Mevans, awesome, awesome work here. My kids really like what you've done so far. One question. With Beta 10 or 11 (I can't remember which) some of the LOTR biomes were generating in the overworld along with BOP, XtraBiomes, BWG4 but with Beta 12 I never see a LOTR biome in the overworld anymore. We really like the massive variety that biomes generating mods give minecraft. Is there any way to make it so that LOTR biomes can generate in the overworld via a config setting or something?
I too would like to know if this is possible.
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Showing a little gratitude and understanding towards those who work so hard at making mods for us, free of charge, can go a long way. Remember your pleases and thank yous.
Using LOTR mod beta 11.1 my Minecraft instance hangs during startup. It doesn't crash or produces any errors as far as I can tell. It seems to freeze on the RecipeSorter.
Showing a little gratitude and understanding towards those who work so hard at making mods for us, free of charge, can go a long way. Remember your pleases and thank yous.
The mod seems to hang with some mods. Better storage makes this mod hangs with any version past 10. I don't see the reason for it though. So I can't even use the later versions even if I wanted to which really sucks.
Mob spawn controls 2 is not compatible with this mod. Though it's MSC2 that is erroring. Reported the crash to that mod author instead.
Neither of those, though I do have Better Storage like aking reported
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Showing a little gratitude and understanding towards those who work so hard at making mods for us, free of charge, can go a long way. Remember your pleases and thank yous.
Incredible work, incredible mod! As a long time Tolkien fan I really appreciate what you guys have done.
I've also read the FAQ so I'm not blindly asking questions that already have answers. With that said...
Could you please elaborate on why you're not going to do a world map of Northwest Middle-Earth to go along with this mod and are instead focusing on placing biomes in a predetermined manner to "simulate" it (NW ME)? Especially when there are people who are actually working on a world map that would seem to be perfect for this kind of mod (Massive ME Map here on Minecraftforum and the same project over on Planetminecraft).
Total filesize of the map, after I've added a temporary Bag End, Rivendell, Isengard, and Minas Tirith is 9.42 GB uncompressed. I don't see it getting much larger than that, especially when you remember that most of the world is just filler (and is already there in the map data). When I think of the epic scale of this kind of mod/map in the first place...after all it's Tolkien's Middle-Earth! then 10 GB doesn't seem too terribly much at all.
While the idea of a variety of cool new biomes to play around in is just that...cool...it really doesn't seem to be the tool you would use to develop a working, playable Middle-Earth map. After all, biomes are simply AREAS that are defined by certain characteristics. By nature the terrain inside each one is going to be random, dynamic. Contrariwise the topography of NW Middle-Earth is already determined. It's static. A huge world map seems to be the perfect answer.
Again, awesome work. I look forward to future updates to this mod. But basically I'd just like to hear more arguments/explanation as to why you guys have chosen to go with some kind of biome based system instead of just using a huge, detailed world map.
Thanks in advance for any response you have the time to give, and take care!
Would it be possible to make a spear of some kind that isn't thrown? Because you can't throw all spears, plus way back in the middle ages ( and in middle earth too) infantry primarily used polearms as a means of fighting, ie halberds, pikes, glaives, etc.
Not to mention in the books the Easterlings are described as having steel halberds in addition to their scimitars and bows. I know that you may not want to over complicate things, but I recall reading somewhere that you were always interested in ideas for new weapon types. So the existing spears are retconned into the new javelin weapon type, which do little close combat damage, but have a bonus when thrown. Then weapon classes of polearm are added like, for instance, the Dwarven Short Spear, the Uruk Pike, and that one Elven spear that kind of looks like a naginata.
These weapons are not thrown, but can instead block, or be held firm for a defensive position.
I also wonder if it would be possible to add some sort of orc poison that could be crafted with your weapons for poisoned variants with less durability but the poison effect. Perhaps this poison could be derived from morgul shrooms or rotten flesh.
His sense of duty was no less than yours, I deem. I wonder what his name was, where he came from, and if he really was evil at heart. What lies or threats led him on this long march from home? Would he not rather have stayed there... in peace? War will make corpses of us all. - Captain Faramir
Oh! Mevans, an idea I got from rereading the Silmarillion: Dwarf Masks, like the Dragon-Helm of Dor-lómin? there are a few mentions of dwarven masks being made to withstand great heat, so maybe when one wears it, like a helmet, it gives them fire protection?
They are also said to be made to be horrible to look at...
But, just an idea. (Is it even possible to code?)
