#muons-projects
1 messages ¡ Page 1 of 1 (latest)
getting sick of curseforge comments lol

need to update my pages though 

sheeeeeeeeeeeesh
OMG :333
Hallo.
she muon on my muon til i muon
happens more than youâd think
Damn
She muon on my electron till i cold fusion

Disgusting Curseforge commenter here. Thanks again Muon for offering to look at my datapack. Would you want me to post it here or send it to you directly?
here is great
Cool. This version's stripped down just to have a single additional entry each for axes, daggers, and silver armor.
it's just a comma issue
last object in a JSON array can't have a comma
that's the only thing wrong for all 3 tags, everything else looks good
It appears that some Zephyr Affixes (specifically the Potion Effect ones) dont appear because of this Exception
SPELL_CAST_TARGET related affixes fail too, same issue
Ah yeah those affixes wonât work on Apotheosis
Theyâre actually added by Zenith, but they should probably be moved into Zephyr
https://github.com/muon-rw/Zephyr/issues/3 tracked here now, thanks for the reminder
thanks!
hellooo! i have a question. when does medieval origins revival 3.6.0 forge comes out? saw the fabric version and quite excited for the forge
I could pr them to Zephyr if I wasn't so lazy
It will be a bit (maybe a few weeks to a month) as I have some other projects to finish up first
but the plan besides implementing the same bug fixes, is hook into Ironâs Spellbooks instead of Spell Power Attributes. Not sure what Iâll do about Icarae as Icarus doesnât work on Forge.
thatâs totally a bummer! i was hoping for icarae to get implemented to forge. do take your time in making the mod flawless! thank you ^^
yeah interface injection would make it really easy i just didnt feel like explaining it at the time
Hey I was wondering if DaFlight Fabric mod source code is public? In curseforge it says its license is MIT but in modrinth it says AAR and I was not able to find a public link to the source code.
the code for the original mod is public
Iâll need to get back to you on that, it was originally meant to be MIT but this is a project I uploaded on behalf of another dev so I donât have the source code readily available
Oh I see. I'll be waiting than. Please ping me if you have any further information. I really hope I can get the source code from the updated version đ. Thank you so much đ
Feel free to consider this explicit permission to decompile, use, or modify the new jars from Modrinth for now if youâd like
That's nice! Thank you đ
Hello, I had a question about the medieval Origins Revival Mod, with the Revenant is there a way to make their siphon attack not bound to right click? I'm tired of accidentally shooting my friends and allied mobs, I know I can disable it in the config, but I'd rather keep the ability.
have you checked your keybinds?
for anything other than primary and secondary abilities there's no options to rebind them, like the Siphon attack, or any other origin who uses the X and C keys.
For the medieval origins revival mod, on a certain pack it seems that the icarae class is disabled/doesn't work. What other mods have to be installed for the class/where in the config would you be able to turn it on
It's not in mmc2 yet because it's not implemented
The icarus dev discontinued that origin, wait for the next big mmc2 update
Hey, is 1.19.2 version of apothic combat planned? I understand if it isn't, but I'd really appreciate it.
For the Medieval Origins Revival mod, is there a way to activate the elytra as a pixie? When I tried to, I just jumped higher.
super excited for the next big update of Chonky Bee Girls, thanks for everything you do General ÎźTorrent
So what spell power attributes stats do races in Medieval Origins Revival have?
they will only have stats if they say they do, and if they do, they will show
such as the high elf
I see. Are elves the only ones better at magic?
Also I wish dwarves had some bonus for tech mods like more air capacity/less air usage for air tanks in Create or less FE usage for Immersive Engineering weapons as dwarves in some media depicted as most advanced tech race. Just like elves being good at magic
Or even slightly increased damage of devices that use these kinds of energy
Looks like Medieval Origins isn't compatible with the latest version of spell power attributes mod
Here's code of an error:
ncompatible mods found!
net.fabricmc.loader.impl.FormattedException: Some of your mods are incompatible with the game or each other!
A potential solution has been determined, this may resolve your problem:
- Replace mod 'Medieval Origins Revival' (medievalorigins) 6.3.0+1.20.1 with any version that is compatible with:
- spell_power 0.10.2+1.20.1
More details:
- Mod 'Medieval Origins Revival' (medievalorigins) 6.3.0+1.20.1 requires version 0.9.19 or earlier of mod 'Spell Power Attribute' (spell_power), but only the wrong versions are present: 0.10.2+1.20.1/0.10.1+1.20.1!
at net.fabricmc.loader.impl.FormattedException.ofLocalized(FormattedException.java:51)
at net.fabricmc.loader.impl.FabricLoaderImpl.load(FabricLoaderImpl.java:195)
at net.fabricmc.loader.impl.launch.knot.Knot.init(Knot.java:146)
at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:68)
at net.fabricmc.loader.impl.launch.knot.KnotClient.main(KnotClient.java:23)
Hi, I'm trying to turn off the noises and particles for the Pixie's flying ability, however it says the keybind to do this is unbound and there's no keybind for it in the controls menu. Is there any fix to this?
wrong place
sure, at some point. Someone already made a fork of it on GitHub you could try
fixd
save or load toolbar activator, not sure which
not at the moment, open to suggestions
none of my mods affect enchants in this way
@solemn horizon I lost my 2fa key and automod doesnt let me ping sharkie
elp
or yknow anyone else who sees this and can ping :p
what
why ar eyou trying to ping Sharkie
#rules dont ping people
Losing 2FA key doesnât mean anything in this case either
itâs muon you dingus
@winter snow
@winter snow i wanna ping too
roles pls 

hi nicole
will not give until confirmed it's you
sorry muony
what host is mmc4 on
Dm something to one of the boogers here with something only high staff would know
meowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeow
what's the secret channel in LPS only 5 people have access to?

