The Lord of the Rings Minecraft Mod Wiki
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{{Main_Note}}
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{{Main Note}}
   
<div style="font-size:large">'''See [[What not to Suggest|here]] for a list of things not to suggest.'''[[File:Boromir Meme.jpg|thumb|220x220px]]</div>
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<div style="font-size:large">'''See [[What not to Suggest|here]] for a list of things not to suggest.'''[[File:Boromir Meme.jpg|thumb|220px]]</div>
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__TOC__
 
== Frequently Asked Questions ==
 
== Frequently Asked Questions ==
 
==='''Can you update the mod to [newer Minecraft version]?'''===
  +
The mod team is working on an update to Minecraft 1.15, rewriting the mod from the ground up. See [[FAQ#Lord of the Rings Mod: Renewed|Lord of the Rings Mod Renewed]] below.
   
 
==='''My game is lagging! Help!'''===
====<strong>Can you update the mod to Minecraft 1.8?</strong>====
 
 
See the post I wrote about this matter [http://lotrminecraftmod.wikia.com/wiki/User_blog:LOTRMod/Why_hasn%27t_the_mod_updated_to_1.8_yet%3F here].
 
 
==== '''My game is lagging! Help!''' ====
 
 
Fastcraft is a highly recommended mod for increasing FPS and decreasing lag. You can [http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820 download it here].
 
Fastcraft is a highly recommended mod for increasing FPS and decreasing lag. You can [http://forum.industrial-craft.net/index.php?page=Thread&threadID=10820 download it here].
   
I found that this mod, for me, fixed 100% of chunk-loading lag and all the FPS lag in tree-heavy biomes. I really cannot recommend it fully enough; go and try installing it now! You will be surprised how good it is.
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I found that this mod, for me, fixed 100% of chunk-loading lag and all the FPS lag in tree-heavy [[Regions|biomes]]. I really cannot recommend it fully enough; go and try installing it now! You will be surprised how good it is.
   
==== '''Can you add features from the new mod versions into older versions as well?''' ====
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==='''Chunks are appearing as black holes and my world is stuffed with mobs! Help!'''===
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[[File:ChunkErrorInGondor.png|thumb|Example of a chunk error. Note the black hole in the ground and the duplicated mobs]]
No. This would require huge amounts of work (as Minecraft code often changes substantially between updates) and may even be impossible for some features. If you want to play with the new features, it stands to reason you need to keep up to date with the mod.
 
  +
This is a classic sign of a chunk error, which is most often caused by the world not saving properly. When a mob walks into one of those corrupted chunks, the game thinks it disappears and it spawns another one to replace it, but in reality the first one hasn't disappeared and thus you get duplicated mobs. Reasons for this include a sudden power loss, the internal server crashing, or closing ''Minecraft'' using a method other than hitting <code>Esc > Save & Quit to Title</code>.
====<strong>How do I obtain saddles in Middle-earth?</strong>====
 
   
  +
If this happens, don't delete your world -- all hope is not lost! Click Expand for a tutorial on how to fix it yourself, or you can send your world to [[User:MilkMC|MilkMC]] to have him do it for you.{{Spoiler|{{Fixing Corrupted Chunks}}}}
Since this is a mod with a heavy focus on exploration and adventure, saddles are very useful items to have in Middle-earth. Luckily, you don't have to go searching dungeons for hours on end; the mod adds [[Saddle#Obtaining|saddle crafting&nbsp;recipes]]!
 
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{{clr}}
You can also find saddles in some structures in Middle-earth.
 
 
==='''How do I obtain saddles in Middle-earth?'''===
 
Since this is a mod with a heavy focus on exploration and adventure, saddles are very useful items to have in Middle-earth. Luckily, you don't have to go searching dungeons for hours on end; the mod adds [[Saddle#Obtaining|saddle crafting recipes]]! You can also find saddles in some structures in Middle-earth.
   
The mod also adds crafting recipes for iron, gold, and diamond [[Horse Armour|horse armor]], and many others.
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The mod also adds crafting recipes for iron, gold, and diamond [[Horse Armour|horse armour]], and many others.
 
===='''Is this mod compatible with [insert mod name]?'''====
 
   
 
==='''Is this mod compatible with [insert mod name]?'''===
 
This mod should be compatible with most Minecraft Forge mods. Other mods may work with this, but it's not guaranteed.
 
This mod should be compatible with most Minecraft Forge mods. Other mods may work with this, but it's not guaranteed.
   
In either case, you may have to configure some IDs to avoid conflicts. You can change the IDs for this mod by finding the 'LOTR.cfg' located in your .minecraft/config folder. Open it up and change any conflicting values. '''Dimension IDs''' may range from -128 to 127 inclusive. '''[[Biomes]]''', however, don't conflict anymore, because this mod now uses a totally different set of biomes from Vanilla Minecraft, and '''Blocks and Items '''no longer require configuration after the Minecraft 1.7 update.
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If the other mod is a dimension mod, you may have to configure some dimension IDs to avoid conflicts. You can change the IDs for this mod by finding the 'LOTR.cfg' located in your .minecraft/config folder. Open it up and change any conflicting values. '''Dimension IDs''' may range from -128 to 127 inclusive.
   
