#muons-projects

1 messages · Page 6 of 1

karmic prawn
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And Alex Caves

smoky verge
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which may mean some other mod is requiring aether/aether villges that you have

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you also mentioned I&F

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I didn't find it in dependencies anywhere

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and Alex caves as I said is required by T.O

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a dependency of a dependency

karmic prawn
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It seems some weird bug happened where it started prompting things that need bigger things as dependencies, it was like a chain reaction.

Regardless, all I did was try to install it on a pretty simple modlist.

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So naturally my reaction was, why such a big hidden dependency list, hence coming to this server to check if that's normal/get help

smoky verge
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dependency depends on stuff

karmic prawn
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Yes. I read and understood your comment when you said that lol.

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The issue is that precisely

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Dependencies of deoendices resulting in non listed dependencies on Curse forge

smoky verge
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ok I checked trough everything I can think and I can't find I&F/Aether dependencies

karmic prawn
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I'll try again I guess

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On a clean install like you suggested

smoky verge
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and then if you have questions relating this mod, ask here :3

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previous chat is for Otherworld modpack

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and this is for Muon's projects - mods n stuff

karmic prawn
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My mistake - apologies

karmic prawn
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On a fresh install with no other mod, the same thing happened that I explained happened before

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and my bad it wasnt Ice & Fire it ws Bosses of Mass Destruction, i recalled incorrectly

smoky verge
languid turtleBOT
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to better assist with most issues, we will need some logs:

  • Curseforge -> Right click the modpack instance -> „Open Folder”.
  • ATLauncher -> Click „Open Folder” on the modpack instance.
  • MultiMC -> Select your instance and click „Instance Folder” on the right.
  • PrismLauncher -> Select your instance and click „Folder” on the right.
  • For servers -> Open the folder containing your server files.

To find the latest.log file, navigate to the 'logs' folder.
To find the hs_err_pid.log file, simply look for the file name after opening the instance folder. (this file type is not as common in crashes - do not worry if you cannot find it, just skip over this line.)
To find a crash report, navigate to the crash-reports folder and find the most recent file after your crash occurred.

Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.

karmic prawn
twilit mantleBOT
inner anchor
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you could have a better answer when muon sees this but its sadly not possible to use otherworld apoth without these extra mods that otherworld core requires

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unless muon can detach the three core mods otherworld has from eachother/otherworldcore which seems like it would be an omega ton of extra work thats not really worth it so i would not depend on it

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again though its muon's mods so he can answer more concisely

karmic prawn
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Okay thanks for explaining, nvm

karmic prawn
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Even with all Dependencies, and Dependencies of Dependecies, and also in some cases Dependencies of Dependecies of Dependecies, on a fresh install with no other nessessary mods - generating a new world just gets stuck on 0%.

I'm just reporting that bug here. I don't know where else to report it.

twilit mantleBOT
trail otter
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im using the medievel origins mod and the siren origin's night vision keeps flickering in and out. this is because it applies a constant 4 seconds of night vision when in water and when your night vision is about to wear off it flickers. is there a way that i can change that in a mod folder or conifig folder? i tried looking for it in configs but all i could find was a list of the different powers tied to siren and not the actual information for the night vision effect

charred burrow
warped ledge
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Hello, I am a little confused and was hoping someone could shed some light on something. I am trying to make some changes to a couple of the Medieval Origins for a modpack my friends are playing on. I was able to make the changes to the original origins I wanted just fine but it seems like the changes to the Medieval Origins are just ignored. Is there something special one must do to change these?

trail otter
charred burrow
charred burrow
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otherwise, it might be that the modpack has its own changes as well

warped ledge
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Thank you, I think it's the datapack not liking the powers that support mods I don't have in the pack. I haven't had time to test that theory but once I get the time I will

warped ledge
# charred burrow otherwise, it might be that the modpack has its own changes as well

also to add on to this I'm making the modpack myself (and by that I mean throwing together mods my group wants to play) so there shouldn't be any changes I'm not aware of. When I load my datapack it gives me some errors about some unregistered powers, which is clearly just support for mods I don't have at the moment, for Valkyrie I even tried removing one (which was spell power) and that didn't even seem to do anything while the default origins change just fine. I'm kinda at a loss here

karmic prawn
karmic prawn
# inner anchor <https://www.curseforge.com/minecraft/mc-mods/mmmmmmmmmmmm> do you have this mod...