đ

đ
i cant even see it if its that smol
you still have access to ur github
itâs a need
right
yeah I have everything else just canât log into discord
i mean 
Or curse dashboard
silly name
confirm with a commit on the mmc repo on a readme
confirm dn
/ban catmuuon
make a commit saying
Ah I was just gonna say show your dashboard on curse wouldâve worked
fake Muon
silly
fakeable
making a commit on his github means it's him or he's hacked
a github commit would be the most secure proof
yes
unfortunately, as an AI language model, I do not have access to push to a GitHub repository.
you can just tell about the top secret channel
the WHAT channel
i saw that
and we know if it's you or not

muon loves that channel
slander
Yo I can't get pinged pog
The real muon would give me a smooch

Thank you for your answer, but do you know what name of the fork is? I currently cannot find it.
probably this one https://github.com/squoshi/Apothic-Combat/tree/1.19.2
(you can see forks of the project over here in the insights category)
meowmeowmeowmoe
meowmeowmeowmoe
it means a lot, if you donât have your 2fa you canât access your account. (just saw this)
This was before noticing it was muon .
The way it read was they couldnât ping sharkie because they lost their 2FA
gotcha
meowmeowmeowmoe
meowmeowmeowmoe
when muon main back lol 
when muon not smelly
this is the new muon main
where his role lol
real
did you delete the main?
indeed he did
hey sorry to join and just drop an issue, but I just started a modpack with my friends that includes origins and Medieval origins. Last night everything worked fine but now after logging in all the origins have different abilities and wont change sizes. any help is appreciated, i can also send modlist if needed
make sure you have pehkui
curseforge default dependencies don't work for some reason
i do and its all updated
okay really weird, i restarted and its all fine now
sorry to bother you
is it normal to not be able to creative fly in creative if you are a pixie
is there not a way to override the flight if you have creative flight
the flight system seems so complicated but the fact that it overrides the creative flight i think is a big problem
ill submit a ticker/report thing whenever i find out how to do it
ah yeah it probably shouldnt apply at all if you have creative flight
that will be an easy check to add
already submitted issue on github also added a suggestion to change the pixie flight
basically theres too much lack of control even with hover it feels weird cuse to go down u have to go back and forth
so my suggestion was to use shift to descend while hovering is active
or
change the hover completely to a slower creative flight
Can you send the crash report or latest.log?
it shouldn't be incompatible with Epic Fight, but there is nothing especially made for it
Uploaded cmdlog.txt from @bleak basin to mclogs: https://mclo.gs/aL7O6Ki
Apugli for some reason is failing to find a base minecraft class? Extremely strange, something else must be making major changes
Ah I see why
Probably not, but that would be an Epic Fight question, they would need to make dedicated compat for Pehkui like Better Combat did.
Anyway, canât help you with this crash as itâs caused by your pirated launcher
!cracked
If you are using a cracked Minecraft launcher, we can not assist with your issue. In order to receive help, you need to switch to an approved launcher and provide proof you have purchased Minecraft. This is due to the terms of service and guideline agreements of both Mojang and Discord.
hm? what launcher they using
tloncha
to be fair i respect discord a lot more than I do Microsoft
but yeah canât help with piracy, TOS
do you own minecraft?
they can't see this channel anymore
they can
discussion & support category + #1061339968691257466 is what's hidden from the no support role
wouldn't the mod prods count as support though?
ty
ello, becoming a goblin using the medieval origins makes my skin change hue, is there a way to disable/fix it?
go to origins-common.toml in your config folder, search "medievalorigins:dwarf/green" and set it to false
ty ty
would there be a way to make the siren origin actually prone when walking on land
hi, i've been having some problems with pekhui in my ketting server. It doesn't change the the proportions of the player with the medieval origins mod. pls help
are you on forge?
yes
I honestly have no idea why they wouldnât be working, all Origins is doing is running the /scale command
are there any messages in server logs when you pick a different sized origin?
are you in creative mode by chance? I have no reason to think that makes a difference but someone mentioned this before and said the size changing worked fine if they picked the origin while in survival
just to be clear, doing something like /scale set pehkui:base 5 does actually change your size though?
yes
what about /function medievalorigins:mdvlorigins/ogre_callon
it says unknown function
it doesnt recognize dwarf elf ogre callon
all origin callons are miissing
but in the mod files they are present
if you pick high elf and cast something like blazenbreath or ebonbreath, are there particles?
can you send your latest.log from the server
it probably says why the functions arenât loading
@wise bridge requested deletion of this link.
Uploaded latest.log from @wise bridge to mclogs: https://mclo.gs/mR991to
yeah itâs just not seeing scale as a valid command when the functions are loaded, honestly baffling
maybe try downgrading forge versions?
Iâve been using 47.2.17 and had no issues
thatâs all I can think of that would have changed here, and Forge has been a dumpsterfire of breaking its own platform recently
ok
thank you very much
also ive been translating the mod to spanish so if you want i can send the translations to you
for sure, you can submit a PR on github or send the lang file here, whateverâs easiest
so question im using the origins medevial mod and the mod page has no descriptions and the races in game dont either and i was wondering where to find out what they do? 
I've found the problem
a ketting developer told me that some hybrids servers have issues loading certain functions
hybrids meaning two softwares in one server
plugin/modded server
they are weird
pekhui might be unable to run on hybrids
or you might just wanna get pekhui plugin and see if it fixes
does that exist?
i think it does
I see, a github issue also mentioned a similar problem with just Forge, but itâs possible they just left that out
these donât really need to be inside of functions, itâs just easier. I could either use the pehkui API or run commands directly with Origins
might do that for better compat
for some reason the medieval origins mod doesnt work i have all the things for it but when i load up a world it doesnt wor
its 1.20.1
can you send your âlatest.logâ file from the logs folder?
Uploaded latest.log from @floral juniper to mclogs: https://mclo.gs/5nAxVyJ
did you install Apoli and Calio manually instead of Origins Forge? it doesnât seem like Origins is loaded
i did
itâs required, but you can disable the default Origins in the config if you donât want them
origins-common.toml
no problem:) happy origining
What does the gorgon do in the medieval origins mod?
the full list of powers should show below the description in the selection menu
if it doesn't, try relogging
or updating Origins if there's one available
Hey there! I was looking at the High Elf origin for the Medieval Origins mod, and I was wondering if it has any interactions with magic mods contained in the Forge version of Medieval MC. I saw something about a Fabric mod, but am curious as to the details.
Thanks in advance!
Right now the only integration on Forge is High Elf's mana bonuses with Iron's or Ars. whenever the forge version of Medieval Origins gets updated again, origin abilities will use Iron's spell power scaling and some origins will have attribute/magic damage bonuses
may also add a few custom Iron's spells for specific origins if I'm feeling ambitious lol
Awesome, thank you so much!
Im having some issues with medieval origins revival's origins not showing up when players connect to my server I think I have all of the required mods and I checked the config to see if they were enabled and they were. any fixes?
you donât need Apugli, itâs bundled. but it should be working regardless
send the latest.log from the server?
sorry I was away, for some reason it just started working after a reset? dunno what was wrong but its all good now sorry for the troubles.
Does anybody know how to solve this? I want to play the Medieval Origins Revival mod [Forge/Neo/Fabric], and it always gives this warning and I don't know how to make origins work, it already has all the dependencies downloaded as far as I know because the mods only warned that they needed the dependencies that I had put
is the version of fabric
Send your latest.log from the logs folder?
where would the log be?
I asked a friend of mine and he thought it, it was here on the log
Uploaded latest.log from @real sphinx to mclogs: https://mclo.gs/fuLSi6n
Try adding XL Packets
looks like you might just have too many origins trying to sync at once
I had these mods before when it wasn't working
It worked, thank you very much, then try adding this to the game's dependencies
I didn't deactivate any mod, I just added what you said
cool, yeah thatâs like 200 origins across all those mods, and the vanilla packet sync limit can cause issues with that
glad it worked
I probably wonât add it as a required dependency since it should only be an issue if you try to use it with many other origin mods at the same time
Do you have any idea of a mod to translate the game into another language? That I speak Portuguese and have difficulty with English and I'm only talking to you because I'm using a translator
I understand, but thank you very much anyway
It helped a lot, my friend and I had been wanting to play with this for about 3 days and I couldn't find anything about it at all
hi! this question mightve already been asked but i was just wondering why medieval origins forge was removed from curseforge for 1.19.2?
It was never released for 1.19.2 forge, only 1.19.2 fabric
for older versions you could try https://www.curseforge.com/minecraft/mc-mods/collection-of-singiro
I might backport it to 1.19.2 at some point
ohhhh wait i think this is what i had in my other modpack, i was making a new one and thought i had your version in there and was confused at why the version was removed but that explains it! thank you/sorry!!

