#muons-projects
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you can also see the current keybind by viewing your origin description (default O)
read the origin description, you need to be holding certain items
it would be cool if you could feed them rotten flesh or bones if your cursor is aiming at them, sort of like how you put armor on them
just a suggestion since its kinda nerve wracking giving them full netherite knowing i cant heal them reliably 😭
good idea
i ahouldve paid more attention in my HTML class
Is it a known issue between medieval origins x accessories that allows some origins to wear unwearable armor? Like, I can't put it on if I'm on accessories tab or if I shift click, but if I manually put it on the slot, it'll work just fine, without any effect. (I was testing Fae again)
Asking mainly to see if I should look into another possible issue on my modpack 
hello im currently playing medieval origins as goblin and i want to know what kind of boost you get from gold tools
it doesnt specifically say in the race introduction thingy
Ooh, what if the numbers are listed for passives and such for origins in their charter sheet? That’d be a good qol so players can read and compare on the go for feedback?
I'd mostly be concerned about making the descriptions any more overwhelming
maybe that info could go in badges next to the power name though
if you pick the origin, it will show in a tooltip on gold items
@final hollow requested deletion of this link.
Hello, any way to change the keybindings for de pixie? i run with "shift" and i cannot play the game, every time a run and jump i just fly to narnia, i what if possible to change it to Ctrl + space or smt
@tiny shell Looks like you're trying to use a Fabric version of Medieval Origins on Forge?
You need to use this one https://www.curseforge.com/minecraft/mc-mods/medieval-origins-revival/files/7190913
the Fabric version won't work with Connector
heyya, i am trying to use the medivlal roigins revival mod on my modrinth modpack for 1.20.1 forge, but it keeps crashing whenever i try to use it, anyone got any clue why?
are you trying to use the fabric or forge ver of it
forge version
!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.
and then muon will look at it when he can
okay thanks
where do i upload the file to?
https://mclo.gs/TAayS7f this is the link i got
Hi hi dunno if I'll get a response today but I want to ask if anyone knows how to like "hide" the fae wings? Not turn them off bc I want to keep the ability to glide, more specifically I mean to just turn the visibility of those wings off. They're cute but I'm playing on essential and really want to use the cosmetic wings from the essential library :D
Seems to be Alternate Origin GUI, try installing the Fabric version of it instead
You could override the wings power with a datapack, and change render_elytra to false
I've never really made a data pack or any mod lol 
Datapacks can actually be pretty simple
This has a brief overview of what a datapack is: #muons-projects message
basically it's like a texture pack, but you're replacing data files instead of image files
https://discord.gg/xGzUHCPEK #datapack-dev here is a good place to get help with replacing origins powers
Hi good afternoon i had a question, about the mermaid origin how do i change the color of the tail? I´m supposed to have a necklace which is the one that allows the color change but i dont have it, thank you very much for taking your time reading this
dawg, I lwk gave up. I tried it like 5-7 times fixing crap and dear lord I cannot :)
Hey Is the Dynamic Difficulty mod compatible with the Reskillable Reimagined mod?
If you mean for player-level based mob scaling then no not yet, should be easy to add though
can you submit a GitHub issue?
Thank you very much, that's great news! I'll open an issue right away.
Hey so i was wondering if anyone else is having this problem with the pixie origin whenever i try to sit on peoples heads i start to die, doesnt matter indoors or out, i was wondering if anyone had any fixes? i dont really know where to go for this
I figured it out, simply just an older version i have to use for 1.21.1☹️
Added in 0.8.0, thanks for the suggestion!
the origins discord is really helpful for this, highly recommend it
that's where I started
me and a friend have a small minecraft server together and we've been trying to add skill trees to help the modpack we made feel more fun but everytime we add a different skill tree the dynamic difficulty is increased by an insane amount, does anyone have or can point me towards a datapack that will make the scalling a less insane?
the latest version of dynamic difficulty for Neoforge allows you to exclude trees from applying to player scaling in the config
Or iirc any version allows you to set a multiplier for all trees to apply fewer bonuses
this blacklist will be ported to other versions soon
it's some mod or resource pack compatibility issue
hard to say which, it's on the list to fix for 1.20.1
already fixed in 1.21.1
Uploaded logs.txt from @versed hinge to mclogs: https://mclo.gs/7djSwWS
you still have the unofficial forge port of Origins installed, which is incompatible
that version of Origins: Classes is also incompatible
Fallen Origins also probably doesn't work anymore
do know which mod
what is the correct forge port? im a bit confused sorry
Yeah that's fair it's a bit confusing
I would read the new top of the mod page: https://www.curseforge.com/minecraft/mc-mods/medieval-origins-revival
When you install the newest update, it auto-installs the correct Origins version, but the old one doesn't get deleted
the old one should get ignored due to versioning, so I think the actual problem here is that Origins: Classes Forge just needs to be removed (or maybe swapped with Origins: Classes Fabric - not sure if that will work)
gotcha - I removed the origins classes and the forge origins port, the MOR is at the most recent updated version so im going to see if that fixed it
I think it works alright now - thank you!
hello, any help as to why valkyrie isnt flying?
does this have a config file?
i cant seem to find its config file
the new Origins version?
Medieval Origins
Was hoping to disable some origins from the choies
it doesn't have its own config, just use Origins config for that
should be origins_server.json or something
But the medieval origins don't appear here
did you join a world with medieval origins installed?
they populate the config after that
No I'm setting up a server
oh then start the server with medieval origins installed, either way
I'll check it out again thanks
Also why was the forge version abandoned
It was a mess internally, had a lot of issues, I think the people working on it just couldn't deal with that anymore
oh yeah does your mod have a fabric version?
slr
im trying to have a fabric modpack for our server
revolving around these origins
yeah there are fabric versions as well
btw i saw yes nice, do you have a modpack for fabric that utilizes this origin mod?
Mod: Dynamic Difficulty - what exactly do these displays mean? In this case, the combination of Lv. 17 and then (+24).
17 is the level of mobs in that area before random bonuses
+24 is the player-scaled bonus to mob levels
based on skill tree/reskillable points of nearby players
https://github.com/muon-rw/Dynamic-Difficulty/issues/14 With this unimplemented do you mean that monsters will be able to have and scale attributes from apotheosis like armor pierce or something else
Because I tried to scale armor pierce but unfortunately it didnt do anything
This should already work, can you show how you're doing that?
This issue is about adding some form of item scaling to leveled enemies
I added this to the dynamic_difficulty-common config: ["Apothic_Attributes:armor_pierce", 0.5, "add_value"] and then I would check with /attribute @n[type=!player] apothic_attributes:armor_pierce get
And i always get 0 no matter what level the mobs are
Tommorow I can maybe try the dimensional override and see if that works
I don't think you can have uppercase letters in attribute names
to be sure you should use exactly what shows in the autofill of the /attribute command
Hi, my friends and I really enjoy playing with the Otherworld - Origins mod and its add-ons. I've recently been thinking about the Dungeons and Combat mod. It also adds classes and there's even a separate mod for it that combines it with Irons spells. However, I'm afraid to add it to the folder because of possible incompatibility with Otherworld. Has anyone tried it or is there a patch planned between the mods?
howdy muon, it’s me ender’s spells and stuff requiem guy, only came to give a heads up that the next update that’ll go live adds a whole new school of magic, might wanna test it before you instantly update
Wanted to ask what the point of this building and dimension was. I wasn't able to find any information on it
I did put the gems into the altars
It's part of Otherworld Core, which is really only meant for the Otherworld modpack
I'm eventually planning to release an update for Otherworld Origins that doesn't require it, assuming that's what you're playing
I see, I found it quite nice to look at. I wnated to set world spawn in it but I wasn't able to in my private world since I was tetsign stuff for a modpack me and some friends play on
Well thanks glad you liked it :)
Setting your spawn in there would probably be a bad idea though
hello ender von requiem
sounds cool i'll check it out
It probably wouldnt crash or anything
just a bit of overlap
perhaps but it didn't seem to have any real functionality in the server and would teleport you to overworld spawn
thx
well i mostly meant if you break one block you can fall into the void :p
I did learn that when a block despawned under me and I died
Small feedback: I’ve been playing a server with my friends and we picked medieval origins races to try each, all work as intended and great! There is a little bit from the person who played rev; “could there be a feature to de-summon skeletons from anywhere? I lost their positioning a long while ago and can’t find them but I can’t summon more.”
