Soooooooooooooooooooooooo, I know Mevans is taking a break cuz hes been workin' on this mod for SEVEN YEARS (holy crap). but a suggestion for when he starts up again, EAGLEZ. I mean, they're kind of a character from the books (basically EVERYTHING in Middle-earth is) but i think if you enlarge and modifiy the body and behavior of bird mob, it should be more than a days work (I know nothing about this so im probably wrong). And think about it, they would only have to spawn at the Eagles' Eyrie! And also mabye a 1 out of a hundred chance they would spawn and help you if you have like four hearts left and ur surrounded, but besides that, they should be pretty rare. (shit, im always getting angry at OTHER poeple for making long things) Thank you for all the great work and I LOOOOOOOOOOOOOVE ur mod!
What's on your mind?
I suggest the following:
1)Chat is only available at a distance of 100 blocks between players.
2)For a larger radius, you will need carrier pigeons or crows. You should also add a new property to a sheet of paper (like a book, but with one traveler). It can be increased in size by creating a player from 4 sheets of paper in the player’s inventory
3)It is also worth adding the Certification Seal. They will increase the transmission speed of the letter (no seal = 5 minutes, regular seal = 3 minutes, lord seal = 1 minute). Each print will depend on reputation (no seal - from 0 to 100, regular seal - from 100 to 1000, lord seal - from 1000)
P.S. I apologize for my english
I was going to become half troll lord in a server but i see ita pretty hard for some ideas, anyone suggest some of their own?
Dragons can be an mob (agressive to every faction) who will spawn rarely in large caves in the Grey Mountains.
They will spawn rare and respawning like gollum.
There will be Cold-Drakes and Fire-Drakes they will have 50/50 chance to spawn.
Fire-Drakes would breath fire that will work like balrog's whip. It will have the same lenght than the balrog whip but it will have 3block wide not 1 (as the balrog whip does). Cooldown for the breath will be 10second so when a Fire-Drake is targeting you and not atacking ,or getting atacked will not do the atack.
Cold-Drakes would breath snow and make iceblocks that maybe could u get stuck(around 3-5 blocks per 1 breath) snow in touch with an npc or a player will do forodwaith frost dmg but staying in the breath of snow would get you a total of 3hearths of dmg. It would have the range same as the Fire-Drake but the breath will have 3 seconds, it can be stoped with an atack. The cooldown will be the same as for Fire-Drake and will have the same atack stopping mechanic.
Look of the Dragons------------
The drakes will be shorter than a balrog (1block shorter) but they will be longer with the 4blocks longer than the balrog. They will have long tails that will be 2 block tall. Large dragon scales agresive eyes as uruks (red for fire-drakes, blue-white for Cold-drakes) the cold-drake will be the color of ice of forodwaith,and the Fire-Drake will be the color of utumno fire level brick. Upon getting atacked they will sleep with a large breathing sound(to aware the player of the drake being there) when a player looks at them they will stop sleeping and will make a large dragon style the sound of a dwarf charging.
The Drakes will have 3 parts of the body the tail,torso,head. When a player would fight the dragon he needs to shoot the drake with a Bow that will have at least 150% Dmg. To acctualy make dmg to the dragon they need to shot 2 times in the same part of the body tail ,torso or head to get rid of the scales, bows,cbows with 200% dmg will take 1 shot to take off the scales. Upon taking the scales off the player must atack only the part that they taked the scales off to make dmg. The dragon will have 15armor points in that spot when the scales got removed. Only bows can remove the scales, soo rhun and mordor guys no bombs. Its best to use a Bow agains the Drake.
200 hp points (100hearths)
4dmg claw, 7dmg bite, 4 staying in the fire breath and burn dmg (fire drake), 8 for staying in the cold drake breath,
armor 15 unscaled part of the body, infinite for scaled part of the body
Heads (other for fire drake and other for cold drake),
Scales, but if u unscale the whole dragon u would get only 5 with unscaling 2 parts 15 and for 1 24, Fire-drake scale wil be other than a cold-drake scale
Scales and their uses---------
Scales will be used to create armor
Fire scale armor
it will be the same as mithril armor but it would have bad durability
The attributes of the full set will be immunity to fire (only works with full set). It would be repaired with fire scales
Ice scale armor
It will be the same as fire scale (the same protection,durability),
but the attributes would be blocking arrows (like galvorn) without getting durability destroyed, works only with full set. Repaired with Ice scale
Upon killing the drake (fire and cold) you will get an achievment called "The pets of Morgoth"
~A fandom user aka Kapucyn
Idea: Add a couple additional arrow crafting recipes that make sense and would add another way for archers to get themselves a stockpile of ammunition.