10 dolla
teehee
A lil suggestion: could you add the "like water" power to siren in medieval origins?
it's quite annoying it doesn't have it
which power is that again
oh, not sinking. sure
also another suggestion: make siren use origin powers instead of status effects
for faster swimming for example
yeah I guess it could 
except for night vision, which has some compatibility issues unless you use the vanilla status effect
any particular reason?
the reason is that for example the speed increase uses dolphin's grace. this makes it so you don't get it when you're near a dolphin
yeah that makes sense
and for night vision that doesnât matter anyway, so yeah I could just remake the other ones
I actually already recoded the powers in a datapack, so maybe it'd help save some time
the only thing that'd need changing is the night vision
oh cool yeah, Iâm sure thatâll be a bit quicker thank you!

Iâll credit you in the changelog too, âlucaskekâ good?
lukaskek maybe
oh woops
also the datapack adds the like water power, but that's just a single line so
also thank you!

nice
wait i forgot about that

I did that because the mod kept overriding it
the minimum is 12 tho
yea I had to set them at 11 because of a series of goofy overrides I had to do
long backstory
itâs a plus
btw I really do like making and modifying origins!
maybe I should make some of mine!
(not for the mod)
I agree you should
my game crashes while loading mods whenever I try to use medieval origins forge for 1.20.1. It just says exit code 1 with no other information, and the exact same set of mods works for my friend. anyone know how to fix this?
edit: this only happens on version 6.2.5, 6.2.4 works fine
can you send the crash report, or latest.log if there's no crash report?
!logs
To better assist with fixing an issue, we will need some logs: Curseforge/GDLauncher-> Right click the modpack instance -> Open Folder. For MultiMC -> Click 'Instance Folder' on the right.
Find the file 'Latest' in the 'Logs' folder. If there is a folder called 'Crash Reports' then find the newest file from today. Upload these as requested.
muon can you please port medieval mc to 1.21? thank you

