A while ago I released a map created in World Painter based on the world of Bungie's Myth: The Fallen Lords, and while I'll be the first to admit the map has some things that need to be touched up on, I still feel it's good enough to both release it, and start a Let's Play of it.
So anyways, this is a modded survival Let's Play based around that map and the world of Bungie's Myth series, and the eventual goal is to explore all of the world while slowly building the Myth universe. I don't imagine that many people will be interested considering the subject matter, but it's six episodes in and has been pretty fun so far.
Here's the link to the first episode for anyone who wants to check it out:
In addition, here's the map itself for those who want to explore and/or build on their own.
I disagree. I like a lot of the changes in 1.9, particularly with the changes to combat. I'd love to have my spellbook in my offhand and run a spellsword or arcane archer build.
As for the difficulty... it's been over a year. At this point, I don't really find "it's a lot of work" a valid excuse any more. Mod makers have had the time to do it.
The problem with the "It's a lot of work" thing is that I think a lot of them were scared that 1.9 would also change a lot about how mods need to be made, and 1.8 itself is... well... it doesn't change that much in the actual game. In fact, I'm not even sure that there is much in the basic gameplay (as in, not counting commands or the game system) that hasn't either been moved to 1.7.10 by someone, or simply outdone by one of 1.7.10's mods.
But yes, I think a lot of mod makers have been waiting for 1.9 to actually put the effort into translating their mods, so hopefully we'll get a whole bunch of them moved to the new system before long.
Hmm, was playing around earlier as a villain and realized something. Roughly 1/3rd of the gameworld (currently everything north of Fangorn except the Shire, Iron Hills, and Blue Mountains) is filled with good-aligned archers of some sort or other. While all of these have their own tricks, strengths, and weaknesses, it might be still be good to add in something else for evil players to face just for the sake of variety.
Uhh... can we get that in a spoiler tag please? Also, if I'm understanding you, you just cut off after the LOTRRoads line. Nothing in that monster-post jumped out at me(other than the LOTR prefix and broken ore dictionary stuff, but nothing seemed to suggest what else is causing the crash, and it's not the LOTR mod on its own). I think we'll need the rest before we can give you an actual answer.
Guys, I ve got a problem with new version of Lotr, my camera zoom than back to normall position EVERY second.Did enyone got problem like this? How i can fix it?
Not sure if this is it, but check if you've got Coros' weather mod installed. Last time I tried those two together they caused an issue a lot like what you're describing.
I hear alot of rumors about this mod that it will drasticly decrease FPS, is this true or can i use this in my private modpack with thermal expansion, buildcraft, ect.
In my experience, Journeymap doesn't cause massive lag unless another mod is somehow interfering with it. Generally, unless your computer already seriously struggles, you'll almost certainly have at least a playable framerate, and probably a rather good one.
But of course, the best way to find out if there's a problem is to just toss it in your mods folder and try it out, the file size is small and I doubt it would damage your world even if it did somehow cause massive lag and/or get removed.
Just a quick note with regards to Lycanites' + Morph mod. Because of the extreme variety of morphs that you can get from Lycanites' you may experience extreme player data bloat. This can cause an inability to connect to servers because the player data file becomes too big and causes an auto-disconnect. Please look into this if possible, thank you!
That's really nice to know, but shouldn't that be mentioned on the Morph board, rather than here?
There are about three or four game series that shaped my childhood, and much to the ESRB's dismay, Myth was one of them. For those who do not know of it, it was a tactical real-time strategy series that took place in a rather grim fantasy world in which a pack of powerful necromancers had pretty much wiped out almost every living force that did not serve them, and the player basically spent the entire series trying to figure out how to defeat large hordes of enemies with a handful of troops who were rarely any better than anything the enemy was using. It was one of Bungie's greatest achievements, and occasionally pops up on top 100 game lists, but the series pretty much died after Bungie got picked up by Microsoft.
Anyways, I do not know if there's anyone on this forum who even remembers the Myth series, but for the last couple of weeks I've been working on recreating the overall landscape of Myth within WorldPainter, and I think what I've got is at a point where the community might appreciate it. It is only a terrain map, and so has no structures, but I have tried to include some of the more interesting terrain features from the Myth games and add touches where needed. In addition, it is the first map that I'm releasing, and it is rather large, so there's probably a few things that need to be touched up on. That said, it should be quite functional as a survival map, and I hope people will enjoy exploring and building in it whether or not they have played any of the three Myth games.
