#muons-projects
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I see, that will just be a one time bug from the update then*
good to hear
this has problt been asked before and im sorry if it has i just cant find where but how do you edit the origins fx moon elfs stelth time or doge chance or edit the siren
to edit those you’ll need to make a datapack, then you can replace whatever origin or power you’d like
I would ask in the Origins discord, they have a channel dedicated for Origins datapack help
Gaunter´s Mirror👀 You´re a legend for implementing compat and giving the gem that name hehe
I was wondering if/where i could find a config to edit the default mermod tail colors/shape that gets applied for siren, or if that's something i should poke around within mermod itself for?
Right now it just uses Mermod’s default “fabulous fins” power, so yeah you can just edit that with a datapack
or if you have some suggestions for more siren-y defaults I can probably implement those
ty!! i'll look into making one! tbh i think a default green or blue would be cool
do death knights nyeheheheh
oh I will
are there any other special attributes or effects besides the 2 new spell schools?
just those 2, although all spells also scale with the physical school
it's kinda 50/50
sick
Hype🎉
Sweeeeeeet been waiting for them desthknights
do i just need to make a datapack with the "fabulous fins" power modifications, or do i need to make a datapack with the "siren" origin copied over?
i did try the latter and i threw in the power from the mermod .jar as well but i still ended up with a pure white tail after changing the decimal values (and also i managed to overwrite every other origin besides human- i am very terrible at origin datapacks)
you should just need to replace data/mermod/powers/fabulous_fins.json (though you could also do it by adding a new power to siren)
make sure to add a "loading_priority": 1 in there
send the datapack if you still have issues
tried both and can't seem to get either to work
the mermod replacement looks right except that if that was the exact datapack you're using it was nested twice
like you had it in mermodoverride.zip/mermodoverride/data/mermod
it wasn't zipped before i sent it, i just zipped it to send it, does the rest look right though?
(what it looks like in a singleplayer world is something like \saves\New World (1)\datapacks\mermodoverride\data\mermod\powers)
yeah unless there's some issue with the fields in the mermod power itself
send your latest.log
Uploaded latest.log from @fading cove to mclogs: https://mclo.gs/ajIqbNn
I don’t see any errors related to it 
to my knoweldge theres a compatibility issue between mermod 1.20.1 and base forge orgins (normally, mermod has integration for the merling origin, but not for that version... ?)
when i saw that this pack actually had compatibility i was pretty surprised
yeah uh mermod just didn’t integrate their power on Forge at all
so I remade it for Forge
it’s possible the configurability isn’t working properly, I’ll take a look
weird, the tail shows up, it's just that i can't get it to change color or style in the config
yeah well there’s two halves to the integration, hasTail and getTailStyle, it’s possible only the first is working
and that’s just the default tail
oh i see
Is death knight going to be released as a standalone mod?
Also death is near do you have a dev channel in here like laz?
Is there a way to increase the stamina value of pixie's flight ?
Ive tried looking for it, but im lost.
Can you change your origin after choosing one? with cheats or naturally=
Yes
Orbs of Origin
right now the only way would be to edit the flight power with a datapack
Hey so I'm making a modpack and I needed to integrate some stuff to the medieval origins mod using a datapack, but I can't find the "Item Conditions" json (Like, is_heavy_armor or the ones for vegetarian/carnivore)
is_heavy_armor is hardcoded at the moment (it just checks for anything with Armor Toughness), I'll add a fallback tag in a future update
For vegetarian/carnivore it just uses the base Origins powers
Ahhh I see
Thanks
I wonder if I can make a custom power for it
for sure, you'll just need to add a higher loading_priority
Aight
that took me way too long to figure out how to work and I now know why it's based on the armor toughness
dear god why is it called ingredient if it doesn't check whether something is crafted with that item instead of the item itself
yeah the alternatives are "guess based on item name" or "maintain a giant list of every armor that should be considered 'heavy'" and well
neither of those are really great
I was thinking based on the armor value but that's essentially locking any armor thats lets say higher tier than iron (which is what the base origin does)
I'm gonna go manually adding every armor that would be heavy
yeah it did originally work like that
toughness was a better alternative in my opinion
but yeah manually adding every armor is probably the best bet for your own modpack
Yeah but a few sets from my modpack (Like the Paladin/Crusader set or even the warrior sets from Rogues and Warriors) could be considered heavy armor and yet were unaffected
Nope
They're diamond level but instead of having toughness they have set bonuses (Like more damage for warrior and more healing power for the paladin)
Fuck it we ball, asked AI to separate them basing itself whether or not it's heavier than iron by density, it even accounted for fantasy type ores and/or how they are usually depicted in fiction
The rest I'm gonna do manually like the stuff from betterend and nether or the RPG series
But this already halved the work I'd have to do
guess they figured it out
lmfao

Is there a way to make greedy for goblins apply to armor trims with a datapack?
That’s a good idea. Yeah, I think you could use the origins:nbt entity condition
it may be something that’s easier to do with Java, I’m not 100% sure the format for how trims are stored in the NBT
I’ll look into adding it
I was looking at the file structure for Distracting Trims and it appears to be an effect added to piglins themselves as a detectable resource instead of being formatted as an item to detect since trims seems to registered strangely. I'll look around and see if I can scrounge something up today but tbh I've never interacted with modding with trims before so uhhh wish me luck! 
I've attempted to make a datapack based around this but I can't seem to get it to work

wait
it work
on vanilla trims
no
nvm
yeah that makes sense, I was surprised when you said that worked
i’ll look at it tomorrow hopefully
is there also a way to make dwarves heat resistant from thermoo patches? I'm thinking like in the hobbit films
you have an affix update coming to zephyr at some point right? I remember seeing a teaser for it I think?
Hey think im seeing a crash from apothiosis this seem right to yall?
Uploaded crash-2024-07-24_20.08.32-server.txt from @shy canyon to mclogs: https://mclo.gs/aTZFLJL
did you add a custom boss?
yeah soonish, finishing up a forge update first
no
Woops
i like this idea a lot actually, all you would need to do is give them the “thermoo-patches:extra_heat_resistance” power
i was just thinking of adding a similar thing to Alfiq
I tried that using a datapack and the world would not launch 

https://github.com/muon-rw/Medieval-Origins-Revival/issues/125 it’s on the list ™️
Everyone on my server just logged off and I'm troubleshooting an artifacting issue with Simply Skills so I'll take more stabs at it

Unrelated, I have made a datapack that integrates all armor crafted with gold from the core RPG series and Immersive armors to benefit Dwarves and Goblins to give them more options
so to be clear it is zenith version of apoth
yeah I got that
I created an issue on git on the advice of one of yalls devs
with crash log and explenation
incase someone has this issue too this works
to fix it I ended up using an NBT editor to move the player using their player data then I nuked the dimension and removed the overworld portal
citing for consistency's sake

wtf
now it works?
am I have stupid?

not seeing much change
Technology loves to gaslight people.
probably need to have a loading priority higher than 11
I think 11 is what the mod has
rebel
yup
send the latest.log?
Uploaded latest.log from @jaunty ridge to mclogs: https://mclo.gs/BzlwISd
ah, cpm crash

wtf is necronomicon?

