#muons-projects
1 messages · Page 3 of 1
Troll probably won’t be coming back, unless I get some ideas to make it a bit more interesting. Open to suggestions though.
The next steps for Medieval Origins will probably be:
- Finish up the remaining open issues and really polish 1.21.1
- Make an optional Classes addon (and maybe de-“class”ify some of the Origins, not sure)
- Finish the wiki
- Bring back werewolf (renamed “Lycan”, and integrated with any existing transformation mods like Bewitchment/Enchanted/Nycto, instead of being a separate thing).
- Implement native player model changes (elf ears, etc.)
After that, not sure. I liked some of the ideas from this suggestion https://github.com/muon-rw/Medieval-Origins/issues/29 but there’s no plans for anything yet
Something that might take a bit of time but I just thought of is a custom origin base gui but that takes time and artist also idk how you would somehow integrate the textures
sorry that I exisist ?! I guess😐
huh
You’re fine, I’m just saying they weren’t even designed to be used together from a thematic standpoint
Thank you for such a comprehensive answer! Interested to see the classes addon and Lycan especially (Always loved the transformation from bewitchment, even if it lacks scaling, making it bad in many modpacks)
I will try to see if i can make a interesting suggestion for troll/giant type origin then 😄
I really like how that sort of size change changes your gameplay
Is there an unfinished wiki yet? Or just any info on the origins
Or does anyone know a showcase video
Does anybody know the origins orb crafting recipe?
there's not one by default, and none of my projects add one
it's very easy to make a recipe datapack though
hey I wanted some connected textures in my world and I istalled continuety and I tryed many different recource packs that say they need optifine or continuety but they all dont work, idk what to do
Hey! I'm looking to make a datapack to make a origin (bird of paradise from strictlyorigins) allow the lightweight enchant from medival origins revival to work with it, how would I do that? (or what is the tag i'd have to use)
im working on making a custom origin by making a hybrid of multiple origins, including the pixie, and i was wondering how the pixie gets its size? is it a power or something else?
nvm found it 
I'm playing Medieval MC as Valyrie from Origins, it says my ability scales with holy/healing power. How do I gain that?
If you're playing Forge, Holy Spell Power is from Iron's
on Fabric, Healing Spell Power is from Paladins & Priests (and maybe some other mods, like the skill tree)
tysm!
Do snow blocks that players place melt in the summer?
no, only piled snow should melt
for medieval mc questions it’s better to ask in #medieval-mc-forge or #medieval-mc-fabric btw
oh right ty!
What commit should i be using to edit for 1.20.1 medieval origins?
yeah it's a bit of a mess right now, had to migrate from the Revival repository due to a github issue
you can still fork that and make changes, I'll open it back up for PRs soon if it's 1.20.1 specific
the 1.20.1-multiloader branch of https://github.com/muon-rw/Medieval-Origins-Revival to be clear
hiiii, i wanted to ask if you could add the [let's do] food mods by satisfy to the origins expanded foods pack you made?
Can anyone tell me exactly what mod the character level (that determines feats and such) comes from? I would like to alter the experience thresholds and max level, but I am not sure where to find those. Since the feats are actually in Otherworld Origins, I assume all of the information is there, but it doesn't look like there are any configs related, is that correct? Can a datapack alter those in that case?
https://www.curseforge.com/minecraft/mc-mods/apothic-combat
Can I use this on 1.21.1 or does it need changes to work on that version? Or is it not needed in the latest versions of those mods?
It definitely won’t work on 1.21.1
I can port it though, will probably do so in the next day or two
would very much appreciate it.
Heys, quick question about origins mod
How does valkyre work exactly?
And what is this bar for?
That’s the tracker for Vanquisher
press O to read other abilities + make sure you have Icarus installed to be able to fly
I do have Icarus, and I read it all, but I don't get, how it works. I mean, I got why other 2 lines are there, but this one never gets filled...
It maxes out at 1000 undead, so it will take a bit for the bar to change appearance
Hey there is any way i can edit or configure the spell power for each kind of spell from iron spell and spellbooks or somthing like that
is there any kind of config i can edit
im talking about Medieval origins revival mod
okay I have no idea where to ask. How can I change an origins power, like remove them specifically
anyone know how I get connected textures ? I´v tryed continuety and recourcepacs and mods that say they do it but nothing works please help 😭
you can disable powers in the origins_server.json5 (fabric) or origins-common.toml (forge) configs
do you mean in MMC4?
you can replace the spell casting powers with a datapack
maybe not the right place to ask this, but would installing muons Medieval Origins cause problems in mmc5?
Since its 1.21 already
It's not stable ATM which is why muon hasn't put it in yet
Oh ok ok, then I'll wait a bit until he does
Love ur guys' work btw best modpack for this game imo
with Apotheosis?
it probably won't work
if you send the latest.log I can take a look at the error though
What ? I wanted connected textures and normaly you need optifine but i used the replacement continuety (i think that was the name) but no texturepack works idk what to do
just trying to figure out why you're asking here lmao
!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.
probably because I´m stupid and don´t know where the right channel is for these questions
Discord on hitlist
#medieval-mc-forge for mmc, muon project for singular mods muon works on and owns
is there any where I can ask when its my own project ?
If it's only about muon's mods and not the modpack muon makes yeah.
If it's not containing any mods or packs from lps: #1061339968691257466
is there a way i can make plague victim's plague totem heal the user to max hp? i dont know if its intentional that it only keeps you at half a heart but this code looks like it does something
okay I should have specified, I meant for origins++
still the same
that should be setting health to 10 hearts after the totem effect applies
And say if I wanted to add existing powers to another origin, for example add hydrophobia or no shield?
you’ll need to make a datapack for that
i’d recommend asking in the origins server
Will do, thanks
Is there a way i can make moon elf's assasinate ability be able to be used in the daytime/nether
it does, provided you’re still in dark enough areas
oh i didn't know that. Thank you
Is there a way to change the color of your wings as a Valkyrie?
siren song gives other players permanent heart effects is there any way to disable this?
1.20.1 forge btw
what version of the mod are you playing?
1.20.1 forge
mod
6.4.1
play the latest
👍
you might need to manually clear the hearts if they already have them
before updating
updated and the particles still appear
Is there a way to remove or change one of the origin's traits?
I'm playing with MnA and doing Undead run as a Revenant. The undead faction in MnA can't sleep by itself but they have coffins to rest in
but the coffins don't work for Revenant either
is there a way to change that?
I have Java coding tools if required, even though I hope I won't have to use them
yeah if anyone had the bugged particles from a previous update you'll need to remove them with /power revoke @s medievalorigins:siren/captivated apoli:command
Hi! Are there any known incompatibilities with medieval origins? My minecraft is not starting correctly, but I'm not sure what this mod might conflict with.
Send your latest.log?
Uploaded crash-2025-01-24_20.34.55-client.txt from @grizzled sierra to mclogs: https://mclo.gs/uXqFZ61
👀
And when I launch the game it looks like this before crash
I use fancy menu, maybe that's why something breaks
can you send the latest.log from the logs folder, not the crash report?
Uploaded latest.log from @grizzled sierra to mclogs: https://mclo.gs/cCsZmp1
hard to tell what from the logs, but some mod is @Overwrite’ing PlayerRenderer.renderHand
and that conflicts with Apugli, a library mod medieval origins uses on 1.20.1
Thanks for your help, I'll look for it
@crimson quest currently most of the spell power integration won't work at all on forge, and there's really no way as an end user to change this as you'd have to edit the source code of the mod, specifically the mechanics of the "SpellDamageAction"
however, they are already integrated with Iron's Spellbooks instead, on Forge
which is very similar to the RPG series (and frankly has a lot more content, though some features are not quite as polished)
thanks for the info. I'm mostly using the origin powers as class rewards for custom classes in puffish skills and wanted to have ways to increase the power of certain abilities.
I didn't realize there was iron's spellbook integrations. I'm running ars so I left that out but I could use iron's for attribute adjustments and config out most of the spells
Hey I was planning on making a modpack just for some friends and ran into this crash after I tried to use any of the Medieval Origins Revival origins.
After a couple crashes I changed it to just the necessary mods for Medieval Origins Revival and still have the problem
Any idea what the problem is?
Also fully understand that it's in alpha so it might not work but just was curious
Uploaded crash-2025-01-24_19.35.39-client.txt from @fair lava to mclogs: https://mclo.gs/9u8Ns7O
Ah yeah it's not updated for the latest Origins alpha just yet
I'll do that tonight probably, but for now you can downgrade to alpha 11
Oh okay all good! thank you so much for the quick reply!
is the mirroring enchant possible to get on survival? ive spent hours trying to get it from villagers
yeah it's possible to get it from villagers
Are non-sleeping origins immune to phantom spawns? I've left my character for like 2 hours and phantoms are just not spawning. Made absolutely sure that all spawn conditions apply(3+ nights without sleep, clear access to sky, above sea level)
I think I just encountered a bug with Medieval Origins Revival. So a friend of mine chose Banshee and started at 5 hearts and then died and got 10
The only way to fix it is give them the origins gui and for them to choose Banshee again
Not a super huge issue just wanted to say incase it's not known of!
Size and hearts for all origins are resetting to default 2 blocks and 10 hearts even if you are a fae, pixie, yeti, etc
does anyone know how to change what feats are available in the "otherworld origins" mod? I figured it out
Hello, does anyone know how could I modify the height of the Dwarf in Medieval Origins?
Like, where would the height be located/modified in?
Do I need to go into Pehkui instead?
Nevermind, ffoouunnndddd it!
Bad news is:
Schlong
In more useful news, you have to go like this:
...and modify any desired callon function
glad you figured it out!
on 1.21, you just need to modify the attribute value in the size power
"dwarf"
does anyone know if i need to implement the medievalorigins:spell_damage type into my datapack? i'm trying to tweak the Incubus to my liking
for any conditions, actions, or power types that start with "medievalorigins", you'll need the base mod for them to work
not something you can make with a datapack
but you can use them in any datapack provided the mod is loaded
Okay great, I just wanted to make sure i didn't need to import anything else before tweaking stuff, thank you so much!
could anyone help me figure out why this isn't damaging me when i acitvate my ability?
