#muons-projects
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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
hello, I found another problem, for icarus' dependency common network is causing pehkui to crash and in turn I cannot use Medieval origins
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?
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.
@vernal gazelle the squid ink icons sound like a mod or resource pack conflict, something else is probably overriding the item model
this is on the list for me to change on 1.20.1, but its fixed on 1.21.1
What version are you playing?
it should work with most weapons automatically, if something doesn’t just let me know
Ah yeah, it’s a bit of a crazy network of dependencies but they’re leveled by Autoleveling, and Medieval (which applies the justleveling and structure-based bonuses)
Nvm it was pehkui being incompatible with forge 47.4.3
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.
hello, just wanna ask that the yeti ice entomb skill doesnt work. is that a bug or something?
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 ?
it's not yet implemented in the 1.21.1 alpha
this looks like a bug with Origins, several other textures from it are failing to load (like the background)
oh i didnt know the version for 1.21.1 is still in alpha. May i know when will it be implemented?
@inland oracle there are currently no built-in items that add spell power, I recommend playing alongside the RPG series mods
what mods are those? what about the custom spell enchants from the spell power attributes and spell engine mods? how would i get those in survival
Paladins and Priests, Wizards, Archers, etc
those enchantments can go on gear that has spell power attributes (like the armors from those mods)
okay thank you for that. do you know at all how i get those enchanents in survival like from a basic enchant table or finding them?
what enchant in medivel origins prevents dwarfs sun blindness?
Mirroring
cheers
they can all be found just through regular enchanting
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?
?
none of this sounds even remotely like it could be caused by anything the incubus origin has, are you 100% certain that's what's causing these issues
yes, but only on gear that already has healing power
okay thank you
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.
which one is better MMC4 or MMC5
#medieval-mc-forge its user preference
but which one has more rpg content?
i dont know, i havent played mmc, but id assume mmc4 as its older, but for further questions go in the channel i linked
Is it possible to somehow change the size in Medieval Origins Revival?
Quick question, whats the command to change my origin in creative?
Medieval MC [NEOFORGE] MMC5 - I just download this for my MC Server but i dont know how to add it, can someone help pls?
For the luminous opal, what does ''ghost hp'' mean?
It's more or less like Absorption, but as an attribute
/origin gui
you could replace the size powers with a datapack
1.20.1 and older you would change the size functions
All the powers are data defined, so you can replace them using a datapack
How to remove classes in medieval origins? I did it before but idk where to find the config again
/config/origins_server.json for fabric, /config/origins-common.toml for forge
yea
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
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.
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.
the udemy class prob goes over datapacks as iirc his free yt tutorials did as well
https://www.youtube.com/watch?v=ac6V5-KT6Rg&t=462s&pp=ygUUbGVnaXRpbW9vc2UgZGF0YXBhY2s%3D you could also take a look at this
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 ...
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.
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.
Given the current project structure and the fact that the current method requires a mixin into RPGMana, it’s extremely unlikely I’ll be able to support it unless there’s a native forge port of the mod
that’s somewhat surprising that the Fabric version of Dynamic doesn’t work on connector though
in Otherworld we’ve disabled item restrictions entirely, that’s a JL config setting. you could then use origins’ prevent_item_use power to implement item restrictions (using a similar structure to how the reforge restrictions work)
replacing the greedy power with a copy that has another sub power for the offhand slot is what you want. just make sure your power has a higher loading_priority, and if that still doesn’t work try adding a loading priority to each subpower as well
it’s just random haha, sorry! meant to be more of a chaotic nonsense ability than a useful tool
If you want I can show you the error I get.
Well. Now I have a bug with the Fabric version. This won't let me run minecraft.
Thanks! Got it working:
so if i add FTB teams to the modpack using the medieval origins it would create a healing effect using the valkyrie ability
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??
fabric mods can be ported to forge thru syntra connector
on Fabric, you need spell engine - and there are mods that provide soul spell power such as Druids of Storm and Spirit
on Forge, however, any mentions of "Spell Power" are integrated with Iron's Spells n' Spellbooks
yeah you'll need to create a team and invite any allies to it
thank you, also would you know why origins++ doesnt work with essential? For some reason other players that connect to me cannot use there abbilites at all.
Essential and any other singleplayer worldsharing can cause issues with the networking of some mods, and Origins is definitely one of the worst culprits. that will be even worse if you add a ton of origins, like Origins++ does
you could try adding the Packet Fixer mod, but I would probably also recommend hosting a dedicated server if at all possible
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
Do I perhaps need to ask this question in a different channel?
you're in the right channel, muon will get to it when he can
Wonderful, thank you for the clarification.
Yes, all powers are defined in data files, so you can just replace this power with a datapack: https://github.com/muon-rw/Medieval-Origins-Revival/blob/1.20.1-multiloader/common/src/main/resources/data/medievalorigins/powers/banshee/sonic_shriek.json
make sure your replacement power has a higher loading_priority
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
fair lol. there's plenty other stuff to make flying easier. I like how it deals dmg too
Was there ever a fix for this? Experiencing the same
It's still not been backported to 1.20.1, but it's fixed on 1.21.1
I'll do that fairly soon though, been caught up with a big project for awhile
Oh I see, no rush I’ll look forward to it when you get the chance!