there's so much nbt in that it's not even funny
so true
i'm actually never porting anything to 1.21 guys sorry
I just thought of something very evil
100% valid
@kindred escarp yo port Zenith to 1.21, thanks â¤ď¸
that's the real mod that's dying on 1.20.1
death
true
cherish it while you can folks
i would have to completely report apotheosis again
Are there any known plans to back port Medieval Origins to 1.19.2 Forge?
cherish dn
the main origins mod hasn't even updated 
it's possible but not super likely, I have a lot of other 1.20.1 projects I'd rather focus on at the moment
anyone is free to backport it if they'd like
there's also Collections of Singiro, which has similar content for 1.19.2 forge
okay 
Iâll check that out, thank you!
@shrewd monolith the tooltip will just show up on any applicable weapons - it will say "Moonlight Rogue: +50% damage" or something to that effect
so there is four weapons with daggers in the name
but none show "Moonlight Rogue: +50% damage"
can you press F3+H and send a screenshot of their item id's?
it might just be that mod itself
cause none are from mediveal mod
only his one has it
the rest dont
what are the others?
it also checks if they're internally a "SwordItem", which those might not be
i'll look at them
do you have a link to the arthropod mod?
is there a certain mod i can add to make it work?
was looking at something called "Simply swords"
I highly recommend simply swords, yeah
alright will add that
this is an MCreator mod, so they're adding their weapons really weirdly
I'll just add those daggers manually though
how would i do that?
if you're familiar at all with datapacks, you would just add items to the tag medievalorigins:daggers
I'll put them in the next update as well though
ok thank you
hey https://www.curseforge.com/minecraft/mc-mods/medieval-origins-revival this mod is making all of the base origins disappear, I checked and this mod is causing it. Is that intended and if so how can I disable it?
thereâs no reason that should be happening, are you sure you donât have any other Origins mods?
afaik Papâs and Legendary Origins both disable the defaults
No other origin mod is in, only the origin mods that the mod needs. We tested with having the mod with another origin mod and it does the same thing, removes all other origins but the ones from medieval.
I can send the mod list
(Sorry idk how to send a modlist, best way I know of)
wait
One sec
I just saw paps
yeah they have a config for it
not sure, never actually used the mod
probably just a file named paps-something in the config folder
ight, apparently who made the pack doesnt know of the mod so its probably some other mod under a weird name, lemme try that and say if it works
Ok sorry, apparently they thought your mod WAS paps, sorry. We never used your mod, thanks
lol all good
actually one more question, is there a way to modify the origins in your mod? To change the hieght of one of them?
yeah it could be done with a pretty simple datapack, what did you want to change?
Wait never mind, friend I was asking for figured it out sorry. Thanks for your help
Did you fix this?
itâs the vanilla âload toolbar activatorâ hotkey
legend, thank you
is there any way i could get the reworked medieval origin as a datapack?
i want my friend to play with me and have his usual origin choice
but we are playing 1.19.2 forge
ok i think i can export the mod as a datapack via github
oh.
OH
im having issues with translation instead
great
I know that i can make it translate
just dont know how
i am not going to ask for a forge 1.19.2 port cause it will take too long
you could just add the assets folder from the mod as a resource pack
you'll have an issue with any custom power types or conditions
off the top of my head, Revenant will be completely nonfunctional
otherwise you may just have some issues with certain item-based powers not doing anything
Anyone is welcome to properly backport Medieval Origins Revival to Forge 1.19.2, I would work from the 1.20.1 multiloader branch as it's the most up to date. I may do it at some point but it's just not a high priority
fair point
hey what files do i need to edit within the .jar to change the height of an origin?
nvm
just read up that it can be done with a datapack
can someone help me with that
players with elegant can still wear armors higher than Iron
Will be fixed next update 
scale values are mostly just commands, so replace the originâs
medievalorigins/functions/mdvlorigins/xxxx_callon.mcfunction
with different values
thank you
heya! playing a modpack that includes Medieval Origins Revised. Playing as the goblin, gold tools are supposed to last longer, but I don't see any difference in durability. What exactly is it supposed to do?
it wonât change the durability number, but rather thereâs about an 80% chance the tool wonât use durability
thereâs also a soft cap on how much durability damage it can take at once, but thatâs moreso for armor
could it be possible some mods aren't interacting properly? because I tested a gold pick and it was gone after 32 blocks
if there's any way to test that origins itself isn't the issue I'd appreciate the help
yeah
greed seems to work just fine but durability doesn't
which mod version are you playing?
6.3.8
plurals will be the death of me
Iâve already fixed it in 6.4.0 due to a rewrite, which should released soon
but the only reason it doesnât work is because the durability power is checking for the âgolden_toolâ tag instead of âgolden_toolsâ
armor durability should work
I see!
If that's the only change, I'll make the change myself until 6.4.0 comes out
thanks!
So im having some issues with Zephyr and connector. I followed the instructions on the CF page. Im hitting a wall rn and not sure what is causing this
Do i need zenith IN the folder as well?
Version 1.20.1 Apoth 1.3.4
someone mentioned this was an issue on newer versions of Connector - I haven't had the chance to look into it. no you don't need Zenith, it won't work at all on Forge
is there a fix or do i need to revert to an earlier working version
i'll take a look
All good, no rush
seems to be working fine for me, send your connector.json?
that file is deprecated, it all goes in the connector.json now
{
"version": 1,
"hiddenMods": [],
"globalModAliases": {
"cloth_config": "cloth-config2",
"playeranimator": "player-animator",
"apotheosis": "zenith"
}
}```
like so
one question, what version of connector? i may need to update
no problem. FYI I still don't think what you're trying to do isn't possible even with Zephyr, but I could be misunderstanding
pretty sure a native forge port of Jewelry with Curios support is a necessity here
which will be quite tricky considering everything else is also fabric only, lol
Im still new on my training arc for minecraft modding too unfortunately so.
probably out of my reach for a little while
Sadly, doesn't do what i was looking for, but it IS a nice addition for some of my mage friends
Thanks for the help anyway
bet
lemme make it work on forge rq