{
"name": "Vile Pact",
"description": "An Incubus can tap into the darkest corners of their soul, sacrificing their own life force in return for a surge of destructive power. This unholy exchange lasts only a short time, but the consequences linger. ",
"condition": {
"type": "origins:health",
"comparison": ">",
"compare_to": 12
},
"type": "origins:active_self",
"entity_action": {
"type": "origins:apply_effect",
"effects": [
{
"effect": "minecraft:strength",
"duration": 400,
"amplifier": 2,
"is_ambient": true,
"show_particles": false,
"show_icon": false
},
{
"effect": "minecraft:instant_damage",
"amplifier": 2,
"show_particles": false,
"show_icon": false
}
]
},
"cooldown": 1800,
"hud_render": {
"should_render": true
},
"key": {
"key": "key.origins.primary_active",
"continuous": false
}
}
I believe the same issue is present in the main mod
try adding a duration of 40 ticks or so
it's weird, it gives me the "instant damage" as if its an effect but i don't take any actual damage
remove the “impure” power, or change the effect to instant_health
not really sure when i did that
@sleek scarab medieval origins revival was never backported to 1.19.2 Forge, however, there is https://www.curseforge.com/minecraft/mc-mods/collection-of-singiro which is quite similar
oh ok ill check it out
they have a few versions for older forge
hi, how does alfiq "pickpocket" cooldown work? its always empty
hi, it’s just a bug with this version of the alpha, i’ll publish alpha-5 shortly
probably not unfortunately
I wanna make banshee about as tall as the fae race, but i haven't messed with anything to do with pehkui yet, could someone help me achieve this? or at least understand how i can get started? I'm using the origins creator by mathgeniuszach
you'll need to add a power to the banshee, in this case either just add fae's size power or make a copy
if you have issues with that i highly recommend the origins discord's #datapack-dev channel, they're very helpful
i was just worried about callback functions etc, the last time i tried copying a size ability it would keep me as that size even if i switched origins and it got really frustrating, I'll definitely give that a try though, thanks for all your help :)
the original power should have both the callon and callback function included
just tried this again in a world with just Medieval Origins Revival and the dependences to make sure it wasn't anything conflicting and I am still having the issue where for example if I am a pixie and then die, it reverts me to having 10 hearts and normal human size of 2 blocks.
Is this a known issue?
which version are you playing?
1.21.1, 7.0.0 alpha 9
So the latest
it's an issue with the Origins alpha's attribute power then
not going to make a workaround for this one, as they'll almost definitely fix it by the time they're out of alpha
Sounds good thank you!
Does anyone know what are the odds for the Good Fortune ability (When stone is broken, you get minerals for pixies)?
I was wondering if there was a difference between stone, deepslate, netherack and end stone
hi! made a modpack for a server mmy friends and i that features medieval origns! imm kinda confused on how the whole spell thing works? is there another mod besides spell engine & attributes thats needed to get the healing spells to work? i have access to the spell binding table but i cant put books or anything in it
oh yeah, medieval origins doesn't add any spells of its own yet
try the paladins and priests mod, there are a few other spell engine addons with healing spells as well though
oooo i see!! tysm :D
so what does it mean when it says "heal scales with healing power" for the valkyrie origin for example
will there be a realease in 1,20,1 for the medieval orgins revival that doesnt use apugli it conflicts with another mod im using so im curious
spell power attributes, the mod that the paladins mod depends on, adds healing power, it's an attribute you get from paladin/priest gear
so in order to do anything with the spell power attributes mod i need another mod ontop of origins and medieval origins?
yeah, unless you use a mod like Custom Item Attributes to add that attribute to existing items from another mod you'd like to see fit of having healing power
it's meant to be used in a modpack yeah
anyone else having a problem with medieval origins mod resetting to human upon dying and respawning?
Hello! I am in development of private modpack for my friends and family, i have this medieval origins and otherworld origins inside -
So i have a question if there is any way for me to configure that i make them work together so it does not get overriden by 'otherworld ones 🙂 (1.20.1)
It's a bug with Origins itself, they'll fix it in their next alpha release. by the way, you don't lose the whole origin but just any custom attributes like size.
they're really not designed for each other, in fact Otherworld is really not designed to be used with any other Origins mod. But theoretically you could make a datapack that just adds any origins you want to the otherworldorigins:race layer
i may also make an addon down the line that adds some of the more unique variants from Medieval Origins in an "Otherworld Extra Races" mod
Ok i will see how to make a datapack then until extra races gets released.. if you may!
Thanks for the fast response 😄 Appreciated
How to turn off the sound when using Valkyrie's dash ability? In mode Medieval Origins
any plans to update the 1.19.2 fabric version for medieval origins to include the reworked and new origins like valkyrie, alfiq etc
i dont know hwo mods work i dont even know if that would work
Any overwrites by datapack in the "powers" folder does not work for me. Everything else works fine, it's only the files in the "powers" folder that wont be overwritten by datapacks. Any idea what is causing this?
Are you using the 1.21 alpha?
Oh I should have mentioned I am on 1.20.1 version 6.5.1
Probably not, that's going to take a lot of time and 1.19.2 fabric is pretty much dead
Forge that is
are you setting a higher loading_priority?
You can mute the "player" category in sounds, otherwise you would need to modify the "intervention/dive" powers with a datapack
yup
Oh sweet, thank you!
Added a patch for this in 7.0.1-alpha-1
Added a patch for this in 7.0.1-alpha-1
Trying to make the Revenant's summon scaling work off Irons Spellbooks since it doesn't seem to do so by default, I think its supposed to? Not sure though.
Either way https://gyazo.com/fd405aad9e984e786e5f4f1b34e99446
Can you help me out here cuz I can't get it working
yeah it’s supposed to, I think there are a few issues with this power type on 1.20.1 though. Can you make an issue report?
There you go, should be there now
Anyone know why the medieval origin revival sizes arent changing when you pick any of the origins its in a modpack but i dont see what could be messing with it
what version of the mod do you have?
Most recent for forge/neoforge. Forge/Neoforge-6.5.1+1.20.1
Yeah it must be a mod i have. old versions arent working either
Make sure you have Pehkui installed, they may not have it in the modpack for some reason
It worked thank you 🙏
thank you
in the medival origins mod, whats the helmet entchantment to see during the day for dwarfs?
Mirroring
thanks
I'm having an issue where both the dwarf and goblin origins have their first person camera placed inside their chest (can see both arms on each sides of the camera) instead of their actual head
i'm on forge 47.3.0 1.20.1, using 6.5.1 neo/forge version
Found the issue: It seems epic fight does not like the player scale changing and causes the camera to behave wierldy when the player's resized
Oh so that's why, I was having the same issues but couldn't find what's causing the problem
I have a bad habit of just putting every mod I like onto a modpack without checking for compat first
Epic fight in particular is definitely a mod that has compatibility issues out of the box
that's an odd one though, they must only be checking for certain types of Pehkui scale data
or calculating something incorrectly
It was even weirder for me cuz I like to use the pixie origin and the tiny size + epic fight wasn't a good combination
Oh btw, do u have any plans on making otherworld origins and medieval origins compatible? Or adding more races to otherworld origins
Yes :) working on something else for Otherworld first though
Oooo interesting, btw that's that reforging feature some races/subraces have? It doesn't seem to do anything for me
It's just that you're allowed to use the reforging tables from Apotheosis
earlier on, without getting the JustLeveling building perk for it
Oh that's why
I was also using the tiered mod on my modpack so it was overwriting the apotheosis attributes
i finally actually did this
String moreLog = "\nFor the full changelog, go to https://github.com/TheWinABagel/Apoth-Compat/blob/main/CHANGELOG.md"
publishMods {
file = jar.archiveFile
String changes = new File("$project.rootDir/CHANGELOG.md").getText('UTF-8')
changelog = "## " + mod_version + changes.takeBetween("## " + mod_version, "##") + moreLog
}```
only took me 8 months 
Is there a way to change the color of Valkyrie/pixie wings on the medieval origins mod?
for valkyrie you can just equip different Icarus wings and it will replace them
no way to change pixie wings atm
Oh
For mideval and otherworld origins, does forge or fabric work best
if you're not sure, the Fabric version of Origins is much more stable
that said, Otherworld Origins is Forge only
That goes to my second question does otherworld origins, have a fabric version yet
it never will
unless we make a fabric port of the otherworld modpack
which is not very likely
Alright thanks
To add to this: it seems epic fight really doesn't like dwarf and goblin, as even it's animations refuses to work when you use the dwarf or goblin origins xD
Anyways , i posted an issue on their github about it as well
epic fight is hateful with most mods
Yeah, found that out the hard way 
I particularly was only using epic right cuz the flight animation while using pixie
But better combat is, well... Better
I'm not sure if this is the right channel, but I'm having trouble using the Charm Fork with supplementaries, these seems to be a mixin with banners? Whenever I create a world the game crashes...
Is the plague victim supposed to receive a debuff or something while wearing armor? Because I can equip armors and nothing happened
send the startup log?
nvm fixed it, i did not have the lib updated
ah okay
if I remember right you’re not supposed to be able to equip them
might be a mod conflict
Even with medieval origins alone I can still equip it
huh
that power hasn’t been changed in months, not sure why it would have stopped working
can you submit a GitHub issue?