Could de-summoning be a feature?
If they summon new ones it should remove the oldest once they hit the cap
Hmm, all right I’ll relay that to him, maybe he forgot the recipe.
Sorry if that took away from your time, thank you.
no problem, if discord is open I'm usually procrastinating already lol
Sameeee.
P.s using swim speed on banshee like apotheosis enchants or gems that give movment speed make you faster than the speed of light, it’s funny.
Specifically for the intangible flight.
hello, in the "Dynamic Difficulty"
is there a guide so i can know how much stronger the mobs get per level, casue the config file is great but i need parameters so i can set them properly.
For example if i put level 22, what exactly do those 22 levels to the hostile mobs, 11 more hearts? how much more damage? etc
that would be in the attribute_bonuses section:
[attribute_bonuses]
#List of [attribute_id, bonus_per_level, operation] triplets
#attribute_id: The resource location of the attribute (e.g., "minecraft:generic.attack_damage")
#bonus_per_level: The amount to add per entity level
#operation: add_value (flat addition), add_multiplied_base (percentage of base), or add_multiplied_total (percentage of final value)
#Leave empty to disable all attribute bonuses
level_bonus_per_attribute = [["minecraft:generic.attack_damage", 0.25, "add_value"], ["minecraft:generic.armor", 0.2, "add_value"], ["minecraft:generic.max_health", 0.05, "add_multiplied_base"], ["dynamic_difficulty:projectile_damage_bonus", 0.25, "add_value"], ["dynamic_difficulty:magic_damage_bonus", 0.25, "add_value"], ["dynamic_difficulty:explosion_damage_bonus", 0.25, "add_value"]]
Aaaah i see, thank u!
Hello. I have Dynamic Difficulty on both server and client but I keep getting this message on server:
client does not support the syncable attachments dynamic_difficulty:level
I'm not sure how to act exactly to try and troubleshoot this and would greatly appreciate any help.
Can you send the latest.log from both client and server?
Yes, I can.
Uploaded client.log from @tame river to mclogs: https://mclo.gs/QyAlwvY
Uploaded server.log from @tame river to mclogs: https://mclo.gs/phQ0m9h
Additionally, here's this as well:
Uploaded disconnect-2025-12-09_02.31.40-client.txt from @tame river to mclogs: https://mclo.gs/Fa8Z7WZ
(Server is 2 hours behind client.)
Downgrading to the 0.6 Beta version 1.21.1 resolves said issue.
Yup that should work fine, I'll let you know when there's a proper fix. thanks for the report
No problem. Thank you for responding promptly.
One question, I set the max level to 100 but mobs spawn with levels above that. What exactly causes them to go over the cap?
I got Pufferfish skills installed.
You can type /dynamic_difficulty debug location to get a full breakdown
Thank you.
This can be configured in dynamic_difficulty-common.toml
I don't think 0.6.1 has a blacklist for individual puffish skill trees, but you can toggle player-based scaling or adjust the rate
Actually the debug location might not work super great on 0.6.1 either 😬
Yeahh. I only got /dynamic_difficulty levels & dumpStructures.
One more question, it seems like breaking snow (and other blocks) gives the leveling up potion/elixir/essence/etc. Is that normal behavior?
It's also a bug with 0.6.1
@tame river 1.0.4 fixes the original attachment issue, should be available on curseforge now
Thank you for all the fixes.
Is there a way so that player influenced levels do not bypass the cap?
It just says the Player adds +130 Levels (bypasses cap) but I'm not sure why the player adds so much. (I'm the only one online for this test.)
I think by default it adds 1 point per skill tree level, if you check the config there should be both a blacklist for which trees and a multiplier
so for example 0.2 would make it so 100 points = +20 levels
Yup. I figured that much out. The tree has a total of 130 Levels and thus, +130. What's actually good is that despite having 195 Levels (more points than I can spend), the level is only displayed after I use said point. So, for example, if I'm level 15, but used only 5 points and got 10 remainder, my displayed level for DD is 5, not 15.
My only request is if there could be a way to set the player-based influence to respect the cap. If not, that's totally fine. The mod works perfectly now and I'm quite happy with how it turned out.
Yeah I should be able to add that
How do I remove the skill point requirement stuff in Dynamic Difficulty?
@charred burrow hiii i was wondering how i would be able to disable the valkyrie origin from getting a slowness debuff from undead? im trying to use datapacks to do it, removing the movement speed from the jsons, but im not getting anywhere 🙁
you should just be able to disable powers in the origins config
how do i make it so mobs are scaled per dimension?
they already are somewhat, the datapack guide has info on how to configure them further
if i wanted to edit an origins power, do i only need to edit the file in the Powers folder? or is there another(that i cant find atm)
I want to make it so you can hit entities inside of the spectral form, i changed -1 to 1 but i still cant hit things?
wait should i be doing this via editing the mod file or with a datapack
is it possible to blacklist entities from an entire mod? how should i do about it 
make sure you add a higher loading_priority
for multiple powers, you need a loading_priority for each subpower you want to replace
hmm the only thing right now would be using settings for an entity tag
but you'd have to populate the entity tag yourself
I can change the config blacklist to allow whole mod id's or other regex though
that's a good idea
Loading order of 1 perhaps
anything above 1 should work
do you have some sort of wiki for https://modrinth.com/mod/medieval-origins-revival
hello, no not at the moment, by the way I am the same person who just replied to you in the origins discord lol
lol didnt notice
Is there any example somehwere i can copy for the mcmeta load order?
aka how do i write it
no you just need to add origin's loading_priority: https://origins.readthedocs.io/en/latest/json/power/
Unfortunately i dont really understand where im supposed to put that
I can only find where "order" has to go
/// other subpowers ...
"no_cheez": {
"type": "origins:modify_damage_dealt",
"modifier": {
"operation": "multiply_total_multiplicative",
"amount": -1
},
"condition": {
"type": "origins:resource",
"resource": "medievalorigins:banshee/spectral_duration",
"compare_to": 0,
"comparison": ">"
},
"loading_priority": 2
},
/// other subpowers ...
Ic, so placing that in a datapack with the damage dealt changed from -1 to 1 will make it so im able to deal damage in said form, via the datapack?
i'm not 100% sure, but that is the only way to override a power
Ill try it out
if you don't have the loading_priority field your replcement won't do anything
it worked when i tried using it / editing the jar itself (after the 4th attempt)
so ill try using this
It seems to have worked! Thank you!
appreciat it m8 🫡
any chance that the apothic better combat compat will add back the heavy weapons compatibility for better combat?
Hi, Is it possible to reduce the level of the mobs during the first few days of gameplay? I mean, on easy day 1 there were level 15 mobs. with Dynamic Difficulty (Neoforge/Fabric) I also use Dungeon difficulty
and where you can see the level of each player
Can it be considered "balanced"? It's a server with friends, but I want some difficulty. Any advice on how to set it up would be great.
sounds like it's probably player-based scaling?
probably not
I don't really know, I'll send my configured file now and try it to see if this works better.
here
yeah I see you still have player-based scaling enabled
do you have pufferfish skills or reskillable reimagined installed?
I have pufferfish skills, but I want to change them to the reskillable reimagined
That's so each player spawns mobs of the corresponding level, right? I like that.
yeah, so if you're seeing level 15 mobs on day 1 with your settings, it's because you have a lot of reskillable or puffish points
and that will only affect mobs near you
I had the tree at 0 without leveling it
Can you run /dynamic_difficulty debug location?
I understand that the mob level depends on the player level, but how do I see each player's level? And how do I level up?
give me 10m pls
it should show above their head. same for mobs
ohh
and mobs were still spawning at level 15?
nopee
Is there a way to place the player level in the tab?
it's planned, not currently though
oUH ): Okay thanks
I'll try to create something with Kube.js somehow.
even if it is not possible
What would be a balanced maximum level to set?