Hey what does medieval origins consider heavy armor?
Anything with armor toughness, that isn’t enchanted with Featherweight
okay awesome, thank you
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-
This is a bug with Origins itself, they just try to send all the origin/power data in one packet payload
I would recommend adding Packet Fixer
Oh thank you! I was so worried haha
I'm playing the Medieval Origins Revival Mod
Is there a way for Pixie players to still trade with villagers
yeah, you can just disable individual powers in the origins config
I believe that one is named “troublemaker”
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"
Random question what exactly is neoforge?
you do not need to ask this question in multiple channels esp when you couldve googled it
I didnt even realise I sent it in here I was on phone.
you sent it in 3 dif channels
For this one you would need to replace the flight power with a datapack
just make sure you set a higher "loading_priority": n for the main power and each subpower you replace
can someone help me with medieval origins revival config?
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
!dontask
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.
Wow sucg a nice respone thank you so much🥰
It's a good advice
Most people ignore questions like that
Since you never know if the help you need is something they even know how to answer
Or if you need to get 30 new classes defined, or just small health adjustment for one class
But you do you
I just want to remove for example a certainrace gets speed at night i want to change the speed with power for example
That's better:) I cannot help with that, but that should be sufficient for someone to guide you
Good luck!
If you want to change the numbers for a power you can make a datapack that replaces it, all powers are defined in data. just make sure your replacement has a higher loading_priority
there’s a compat datapack on my CF page from awhile ago
I’m not 100% sure if it still works, let me know
but you do need it installed alongside medieval origins to have the compatibility
how do i do that :(
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
All the scale functions work fine without op?
I am moving away from functions in 1.21.1 for other reasons, though
not in 1.20.1 with age of fate modpack
also
look origins wiki compared to this
where is permission_level ?
That’s deprecated
Make sure you’re set to the correct origins version on the wiki
permission level is handled by the Origins config
It works on every other 1.20.1 modpack so it’s something they did
Do they have Pehkui?
yes
where exactly(i mean by name)
i found origins-common
On forge it might not be configurable at all
But it would technically be the Apoli config file, if it is
by doing this under ftbranks solve any scale issues and power stuff : command.function: true
ah
there go!
Then FTBranks is somehow mutilating Origins’ typical function permissions
permission level 2 is enough for every command used in medieval origins
Yes because other origins don’t utilize functions lol
i don't think ftbranks mutilated permissions...
I’m not going to change this just because ftbranks has issues with it, frankly
unless there is a reason why is ftbrank a issue i can ask ftb teams to think if is actual issue
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
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
Hello ! someone know if the mod Mediaval Origins revival or Origins have a wiki ? i need more information about the different race :p
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)
does anyone know which enchantment do you need, to prevent blindness and nausea when playing as a dwarf in medieval origins revival?
the enchantment is ‘Mirroring’
oohhh, thank you very much
-
are you 100% sure that holy spell power is actually increasing? You can check with the
/attribute getcommand. 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
there’s no wiki, all tbe differences should be visible in game in the selection menu
- 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
- Understood
- 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
Yeah they have some built-in gear, there are also upgrade orbs.
you’re no longer “corrupted” at around 500 slain, past that you get buffed near them
it’s actually quite strong
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)
I’ll have to try the upgrade orbs
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
@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?
If you create /assets/medievalorigins/lang/fr_fr.json with all the keys from en_us you’d like to translate, that should be enough
you’re also welcome to submit translations on github for them to be included, whichever you’d prefer
I've never made a translation file from scratch but I'll try , thanks!
you could use /power add to grant pixie’s fall damage reduction power, or modify the Valkyrie origin with a datapack to add that power as well (make sure your datapack replacement has a higher loading_priority
just copy the en_us.json and rename it!
I wouldn’t recommend trying to add the whole pixie flight power for the hovering by the way, it’s quite separate from Icarus wings
Perfect , thanks!
I don't know how to use gitbut so i'll pass
Maybe like a toggle between Hover and glide. Maybe given with a trigger like beat ender dragon or perform a ritual.
i mispoke earlier i was thinking of Fae. Pixie is the exact mechnic lol. but without the FP cost.
That command doesnt seem to be working for me?
the /attribute get
format is something like /attribute @s attributename get
you need cheats enabled or op if on a server
op it is, let me come back to you
you could definitely make something like that, at that point it will be a little bit more involved though
you’ll basically be making your own custom power. the origins discord is very helpful for this, I’d recommend joining that
you have open source? i was thinking of maybe using the pixie flight for Valkyrie but with hunger usage instead of FP alfiq on your feet instead of no fall damage and maybe a wall climb, because the have wings lol.
yeah it’s all on the github
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
the cisco's im on is 1.20.1
yeah that’s what I’m saying, 1.21.1 is the default branch when you go to the medieval origins github
permission wise you can do whatever you want for this purpose really, the license is ARR only so that people ask me first lol
nope, the Icarus devs made that one
it was very briefly included in medieval origins with permission, until they rereleased it themselves
are your flight resource and flight for pixie tied together?