API from an older version (of the modpack)
toss
there’s no crash here
it just cuts off
ight
time to bring up Java's live code index
gonna watch this happen live

I love computers
it recreates the same issue twice
you try again watching it closely
works as intended
seemingly no change to heat resistance tho
shit got cosmic ray'ed

gonna try something else
because I was attempting to tweak the health of pixie for a friend a while back and I think powers just may not recieve data from datapacks properly
tags and functions work as intended, origins and powers seem unresponsive to datapacks
sorry to be the worst kind of fan here, someone who understands just enough to know they understand nothing at all

also a yapper
all yapping is encouraged
it wouldn’t surprise me if some part of Origins just didn’t work ™️
but fyi datapacks have no “priority” over mods with Origins like they do for vanilla mechanics like tags or function
if you want to replace a power or origin, you have to use loading_priority
Origins is largely held together with duct tape and a dream
not surprised it's frustrating to work with lol
it’s a famously really well made and bug free mod
for sure 50% of the time spent on medieval isn’t just workarounds for things that should work but don’t

oh indeed, just seems to prioritize certain files in strange ways and doesn't seem to largely explain how
I could try doing a silly a making a copy of medievalorigins and modify the mod itself but I think that's putting a foot into hell territory
well yeah with that, I think if neither a origin/power from a mod or from a datapack overriding it has a “loading_priority” it will just pick one randomly to load
that was a well formulated sentence
I understood tbf
you've been a great help since most of my modding knowledge is modeling, texturing, and animating
modeling and animating scare me 😄
if you ever wanted to make player model add-ons for the origins (horns, Elf/Alfiq ears, Siren tails, etc) or know someone who would, let me know
for large amounts of gratitude and if desired some amount of money

very possible tbh
I reckon it'd integrate with some mods pretty well, just going off their backend. filestuffs (I'm clinical IT, not a coder)
but, making custom models is someting I do for fun
heck
I installed this for the sole sake of giving myself glasses and an Edwardian era gibson bun that bob when sprinting lol
I reckon with elf ears you could drop a texture grab square somewhere on the face and have it generate a 3-5 tone color scheme to match the ears to the player skin
idk how posiible it would be to make something like that, but it'd be neat
you could probably easily have it have a prerendered shading scheme like armor trims so realistically you'd only need one
anything is possible
I haven’t looked into it too much admittedly, I’ve mostly been blocked by the “I’ve never used blockbench in my life” thing
might be cute to have them flap or wiggle like Marcille's in DunMeshi depending on player actions like jumping, eating, taking damage
but if someone actually made models I could figure it out, dynamic ear colors like that would probably be the ideal route
lmao I love that
it came installed on our school chromebooks when I was in highschool and I became obsessive of that program lol
maybe only when landing or something, keep it subtle
of course, I wouldn't wanna be over the top
big thing is I think it'd be cute if they drooped with the player is suffering from hyperthermia or freezing in powdered snow
blockbench supports custom animations for conditions, I reckon they'd integrate
got my creative gears turning lol
do Alfiq have tails? or are they more "man-cat" like?
I imagined tails, yeah. Maybe something like a Cathay from Elder Scrolls (from which the name Alfiq is also shamelessly stolen)
more power to you
tails are a bit odd with minecraft since the variety is "too stick-like" to "way too wavy" with very little inbetween
maybe I'll see what I can craft up in blockbench tomorrow
omg it's almost 2 am and I have to go into a clinic tomorrow morning

I should eepy
its a bit hard to imagine what a well-balanced tail would even look like, yeah. maybe very straight/block-like with some little extra details
let me know if you come up with anything
Hello, I currently have this problem on my server. I have a player who every time he connects he has to commit suicide so that his ability returns. And on some origins there is a lack of abilities. Here are the errors I get when starting the server.
Being a pixies on my server I cannot use the "hover" ability however all the other abilities work and it is the same for other origins. I searched the githubs for origins forge and Medieval Origins Revival but I couldn't find a solution.
in single player and multiplayer. The same error is visible when starting minecraft
These errors can all be ignored, those are optional mod compat powers but there’s no way to load them conditionally so you get these messages
For your actual problems, did you look at the top pinned issue?
hey is their documentation on adding gems to zenith/zephyr? someone im working with has the gems in but they are having trouble getting the gem icons to show
hey how did you add custom Icons to zenith? for the RPG series
(the reply was to refrence this since I thought their was some convo on getting icons added)
For textures, feel free to reference: https://github.com/muon-rw/Zephyr/tree/master/src/main/resources/assets (the apotheosis folder isn’t necessary)
for data you can look here, https://github.com/muon-rw/Zephyr/tree/master/src/main/resources/resourcepacks/zephyr_zenith
Thanks
are the 1.20.1 apoth datapacks compatible or no? OR are there zenith datapacks available?
they’re mostly compatible, you’ll need to change “apotheosis” to “zenith” and “attributeslib” to “zenith_attributes”
thanks for your answer but i already check this and it doesn't resolve my problem
For some reason when I am the pixie race when I sit on someone's head that still see me on the ground how do you fix this
Are you playing on a dedicated server or is it a singleplayer-shared world? (over LAN or through something like e4mc/essential)
It's a hosted sever
Can you send the latest.log from the server with a pixie getting onto someone’s head?
Is there a way to disable the standard origins when you add Medieval Origins Revival [Forge/Neo/Fabric]?
Sooo it's not possible?
Yeah you can disable any origin or power in the origins config
origins_server.json5 on fabric, origins-common.toml on forge
Ty
hello I come back to you because I found the solution to one of my problems and therefore will ask again for my second problem. You probably understand better.
It does this to a particular player on my server and differently to other players. When he connects to the server (as a phantom), he can no longer use his abilities and therefore he can no longer transform. To resolve the problem he is obliged to either change his origins or commit suicide.
hi guys, is there any way to restore food as banshee in medieval origins revival? Like maybe using a special block or something because when you are on the mine and it's night time you can't restore food since you can't see the moonlight.
I'm a pixie in the organs mod and when ever i jump forward I'm getting pulled back and the same for all directions when i jump and hold a direction i get pulled in the opposite direction
any idea on how to fix this ?
moonlight is the only way currently, open to ideas if you have any
you may need to install a mod that prevents movement checks, like https://www.curseforge.com/minecraft/mc-mods/too-fast
it definitely sounds like an issue with network syncing, you have both Connectivity and Packet Fixer and this is still happening?
Uploaded 2024-07-30-1.log.gz from @jaunty ridge to mclogs: https://mclo.gs/ZVR0FeN
unrelated to origins, just need the bot lol
Hello, is there any way to tell what counts as an axe type weapon for the ogre damage boost aside from just looking like an axe
- If it’s an AxeItem
- If it’s any TieredItem (all tools/weapons) that has “axe” in the item id but not “pickaxe”
- Fallback check which you can add to: If it’s in the
medievalorigins:axesitem tag
how can I check item tags
the content of the item tag is meaningless as is, everything in it is actually already picked up by 1 and 2
you can find them here though: https://github.com/muon-rw/Medieval-Origins-Revival/tree/1.20.1-multiloader/common/src/main/resources/data/medievalorigins/tags/items
so only the things in the axe list benefits from the ogre axe damage boost?
no
the list is just a relic from how it used to work+a way you can manually add items if needed
I wish Simply Skills differentiated that
mildly annoying proccing rage trying to mine stone
Is Medieval Origins Revival compatible with the current version of Prominence?
Prominence II RPG specifically
Not until Hasturian Era
you might be able to use 6.3.0
but there have been a lot of changes since then
Gotcha I'll try that then, thanks!
On a similar not eto that, any idea what would be stopping me from summoning a zombie with the rotten flesh but not stopping me from summoning skeletons with the bones? Running prominence 2 and Medieval Origins Revival 6.3.0 in multiplayer
I have an error log also
Alternatively if there's a way to swap rotten flesh to buff skeletons instead, build the bone meter as it were
I imagine that would need bigger editing though
send the log from summoning them?
Should be this I believe
do you have RPGDifficulty installed?
Nope, only rpg mod is rpg origins
so this issue was fixed in a later version, but the only mod I know of that triggers it is RPGDifficutly
And 6.3.0 is the only version that works with prominence 2 that we could figure
yeah, anything later requires newer versions of spell power
And no config that enables changes to what spawns what so stuck for now I guess
appreciate the reply at least
The skeletons also aren't that good at teleporting after me, is that also a version issue?
yeah that was improved a bit later as well
Nice, something to look forward to then
Very specific question but in Medieval Origins Revival the Revenant class says its summons increase with blood power... what exactly is blood power referring to?
