So I just cat. the rest of pages there and they don't seem to be disappearing, even though I did a captcha, here they are:
What's on your mind?
We love it.
But I object some things;
“ They were the greatest delight of Númenor, and they were remembered in many songs long after they had perished for ever, for few ever flowered east of the Land of Gift: oiolairë and lairelossë, nessamelda, vardarianna, taniquelassë, and yavannamirë with its globed and scarlet fruits. ” –Unfinished Tales, A Description of the Island of Númenor
But since it was a mountainous peak, they should spawn rarely.
2. When we add lore structures, there should be a hilly area at the center and in the very middle of those hills there should be a small mountain and on top of it a ruined temple
3. Mithril should spawn here, BUT it should be 2,5* rarer than in The Misty Mountains Cold. The old spawn rate of mithril should be replaced by silver, gold and salt.
4. A reference to some survivors being rescued by The Elendili
I found an item called mana in powder form like sugar or redstone but blue, on a server named arda. there is only the lotr and npc mod, so i asked the people on the server what it could be but nobody knows. is it an easter egg?
This is a call to the whole community, I think this mod is the best ever made and that Mevans and his team are doing an awesome job. For this reason, I believe that the community must collaborate in everything we can to take work away from them, and what better way to do it than by building the structures or waypoints on the map? I have already started, making it friendly with the mod and using the resources of each region and faction, using different architectural styles for each civilization, etc. I'm also working on adding castles as Easter eggs that don't appear in the books but that might make strategic sense for each faction, like more castles (in ruins) in Arnor, south of the county before Lond Daer. I believe that all this can be developed in collaboration with all those who want to participate. I think the team would benefit from people to work on large structures en masse, people to develop and coordinate architectural styles and give ideas to builders, as well as interior decorators, which are not empty structures but full of life, magic and playability. . So I will post here how little I have taken and if you dare and you like the idea, contact me and let's start working side by side. I have not yet been able to do everything I wanted, because I have to work and have a life outside of this, but I know that with help I could do it much faster. So these structures can be saved in many ways as schematic files so that the Mod developers can incorporate them into the World Generation without having to stop to build them. How about?
These are, Baggin closed, i've made It completly, the weathertop, and the night photo id Annuminas, only one tower
I just started up a server have the renewed 1.16.5 mod in there and i go through the ring i see hobbits but yet to see any generations of hobbit holes or anything
Pls post one of the weak ones : https://lotrminecraftmod.fandom.com/wiki/Category:Weak_Armour
... of the avrg. ones: https://lotrminecraftmod.fandom.com/wiki/Category:Average_Strength_Armour
... and the strong ones: https://lotrminecraftmod.fandom.com/wiki/Category:Strong_Armour
Hello, i'm a player and moderator on AncarNetwork, and for quite sometime me and many others have noticed an issue with knockback during combat, especially when a tick effect is applied on someone (Fire tick, poison tick, wither tick, mcmmo bleed tick)
This issue renders all knockback weapons useless in most situations.
If you require any additional information be sure to either comment on this thread or contact me or any other ancar staff.
My Discord: T3lch4r#9005
Ancar Discord: https://discord.gg/pCnaVfN2aA
Best wishes from BOSNIA.
Would someone potentially be able to patch the black screen that occurs when you try to run Legends Mod and LOTR mod together? There had been a similar black-screen issue when trying to use LOTR with More Player Models and there is a patch for that, would it be possible to do the same for Legends?
Since The Grey Wanderer adorns a Santa Claus suit on christmas eve, I think it would be a nice touch to have him change his name to Santa/Santa Claus on that day as well.
The alignment does not go up at all, only changing after we load and rejoin, is there something i can do? I even tried using different versions of the mod
I was looking for medieval modpacks that didn't require a really good pc and I stumbled across this I got bronze tools and some iron armor did some mini-quests before I realized I have no idea what I'm doing so I decided to watch the movies but I was wondering if I should read the books aswell and if there was anything like spinoffs I shoud watch before I play this mod :)
I have two ideas which are very easy to implement.
1) The first is when you select a waypoint on the map, it will tell you how far away you are.
2) The second idea is as simple as the first. In the fast travel countdown where you are standing still, the label of the waypoint will be displayed.
My favourite biome would probably be the Southron Coasts, as that land is home to the Coast Southrons - the sub-faction that kept the old Near Haradrim design. Its also a beautiful land (though not as beautiful as Umbar).
