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  • Edited 18th September 2018


    I would like to hear the opinions of the community on this, and particularly from those of you who have been following the mod for a year or more, based on your experiences during that time. It may be important.

    Minecraft 1.7.10

    As we all know, the LOTR Mod runs on Minecraft version 1.7.10. This version was released around three years ago. Since then, there have been six major Minecraft updates, and a great deal of minor ones.

    So why haven't I updated the mod to a newer version? Why are we still on 1.7.10? In case anyone hasn't already heard, allow me to explain.

    Firstly - there is simply no point. There is nothing in the newer versions of the game that would benefit the mod enough to warrant updating. (In my own opinion, few of the features past 1.7.10 seem very interesting to me, and a fair amount of it seems to be almost 'missing the point' of the game - but that's another subject). But there is certainly nothing in the new versions to look at and think, 'wow!. The mod really needs that!' In my opinion the thing that comes closest is the client-side mount lag fix in 1.9+, but that alone isn't enough to make it worth updating everything.

    Edit: The commands in newer versions, and the new water mechanics (in 1.13) are great as well... but the above point stands.

    And that's a big reason, because it would be a whole lot of effort. Updating a mod to a new Minecraft version is not straightforward. It's not only renaming things - there are a great deal of functional changes in the code, things working differently, maybe even some things disappearing and then you have to go and dream up new ways to achieve what you want. Updating a mod of this size is a huge task - this mod interfaces with almost all parts of the game, in many complex ways. But updating this mod from 1.7.10 to 1.10, or 1.12, would be a truly monstrous task. Updating to any new version requires going through all changes in the intervening versions - and in the 1.8 update, Mojang made a great many changes to the game's internal logic which were terribly disruptive to modders - or rather, dare I say, destructive. And that's just for mods that add new blocks, items, and entities. Again, I cannot overemphasise how complex some parts of this mod are, and how many areas of the game it interfaces with. A significant amount of the mod's code would need to be completely redone. The thought of updating to a new version horrifies me.

    Also, there is no reason to believe that the ability to play Minecraft 1.7.10 or run a server on 1.7.10 will disappear any time soon. In fact, I'd be willing to bet one will be able to play the mod on 1.7.10 indefinitely.

    With that out of the way-

    Is the mod's community 'dying'?

    I don't like to use such a dramatic word. And I'll answer that question right away. No, the community is not dying.

    None of the statistics available to me suggest that it is. The Facebook page is gaining a steady number of new likes every week, around 20-30, and lately that has even been increasing. The number of daily page views on this wiki averages around 12000, which is a drop of maybe around 30% from a couple of years ago, but that's nothing drastic. The official server's player count does not seem to be decreasing.

    The community isn't growing significantly in popularity either - but that's a good thing, as far as I'm concerned. Too much popularity inevitably harms a community.

    So, no, it doesn't seem to me as if the mod is at risk of falling into the unknown.

    However, it does feel like there may be a slight decline. I don't think there is any need to worry that the community will fade out within, say, the next year (update: it didn't, even with a year-long wait for a new mod update!) - but I can't predict the future, and I would rather not risk a slight decline increasing and passing beyond the point of no return. I'm sure we will always have dedicated core followers - but a lively community needs more than that.

    And, as much as I regret saying it, there's no doubt that the mod could potentially attract many more people if it were on 1.12 instead, or some other newer version. People are lazy on the Internet, and I suspect there are many people out there who might potentially come to love the mod but simply don't like the thought of downgrading to an older Minecraft version. Even though it's not really hard at all to load up the launcher and install an older version.

    And the longer the mod stays on 1.7.10, the greater this effect will become.

    Updating?

    So, let's imagine that the mod updates to version 1.12 (or any new version) and consider the pros and cons. Here is what I predict would happen.

    I would need to spend a long time updating, and it would be no fun at all. It would be some very tedious, repetitive, unsatisfying work. I can't predict how long it might take, but I'd expect it to take a few weeks, a couple of months, at least. (Of course, there would be no new features in that time.)

    Mind you, that's only to get it to a stage where it actually runs on 1.12. Just to get the code to compile. Even if it crashes as soon as it starts. But that's the bare minimum, and there would still be a lot of the mod that's not expecting all the subtle changes in the new vanilla code. This means Bad Things.

    After that, I imagine there would be a period of fixing all the new bugs that crop up. Things like crashes, severe bugs, important features not working at all. There may well be some more dangerous bugs that would cause corruption of player data, or corruption of builds. People will need to find these by play-testing and report them, and hopefully I would be able to fix them in due time. I imagine this period would last for about a month in the best case scenario. (Of course, no new features in this time either.)

    And then, once the mod gets to a stage where it can at least pass as playable, where nothing crashes immediately and most things work properly - it will still be bugged, for several months. There will be all kinds of minor, subtle, non-obvious bugs lurking around for a long time. No, the game might not crash when you talk to an Elf - but perhaps some drinks can't be placed down, or some NPCs don't seem to spawn (or they spawn inexplicably less often than they should) or the Utumno respawning is broken, or you get two sets of rewards when you complete a miniquest, or redwood planks can't be used as fuel.

    Little things like that - but there would be so many of them. And because I'll only be able to fix them if someone discovers one, and realises it's a bug, and reports it to me, they would stick around for a long time. Some may last for months, some may last over a year... and some may well go unnoticed forever. (Now there would be new features again, if slowly at first.)

    And, I must add, there is a small chance that the update would render all previous worlds completely unplayable. Now I have no reason to think this - I haven't looked at the 1.12 code yet, so I don't know the exact specifics of how 1.7.10 block IDs are converted into post-1.9 IDs - but it's possible, and the severe impact makes it worth mentioning despite it currently being unfounded speculation. Ultimately, I wouldn't know until after I'd done the bulk of the work and got the mod to the 'starts without crashing' state.

    So that's that.

    What do you think?

    Now, back to the start: I would like to hear from veterans of the community on this. From up here upon Taniquetil, it doesn't seem to me (or the mod team) as if the community is at risk of dying out - but it may seem otherwise to people who have actually experienced being part of the community over the past couple of years.

    So now I ask you to answer in as much depth as you can: Do you think the community is 'dying'? Or do you think it's stable? If you do, what makes you think so? How fast do you think it's changing - and do you think something must be done about it?

    Not for the mod itself, but for the future of the community - do I need to strongly consider updating to a newer version?

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    • I believe the community isn't dying. If servers are getting emptier, it is probably the exams at this time of year.

      How easy would it be to update to 1.10 from 1.8? 1.8 is still one of the most popular versions that is used much, as 1.9+ pvp is despised by many, and the newer versions are badly optimized. Are the combat mechanics of 1.9 moddable? If so, going that far up would be fine for many of us, but not a must.

      I am fine with the minecraft version it is on at the moment. It is your time that would be spent converting the mod to newer versions of minecraft. It is your choice.

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    • The community is not 'dying'.

      i'm just a new person on this forum (and i'm not posting that much on the forum)

      But i have been away for 3 months , now i'm back and it is the same/faster posts somthimes.

      And about 1.10, for the servers that use cauldron this will be the end for them tho use the plugins. 

      Yes you have sponge, but it barly work. i like the 1.7.10 mc the most.

      )
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    • I loved 1.8, personally, but I don't think there would be a whole lot of benefits in updating to it. This is a Mod, designed to add the world of Middle-earth to Minecraft, and it isn't affected much by the outside of Vanilla Minecraft. Many of the features in 1.8 would be unobtainable on servers where travel to the Overwolrd often isn't allowed. New doors that were added in 1.8 will be mimicked by those that you are planning to add soon with the addition of a coremod. The fact is, a 1.8 update would have some benefit, but I doubt it's worth the work, since a LOT LOT LOT of work would be needed to update, plus debugging and all that hullabaloo. And don't get me started on the next updates, 1.9 and 1.10. Those updates added random, disjointed stuff to Minecraft that didn't even really benefit the game. Minecraft was never meant to be a PvP game, but a building/exploration game. So, no, I don't think you should update. Additionally, I don't think the mod is dying. I don't know what the deal with that Everything has the End discussion was, but it wasn't really based on fact. Like you said, statistics show in almost every way that the mod's popularity has remained steady. Everything dies, and death can be swift and unexpected, but there is no real evidence that the community is dying.

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    • Importng a few tweeks from 1.10 would not go amiss, functional shields for one, but apart from that it is good as it is, i ran 1.10 for awhile when i was playing pixelmon and true enough there was nothing spectacular about it whatsoever.

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    • I hae only been playing the mod/on this community for a couple months, so please take these thoughts with a grain of salt, but here is my opinion.

      I have played Minecraft since beta, and have watched the progress of the game since then.  In my opinion, 1.7 was the peak of its "evolution" (for lack of a better term).  As Theoden pointed out, they really didn't add tons of good stuff past then.  1.8 - very good update, and added a lot of cool stuff, but changed everything.  1.9 - love dual wielding and elytra, detest almost everything else about it.  (The mod did a much better job with combat.)  1.10 - magma blocks were cool, that was basically it.  1.11 - rocket propelled elytra flight is awesome, but not worth all the other junk that it added. 

      Looking into the future, 1.12 looks cool, but is gonna change EVEN MORE, and 1.13 just looks like Mojang/Microsoft is trying to kill modders.  That is just my opinion, but it's my opinion nonetheless.

      To be perfectly honest, I would still be playing Minecraft even if we just had 2 monsters, and a total of 5 different blocks.  There was so much promise, but they decided to go for high-tech, cool, in stuff, and (I think) lost a lot of that promise.


      As for the community, I have no clue how it's thriving, (not being an internet person) but, in my opinion, it's a lot better to have a smaller number of committed people who enjoy it for what it is, than to have hundreds of people who just want more, cooler stuff.


      I would say leave it the way it is.  If it ain't broke, don't fix it.

      (Sorry if it got kinda sappy, but those are my thoughts.)

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    • (I'm not too active in the community, but I've been watching it for 2+ years). I haven't noticed any decrease in Mod participation, and actually feel that people are more interested in the mod. Even for people who aren't crazy about Middle-Earth, this mod sparks imagination and joy. I feel the last couple of updates (with Music Packs and Fellowships) have helped show just how awesome this mod is, and just how far it will go.

      As for the updating of the Mod, I do not see any need. In fact, I've played 1.7.10 90% of the time since 1.8 was released (I also do not see the point in what was added post 1.7.10). I sometimes walk away from the mod whenever a beta takes a while to update, but I've always come back because LOTR mod is really the main reason I still play Minecraft.

      I have also noticed that Mods that have tried to keep up with the Minecraft versions have also been slowly dying because they are not able to keep up, and I just think that this mod would absolutely crash if it tried to update, considering some of the "simpler" mods that updated to 1.8 took 2 months. I don't doubt your coding skills (because you've more than shown just how good you are), but you would have so much to do and change: I don't think it's a pratical move.

