Well, I am new on Minecraft and is searching for diamonds. People told me to dig deeper to find them. But when ever I did more than 25-30 blocks, I find a cave full of hostile mobs. How to find them?
What's on your mind?
Hello, if i load the chunks in middle earth dimension when right now most structures are not implemented yet, in future updates when those structures are implemented will structures generate in those chunks that i have already generated? Or will they only generate in new chunks?
Right now im keeping to the shire so that i only load chunks in other biomes when the structures are implemented. i kinda want to avoid having to create new world or smt every update just so that i can have the new structures generate.
Sorry if my question is a little hard to understand or sounds stupid, im not really knowledgeable about these things...
Hello, I've picked up the mod again on 1.7.10 just because of the memories and it has been great so far. However, I have no idea how to reliably mine for mithril. The rarity seems insane from what I've read and it seems impossible to get it. I've stripmined mined 1k+ blocks on y=11 for 3 blocks high, and not a single mithril in sight. Of course I've explored the connected caves/lava pools under y=16 that I've encountered. Can anyone tell me what I'm doing wrong? Are there easier ways to find Mithril?
PS: Is mithril supposed to be this rare in the lore? I've essentially mined a 1km+*3m*1m area... It's taking a lot of the fun out of the mod when I'm mining for hours without anything :(.
In The Two Towers, Helm's Deep, it says this:
"Many were cast down in ruin, but many more replaced them, and Orcs sprang up them like apes in the dark forests of the South.
So, Apes are canon.
Also, I have Covid and haven't had the time to order the Nature of Middle-Earth, so can anyone tell me if there is any new information of Rhun or Far Harad?
Imma new on this Fandom!
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.
Is it a new map design? New biome? Map of structure generation? The world is changing... This was on the Facebook and Instagram page...
Nemohu najít velká města jako je trpasličí Erebor, bránu do Morie, Minas Tirit je tam jen onrovská zeď žádné město, Sarumanova vež a slévarný v 6eleznám pasu, Minas Morgul vůbec není stavba ale jen wayn point, 4erná brána taky není vůbec, atd.. Všechno je na poslední aktulizaci na verzi minecraft 1.7.10 poslední aktulizace na tento mód.
Prosím neví někdo kde stáhnout data balíčky s všemy struktury a stavbami ve Středozemi.
Děkuji Vám všem za rady a odpovědit.
Basically dwarves should no longer sell food and should use buy food from players.
I came to this reasoning due to some things To
Thorin says in The Hobbit.
The dwarves traded their work: swords, armor, and trinkets, for food. This was the relationship between Erebor and Dale. The dwarf economy was based on establishing positive trade relationships with their neighbors. Even when Durin’s Folk is exiles in the Blue Mountains, they worked various blacksmithing jobs for food. Food was their currency.
In the mod, dwarves should not buy coins or any non-edible thing.
Also in Middle Earth, there is no evidence of them farming. All the dwarves did was mine, make things, and trade.
Even in the first age, the dwarves who built Thingol’s cavernous city were paid in food rather than in gems and coins.
Just this one change in the mod would really make the dwarf economy more accurate.
Hi, i want to translate npc's speeches to brazillian portuguese, but i can't find the archive. Can someone help me?
THESE ARE NOT SUGGESTIONS! These are ideas to keep in mind for the future.
Utumno: Maybe a biome around the valley where it is? Nan Udun maybe. It would add another achievement and give a hint for new players to explore there.
New Utumno Troops: Bombardiers: It seems that it would make sense for the orcs of Morgoth the have access to explosives, as Sauron did.
Chieftains: Not for troops! A rarer spawning mob that has a slightly higher chance to drop Gear and Key parts.
Chests: Rarish spawning chests! Adds even more loot!
More rooms: Just more general possible varied generation options.
(In my mind, the old Utumno before the update that made it much more ruined is the Utumno of the Spring of Arda, while the current Utumno is the older ruined version of the Third Age.)
Forodwaith: Recently it has been revealed that changes to the Forodwaith map are coming in Renewed. Could these be...
More biome variants?
More visible biome variants?
Maybe more waypoints, or a new biome surrounding the North Pole? Dor Bendor, land of the shifting frosts?
I went there and I can't find anything. Is there not a pregenerated structure there?
The biggest and most important aspect of Tolkien’s has always been and always will be the many languages of the races of Middle Earth.
The thing is that the mod has many items, Blocks, and waypoints names in Quenya. This presents a problem since, as an easter egg, Vanilla Minecraft has Quenya listed among the language options. I really want the Quenya in the Vanilla Minecraft language selector to be compatible with the mod. I know that it is compatible. However, I have a very good idea for how multiple languages made by Tolkien can be added to the mod.
