#muons-projects

1 messages · Page 5 of 1

limber lantern
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how does it work? does it work anytime or do i need to reach specific conditions?

charred burrow
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you can also see the current keybind by viewing your origin description (default O)

charred burrow
limber lantern
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oh

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im just an idiot then hopefully

compact minnow
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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

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just a suggestion since its kinda nerve wracking giving them full netherite knowing i cant heal them reliably 😭

charred burrow
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good idea

compact minnow
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i ahouldve paid more attention in my HTML class

devout lintel
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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 sadness

jaunty orchid
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hello im currently playing medieval origins as goblin and i want to know what kind of boost you get from gold tools

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it doesnt specifically say in the race introduction thingy

warm pine
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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?

charred burrow
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maybe that info could go in badges next to the power name though

charred burrow
twilit mantleBOT
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@final hollow requested deletion of this link.

winged temple
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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

charred burrow
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@tiny shell Looks like you're trying to use a Fabric version of Medieval Origins on Forge?

tiny shell
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Yeah

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Srry for the username btw 💀

charred burrow
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the Fabric version won't work with Connector

tiny shell
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Ah okie!

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Thank youuu!

frosty fossil
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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?

hazy glen
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are you trying to use the fabric or forge ver of it

frosty fossil
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forge version

hazy glen
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!logs

languid turtleBOT
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To better assist with fixing your issue, we will need some logs:

  • Curseforge -> Right click the modpack instance -> „Open Folder”.
  • ATLauncher -> Click „Open Folder” on the modpack instance.
  • MultiMC -> Select your instance and click „Instance Folder” on the right.
  • PrismLauncher -> Select your instance and click „Folder” on the right.
  • For servers -> Open the folder containing your server files.

To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.

Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.

hazy glen
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and then muon will look at it when he can

frosty fossil
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okay thanks

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where do i upload the file to?

harsh quiver
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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

charred burrow
charred burrow
harsh quiver
charred burrow
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Datapacks can actually be pretty simple

charred burrow
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basically it's like a texture pack, but you're replacing data files instead of image files

late sand
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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

analog birch
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Hey Is the Dynamic Difficulty mod compatible with the Reskillable Reimagined mod?

charred burrow
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can you submit a GitHub issue?

analog birch
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Thank you very much, that's great news! I'll open an issue right away.

ancient lotus
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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

ancient lotus
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I figured it out, simply just an older version i have to use for 1.21.1☹️

charred burrow
charred burrow
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that's where I started

safe marten
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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?

charred burrow
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Or iirc any version allows you to set a multiplier for all trees to apply fewer bonuses

charred burrow
wicked imp
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i have an bug

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all the icon in medival origin have turn into ink sack

charred burrow
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hard to say which, it's on the list to fix for 1.20.1

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already fixed in 1.21.1

versed hinge
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having problems with my modpack crashing when i add medieval origins revival

twilit mantleBOT
charred burrow
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that version of Origins: Classes is also incompatible

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Fallen Origins also probably doesn't work anymore

wicked imp
versed hinge
charred burrow
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When you install the newest update, it auto-installs the correct Origins version, but the old one doesn't get deleted

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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)

versed hinge
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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

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I think it works alright now - thank you!

frosty wind
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hello, any help as to why valkyrie isnt flying?

noble flicker
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i cant seem to find its config file

charred burrow
noble flicker
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Was hoping to disable some origins from the choies

charred burrow
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it doesn't have its own config, just use Origins config for that

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should be origins_server.json or something

noble flicker
charred burrow
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did you join a world with medieval origins installed?

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they populate the config after that

noble flicker
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No I'm setting up a server

charred burrow
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oh then start the server with medieval origins installed, either way

noble flicker
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I'll check it out again thanks

noble flicker
charred burrow
noble flicker
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slr

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im trying to have a fabric modpack for our server

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revolving around these origins

charred burrow
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yeah there are fabric versions as well

noble flicker
analog birch
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Mod: Dynamic Difficulty - what exactly do these displays mean? In this case, the combination of Lv. 17 and then (+24).

charred burrow
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+24 is the player-scaled bonus to mob levels

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based on skill tree/reskillable points of nearby players

clever pivot
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Because I tried to scale armor pierce but unfortunately it didnt do anything

charred burrow
charred burrow
clever pivot
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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

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And i always get 0 no matter what level the mobs are

