Hello! Thanks for the well-investigated report, however, I don't think this is a bug.
The blockEnemySpawns property belongs to the NPC Respawner entity (i.e. those spinning white flags you see in villages, only in creative mode) not to the invasion spawner entity - its purpose is to prevent invasions from spawning too close to naturally generated villages. It doesn't control invasion spawners themselves or their spawning mechanics out "in the wild".
Thanks S'moregoth, this is a helpful reference. I'll explain what our current ideas are for all of these (besides the self-explanatory things like button variants).
Diorite / Andesite / Granite - As in vanilla, but maybe with generation less random and more regionalised.
Coarse Dirt - As in vanilla. (It's exactly the same block as "Barren Dirt", which I'm glad you picked up on)
Prismarine - Will probably not appear in Middle-earth.
Iron Trapdoor - We may add variants for other metals.
Sea Lantern - Will probably not appear in Middle-earth.
Slime Block - Craftable from troll slime.
Banners - Mod banners will probably be renamed to Standards, both types will be retained as-is.
Chorus / Dragon / Purpur / Shulker / End things - Will not appear in Middle-earth.
Frosted Ice - Will probably not be available through the mod, at least until ring forging.
Grass Path - At the moment we are unsure - because prefer the look of the vanilla block, but since it doesn't work well mixed in with full height blocks, it would be unsuitable for roads.
Structure blocks - Ideally the mod's structures would be rewritten to use this system, but that is a distant priority if even an aim at all because actually porting the content across is much more important than rewriting great volumes of internal code to produce the same result. Note that even older vanilla structures do not use this new system.
Magma Block - Will appear in Middle-earth as it does in the Overworld. Perhaps it will also appear in other places, like Mordor or Utumno.
Nether things - Will not appear in Middle-earth.
Bone Block - We will probably use the vanilla block instead of porting the mod's one across.
Observer - Will still be craftable, but the ingredients don't appear in Middle-earth.
Concrete and Glazed Terracotta - Will be craftable without much trouble in Middle-earth, but we will probably not include them in generated structures because they don't suit the aesthetics. Although, there might be a niche for some kinds in the fancier cultures like Elves, Harad, or Rhun.
Coloured Beds - Will appear in some mod generated structures. Of course, all the mod's bed variants will be retained too.
Blue Ice - Will appear / be craftable in Middle-earth.
Bubble column / Kelp / Seagrass / Sea Pickles - Will appear in Middle-earth.
Coral - We will probably have both, and rename the mod's to "Coral Reef" or something else. Coral will appear in southerly latitudes.
Stripped Logs - Will be used in structures, as well as all mod woods having a stripped block (as is evident).
Turtles / Eggs / Scutes - Will appear in Middle-earth.
Smooth Stones - They work the same way as the mod's implementation, so we'll just add the ones for mod stones.
Bamboo - Will appear in Middle-earth. (Harad or Rhun)
Barrel - Will be retained as-is, and the mod's barrel will be renamed to either "Brewing Barrel" or "Keg". Both will be floatable / rideable.
Bell - Will be obtainable from smiths etc. and will affect NPCs in some way, though not as omnipotently as villagers.
Stonecutter - We're considering making this able to cut faction block recipes, but only if placed next to the faction crafting table and used by someone with the correct alignment. Something like that.
Other villager workstations - Will of course be craftable in Middle-earth, and will be added into some structures.
New flowers - Will appear in Middle-earth (and do) except for Wither Rose.
Lantern - Will be included in mod structures, and mod variants will be added.
More signs/slabs/stairs/walls - a very good, very long-needed addition! Although they still forgot the cracked stone brick ones... Obviously, the mod will not port its replacements.
Berry Bush - Mod bushes will probably be reworked so they render and function in the same way. (Probably without the pain.)
Bees etc. - Appear in Middle-earth. Mead at last can be brewed correctly.
Mutton, Rabbit items - Will replace the mod versions.
Beetroot - Will appear in Middle-earth.
Elytra - Will not appear in Middle-earth, and I anticipate some servers will choose to ban them. The mod may facilitate this option, though it won't be default.
Lingering Potions - Some Middle-earth items will probably make use of this area effect cloud functionality.
Shield - Mod shields will be reworked to be craftable and function like this. Some will remain exclusive, perhaps enabled as cosmetic overrides for any shield.
Totem of Undying - Will probably not appear in Middle-earth.
Explorer Maps - Might appear in Middle-earth, although currently there are very few structures I can imagine it fitting for, with only pyramids coming to mind.
Iron Nugget - Other metals probably won't get nuggets, because they're not needed.
Conduit / Heart of the Sea / Nautilus Shell - Will not appear in Middle-earth.
Phantom / their Membrane - Will not appear in Middle-earth.
Crossbow - Mod crossbows will be reworked to function like the vanilla one. But all crossbows may be edited so that they use crossbow bolts. We're not sure on that yet.
Suspicious Stew - Mod flowers work for it already.
Endermite / Guardian - Will not appear in Middle-earth.
Rabbit - The feeling I get from the community is that people want us to keep the mod's rabbits. If so, we won't remove or alter the vanilla bunny, but we will only add the mod rabbit to Middle-earth.
Armor Stand - Vanilla will be used.
Boat types - Mod woods will get their boats; they haven't been added yet because adding new boats is non-trivial (though still possible) compared to just adding new blocks. The vanilla boat is not coded with expandability in mind.
Polar Bear - Will appear in Middle-earth. However, mod bears will keep their models.