And can I remove the message that appears when I change biomes? I don't have any mods for that and it bothers me.
yeah, that one will be in the client config
totally depends on your modpack tbh
One more question, because sometimes things like LV 10 appear above the hearts
50 Is that a lot?
It's in Spanish, but it says prairie
and it won't let me set levels
Why?
MMMM
Medieval Origins is currently crashing my game before it even launches, however it is not giving me an actual crash report? I'm afraid I may have installed some dependencies wrong ):
Uploaded latest.log from @forest talon to mclogs: https://mclo.gs/qPTGEZ2
Relevant mods I have:
Origins, fabric version marked as forge
Medieval Origins Revival, fabric marked as forge
Icarus, forge (have also tried fabric, same result)
Ars Nouveau, forge
Ice and Fire, forge
I think those are all of the possible add-ons that r part of it
Just a quick question
is there a way to config the medieval origins stats for certain classes for a server?
Is there a way to fix Alfiq being unable to pickpocket?
it's because you still have the unofficial Forge port of Origins installed, which is incompatible
yeah, with a datapack
ITS BACK??? Ugh, one of the other mods keeps trying to install the unofficial one...
Strictly Origins and Origins++ Forge both probably auto-install it
Probably, I'll try switching those to the fabric versions if they have one 😔
Curious to ask when you have a chance to reply to this @charred burrow, has the “tough as nails” mod been considered for medieval origins? Like the hunger/thirst systems on like ogres who eat a lot or a temperature systems on the undead origins? That’d be a cool crossover especially for multiplayer(sorry to bother with this one xd).
hey im not sure if dynamic difficulty config is actually working, i've disabled passive mob leveling and no level per distance from spawn yet their level still increase per distance
or do i have to change the default value in the built-in datapack as well? not sure where thats located
hii
@charred burrowHi bro srry tga have one question
I maxed out my skill tree, and I'm level 248, but in the save file I set the maximum level to 30, because otherwise the mobs would have too much extra HP. Now I'm level 248 and the mobs are level 13, I don't know how this works.
I see that each skill level is a new level.
But do these affect the game, or what?
i need to be more straightfoward geez
just for curiosity, how did the otherworld origins make iron's spells cantrips?
that is very odd, are you in spectator mode maybe?
player-based scaling won't apply at all then
I was in creative
there is a custom entity action built-in, otherworldorigins:cast_spell
and the cantrips are just an origin that gives you an active self power that triggers it
But I don't want the change to be applied; I want the maximum level to be 30. I had set it to 30 and it could still reach 248.
Then, as people get better things, I can upload it.
By default any player-based bonuses will bypass the max mob level, I will make this configurable in the future
If you want to just disable player-based scaling or adjust its contribution to mob levels, those can be adjusted already
I'd love to understand any of that
So, if I limit it to level 30, but the player reaches level 248, will they only encounter mobs with a maximum level of 30?

Yes, but I don't know what the values can be considered normal or common.
If I don't make it scalable, there's no point in leveling up, or a player who's just starting out will simply have things at the same level as someone who's been playing for 2 months. ):
brou ):?
No, if you have the player scaling enabled it will be able to go above 30
(right now)
the max level only applies to distance, height, depth, dimension, biome, etc.
But will the mobs continue to adapt to each player near the spawn point, and level?
if you have player based scaling enabled yeah
@charred burrow mind helping me out with this as well 🥺
the built-in datapack is probably still enabled, which will override the config for any dimension it includes settings for
should be a "use built-in datapack" config option
is the built in datapack inside the mod?
yup it's loaded from the /resourcepacks/ folder
i see, thanks, will check it out 
ok so i've got the levels per distance disabled but my mobs are still spawning with a base level of 1, any way to disable it? 
btw muon, for some reason the ender dragon doesnt have a level indicator on his head, ive tested it with just dynamic difficulty 
unless im blind
seems like new version is crashing upon joining worlds too
hi! im running dynamic difficulty on my server. i was wondering where i can find the default datapack containing the settings for the different mods
it says here i can find it on resourcepacks, but my directory doesnt have it
its in the mod itself you can just take it out and edit it or kubejs the thing
oh im so stupid LMAO thanks!
love the mod btw, was looking at datapack changes because i wanted the mobs to scale in damage slower
and i saw that the bosses i were fighting were stuck at lvl 50, so ama gonna try and make them go up to 100
follow up question, the max level config is on 0 assuming unlimited
but my mobs are capping at lvl 50
check not just the config but the dimension in the datapack
thanks :))
What mod is this? I liked it.
search Reskillable Reimagined
Thank you!
Hey moun what’s your thoughts on medieval origins? It’s a great mod, do you think there will be more content and origins that could be added? Or just patching in mind?
having an issue with Dynamic Difficulty, every time i try launching or creating a world it just crashes with the only thing of significance being several exceptions along the lines of "Exception caught during firing event: Trying to access unbound value: ResourceKey[neoforge:attachment_types / dynamic_difficulty:dungeon_difficulty]"
the only things that change is that the game becomes unable to be quit out of (if you use not enough crashes), and all text areas have a shader applied to them as though youre in the deeper down area of the Pastel mod (i have pastel installed)
just tested without pastel and the same exact thing happens
yeah new version is crashing, the issue is dynamic diff itself 
ahhh
ill see if an older version works
yea 1.0.7 works perfectly
hope it gets fixed soon then!!
Oh jeez I thought this might happen
That attachment was being registered even if dungeon difficulty wasn't installed, and I fixed that but now you get this 🤔
I'll see what I can do
Fixed in 1.0.9, thanks for the report!
It will get new content at some point yeah, but it's just not something I work on frequently
i definitely plan on implementing some of those banshee changes you suggested
Ah it’s alright, I was curious since there’s many projects that it’s not at the top of priorities xd, im glad to hear that though, if you’d like some mythology creatures and entities to know about(if youd like to add more origins sometime) I am quite the nerd on the subject lol.
could anyone help me with getting Medieval Origins on forge it just ends up crashing when I try to use it
What version of mod platform are you using? And mod version?
forge 1.20.1
Do you have other mods with it? Also is the “origins forge” attached? You’ll need “origins fabric” instead, the forge one is no longer supported.
i did but when i started trouble shooting i removed all mods except orgins and Medieval Origins I was using the origins forge but after reading the description of medieval origins i changed to fabric orgins but i dont know how to run a fabric mod on forge
Oh for me after removing the forge one with replacing it with it should work, do you have the fabric api as well?
i dont have fabric api when i start the game with just the two mods it says i need a connector mod
Medieval origins has I believe 3-4 dependencies if I recall, origins being one of them, I’ll take a look in a sec what the others were, you’ll need those on too, they are usually installed when you download medical origins.
I imagine the current crash might be because of dependencies and then after that it might be incompatibility maybe, unsure, just a conjecture.
well not even using Medieval Origins I cant seem to get the origins fabric to start on its own on forge
Hmm, interesting, I use 1.20.1 as well in my mod pack and it works.
I’ll check my versions.
Ah I was wrong, it has 10 other dependencies aside from origins fabric.
like base origins?
Medieval origins sorry.
-caelus api
-common network
-connector extras
-curios api
-forgified fabric api
-Icarus(is optional for Valkyrie I believe)
-pehkui
-resourceful config
-sinytra connector
Try turning those on along side origins and medieval origins.
No problem, I’m happy to help, I imagine the problem started with all your mods on?
Hello guys, is there a wiki for the medieval origins addon? i would like to get more detail from revenant's abilities
When I've read it for the first time, it created an impression that i could keep siphoning mobs and consuming items to empower my summons to scale infinetly. (Like a sung Jin woo sort of thing)
But now it seems like i can only summon skeletons and zombies and their stats seems kinda limited (I'm playing on cisco, so if my origin isn't able to help me scale, its cons will be a heavy burden)
Summons combat attributes (health, damage, etc) scaled based off of Blood Spell Power from Iron's Spellbooks
you can also equip them with equipment
eating bones/flesh only affects the duration
I see, L2 hostility gives them a lvl indicator as well, can they have traits and be influenced by L2 host. stat boosts?
hi, I'm setting up the config for dynamic difficulty mod, but the projectile and explosion damage bonuses don't seem to be work. Am I writing the config correctly?
(Max health bonus attribute works well.)
