What happened to this chunk ? Why is the water white here ?
To more information, this was the chunk where I spawned by creating a new world.
To put it frank, I personaly don't like it as it is now. So I disabled it in the config. There. Easy.
A few suggestions and insights:
First, I think the area unlocked should be bigger, like about the size of Northern Mirkwood. Also, I think there should either be a in-game config option or prompt for new players. I suppose there could be advanced quests in the future where you can unlock larger areas.
I know I'm not the only person to discuss this, but I wanted to dive deeper into the potential inclusion of vanilla village raids, particularly the unique opportunities provided by combining them with the mod's mechanics.
Prelude: What about Invasions?
As I'm sure we're all aware, the Lord of the Rings mod has included a "raid system" long before vanilla did, in the form of "invasions." In cases such as horses and rabbits, overlaps have often been settled in the favor of vanilla. Am I to suggest that invasions be left behind in favor of vanilla raids? Not necessarily.
I believe the two mechanics serve similar, but ultimately different roles. In fact, including both could add realism and variety to the various factions of Middle-earth:
Invasions have more room for interpretation, lore-wise. (Do the attackers lack the discipline to launch a more organized attack, or do they lack the resources?)
Players can initiate invasions.
Invasions are centered around conquest mechanics.
Invasions can happen anywhere, rather than just around structures.
Factions such as Gundabad, Dunland, the Woodland Realm, and (the Riders of) Rohan could utilize invasions.
Vanilla raids can only take place at villages. This gives the impression of a more coordinated attack, such as the Siege of Minas Tirith. (War crimes would be inevitable.)
Being centered around a single settlement, completion would be unlikely to grant much of a conquest bonus. Instead, the vanilla "hero of the village" effect would be granted (likely along with a reputation bonus.)
Factions such as Isengard, Mordor, and (possibly) the Morwaith would be able to utilize vanilla-style raids.
In short, Invasions are all-encompassing skirmishes, while Raids are coordinated attacks on settlements. (Considering that, perhaps the names would be better swapped, but that could cause unnecessary confusion. I'll leave it as is for this discussion.)
Settlement Layout and Raid Mechanics
Inspired by the relevant scenes of the Two Towers film, let's use Uruk-hai invasions of Rohirric villages as an example of a Middle-earth raid. A unique attribute of the mod's settlements is the various levels of fortifications. Vanilla villages vary in size, but barring Iron Golems, their defenses hardly change. In contrast, Middle-earth settlements vary greatly in size and defenses.
A small village lacks walls or a strong military, and would be an easy target for enemies (if they are willing to harm civilians.) Larger, more militaristic settlements would have higher defenses, but may be targeted by more destructive forces.
In vanilla, raids begin by entering a village while the player has the "bad omen" effect. (This is acquired by killing an Illager captain.) If this mechanic were kept in Middle-earth, I suppose the equivalent would be killing a commander. But let's get back on-topic.)
The number of waves (and number of enemies in each wave) are determined by the difficulty:
3 waves on Easy
5 waves on Medium
7 waves on Hard
The type of enemy can also depend on difficulty, as seen above. (In Middle-earth, for example, Uruk-hai Berserkers and Olog-hai would probably not be in easy raids against Rohan and Gondor, respectively. Or only in the final wave, perhaps?) In addition, it would make sense if the attacking army's composition depended on the type of settlement. (Bombadiers wouldn't be needed without a wall, for example.) Fortified settlements = stronger enemies.
Side note: In vanilla, a raid can be failed if every villager is killed (meaning the village no longer registers as one). Seeing as the mod allows important NPCs to respawn, would failure conditions have to adjusted? Or would raids put traders in danger? That's not something I think I could answer, so I'll move on.
Reputation and NPCs
In Middle-earth, the differing raid difficulties would provide an interesting element of risk/reward. Completing a raid on a higher difficulty would inherently provide more reputation points, but the process would be far more deadly, both to the player and the settlement.
Successfully completing raids in vanilla grants the "Hero of the Village" effect which, for as long as it is active, causes the local villagers to reduce their prices (and occasionally throw you gifts.) It seems the villagers want to show their gratitude, and possibly convince you to stick around.
