Banners used to claim lands are meant to protect these lands (blocks, doors,containers, cetera) but I noticed enemy NPCs not prevented to use doors in such zones. So they can pursue you or ally NPCs through the doors exactly like the doors were permitted.
What's on your mind?
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Bug Reports
Hi there, I just installed the mod and launched it in creative to see if everything's fine and I can spawn in ME but nor in the vanilla world or the ME, NPCs and animals got skins ?? in creative when i grab some eggs spawners or structures spawners, my screen goes one color but when i swap to my hand it goes back to normal, can someone help me pls ?
So I get this sort of stuff every now and then and sometimes I can resolve it by reloading chunks but most of the time it just ends up crashing my game.
I don't know where I can find the crash report, but here's my mod list just in case:
hey, I've been trying to play this on the forge launcher and it is not working. All mob textures (even vanilla ones) will not load, and if I ever get an item into my inventory the hotbar blacks out and the item doesn't render. And if I open my inventory, it all bugs out and turns into a bunch of flashing lights and colors. (It goes away after I close my inventory. Anybody have any ideas?
Hello everyone, the game crashes when I try to enter my world. but if you enter this same world as a new player, everything works until I approach my base, near which the game crashes
So recently I rebooted up a lotr mod server with some friends of mine. And it started off great but I quickly realized i was having a weird problem that when I opened my inventory the screen would change to a solid color based on the block I was looking at. And my health bar, and hotbar would bug out, and some of the blocks would change to orange, green, brown and yelllow clay. This wasn't happening for anyone else, I tried redownloading forge, the mod, Im not sure what is happening. Thank everyone so much
Hello dear admins
I would like to ask whether in the new renewed version or even in the older version you will finally add a button to turn off the bow and sword function.
Especially with elves, it is completely unimaginable. As you made the orcs a few pixels smaller npcs gained an advantage over the elves who can easily stand or sit on a horse for 10 minutes straight and try to hit an orc with a bow who also just stands and shoots. However, with the difference that he hits and my elves die of dementia to draw a sword and kill him by hand. Don't tell me the elves were just archers. It seems to me that you have turned this advantage against other factions into a big disadvantage against other factions. Thank you for your attention and I hope to receive an answer.
I was playing in renewed, and there was something wrong:
It's a bad image, but the hobbit is saying "Good Day!" while being pursued by mordor orcs.
I tested the new speechbank system in renewed 5.0 and there's something I've discovered and lets me confused. Look at what these orcs tell.
The first speech is normal but the "We shall break their bones and feast on their flesh!" line is supposed to be only heard if you have unless +100 alignment with Mordor. And I'm a stranger to their eyes! Is it a glitch or was it willed?
As said in the title, hostile mobs do no damage to each other in Renewed 4.7 (and possibly earlier). Skeletons' arrows pass through other mobs, and creeper explosions do knockback, but deal no damage. This makes obtaining music discs and zombie/skeleton/creeper heads impossible. I suspect this has to do with lotr faction friendly fire changes.
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.
Good Afternoon, today was trying to load a map with Terraforged as level type and then I got this error, I'm not exactly sure if this is a LOTR side error or Terraforged so I will be sending this to both. This is LOTR Renewed 4.1, Terraforged 0.2.10, Forge 36.1.24
When fallen spruce leaves naturally occurs on grass in Forochel the top of the grass block the fallen leaves are on will be monochrome.
Naturally generated:
When I break it, the grass returns to normal:
I can then replace it, and the grass will remain normal:
It only seems to happen sometimes, and I've never had the problem anywhere else than in Forochel.
lotr_time query daytime
Does not seem to update its return value after using the /lotr_time set command.
That image should convey what I mean. The time was set with the lotr_time command, and queried using the same.
Simply unlit hobbit ovens emit a light level of 12 in 1.16.5
I took vacation in the belegear and I realized the sea is totally empty from fishes. Even daulphins and turtles are dissapeared!
Mevans. You didn't cook all the fishes for your fish'n chips, did you?