it’s all within the same flight power
playing around adding powers in game, it separates the idividual components
its still 1, ill have to get other gear and see if my smite is improved
thank you
yeah they’re part of a multiple power. If you add “medievalorigins:pixie/flight” it will add all subpowers
if I had to guess, they’re adding modifiers for the wrong equipment slot
im guessing the conflict cause they wont activate as valkyrie
those two specific things do conflict yeah
that’s why you’d need to make your own
im not entirely sure what you mean but this is what i was referring to (unsure if im allowed to send images)
very strange, that looks right
what if you just have one piece from the set on? is it 1.05 then or still 1.0?
maybe i need a higher value than 1 for a base to work
multiply base definitely works with a base of 1.0
it only doesn’t work with a base of 0
i assumed that at first too but ill test some things and keep you updated
can you explain the loading_priority part?
see here: https://origins.readthedocs.io/en/1.10.0/json/origin/
powers also require loading priorities if replacing an existing one.
if you’re replacing a multiple power, the main power and each sub-power needs the loading_priority
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?
does any holy spell power boosting gear from Iron’s itself work?
ill have to go in creative and check hold on
Only one set from irons gives holy spell power which is priest robes and it didnt change
i might just set my base modifier accordingly
see here: https://origins.readthedocs.io
how does one change the config on the featherweight enchantment, its impossible to get
same with mirroring
how do use the /attribute @s holy spell power modifier add command?
is that gui from jer?
probably have to change in the json
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
you'll see it here in effect
What mod adds that attribute page? I was looking for it but couldnt find it
apothic attribute
what version is this?
is featherweight in your mod or another?
it’s added by medieval origins, yeah
Survive also adds a featherweight enchant, though if you’re playing the medieval MC modpacks, it’s disabled
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?
im on cisco's he gets all the good mods and smashes them with no compat checking lol
yup, you got it
there are a few i can't find though like flight_effects_toggle and flight_doubletap
i will say, i took a look at cisco’s recently and i at least appreciate that he made some story content
the modpack in general is extremely unpolished and has some major issues but honestly, making something fun is better than making something perfect
i appreciate the attempt lol, im going through to balance things a bit better
so gotta give some recognition for that
auto leveling makes Ice and fire dragons start with like 20K Hp and 1k+ damage
@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?
multiply or multiply base? I made i feel like i messed up and idk if i gotta make a new attribute or what 😭
@tardy vapor (mb for ping)
they’re both at the bottom
so 100 is in % so its 10x
nvm im figuring it out
100 is 100x, indexed at 0 = 1
do the same string but change add to remove to reset
So 100 multiply is *101 lol
gonna do multiply base
then get your base value first
my base value is one
whats your goal?
to get my holy power gear to actually change the value of my holy spell power
my divine smites are not doing increase dmg with or without holy armor
i just noticed that lol, this is a master piece of a json lol
whats it supposed to be doing
i dont see a difference
youd get golden hearts
i did
the amount would increase with more holy spell power
it seems to be working now
idk all of a sudden my base is 2 and now my armor is working
thats with everything on
with boost
+389 fort to 19k fort... 19k menas nothing to fire and ice dragons on ciscos mod pack lol
yeah
and then uses origins with severely underbalanced powers, except medieval origins revival
end game is 1 shot or be 1 shot lol
so do you keep your base set to 100?
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?
That or the attribute never really was linked to my character
Like my base before was 1 and wouldnt change and now its 2 and armor changes the value
Idk if its cuz i used fortify or because i added and removed an attribute or what
thanks it drove me to insanity for a day or so
its getting me right now, im missing a few things or its your code itself. but i almost have what i want
it very well could be the power itself, i rewrote it a bit for 1.21.1 and i remember catching a couple mistakes
lmk if you have any other specific questions
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
the fall flying condition should work as expected with icarus flight
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
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
so one thing i do a lot is use modify_resource instead of change_resource, even though modify is a bit more verbose
pixie_wing_flap is that in the wings.json?
because change_resource sometimes doesn’t work at all for no discernible reason
yeah anything with the wings prefix you don’t want, that’s all related to rendering
"type": "origins:execute_command",
"command": "function medievalorigins:mdvlorigins/valkyrie_wing_flap"
ah, the functions are for particles
also not really needed, you could make your own functions though if you wanted particles
its under the jump_effects
particles and sounds iirc
on my server, 1.21.1
the .json is in the instance, not server files
i think
you could replace the enchantment json with a datapack but that looks like a bug, I’ll take a look at it
if you could report it to the github that would be great
k
done
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?
sure of course, I took it from mythic metals
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
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
I'm changing the modid and a bunch of item names because the old one was loooong
ah yeah
you might want to test it with Forge 47.4.0+, just in case
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
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
47.4.0 is a 1.20.1 version
for some goofy ass reason Forge backported this change to 1.20.1
@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
my head. owe.
@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.
@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
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
forks of the code are fine, it’s GPL so just ensure your forks are also GPL
however you can’t publish forks that contain the assets from dynamic resource bars
that’s odd, FTBTeams should work. were you actually on the same team or just on allied teams?
actually I think I have an idea what’s going on, I’ll take a look. thanks for the heads up
Don't worry I made my own sprite sheets for textures and was just using existing ones as placeholders I'll make sure to remove those from repo
My bad, we were just allies as you said. However I would be great being able to heal allied teams.
