#muons-projects

1 messages · Page 4 of 1

ashen leaf
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I'm inquiring about the valkyrie's compatibility with epic fight

pine lotus
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need help, im using the medievalorigins revival, but for some reason the siren song only affects mobs if they have not detected me, if they have already detected me and chase me and i use the power it does nothing, im playing in 1.20.1 forge with the 6.6.0 version of the mod

ashen leaf
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hello, I found another problem, for icarus' dependency common network is causing pehkui to crash and in turn I cannot use Medieval origins

naive swallow
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Hey there, @charred burrow , sorry to bother, but I was trying out your Otherworld Apotheosis rebalance mod and was stuck in trying to find out how mob leveling is handled- it seems like they get leveled on a mix between your JustLeveling stats and just by being near a structure?

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I really liked how you've integrated all those mods and I wanted to get a better grip on how to tweak the leveling values.

charred burrow
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@vernal gazelle the squid ink icons sound like a mod or resource pack conflict, something else is probably overriding the item model

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this is on the list for me to change on 1.20.1, but its fixed on 1.21.1

charred burrow
charred burrow
charred burrow
ashen leaf
radiant oasis
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hello, i have a problem, im using medieval origins revival, and the badges and boxes are missing. like, in revenant origin, the badges are missing.

thick solar
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hello, just wanna ask that the yeti ice entomb skill doesnt work. is that a bug or something?

lethal prism
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hiii im having troubles with medieval origins especially with one specific origin
basically when a person plays it they tell me that incubus origin could be oneshotted any random time and it doesnt say that in the description, and when incubus dies player couldnt find any armour when searching for items that fell after death. Also they had a binding curse on the armour which also dropped and dissapeared when try to find after death. It happens only to the incubus origin . Also they said that they just can be having getting hit animation(taking damage) but without actaulyy taking it, and its coming out of nowhere at random times... could someone discuss that w me or help ?

charred burrow
charred burrow
# radiant oasis

this looks like a bug with Origins, several other textures from it are failing to load (like the background)

thick solar
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oh i didnt know the version for 1.21.1 is still in alpha. May i know when will it be implemented?

charred burrow
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@inland oracle there are currently no built-in items that add spell power, I recommend playing alongside the RPG series mods

inland oracle
charred burrow
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those enchantments can go on gear that has spell power attributes (like the armors from those mods)

inland oracle
worn pivot
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what enchant in medivel origins prevents dwarfs sun blindness?

worn pivot
charred burrow
inland oracle
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so for example the Energize enchantment can be found in an enchant table? so far in my singlenplayer world ive only seen magic protection and the spell power enchantment and for my origin being valk i think i need energize is that correct?

charred burrow
charred burrow
inland oracle
grim pelican
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Hey! Is there a config for Medieval Origins Revival that we can alter on 1.20.1? Not to disable/enable powers, but specifically to change how some work. Like changing the dwarf's base mining speed slightly.

rapid hedge
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which one is better MMC4 or MMC5

hazy glen
rapid hedge
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but which one has more rpg content?

hazy glen
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i dont know, i havent played mmc, but id assume mmc4 as its older, but for further questions go in the channel i linked

hollow shadow
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Is it possible to somehow change the size in Medieval Origins Revival?

sharp juniper
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Quick question, whats the command to change my origin in creative?

proper rain
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Medieval MC [NEOFORGE] MMC5 - I just download this for my MC Server but i dont know how to add it, can someone help pls?

lusty raven
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For the luminous opal, what does ''ghost hp'' mean?

charred burrow
charred burrow
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1.20.1 and older you would change the size functions

charred burrow
zinc pike
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How to remove classes in medieval origins? I did it before but idk where to find the config again

charred burrow
flat hornet
charred burrow
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yea

spring hemlock
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hello, I am having an issue where the pixie ability "Mischief Maketh the Man" doesn't always activate properly. Sometimes it'll launch me forward like normal, but most the time it just makes an explosion and nothing else. I've been trying to figure out what causes this but I'm stuck and in need of some help if anyone's got something for me

fathom mantle
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For the medieval origins revival mod, how would one add a datapack (or, if required, edit the power directly) to get the goblin's 'greedy' ability to apply to modded gold shields? I added the "medievalorigins:golden_armor" tag to a golden shield so it shows the tooltip for greedy, etc, but it doesn't work obviously because it's expecting a different slot. I also tried making a datapack which uses the offhand slot and a different tag to try to do the same (taking the 'greedy' abilities .json file and editing it) and I still can't get the thing to work. I was attempting to make it so that shields that are golden give +2 max health (like the armor pieces), the 0.15x durability increase for golden equipment, and +2 armor toughness. I'm on Fabric 1.20.1 if it's relevant.

oblique shuttle
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So two questions for anybody with the expertise:
1 - for Otherworld Origins is it possible to lock items to classes rather than just stat-locking via Just Levelling fork?
2 - what tutorials for datapacks would y'all recommend in general?
I am going to take the kaupenjoe udemy class for modding as I have some custom stuff I want to do but datapacks seem to be better for some of the stuff I want/need to do.

inner anchor
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Working in 1.19, 1.18, 1.17 and 1.16! Learn how to make a datapack in minecraft 1.19 with my hot new datapack tutorial! I only cover functions in this tutorial because I think that's the most useful feature of datapacks. Leave a comment if you have questions!

===Important Links!===
Visual Studio Code: [ http://code.visualstudio.com/ ]
Datapack ...

▶ Play video
candid plinth
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Hi. I have a question about the Dynamic Resource Bars mod. It turns out that the RPGmana mana bar isn't available for the Forge version (for obvious reasons, since it's from Fabric).

I was checking out some of the code and saw that the RPGmana section is empty. Do you think RPGmana could be integrated into Forge in the future? I'm mentioning this because I'm using Sinnytra.

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I also want to mention that I tried using Rpgmana and Dynamic Resource Bars both in their Fabric version with Sinnytra and it throws an error that Dynamic Resource Bars are not recognized.

charred burrow
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that’s somewhat surprising that the Fabric version of Dynamic doesn’t work on connector though

charred burrow
charred burrow
charred burrow
candid plinth
candid plinth
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Well. Now I have a bug with the Fabric version. This won't let me run minecraft.

sturdy cosmos
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so if i add FTB teams to the modpack using the medieval origins it would create a healing effect using the valkyrie ability

opal field
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Hey guys I need some help, so I made a mod pack for forge with origins and medieval origins revival but I’m kinda confused. I noticed on the revenant it talks about soul power, so I looked at the mod and noticed that I need spell engine. But spell engine is a fabric only mod? So what do I do??

hazy glen
charred burrow
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on Forge, however, any mentions of "Spell Power" are integrated with Iron's Spells n' Spellbooks

charred burrow
opal field
charred burrow
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you could try adding the Packet Fixer mod, but I would probably also recommend hosting a dedicated server if at all possible

night pollen
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Is have a question about the Medieval Origins Revival mod, but, for the banshee origin specifically, is there a way to increase the damage of the "Preemptive Elegy" ability (aka the shriek/scream ability)?

Mod Version: Fabric 6.6.0
Game Version: 1.20.1
Fabric version: 0.16.14

night pollen
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Do I perhaps need to ask this question in a different channel?

hazy glen
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you're in the right channel, muon will get to it when he can

night pollen
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Wonderful, thank you for the clarification.

charred burrow
# night pollen Is have a question about the Medieval Origins Revival mod, but, for the banshee ...
GitHub

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

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make sure your replacement power has a higher loading_priority

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but also, looking at this I’m realizing that this ability is supposed to scale with soul spell power + give kill credit and it currently does neither! will fix soon

spring hemlock
clever hamlet
charred burrow
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I'll do that fairly soon though, been caught up with a big project for awhile

clever hamlet
dusky sundial
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Hey what does medieval origins consider heavy armor?

charred burrow
dusky sundial
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okay awesome, thank you

hollow light
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I have one question, whenever I try and add Origins revival, it seems to be sending more bytes than it probably should? it's not letting any player join a server so idk if it's a problem or not-

charred burrow
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I would recommend adding Packet Fixer

hollow light
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Oh thank you! I was so worried haha

pine mulch
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I'm playing the Medieval Origins Revival Mod
Is there a way for Pixie players to still trade with villagers

charred burrow
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I believe that one is named “troublemaker”

hushed bone
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Same mod here, I wanted to know if theres a way of changing how the FP management works for Pixies. Like how much they use for X,Y,Z "skills"

gusty rivet
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Random question what exactly is neoforge?