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Tommorow I can maybe try the dimensional override and see if that works

charred burrow
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to be sure you should use exactly what shows in the autofill of the /attribute command

analog jacinth
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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?

junior wing
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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

spice parrot
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Wanted to ask what the point of this building and dimension was. I wasn't able to find any information on it

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I did put the gems into the altars

charred burrow
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I'm eventually planning to release an update for Otherworld Origins that doesn't require it, assuming that's what you're playing

spice parrot
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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

charred burrow
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Well thanks glad you liked it :)

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Setting your spawn in there would probably be a bad idea though

charred burrow
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sounds cool i'll check it out

charred burrow
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just a bit of overlap

spice parrot
analog jacinth
charred burrow
spice parrot
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I did learn that when a block despawned under me and I died

warm pine
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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?

charred burrow
warm pine
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Hmm, all right I’ll relay that to him, maybe he forgot the recipe.

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Sorry if that took away from your time, thank you.

charred burrow
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no problem, if discord is open I'm usually procrastinating already lol

warm pine
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Sameeee.

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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.

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Specifically for the intangible flight.

charred burrow
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ohh yeah, I never thought of that

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cool find

glass loom
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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

charred burrow
# glass loom hello, in the "Dynamic Difficulty" is there a guide so i can know how much stron...

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"]]
tame river
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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

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I'm not sure how to act exactly to try and troubleshoot this and would greatly appreciate any help.

charred burrow
twilit mantleBOT
tame river
twilit mantleBOT
tame river
twilit mantleBOT
tame river
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(Server is 2 hours behind client.)

tame river
charred burrow
tame river
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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?

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I got Pufferfish skills installed.

charred burrow
tame river
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Thank you.

charred burrow
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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

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Actually the debug location might not work super great on 0.6.1 either 😬

tame river
tame river
charred burrow
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It's also a bug with 0.6.1

charred burrow
tame river
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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.)

charred burrow
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so for example 0.2 would make it so 100 points = +20 levels

tame river
# charred burrow I think by default it adds 1 point per skill tree level, if you check the config...

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.

charred burrow
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Yeah I should be able to add that

upper otter
haughty willow
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@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 🙁

charred burrow
plush bronze
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how do i make it so mobs are scaled per dimension?

charred burrow
dire walrus
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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)

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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

dire walrus
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tried it w a datapack it still didnt work

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@charred burrow Any ideas?

plush bronze
charred burrow
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for multiple powers, you need a loading_priority for each subpower you want to replace

charred burrow
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but you'd have to populate the entity tag yourself

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I can change the config blacklist to allow whole mod id's or other regex though

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that's a good idea

dire walrus
charred burrow
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anything above 1 should work

lunar plaza
charred burrow
lunar plaza
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lol didnt notice

dire walrus
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aka how do i write it

charred burrow
dire walrus
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I can only find where "order" has to go

charred burrow
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    /// 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 ... 
dire walrus
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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?

charred burrow
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i'm not 100% sure, but that is the only way to override a power

dire walrus
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Ill try it out

charred burrow
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if you don't have the loading_priority field your replcement won't do anything

dire walrus
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it worked when i tried using it / editing the jar itself (after the 4th attempt)

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so ill try using this

dire walrus
olive bison
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any chance that the apothic better combat compat will add back the heavy weapons compatibility for better combat?

stuck marsh
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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

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and where you can see the level of each player

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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.

charred burrow
stuck marsh
charred burrow
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do you have pufferfish skills or reskillable reimagined installed?

stuck marsh
stuck marsh
charred burrow
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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

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and that will only affect mobs near you

stuck marsh
charred burrow
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Can you run /dynamic_difficulty debug location?

stuck marsh
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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?

stuck marsh
charred burrow
charred burrow
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and mobs were still spawning at level 15?

stuck marsh
stuck marsh
charred burrow
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it's planned, not currently though

stuck marsh
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I'll try to create something with Kube.js somehow.
even if it is not possible

stuck marsh
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And can I remove the message that appears when I change biomes? I don't have any mods for that and it bothers me.

charred burrow
charred burrow
stuck marsh
stuck marsh
stuck marsh
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and it won't let me set levels

stuck marsh
forest talon
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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 ):

twilit mantleBOT
forest talon
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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

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I think those are all of the possible add-ons that r part of it

slim hedge
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Just a quick question

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is there a way to config the medieval origins stats for certain classes for a server?

oak haven
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^also looking for this

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just a way to change stats for incubus specifically

errant void
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Is there a way to fix Alfiq being unable to pickpocket?

charred burrow
forest talon
charred burrow
forest talon
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Probably, I'll try switching those to the fabric versions if they have one 😔

warm pine
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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).

plush bronze
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or do i have to change the default value in the built-in datapack as well? not sure where thats located

tired spade
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hii

stuck marsh
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@charred burrowHi bro srry tga have one question

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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.