I second that suggestion
The somewhat silly part of this and the reason that's not already the case, for some reason allying is actually part of FTB Chunks, not teams itself
i'll add that though
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?
if it says “via datapacks”, it requires a user datapack to function
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
ok
@tepid turtle
you can use the mod https://www.curseforge.com/minecraft/mc-mods/medieval-origins-revival
thank you
if you want to disable the origins that come from Origins itself, those can be disabled in the config
tysm
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
Something almost exactly like this exists in the 1.21.1 version of Medieval Origins, it's just not something I'm super likely to backport
but it's not out of the question
oh i see
issue is MMC5 doesnt have origins 😭
hopefully it gets added to mmc4, revenant is one of my favorite origins 🙏
working on something for that actually!
bet...
I would play MMC3 fabric but issue is that it doesnt have neither iron's or minecolonies which is a big kill for me
ill wait for that 👀
oh yeah also how u do that?
On forge, it's the origins-common.toml config file
RPG series is a great alternative to Iron's. better in some ways, lacking in others
but yeah there is really nothing like Minecolonies on fabric, I doubt there ever will be
sad
currently playing fabric version
the magic system feels different, i kinda prefer iron's
Better in what ways? It never made a good enough first impression on me for it stick like iron’s
can i use Zephyr in Prominance2? cus when i install i didnt see any gem
!prommove
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.
they have the adventure module disabled
so zephyr won't do anything unless you turn it on
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
haha woops, will fix thank you!
big one is balance - it’s more balanced compared to vanilla combat methods (though all attributes are configurable), and all schools are balanced with each other both in usefulness and amount of content
also just more polished/accessible, with the targeting outlines + separate hotkeys per-spell with each keybind displaying above the spell in your hud
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.
looks nice by the way 👀
why does everybody make stamina yellow though 
it's cus yellow is used for showing consumption level when taking hit
don't mind my horrifying code btw I barely programmed in java
I still need to remove leftover ones from your assets some of them are still from original repo
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?
Nothing super user-friendly at the moment, sorry! You could use the translation file: https://github.com/muon-rw/Medieval-Origins-Revival/blob/1.21.1-fabric/src/main/resources/assets/medievalorigins/lang/en_us.json
That does actually help a lot! Mostly just hoping to not have to go back and forth while typing, so anything that saves me a bit of time with some copy-paste is still helpful. Thank you!
me and my friend's own private modpack
I'm a big souls fanboy so tried to make it have aesthetics like their games
did you make these sprites?
Yes
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
and can u change mod like to set necromancer max summons to 10 or change duration to longer?
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.
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
Can you report it to github?
Is it ending before you land? It only lasts about 10 seconds iirc
probably Valkyrie if you can get past the early game
idk how
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.
Hello, can someone tell me if this mod make FTB quest bugged or it work fine?
Old versions (0.1.0) could cause quests to sometimes get stuck, but that was fixed in 0.2.0
i haven't heard of any other issues since then
alright, thx
whats better shulk or gorgon
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
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
it won't affect the vanilla minecraft kill statistics. That will still only go to whoever actually dealt the killing blow (or most recent hit)
so there will be a difference between these two?
it's mostly personal preference, they're all pretty equal
how does that mod works on vanilla? like high elf says that he is good in magic?
yes
how is this equal 😭 look at goblin this is NOT equal
In vanilla, it will only affect potions of harming
alright, thx
that's will increase alot the kill quest potential
well, that's a bug :p
look at arachnee and look at yeti he has average 15 hp + slowness + ice block ability + no fall dmg on ice biome and more 😭
okay
but overally good balanced but some of them are mid
okay
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
hi! i was wondering what specific armor is considered heavy vs light armor for the medieval origins?
if the item has any Armor Toughness, and isn’t enchanted with Featherweight
I'm not entirely sure what that means I'm sorry
that'd just be diamond and netherite correct?
In vanilla, yes. In modded there might be more armours
Okay, thank you!
it’s handled by the properties power for each origin, so if you disable that it should stop fixing the scaling
omg omg where do i find that
wait
but if I disable the properties for each origin does that mean they wont spawn in at that size?
Does it still like have them have the origins default size at default spawn?
yeah that’s correct, the same power handles both the on-spawn size set and the periodic fallback
but theres a few of them that dont have properties config
it might be named something else for some of them
these are just the abilities for the fae
Hi, is there any way to remove or change the button for pixie abilities? (Dash, Dash Up, Glide)
currently they just use vanilla hotkeys, it's on the list to change them - see https://github.com/muon-rw/Medieval-Origins-Revival/issues/113
@charred burrow is it possible to make a config for the sound of the valkyrie leap/dash/ascend ability
After some time I've noticed that it happens the most when theres a lot of people on the server and a bit of lag. Could lag somehow desync the skill? Is this a known issue?
Is there still no list for what all the origins do/their integrations with other mods?
This is for Medieval Origins Revival
Also the Mace doesn't seem to work with the Pixie?
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.