This made it work, thank you so much for helping. 🙏

Just to clarify below are the non-listed dependencies required to make worlds with Otherworld Apotheosis load:

-Dark Doppelganger
-mmmmmmmm (Dummy)
-Aether villages
-Aether
-Ice and Fire
-BOMD

Might be very helpful for players & modpack devs if these dependencies were also included on the Curse Forge dependency list.
Regardless, many thanks for the awesome mod.

charred burrow
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if you send your datapack i can take a look at it

plucky rampart
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thanks muon

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still the best origins addon ive played

violet saffron
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@charred burrow in the medieval origins mod how do you get the mirroring enchant. I have only been able to locate it in the creative menu.

charred burrow
humble current
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Heya!

I got a question about Dynamic Difficulty

I had used the plugin leveledmobs waaaaaay back but ditched it when I went to modded MC.
I used AutoLeveling before but am (thankfuly) forced to use Dynamic Difficulty now.
With the old plugin I had groups of mobs connected to certain biomes that would determine their level, so for exampled: The Forest and Plains biomes have mobs ranging from lvl 1-9 but the Badlands and Desert have mobs ranging from 35-45.
I also added a system that had mobs level up higher from their base level the deeper you went

Is this system possible with dynamic difficulty and if so, how would I go about doing this? It's been a while since I've configured things so Im kinda rusty lol

charred burrow
# humble current Heya! I got a question about Dynamic Difficulty I had used the plugin leveledm...

Yeah that sounds very doable, I would disable the built-in leveling settings (covered in the linked guide) and read about how to create your own: https://github.com/muon-rw/Dynamic-Difficulty?tab=readme-ov-file#datapack-guide

GitHub

Auto leveling mod for Minecraft. Contribute to muon-rw/Dynamic-Difficulty development by creating an account on GitHub.

humble current
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Bet, Ill try that! 🙂

Crow spotted!

charred burrow
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caw

humble current
charred burrow
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cawmbat

still hound
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is there a way to get otherworld orgins in a custom pack. whenever I launch it it seems to require a modpack called traveloptics which is for 1.16.5 but the mod itself is 1.20.1

inner fossil
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Hello, good evening.

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I have a question about the Charm Forked mod. It is this one here: https://www.curseforge.com/minecraft/mc-mods/charm-forked
One of the best mods ever for Fabric. I wanted to ask if maybe there is an not yet uploaded 1.21.11 version here on Discord which is only available from Discord at this moment.

royal arrow
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We don't store mods on Discord - all is out on Curseforge

inner fossil
charred burrow
fluid mural
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Mod: Teams Friendly Fire Addon

Suggestion: Configurable disabling of healing enemies (like from Iron's Spells & Spellbooks)

Link: https://www.curseforge.com/minecraft/mc-mods/teams-friendly-fire-addon

Why: Fighting players in teams with iron's is difficult because of friendly fire. This mod fixes the damage part but it would be even better if it would not heal the enemy players.
Really like the mod btw makes playing with other players so much easier.

CurseForge

Adds a toggleable PvP flag for FTB Teams
936 Downloads | Mods

charred burrow
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i mentioned it to Iron though, maybe he'll implement my suggestion

fluid mural
humble current
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I cnt find the built in datapack for Dynamic leveling?
The setting to enable it is set to true, its not in my resourcepacks folder nor in my datapack folder?

charred burrow
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you can see if it's enabled with /datapack list

humble current
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Any way I can access it so Itll be easier to make the datapack?

charred burrow
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yeah you can just unzip the jar

humble current
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bet

still hound
charred burrow
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no, and it's not really planned. sorry

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maybe try a different dnd origins mod, there are a few

still hound
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would i have permission from you to use the descriptions and abilities of these in my own datapack/mod then?