      I'll leave with this, "Don't fix what's not broken."

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      • broken ;P

      IthilionHeraldry Ithilion, Discussions Moderator(Auta i lómë) 16:54, May 24, 2017 (UTC)

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    • I say that you should do it when Mojang leaves you no choice, like removing 1.7.10 forge downloads or such, otherwise don't waste your time, sure it would be nice to have a few of the features in the upper versions but they aren't to important. 


      An issue I forsee is the shields that Mojang added in 1.9, it would create issues with the awarded shields.


      Oh, and a question, what events would have to occur for you to update it to 1.10 or some other version? Of course excluding the above event.

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    • I'd say it isn't worth it. It's entirely possible that by not updating we're missing out on bringing the mod to people new to Minecraft - but in the long run, is that much of a con? Most of the people who would find and download this mod were looking for it and willing to backgrade for it. A dedicated fanbase is always the most enjoyable, even if it's smaller than it could be.

      And honestly, is it worth the work of upgrading to a mediocre newer version purely to grow the fanbase? I think not, myself.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 20:47, May 24, 2017 (UTC)

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    • I’ve been playing the mod since beta 8, and here is my opinion on the topic (long and unorganized text incoming!) (tbh, if you’re bored, just skip the first part):


      As a French, I have indeed noticed a decreasing interest for the mod here in France. Less and less people play this mod; YouTubers, who were the main cause of the development of Minecraft, and who contribute a lot to the popularity of a mod, do not do any showcases of the mod anymore. Today, there aren’t many new players, but only veterans who have been playing for more than a year. So why has the mod been losing popularity over the time?


      First, please note that there are still a lot of players who are passionate of the mod and who feel very concerned with its development. This is specific to this mod: most people from the community feel “involved” in its creation, want to take part in this big project and actively follow the Facebook page and the wiki. Is it because it is a Lord of the Rings Mod, or because over the years you’ve succeeded in hyping the community with new remarkable features is anyone’s guess. In fact, I would tend to say that people are still hyped about this mod because they consider it their” creation”, their “project”, if you see what I mean. They are not specially hyped about new features because they will be able to test and play it. They are hyped about new features because it adds depth to their beloved mod. The most devoted fans might even spend time trying to imagine how new players would react to those features, how they would be impressed by the considerable amount of work that has been put in this wonderful mod. They feel proud about the mod.

      It is the same for the hardcore Lord of the Rings fans. They feel proud about Tolkien’s work, and tend to appropriate his world. They are very aggressive when someone comes to criticize the legendarium, and are always glad to argue with Star Wars or Harry Potter fans in order to know which universe is the best. The same happens for the mod: the community appropriates it.

      So, with that said, I would say that the mod will never totally lose its fanbase. As long as new thrilling features will be released, the mod won’t die. But it won’t gain new players, and it will fatally lose more and more players, because, although old players still have an interest in the mod, new players don’t simply know about it. Plus, when the first beta came out, the mod was something completely new. Now, regardless of how exciting things you will add, it won’t be as appealing as when the mod started.

      Plus, considering the fact that Minecraft is slightly dying and that Microsoft might even aim to slowly destroy the Minecraft Java edition so that everyone would have to buy the Windows 10 edition, it is normal that the mod’s community decreases. One day, it will utterly fade: hopefully, it might not happen before several years.


      So, meanwhile, what can you do in order to prevent the community from declining?


      It is true to say that updating to the new versions of Minecraft would largely help. Today, YouTubers don’t play to 1.7.10. They at least play to 1.8. However, the problem with updating to new Minecraft versions is that the majority of the Minecraft community does not play to only one version; since 1.9, versions are released at a faster rate than it used to be. A few might play to 1.9, while others play to 1.10 and some to 1.11, etc… The community is dispatched.

      But even less still play to 1.7.10. The only solution you have seems to update the mod.. It would come as a welcomed rebirth of the mod, and some YouTubers might notice it and play the mod again. If you don’t do it so, the community may decay. The longest you’ll wait, the most time it will take you to update the mod. Else, you can simply do not update it at all. But it means no new players. You will end up working for the same declining community. This is not a real problem since the community is very active and people are very concerned with the mod so they might not leave it. But some will fatally grow, stop playing Minecraft, thus abandoning the mod. That’s what is currently happening.

      So I think that if your goal is to have a larger and broader fanbase, you should update to 1.11. Tolkien himself said that: “It’s the job that’s never started as takes longest to finish.


      The only problem with it, besides the fact it being dull and boring, is that you won’t be able to add new features. As I said earlier, the thing that keeps the mod alive is the permanent activity of the Facebook page. You constantly spoil us new features, hype us, etc… To be honest, I’m most hyped about you announcing new features, and not really about new beta being released. Do the comparison: how much likes did you get on the post that announced the release of beta 22, and how much on the post concerning the Spheres of Influence?

      If, for three months long, you were to stop showcasing new features, people will lose their interest in the mod. Some only play Minecraft because of the mod – in three months, they’ll have the time to realize that they’re the only among their friends still playing the game, and a big part of the community will stop playing it. And posting memes won’t be enough. It might be fatal to the mod.


      So, the only viable solution I can figure out for you is to find a new coder. I know that you highly dislike this idea. But –in my opinion- there is no other way. I don’t believe it is a good idea to stop posting new content for such a long period of time, however not upgrading the mod means that over the time, you will keep losing players. I think that the only feasible option you have is to recruit a trustworthy coder, who knows well the art of coding Minecraft mods and who has been following for several years. It would take a long time to initiate time to the mod’s code, but it would worth the risk. I understand you hate the idea – but would it mean that you wouldn’t be able to tell him what to do? Textures could still be made by Gruk, models by Karseius, and everything complex would be up to you. You will still lead the mod – of course at first you would have to manage him and to check if everything he has been adding is correctly done. But, in the long run, he could himself add structures, PNJs, etc, and add “basic” and boring things to code. That way, one could work on updating the mod, while the other could add new things. And if you were not satisfied with his work, you could dismiss it.

      Some might be eager to help you with the mod – maybe Sinthorion, or the Ranger Malgevil? Or even Alte? I don’t know if they would have time to do it, the knowledge or even if they would really want it, but I bet you could find someone to do it. And if you fear the mod would lack consistency then – most big mods, such as the Betweenland mod, are coded by several people.


      However, all I’m saying might sound very utopian. It’s of course your choice, and only you can decide what to do with the mod – if you are pleased to work for a small community, then why to change it? A small and active community might be better than a vast and immature one. If you want to work alone, it’s totally up to you. Plus, what I've been saying might be rubbish as well. That's nothing but my humble opinion. Who knows? Maybe that the actual community won't decrease over the time. It's been since 2014 I follow you, and I'm still here! The mod won’t die tomorrow nor anytime soon. The community might only decline, but not utterly vanish. Do whatever you think is the best for you and for the mod. Thanks!

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    • Solelfar wrote:
      I’ve been playing the mod since beta 8, and here is my opinion on the topic (long and unorganized text incoming!) (tbh, if you’re bored, just skip the first part):


      As a French, I have indeed noticed a decreasing interest for the mod here in France. Less and less people play this mod; YouTubers, who were the main cause of the development of Minecraft, and who contribute a lot to the popularity of a mod, do not do any showcases of the mod anymore. Today, there aren’t many new players, but only veterans who have been playing for more than a year. So why has the mod been losing popularity over the time?


      First, please note that there are still a lot of players who are passionate of the mod and who feel very concerned with its development. This is specific to this mod: most people from the community feel “involved” in its creation, want to take part in this big project and actively follow the Facebook page and the wiki. Is it because it is a Lord of the Rings Mod, or because over the years you’ve succeeded in hyping the community with new remarkable features is anyone’s guess. In fact, I would tend to say that people are still hyped about this mod because they consider it their” creation”, their “project”, if you see what I mean. They are not specially hyped about new features because they will be able to test and play it. They are hyped about new features because it adds depth to their beloved mod. The most devoted fans might even spend time trying to imagine how new players would react to those features, how they would be impressed by the considerable amount of work that has been put in this wonderful mod. They feel proud about the mod.

      It is the same for the hardcore Lord of the Rings fans. They feel proud about Tolkien’s work, and tend to appropriate his world. They are very aggressive when someone comes to criticize the legendarium, and are always glad to argue with Star Wars or Harry Potter fans in order to know which universe is the best. The same happens for the mod: the community appropriates it.

      So, with that said, I would say that the mod will never totally lose its fanbase. As long as new thrilling features will be released, the mod won’t die. But it won’t gain new players, and it will fatally lose more and more players, because, although old players still have an interest in the mod, new players don’t simply know about it. Plus, when the first beta came out, the mod was something completely new. Now, regardless of how exciting things you will add, it won’t be as appealing as when the mod started.

      Plus, considering the fact that Minecraft is slightly dying and that Microsoft might even aim to slowly destroy the Minecraft Java edition so that everyone would have to buy the Windows 10 edition, it is normal that the mod’s community decreases. One day, it will utterly fade: hopefully, it might not happen before several years.


      So, meanwhile, what can you do in order to prevent the community from declining?


      It is true to say that updating to the new versions of Minecraft would largely help. Today, YouTubers don’t play to 1.7.10. They at least play to 1.8. However, the problem with updating to new Minecraft versions is that the majority of the Minecraft community does not play to only one version; since 1.9, versions are released at a faster rate than it used to be. A few might play to 1.9, while others play to 1.10 and some to 1.11, etc… The community is dispatched.

      But even less still play to 1.7.10. The only solution you have seems to update the mod.. It would come as a welcomed rebirth of the mod, and some YouTubers might notice it and play the mod again. If you don’t do it so, the community may decay. The longest you’ll wait, the most time it will take you to update the mod. Else, you can simply do not update it at all. But it means no new players. You will end up working for the same declining community. This is not a real problem since the community is very active and people are very concerned with the mod so they might not leave it. But some will fatally grow, stop playing Minecraft, thus abandoning the mod. That’s what is currently happening.

      So I think that if your goal is to have a larger and broader fanbase, you should update to 1.11. Tolkien himself said that: “It’s the job that’s never started as takes longest to finish.


      The only problem with it, besides the fact it being dull and boring, is that you won’t be able to add new features. As I said earlier, the thing that keeps the mod alive is the permanent activity of the Facebook page. You constantly spoil us new features, hype us, etc… To be honest, I’m most hyped about you announcing new features, and not really about new beta being released. Do the comparison: how much likes did you get on the post that announced the release of beta 22, and how much on the post concerning the Spheres of Influence?

      If, for three months long, you were to stop showcasing new features, people will lose their interest in the mod. Some only play Minecraft because of the mod – in three months, they’ll have the time to realize that they’re the only among their friends still playing the game, and a big part of the community will stop playing it. And posting memes won’t be enough. It might be fatal to the mod.