I'll check again tomorrow to see if it's a problem with the mod itself or my world was just glitched, if I can still equip it I'll submit a GitHub issue
I wouldm't say better, but definetly more compatible. Epic actually adds stuff and changes the combat to a much grater one
betterm combat is mc combat but with extra steps
personally i’ve never really cared for epic fight’s style of combat system in any game
attack commitment/movement locking during attacks in particular just feels super clunky
parrying and dodges can be fun but you don’t need epic fight for that
but anyway the worst part about epic fight is that they still to this day are sticking to their horribly clunky “toggle combat stance” idea, instead of equipped-weapon/in-combat detection
So, I tested again and it's normal now, can't equip armor with plague victim, my world was just all bugged when I tested last time
Can someone pls explain Revenants ability from Medieval origins. What exactly RMB does and how activate? In description it states that u need love creatures, but I don't see anything while doing so 🥺🥺
The revenants ability to summon undead is based on itens you're holding in your hand
Bones for skeletons and rotten flesh for zombies
if you’re playing in another language the translations may be out of date
the revenant doesn’t have a right click ability anymore
ty
Is it possible to change the flight bar thing of the pixie? Like change its capacity or reload speed
is there any resources to view medieval origin abilities without being in game? im away from my computer rn and the only site i seen was missing Alfiq (the main one i was looking into)
also in the same light, when it comes to "only able to eat meat" are there any mods that ate compatible with that or are only the vanilla meats considered
not at the moment unfortunately, was in the middle of transferring to a wiki and have been busy with other things
ah understandable and thank you
The Valkyrie deals more damage with spears right? What mods are compatible with this feature?
any weapon with “glaive”, “spear”, “lance”, or “halberd” in the item id, plus items on this list, which you can add to with a datapack: https://github.com/muon-rw/Medieval-Origins-New/blob/1.21.1-fabric/src/main/resources/data/medievalorigins/tags/item/valkyrie_weapons.json
Hey peeps, I'm kinda having a problem with the revenant origin in Medieval Origins, I try to summon a pet skeleton using four bones and having a full communion bar and it won't do anything. It shows in the chat that the skeleton has been summoned but it wont appear anywhere. Can you guys help me a bit?
I'm playing in version 1.21.1
can you send your latest.log
Hello, i have some questions about "Medieval Origins Revival", is about customization for renders like the siren abilities cooldown bars and the siren tail when using it with mermod mod, i have seen the origins-common.toml config but that is to disable the abilities or some stuff from it, included the classes, but not to actually customize the bars or make them not be there even if i use the abilities
is cause im using RPG-hud mod, and if somehow i can disable them from being on the screen without actually disabling the abilities or including them somehow on RPG-hud via datapack or anything could be cool
i created also wrongfully a thread of it on modded discussion, but as this does not belong there imma just post also an image in case that explains more my issue cause of context
I was able to get it working, for some reason the button in-game was incompatible with one of my mods to enable the enchantments description- despite appearing enabled, the server never registered it as such.
Very well-crafted mod (Otherworld), I've been looking for DnD origins for a while (the only other good alternative is a Fabric mod), kudos to everybody involved :)
Hey just a quick question im trying to make a custom origin with something similar to heavenly implements and im kinda just looking through the powers and "valkyrie weapons" code would there be a way to tag all swords similar to the way it does trident/spear like weapons?
@uneven crystal you can see the changes between the 1.20.1 and 1.21.1 versions here: https://github.com/muon-rw/Medieval-Origins-New/blob/1.21.1-fabric/1.21 Changelog.md
sweet
also, if you use the curseforge launcher to install, it should download all the dependencies automatically
oh was making it harder for myself
new version just looks objectively better? i assume at the cost of bugs bc alpha?
yeah there's just more potential for bugs
the only issue i'm aware of is this weird problem if you happen to be sharing a singleplayer world over LAN/e4mc/essential
but i wouldn't really recommend doing that if possible anyway
yea no plans on that
just doing singleplayer for now then running a dedicated server with the buddies probably
if thats the only issue youre aware of seems like a relatively stable alpha build
invested at the right time ty
I tried searching a little bit but I'm not able to see if this question has been asked, is there a way to make goblin's greedy work with tinker's tools that have gold heads?
rodrigo.36724 has been timed out for 1h 

Reason: Similar-Messages Spam
hi guys , playing with friends medievalorigins-7.0.1-alpha-1.jar
and have this problem
---- Minecraft Crash Report ----
// Ouch. That hurt :(
Time: 2025-02-23 00:40:01
Description: Ticking entity
java.lang.StackOverflowError: Ticking entity
at knot//dev.muon.medievalorigins.entity.SummonedMob.isAllied(SummonedMob.java:80)
at knot//dev.muon.medievalorigins.entity.SummonedZombie.method_5722(SummonedZombie.java:175)
at knot//dev.muon.medievalorigins.entity.SummonedMob.isAllied(SummonedMob.java:82)
at knot//dev.muon.medievalorigins.entity.SummonedZombie.method_5722(SummonedZombie.java:175)
at knot//dev.muon.medievalorigins.entity.SummonedMob.isAllied(SummonedMob.java:82)
at knot//dev.muon.medievalorigins.entity.SummonedZombie.method_5722(SummonedZombie.java:175)
at knot//dev.muon.medievalorigins.entity.SummonedMob.isAllied(SummonedMob.java:82)
at knot//dev.muon.medievalorigins.entity.SummonedZombie.method_5722(SummonedZombie.java:175)
at knot//dev.muon.medievalorigins.entity.SummonedMob.isAllied(SummonedMob.java:82)
at knot//dev.muon.medievalorigins.entity.SummonedZombie.method_5722(SummonedZombie.java:175)
at knot//dev.muon.medievalorigins.entity.SummonedMob.isAllied(SummonedMob.java:82)
at knot//dev.muon.medievalorigins.entity.SummonedZombie.method_5722(SummonedZombie.java:175)
at knot//dev.muon.medievalorigins.entity.SummonedMob.isAllied(SummonedMob.java:82)
at knot//dev.muon.medievalorigins.entity.SummonedZombie.method_5722(SummonedZombie.java:175)
....2000 lines after.....
at knot//dev.muon.medievalorigins.entity.SummonedMob.isAllied(SummonedMob.java:82)
at knot//dev.muon.medievalorigins.entity.SummonedZombie.method_5722(SummonedZombie.java:175)
at knot//dev.muon.medievalorigins.entity.SummonedMob.isAllied(SummonedMob.java:82)
at knot//dev.muon.medievalorigins.entity.SummonedZombie.method_5722(SummonedZombie.java:175)
Details:
All players: 9 total; [class_3222['Cin125'/38142, l='ServerLevel[remiria2]', x=965.13, y=63.00, z=1246.40], class_3222['Twist_Oli'/29, l='ServerLevel[remiria2]', x=281.30, y=64.00, z=-1586.31], class_3222['yantichan'/51919, l='ServerLevel[remiria2]', x=288.69, y=75.00, z=2401.67], class_3222['Sysa_SG'/3335, l='ServerLevel[remiria2]', x=414.95, y=65.00, z=-1611.74], class_3222['Prosto_ABY'/9302, l='ServerLevel[remiria2]', x=786.46, y=71.00, z=-803.98], class_3222['Serafim_Juger'/59537, l='ServerLevel[remiria2]', x=1514.46, y=169.00, z=1572.79], class_3222['myrknya'/40405, l='ServerLevel[remiria2]', x=345.83, y=66.00, z=-1631.55....
can u help?
update to 7.0.1-alpha-3
Why can't I fly as a fae after a couple of flights? I even tried to reset using the gui command. (I am currently using forge 1.20.1
HI, how to enable Medieval Origins Revival sounds?
E.g. I see banshee_cry.ogg in assets, but if I use banshees power, that it is interpreted as warden boom.
Sorry @charred burrow to ping you, but I can not find the way, how to make Medieval Origins Revival sound working.
Even if I run playsound medievalorigins:banshee_cry player @a ~ ~ ~ 1.0 1.0, I hear nothing.
what version are you playing? some had corrupted audio files due to a GitHub issue
I noticed it in Arcadia 2.0.3 modpack. Then I installed just forge + Medieval Origins Revival 6.5.1+1.20.1-forge version of the mod.
With banshee power, I can hear the warden sound, but not the banshee_cry sound.
(installed with Prism Launcher)
assen4846 has been timed out for 1h 

Reason: Similar-Messages Spam
Otherworld 1.0.1 Feedback -- Tiefling's "Infernal Legacy" is way too strong at higher levels. Fireball at 10 mana is insane! Even more so without a cooldown. If you play a spellcaster Tiefling, focusing on maximum mana, your damage output is off the charts, and even as a 'martial' class, like the Fighter, even if you set the base attribute of mana to 0 for everybody initially, the ability to upgrade your mana pool with some magic aptitudes levels makes the problem unsolvable (without straight up disabling the passive, which would stink).
It'd be really nice for Tiefling's infernal legacy's mana cost to scale with level (10 -> 50 -> 100), or have a cooldown, or have it only be a firebolt that increases damage as you level up (Lvl1 firebolt -> Lv4 -> Lv8). There is a similar feature in a few custom origins that simply use built-in resource bars, maybe that'd be a decent alternative as well, although I do like it being tied to Mana because it keeps the screen from becoming too cluttered, and keeps the total resources you have to track to a minimum.
Everything else about Tiefling is awesome, I haven't gotten around to playing as the gith/goblin classes yet, and I haven't found any issues with the others so far. Dragonborn's elemental breath has a slightly similar issue, but with its cooldown and much shorter range, it isn't overpowered or anything.
once again, I've really enjoyed the mod, I'm hosting a world with a bunch of friends later this week (and there is going to be a ton of combat pushing class passives and powers to their limits with the modpack I've put together), and it's still probably the most well-crafted Origins mods I've used. I love all the little icons and the small details like Dragonborn's elemental breath animation, all of the origins thus far have been a blast to toy with.