any plans for Zephyr updates?
probably yeah, just hasn't been the main priority lately
any specific ideas you had for it?
besides a couple minor forge issues it's in a good spot, unless I just start adding more content
some new RPG mods came out also it would be cool to either add suppourt for some of the third party mods OR make a datapack driven way with documentation so that they are more likley to add supppourt themselves
I'll probably look into just adding them
yeah documentation is definitely lacking
although if anyone wanted to make gem assets for any newly added third party schools, that would be nice
definitely the biggest barrier for me
I asked arround bigest reason is its hard or not part of their plans
a data method would prob ease that
can you link some of the mods that add new schools?
ya
there you go
and one more that i know of on the way
as well as the recently released first party mod Warriors and rouges
any of them seem interesting enough to add stuff for?
yeah, thanks a lot of these are interesting. will probably do RPGMana, Elemental Wizards, and Witcher for sure
some of those use existing spell power schools so they should work fine, I'll test them though
Coolio also RPG warrior and rouges was released
Can you ping if you release an update im making a modpack so having more cohesivness woud be nice
the person who did mana did this too
https://legacy.curseforge.com/minecraft/mc-mods/extra-spell-attributes
@charred burrow wait sorry this mey be a better modder to suppoirt for mana
https://modrinth.com/user/TheRedBrain
they also have a stamina one too
bro loves pinging
sorry was just trying to update with more relevent info Ill stop
these may be a better version of the manna system as well as some otherthings
it doesn't seem many people use redbrain's mods yet
we do already use RPGMana for medieval mc, and I think Fantasy MC is planning on it as well
so i'll probably go for that
some of the benefits I would argue
are The new entity attribute "generic.active_spell_slot_amount"
as well as intigrating stamina with this plus say puffers skills means you could make melee differ more from magic with a better feeling of heartyness with more stamina
kind of like how skyrim has magika stamina and health as primary atributes
but regardless any extention to suppourt is nice
Are there any enchantments that can cause the plague victim wear armor set normally?
Or
Not?
nope
lol just came out
druids suprised this wasnt one that came sooner
ya seems this is there backbone so having these atributes would be helpfull
Hey! Did anyone ever answer this? I'm running into the same problem
you'll have a way to use it in 6.4.0
release is very soon!
i'd have no choice but to start freaking it
Hi, tagging on to @shy canyon's barrage of questions đ
Does Zephyr work fine with latest updates on Spell Engine and RPG Series mods? It seems like some Spell Engine changes in 0.15.x broke things like Simply Skills mod compatibility. Is anyone aware of issues with latest versions of RPG Series stuff w.r.t. Zenith+Zephyr ? đ
it should work
doesn't look like anything related to magic shool definitions changed
neat. I will try it out
would the attributes from the Zephyr gems be applicable to the more melee classes like Archer, Rogue, Warrior (since they do still use Spell Engine underneath)? Or no, because they are not using the specific Spell Attributes? If that's a question for the core RPG mod author let me know đ
gems should be socketable in any weapons regardless
staffs/wands will get a % boost to a spell school, other weapons will get a flat bonus
have you looked into or started on an update/expantion regarding the other third party RPG classes?
just curois of you still liked the idea or if you think its not realy worth it
ah I guess for "physical" damage focused classes the benefits are like a boost to enchants (example screenshot is Fire Aspect). So they do something, but not in the same % buff way
yeah there's not much in the way of standard melee bonuses
zenith already provides quite a bit of those
will add some though when I do this, it is planned
do u want me to add you back to the dev anti-ping list
@charred burrow