      So, the only viable solution I can figure out for you is to find a new coder. I know that you highly dislike this idea. But –in my opinion- there is no other way. I don’t believe it is a good idea to stop posting new content for such a long period of time, however not upgrading the mod means that over the time, you will keep losing players. I think that the only feasible option you have is to recruit a trustworthy coder, who knows well the art of coding Minecraft mods and who has been following for several years. It would take a long time to initiate time to the mod’s code, but it would worth the risk. I understand you hate the idea – but would it mean that you wouldn’t be able to tell him what to do? Textures could still be made by Gruk, models by Karseius, and everything complex would be up to you. You will still lead the mod – of course at first you would have to manage him and to check if everything he has been adding is correctly done. But, in the long run, he could himself add structures, PNJs, etc, and add “basic” and boring things to code. That way, one could work on updating the mod, while the other could add new things. And if you were not satisfied with his work, you could dismiss it.

      Some might be eager to help you with the mod – maybe Sinthorion, or the Ranger Malgevil? Or even Alte? I don’t know if they would have time to do it, the knowledge or even if they would really want it, but I bet you could find someone to do it. And if you fear the mod would lack consistency then – most big mods, such as the Betweenland mod, are coded by several people.


      However, all I’m saying might sound very utopian. It’s of course your choice, and only you can decide what to do with the mod – if you are pleased to work for a small community, then why to change it? A small and active community might be better than a vast and immature one. If you want to work alone, it’s totally up to you. Plus, what I've been saying might be rubbish as well. That's nothing but my humble opinion. Who knows? Maybe that the actual community won't decrease over the time. It's been since 2014 I follow you, and I'm still here! The mod won’t die tomorrow nor anytime soon. The community might only decline, but not utterly vanish. Do whatever you think is the best for you and for the mod. Thanks!

      That may have been worth putting into a blog page, and adding a link in this thread.  :P

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    • Developing this mod isn't your job, you aren't being paid to do it, meanwhile Mojang has several employees working on Minecraft, which is much smaller than the mod! So, by the time all bugs from the mod's 1.10 version are squashed, new updates by Mojang would already be released, and consequently people would ask for more LotR mod updates. And then the cycle would repeat itself over and over again. It's not worth updating the mod, at least for now, maybe you should consider it again if Mojang releases a final update for Minecraft, then perhaps...

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    • I think that updating the mod to a later version would help in one respect: IDs. You have pointed this out as a prime example of why updating the mod would not be time-efficient. Should you take the time to update, this would open the door for the mod to be available for several more versions. In any case, I would be glad to do some of that bug-testing you mention, should you so desire.

      Campinator Questions?

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    • The community ain't dying and updating ain't worth the trouble imo. But the potential user group the mod effectively reaches is slinking while the treshhold for use of the mod is growing, because of the widening gap between mod version and vanilla MC, and the trends I briefly pointed at here and here.

      Therefore I think an assessment of the mod's target and user groups and where and how to reach out to them and attract them to play the mod may be very worthwhile.

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    • Personally, I see no reason to upgrade to 1.10. In fact, 1.10 doesn't even run properly on my computer anyway, but aside from that... why is it necessary to upgrade anyway? 1.7.10 works perfectly fine, and why perfect perfection?

      While this mod is incomplete, and I can't ever see something as detailed and rich as this ever being completed, the reason I play is because it's a world that's better than this one. And so what if Mojang upgrades Minecraft 14 versions higher than 1.7.10, or the servers stop running 1.7.10.... bring in 1.LOTRBETA.32! Really, there's no reason why the LOTR mod can't be an update of its own. And while servers may stop running 1.7.10, there'll always be one person who'll say "stuff this. I want 1.7.10 servers back and I'll do something about it!" And while communities may dwindle, or people realise the benefits of not having Facebook, there will always be people, lore fanatics or dreamers or whatnot, who'll stick by the Mod until long after Mevans 2.0 arrives.

      GandalfStaffWhite Person's Bane Dig a hole, PersonGandalfStaffWhite

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    • Yeah clearly aha I should have made it a little shorter, nobody will ever fully read it :p

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    • Solelfar wrote: Yeah clearly aha I should have made it a little shorter, nobody will ever fully read it :p

      I must admit I read only the first sentence of each paragraph.

      (He says with a veeeery believably straight face)

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    • Well, I get that it wouldn't be fun updating, but maybe you (mevans) could get someone to update for you, whilst you try out coding in 1.8+ but really, what features are there in 1.8+ that we, in ME could utilise? Slimeblocks? well,true, but redstone is hard to come by, and mostly unobtainable so useless, elytra? Useless, Shields.. welll. maybe, concrete? doesn't fit really, guardian stuff? Useless, Nether stuff? Useless, End stuff? Useless, Beetroots? Useless anyways, new enchantments? Useless! just think about it, most server forbid going to the overworld, Nether or End, so most stuff that is new is, is unobtainable, only the few things crafted with items you can gather in ME are useful, and they're not really necessairy anyways, just give me 5 features of 1.8+ (so really items, blocks or mobs) that are obtainable in ME, without leaving ME, and are actually useful!

        Loading editor
    • Yeah aha if someone manages to read it entirely call me I'll give him a cookie :p

        Loading editor
    • High King Ithilion wrote:

      • broken ;P

      IthilionHeraldry Ithilion, Discussions Moderator(Auta i lómë) 16:54, May 24, 2017 (UTC)

      "If it ain't broke, don't fix it!"

        Loading editor
    • i think that the mod should not update to the newest version of minecraft untill the community really does start to die. once the mod reaches that critical point where more people are leaving and not enough new people are joining THAT is when the mod updates. i think updating it right now would be kinda useless.

        Loading editor
    • 1.7.10 is fine... Can u fix the water generation dou? (U know when u go on a boat for a bit and than all u see is empty black abyss and the blocks of water sorta end)

      Community is fine tbh just all shite going thru peopls lives as most people be teens here and teens have odd lives. 

        Loading editor
    • I don't miss the vanilla stuff from the vanilla updates, as Middle-earth offers so much.

      The only thing, why updating to new Minecraft versions would make sense is, that some mods or plugins people might want to use are no longer updated for 1.7.10, but the old versions are still working and available. So, you limit the use in modpacks somehow.

      I have not the impression, that the community is dying out. And I think it won't, at least as long as Mevans keeps adding interresting and suprising stuff to the Mod, like he did during the last years. It's what keeps me here. Having to wait a year or so for new additions, while Mevans tries to update to MC 1.10 and remove bugs, seems to be a horror for me.


        Loading editor
    • While my computer is too crappy to play Minecraft 1.7.10 or lower, and it would be nice to have this mod for at least 1.8, I agree with most people, that it would be way too much work and struggle.

        Loading editor
    • I personally experience lots of chunks that do not render in 1.9 and past.

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    • Dolgukhor wrote: ...Can u fix the water generation...

      I think the only way to 'fix' this would be to make boats behave like horses and have their position calculated server-side rather than client-side.

      MilkBucket MilkMC Send me a message, Fandom User.MilkBucket

        Loading editor
    • Solelfar wrote: Yeah aha if someone manages to read it entirely call me I'll give him a cookie :p

      I read it. Evidence: you used "PNJs" instead of "NPCs" xP

        Loading editor
    • MilkMC wrote:
      Dolgukhor wrote: ...Can u fix the water generation...

      I think the only way to 'fix' this would be to make boats behave like horses and have their position calculated server-side rather than client-side.

      MilkBucket MilkMC Send me a message, Fandom User.MilkBucket

      Please do so then xd

        Loading editor
    • Dolgukhor wrote: ...Please do so...

      You know how when you ride a fast horse and it freezes every few seconds? I hope you realize that 'fixing' it would mean the same thing would happen to boats, resulting in longer travel times. For example, the travel time to Meneltarma would increase, likely, by an hour or more.

      MilkBucket MilkMC Ask me a question, Fandom User.MilkBucket

        Loading editor
    • Well, I don't care, I've already traveled to Meneltarma xD

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    • I just made a system on my server for the horse problem, that you cant ride on normal spawned horses, and need to buy one. like that you can fix horses :)

        Loading editor
    • MilkMC wrote:
      Dolgukhor wrote: ...Please do so...

      You know how when you ride a fast horse and it freezes every few seconds? I hope you realize that 'fixing' it would mean the same thing would happen to boats, resulting in longer travel times. For example, the travel time to Meneltarma would increase, likely, by an hour or more.

      MilkBucket MilkMC Tell me your thoughts, Fandom User.MilkBucket

      Thats better than dispearing blocks and having to relog every 5min to a large chunk still reloading

        Loading editor
    • MilkMC wrote: Dolgukhor wrote: ...Please do so...

      You know how when you ride a fast horse and it freezes every few seconds? I hope you realize that 'fixing' it would mean the same thing would happen to boats, resulting in longer travel times. For example, the travel time to Meneltarma would increase, likely, by an hour or more.

      MilkBucket MilkMC Send me a message, Fandom User.MilkBucket

      Aren't boats already calculated server-side on 1.7.10?

        Loading editor
    • Updating to 1.10 would 'fix' the horse 'problems' because Mojang made mounts' movement client-side in 1.9 or something. That is not within my power to change on 1.7.10, even with a coremod. It would be on the same level as trying to make the world taller. It's baked into the vanilla game too deeply to change without rewriting almost everything.

      But this should be about discussing the effect on the community, not a single feature.

        Loading editor
    • Speaking of coremods, I have a question about them. This may not be the appropriate place to ask, so forgive me if that is the case.

      On one of your posts explaining coremods, you gave an example of nice healthy code and coremod code. Why is it that coremods have to have vastly different codes, when they are merely interacting with a different part of the modding process? If I understand correctly, which I may not, coremods edit the way Forge interacts with Java/Vanilla(?). If so, then why can't it just use "normal' Java syntax?

      Campinator Questions?

        Loading editor
    • Campinator wrote:
      Speaking of coremods, I have a question about them. This may not be the appropriate place to ask, so forgive me if that is the case.

      On one of your posts explaining coremods, you gave an example of nice healthy code and coremod code. Why is it that coremods have to have vastly different codes, when they are merely interacting with a different part of the modding process? If I understand correctly, which I may not, coremods edit the way Forge interacts with Java/Vanilla(?). If so, then why can't it just use "normal' Java syntax?

      Campinator Questions?

      How much do you know about Java? There is Java source code, which may look confusing to someone who's not used to it, but hopefully you can at least recognise that it follows a logical structure, and includes things that make sense, like if, else, arithmetic operators, and so on. This is because the source code is designed to resemble natural human language (at least compared to bytecode.)

      Then when you compile the source code, it becomes Java bytecode. This is quite different, and it's a long list of fundamental step-by-step instructions - which computers can interpret much more easily, though more confusing to a human mind. Java bytecode is what the computer actually runs. It's the 'final form' of the source code. That's why it's called source code. It's like the ingredients for a recipe.