Today when I quit the game, it crashed on me for some reason. The error was listed as having "failed to discover faction for spawn list." This has never happened to me before, and it's very weird. Any thoughts? (crash log included below)
---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 4/7/21 4:10 PM
Description: Rendering screen
java.lang.IllegalArgumentException: Failed to discover faction for spawn list
at lotr.common.world.spawning.LOTRSpawnList.getListCommonFaction(LOTRSpawnList.java:594)
at lotr.common.world.spawning.LOTRBiomeSpawnList$FactionContainer.determineFaction(LOTRBiomeSpawnList.java:72)
at lotr.common.world.spawning.LOTRBiomeSpawnList.determineFactions(LOTRBiomeSpawnList.java:234)
at lotr.common.world.spawning.LOTRBiomeSpawnList.isFactionPresent(LOTRBiomeSpawnList.java:246)
at lotr.common.world.map.LOTRConquestGrid.getConquestEffectIn(LOTRConquestGrid.java:396)
at lotr.common.world.map.LOTRWaypoint.isConquestUnlockable(LOTRWaypoint.java:577)
at lotr.common.world.map.LOTRWaypoint.hasPlayerUnlocked(LOTRWaypoint.java:543)
at lotr.client.gui.LOTRGuiMap.renderWaypoints(LOTRGuiMap.java:2024)
at lotr.client.gui.LOTRGuiRendererMap.renderMap(LOTRGuiRendererMap.java:59)
at lotr.client.gui.LOTRGuiRendererMap.renderMap(LOTRGuiRendererMap.java:39)
at lotr.client.gui.LOTRGuiMainMenu.func_73863_a(LOTRGuiMainMenu.java:229)
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at lotr.common.world.spawning.LOTRSpawnList.getListCommonFaction(LOTRSpawnList.java:594)
at lotr.common.world.spawning.LOTRBiomeSpawnList$FactionContainer.determineFaction(LOTRBiomeSpawnList.java:72)
at lotr.common.world.spawning.LOTRBiomeSpawnList.determineFactions(LOTRBiomeSpawnList.java:234)
at lotr.common.world.spawning.LOTRBiomeSpawnList.isFactionPresent(LOTRBiomeSpawnList.java:246)
at lotr.common.world.map.LOTRConquestGrid.getConquestEffectIn(LOTRConquestGrid.java:396)
at lotr.common.world.map.LOTRWaypoint.isConquestUnlockable(LOTRWaypoint.java:577)
at lotr.common.world.map.LOTRWaypoint.hasPlayerUnlocked(LOTRWaypoint.java:543)
at lotr.client.gui.LOTRGuiMap.renderWaypoints(LOTRGuiMap.java:2024)
at lotr.client.gui.LOTRGuiRendererMap.renderMap(LOTRGuiRendererMap.java:59)
at lotr.client.gui.LOTRGuiRendererMap.renderMap(LOTRGuiRendererMap.java:39)
at lotr.client.gui.LOTRGuiMainMenu.func_73863_a(LOTRGuiMainMenu.java:229)
-- Screen render details --
Details:
Screen name: lotr.client.gui.LOTRGuiMainMenu
Mouse location: Scaled: (263, 177). Absolute: (1054, 278)
Screen size: Scaled: (480, 247). Absolute: (1920, 986). Scale factor of 4
Stacktrace:
at net.minecraft.client.renderer.EntityRenderer.func_78480_b(EntityRenderer.java:1061)
at net.minecraft.client.Minecraft.func_71411_J(Minecraft.java:1001)
at net.minecraft.client.Minecraft.func_99999_d(Minecraft.java:898)
at net.minecraft.client.main.Main.main(SourceFile:148)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:497)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 10 (amd64) version 10.0
Java Version: 1.8.0_51, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1305808616 bytes (1245 MB) / 1879048192 bytes (1792 MB) up to 2147483648 bytes (2048 MB)
Mod Pack: Unknown / None
LiteLoader Mods: 1 loaded mod(s)
- VoxelMap version 1.2.0
LaunchWrapper: 21 active transformer(s)
- Transformer: cpw.mods.fml.common.asm.transformers.PatchingTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.MarkerTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.SideTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.EventSubscriptionTransformer
- Transformer: net.minecraftforge.classloading.FluidIdTransformer
- Transformer: com.mumfrey.liteloader.transformers.event.EventProxyTransformer
- Transformer: com.mumfrey.liteloader.launch.LiteLoaderTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.CrashReportTransformer
- Transformer: atomicstryker.dynamiclights.common.DLTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.DeobfuscationTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.AccessTransformer
