#muons-projects

1 messages · Page 3 of 1

charred burrow
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Crashes aside, Medieval Origins doesn’t really make any sense alongside Otherworld Origins, they have very different designs and a lot of overlapping features

charred burrow
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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

ivory shore
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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

autumn dagger
charred burrow
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huh

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You’re fine, I’m just saying they weren’t even designed to be used together from a thematic standpoint

dawn perch
frozen mortar
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Is there an unfinished wiki yet? Or just any info on the origins

frozen mortar
#

Or does anyone know a showcase video

jolly dome
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Does anybody know the origins orb crafting recipe?

charred burrow
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it's very easy to make a recipe datapack though

autumn dagger
#

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

midnight pond
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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)

dull gorge
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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?

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nvm found it head_in_hands

white plaza
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I'm playing Medieval MC as Valyrie from Origins, it says my ability scales with holy/healing power. How do I gain that?

charred burrow
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on Fabric, Healing Spell Power is from Paladins & Priests (and maybe some other mods, like the skill tree)

white plaza
#

Do snow blocks that players place melt in the summer?

charred burrow
raven forum
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What commit should i be using to edit for 1.20.1 medieval origins?

charred burrow
#

you can still fork that and make changes, I'll open it back up for PRs soon if it's 1.20.1 specific

brittle forge
#

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?

gritty chasm
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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?

hazy crane
charred burrow
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I can port it though, will probably do so in the next day or two

hazy crane
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would very much appreciate it.

dreamy crane
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somebody know where is the wiki?

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of the mod original mediaval origins

clear arrow
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Heys, quick question about origins mod

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How does valkyre work exactly?

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And what is this bar for?

charred burrow
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press O to read other abilities + make sure you have Icarus installed to be able to fly

clear arrow
charred burrow
timid gorge
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is the wiki a thing rn?

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nvm

fresh grotto
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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

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is there any kind of config i can edit

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im talking about Medieval origins revival mod

mental fjord
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okay I have no idea where to ask. How can I change an origins power, like remove them specifically

autumn dagger
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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 😭

charred burrow
charred burrow
astral peak
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maybe not the right place to ask this, but would installing muons Medieval Origins cause problems in mmc5?

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Since its 1.21 already

knotty plume
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It's not stable ATM which is why muon hasn't put it in yet

astral peak
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Oh ok ok, then I'll wait a bit until he does

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Love ur guys' work btw best modpack for this game imo

fresh grotto
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can u help me?

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im trying to run zephyr with connector

charred burrow
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it probably won't work

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if you send the latest.log I can take a look at the error though

fresh grotto
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I finally make that work, dont worry

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I just downgraded apotheosis

autumn dagger
# charred burrow do you mean in MMC4?

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

charred burrow
knotty plume
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!optifine

languid turtleBOT
#

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.

autumn dagger
knotty plume
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Discord on hitlist

autumn dagger
knotty plume
carmine badge
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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

mental fjord
charred burrow
charred burrow
mental fjord
charred burrow
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you’ll need to make a datapack for that

mental fjord
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oh well

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time to learn how to make a datapack

charred burrow
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i’d recommend asking in the origins server

mental fjord
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Will do, thanks

rough adder
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Is there a way i can make moon elf's assasinate ability be able to be used in the daytime/nether

charred burrow
rough adder
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oh i didn't know that. Thank you

bright sinew
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Is there a way to change the color of your wings as a Valkyrie?

heady bronze
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siren song gives other players permanent heart effects is there any way to disable this?

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1.20.1 forge btw

charred burrow
heady bronze
charred burrow
heady bronze
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6.4.1

charred burrow
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play the latest

heady bronze
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👍

charred burrow
#

you might need to manually clear the hearts if they already have them

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before updating

heady bronze
grizzled kernel
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Is there a way to remove or change one of the origin's traits?

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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

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but the coffins don't work for Revenant either

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is there a way to change that?