I just gotta say that playing as a valkyrie is a lot of fun 
it's a really cool origin!
Blood Spell Power from Iron’s Spellbooks - ideally I should change the descriptions to load conditionally based on if it’s loaded, that will happen at some point
This is what I assumed, but even with all the blood power adders the summons health and armor stayed the same… does it boost their damage or something else?
Thanks, let me know if you find anything
Also, another thing I noticed is that when relogging onto a server or after dying, the summons no longer TP or follow me... are these features intentional?
that should only happen if somehow your UUID changed or you’re playing on an old version
muon aka laz u can help please i have a isue with this mod to integree in my server
hes likely sleeping atm, but he will ping when he's on and able to check this out
what’s the issue?
i am doing a server and i like tu put your modpack of mediaval origins but when i put the mod only the mediaval mod the server crash i dont kno why, is just the mod Original all the relations work correctly i dont know what may be is happening
Can you send the latest.log from the server from trying to start up?
this doesn’t show the actual error
Uploaded latest.log from @dreamy crane to mclogs: https://mclo.gs/bYC7C6q
Banner is breaking mixin
don’t use it, there are fabric mods for pretty much every plugin you could need
from their own page :p
i just now banner for plugin and mods u know another one?
I do but none of them are good
o i need to download that one?
they all cause major compatibility issues
just look for server side fabric mods instead of plugins
ty but i like a server of bouths
good luck
Hello, I am looking for a solution to ensure that the featherweight enchantment is allowed on pixies if it is possible. I couldn't find a configuration file or anything.
literally
you’ll have to replace the curse_of_flight power with a datapack to check for that
I may make it apply in the future
Hello, I have a question about the Medieval Origins Revival mod, how to disable color blindness in a goblin?
Okay it's F4
Are visuals planned for the Medieval Origins Revival mod ? (Other than height) (More specifically for Fae)
planned yes, I really have no ETA for them though
How much time do you think it will take to finish this project (until you could work on visuals) ?
Yo, for medieval origins (forge version) my revenant abilities dont seem to be working
can you send the latest.log?
For some reason it worked when I just made a new modpack, Idk what happened
how do i switch pixies orgin on the dust abbility keybinds ?cand find em in keybinds can only find for hover and mischief maketh man
even added the client origin extra keybinds mod bu also doesnt work
Is there a way to change the alfiqs pickpocket ability and add a cooldown?
In the medieval origins mod, I feel like it's a bit unlogical that the fae have wings, can "fly" (levitate), but still take full fall damage (since they should be able to slow down at least a bit their fall, with their functional wings).
It's getting annoying to have to quickly activate the levitate ability just before ground, when you flew high
hey guys i just downloaded the darkrpg mod pack i chose Revenant i would like to equip my summons with weapons how to do that ?
Dark RPG has medieval origins revival mod in it thank you!
you can just right click the summon while holding a weapon
you would have to replace the power with a datapack, but I'm surprised it doesn't already have one - will add at some point
they use vanilla keybinds at the moment, sneak/load toolbar activator/etc. This is just so it could all be accomplished via datapack, though since that's no longer an issue I should really register new ones so you can change them
Apologies since I am sure this has been asked before, but is a fix for pixie's passive skill of riding on other player's heads in the works? (Double interact bug)?
I've never been able to reproduce any bugs with it, what's the issue exactly?
When attempting to ride on another player's head, it immediately dismounts the pixie.
I should mention the server I am on is using the forge version, might that have something to do with it?
just wanna ask, are you crouching when trying to mount a player?
No, is that a requirement?
nope, i just experienced a similar situation when trying to mount a player while crouching
Ah, makes sense. I'll double check if it's something on the server's side tomorrow, was supposed to be asleep an hour ago.
hey, ive been looking and was just wondering if there was any way to increase pixie flight time? thanks!
Hello! Was curious about the compatibility with Mermod and the Medieval Origins mod. I know it says its compatible but I cant seem to launch a single player with both of them installed in a mod pack. I have been trying to set up a mod pack for friends and I to play on and two of us like to use the mermaid-ish races with the tails. I know I have gotten it to work before but this time it tells me no, I have the crash log if needed. thank you!
I think you should be able to use medieval origins 6.3.4 for now instead of the latest
Mermod recently added their own compat for Origins Forge
ok! thank you!
Hello, hello, can i seek here for help regarding origins mod from Fantasy MC modpack? 
I kinda don't understand one thing about Arachnae origin. She seems to have like three active abilities out of which primary is pre bound on G and it shoots web to stun targets, secondary ability you can bind yourself is to toggle night vision, third one what I'm concerned most about is wall climbing and its clearly says you can toggle it with not bound key but so far i couldn't find this option in settings 
I found a video from two years ago and it looks like back then it wasn't toggleable so maybe this is just an error in the description and it is more a passive ability or it changed
Hey!
Is it possible to change the location of the gui elements for Medevial Origins?
The gui power bars overlap with ToughAsNails thirst bar so i was wondering if it was possible to fix this
Should be in the apoli config
I found it Thanks!
It looks like it’s secondary active, the same key as the night vision toggle. not sure why the tooltip isn’t working
So you can't toggle one but both at a time?
So there is no button to disable Pixie noises then either?
Pixies do have a shortcut for it, it should tell you in one of the badges next to the power
it says "Press Not Bound while sneaking" and tried to hold sneak and use both primary and secondary key and neither worked.
Try setting that 3rd one in keybinds?
Third one?
For the 3rd ability
There is no key for 3rd
even in keybinds menu?
Ah ok.
it's currently the vanilla "load toolbar activator" key
which I guess that modpack has unbound
i'll add a proper keybind at some point
Copy that, and likely not fault of Modpack, I added Origins and medieval expansion to the pack.
Anyone know how to fix this? Whenever i run Medevial Origins on my server none of the origins show up:
do you have the other prerequisite mods including origins?
Sorry if this isn't the right place to ask this. With Medieval origins, is there any way to change the size of an origin without setting it to default? Specifically, I prefer the old heights for the dwarf and goblin origins (1 and 1/2 blocks) instead of the <1 block heights they are now.
you can replace their size powers with a datapack
Hi, will there be compatibility between Charm Forked and Promenade?
Hii hello
I came here to ask one(1) question which is: would adding support
for Create Goggles' golden helmet w/ goggles to negate dwarves' sun blindness just like the vanilla golden helmet does
be possible?
definitely possible, I’ll add it
Like for variants? I can look into it
Oh splendid!
For height, you’d have to make a datapack that replaces the height power
I might upload those here since they’re frequently requested at both heights for each, lol
but not any time soon, on vacation
Will fae levitation ability get nerfed someday ?
Since it feels very cheaty, since you can just dodge everything while floating, and just cheat fall damages.
And the "loved by mobs" + no iron/silver armor counterpart doesn't really feel like enough counterweight
tbh what if faes had less health cause they smol then
the follow range used to be 2048 blocks (by accident) and I recently lowered it to 64 (the original intended number)
this is the first I’ve heard of fae being too strong to be frank, maybe this number could just be turned back up a bit?
Yeah, Woodcutter isn't working for I think all wood types of Promenade for example
Not sure how else they could be compatible tho
I feel like the follow range is nicely done, but my point concerns more the levitation ability, since you can currently just float out of the danger if you want to (make ennemies despawn by going very high up).
Plus, I don't really know if turning it back up would really do anything, since it goes pretty far currently.
What I was thinking about would be to put a timer to the floating ability that would reset on land, or just to put a limit to how high up faes can go (either just with Y axis, or by comparing the distance between you and the highest block under you)
Thank you for your attention
In the Medieval Origins mod I'm currently trying to change the dwarf height in a datapack to make it little taller, but its still sticking to the original 0.5 height and the 0.69 width
I've changed the height value in the miniature power, and both values in the dwarf_callon.mcfunction, yet it still persists in staying the same, is there some place I'm missing that's forcing it to stay the original height?