[attribute_bonuses]
level_bonus_per_attribute = [
["minecraft:generic.max_health", 0.1, "add_multiplied_base"],
["dynamic_difficulty:projectile_damage_multiplier", 0.025, "add_multiplied_base"],
["dynamic_difficulty:explosion_damage_multiplier", 0.025, "add_multiplied_base"]
]
hello im here again does https://www.curseforge.com/minecraft/mc-mods/quests-kill-task-tweaks work for vanilla teams?
@charred burrow Heyo! I was just wondering if there was a reason some of the Origins from the original Medieval Origins pack didnt get ported over to your revival pack? Namely, the troll and werewolf. I cant for the life of me. find a way to add these two origins to my world and its bumming me out, do you have any tips on how I could go about doing this? Any help would be appreciated
@charred burrow Heyo! I was just wondering if there was a reason some of the Origins from the original Medieval Origins pack didnt get ported over to your revival pack? Namely, the troll and werewolf. I cant for the life of me. find a way to add these two origins to my world and its bumming me out, do you have any tips on how I could go about doing this? Any help would be appreciated
Hello ! i got a question about the Apothic Combat mod, i'm developping a modpack/server on Neoforge 1.21.1 using Apotheosis for endgame progression.
I noticed that Apotheosis light weapons gem bonuses still work on heavy weapons, your mod description states that it automatically registers two handed better combat weapons as heavy but doesn't say that it also excludes them from light weapon categories, so i'm a bit lost on how to configure my apotheosis datapack to balance gems & affixes.
I assumed all weapons are light except the ones that are heavy, and the "weapon" category meet in the middle of the venn diagram
1.21.1 Apotheosis doesn't have a heavy weapon category, so all Apothic Combat does on this version is fix some attack range issues and make range work with Apotheosis' modified attribute tooltips
but yes, on older versions, it switches them entirely from light weapon to heavy weapon. there's no way for an item to be in multiple categories
but some gems give bonuses to light weapons on stock apotheosis 1.21.1, what is considered a light weapon then i don't quite understand
I think that's just a translation that hasn't been updated, all melee weapons are the same category now
I wasn't happy with the quality compared to the other origins and wanted to revamp them a bit, you could always copy the origins from the original as datapack though
They wouldnt by chance work on 1.20.1 tho would they?
For all dynamic difficulty attributes you should use add_value, because all entities will have a base value of 0
that's why there's separate multiplier/bonus attributes
they mostly should. 1.19.2->1.20.1 had very few breaking changes in Origins
👋 nope, ftb teams only. but the whole point is to bypass the need for teams if you were actually in the fight
Oh wth, Do you know where I can find the info on how to copy the troll out of the original so I can have it as a datapack? Its literally my favourite origin of all time and ive spent upwards of 12 hours searching the internet for origins have the same feel
you can unzip the original mod jar, and copy the contents of the /data/ folder
AYooooo I will try this thank you so much
The mod didnt download as a zip </3. Just one JAR file
you can unzip jars with most archive programs
you can actually unzip a lot of things you wouldn't expect
.jar, .exe, .docx
at least with 7zip
Okay amazing I’ll download 7zip and give it a go. Then I would just drag and drop the unzipped file into Minecraft/saves/world/datapacks?
Ive extracted it and its come out into these 7 files and folders. Is there any chance you're able to please aid me in getting the troll out of this and in as a datapack?
its right there "data", youre only supposed to get the data folder out since its the datapack folder
even then youll have to make it an actual datapack or use kubejs
What’s kubejs?
So everything else other than the data folder is completely useless and won’t be needed?
maybe you should start with watching a youtube video on how to make a datapack first
yes because the data folder is "data"pack...
the rest is the mod
okay noted ty. Minecraft YT is convoluted with garbage. Would rather just ask people who KNOW and dont drag out the explanation, for as much info as I can before diving into that cesspool
Yo guys what i did everything right downloaded for Forge i will pin the photo (of my mods) and its crashing
!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.
We need crash report + latest.log for that
Uploaded latest.log from @earnest copper to mclogs: https://mclo.gs/HgFn0WW
Uploaded crash-2025-12-29_14.56.48-fml.txt from @earnest copper to mclogs: https://mclo.gs/zZZyvTh
this?
for the better combat and apotheosis compat i dont thik the entity reach thingy is working
what game version are you playing?
1.21.1
what do you mean by the entity reach thing then?
are the gems in Irons' apothic equally weighted as drops? or is there specific methods to obtain each one? ive been using an apothic spawner for endermen in the end on pinnacle tier and havent gotten much in the way of irons gems
i could be wildly unlucky but at some point i gotta ask lol
hey muon, so ive only tested for like a few days by now so im not too sure if its exactly what's causing it but i think theres some really weird incompat with a certain mod called "quality equipments" which add affixes/reforge to weapon and it adds extra armor/attributes
so what happen is when you have a full protection 4 with affixes (just armor and affix is fine somehow?), bosses actually deal NEGATIVE damage and heals you instead and the only way you die is when the boss did so much damage it 1shot you
prob not an issue on your side but i think you can prob put it on curseforge description or something, would be better if you can look into it, ill ask the other mod dev as well
with quality equipment and which mod?
dynamic difficulty
you're not just unlucky, looks like apotheosis made a major change to weights a few months ago that I missed
thanks for the heads up
are you sure this is only with dynamic difficulty installed? it only has one modification related to the damage pipeline that should be totally immune to causing anything like this https://github.com/muon-rw/Dynamic-Difficulty/blob/1.21.1-multiloader/common/src/main/java/dev/muon/dynamic_difficulty/mixin/LivingEntityMixin.java
okay yeah sorry i think i set the damage so high it made it hard to track but its entirely a quality equipment issue only, sorry for the trouble
all good, that's a weird one
i didn't even know that mod was updated, you might also try "reforged"
i think theres some issue with reforged and its lib, it instantly crash modpack unfortunately
if only tierify made its way to 1.21.1 
well that's not too surprising either lmao
same issue used to happen all the time with survive and unionlib
i hate how affixes mod either is insanely op (apotheosis) or doesnt work at all (reforged) or does not update (tierify) 
apotheosis is pretty great if you configure it
the problem is their attribute library conflicts with other attribute lib tho 😭
if for example an mod disable a vanilla attribute and replace it with something else, apo will re-enable the vanilla attribute again and it always load with the highest prio
not sure if you can disable that function from apo but its just too much to look at for me personally xd
oh 🤔 not sure
uhh is there a way to still use medieval origins on 1.20.1 forge
i added it to my modpakc but it automatically crashes the game even though i followed the steps
i think you use origins fabric with sinytra and it should work?
yup

uhh it works but when i try to make a world it just closes out

it goes to preparing for world creation then closes
maybe take a look at logs
java.lang.AbstractMethodError
SimpleCraftingRecipeSerializer$Factory
i dont think its possible to use this mod anymore or smth
can you send the full latest.log file?
!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.
gotcha
@drowsy mountain requested deletion of this link.
Uploaded crash-2025-12-30_10.37.35-client.txt from @drowsy mountain to mclogs: https://mclo.gs/n0bSKxw
do you have the actual file latest.log from the /logs/ folder?