Yeah, since they fall slow and can't actually take fall damage, they won't get any damage boost from it
It should all be server-sided, and definitely shouldn't ever execute out of order no matter how poorly your server is running, but Origins is Origins 
Only the descriptions in-game
You could change the players volume category locally, replace the sound itself with a resourcepack, or modify the intervention power with a datapack.
hey i saw that the dwarves in medieval origins revival can use an enchantment for sunlight sensitivity what enchantment do it be
the enchantment is "Mirroring" - i'd recommend playing with Enchantment Descriptions if you're not already
i found it thanks
I'm actually also trying to disable troublemaker, but even after setting it to false, saving, restarting my game, etc, villagers still refuse to trade with me
how do you obtain the mirroring enchant? is it a treasure enchant or can you obtain it from a enchant table?
how do u make allies
What is the "integration" though? Namely with Ice and Fire and Simply Swords
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?
The fist_weapons tag is just a fallback you can add to, this is the is_fist_weapon check:
https://github.com/muon-rw/Medieval-Origins-Revival/blob/1.21.1-fabric/src/main/java/dev/muon/medievalorigins/condition/item/IsFistWeaponConditionType.java
Thank you!
Ice and Fire has a few compats like pixie origin not being targeted by IaF pixies, the mirroring enchantment working on IaF gorgons, Siren origins not being affected by IaF Sirens
Simply Swords is just gear compat for weapon-related passives
FTB Teams, or the vanilla /team command
You can just obtain it from enchanting, though it's somewhat rare
unless you're on 1.20.1 - it is treasure only on that version
You’ll never guess which version I’m on 😭
But yeah I found it I just had to cycle trades for a long time
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.
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?
Yeah it can do that! Until it has proper documentation you can reference the configs and datapack (/config/paxi/datapacks/) from MMC5 v26
There's no toggle for it or anything like that, so you'd have to add a werewolf origin datapack (I'm sure there are some on the Origins discord)
It is on my list of origins to remake though!
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?
Do you have Valkyrien Skies?
i in fact do! is that what causes it?
yurp
it felt oddly specific that only those specific origins got affected
but ahh
good to know
thanks!
something they're doing is breaking Pehkui
ah
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
ooohhh
alright
i assume there is nothing I could do to fix this issue other than take out valkyrien skies correct?
are you using the latest version of it? looks like they might have fixed it a couple versions ago
im using 2.3.0-beta.9 dont think i have a higher version available for me right now on fabric 1.20.1
maybe the fix was never included? I have no idea what's going on with that mod https://github.com/ValkyrienSkies/Valkyrien-Skies-2/issues/1043
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)_/¯
Makes sense! I was mostly hoping to see if the original code could be used to make a datapack because I liked this one specifically. But I can just deep dive through the discord as well
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.
Oh 😬 If you have ideas for Shinto-themed prefix/suffix names I'm open to them, I'm extremely unfamiliar with it
I don't really have any good ideas either 😂
Maybe could just keep the current affixes? After all, Shinto and Buddhism have also fused.
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
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
how do i get other world to worker period? anytime i try and load it this pops up
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
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?
Iron’s spell books items give fire spell power
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
What SpooN said is correct if you're playing Forge!
If you're playing the Fabric version, that's referring to fire spell power from any Spell Engine mod, such as Wizards (RPG Series)
it was a pain to create haha, especially because I had no idea what I was doing at the time
I actually need to backport some improvements to that, for it to work properly with recasts/targeted spells.
It has a lot of specific dependencies. exit code -1 doesn't really mean anything, I would check your latest.log
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
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
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 :)
good luck 🫡
JL Fork has a config for both of those requirements.
It's not currently possible to use Otherworld Origins without JL though
It's already supported! Looks like I just forgot to make a note of that on the modrinth page though
oh THANK YOU! 😄
@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?
is ogre not able to use shield?
I found the one for items but not that one where u can Chance the book reading
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?
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.
you will need to make datapacks to alter origins' powers
https://github.com/muon-rw/Medieval-Origins-Revival/blob/1.21.1-fabric/src/main/resources/data/medievalorigins/powers/gorgon/petrifying_gaze.json here is an example one of gorgons petrifying gaze
you can find the rest of the paths by using the github page
Thank you!
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
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
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.
Actually this is a feature that should be built-in that I forgot to port! There should be both a leveled_mobs loot table (injects into all mobs with levels), and a level_check loot condition (only do some loot change for a given level range)
I’ll make a note of that for the next update
it’s not currently possible but you’re not the first person to have this complaint, I’ll take a look at it soon
@charred burrow
Awesome. I'm looking forward to the next update. 🙂
@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.
That sounds like a bug, what version are you playing?
Yeah cool idea for sure, can you submit it to the github?
Can do.
is there a datapack template for entity specific leveling? Dynamic Difficulty (Neoforge)
i have an error with the Otherworld origins mod, ive installed just the mod and its dependencies and its still crashing, can anyone help?
It's not really designed with other people using it in mind; you're welcome to try but it's very modpack specific
I would recommend reading your latest.log, you're probably missing dependencies
could you list me off the dependencies?
this is what its telling me
The game crashed: rendering overlay
Error: java.lang.RuntimeException: null
You can use the mmc_mob_levels datapack (/config/paxi/datapacks) from the latest version of MMC5 Neoforge (v26)
Thanks, this is on my list of things to fix for this version already. Will get to it soon
They should all be under related projects when you click on a file
or if you use the curseforge app, it installs them automatically
im using curseforge, it installed everything automatically but its still giving me that crash warning
it can sometimes miss things, especially when there are so many
allready reverse build the json of your java files for handeling data
thanks tho
ah well that works lol
really love the system I finally feel like I have real control over all the mobs and its clean and sorted
just out curiosity what to the yeti files in the update?