humble current
unborn mist
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Y'ello! This is just a very simple question I hope, I've never messed with mods and this is my first time. Where would I find the texture for the pixie/fae wings? I'm trying to do my own custom texture for them and override it using figura/CPM.

unborn mist
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Thank you! <3

tawdry hemlock
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I need help. When I open the 1.20.1-multiloader with InteliJ,
it just says this:

charred burrow
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remove the existing "merchantpug" and "greenhouse" mavens, and add:
"https://maven.greenhouse.lgbt/#/"

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or if you wanted to just work from the new version that would probably be easier... 1.20.1-connector has 6.7.0+ and should build easily, you just need to enable git lfs

slender vale
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Been having an issue with the dwarf origin where it's unable to sink in the water and can just swim normally, is there any known mod incompatibilities that cause this? or any fixes?

charred burrow
slender vale
charred burrow
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1.20.1 or 1.21.1, forge or fabric?

slender vale
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1.20.1

charred burrow
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forge i'm guessing? i think this might not be a conflict, just a bug with 6.7.0+

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will look into it

slender vale
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yeah using the connector for forge

humble current
humble current
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Is it correct that the only way to blacklist mobs is by making a seperate Json file for each one and giving them the "max level: 1" attribute?

humble current
lavish tangleBOT
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round shadow
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SO I'm using dyanmic difficulty.

I have run into a problem on my server.

I have changed the world spawn point to a new location on my server, but it seems that The nether doesnt follow the same rules.

When I go down in the nether, monsters are already 50+ and stuff because I think they follow the old spawnpoint in the overworld and not the new world spawn point.

Is this true and if yes, can I fix it somehow?

charred burrow
charred burrow
charred burrow
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or, you could define leveling settings for an entity tag in a datapack

charred burrow
humble current
humble current
charred burrow
humble current
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Damn, I think I was tired last night lmao, thanks!

charred burrow
round shadow
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Thanks, will try and see if it works 😄

round shadow
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For info, that fixed it, thank you very much for the help 😄

noble trellis
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So I would like for a new SMP to do the following:

Only use a couple of the medieval origins:
like woodelf, dwarf, Banshee, Ogre, and more listed below

And to turn off all others. But I also want to have the origin classes mod, and assign specific classes, to a specific origin.
like this setup:
Dwarf

  • Miner
  • Blacksmith
  • Warrior
  • Merchant

Wood Elf

  • Archer
  • Beastmaster
  • Rancher
  • Rogue

Fae

  • Farmer
  • Rancher
  • Cleric

Ogre

  • Warrior
  • Lumberjack

Banshee

  • Rogue
  • Explorer
  • Warrior
  • Cleric

Siren

  • Cook
  • Explorer
  • Merchant
  • Warrior

High Elf

  • Cook
  • Cleric
  • Beastmaster

Goblin

  • Explorer
  • Merchant
  • Rogue
  • Cook

anyone know if this is possible and how I can do this?

frank laurel
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can the player level up alongside the mobs?

worldly arch
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Hi I've been running Dynamic Difficulty on my custom modpack between myself and friends. I noticed that you may be adding a system where mobs can have different types of armor and such. Is that going to be similar to what is used in the Dungeon Crawl mod where the deeper you went into the dungeon the mobs had stronger gear? If so I can't wait! I was looking at a similar mod "Dangerous - Just A Difficulty Mod" that seems to do this but the difficutly scaling is on days not distance from spawn so I thought maybe I could get both to work together and disable the difficulty scaling in "Dangerous mod" and keep the scaling from Dynamic Difficulty. However, I may just wait if you're adding that function.

wild cairn
charred burrow
lavish tangleBOT
#
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mental cairn
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Hey, I’ve got a problem with Medieval Origins Revival (MC 1.20.1):

At first everything was fine. Then I switched to Valkyrie because I wanted to fly, but it got really annoying since a friend of mine is playing Revenant and I get extremely slowed near undead.

