I noticed, that the Corsair Slavers use the regular Corsair of Umbar's speechbank, at least, when they are hostile.
Update 35.4
I noticed, that the Corsair Slavers use the regular Corsair of Umbar's speechbank, at least, when they are hostile.
Update 35.4
Rittmeister64 wrote: ... dont look as cool as an Elf ...
Yeah, that's what I like too: Elf-riding! If Legolas will let me mount? ;-)
If you press f5, you can see yourself in third person perspective, also from behind. Maybe, that helps.
That's not sooooo much difference in my eyes. Just the antlers and the elk definitively needs those.
Probaly one of the problems with Dwarf (or Hobbit) sized armour (including the stands) is, that they won't fit a standard player model.
So, you would need role selection for players and then adapt the player model accordingly, but that's something, that Mevans don't want - as far as I remember - and what is not to be suggested in the forum. Unfortunately, I can't find it in What not to Suggest.
But nevertheless, it's a kudos for the armour stands from me.
RubioDarkYeti wrote: ...
Please, no swearing and no insults here. Nobody wants to exclude Galdalf from the Mod. It's just not yet the right time for him.
This is getting close to proposing, that Gandalf should be added and pressing Mevans to do so, which is not wanted according to the FAQ. Some people even got themselves banned from the wiki for that.
Read this for more info. I leave this thread open for now, But another moderator/admin may decide otherwise.
Hello everybody!
I am using the newest version of the Lotr-mod and also the new version of the Not-enough-items extension of Malvegil, which is really helpful in my eyes.
As I went through all the recipes, I noticed, that some of the recipes seemed to use a stack of four items instead of one, as they should.
Therefore, I suspected a bug in the NEI plugin and contacted the ranger, but he found out, that it is a bug in the lotr-mod code:
Strangely enough, the game doesn't care for that number. The recipe works like intended and takes only one brick as input. Even if you put in a full stack of bricks and a full stack of snowballs, it uses only up one brick per snowball, even when you right-click to craft.
It seems, that minecraft doesn't care for this number, and I woulnd't have noticed it, if not NEI would have displayed it.
Btw. it's not the only occurence in the mod, several brick recipes are displayed like that.
Maybe just get yourself world-edit (if you play in single player/creative) and flatten the land out automatically?
Hello everybody!
I noticed, that when you hit the "Trading" tab in infoboxes like Template:Infobox Trading NPC, the cursor jumped to the "Trading" paragraph on the respective page, instead of showing you just the subpage in the info-box. This is quite inconvenient, if you are reading a page about multiple traders, like Gulfing Traders, where a trading paragraph exists.
I don't know, if there's a possibilty to supress the underlying link for that tab.
My solution was as follows: I changed the label for the tab from "trading" to "trade" and "hiring" to "hire" accordingly. This works fine, as long as there are no similar named paragraphs on the pages that use the templates. And most trader pages probably have "trading" instead of "trade".
I chose to change the templates instead of checking each trader page, that uses it, because this was less work.
I hope, you agree.
Those 5 minutes pass only if the chunk is loaded. So, when I die, I set the render distance to two chunks. I am not sure, if the server really loads only the two chunks around me in each direction. But if so, you can get quite near your stuff without the items despawning.
I use a minimap mod, that automatically creates a waypoint at your death point, so you can easily locate your stuff. And the time was always sufficient, if nobody else was near it.
Those mods like the gravestonemod only work, if they are installed on the server too. It's also possible to set the /keepinventory rule to true. But this has to be done by the server admin. So contact them and ask for a change.
type the command
/give <player> lotr:item.coin <number> <type>
with
You can use structure spawners in the creative mode to put them in, whereever you want them.
There is also his staff already in the mod. So, if the character is implemented, he also should be able to make proper use of his staff.
I my eyes, it's logic: In order to use their stuff, you've got to be friends with that faction. There is no config setting, that I know, that switches this off. But if you play in creative mode, you can give yourself some positive alignment to that faction using a command.
It's like in real life as well: Not everyvone is expert for everything. That's life.
Orneno Tauron wrote: You seem to have disproved yourself. Nicely done.
You are right. And the client sided mount movement is so much better than the server sided was before. Ok, it has some minor problems, I noticed, but my overall impression of it is very good.
Excellent work done there. Congrats Mevans!
I wanted to check out the new design of spider pits, but I couldn't find a single one in Dol Guldur (Biome). The same happenes with warg pits in Angmar (Biome).
Aren't there any supposed to be any more? I use mod version 35.3.
I found a notice in the changelog, that there was a bug fixed concerning that topic. Perhaps not completely fixed or reintroduced?