It was temporarily disabled, because it had too many issues in the alpha
I'll re-add it once everything is reimplemented for it
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
you can just add to the fallback item tag with a datapack
/data/medievalorigins/tags/item/valkyrie_weapons.json
mkay. how do i do that.
:D
ive never done something like this before, i dont even know java code
sorry to bother you! but do you think you could elaborate on how i'd make a datapack like that?
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
You could do this with a datapack, though it will require some knowledge of Origins
I would ask in the #datapack-dev channel of the Origins discord
https://www.youtube.com/watch?v=bHmJxABTNoY covers it pretty well!
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If you can, can you send me the link?
I tried joining from modrinth and it said link was expired unfortunately
Thank you!!
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
I don’t think day count is implemented
I didn’t even think it was in the config still lol, I’ll add it
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
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?
multiply_base multiplies by the attribute's base value
multiply_total multiplies by the attribute's total value after all other modifiers have applied
ohh fair
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
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?
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
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?
Currently there aren’t any player level providers implemented, I’ll definitely add Pufferfish Skills soon, might add others as well if you have ideas
Do You mean that visual implementation of player level is useless now?
this is a pretty cool idea, I did fix the bug but I might do something like this as well
Yes, player level/per-player level mob scaling is currently only implemented within a modpack of mine, since there are no providers registered by default.
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?
Shift + Unholy deal key procs Unholy Deal: Inferno which is basically the thing i said ^
(if u wanna keep fireblast instead of replacing it)
Btw muon, using the trading post your origins with the no trade weakness can bypass it
hello ! i saw that the medieval origin mod was getting an upgrade, is it dangerous to upgrade it on an existing world on server?
it should be fine to update between the same minecraft versions (1.21.1 versions should generally be compatible with each other), but you should always make a backup just in case
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?
They have a small bonus to luck, and a small bonus to receive all other loot (they get additional rolls on every loot table)
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.
If you're on Forge, you don't need Spell Engine
though I do recommend installing Iron's Spells n' Spellbooks!
Thank you sm for the quick reply! So excited to try it :))))
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?
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
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
If you mean the gold ankh bar, that's the tracker for how many undead you've killed. It can look like it's not moving at first since the cap is quite high at 1000 undead, though the slowness/weakness is fully negated at 500 undead. Anything 500 and you'll be buffed near undead
Oh i see, what about this bar ontop f it?
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 ?
There are 1.21.1 versions already, though not for Neoforge yet
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
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)
Alright! Thanks a lot!
yo is there a description of the description of all races in the medieval origins
there should once you use the GUI as u start the world
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.
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.
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.
You havnt missed anything as far as I can tell. The guild for making a datapack for it hasnt been made yet according to the mod page, and there's no option to configure dimensions in the config.
do we just need to download that to make the fabric origins work on 1.21.1? or is it gonna depend on mod devs
Apologies for tagging you @charred burrow, but it has been several days since I asked my question and I wanted to make sure you saw this as it appears you're the only one that will possibly have an answer for me.
they get busy with irl things, considering muon hasn't chatted in here and have been offline. Likely has not had any time to check here
Yup, no problem, that's why I only send the one extra message. Completely understand life gets busy for people and I dont mind being patient until I get a reply.
yo muon
why dont sirens have a water spell power buff
like incubus do with fire
Siren: Water Spell power
Dwarf: Earth Spell Power
i think elemental wizards didn’t exist when I added those. good idea though
if the config loader is removing the attributes, my guess is the file itself just has a formatting issue?
can you send a screenshot of what you’re entering?
Feel free to use the datapack from the latest version of MMC5 Neoforge: config/paxi/datapacks/ (i think it’s named mmc_mob_levels?)
I should note that Tensura for 1.21 is currently in closed beta
yeah to be honest I’ve never heard of this
["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.
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?
I havnt added it in a while. I'll see if I can find the log that I last had those in.
I only know it because of a friend of mine
You know just how powerful Apotheosis can be? Multiply it by 100, that's Tensura's power
thank you for responding, I've found it and it looks like what im looking for. could I just take the mmc_mob_levels folder and put it in my datapack folder? do I need a global datapack launcher for this to work? Also can I add my own dimensions or is it locked behind these here. Thanks again
Generating a new log with it now so you to check.
Latest server log. I readded the two regen things I wanted.
Uploaded latest.log from @split smelt to mclogs: https://mclo.gs/JIeTES1
I got it working as intended, thanks so much for your help
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
yeah those are the maximum size of the bar sprites at the moment
how big were you trying to make them?
haven’t forgotten about this by the way, just haven’t been able to look yet. log is too powerful for my phone
was trying to do a vertical mana bar, and then also a health bar about the length of the hotbar (healthbar was possible when i went and tried it)
great mod btw
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?
you’ll need to enable “show alpha files”
i love you
is there a modpack for 1.21. i can download???
