After B23, doesn't wanna launch due to not enough memory. In B23 I could run this mod with forge, damage indicators, fastcraft, liteloader, optifine, and a bunch of litemods, all of it with 2GB allocated to minecraft. Now I cannot even run the mod alone with 3.5GB allocated. What th **** is going on?
(Does it have to do something with Forge? When I played this with all of those other mods, the forge launcher didn't have the indicating loading bars on launching screen... Now it's always stuck at Initializing Minecraft Engine 3/7...)
:(( This was like the best mod ever created, but now I am not able to play it at all... Pls help
That's a bit bizzare, I have 4gb of ram allocated to MC, but I've also always run LOTR with a lot of other mods(rarely less than 60mods). Are you absolutely sure you have the latest version of forge installed, and nothing else in? Also, while I've used Liteloader with this mod without issue, that was around beta 21, so maybe something happened between now and then that causes problems between the two.
It's been a bit since I've used it, but Streams mod adds new streams instead of changing river behavior, and Climate Control doesn't change how rivers are made, but rather where they are placed. So leaving rivers on should be fine.
I've never had an issue with mobs spawning; though I will admit that I miss the mobs from 1.6.4 BoP like the Jungle Spiders.
I think that the mystic woods biomes still spawn fairies, but I honestly DON'T miss those spiders that much. Made the mistake of attempting to start a Refugee to Regent challenge in the tropics, and eventually quit because I just got fed up with those things. i_i
One of those mods is The Camping Mod, which I have run with AM2 for quite a while without problems. But if it's the problem I suggest checking that you're using the latest 1.7.10 version, and possibly finding Enable Campsite generation=true and Enable Hemp generation=true in the config file and swapping them to false.
However, I have not used the Still Hungry mod before, and I do not know if it has problems with AM2. Considering that I've used The Camping mod for a while, I'm going to guess that Still Hungry's the main issue. I don't know how its configuration files work, but it seems to be an issue with its strawberry world generation, so you might check the files and disable that if you want the mods to all work together.
Yes. if you want to dissable a certain feature, you have to do it in the config, and it isn't to hard, you just set say, Sanity, to false in the config.
You can also change it from Minecraft's main menu. Just go to "Mods", scroll down to "Enviromine", click config, and it'll pull up a set of configuration options. This method's a little easier to deal with than messing with the configuration files, though file-editing's a bit faster for people who know where everything is.
Actually, pretty sure that will not work. I think twilight forest is set up in such a way that it's biomes do not get tied to those below 129. At least, I've been running them with ID's above 200 and not seen them show up in the overworld.
The plan's to skip 1.8, and go right into 1.9. I think there's also supposed to be one last patch for 1.7.10, but... it's been a while since the last so unsure if that's still the plan.
Also, you can make your own ATG generator.cfg file to support this. It's actually fairly simple, and I've got a relatively simple file I use for it, though it's not perfect(Set it up in about 20 minutes, haven't really fine-tuned the spawn rates and some of the biomes show up in odd spots).
Try using Anti-ID conflict. Just toss it into your mod folder, run MC, when it crashes(which is intentional, it won't let you start if it finds a conflict) look for the "conflictedIds" text file in your config/AntiIDConflict folder, and that should show any conflicts. There's also an "AvailableID's" file in the same folder, so it's pretty simple to figure out what's wrong and what to move things to.
Hey, a while back I did an examination of Local Weather and Storms, and now I've done one for Zombie Awareness as well. Here's a link if you wanna check it out.
If you dislike it, disable it. It takes about as much effort to open the shadowmobs-spawning file and set B:"Phantom Spawning Enabled" to false as it does to hop on here and tell Lycanite to kill himself. Also, I keep them on, but changed to spawn as normal enemies that can only appear on full moons.
By the way, try fighting them with ranged weapons. They're quite dangerous for those trying to fight in melee, but they're squishy and slow, so ranged works well.
Look into Potion ID Helper or Say No To ID Conflicts. Both of these will help you find out what ID's are conflicting, and what to replace them with. I find the first to be a bit simpler to work with, and it extends the ID options which can be great when dealing with some combinations of mods(Witchery and AM2 alone can fill most of the game's available ids, leaving little room for other mods). However, the other shows basically all IDs in the game, and so if you need to work with Biome IDs or enchantments it can be useful.
Unsure if shelob is planned, but she certainly won't show up for a while. Nor will Gandalf, Boromir, Sam, or any other specific NPC. As I understand it, Mevans is constructing the world in stages, and stage one is the world and factions themselves. You can probably expect no cities or characters beyond base faction people and villages to show up until all of Harad and Rhun are finished. Currently, I think there are three major Harad factions that have yet to be added, and while I don't think Rhun's had its factions revealed, it is one of the largest sections of the world. Mevans has been adding roughly one faction per patch, so the earliest I can imagine him releasing NPCs or cities is still going to be six months away, and probably a good bit longer. So unless he decides to make Shelob's lair a dungeon like Utumno, or an easter-egg place like Shrek's hut, it's going to be a good while before shelob'll show up in any form.
That said, I really doubt he'll make her into just a standard enemy. She will probably be a full-blown boss like the mountain troll chieftain or the Mallorn Ent, with special attacks and abilities.
Open up your Minecraft folder, go to the Config folder, then the Enviromine one, and now profiles. Find your profile, open the main file in that, and search for "enable earthquakes". Replace the "true" that should be there with "false" and earthquakes should stop happening.