Keep in mind Otherworld Origins is a mod specifically made for the Otherworld modpack which is in development, you can see the notice in the mod's page about balance:
"While you are free to try to use this mod in any modpacks as you see fit, there are a large number of non-optional dependencies, there might be incompatibilities we didn't test for, and many config and balance changes important for the best experience; playing it in its original modpack (coming soon!) is recommended!"
of course! I may see if this is something I can change via datapack somehow, otherwise it really wouldn't be a problem to just disable the infernal legacy origins attribute
I hope you will be able to find the problem. I just tested it in 1.21.1 and this is so much better.
Unfortunately most modpacks are still on 1.20.1.
Was this ever addressed? Im having the same questions. Like a way to increase the amount of Flight with an enchantment or even a potion?
for plague victim when they're in spectator mode they can still effect people with their wither which is a bit annoying because the pack im playing on has delayed spawn timers (1.20.1 forge)
what minecraft version are you playing? this seems like a bug with origins itself
ah okay yeah 1.20.1 forge is getting no more updates on their end, i'll make a workaround for it
can you submit a report? doesn't have to be super detailed https://github.com/muon-rw/Medieval-Origins-Revival/issues
gotchu and i highly appreciate it
still not yet, sorry! pixie keeps getting neglected haha, it will probably be the next origin i adjust though, their problems are piling up
Hey Muon, I just finished my Ancient Trials datapack and its awaiting approval on curseforge. If you check my discord, it's up for download in the sneak peeks channel if you wish to include it in MMC3 real quick
oh?
you don't mind if I just override it for now? updating the pack in like 10 minutes
lol fair
i assume invocations is gonna be awhile btw? i'm removing it for an update
Yeah it has so many spells and i basically have to redo all of them
Im just taking my time with it instead of doing it all at once so i dont burn out
This is what the generation looks like, its a really big structure but its pretty rare
yeah I saw the screenshots earlier, looks awesome
Due to it being simply a datapack too it works on forge and older versions of minecraft
are you sure about the older versions of mc?
At least for 1.20l.1
ah okay that's the only one I care about lol
Are froglights 1.21.1?
i just wasn't just about loot table changes
yeah just checked
looks cool, i like the space underneath the floating bit
would be an awesome space for a boss fight
@charred burrow I found a bug in Hexblade and RPG Minibosses that makes certain spells not function correctly, idk if you want to do a hotfix but my fix is about to come out
there's 1 modpack download because I didn't announce it lol
will just archive and wait, thanks
nvm got em
Hello guys, I have a question about medieval origins. A friend says that the Valkyrie isn't really healing at all or cleansing effects either, someone told him this could be fixed with healing power or something like that but it didn't work at all
Any plans on giving the incubus origin wings too to be a counterpart of Valkyrie?
How come Medieval origins is not compatible with sparkweave
and what even is Sparkweave i cant find the mod thats required for it
wait
its icarus
It says that Icarus is optional
but its actually required
but its not actually possible because its incompatible with it lmao
@charred burrow Any ideas?
it only says that these are required
Am i missing smthin lol
https://github.com/muon-rw/Medieval-Origins-Revival/issues/75 seems to be the same issue as this?
Im running 4.2.0 Icarus, .508.0 of Sparkweave Engine, the latest Medieval origins and Origins (I also tried to remove sparkweave since i saw its not required for 2.0 but it now crashes)
Latest logs
Uploaded message.txt from @dire walrus to mclogs: https://mclo.gs/d0zywW8
actually maybe this would be better in #better-mc-fabric since its that modpack + 49 extra mods, albeit all the mods are from the RPG series, Cobblemon/addons
Delete Sparkweave and use Icarus 4.2.0 and it should be fine
I did, still crashes Ioriginally thought it was still because of medieval origins but I’m pretty sure it’s unrelated now
I have a question on medieval origins, as a goblin i cant repair my gold armor but if i switch to another race i can? I dont see anything about that being how it is supposed to be and I am trying to figure out if its a bug or is supposed to work like that
Hello i was playing minecraft with the originis medieval mod and i choose to be a revenant but idk how to invoc monster can someone help me here ?
Another unrelated question, does the Banshee Cursed giving more resistence work for modded enchantments that are curses?
Is there anyway to get rid of the limit on health for certain classes? My friend is playing pixie and she can only have 3 hearts. We have the terrimaity mod download so it allows us to have more hp. We have also tried doing [/attribute @ player max health base set ] and no luck it just sits at 3 hearts. Please help!
Update: it seems to be affecting other classes where the hp is limited, i.e.: arachnae, moon elf, and incubus (for some reason even tho incubus isn't effected by any limiting effects besides water). we're playing on the latest patch for 1.20.1
Hi wanted to ask about (Quests Kill Task Tweaks) mod is it server-only side or i should install it in both client and server?
How do I fly using the Valkyrie origin?
So with the Origin Revival
What am I missing? It is forge compatible and loads but I get a ton of errors for spell_power
Spell Power = fabric and I am using the forge version
Are you using any other mods with it
Yeah but it’s acting like I’m missing something giving attributes
Apothic attributes?
Where can I get the featherweight enchantment? Cant find it anywhere.
Will medieval origins be ported to 1.21.1 neoforge (or fabric and work with connector) when origins has released the patch to fix sinytra connector compatibility
well....
Maybe I can get help with datapack here?
This is about Medieval Origins, there are some questions and problems
nvm fixed
You can ignore these errors, it's just the simplest way to include optional mod compat
yes, as far as I know there should be no issues once Origins itself works, but I'll fix them if they arise
It's a treasure enchantment, so you can find it from villager trading or loot chests
What villager is it?
sorry yeah that wasn't clear, like on an enchanted book from a librarian villager
Ah okay thanks.
Yeah but it spams console
they should only happen during startup?
Why cant i remove the custom health, food and mana textures with the config?
What does the wither rose icon do for revenants? I noticed it goes up with damage you take.
Medieval Origins - 6.5.1
Minecraft - 1.20.1
Pretty sure that's from the medieval mod that changes the HUD
nvm
I can change the food and health bar but not the mana bar.
Origins Forge would need to port first, and that project is unfortunately officially abandoned
however the Origins Fabric team is working on fixing compatibility with Sinytra Connector, and whenever that happens I'll do the same for Medieval Origins (for 1.21.1)
oh alright thank you
Is there a wiki for this mod?
what mod? muon's got a lot of projects, but I don't think there's any official wikis for any of them.
oh
wait I forgot to specify
oops
but I just checked the page again and it said ones under works
mv,
nvm
no biggie
any reccomendation on gold equipment mods to use alongside the goblin origin?
hey! do u thing about doing a version for 1.21 in medieval origins?
me n my friends really like the mod, but we are updating to 1.21 and it doesnt have a support :( if its a plan for the future, let me know! (asking bc you updated to 1.21.1)
yo is there a way to edit your origin buffs and nerfs ?
Hey, Im having an issue with the Medieval Origins Revival modpack. I am a pixie, but I'm regular sized. I was pixie sized when I originally picked it and I loaded in once and I was back to regular size. The Goblin Origin is working just fine with resizing, its just the pixie origin! Im on forge (version 1.20.1)
pls make a medieval origins wiki
So Im having an issue with medieval origins revival,
First of all is the Yeti and Orge size swap
Yeti should be smaller than orge but its actually the opposite
Also when i chose yeti or orge the height increases but the reach doesnt
Issit because of Pehkuli
im on fabric 1.21.1
Also when i switch to creative mode from survival
the block placement reach and entity hit reach just works fine
@charred burrow your help would be appreciated UwU
hello! i have medieval origins on my server and I LOVE IT but for some reason the visual effects for the races dont show up ( goblins arent green and pixies arent small ) is there a way to fix this?
nvm i think i found the culprit
for the Revenant origin is equipping your skeletons with different weapons the only way to make them stronger?
wait what goblins are supposed to be green? How did u fix this if i may ask
Also is someone else facing the same issues as me
it seems u can change the flight bar values in the config files within the mod
Does anyone know why Elves have such low hp while fairies can fly indefinitely but have normal health
How do I make the backpack I have the materials but I don't know how to make it
guys, does anyone know what weapons do magic damage, if any at all?
cuz the high elf description says it boosts magic damage, but idk of any weapon that does magic damage
is it like potions and stuff?
im having one singular issue with this mod, and its that valkyries dont spawn with wings even though as far as i can tell theyre supposed to. any help would be appreciated
version: 1.20.1
loader: quilt 0.28.1
also ive noticed the incubus is broken. its able to breathe underwater, and although it says youre supposed to take damage in water, you dont actually take damage in it
Is there any file i can check to see what weapons classify as lance/spear for the valkyrie origin? And what is the keybind for launching yourself as the valkyrie?