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I see that each skill level is a new level.

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But do these affect the game, or what?

tired spade
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i need to be more straightfoward geez

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just for curiosity, how did the otherworld origins make iron's spells cantrips?

charred burrow
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player-based scaling won't apply at all then

stuck marsh
charred burrow
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and the cantrips are just an origin that gives you an active self power that triggers it

stuck marsh
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Then, as people get better things, I can upload it.

charred burrow
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If you want to just disable player-based scaling or adjust its contribution to mob levels, those can be adjusted already

tired spade
stuck marsh
tired spade
stuck marsh
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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. ):

charred burrow
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(right now)

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the max level only applies to distance, height, depth, dimension, biome, etc.

stuck marsh
charred burrow
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if you have player based scaling enabled yeah

plush bronze
charred burrow
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should be a "use built-in datapack" config option

plush bronze
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is the built in datapack inside the mod?

charred burrow
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yup it's loaded from the /resourcepacks/ folder

plush bronze
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i see, thanks, will check it out pepesalute

plush bronze
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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? joe

plush bronze
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btw muon, for some reason the ender dragon doesnt have a level indicator on his head, ive tested it with just dynamic difficulty HMMM

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unless im blind

plush bronze
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seems like new version is crashing upon joining worlds too

wooden pumice
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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

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it says here i can find it on resourcepacks, but my directory doesnt have it

plush bronze
# wooden pumice

its in the mod itself you can just take it out and edit it or kubejs the thing

wooden pumice
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oh im so stupid LMAO thanks!

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love the mod btw, was looking at datapack changes because i wanted the mobs to scale in damage slower

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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

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follow up question, the max level config is on 0 assuming unlimited

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but my mobs are capping at lvl 50

plush bronze
wooden pumice
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thanks :))

agile oasis
stuck marsh
agile oasis
warm pine
willow pier
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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)

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just tested without pastel and the same exact thing happens

plush bronze
willow pier
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ahhh

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ill see if an older version works

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yea 1.0.7 works perfectly

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hope it gets fixed soon then!!

charred burrow
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Oh jeez I thought this might happen

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That attachment was being registered even if dungeon difficulty wasn't installed, and I fixed that but now you get this 🤔

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I'll see what I can do

charred burrow
charred burrow
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i definitely plan on implementing some of those banshee changes you suggested

warm pine
drifting fossil
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could anyone help me with getting Medieval Origins on forge it just ends up crashing when I try to use it

warm pine
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What version of mod platform are you using? And mod version?

drifting fossil
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forge 1.20.1

warm pine
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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.

drifting fossil
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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

warm pine
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Oh for me after removing the forge one with replacing it with it should work, do you have the fabric api as well?

drifting fossil
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i dont have fabric api when i start the game with just the two mods it says i need a connector mod

warm pine
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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.

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I imagine the current crash might be because of dependencies and then after that it might be incompatibility maybe, unsure, just a conjecture.

drifting fossil
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well not even using Medieval Origins I cant seem to get the origins fabric to start on its own on forge

warm pine
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Hmm, interesting, I use 1.20.1 as well in my mod pack and it works.

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I’ll check my versions.

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Ah I was wrong, it has 10 other dependencies aside from origins fabric.

drifting fossil
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like base origins?

warm pine
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Medieval origins sorry.

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-caelus api
-common network
-connector extras
-curios api
-forgified fabric api
-Icarus(is optional for Valkyrie I believe)
-pehkui
-resourceful config
-sinytra connector

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Try turning those on along side origins and medieval origins.

drifting fossil
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ok

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oh hell yes

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thanks dude your a life saver

warm pine
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No problem, I’m happy to help, I imagine the problem started with all your mods on?

drifting fossil
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i think it was connector extras

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i didnt have that

warm pine
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Ahh.