My least favourite biome would probably be The Lone-Lands, because the amount of Rangers and Bandits is insane.
So, what is everyone else's?
I recently took a Mini-Quest from a Harad-Guy. But when I returned he was drunk, rendering me unable to finish the quest. And he alsways drinks more before the effects wear off. What should I do? I have never encountered this issue before :(
Woo, its been a looong time since I've made a suggestion on this page (I'm not even sure if suggestions are still being taken in, but I'm making this in the hope it'll be considered one day). Let's get into it!
In ages long gone, Arnor was split into three seperate kingdoms; Arthedain, Cardolan, and Rhudaur. These kingdoms were later destroyed (or subjugated in Rhudaur's case) by the fierce armies of Angmar. By the time the mod takes place, these kingdoms are long gone, patrolled only by scarce rangers. However, in the mod these ancient kingdoms seem to have been forgotten entirely! They have all become one under the biome of "Eriador". This suggestion seeks to change this, so that Arnor may be remembered again!
This suggestion entails the addition of three new biomes, new armour and weapons, and a few other goodies of ancient Arnor.
"Rhudaur was a region in the North-east of Eriador, lying between the Ettenmoors, the Weather Hills, and the Misty Mountains. The land between the rivers Mitheithel and Bruinen, forming the Angel, was also considered part of Rhudaur, as were the Trollshaws.
Characterized by dreary and rising hills, dark trees with twisted roots hanging off of cliffs, and gloomy weather, Rhudaur was a sombre, threatening, and unfriendly country. Upon many heights and ridges were ancient stone walls, ruined towers, and ominous, evil-looking castles."
~ Tolkien Gateway.
The land surrounding The Angel and The Trollshaws would be replaced by the new Rhuduar biome. Rhuduar would be an empty place, with many rising hills and some spruce trees dotting the landscape. There would be a forest variant of the biome, made up of spruce trees.
All animals found in Eriador would spawn here, as would Wolves. Rangers would rarely spawn here too.
Ranger Towers and Camps would rarely spawn here, and Angmar camps would be rare. Arnor ruins would be uncommon, and ruined Rhudaur structures and villages would be common.
"The southeastern border of Cardolan followed the Gwathló and the Mitheithel to the Last Bridge. From there its boundary followed the Great East Road westward to the Brandywine Bridge, and then down the Baranduin to the Sea and thence to the mouth of the Gwathló. However, Cardolan also claimed the land between Bree and the Weather Hills. Notable features within Cardolan were the Old Forest, the Barrow-downs, the South Downs, and the Greenway."
~ Tolkien Gateway.
Cardolan would replace the land surrounding The Old Forest, The Barrow Downs, and The South Downs. It would be an uninhabited land, with only the occasional Ranger spawning. Ruined Arnor structures would also appear here, as would rare empty Barrows.
The general landscape would be similar to the Barrow Downs, but slightly less dark and haunted, and without the Barrow Wights and their Barrows.
All animals found in Eriador would spawn here, but less commonly. Rangers would rarely spawn here too.
No Faction builds would spawn here, but Arnor ruins would be uncommon. Some empty, raided, and desecrated Barrows can rarely be found, empty of their treasure and guards.
"Arthedain lay primarily between the Lhûn and the Brandywine in northwestern Eriador. However, it also claimed the land north of the East Road from the Brandywine Bridge to the Weather Hills. Notable features within Arthedain were the Hills of Evendim, Lake Evendim, North Downs, Tower Hills, Far Downs, White Downs, the Shire, Annúminas, and Fornost Erain."
~ Tolkien Gateway.
Arthedain would replace the lands surrounding: The Shire, The North Downs,
Arthedain's landscape would be similar to the current Eriador.
Ranger Towers and Camps would uncommonly spawn here, and Angmar camps would be similar. Gundabad camps would be rare. Arnor ruins would be more common here.
[New Armour and Weapons]:
Each of the three Arnor biomes would now have their own armour, and a unique weapon for each.
Rhudaur: Rhudaur's new armour would look like the current Arnor Armour (minus the wings on the helmet) with fur inlaid in the joints. It would give the same protection as Iron, but with slightly lower durability.
Rhudaur's weapon would be the "Rhudaur Battleaxe", which would be as strong as an Angmar Battleaxe, but with lower durability. It would have the colour scheme and style of the Arnor weapons, with some fur on the handle. It would only have one blade.
Both would be uncrafteable, and only be found rarely in ruins within the Rhudaur biome (Rhudaur Hillman Chieftain's will also wear the armour and use the axe from now on).