(Screenshot shows all the folders/files in the datapack)
More ideas for nerf on faes (and adding the ones I put in my earlier response for easier reading) :
- debuff outside of forest (since forests are their home)
- pricier purchase from villagers (for their tricky behavior)
- timer on the flying ability
- flight height limit
Honestly I love the siren
It's a really fun twist on a water origin
Also it's really good for me because I hate fighting
And I love mermaids :3
I see, tbh this is not a high priority since the Sawmill mod already supports all wood types automatically in a much nicer way
I didn’t want to just remove the Charm’s woodcutter in the fork, but in our packs we disable it and use Sawmill
replacing the mcfunction should work, but it may not trigger because of the existing height check in the power itself
and to replace the power, you’ll need to add a “loading_priority” even if it’s a datapack
Ooh well this is good info to know
Thank you!
I am quite uncultured when it comes to modding, but how'd I even go about changing the height for a dwarf? I see no configs anywhere...
Is there a reason why the auras are so small? the aura for the yeti is like 1/2 block and the plague victim 1. I looked into the powers and saw that the numbers are low so I was just wondering why you set them that size.
Yeah I did and it still doesnt work so ;-;
Send your datapack here?
I’ve never looked at them, those are from the original mod
does sound pretty useless though
Hi, i was looking to make zephyr work on forge using connector, I know the description says that it is no longer working, but could I get a tutorial on how to set it up on older versions then? like do i have to downgrade all my mods to an earlier release? which ones specifically?
it might still work idk
I put that message because I didn’t want to deal with providing support for it lol
Its not letting me just throw it in discord so this is the next best thing I could think of
Hi is there a way to make revenant summons don't attack specific things like armor stands?
Is there some kind of enchantment that would enable dwarves to swim?
They should only attack things that you do, or that attack you
Hello
I'm using (MedievalOriginsRevival-6.4.5+1.20.1-forge) origin mod and i'm playing as gorgon, do anyone know why i keep getting damaged overtime while in night ?
Death reason ( took a bath for too long )
is it raining?
No 
You can join my server to test if you want
well then why they attack armor stands?
or good idea would be to add config in which you can define entities that they won't attack its a little bit annoying not gonna lie
Yeah I could add a config value for it
can't atm, there are only a few reasons you would be taking damage over time as a gorgon though
either there's water, or you're holding iron/silver
although the latter should say "withered away", took a bath means you're taking water damage
It not raining and i wasn't swimming probably bug ?
I will try to record it
yo so some of the origins reach isn't working am I missing something... the goblin reach with tools specifically
which version are you playing?
Is it me or dwarf could've been slightly higher? 1 block is height more suitable for halflings or gnomes but I feel like dwarves would be 1,5 height just like in DRG where their model has height of 1,5 meters.
I've seen that people complained about not being able to mine 1 block height tunnels but I still can't shook off the feeling that they are more gnomes than dwarves.
Maybe dwarves height can be changed back to 1.5 but there also can be a 1 block height gnome race which could have these features:
- usable items spend less durability;
- chance to gain more resources from digging ores;
- compat with Create mod as in:
3.1. spending less air in backtank;
3.2. generating more su from hand crank;
3.3. spending much less durability when using tools such as potato gun and extendo grip without backtank; - chance to keep ammo/potions after use;
- mending enchantment could repair items much faster
- special ability can be instantly repairing item in primary hand to full without wasting exp and materials;
- one drawback could be less strength overall.
Not sure what else drawbacks can be there though idea definitely lacks details in drawbacks part.
Do you have Apoli command debug logging turned on?
i never touched apoli or any mods or configs like that
and i notice its not a simple error message
its constantly asking to set the scale of the player
it's not an error message at all
those commands run in the background, usually silently, because pehkui's scale data randomly resets
something is causing them to show up when they shouldn't
i assumed its bugged and not intended because high elf and wood elf works fine, no callon spam
it might be that the callon is running more often than it should for moon elf yeah, but either way you shouldn't be seeing it
I don't get that message in the dev environment or in my modpack
picked moon elf and giant size from origins player scale
i resetted my scale and the callon starts resizing me again
yes that's intended
again, because pehkui's scale data would randomly reset
it's a workaround
anyway the unnecessary logging is some issue with your modpack
you have something broadcasting command results
can i disable this anyways?
is it a datapack thing to do that?
never had issues with pehkui randomly resetting on me
atleast on other origin mods
how do i turn this off aswell
yeah you can edit the height powers with a datapack
frankly i don't have time to help you troubleshoot your modpack, sorry.
does the goblin gain the effects of equiipping gold armor if other armor had a gold trim
It doesn't work on trims currently, no, because they're not part of the item id
I'll need to add a check for the trim nbt, it was mentioned before and is still planned
is removing my gold armor supposed to hurt me i know it removes health from your max health bar but it also hurts me and costs me hunger
hopefully it can apply to mods that add more armor trims cuz the modpack im using has more trims
Hey MuonR, I messaged you on curseforge about the GetPower for the race ability causing issues for our server and you told me to post the spark profile. I apologize it took me a day or too. But here's the spark profile.
The link won't load, I think the profile expired
Hey there - does anyone know if the Banshee from Medieval Origins Revival has an active flight ability? Apparently the description describes the highlights as Flight, Support, Phasing but there doesn’t seem to be an ability to fly like some other origins. The description doesn’t go on to highlight any abilities like that so I assume not but perhaps I’m missing something ^^
heyy im having trouble with valkyrie, the corruption should reduce everytime i kill an undead right? However when i kill undead mobs im still inflicted with slowness
it’s just a very high number, you need to kill 500 to fully negate the debuff
The phasing power is the “flight”, it doesn’t have any other flight besides that though
Ah thank you! A few folks were having trouble understanding the wording there
@charred burrow My apologies here's a latest one and if that is expired here's a file too.
#getPower is actually using very little here - Mostly it seems to be Pehkui's getScaleData, for some reason a huge hit from isInWater/isRaining, and a bunch of MCreator nonsense
Actually, even within everything from Apugli/Apoli, the inventory iterating they run by default (nothing I'm doing to trigger this afaik) is using up much more than checking IpowerContainer#get
of course this is a 20 hour profile so I'm not sure how useful the data is if much of it was run while no one was online.
Hello! I'm new, I've got a few questions about editing the medieval origins revival mod for a server if anyone could spare a moment
If I wanted to tweak something like the revenant's summon ability to have a maximum capacity, how would I go about doing that?
@charred burrow The profile was ran with 5 people online. Yea looking into it more it seems that MoR is not causing the issues it seems that Apoli alone is causing it. But thank you for some insight towards it. We will look more into those.
This specifically might be a bit tricky, as there's no existing way to get how many summons are currently owned by the player
Hello! I'm playing on the server with your addition to the origin and in our configs I give an error on the server... Can you tell me what can be done about it?
This is usually caused by trying to use hybrid server software e.g. Arclight/Mohist
So it's because of the kernel using mods and plugins? (I'm not very good with English so I don't really understand the meaning of your suggestion, sorry)
No further answer needed, I looked at the kernels you indicated! Thank you very much for your answer!
yes, only Forge/Neoforge are officially supported
Sorry I missed this, yeah this one should be easy - you can just give them an attribute power with a datapack
or replace the existing power if they still have any health changes, I can’t remember
Got it, thank you!
So I've realized I've been slowly gaining more health in medieval origins revival, and I'm not sure I like it. Is that a medieval origins addition or is that just an original feature of origins?