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Alright, noice.

mellow haven
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Hello guys, is there a wiki for the medieval origins addon? i would like to get more detail from revenant's abilities

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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)

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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)

charred burrow
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you can also equip them with equipment

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eating bones/flesh only affects the duration

mellow haven
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I see, L2 hostility gives them a lvl indicator as well, can they have traits and be influenced by L2 host. stat boosts?

honest scroll
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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"]
]

lunar plaza
meager lion
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@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

meager lion
#

@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

vast lake
#

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

charred burrow
#

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

vast lake
#

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

charred burrow
charred burrow
meager lion
charred burrow
#

that's why there's separate multiplier/bonus attributes

charred burrow
charred burrow
meager lion
charred burrow
#

you can unzip the original mod jar, and copy the contents of the /data/ folder

meager lion
meager lion
charred burrow
#

you can actually unzip a lot of things you wouldn't expect

#

.jar, .exe, .docx

#

at least with 7zip

meager lion
meager lion
#

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?

plush bronze
#

even then youll have to make it an actual datapack or use kubejs

meager lion
#

So everything else other than the data folder is completely useless and won’t be needed?

plush bronze
#

maybe you should start with watching a youtube video on how to make a datapack first

plush bronze
#

the rest is the mod

meager lion
#

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

earnest copper
#

Yo guys what i did everything right downloaded for Forge i will pin the photo (of my mods) and its crashing

languid turtleBOT
#

To better assist with fixing your issue, we will need some logs:

  • Curseforge -> Right click the modpack instance -> „Open Folder”.
  • ATLauncher -> Click „Open Folder” on the modpack instance.
  • MultiMC -> Select your instance and click „Instance Folder” on the right.
  • PrismLauncher -> Select your instance and click „Folder” on the right.
  • For servers -> Open the folder containing your server files.

To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.

Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.

royal arrow
#

We need crash report + latest.log for that

earnest copper
twilit mantleBOT
twilit mantleBOT
earnest copper
#

this?

north olive
#

for the better combat and apotheosis compat i dont thik the entity reach thingy is working

charred burrow
north olive
#

1.21.1

charred burrow
#

what do you mean by the entity reach thing then?

meager radish
#

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

plush bronze
# charred burrow what do you mean by the entity reach thing then?

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

charred burrow
plush bronze
#

dynamic difficulty

charred burrow
#

thanks for the heads up

charred burrow
# plush bronze dynamic difficulty

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

GitHub

Auto leveling mod for Minecraft. Contribute to muon-rw/Dynamic-Difficulty development by creating an account on GitHub.

plush bronze
charred burrow
#

all good, that's a weird one

#

i didn't even know that mod was updated, you might also try "reforged"

plush bronze
#

if only tierify made its way to 1.21.1 cry

charred burrow
#

same issue used to happen all the time with survive and unionlib

plush bronze
#

i hate how affixes mod either is insanely op (apotheosis) or doesnt work at all (reforged) or does not update (tierify) glad

charred burrow
#

apotheosis is pretty great if you configure it

plush bronze
charred burrow
#

oh?

#

which lib is that

plush bronze
#

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

charred burrow
#

oh 🤔 not sure

drowsy mountain
#

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

plush bronze
drowsy mountain
#

ohh ok

#

do i delete origins forge then?

plush bronze
#

yup

drowsy mountain
#

Ok thanks 🙏

#

it worked smile2

#

Wrong emoji

plush bronze
drowsy mountain
#

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

#

it goes to preparing for world creation then closes

plush bronze
#

maybe take a look at logs

drowsy mountain
#

java.lang.AbstractMethodError
SimpleCraftingRecipeSerializer$Factory

#

i dont think its possible to use this mod anymore or smth

charred burrow
#

!logs

languid turtleBOT
#

To better assist with fixing your issue, we will need some logs:

  • Curseforge -> Right click the modpack instance -> „Open Folder”.
  • ATLauncher -> Click „Open Folder” on the modpack instance.
  • MultiMC -> Select your instance and click „Instance Folder” on the right.
  • PrismLauncher -> Select your instance and click „Folder” on the right.
  • For servers -> Open the folder containing your server files.

To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.

Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.

drowsy mountain
twilit mantleBOT
#

@drowsy mountain requested deletion of this link.

drowsy mountain
#

wait wrong one

twilit mantleBOT
charred burrow
drowsy mountain
twilit mantleBOT
drowsy mountain
#

I can try to reinstall everything since ive been messing with it alot

charred burrow
# drowsy mountain

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

drowsy mountain
#

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

charred burrow
#

most likely Origins Classes

#

you could try the fabric version of it

drowsy mountain
#

Ohh okay thanks 🙏

#

i might just remove it i dont really need it

raven mountain
#

anyone know anything about this

charred burrow
#

if that doesn't work send your file name latest.log from the /logs/ folder

dire walrus
#

@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

charred burrow
#
    "screen_color": {
        "loading_priority": 1,
        "type": "origins:modify_camera_submersion",
        "to": "water",
        "condition": {
            "type": "origins:constant",
            "value": false
        }
    },
#

wow

dire walrus
#

ty, also is there a reason that the loading priority is above on there, but below on another one

#

also

charred burrow
#

writing json inside discord chat is bad

dire walrus
#

that was a lot of edits

#

lol

charred burrow
dire walrus
#

this is what you told me to do for this

charred burrow
dire walrus
#

good to know

charred burrow
#

also as long as you don't forget any commas :)

dire walrus
#

lets hope i dont

dire walrus
charred burrow
#

yeah that should do it

dire walrus
#

just want to make sure im understanding properly

charred burrow
#
"condition": {
    "type": "origins:constant",
    "value": false
}

means "never"

dire walrus
#

thanks for the help

dire walrus
#

you mentioned anything above 1 should work, does that include 1?

charred burrow
#

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

dire walrus
#

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?

charred burrow
#

yeah that sounds right

dire walrus
#

i would imagine i just change the type or view distance then add loading priority

charred burrow
#

however you want to do it

#

could use the constant condition here too

dire walrus
#

since the only part i want to remove is the "blindness" render type

charred burrow
dire walrus
#

would that be "none"?

#

or remove blocks

#

ill jsut test both

plush bronze
#

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

worthy crown
#

Yay Otherworld!!!!

charred burrow
plush bronze
charred burrow
#

if you don't see it, it might only be in the file and i forgot to set a button for it

plush bronze
#

uhhh im not too entirely sure

shy canyon
#

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

charred burrow
#

usually "max" and "regen" are attributes, but "current" rarely is

plush bronze
#

also muon, im not sure if this is possible but is there any way to remove structure title once theyre cleared? Mad_sus

#

talking about dynamic diff btw

shell gazelle
#

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

charred burrow
#

seems like it could get expensive to check

charred burrow
#

it can look like its not moving since the max is quite high (1000)

#

as far as the crash:

#

!logs

languid turtleBOT
#

To better assist with fixing your issue, we will need some logs:

  • Curseforge -> Right click the modpack instance -> „Open Folder”.
  • ATLauncher -> Click „Open Folder” on the modpack instance.
  • MultiMC -> Select your instance and click „Instance Folder” on the right.
  • PrismLauncher -> Select your instance and click „Folder” on the right.
  • For servers -> Open the folder containing your server files.

To find the „latest.log” file, navigate to the 'logs' folder.
To find the „hs_err_pid.log” file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the „crash-reports” folder and find the most recent file after your crash occurred.

Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.

shell gazelle
#

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

charred burrow
#

not too much you can do about that unless you wanted to edit origins and fix the conflicting mixins

shell gazelle
#

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

plush bronze
#

maybe a config option showing title only once per player?

normal vale
#

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

shell gazelle
#

oddly rain still does damage

charred burrow
normal vale
#

oh tysm!

#

i actually found that the base enderian also doesn't take dmg from water blocks?

#

so different mods having the same issue

charred burrow
#

yeah this is a bug with the Connector port of origins, no fluid conditions work unless I add a workaround for them

shell gazelle
#

well your workaround works great for incubus and siren

#

incubus in lava I mean

charred burrow
#

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

shell gazelle
#

I wonder what wierd stuff that would matter for

#

where it needs to check a fluid

charred burrow
#

well for "check if the player is inside this", really nothing

rich linden
#

anyone know how to make the size of hp bar bigger

shell gazelle
rich linden
charred burrow
rich linden
#

is it through the buttons?

charred burrow
# rich linden

the squares on the edges of each layer are resize handles

rich linden
#

ty!

shell gazelle
#

Is there a toggle to turn off, valkerye losing half undead bar when they die

shell gazelle
#

Also muon, Im telling you dawg, if you made alfiq good with gauntlets thatd be cool

plush bronze
#

muon will you ever support paraglider stamina system in rpg bars?