 
This mod is '''known''' to not be fully compatible with OptiFine - running the two together often causes glitches and crashes. If you run into problems running this mod and OptiFine together, we will ask you to remove OptiFine before we can help you with [[Board:LotR Mod Technical Support|technical support]].
 
This mod is '''known''' to not be fully compatible with OptiFine - running the two together often causes glitches and crashes. If you run into problems running this mod and OptiFine together, we will ask you to remove OptiFine before we can help you with [[Board:LotR Mod Technical Support|technical support]].
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For information on specific mod incompatibilities, see [[Help/Compatibility with other mods|here]].
 
For information on specific mod incompatibilities, see [[Help/Compatibility with other mods|here]].
   
===='''Is this mod compatible with NEI (Not Enough Items)?'''====
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==='''Is this mod compatible with NEI (Not Enough Items)?'''===
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[[User:The Ranger Malvegil|The Ranger Malvegil]] has created a very useful NEI plugin for the mod. More information can be found at [[NEI Plugin]].
 
The mods will not break each other or cause issues when run together, but the LOTR Mod no longer includes support for NEI's Recipe Mode on the Middle-earth crafting tables. Such a feature was included before the Minecraft 1.7 update, but was removed so that I would not have to wait for NEI to update before updating my mod.
 
 
As for version Beta 25, [[User:The Ranger Malvegil|The Ranger Malvegil]] made a new NEI plugin for the mod. More information can be found [http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/wip-mods/2563743-1-7-10-nei-plugin-for-the-lord-of-the-rings-mod here].
 
 
===='''Is this mod multiplayer compatible?'''====
 
   
 
==='''Is this mod multiplayer compatible?'''===
 
Yes! Instructions for installing the mod on a server are available [[Help/Creating a LOTR server|here]]. Note that, as usual, any players connecting to the server must have the mod on their clients. Also, their IDs must be configured (see above) in exactly the same way as those for the server, otherwise things on the clients will not work correctly
 
Yes! Instructions for installing the mod on a server are available [[Help/Creating a LOTR server|here]]. Note that, as usual, any players connecting to the server must have the mod on their clients. Also, their IDs must be configured (see above) in exactly the same way as those for the server, otherwise things on the clients will not work correctly
   
==== '''Can I run this mod on a Cauldron (MCPC+, Bukkit) server?''' ====
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==='''Can I run this mod on a Cauldron (MCPC+, Bukkit) server?'''===
 
You can, but it's probably not going to work very well and I don't recommend it. The mod is developed for Minecraft Forge. Cauldron and similar platforms change much of the code from vanilla+Forge, and as a result, there will likely be many bugs/errors/crashes when the mod is run on Cauldron etc. which do not occur when running the mod on the intended vanilla+Forge server.
   
 
If you encounter a bug on a Cauldron server, check to see if it happens on a Forge server before reporting it to me. If you cannot reproduce it on a Forge server, then it is probably a result of the code differences between vanilla+Forge and Cauldron, and I will not attempt to fix it - unless it is a particularly game-breaking bug such as a complete crash. Please read [http://forum.feed-the-beast.com/threads/psa-mcpc-and-modded-minecraft.37480/ this excellent post] for more information.
Well, you can, but it's probably not going to work very well and I don't recommend it. The mod is developed for Minecraft Forge. MCPC+ changes much of the code from vanilla and Forge, and as a result, there will likely be many bugs/errors/crashes when the mod is run on MCPC+ which do not occur when running the mod on the intended Forge server.
 
   
  +
==='''Can you add Gandalf / Minas Tirith / the One Ring / Mumakil / etc.?'''===
If you encounter a bug on an MCPC+ server, check to see if it happens on a Forge server before reporting it to me. If you cannot reproduce it on a Forge server, then it is caused by MCPC+, not this mod, and I will not attempt to fix it. Please read [http://forum.feed-the-beast.com/threads/psa-mcpc-and-modded-minecraft.37480/ this excellent post] for more information.
 
 
Every main character, region, structure, and so on, from LOTR is planned to be added in the future. But there is a general plan for the mod, and these things will come later on, when the work on more basic features such as biomes, blocks and items, and NPCs are mostly completed.
   
===='''Can you add Gandalf / Minas Tirith / the One Ring / Mumakil / etc.?'''====
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==='''Will Anduril, Sting, Gandalf's staff, etc. ever be craftable?'''===
 
No, they will be obtained through questing when the quest system is added. Please note that the quest system referred to is not the [[mini-quest]] system already in the mod; the full story-quest system will come much later.
Short answer: No. Please do not ask for these things.
 
 
Long answer: Every main character, region, structure, and so on, from LOTR is planned to be added in the future. But there is a general plan for the mod, and these things will come later on, when the work on more basic features such as biomes, blocks and items, and NPCs are mostly completed. Asking for your favourite character to be added will not make them be added faster.
 
 
===='''Will Anduril, Sting, Gandalf's staff, etc. ever be craftable?'''====
 
 
No, they will be obtained through questing when the quest system is added. Please note that the quest system referred to is not the mini-quest system already in the mod; the full story-quest system will come much later.
 