There is mmc5 and bmc5 with lps projects specifically that are 1.21.1
is there a way i can only get the medieval origins without all the other mods?
theres no modpack that just had mdieval origins and its dependencies we host no
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
don't play ciscos. It's stolen content. They took MMC and modified it, called it their own thing and uploaded it.
oh...
Dragonfyre has Medieval Origins already
all you need is Medieval Origins Revival, and Origins
i get an error saying i need a whole bunch of different mods but when i download them it won't even start my minecraft lmao
😔
Please read the pop up it's stating you're missing specific mods with specific versions for it to work
How come Medieval Origins Revival only has fabric for the 1.19 versions
because Collection of Singiro exists for that version
oh yeah sorry, if you use the Curseforge or Modrinth launcher to install it should automatically get the correct dependencies
yeah but that only works for 1.20
i tried downloading them but then my game started crashing and i stopped getting those types of errors, just one of those minecraft runtime errors full of gibberish i don't understand
No problem, I've been busy myself. Appreciate you keeping me up to date though. 🙂
you can edit your curseforge settings to download alpha projects
okay i did that!
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
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
Please post it
Uploaded message.txt from @charred kite to mclogs: https://mclo.gs/ub3piOo
Uploaded message.txt from @charred kite to mclogs: https://mclo.gs/rDd9RPp
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
i'm not good with computers 😔
did you download Resourceful Config manually from the web instead of using the curseforge app?
looks like it’s probably for the wrong Minecraft version
also wow Icarus has a lot of dependencies, sorry about that lol
Yup
I'll try downloading the right one later tonight and I'll let you know!
Thanks for being so helpful so far yall
Is it possible to equip armors on the Revenant's summons or only weapon?
on the latest 1.21.1 version it should be possible
on curseforge it was only showing up to the 1.20.1 versions for download
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"
You need Ice and Fire too
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
you’ll need to edit the curseforge app settings to show alpha files for 1.21.1 versions, I’ll probably switch them to beta now though
Oh not on the app, the site, it was only showing up to version 1.20.1
I don't use the curseforge app
oh same deal, there’s a “show alpha files” option in the downloads
Oh
Oh beans, my whole server depends on that last version of it, I was hoping to be able to update it. Oh well, I'll stick with the other version
Sorry about that :) just focused on getting the modpack out right now
Figured it all out and got it working just dandy!
I GOT IT TO WORK BTW
Thanks for the help!!!!
i have a question for medieval origins revival when i pick pixie im still 2 blocks tall anyone knows how to fix?
whats the proper way to download and play medival origins revival? im new to this sorry.
where exactly could i find this option? i cannot for the life of me figure this out
nvm, figured it out, was foolishly on the legacy site.
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
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
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
you'll need the "Icarus" mod installed
I don't think there's anything yet, I could release it as a separate mod though
what would it add? just give me valk wings?
yeah it also adds some wing variants you can craft out of elytra
please do, if it's not too much effort
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
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?
The more armor you have the harder it is to fly upward
you can negate that with the "Featherweight" enchantment
im on 1.20.1, is that so? btw im trying to fly withouth armor but still i cant go upward
yes, 1.20.1 and 1.21.1
are you holding shift?
no
i meant you need to hold the sprint key to boost upward
How do you get the featherweight enchantment?
I feel like ive looked through so many chests.
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
Medieval Origins Revival isn't currently available for 1.21.1 Neoforge, sorry the title is a bit misleading
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
thats alright, do you know anything i might be able to use that is simular to origins?
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?
uhh wdym by illager gems?
The evocation gem from Iron's Spellbooks
Just farm mobs at a mob spawner
they dont have a particular weight in any mob or loot pools?
nope, they're all equally random
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
ah ok ty
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?
!dontask
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.
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
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
There is a \mods folder but no \config folder?
there is a config folder, it just doesnt have medieval origins revival specifically
oh, wait, might be under origins itself, im slow
Medieval origins fuses its config with the Origins mod.
im not the smartest as im showing here
All good. If you can find it, that's great.
hello, i was wondering how i could fix the revenant summons not scaling with blood power 🙏
I’ll release an update for it :)
Hello,
Is it possible to show the entity level from Dynamic Difficulty in Jade?
sure, I can add that
can you submit that to the github so I remember it for next time I work on the mod?
Thank you, i just opened the Request
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?
Is there a list of what the medieval origins abilities and stuff are?
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
yea you'll need the mod "Icarus" for Valkyrie to have wings
it works with epic knights
the only list of abilities right now is in the selection menu in game
theres an origin that uses daggers right?
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?
What minecraft version, forge version, and mod version are you using?
1.20.1 47.3.0
I believe it requires forge 47.4+
I will try to change
yeah, moon elf
medieval origins doesn't add any daggers of its own but it should be compatible with almost any mod
It worked thank you very much
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.
i dont think youre in the right channel as the aether isnt a mod by muon id just report this to the aether devs and not place down flowers
Got it, I just wasn't sure who to go to about this, I was really confused
hey, with mermod and icarus, is there any way to customize your tail/wings without getting the actual items? because that would be nice
Is there gonna be a 1.21.1 neoforge version for medieval origins? id love to see it soon :D
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
it's being worked on, but it probably won't be very soon!
you could do that with a datapack that changes the power
i may end up making a tutorial for editing the powers of your origins since i see this question asked a lot
Aw, okay!
that would be awesome!
you could also publish this specific datapack or ones like it on curseforge, the pixie flight power is a pretty commonly requested change
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
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?)