vast lake
#

such a tragedy that origins and medieval origins are not on Neoforge 1.21.1 pepe_cry

clear plank
#

is there a place to read about all origins?

clear plank
#

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

lone blade
#

Anyone know why Valks loose the ability to fly after awhile?

analog knoll
#

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

clear plank
#

I have anotehr issue

#

I am freezing as a siren with frostiful and I downloaded thermoo patches

#

...

royal arrow
#

.sb 499169757782867969 ?r Your account was compromised (hacked) and is now sending spam messages in our server! Be aware of what you're clicking, secure your account and enable 2FA before rejoining.

lavish tangleBOT
#
Ban result:

activity Reason: Your account was compromised (hacked) and is now sending spam messages in our server! Be aware of what you're clicking, secure your account and enable 2FA before rejoining.
trustedAdmin Moderator: @royal arrowwhitelistUserupvoter
ban Details:
spacerightDoubleArrow Duration: cancel
spacerightDoubleArrow Soft Ban: success
spacerightDoubleArrow Hack Ban: cancel
spacerightDoubleArrow DM-Members: success

<:success:660789936651370497> Successful bans

rightSort jtyrrell

<:cancel:660789591900684329> Unsuccessful bans

All users were banned!

rotund onyx
#

gofish mod and the medevil orgin wont work together and i was told to come here
specificly the alfiq

hearty mortar
#

Hey, how do you fly with the banshee in the medieval origin mod?

warm pine
#

To fly with the banshee hold down the button you use to “swim” when in the intangible form.

hearty mortar
#

ahh thanks

#

so she has not a permanent flight but just when she uses the phasing ability

carmine badge
#

is it possible to increase summons with revenant?

tribal geyser
#

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

tribal geyser
#

oh my bad

#

Charm fork!

tribal geyser
charred burrow
#

I can't imagine it would be that hard, probably minimal changes

tribal geyser
#

Yeah I dont think so either. I'll look into it

charred burrow
#

that said, Sven has made a lot of changes upstream you might consider forking from instead

#

just not published

tribal geyser
#

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

charred burrow
#

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

tribal geyser
#

That makes sense then yeah

stuck marsh
#

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.

charred burrow
stuck marsh
umbral island
#

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

stuck marsh
stuck marsh
carmine badge
#

is it possible to increase my mob summon count with revenant on the medieval origins mod?

carmine badge
#

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

fiery vine
#

Are there any resource packs for RPG resource bars?

long ferry
#

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

charred burrow
#

otherwise it works the exact same as origins' built in spawn_entity action

long ferry
#

ok. thats reassuring. do you think if i made the datapack into a mod and made a custom entity that it would work?

charred burrow
#

yeah, you would need to make a custom entity type that implements the same summoned interfaces as the built-in types

long ferry
#

i will give it a go. thanks!

patent blaze
#

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

stuck marsh
#

sorry tag

fair nacelle
charred burrow
#

but that may be a few weeks from now still

charred burrow
charred burrow
stuck marsh
stuck marsh
patent blaze
patent blaze
fair nacelle
#

I dont have a github acc

stuck marsh
#

I noticed this option, but it renders ALL the names around it, and that must cause performance problems besides being annoying.

stuck marsh
fair nacelle
charred burrow
#

currently working on some other projects

charred burrow
stuck marsh
fair nacelle
#

sent issue @charred burrow

deep turret
#

Good evening everyone.
@charred burrow Is it ok to massage you about my problem with calling the LevelingAPI ?

deep turret
#

Well i opened an issue in github too 🙂

charred burrow
# deep turret 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

deep turret
#

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.

deep turret
#

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.

charred burrow
#

I guess that could be added

sharp elk
#

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

deep turret
deep turret
#

I did it! 🙂

deep turret
#

Am i allowed to post the link to the mod i made?

royal arrow
deep turret
#

Oh yea ok i will go to showcase and post it there when Reviewing is done. Thanks

dire walrus
#

what would this type of error mean? "Origin "medievalorigins:alfiq" contained unregistered power "thermoo-patches:extra_heat_resistance"!"