Primary origin power is G, secondary is not binded u have to chose a keybind for it, weapons that counts as lance or spear are the ones with the tags lance spear on it
I think u need to enable the wings on the config files
Sont forget that u need Icarus mod for it to work
Thanks
Is there a way to see my corruption level for the valkyrie
?
on the mod page it only mentions that it has compatibility with that
the valkyrie wings, u need the icarus mod for the wings to function
because the wings are optional
u can use valkyrie without wings too
neither on the mod page nor the game does it mention needing that mod for the wongs to work
*wings
in the game it just says you "have wings"
yeah i think muon should change the description
yeah probably
but u need to install icarus if you want to have wings on valkyrie
im gonna test this real quick to see if i need to change the config too or if i just need the mod
and if its not enabled by deffault even after installing it u might need to change the config
thanks for telling me
alright, it worked!
yay
i didnt even have to change the config
thanks
uh if you dont mind can i ask one more thing?
does the wing boost works properly?
whats that?
like the wings from icarus have a self boost right
glide and double space i think
lemme check
it makes u fly
hm
im playing a modpack that also has icarus wings but it isnt working properly
idk why
hm
idk
i just got em working so i dont know what could be wrong
its okay if you dont know, but um
do you know what the spell books are?
this mod talks alot about spell books, and all i could really find was something called a spellbinding table
and when putting a book and lapis in it, it just doesnt do anything
u using on fabric?
quilt. so pretty much yeah
oh
does it not work on fabric or something?
i think u need some mods that adds said spell books
like from iron's spells (forge) or RPG series (fabric)
yeah muon definitely needs to list dependencies better
i downloaded spell engine, pehkui and origins
well you see, those are optional
i think thats why
the power still works without those mods
even without spell engine?
because it lists it as required
and you are able to list something as an optional dependency
and honestly i would be fine without these spellbooks
it annoys me more that every time i look at a weapon it tells me to use a spellbook, and i cant
yeah the spell engine itself is to kinda of "load" the spell power attributes
its for fabric
ok but spell engine itself requires something like rpg engine
or sorry
rpg series
yeah
im looking at it now, and rpg series seems to be a list of mods
yeah
it adds fire power, arcane power, holy power
fire power used by incubus and holy by valkyrie
on forge it uses Iron's spell
BUT
which one does it use though?
its not necessarly those mods
like which rpg series mod
its any mod that adds the spell power
hm
the priest and paladin ones for valkyrie
mmm
honestly i dont like the majority of the stuff in it
id have to somehow remove everything but the spells
well i tried playing with spell engine disabled, and the game started
but
the origins werent there
so i guess i have no choice
yeah the spell engine is like to load the spell power tags and stats
hello i, having issues editing powers, i made a datapack and im able to edit the origins, but for some reason changes made in power files dont seem to work
im trying to change the height of an origin in \data\medievalorigins\powers\dwarf \miniature.json but it doesnt work
i checked the source code on the github and i think my file structure is correct
hey guys i can remove the FP mechanic from medieval origins pixie??
I modified the Valhelsia6 pack to include the medieval origins, but the wings aren't showing up for Valkyrie on my multiplayer server for my friends. Is there something in that pack that's an issue with the mod or do I need to restart or something?
Hey im useing the valkiery flight and for some reason im glideing while suppoisedly im suppose to be able to freely flight is there a reason why?
hey Wich enchantment do i need???
did you set a higher loading priority?
mirroring
you can yeah, you’d have to edit the flight power with a datapack
it’s based on armor value, you can use the featherweight enchantment on armor to negate that
i just did and it worked for a bit, changes i made actually got registered when i did /reload but now the whole power doesnt work anymore, i even copied all the values from the github
do i need to restart my server? idk maybe /reload isnt consistent or something
yea just again now i edit the number, it works, i edit again and it doesnt even apply a custom size anymore and i need to fully reset the datapack and delete my playerdata
I have a bit of a question, as I'm going to be working on my own Origins submod for private use with some friends, and I was wondering how the cat being able to steal stuff out of people's hands was implemented lol.
hello can someone help me with something I have the valk orgin in the medivel orgin mod but I dont know how to get healing spell power please help me
@brisk nymph
u may have to install spell engine
not sure
i cant even fix my issues so im not sure how to help u
can you send the datapack you’ve made?
i made a custom bientity action type for it, medievalorigins:transfer_item. The current version just swaps mainhand items, and you can’t transfer to other player’s summons. I can make it a bit nicer with some configurable fields like target_slot or something else if you need them
currently there’s only support for spell engine, no gear content for it. I’d recommend these:
https://www.curseforge.com/minecraft/mc-mods/paladins-and-priests
https://www.curseforge.com/minecraft/mc-mods/oathsworn-paladins
(other mods by both developers have good content for other spell schools)
I was trying to get the tail working on the Siren origin using Medieval Origins Revival==7.0.1-alpha-3 and Mermod==3.3.1 but I still get an error on world load that it can't find the power...
[Render thread/ERROR]: Origin "medievalorigins:siren" contained unregistered power "mermod:fabulous_fins"!
I'm at a loss, because Mermod definitely has the power defined in 1.21.1, so I would think it would work...
hello so the change i made was -0.46 to -0.26 to make the dwarf a bit taller (i assume thats how it would work),
Inside of miniature.json "attribute": "additionalentityattributes:generic.height" "amount":
I originally made this pack to just make some origins unchooseable (which works fine btw),
But now i also want/need to edit some powers
Thank you for your response
Thanks
does simply swords fix it since it has spears? @charred burrow since it has that spears and lances incease it
I have a question concerning the Valkyrie, is there anyway way to combat the slowness effect from corruption other than hitting the undead mobs repeatedly? or maybe modify that effect?
Is there any way to disable friendly fire for the revenant summons?
They can damage themselves and I can also damage them by accident
guyss
how can i desible the option when im a pixie
the items i drop are small
how can i desivle it
I think that's something related to the size itself, if you're smaller than half a block or half a block y'all I think it'll adjust to it, u can probably mess with pekhui commands to change it
Hi muon, I really like your Eyes Up song, can I use it in a promotional video for my RPG minibosses mod? It features MMC3 as well
yeah sounds like a perfect use for it! if you could just please credit as "Eyes Up! by Muon" and include a link back to the modpack
if you're on 1.20.1 it can be adjusted in pehkui like Marrubia said (edit the pixie_callon function with a datapack)
On 1.21.1 it uses the vanilla scale attribute so I don't think it can be adjusted
iirc this is fixed in 1.21.1, what version are you playing?
Oh, I'm on 1.20.1, it's a modpack I'm playing
Also, still regarding the revenant, is it possible to change the summon attributes and scaling?
i am on 1.20.1 but where do i change it?
can someone tell me about the revenant origin?
I cant find anything on what its abilities are
His H creates a bunch of skeletons around u that gives wither 3 effect for 3 seconds I think to anything near it, and they also have a solid hitbox so they block things from getting near and traps anything inside
H as in the key for secondary power
The G (primary power) summons undead based on the item you're holding on your hand/offhand
I don't remember all the values correctly right now but I'll try
4 rotten flesh/1 zombie head for zombie
12 rotten flesh (main hand) 1 saddle (off hand) for zombie horse
4 bones/1 skeleton head for zombie
12 bones (main hand) and 1 saddle (off hand) for skeleton horse
And lastly 12 bones (main hand) 1 wither head (off hand) for a wither skeleton
Pls correct me if I'm wrong
Ello
like i saw the summon scaling json file is set to be spell power soul, IF i change it to be like the blood spell power from ISS will it work?]
is there any way to apply this to the 1.20.1 version?
for the medieval origins mod, is there a way to move the high elf magic bar? its underneath my thirst bar from a different mod.
it just uses the Apoli resource bars, they should have a config to move them
I’d have to backport the summon rewrite, it’s pretty hefty but I might at some point
also this is the Fabric version of the power, iirc it already works with Iron’s blood spell power on forge
Oh thats why. Also I saw that the spell power file was set as ice spell power
Hello @charred burrow did u happen to have time to look at this yet?
could it be that i needed the latest version of medieval origins?
yea alright
i just had to update
mb lol
how could i make an armor have the Greedy effect on it that gold has for goblins. there are armors in my modpack made from gold that don't have it naturally so I'd like to add that (Medieval Origins: Revival)
is there a way to give faes the pixie wings model as well so it also looks like they have wings?
@charred burrow The next update for Ancient Trials and RPG Minibosses will merge the two, making minibosses spawn in higher rates in the trials
Only the bigger ones will be petrified when spawning, and now will only spawn in the ancient trials
The smaller ones will spawn unpetrified in the overworld
Sounds awesome 👀
The smaller ones might still be kind of a dangerous thing to just be roaming around the overworld though no?
I gave them weaker weapons to compensate for that, so they should do less damage
But still have decent hp
Maybe they could still be neutral by default?
Neutral might be the way to go yeah
Also just remembered I still need to switch to the published Ancient Trials pack, I’m still using the prerelease you sent lol
Will make sure to do that
I think either neutral or guarding some specific overworld features like a shrine, and only aggroing when close
I was thinking opening a loot box aggros them
Although i really like the idea of them being aggro from the start so i might just nerf them harder and make them aggro on sight
either way, it will be configurable
Yeah all of these fun imo, even a totally hostile mob doesn’t need to be that weak
Ancient Trials standalone should not be installed if you have RPG minibosses btw
Oh interesting, that’s easier
I don’t think that’s really clear from either project page
Is the structure id still the same?
Yep
do you know of any mod that could work as a temporary measure for this friendly fire thing?
all the ones ive tried only works for animal pets
Summons implement the Ownable/Tameable interface and properly define an owner, so it should definitely be compatible with such mods
Unless they’re doing something silly like only checking for only entities that directly extend “TameableEntity” or whatever it’s called, summons don’t do that because they extend whatever mob type they are
i think thats how they did, i only found 4 mods that adds "friendly fire" mechanics towards pets, the first 3 i tested simply didnt work, ill try this last one
yeah didnt work either
If you submit an issue on github titled something like “backport summon improvements from 1.21.1” I’ll get to it at some point
Sort of swamped right now though
I don’t think there was ever functionality to actually prevent damaging summons between summons or their owner, until 1.21.1
Only targeting, but you can still get hit incidentally, or command your summons to attack one of their own
the summons dont attack itselfs on command, but they can shoot themselves accidentaly
and they automatically target the skeleton wither barrier thing
You could make a datapack to add a power with type medievalorigins:pixie_wings to Fae
That’s definitely odd. Can you mention that in the issue as well
There’s an item tag you can add to, with a datapack, I believe it’s medievalorigins:golden_armor
a lot of things automatically target the barrier, its kinda of an aggro thing idk
Frankly i just need to rewrite the wall ability, its carried over from the original mod and just a bit weird
It’s made with mcfunction, which is just executing a bunch of commands lol
oh
I was trying to make it following a chatgpt tutorial but it didn't work for aternos, I'm not sure if I'm even doing it right in the first place as I have no knowledge of making datapacks...
!aternos
We don't support Aternos nor can we assist you with using it for reasons listed below;
- You are unable to add / edit the mods to implement a fix that can be game changing at times.
- We are unable to control the updates of our packs on Aternos, nor ever will.