Uploaded latest.log from @drowsy mountain to mclogs: https://mclo.gs/T9Sq47W
I can try to reinstall everything since ive been messing with it alot
this is the log without medieval origins installed, but I think I see your issue
"Origins Classes Forge" probably isn't compatible with the connector version of Origins
wait i think i got it working
i made a new modpack with just medieval origins and it works fine so its another mod messing it up
anyone know anything about this
Try downgrading to connector beta 46
if that doesn't work send your file name latest.log from the /logs/ folder
@charred burrow How would i go about removing an aspect of an origin because i dont see how i could do that via a datapack? unless im missing something
I just want to remove the water vision that using spectral gives you from the Banshee origin
im assuming i could just chnage the
"to": "water",
To like normal vision of some form if that exists
then add a loading priority
"screen_color": {
"loading_priority": 1,
"type": "origins:modify_camera_submersion",
"to": "water",
"condition": {
"type": "origins:constant",
"value": false
}
},
wow
ty, also is there a reason that the loading priority is above on there, but below on another one
also
writing json inside discord chat is bad
would not recommend it
it can be any order as long as its inside the power
also as long as you don't forget any commas :)
lets hope i dont
so id just replace the previous text with this?
yeah that should do it
just want to make sure im understanding properly
i will save this
thanks for the help
should the load order be 2 or 1? whats the difference, will they both still overwrite the mod itself?
you mentioned anything above 1 should work, does that include 1?
pretty sure the "implicit" loading priority is 0
so 1 should work, if the base wasn't already set to 1
but basically, the highest loading priority for the power is what gets loaded
noted, and also it works when abvoe ground but when below ground it goes black, is that a different aspect that should also be removed
Oh wait, it might be the render type "blindness"
(does what im saying make sense)
im assuming it has to do with the view distance/render type?
yeah that sounds right
i would imagine i just change the type or view distance then add loading priority
i thought of that but wasnt sure how to do that without it effecting the rest of the section
since the only part i want to remove is the "blindness" render type
yeah, then just change the render type: https://origins.readthedocs.io/en/latest/types/power_types/phasing/
hey muon is there any way to make the armor bar also stretch/scale? its the only one that doesnt work for some reason
yes im wearing past 20 armor, but the bar doesnt go past 20
Yay Otherworld!!!!
the armor bar is definitely a second class citizen lol, i'll look into this next time i work on the mod
yeah i dont think anyone in their right mind would stretch out the hud anw, also is it possible to change the icon of the armor once it goes past the vanilla value?
there should be a config field for this in the armor section?
if you don't see it, it might only be in the file and i forgot to set a button for it
uhhh im not too entirely sure
hey so i saw that their are plans for epic fight compat on the dynamic RPG resource bars page but i was wondering if there was a way to set the stam bar to its attribute with data/resource pack? just asking since one of the options was custom but if it needs built in suppourt got it
it needs built-in support, because it needs to track more than just an attribute
usually "max" and "regen" are attributes, but "current" rarely is
also muon, im not sure if this is possible but is there any way to remove structure title once theyre cleared? 
talking about dynamic diff btw
muon, what does the bar that valkerye have mean? I read the description and tried to do some research online and im not sure.
also I have a question relating to a crash with your mod, but its honestly my fault
cleared meaning like no hostile mobs inside? 
seems like it could get expensive to check
if you mean the gold cross, those are stacks for "vanquisher"
it can look like its not moving since the max is quite high (1000)
as far as the crash:
!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.
well I think the crash is my fault, cause I was just tryna port your beta for fabric 1.21.1 origins to neoforge using syntra
do you have any knowledge of how I could get something like that to work? I dont want you to hold my hand to help me solve it I just wanna hear if thatd be possible or not
ah, yeah 1.21.1 origins fabric isn't yet compatible with sinytra connector
not too much you can do about that unless you wanted to edit origins and fix the conflicting mixins
Ok, thanks
I had another question. how would I go into the files and change specific things
there were 2 very specific things
valkeryes dash sound effect
and goblins height
dang, I could try
yeah, i think its pretty hard to do but getting title spammed is a tad annoying
maybe a config option showing title only once per player?
my friend chose incubus and isn't taking water damage for some odd reason. hydrophobe has not been disabled in game and in config
anyone have any ideas?
i'm running 1.20.1 version and it happened when all I had was origins and medieval origins installed so it can't be a conflict
its currently a bug
oddly rain still does damage
thank you for that information, i know exactly what's happening then
oh tysm!
i actually found that the base enderian also doesn't take dmg from water blocks?
so different mods having the same issue
yeah this is a bug with the Connector port of origins, no fluid conditions work unless I add a workaround for them
it's a simple one, Forge just replaces vanilla's Fluids with their own FluidType system
but instead of checking for "water" the fluid, you can just check for "water" the block
for this purpose they are the same
well for "check if the player is inside this", really nothing
anyone know how to make the size of hp bar bigger
how is this a muon thing
like bigger than the maximum size available in the editor?
uhh moreso i'm not really sure how to make it bigger at all, sorry
is it through the buttons?
the squares on the edges of each layer are resize handles
ty!
Is there a toggle to turn off, valkerye losing half undead bar when they die
Also muon, Im telling you dawg, if you made alfiq good with gauntlets thatd be cool
muon will you ever support paraglider stamina system in rpg bars?
such a tragedy that origins and medieval origins are not on Neoforge 1.21.1 
is there a place to read about all origins?
I chose siren and I have mermod installed but I don't have a mermaid tail? (1.21.1 fabric server) oh and the valkyrie loses their wings when they die
Anyone know why Valks loose the ability to fly after awhile?
hello how exactly would one add an origin to the otherworld origins race layer? 🙇♂️ i wanted to use a pre-existing one but im having difficulty figuring out how to add it
im not very good at this kind of thing
thank you
I have anotehr issue
I am freezing as a siren with frostiful and I downloaded thermoo patches
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gofish mod and the medevil orgin wont work together and i was told to come here
specificly the alfiq
Hey, how do you fly with the banshee in the medieval origin mod?
To fly with the banshee hold down the button you use to “swim” when in the intangible form.
ahh thanks
so she has not a permanent flight but just when she uses the phasing ability
is it possible to increase summons with revenant?
hey question how hard would it be to port this fork to 1.21.4? I'm considering doing it myself I just want to see if there are any big issues that might arise
which fork?
the 1.21.1 fork to 1.21.4
I can't imagine it would be that hard, probably minimal changes
Yeah I dont think so either. I'll look into it
that said, Sven has made a lot of changes upstream you might consider forking from instead
just not published
oh seriously, i thought he dropped the project a while back
Yeah I see not published changes, thats cool... do you know if his fork works better than yours though
or if its finished
It's been weird, he doesn't publish updates anywhere anymore but seems to be splitting up charm into a few different mods
i have no idea how well they work
That makes sense then yeah
Hi guys i have one quesiton Dynamic of this modDifficulty (Neoforge/Fabric)
You can help plsss?
Why can't I see the players' names from a distance? I only see their names if I point at them and get close. And why does the name look like this? The prefix should come after the name; that shouldn't even be happening. It's fine in the chat, and the tab key is the same.
It's definitely a bug with dynamic difficulty's custom nameplate handling, can you report it to the github?
Sure, give me a second, I'm also having a problem with EasyNPC. My server crashes after a while; it tries to save the data, I don't know why, and it crashes due to a timeout. Let me report that and I'll fix it.
Ready
I asked over in the radical trainer mod's section of the cobblemon discord but couldn't get any help, does anyone know why attempts at blacklisting the rctmod trainer mobs doesn't work?
I even tried the wildcard method with rctmod itself.
This is for Dynamic Difficulty, sorry forgot to specify
Sorry for the tag, but since I see you're the creator, I already submitted a ticket on GitHub. Will they fix it soon, or will it take a while?
is it possible to increase my mob summon count with revenant on the medieval origins mod?
putrid communion (revenant from medieval origins) doesnt work for some reason for me, does anyone know why? i can eat bones and fleshs but they dont empower my summons
Are there any resource packs for RPG resource bars?
my friends and i are about to start a fabric 1.21.1 server with medieval origins. i am comfortable with creating custom origins using the stuff from the base origins mod, but i am attempting to create a custom origin that uses the summon_entity ability. i can get the summoning part to happen, but the controlling the summons doesn't work. is there a way to make it work?
the mob they want to summon is a creeper btw. but i thought the issue might be that the creeper doesn't have the nbt for owner so i tested with wolves as well and it still isnt working
ive tried a couple of times. i used the revenant command summons .json as a starting point and i made a file from scratch
I'm sure you're not doing anything wrong, that ability only has any special actions specifically for medieval origins' built in custom summoned entity variants
otherwise it works the exact same as origins' built in spawn_entity action
ok. thats reassuring. do you think if i made the datapack into a mod and made a custom entity that it would work?
yeah, you would need to make a custom entity type that implements the same summoned interfaces as the built-in types
i will give it a go. thanks!