no you lost your old account
Sorry for the ping, some people suggested compat for my Custom Magic Schools with Zephyr in the past, so I did some research and I´m glad that I found this channel and the conversation aboveđ Cool that you already like the idea of compat with them! I saw that assets are a barrier, I can create the gems if you want đ
any known fix? updated to the newest version in Medieval origin's Revival that came out today, this pops up when loading into the server
you see 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B, 0B,
hello fichte, something what would be cool with compat with your mod is it could give mellee players the option to have your damage types too right seeing as you ad new damage types
hi, can you send your latest.log from the client and server?
I want to play as it btw
And dont know how big of a disadvantage it is
Also how do I decrease it 
Btw seems like an awesome origin!
read the rest of the powers đ
Oops 
Btw when will mmc be updated with it?
I really wanna play it :3
but roughly, the slow/damage reduction is about half at first, and you can prevent that by killing them - at about 500 itâs completely negated, at 1000 youâre stronger near them
Yeah sure, give me a minute to grab them :D
Wait
Does valk have any other weaknesses?
It seems quite strong
thatâs the only one for now, still feeling out how annoying the undead weakness will be.
might make them more healing-exclusive as a drawback later
Oh and btw when I saw corruption as a power I thought of battle cats 
Itll take a little while as currently i cant grab the server logs, as the server isnt owned by me, Ill send them in here when im able to
Sure! As long as you wouldnât mind if I end up deciding to make changes to the icons you make some time down the line, that could definitely let me get it added a lot sooner
(also maybe some rough ideas for specific affixes/gem themes besides +x spell power, if you do have any)
thanks a bunch, glad to hear it!
never played battle cats, looks silly lol
if you want to send the client logs now, there might be something there
very soon by the way, probably today.
forge anyway, fabric maybe a couple days.
Btw do you know of any servers running mmc?
Or just this mod
I really wanna play it with others :3
I know pumpkraft is running MMC4 (forge)
not sure if any public servers have picked up the latest MMC2 fabric yet
also I do feel like valkyrie is a bit overpowered right now, but it's still extremely fun so :3
wait
i thought it was
oops
well it's still kinda strong but at least it's not as op as I thought 
It surprised me twice that it wasnât and I made it lmao
Iâm not quite sure why it feels like it should be
but that would definitely be a bit too strong with everything else they have, yeah
hey- is anyone else having problems with the medieval origins mod? ive found a couple bugs:
banshee- completely invincible for some reason? idk if its a feature or bug
pixie- only the normal elytra flight is working?
for pixie, if your flight resource bar runs out completely, you won't be able to "hover" again until it's completely full
I'll take a look at banshee
are you able to deal damage as well or not?
i could deal damage I belive, I just couldnt take any
I tried to use commands to damage myself with multiple differnts types as well, and i t says thsat the target was immune
That mightve been the issue, but it didnt work from the start
try to reconnect then reselect the Banshee origin
may just be an Origins bug, I can't seem to reproduce it
it was Forge that I just tested on where it worked fine
but yeah, historically it's had some issues. the recent versions of Origins Forge are pretty solid though.
strange
ill try and retest iut
hopefully it was just a one time thing
should you be able to see the flight resource bar? i cant currently
which version?
1.20.1
mod version I mean
the flight still seems to not work? i still cant see the resource
are you using the new keybinds?
wdym
it's no longer G to toggle, it's just double-tap jump, like creative flight
can you try /resource get @s medievalorigins:pixie/flight_flight_resource
oh, I think I see the issue.
drain a bit of flight resource by dashing in a direction, then let it fully recharge
then try to hover
dash is just sprinting, right?
that doesnt seem to work either
ok i set the resource to zero to see if itll fix itself
that fixed it!
ok
the hover works now, but both dashes dont
oh nvr mind- its just a little weird to control
yeah, now that G is freed up I may change the dash to that, and have it just dash in the direction you're looking
instead of up or forward
it's a bit tricky to use
Hi! New damage types for melee weapons are not planned with my custom magic schools. I know it would be cool, but right now out of scope
:I
do you have a log from the server?
or client
no one has given any other information about this issue yet besides this login screenshot.
I just tested on some live servers and was unable to recreate this issue in either MMC forge or fabric when updating, so yes - logs would be great here. if there's an issue I'd like to get it fixed asap
she sent some logs
i think they're in the archives
More than 3 logs were uploaded in one message, won't upload.
ah okay, maybe a compatibility issue with Origins Classes somehow. I haven't tested with it
give me a bit.
all good, but you should probably get Log Begone 
this Ice and Fire error is making the unzipped logs like 200 mb
ah wait
also thanks for helping diagnose the issue
do you guys have Fallen Origins?
nope, it's not
just making sure.
No idea how there'd be a conflict with just Origins Classes itself though
:I
no we dont, i dont know what fallen origins is XD
btw I can't wait to play as a valkyrie!
it's an addon that someone made to integrate medievalorigins with Iron's and some other forge mods
we use, origins, origins classes, medevial origins and a datapck for a minotaur origin
for forge ofc
ill keep that in mind thank you!
it's not updated for 6.4.0+ by the way
but yeah when we tried to update medevial origins to the version for forge that was released yesterday, it gave players the error sent above when they tried to join
so we just downgraded for now
xd
okay, nope - seems to be working fine when I add Origins Classes as well
what the heck
đŽ
do u want the modpack to test with?
yeah, that would be great
how i had a question about the medieval orgins races, can i ask here?
yup, this is the place
worked fine in singleplayer, testing out a dedicated server now
? đ
ahhh
okay
I have reproduced the issue
by
updating server side, but not client side.
ohhh
because I've added quite a bit of internal logic, you will need to update the client version as well

@raw jasper
@knotty geyser
It was updated as well
We downgraded it, I may have accidentally sent you the pack where it was downgraded
Perfect! I had a question about moons elves. Cause they can't sleep every three days they get besieged by phantoms. Is this correct?
yeah it was downgraded - but I reproduced this exact error only by updating the server but not the client
Thatâs weird, cuz when we updated it we updated the server and client
And everyone who had updated their client had the error when trying to join
Iâm just cleaning atm but Iâll try again after, maybe I skipped something on accident
it's possible if you didn't delete the old version, both could still load and cause a similar issue
since the mod was renamed
I think I may have added or removed a dash or something, the fabric and forge versions were slightly different
Gotcha, Iâll keep you posted if it happens again, thank you very much for looking into it tho ^^