- Transformer: net.minecraftforge.transformers.ForgeAccessTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.ModAccessTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.ItemStackTransformer
- Transformer: lotr.common.coremod.LOTRClassTransformer
- Transformer: io.gitlab.dwarfyassassin.lotrucp.core.UCPClassTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.TerminalTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.LiteLoaderEventInjectionTransformer
- Transformer: com.mumfrey.liteloader.client.transformers.MinecraftOverlayTransformer
- Transformer: com.mumfrey.liteloader.common.transformers.LiteLoaderPacketTransformer
- Transformer: cpw.mods.fml.common.asm.transformers.ModAPITransformer
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx2G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1558 9 mods loaded, 9 mods active
States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
UCHIJAAAAAA mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
UCHIJAAAAAA FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAAAA Forge{10.13.4.1558} [Minecraft Forge] (forge-1.7.10-10.13.4.1558-1.7.10.jar)
UCHIJAAAAAA Backpack{2.0.1} [Backpack] (Backpacks-Mod.jar)
UCHIJAAAAAA bspkrsCore{6.16} [bspkrsCore] (BspkrsCore-1.7.10.jar)
UCHIJAAAAAA DamageIndicatorsMod{3.3.2} [Damage Indicators] (Damage-Indicators-Mod-1.7.10.jar)
UCHIJAAAAAA DynamicLights{1.3.9a} [Dynamic Lights] (Dynamic-Lights-Mod-1.7.10.jar)
UCHIJAAAAAA lotr{Update v36.10 for Minecraft 1.7.10} [The Lord of the Rings Mod] (LOTRMod+v36.10.jar)
UCHIJAAAAAA Treecapitator{1.7.10} [Treecapitator] (Tree-Capitator-Mod-1.7.10.jar)
GL info: ' Vendor: 'Intel' Version: '4.6.0 - Build 26.20.100.8141' Renderer: 'Intel(R) UHD Graphics 620'
Launched Version: 1.7.10-Forge10.13.4.1558-1.7.10
LWJGL: 2.9.1
OpenGL: Intel(R) UHD Graphics 620 GL version 4.6.0 - Build 26.20.100.8141, Intel
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Definitely; Client brand changed to 'fml,forge'
Type: Client (map_client.txt)
Resource Packs: [LOTR Pack]
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
I was checking languages in my game in renewed, and to have fun I switched to upside down-English, but it didn't quite work as I expected. This is what happened:
Don't know if the picture is high enough resolution to see anything (it isn't when writing this), but the faction name is upside down, but not things such as my alignment status, alignment title, the co-ordinates below compass and (possibly) the biome indicator above the compass. Also, the compass could be upside down too, maybe? Not a big issue, and I wouldn't care too much if it wasn't fixed, but, it's still an issue! (BTW, the guidelines say that no matter what I'm trying to do, this is the wrong place. Is that right? It sure seems like the right place to me!)
When i started my world, everything was working well. I found named houses/taverns everywhere in the shire with inhabitants. But now that i journeyed east (Currently close to Haygate, all the houses and taverns are not named anymore and there are no hobbits inside.. When i look it up on the wiki, i think all these buildings should have people living inside right?
Im using 36.10 (so no renewed).
I visited Lostladen Near Harad Half-desert and its hills. And here is what I discovered.
This is a picture of Lostladen. As you see, we have sandstorm but the sprite of the rain on the ground is visible. I notice the rain sound is present equally (but the sound cannot be showed with a picture unfortunately. And I'm too lazy to make a video just for this).
And this is a picture of Harad Desert Hills. The sprite of rain is visible here in the low-right corner.
I don't know if it was intended but I report it just in case. I take advantage of it for noticing there wasn't ashfalls in East Desolations too. But maybe it was intended too.