      You can see plenty of examples of what these two languages look like by image searching.

      The mod is written in Java source code, and then compiled into bytecode. As is Minecraft itself. But the way a coremod works is that it makes alterations to the already-compiled program at run-time - i.e. when you start the game up - as opposed to a mod which is written and compiled on its own, and then runs at run-time. So say, for example, as the 'Player' class is loaded, the coremod will intercept it and say, well, here's the list of bytecode instructions which check if the player can eat, I'm going to clear those and insert a different instruction that always responds 'yes'.

      So a mod is like buying a car, changing some parts, and then driving the modified car. A coremod is more like starting up the car and then taking the engine apart as it's running.

      This of course raises the question: if a coremod interacts with compiled bytecode, how on earth do you write it in source code? The answer is that the coremod is written in source code, but that sourcecode uses a special library which mimics the way bytecode works. Instead of writing source code which the compiler automatically transforms for you, you write source code which has an explicit one-to-one correspondence with the workings of bytecode. (And that bytecode-mimicking source code is then compiled into bytecode itself, which will look even more different from the actual bytecode it's mimicking...)

      To use another analogy: writing and compiling source code might be like speaking into a microphone, and relying on the software to translate those sound waves into a sound file format (which is entirely different from the sound waves, not to mention the words you spoke, and the ideas those words represent, and the physical brainwaves those ideas represent...) Writing a coremod is analogous to working out how your voice would look as a sound file format, and then constructing the file format directly without speaking and relying on the software. That's not a perfect analogy, and it might not mean much to anyone who hasn't actually written a coremod, but I'm not sure how else to explain it.

        Loading editor
    • LOTRMod wrote:

      Campinator wrote:
      Speaking of coremods, I have a question about them. This may not be the appropriate place to ask, so forgive me if that is the case.

      On one of your posts explaining coremods, you gave an example of nice healthy code and coremod code. Why is it that coremods have to have vastly different codes, when they are merely interacting with a different part of the modding process? If I understand correctly, which I may not, coremods edit the way Forge interacts with Java/Vanilla(?). If so, then why can't it just use "normal' Java syntax?

      Campinator Questions?

      How much do you know about Java? There is Java source code, which may look confusing to someone who's not used to it, but hopefully you can at least recognise that it follows a logical structure, and includes things that make sense, like if, else, arithmetic operators, and so on. This is because the source code is designed to resemble natural human language (at least compared to bytecode.)

      Then when you compile the source code, it becomes Java bytecode. This is quite different, and it's a long list of fundamental step-by-step instructions - which computers can interpret much more easily, though more confusing to a human mind. Java bytecode is what the computer actually runs. It's the 'final form' of the source code. That's why it's called source code. It's like the ingredients for a recipe.

      You can see plenty of examples of what these two languages look like by image searching.

      The mod is written in Java source code, and then compiled into bytecode. As is Minecraft itself. But the way a coremod works is that it makes alterations to the already-compiled program at run-time - i.e. when you start the game up - as opposed to a mod which is written and compiled on its own, and then runs at run-time. So say, for example, as the 'Player' class is loaded, the coremod will intercept it and say, well, here's the list of bytecode instructions which check if the player can eat, I'm going to clear those and insert a different instruction that always responds 'yes'.

      So a mod is like buying a car, changing some parts, and then driving the modified car. A coremod is more like starting up the car and then taking the engine apart as it's running.

      This of course raises the question: if a coremod interacts with compiled bytecode, how on earth do you write it in source code? The answer is that the coremod is written in source code, but that sourcecode uses a special library which mimics the way bytecode works. Instead of writing source code which the compiler automatically transforms for you, you write source code which has an explicit one-to-one correspondence with the workings of bytecode. (And that bytecode-mimicking source code is then compiled into bytecode itself, which will look even more different from the actual bytecode it's mimicking...)

      To use another analogy: writing and compiling source code might be like speaking into a microphone, and relying on the software to translate those sound waves into a sound file format (which is entirely different from the sound waves, not to mention the words you spoke, and the ideas those words represent, and the physical brainwaves those ideas represent...) Writing a coremod is analogous to working out how your voice would look as a sound file format, and then constructing the file format directly without speaking and relying on the software. That's not a perfect analogy, and it might not mean much to anyone who hasn't actually written a coremod, but I'm not sure how else to explain it.

      This explains why my resource packs which I added to the mod don't work. The coremod intercepts the code and rewrites it.

        Loading editor
    • HighElvenDoge wrote:

      LOTRMod wrote:

      Campinator wrote:
      Speaking of coremods, I have a question about them. This may not be the appropriate place to ask, so forgive me if that is the case.

      On one of your posts explaining coremods, you gave an example of nice healthy code and coremod code. Why is it that coremods have to have vastly different codes, when they are merely interacting with a different part of the modding process? If I understand correctly, which I may not, coremods edit the way Forge interacts with Java/Vanilla(?). If so, then why can't it just use "normal' Java syntax?

      Campinator Questions?

      How much do you know about Java? There is Java source code, which may look confusing to someone who's not used to it, but hopefully you can at least recognise that it follows a logical structure, and includes things that make sense, like if, else, arithmetic operators, and so on. This is because the source code is designed to resemble natural human language (at least compared to bytecode.)

      Then when you compile the source code, it becomes Java bytecode. This is quite different, and it's a long list of fundamental step-by-step instructions - which computers can interpret much more easily, though more confusing to a human mind. Java bytecode is what the computer actually runs. It's the 'final form' of the source code. That's why it's called source code. It's like the ingredients for a recipe.

      You can see plenty of examples of what these two languages look like by image searching.

      The mod is written in Java source code, and then compiled into bytecode. As is Minecraft itself. But the way a coremod works is that it makes alterations to the already-compiled program at run-time - i.e. when you start the game up - as opposed to a mod which is written and compiled on its own, and then runs at run-time. So say, for example, as the 'Player' class is loaded, the coremod will intercept it and say, well, here's the list of bytecode instructions which check if the player can eat, I'm going to clear those and insert a different instruction that always responds 'yes'.

      So a mod is like buying a car, changing some parts, and then driving the modified car. A coremod is more like starting up the car and then taking the engine apart as it's running.

      This of course raises the question: if a coremod interacts with compiled bytecode, how on earth do you write it in source code? The answer is that the coremod is written in source code, but that sourcecode uses a special library which mimics the way bytecode works. Instead of writing source code which the compiler automatically transforms for you, you write source code which has an explicit one-to-one correspondence with the workings of bytecode. (And that bytecode-mimicking source code is then compiled into bytecode itself, which will look even more different from the actual bytecode it's mimicking...)

      To use another analogy: writing and compiling source code might be like speaking into a microphone, and relying on the software to translate those sound waves into a sound file format (which is entirely different from the sound waves, not to mention the words you spoke, and the ideas those words represent, and the physical brainwaves those ideas represent...) Writing a coremod is analogous to working out how your voice would look as a sound file format, and then constructing the file format directly without speaking and relying on the software. That's not a perfect analogy, and it might not mean much to anyone who hasn't actually written a coremod, but I'm not sure how else to explain it.

      This explains why my resource packs which I added to the mod don't work. The coremod intercepts the code and rewrites it.

      If you're only adding a resource pack then you must have done something completely wrong if the coremod is rewriting it..?


        Loading editor
    • No. Coremods cannot possibly affect resource packs. Additionally, it only alters very specific parts of the code, and there is no way it could alter anything it's not programmed to.

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    • LOTRMod wrote:

      Campinator wrote:
      Speaking of coremods, I have a question about them. This may not be the appropriate place to ask, so forgive me if that is the case.

      On one of your posts explaining coremods, you gave an example of nice healthy code and coremod code. Why is it that coremods have to have vastly different codes, when they are merely interacting with a different part of the modding process? If I understand correctly, which I may not, coremods edit the way Forge interacts with Java/Vanilla(?). If so, then why can't it just use "normal' Java syntax?

      Campinator Questions?

      How much do you know about Java? There is Java source code, which may look confusing to someone who's not used to it, but hopefully you can at least recognise that it follows a logical structure, and includes things that make sense, like if, else, arithmetic operators, and so on. This is because the source code is designed to resemble natural human language (at least compared to bytecode.)

      Then when you compile the source code, it becomes Java bytecode. This is quite different, and it's a long list of fundamental step-by-step instructions - which computers can interpret much more easily, though more confusing to a human mind. Java bytecode is what the computer actually runs. It's the 'final form' of the source code. That's why it's called source code. It's like the ingredients for a recipe.

      You can see plenty of examples of what these two languages look like by image searching.

      The mod is written in Java source code, and then compiled into bytecode. As is Minecraft itself. But the way a coremod works is that it makes alterations to the already-compiled program at run-time - i.e. when you start the game up - as opposed to a mod which is written and compiled on its own, and then runs at run-time. So say, for example, as the 'Player' class is loaded, the coremod will intercept it and say, well, here's the list of bytecode instructions which check if the player can eat, I'm going to clear those and insert a different instruction that always responds 'yes'.

      So a mod is like buying a car, changing some parts, and then driving the modified car. A coremod is more like starting up the car and then taking the engine apart as it's running.

      This of course raises the question: if a coremod interacts with compiled bytecode, how on earth do you write it in source code? The answer is that the coremod is written in source code, but that sourcecode uses a special library which mimics the way bytecode works. Instead of writing source code which the compiler automatically transforms for you, you write source code which has an explicit one-to-one correspondence with the workings of bytecode. (And that bytecode-mimicking source code is then compiled into bytecode itself, which will look even more different from the actual bytecode it's mimicking...)

      To use another analogy: writing and compiling source code might be like speaking into a microphone, and relying on the software to translate those sound waves into a sound file format (which is entirely different from the sound waves, not to mention the words you spoke, and the ideas those words represent, and the physical brainwaves those ideas represent...) Writing a coremod is analogous to working out how your voice would look as a sound file format, and then constructing the file format directly without speaking and relying on the software. That's not a perfect analogy, and it might not mean much to anyone who hasn't actually written a coremod, but I'm not sure how else to explain it.

      Thank you so much for taking the time to clear that up! I think I do understand what you are dealing with, after reading those examples.

      Campinator Questions?

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    • LOTRMod wrote: No. Coremods cannot possibly affect resource packs. Additionally, it only alters very specific parts of the code, and there is no way it could alter anything it's not programmed to.

      The issue was that the resource packs acted as coremods; overriding key pieces of code in the LOTR Mod itself. When the mod incorporated a coremod, the packs and the mod clashed, creating all sorts of bad glitches. I've reworked your coremod, Mevans (sorry, but I had to) so that Minecraft loads, the coremod loads and then my resource packs load, removing the problem.

        Loading editor
    • Rayn Turammarth wrote:

      HighElvenDoge wrote:

      LOTRMod wrote:

      Campinator wrote:
      Speaking of coremods, I have a question about them. This may not be the appropriate place to ask, so forgive me if that is the case.