Nothing I can think of causes health to increase, what origin do you have?
pixie
if it's not origins, hmm..
apotheosis attributes
dunno how that snuck in there
Is there any way to remove the ability for pixies to attack while flying?
this doesn’t do any player health progression by itself either
this would have to be a datapack, you could add something similar to what the banshee has (no_cheez i think it’s called lol)
no_cheez?
Ohh I found it. I think it's spice of life carrot edition.
Hello is there any way to change the keybind for the pixie origin (more specifically the dash up ability on, on the dust)?
For some reason, the effects of my origin have disappeared. What can I do to fix that?
fixed it with the /origin set.... command and all, but it's annoying to see it happen
I'll try to replicate the issue so it can be solved in the future
Heyo, I'm back with another question
Can I edit the config from the files tab in Bisect hosting?
yes
Lovely. could I get some help doing so? I found the file where I can set true/false, but not the SRC file where you can alter more detailed stuff
Specifically the Pixie's good fortune loot table
I don't want to disable the good fortune entirely, just want to remove netherite from the possible drops
Sure thing, I may not be able to help personally but any questions you ask and if someone knows they'll give you a ring
Neat, thank you!
Anyone who reads the above and can help, please dm me or reply here. I promise it won't take long
For this you'll need to make a datapack that replaces the loot table
Ahh okay, I assume I'd use eclipse for that?
that's how you "modify" files inside the /src/main/resources/data/ folder
it's just a resource pack, but for data files
i would recommend VS code
Visual Code studio?
there are a few great datapack/origins/json specific extensions and features
yeah visual studio code
I mean you could use eclipse
you could use notepad
it's just a zip with json files
VScode is helpful though
If you're looking for custom player models for Medieval Origins, check out https://www.curseforge.com/minecraft/texture-packs/medieval-origins-visuals
This is a resource pack, and it requires either:
https://modrinth.com/mod/origin-furs/ (fabric)
or
https://www.curseforge.com/minecraft/mc-mods/origin-furs-unofficial-forge-fork/ (forge)
Ayo, this looks promising 👀
I've realized spartan armor in MMC4 isn't considered gold despite being made of ancient gold for a goblin's greedy ability. I'm not familiar with tags (but I am with origin datapacks) so how could I add spartan armor and weapons to the tags?
@limpid reef you’ll need the Icarus mod for Valkyrie’s wings to show up - the origin should probably be loaded conditionally (will fix at some point), but I also didn’t want Icarus to be a required dependency
I have icarus, but how does the mechanics of it work?
Oh, i mean
like I think with the icarus origin u can flap ur wings and go higher
It works just like wearing wings
like an elytra?
like wearing Icarus wings
except it costs something like 1/4 of the hunger to boost upward
so iirc for icarus u hit space repeatedly to go higher right?
I think it’s sprint
oh, I might be an idiot, I was wearing full iron armor and I think thats why I couldnt fly >_<
the enchant is named Mirroring
you can see the existing tags in the resources/data/medievalorigins/tags/items/, just add more entries here to golden_armor
for some reason, on otherworld playtest, i can't fly with valkyrie, not sure why, might be icarus mod as wings don't show but i'm unfamiliar
oh yeah Icarus isn't installed
i'm writing a different origins mod atm, there won't be a flying origin
gotcha, just checking
figured i would try it out though, still will roll with it, the abilities it has seem good
does all of this work with iron's spells?
thank you
yeah everything that does should say as much in the description
new ones will too ofc, dragonborn should be interesting for magic users
indeed, i do like doing the whole dragonborn sorceror with draconic sorcerory perk if dm let's me get hybrid breath powers or something like it
Is it going to be something like remake of medieval origins?
So how do I get dagger for the moon elf in medieval origins for 1.20.1
Hello, is there a translation into Russian of the medieval origins mod?
Is the Medieval origins revival still being worked on & if so will it be updated to 1.21.1
it’s a bit out of date, anyone is free to retranslate it
it won’t be updated to 1.21.1 until Origins is out of alpha
I assume there is no eta
the ETA is a week or two after Origins is out of alpha lol
hi how does the high elf's mana stuff work?
it interacts with Ars Nouveau, Iron’s, or RPGMana if you have one of them installed
if you don’t, it shouldn’t show up
Ohh i see, thanks
Is the forge version of "Medieval Origins Revival" ever going to be ported to 1.19.2?
probably not by me, anyone is welcome to do so
muons projects
hello, sorry if im posting in the wrong place. How do i make a datapack for medieval origins revival?
Can anyone help? :( I tried to create one that has changes for revenant and the skull and zombie summon requirements don't change. I can only successfully stuff in the mcfunction files, all json files don't have effects
Hey, I am part of the team making Charm. Saw that there is a fork of the mod in BMC fabric 1.21.1 and was wondering which version it's based on. Svenhjol is extremely busy lately so we didn't get that far with bugfixes in the beta builds.
Watching a youtube series I saw that a dispenser in a trial chamber just spat out a water bucket like a dropper (which I can reproduce in the pack), we used to have a bug like that in the mod but it was fixed in the 7.0.34 beta build.
Either way it's nice to see the interest in bringing Charm forward!
If you making a datapack don't forget to set a higher loading priority in the files you changed
Oh I see, ok thank you I'll try that
can any1 tell me how to use the specctral ability on the banshee origin=
I have a Question is Medieval origins revival compatible with ars nouvea for example do you get the High elves bonuses? And some origins get magic damage buffs like the Incubus who gets a fire spell damage buff does that work for ars nouvea too?
Hello! I'm having a little trouble understaing the weapon debuff of the Alfiq, I know I can't use swords and axes, and I suppose this affects weapons added by other mods, but aside from bare paws what else should I use? I thought about using bows, but can't figure out if they're debuffed or not
Hi, the fork is up to date from github upstream which looks to be 7.0.35, with changes made only to stackable book anvil behavior, and minor changes to chest renderer registration to work on newer versions. No idea how something like that could have popped back up to be honest!
I totally understand being busy - on that note the only reason the fork exists is because Sven is the hardest person to reach in the world, lmao
Anything that says "magic damage" should work with pretty much any mod, "mana" will work with either Ars Nouveau or Iron's Spellbooks (on Forge)
If it says "spell power", that's specifically Iron's Spellbooks (on Forge)
Yeah there's no bow debuff so that's an option. It was made with having a mod adding a fist or gauntlet weapon in mind, since you keep your unarmed bonus with those. I might add a few weapons to the mod like that (i.e. daggers for moon elves) at some point down the line
Thank you
I have a Question the dwarf origin has a power that says mythril resonance what does it do and what mod do you need to use it?
hi question how do you change the pixies keybind to allow you to disable sounds?
Heyo, for the valkryie origins 1.20.1 is there a wiki for that?
Hello moderators, really hope moderators can take a look at this bug, it's a stats bug
https://github.com/muon-rw/Zephyr/issues/14
Heey
Are there any plans to add wings to the Fae origin as well? (Similar or the same as the Pixie ones)
Sorry if this already has been answered.
Hello! I'm in a server using medieval origins revival. For some reason we can't change our origin when with the orb of origin. On a singleplayer world with nothing changed it works, but not in the server. Anyone have any tips?
All the powers seem to not be working either :(
hows the server being hosted?
preinstall or did the person upload the serverpack themselves into the server?
custom serverpack unfortunately, we're working out the issues atm
did ya'll use the serverpack creator to run it through first? I assume this is through curseforge correct? Cause if it was done through the app there's a higher chance the download got messed up, which is a frequent occurance through the curse app
but if not, Muon may have better ideas on what could be going on
Yeahhh done through the app, we're all pretty new to making modpacks. We'll keep troubleshooting tho
ok update: restarting the server three times fixed it while literally nothing else changed
*Powers still might be off, but at least you can change your size
Try adding Connectivity and Packet Fixer, both client and server side
this might be an origins bug
hey is there any way to change the attributes on gems in the Zephyr mod, like bringing it from 10 attack dammage down to 5 attack dammage on perfect gems?