Yoo muon
i was wondering since u re the maker of the origins of otherworld
ever thought of adding ingame progression to the classes/races?
maybe making sub races/classes more useful
Hi muons, good evening. I wanted to ask how long it takes to fix the name bug, since I already asked you about it on GitHub. I haven't received a response yet; you only told me to post it there.
sorry tag
mr. @charred burrow could you make PB-Skills https://www.curseforge.com/minecraft/mc-mods/pb-skills Compatible with Dynamic Difficulty?
I'll look into it next time I work on Dynamic Difficulty, the github issue ensures it will be worked on
but that may be a few weeks from now still
Sure looks cool, can you submit a github issue?
Yes, it's being worked on!
Wow, and there's no way I can fix it? I don't know anything about Java. I'm learning, but if you tell me where the error might be, I can try to fix it myself haha ):
Or some immature solution? It's a major bug; I mean, practically everyone will have to stop using the mod until you fix it. ): I love the mod and I don't know what to do
Lovely, ur origin mods are always peak 🙏
A wha?
Is it needed?
I dont have a github acc
The player's name should always be visible, and the entity's level should only be visible if you look directly at the entity.
I noticed this option, but it renders ALL the names around it, and that must cause performance problems besides being annoying.
They should add an option for that, perhaps a way to see the player's normal name from a distance, but only reveal their level when you look closely. The same goes for animals and entities. And, for example, when taming an animal, the LEVEL should be removed from its name. I'm not sure if that's a good suggestion.
Do i need to post a githun issue?
It just helps me keep track and ensure that it doesn't get forgotten
currently working on some other projects
Yeah when I work on this I should be able to add an option for that, and split the behavior between players and non-players into separate config options.
Okay, I hope it's soon (2 weeks or less): good luck
sent issue @charred burrow
Good evening everyone.
@charred burrow Is it ok to massage you about my problem with calling the LevelingAPI ?
Well i opened an issue in github too 🙂
If I understand your question right, there's no special method.
Player inherits from LivingEntity, so you just use the same LevelingAPI.getLevel(LivingEntity entity) but pass in a player instead, and you get the player's display level
Oh ok i maby ask wrong cause i dont want the PlayerLevel that i get with "/dynamic_difficulty level get <target>". I want to show the level that i get with "/dynamic_difficulty debug location" and tis information seems to be serverside.
Well i understand now....Since i have pufferfish skills also and its supported i get now my PlayerLevel show in my infoslot i made.
But well like i said. I didnt want the PlayerLevel, i want the Location level to be shown.
Oh I see, so you basically want getLevelAt, but client side
I guess that could be added
hey muon, im looking to revert the health and food bars in medieval mc but id like to keep the dynamic bar for mana, how would i go about doing that? i found the disable health bar in the config but i cant find the stamina one
The LevelingAPI.calculateLevelForEntity would be also nice if its clientside
I did it! 🙂
Am i allowed to post the link to the mod i made?
If you require help, and the link to mod fits the context of the question - then I think it should be fine.
If you want to post it with the intent of promoting your mod - I would suggest using #1166063170666893453 instead
Oh yea ok i will go to showcase and post it there when Reviewing is done. Thanks
what would this type of error mean? "Origin "medievalorigins:alfiq" contained unregistered power "thermoo-patches:extra_heat_resistance"!"
Does it mean anything
totally fine to ignore, that just means you don't have thermoo patches installed
It said the same thing about the hexed ability for banshee
A bunch of other stuff too
well 99% of the time powers not loading is due to just some optional compat power not being loaded
but if you send the error i can confirm for sure
I’d have to recreate it tomorrow, everything still seems functional but those errors are just being thrown in the console just wondered if it would effect anything or if the error meant nothing
And also one more thing, are resource meters supposed to be visible all the time or only when the ability is used / when it’s recharging
does this happen every startup?
yep
well 4 days ago i still play normally but yesterday i hop on and my game crashed
If i can add something to this conversation? I realised that when i made my mod sometimes is could build my mod with no issues but my game wont start and i get the exact same error msg as you @twilit frigate (I think it was something about how my networking code was doing things but im not sure tho)
Even when i removed the mentioned mod in my error log and started again the error appears again with another mod and this goes on and on.
So maby you added a new mod that maby loads when beeing alone but cause this weird "Cannot get config value before config is loaded." when more mods are present??
it actually really weird. doesnt happen before, i return to my game after 2 month break, update all mods and then update neo version
after that a few of my old mods got this error
What happens when you remove dynamic_difficulty? does it show the same error with another mod?
nope
interesting......
but it does 5 days ago with other mods
i removed 4 mods
it barely happen before
so its still crashing right now? or did you just mentioned this error to let @charred burrow know?
i removed dynamic difficulty after 5 restarts
i post the error right after the game crash
yo muon, related to dragonborn of otherworld origins
u think u could add a temperature buff depending of ur subrace?
i feel it fitting yk
The long term plan for Otherworld is to use something like alembic with a proper elemental resistance system
and dragonborn would use that
i see cool
Is apothic combat incompatible with fallen gems and affixes? After adding it is causing skill trees and fallen gems to stop loading
Possibly? I'm not too sure what would be conflicting, I know both mods mixin to apoth internals
Can you send the log?
!logs
to better assist with most issues, 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. (this file type is not as common in crashes - do not worry if you cannot find it, just skip over this line.)
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.
where do I upload the logs?
I believe this is it
Uploaded latest.log from @cursive plover to mclogs: https://mclo.gs/kdjuloL
this log doesn't seem to have apothic combat
I will have to re-upload the mod real quick then
Hmm, this time I did not update it in curseforge despite the warning, and the server started. But I am still unable to insert heavy weapon gems into most weapons i should be able to. Should I update it then reupload the file to the point where it gets stuck so i can send the log?
Uploaded latest_2.log from @cursive plover to mclogs: https://mclo.gs/gJNvdqr
this is from after the server gets stuck starting up
Do you have better combat installed?
yes
are you sure?
wow
you are a genius man
i may be stupid
i have it on curseforge but it somehow slipped past in the server
Im surprised its even ran properly in the first place
yup its working now, greatly appreciated
yo wsg muon
related to cantrips
any way to disable specific ones or be able to increase cooldown, level of the spell or add new spells?
any of these works
i find fortify too broken, wearing mid-game gear and cantrip has 3.5 seconds cd if im correct giving 9 hearts of absorption
any update on the PB-Skills compatibility?
Trying to make a datapack to make Pixie flight infinite
I've set all values to be nearly endless (9999) and have set loading_priority to 20 at the top, but it still doesn't work. Is there something else that needs to be done?
for multiple powers, you need to set a loading priority inside each subpower
ie
```json
{
"type": "origins:multiple",
"flight_resource": {
"loading_priority": 1,
"type": "origins:resource",
// etc..
},
"restore_resource": {
"loading_priority": 1,
"type": "origins:action_over_time",
// etc..
}
}
Is there a way I can manually make weapons count as heavy for apotheosis without apothic combat? I am using epic fight so that and better combat are not compatible

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I was hoping to also learn how to do this. I've messed with origins before, but it's been a very long time. Specifically I'm curious about the unique tie-ins like for plus stats and such. If I could just get a look at the origins themselves, I'm sure I could figure it out, but I'm not entirely sure where to find those datapacks (looking into discord, it seems it might be baked into the mod itself, but I'm not knowledgeable on how to extract anything from it to look). Any help would be appreciated - thanks! 😄
Hii I'm trying to play Medieval Origins but the game crashes every time. All of my other mods are working, I'm currently using the 1.20.1 java version, idk what I'm doing wrong 😢 can somebody help me pls?
!logs
to better assist with most issues, 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. (this file type is not as common in crashes - do not worry if you cannot find it, just skip over this line.)
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.
is the iron skilltree an option for otherworld? limits players to 2 schools of magic
@magic schooner requested deletion of this link.
I think I found a potential mod incompatibility for the fabric 1.20.1 version of Medieval Origins Revival with the most recent fabric 1.20.1 Wizards (RPG Series) mod.
I'm trying to figure out how to resolve it locally, but basically if I select an origin that starts in the nether (Incubus, Blazeborn), it will not spawn me in the nether when this mod is active. When it isn't active, but the regular Origins mod is active (alongside the Wizards mod), I will spawn in the nether when selecting the Blazeborn origin (base-origins nether inhabitant). Why this is, I'm not exactly sure.