Here is my proposal:
The default language of everything within Middle Earth would be Westron (the Common tongue). The Quenya option in the vanilla Minecraft selector would make all the mod words into Quenya words. If it is possible to mod languages into the game. The mod could add Tolkien’s other languages such as Primitive Quendian, Avarin (at least six languages) Common Eldarin, Vanyarin, Noldorin Quenya, Telerin of Valinor, Common Telerin, Sindarin, Nandorin, Northern Mannish, Taliska, Adunaic, Hobbitish, Black Adûnaic, Dalish, Rohanese, Southern Mannish, Haladin, Dunlendish, Drug, Haradrim, Easterling, Lossoth, Khuzdul, Iglishmek, Old Entish, New Entish, Valarin, Black Speech, Warg-language, Thrush language, Oromean, Aulean, Goldogrin, Kornoldorin, Ilkorin, Doriathrin, Animalic, Nevbosh, Arktik, Magol, and Naffarin,
While many of the languages I just listed are incomplete, they can still be added to the mod in that form.
Here is how it would work. The incomplete languages would translate what it can and whatever it can’t would remain as Westron.
Also Cirth, Sarati, Tengwar, Gondolinic Runes, Valmaric script, Andyoqenya, Qenyatic, should be added to the mod in some form.
While some do not have to do with Middle Earth, they were still invented by Tolkien.
I haven't really seen any good suggestions for Rhun in a while, so I've been thinking:
Besides the Wainriders or the other planned Rhunic factions such as the Red Dwarves, I am thinking about beyond the red mountains and in Harhudor.
These have no lore basis, but they would make sense. (I think.) There may be too many factions, and some things seem like fluff, but here goes.
Avari: You know.
Orocarni Dwarves. I think there should be 4 subfactions due to the dwarven clans.
Nuriag: Rebels stationed in the Mountains of the Wind. Roam the lands of Rhun and the Wainrider plains, like rangers but with good melee units.
Mahadabar: A advanced civilization that lives in western Harhudor. They dislike Mordor due to to their alliance with their mortal enemy: Mossovy.
Mossovy: A evil society in east Harhudor that clashes with Mahadabar. Will use magic.
Ioveskirion (Io-ves-skirion): Trader-civilization in south Harhudor, grown rich from trade with the Gulf of Harad. They adhere to a principle of neutrality, but in case of war they are ready to support Mahadabar.
Vsego: Evil nomads on the slopes east of the Red Mountains. Rather primitive.
Proshleye: Cold-men in the uttermost north-eastern regions of the world. Secretive and mysterious, they are enemies of the Vsego due to the War of the Broken Pine, where many of them were slaughtered.
Harnathrim: Plain dwellers north of Jinzhun. They are removed from most affairs, but will support the Avari and Jinzhun in war.
Jinzhun: The men of the Uttermost East, they are rich due to their trade with the Taiobyu empire. They are good the way the Taureithrim are good. Samurai!
Taiobyu: Modern-day Japan. Saliors of the eastern coasts, they are allied with Mossovy, out of necessity for slaves rather than out of partnership. Ninjas!
Tharnathrim: Evil hill dwellers south of Jinzhun. Very culturally sophisticated.
Done! Any thoughts?
(N,goaru is the land of the Ioveskirion.)
Is there a texture pack with the mod at all? or any that are compatible
Hello, at the moment im building a little castle in the Sea of Núrnen. Im pledged to Mordor and want to know if its possible to let them spawn at my home. I've created already a Mordor banner and my castle will contain a lot of mordor and uruk objects. Would be nice if there is a way.
73 Votes in Poll
I just played LOTR mod renewed, and spoke to a hobbit. The hobbit said: "Conditional Speechbank Engine: Coming to a mod near you!". This got my mind thinking, does this mean the normal "Good", "Neutral" and "Evil" speechbank libraries, or is it a teaser for a new, improved speechbank system, that might take into account other things when calculating what the Hobbit will say? Maybe it will check not only the player's alignment with the NPC:s faction, but also what biome the NPC is in, if there are enemies of that NPC:s faction nearby, and even more? Probably not, but what if...
If you have ever played on the official server you will know about the world reset which happens every so often. I myself have only just started playing the official server and while I was traveling to Harad I found a house where you could save your builds through the reset but I carried on traveling and cannot remember where it is. If anyone knows where the house is, please tell me.
Thx in advance,
I the Fellowship of the Ring book, when the fellowship is in Lothlorien, and climbing the stairs, they complain, and the elves suggest that they could take some moments to rest if they want.
I think that in the mob, the Lothlorien tree structures should be taller with more stairs as well as rest stops on the stairs.