hazy glen
gusty rivet
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I didnt even realise I sent it in here I was on phone.

hazy glen
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you sent it in 3 dif channels

charred burrow
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just make sure you set a higher "loading_priority": n for the main power and each subpower you replace

glass hornet
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can someone help me with medieval origins revival config?

vale cipher
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Do I need a specific addon or mod to make tough as nails and medieval origins revival work together or is it built in? I saw in the description of the mod but got a little confused

languid turtleBOT
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If someone is around who can help, it's better if they can see the full question.
Instead of asking
Is someone around who can help me?
Ask
How do I fix this crash?
This gets you a faster response and prevents wasting time.

glass hornet
royal arrow
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Most people ignore questions like that

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Since you never know if the help you need is something they even know how to answer

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Or if you need to get 30 new classes defined, or just small health adjustment for one class

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But you do you

glass hornet
royal arrow
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That's better:) I cannot help with that, but that should be sufficient for someone to guide you

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Good luck!

charred burrow
charred burrow
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I’m not 100% sure if it still works, let me know

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but you do need it installed alongside medieval origins to have the compatibility

harsh canyon
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Using "function" datapack commands to use proprities so on is not good implementation than including in deeper in mod. Literally if you don't have cheats ON or /op for example certain commands WILL NOT work, eg fae scale

charred burrow
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I am moving away from functions in 1.21.1 for other reasons, though

harsh canyon
harsh canyon
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look origins wiki compared to this

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where is permission_level ?

charred burrow
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Make sure you’re set to the correct origins version on the wiki

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permission level is handled by the Origins config

charred burrow
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Do they have Pehkui?

harsh canyon
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yes

harsh canyon
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i found origins-common

charred burrow
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On forge it might not be configurable at all

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But it would technically be the Apoli config file, if it is

harsh canyon
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by doing this under ftbranks solve any scale issues and power stuff : command.function: true

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there go!

charred burrow
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Then FTBranks is somehow mutilating Origins’ typical function permissions

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permission level 2 is enough for every command used in medieval origins

harsh canyon
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works with normal origin tho :D

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with ftbranks

charred burrow
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Yes because other origins don’t utilize functions lol

harsh canyon
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i don't think ftbranks mutilated permissions...

charred burrow
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I’m not going to change this just because ftbranks has issues with it, frankly

harsh canyon
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unless there is a reason why is ftbrank a issue i can ask ftb teams to think if is actual issue

charred burrow
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well, again it has worked fine in every other 1.20.1 modpack up until this point, this is the first I’ve heard of it

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so it’s FTBranks or some other thing going on with that modpack, and I’m not really interested in making any significant changes to 1.20.1 versions of the mod at this point

stone fable
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Hello ! someone know if the mod Mediaval Origins revival or Origins have a wiki ? i need more information about the different race :p

slim knot
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I made a custom modpack using medievalorigins but I feel as if divine smite doesnt do additional damage. I’m using a mod called “Dungeons & Compat” and theres armor that adds holy spell power yet I also did not see increase in divine smite’s damage. Additionally, I am not completely certain that killing mobs reduced my corruption, but I havent fully tested it. I can send the modpack here, but I dont know if I am allowed to

(Also in smaller modpacks I was able to kind of create my own lift with valkyrie wings but it doesnt seem like i can do that here)

sour scroll
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does anyone know which enchantment do you need, to prevent blindness and nausea when playing as a dwarf in medieval origins revival?

charred burrow
sour scroll
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oohhh, thank you very much

charred burrow
# slim knot I made a custom modpack using medievalorigins but I feel as if divine smite does...
  • are you 100% sure that holy spell power is actually increasing? You can check with the /attribute get command. I only ask because it’s an MCreator mod and they might be doing something odd

  • You can fly upward, but this is reduced by heavy armor (determined by armor value). this be can be prevented if the armor is enchanted with Featherweight

  • Vanquisher maxes out at 1000 undead slain, so it may take awhile to see an effect

charred burrow
slim knot
# charred burrow - are you 100% sure that holy spell power is actually increasing? You can check ...
  1. I’m gonna have to test it when I get home from work, so I’ll get back to you on that. I did not know about that command. But there is a way to increase Holy Spell power with Iron Spells right? I dont wanna use simply skills
  2. Understood
  3. At 1000 slain, do undead mobs no longer “corrupt” valkyries?

It seems a majority of my issues may be related to my lack of understanding of the origin so my bad 😭 thanks for the fast feedback

charred burrow
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it’s actually quite strong

slim knot
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I don’t know if you’re familiar with the Dungeons and Compat mod, but I was wearing the Silver armor from that mod and thats why I thought i had some holy spell power (among other stats it gave 5% holy spell power and resistance against undead)

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I’ll have to try the upgrade orbs

sly grove
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Hi @charred burrow! I would like to make a translation for Origins Revival EN>FR , how could I make the ressourcepack file to do so? I'm planning to make it free to use too. thanks

tardy vapor
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@charred burrow love your origins, they're the most balanced for Cisco's modpack. Is it possible to edit valkyrie with reduced/0 fall damage or give them ability to hover in place?

charred burrow
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you’re also welcome to submit translations on github for them to be included, whichever you’d prefer

sly grove
charred burrow
charred burrow
sly grove
tardy vapor
tardy vapor
slim knot
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the /attribute get

charred burrow
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you need cheats enabled or op if on a server

slim knot
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op it is, let me come back to you

charred burrow
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you’ll basically be making your own custom power. the origins discord is very helpful for this, I’d recommend joining that

tardy vapor
charred burrow
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for Cisco’s, make sure you switch the branch to 1.20.1-multiloader, as 1.21.1 is quite a bit different in places

tardy vapor
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the cisco's im on is 1.20.1

charred burrow
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yeah that’s what I’m saying, 1.21.1 is the default branch when you go to the medieval origins github

tardy vapor
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ah

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were you the author for the icarae origin?

charred burrow
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permission wise you can do whatever you want for this purpose really, the license is ARR only so that people ask me first lol

charred burrow
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it was very briefly included in medieval origins with permission, until they rereleased it themselves

tardy vapor
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are your flight resource and flight for pixie tied together?

charred burrow
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it’s all within the same flight power

tardy vapor
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playing around adding powers in game, it separates the idividual components

slim knot
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thank you

charred burrow
charred burrow
tardy vapor
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im guessing the conflict cause they wont activate as valkyrie

charred burrow
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those two specific things do conflict yeah

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that’s why you’d need to make your own

slim knot
charred burrow
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what if you just have one piece from the set on? is it 1.05 then or still 1.0?

slim knot
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maybe i need a higher value than 1 for a base to work

charred burrow
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multiply base definitely works with a base of 1.0

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it only doesn’t work with a base of 0

slim knot
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i assumed that at first too but ill test some things and keep you updated

tardy vapor
charred burrow
slim knot
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With or without the armor the base power is one, and everything from iron spells just adds holy spell power in percentile amounts, so i assume its multiplicative. is there a way to raise the base holy spell power beyond 1?

charred burrow
slim knot
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ill have to go in creative and check hold on

slim knot
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i might just set my base modifier accordingly

tardy vapor
raven canyon
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how does one change the config on the featherweight enchantment, its impossible to get

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same with mirroring

slim knot
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how do use the /attribute @s holy spell power modifier add command?

tardy vapor
tardy vapor
# slim knot how do use the /attribute @s holy spell power modifier add command?

follow the string the 2-2-2-2-2 can be anything following that pattern of 5 numbers separated by dashes. this will create an ID for your attribute

the "HolyPowa" can be named anything and becomes the name of the buff must be made in " "

and value can be set and the string will show you options for any of the grey portions

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you'll see it here in effect

slim knot
tardy vapor
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is featherweight in your mod or another?

charred burrow
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it’s added by medieval origins, yeah

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Survive also adds a featherweight enchant, though if you’re playing the medieval MC modpacks, it’s disabled

tardy vapor
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i cant find it in the jar D: also, for your pixie dashes they refrence pixie/flight. would i need to change these to my new custom power?

tardy vapor
tardy vapor
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there are a few i can't find though like flight_effects_toggle and flight_doubletap

charred burrow
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the modpack in general is extremely unpolished and has some major issues but honestly, making something fun is better than making something perfect

tardy vapor
charred burrow
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so gotta give some recognition for that

tardy vapor
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auto leveling makes Ice and fire dragons start with like 20K Hp and 1k+ damage

tardy vapor
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@charred burrow are the resources for pixie/flight_effects_toggle and pixie/flight_doubletap created somewhere in your JAR or source code? or created by the flight.json itself?

slim knot
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multiply or multiply base? I made i feel like i messed up and idk if i gotta make a new attribute or what 😭

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@tardy vapor (mb for ping)

tardy vapor
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what did you put?