New recipe idea 1: Bone arrows. Let us turn bones into bone fragments (different amount per type of bone like how bonemeal works)*, and then use those as an alternative to flint. Perhaps to create bone fragments, bones can be put into a grindstone or via some other method like a crafting recipe. This method, I feel, is good for people who like the roleplay aspect in regards to orcs and other primitive factions who would likely utilize bones for things like that.
New recipe idea 2: Nuggets. Let use use nuggets of the various ingots of middle earth to make arrows instead of flint. It'd give purpose to all that copper/tin and bronze people have, and even iron if you have nothing better to do with it. This method is a little more expensive, but not a problem for the more avid miner or looter who comes across many a useless bronze sword or some such. No longer would it be useless however, as he could unsmelt it and make himself some arrows.
New recipe idea 3: Obsidian shards. Allow obsidian shards to be turned into arrows too, it's far from impractical if you're desperate enough for arrows and happen to frequent the jungles of Far Harad (and don't prefer the 1000 paper cuts tactic that is the blow gun).
- Possible bone fragment yield per bone type:
Hobbit - 1
Dwarf - 2
Orc/Man/Elf - 3
Warg - 4
Troll - 5 or 6
Thank you for reading my idea, it just kind of popped into my head while I was on the hunt for some arrows, and I came across my small treasure trove of useless ingots, obsidian, and bones!
So the mod team may have thought through this process but in case they have not I would like to share some ideas for the Avari faction of elves that is coming to the mod.
1) Poison variants for all weapons: this would make a poisoned variant for each weapon as the title suggests. This would not apply to battle axes and war hammers (if there are any which I doubt as it is an elven fac) but would apply to all the slicing weapons like swords, spears, longspears. It would also be nic for the npcs to have the poisoned variants.
2) +100 positive alignment required to be friendly: It says in one of the tales of this mod (written by a Dorwindrim elf about the Avari) that they are less trusting of outsiders than Thranduils kin. I personally cannot blame them for this as the only allies they have are the red dwarves.
3) On where they stand in the alignment system: I recommend that the only allies they have are the red dwarves. I think that their enemies are most likely every evil fac and that they are nuetral to every good fac other then the red dwarves ofc.
4) Treasures of the structures: I also think there should be the possibility of finding galvorn in the smithies/homes.
Any feedback would be appreciated and a good day to all! :)
After scrolling through the extensive list of Traders, an idea struck me- Hobbit Adventurs.
Hobbit adventurers would only spawn in areas near to the Shire (I.E. Chetwood , Brieland, ETC), and areas that bilbo visited. (I.E. Rivendell). Adveturers would spawn at high frequency near the Shire, and very low frequency far away form the Shire. They would not spawn east of the misties.
Adventurers would sell the same item list as Hobbit Bartenders, and would purchase goods from the land that they were in- such as Lembas in Rivendell. Adventurers in areas close to the Shire would buy the same items as bartenders.
Hobbit Adventurers would have the combined speechbanks of hobbit children and bartenders, (minus phrases like "Welcome to the stumbling bard!"), and a few sentences like "You aren't one of those orcs, are you?!"
Hobbit Adventurers would be hobbits that grew up listening to that crazy hobbit Bilbo's stories and dreaming of Elves.
WHAT'S THE POINT?
Hobbit Adventurers would provide Hobbit items to players without having them travel back to the Shire.
The Avari faction would be very interesting. I am thinking for this that it would use the single mod lore-text we have on the Avari as a main reference.
New Items: Avarin Steel Ingot: Smelted from a wood log and an iron ingot/ore in a Dwarven Forge Avarin Steel Block: Nine Avarin Steel Ingots in an Avarin Crafting Table Avarin Crafting Table: Four planks in an Avarin Crafting Table Avarin Armour: Armor Recipes, with Avarin Steel Avarin Tools: Tool Recipes, Avarin Steel Avarin Weapons: Weapon Recipes, Avarin Steel
Avarin Steel would be a gray-ish colour and the armour would be gray-ish, but would have the 'green and purple' described by the mod lore text. Unlike other elves, the Avari would have a hammer due to their close proximity to the Dwarves, yet would also have a battlestaff.