 
===='''Can you make the Biomes smaller?'''====
 
   
 
==='''Can you make the Biomes smaller?'''===
 
If you find it difficult to travel around Middle-earth it is probably because you are walking everywhere. Make use of the mod's fast travel system or any of the various mounts the mod adds, and you will find travelling much easier.
 
If you find it difficult to travel around Middle-earth it is probably because you are walking everywhere. Make use of the mod's fast travel system or any of the various mounts the mod adds, and you will find travelling much easier.
   
===='''Can you add race selection?'''====
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==='''Can you add race selection?'''===
 
I will never add this, due to compatibility issues. Custom player skins are not compatible with, for example, dwarf, hobbit, and elf models. If race selection were added, your skins might become incompatible with the vanilla game. Also, changing the size of the player could interfere with vanilla game mechanics or other mods.
 
I will never add this, due to compatibility issues. Custom player skins are not compatible with, for example, dwarf, hobbit, and elf models. If race selection was added, you would not be able to use a custom skin. Also, changing the size of the player could interfere with vanilla game mechanics or other mods.
 
   
 
However, the alignment system and the quest system will allow you to customise your experience on a much greater level than a race system. There are also mods such as iChun's Morph mod that probably already offer something like what you're looking for.
 
However, the alignment system and the quest system will allow you to customise your experience on a much greater level than a race system. There are also mods such as iChun's Morph mod that probably already offer something like what you're looking for.
   
===='''If the Morph mod exists, why can't you add race selection?'''====
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==='''If the Morph mod exists, why can't you add race selection?'''===
  +
To reiterate, race selection is not planned because of the issues it would present with custom player skins. The Morph mod allows you to take on the skins of NPCs, not use your own player skin on different models.
   
 
==='''Can you add a way to see the total number of hired units?'''===
To reiterate. Race selection is not planned in any form. Custom player skins are not compatible with NPC models. If race selection was added, you would not be able to use a custom skin.
 
 
Unfortunately not, because there is no 'secure' way to make such a thing possible. The game can record when the player hires a troop, but cannot always record when one is lost, because a troop could be lost by any number of untrackable ways besides just being killed or disbanded: it could be removed by a command like /nukeentities, be removed by a corrupt chunk, fall into the void, or something like that. So over long spans of time - and especially on servers - the 'total number of hired troops' would gradually increase more and more above your actual number.
   
===='''Can you make NPCs that lead other NPCs into battle / better hired unit AI / etc.?'''====
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==='''Can you add an option to place limits on the amount of units a player can hire?'''===
  +
See the above answer. It's the same thing, from a coding perspective.
   
  +
==='''Why doesn't the Summon Horn of Command summon my units?'''===
Sir or Madam, you have unrealistic expectations of what can be done in Minecraft. This is a voxel-based sandbox game, not a war game. Whenever someone asks for something like this, it makes me wonder whether if you'd ask the developers of your favourite RTS or FPS game to add building blocks and fully deformable terrain to their game...
 
 
The horn will only call your units if you're standing in a safe, unobstructed space. It will not call your units if you're flying, jumping, in water, stood on a non-solid block, or there is not enough room for the unit to stand in (e.g. you can summon Orcs into a one-block wide hole, but not Olog-hai).
   
 
Also, the horn cannot summon units from far away - this is simply a result of the way Minecraft works. Only nearby areas of the world are loaded, meaning that if you move too far from your hired units, the horn cannot summon them because they physically ''do not exist in the world''. (This is the same reason that crops don't grow when you're too far away from them, furnaces don't smelt, and so on.)
Such a feature ''could ''in theory be added but it would take a long time indeed to develop and debug it. Time which, at the moment, is more wisely spent building up the world of Middle-earth.
 
   
 
An exception to this is if you're on a multiplayer server and you travel far away from your units, but another player stays close to them, they will still be loaded and you'll be able to summon them over any distance.
==== '''Can you add a way to see the total number of hired units?''' ====
 
Unfortunately not, because there is no 'secure' way to make such a thing possible. The game can record when the player hires a troop, but cannot always record when one is lost, because a troop could be lost by any number of untrackable ways besides just being killed or disbanded: it could be removed by a command like /nukeentities, be removed by a corrupt chunk, fall into the void, or something like that. So over long spans of time - and especially on servers - the 'total number of hired troops' would gradually increase more and more above your actual number.
 
   
==== '''Can you add an option to place limits on the amount of units a player can hire?''' ====
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==='''Why does my alignment get reset everytime I load my world?'''===
 
You probably play on a cracked launcher. These are known to have problems saving the player data right (including the alignment data). The best solution is to buy the game, but if you can't do that, click expand to see a possible solution.{{Spoiler|{{Hired Units Cracked}}}}{{clr}}
See the above answer.
 
   
===='''Why doesn't the Summon Horn of Command summon my units?'''====
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==='''Why is the water grey?'''===
 
This mod replaces the blue Minecraft water texture with a greyscale one so that there can be a much, much larger range of water colours in Middle-earth - bright tropical blue, dark polar seas, swampy brown water, and more. The mod also accounts for vanilla Minecraft water and any custom water colours (e.g. swamp) so that nothing in the vanilla biomes will be noticeably changed.
   