it is intended (or was). when I made it that way, Twilight Forest was available for fabric/forge and I figured everyone probably had it, so you could just sleep there
I may change it now
btw can't wait to see how the valkyrie's updated
oh ok gotcha! i noticed it did have compatibilities with twilight so i was curious! thanks!
lol I didn't notice valk's flying costed hunger and nearly starved myself 
mm is there a way for me to add this origin ability to the config and disable it?
all origin abilities are in the config, you can disable it
the power name is âcrazedâ
Thanks!
hey laz ya I think the other manarpg mod is better if/when you add support for that one im 100% getting that update lol
Hihi! Has there been issues with Valkyrie not regenerating health, a player on my server isnât regening and is stuck on 3 hearts
it fixed itself after joining today, but now it's back
i can't regenerate my hp for some reason
as a Valkyrie right?
none of Valkyrieâs powers should be affecting that at all, are you 100% sure itâs your origin?
yes thats their origin, but i tried recreating the bug with valkyrie and it didnt work
so we're not sure what it is
Hello, I have been playing with the medieval origins revival mod and I would like to know if there is a way to make the siren origin non-amphibious, I would like to know if I can make her only breathe water similar to the newt. I tried to get it working with a data pack I made myself but it didn't seem to work đŚ
I don't understand why my datapacks don't do their job, if someone could help me I would greatly appreciate it.
can you send the datapack?
Since I couldn't do it alone from scratch, I grabbed the data pack that improves cross-origin compatibility and the survival mod. But it didn't work either, maybe I'm missing something, the truth is I'm new to this đŚ
That's what I tried, but even putting it in my world doesn't change anything, I tried creating a world from scratch and it doesn't work either, overall I couldn't get that data pack to work even by downloading it from Forge.
đ The latest Zenith version (1.2.1-1.20.1 on Modrinth) has a crash with Zephyr
https://mclo.gs/VUQLVEt
hey, thanks for the heads up - Iâll release an update for it in the next day or so
Any WIP for the future plans on Zephyr, btw? In particular the Affix loot entries? đ
sure, I could add affix loot entries soon, they're pretty easy to do
(I kind of forgot they were planned)
Is there a way to make the Valkyrie origin not cost hunger to fly?
a lot lmao
Apotheosis changed all of their GUIs, they look awesome now
and there's new sigils and a new block called an Augmenting Table
It should respect the Icarus config values for that
do you mean have a way for them to not cost hunger even if regular Icarus wings are set to?
I think so? I just read up a few messages and saw that it cost hunger to fly
This
And I remembered that the old Icarae origin didnât use hunger to fly and I miss that
ah, I didnât know the Icarae didnât use any extra hunger at all
I thought they were just able to fly at low hunger
Yea it didnât use hunger but I think you could only go a certain height or something like that
I could be wrong it was a while ago
so zenith 1.2 is apoth 7.4?
yeah
oooooh nice
btw have you done any work on rpg addons / rpgmanna(the one you mentioned(you where rightthis one is better)) for zephr?
The other mana addon you mentioned looks like it has some neat features but Forg has a knack for really fleshing out his mods with interesting content
and I think thatâs probably more important to players
but yeah Iâve started on them, will have something soon
ya I liked the stam and some of the attributes part of reds mods and was gonna look into items that open a second spell book slot but there inventory mod broke some things with the pack I have
great to hear look forward to that update
Hii I'm having an issue with Medieval Origins Revival, specifically the forge version - I can't seem to activate the hover feature for the pixie origin :S I had a look in the mod files and saw that the flight power references the "pixie/flight_doubletap" power for hovering, but that file doesn't exist. When I double tap the space bar, I just start gliding as if I only tapped once. Any help would be super appreciated!!
hi, are you on the latest version?
Oops I forgot to mention the version, my bad! I'm on the latest version for 1.20.1
6.4.3?
Yep!
can you send your latest.log?
Uploaded latest.log from @nova pendant to mclogs: https://mclo.gs/PPHrYGQ
so just checking whent to try the latest zenith and zeph with updated faker and got a crash
it seems removing Zephyr solves the issue?
ya so I do still get a crash even with latest Zephyr
huh
I'll take a look at it, thanks
I probably did something silly while testing dev builds
Can you try using /origin gui or an Orb of Origin to switch off of Pixie then back to it?
wasn't blank for me
although I recently found out you can just do like
mainFile.changelogType = "markdown"
and it will write the actual contents into the CF changelog for you
Minotaur is changelog = new File("$project.rootDir/changelog.md").getText('UTF-8')
Whaa
That's cool
Yea
I tried to edit the MedievalOriginsRevival.jar file. I wanted to change how much damage flammable dealt, so I changed it from a 6 to a 1. however this seems to have erased the jar file from existence. why is this?
also unless I'm missing sometime siren song does nothing, all mobs are still hostile
If you want to edit powers, you should use a datapack instead of trying to modify the jar directly
it's basically the exact same process as far as editing, but leaves the jar itself untouched
how do I do that?
here's an example origins datapack, feel free to use it as a base. Basically, it's like a resource pack but you replace data files instead of textures
https://www.curseforge.com/minecraft/texture-packs/origins-expanded-foods/files/all?page=1&pageSize=20
In this case you'll also want to ensure the power you add has a higher loading_priority than the base power
I see. could I modify expanded foods with the flammable change?
and will loading priority 10 be enough?
yeah, it has some examples for replacing powers
you would just change the replacement for origins:carnivore to medievalorigins:siren/flammable
for example
anything higher than the base flammable power, I don't remember it off hand
"loading_priority": 10,
"type": "origins:modify_damage_taken",
"modifier": {
"name": "Flammable",
"operation": "addition",
"value": 1.0
},
"damage_condition": {
"type": "origins:in_tag",
"tag": "minecraft:is_fire"
}
}```
would this work?
Finished everything, just did some basic affixes / gem attributes đ