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i just made random numbers

charred burrow
slim knot
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i used this

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multiply not multiply base

tardy vapor
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so 100 is in % so its 10x

slim knot
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nvm im figuring it out

charred burrow
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100 is 100x, indexed at 0 = 1

tardy vapor
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do the same string but change add to remove to reset

slim knot
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used the modifier remove command

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yeah

charred burrow
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So 100 multiply is *101 lol

slim knot
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gonna do multiply base

tardy vapor
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then get your base value first

slim knot
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my base value is one

tardy vapor
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whats your goal?

slim knot
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to get my holy power gear to actually change the value of my holy spell power

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my divine smites are not doing increase dmg with or without holy armor

tardy vapor
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using irons?

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have you test with fortify first?

slim knot
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no

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sorry

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yes and no

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yes to iron, no to fortify

tardy vapor
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try with fortify armor on/off

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its easiest to test if spell power is working

tardy vapor
slim knot
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i dont see a difference

tardy vapor
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youd get golden hearts

slim knot
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i did

tardy vapor
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the amount would increase with more holy spell power

slim knot
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it seems to be working now

tardy vapor
slim knot
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idk all of a sudden my base is 2 and now my armor is working

tardy vapor
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thats with everything on

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with boost

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+389 fort to 19k fort... 19k menas nothing to fire and ice dragons on ciscos mod pack lol

slim knot
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what mod does he use to make them op

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auto leveling?

tardy vapor
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yeah

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and then uses origins with severely underbalanced powers, except medieval origins revival

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end game is 1 shot or be 1 shot lol

slim knot
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so do you keep your base set to 100?

tardy vapor
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my base is 1 and i dont usually use the attribute command. although, i hadn't run into issues. maybe yours was the attribute mod being missing?

slim knot
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That or the attribute never really was linked to my character

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Like my base before was 1 and wouldnt change and now its 2 and armor changes the value

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Idk if its cuz i used fortify or because i added and removed an attribute or what

charred burrow
tardy vapor
charred burrow
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lmk if you have any other specific questions

tardy vapor
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its mainly the conditions for entering creative flight i cant get to work, and maybe the condition of fall flying is different under icarus since you can control it

charred burrow
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the fall flying condition should work as expected with icarus flight

tardy vapor
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thats what i think too, but maybe change the resource is my issue idk. if i could just get a dash to work i could hone it from there lol

charred burrow
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sort of a tangent but the original version of the power was far more complicated and way cooler imo, this creative flight version is very simplified but less of a learning curve for players

charred burrow
tardy vapor
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pixie_wing_flap is that in the wings.json?

charred burrow
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because change_resource sometimes doesn’t work at all for no discernible reason

charred burrow
tardy vapor
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"type": "origins:execute_command",
"command": "function medievalorigins:mdvlorigins/valkyrie_wing_flap"

charred burrow
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ah, the functions are for particles

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also not really needed, you could make your own functions though if you wanted particles

tardy vapor
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its under the jump_effects

charred burrow
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particles and sounds iirc

raven canyon
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the .json is in the instance, not server files

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i think

charred burrow
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you could replace the enchantment json with a datapack but that looks like a bug, I’ll take a look at it

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if you could report it to the github that would be great

raven canyon
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k

raven canyon
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done

eager mango
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Hi! Sorry if this isn't the place to ask, but would it be okay if I used your BMC Pale Garden Patcher mixin in my own mod?

charred burrow
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it doesn’t work in 1.21.1+, and might not even work on new versions of Forge considering they backported a patch for that change with ResourceLocations

eager mango
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that's totally fine, I'm just rewriting a mod from mcreator for 1.20.1 and I don't want it to completely delete everything when people update it

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I'm changing the modid and a bunch of item names because the old one was loooong

charred burrow
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ah yeah

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you might want to test it with Forge 47.4.0+, just in case

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theoretically it should be possible to do something similar even if they backported it exactly like 1.21.1, it will just require a different target

eager mango
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thanks a bunch! Fortunately I won't have to mess with that since the only rewritten version that's gonna overlap with the mcreator version is 1.20.1

charred burrow
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47.4.0 is a 1.20.1 version

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for some goofy ass reason Forge backported this change to 1.20.1

eager mango
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ohhh gotcha

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I'll test it out then yeah

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seems to work fine on 47.4.6

tardy vapor
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@charred burrow the flight for valkyrie is from Icarus right? I'm thinking it activates its own flight status similiar to creative and icarus overides it and doesnt have the same states as elytra flight

tardy vapor
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my head. owe.

tardy vapor
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@charred burrow thanks for your help! The best i could make is the Valk has 50 FP and it only restores by glinding. I also gave it the Alfiq on your feet power for a landing and claws to climb with. Wings to help it climb and land softly.

formal dagger
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@charred burrow is it ok if I use forked version of your dynamic bars mod, I wanted to redesign the hud aesthetics which required some modifications to the code

tulip forge
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Hi I´m using Medieval Origins Revival-6.5.1+1.20.1-forge and wont heal allies when using valkyries intervention even though we are on the same team using FTB teams. I´ve read that spell engine is a required dependency but thats only on fabric, am I missing anything since I´m using forge? Edit: I´ve also added Iron's Spells 'n Spellbooks, Connectivity mod and we are on the same team
Edit 2: fixed it myself, had to use vanilla /team, but I don´t know if I still need Iron´s spells for it to keep working

charred burrow
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however you can’t publish forks that contain the assets from dynamic resource bars

charred burrow
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actually I think I have an idea what’s going on, I’ll take a look. thanks for the heads up

formal dagger
tulip forge
slim knot
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I second that suggestion

charred burrow
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i'll add that though

round shadow
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Hi, for the Dynamic Difficulty mod, when it says implemented.

Currently Implemented:

Configurable Scaling factors for which attributes are modified per level
Configurable generic distance/deepness-based scaling, which gets overridden by dimension and entity scaling. 
Dimension-based leveling via datapacks
Entity-Specific leveling and scaling, via datapacks
Displays the level of the entity next to their name (and World Tier, if Apotheosis is loaded!)

Does that mean that this is a thing, or does most of these things require a selfmade datapack to function?

charred burrow
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but until I get proper documentation, you can copy the leveling datapack from MMC5 Neoforge (/config/paxi/datapacks/) and use it however you’d like

tepid turtle
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ok

charred burrow
tepid turtle
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thank you

charred burrow
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if you want to disable the origins that come from Origins itself, those can be disabled in the config

tepid turtle
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tysm

patent blaze
#

Howdy muon, best origins mod ive ever played, ive made this suggestion for revenant but turns out i have to slide it here, lmk of ur opinion :D

charred burrow
#

but it's not out of the question

patent blaze
#

issue is MMC5 doesnt have origins 😭

#

hopefully it gets added to mmc4, revenant is one of my favorite origins 🙏

charred burrow
patent blaze
#

I would play MMC3 fabric but issue is that it doesnt have neither iron's or minecolonies which is a big kill for me

patent blaze
charred burrow
charred burrow
#

but yeah there is really nothing like Minecolonies on fabric, I doubt there ever will be

patent blaze
#

sad

#

currently playing fabric version

#

the magic system feels different, i kinda prefer iron's

slim knot
rigid sigil
#

can i use Zephyr in Prominance2? cus when i install i didnt see any gem

languid turtleBOT
#

Elocin projects have moved!

Nicole/Elocin, the dev of Prominence 1/2 modpacks, YSNS mod, and much more has gone independent to her own studio for her projects. She is no longer affiliated with Luna Pixel Studios in any way.