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I have Java coding tools if required, even though I hope I won't have to use them

charred burrow
heady bronze
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oh yeah that worked

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thanks

grizzled sierra
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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.

twilit mantleBOT
grizzled sierra
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And when I launch the game it looks like this before crash

I use fancy menu, maybe that's why something breaks

charred burrow
grizzled sierra
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ooops

twilit mantleBOT
charred burrow
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and that conflicts with Apugli, a library mod medieval origins uses on 1.20.1

grizzled sierra
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Thanks for your help, I'll look for it

charred burrow
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@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"

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however, they are already integrated with Iron's Spellbooks instead, on Forge

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which is very similar to the RPG series (and frankly has a lot more content, though some features are not quite as polished)

crimson quest
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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

fair lava
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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

twilit mantleBOT
charred burrow
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I'll do that tonight probably, but for now you can downgrade to alpha 11

fair lava
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Oh okay all good! thank you so much for the quick reply!

carmine badge
#

is the mirroring enchant possible to get on survival? ive spent hours trying to get it from villagers

charred burrow
grizzled kernel
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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)

fair lava
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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!

fair lava
quick smelt
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does anyone know how to change what feats are available in the "otherworld origins" mod? I figured it out

undone escarp
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Hello, does anyone know how could I modify the height of the Dwarf in Medieval Origins?

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Like, where would the height be located/modified in?

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Do I need to go into Pehkui instead?

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Nevermind, ffoouunnndddd it!

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Bad news is:

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Schlong

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In more useful news, you have to go like this:

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...and modify any desired callon function

charred burrow
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glad you figured it out!

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on 1.21, you just need to modify the attribute value in the size power

rapid rivet
upbeat river
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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

charred burrow
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not something you can make with a datapack

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but you can use them in any datapack provided the mod is loaded

upbeat river
upbeat river
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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
}
}

charred burrow
#

try adding a duration of 40 ticks or so

upbeat river
charred burrow
#

oh

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lmfao

charred burrow
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not really sure when i did that

upbeat river
#

bruh i completely forgot harming and healing were flipped

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thank you so much

charred burrow
sleek scarab
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oh ok ill check it out

charred burrow
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they have a few versions for older forge

sleek scarab
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alright alright

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are there any plans to backport?

dire knoll
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hi, how does alfiq "pickpocket" cooldown work? its always empty

charred burrow
charred burrow
upbeat river
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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

charred burrow
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if you have issues with that i highly recommend the origins discord's #datapack-dev channel, they're very helpful

upbeat river
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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 :)

charred burrow
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the original power should have both the callon and callback function included

fair lava
charred burrow
fair lava
charred burrow
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it's an issue with the Origins alpha's attribute power then

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not going to make a workaround for this one, as they'll almost definitely fix it by the time they're out of alpha

fallen bronze
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Does anyone know what are the odds for the Good Fortune ability (When stone is broken, you get minerals for pixies)?

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I was wondering if there was a difference between stone, deepslate, netherack and end stone

gray mulch
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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

charred burrow
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try the paladins and priests mod, there are a few other spell engine addons with healing spells as well though

gray mulch
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oooo i see!! tysm :D

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so what does it mean when it says "heal scales with healing power" for the valkyrie origin for example

mint tangle
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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

fading shard
gray mulch
fading shard
charred burrow
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it's meant to be used in a modpack yeah

rustic rampart
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anyone else having a problem with medieval origins mod resetting to human upon dying and respawning?

simple crane
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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)

charred burrow
charred burrow
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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

simple crane
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Ok i will see how to make a datapack then until extra races gets released.. if you may!
Thanks for the fast response 😄 Appreciated

timber raptor
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How to turn off the sound when using Valkyrie's dash ability? In mode Medieval Origins

wind mauve
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any plans to update the 1.19.2 fabric version for medieval origins to include the reworked and new origins like valkyrie, alfiq etc

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i dont know hwo mods work i dont even know if that would work

restive obsidian
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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?

restive obsidian
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Oh I should have mentioned I am on 1.20.1 version 6.5.1

charred burrow
restive obsidian
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Forge that is

charred burrow
restive obsidian
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Oh is that what that means?

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So by raising it from 11 to 12 it will overwrite?

charred burrow
restive obsidian
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Oh sweet, thank you!

charred burrow
charred burrow
restive obsidian
charred burrow
restive obsidian
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There you go, should be there now

azure flax
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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

charred burrow
azure flax
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Most recent for forge/neoforge. Forge/Neoforge-6.5.1+1.20.1

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Yeah it must be a mod i have. old versions arent working either

charred burrow
azure flax
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It worked thank you 🙏

rustic rampart
shut shuttle
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in the medival origins mod, whats the helmet entchantment to see during the day for dwarfs?