So I switched to Pixie, and later to another origin again. But since I used Valkyrie, the slowness debuff never disappeared. I now have it permanently, even though I’m not Valkyrie anymore.

I’ve already tried switching origins multiple times (even to Human), dying, and restarting the server, but nothing worked.

Is this a known bug or is there any way / command to remove this stuck debuff without doing a full reset?

edit: we fixed it with the "/power remove" command

rose vale
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is there a fix for the crash for the medieval origins crash?

charred burrow
worldly arch
# worldly arch Hi I've been running Dynamic Difficulty on my custom modpack between myself and ...

Just curious if you had an answer for me? I was asking if you were adding a system within dynamic difficulty that would give skeletons, zombies, wither skeletons better gear the deeper you went underground? This is something the "Dangerous" mod does but I don't like it's scaling like Dynamic Difficulty. I'd run both at this time, but there's no way to disable the scaling on the Dangerous mod.

inland mortar
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Hi, I am building my own modpack and wanted to try out Better Combat x Apotheosis Compat -- is this meant to be installed alongside Better Combat and Apotheosis or does it include one or both of those mods?

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Oh it looks like it automatically installs the dependency mods? Sorry this is my first time trying to make a modpack lol

charred burrow
charred burrow
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what minecraft version are you using?

worldly arch
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Hey I'm on 1.21.1 neoforge. I haven't seen mobs wear armors except for the Dungeon Crawl mod so it was really cool to see there's a mod out there "Dangerous" that does this for these mobs in the overworld without the Dungeon Crawl mod, BUT like I said the scaling is based on days and me having a server that stays running that can cause issues, so I like how Dynamic Difficulty does difficulty by moving away from spawn. So it's really cool that you would implement the armor thing to mobs as well.

terse vine
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i know there are other issues with other classes people reported on different dc server

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i just want to know if its bugged or not, it's needed for modpack...

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in cofigs these options are set to True

charred burrow
# terse vine i just want to know if its bugged or not, it's needed for modpack...

if it's not on this list, it's not a bug i'm aware of https://github.com/muon-rw/Medieval-Origins-Revival/issues

and i haven't heard of any issues with the arrow velocity, theoretically it could be a mixin conflict if some other mod is modifying velocity in an incompatible way

GitHub

Contribute to muon-rw/Medieval-Origins-Revival development by creating an account on GitHub.

charred burrow
terse vine
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i will check it out

terse vine
# charred burrow regarding meat, it uses origins built-in meat tags which have no modded foods, f...

Ive installed Medieval originsa revival on new modpack that only includes your mod.

After testing, Velocity of arrow doesnt seem to be higher, seems to fly same if not very similar speed (at least it looked like that to me from first person shooting at the tree), and most importantly its Not flying further.

Description claims it does but Fully charged bow vs Fully charged bow AND Focus ability flies same distance. Also what's weird is, i couldnt find a code in config that enables Wood elf to be Vegetarian, unlike other races, it doesnt have "wood_elf:vegeterian True" at all but it works without it.

its weird cause idk how i can turn it on then, in Soulrend modpack wood elf can eat meat and since there's no option to turn it on i thought adding code will do but nope... any ideas on how to turn on wood elf diet when its been turned off?

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And... am i using this special ability wrong? I mean Velocity = faster projectile which means it goes further anyway, and then after it saying "flies further" should make it actually Fly further away, it should be noticeable, unless its like 1/4 of block further but then theres no point in adding it to description in first place

charred burrow
terse vine
charred burrow
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at full charge it should be at least a 20% difference in velocity, which will definitely affect both distance and damage noticeably, though it might not look visually faster

terse vine
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What about distance

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You mean it always flies further by default

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So other race will have their max distance lower..

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Cause without focus arrow flew same distance as with Focus charged

charred burrow
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with no focus at all, or with it only partially charged?

terse vine
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No at all

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I was aiming at one point in tree 20 blocks away

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Without focus and with it hit same place

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Idk why

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It shouldn't right?

charred burrow
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that doesn't sound like enough distance to see a difference

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both would pretty much be completely straight at 20 blocks, the random arrow inaccuracy alone would be bigger than any dropoff

terse vine
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Well if I take longbow from epic knights I can see arrow from it is landing higher on tree than from bow, meaning it's got higher velocity and range

terse vine
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Also with different races

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But

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Please try to do it yourself as well, and see if it's mod version is not bugged

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Just to confirm, cause even in internet I couldn't find answer to this issue

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It's like nobody tested it before

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I'm heading to sleep soon, once I'm awake I'll do tests

charred burrow
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I tested it when it was made, afaik the easiest way to confirm velocity actually increased is that the arrow will deal more damage.

but I can take a look next time I work on medieval origins if you submit a github issue

terse vine
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Actually , I was watching video of guy showing wood elf, and his Charged shot seems to be much faster than mine. It was nearly like a musket ball

charred burrow
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well yeah it was nerfed since then because that much velocity worked out to like 3x damage

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but i doubt the underlying mechanic broke

terse vine
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We will see, I doubt it too , if anything it could be on my part, maybe even java issues or something

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I doubt mod is bugged

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Not probable

charred burrow
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I'll look into it it just won't be soon, in the middle of some other projects atm

terse vine
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All good men, I'll notify you of results once I get them, and thanks for letting me know that steward is the diet thing

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Alright, see ya 🤌

terse vine
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So, tests have been made with Human and Wood Elf. Results are... bad

Human - 13 Hits to Kill Iron Golem

Wood Elf - 8 Hits to Kill Iron Golem WITHOUT FULLY charged focus

Wood Elf - 8 Hits to Kill Iron Golem With FULLY charged focus

Thats good, wood elf deals extra damage Per Arrow, not by Charge time....

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Range Test

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WITHOUT Fully Charged Focus, releasing arrow as soon as bow is at it's Max

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WITH Fully charged Focus

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And here, some shots taken by Human, releasing arrows when bow is at its Max

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Results? Its the same... Maybe Shots with Focus are a bit more accurate or that was pure rng, but definitly doesnt give you any benefit

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Last but not least

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Velocity Test

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Left, Wood Elf - Right, Human

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As u go frame by frame, u will see human hits his shot faster by one frame... but that is probably editing error

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even tho, comparison starts with arrow release, thats where i put them side by side (it was tricking cause same mechanic but different animation of execution idk)

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Anyway, if velocity would be Faster, it would definitely hit the target before human

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@charred burrow

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Every test was made following same set of rules

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so its not like "u aimed higher with human"

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I wonder if other classes also got issues

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but... hm, I would want to say description is just not explaning what is happening in reality, but claim that Focus gives you benefits, and you actually spend time charging it, getting nothing in the end is a bug....

civic heron
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before i try any code digging is there any way to add certain weapons to the valkyrie's heavenly implements category?

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nvm just had to add "medievalorigins:valkyrie_weapons" to the tags with kubejs

charred burrow
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insanely good image though stealing

charred burrow
# terse vine <@973331566799511575>

yeah it looks like the accuracy is working but the velocity isn't, or it's such a tiny value since the nerf that it may as well not be working

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will take a look at it, thanks for investigating

knotty plume
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@gaunt crow don't be a jerk

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People have lives and feelings. If you cannot be respectful, you're not welcome

charred burrow
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all in good fun

knotty plume
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Was making sure, been a grove of people being nasty towards Joe recently

gaunt crow
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omg v6 is out it wasnt fake after all!!!

distant sorrel
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honestly not sure where to ask soo il ask here cuz joined just for this question is there way to combine otherworld origins mod with medieval one or atleast implement seperatly valkyrie into it? cuz honestly like the idea of otherworld origins but i hate how its addon for some giant ahh modpack and i cant even use latest version of otherworld origins it doesnt bother but just bummer being on 1.5.0 cuz upgrading it above that and it crashes and i have no clue how to fix it

royal arrow
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It's not really designed to be used outside of the pack

distant sorrel
# royal arrow It's not really designed to be used outside of the pack

noticed it took me soo long to seperate it from modpack even when i downloaded the addon seperatly and i still had to drag out 50 other mods out tho some of em i am familiar with while others not soo much but i just want that origini conept tho all the stuff classes add but for valkyrie lmao cuz otherwise its just plain ahh valkyrie if i put medieval mod into some kinda modpack that i built

frozen hatch
knotty plume
frozen hatch
frozen hatch
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can i just drop it here?

frozen hatch
humble current
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Heya!