Yeah, you can make a datapack to replace the gem files
is there any information on making a datapack that could help, would be my first time
nvm did some googling lol thank you bro <3
I think the dwarf power from the medieval origins mod "mythril resonance" is not working because the power refers to a tag called mythril_gear but that tag doesn't exist in the tags folder of the mod
Yeah it’s just unimplemented, that’s why it’s hidden
For the Valkyrie Race does the flight just not work like normal, it switches from you being able to race a dragon to elytra flight? Is this happening to you guys?
hi guys, idk if this is silly to ask, but is there any way to make the goblin origin less short lol
it's even smaller than fae which im just not the biggest fan of lol
playing valkyrie, where is the stacks on killing undeads? couldn't find it. And how much do you have to kill to be able to not get sick from them
Hey! The valkyrie origin crashes the server we are on if I use the race ability, any tips for that?
Uploaded crash-2024-11-01_19.07.13-server.txt from @shadow anvil to mclogs: https://mclo.gs/9nx3qWs
here is the crash report
it looks like the player was ticking more than the server could handle
whatever it is it is replicable by just using the origin ability on a debuffed ally
Uploaded crash-2024-11-01_20.30.13-server.txt from @shadow anvil to mclogs: https://mclo.gs/VgFSOtt
Thanks for the log this is just an issue on my end, will fix
It’s the cross resource bar on your hotbar, the effect is fully negated at about ~500, past that up to 1000 it becomes a boost near undead
Thanks for the follow up, I appreciate it
So not an issue on our end, just to be sure?
Heyo, I have some questions with the Alfiq origin
Yeah it's just a problem with how I'm clearing the effects
Go ahead
How do you get the featherweight or mirrored enchantments?
they’re treasure enchantments like mending, so only through loot or villager trading
ahhh okay
thank you
muons projects
davey
It may be a silly question, but I saw some prints of people using ORIGINS mermaid with the colored tail. How can I color mine or modify the look of the origins? For example, the color of the fairy's wings, etc.
If you wear a tail/charm from Mermod as a Siren, or wings from Icarus as a Valkyrie, it will visually replace your base tail/wings. But there’s no such item for Pixie wings at the moment
Hii is there a way for me on my end to include more mod items in the 'origins expanded foods' since i have a couple mods that arents covered by it?
Sure, it just uses item tags, you can add to them with your own datapack
okay i have never worked with datapacks before, is this something i can just look up a tutorial for? or is there anything certain i should know for trying to add the items? also thank you so much for helping me!!!
+1 but how do I add datapack compatibility for Valkyrie's Heavenly Implements
This tutorial looks pretty solid: https://www.youtube.com/watch?v=bHmJxABTNoY
In this case, you would add to data/origins/tags/items/meat.json or data/oef/tags/items/omnivore_only.json (you can see all the tags in the base datapack)
In this video, I show you how to use block tags, item tags, fluid tags, biome tags, structure tags, entity_type tags, function tags, and game_event tags in Minecraft!
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same deal ^ but you can see the item tags for medievalorigins here: https://github.com/muon-rw/Medieval-Origins-Revival/tree/1.20.1-multiloader/common/src/main/resources/data/medievalorigins/tags/items
in this case you want data/medievalorigins/tags/items/valkyrie_weapons.json
thank you so much!
I have no idea how to suggest a feature for just one mod, so I'm doing it here.
Furthermore, I don't know if MuonR made the compatibility mod for Origins, Dehydration, and EnvironmentZ because it doesn't say anywhere. If I should ask this question somewhere else, please point me to that channel instead.
Very simply, I think the blazeborn origin, in addition to being immune to heat, should also be more susceptible to cold.
You should get cold faster than other origins would in the same biome, and take longer to warm back up.
Powder snow should do more damage, etc.
Truth be told, I'm not making this suggestion for blazes specifically. I primarily use the piglin origin from More Origins and I've manually added "heat resistance" to the list of powers they have. It would be helpful and more immersive if piglins also froze much quicker.
If this is an issue you aren't able to or don't feel like fixing, that's fine, just tell me and I'll be on my way.
Thank you in advance.
Hi! when I remove Medieval origins I'm able to join my modded server normally but without it i sometimes get this error
To be honest, I’m probably not going to put any more maintenance effort into Origins EnvironmentZ integration. I only made these projects because it used to be the temp system in Medieval MC, which is no longer the case
But I might do something like this with Scorchful/Frostiful/Thermoo, as these imo are a much more enjoyable, fleshed out, and intuitive temperature system, and also just higher quality projects that are easier to work with
understandable. Thank you for answering
Do you have the same mod version installed client and server side?
what are the requirements for otherworldly origins? im trying to find a list of them but i cant find them anywhere
or alternatively how do i make origins myself? i'd like to add a few more i just dont know how to in this style
All of the dependencies are on the "related files" on each version
but there are also some config changes that are recommended - I would just wait for the modpack to release to use those
to make your own origins, check out https://origins.readthedocs.io
thank you, appreciate the help :)
Hi yes I did, however I updated to the latest forge version and that seems to have fixed it, but tysm for the help anyhow
Ok, so I'm using the Medieval origins mod. And I wanted to know if anyone knew of some mods to make building as a Pixie easier. Like making stuff smaller so I can make an actual house or do I just gotta zip around a huge home as a tiny person.
i think there is a bug on medieval origin when it comes to the high elf, the instant cure ability does not seem to work
Can you also list what version of the mod you're using? And MC version
i believe apugli is failing in medieval origins. does anyone know a fix?
fabric 0.16.7, mc 1.20.1.
Uploaded latest.log from @half shadow to mclogs: https://mclo.gs/WhVwigi
Hello, I was curious of there was a way, in Otherworld Origins, to remove just the enchantment restrictions per class?
Not yet, that would be pretty easy to make a config for and I imagine people might want to do it for the modpack anyway, so I'll do that soon.
I am having a nightmare trying to run otherworld origins. MC 1.20.1, Forge 47.3.0. No matter what mods I add or remove, it works fine single player, but as soon as I add it to a server it crashes. Not sure there is enough info in the crash report, but here it is. I should note that the only reason several of these mods are here is because they are prereq's for otherworld origins... Yes, I know this is entirely too many mods, but without OO in there, it runs fine. Please help. Medieval origins is also arguing with OO in both single player and on the server, but that is another issue altogether.
Uploaded crash-2024-11-29_02.42.55-fml.txt from @gritty chasm to mclogs: https://mclo.gs/ZyYUiwn
Do you have Origins installed?
If you pulled it from the curseforge loader, origins doesn't install with it
I have it on a server without issue right now.
Im also curious if origins backgrounds came with it...I don't recall seeing that and am wondering if they're conflicting
I am pretty sure I do... I will double check.
Yes, it is definitely installed, and removing the origins backgrounds did not help at all.
Well, now I'm on my laptop, let me see if I can look through this at all. (By the way, I am in no way affiliated lol, I'm just tryign to see what I can do to help)
Oooooh, that's interesting. I'm using 0.8.0, not 0.8.1
Can you send the latest.log from the server startup?
Uploaded latest.log from @gritty chasm to mclogs: https://mclo.gs/3bUygK2
that’s very odd, it’s most likely just a bug with this version
have you tried 0.8.0?
Definitely not, they shouldn’t conflict though
I have not tried any other versions. Are all of the listed hard prerequisites, actually necessary? There are severa I really don't want.
Unfortunately they are at the moment or you’ll just have origins missing, most can be made optional but it’s a bit of work
The top priority has been getting everything to integrate well with the Otherworld modpack which already has all these mods, so I’ll work on modularity when that’s done
Same deal with Otherworld Apotheosis
I was building a mod pack for my DnD discord servers minecraft server and added this...it only added a few mods I hadn't selected myself lol (create being one of them).