shut shuttle
celest python
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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

celest python
celest python
calm totem
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I have a bad habit of just putting every mod I like onto a modpack without checking for compat first

charred burrow
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Epic fight in particular is definitely a mod that has compatibility issues out of the box

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that's an odd one though, they must only be checking for certain types of Pehkui scale data

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or calculating something incorrectly

calm totem
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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

calm totem
charred burrow
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Yes :) working on something else for Otherworld first though

calm totem
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Oooo interesting, btw that's that reforging feature some races/subraces have? It doesn't seem to do anything for me

charred burrow
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earlier on, without getting the JustLeveling building perk for it

calm totem
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Oh that's why

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I was also using the tiered mod on my modpack so it was overwriting the apotheosis attributes

kindred escarp
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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
}```
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only took me 8 months the_smiler

calm totem
#

Is there a way to change the color of Valkyrie/pixie wings on the medieval origins mod?

charred burrow
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no way to change pixie wings atm

calm totem
#

Oh

blissful latch
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For mideval and otherworld origins, does forge or fabric work best

charred burrow
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that said, Otherworld Origins is Forge only

blissful latch
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That goes to my second question does otherworld origins, have a fabric version yet

charred burrow
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it never will

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unless we make a fabric port of the otherworld modpack

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which is not very likely

blissful latch
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Alright thanks

celest python
#

Anyways , i posted an issue on their github about it as well

knotty plume
celest python
calm totem
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I particularly was only using epic right cuz the flight animation while using pixie

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But better combat is, well... Better

rancid karma
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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...

calm totem
#

Is the plague victim supposed to receive a debuff or something while wearing armor? Because I can equip armors and nothing happened

rancid karma
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nvm fixed it, i did not have the lib updated

charred burrow
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ah okay

charred burrow
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might be a mod conflict

calm totem
charred burrow
#

huh

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that power hasn’t been changed in months, not sure why it would have stopped working

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can you submit a GitHub issue?

calm totem
tranquil stream
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betterm combat is mc combat but with extra steps

charred burrow
#

personally i’ve never really cared for epic fight’s style of combat system in any game

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attack commitment/movement locking during attacks in particular just feels super clunky

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parrying and dodges can be fun but you don’t need epic fight for that

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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

calm totem
nimble spindle
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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 🥺🥺

calm totem
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Bones for skeletons and rotten flesh for zombies

charred burrow
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the revenant doesn’t have a right click ability anymore

calm totem
tropic vigil
#

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)

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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

charred burrow
charred burrow
tropic vigil
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ah understandable and thank you

calm totem
#

The Valkyrie deals more damage with spears right? What mods are compatible with this feature?

charred burrow
# calm totem The Valkyrie deals more damage with spears right? What mods are compatible with ...

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

GitHub

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

calm totem
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Oh

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Imma take a look on how to create and add datapacks

safe sequoia
#

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?

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I'm playing in version 1.21.1

charred burrow
viral trout
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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

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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

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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

terse sonnet
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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.

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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 :)

gleaming sparrow
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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?

charred burrow
uneven crystal
#

sweet

charred burrow
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also, if you use the curseforge launcher to install, it should download all the dependencies automatically

uneven crystal
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oh was making it harder for myself

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new version just looks objectively better? i assume at the cost of bugs bc alpha?

charred burrow
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yeah there's just more potential for bugs

uneven crystal
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if its not reeeaaally bad think im just going with this

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appreciate the help

charred burrow
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the only issue i'm aware of is this weird problem if you happen to be sharing a singleplayer world over LAN/e4mc/essential

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but i wouldn't really recommend doing that if possible anyway

uneven crystal
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yea no plans on that

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just doing singleplayer for now then running a dedicated server with the buddies probably

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if thats the only issue youre aware of seems like a relatively stable alpha build

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invested at the right time ty

twilit wolf
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minecraft join sunucu

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Hi

warped ledge
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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?

lavish tangleBOT
#

rodrigo.36724 has been timed out for 1h mute
spacearrowRight Reason: Similar-Messages Spam

pseudo gulch
#

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?

fickle sandal
#

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

pine ermine
#

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.

pine ermine
charred burrow
pine ermine
charred burrow
#

i’ll double check 1.20.1 versions

#

thanks

lavish tangleBOT
#

assen4846 has been timed out for 1h mute
spacearrowRight Reason: Similar-Messages Spam

terse sonnet
#

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.

fading shard
# terse sonnet Otherworld 1.0.1 Feedback -- Tiefling's "Infernal Legacy" is *way* too strong at...