 
I judge the play-experience of this mod in itself to be a higher priority than compatibility with other mods. So, inevitably, as a result of this there could be some graphical problems with water when using this mod alongside another. Here is how to fix those problems:
The horn will only call your units if you're standing in a safe, unobstructed space. It will not call your units if you're flying, jumping, in water, stood on a non-solid block, or there is not enough room for the unit to stand in (e.g. you can summon Orcs into a one-block wide hole, but not Olog-hai).
 
   
 
If you are using a mod that renders water (e.g. in a tank, pipes, or suchlike) and it is grey, '''contact the mod author telling them to account for the biome's waterColorMultiplier during rendering.''' This is a very simple step. They ought to already be doing this, since this is a feature of vanilla Minecraft (swamp biomes). If the mod accounts for vanilla swamp water colours, it will automatically account for this mod's water changes as well, and the problem will be fixed.
Also, the horn cannot summon units from far away - this is simply a result of the way Minecraft works. Only nearby areas of the world are loaded, meaning that if you move too far from your hired units, the horn cannot summon them because they physically <em>do not exist in the world.</em> (This is the same reason that crops don't grow when you're too far away from them, furnaces don't smelt, and so on.)
 
   
 
==='''Can there be a way to get positive Utumno alignment?'''===
An exception to this is if you're on a multiplayer server and you travel far away from your units, but another player stays close to them, they will still be loaded and you'll be able to summon them over any distance.
 
 
No, never. Utumno was designed as a dungeon, hostile mobs only. Being able to obtain positive alignment would defeat the point of Utumno, and besides, however evil you may be in the rest of Middle-earth, the monsters of Utumno would never know. This also extends to Utumno crafting, smelting, or any other resources from Utumno.
   
===='''Why does my alignment gets reset everytime I load my world?'''====
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==='''If the Far Harad tribes are non-canon, then why can't you add [non-canon suggestion]?'''===
 
The West of Middle-Earth is fully fleshed out in the lore, so do not suggest non-canon factions for it. While the Far Harad tribes are non-canon, they do make sense, and so do the planned Rhunic Clans. They are seen as better than not having Harad or Rhun at all, as the canon material for said regions is limited. Please keep the suggestions for Far Harad, Rhun, and the Dark Lands either to a minimum or post ways to improve existing factions. This means no Dwarves in Far Harad or the Dark Lands, no Snow-elves, etc.
   
 
==='''Can you add hireable units that can mine for me?'''===
You probably play on a cracked launcher. These are known to have problems saving the player data right (including the alignment data). The only solution is to buy the game.
 
  +
In time, this might happen in some way.
   
===='''Why is the water grey?'''====
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==='''What happened with seasons?'''===
 
Seasons were a planned feature for the mod. Work begun around the time of {{Update|22}}, but was soon postponed indefinitely due to a problem with changing grass and leaf colours. If you are interested to know more, there is an in-depth discussion on the matter [[Thread:307821#8|here]].
   
  +
==Lord of the Rings Mod: Renewed==
This mod replaces the blue Minecraft water texture with a greyscale one so that there can be a much, much larger range of water colours in Middle-earth - bright tropical blue, dark polar seas, swampy brown water, and more. The mod also accounts for vanilla Minecraft water and any custom water colours (e.g. swamp) so that nothing in the vanilla biomes will be noticeably changed.
 
  +
This FAQ was also posted [https://www.facebook.com/LOTRMC/posts/3120798687958480?__tn__=K-R on the official Facebook page]. Check out that link for more information on The Lord of the Rings Mod: Renewed. You can also read [[Lord of the Rings Mod Renewed|the relevant Wiki page]] for more information, along with a download link.
   
  +
On 26 April 2020, the mod team also conducted a Q&A session on the Wiki's Discord server, the results of which can be found [[FAQ/Q&A|here]], along with the full transcript.
I judge the play-experience of this mod in itself to be a higher priority than compatibility with other mods. So, inevitably, as a result of this there could be some graphical problems with water when using this mod alongside another. Here is how to fix those problems:
 
   
  +
==='''When will it be completed?'''===
If you are using a mod that renders water (e.g. in a tank, pipes, or suchlike) and it is grey, '''contact the mod author telling them to account for the biome's waterColorMultiplier during rendering.''' This is a very simple step. If their mod is programmed correctly they will already be doing this, since this is a feature of vanilla Minecraft (swamp biomes) but most modders probably would not care about that possibility. However, if the modder accounts for vanilla swamp water colours, they will automatically account for this mod's water changes as well, and the problem will be fixed.
 
  +
We can't know yet, but it will take at least several months to reach feature parity with 1.7.10, and possibly more. Of course, we will work on the more important additions first.
   