Avarin Alignment would be centralized around the Wildwood, and a new Wildwood biome would be created so that Avarin structures and npcs spawn just there. The Wildwood would most likely have bigger trees than a normal Rhun forest, more similar to Fangorn.
Avarin structures would be hidden in the treetops and underground. The Avari would spawn at night, never at day. They are not inhibited by the sunlight, however.
Thanks for reading this MASSIVE script!
The Title say says it all: Make it so that Slabs and Stairs can be placed sideways. This would make the mod better than vanilla Minecraft (even though it already is by a long shot). Would be very useful for building
I'd like to suggest the idea of bone weapons as a low tier, cheap set of equipment (much like bone armor is), that can be utilized by new players with a handful of bones from their first few orc kills. They'd be especially effective in the hands of cheap hired units that need maxed weapons, seeing as bones are extremely easy to come by, a bone weapon would be incredibly affordable for people who like a large quantity of units. Bone armor already exists in the mod, so why not finish the set? The list of weapons bone would have includes (perhaps), a mace/club, a spear, a dagger, sword, and maybe even a pike. If this were to be added, Gundabad Orcs and Rhudaur Hillmen would spawn with them, seeing as both widely utilize bone armor already, and it fits the primitive theme that both groups tend to abide by.
Currently, you cannot pick up any projectile thrown by an NPC (or arrows). My solution is that you can pick up all NPC thrown projectiles, such as Spears, throwing axes, etc. Arrows, darts, and crossbow bolts have broken forms. You can repair them with wood planks (darts and arrows) or iron (crossbow bolt). This would give you a repaired arrow. These deal less damage than Normal ones. 40% of arrows/darts/bolts NPCs shoot would be unable to be picked up (unrepairable). 40% would be broken, and 20% would be in good condition (normal arrow). Broken arrows cannot be shot. Arrows you shoot have a 30% unable, 40% broken, 30% good condition.
Currently you cannot ride NPC horses or mounts. Why not? You would have to re-tame it in order for it to get used to you and you can ride it then.
Rug improvements, will add a new rugs for the following: alligators, rhinos, Aurochs flimngos, swans, boars, and horses. It will also enable you to craft 1 string and the rug of your choice to make a wall pelt(it will mostly be for smaller animals flimngos, swans, and boars etc.)
Another possibility would be a weapon modifier (Hunter not to be confused with Head hunter.) That works like a looting but for rug drops only.
There are only 2 bosses in this mod, the hill troll chieftan and a mallorn ent. I am aware of the endorsed adventure "roots of the mountains" and expect new bosses for that realm but just let me say, why not more middle earth bosses? I have three suggestions, mumakil, horrors of melkor, and half-troll trolls. I would also like to ask what happened to my former discussion regarding this topic. Now, onto the in depth discription of the four boss ideas.
Mumakil: These giants of the South Harad Forests have been long on the planned features list and now let me give a way to find and collect them, as well as ride them and including a new boss fight. Summon by placing 4 golden tauredain brick into a vanilla crafting table with 5 tauredain amulets (that are now dropped by tauredain shammans) in the shape of the TNT crafting recipe forms the active holy tauredain block which is a golden tauredain brick block carved with the head of a mumakil on each side. When placed on the ground in the far harad jungle it summons a single mumakil close by. The mumakil aproaches the block. The mumakil is wild and cannot be ridden, it does not attack the player unless attacked. When defeated it stops attacking and becomes rideable. It is 17 blocks high, 4 blocks wide and 19 blocks long. It has the health of a balrog and deals 5 damage with knockback I.
The horrors of melkor: The horrors of melkor are giants that where captured by melkor and experimented on, like tomented elves are in the case of elves and orcs, the horrors of melkor are the in-between state of giants and trolls/ogres. They are 4 blocks tall and 2 1/2 blocks wide as well as 1 1/2 blocks thick. They are like trolls but deformed and mutalated, red and orange in clour and scars and open wounds all over. They have loin cloths and carry an utumno warhammer or spiked troll log. They have the health of a hill troll plus a regular troll, or two hill trolls put together, and the damage and knockback of an utumno warhammer. They are summoned by corruption of utumno blocks which are made of corruption of utumno items found as rare drops by all utumno NPCs.