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!"

terse sonnet
#

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

pine ermine
left plover
uneven chasm
#

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)

charred burrow
#

ah okay yeah 1.20.1 forge is getting no more updates on their end, i'll make a workaround for it

uneven chasm
#

gotchu and i highly appreciate it

charred burrow
worthy crown
#

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

charred burrow
#

oh?

#

you don't mind if I just override it for now? updating the pack in like 10 minutes

worthy crown
#

Yeah go for it

#

I just want my damn stuff to be used lmao

charred burrow
#

lol fair

#

i assume invocations is gonna be awhile btw? i'm removing it for an update

worthy crown
#

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

charred burrow
#

good call, makes sense

#

excited to see what gets cooked

worthy crown
#

This is what the generation looks like, its a really big structure but its pretty rare

charred burrow
#

yeah I saw the screenshots earlier, looks awesome

worthy crown
#

Due to it being simply a datapack too it works on forge and older versions of minecraft

charred burrow
#

are you sure about the older versions of mc?

worthy crown
#

At least for 1.20l.1

charred burrow
#

ah okay that's the only one I care about lol

worthy crown
#

Are froglights 1.21.1?

charred burrow
#

i just wasn't just about loot table changes

charred burrow
#

1.19 looks like

worthy crown
#

yeah just checked

charred burrow
#

looks cool, i like the space underneath the floating bit

#

would be an awesome space for a boss fight

worthy crown
#

@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

charred burrow
#

will just archive and wait, thanks

#

nvm got em

lucid osprey
#

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

calm totem
dire walrus
#

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

#

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)

dire walrus
twilit mantleBOT
dire walrus
#

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

charred burrow
dire walrus
sage moss
#

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

frail ravine
#

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 ?

dire walrus
quaint oasis
#

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

wheat estuary
#

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?

elfin prism
#

How do I fly using the Valkyrie origin?

cold musk
#

man, i miss old pixie

#

infinite creative-like flight and dash spam

#

so fun

sly lichen
#

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

calm totem
sly lichen
#

Yeah but it’s acting like I’m missing something giving attributes

shadow coral
#

Where can I get the featherweight enchantment? Cant find it anywhere.

dire walrus
#

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

weary fjord
#

well....
Maybe I can get help with datapack here?
This is about Medieval Origins, there are some questions and problems

nvm fixed

charred burrow
charred burrow
charred burrow
charred burrow
shadow coral
#

Ah okay thanks.

charred burrow
sly lichen
#

Nope it does it throughout

#

Anytime someone is on with a origin that uses spells

marsh canopy
#

Why cant i remove the custom health, food and mana textures with the config?

spark crag
#

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

calm totem
spark crag
#

nvm

marsh canopy
brisk nymph
#

Hello could medieval origins possibly be updated to forge 1.21.1?

#

Neoforge*

charred burrow
# brisk nymph Neoforge*

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)

brisk nymph
#

oh alright thank you

swift barn
#

Is there a wiki for this mod?

knotty plume
swift barn
#

oh

#

wait I forgot to specify

#

oops

#

but I just checked the page again and it said ones under works

#

mv,

#

nvm

knotty plume
#

no biggie

calm totem
#

any reccomendation on gold equipment mods to use alongside the goblin origin?

zinc ether
#

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)

ivory relic
#

yo is there a way to edit your origin buffs and nerfs ?

pearl orchid
#

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)

vagrant musk
#

pls make a medieval origins wiki

graceful wave
#

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

livid ore
#

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

calm robin
#

for the Revenant origin is equipping your skeletons with different weapons the only way to make them stronger?

brisk nymph
graceful wave
calm totem
unreal needle
#

Does anyone know why Elves have such low hp while fairies can fly indefinitely but have normal health

loud scaffold
#

How do I make the backpack I have the materials but I don't know how to make it

brittle hill
#

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

brittle hill
#

is it like potions and stuff?

unborn wagon
#

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

unborn wagon
#

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

spiral ridge
#

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?

calm totem
calm totem
#

Sont forget that u need Icarus mod for it to work

spiral ridge
#

Is there a way to see my corruption level for the valkyrie

unborn wagon
#

on the mod page it only mentions that it has compatibility with that

calm totem
# unborn wagon ?