      On one of your posts explaining coremods, you gave an example of nice healthy code and coremod code. Why is it that coremods have to have vastly different codes, when they are merely interacting with a different part of the modding process? If I understand correctly, which I may not, coremods edit the way Forge interacts with Java/Vanilla(?). If so, then why can't it just use "normal' Java syntax?

      Campinator Questions?

      How much do you know about Java? There is Java source code, which may look confusing to someone who's not used to it, but hopefully you can at least recognise that it follows a logical structure, and includes things that make sense, like if, else, arithmetic operators, and so on. This is because the source code is designed to resemble natural human language (at least compared to bytecode.)

      Then when you compile the source code, it becomes Java bytecode. This is quite different, and it's a long list of fundamental step-by-step instructions - which computers can interpret much more easily, though more confusing to a human mind. Java bytecode is what the computer actually runs. It's the 'final form' of the source code. That's why it's called source code. It's like the ingredients for a recipe.

      You can see plenty of examples of what these two languages look like by image searching.

      The mod is written in Java source code, and then compiled into bytecode. As is Minecraft itself. But the way a coremod works is that it makes alterations to the already-compiled program at run-time - i.e. when you start the game up - as opposed to a mod which is written and compiled on its own, and then runs at run-time. So say, for example, as the 'Player' class is loaded, the coremod will intercept it and say, well, here's the list of bytecode instructions which check if the player can eat, I'm going to clear those and insert a different instruction that always responds 'yes'.

      So a mod is like buying a car, changing some parts, and then driving the modified car. A coremod is more like starting up the car and then taking the engine apart as it's running.

      This of course raises the question: if a coremod interacts with compiled bytecode, how on earth do you write it in source code? The answer is that the coremod is written in source code, but that sourcecode uses a special library which mimics the way bytecode works. Instead of writing source code which the compiler automatically transforms for you, you write source code which has an explicit one-to-one correspondence with the workings of bytecode. (And that bytecode-mimicking source code is then compiled into bytecode itself, which will look even more different from the actual bytecode it's mimicking...)

      To use another analogy: writing and compiling source code might be like speaking into a microphone, and relying on the software to translate those sound waves into a sound file format (which is entirely different from the sound waves, not to mention the words you spoke, and the ideas those words represent, and the physical brainwaves those ideas represent...) Writing a coremod is analogous to working out how your voice would look as a sound file format, and then constructing the file format directly without speaking and relying on the software. That's not a perfect analogy, and it might not mean much to anyone who hasn't actually written a coremod, but I'm not sure how else to explain it.

      This explains why my resource packs which I added to the mod don't work. The coremod intercepts the code and rewrites it.

      If you're only adding a resource pack then you must have done something completely wrong if the coremod is rewriting it..?


      Resource packs was a bad name. They're more like mods for mods.

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    • Are you just saying that you replaced some of the mod's class files? Because if so, there is still no reason why the mod's coremod would be affecting that. The coremod does not alter LOTR mod code at all (because that would be pointless), so any modifications to the LOTR mod code will not affect the functioning of the coremod.

      Edit: I can see a potential confusion here - people may interpret 'coremod' as something like CodeChickenCore - a core mod, a base mod on which other mods are based. That's not at all what a coremod is. A coremod is a specific technique which uses the ASM library to alter something else's compiled bytecode. The name 'coremod' comes from the fact that it mods the core (core meaning the vanilla code). A better name might be something like 'bytecode loading plugin'.

        Loading editor
    • Well, they're data files which are majorly compressed and contain non-java code with a program attached to run like java (I am inept at Java, for some strange reason). I spent some time last year trying to figure out how to get them working alongside the mod and in Minecraft. I found out that if I wrote the code so that the game assumes that it's a resource pack, then the code will run the most efficiently. When I said before that it acts as a coremod, that's exactly what it does. It acts as a core mod, and overrides certain codes within the mod by providing information and variables which override the mod's code, without rewriting the mod itself.

        Loading editor
    • I see. That sounds quite strange, but if it works for you, why not.

        Loading editor
    • LOTRMod wrote: I see. That sounds quite strange, but if it works for you, why not.

      Just as I typed the last comment, I finished the additions (and subtractions) I made to fix this issue. Also, these "strange" additions make no sense if you look at the code because it's like a patchwork quilt; a bunch of nonsensical and unrelated strings of code which somehow work together. (Don't get me started on the Beta 32.1. That gave me infinite Rivendell problems due to the fact that my "resource packs" added in Rivendell! Although I like Beta 32's terrain a lot better, I must say)

      GandalfStaffWhite Person's Bane Dig a hole, PersonGandalfStaffWhite

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    • HighElvenDoge wrote:

      LOTRMod wrote: I see. That sounds quite strange, but if it works for you, why not.

      Just as I typed the last comment, I finished the additions (and subtractions) I made to fix this issue. Also, these "strange" additions make no sense if you look at the code because it's like a patchwork quilt; a bunch of nonsensical and unrelated strings of code which somehow work together. (Don't get me started on the Beta 32.1. That gave me infinite Rivendell problems due to the fact that my "resource packs" added in Rivendell! Although I like Beta 32's terrain a lot better, I must say)

      GandalfStaffWhite Person's Bane Dig a hole, PersonGandalfStaffWhite

      So you created a plugin that adds/added Rivendell?


        Loading editor
    • Rayn Turammarth wrote:

      HighElvenDoge wrote:

      LOTRMod wrote: I see. That sounds quite strange, but if it works for you, why not.

      Just as I typed the last comment, I finished the additions (and subtractions) I made to fix this issue. Also, these "strange" additions make no sense if you look at the code because it's like a patchwork quilt; a bunch of nonsensical and unrelated strings of code which somehow work together. (Don't get me started on the Beta 32.1. That gave me infinite Rivendell problems due to the fact that my "resource packs" added in Rivendell! Although I like Beta 32's terrain a lot better, I must say)

      GandalfStaffWhite Person's Bane Dig a hole, PersonGandalfStaffWhite

      So you created a plugin that adds/added Rivendell?


      A while ago, yes. (And Bree, and Khand, and Valinor, etc.)

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    • @HighElvenDoge: So, you're basically doing the same thing as what was concluded to be a possible way to create a submod in this thread, albeit that you're not using java, but some other lingo to get things done?

        Loading editor
    • What language do you use, then? Regardless, you're light-years away from me already.

      Campinator Questions?

        Loading editor
    • Campinator wrote: What language do you use, then? Regardless, you're light-years away from me already.

      Campinator Questions?

      You'd be better off to ask my cousin. I don't really know, I'm using a software which said cousin's father made when he wanted to create a video game, but he couldn't understand all the code that most video games use, so he asked his father to make a program which translated his own made-up code into other types of code. I'm using the same program. It's helpful, though sometimes has translation errors.

        Loading editor
    • So it translates pseudocode into Java?!?

      Campinator Questions?

        Loading editor
    • Campinator wrote: So it translates pseudocode into Java?!?

      Campinator Questions?

      Pretty much

        Loading editor
    •   Loading editor
    • Campinator wrote: Woah

      Campinator Questions?

      It makes coding ten times easier. I will never need to learn any code ever again! Except for the fact that it doesn't yet work with wiki code... XC

        Loading editor
    • I think when the mod has reached it's peak, when Major stuctures are added, and almost everything in middle earth is added, when you have very few things left to do with the mod, then you should update to another version. For now, you should just keep expanding the world of middle earth.

        Loading editor
    • Could i have the sourcecode? I would than try to update it to version 1.12 or at least 1.10. Thx Sam

        Loading editor
    • Solelfar wrote:
      Yeah aha if someone manages to read it entirely call me I'll give him a cookie :p

      I read it. Gimme cookie.

        Loading editor
    • I know it's necroposting, but I hope you are still finding time to occasionally update this mod... there are still huge swaths where nothing exists, not even normal minecraft animals. ( I add in ex nihilo just so animals will spawn in the wastes around the shire)

      If the mod isn't being worked on anymore, I get it... but could we know?

        Loading editor
    • 174.23.9.69 wrote:
      I know it's necroposting, but I hope you are still finding time to occasionally update this mod... there are still huge swaths where nothing exists, not even normal minecraft animals. ( I add in ex nihilo just so animals will spawn in the wastes around the shire)

      If the mod isn't being worked on anymore, I get it... but could we know?

      This is about updating to newer vanilla Minecraft versions, not content updates for the mod itself.

        Loading editor
    • 174.23.9.69 wrote: I know it's necroposting, but I hope you are still finding time to occasionally update this mod... there are still huge swaths where nothing exists, not even normal minecraft animals. ( I add in ex nihilo just so animals will spawn in the wastes around the shire)

      If the mod isn't being worked on anymore, I get it... but could we know?

      Also, a massive mod update was released not even three weeks ago. :-P

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 02:09, September 18, 2018 (UTC)

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    • I do think that updating the mod should be reconsidered, there have been many nice things added since 1.7.10, not the least of which being shields (that allow you to hold your own early game before you can get full suit of armor, and defend against those pesky archers, which previously had a free pass to shoot you as much as they wanted because there was no way to counter arrows except rush in fighting against knockback or shoot back) and recent addition of the marine life that makes oceans much more interesting and lively.

      Granted earlier updates did not add that much that would change things in the mod, what with the Elytra and Shulker boxes being part of the End and most players of LOTR mod seem to tend to forget Vanilla dimensions even exist, and go pure LOTR, but the recent updates are different, if ever there was a time to update then it is now. Not to mention that many other mods expanded and updated considerably and can't be played alongside LOTR because they are on 1.12.2 mostly, so if you want to play LOTR with pretty much any other mod out there you are out of luck.

      This includes Ancient warefare mod (recently updated) that adds siege engines of all kinds, and Ice and Fire mod that adds dragons, both of which would fit into a modpack with LOTR mod quite nicely.

      I know that updating the mod would be a lot of work, i am just trying to present a case for updating it.

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    • My argument AGAINST updating also stands as support against the argument that since the original creator left, mc has taken some unexpected turns. Originally, MC was built to be a survive-and-thrive game that mirrors, in its own blocky format, the real world. Where one could build villages castles, and dungeons like those in medieval times did. Where one would need to collect resources and food. Hostile mobs were only a means to push the player to need to gather those materials. Now, with dragons, and elytra, things look like they belong in a child's version of Skyrim instead. The lotr books try this same approach. Yes there is magic and dragons, but those were never the main focus. It was armies, and swords, peace, and war. Different races gave the world an ancient feeling, like mc mineshafts and temples try to do. There is not much useful in the new updates which turned survival into fantasy. I conclude.

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    • I see no advantage to updating. There are numerous clashes between the Mod and Minecraft that would take place.

      I greatly prefer the lotrmod combat system to the post-1.9 combat, so I would be very sad to see the lotrmod change that.