You can find the invite link inside the CurseForge Prominence project page.

charred burrow
#

so zephyr won't do anything unless you turn it on

elfin trail
#

New here, and dont mean to add to the boulder progress but currently in the Apotheosis Compat with iron spells there is a typo giving the balast gem 80% spell power increase not 8%. That is all

charred burrow
charred burrow
#

also just more polished/accessible, with the targeting outlines + separate hotkeys per-spell with each keybind displaying above the spell in your hud

stiff bloom
#

Hey! Other than going through them in game, is there a good list of the abilities for the medieval origins? im trying to construct a thorough list for my personal server and it'd make it a lot easier than having to hand-write the description for each thing.

charred burrow
#

why does everybody make stamina yellow though ThanosWhy

charred burrow
#

yup, I didn’t look at it ingame yet though

#

was just looking at the commits

formal dagger
#

it's cus yellow is used for showing consumption level when taking hit

formal dagger
charred burrow
#

oh, stamina bar is still green

#

not sure what file i saw lol

formal dagger
charred burrow
#

it’s fine really

#

i just don’t want someone like, repackaging the art with minor changes and only using that version in their modpack

#

what is this for by the way?

stiff bloom
formal dagger
formal dagger
#

I'm a big souls fanboy so tried to make it have aesthetics like their games

charred burrow
formal dagger
tepid turtle
#

whats the best origin? version 1.21.1 i think

#

like besides necro yeti incubus

#

and im talking about that one mod where u can as necromancer summon skeletons and give them weapons and upgrade them by eating bones

tepid turtle
#

and can u change mod like to set necromancer max summons to 10 or change duration to longer?

tulip forge
#

Hi I´m using Medieval Origins Revival-6.5.1+1.20.1-forge and when using the valkyrie origin I sometimes die from falling damage when using the Intervention skill. It happens sometimes but i don't know what triggers it.

small sorrel
#

hey, im using Medieval Origins and there's a bug with the Goblin gold durability changes

#

For some reason, almos all ways to increase durability just have a chance to not work

#

Grindstone, anvil, mending, all of them just seem to have a percent chance to not work

#

This bug makes goblin pretty much unplayable

#

6.6.0, 1.20.1 on Curseforge

charred burrow
charred burrow
charred burrow
small sorrel
tulip forge
#

I've tested jumping from really high up (y=319) so that it takes around 10 secs for me to fall and I didn't take fall damage. Is there anything else that could trigger this? I'll try to record a video next time it happens.

lone bay
#

Hello, can someone tell me if this mod make FTB quest bugged or it work fine?

charred burrow
#

i haven't heard of any other issues since then

lone bay
#

alright, thx

tepid turtle
#

like we nerfed valk cuz it can basically fly better elytra so

#

no wings

#

which is the best for multiplayer? gorgon shulk banshee siren arachnae goblin wood elf moon elf high elf
i think gorgon or shulk but idk

lone bay
# charred burrow i haven't heard of any other issues since then

Ok, ive tested it and it work pretty fine, thx, i can increase the kill potential
but i have a question? does this affect the statistics? because i want to seperate the kill task from multiple sources and the one when the player must be the one who get the final hit

charred burrow
lone bay
charred burrow
tepid turtle
#

how does that mod works on vanilla? like high elf says that he is good in magic?

charred burrow
tepid turtle
charred burrow
lone bay
#

alright, thx
that's will increase alot the kill quest potential

charred burrow
tepid turtle
#

how does dwarf G works

#

nvm

tepid turtle
charred burrow
#

okay

tepid turtle
#

but overally good balanced but some of them are mid

charred burrow
#

okay

tepid turtle
#

wait whats better shulk OR high elf OR gorgon for vanilla mc ? in your opinion :]

#

high elf still have good abilities like that ender pearl instant tp

stiff bloom
#

hi! i was wondering what specific armor is considered heavy vs light armor for the medieval origins?

charred burrow
stiff bloom
#

I'm not entirely sure what that means I'm sorry

#

that'd just be diamond and netherite correct?

royal arrow
stiff bloom
gray spire
#

YO

#

So the origins mod resets any different scaling

#

how to fix

charred burrow
gray spire
#

wait

#

but if I disable the properties for each origin does that mean they wont spawn in at that size?

gray spire
charred burrow
gray spire
charred burrow
#

it might be named something else for some of them

gray spire
#

these are just the abilities for the fae

charred burrow
#

yeah for fae it’s “diminutive”

#

elves it’s “towering”

gray spire
#

omg ok thank u

#

perfect

mighty thunder
#

Hi, is there any way to remove or change the button for pixie abilities? (Dash, Dash Up, Glide)

charred burrow
slim knot
#

@charred burrow is it possible to make a config for the sound of the valkyrie leap/dash/ascend ability

tulip forge
rough quest
#

Is there still no list for what all the origins do/their integrations with other mods?

#

This is for Medieval Origins Revival

rough quest
#

Also the Mace doesn't seem to work with the Pixie?

charred burrow
#

@frail olive This sounds like a bug, can you send your latest.log?

#

!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.

charred burrow
charred burrow
charred burrow
charred burrow
neon falcon
#

hey i saw that the dwarves in medieval origins revival can use an enchantment for sunlight sensitivity what enchantment do it be

charred burrow
neon falcon
#

i found it thanks

rough quest
rough fjord
queen peak
#

how do u make allies

rough quest
rough quest
#

Also what weapons in Simply Swords don't count as Handled weapons for Poor Grip for Alfiq? I'm looking through the code and it looks like it's literally just salmon? Shouldn't the Chakrams count?

rough quest
#

Thank you!

charred burrow
#

Simply Swords is just gear compat for weapon-related passives

charred burrow
charred burrow
#

unless you're on 1.20.1 - it is treasure only on that version

rough fjord
#

But yeah I found it I just had to cycle trades for a long time

worldly arch
#

Hi, I just found your dynamic difficulty mod. Is there any other information on it? I see the description saying that it's basically a reforge of auto leveling mod. So I'd assume the further you move from spawn the mobs gain levels? Thanks! I'm pretty excited about it, as there isn't really much like Auto Leveling for 1.21.1 neoforge.

stiff bloom
#

Hey! I just now realized while putting together my modpack info that Medieval Origins no longer has the werewolf origin. That was a personal favorite of mine in the past, so I was wondering if there was a way I could add it back?

charred burrow
charred burrow
tulip sluice
#

uhh i dont know if anybody here can help here but i have encountered something peculiar with the medieval origins mod
for example the goblin ogre and fae specifically can jump an infinite height for as long as theyre doing it against a wall and i feel like this is a bug/issue maybe an incompaitibility with other mods? its on a custom modpack i made a for a server on fabric 1.20.1 is it possible that the animation overhaul mod causes this?

charred burrow
tulip sluice
#

i in fact do! is that what causes it?

charred burrow
#

yurp

tulip sluice
#

it felt oddly specific that only those specific origins got affected

#

but ahh

#

good to know

#

thanks!

charred burrow
#

something they're doing is breaking Pehkui

tulip sluice
#

ah

charred burrow
#

so it will be almost any origin with modified step height/base scale

#

origins with only height/width changes (i think fae, dwarf, elf) won't be affected

tulip sluice
#

ooohhh

#

alright

#

i assume there is nothing I could do to fix this issue other than take out valkyrien skies correct?

charred burrow
tulip sluice
#

im using 2.3.0-beta.9 dont think i have a higher version available for me right now on fabric 1.20.1

charred burrow
tulip sluice
#

well it's not that big of a deal im just glad to know where the issue stems from

#

thanks for the help though!

#

but yeah it seems like the fix was never included

#

atleast not yet?

#

who knows ¯_(ツ)_/¯

stiff bloom
pearl wave
#

Apotheosis x Iron's Spellbooks Compat related question:
If I'm not mistaken, the spells of the Spirit school are culturally based on Japanese Shinto or Onmyōdō, but currently, the corresponding affixes are mostly related to Buddhism.
Making Chinese localization for now, so need to confirm if it's intended.

charred burrow
pearl wave
bright phoenix
#

Sorry if this was already asked beforew

#

but will there be support for Thermoo for Medieval Origins?

#

this mod in specific

#

i noticed that it supports environmentz but i was hoping it could also support thermo which is also a temperature mod

runic basalt
#

Is there a way to deactivate JL Fork for Otherworld Origins so that it still runs?