==== '''Can users send in their builds of major structures so that they will be added faster?''' ====
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==='''Which features will you add first?'''===
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First of all - Blocks and Items, the absolute basics. And the Middle-earth dimension, which we'll expand on a biome-by-biome basis.
No. If you really want to build the structures, that is fine, but Mevans does not want to get bombarded with a million different builds to choose from. And 'sending in a build' does not actually help that much - it couldn't just be 'scanned into the mod', it would still have to be coded into the mod and made to fit with the terrain. As such, this will do nothing to speed up the addition of major structures.
 
  +
Later on - NPCs (the core ones first) and gameplay mechanics. The player data things. More world generation, like more biomes and basic structures.
 
  +
Even later - Complex gameplay mechanics, like modifiers and conquest, as well complex structures.
===='''Can there be a way to get positive Utumno alignment?'''====
 
  +
Later still - data fixers (see below) - and then continuing content updates for the mod itself.
No, never. Utumno was designed as a dungeon, hostile mobs only. Being able to obtain positive alignment would defeat the point of Utumno, and besides, however evil you may be in the rest of Middle-earth, the monsters of Utumno would never know. This also extends to Utumno crafting, smelting, or any other resources from Utumno.
 
  +
Basically, expect it to follow a similar path to the development of the actual mod since 2013, but faster and more prepared.
   
===='''If the Far Harad tribes are non-canon, then why can't you add [non-canon suggestion]?'''====
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==='''Will I be seeing [X vanilla feature] in Middle-earth?'''===
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Yes, most of them! That's part of the reason we want to update, after all. All your favourite vanilla animals (turtles, dolphins, foxes, parrots, polar bears...) will fit right in, not to mention all the ocean blocks. Obviously some particular things like, e.g. pillagers and shulker boxes won't be coming to the dimension.
   
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''For more detail on the mod team's thoughts on vanilla features, see [[Mevans]]' post [[Thread:438052#21|here]].''
The West of Middle-Earth is fully fleshed out in the lore, so keep suggestions for here canon. While the Far Harad tribes are non-canon, they do make sense, and so do the planned Rhunic Clans. They are seen as better than not having Harad or Rhun at all, as the canon material for said regions is limited. Please keep the suggestions for Far Harad, Rhun, and the Dark Lands either to a minimum or post ways to improve existing factions. This means no Dwarves in Far Harad or the Dark Lands, no Snow-elves, in infinitum.
 
   
==== '''Will there ever be a LotR-based enchanting system?''' ====
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==='''What about the Texture Update?'''===
  +
[[Gruk]] is presently at work retexturing lots of mod blocks and items to match the new vanilla style of 1.14+. So they'll fit in just fine.
Yes. Enchanting or possibly improving items is planned for [[Updates|next update]], and will work differently in the mod than the vanilla system, in order to balance it better.
 
  +
And this is in addition to updating all those mod textures already for Update 36! He works hard, that nobleman.
   
  +
==='''Will it be compatible with my 1.7.10 worlds?'''===
In the meantime, you can always enchant by going back to the Overworld (via the [[Ring Portal]] or an [[Elven Portal|Elven]] or [[Morgul Portal]], despite the fact that it is not recommended for you to do so, as it takes some part of the fun and difficulty of the mod.
 
  +
Eventually - yes*. At first - NO. Do not try to load your 1.7.10 worlds in 1.15! Not only will most of the content be missing, but much of the save format - especially how blocks and block sub-types, and items in inventories, are saved - is completely different.
  +
Because of this, 1.15 is incapable of loading modded 1.7.10 worlds, unless those mods use Mojang's DataFixers library to tell the game how to transform the old save data.
  +
And this data wizardry is what we'll work on once the 1.15 version has all the matching blocks, items, and entities. We know that it will be extremely important for more than a few servers out there! But we have to add all the physical content first.
   
  +
*At the moment we don't know for certain if this can be done, simply because we haven't tried yet. But there's no reason to doubt it. Although lots of mods that updated from older to newer versions can't load old worlds, that's presumably because those mods didn't attempt to include a DataFixer - it's something you have to specifically program, and it is a tricky process, from what I've seen, but it does seem entirely capable of being adapted to a mod with some effort. Suffice to say that we will make an extraordinary effort to ensure it works, so don't panic.
==== '''Can you add hireable units that can mine for me?''' ====
 
In time, this might happen in some way, shape, or form. But the fact of the matter is that there are other things with greater priority (like more booze) that are likely to come into being sooner. But while mining units may eventually be added, in the meantime there are several perfectly good kinds of pickaxe waiting for you to use them.
 
   
==== '''What happened with seasons?''' ====
+
==='''What about Update 36?'''===
  +
[[Updates#Update 36 -- The Final 1.7.10 Update (June 12, 2020)|Update 36]] was the final major update for 1.7.10. Future updates will be for the 1.15 version going forward. We do not expect this will bother most of you, as lots of our fans prefer to play the LOTR mod alone, or with a selection of small additional mods, so the particular Minecraft version probably isn't a big factor. But in case you're questioning this decision, the fact is that maintaining a mod of this size is a big task (though not quite as big as updating it!) and it would not be worth it to maintain two separate versions.
Seasons were a planned feature for the mod. Work begun around the time of Beta 22, but was soon postponed indefinitely due to a problem with changing grass and leaf colours. If you are interested to know more, there is an in-depth discussion on the matter [http://lotrminecraftmod.wikia.com/wiki/Thread:307821#8 here].{{Rules}}
 
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The 1.7.10 versions will of course remain available into the future, and Update 36 will continue to receive bugfixes as required.
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
[[Category:Browse]]
 
 
[[Category:Rules]]
 
[[Category:Rules]]

Revision as of 03:06, 30 December 2020

Note

This wiki is NOT a place for scattered mod suggestions, bug reports, or questions. If you have any questions, comments, queries, or concerns about the mod, you can click a direct link below to address your issue. Be sure to read the FAQ before posting a suggestion!