#

Does it mean anything

charred burrow
dire walrus
#

It said the same thing about the hexed ability for banshee

#

A bunch of other stuff too

charred burrow
#

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

dire walrus
#

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

twilit frigate
#

hi muon

#

theres a crash in dynamic difficulty

#

please check that out

charred burrow
twilit frigate
#

well 4 days ago i still play normally but yesterday i hop on and my game crashed

deep turret
#

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??

twilit frigate
#

after that a few of my old mods got this error

deep turret
#

What happens when you remove dynamic_difficulty? does it show the same error with another mod?

deep turret
#

interesting......

twilit frigate
#

but it does 5 days ago with other mods

#

i removed 4 mods

#

it barely happen before

deep turret
#

so its still crashing right now? or did you just mentioned this error to let @charred burrow know?

twilit frigate
#

i post the error right after the game crash

patent blaze
#

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

charred burrow
#

and dragonborn would use that

patent blaze
#

i see cool

cursive plover
#

Is apothic combat incompatible with fallen gems and affixes? After adding it is causing skill trees and fallen gems to stop loading

charred burrow
#

Can you send the log?

#

!logs

languid turtleBOT
#

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.

cursive plover
#

where do I upload the logs?

charred burrow
#

just send the file here

#

as an attachment

cursive plover
twilit mantleBOT
charred burrow
cursive plover
#

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?

twilit mantleBOT
cursive plover
#

this is from after the server gets stuck starting up

charred burrow
cursive plover
#

yes

charred burrow
#

are you sure?

cursive plover
#

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

patent blaze
#

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

fair nacelle
#

any update on the PB-Skills compatibility?

patent blaze
worldly peak
#

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?

charred burrow
# worldly peak

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..
}
}

worldly peak
#

Ohhhh I see

#

Thanks!

cursive plover
#

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

tribal ermine
#

#muons-projects message
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! 😄

celest basalt
#

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?

languid turtleBOT
#

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.

ivory wing
#

is the iron skilltree an option for otherworld? limits players to 2 schools of magic

twilit mantleBOT
#

@magic schooner requested deletion of this link.

fathom mantle
#

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).

tawdry sluice
#

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

charred burrow
# patent blaze any way to disable specific ones or be able to increase cooldown, level of the s...

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
hushed zephyr
#

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

stuck marsh
#

@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.

twilit mantleBOT
stuck marsh
#

I will create a report on GitHub

charred burrow
#

you'll just need to use reskillable 2.3.2 for now

stuck marsh
high thicket
#

hi there ! sorry to pop in like that, does anyone know where i can find enchantments descs for the medieval origins mod? thanks :)

spiral pond
#

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

hushed zephyr
#

I've been having trouble with the same mod

crystal trout
#

Hello !
Do you know if Dynamic RPG Resource Bars is Client-side only, please ? When I add it to a server, it crashes

spiral pond
#

unless you meant a different issue that you were having with the same mod

hushed zephyr
#

I'm still hoping muon helps me

spiral pond
#

the mod is attached to origins so it shares the config

hushed zephyr
#

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

spiral pond
#

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.

spiral pond
#

hmm thats strange then

#

check the config file

#

and make sure they are enabled

hushed zephyr
#

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

spiral pond
#

open it and look for the medieval origin names

hushed zephyr
#

{
"performVersionCheck": true,
"origins": {}
}

#

thats what's in it

spiral pond
#

yea thats ur issue

hushed zephyr
#

what can I do?

spiral pond
#

reinstall the mod in a new profile

#

just make a new one and drag all the mods you have into it

hushed zephyr
#

the profile is the problem?

spiral pond
#

im not sure but it didnt write the config so

hushed zephyr
#

got it, Im gonna try that

spiral pond
#

starting in a new profile will help figure out what went wrong

hushed zephyr
#

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

spiral pond
latent falcon
#

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!

latent falcon
# royal arrow 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 :)

patent blaze
#

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

dire walrus
#

If i wanted to change Pixie to take longer to recharge their jump / fly resource meter what shoudl i change?

jagged flower
#

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

charred burrow
charred burrow
charred burrow
jagged flower
#

i'll try it again ty, it wasn't working for me though i swear

charred burrow
#

currently that 25% isn't configurable, but I can add a config value for it if you submit a github issue

dire walrus
#

to slow down restore rate, would it be "Restore resource" or "Tick Resource"

stuck marsh
#

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)

spiral pond
#

Im having an issue with the Siren's not getting dolphins grace @charred burrow is this known bug and any way to fix ?