Right now I am just trying to get otherworld origins to load. I have only what curseforge automatically enabled or what was on the prereq list, and this is what I get. I have to be doing something wrong, but for the life of me i cannot figure out what.
Uploaded crash-2024-11-29_19.15.07-fml.txt from @gritty chasm to mclogs: https://mclo.gs/1MYAOhd
Uploaded latest.log from @gritty chasm to mclogs: https://mclo.gs/8WURahB
Have you tried Forge 47.3.12?
I’m not sure when passing the mod loading context as a parameter (instead of using FMLJavaLoadingContext.get()) was added, but I imagine in versions where that option is missing the crash would look like this
Nope.
and not sure what else it could be - Alternate Origin GUI isn’t marked as a dependency by the way, but it shouldn’t crash
Yeah, I forgot i added that... THe original gui is kind of... meh...
The tooltip injections Otherworld Origins adds will just overlap with alternate origin GUI
i could add compatibility for it at some point
The funny thing is that I had Otherworld origins working this morning.
I don't know what changed, but now I can't get it to even load.
Why do you have a super old version of mixinextras loaded?
that could be it, I definitely use features that were added after mixinextras 0.2.0
if you didn’t install that, some mod is bundling it
I didn't install it...
I have NO idea even what that is.
How do I fix that problem?
Oh
It’s only showing 0.2.0 in one part of the crash report, but 0.4.1 is loading properly in your full log
so that’s not it
ah, can you try downgrading JustLeveling Fork to the second most recent version?
Uploaded latest.log from @gritty chasm to mclogs: https://mclo.gs/GhYhygY
Can you show your full modlist?
Shouldn't there be an origins [forge] jar in there too?
yes
There is not... That is an oversight on prereqs... lol
it's 100% marked as a dependency
the curseforge launcher probably starts to struggle with automatic dependency resolution when there are this many
I'll cut down on them soon :p all but like 4 should be optional
That would probably help a lot. It's working now, so not having the base origins seems to have been the problem.
I think I probably also forgot to mark Origins as required inside the mod itself, that would have made the error a lot more obvious
when I go through which dependencies should actually be required, I'll make sure they're all in that list as well
Thanks for the help. This has had me pulling my hair out for a few hours.
glad you got it working. by the way, Otherworld Origins will prevent you from selecting origins added by any other mod, including Medieval Origins
you could change this with a datapack, but honestly it would be a bit weird. you'd pick an origin and then all the race+subrace+class+subclasses on top of that.
yeah, I noticed that earlier. It's okay, Otherworld origins has better origins anyway.
@autumn dagger can you send your latest.log from the startup crash?
you mean the error message ?
(sorry I´m a noob in that kind of stuff)
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.
oh its just slow
working on it...
sorry
i meant the bot not you haha
Uploaded 2024-11-30-6.log.gz from @autumn dagger to mclogs: https://mclo.gs/kGWjbbF
there are so many errors but it only crashes with medieval orgins
apugli is probably incompatible with essential
you could try e4mc instead, i have no interest in fixing compatibility for essential
Uploaded 2024-12-01-3.log.gz from @autumn dagger to mclogs: https://mclo.gs/VLJXGEM
I feel like I should just leave and not use the mod instead of annoying someone here
otherworldly origins not working in my custom modpack, any knowers?
im using 1.20.1
im using curseforge
im using a custom modpack
the game always crashes upon loading
Uploaded message.txt from @hallow saffron to mclogs: https://mclo.gs/gINuEhY
the log txt should have a list of all mods. i also looked at the dependencies of the otherworldly mod (as seen from the curseforge site) and applied all of them, yet it still didnt run.
Do you have teh base origins mod?
It doesn't come through on Curseforge
i do
Two things to try, reading up at least lol
OtherworldOrigins 0.8.0
And I think the mixin plugin might have an update, if I'm reading above correctly
Hello ! I'm new, could someone tell me if there exist a wiki for the "otherworld origins" mod ?
Hello everyone! Unfortunately, I’m also experiencing issues with Otherworlds. At first, I thought it might be due to my custom modpack, but to test it, I created a modpack with just the necessary mods for Otherworlds, and I’m encountering the same error as @hallow saffron
For all those versions: 0.8.1, 0.8.0, 0.7.0, 0.6.0
On Version 0.5.1 its working somehow.
Are there any mods that say they need updates?
This is mine, and it works just fine
I did install some of the required mods before I grabbed the OtherworldOrigins, so I had already grabbed a good portion of its prereqs
Origins doesn't actually come through on Curseforge, at least it didn't for me, so I had to manually add that one
i'm habing the same issue
i’m on vacation for a while so i won’t get back to anyone here
Probably try that version stated above that works
Can you send the crash report from this one?
Can you try switching to Forge 47.3.12
^
^ Try switching to Forge 47.3.12, these versions would line up with when we made the change which might cause issues with old Forge versions
I’ll try when i’m back tomorrow
gonna try that rn
Worked thanks
it should be the Origins Secondary Active keybind
oh it is..that a problem tho, since i can't use the night vision while climber is deactivated
yeah ok it works even with others, ty anyway 
its direcly under that other one
I have everything seemingly working, but I cannot find the paladin or the warlock in game. Are there race requirements/restrictions or something that I might be overlooking?
Most likely you’re missing a dependency, can you send your latest.log?
sure.
Uploaded latest.log from @gritty chasm to mclogs: https://mclo.gs/lvTeVxT
might be fantasy armor, but that had to be removed. It's borked and causes constant crashes with the necromancer.
yeah looks like you’re missing a few - BetterEnd, Eidolon, Fantasy Armor, Butchery, Legendary Survival Overhaul
these are all dependencies that could be optional but just aren’t yet, and that’s why you’re not seeing those origins
Yeah make sure you have the same mod version installed on client and server
i forgot that but it works now
Hey ! Does the "otherworld origins" mod exist in a datapack form ? Because I would love to play it but can't find it on aternos
I don’t believe it is
It’s not, something like this wouldn’t be possible as a datapack
Hello, any word on making a config to remove enchantment restrictions on the classes for otherworld origins?
ah lol
I’ll do that tonight
kk thanks! you are amazing!
Has anyone experienced no affix/gem loot injections when using lootr?
Ah yeah, if lootr chests don't extend RandomizableContainerBlockEntity or if they override unpackLootTable (probably the latter), the chest loot injections won't work
yes it does look like it's the latter, I'll see what I can do about compatibility
thank you for checking this out!
funny timing, but I just looked into this and it doesn't really look like something I'll support
at the very least I'll add a config to allow you to just re-enable apotheosis' original injection logic, which should have no problems supporting lootr
but the only way to have player levels affect lootr loot would be through a bunch of lootr-specific mixins I'm not really interested in maintaining
yeah I figured it would be something like that, thank you anyways
It does seem to work with respawning structures, so thats an alternative for anyone looking
looking to play with otherworld origins with friends starting Friday morning, any chance of the update with the enchantment restrictions config being uploaded by then? lol
Yay! I have a server that I run for my partner's DnD Westmarch server; that was the ONE thing I didn't like lol. You did a great job with this!
my boyfriend has been working all week so I've been preparing a server for the weekend and that was one of the things he disliked so I am excited too lol. Can't wait to play!
I was wondering lol what in otherworld origins requires Farmer's Delight?
Can somebody tell me with which lvl this scales:
Hill Dwarf
• +1 Building
• +0.5 Hearts per Level
Caus yesterday i had like 3 and a half rows of hearts and no it got back to 1 and a half
origins expanded diet keeps working for me weird. One time it works without trouble, then only the datapack works or my origins. Am I doing something wrong?
The levels you get from skilling JustLeveling aptitudes
if for some reason you had both Passive Skill Tree and JustLeveling, it might use one or the other or both - can't remember how it was written exactly
As in you're making your own custom origins and they aren't loading when you add Origins Expanded Foods?