#

Or more like the requirements for books and items

agile epoch
#

how do i get other world to worker period? anytime i try and load it this pops up

terse sonnet
#

How did you get Otherworld Origins to cast Iron's spells? I see you have a "cast_spell" custom action but can't find it referenced anywhere

#

same with "player mana"

#

using the online origin tool^

#

ah I was able to find it

#

waow that's a lot just to get it to work with iron's :p

vapid peak
#

my husband is playing a high elf and it says some abilities scale with maybe "scales with fire spell power" what exactly is the spell power? where does it come from? an item?

terse sonnet
#

It’s an attribute that you can find mostly from armors and spell books in the mod

#

You can also craft something called an Orb of Fire iirc that you can use to enchant your weapons and armor each up to 3 times (default settings) to increase your fire spell power by 5% per level, within the “Arcane Anvil”

#

You can also find jewelry within that mod and I believe the irons spell book + apotheosis compat mod that will increase your spell power even further

charred burrow
charred burrow
#

I actually need to backport some improvements to that, for it to work properly with recasts/targeted spells.

charred burrow
terse sonnet
#

Yeah I was just trying to look for ways to get my own thing working to cast some aquatic spells from an iron's submod, but not very mods opt to use projectiles or spells from other mods so I haven't been able to find many examples of how others have gone about it

#

most of them just rely on firing blaze fireball projectiles or using origins' built-in spell projectile launcher

charred burrow
#

maybe I should make a separate lib mod for this sort of thing

#

I think some people would like to be able to use things like cast_spell without depending on my other content

terse sonnet
#

yeah that'd be really great haha

#

in the meantime I'll be looking at finding a solution on my own, hopefully I can get it to work the way I want it to :)

charred burrow
#

good luck 🫡

charred burrow
charred burrow
bright phoenix
#

oh THANK YOU! 😄

bright phoenix
#

@charred burrow just a few questions

How come you removed Yeti from the origins?

Also... do you plan on adding more origins? 👁️

#

And if you are...are you taking suggestions?

#

Also... what does adding Mermod do for this mod? Does it add a mermaid origin? Or does it change the vanilla merling class?

unreal flint
#

is ogre not able to use shield?

runic basalt
fluid heath
#

Hey! I’m setting up an SMP with the Medieval Origins Revival mod and had a question about the Incubus fire ability. Is it normal for it to not hit single targets? When my friends tested it on two sheep (one in front and one behind), only the second one was affected by the fire. Is that intended behavior or a bug?

vast robin
#

I am setting up a server for my friends and wondered if there was a way to increase certain effects for the medieval origins, in the configs i can only seem to find a way to turn them on and off but for example I wanted to extend the gorgon stun stare a little bit to help it compete with some of the other origins in the pack.

inner anchor
#

you can find the rest of the paths by using the github page

vast robin
#

Thank you!

sacred fjord
#

for medieval origins, is it possible to change not-traditional keybinds? I am getting really tired of getting launched every time i try to sprint and jump as a pixie

sacred fjord
#

please i am begging at this point i really like pixie but this is abysmal i just fling myself any time i try to sprint jump

zenith canopy
#

Does anyone know of a mod that allows the configuration of mob drops / loot chance that works alongside Dynamic Difficulty? I'd like to make it so that the more difficult the mob, the better the loot that gets dropped.

charred burrow
#

I’ll make a note of that for the next update

charred burrow
zenith canopy
#

@charred burrow Also, just to add onto that, would it be feasible for you to add status effects as a configurable option with Dynamic Difficulty? Example being at 5k blocks away from spawn:

  • Creepers have a 30% chance of spawning supercharged.
  • Skeletons' bows have Knockback II.
  • Zombies have a much faster speed and have health regeneration.
charred burrow
charred burrow
cunning rune
#

is there a datapack template for entity specific leveling? Dynamic Difficulty (Neoforge)

karmic pelican
#

i have an error with the Otherworld origins mod, ive installed just the mod and its dependencies and its still crashing, can anyone help?

charred burrow
#

I would recommend reading your latest.log, you're probably missing dependencies

karmic pelican
#

could you list me off the dependencies?

#

this is what its telling me

#

The game crashed: rendering overlay
Error: java.lang.RuntimeException: null

charred burrow
charred burrow
# fluid heath

Thanks, this is on my list of things to fix for this version already. Will get to it soon

charred burrow
#

or if you use the curseforge app, it installs them automatically

karmic pelican
#

im using curseforge, it installed everything automatically but its still giving me that crash warning

charred burrow
#

it can sometimes miss things, especially when there are so many

karmic pelican
#

alright, ill read back over it

#

thank you

cunning rune
#

thanks tho

charred burrow
#

ah well that works lol

cunning rune
#

really love the system I finally feel like I have real control over all the mobs and its clean and sorted

viral adder
#

just out curiosity what to the yeti files in the update?

charred burrow
#

I'll re-add it once everything is reimplemented for it

celest sphinx
#

hey! so, how could I get a specific mod's weapons to be compatible with the Valkyrie?

#

I want tinker's things Halberds to work with the Heavenly Implements

#

but i keep trying to fix it on my own and it wont work

#

heck even if it just worked on any two handed weapon, thatd make it work as well as i need

#

well i guess fix it is the wrong word

#

im essentially trying to mod the mod lmao

charred burrow
#

/data/medievalorigins/tags/item/valkyrie_weapons.json

celest sphinx
#

mkay. how do i do that.

#

:D

#

ive never done something like this before, i dont even know java code

celest sphinx
stable pine
#

hello, is there a way to modify the passives of the origins?
like for example making it so the dwarf origin can wield heavier weapons like the mace more efficiently by making its cooldown less

charred burrow
#

I would ask in the #datapack-dev channel of the Origins discord

charred burrow
# celest sphinx sorry to bother you! but do you think you could elaborate on how i'd make a data...

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stable pine
patent blaze
#

yo muon

#

u made dynamic diff right__

#

?

#

Im trying to set it to only increase levels with day count

#

i set it 0.2 each day

#

yet im day 1200 and getting enemies lv 10

charred burrow
#

I didn’t even think it was in the config still lol, I’ll add it

patent blaze
#

oh

#

😭

#

lmk when is uo

#

up

#

🥹

#

im tired one shooting any mob or boss that isn't from cataclysm

#

i want my 240 level mobs

#

to clap my buns and make me sweat

patent blaze
#

yo muon

#

How does this work exactly?

#

if i put 10, will enemies get randomly 0 - 10 extra levels?

#

like a zombie might get 4, another zombie 9

#

etc??

#

also here, base is how much each level and total is the max it can reach right?

charred burrow
patent blaze
#

ohh fair

stiff herald
#

how do i turn off friendly fire for my revenant summons? i tried adding them to a team with friendly fire false, and to no avail

#

any help is appeciated

stiff herald
#

so i found a way to, but now the summons won't scale with the skill points i put in the passive skill tree for medieval minecraft. anyway to fix this?

patent blaze
#

muon may i suggest completely reworking incubus fireblast? in MMC forge its completely overshadowed by fire ISS and in Fabric even if it worked correctly it just doesnt fit at least for me and overshadows completely fireball from og wizards (RPG) mod also deals too much damage, when it works (kinda) it did 14 damage while my fireball did like 4

my idea is basically following the same idea as unholy deal since incubus has very good regen and has a hp boost in the nether included, same as unholy deal BUT instead increases fire spell power, igni sign intensity (witcher mod) and makes your attacks (melee) ignite opponents

#

this skill would also fit since ignited opponents which melee you have a chance to ignite yourself and incubus healing comes from being on fire

#

i personally think is fitting all around

#

maybe to keep stuff balanced u can only have 1 deal at the same time

#

or having both deals reduce their buffs by half

glacial eagle
#

Guys, I need some help with dynamic difficulty mod by Muonr. I have some questions about mechanics:
How player level-based config option works? What type of mods increase your progression and how it depends on? For example, if we talk about apotheosis world tiers or pufferfish skills.
Is it function stable enough to use it on server or a big modpack?
What about players level above their heads, is it works with any mods like pufferfish skills to make your level bigger or not? Is it able to disable these numbers (I mean player's level 0) if they don't have any function?

charred burrow
glacial eagle
#

Do You mean that visual implementation of player level is useless now?

charred burrow
charred burrow
glacial eagle
#

Interesting, so does it matter anything if I turn on/off player based-leveling? Also I’d like to see how it was realized in your modpack. What’s modpack name and which mod depends to dynamic difficulty?