the valkyrie wings, u need the icarus mod for the wings to function

calm totem
#

u can use valkyrie without wings too

unborn wagon
#

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"

calm totem
#

yeah i think muon should change the description

unborn wagon
#

yeah probably

calm totem
#

but u need to install icarus if you want to have wings on valkyrie

unborn wagon
#

im gonna test this real quick to see if i need to change the config too or if i just need the mod

calm totem
#

and if its not enabled by deffault even after installing it u might need to change the config

unborn wagon
#

thanks for telling me

calm totem
#

yay

unborn wagon
#

i didnt even have to change the config

#

thanks

#

uh if you dont mind can i ask one more thing?

calm totem
#

does the wing boost works properly?

unborn wagon
calm totem
#

like the wings from icarus have a self boost right

calm totem
unborn wagon
#

lemme check

calm totem
#

it makes u fly

unborn wagon
#

yep

#

they do

calm totem
#

hm

#

im playing a modpack that also has icarus wings but it isnt working properly

#

idk why

unborn wagon
#

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

unborn wagon
calm totem
#

oh

unborn wagon
#

does it not work on fabric or something?

calm totem
#

like from iron's spells (forge) or RPG series (fabric)

unborn wagon
#

yeah muon definitely needs to list dependencies better

#

i downloaded spell engine, pehkui and origins

calm totem
#

i think thats why

#

the power still works without those mods

unborn wagon
#

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

calm totem
#

its for fabric

unborn wagon
#

ok but spell engine itself requires something like rpg engine

#

or sorry

#

rpg series

calm totem
#

yeah

unborn wagon
#

im looking at it now, and rpg series seems to be a list of mods

calm totem
#

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

unborn wagon
#

which one does it use though?

calm totem
#

its not necessarly those mods

unborn wagon
#

like which rpg series mod

calm totem
#

its any mod that adds the spell power

unborn wagon
#

hm

calm totem
unborn wagon
#

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

calm totem
brisk nymph
#

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

quiet mesa
#

hey guys i can remove the FP mechanic from medieval origins pixie??

next lynx
#

guys

#

how to add the subclasses???

mossy mesa
#

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?

compact trail
#

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?

ripe pawn
#

hey Wich enchantment do i need???

charred burrow
charred burrow
ripe pawn
#

ty

#

consider describing this on the skill for next generations of dwarfs

charred burrow
charred burrow
brisk nymph
#

do i need to restart my server? idk maybe /reload isnt consistent or something

brisk nymph
#

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

slow gate
#

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.

rugged saddle
#

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

brisk nymph
#

not sure

#

i cant even fix my issues so im not sure how to help u

charred burrow
charred burrow
# slow gate I have a bit of a question, as I'm going to be working on my own Origins submod ...

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

https://github.com/muon-rw/Medieval-Origins-Revival/blob/1.20.1-multiloader/forge/src/main/java/dev/muon/medievalorigins/action/TransferItemAction.java

GitHub

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

charred burrow
# rugged saddle hello can someone help me with something I have the valk orgin in the medivel or...

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)

CurseForge

✨ Protect and heal your friends as a Paladin or a Priest
8.9M Downloads | Mods

CurseForge

Bind yourself to an oath to defeat your foes!
13.4K Downloads | Mods

dusty shore
#

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...

brisk nymph
# charred burrow can you send the datapack you’ve made?

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

rugged saddle
#

does simply swords fix it since it has spears? @charred burrow since it has that spears and lances incease it

signal crater
#

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?

calm totem
#

Is there any way to disable friendly fire for the revenant summons?

#

They can damage themselves and I can also damage them by accident

next lynx
#

guyss

#

how can i desible the option when im a pixie

#

the items i drop are small

#

how can i desivle it

calm totem
# next lynx 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

worthy crown
#

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

charred burrow
charred burrow
# next lynx how can i desivle it

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

charred burrow
calm totem
#

Also, still regarding the revenant, is it possible to change the summon attributes and scaling?

next lynx
neon epoch
#

can someone tell me about the revenant origin?

#

I cant find anything on what its abilities are

calm totem
#

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

calm totem
calm totem
cunning elbow
#

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.

charred burrow
charred burrow
charred burrow
calm totem
brisk nymph
brisk nymph
#

could it be that i needed the latest version of medieval origins?