I set up a separate fabric 1.20.1 instance with only Wizards + dependencies and Medieval Origins Revival + dependencies and it is still the case (to rule out other mods potentially interfering).
You should play the RPG Series mods on 1.21.1, the ones on 1.20.1 are obsolete and won't receive further updates
yup they're just powers, which you can override:
https://github.com/muon-rw/Otherworld-Origins/blob/master/src/main/resources/data/otherworldorigins/powers/cantrips/fortify.json
{
"type": "origins:active_self",
"loading_priority": 1, // add this
"key": {
"key": "key.otherworldorigins.cantrip_one"
},
"entity_action": {
"type": "otherworldorigins:cast_spell",
"spell": "fortify",
"power_level": 4, // change to whatever
"mana_cost": 10,
"cast_time": 0
},
// rest of power
Hey, am trying to play medieval origins, but it just doesn't appear, am on forge 1.20.1 and have all the required mods, even the forge fabric version of origins, and when its time to choose an origin, the mod origins doesn't appear, no crash, no incompatibility message
@charred burrow Hi! Yesterday I updated my mods in my modpack because it had been a while since I'd done it, and there's a potential bug with reskileabe.
And Dynamic Difficulty, I think. Perhaps your mod is incompatible with its latest version.
Uploaded crash-2026-02-10_02.50.00-server.txt from @stuck marsh to mclogs: https://mclo.gs/HyBlH7i
I will create a report on GitHub
Hi yes, it's no bug on reskillable's end, dynamic difficulty needs to update it's compat
you'll just need to use reskillable 2.3.2 for now
Oh, well, thanks and sorry for the label.
@charred burrow
hi there ! sorry to pop in like that, does anyone know where i can find enchantments descs for the medieval origins mod? thanks :)
hey i had a question about the medieval origins mod - I was wondering if there was a way to nerf the valkryie flight capabilities using the config or an additional mod? Would be nice if flying consumed staminia or some type of limited resource just so there is a trade off for flying freely. Any input/suggestions would be super helpful. Thanks!
i know i can turn it off in the config but i dont want to get rid of it completely
I've been having trouble with the same mod
Hello !
Do you know if Dynamic RPG Resource Bars is Client-side only, please ? When I add it to a server, it crashes
i figured a fix to my problem if thats what you were looking for
unless you meant a different issue that you were having with the same mod
Yeah I think I have a different problem, mine is that even though no error appears, when the options of which origin to choose, none of the modes origins show up
I'm still hoping muon helps me
did you check the config to see if the classes show up in there ?
the mod is attached to origins so it shares the config
Huh, I should do that, in the case it doesn't, then it has no fix? I didn't altered anything so far. Only thing is, I'm on forge, but should matter since it is adapted to work either way, according to the post on curseforgr
origins is needed for it to work i believe. I have origins(fabric) and then i have synatra connector so that it works on forge
it should all be posted on the mod page
but that would make sense if its not showing up for you. Take a look at the mod page and make sure you have everything it lists.
Same
i only could find 1 file in config, names origins_server.json
should I be installing the fabric version of medieval origins?, I currently have the forge version
yea thats it
open it and look for the medieval origin names
yea thats ur issue
what can I do?
reinstall the mod in a new profile
just make a new one and drag all the mods you have into it
the profile is the problem?
im not sure but it didnt write the config so
got it, Im gonna try that
starting in a new profile will help figure out what went wrong
well I didn't change anything and suddenly it worked, when I tried playing with a friend with the same modpack with essential I had the problem, but suddenly it's fine
good to hear ! have fun playing my dude
i've been told that its not really to be used on its own, but its exactly what i'm looking for so would be great if i could somehow make it work!
That's exactly the reason why
well do u guys have a list of all the dependencies or will i need to find something else/brute force it? are there even any mods that are similar to this? if not do u guys have any plans to make it work better on its own? because it's a great mod! i'd love to be able to use it :)
Muon, u made the leveling system of Otherworld right? Like lv 1 to 20, i was wondering if its possible for you to add a mechanic to level up pets/tames with an item, and maybe make summoned stuff be ur level
if i want to get a high level pet i usually need to kill the untamed mob like 50 times, get the spawn egg, get a spawner and set it up in the end to get lv 20 pets
which seems yk too complex
for example, if i hatch a tremorzilla in the otherworld it has 1.5k hp (i tweaked it to that in config) in the end it has 7.2k hp which is a big difference
If i wanted to change Pixie to take longer to recharge their jump / fly resource meter what shoudl i change?
idk if this is the right place to ask but how do i tell what bind these are meant for?? i cant bind the right key or figure it out
yeah definitely, I added this feature in a newer mod while Otherworld was in development, I'll switch to it at some point
there should be a recharge action_over_time power within flight, you would just increase the interval for that
It should be the Origins "Secondary Active" keybind
i'll try it again ty, it wasn't working for me though i swear
it uses some stamina, iirc 25% of the amount you set in the Icarus config for all other wings
currently that 25% isn't configurable, but I can add a config value for it if you submit a github issue
sweet
will look
theres multiple action over times i think thats why i was a bit lost
to slow down restore rate, would it be "Restore resource" or "Tick Resource"
I reported a bug over a month ago, and now there's an incompatibility with Reskileable and they don't seem to care about this mod, they're not uploading anything new... Dynamic Difficulty (Neoforge/Fabric)
Im having an issue with the Siren's not getting dolphins grace @charred burrow is this known bug and any way to fix ?
@charred burrow for some reason this isnt working, could you tell me what im doing wrong?
Hexxed power Banshee
Sonic Shriek
for some reason its not applying the amplifier
looks you have a formatting issue so your file won't load at all, the loading priority line in the effects array isn't valid json
but you only need loading_priority for the power anyway
same deal for hexed, that loading priority is both missing a comma after it, and needs to be at the top level of the power (same depth as "type" "entity_action" "cooldown" and "hud_render")
So where specifically should I put it I’m not entirely sure which “type” you mean
the "type" that's in the same depth as the other 3 I said :p
the top level of the power object itself
I couldn’t find the other 3 in the 2nd one
So I wasnt sure if I was looking at the right thing :c
yeah fair enough, it's the same place though. basically loading_priority is only a field for the power itself, not any subobjects within the power like conditions or actions. the only "exception" is multiple powers, but that's still really the same thing
here?
i figured it out for hexxed
but im not too sure here
i thought it;d be at the top, but its formatted differently to what im used ot so im not sure where ot place it here
Would i put loading priority in one of these red lines if i wanted to change the cooldown?
the way to think about this is that you always put it on the same level as (or just right below) the power type
So:
{
"type": "origins:action_on_hit",
"loading_priority": 1,
// rest of power
}
Or in a multiple:
{
"type": "origins:multiple",
"indicator": {
"type": "origins:resource",
"loading_priority": 1,
// rest of power
}
for this sort of question about how to use origins it's probably better to ask on their discord, they have a very active and helpful datapack dev channel
will do!
i think my main problem was i couldnt figure out if the cooldown was apart of the top or bottom power or if it was seperate or not
bug when having the book in inventory? just killed maws and they gave the book, had 1 in the inventory
Could it be that in the Medieval Origins Revival Mod, the arachnea's abbility to climb webs is bugged?
I can't figure out how it should work. I'm jusing the newest version of the mod with all the support mods it needs and nothing else.
Thanks for the help in advance.
hello, I was playing the new Otherworld mod and i started doing the minecolonies, The panels and trapdoors from domum ormentum doesn't have texture and neither builder or builder hut is accepting them.
Medieval origins crashes when i put it in my modpack on forge 1.20.1. I've asked about this before but haven't received help.
quest items double when dying
Hi!
Does anyone know if there’s any compatibility between Dynamic RPG Resource Bars and Legendary Survival Overhaul?
There is no compatibility, but I could add it at some point if you submit a feature request on github
Done, ty !
yall i need help w the medieval origins revival........ i checked all my mods and the only one causing the problem is this one, but the dependencies arent causing anything. it was working fine earlier and now its crashing my game as soon as i press play
@charred burrow Not sure if i should ping you for this but im not sure who else to ask, but i think Medieval origins may have a conflict with Irons Spells and Spell books in multiplayer servers?
what's the conflict?
