config with new notes 2026-02-07 14:48:24 -05:00
content Add data-driven combat system with TOML move definitions 2026-02-07 21:16:12 -05:00
docs Add combat system design documentation 2026-02-07 20:47:41 -05:00
scripts Add a map renderer 2026-02-07 13:38:32 -05:00
src/mudlib Add save on logout and disconnect 2026-02-07 21:42:16 -05:00
tests Add save on logout and disconnect 2026-02-07 21:42:16 -05:00
worlds/earth Add seed-based terrain world with movement and viewport 2026-02-07 13:27:44 -05:00
.gitignore Add store module with SQLite account persistence 2026-02-07 21:42:07 -05:00
demo_terrain.py Add seed-based terrain world with movement and viewport 2026-02-07 13:27:44 -05:00
DREAMBOOK.md Add a dreambook 2026-02-07 12:19:49 -05:00
justfile Add a map renderer 2026-02-07 13:38:32 -05:00
mud.tin Add tintin combat aliases 2026-02-07 21:16:28 -05:00
pyproject.toml Exclude worktrees in pyproject 2026-02-07 16:33:03 -05:00
README.md Add a simple README 2026-02-07 15:42:07 -05:00
uv.lock Update telnetlib3 2026-02-07 12:21:59 -05:00

mudlib

A telnet MUD engine. No client needed — just telnet and you're in.

Built on telnetlib3, Python 3.12+, managed with uv.

Quickstart

uv sync
just run

Then connect: telnet localhost 6789

Commands

just check   # lint + typecheck + test
just run     # start the server
just debug   # start with debug logging
just render  # generate world map HTML

What's in here

  • src/mudlib/ — the engine (commands, world, combat, rendering, storage)
  • tests/ — pytest tests
  • worlds/ — world definitions (yaml/toml)
  • docs/ — internal knowledge base
  • DREAMBOOK.md — vision and wild ideas

How it works

The world is a toroidal 2D grid of terrain tiles, not discrete rooms. Players see a viewport centered on their position. Terrain types have mechanics — shallow water slows you, mountains block you, forests hide you.

Combat is timing-based with telegraphed moves and cooldown management, not turn-based.

The server runs a tick-based async game loop alongside the telnet server. SQLite handles persistence. Session mode stacks filter what reaches the player depending on context (exploring, fighting, composing, solving puzzles).