The half-troll trolls are further crossbreeds of half trolls and trolls by Sauron. They are summoned at sunrise and sunset by scenting a dirt/grass/mud block with a scent of the half-troll, now craftable with 4 troll bones, 4 half-troll bones (dropped by half-trolls) and a strong or potent torog draught. They are 3 blcoks high, 1 1/2 blocks wide and 1 block thick. They have the clours, sun immunity and face of the half-troll and the rest is of the normal troll. They deal the damage of their half-troll troll swords, (8 or 9) which they have a 50% chance of dropping. (more details on the sword later) They have the health of 1 1/2 - 2 hill trolls, and speed of a one headed troll. Their sword deals 8 or 9, can only be carried by a player and already has a mighty or legendary modifier on it.
I have a few ideas for Bosses,
1. Spawns of Ungoliant (not Shelob)
2. Balrog Captains (from utumno)
3. Horrors of Melkor (from utumno)
The spawns of Ungoliant are always poisonous, larger than Mirkwood Spiders, black, and have red/green/gray markings. No extra lives.
The Balrog Captains are spawned in Middle Earth or Utumno from a special drop of Balrogs (like the hill troll chieftan) and drop the head of the Balrog Captain, along with a whip and maybe Flames of Udun.
The horrors of Melkor are spawned from unlikely drops of Utumno fire trolls/wargs and are mutalations the size of hill trolls. Red and orange in color with a white and yellow eye, and very messy looking.
This suggestion is not very long.
I just got really annoyed (for lack of a better word) when I have to chop down a tree, just to receive the fruit on that tree. I was curious if they could impliment tree leaves being like bushes: you can collect the fruit on them with a right click. It is super frusterating to have to chop down a tree just to get some fruit, and then further replant it, when you could just pick the fruit off of the tree like in real life. I was thinking one fruit / leaf, as opposed to bushes where you get plenty of smaller fruits. You would still have to break the leaves to receive a sapling.
As for date palm, and banana trees, I'm not too sure.
Also, I saw that the great eagles were planned to be mobs. Personally, I think they should be a faction, and you would be able to ride them if you have enough alignment, like the fell beasts of Mordor. Though flying could be problematic, it would be quite cool.
But that's not very important. Tell me what you think! I just think this would be very helpful to those that own orchards, or brew drinks, make foods, etc.
Im sick of imagine that this is conqure land.When ‘mordor attack gondor’ and capture some teretory that op player(owner)can change that biome to black and dark and orc start to spawn...This is for the multiplayer servers or singleplayer
I suggest that you should be able to make Tea in the LOTR mod. That would work like this:
To Make Tea you need to boil the water first. You would do it like this:
If you drink it, you get 12 Damage.
You need to brew the actual Tea. To do this you need:
1: The Tea Plant
A plant that looks like a Mixture of Pipeweed and Athelas. It grows in Every biome Except for: Mordor and Angmar, Mirkwood, all kinds of Mountains and Deserts. By Punching or "Mining" it you'll gain 2-4 Tea Seeds (Wich look like a darker Version of Wheat Seeds)
2: Plant the Tea Plant
It works just like Planting Carrots or Wheat. By Punching or "Mining" it you'll gain 3-5 Tea Leaf
3: Dry the Leafs
4. Craft a Teabag
5: Put the Teabag in the VessilRight-Klick Your Boiled Water With the Teabag and Wait for 5 minutes. It Will Change it's Texture when ready. A ready tea looks like this ------>
3.Enjoy! The Tea will give you Speed II and Haste II for 3 Minutes and fill 3 Hungerpoints.
Extra (Thanks to SzymonMLGpro): Hibiscus Tea:
1.Spot a Hibiscus and Shift-Right Klick it, in order to get a Hibiscus Blossom.
2. Place your Vessel somewhere and Right Klick it with the Hibiscus Blossom.3. After Waitiing 10 Seconds the Water will turn dark-violet like this--->
3,5: Add Shugar for a longer speed boost and more Hunger points filled, if you want.
4. Finish the tea by adding a Lime:
5. Double Satisfaction! Enjoy Speed II (Without Sugar) or Speed III (With Sugar) and Regeneration II for 3 Minutes (Without Sugar) or for 5 Minutes (With Sugar).
It is rather easy to survive anywhere if u bring a pouchfull of food and if in forodwaith/desert warg fur gear or harad robes
so if they added a water bar (like a food bar) to the game it would add another challenege for players heading say idk south or utumno.
so u would essentially have to bring drinks around with you
and because drink doesnt stack like food does (it would making carrying it around too cumbersome) if one were to drink anything it would go down in levels rather than the whole drink being consumed
also with it they could add that if cauldrons being put out in the rain they would collect water
Well what can i say more Verticle Slabs.