This talk of Valinor made me do a little research... It is said to have every species of animal and plant found in Middle-earth, as well as a couple of native ones. I also remember hearing the Elves brought Mallorn Trees with them from Valinor, but I'm not sure where I heard it... In terms of climate, it would be somewhere near the tropics, but occasionally had snow and had a large ice sheet in its Northeren regions. As the homeland of the Elves, it also had many cities.
Also, I know you have planned army leading for this update. Will we recieve Death Messages when our troops die? I know this would be hard to do with larger armies, but I just thought it would be cool/good to know how many of my Elves were still able to kill that Giant Troll that murdered those poor Hobbits... This upcoming update is focused on Evil, and at the moment it is suicide for evil players to make an Elven Portal, so do you have any plans for another way to/from Middle-earth? At the moment, Orc tools are made from "Orc Steel". As we just had "Dwarf Steel" added and it needs to be made in the Dwarven Forge, it seems a little odd to have Orc Steel from the regular Furnace. Maybe you could change the name to Morgul Iron and add Orc Steel as an alloy between Morgul Iron and possibly Nurite Gems... Have you considered making a list of mod (in)compatibilities? Do you know of this is able to be played with Railcraft?
Hello I am new on this forum, I start to play whit this mod but there are some object like silver or mythril ring of which I don't understand the utility, and don't know how to invock Sauron in survival mod and how to craft an magical hobit pipe and the staf of gandalf. thanks to reply
Clunx
P.S:(Sorry for the English but I am french and don't speak English very well)
Silver and Mithril rings will be used for magic, you can craft a magic pipe with a normal pipe(undamaged) and a diamond, and you can't get Sauron or the Staff of Gandalf in survival yet.
Sorry to bother you guys with another report. I have an issue of making a modpack for me and my friends just a lan server nothing public. I seem to have a conflict when going to Middle Earth, it kicks me with this error and It's my understanding that CustomSpawner for mo'creatures is the cause (I may be wrong) but if you know any way of being able to keep your mod and mo'creatures i would be grateful
Here's the message (It's not a crash it just kicks the player in middle earth from the server, they can reconnect but be instantly kicked again with the "Internal Error" message):
2013-05-09 13:43:35 [INFO] energenix[/127.0.0.1:64869] logged in with entity id 7908 at (20.5, 103.0, 466.5)
2013-05-09 13:43:36 [INFO] MCA: Loaded existing world properties for world 'world' and player 'energenix'.
2013-05-09 13:43:37 [WARNING] Failed to handle packet for energenix/127.0.0.1: net.minecraft.util.ReportedException: Ticking player
net.minecraft.util.ReportedException: Ticking player
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:355)
at net.minecraft.network.NetServerHandler.func_72498_a(NetServerHandler.java:308)
at net.minecraft.network.packet.Packet10Flying.func_73279_a(SourceFile:136)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.NullPointerException
at drzhark.customspawner.CustomSpawner.getCustomBiomeSpawnList(CustomSpawner.java:627)
at drzhark.customspawner.CustomSpawner.getPossibleCustomCreatures(CustomSpawner.java:888)
at drzhark.customspawner.CustomSpawner.getRandomCustomMob(CustomSpawner.java:860)
at drzhark.customspawner.CustomSpawner.doCustomSpawning(CustomSpawner.java:368)
at drzhark.mocreatures.MoCServerTickHandler.onTickInGame(MoCServerTickHandler.java:45)
at drzhark.mocreatures.MoCServerTickHandler.tickEnd(MoCServerTickHandler.java:117)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPostTick(FMLCommonHandler.java:389)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:404)
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:319)
... 11 more
I have never had to post on the forums before as I usually work it out or remove the mod, but mo'creatures gives a reason to come back to the Overworld, with pets and such and I REALLY do not want to remove your mod. So any help would be appreciated!
What version are you on? Because I think I've seen people using 1.5.1 report this bug. Forge added a new biome registry system just before the 1.5.2 update, and my mod's 1.5.1 version doesn't take this into account as it was written before the biome system. So perhaps if you're on 1.5.1 updating to 1.5.2 might fix it.
If this is the current version it might be because I registered my biomes as null in the biome system. It doesn't have an 'unknown' or similar biome type, so registering as null might possibly make something go wrong - but I don't want Mo'Creatures animals spawning in Middle-earth, because that would be ridiculous. I've seen the Redpower Volcanoes spawning in the Shire, and I can't control this, which is very irritating indeed... so if you are on 1.5.2 this is probably why, but I can't see any way to get round it.
Mo Creatures won't spawn in Middle Earth by default if you register the biome type properly. That's what's causing the crash, I'm sure.