Cardolan: Cardolan's armour would be similar to Northern Ranger armour in all aspects, save it would be a blue-grey colour instead of green.
The Cardolan Bow would be the same as a Gondorian bow stats-wise, but would fire somewhat faster. It would be similar to the Ranger Bow in shape, but be more blue-grey.
These would both only be found rarely in ruins within the Cardolan biome, and would replace Arnor equipment in Barrows in the Barrow-downs.
Arthedain: Arthedain armour would be the current Arnor Armour. Nothing would change, save that it will only spawn in Arthedain now.
Arthedain's special weapon will be the Arthedain Pike, which would be similar to the Gondor Pike. It too would only be found in Arthedain.
All armour and weapons of Arnor can be found in the old places too, such as Troll Hoards, Dunedain Towers outside of the Arnor biomes, and Dunedain Villages. However, they would not be as common as in their namesake biomes.
- Rangers of the North (Rare).
- Rhudaur Hillmen (Common).
- Rangers of the North (Rare).
- Angmar (Rare).
- Rangers of the North (Uncommon).
- Angmar (Uncommon).
- Gundabad (Rare).
[Risk of Bandits]:
- Rhudaur: Common.
- Cardolan: Rare.
- Arthedain: Uncommon.
- "Where the hills rise wild": Enter Rhudaur (credit to Rise of the Witch King for this quote).
- "Kings Tombs": Enter Cardolan (needs a better name).
- "Land of the King": Enter Arthedain (not certain about the name).
- "Hillman": Equip a full suit of Rhudaur Armour.
- "Tomb Guard": Equip a full suit of Cardolan Armour.
- "Kings of Old": Equip a full suit of Arthedain Armour.
- "Reunited Kingdom": Start a Conquest while pledged to Gondor in any of the three Arnor biomes.
Map image (apologies for the terrible edit).
Arthedain is the Grey, Cardolan is Dark Green, and Rhudaur is Brown.
That's it for now. Feedback, ideas, and opinions welcome!
My suggestion would not add that much to the mod but its basically adding a Nazgul faction to the mod where the 9 are in. This would include making 9 nazgul wich consist of Sauron the Witchking and 7 others.
What would this add for the player.
A new kind they can fight and they would be harder to defeat.
My idea also was that the player can become one of them by getting claimed while having a very good or a very bad alignment with the Nazgul faction.
While looking through the mod wiki I saw that Dunland and Easterling were only neutral with each other, but since the Easterling aided Dunland against Rohan should they not be friends?
37 Votes in Poll
I think that Gorcrows should be removed from the mod. While the poems themselves found in The Adventures of Tom Bombadil are canon poems written by Middle Earth writers, the characters, creatures, and locations found within them are not real within Middle Earth. Their names are real as fictional ideas that the in-universe writers came up with, but they really are not real in Middle Earth. The red book is more like an ancient historical text. Middle Earth Orcs and Trolls are fictional to us, but real in Middle Earth and may have inspired things like the Mewlips. Not every thing mentioned in Middle Earth is real. Sometimes things are made up by their fictional writers. We see this in real life. Tolkien made his fictional universe truly believable with the Adventures of Tom Bombadil as the book gives us an insight into the literary culture and history of the Shire.
In the first two poems, it is clear that the hobbits of Buckland know folklore of Tom Bombadil dwelling in the Old Forest.
Were-worms also should not be added to the mod as they were only mentioned in the Hobbit, which really should not be taken seriously because of Bilbo’s unreliability as a narrator. He could have made them up along with the last desert as we all know what his poems are like (Errantry). The last desert should remain as it appeared in a Middle Earth map.
Also, the three trolls and the talking purse are likely Bilbo embellishing certain details for humor. After all, those are the only three trolls in Tolkien’s Legendarium that actually speak. Though we see two other talking trolls in the adventures of Tom Bombadil, but they, like the trolls in the hobbit, are also products of a Hobbit’s imagination.
To add this literary culture into the mod, I suggest that maybe some Hobbits could maybe quote lines from these poems or even make comments about them, maybe even review them.
Speaking of reviews, this would open up the possibility of lore-books being added to the mod where the author reviews and critiques these poems or analyzes them. I would certainly enjoy reading things like that. Maybe certain lore books could be retellings of some of these poems similar to how in real life people retell fairy tales in different ways.
Here is an interesting analysis of The Mewlips from the Adventures of Tom Bombadil that changed my perspective of the poem: