#muons-projects
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which may mean some other mod is requiring aether/aether villges that you have
you also mentioned I&F
I didn't find it in dependencies anywhere
and Alex caves as I said is required by T.O
a dependency of a dependency
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.
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
eh, as I said
dependency depends on stuff
Yes. I read and understood your comment when you said that lol.
The issue is that precisely
Dependencies of deoendices resulting in non listed dependencies on Curse forge
ok I checked trough everything I can think and I can't find I&F/Aether dependencies

and then if you have questions relating this mod, ask here :3
previous chat is for Otherworld modpack
and this is for Muon's projects - mods n stuff
My mistake - apologies
On a fresh install with no other mod, the same thing happened that I explained happened before
and my bad it wasnt Ice & Fire it ws Bosses of Mass Destruction, i recalled incorrectly
!logs and can be you show your mods folder ?
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.
Uploaded latest.log from @karmic prawn to mclogs: https://mclo.gs/KVpGpsR
otherworld apoth requires otherworld core which requires all these other mods
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
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
again though its muon's mods so he can answer more concisely
Okay thanks for explaining, nvm
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.
Uploaded latest.log from @karmic prawn to mclogs: https://mclo.gs/Q2Wrixy
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
it applies at 12 seconds refreshing every second exactly for this reason
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?
im playing in ciscos medieval rpg ultimate and its set to 4 here. i just wanna know if theres a way to change it
ultimate is 1.19.2 forge, i don't know what he's using there but it's not my mod
the only thing I can think of is that Medieval uses a lot of multiple power types, for these you need to add a loading_priority to each subpower
otherwise, it might be that the modpack has its own changes as well
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
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
https://www.curseforge.com/minecraft/mc-mods/mmmmmmmmmmmm do you have this mod installed ?
No, it doesn't promt for that but I will try it thank you
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.
if you send your datapack i can take a look at it
oh i found the issue already and it was just that i made it a rar instead of a zip lmao
thanks muon
still the best origins addon ive played
@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.
On most versions iirc it's only tradeable through villagers or found on chest loot
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
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
Bet, Ill try that! 🙂
Crow spotted!
caw
cawmbat
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
Hello, good evening.
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.
We don't store mods on Discord - all is out on Curseforge
So no updates to 1.21.11 for now. I see.
traveloptics is the mod id for T.O Magic n' Extras, i would read this:
https://github.com/muon-rw/Otherworld-Origins/issues/63
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.
This is a good idea but it mostly seems like a change for Iron's themselves to make, I looked into this they don't really have any clean place to filter heal targeting like this, or even a way to identify if a spell is beneficial or not
i mentioned it to Iron though, maybe he'll implement my suggestion
yea i noticed it was a bit mixed. For example, I was able to use blight and root on a friendly player, but black hole won't suck in a friendly player.
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?
it's inside the mod
you can see if it's enabled with /datapack list
Any way I can access it so Itll be easier to make the datapack?
yeah you can just unzip the jar
bet
I preface this by saying i do genuinely like this mod. I do however want to ask if it exists anywhere to have the origins minus all the addon stuff? like alex mobs and a few other terrible performance mods are required for it but dont seem to interact at all. this mod would be amazing if it was just the race subrace classes and kantrips without all the other stuff.
no, and it's not really planned. sorry
maybe try a different dnd origins mod, there are a few
would i have permission from you to use the descriptions and abilities of these in my own datapack/mod then?
So I've taken a look and I got a question about the biome bonus
I don't really see how my old system would be doable with this mod?
As far as I understand its only possible to add a level bonus with biomes to mobs, which would make it impossible to let mobs spawn within a certain range inside those biomes, right?
It would only give a set bonus to the level they already had?
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.
Thank you! <3
6.6.0/the 1.20.1-multiloader branch are pretty old, my guess is some of the maven repositories have changed
remove the existing "merchantpug" and "greenhouse" mavens, and add:
"https://maven.greenhouse.lgbt/#/"
then in the dependencies block you'll need to update the origins/apoli/calio lines, they can be found here https://maven.ladysnake.org/#/releases/io/github/apace100
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
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?
Maybe, what version is this?
latest version
1.20.1 or 1.21.1, forge or fabric?
1.20.1
forge i'm guessing? i think this might not be a conflict, just a bug with 6.7.0+
will look into it
yeah using the connector for forge
Have I got it wrong?
Or is this indeed not possible?
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?
This doesnt work for every mod?
Reason: compromised account
Moderator: @charred burrow


nhandzhello899 [970751089425133658]
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?