And there's a rp2tweaks coremod that fixes the volcano spawning bit. Metallurgy also spawns its ores in Middle Earth biomes.
THIS IS AMAZING!!!!!!!
Will the ring turn you invisible? Just how evil can you become? Can you be a Nazgul? Can you overthrow Sauron and replace him? If you are evil, will orcs still attack you? Can you be a wizard? Are dwarves and elves in it? Why do you have things spawning as biomes instead of a premade map with all the places from the books? Can you wear rings?
*pants loudly* Give me a second to breathe please. I'll be right back.
Rollback Post to RevisionRollBack
GENERATION 9003: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
THIS IS AMAZING!!!!!!!
Will the ring turn you invisible? Just how evil can you become? Can you be a Nazgul? Can you overthrow Sauron and replace him? If you are evil, will orcs still attack you? Can you be a wizard? Are dwarves and elves in it? Why do you have things spawning as biomes instead of a premade map with all the places from the books? Can you wear rings?
*pants loudly* Give me a second to breathe please. I'll be right back.
The ring doesn't turn you invisible, at least for now. There's no limit for how good or evil you can become, but the bar stops moving after 1000 or -1000. You can't even find Sauron is survival yet, but in the next update you will be able to hire your own army of orcs if you are evil. The most evil you get, the lower the chance of orcs attacking, until you get to 0% chance ( At -50 you can even ride Wargs). There are Elves in Lothrórien biome and Dwarves in the Iron Hills biome. In Minecraft the easiest way to make the right mobs spawn and features appear at the right place is by biomes, but in the future the biomes won't be so randomly placed and will look more like the Middle Earth. You can't wear rings.
About the Wizards and Nazgûl I don't know, but the next update will be called the EVIL update, and there's already Gandalfs Staff, so maybe in the future...
Assuming other races with have Mercenary Captains (they better), will Warg Riders be purchased from Goblins(are they still planned for this update?) or Orcs. When you say "this particular Mercenary Captain sells Orcs, Orc Archers and Bombarders", does that mean that different Orc Mercenary Captains sell different troops, like Hobbit Bartenders and other trading mobs? Will there be an equivelt for the Good Side (always wanted to murder a troll with an Elf or two) and will you get EXP for ememies killed by your troops? Anyway what do you think of my proposed changes of Orc Steel? It does seem a little weird that Dwarf Steel is an alloy but Orc Steel is not and obtained from a regular Furnace...
The Meaning of Life, the Universe, and Everything.
Join Date:
2/11/2012
Posts:
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Minecraft:
darcyman247
Xbox:
darcymckool
Member Details
So finally amazed someone has almost perfected this type of mod, also played you're The Lion King Mod! So enjoyable taking a step into my childhood again
A suggestion, don't know if it has been suggested but perhaps when lighting the beacons of Gondor they could reject the spawning of orcs, dark or not. Just a suggestion, keep up the fantastic work! Love it so much! Precious's to you! ;D
The thing about the beacons is that they were e there to tell others that orcs were attacking and that someone needed aid. Having orcs not spawn near would be contradicting what the beacons are for.
I think you should add these things Mobs: Wring wraiths, Tree ents, Dragons, Giant spider, Goblins, Trolls, Urui kai, more LOTR charcters, Rock Giants, Balrog, Gollum Biomes: Murkwood, Fangor(Tree ent forest), biomes should be map based, hidden treasure Items: Sting, Glamring. and if you added in all that stuff that would be so AMAZING!
I have a suggestion: when you add trolls and siegeweapons, it would be awesome if you could ride a troll and the can destroy more than 1 block with a hit with his hand, and it could pick a few blocks and throw them to hurt enemies. just a random idea though
Also, I know you have planned army leading for this update. Will we recieve Death Messages when our troops die? I know this would be hard to do with larger armies, but I just thought it would be cool/good to know how many of my Elves were still able to kill that Giant Troll that murdered those poor Hobbits... This upcoming update is focused on Evil, and at the moment it is suicide for evil players to make an Elven Portal, so do you have any plans for another way to/from Middle-earth? At the moment, Orc tools are made from "Orc Steel". As we just had "Dwarf Steel" added and it needs to be made in the Dwarven Forge, it seems a little odd to have Orc Steel from the regular Furnace. Maybe you could change the name to Morgul Iron and add Orc Steel as an alloy between Morgul Iron and possibly Nurite Gems... Have you considered making a list of mod (in)compatibilities? Do you know of this is able to be played with Railcraft?
Its used to marry hobbits (right click in two hobbits with two rings), but you need at least 150 rep for Good.
Silver and Mithril rings will be used for magic, you can craft a magic pipe with a normal pipe(undamaged) and a diamond, and you can't get Sauron or the Staff of Gandalf in survival yet.