#

yea alright

#

i just had to update

#

mb lol

void hearth
#

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)

unreal needle
#

is there a way to give faes the pixie wings model as well so it also looks like they have wings?

worthy crown
#

@charred burrow The next update for Ancient Trials and RPG Minibosses will merge the two, making minibosses spawn in higher rates in the trials

worthy crown
#

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

charred burrow
#

The smaller ones might still be kind of a dangerous thing to just be roaming around the overworld though no?

worthy crown
#

I gave them weaker weapons to compensate for that, so they should do less damage

charred burrow
#

I haven’t played since the changes so I don’t know

#

Ah ok

worthy crown
#

But still have decent hp

charred burrow
#

Maybe they could still be neutral by default?

worthy crown
#

Neutral might be the way to go yeah

charred burrow
#

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

charred burrow
worthy crown
#

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

charred burrow
#

Yeah all of these fun imo, even a totally hostile mob doesn’t need to be that weak

worthy crown
charred burrow
#

Oh interesting, that’s easier

#

I don’t think that’s really clear from either project page

#

Is the structure id still the same?

worthy crown
#

Yep

calm totem
#

all the ones ive tried only works for animal pets

charred burrow
#

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

calm totem
calm totem
#

yeah didnt work either

charred burrow
#

Sort of swamped right now though

calm totem
#

oh ok

#

but do you know if this issue is with all mod versions on 1.20.1?

charred burrow
#

Only targeting, but you can still get hit incidentally, or command your summons to attack one of their own

calm totem
#

and they automatically target the skeleton wither barrier thing

charred burrow
charred burrow
charred burrow
calm totem
charred burrow
#

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

calm totem
#

oh

unreal needle
languid turtleBOT
#

We don't support Aternos nor can we assist you with using it for reasons listed below;

  1. You are unable to add / edit the mods to implement a fix that can be game changing at times.
  2. We are unable to control the updates of our packs on Aternos, nor ever will.
  3. The hosting is not strong enough to host our packs on there without it crashing every so often.
  4. 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.

https://cdn.discordapp.com/attachments/1118743462330777611/1244506337107382353/servidores_de_aternos.mp4

knotty plume
#

2: chatgpt is not helpful when it comes to actually helping

fluid oyster
#

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:

  1. Changing fall damage to be negated when you look down
  2. Being able to move while charging pounce
  3. Spammable/slightly louder meows
  4. Longer cooldown/fixes to pickpocketing players
    Basically things from 1.21.1/7.0.1 Alpha 9. It'd be awesome!
void hearth
charred burrow
charred burrow
charred burrow
#

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

fluid oyster
charred burrow
fluid oyster
#

thanks

calm totem
#

do they just get more health or

restive turtle
#

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.

charred burrow
restive turtle
charred burrow
#

Adding items to the tag should be enough, can you send your datapack?

acoustic kettle
#

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

restive turtle
calm totem
#

@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

light knot
#

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

restive turtle
light knot
#

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!

light knot
#

ahhh this is what i was doing wrong

restive turtle
light knot
#

nah it's all good! you helped me by saying it should work haha

carmine kelp
#

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?

charred burrow
narrow ruin
#

I created a Japanese translation of Medieval Origins Revival.

worthy crown
#

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)

dreamy socket
#

hi, does anyone know what the cunning bonus does as the goblin in medieval origins revival?

charred burrow
#

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?

frosty vortex
#

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?

frosty vortex
#

Thank you!

worn matrix
#

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?

charred burrow
#

I think I have it linked on the main mod page

worn matrix
#

thank you 🙂

jaunty cradle
#

does anyone know how to get the medieval origins gui to appear?

calm totem
worn matrix
#

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?

gleaming mason
#

Anybody have any idea how to toggle the nocturnal eyes for dwarves? I can't find a keybind for toggle powers.

gleaming mason
#

-- crud, sorry for ping

gleaming mason
#

This one

hollow epoch
#

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!

twilit fern
#

hey, is it possible disable specific origins in the config? like If i only wanna let players use specific races, is that possible?

eager cliff
#

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.

charred burrow
#

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

charred burrow
eager cliff
#

Thank you for explaining, individual options would work great personally real_thumbs_up_cat

frosty sphinx
#

is there a way to disable the color thinging and morph effects of the orgins?

charred burrow
#

disabling sizes might not work properly if someone has already selected that origin, not sure

brisk nymph
#

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

eager cliff
#

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 🫡

charred burrow
# eager cliff Here again, I'm currently looking to replicate the system for Otherworld Origins...