No, I have a modpack with origins++ and strictly origins, besides the base mod
If you have Origins++ it's pretty likely you're running into some vanilla networking limits.
Try adding https://www.curseforge.com/minecraft/mc-mods/connectivity and https://www.curseforge.com/minecraft/mc-mods/packet-fixer
Thanks, I'll try it once I'm on my computer
it is not working
Can you send your latest.log?
found it!
Uploaded latest.log from @mental fjord to mclogs: https://mclo.gs/UzuhBCZ
@charred burrow so did ya find something?
not seeing anything obvious, I know essential and valkyrien skies have caused issues for various mods in the past, but no idea how anything would be affecting Expanded Foods
it's possible the only issue is that Strictly Origins makes their diet restrictions in a way that isn't compatible with expanded food's changes
I also tought that is could be that
but after removing strictly origins it still wasn't working
I am trying to use starter kit with otherworld origins, but the starter kit dialog runs and not the origins one, meaning no race/class. Is there a good way to delay the starter kit dialog, or even just have the origins selection choose the kit?
random selection works fine, just not the manual one.
I have submitted a request for assistance from the Starter Kit mod author, but hoped I might find an answer here since the other is a GitHub issue report.
One option would be to make starter kits using Origins instead
it's a pretty good system for it, just a little bit more complex to set up
I may be able to add some compat for starterkit, I'll look at it
This is a thing? That makes things so much simpler!
Yeah, so you'd need to:
-
Make an Origin Layer for your starter kits (you can look at the Otherworld Origins source here for examples - we have tons of layers for all the different selection steps). If you want to have starter kits appear after Otherworld Origins, set the order to like 500 or something. Or you can use conditioned origins to have the trigger to be some time that isn't right when you join.
-
Make an Origin for each starter kit option, add the power you make in step 3
-
Make an Action on Callback power, and for
entity_action_chosen, use the give action (adds to first available slot), or the modify_inventory action if you prefer to put the given item in a specific slot.
- You can either use an and meta action for multiple items, or a power for each item and add them all to the origin's power list
... ... ... I found a workaround for starter kit this morning... I think I will stick to that for now... That sounds WAY too complex for my abilities.
lmao yeah it's a bit much if you've not made an origins datapack before
I'll see if compat is easy to add, I can probably just hook into their selection and prompt for origins at the end
Actually... My original post was incorrect. That was just a one off.
If Starter kit is set to random, everything works fine.
If it is set to allow the player to choose is where the problems start.
I don't remember the exact order things happen in if it is not set to random...
Sorry. I am no help in this at the moment.
All good, I'll just take a look
As a Dwarf supremacist I am sad to see them so short, so small, their height should sit just below the sternum - not the waist, haha!
Isn't there a command to change that?
There is one datapack made by Thural which adds dwarf origin that is slightly taller than dwarves in Medieval Origins. I can send you a file in dm if you want
You can still fit in 1 block tunnels if you sneak
Yes! Thank you!
Hi, i have a question about the banshees. Are they supposed to not refill hunger in other dimensions when its night? Like the twilight forest or everdawn? It is always night there
it should work properly, but there may be an inconsistency with how daytime is checked in places like this
i can just add dedicated compat for those dimensions though, pretty simple
Ok thanks. I just tested it and it only uses the normal daytime
yeah okay, that’s actually working as expected then. but I’ll just make it work all the time in those dimensions
didn’t really consider it, thanks for the idea
hi, i was using this mod for my server but i was wondering if there was a way for me to rename the races? my server has its own little plotline and the races would be called something else
Yeah, you can do this with a resource pack
oh thats actually genius i didnt think about that
just replace the /src/main/resources/assets/mod_name/lang/en_us.json
Hi, sorry for the ping but, have you seen that there are several alpha version under fabric version 1.21.1 for the Origins release mod? If so, I'd like to know if you have a release date for Medieval Origins Revival in 1.21.1 🙂
Yeah the message you responded to says out of alpha 
afaik, they're "close" to a beta release though
Noice !
Is the latest medieval Mincraft going to be on neoforge and fabric instead f forge and fabric
(I know they will have different mods)
yeah, and they’re also already out
Just wondering because the forge event that happened
Yeah most likely no one will make a Forge pack for 1.21+
there are almost no mods for it
K thank you
is there anyway to change valkyrie wings?
What tf is an Apoli?
the power system for origins
that was from working on the 1.21.1 port of medievalorigins
hows the port going
not bad honestly, finished all the Java changes, now just going through the data changes Origins itself has made
Nice
you go error terminator!
Squish them
is there a way to change carnivore settings for the medieval origins revival mod?
it’s all datapackable, or if you want to turn off carnivore you can do so in the config
what is it you want to change?
i have mods which has added meats/dishes with meats in them, but dont count as edible, maybe just turn of carnivore honestly, seems easiest
feel free to modify that datapack if it doesn’t cover anything
but if you did I’d also appreciate if you told me what was missing
Does anyone know what mods are necessary for all races to work correctly in Medieval Origins Revival? The page does not give the links.
icarus for valkeries, and the mermod is configurable with the siren race
also says on page which mods are required
it would be awesome if you added "DragN's Livestock Overhaul" to that list 🙏
Built-in integration for:
Mermod
Icarus (6.4.0+)
Spell Engine/Spell Power Attributes (6.4.0+) (required)
Iron's Spells n' Spellbooks (6.4.0+)
Dehydration, EnvironmentZ, Survive, Frostiful, Scorchful, Tough As Nails (requires their respective compat pack, or Thermoo Patches for Frostiful/Scorchful)
but isnt are the links :/
how many errors left
k
Is there a way to run with just the origins from MOR and not have the defaults as well? there are repeats and we don't like seeing the basic ones with the added cool ones
Yeah you can just disable origins in the origins config server side. origins_server.json5 for fabric, origins-common.toml for forge
Thank you so much! You're a savior!
hey, may be a stupid question but am I supposed to throw the whole .zip file into the world folder or should I unzip it?
it's a datapack - add it to the /world/datapacks folder or use a datapack loader like paxi
you don't need to unzip
Hey Muon, just a heads up I had to install the newest alpha of Apoli from the github in order to use Medieval Origins
you definitely do need apoli alpha 14, but that should be included in Origins alpha 11?
I dont think it is
this is in a modpack or in dev? i know apoli probably isn’t transitive but it should definitely work fine in a modpack
I’ll take a look just to be sure, thanks for the heads up
In a modpack
can you send the log without apoli manually added?
seems to be working fine for me
Uploaded crash-2024-12-25_09.26.42-client.txt from @worthy crown to mclogs: https://mclo.gs/1PcJP41
it's loading an old version of Origins, shows alpha-9 here not alpha-11
i think the alpha versioning scheme doesn't get picked up/prioritized properly
just make sure it's updated and remove the old one
CF launcher might have failed to delete the old version, does that sometimes
Ohhh yeah thats the problem it didnt delete the old one
I think it's a file lock thing, like if you click update while the game is still running
not sure though but it's happened to me before
Hi Muon, where can I edit the cd for powers for Medieval Origins?
well shit its still not working
Hello there
hope you had lovely holidays, thank you for working hard on reviving medieval origins, i love how each of then changes completely how i get to play the game! Appreciate you
Was wondering if you are considering adding troll (or something else that is just absolutely massive) and if you have any other ones you might be adding in the future? Thank you for your time and happy new years soon 😄
Guys, Medieval by MuonR Crashed my game when ever a mediveal origins carater tryed to render (ither when I load the world or when I go to F5 mode) Just if someone else has the same problem... and yeah because other worldy origins has a dependency on Medieval makes it impossible to use... is this just a me problem or is it comon knoledge ? or is it a real bug ?
Medieval is custom content mod for Medieval MC so it's not guaranteed it will work on other modpacks, same as otherworld origins (made for otherworld)
okay I´m sorry