FAQ (Frequently-Asked Questions)Technical SupportPlanned FeaturesAdminsBan Appeals


See here for a list of things not to suggest.
Boromir Meme

Frequently Asked Questions

Can you update the mod to [newer Minecraft version]?

The mod team is working on an update to Minecraft 1.15, rewriting the mod from the ground up. See Lord of the Rings Mod Renewed below.

My game is lagging! Help!

Fastcraft is a highly recommended mod for increasing FPS and decreasing lag. You can download it here.

I found that this mod, for me, fixed 100% of chunk-loading lag and all the FPS lag in tree-heavy biomes. I really cannot recommend it fully enough; go and try installing it now! You will be surprised how good it is.

Chunks are appearing as black holes and my world is stuffed with mobs! Help!

ChunkErrorInGondor

Example of a chunk error. Note the black hole in the ground and the duplicated mobs

This is a classic sign of a chunk error, which is most often caused by the world not saving properly. When a mob walks into one of those corrupted chunks, the game thinks it disappears and it spawns another one to replace it, but in reality the first one hasn't disappeared and thus you get duplicated mobs. Reasons for this include a sudden power loss, the internal server crashing, or closing Minecraft using a method other than hitting Esc > Save & Quit to Title.

If this happens, don't delete your world -- all hope is not lost! Click Expand for a tutorial on how to fix it yourself, or you can send your world to MilkMC to have him do it for you.

This is a tutorial on how to fix/remove corrupted chunks. If you find this complicated, please take a backup of your world before starting and/or contact MilkMC for help before proceeding.

Locating the affected chunk(s)

This will be easiest if you can still access the area around the affected chunk(s). Ideally, you'll want to fly into the affected chunk and get coordinates for it. If you can't get close to it, try using a mini-map to provide the coordinates of that chunk. Once you have the coordinates, use this tool to identify which region file contains it and the chunk information for it. I prefer to copy the region file from
/.minecraft/saves/<name of your world>/MiddleEarth/region/
somewhere else more easily accessible to work on it.

Using NBT Explorer

This next part will require the use of an NBT Editor. For this tutorial it is assumed you'll be using NBT Explorer.

Open NBT Explorer and navigate to the location of the region file you identified above. Click the plus sign to expand the contents of the region file. Use the chunk information you found earlier to go to the affected chunk and expand it as well as the Level field. Next, confirm that you located the right chunk. To do this, look at xPos and zPos and compare them to where it says in world at (X, Z). If the first set of numbers don't match the other set, then you found the right chunk. Now you can click on that chunk and press delete. Save the file and put it back where you got it from (if you moved it).

Launch Minecraft

Now launch Minecraft and confirm what you did worked. If you have a lot of duplicate entities, try leaving the area and coming back. That should make them despawn, unless they don't despawn naturally, in which case you'll have to find a way to kill/remove them.

How do I obtain saddles in Middle-earth?

Since this is a mod with a heavy focus on exploration and adventure, saddles are very useful items to have in Middle-earth. Luckily, you don't have to go searching dungeons for hours on end; the mod adds saddle crafting recipes! You can also find saddles in some structures in Middle-earth.

The mod also adds crafting recipes for iron, gold, and diamond horse armour, and many others.

Is this mod compatible with [insert mod name]?

This mod should be compatible with most Minecraft Forge mods. Other mods may work with this, but it's not guaranteed.

If the other mod is a dimension mod, you may have to configure some dimension IDs to avoid conflicts. You can change the IDs for this mod by finding the 'LOTR.cfg' located in your .minecraft/config folder. Open it up and change any conflicting values. Dimension IDs may range from -128 to 127 inclusive.

This mod is known to not be fully compatible with OptiFine - running the two together often causes glitches and crashes. If you run into problems running this mod and OptiFine together, we will ask you to remove OptiFine before we can help you with technical support.

For information on specific mod incompatibilities, see here.

Is this mod compatible with NEI (Not Enough Items)?

The Ranger Malvegil has created a very useful NEI plugin for the mod. More information can be found at NEI Plugin.

Is this mod multiplayer compatible?

Yes! Instructions for installing the mod on a server are available here. Note that, as usual, any players connecting to the server must have the mod on their clients. Also, their IDs must be configured (see above) in exactly the same way as those for the server, otherwise things on the clients will not work correctly

Can I run this mod on a Cauldron (MCPC+, Bukkit) server?