This restriction is all handled in these four (fairly straightforward) powers:

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

eager cliff
#

Turns out I had everything done... except for the global powers file, now it works perfectly. Thanks again for the help real_thumbs_up_cat

charred burrow
#

if you do /attribute @s generic.attack_damage get does it show the higher value?

pure brook
#

there's some mod that reported as incompatible with medieval origins on fabric?

brisk nymph
#

ooo

#

no idea whats doing it tho

#

human vs ogre btw

charred burrow
#

i may have marked valkyrien skies incompatible previously but it should no longer be an issue past 1.21.1

charred burrow
# brisk nymph

very strange. maybe some issue with origins is causing the power to still be applied, have you checked '/power has`

graceful robin
#

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

charred burrow
#

what mod version are you playing?

graceful robin
#

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

charred burrow
#

try adding the Connectivity mod, then reselect the valkyrie origin using an orb

wraith mortar
#

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?

charred burrow
#

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

wraith mortar
#

thank you very much

graceful robin
#

i already had the connectivity mod by someaddon on at launch

#

any other recommendations?

low prawn
#

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!

vast lake
#

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 !

charred burrow
#

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

charred burrow
# low prawn Hi! Sorry to be a bother I can see there's been a whole lot of discourse about t...

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

low prawn
#

👀

#

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

low prawn
#

Also, how would you code it to make an origin completely unable to use magic?

vast lake
#

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)

charred burrow
vast lake
low prawn
#

Do you have an example JSON that works you can send me for a power to use as a template?

low prawn
#

nvm!

#

we got it working mb x

quiet perch
#

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

CurseForge

Major reworks, integration, and rebalancing of the Apotheosis Adventure module
3.3K Downloads | Mods

CurseForge

Apotheosis Content for Iron's Spells and Spellbooks

charred burrow
quiet perch
#

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

quiet perch
#

nvm, figured it out! was medieval

#

is it toggleable?

charred burrow
#

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

quiet perch
#

yeah i can submit one when i get home

vast lake
#

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

charred burrow
#

I might re-add the heavy weapon category too, but it was removed from Apotheosis so doesn’t exist at all right now

quiet perch
next dagger
#

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?

charred burrow
#

any other powers you see logged like that are just optional mod compat powers, they can be ignored

ancient sentinel
#

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?

twilit mantleBOT
#

More than 3 logs were uploaded in one message, won't upload.

granite brook
#

Buddy is having some trouble with opening the FTB Questbook it keeps crashing him

twilit mantleBOT
still gorge
#

is there any way to remove sizes changing in medeival origins?

#

nevermind. deleting pehkui solved the issue.

dusty sedge
#

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

dusty sedge
#

the yeti ice entomb also doesnt work!

#

please someone help

charred burrow
charred burrow
#

What issues are you actually having?

dusty sedge
dusty sedge
#

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 😔

charred burrow
charred burrow
dusty sedge
#

oh i see now thanks

dusty sedge
charred burrow
dusty sedge
#

oh i see. thank you, ill make sure to do so.

dusty sedge
#

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

dusty sedge
#

this doesnt seem to apply, resetting me to default instead of 6 less than default

charred burrow
#

ah looks like you did

dusty sedge
#

👍

dusty sedge
#

@charred burrow if u disconnect and reconnect it fixes itself?

dusty sedge
#

it breaks again if u reenter nether and come back out

dusty sedge
#

Wait I forgot to mark the issues as bugs

dusty sedge
#

one more thing is that every time you join the server as an incubus you take damag

quiet perch
#

or is there another good source for apotheosis nerfs lol

charred burrow
quiet perch
#

Yea, went digging and found some. Thank you

lofty hound
#

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

charred burrow
#

!logs

languid turtleBOT
#

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.

worn carbon
#

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

pliant cloud
#

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.

hazy glen
#

even if it is you can't really transfer worlds thru versions

pliant cloud
#

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.

royal arrow
pliant cloud
#

Yes, but I'll try to update when the time comes.

charred burrow
pliant cloud
#

Thank you.

charred burrow
#

pajic has done exactly that, might check out some of his projects. they're pretty high quality

CurseForge

4 Followers | 1.5M Downloads

pliant cloud
charred burrow
pliant cloud
#

Thank you, have a good day!

charred burrow
worn carbon
charred burrow
worn carbon
charred burrow
worn carbon
#