      Likewise, I see few things that would be advantageous to have in the newer versions. 1.8 added banners and other decoration which lotrmod doesn't need. 1.9 changed combat and I prefer the lotrmod combat system. 1.10 added... what, polar bears? Nothing notable in relation to the lotrmod, in my opinion. 1.11 added a bunch of mobs and items all for a super rare structure that few people actually care to search for. 1.12 added colorful stuff, concrete and a stick. 1.13 added actual cool stuff (for once), such as a trident which the lotrmod already has, fish mobs which the lotrmod already has, sea plants which the lotrmod already has, coral blocks which the lotrmod already has, more water colors which the lotrmod already has, and underwater ruins which the lotrmod already has.

      My opinion? Meh, 1.7 is fine by me.

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    • The way I see it, this isn't Minecraft anymore, it's LOTR Mod. If players want to play Minecraft 1.12/1.13 or whatever version, then play that version. LOTR Mod doesn't use a whole lot of Vanilla stuff anyways, and most "cool" stuff from newer versions would not even exist/be obtainable in Middle Earth. And as Bottercot pointed out above, LOTR Mod already adds most cool things that minecraft added in 1.8-1.13. Then there's compatability. I myself have never had forge work successfully with any version above 1.8. 1.7 is the tried and true version for mods, which is most likely why most poular mods are still using 1.7.10.

      That's just my opinion.

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    • JimMoriartyX wrote:
      The way I see it, this isn't Minecraft anymore, it's LOTR Mod. If players want to play Minecraft 1.12/1.13 or whatever version, then play that version. LOTR Mod doesn't use a whole lot of Vanilla stuff anyways, and most "cool" stuff from newer versions would not even exist/be obtainable in Middle Earth. And as Bottercot pointed out above, LOTR Mod already adds most cool things that minecraft added in 1.8-1.13. Then there's compatability. I myself have never had forge work successfully with any version above 1.8. 1.7 is the tried and true version for mods, which is most likely why most poular mods are still using 1.7.10.

      That's just my opinion.

      YES. FINALLY SOMEONE GETS ME!!! I keep saying this all the time: I do not play Minecraft. I don't even like Minecraft. I play LOTR Mod.

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    • ArcenGamer wrote:

      JimMoriartyX wrote:
      The way I see it, this isn't Minecraft anymore, it's LOTR Mod. If players want to play Minecraft 1.12/1.13 or whatever version, then play that version. LOTR Mod doesn't use a whole lot of Vanilla stuff anyways, and most "cool" stuff from newer versions would not even exist/be obtainable in Middle Earth. And as Bottercot pointed out above, LOTR Mod already adds most cool things that minecraft added in 1.8-1.13. Then there's compatability. I myself have never had forge work successfully with any version above 1.8. 1.7 is the tried and true version for mods, which is most likely why most poular mods are still using 1.7.10.

      That's just my opinion.

      YES. FINALLY SOMEONE GETS ME!!! I keep saying this all the time: I do not play Minecraft. I don't even like Minecraft. I play LOTR Mod.

      I feel the same, I’m pretty sure many people feel the same way. Minecraft is not a good game. The LotR Mod, in combination with MC, is.

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    • I enjoy the building aspect. I can visualize cities and toqns in my book. But not much else i like except online minigames like bedwars. Idk if any lotr servers have such minigames. For that reason I play vanilla.

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    • The only advantage I see is the possible command updates, but how much does that benefit future lotr updates and how much easier does it make for Mevans is unknown to me

      Other than that, there is nothing needed from post1.7.10 versions

      Our ocean could use an update, that's all. sponge and stuff (and actual pirates!)

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    • Lyserus wrote:
      The only advantage I see is the possible command updates, but how much does that benefit future lotr updates and how much easier does it make for Mevans is unknown to me

      Other than that, there is nothing needed from post1.7.10 versions

      Our ocean could use an update, that's all. sponge and stuff (and actual pirates!)

      I agree. And most of those commands can probably be coded in although it is just a waste of time to do that. Really my only problem with 1.7.10 is build height cap.

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    • ArcenGamer wrote: only problem with 1.7.10 is build height cap.

      Build height hasn't changed in newer versions...

      MilkBucket MilkMC Try restarting your game, Fandom User.MilkBucket

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    • MilkMC wrote:
      ArcenGamer wrote: only problem with 1.7.10 is build height cap.

      Build height hasn't changed in newer versions...

      MilkBucket MilkMC

      Have a chat with me, Fandom User.MilkBucket

      Wait really? Well someone lied to me

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    • I've played lotrmod for years and thoroughly enjoy it. I upgraded from vanilla 1.8 to 1.13 just last week and was pleasantly surprised at how far along it has come. I think spending 6 months or more upgrading lotrmod to 1.13 would be worthwhile long term: bug fixes in vanilla and server related, maybe more appealing to new players, maybe new features not possible/practical now, sense of cutting edge.

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    • Aldan Tanneo wrote:

      ArcenGamer wrote:

      JimMoriartyX wrote:
      The way I see it, this isn't Minecraft anymore, it's LOTR Mod. If players want to play Minecraft 1.12/1.13 or whatever version, then play that version. LOTR Mod doesn't use a whole lot of Vanilla stuff anyways, and most "cool" stuff from newer versions would not even exist/be obtainable in Middle Earth. And as Bottercot pointed out above, LOTR Mod already adds most cool things that minecraft added in 1.8-1.13. Then there's compatability. I myself have never had forge work successfully with any version above 1.8. 1.7 is the tried and true version for mods, which is most likely why most poular mods are still using 1.7.10.

      That's just my opinion.

      YES. FINALLY SOMEONE GETS ME!!! I keep saying this all the time: I do not play Minecraft. I don't even like Minecraft. I play LOTR Mod.

      I feel the same, I’m pretty sure many people feel the same way. Minecraft is not a good game. The LotR Mod, in combination with MC, is.

      I wouldn't go as far as to say Minecraft is a bad game. It is still one of the best games ever to be created. I enjoy it thoroughly, especially multiplayer or on servers such as Hypixel. Lotrmod definitely improves the game in many ways, but it's still Minecraft at its core.

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    • Bottercot wrote:

      Aldan Tanneo wrote:

      ArcenGamer wrote:

      JimMoriartyX wrote:
      The way I see it, this isn't Minecraft anymore, it's LOTR Mod. If players want to play Minecraft 1.12/1.13 or whatever version, then play that version. LOTR Mod doesn't use a whole lot of Vanilla stuff anyways, and most "cool" stuff from newer versions would not even exist/be obtainable in Middle Earth. And as Bottercot pointed out above, LOTR Mod already adds most cool things that minecraft added in 1.8-1.13. Then there's compatability. I myself have never had forge work successfully with any version above 1.8. 1.7 is the tried and true version for mods, which is most likely why most poular mods are still using 1.7.10.

      That's just my opinion.

      YES. FINALLY SOMEONE GETS ME!!! I keep saying this all the time: I do not play Minecraft. I don't even like Minecraft. I play LOTR Mod.

      I feel the same, I’m pretty sure many people feel the same way. Minecraft is not a good game. The LotR Mod, in combination with MC, is.

      I wouldn't go as far as to say Minecraft is a bad game. It is still one of the best games ever to be created. I enjoy it thoroughly, especially multiplayer or on servers such as Hypixel. Lotrmod definitely improves the game in many ways, but it's still Minecraft at its core.

      In the lotr mod, things really havent changed all that much from normal minecraft. Think about it. You still need to gather materials, make armor, mine, craft, build a base, etc. If the LOTR mod was its own game, everyone would say its minecraft with a different setting. If you like the lotr mod, you have to like minecraft. The lotr mod adds to the game, and is not supposed to be a game in and of itself. Minecraft has many things to offer that the lotr mod doesnt improve on, like minigames and redstone.

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    • So I´m nearly here for four years, and I´m very proud to be part of the community to this mod.

      For the Asking about updating the mod to a newer MC Version I have only some things to say.

      1. Never touch a running System!

      2. You should be comfortable with updating it and should be convinced about it.

      3. And if you struggle with yourself updating to a new version or not, first try to look in the new code and if it is possible for you to update and did you have the time for it?

      4. You make a really great mod for us to play, and it´s run very smooth although the mod is quite big and it is free to play for us and you have only our many thanks and nearly nothing else about it.

      Now to something else.

      "About the mod dying"  As I said above i´m nearly here for four years and i´m struggling with the "new" Rules and sides like the "not asking" about, I have not much time, but for a while I read any of this sites and now I have never posted a suggestion again because of that, it is just to many and I can understand if they are no rules or less rules the mods or suggestion forum get´s spammed by new suggestions, but for that we have the KUDOS system and some admins.

      1. I think the Rules should be get fewer or more compact and easier to read.

      2. More Admins or Veterans for the Suggestion forums.

      3. Helps with Suggestions via Discord or at the Forum (things like splitting Suggestions from Admins if it is more than one Suggestion.)

      Thanks for reading and farewell comrades

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    • I apologize if this is considered necroposting, but I have several things to say about this. I will write it in sections.

      Community:

      I do not think the community is dying. While I have not always been extremely active in the community, I have followed and played the mod for a little over five years now. From what I have observed, the community has mostly seemed stable, without an excessive amount of growth or decline. Personally, I attribute this mostly to lack of pubicization, which itself is indeed heavily due to the fact that the mod runs on 1.7.10. I believe that it is less so that people don't want to downgrade their minecraft, but much more that they think that because the minecraft version is outdated, the mod must be as well. I occasionally like to search the web, simply searching for outside conversations regarding this mod, but I can rarely find anything that is not dated back even to a pre-map version of the mod. This community's growth is heavily attributed to word of mouth, and as such it does not grow at a very high rate.

      This being said, the community does still appear to be growing, and I honestly don't see the mod dying. Minecraft, and by extention this mod, is a kind of game that I don't believe will ever truly die, at least not without major world catastrophe or shift in societal structures. Sure, it may cease to be updated, and possibly servers will even stop working, but the game itself will live on in some aspect, even if just in singleplayer, and passed down among generations. In a sense I think of it like Pacman. In some capacity, pacman has never ceased existing, and it is far too classic to ever disappear in our world. Thus, this mod will always have a following, and a community (however small it may eventually get), regardless of what happens.

      Updating:

      So, should the mod be updated to a newer version? No. There are only two issues that I can see that might prompt such an update, but I believe that it is far wiser to tackle them specifically, in 1.7.10.

      The first is the loss of so many players who could potentially love the mod. There are SO many people who I believe would be blown away by this mod, but who simply have no idea it exists. This is, as I mentioned before, due to lack of publicization. Yet I have a sense that the mod is actually on the brink of an exciting new age, where in fact it may begin to attract more people. I am seeing (and honestly creating myself) increasingly more fan-made content for the mod, and I believe that some of this may in fact unintentionally rope in new players.