Anyways, shutting up now and supplying the link: Download
Thanks to: Minecraft and Bungie for reasons that are probably obvious.
Captain_Chaos for World Painter
Also, I've started a Let's Play in this world, only the first two episodes have extensive exploration in them, but it should give players an idea of what the western third of the map is like.
Check into the LOTR mod's version of them(just start up a new game with cheats enabled and teleport down to Far Harad savanna, walking down there will take a long time). Those are completely new trees, but they look pretty impressive.
Rule of thumb is that Better Foliage works with most everything, even if the tree type's not in normal Minecraft. So it's fine with the LOTR mod, Biome's O Plenty, Enhanced Biomes, etc. The only thing I've ever found problems with are certain Tinker's Constuct bushes, but that seems to have been fixed in the newer versions, and you can disable anything that does show graphical issues manually.
That said, unless things have changed since the last time I turned on rounded logs, that setting may look weird on larger/branching tree types, so you might take a look at that and then if you dislike, disable that setting in Better Foliage's in-game menu.
For all those who dislike the Lord of the Rings Mod's combat changes or find it works badly with other mods,Dynamic Sword Skills (and probably Zelda Sword Skills) bypasses the LOTR mod's weapon speed settings when the player is locked on to a target, allowing one to swing as fast as they normally would. Combining the two might unbalance some of the LOTR mod's weapons, and Dynamic Sword Skills in general tends to make things easier thanks to the combo system and extra combat abilities, but it's a pretty fun combat upgrade and there doesn't seem to be any other conflicts between the two mods.
And to shamelessly advertise my own work, I wrote a combined review of Dynamic Sword Skills and Mine and Blade: Battlegear 2 ages ago, here's the link if you'd like to read that over.
This is reminding me, for a while at least there was a minor incompatibility with this mod and the LOTR mod. Basically, if food was set to decay they couldn't be turned in for LOTR's mini-quests, even if they were perfectly fresh. Does anyone know if that's been fixed? Was thinking about attempting to build a hardcore LOTR mod pack, and all challenge packs deserve this mod in them.
0
A while ago I released a map created in World Painter based on the world of Bungie's Myth: The Fallen Lords, and while I'll be the first to admit the map has some things that need to be touched up on, I still feel it's good enough to both release it, and start a Let's Play of it.
So anyways, this is a modded survival Let's Play based around that map and the world of Bungie's Myth series, and the eventual goal is to explore all of the world while slowly building the Myth universe. I don't imagine that many people will be interested considering the subject matter, but it's six episodes in and has been pretty fun so far.
Here's the link to the first episode for anyone who wants to check it out:
In addition, here's the map itself for those who want to explore and/or build on their own.
1
The problem with the "It's a lot of work" thing is that I think a lot of them were scared that 1.9 would also change a lot about how mods need to be made, and 1.8 itself is... well... it doesn't change that much in the actual game. In fact, I'm not even sure that there is much in the basic gameplay (as in, not counting commands or the game system) that hasn't either been moved to 1.7.10 by someone, or simply outdone by one of 1.7.10's mods.
But yes, I think a lot of mod makers have been waiting for 1.9 to actually put the effort into translating their mods, so hopefully we'll get a whole bunch of them moved to the new system before long.
0
Hmm, was playing around earlier as a villain and realized something. Roughly 1/3rd of the gameworld (currently everything north of Fangorn except the Shire, Iron Hills, and Blue Mountains) is filled with good-aligned archers of some sort or other. While all of these have their own tricks, strengths, and weaknesses, it might be still be good to add in something else for evil players to face just for the sake of variety.
0
Uhh... can we get that in a spoiler tag please? Also, if I'm understanding you, you just cut off after the LOTRRoads line. Nothing in that monster-post jumped out at me(other than the LOTR prefix and broken ore dictionary stuff, but nothing seemed to suggest what else is causing the crash, and it's not the LOTR mod on its own). I think we'll need the rest before we can give you an actual answer.
0
Not sure if this is it, but check if you've got Coros' weather mod installed. Last time I tried those two together they caused an issue a lot like what you're describing.