In this mod, I could see quite a few additions to this buff (and the storytelling surrounding it), such as:
Reduced hiring costs
Quests providing more coins and/or reputation
Unique flavor text (NPC and quest dialogue referencing your heroism)
A conquest bonus for the settlement's faction, temporarily keeping it safe from further raids
I could probably go on. But to wrap this up, I'd just like to stress how much I love and admire what this mod has accomplished. After all these years, y'all continue to blow my mind. I'm not a Tolkien scholar (though I wish I were), and I don't know if any of my thoughts will be unique or helpful, but I gave it my best effort.
Hope everyone has a nice weekend! :)
I have some thoughts on the Cerinrim and vertical slabs.
The Cerinrim, although a popular planned faction, are now possibly not going to be added, probably due to alignment overlap. To elaborate, the Cerinrim are enemies of every faction in Far Harad, which poses some alignment problems. For example, if you were allied to the Taurithrim but killed some Cerinrim in a Mowaith area of influence, then you would gain alignment with the Morwaith, or vice versa.
I think that the lore should be rewritten to make the Cerinrim somehow the friends of the Morwaith or Taurethrim to avoid this issue.
Vertical slabs are going to be added in the next renewed snapshot, hence the long update time. However, vertical slabs are probably going to be added to Minecraft in the future, so it seem that some of the vanilla block vertical slabs will have to be deleted if a update adds them.
Am i alone who asks: "Isn't there a moment we should say stop?"
Because I think we all got it about Renewed: The port of the mod in newer version is going to take much, much more time than Mevans predicted. The time needed to completely port the mod, Mojang will surely have released 1.19 (I maybe overstate but fear I don't).
If we must permanently port the mod to the newest version to each minecraft vanilla update, we'll still be there to the last judgement.
I don't know what do you think but in my opinion, renewed should stop to move between different versions if we want see it entirely ported one day.
I suggest 1.18, when it'll be released, will become the last port of the mod.
For a long time...
I have been researching this for a while, hence by absence from the wiki. I have come across a very disturbing discovery. My sanity is stretched very thin, so do not try to disrupt my already fragile constitution.(Note: This is technically a joke post, but still think about my point.)
Renewed is becoming more and more datapack customizable. This is a very good thing as it allows more player control over what they want their middle-earth experience to be like. So once I started thinking about what that means:
More control over experience->Less need for developer tweaks->Faster updates.
Sounds good right? Right? Not so fast.
While updates would be faster due to less needed features, less tweaks would be added. What if you need a certain tweak that the developers would add but they don't because they say just get a datapack? Imagine if you can't find a certain datapack that you need and can't make one yourself? At first, I just thought this was a necessary evil, with no menace behind it. But I was wrong. Very wrong.
Once aware of this, I thought to deeper rifts of cosmic blackness and hilarious pits of of elder gods unknown. What if this was intentional? What machinations of sloth and scheme does Mevans have in his dark tower? What nameless groups of writhing cultists madly dance around their datapack fetish? I cannot think. I cannot. I know to much. The cult still lives. In the dark places of the world, they worship the incalculable gods of datapacks and Mevans is but a puppet, seduced by whispers in the darkness. God help him if there be any help in this world. I will be taking a absence from the wiki for a while to grasp the implications of this discovery. I leave to my executors to make sure that this message does not fall in the the wrong hands.
(I don't think that Mevans is corrupted by elder gods, and the argument has some holes, but please hear it out.)
I tried a sort of big fight (not so big though, it was 9vs9) in Tower hills between NPC's of different factions and... that was unexpected.
These guys every stayed blocked on the shield option, ceased to attack and began to stare each other in a passive way, without moving an inch. It's not perceptive because it's a picture, not a video, but believe me, they all stand like this until I intervene (that is to say a few minutes later).
Strangely, I didn't notice this glitch in 4.4.0.