Does the leveling bonus in DL work the same as in AL by Daphir?

quaint tendon
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Hey, I recently started playing ther Dragonfyre modpack that has the medieval orgins mod. I chose the pixie class but it makes this weird noise whenever I fly that both me and my friends can hear. I can't seem to find the config for it. Does anyone know how to fix this?

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nevermind I just figured it out lol

civic mulch
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Is there anyway to customize the size of the bubble overlay for the dynamic rpg resource bars mod?

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by default its 16 x 16, wanted to extend the bubbles to be outwards so 16 x 64

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but in game, no way to extend it, no config either

charred burrow
small finch
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Question, is there a way to get the Otherworld mods (Core, Origins, Apotheosis & dependencies) in a modpack running? I want to build up from those but I am unsure if they work outside of the official modpack

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Installing them through CF or ATL doesn't seem ti work properly

charred burrow
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your best bet would be to wait until Otherworld Origins splits off to no longer require Core

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that's planned but it's just a bit of a big project

small finch
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That's fair enough. I just love the origins/apotheosis fixes

craggy fulcrum
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How can I configure dynamic difficulty so that world difficult goes up open either entering a dimension or completing a quest? (Entering the nether makes the world harder or killing the ender dragon makes the world harder)

charred burrow
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sounds like a good addition though, if you submit a github issue I'll definitely get to it

dire walrus
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@charred burrow Are you aware with anti X-ray or Create aeronautics physics engine Sable causing issues with phasing and seeing through blocks like banshee has?

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for some reason after adding the latter 2 i can no longer see through blocks instead im seeing the anti xray thing which didnt happen before

ashen leaf
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will medieval origins be updated for neoforge 1.21.1?

charred burrow
ashen leaf
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thnks

charred burrow
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if it ever does get finished

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Origins: Legacy by BluSpring also looks interesting but also seems like it needs some work

ashen leaf
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saw one by cyberday but it has alotta bugs, specifically it breaks smth at create aero

charred burrow
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how are you loading origins?

charred burrow
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Origins: Legacy is a good concept but its heavily vibe coded which is concerning

gaunt crow
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Also make the game harder it is way too easy

humble current
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Is it correct that Level Bonus and Bypass are the only 2 options a biomes file can have for Dynamic Difficulty?

charred burrow
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they otherwise just use the settings from config or dimension

humble current
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Ah, so no seperate starting levels for biomes?

humble current
charred burrow
humble current
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As in doable now with the current options?
Or doable for you to code?

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As far as I'm aware the Random level bonus is a range from 0-number filled in and the biome levelbonus is a set number? Right?

charred burrow
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Biome level bonus is a fixed number yup

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Can you explain a bit what you're trying to accomplish exactly? just to get a better idea what to design for

humble current
#

Sick!!

Okay, to make sure I'm being clear about the request hahaha ( I started this message before you mentioned it lol )

  • The ability to set starting levels for biomes so you can have different leveled areas.
    Example: Mobs that spawn in Forest & Plains have their starting level at 10 but Mobs in Desert and Mesa have 40.
    This is different from the LevelBonus feature since it starts the leveling from a different point instead of adding onto the original level.