Stray / Husk / Drowned / Illager / Vex / Illusioner / Ravager etc. - Will not appear in Middle-earth.
Llamas - Will appear in Middle-earth, probably in the Harad mountains.
Dolphin / Parrot / Panda / Fox - Will appear in Middle-earth.
Fish - The mod fish will be added in altered form, as variants of the vanilla fish.
Cats - Will appear in Middle-earth, probably in villages and towns.
Bee - In the mod, but the suggestion to scale them down has been met with widespread support, so we'll probably just do that for all bees.
Ocean Monument - Will not appear in Middle-earth.
Customised World - I don't know how this works yet, but I've talked about options to customise the mod's systems elsewhere. The actual world generation is not likely to be heavily customisable.
Igloos - Lossoth structures will be even better!
Combat changes - Despite some people disliking vanilla combat, we have no plans at the moment to change the system beyond re-implementing weapons with different reach (and the few various small changes in the mod, like having your bow draw cancelled when hit by melee).
Various new enchantments and potion effects - May be added as modifiers or other items, if appropriate.
Trapdoors don't require support - Is also going to be changed in Update 36.
Swords can't block - see above.
Fossils - Mumak skeletons will be kept, but these other fossils might appear too.
Woodland Mansion - Will not appear in Middle-earth.
Unsmelting - We will likely retain both the vanilla smelt-in-furnace thing (for only iron or gold nuggets) and the mod's Unsmeltery as-is.
Advancements - Mod achievements will be kept in their current form.
Recipe Book - I want to make it work with faction tables, but that's not currently possible without heavy coremodding. The issue is that the vanilla recipe book code that concerns which categories appear in which GUIs is not designed with extensibility in mind.
Buried Treasure - Will probably appear in Middle-earth, maybe in the Corsair coasts?
Iceberg - Will appear in the north.
Shipwreck - May appear in some areas (Tolfalas?)
Ocean Ruins - The vanilla ones will not appear in Middle-earth, as they include sea lanterns (see above).
Trident - Will not appear in Middle-earth, but the Dunlending trident will probably be altered to match.
Waterlogging - I will ensure all appropriate mod blocks are waterloggable, beginning with the Dripstones.
Villager mechanics - Mod NPCs may incorporate some aspects of these, but traders will remain separate from ordinary townsfolk.
This is intentionally not supposed to happen and I can't reproduce it with testing. For me, he only gives pouches once, even if the quest is cancelled after receiving them and then redone.
More info? Singleplayer/multiplayer, Cauldron, other mods? And you're not using cracked, are you?
Conquest and zones of influence are separate. Conquest effects are defined by the biome's properties, whereas zones of influence are not and only affect how far out you can earn alignment.
Check if other features of the core patches are broken. Do vanilla fences connect to modded fences? Are pistons incapable of pushing banner gold blocks? Do the anvil modifiers work? Is 'coarse dirt' a thing that seems to exist? If any of these answers are 'no', then you know your download is corrupted and you need to do what MilkMC says.
Hello, cannot reproduce any of these. Most of them sound like coremod bugs. Is your mod download intact? You didn't change anything inside the file, did you? What does the file in META-INF say?
Although I can't seem to reproduce it. Following the same steps you posted, I can no longer use the titles Blue Dwarven Captain or Uzbad until I pledge again, no matter how high my alignment. And inspecting the title code, it does include a check that the player is currently pledged to that faction.
I'd say this is a bug, those titles are supposed to be borne only by pledged players. Thanks!
If the mod isn't being worked on anymore, I get it... but could we know?
This is about updating to newer vanilla Minecraft versions, not content updates for the mod itself.
The new version has a config number option: "Prevent trader kidnap". It's disabled by default, but if enabled, it prevents traders being moved further than X distance away from their initial home.
You can't balance the mithril PVP situation by making it rarer. Making a problematic resource rarer doesn't fix the problems - it only narrows the pool of players who are able to obtain it, and exacerbates the stratfication between hardcore and casual players. Significantly rarer mithril would only serve to elevate the hardcore players even further while driving away newer players. We would be much more open to considering a strong decrease to the utility of mithril (e.g. lowering the armour to only iron tier, but giving it natural protection against polearms) than any significant rarity increase. The armour modifiers have indeed achieved something in this direction.
Also, for the record, this book item is not supposed to imply a distinction between "Mithril" and "True-silver"; it is supposed to represent the techniques that would be required by a skilled craftsdwarf to forge a coat of mithril armour, as opposed to any old blacksmith going into Moria looking for mithril and attempting to make armour from it. We would be open to considering an alternative name.
Shelob appearing in the form of a woman is wrong, very wrong, for a reason which deserves to be mentioned more. Even if Shelob is counted as Maia - even if Ungoliant was, which is far from definitive - a major theme of these evil shape-shifting beings is that their continued usage of evil forms eventually wears away at their ability to put on new ones. Wear a monstrous form for too long, and you'll get stuck with it forever. So even if Shelob was a Maia, she couldn't incarnate like that, no more than the Balrog could wake up one day and decide he was going to cosplay as an Elf.
Could you describe the issue in more detail? If the world/server is laggy, it can still take time to actually move the player up the portal beam, but w I fixed in 33.4 was specifically players falling to their deaths when entering the beam.
>inb4 descriptions of Númenóreans with battleships and missiles from the early stages of the Legendarium are reinterpreted as Gondorian fantasy fiction in the later stages of the Legendarium