      The second issue is the lack of the actually good content that has been added in the following Minecraft updates. To many players, this detracts too much from the game, and may prevent them from playing. But, much as this mod has repeatedly added content prior to Minecraft (horses, rabbits, grass paths, fish mobs, coral, unsmelting, and soon stone slabs, not to mention countless others), I believe it could be logical and beneficial to dedicate an update to adding some of the good features from newer Minecraft versions, much like mutton was added, though on a larger scale. I'm not sure exactly what this would entail, but it would likely be much more realistic, and probably less horrifying, than updating the mod itself.

      Conclusion:

      This response has ended up being far longer than I had anticipated, but these are thoughts that have recurred to me for several years now, and which I find to be central to defining the mod. Of course, this is just my speculation and analysis, and it may not be completely accurate, but I wanted to express it nonetheless. Sorry for writing so much, and if you did in fact read it, thank you.

      - QuinoaFalafel.

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    • I would say that while the new minecraft updates don't necessarily add much for the mod on their own, what they do add is the possibility for users to use additional, newer mods, in conjunction with the LOTR mod. That's likely not your primary concern, but many minecraft users are mod-aholics and enjoy using many mods at the same time. Many 1.7.10 mods we might use have new features in later versions. Many new mods don't have 1.7.10 versions at all. This does put real limits on the kind of things we can do in our games.

      For me, Minecraft is like a table full of Lego sets. Maybe I have a modern town set up, but that doesn't mean I wouldn't bring in pirates, knights, or space men in if it made it more fun for me. Updating to a newer version may not add much to the mod on its own, but I think it would add a lot by allowing players greater options in customizing their experience through adding additional mods to the mix.

      Mostly food for thought. Updating would obviously be a massive undertaking and I can understand the disincentives.

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    • You can get almost every addition to minecraft AFTER 1.7.10 with 1.7.10 mods. It just requires a bit of research.

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    • Reasons to update:

      1. Mechanics that are "Core code" such as horse lag, world height, combat mechanics, etc will all be implemented and fixed.

      2. The ability to keep up with the "new" modding community who are creating things such as a new dragon mounts mod, superheroes mods, Star Wars mods, all the mods, sevtec mods... The list goes on for far too long. You get the point.

      3. The hope that if you update the mod, you will interest new players who will see the mod and say, "Oh! This is so cool! I would like to try that!" rather than lazy people saying "Oh! This looks so cold! I don't want to 'downgrade' my precious mc to an outdated version 'cause reasons".

      Reasons not to update:

      1. The mod is wonderful on its own. You don't need the between lands etc to make the mod fun to play. This is Lotr, and is a self contained world. You don't need other stuff to play. There is so much content in your mod Mevans! You really don't need to add more stuff from outside sources to make the game fun to play.

      2. Updating/upgrading the mod to the latest version, by your own admission, is going to take a loooooooooooong tiiiiiiiiiiiime to finish. It would be like entish. But you have so many other things that you could add instead! Listen very simply and carefully to what we are saying to you Mevans!

      We are playing this mod because we want to play Lotr in minecraft. We don't want anything other than that stuff.

      There are so many other people in the world who have never even heard of Lotr before, and they frankly don't care. It is not your job to get everyone to play your amazing mod Mevans. We who love what you have done will still stand by you. We are with you on this!

      Think of it this way: You are not fortnite, sea of thieves, or any of these other games that ride the hype train. You are creating a special mod for people who love Lotr. This is my 3rd reason why you do not need to update.

      3. You don't need to be a newer version of minecraft mod to get people who want to play this mod. Anyone who wants to play minecraft using a Lotr themed mod WILL find you. It is that simple. You have no contest! There is no one else who has spent so many years of their lives creating such a marvelous, awsome, inspiring, detailed, extravagant mod with such love and attention as you have spent here with this Lotr mod. You are simply put, in your own league. Other mods would have to band together in a modpack to even have a chance of holding a candle to the wonderful story and work you have put into this mod. It is amazing, and simply unmatched.

      You. Do. Not. Need. To update. You are in essence someone who has created a story for the fans of Lotr to enjoy and play. If God of War, Destiny, Star Wars, or even doctor who fans aren't that interested in what you do, Don't sweat it! You don't need to win their approval. You don't need to win their support. We are with you. All of us. To the last dwarf, elf, Orc, and hobbit. We are not going anywhere. We will support you, encourage you, tease you, inspire you, and continue to stand by you as long as you are willing to continue this task that you have set before yourself:

      To bring Lotr to minecraft, in the most Tolkinish of fashion. Peace be with you Mellonin.

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    • I didn't read this entire thread, so pardon me if I'm repeating anything:

      I personally don't think it's worth the trouble. Take a look at what Vanilla has that LOTR hasn't. Then think about what LOTR has that Vanilla lacks. There's no comparison - it's a no-brainer.

      As for the community, it's steadily growing, and that's a win. Besides, I'd take this small community over a million whiny eight-year-olds any day.

      PedeIcon

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    • LysurusPeriphragmoides789 wrote:
      I didn't read this entire thread, so pardon me if I'm repeating anything:

      I personally don't think it's worth the trouble. Take a look at what Vanilla has that LOTR hasn't. Then think about what LOTR has that Vanilla lacks. There's no comparison - it's a no-brainer.

      As for the community, it's steadily growing, and that's a win. Besides, I'd take this small community over a million whiny eight-year-olds any day.

      PedeIcon

      A small but smart community is better than a large and unintelligent one.

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    • i would be rly happy for an update since i play with alot of mods, and are unable to play with this one bc then some new mods are not in 1.7.10 

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    • Here are my two cents on this topic:

      Vanilla features:

      Most of the features of 1.13, as well as those promised for 1.14 (village & pillage; we already have awesome villages, tbh), aren't especially relevant to the LotR Mod. If Microsoft adds a feature to vanilla that does prove helpful to the game, we can simply add those features to the mod.

      Mod compatibility:

      I see mod compatibility with other mods under the same umbrella as updating the mod to vanilla. This mod is really meant for those who want to experience Middle-earth to its fullest, in the most canonical form possible (Ithilion, I hope this isn't provocative). Therefore, I don't see compatibility of this mod with something like Buildcraft or IC2 as much of a priority. DamageIndicators or something like that? Sure. In my opinion, if there's something added by another mod that makes the landscape that much more amazing, even if that mod's for 1.12+, why not simply add that feature to the mod?

      Community:

      Is the community dying? I don't think so. But the fact that this mod is for 1.7.10 might deter some people who don't know much about Middle-earth or modding. Yet that isn't a priority as far as I'm concerned. Player numbers on the official server look quite healthy, and our Discord server hasn't gotten much smaller since it launched about a year ago. I'd rather have a smaller and more loyal fanbase than one that's big but complains non stop.

      Promotion:

      Probably the one thing that this mod lacks is much in the way of good Let's Plays. That's one of the reasons why I'm slowly doing a Man vs. Middle-earth series. I'm willing to bet that if a big YouTuber did a Let's Play using this mod that we'd all of a sudden get a whole bunch of new players. If there's anyone in our community who can make an updated spotlight (maybe Joetatoe), totally do it.

      12:49, December 31, 2018 (UTC)
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    • Glflegolas wrote:
      Here are my two cents on this topic:
      "This mod is really meant for those who want to experience Middle-earth to its fullest"

      I don't mean this to be rude, but I think you're assuming a lot about the players of the mod. Yes, of course, there are a lot of people downloading this mod because they want an (at least somewhat) immersive experience. I'm not confident that those players are representative of the majority. Personally, i've set up a mod pack with this mod and roughly 20 other mods (and supporting mods). What i'm looking for isn't the "pure" experience you may be describing. It's just fun. This mod *is* fun. I don't think i'm a bad person for wanting to maximize my fun, which may mean adding other mods. I think I should be able to choose what mods I think are fun rather than having to rely on the mod creator to decide that for me. That's the nature of mods - they let me choose my game experience.

      That said, I have no complaints at all if the mod maker doesn't update for the newest version. They are providing a product for free which I enjoy. I *would* like it if it were updated to the newest version of mincraft, because that would be more convenient for me. But it's only a request, not a demand. I understand that updating would be a massive undertaking. While I am not a coder, I have a vague idea about the amount of work it would entail. I *suggest* upgrading the mod to work on newer versions of minecraft because I think there are other users like me, who want to use it with other mods included. I don't make light of the amount of work that would take. I imagine the author does this as a labor of love, and as he has said, it wouldn't be much fun at all. I just wanted to lay out my thoughts as a user.

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    • It would indeed be a massive undertaking, i was tinkering with the mod myself, just to see how hard it really is, Eclipse threw out over 27000 errors going from 1.7.10 to 1.12.2 sadly my knowlege was way too limited to do much. If Mevans knows what needs to be done i would be more then willing to do the legwork for him but i suspect teaching someone else what needs to be done may be just as time consuming as doing it yourself.

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    • As a perso who has consistently played this mod since before the map was implemented I would say that the enthusiasm for the mod (at least for me) always peaks when new updates with cool new features are added. Updating to a new version of minecraft wouldn't just be a tedious undertaking that would take ages to make releasable I'm assuming it would take quite a few smaller updates afterwards to incorporate the new features that may belong in middle earth (ie. polar bears, functional shields, etc.) into the world. The number of new features that belong in middle earth gained by updating the mod would be too few to make it worth the time, so please just focus on bringing middle earth to minecraft instead of bringing minecraft to middle earth. :D

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    • As someone who constantly fades in and out of playing Minecraft and the LOTR mod, I didn't see any particularly new differences in the fanbase. It hasn't really grown, but it hasn't really shrunk, either. 

      Now, before I make my judgement on whether an update should come or not, let's consider the pros and cons.

      Pros:

      More new people will come to the mod.

      Some newer features will become compatible with the mod. (Magma blocks in Mordor?)

      Cons:

      The coding would take ages. 

      There's no GUARANTEE that new people would come, but rather a possibility. 

      The newer players would likely be more immature than the ones here. 

      The new updates won't actually come into middle-earth, unless specifically coded in.

      Answer:

      If this were a dichtonomous choice with no other options, I'd say no. The benefits to actually updating is piddling, and we wouldn't be able to keep up with the massive amounts of updates anyways. Newer players would be here for a short while before moving on to the new updates. Besides, 1.7.10 has some great company in the form of amazing mods. If we really wanted to get new members, maybe we should focus on them first. Get included in a fantasy mod pack, things like that.

      TL;DR: If we want new members, we should try to reach out to other popular 1.7.10 mods that haven't made the jump. Perhaps try to join a popular fantasy modpack.