  • Preferably IF possible, the ability to add random level bonus in biomes as well.
    Instead of having mobs spawn on a set level like 10, you can add the random level bonus to make the mobs spawn in a range of levels like 10-17.
    (The starting level function would be pretty important for this feature)

Why?
With these features added you create the ability to design "level groups" for biomes.
You could make it so that all mobs in green biomes (Forest, plains, junlge) Spawn in a range of 1-20, Snowy biomes spawn in 21-30 & Desert biomes spawn in 31-40 and voila, you have area based mob leveling 🙂
This can be very helpful for people trying to make an MMO inspired modpack (me hahaha)

Bonus: This is actualy a feature Ive been searching for for quite some time now. Back in the day I had a plugin on a server that did this but never found a mod that did the same, so I think you'd be the first.
If these features get added I will 100% create a datapack with leveling groups which I would be more then happy to share in the disc as a starter template 🙂

gaunt crow
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woah imagine reading all of that

royal arrow
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Fortunately Devs here don't have brains corrupted by doom scrolling

charred burrow
jaunty shadow
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silly question, how do you get the collection enchantment? having a hard time getting it from villagers and idk if its a mod incompatibility or not possible from villager trades haha

charred burrow
azure basalt
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Hello, Ive been using the version 0.8.1 of the dynamic resource bars for forge 1.20.1, but it seems that version got removed, will it return or receive a different update, or should i downgrade? I cant publish my modpack otherwise

charred burrow
#

and i'm not planning to make any more updates for 1.20.1 or 1.21.1

#

the 0.8.0+ rewrite will only be released for Minecraft 26.1.2+

azure basalt
#

okay, i understand thanks for clarifying

craggy fulcrum
#

Ok I have an idea for a workaround to my quest/advancement based difficulty. Is there a command that I can run to increase the difficulty? I can set FTB quests to run the command upon completion of the specific quest.

Edit: I scaled leveling off game difficulty and tied quests to up the difficulty!

polar bison
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I have a moded server with some friends and we face one big problem, tought as nails isnt compatible with origins (we play on Forge 1.20.1), after looking i find one of yours datapack making it work, i just wanna know of any plans to upgrade or tips to resolve this. (Datapack name: Origins Tough as Nails Patch)

anyway, ty!

random imp
#

question, is there ever gonna be orcs?

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origin wise

grizzled berry
#

I kind of slapped the dynamic difficulty mod on top of BMC5

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but none of us are ever leveling up

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do i need to install some other mod in conjunction to this to allow player leveling or?

charred burrow
#

for 1.21.1 neoforge, you can use Pufferfish skills (and any skill tree addon), or Reskillable Reimagined

grizzled berry
#

thanks a ton

trail silo
#

hii

#

i kind of run into a trouble.. i'm using the valkyrie origin..
And for some reason, whenever the wings appear.. my game.. just crashes..? i don't really know why.. i can get log and stuff.. just wanted to contact :P

grizzled berry
#

my config keeps resetting in the dynamic difficulty mod

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any ideas why?

charred burrow
#

what are you trying to change exactly?

fossil gust
#

So hey how do i activate the chungus guy i through it was just one code line but apparently not

somber dagger
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so i been having Origins Forge and Medieval Origins in my server pack. Origins forge is abandoned but it still works with medieval origins. should i try to get the fabric version? or keep it the same?

somber dagger
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so i made a test game and did the new forge ones and the pixie character doesnt have wings is there a reason?

distant dust
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Does anyone have a Datapack of Medieval Origins for 1.20.1?

charred burrow
somber dagger
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anyone else having problems pixie wings aint showing?

brazen bridge
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Hi I'm trying to use the apotheosis X iron's spellbooks compat mod and am wondering if there's a way I can edit the values that gems and affixes provide
I looked to find a datapack but cannot, and I went through other files but can't find anywhere to change that. Am I missing something or not looking in the right spot?

charred burrow
brazen bridge
#

okay awesome thanks

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that's what I was after I just didn't know how to get there

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once I pull out that pack and edit it can it go into a datapack folder for the mod or will it need rezipped in

charred burrow
#

in a datapack will work fine

brazen bridge
#

alrighty cool ill see how that works once I get to it

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the friend who's running the server likes the additions but not the default strength of everything and he left fixing it to me

storm phoenix
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Im using the Medieval Origins Revival mod outside of the modpack and was wondering if theres anything that counts as cursed gear for banshee in vanilla or is there a certain mod I would need for curses that work with it

charred burrow