The forum was acting weird, so I hope this doesn't end up being double-posted:
"That's not the issue, the problem is that other mods are balanced around the ability to attack quickly with their weapons. So going into something where a monster hits hard and has 100+hp is difficult when you can no longer really deal with him at all in melee range. And sadly, the mod's built-in way of dealing with stronger enemies isn't really a thing anywhere except in Middle-Earth, as trying to bring an army to the overworld or another dimension is horribly awkward right now. So yeah, an option to disable either the speed setting entirely, or just for non-middle-earth weapons would be great, even if it does potentially give the player an unfair advantage in Middle-Earth."
0
That's a bit bizzare, I have 4gb of ram allocated to MC, but I've also always run LOTR with a lot of other mods(rarely less than 60mods). Are you absolutely sure you have the latest version of forge installed, and nothing else in? Also, while I've used Liteloader with this mod without issue, that was around beta 21, so maybe something happened between now and then that causes problems between the two.
1
It's been a bit since I've used it, but Streams mod adds new streams instead of changing river behavior, and Climate Control doesn't change how rivers are made, but rather where they are placed. So leaving rivers on should be fine.
0
I think that the mystic woods biomes still spawn fairies, but I honestly DON'T miss those spiders that much. Made the mistake of attempting to start a Refugee to Regent challenge in the tropics, and eventually quit because I just got fed up with those things. i_i
1
One of those mods is The Camping Mod, which I have run with AM2 for quite a while without problems. But if it's the problem I suggest checking that you're using the latest 1.7.10 version, and possibly finding Enable Campsite generation=true and Enable Hemp generation=true in the config file and swapping them to false.
However, I have not used the Still Hungry mod before, and I do not know if it has problems with AM2. Considering that I've used The Camping mod for a while, I'm going to guess that Still Hungry's the main issue. I don't know how its configuration files work, but it seems to be an issue with its strawberry world generation, so you might check the files and disable that if you want the mods to all work together.
0
You can also change it from Minecraft's main menu. Just go to "Mods", scroll down to "Enviromine", click config, and it'll pull up a set of configuration options. This method's a little easier to deal with than messing with the configuration files, though file-editing's a bit faster for people who know where everything is.
0
Actually, pretty sure that will not work. I think twilight forest is set up in such a way that it's biomes do not get tied to those below 129. At least, I've been running them with ID's above 200 and not seen them show up in the overworld.
1
The plan's to skip 1.8, and go right into 1.9. I think there's also supposed to be one last patch for 1.7.10, but... it's been a while since the last so unsure if that's still the plan.
0
Also, you can make your own ATG generator.cfg file to support this. It's actually fairly simple, and I've got a relatively simple file I use for it, though it's not perfect(Set it up in about 20 minutes, haven't really fine-tuned the spawn rates and some of the biomes show up in odd spots).
0
Try using Anti-ID conflict. Just toss it into your mod folder, run MC, when it crashes(which is intentional, it won't let you start if it finds a conflict) look for the "conflictedIds" text file in your config/AntiIDConflict folder, and that should show any conflicts. There's also an "AvailableID's" file in the same folder, so it's pretty simple to figure out what's wrong and what to move things to.
0
Hey, a while back I did an examination of Local Weather and Storms, and now I've done one for Zombie Awareness as well. Here's a link if you wanna check it out.
1
If you dislike it, disable it. It takes about as much effort to open the shadowmobs-spawning file and set B:"Phantom Spawning Enabled" to false as it does to hop on here and tell Lycanite to kill himself. Also, I keep them on, but changed to spawn as normal enemies that can only appear on full moons.
By the way, try fighting them with ranged weapons. They're quite dangerous for those trying to fight in melee, but they're squishy and slow, so ranged works well.
0
Look into Potion ID Helper or Say No To ID Conflicts. Both of these will help you find out what ID's are conflicting, and what to replace them with. I find the first to be a bit simpler to work with, and it extends the ID options which can be great when dealing with some combinations of mods(Witchery and AM2 alone can fill most of the game's available ids, leaving little room for other mods). However, the other shows basically all IDs in the game, and so if you need to work with Biome IDs or enchantments it can be useful.
0
Unsure if shelob is planned, but she certainly won't show up for a while. Nor will Gandalf, Boromir, Sam, or any other specific NPC. As I understand it, Mevans is constructing the world in stages, and stage one is the world and factions themselves. You can probably expect no cities or characters beyond base faction people and villages to show up until all of Harad and Rhun are finished. Currently, I think there are three major Harad factions that have yet to be added, and while I don't think Rhun's had its factions revealed, it is one of the largest sections of the world. Mevans has been adding roughly one faction per patch, so the earliest I can imagine him releasing NPCs or cities is still going to be six months away, and probably a good bit longer. So unless he decides to make Shelob's lair a dungeon like Utumno, or an easter-egg place like Shrek's hut, it's going to be a good while before shelob'll show up in any form.
That said, I really doubt he'll make her into just a standard enemy. She will probably be a full-blown boss like the mountain troll chieftain or the Mallorn Ent, with special attacks and abilities.
0
Open up your Minecraft folder, go to the Config folder, then the Enviromine one, and now profiles. Find your profile, open the main file in that, and search for "enable earthquakes". Replace the "true" that should be there with "false" and earthquakes should stop happening.
1
The forum was acting weird, so I hope this doesn't end up being double-posted:
"That's not the issue, the problem is that other mods are balanced around the ability to attack quickly with their weapons. So going into something where a monster hits hard and has 100+hp is difficult when you can no longer really deal with him at all in melee range. And sadly, the mod's built-in way of dealing with stronger enemies isn't really a thing anywhere except in Middle-Earth, as trying to bring an army to the overworld or another dimension is horribly awkward right now. So yeah, an option to disable either the speed setting entirely, or just for non-middle-earth weapons would be great, even if it does potentially give the player an unfair advantage in Middle-Earth."