You can, but it's probably not going to work very well and I don't recommend it. The mod is developed for Minecraft Forge. Cauldron and similar platforms change much of the code from vanilla+Forge, and as a result, there will likely be many bugs/errors/crashes when the mod is run on Cauldron etc. which do not occur when running the mod on the intended vanilla+Forge server.

If you encounter a bug on a Cauldron server, check to see if it happens on a Forge server before reporting it to me. If you cannot reproduce it on a Forge server, then it is probably a result of the code differences between vanilla+Forge and Cauldron, and I will not attempt to fix it - unless it is a particularly game-breaking bug such as a complete crash. Please read this excellent post for more information.

Can you add Gandalf / Minas Tirith / the One Ring / Mumakil / etc.?

Every main character, region, structure, and so on, from LOTR is planned to be added in the future. But there is a general plan for the mod, and these things will come later on, when the work on more basic features such as biomes, blocks and items, and NPCs are mostly completed.

Will Anduril, Sting, Gandalf's staff, etc. ever be craftable?

No, they will be obtained through questing when the quest system is added. Please note that the quest system referred to is not the mini-quest system already in the mod; the full story-quest system will come much later.

Can you make the Biomes smaller?

If you find it difficult to travel around Middle-earth it is probably because you are walking everywhere. Make use of the mod's fast travel system or any of the various mounts the mod adds, and you will find travelling much easier.

Can you add race selection?

I will never add this, due to compatibility issues. Custom player skins are not compatible with, for example, dwarf, hobbit, and elf models. If race selection were added, your skins might become incompatible with the vanilla game. Also, changing the size of the player could interfere with vanilla game mechanics or other mods.

However, the alignment system and the quest system will allow you to customise your experience on a much greater level than a race system. There are also mods such as iChun's Morph mod that probably already offer something like what you're looking for.

If the Morph mod exists, why can't you add race selection?

To reiterate, race selection is not planned because of the issues it would present with custom player skins. The Morph mod allows you to take on the skins of NPCs, not use your own player skin on different models.

Can you add a way to see the total number of hired units?

Unfortunately not, because there is no 'secure' way to make such a thing possible. The game can record when the player hires a troop, but cannot always record when one is lost, because a troop could be lost by any number of untrackable ways besides just being killed or disbanded: it could be removed by a command like /nukeentities, be removed by a corrupt chunk, fall into the void, or something like that. So over long spans of time - and especially on servers - the 'total number of hired troops' would gradually increase more and more above your actual number.

Can you add an option to place limits on the amount of units a player can hire?

See the above answer. It's the same thing, from a coding perspective.

Why doesn't the Summon Horn of Command summon my units?

The horn will only call your units if you're standing in a safe, unobstructed space. It will not call your units if you're flying, jumping, in water, stood on a non-solid block, or there is not enough room for the unit to stand in (e.g. you can summon Orcs into a one-block wide hole, but not Olog-hai).

Also, the horn cannot summon units from far away - this is simply a result of the way Minecraft works. Only nearby areas of the world are loaded, meaning that if you move too far from your hired units, the horn cannot summon them because they physically do not exist in the world. (This is the same reason that crops don't grow when you're too far away from them, furnaces don't smelt, and so on.)

An exception to this is if you're on a multiplayer server and you travel far away from your units, but another player stays close to them, they will still be loaded and you'll be able to summon them over any distance.

Why does my alignment get reset everytime I load my world?

You probably play on a cracked launcher. These are known to have problems saving the player data right (including the alignment data). The best solution is to buy the game, but if you can't do that, click expand to see a possible solution.


Answer to your problem...

Some time ago I had this problem and saw people having this problem, and for everyone this solution worked...

Playing on cracked servers or using cracked minecraft is not popular in the community, it usually makes people not have a good impression of you, so be careful.

Let's Solve the Problem

TLaucher is recommended because it is the simplest to configure, however, other cracked launchers can also be applied for this resolution, Technick for example.

What Causes This Bug?

This bug is generated when you use a premium account (Mojang account) on a cracked server.

How to Solve?

It's simple, use a cracked launcher with the same IGN as your premium account, perhaps the troops you already hired will remain unable to be interacted with, but the troops you hire in the future will certainly be able to be interacted with.

To Do This Is Simple

- Open the Titan launcher
- Before log in, go to Options
- Uncheck the box "Use premium account"
Once this is done, you will be able to login using only one username (instead of username and password)
- Login with the same IGN as your premium account
- Start the game and log into the server
After that your problem will probably be solved...

Doing this will also fix 2 other bugs:

- Visual shield bug:

When you change your character's shield, it does not change visually for you, it will only change if you relog.

- Alignment Bug:

whenever you win or lose alignment, your alignment bar remains unchanged, and only changes after the clock and in some cases after completing some achievement or dying.

I ask you to give me feedback after doing this, whether it works or not, I have other solutions, but this one usually works.

Why is the water grey?

This mod replaces the blue Minecraft water texture with a greyscale one so that there can be a much, much larger range of water colours in Middle-earth - bright tropical blue, dark polar seas, swampy brown water, and more. The mod also accounts for vanilla Minecraft water and any custom water colours (e.g. swamp) so that nothing in the vanilla biomes will be noticeably changed.