For Air Spell Power I went for a crystalized Meteorite "Gem", for Water Sirens Aquamarine and for Earth Golem´s Onyx. You can change the textures and everything, thats no problem. If you dont like a certain texture, I can make another one đ
Btw. they also can be used by future Spell Engine Projects that use the elemental custom schools, if they register it via Spell Power đ
(Also included a affix for the Rage Berserker attribute if you want to implement that)
Nice, also thanks laz for checking on the update was interested in the new zenith update and was like "oh no an incompatibility with my list" then tested hope its something easy
it is not, lol... I think maybe some inconsistency with mixin targets for decompiled source
still trying to figure it out
ok this didn't work
any suggestions on how to fix it?
Can you send your datapack?
just using remap = true worked 
turns out i actually don't know anything
if you're using this in MMC4 you probably need to rename the datapack as there's already an Origins Expanded Foods and it maybe being prioritized
also, make sure you're placing this in /config/paxi/datapacks
you can delete all the other stuff besides your siren override (and the pack.mcmeta) as well, just good practice
got it, I had edited the one in resourcepacks
ok that gave me a heart attack. I tried to load in, got a null pointer exception and my singleplayer world was just gone. restarting fixed that though
nope didn't work.
you deleted the pack.mcmeta đ
I also zipped it wrong but it works now yay
yipope
0.5.0 is up đ
I'll try to get a zenith (+ attributes) release out with that pr you made
As well
Was busy yesterday
oh poggers
side note the version I pulled couldn't build because it was referencing an outdated location for HealEvents
Ah
pretty weird
what is siren's song supposed to do?
Make mobs not attack you for a few seconds
strange, because it doesn't do anything when I use it.
I did that but I still can't hover, it's super strange :S
hey is there a way to turn down the loot a little from zenith?
can you try /resource get @s medievalorigins:pixie/flight_flight_resource
and tell me what it says
yeah just check /config/zenith/adventure.cfg
i've found the issue, it seems like Apugli's mobs_ignore doesn't interrupt aggro in some cases (maybe only on Forge?)
I'll add a workaround for it
đ
I'm using forge, tested in against basic mobs like creepers and zombies but it didn't seem to affect them
I also somehow seem to have lost the ability to fly altogether? I'm not sure why that would have happened by just closing and re-opening the game
Can you try adding https://www.curseforge.com/minecraft/mc-mods/packet-fixer
there's really no reason I can think of that powers should be failing to sync like that. maybe you could also try https://www.curseforge.com/minecraft/mc-mods/connectivity
send your latest.log as well
with both mods added
Uploaded latest.log from @nova pendant to mclogs: https://mclo.gs/kqkymzJ
It looks like everything synced here, is it working?
Nope, everything else about the flight works perfectly, just not the hovering
Try /resource get @s medievalorigins:pixie/flight_flight_resource again?
This is what it gave me this time :o
And /power has @s medievalorigins:pixie/flight_flight?
Test passed it says
That's all you should need to hover, possibly a mod is interfering
I'll poke around and see what I can figure out, if I find what's causing it I'll let you know ^^ Tysm for the help!
no problem, please do!
lol guess budy had a crash with gem cutting table in zenith anyone able to make heads of this? I normal can understand at least a little for crash logs but this one lost me
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
It's a rendering bug in zenith, I also know nothing about rendering though
you can use hoppers to use the tables without opening the GUI lol
hope it gets solved
have you noticed render bugs and crashes with zenith it seems multiple of the tables are causing crashes
nvm I see someone posted it as an issue on git
I figured out that it was the Inventory Pets mod that was interfering somehow! Disabling/removing it fixed the issue completely!
good to know, thanks for the info
it's probably a mixin conflict, but their mod is closed source
hi! i had a question about the alfiq origin, it says it can wear heavy armor with an enchantment but im not sure which one it is
Featherweight
ty!!
any news on the render issues with zenith?
kind of anoying not being able to use the tables lol
looks like itâs been fixed in dev, so probably soon â˘ď¸
yay
fix is out
make sure to update zenith attributes as well
Kk
Haven't check did the latest version of zephyr have rpgmana gems?
not yet!
coolio just checking
Does anyone know why the ogre origin from medieval origins revival makes you fly up and way over walls when you jump next to them?
Sometimes makes me skate along the wall too
fun for movement but you go way too high very often and take big fall damage
It's caused by Valkyrien Skies
Why would Medieval Origins not be compatible with optifine?
!optifine
It is highly advised to not use Optifine, as it is very glitchy, will increase loading times to upwards of 10 minutes, and will decrease your FPS substantially. All Luna Pixel Studios modpacks come with shader support without Optifine via Oculus on Forge and Iris on Fabric. Optifine is also incompatible with all of our modpacks. The game will not launch with Optifine installed.
If you are interested in Optifine alternatives for your own gameplay, you can find a list here
Note that a majority of these mods are already included in our modpacks.
For an indepth explanation of why Optifine is bad, you can read this document created by Sodium's developer, Jellysquid.
Thanks, I've already decided to switch to Oculus and Embeddium! Already so much better!
hey uhm sorry to come in. playing the Medieval origins revival mod on forge. the game version is 1.20.1 and my friend picked siren. the hearts effect has been seemingly permanently applied to some mobs and another player when they used an effect. does anyone know a fix to this? :0 they are popping up on my friend's screen. the dissappear when we kill the animals but not the players
Itâs probably a bug with Origins I forgot to apply a workaround for
Can you try /resource set @s medievalorigins:siren/captivated_thaw 19
you can replace @s with a username or entity selector as needed
Thank you so much! Iâll test this when I get home
didn't seem to work
still covered in constant hearts
interesting, in that case just try
/power revoke @a medievalorigins:siren/captivated apoli:command
and
/power revoke @a medievalorigins:siren/captivated medievalorigins:siren/siren_song_active
will do one sec
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did I mess up something