Origins has a discord, you can send your latest.log here too though
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
Ive narrowed it down, eldritch end is conflicing with origins(fabric).
or at least origins with its dependencies.
If I understand this correctly, origins is trying to classify the naga(segments) as a origins related character? just trying to understand this sorry.
Uploaded crash-2025-11-05_21.33.42-client.txt from @warm pine to mclogs: https://mclo.gs/gzzoCOW
Yeah kind of, the issue here is that the Naga Segment is likely a PartEntity, which is a concept that only exists on forge
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
Is there a way to change the color of Valkyrie wings on the medieval origins mod without it taking up the back slot?
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
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.
you need to use the fabric version of those mods
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
medieval origins switched to origins fabric over connector, because origins forge is abandoned and extremely bug ridden
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
when i tried lookin them up it wouldnt allow me to switch to fabric versions for forge than doing it directly for fabric
if you mean in the curseforge launcher, you can enable "show incompatible versions"
or ask those devs about supporting the latest version of Origins (they might just need to tag their mods as compatible)
can you send the latest.log?
!logs
To better assist with fixing your issue, we will need some logs:
- Curseforge -> Right click the modpack instance -> „Open Folder”.
- ATLauncher -> Click „Open Folder” on the modpack instance.
- MultiMC -> Select your instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „Folder” on the right.
- For servers -> Open the folder containing your server files.
To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
All fixed! It was an issue with an outdated ice and fire CE version. ty anyways tho!
nvm forget it. i really do love the mod and hope theres new content for it in the future
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
Uploaded crash-2025-11-08_15.09.00-fml.txt from @quaint yarrow to mclogs: https://mclo.gs/EEAc6sj
I just had the same crash happen, but it was with Alex’s caves mob the gummy worm. 
Can you send the file named "latest.log" from your logs folder instead of the crash report?
I can see this is a mixin crash but details would be helpful
Same as above please
Here you go!
Uploaded latest.log from @quaint yarrow to mclogs: https://mclo.gs/yKKcvnC
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
@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
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
just enter a world and open the mod config
it only renders properly in-game
yeah, definitely
🫡
thank you i didnt know there could be menus tied to the config button xD
thanks for reminding me, I've been planning to do some reworks to the editor actually
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
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
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.
hello there! no, unfortunately they're not really usable in their current state outside of the modpack. after Otherworld's release, I'll work on that
it is releasing very soon though, be on the lookout for an announcement :)
It amplifies other healing spells that use spell engine (Paladins & Priests, Oathsworn Paladins, etc.), and also the damage of your Divine Smite, and Intervention's heal
Thank you very much for your quick reply! Shame it isn't working right now, but I understand. Thank you for your time, and thank you for putting so much effort into amazing modpacks
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
)
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?
Unfortunately if the Icarus wings were visible, they would crash the game due to how Origins' elytra power works.
I can change this behavior at some point to allow replacing the wings if Icarus wings are equipped but it will require a bit of effort, so it may not be soon
It's totally optional, but the text shows up regardless:
- Blood spell power would be from Iron's Spellbooks (On Forge)
- Soul Spell Power would be from any Spell Engine mod that adds it (mostly Death Knights, maybe a few others?)
thank you for answering! And I totally understand, dw about it too much!
In this case, is there a way to change the texture instead? Or, idk, if my friend make a model (with figura) will it replace the og wings?
you could replace the texture with a resource pack, currently both pixie and fae share the assets/medievalorigins/textures/entity/pixie_wings.png, though it uses the standard elytra model
I'm not sure how figura would interact here
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
Thank you and doing this will make my Summons stronger
yeah, it will increase damage, armor, health, and speed
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.
these all make sense! if you have any specific suggestions for what changes to make i'm open to them
right off the bat i'm thinking it might make sense for banshees to lose hunger only from going spectral, and nothing else
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.
I do hope this feedback is helpful for you and not absolutely bogus or making the origin op.
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
can you send your latest.log?
@compact minnow Looks like you guys need the Spell Power Attributes mod - I guess I missed marking that one as required
i appreciate it! thank you 🙂
this one?
im playing on a server
once im back on i can head into SP and do it there
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 ✨
which button do i press to use it?
heres the latest one
Uploaded latest.log from @limber lantern to mclogs: https://mclo.gs/tBzTAJJ
and here's the one i think was from when i was on the server
Uploaded 2025-11-14-1.log.gz from @limber lantern to mclogs: https://mclo.gs/8lI7D4U
posted it and posted another one cause i didnt know if you also needed the one from the server
honestly, i feel like im pressing the wrong button but idk
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)
looks like this might be a bug with the 6.6.0 version of medieval origins
not sure why those messages sent out of order lol
harming potions would work, currently yeah there's no other built-in way to heal them
I want to avoid adding too many active keys though, revenant is already at 3
i would but im playing on a server
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
primary active