It sounds like it could be a bug, can you submit a github issue and I'll look into it?
Will do, thank you ^^
it sounded like you could just set the mobs to have a level range from 1-10, then apply a 30-level biome bonus to desert biomes
there's an entity blacklist in the config
or, you could define leveling settings for an entity tag in a datapack
this supports entire mod ids
Hmmmm, not exactly what Im looking for, so imma just transfer the autoleveling settings lmao
Damn really, couldnt find it last night lmao
make sure you're in the common config, not the client one
Damn, I think I was tired last night lmao, thanks!
ah actually, i think what you'll need to do is set a spawn_pos_override in a datapack for that dimension
Thanks, will try and see if it works 😄
For info, that fixed it, thank you very much for the help 😄
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?
can the player level up alongside the mobs?
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.
This is absolutely doable, but only with a ton of extra work on your part.
if you have pufferfish skills or Reskillable, there's compatibility as far as mob scaling and nameplates, but dynamic difficulty doesn't add any player leveling of its own
Reason: Your account was compromised (hacked) and is now sending spam messages in our server! Be aware of what you're clicking, secure your account and enable 2FA before rejoining.
Moderator: @royal arrow


fates_fx [1003847406372261951]
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
is there a fix for the crash for the medieval origins crash?
what crash would that be?
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.
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?
Oh it looks like it automatically installs the dependency mods? Sorry this is my first time trying to make a modpack lol
Yeah most modded launchers will do that!
It is planned and that would definitley be possible yeah, I will actually most likely get back to dynamic difficulty in the next couple days and can take a look
what minecraft version are you using?
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.
Got question about Medieval Origins. Is it bugged currently? Like it says Wood elf is supposed to be Vege but it can eat meat, or that it says Charging shots increases Velocity, damage and pierces through enemies but only thing you get is Pierce...
i know there are other issues with other classes people reported on different dc server
i just want to know if its bugged or not, it's needed for modpack...
in cofigs these options are set to True
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
regarding meat, it uses origins built-in meat tags which have no modded foods, for those you'd want something like this https://www.curseforge.com/minecraft/texture-packs/origins-expanded-foods
true, i got farmers delight but Steak is steak right? tag is still minecraft:...
i will check it out
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?
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
"steward" is the name of the vegetarian power for wood elf
regarding velocity difference, that component actually applies even if the empower is not fully charged, did you test at different charge levels or as a different origin?
My test was quick, I'll do proper one once I wake up
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
What about distance
You mean it always flies further by default
So other race will have their max distance lower..
Cause without focus arrow flew same distance as with Focus charged
with no focus at all, or with it only partially charged?
No at all
I was aiming at one point in tree 20 blocks away
Without focus and with it hit same place
Idk why
It shouldn't right?
that doesn't sound like enough distance to see a difference
both would pretty much be completely straight at 20 blocks, the random arrow inaccuracy alone would be bigger than any dropoff
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
I'll do it again like it said to make sure
Also with different races
But
Please try to do it yourself as well, and see if it's mod version is not bugged
Just to confirm, cause even in internet I couldn't find answer to this issue
It's like nobody tested it before
I'm heading to sleep soon, once I'm awake I'll do tests
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
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
well yeah it was nerfed since then because that much velocity worked out to like 3x damage
but i doubt the underlying mechanic broke
We will see, I doubt it too , if anything it could be on my part, maybe even java issues or something
I doubt mod is bugged
Not probable
I'll look into it it just won't be soon, in the middle of some other projects atm
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
Alright, see ya 🤌
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....
Range Test
WITHOUT Fully Charged Focus, releasing arrow as soon as bow is at it's Max
WITH Fully charged Focus
And here, some shots taken by Human, releasing arrows when bow is at its Max
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
Last but not least
Velocity Test
Watch Velocity test by Sianks and millions of other Minecraft videos on Medal. #minecraft
Left, Wood Elf - Right, Human
As u go frame by frame, u will see human hits his shot faster by one frame... but that is probably editing error
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)
Anyway, if velocity would be Faster, it would definitely hit the target before human
@charred burrow
Every test was made following same set of rules
so its not like "u aimed higher with human"
I wonder if other classes also got issues
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....
before i try any code digging is there any way to add certain weapons to the valkyrie's heavenly implements category?
nvm just had to add "medievalorigins:valkyrie_weapons" to the tags with kubejs
insanely good image though stealing
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
will take a look at it, thanks for investigating
other meme better
@gaunt crow don't be a jerk
People have lives and feelings. If you cannot be respectful, you're not welcome
lol he was sending good memes dw about it
all in good fun
Was making sure, been a grove of people being nasty towards Joe recently
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
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
hello man, sorry for bothering but can i send u something in directs (its has to do with your mod)
you can send the info here in the channel, that way if it happens again, someone can read back in the channel here to see how was resolved
its not a bug report, i translated it to ukrainian language and was gonna ask him(or her?) to add it to the mod
by it i mean medieval origins revival
can i just drop it here?
ok then, just write me something in dms when you have the time
Heya!