patent blaze
#

(if u wanna keep fireblast instead of replacing it)

patent blaze
#

Btw muon, using the trading post your origins with the no trade weakness can bypass it

hybrid aspen
#

hello ! i saw that the medieval origin mod was getting an upgrade, is it dangerous to upgrade it on an existing world on server?

charred burrow
dense trail
#

hi, i would like to know, as a goblin what means the cunning one, how find rarest objects impact on the game, is mob loot, chest loots, is all % of loot drop from everything?

charred burrow
whole cove
#

hey guys I had a question

#

I am trying to play Medevil Origins Revival on my Curseforge Modpack (Im playing on 1.20.1)-- And I was wondering if I just install Spell Engine like any other mod? I have Forgified Fabric API in my modpack already, but I'm just overall unsure about installing Fabric mods on my Forge load order. Modding Skyrim has definetly traumatized me and I just want to make sure it's not going to destroy everything lol.

charred burrow
#

though I do recommend installing Iron's Spells n' Spellbooks!

whole cove
#

Thank you sm for the quick reply! So excited to try it :))))

dense trail
#

hi , can i ask something about origins ++ stuff in here?, just what evolve with "free the end means", im on 1.20.1 on forge and i cant fins any mod named like that or nothing like that , is an item?

weak dirge
#

has anyone else encountered some errors when you launch the world with medieval origins and other origin mods that the keybind just dont show up at all after relaunching the world? cuz ive noticed that some keybinds for like high elf origin and others just entirely loses the keybinds for there mana refresh even tho i have iron's spells n' spellbooks for magic as well

distant basin
#

Is there any way to check how many undead have i killed as a valkyrie? Like a command or something? And what is the bar with the stone icon? I'm guessing it's got something to do with the corruption, but i got no idea what exactly it is meant to represent

charred burrow
distant basin
#

Oh i see, what about this bar ontop f it?

charred burrow
#

the 3-hit tracker for divine smite

#

it should probably be hidden, honestly

distant basin
#

Got it

#

Thanks for the info 👍

acoustic verge
#

Hey, first of all sorry if this is a recurring question but my friends n I are trying to set up a serveur in 1.21.1 in Neo forge with the Medieval Origins mod but I wonder if one day there will be a way to be able to have it in 1.21.1 or never ?

charred burrow
acoustic verge
#

Yet ? so there will be one ? (sorry for insisting we just really like it) I do understand it takes time so it's just to be aware

charred burrow
#

It’s not something I have a ton of control over, Origins itself doesn’t support Neoforge but they’re planning to (using Sinytra Connector)

acoustic verge
#

Alright! Thanks a lot!

dusty hill
#

yo is there a description of the description of all races in the medieval origins

weak dirge
split smelt
#

Hello. Im having a little bit of trouble with Dynamic Difficulty (NeoForge). Or rather, configuring it.
Im using it along with the Tensura mod, and Im trying to configure it to give creatures more EP (basically a stat that determines how powerful the creature is in the mod) the further they are from spawn. I can do this successfully. However, it doesnt increase the current amount of the two stats that Tensura uses to calculate the EP value you are rewarded with.
Now for the issue Im running into. I have tried adding the regeneration attributes for the stats used to calculate EP, but the config removes them every time. I cant add the min values because they're not attributes, so that's out too. Im not sure why it removes the regen multiplier attribute though, and the logs dont even mention it when trying to load.
If anyone has any ideas as to how to go about fixing this, or why it might be removing the attributes, I'd very much appreciate it.
Thanks in advance.

weak dirge
#

is there a way to fix this issue with origins and all addon origin mods from breaking? cuz ive noticed whenever i start a brand new world, the GUI for each origin, origin class and backgrounds text start missing some information based on each GUI u choose. but I have added them with mca reborn mod (aka Minecraft Comes Alive) and there wasn't any issues by themselves with texts missing for the abilities in origins addons and others.

tawny thunder
#

Hi, I was hoping to get help with the Dynamic Difficulty mod?
Specifically with the datapack. It says on the mod page that you can adjust the difficulty by per dimension via datapack but all I can see are structures rather than dimensions. Have I missed something? My goal is to simply increase the base level of a dimension to start from.

Thank you in advance for the help.

split smelt
tender minnow
#

i need help

#

how to get medieval origins 1.21.1

tender minnow
split smelt
knotty plume
split smelt
patent blaze
#

yo muon

#

why dont sirens have a water spell power buff

#

like incubus do with fire

#

Siren: Water Spell power
Dwarf: Earth Spell Power

charred burrow
charred burrow
#

can you send a screenshot of what you’re entering?

charred burrow
rapid rivet
charred burrow
#

yeah to be honest I’ve never heard of this

split smelt
# charred burrow can you send a screenshot of what you’re entering?

["dynamic_difficulty:explosion_damage_bonus", 0.2, 0], ["tensura:max_magicule", 0.2, 1], ["tensura:max_aura", 0.2, 1], ["tensura:magicule_regeneration_multiplier", 5, 0], ["tensura:aura_regeneration_multiplier", 5, 0]]
Put explosion damage in there because everything before that is the same.
And yes, it's a closed beta.

charred burrow
#

this is definitely odd, any issues with attribute parsing should be logged. The only thing that wouldn’t and would remove values is if the array itself was malformed but that doesn’t seem to be the case

#

can you send your latest.log just to be sure?

split smelt
#

I havnt added it in a while. I'll see if I can find the log that I last had those in.

rapid rivet
tawny thunder
split smelt
split smelt
twilit mantleBOT
tawny thunder
jolly flicker
#

For muon's dynamic resource bars, is the scaling/size of the bars limited to what the in-game editor allows?
Cant seem to increase width/height enough

charred burrow
#

how big were you trying to make them?

charred burrow
jolly flicker
charred kite
#

Hey yall! is there any way to play the origins mod on 1.21.1? it says on curseforge that it's available for 1.21.1 but there aren't any files for that version?

charred burrow
charred kite
charred kite
#

is there a modpack for 1.21. i can download???

knotty plume
charred kite
#

is there a way i can only get the medieval origins without all the other mods?

hazy glen
#

theres no modpack that just had mdieval origins and its dependencies we host no

mystic harbor
#

Is there anyway to add Medival Origins Revival to Cisco's Fantasy Medieval?

#

or is there a different modpack to play rpg/fantasy type that works well with it

knotty plume
mystic harbor
#

oh...

charred burrow
charred burrow
charred kite
#

😔

knotty plume
# charred kite

Please read the pop up it's stating you're missing specific mods with specific versions for it to work

mystic harbor
#

How come Medieval Origins Revival only has fabric for the 1.19 versions

charred burrow
charred burrow
charred kite
charred kite
split smelt
charred burrow
charred kite
#

it still won't start up tho lmao

#

here's the crash and the list of mods i downloaded

#

it gave me another crash report saying i had to download some mods, so i did! but the thing still won't start up

#

or is my pc just too ass

royal arrow
#

!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.

charred kite
twilit mantleBOT
charred kite
#

i think that's it right?

#

oh wait lmao

twilit mantleBOT
royal arrow
#

Both files might be useful for the dev to point you to the right direction

#

Also, you can drag and drop the files into discord, instead of copy-paste manually

charred kite
charred burrow
#

looks like it’s probably for the wrong Minecraft version

#

also wow Icarus has a lot of dependencies, sorry about that lol

charred kite
#

Thanks for being so helpful so far yall

calm totem
#

Is it possible to equip armors on the Revenant's summons or only weapon?

charred burrow
calm totem
gray ruin
#

Hey, so I started a new modpack and just installed Otherworld Origins (1.1.0) and let it install its newest dependencies, it asked me to install Bosses of Mass Destruction, as well as Aether Villages (and by proxy The Aether), and now its crashing without spitting out a crash report. Any idea what the problem may be?

#

I'm using Forge 1.20.1 if that makes a difference.