0
In my experience, Journeymap doesn't cause massive lag unless another mod is somehow interfering with it. Generally, unless your computer already seriously struggles, you'll almost certainly have at least a playable framerate, and probably a rather good one.
But of course, the best way to find out if there's a problem is to just toss it in your mods folder and try it out, the file size is small and I doubt it would damage your world even if it did somehow cause massive lag and/or get removed.
0
That's really nice to know, but shouldn't that be mentioned on the Morph board, rather than here?
0
Well, I know what's going in my modpack next time I mess with Millenaire!
0
There are about three or four game series that shaped my childhood, and much to the ESRB's dismay, Myth was one of them. For those who do not know of it, it was a tactical real-time strategy series that took place in a rather grim fantasy world in which a pack of powerful necromancers had pretty much wiped out almost every living force that did not serve them, and the player basically spent the entire series trying to figure out how to defeat large hordes of enemies with a handful of troops who were rarely any better than anything the enemy was using. It was one of Bungie's greatest achievements, and occasionally pops up on top 100 game lists, but the series pretty much died after Bungie got picked up by Microsoft.
Anyways, I do not know if there's anyone on this forum who even remembers the Myth series, but for the last couple of weeks I've been working on recreating the overall landscape of Myth within WorldPainter, and I think what I've got is at a point where the community might appreciate it. It is only a terrain map, and so has no structures, but I have tried to include some of the more interesting terrain features from the Myth games and add touches where needed. In addition, it is the first map that I'm releasing, and it is rather large, so there's probably a few things that need to be touched up on. That said, it should be quite functional as a survival map, and I hope people will enjoy exploring and building in it whether or not they have played any of the three Myth games.
Anyways, shutting up now and supplying the link: Download
Thanks to: Minecraft and Bungie for reasons that are probably obvious.
Captain_Chaos for World Painter
Ientebreisje for his Custom Tree Repository.
Jeracraft for his World Painter Brushes
TylerTimoJ for his World Painter Brushes
Lord Dakr for his World Painter Tutorials
Also, I've started a Let's Play in this world, only the first two episodes have extensive exploration in them, but it should give players an idea of what the western third of the map is like.
0
Hey, just finished doing an examination of The Spice of Life, here's a link if you're interested.
0
Check into the LOTR mod's version of them(just start up a new game with cheats enabled and teleport down to Far Harad savanna, walking down there will take a long time). Those are completely new trees, but they look pretty impressive.
0
Yep, just need to find your profile in either the Enviromine configuration folder or the mod menu and disable sanity, air quality, and temperature.
Also, it's well worth looking through the mod's config files. If there's anything else you decide you dislike, chances are good you can disable it.
0
Rule of thumb is that Better Foliage works with most everything, even if the tree type's not in normal Minecraft. So it's fine with the LOTR mod, Biome's O Plenty, Enhanced Biomes, etc. The only thing I've ever found problems with are certain Tinker's Constuct bushes, but that seems to have been fixed in the newer versions, and you can disable anything that does show graphical issues manually.
That said, unless things have changed since the last time I turned on rounded logs, that setting may look weird on larger/branching tree types, so you might take a look at that and then if you dislike, disable that setting in Better Foliage's in-game menu.
0
For all those who dislike the Lord of the Rings Mod's combat changes or find it works badly with other mods, Dynamic Sword Skills (and probably Zelda Sword Skills) bypasses the LOTR mod's weapon speed settings when the player is locked on to a target, allowing one to swing as fast as they normally would. Combining the two might unbalance some of the LOTR mod's weapons, and Dynamic Sword Skills in general tends to make things easier thanks to the combo system and extra combat abilities, but it's a pretty fun combat upgrade and there doesn't seem to be any other conflicts between the two mods.
And to shamelessly advertise my own work, I wrote a combined review of Dynamic Sword Skills and Mine and Blade: Battlegear 2 ages ago, here's the link if you'd like to read that over.
1
This is reminding me, for a while at least there was a minor incompatibility with this mod and the LOTR mod. Basically, if food was set to decay they couldn't be turned in for LOTR's mini-quests, even if they were perfectly fresh. Does anyone know if that's been fixed? Was thinking about attempting to build a hardcore LOTR mod pack, and all challenge packs deserve this mod in them.