Does the leveling bonus in DL work the same as in AL by Daphir?
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?
nevermind I just figured it out lol
Is there anyway to customize the size of the bubble overlay for the dynamic rpg resource bars mod?
by default its 16 x 16, wanted to extend the bubbles to be outwards so 16 x 64
but in game, no way to extend it, no config either
yeah i'm pretty sure it's not currently configurable, can you submit a github issue so I remember
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
Installing them through CF or ATL doesn't seem ti work properly
It's technically possible but you're going to have a bad time, there are just a ton of unlisted dependencies and changes you might not want
your best bet would be to wait until Otherworld Origins splits off to no longer require Core
that's planned but it's just a bit of a big project
That's fair enough. I just love the origins/apotheosis fixes
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)
I don't really think that's possible at the moment, the closest thing would be utilizing the playtime-based player scaling which obviously doesn't fit super well
sounds like a good addition though, if you submit a github issue I'll definitely get to it
Fireeeee I’ll submit one
@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?
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
will medieval origins be updated for neoforge 1.21.1?
depends entirely on origins itself
oh aight, I was just wondering since someone ported origins*
thnks
if you mean Origins Neoforge by IAFEnvoy, I'm just waiting for it to be finished
if it ever does get finished
Origins: Legacy by BluSpring also looks interesting but also seems like it needs some work
saw one by cyberday but it has alotta bugs, specifically it breaks smth at create aero
uh isn't create aeronautics neoforge only?
how are you loading origins?
feeling pretty good about IAFEnvoys port honestly, looks solid he just has to finish it
Origins: Legacy is a good concept but its heavily vibe coded which is concerning
Is it correct that Level Bonus and Bypass are the only 2 options a biomes file can have for Dynamic Difficulty?
yeah, biomes and structures both work this way
they otherwise just use the settings from config or dimension
Ah, so no seperate starting levels for biomes?
Otherwise I'd recommend this feature if its possible 🙂
Yeah it's definitely doable, could just have biomes as another fully configurable settings layer between dimension and entities
As in doable now with the current options?
Or doable for you to code?
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?
Yeah sorry I meant it would be doable for me to add as a feature
Biome level bonus is a fixed number yup
Can you explain a bit what you're trying to accomplish exactly? just to get a better idea what to design for
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 🙂
woah imagine reading all of that
Fortunately Devs here don't have brains corrupted by doom scrolling
What version are you on? I've been thinking about dropping some older ones
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
you can just find it from enchanting tools, it should also be tradeable though
1.21.1 NeoForge
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
you should downgrade, it was removed because it had some performance and compatibility issues
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+
okay, i understand thanks for clarifying
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!
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!
I kind of slapped the dynamic difficulty mod on top of BMC5
but none of us are ever leveling up
do i need to install some other mod in conjunction to this to allow player leveling or?
yeah it doesn't add any player leveling of its own
for 1.21.1 neoforge, you can use Pufferfish skills (and any skill tree addon), or Reskillable Reimagined
thanks a ton
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
nevermind fixed it
sounds like a formatting issue
what are you trying to change exactly?
So hey how do i activate the chungus guy i through it was just one code line but apparently not
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?
so i made a test game and did the new forge ones and the pixie character doesnt have wings is there a reason?
Does anyone have a Datapack of Medieval Origins for 1.20.1?
there are probably ~50 custom power, action, and condition types, so a datapack version wouldn't work
anyone else having problems pixie wings aint showing?
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?
yeah you do make a datapack, but I haven't published a "default datapack" to work from, if you unzip the mod .jar though, the data folder in there can be copied into a datapack and edited
okay awesome thanks
that's what I was after I just didn't know how to get there
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
in a datapack will work fine
alrighty cool ill see how that works once I get to it
the friend who's running the server likes the additions but not the default strength of everything and he left fixing it to me
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
yeah any curse will work, including the vanilla curse of binding/vanishing