#

live log says the crash is caused by "Caused by: org.spongepowered.asm.mixin.throwables.ClassMetadataNotFoundException: com.github.alexthe666.iceandfire.misc.IafDamageRegistry"

rapid rivet
#

You need Ice and Fire too

charred burrow
#

I would not recommend trying to use the latest round of Otherworld mods in any modpack of your own

#

I will eventually try to make Otherworld Origins more usable without depending on Otherworld-Core but it’s not a top priority

charred burrow
calm totem
#

I don't use the curseforge app

charred burrow
calm totem
#

Oh

gray ruin
charred burrow
#

Sorry about that :) just focused on getting the modpack out right now

gray ruin
#

Figured it all out and got it working just dandy!

charred kite
#

Thanks for the help!!!!

loud vector
#

i have a question for medieval origins revival when i pick pixie im still 2 blocks tall anyone knows how to fix?

warm pine
#

whats the proper way to download and play medival origins revival? im new to this sorry.

forest relic
#

nvm, figured it out, was foolishly on the legacy site.

forest relic
#

Still can't find anything other than 1.20.1 versions, and having the same issue as Bookwyrm had with the whole crashing thing yikes

regal nimbus
#

Hi, was just wondering if there were any mana unification mods for 1.21.1? I know that Medieval Core provides that function, but since it's tailor-made for MMC I assume there would be issues in adding it to a custom modpack. The only real function I need is to unify Iron's and Ars' mana bars, which is provided by a separate mod for 1.20.1, but from my searching so far, I don't see an alternative standalone mod for 1.21.1

hot tree
#

hey I had a question abt one of the races in medieval origins revival, what does "feathered wings" imply for valkyrie because it doesnt give me wings so im pretty confused

charred burrow
charred burrow
hot tree
charred burrow
#

yeah it also adds some wing variants you can craft out of elytra

regal nimbus
regal nimbus
#

don't mean to rush, out of curiosity, how difficult would it be to release as a separate mod?

#

sorry if the repeated questions come off as annoying or trying to pressure you into releasing

odd brook
#

I downloaded the mod 'Medieval Origins Revival' and chose the Valkyrie class, and it says that you can fly freely, but mine only glides. What could be the issue? Is it a key bind? A bug?

charred burrow
#

you can negate that with the "Featherweight" enchantment

odd brook
charred burrow
#

are you holding shift?

odd brook
#

no

charred burrow
#

i meant you need to hold the sprint key to boost upward

odd brook
#

im on MC rn and its not working

#

nvm

#

thnaks

shadow coral
#

How do you get the featherweight enchantment?

#

I feel like ive looked through so many chests.

simple mica
#

how does one usee your Medieval Origins Revival mod for neoforge 1.21.1 if origins does not exists for this version?

#

im running a Atm10 server with a bunch of extras but i want to add smth like Medieval Origins Revival but idk how if origins dosnt exist for 1.21.1

#

nvm i see my issues

charred burrow
#

I added that back when it was simple to add 1.20.1 Neo compatibility, but Origins itself doesn't support 1.21.1 Neoforge yet

simple mica
inland idol
#

for apotheosis x iron's spells compat for 1.19.2 is there a mob i can farm for illager gems or a particular loot table i should be looking for?

rapid rivet
#

The evocation gem from Iron's Spellbooks

Just farm mobs at a mob spawner

inland idol
charred burrow
#

by the way, on old versions Iron's adds those gems themselves

#

Apotheosis x Iron's Spellbooks is only for 1.21.1, and has different content

inland idol
warm pine
#

Umm hello!! I used essential on medieval origins to play with a friend, and we got into a world together with it, everything works for him, but I don’t get a race selection, even using a origin orb dose nothing.

#

is there anything I can do to remedy it?

fluid night
#

can I get help?

#

in medieval origins revival

royal arrow
#

!dontask

languid turtleBOT
#

If someone is around who can help, it's better if they can see the full question.
Instead of asking
Is someone around who can help me?
Ask
How do I fix this crash?
This gets you a faster response and prevents wasting time.

fluid night
#

oh

#

okay so

#

In medieval origins revival

#

I have the Valkyrie which has the active ability to fly into the air and get fall immunity until I hit the ground

#

but I sometimes have this and sometimes don't

#

and I've died multiple times cus I dont have the fall immunity

#

is there like

#

specific rules to let me have the fall immunity

#

i dont use the icaris mod btw

#

I want ot be wingless

turbid peak
#

forwarding it here, as i asked in the wrong place

#

context being that im using a custom modpack for friends, and for some reason there doesn't seem to be a config folder

#

@tall beacon

tall beacon
#

There is a \mods folder but no \config folder?

turbid peak
#

there is a config folder, it just doesnt have medieval origins revival specifically

#

oh, wait, might be under origins itself, im slow

tall beacon
#

Medieval origins fuses its config with the Origins mod.

turbid peak
#

im not the smartest as im showing here

tall beacon
#

All good. If you can find it, that's great.

honest mica
#

hello, i was wondering how i could fix the revenant summons not scaling with blood power 🙏

charred burrow
short hazel
#

Hello,
Is it possible to show the entity level from Dynamic Difficulty in Jade?

charred burrow
#

can you submit that to the github so I remember it for next time I work on the mod?

short hazel
ocean coral
#

hellooo guys Is it possible to make a datapack that support the temperature mod of Legendary Survival Overhaul and Medieval Origins
like making other origins more ressistance or completely immune to certain temperature?

past cairn
#

Is there a list of what the medieval origins abilities and stuff are?

past cairn
#

also do i need to do something to get valkyrie

#

cus it says on the modpage i need icarus

#

and does this mod work with epic knights

charred burrow
#

it works with epic knights

#

the only list of abilities right now is in the selection menu in game

past cairn
#

theres an origin that uses daggers right?

slim basin
#

Hi good afternoon, could someone help me? I'm trying to use the Dynamic RPG Resource Bars mod and I'm getting this error. Does anyone know how to fix it?

charred burrow
slim basin
#

1.20.1 47.3.0

charred burrow
#

I believe it requires forge 47.4+

slim basin
#

I will try to change

charred burrow
#

medieval origins doesn't add any daggers of its own but it should be compatible with almost any mod

slim basin
lucid raft
#

I need help, I keep getting a crash on my MC forge whenever I place flowers down from the Aether, I crash and get the code -1. I have tried everything I could to change my JVM Arguments and see what my RAM is, it's so confusing.

hazy glen
lucid raft
#

Got it, I just wasn't sure who to go to about this, I was really confused

ripe rapids
#

hey, with mermod and icarus, is there any way to customize your tail/wings without getting the actual items? because that would be nice

ruby cloud
#

Is there gonna be a 1.21.1 neoforge version for medieval origins? id love to see it soon :D

ripe rampart
#

yo yo yo, im currently making a datapack to modify the amount of FP the pixie has, to fly infinitely

im at the point where the pack is made, loaded, and i changed the "min", "max" and "start_value" of "flight_resource" to: 9999

although, this hasnt changed the FP value at all hahaha, im wondering if ive edited the wrong value? or is there something else ive done wrong

#

nevermind, just had to fix the load priority of the datapack

charred burrow
charred burrow
ripe rampart
charred burrow
#

you could also publish this specific datapack or ones like it on curseforge, the pixie flight power is a pretty commonly requested change

crude dragon
#

hello, is there any chance that there will be a port to neoforge 1.21.1? I tried to download the fabric one on my neoforge modpack with connector but it kept crashing with ice and fire CE

#

oh it was answered

#

just checked

#

sorry

warm pine
#

where would I go to ask about problems with origins(fabric)? whenever I launch my game it crashes it in the "loading boostrap resources" and its final log says "patching fishinghook#catchingfish" and then closes the game. (I updated the medieval origins mod today, but disabling it doesn't seem to effect it?)

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.

warm pine
#

Ive narrowed it down, eldritch end is conflicing with origins(fabric).