Here's the message (It's not a crash it just kicks the player in middle earth from the server, they can reconnect but be instantly kicked again with the "Internal Error" message):
2013-05-09 13:43:35 [INFO] energenix[/127.0.0.1:64869] logged in with entity id 7908 at (20.5, 103.0, 466.5)
2013-05-09 13:43:36 [INFO] MCA: Loaded existing world properties for world 'world' and player 'energenix'.
2013-05-09 13:43:37 [WARNING] Failed to handle packet for energenix/127.0.0.1: net.minecraft.util.ReportedException: Ticking player
net.minecraft.util.ReportedException: Ticking player
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:355)
at net.minecraft.network.NetServerHandler.func_72498_a(NetServerHandler.java:308)
at net.minecraft.network.packet.Packet10Flying.func_73279_a(SourceFile:136)
at net.minecraft.network.TcpConnection.func_74428_b(TcpConnection.java:461)
at net.minecraft.network.NetServerHandler.func_72570_d(NetServerHandler.java:134)
at net.minecraft.network.NetworkListenThread.func_71747_b(NetworkListenThread.java:53)
at net.minecraft.server.dedicated.DedicatedServerListenThread.func_71747_b(SourceFile:30)
at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:674)
at net.minecraft.server.dedicated.DedicatedServer.func_71190_q(DedicatedServer.java:274)
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:570)
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:468)
at net.minecraft.server.ThreadMinecraftServer.run(SourceFile:573)
Caused by: java.lang.NullPointerException
at drzhark.customspawner.CustomSpawner.getCustomBiomeSpawnList(CustomSpawner.java:627)
at drzhark.customspawner.CustomSpawner.getPossibleCustomCreatures(CustomSpawner.java:888)
at drzhark.customspawner.CustomSpawner.getRandomCustomMob(CustomSpawner.java:860)
at drzhark.customspawner.CustomSpawner.doCustomSpawning(CustomSpawner.java:368)
at drzhark.mocreatures.MoCServerTickHandler.onTickInGame(MoCServerTickHandler.java:45)
at drzhark.mocreatures.MoCServerTickHandler.tickEnd(MoCServerTickHandler.java:117)
at cpw.mods.fml.common.SingleIntervalHandler.tickEnd(SingleIntervalHandler.java:34)
at cpw.mods.fml.common.FMLCommonHandler.tickEnd(FMLCommonHandler.java:141)
at cpw.mods.fml.common.FMLCommonHandler.onPlayerPostTick(FMLCommonHandler.java:389)
at net.minecraft.entity.player.EntityPlayer.func_70071_h_(EntityPlayer.java:404)
at net.minecraft.entity.player.EntityPlayerMP.func_71127_g(EntityPlayerMP.java:319)
... 11 more
I have never had to post on the forums before as I usually work it out or remove the mod, but mo'creatures gives a reason to come back to the Overworld, with pets and such and I REALLY do not want to remove your mod. So any help would be appreciated!
Mo Creatures won't spawn in Middle Earth by default if you register the biome type properly. That's what's causing the crash, I'm sure.
And there's a rp2tweaks coremod that fixes the volcano spawning bit. Metallurgy also spawns its ores in Middle Earth biomes.
Will the ring turn you invisible? Just how evil can you become? Can you be a Nazgul? Can you overthrow Sauron and replace him? If you are evil, will orcs still attack you? Can you be a wizard? Are dwarves and elves in it? Why do you have things spawning as biomes instead of a premade map with all the places from the books? Can you wear rings?
*pants loudly* Give me a second to breathe please. I'll be right back.
GENERATION 9003: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
The ring doesn't turn you invisible, at least for now. There's no limit for how good or evil you can become, but the bar stops moving after 1000 or -1000. You can't even find Sauron is survival yet, but in the next update you will be able to hire your own army of orcs if you are evil. The most evil you get, the lower the chance of orcs attacking, until you get to 0% chance ( At -50 you can even ride Wargs). There are Elves in Lothrórien biome and Dwarves in the Iron Hills biome. In Minecraft the easiest way to make the right mobs spawn and features appear at the right place is by biomes, but in the future the biomes won't be so randomly placed and will look more like the Middle Earth. You can't wear rings.
About the Wizards and Nazgûl I don't know, but the next update will be called the EVIL update, and there's already Gandalfs Staff, so maybe in the future...
Awesome! Can't wait!
GENERATION 9003: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment
A suggestion, don't know if it has been suggested but perhaps when lighting the beacons of Gondor they could reject the spawning of orcs, dark or not. Just a suggestion, keep up the fantastic work! Love it so much! Precious's to you! ;D