- The hosting is not strong enough to host our packs on there without it crashing every so often.
- We have other free methods that work much better than Aternos does. Run the !ws command and the !server command in #bots for more information on how to host a server for free.
2: chatgpt is not helpful when it comes to actually helping
Just a question for Medieval Origins Revival, but is it possible to get one last hotfix for 1.20.1? Most other good addon origin mods tend to revolve around that version specifically and it'd be great to have Alfiq's powers and passives fixed. Going from playing 1.21.1 with a friend to 1.20.1 with another, the differences is just too noticeable, and the work is amazing with 1.21.1... so maybe just fixes to Alfiq like:
- Changing fall damage to be negated when you look down
- Being able to move while charging pounce
- Spammable/slightly louder meows
- Longer cooldown/fixes to pickpocketing players
Basically things from 1.21.1/7.0.1 Alpha 9. It'd be awesome!
whats the tag for tools and weapons?
Sure I’ve got some other stuff planned for a backport at some point, can you submit a GitHub issue with all of this info?
golden_tools, golden_weapons
https://github.com/muon-rw/Medieval-Origins-Revival/tree/1.21.1-fabric/src/main/resources/data/medievalorigins/tags/item
has all the item tags
(a lot of items work despite not being in the built-in tags, the tags are mostly just for people to add to manually)
There’s pretty well written guides here https://origins.readthedocs.io/en/latest/
Anyway, ChatGPT or any LLM is going to struggle with niche info like this. Some can do okay if you provide them the actual context (like sending pages of that origins wiki), otherwise they’ll make shit up
Yeah, can I get a link? (I suck at navigating GitHub and I keep getting this "secondary rate limit" thing)
thanks
also regarding the summons, which stats are increased/affected by the scaling with spell power?
do they just get more health or
So I have a quick questions I'm trying to edit the Origins Expanded Foods Datapack a bit for a server just so I add some foods to be edible for some origins. Does simply adding the items id to the associated tag just not work? Am I missing some crucial step?
For example I added some item id from aquaculturedelight to the seafood.json file but I still cannot consume those items on a Pescatarian Origin.
What's the pescatarian origin? Are you sure they're referencing the oef fish tag?
It's the Dolphin origin which was already set on the datapack so I just added a few items
Adding items to the tag should be enough, can you send your datapack?
MMC4 [FORGE] 1.20.1 v31 HF
incubus is immune to fire and lava damage but the temperature mod oneshots him from overheating for swimming in the lava
Alfiq won't pickpocket
Here it is
@charred burrow while going through the origins power, i saw that the spell_power from revenant and yet are most likely swaped, yeti has blood spell power while revenant has ice spell power from ISS. Medieval origins reivival v6.5.1-1.20.1 Forge
I need one for Forge 1.20.1
hi there! i'm new and i hope this is the right channel to post this
i'm having issues using the carry on mod with other players as a pixie because carry on uses shift+right click which is the same as riding another players head as a pixie
is there any way to get around this? i would like to carry other players since i can fly. if not, i suppose i'll just say i'm too small to pick other people up! haha
Changing the Carry On keybind should actually work We had this issue on my server
i'll test it out! i tried changing the keybind earlier but i'm not sure why it wouldn't work. it gives me hope that you fixed it though so i'll keep testing things out!
ahhh this is what i was doing wrong
Oh you didn't know that I shoulda explained that my bad
nah it's all good! you helped me by saying it should work haha
Hey all is there a place with all of the in-depth descriptions of what each Medieval Origin does? Like looking at Plague Victim, what does "unique playstyle" entail exactly?
you should see the power descriptions just below that summary, if you don’t it’s probably an Origins bug and you can try relogging
Oh awesome, thank you
Update?
I created a Japanese translation of Medieval Origins Revival.
Hello muon!
In the 1.0.0 version of ANARCHY, there have been many changes
The bosses are no longer outright hostile by default, they have an infamy system determining if they are outright hostile.
They now spawn only very rarely by themselves in the overworld, but have a Patrol system similar to Illager patrols where they have a chance to spawn near players in groups after 10 days in a world has passed, with a cooldown
They now forgive players that attack them if relations are overall neutral or positive
Killed NPCs are now instead downed, at which point they can be spared for increasing positive relations, or they can be killed for their loot.
I also added a few minor structures.
As usual a lot of this can be configured, please let me know if the configuration options are sufficient
i also fixed mercenary's jaundice (mostly)
hi, does anyone know what the cunning bonus does as the goblin in medieval origins revival?
just a small boost to attack damage and luck, if I remember right
you could check on the github
@hearty coral it sounds like you have the wrong version of Medieval Origins for the Minecraft/Origins version you’re using
can you show the versions you have for everything?
Hey I had a question for Moon Elf from Medieval Origins Revival. What is the enchantment you can put on your armor to nullify the speed reduction it gives you?
Featherweight!
Thank you!
do any of you guys know the name of the addon to medival origins? The addon made it, so that you can evolve your origin with a item that was dropped from a random boss?
Fallen Origins
I think I have it linked on the main mod page
thank you 🙂
does anyone know how to get the medieval origins gui to appear?
You mean like the origin icons on the selection screen?
the newest version of the fallen origins is missing some of the orginis mentioned on the curse forge site? like gorgon for example. is there a reason why it doesnt have it anymore?
Anybody have any idea how to toggle the nocturnal eyes for dwarves? I can't find a keybind for toggle powers.
using this mod, just can't figure out why I can't toggle this one specific power for the dwarves.
-- crud, sorry for ping
This one
For the Medieval Origins Revival mod, on my server I am trying to go into config and adjust some of the origins regarding abilities, aka enabling/disabling them, and no matter what I do, even turning them to false/true it makes zero adjustments unless I just completely disable the origin, which is the only adjustment in config that actually well, works!
It's weird and I'm wondering if there's a fix for that.
Using this as an example, even if I turn off the wings and log back on, it's still there. The config doesn't adjust anything for me.
I've figured it out, I went into the mod itself and removed corruption data instead.
Thanks to an OLD OLD OLD post here I found out how to delete mod files, so, THANK YOU!
hey, is it possible disable specific origins in the config? like If i only wanna let players use specific races, is that possible?
Was wondering if there might be an option to add or remove certain enchantments from the restriction list for Otherworld Origins (as opposed to simply disabling them entirely) in the future, via config or somesuch? I've been attempting to do so myself but without much success.
Adding will be tricky, basically each restriction has to be implemented manually with a mixin
There’s a way to do it that wouldn’t require manual changes for each enchant, but it’s pretty fragile and has too much of a performance hit
anyway that’s why it doesn’t already have further config, I could add one to disable individual existing restrictions though
Yes, origins-common.toml on forge, origins_server.json5 on fabric
Thank you for explaining, individual options would work great personally 
thank you!
is there a way to disable the color thinging and morph effects of the orgins?
Yeah you should be able to disable individual powers in the origins_server (fabric) /origins-common (forge) config
disabling sizes might not work properly if someone has already selected that origin, not sure
hey @charred burrow sorry for ping but something got me really confused.
Im trying to edit the Ogre origin and i removed the ogre_properties power but somehow the Ogre still does like 20% extra damage. For example i slap a sheep with an ogre with just my hand and i do 1.2 damage but as human its 1 damage.
Do you know where this extra damage comes from?
This is my current Ogre file:
{ "powers": [ "medievalorigins:ogre/gargantuan", "medievalorigins:ogre/ravager", "medievalorigins:ogre/lead_belly", "medievalorigins:ogre/ravenous", "origins_survive:illness_resistance", "medievalorigins:ogre/bloodlust", "dnc:thick_skin", "medievalorigins:dwarf/dense" ], "icon": { "id": "minecraft:bowl", "amount": 1, "components": { "minecraft:custom_name": "\"Orc\"" }}, "impact": 3, "loading_priority": 1, "order": 1 }
idk why discord is moving stuff around ignore that please i can assure u this origin file loads as all my other changes work
Here again, I'm currently looking to replicate the system for Otherworld Origins that makes it so that Drow, Duergar, etc. can use certain blocks while other races/subraces cannot. Instead of for races however I'd like to do one for classes.
Essentially I'm trying to give Artificers access to a type of crafting table while disabling its use by any other class. Been using what I can figure out from the Reforging Skill and how that ties into how the Drow and co. are able to use restricted tables, and I've managed to create a custom placeholder Skill but I haven't been able to replicate the "X Race/Class can access this block before unlocking the Skill in the JustLeveling page" part. I was also hoping to see if there was a way to hide this new Skill so that, unlike the Reforging Skill, nobody else would be able to unlock it.
Any and all help would be much appreciated 🫡
This restriction is all handled in these four (fairly straightforward) powers:
- https://github.com/muon-rw/Otherworld-Origins/blob/master/src/main/resources/data/otherworldorigins/powers/reforging_restrict_lower.json
- https://github.com/muon-rw/Otherworld-Origins/blob/master/src/main/resources/data/otherworldorigins/powers/reforging_restrict_upper.json
- https://github.com/muon-rw/Otherworld-Origins/blob/master/src/main/resources/data/otherworldorigins/powers/reforging_msg_lower.json
- https://github.com/muon-rw/Otherworld-Origins/blob/master/src/main/resources/data/otherworldorigins/powers/reforging_msg_upper.json
And those are added to all players here:
The skill is really just a dummy marker, that the above powers check for using the “otherworldorigins:has_skill” condition.
If you want to just restrict by class and not let others ever use the table it’s even simpler - just only use the origins:origin condition in a similar prevent_block_use global power.