#

or at least origins with its dependencies.

warm pine
twilit mantleBOT
charred burrow
#

and Apoli otherwise can add powers to any LivingEntity, so it has checks for that making some assumptions that are fine to make on Fabric, but break here

#

you should definitely report this one to the Origins Github

keen pebble
#

Is there a way to change the color of Valkyrie wings on the medieval origins mod without it taking up the back slot?

hexed oxide
#

Hi! I’m having issues getting Medieval origins to work? I’m trying to use it on 1.21.1 and I have all the required dependencies, but after downloading it Minecraft just won’t launch

weak dirge
#

is there a way to add both medieval origins mod with other origins mods like origins forge version, origins++, origins backgrounds etc in 1.20.1? cuz before it used to work totally fine now it just crashes each time.

charred burrow
weak dirge
#

but im playing in forge version 1.20.1 and it used to be compatible with all the forge versions before it got switched to fabric

#

isnt there a compatibility layer mod that allows me to use medieval origins revival mod and origins (fabric) with origins (forge) and their mod addons cuz I miss having medieval origins working

charred burrow
#

the only option would be to remove origins forge, and switch to other origins fabric addons

#

they should most likely work

#

origins backgrounds and origins++ both have fabric versions

weak dirge
charred burrow
#

or ask those devs about supporting the latest version of Origins (they might just need to tag their mods as compatible)

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.

hexed oxide
#

All fixed! It was an issue with an outdated ice and fire CE version. ty anyways tho!

weak dirge
quaint yarrow
#

Hello, I'm having some issue with Medieval Origins, we have the Sinytra Connector and the Extras, none of the versions seem to be working, it just keeps crashing on startup

twilit mantleBOT
warm pine
charred burrow
#

I can see this is a mixin crash but details would be helpful

twilit mantleBOT
charred burrow
# quaint yarrow Hello, I'm having some issue with Medieval Origins, we have the Sinytra Connecto...

I see the issue, there's some confusion here:

  • Use the Forge version of Medieval Origins (6.7.4) (you have the fabric version)
  • Use the Forge version of Origins (1.10.2) (this requires having Connector and Connector Extras installed) (you have 1.10.0.9, which is from an abandoned unofficial port)
  • Other addons that haven't been updated to 1.10.2 (Origins++, Origins: Classes) might work by using their fabric versions, but that's not guaranteed
azure basalt
#

@charred burrow hey sorry for the ping, quick question how do i enter the in game editor for dynamic rpg resource bars? im on forge 1.20.1

languid wadi
#

silly question: I've heard as much already so I wanted to double check, but I assume I should use Medieval Origins Revival if I want it not attached to too many other things?

#

and that using Otherworld Origins is currently inadvisable

charred burrow
#

it only renders properly in-game

languid wadi
#

🫡

azure basalt
#

thank you i didnt know there could be menus tied to the config button xD

charred burrow
#

thanks for reminding me, I've been planning to do some reworks to the editor actually

jade mirage
#

hi. I tried to play Medieval origin revival as Siren race but the '' water breathing '' doesn't work, nor the '' see clearly underwater ''. Is it normal?

#

problem solved with update

fathom coral
#

So what are these attributes to valkyrie saying they have better healing spells? is that also a part of medieval origins? I know Spell Engine is also installed but valkyrie doesnt have any healing abilities afaik

#

btw absolutely loving the mod

neat vector
#

Hello, and apologies if this has already been answered, but I am trying to use the Otherworld Origins and Otherworld Apotheosis mods in a curseforge profile. I've managed to get it to the point where the game will actually start. However, whenever I create a world, the loading always stops partway through. Is there a way I can make these mods usable, or must I wait for the full release of Otherworld?

Thank you for your time.

charred burrow
charred burrow
neat vector
devout lintel
#

Hi! I'm sorry if this is a common question (I looked it up and didn't find anything on recent messages), but is there a way to change Fae's purple-blue wings?

For context, I found a wing set on Icarus mod that goes super well with a Friend's skin, but idk if it's because of trinkets/accessories, it didn't let them use the wings in any slot available. Is there a solution for this? Maybe a config I didn't find?

We're one 1.21.1 Fabric btw!

(Sent the message in the wrong place mylastbraincell )

normal fox
#

hello im palying the orgins and picked the revnant class and have a question what does soul / blood spell power mena and how do i increase it?

charred burrow
charred burrow
devout lintel
charred burrow
#

I'm not sure how figura would interact here

devout lintel
#

hmmmm, figura allows you to edit elytra/capes so maybe it'd work. I'll try to see which one will be easier! Thank you again

normal fox
charred burrow
#

yeah, it will increase damage, armor, health, and speed

warm pine
#

Could the banshee get an overview for balancing? I know it’s supposed to be a hard origin but I must ask to review this feedback I have for playing the origin.

-curses are beneficial until death or inconvenience, I know it’s supposed to be that it’s a hard balance between good and bad on them but the specific ones being curse of and vanishing/binding(being super common) make playing the game normally more inconvenient because of what they do(also main point being weak hp pool getting blown up or one shot by mobs constantly and vanishing making items disappear) also enchantments having curses often is a double edged sword, with apotheosis enchanting as well, you need to be lvl 100 for the late game enchantments but tends to include at least 2-3 curses each.

-this might seem nit-picky but playing the banshee you are considered a normal player, a banshee usually is a bad omen but villagers are okay with you and trading, whilst mobs still treat you as a normal player, this is fine, just wanted to point that out unlike rev.

-Also hunger can be tedious with the moonlight(which I know it’s intended and I’m fine with it), but trying to top off hunger when the night ends on the surface and then losing all of the hunger over the course of the day isn’t fun when you still need to run(which needs and takes hunger) and use the bare minimum of the spectral form.

Sorry if I come off as a critic, I’m fine with banshee as it is currently, but I just wanted to say this just in case if the origin should be tweaked a little. I hope this can be helpful.

charred burrow
#

right off the bat i'm thinking it might make sense for banshees to lose hunger only from going spectral, and nothing else

warm pine
#

ooh nice, thank you for responding too!
after playing banshee for a bit I can say these I think-

-out of the 4 curses I see(being vanishing, binding, life mending and berserkers fury) I think vanishing and binding should be nulled but still giving the benefit of a curse for the origin, life mending and berserkers fury are fair, so no biggie.

-I'm uncertain how mobs should react to a banshee, being that they are omens of death, id feel like "living" things would run away, but including other mods would make it a hassle for that lol. maybe base hostile mobs being neutral or afraid also could be another thing? im not sure, not trying to make the origin op without using the "walking death" logic on it xd, I guess that could maybe be re-thought of over time.

-yeah! I agree the spectral should be that, the only things that bothered me was;

1 spectral form could not be used at 3 hunger bars which I feel like could be 0 so you can at least use the ability twice without it being cut short(with 3 hunger bars still exesting but serving no purpose).

2 hunger preventing you from running at 3 hunger bars when you cant starve is also super unlucky early game because mobs will just catch you, or you move just slow enough to get 2 shot easily by a skeleton xd.

other feedback:

would the origin be considered undead? I don't know if drowning makes sense or not xd.

I've had the banshee scream heal enemies sometimes, like either before or after if they are in the (casted)circle it counts for everyone.

the description of banshee origin says the scream also causes madness, but but it just nausia and a couple other debuffs(which is fine), but I saw iron's spells and spell books(T.O extra) has a eldritch spell I think called physic bolt, which dose cause madness and makes mobs turn on each other for a set time, I'm not sure if that could be used, up to you xd.

last one on the top of my mind is the hexed passive, I know it says a % to trigger, but it seems pretty low tbh, I rarely get that to trigger out of like 20 hits sometimes, and with a low hp pool as well.

warm pine
#

I do hope this feedback is helpful for you and not absolutely bogus or making the origin op.

limber lantern
#

hello, i need some help with the medieval origins mod, i am playing a revenant but i can't seem to use the summon/tame undead ability

charred burrow
#

@compact minnow Looks like you guys need the Spell Power Attributes mod - I guess I missed marking that one as required

compact minnow
#

i appreciate it! thank you 🙂

compact minnow
limber lantern
#

once im back on i can head into SP and do it there

charred burrow
compact minnow
# charred burrow that's the one

ok last thing, when it comes to healing my skeletons (since i wont want them to die if they are holding crazy bows.) how do i go about that? do i just have to throw harming potions?

#

i also just wanted to say thank you for the quick responses you were incredibly helpful ✨

limber lantern
#

which button do i press to use it?

limber lantern
twilit mantleBOT
limber lantern
twilit mantleBOT
limber lantern
#

honestly, i feel like im pressing the wrong button but idk

charred burrow
#

I would recommend updating to 6.7.4 and using the official origins mod instead of the unofficial port (though i don't think strictly origins will be compatible)

charred burrow
#

not sure why those messages sent out of order lol

charred burrow
#

I want to avoid adding too many active keys though, revenant is already at 3

limber lantern
charred burrow
#

gotcha, well at the very least your summons definitely aren't scaling because of a bug with 6.6.0

#

but i don't actually see anything that should be stopping them from working at all, no errors either

limber lantern
#

which button is it to summon them?

#

well, keybind name

charred burrow
#

primary active