Admittedly, i cant quite tell if it is medieval origins but it seems to change the outcome dpeending on the origin; the conflict is this
(gonna copy paste what i sent in the irons discord)
i've been spending almost all of my time on Otherworld, sorry for the long delay :) i should be able to update dynamic difficulty in the next day or two
do you have the crash log?
when trying to equip a spell book it does not seem like the slot is properly registering a spell book being present and therefore you cannot see the spell wheel or gui, or switch any spells, you can only use the first selected
I have tested in single player and it works fine but in multiplayer it does not
Im using version 1.8.2 of Spell Engine, 1.4.6 of Spell Power Attributes, 3.15.2 of Irons spells
Tested with Pixie and Banshee which can more consistently equip the book using the same methodm than Valk (Could be unrelated)
It could very well be a curios/accesories issue, or even an issue unrelated to medieval origins but i dont know how to trouble shoot it in multiplayer without removing mods
i actually couldn't reproduce this one in testing earlier, did it start happening at any specific point or were the items stored anywhere in particular?
Do you think it would be best to make a backup, remove Medieval origins (and co) test it and see if anything changes?
with this combo would you have two spell book slots or do spell engine+iron's share the same slot?
I do have 2 but the 1st one cannot be accessed and i am not too sure why
So im assuming thats the spell engine one?
I have tried many differnt books but non of them slot in the 1st one, and when i eventually figured out a method to somewhat consistently(not really) get the menu to open, it didnt owrk for specific origins
even though the method was unrelated to any origins
spamming the book isnt that difficult LOL
i think the origins are probably just a coincidence, there are no changes medieval origins makes to either mod's spell books/spell containers
thought so it was just an odd coincidence that pixie was able to much more easily fix the issue than other origins
ill test what i mentioned with a backup see if it does change anything, just in case then idk what else id try
what exact mods are you using for slots?
accessories+curios+accessories compatibility layer?
Accesories, Accesories compat layer (Curios), Curios
Yeah
And im using the "experimental" accesories gui
are you using "Curios compat layer for accessories" or "Accessories Compatibility Layer"
I actually cannot find either of those but i thought i had it
let me double check the server
well. i found the issue
client does not have accesories compat layer
the server does
im assuming this is the issue anyway
Why would it be working in singleplayer though
I would have assumed given i lacked the compat layer mod, it would not have been present?
if you have accessories+curios but not the compat layer, and you right-click equip either mod's book, it will just go to the right slot
spell engine will go to accessories, iron's to curios
but on the server, since you have the compat layer, iron's Spellbooks go to the accessory slot, and the client doesn't know what to do with that
i'm guessing
i really dont know how i only just noticed this
and why it hasnt caused any issues before lmao
wait this could be the cause for those packet disconnects

I'm having an issue with Medieval Origins Revival, specifically she needs OP to be able to use the Valkyrie activated ability?
without OP she can launch into the air, but no sound plays and no effect happens when she hits the ground
I have discovered it plays the sound particle etc with commands
that seems.. not the most optimal way to do that for a mod?
ah its an incompatibility with FTBRanks
thats as much as I can discover- I'll leave the rest to yall hopefully theres a way for this to be sorted
1 item in Inventory, others came when I died, went back to pickup rewards, couldn't so checked inv and saw this
I’m using them it seems to work fine I think, how can it be I compatible with ftbranks if origins doesn’t require general permissions?
I also use ftb ranks and it works fine
At least, from what I recall
I'm on the Age of Fate modpack, 1 sec
this is the edited ranks file
had to add
}
admin: {
name: "Fake"
power: 1001
condition: "fake_player"
command: true
command.execute: true
command.spawn: true
command.summon: true
command.scale: true
}
}
that
to fix it (mostly)
here 1 sec
not from me
"Yea, Medieval Origins Revival uses commands with elevated permission levels, but FTB Ranks screws with that in some way, not sure how"
this would be an incompatibility with FTBRanks and Origins' built-in execute_command action, it's supposed to execute commands up to whatever permission level you have defined in the apoli server config
i would report it to ftbranks and/or origins, not much for me to do about it
@charred burrow happened again, same bug, other moment(eather instead of overworld) but still duobling stuff when dying
When the player dies or entity dies?
player
@charred burrow same for me
to better assist with most issues, 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. (this file type is not as common in crashes - do not worry if you cannot find it, just skip over this line.)
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.
consistently? anything in particular you can think of triggering it?
eh every time i was killed its by boss
Let me find them
which boss?
eh today it was nether gauntlet, before it was old champ, idk if it matters..
is it every death or just random? do you have anything that might be interacting with death drops?
Uploaded latest.log from @final hollow to mclogs: https://mclo.gs/PUuJsBQ
@charred burrow
you still have the forge version of origins installed
will try tmrow with multiple special items and different swords to see what happens, iirc its kinda random and i do have a looting II sword but it happens when I die, so enchants shouldnt matter i guess? bcs they're for boss, not me
Let me see
you will probably have to remove "strictly origins" as well, i would guess that it's incompatible
I'll remove it and see
@charred burrow without apoli
Is the otherworld origins able to be used outside of the otherworld modpack?
i believe this is a bug caused by the new connector versions
try connector beta.46, not 47 or 48
use mermod fabric instead of mermod forge
not really, it has a ton of unlisted dependencies some of which make major gameplay changes specific for the otherworld modpack
Tried that earlier and it just crashed saying mermod fabric didnt work
I'll test connecter
Hello @charred burrow how are you ? i wanted to ask you if there were a github repo of otherworld
i dont know if it’s opensource
i wanna change few things in the modpack for me and my friends, it’s not for commercial use it’s personnal only
Uploaded latest.log from @final hollow to mclogs: https://mclo.gs/h0qvbJS
ah damn then unfortunately mermod is also not compatible with the latest
although, make sure you're using connector beta 46, you have 47 here
used every and none work
worked*
46
47
48
used them all
Aw, sad. Is there a way you could make the siren origin a mod alone then?
just don't really have the time for that unfortunately, medievalorigins is open source though so you are welcome to spin it off into your own datapack or mod
regardin the dunamic difficulty mod, can i set multiple presets of weaposn and armorto be used for the mobs ? like archer preset for skelies, knight/warrior preset for zombies etc
that's now configurable yes
those aren't my configs
that's some mod that lets you modify attributes or something, probably attributefix
Reason: stop pinging me
Moderator: @charred burrow


alejoo930_ [1239808970793943074]
so regarding the apoth x iron's spellbooks compatability
is it possible to have an affix that casts the imbued spell stored on a chestplate when attacked
oh nevermind I found that of the options you get there are only three spells
it would be super super cool if it was possible to autocast a spell of your choosing in such a way
that is a cool idea
i can add that
added!
holy shit thanks dude! I'll be updating for my server ❤️ ❤️
hello! regarding medieval origins (I am on 1.20.1), i saw that the alfiq keeps its damage increase with some claw weapons, but not with some other unarmed-type weapons in my modpack
i was able to add weapons to other origins' powers like Ogre's Ravager using this json file, but I couldn't seem to find anything like that to define fist weapons
my question is this: is there a simple way to define other items as fist weapons for the sake of this power that i'm not seeing? i just wanted to know if it could be done with a datapack or some other way
looks like there's no example tag for this one on 1.20.1, but it's fist_weapons
data/medievalorigins/tags/item/fist_weapons.json
ah, alright, thanks
any odds i can just copy the files for the ravager weapons and just name it fist_weapons?
or would that not work
yeah that would work, all tags are formatted the same
cant seem to get it to work for whatever reason, but not like the origins need a buff anyway
thanks muon
@karmic prawn did you try a clean instance
of only the otherworld-apotheosis and dependencies
because nowhere in dependecies it requires aether villages from what I've seen, or aether
(T.O by itself seems to want alex caves tho, so that is from there)
I can try install it on a fresh install yeah, instead of into my mod list.
I understand the aether villages or aether are not listed as dependencies. I read it before installing. The mod seemed great. And the dependencies listed I can use.
But it crashed upon trying to load and said it can't load without aether villages, which can't load without aether.