If you meant that you still want even Artificers to need to learn a skill to use the block and for the skill to be invisible to others, that will be more tricky. JustLeveling doesn’t really support that
Turns out I had everything done... except for the global powers file, now it works perfectly. Thanks again for the help 
Yeah sorry I actually have no idea 😭
if you do /attribute @s generic.attack_damage get does it show the higher value?
there's some mod that reported as incompatible with medieval origins on fabric?
ooo
no idea whats doing it tho
human vs ogre btw
not that i’m aware of?
i may have marked valkyrien skies incompatible previously but it should no longer be an issue past 1.21.1
very strange. maybe some issue with origins is causing the power to still be applied, have you checked '/power has`
hello, im using the medival orgins revival mod on a custom forge modpack, and i am using the Valkyrie race, and the intervention ability, is not rechargeing, and after viewing the mod description it says that spell engine/spell power attributes is necessary, but neither are accessible on forge, is a dependency im missing? is it sometype of glitch?
for refrence, the compatible mods i am using are, icarus, mermod, and iron's spells n, spellbooks
those are only required on fabric
what mod version are you playing?
1.20.1
on
6.6.0
im also using curseforge, if thats anything
simply, the ability is used, and the timer bar. doesn't move
the one that i think notes the ability cooldown with the hourglass
this is most likely a bug related to how Origins itself sometimes fails to load all powers
try adding the Connectivity mod, then reselect the valkyrie origin using an orb
hi everyone, I'm new here and I have a problem with the Medieval Origins Revival mod(Fabric-7.0.3-alpha-4+1.21.1). When I start a local server in my single-player world and a friend connects to it, who chooses dwarf, gorgon, incubus or moon_elf, it returns an error when reconnecting. The error is related to Invalid player data
like this [23:22:41] [Server thread/ERROR]: Couldn't place player in world
com.google.gson.JsonParseException: Error encoding data at field condition.conditions[0].item_condition.ingredient: Expected collection to have at least 1 element(s); found only 0 element(s)!
Has anyone come across something like this?
Unfortunately this is a known issue with the Origins 1.21.1 alpha in LAN environments:
https://github.com/apace100/origins-fabric/issues/807
I'm not really sure what to do about this on my end, sort of a bummer they haven't fixed it for almost 4 months
you could submit another issue report to them for visibility
until then, I would recommend setting up a dedicated server
thank you very much
connectivity by someaddon or connectivity api?
i already had the connectivity mod by someaddon on at launch
any other recommendations?
Hi! Sorry to be a bother I can see there's been a whole lot of discourse about the mod. I apologise to be a pain, but I am currently trying to add custom origins myself to my server. However, my server uses Irons spellbooks, and so does Medieval origins. How would I go about adding a spell as a origin specific thing? The mod does it but I am not sure how! First time making origins. if someone could ping me and lmk I'd be very grateful!
Hey, i've got a question about https://www.curseforge.com/minecraft/mc-mods/apotheosis-x-irons-spellbooks-compat, i want to remove the "intelligently filtered" part of the affixes, same for the gems adding effects only to staves.
my issue with apotheosis is that the affix pool is already so small it's hardly random, you mostly roll between 2-3 affix for each slot, i'd rather open up the skills affix to any weapons, not only to a weapon from the same school to also allow for hybridation. is that feasable without recompiling the mod ? (datapack, config..) thank you !
Yup, you should just be able to use a datapack to replace those affixes from the “school_attribute” affix to the standard “attribute” affix
I think the fields might even be identical besides the school field which will be ignored, so it really is as simple as changing the affix type
That said, the “spell level” affixes currently have no way to toggle filtering. If you submit an issue on github I can add a config for that when I work on this mod next
Medieval Origins doesn’t include any innate Iron’s spells by default, the built-in abilities just have some compatibility with their spell power attributes.
However it does provide a framework for a cast_spell entity action:
{
"type": "origins:active_self",
"key": {
"key": "key.origins.primary_active"
},
"entity_action": {
"type": "medievalorigins:cast_spell",
"spell": "blood_slash", // Or any registered spell (you can find spell id’s using the /cast command in game)
"power_level": 5, // Level of the casted spell, default 1
"cast_time": 0, // Time the spell takes to cast, in ticks. Default is based on the spell
"mana_cost": 10, // Mana to require/drain. Default 0
“continuous_cost”: true, // Whether the mana cost should be applied repeatedly while casting. Default false
“cost_interval”: 10, // How frequently, in ticks, to drain mana while casting if continuous_cost is enabled. Default 20
}
}
All fields are optional except for spell
sorry for late response
wait, did you just give me the JSON here to have a race have a spell?
👀
I've never actually made Origins before so I've got a bunch to make tonight using spells from it 😮💨
Trynna make a dragonborn that can use firebreathe
Also, how would you code it to make an origin completely unable to use magic?
https://modrinth.com/mod/apothic-combat/versions hello, i want to port this mod to fabric 1.20.1 (zenith, apotheosis port)
i see that there's a main class and a single mixin, would it be feasable for someone with no coding knowledge ? (does it involve more than recompiling the mod with fabric mixins mappings)
Hi, this feature is already included in https://modrinth.com/mod/zephyr-mod
But you're welcome to port it if you don't want those features or aren't using Spell Engine - it shouldn't be too hard, you wouldn't have to rewrite anything as far as I know
kind of sounds like you might like https://www.curseforge.com/minecraft/mc-mods/otherworld-origins
I'm already running zephyr and spell engine, thank you for the clarification
that looks very similar as to what I want but working on our own races rn. Trying to use the JSON you'd given me but it doesn't seem to be working?
Do you have an example JSON that works you can send me for a power to use as a template?
hey all, I really like the features of this mod:
https://www.curseforge.com/minecraft/mc-mods/otherworld-apotheosis
but I don't want to be restricted to using Auto Leveling or Just Leveling. Is there a way i can config or change this to just give me the iron's spells/spellbooks compat (im ok with the nerfs too)?
I'm on Forge 1.20.1
if easier, i'd like a version like this, but it seems like it's only on 1.21.1 NeoForge. I'd be willling to port if given some guidance:
https://www.curseforge.com/minecraft/mc-mods/apotheosis-x-irons-spellbooks-compat/download/6435550
I think Otherworld Apoth's config will already let you effectively do that. Let me know if there are any other toggles you'd like
gotcha, i'll give it a whirl
also, do you know what mod changes the mana bar to be like this? i suspect its a dependency of one of these
Medieval
i believe that modification is not actually properly toggleable right now
there is a "custom resource bars" toggle but it only affects health and stamina, if you submit a github issue i'll get to it
yeah i can submit one when i get home
It doesn't seems like the apothic combat compat mod is working for me, i was able to socket a gem meant for light weapons into a netherite halberd, and the attack speed buff is working
On 1.21.1, it’s functionally just a system to integrate better combat’s attack range better into Neoforge’s merged tooltips system
I might re-add the heavy weapon category too, but it was removed from Apotheosis so doesn’t exist at all right now
So I've actually yet to try this but how would this work without having JustLeveling or Autoleveling installed?
So I am trying to make 1.20.1 server with Origins and am using the Medieval Origins Revival (Forge) it is saying though some of the powers are being removed, I see a requirements for the mod is Spell Enginge but that is a fabric mod not forge, am I missing something else?
It’s recommended but not required to play with Iron’s Spells n Spellbooks
any other powers you see logged like that are just optional mod compat powers, they can be ignored
i'm trying to make a 1.20.1 server with medieval origins, but it's not making me select an origin. How do i start?
More than 3 logs were uploaded in one message, won't upload.
Buddy is having some trouble with opening the FTB Questbook it keeps crashing him
Uploaded latest.log from @granite brook to mclogs: https://mclo.gs/XtqJ6xl
is there any way to remove sizes changing in medeival origins?
nevermind. deleting pehkui solved the issue.
hi, im having some issues with medieval origins. im hosting a multiplayer world on shockbyte and there are a LARGE amount of errors.
i have attached them as a txt file.
Could someone help me?
I have medieval origins, origins, spell engine, spell attribute, and spell powers all installed
Looks like an issue with Fallen Origins
You can ignore most of these, they are optional mod compat powers
What issues are you actually having?
alright, just got extremley worried
what mods are they linked too, and should i add them?
yeti doesnt work
and high elf projectiles dont really hit
thats all ive found so far
but i havent tested every single origin
im also unsure how to set keybinds for seconary powers 😔
that’s usually obvious from the power name. they’re mostly temperature/realism mods. no reason to add them
under the “Origins” keybind section
oh i see now thanks
incubus fire projectile seems to have same issue
1.21.1 is still in alpha so there will be issues for sure, but if you find anything that’s not already on here please report it: https://github.com/muon-rw/Medieval-Origins-Revival/issues
oh i see. thank you, ill make sure to do so.
is the incubus supposed to be the same health as humans in the overworld? it says weak in the overworld but i dont see any disadvantage
this doesnt seem to apply, resetting me to default instead of 6 less than default
I know what’s going on here, its a bug with Origins. can you submit it as a github issue so I don’t forget to patch it
ah looks like you did
👍
@charred burrow if u disconnect and reconnect it fixes itself?
it breaks again if u reenter nether and come back out
Wait I forgot to mark the issues as bugs
one more thing is that every time you join the server as an incubus you take damag
another ping on https://www.curseforge.com/minecraft/mc-mods/otherworld-apotheosis
I wasn't able to get it to work without auto leveling or just leveling, is there a way i can use it just for the apotheosis nerfs?
or is there another good source for apotheosis nerfs lol
There are some datapacks in the apotheosis discord for that
Yea, went digging and found some. Thank you
Hi
I've installed Dynamic Diffculty but my server crashed because the mod need to apply "strenght" on skeleton but the server don't find the custom effect. how can I disable this custom effect or fix this problem please ?
Sorry for my english i'm french
the crash comes when i kill the skeleton
Can you send the crash report?
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
I’m running into a weird issue with Moon Elf Origin. Basically, when I die, I don’t fully die(?). The screen starts shaking like it’s vibrating, and I kinda just get stuck. I can’t respawn, I can’t die using /kill, not even re-logging fixes it. I’m just frozen in this weird half-dead state. Not sure if it’s intentional or bugged. Only way out is to delete my player data, then switch to another Origin
Hello, will the mod Charm Forked continue to be supported for future versions? I'm trying to make a 'forever server', and I'd like to know whether or not I should add it. Thank you.
even if it is you can't really transfer worlds thru versions
It's possible, as long as all the mods used are available for the next version. That's why I'm asking this in the first place.