dire walrus
#

@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

charred burrow
# dire walrus Sonic Shriek

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")

dire walrus
charred burrow
#

the "type" that's in the same depth as the other 3 I said :p

#

the top level of the power object itself

dire walrus
#

So I wasnt sure if I was looking at the right thing :c

charred burrow
dire walrus
#

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

dire walrus
#

I think I got it to work

#

Although idk if hexed is functioning properly

dire walrus
#

Would i put loading priority in one of these red lines if i wanted to change the cooldown?

charred burrow
#

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

dire walrus
ivory wing
#

bug when having the book in inventory? just killed maws and they gave the book, had 1 in the inventory

tepid monolith
#

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.

past saffron
#

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.

final hollow
#

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.

ivory wing
#

quest items double when dying

sacred junco
#

Hi!
Does anyone know if there’s any compatibility between Dynamic RPG Resource Bars and Legendary Survival Overhaul?

charred burrow
sacred junco
#

Done, ty !

raw latch
#

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

dire walrus
#

@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?

dire walrus
#

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)

charred burrow
#

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

charred burrow
dire walrus
#

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

charred burrow
dire walrus
charred burrow
dire walrus
#

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

dire walrus
#

spamming the book isnt that difficult LOL

charred burrow
#

i think the origins are probably just a coincidence, there are no changes medieval origins makes to either mod's spell books/spell containers

dire walrus
#

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

charred burrow
#

what exact mods are you using for slots?

#

accessories+curios+accessories compatibility layer?

dire walrus
#

Accesories, Accesories compat layer (Curios), Curios

#

Yeah

#

And im using the "experimental" accesories gui

charred burrow
#

are you using "Curios compat layer for accessories" or "Accessories Compatibility Layer"

dire walrus
#

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

charred burrow
#

lol

#

great, i hope that's all it is

dire walrus
#

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?

charred burrow
#

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

dire walrus
#

hmm ic

#

let me test with the compat layer installed

charred burrow
#

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

dire walrus
#

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

north stirrup
#

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

ivory wing
dire walrus
#

I also use ftb ranks and it works fine

#

At least, from what I recall

north stirrup
#

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"

charred burrow
#

i would report it to ftbranks and/or origins, not much for me to do about it

north stirrup
#

Oh alright, I'll check with them

#

Preesh

ivory wing
#

@charred burrow happened again, same bug, other moment(eather instead of overworld) but still duobling stuff when dying

rapid rivet
#

When the player dies or entity dies?

ivory wing
final hollow
charred burrow
#

!logs

languid turtleBOT
#

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.

charred burrow
ivory wing
#

eh every time i was killed its by boss

final hollow
charred burrow
ivory wing
charred burrow
#

is it every death or just random? do you have anything that might be interacting with death drops?

final hollow
twilit mantleBOT
final hollow
charred burrow
ivory wing
final hollow
charred burrow
final hollow
#

then this appears

final hollow
#

@charred burrow without apoli

glossy flax
#

Is the otherworld origins able to be used outside of the otherworld modpack?

charred burrow
# final hollow

i believe this is a bug caused by the new connector versions

#

try connector beta.46, not 47 or 48

charred burrow
charred burrow
final hollow
#

I'll test connecter

west merlin
#

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

twilit mantleBOT
charred burrow
# final hollow

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

final hollow
#

worked*

#

46

#

47

#

48

#

used them all

charred burrow
#

yes, mermod is incompatible now regardless

#

their origins support is out of date

final hollow
#

Aw, sad. Is there a way you could make the siren origin a mod alone then?

charred burrow
slim axle
#

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

charred burrow
#

that's now configurable yes

#

those aren't my configs

#

that's some mod that lets you modify attributes or something, probably attributefix

lavish tangleBOT
#
Ban Result:

activity Reason: stop pinging me
trustedAdmin Moderator: @charred burrowwhitelistUserupvoter

Banned:

spacesuccess alejoo930_ [1239808970793943074]

cursive mural
#

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

charred burrow
#

i can add that

cursive mural
#

holy shit thanks dude! I'll be updating for my server ❤️ ❤️

plucky rampart
#

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

charred burrow
#

data/medievalorigins/tags/item/fist_weapons.json

plucky rampart
#

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

charred burrow
plucky rampart
#

cant seem to get it to work for whatever reason, but not like the origins need a buff anyway

#

thanks muon

smoky verge
#

@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)

karmic prawn
#

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.