That would be quite awesome, that addition could also go hand in hand with a new dwarven trader class like the Armorer, or Smith. Plus it could be put on a new stronger kind of dwarven infantry.
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His sense of duty was no less than yours, I deem. I wonder what his name was, where he came from, and if he really was evil at heart. What lies or threats led him on this long march from home? Would he not rather have stayed there... in peace? War will make corpses of us all. - Captain Faramir
I've run into an issue that may or may not have already been addressed. I had a respectable raiding party, mounted and unmounted, and I came upon a dwarven mine. It occurred to me that my mounted units might not be able to fight in the mines without suffocating, so I set about setting all 20 of them, one by one, to guard mode. I then realized that not only did I have to order the mount to guard mode, I also had to set the cavalry men themselves to guard mode. It was time consuming and very clunky. I was wondering if it would be possible to refine the ordering process so you could order various kinds of units to have certain kinds of orders, like, set mounted to halt, or set archers to halt. Or maybe just adding some kind of new GUI that allowed you to modify commands a little.
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His sense of duty was no less than yours, I deem. I wonder what his name was, where he came from, and if he really was evil at heart. What lies or threats led him on this long march from home? Would he not rather have stayed there... in peace? War will make corpses of us all. - Captain Faramir
I seem to have some sort of graphical glitching whenever I use this mod. Interestingly, this even occurs OUTSIDE of the Minecraft window. So I receive folders on my Desktop spazzing out too. I found out it was this mod when I removed it for a bit of testing. So it would be appreciated if this could be fixed.
Wow it has been over 2 months almost since my last video...just want to thank everyone who watched them and for those that didn't here is the link to the playlist and the very first episode (a special thanks for getting to 600+ views). http://www.youtube.com/playlist?list=PLTfjEW3TnHhsuBLullm4t7BgzEJDH8qjC
I've run into an issue that may or may not have already been addressed. I had a respectable raiding party, mounted and unmounted, and I came upon a dwarven mine. It occurred to me that my mounted units might not be able to fight in the mines without suffocating, so I set about setting all 20 of them, one by one, to guard mode. I then realized that not only did I have to order the mount to guard mode, I also had to set the cavalry men themselves to guard mode. It was time consuming and very clunky. I was wondering if it would be possible to refine the ordering process so you could order various kinds of units to have certain kinds of orders, like, set mounted to halt, or set archers to halt. Or maybe just adding some kind of new GUI that allowed you to modify commands a little.
My apologies, I did not notice that. Some of my mod's recipes are producing the same error as the other mods. I shall have it fixed in time for the next update (on January 1st). Thank you for bringing it to my attention.
Although - I just looked in one of my own FML logs and I noticed the same error appearing in there, yet the game is not crashing. Which suggests that this error may not be what causes your game to hang. In that case I'm not sure what to do now, but hopefully after the update I may be able to investigate this further.
Using LOTR beta 12.2 I still have the issue where my Minecraft instance hangs on the Forge RecipeSorter. It doesn't crash or produce any errors, it just hangs. I've narrowed it down to the combination of LOTR with the Better Storage mod. After removing either one of these mods my instance will load successfully.
Is there anything you or the author of Better Storage can do about this?
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
Exact same issue as InsaneJ has. Better Storage is causing it for whatever reason.
Idk if this is against forum rules but I have reported this issue to the author of the Better Storage mod to see if he\she can provide some more information on this.
Yes but there isnt a way to halt some soldiers and leave the others, the war horns are a very broad system, I'm suggesting something more precise.
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His sense of duty was no less than yours, I deem. I wonder what his name was, where he came from, and if he really was evil at heart. What lies or threats led him on this long march from home? Would he not rather have stayed there... in peace? War will make corpses of us all. - Captain Faramir
I was wondering if it would be possible to refine the ordering process so you could order various kinds of units to have certain kinds of orders, like, set mounted to halt, or set archers to halt. Or maybe just adding some kind of new GUI that allowed you to modify commands a little.
I also see plenty of use in such a system. Maybe horns open a GUI after sounding.
Edti: Responce to facebook page. about the Blue mountains.
I really like that dark blue granite. Not all the rock but in big viens like oversized coal deposits or stripes of blue rock like layers of ash from frequent eruptions that darkend from grey to blue.
Bluegrass, blue flowers, even blue leaves may also be part of the biome.
My forum icon was painted by Frank Frazetta.
It is the cover art for a book by Edger Rice Burroughs called 'The Mad King.'
This is my small tribute to a great artist.