I judge the play-experience of this mod in itself to be a higher priority than compatibility with other mods. So, inevitably, as a result of this there could be some graphical problems with water when using this mod alongside another. Here is how to fix those problems:

If you are using a mod that renders water (e.g. in a tank, pipes, or suchlike) and it is grey, contact the mod author telling them to account for the biome's waterColorMultiplier during rendering. This is a very simple step. They ought to already be doing this, since this is a feature of vanilla Minecraft (swamp biomes). If the mod accounts for vanilla swamp water colours, it will automatically account for this mod's water changes as well, and the problem will be fixed.

Can there be a way to get positive Utumno alignment?

No, never. Utumno was designed as a dungeon, hostile mobs only. Being able to obtain positive alignment would defeat the point of Utumno, and besides, however evil you may be in the rest of Middle-earth, the monsters of Utumno would never know. This also extends to Utumno crafting, smelting, or any other resources from Utumno.

If the Far Harad tribes are non-canon, then why can't you add [non-canon suggestion]?

The West of Middle-Earth is fully fleshed out in the lore, so do not suggest non-canon factions for it. While the Far Harad tribes are non-canon, they do make sense, and so do the planned Rhunic Clans. They are seen as better than not having Harad or Rhun at all, as the canon material for said regions is limited. Please keep the suggestions for Far Harad, Rhun, and the Dark Lands either to a minimum or post ways to improve existing factions. This means no Dwarves in Far Harad or the Dark Lands, no Snow-elves, etc.

Can you add hireable units that can mine for me?

In time, this might happen in some way.

What happened with seasons?

Seasons were a planned feature for the mod. Work begun around the time of Public Beta 22, but was soon postponed indefinitely due to a problem with changing grass and leaf colours. If you are interested to know more, there is an in-depth discussion on the matter here.

Lord of the Rings Mod: Renewed

This FAQ was also posted on the official Facebook page. Check out that link for more information on The Lord of the Rings Mod: Renewed. You can also read the relevant Wiki page for more information, along with a download link.

On 26 April 2020, the mod team also conducted a Q&A session on the Wiki's Discord server, the results of which can be found here, along with the full transcript.

When will it be completed?

We can't know yet, but it will take at least several months to reach feature parity with 1.7.10, and possibly more. Of course, we will work on the more important additions first.

Which features will you add first?

First of all - Blocks and Items, the absolute basics. And the Middle-earth dimension, which we'll expand on a biome-by-biome basis. Later on - NPCs (the core ones first) and gameplay mechanics. The player data things. More world generation, like more biomes and basic structures. Even later - Complex gameplay mechanics, like modifiers and conquest, as well complex structures. Later still - data fixers (see below) - and then continuing content updates for the mod itself. Basically, expect it to follow a similar path to the development of the actual mod since 2013, but faster and more prepared.

Will I be seeing [X vanilla feature] in Middle-earth?

Yes, most of them! That's part of the reason we want to update, after all. All your favourite vanilla animals (turtles, dolphins, foxes, parrots, polar bears...) will fit right in, not to mention all the ocean blocks. Obviously some particular things like, e.g. pillagers and shulker boxes won't be coming to the dimension.

For more detail on the mod team's thoughts on vanilla features, see Mevans' post here.

What about the Texture Update?

Gruk is presently at work retexturing lots of mod blocks and items to match the new vanilla style of 1.14+. So they'll fit in just fine. And this is in addition to updating all those mod textures already for Update 36! He works hard, that nobleman.

Will it be compatible with my 1.7.10 worlds?

Eventually - yes*. At first - NO. Do not try to load your 1.7.10 worlds in 1.15! Not only will most of the content be missing, but much of the save format - especially how blocks and block sub-types, and items in inventories, are saved - is completely different. Because of this, 1.15 is incapable of loading modded 1.7.10 worlds, unless those mods use Mojang's DataFixers library to tell the game how to transform the old save data. And this data wizardry is what we'll work on once the 1.15 version has all the matching blocks, items, and entities. We know that it will be extremely important for more than a few servers out there! But we have to add all the physical content first.

  • At the moment we don't know for certain if this can be done, simply because we haven't tried yet. But there's no reason to doubt it. Although lots of mods that updated from older to newer versions can't load old worlds, that's presumably because those mods didn't attempt to include a DataFixer - it's something you have to specifically program, and it is a tricky process, from what I've seen, but it does seem entirely capable of being adapted to a mod with some effort. Suffice to say that we will make an extraordinary effort to ensure it works, so don't panic.

What about Update 36?

Update 36 was the final major update for 1.7.10. Future updates will be for the 1.15 version going forward. We do not expect this will bother most of you, as lots of our fans prefer to play the LOTR mod alone, or with a selection of small additional mods, so the particular Minecraft version probably isn't a big factor. But in case you're questioning this decision, the fact is that maintaining a mod of this size is a big task (though not quite as big as updating it!) and it would not be worth it to maintain two separate versions. The 1.7.10 versions will of course remain available into the future, and Update 36 will continue to receive bugfixes as required.