When the mod updates to 1.18, I believe that the Deepslate layer should generate in Middle Earth since it is just real life Slate, another layer of Stone. It could in the mod represent the deepest depths. There could even be some first age mobs hiding in the Deepslate area, devolved into an animal form. Perhaps Werewolf Dens and Vampire Nests could generate there to represent that other first age creatures besides Durin’s Bane went into hiding. However, if they are added, they should just be hostile on sight and not factions in order to heighten the effects that hiding for so long had on them, showing that the dangers of the depths don’t care about good vs evil. There could also be Void Fog that would generate down there as well as a new fog called Nameless Fog, which could represent the Nameless Things. This new fog would generate within Void Fog which would make it difficult to see anything while Nameless Fog would cause illusions and nausea to convey the sense of the mystery and powerlessness of the deepest depths. The horror of not knowing what might be just out of sight would be terrifying, but it does make sense to be added to represent the Nameless Things. The only thing that the Nameless Fog would not do would be dealing any damage to health.
Is the glitch were mobs don't do melee damage on Peaceful mod in Renewed?
I have been thinking recently and just thought of a potential new achievement for the mod. To get the achievement, you would need to get a keg and ride it beginning within the Woodland Realm, and traveling in it to the Long Lake. After that, you would get the achievement that is the name of the title of my post and a reference to the chapter of the same name in J.R.R. Tolkien’s The Hobbit.
Maybe as a result, you could gain a barely noticeable decrease in alignment with the Woodland Realm and a slight increase in alignment with the Lonely Mountain.
Also, maybe there could be another slight increase in alignment with literally every faction except for the Woodland Realm and Utumno (For obvious reasons).
In my post, I am proposing that Harad, Rhun, and the other loose cannon aspects of the mob should be made into Data-packs and be replaced with only the pure cannon aspects of them in the mod. There should be options in the settings to configure them, but the default should always lean more towards the pure cannon. The following is how I believe the mod should handle cannon. The mod should start with things leaning more towards things directly published by Tolkien during his lifetime. After that, they should focus on things from Tolkien’s later writings. Then after that would be Tolkien’s earlier writings. After that would be things from the Tolkien Estate. Only after that should the go into loose cannon.
With the new additions of speech mechanics and moon- star-watching, could there also be a small thing:
Thrushes(in Erebor only?) and ravens would come around dwarves. Other birds will come around Elves. This doesn't happen too often, but isn't rare. Maybe they would even sit on their shoulders?
P.S. Addition of Thrushes and Ravens will be needed for this. In the elves' case, maybe only seagulls will do it.
I obtained all of this information from the Tolkien Gateway wiki.
Gull: In the article, Seagulls are referred to solely as Gulls.
Also, smaller Gulls should be renamed to Panes or Petrels as that is how they are referred to in Telerin.
If and when the mod updates to 1.17, I propose in this post that the Amethyst of the mod should be replaced by Vanilla Amethyst. I suggest this mainly because Vanilla Amethyst in the Vanilla Snapshots have more uses than the mod Amethyst. Also, Amethyst Geodes should spawn within Middle Earth. Calcite and Smooth Basalt would still spawn around the Geodes. The thing that should be done is that the mod Amethyst trading use should apply to the Vanilla Amethyst.
If and when the mod updates to 1.17, I propose that the Vanilla Dripstone Caves should spawn within Middle-Earth. However, unlike my previous posts where at this point I would suggest that the Vanilla Dripstone Caves should replace the Dripstones of the Mod, I instead propose that the Mod Dripstones should have an equal chance of spawning as the Dripstone Caves and the Dripstone Clusters. After all, not all Dripstones are the same. However, I do think that there could in addition be some Mod variants of the taller Vanilla Dripstones while at the same time keeping the ones that are in the mod now.
In this post, I propose that the Glowstone Ore in the mod should be replaced by the Glowstone of Vanilla Minecraft. I am not referring to Glowstone Crystals as the mod crystal should not be replaced. I am only talking about the Glowstone Ore.
In addition to this, if and when the mod eventually updates to 1.17, I also propose that Glowstone Geodes are added to the mod. It would work similarly to how Amethyst Geodes in the Vanilla Snapshots function. Vanilla Glowstone would spawn as the geode itself with the Glowstone Crystals growing inside of it. In order for this to work, however, Glowstone would need to be adjusted to loose their Glowstone Dust drops so that Glowstone Dust would be exclusively dropped by Glowstone Crystals.
The reason why I am proposing that Glowstone Ore be replaced is because Vanilla Glowstone would fit a geode better than Glowstone Ore.