Hay, I was thinking about Galvorn. Are you plaining to have Swords and other weapons of the stuff? Like Turin's sword, Gurthang? And maybe arrows, too?
“Faithless is he that says farewell when the road darkens.”
-J.R.R.Tolkien “A troll has been silenced. I do believe I have broken the internet.”
- Pianissimo, 2/9/15
I too would like to know if this is possible.
If that's true, then why the hell can't these guys do it with our help? XD
I'm getting the same issue with Beta 12.2
Are you running EnderStorage or Minefactory?
Mob spawn controls 2 is not compatible with this mod. Though it's MSC2 that is erroring. Reported the crash to that mod author instead.
Neither of those, though I do have Better Storage like aking reported
I've also read the FAQ so I'm not blindly asking questions that already have answers. With that said...
Could you please elaborate on why you're not going to do a world map of Northwest Middle-Earth to go along with this mod and are instead focusing on placing biomes in a predetermined manner to "simulate" it (NW ME)? Especially when there are people who are actually working on a world map that would seem to be perfect for this kind of mod (Massive ME Map here on Minecraftforum and the same project over on Planetminecraft).
Total filesize of the map, after I've added a temporary Bag End, Rivendell, Isengard, and Minas Tirith is 9.42 GB uncompressed. I don't see it getting much larger than that, especially when you remember that most of the world is just filler (and is already there in the map data). When I think of the epic scale of this kind of mod/map in the first place...after all it's Tolkien's Middle-Earth! then 10 GB doesn't seem too terribly much at all.
While the idea of a variety of cool new biomes to play around in is just that...cool...it really doesn't seem to be the tool you would use to develop a working, playable Middle-Earth map. After all, biomes are simply AREAS that are defined by certain characteristics. By nature the terrain inside each one is going to be random, dynamic. Contrariwise the topography of NW Middle-Earth is already determined. It's static. A huge world map seems to be the perfect answer.
Again, awesome work. I look forward to future updates to this mod. But basically I'd just like to hear more arguments/explanation as to why you guys have chosen to go with some kind of biome based system instead of just using a huge, detailed world map.
Thanks in advance for any response you have the time to give, and take care!
Not to mention in the books the Easterlings are described as having steel halberds in addition to their scimitars and bows. I know that you may not want to over complicate things, but I recall reading somewhere that you were always interested in ideas for new weapon types. So the existing spears are retconned into the new javelin weapon type, which do little close combat damage, but have a bonus when thrown. Then weapon classes of polearm are added like, for instance, the Dwarven Short Spear, the Uruk Pike, and that one Elven spear that kind of looks like a naginata.
These weapons are not thrown, but can instead block, or be held firm for a defensive position.
I also wonder if it would be possible to add some sort of orc poison that could be crafted with your weapons for poisoned variants with less durability but the poison effect. Perhaps this poison could be derived from morgul shrooms or rotten flesh.
- Captain Faramir
That would be quite awesome, that addition could also go hand in hand with a new dwarven trader class like the Armorer, or Smith. Plus it could be put on a new stronger kind of dwarven infantry.
- Captain Faramir
- Captain Faramir
http://www.youtube.com/playlist?list=PLTfjEW3TnHhsuBLullm4t7BgzEJDH8qjC
Using LOTR beta 12.2 I still have the issue where my Minecraft instance hangs on the Forge RecipeSorter. It doesn't crash or produce any errors, it just hangs. I've narrowed it down to the combination of LOTR with the Better Storage mod. After removing either one of these mods my instance will load successfully.
Is there anything you or the author of Better Storage can do about this?
Here's my ForgeModLoader-client-0.log: http://paste2.org/nzePXPp0
HappyDiggers is a small Minecraft community with several different servers: Adventure, Arena PvE, Feed The Beast, Skyblock, Small World, Towny, Prison, Vanilla and Snapshot.
Idk if this is against forum rules but I have reported this issue to the author of the Better Storage mod to see if he\she can provide some more information on this.
Yes but there isnt a way to halt some soldiers and leave the others, the war horns are a very broad system, I'm suggesting something more precise.
- Captain Faramir
I also see plenty of use in such a system. Maybe horns open a GUI after sounding.
Edti: Responce to facebook page. about the Blue mountains.
I really like that dark blue granite. Not all the rock but in big viens like oversized coal deposits or stripes of blue rock like layers of ash from frequent eruptions that darkend from grey to blue.
Bluegrass, blue flowers, even blue leaves may also be part of the biome.
It is the cover art for a book by Edger Rice Burroughs called 'The Mad King.'
This is my small tribute to a great artist.