Not always, there might be breaking changes between versions (that will make some items and/or blocks disappear)
Yes, but I'll try to update when the time comes.
There's actually a pretty high chance that I don't update it past 1.21.1. I'm not a huge fan of Charm's internals and would prefer to rewrite some of these features as separate mods.
Thank you.
pajic has done exactly that, might check out some of his projects. they're pretty high quality
Will it be OK if I try to update the mod myself?
Of course. sven has been making some silent progress on his github you might look at
Thank you, have a good day!
Anyone ??
Missed this - that's an odd one, can you send the latest.log?
Client or server ?
server
Sorry for the slow reply, first time getting the log stuff
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.
I've never seen this message before, do you know where it's from?
[15:36:24] [Server thread/INFO]: LipsofShar is incapacitated!
Ah, it's Incapacitated mod by MaritheVillain
Allows you to revive downed players and vice versa
I suspect it might somehow be an incompatibility with that mod, can you try without it?
I gtg now, will do in like 1-2h. Can I ping you once it's done ??
of course
You were right. Removed Incapacitated and it works fine now
How come it doesn't happen with the other Origins tho ? Just Moon Elf
Probably some weird calculation between the moon elf dodge power, and the method incapacitation uses to prevent death, sets your health to Float.NaN
Submit an issue here and I'll take a look at it https://github.com/muon-rw/Medieval-Origins-Revival/issues
if it only errors out about 20% of the time, then this is definitely what it is
Done ! Thanks for taking a look at this, appreciate your help
https://www.curseforge.com/minecraft/mc-mods/dynamic-difficulty-mod
Hey can someone tell how can I config this?
Also what are the default settings? Like the mobs level scaling per 1k blocks travelled
yeah i also ahve some questions about DyDif, really love that you published it
Until I get proper docs you’re welcome to copy and modify the leveling datapack from the latest version of MMC5 Neoforge, in /config/paxi/datapacks/
it has examples of both dimension and entity scaling settings
Same ^
Other values in the dynamic-difficulty configs should be pretty self-explanatory
beautiful, one other question is it supported to have gated stataic level addition like if you go through the nether portal you add 20 to all levels across dimensions?
Not at the moment but that’s an interesting idea, I’m planning to add player-specific scalings in a later update so if you suggest that to the github I’ll probably add it then
though I will say, Apotheosis’ World Tiers sort of accomplishes what you want here and has built-in integration
yeah im kinda working on the apotheosis world tier customization so that's super helpful, ty much
ok i looked a bit, how do i suggest on github, i dont want to spawm issues if thats not where it goes
an issue report is the way :)
Do I actually need the Origins mod to use Medieval Origins Revival ?? Or if there's a way to disable the Origins from Origins mod, I'd prefer if I'd just keep the ones from this mod. I'm on 1.20.1 & Fabric
You can disable the original origins in the origins_server.json5 config
the original mod is required (for now)
origins_server.json or origins_server.json5 ? I only see origins_server.json in the config folder
Nvm, editing in origins_server.json worked fine. Thanks !
Is there any config for the Medieval Origins? I cannot seem to find it. Specifically I’m trying to see if it’s possible to allow pixies to hover indefinitely
you would need to edit the flight power with a datapack
Hey guys
Whats the best origin from Medieval Origins?
So I think I'm just absolutely lost on embedding powers to items especially from other mods has anyone tried this?
Like with hephaestus?
can the valkyrie fly?
Alright, I came here to ask one stupid question about Otherworld Origins:
Since it syncs with JL fork, is it possible to edit level requirements for abilities/passives for it? I couldn't find it in the configs but I am relatively new to this.
what do you mean, like if JL itself is configurable?
So there seems to be passives that Otherworld adds to Just Levelling. I couldn't find them in either set of configs.
I think I will do more digging just in case but I am helping some friends assemble and config it to usability (sic?). Dang thing is 300+ mods in.
Oh, yeah those are currently hardcoded actually
If you submit a feature request to the github I can add a config
but it's currently just based on the default config values set to be used in the Otherworld modpack
do you mean adding items to item tags?
yes, but you need the Icarus mod
how though
like is it a key bind or smth?
just like an elytra, but you can also fly upward by shift if you're not overburdened by armor
if you installed icarus after already picking valkyrie, you might have to re-pick it
its a modpack with icarus already installed
is it arcadia?
yes
they disabled it
Ya like applying the goblin gold buff to rose gold tools
this video is pretty solid as an intro of how to create tag datapacks: https://www.youtube.com/watch?v=bHmJxABTNoY
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!
If you find this helpful, consider subscribing to see more tutorials like this!
MUSIC IN THIS VIDEO:
Artist: C418
Support him here: http://c418.bandcamp.com/
Album: Minecraft Vo...
in this case you would just add to medievalorigins/tags/items/golden_tools.json
though with hephaestus specifically it might not be possible to add compat on your end, since tags can only have item IDs
if a "rose gold" tool is some sort of data on the tool, instead of a different item
Hey, I'm making an UltraHardcore modpack and I added this mod to it (Since the player dies a lot, it's kinda cool to have many origins to choose from and the origins themselves are really cool and fits very well), However, since it's ultrahardcore I'd like to disable the regeneration that some classes provide (and maybe swap it for something else), so I'm here to ask if I'm allowed to include a modified version of the mod in my modpack (Maybe upload it as Unlisted on modrinth?) I'll of course give credits on the main description of the modpack itself.
Okay, I am so sorry to ask the stupid question BUT I want to make sure I submit it to the right github link. Is it just https://github.com/LunaPixelStudios/LunaPixelStudios.github.io/issues?
?
no, muons own github page hang on
Thank you.
Best picture.
Hey there, you can actually replace or modify powers with just a datapack since all origins and powers are defined in data, so no need to modify and rebuild the jar at all.
Or if you're just looking to disable a power, that can be done in the origins config
muon, would it be possible for me to send you some stuff in DMs? I have a few things to share regarding the modpack and I think it would benefit the player experience quite a bit.
[17:23:05] [spark-java-sampler-0-5/WARN]:Timed out waiting for world statistics
^ How would I fix this, as it only happens whenever I add the Medieval Origins mod for fabric, I've already determined that it's this mod that causes it, but cannot figure out why.
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
Oh I thought the datapack thing was just for 1.21+ I'll check in a bit
Hey Muon:
Thank you for you help, you beautiful individual!
And you deserve that and then some!
i figured id mention this here as i doubt im the first to think of it but it would be possible to integrate some Create features as powers in origins right?
like not needing to wear the goggles for example
Hey there, I've been searching for a way to edit the origins made by the medieval origins mod. Is there any way I could? I know I can remove some powers in the config but is there anyway I could change the description text or anything?
sure, i don't think you'd be able to accomplish this with just origins powers but it's definitely doable with an addon
yeah, if you just want to edit description text you can use a resourcepack to replace the lang files
if you want to actually change powers, you can use a datapack
Thank you so much for answering that fast wtf. Any template or way to do it somewhere? Sorry might have been asked a trillion times
hey @charred burrow , was looking through your mod, dynamic difficulty and noticed that for the depth config, you seem to calculate sea level at Y=0 instead of y-62 (sea level of a normal minecraft world if im not mistaken).
would there be anyway to change that? cause as it is, everything from 0 to build limit spawns at the same level
(also it'd be cool if you could make it where things spawning above a certain height have an additional level level as well)
Hi @charred burrow ! Sorry for the random @. Love ya mods btw. I just have a question, and I couldn't find anything by looking it up. How did you manage to make the Valkyrie Origin compatible with the Icarus Wings mod?? Some friends and I are creating an origin MC server for roleplaying, and we wanted to give certain origins wings from the Icarus mode instead of them having elytra, for example, like the Fallen Angel or Volcanic Dragon.
Once again, sorry for the random @
Hello, can someone explain how to activate this ability
What version are you playing?
We added a power type for it, medievalorigins:icarus_wings. you can see the format by looking at Valkyrie's own wings power and modify that to your needs
Definitely, can you submit a github issue for these?
Update to 6.6.0, and then you'll probably need to reselect the High Elf origin
can I ask why you're still on 6.5.1? modpack or something?
go ahead
TY!! Is there, by chance, a way to make a certain wing type or color? So, a certain origin, like a dragon origin, has dragon wings?
yeah where the Valkyrie power has “icarus:white_feathered_wings” you can change that to any icarus wing
Whats the difference between mm1 2 3 4 and 5? Are they just updates? If so is the origins mod not in last release
origins isn't on 1.21.1 yet, all the different MMCs are the different mc versions
like its not updated that far or just not added to the modpack yet
The developer has not made it on 1.21 yet
whats the latest version with origins
1.20.1
ok thanks for the help
also for mmc you'll wanna go to the channel marked for them if you need more assistance
Hello, is there a list of the origins with descriptions outside of the in game descriptions
Submitted one for it
Oh hey @charred burrow I have a silly question about Feats for Otherworld Origins:
Is it possible add more via a Datapack?
It's possible, but definitely a bit tedious
making the feat itself is pretty straightforward, it's an origin and a power
then you need to add it to every feat layer, (first_feat through fifth_feat, and free_feat), following the format for those layers (they are slightly different)
much thank
I bet I can do something similar for enabling multiclassing too.
Massive DnD nerd (oldhead), so this is exciting prospects for me.
ah yeah that same idea should definitely also work for multiclassing
the enchantment/spell "restrictions" are actually an additive whitelist, so that should work pretty well
is this compatible with epic fight?
most mods are not
its also kinda a non specific because this is a channel for all of muons projects but most mods arent compatiable with epic fight in general