Allows you to revive downed players and vice versa

charred burrow
#

I suspect it might somehow be an incompatibility with that mod, can you try without it?

worn carbon
charred burrow
#

of course

worn carbon
#

How come it doesn't happen with the other Origins tho ? Just Moon Elf

charred burrow
charred burrow
worn carbon
warm granite
deep scroll
#

yeah i also ahve some questions about DyDif, really love that you published it

charred burrow
charred burrow
#

Other values in the dynamic-difficulty configs should be pretty self-explanatory

deep scroll
#

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?

charred burrow
#

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

deep scroll
#

yeah im kinda working on the apotheosis world tier customization so that's super helpful, ty much

deep scroll
#

ok i looked a bit, how do i suggest on github, i dont want to spawm issues if thats not where it goes

charred burrow
#

an issue report is the way :)

worn carbon
#

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

charred burrow
#

the original mod is required (for now)

worn carbon
worn carbon
mellow aspen
#

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

charred burrow
remote steppe
#

Hey guys
Whats the best origin from Medieval Origins?

jade dawn
#

So I think I'm just absolutely lost on embedding powers to items especially from other mods has anyone tried this?

jade dawn
#

Like with hephaestus?

exotic lake
#

can the valkyrie fly?

oblique shuttle
#

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.

charred burrow
oblique shuttle
#

So there seems to be passives that Otherworld adds to Just Levelling. I couldn't find them in either set of configs.

oblique shuttle
charred burrow
#

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

charred burrow
charred burrow
exotic lake
#

like is it a key bind or smth?

charred burrow
#

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

exotic lake
#

its a modpack with icarus already installed

charred burrow
#

is it arcadia?

exotic lake
#

yes

charred burrow
#

they disabled it

exotic lake
#

ah okay

#

thanks

#

the valkyrie says "thanks OG you a real one"

jade dawn
charred burrow
# jade dawn 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...

▶ Play video
#

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

olive patio
#

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.

oblique shuttle
#

?

hazy glen
oblique shuttle
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Thank you.
Best picture.

charred burrow
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Or if you're just looking to disable a power, that can be done in the origins config

deep crater
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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.

timid atlas
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[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.

hazy glen
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!logs

languid turtleBOT
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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.

olive patio
oblique shuttle
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Hey Muon:
Thank you for you help, you beautiful individual!
And you deserve that and then some!

slow gate
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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?

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like not needing to wear the goggles for example

tardy plaza
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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?

charred burrow
charred burrow
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if you want to actually change powers, you can use a datapack

tardy plaza
tall mist
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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)

terse aurora
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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.

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Once again, sorry for the random @

elfin blade
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Hello, can someone explain how to activate this ability

charred burrow
charred burrow
charred burrow
elfin blade
charred burrow
# elfin blade

Update to 6.6.0, and then you'll probably need to reselect the High Elf origin

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can I ask why you're still on 6.5.1? modpack or something?

elfin blade
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server

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ill have to ask the staff to update it

charred burrow
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gotcha

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yeah quite a few fixes in 6.6.0, definitely would recommend it

elfin blade
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kkk thx

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ill forward a ss of this convo if u dont mind

charred burrow
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go ahead

terse aurora
charred burrow
patent remnant
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Whats the difference between mm1 2 3 4 and 5? Are they just updates? If so is the origins mod not in last release

knotty plume
patent remnant
knotty plume
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The developer has not made it on 1.21 yet

patent remnant
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whats the latest version with origins

knotty plume
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1.20.1

patent remnant
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ok thanks for the help

knotty plume
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also for mmc you'll wanna go to the channel marked for them if you need more assistance

dusky sundial
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Hello, is there a list of the origins with descriptions outside of the in game descriptions

tall mist
oblique shuttle
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Oh hey @charred burrow I have a silly question about Feats for Otherworld Origins:
Is it possible add more via a Datapack?

charred burrow
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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)

oblique shuttle
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much thank

oblique shuttle
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I bet I can do something similar for enabling multiclassing too.
Massive DnD nerd (oldhead), so this is exciting prospects for me.

charred burrow
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ah yeah that same idea should definitely also work for multiclassing

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the enchantment/spell "restrictions" are actually an additive whitelist, so that should work pretty well

ashen leaf
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is this compatible with epic fight?

hazy glen
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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

ashen leaf
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oh mb

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So the channel would be medieval origins correct?