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    • Mevans i personally feel like you should do what you think is best for your mod keep it in 1.7.10 and ignore the haters, The fact that these people are driving you bonkers about this is kind of cruel in a way,

      Qote from a randomguyno.32



      If this were a dichtonomous choice with no other options, I'd say no. The benefits to actually updating is piddling, and we wouldn't be able to keep up with the massive amounts of updates anyways. Newer players would be here for a short while before moving on to the new updates. Besides, 1.7.10 has some great company in the form of amazing mods. If we really wanted to get new members, maybe we should focus on them first. Get included in a fantasy mod pack, things like that.

      TL;DR: If we want new members, we should try to reach out to other popular 1.7.10 mods that haven't made the jump. Perhaps try to join a popular fantasy modpack.

      For the record mevans Richard Clark quit developing Orespawn becuase people kept asking for later 1.8 and up versions dontl let your mod die out becuaseo f this

      if you dont know what the orespawn mod is here it is

      http://www.orespawn.com/

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    • Gen. Grievous1138 wrote:
      I'd say it isn't worth it. It's entirely possible that by not updating we're missing out on bringing the mod to people new to Minecraft - but in the long run, is that much of a con? Most of the people who would find and download this mod were looking for it and willing to backgrade for it. A dedicated fanbase is always the most enjoyable, even if it's smaller than it could be.

      And honestly, is it worth the work of upgrading to a mediocre newer version purely to grow the fanbase? I think not, myself.

      Gen. Grievous1138 (LOTR Mod Wiki Admin) comlink 20:47, May 24, 2017 (UTC)

      i agree with you 100%

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    • Wait. Hold on a sec. While I agree the mod doenst need an update, you believe that just because someone wants the mod for a later update, that they are hating on Mevans? And that they are cruel for asking? Is this world so screwed up that nobody can have an opinion without hurting someone's feelings? When did we get so spineless? Just say No, we cannot update, and forget about it!

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    • SWVWC wrote:
      Wait. Hold on a sec. While I agree the mod doenst need an update, you believe that just because someone wants the mod for a later update, that they are hating on Mevans? And that they are cruel for asking? Is this world so screwed up that nobody can have an opinion without hurting someone's feelings? When did we get so spineless? Just say No, we cannot update, and forget about it!

      "I wholly disapprove of what you say, but I will fight to the death your right to say it"

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    • XD no. Im just ticked why someone feels the need to take offense at dumb suggestions.

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    • Um i was supporting mevans right to say he wont update the mod to later version not the oposite 

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    • In fact all those who keep asking for the mod to be updated your going to have the oposite affect same way with lord sauron mob dont ask for him and he getts added sooner same way with updates guys :D

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    • Nuclear Hurricane Minecraft Gamer wrote:
      In fact all those who keep asking for the mod to be updated your going to have the oposite affect same way with lord sauron mob dont ask for him and he getts added sooner same way with updates guys :D

      That's what we're trying to say. We get that you are trying to support Mevans, but calling anyone who disagrees with him "cruel" and "haters" is very close-minded and helps absolutely no one. As SWVWC said, there is no need to take offence at this stuff. And as I said, people should be allowed to speak their minds without being considered "cruel haters."

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    • Yeah but just imagine the pressure it cooks for mevans Poor guy i feel like people should not take him for granted :) I feel like mevans should ignore the beggars

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    • Nuclear Hurricane Minecraft Gamer wrote:
      Yeah but just imagine the pressure it cooks for mevans Poor guy i feel like people should not take him for granted :) I feel like mevans should ignore the beggars

      Once more, passing off people who have a differing opinion "beggars" is very closeminded. If Mevans was under pressure from something as minor as this, (which he most definitely is not) then 

      1.) He is closeminded

      2.) He would tell us as much.

      People need to stop getting offended so easily. People have differing opinions from your own, so let them. Sticks and stones will certainly break your bones, but words certainly will not.

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    • Mevans created this topic speciffically to see how people felt about the update, now i won't lie, i would like to see LOTR be updated to newer version and that's mainly because some other mods i enjoy only exist in 1.12.2 and i hate to have to choose between them and LOTR mod, but Mevans said no and i understand his reasons for doing so.

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    • ArcenGamer wrote:
      Nuclear Hurricane Minecraft Gamer wrote:
      Yeah but just imagine the pressure it cooks for mevans Poor guy i feel like people should not take him for granted :) I feel like mevans should ignore the beggars
      Once more, passing off people who have a differing opinion "beggars" is very closeminded. If Mevans was under pressure from something as minor as this, (which he most definitely is not) then 

      1.) He is closeminded

      2.) He would tell us as much.

      People need to stop getting offended so easily. People have differing opinions from your own, so let them. Sticks and stones will certainly break your bones, but words certainly will not.

      im not offended im just stating my opinion and the us constitution says everyone has a right to their own opinion

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    • People should let Mevans decide what hes going to do. its his mod and its his place to choose what he wants to do

      im expressing my opinion

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    • Nuclear Hurricane Minecraft Gamer wrote:
      People should let Mevans decide what hes going to do. its his mod and its his place to choose what he wants to do

      As Samoja correctly pointed out, Mevans literally made this post for the specific purpose of gauging people’s opinions on the matter. What we’re all trying to tell you is that it is illogical and narrow-minded to call anyone who disagrees with your point of view “cruel haters.” That is what you called them, like it or not. Yes, it is his mod and he decides what to do, but once again, he made this post so that people could give their opinions. Enough of this petty crap. Let’s all stop clogging up this thread and let the normal discussion continue as it was before.

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    • ArcenGamer wrote:
      Nuclear Hurricane Minecraft Gamer wrote:
      People should let Mevans decide what hes going to do. its his mod and its his place to choose what he wants to do

      As Samoja correctly pointed out, Mevans literally made this post for the specific purpose of gauging people’s opinions on the matter. What we’re all trying to tell you is that it is illogical and narrow-minded to call anyone who disagrees with your point of view “cruel haters.” That is what you called them, like it or not. Yes, it is his mod and he decides what to do, but once again, he made this post so that people could give their opinions. Enough of this petty crap. Let’s all stop clogging up this thread and let the normal discussion continue as it was before.

      I know but i also game my opinion out that mevans has the right to decide tbh

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    • @Arcen and @NHMG, please move this argument somewheres else. We've been over this before.

      21:55, February 28, 2019 (UTC)
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    • Glflegolas wrote:
      @Arcen and @NHMG, please move this argument somewheres else. We've been over this before. 21:55, February 28, 2019 (UTC)

      I am not argueing at all clearly everyones missunderstanding what i mean so im muting notifications for this and consider this the last reply i make for this thread

      you guys are missunderstanding and misinterpeting what im saying

      There is a difference between entitled to your own opinion and someone misunderstanding

      So yes stop acusing me of argueing I have a right to express my own opinion as well as you have a right to express your own...............................................

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    • Actually there aren't many people in this thread that want Mevans to update, so, really, there aren't many people here to even call "beggars".

      Also, for goodness sake, there is no "right" side. No one is righteous here. NHMG took offense to what someone said and posted something that offended someone else, that same someone else said something that offended NHMG who defended his own position only to be battered by multiple other someones who also took offense to what he said, and then he decided to leave because he took offense to what someone said then offended other people who then offended him and now we're all offended. Everyone has a right to take offense to something and to offend other people.

      Then again, that doesn't justify anything here since everyone was still utilizing their right to offend and be offended. I guess my point is that calling someone else out on offending someone because they offended someone else is just unproductive and pointless. If I say that I hate hobbits, and then an orc calls me out on hating on hobbits, it's just pointless as that means the orc is hating on me now. Should I then call him out on his mistake? No. That would just lead to the orc calling me out on being a hypocrite, which would then lead to me calling him out on the same, and on and on until a mod comes and deletes the thread due to spam, only to be attacked for surpressing everyone's right of speech, and accused of being a racist rich white male.

      Btw sorry if I offended anyone through what I said. I've been spending way too much time reading from r/choosingbeggars and r/entitledparents.

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    • Ruscion Pandox
      Ruscion Pandox removed this reply because:
      eh, not needed.
      23:48, March 18, 2019
      This reply has been removed
    • Bottercot wrote:
      Actually there aren't many people in this thread that want Mevans to update, so, really, there aren't many people here to even call "beggars".

      Also, for goodness sake, there is no "right" side. No one is righteous here. NHMG took offense to what someone said and posted something that offended someone else, that same someone else said something that offended NHMG who defended his own position only to be battered by multiple other someones who also took offense to what he said, and then he decided to leave because he took offense to what someone said then offended other people who then offended him and now we're all offended. Everyone has a right to take offense to something and to offend other people.

      Then again, that doesn't justify anything here since everyone was still utilizing their right to offend and be offended. I guess my point is that calling someone else out on offending someone because they offended someone else is just unproductive and pointless. If I say that I hate hobbits, and then an orc calls me out on hating on hobbits, it's just pointless as that means the orc is hating on me now. Should I then call him out on his mistake? No. That would just lead to the orc calling me out on being a hypocrite, which would then lead to me calling him out on the same, and on and on until a mod comes and deletes the thread due to spam, only to be attacked for surpressing everyone's right of speech, and accused of being a racist rich white male.

      Btw sorry if I offended anyone through what I said. I've been spending way too much time reading from r/choosingbeggars and r/entitledparents.

      I have to point out that the numbers may be skewed towards people who want to keep the mod in 1.7.10 because people who moved on to the newer versions seldom have any reason to hang around here, but if you check the download page of the mod you will see pages and pages of people asking for 1.12.2 version, it's just that they don't have any reason to frequent the Wiki or post in this forum.

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    • Samoja1 wrote:
      Bottercot wrote:
      Actually there aren't many people in this thread that want Mevans to update, so, really, there aren't many people here to even call "beggars".

      Also, for goodness sake, there is no "right" side. No one is righteous here. NHMG took offense to what someone said and posted something that offended someone else, that same someone else said something that offended NHMG who defended his own position only to be battered by multiple other someones who also took offense to what he said, and then he decided to leave because he took offense to what someone said then offended other people who then offended him and now we're all offended. Everyone has a right to take offense to something and to offend other people.

      Then again, that doesn't justify anything here since everyone was still utilizing their right to offend and be offended. I guess my point is that calling someone else out on offending someone because they offended someone else is just unproductive and pointless. If I say that I hate hobbits, and then an orc calls me out on hating on hobbits, it's just pointless as that means the orc is hating on me now. Should I then call him out on his mistake? No. That would just lead to the orc calling me out on being a hypocrite, which would then lead to me calling him out on the same, and on and on until a mod comes and deletes the thread due to spam, only to be attacked for surpressing everyone's right of speech, and accused of being a racist rich white male.

      Btw sorry if I offended anyone through what I said. I've been spending way too much time reading from r/choosingbeggars and r/entitledparents.

      I have to point out that the numbers may be skewed towards people who want to keep the mod in 1.7.10 because people who moved on to the newer versions seldom have any reason to hang around here, but if you check the download page of the mod you will see pages and pages of people asking for 1.12.2 version, it's just that they don't have any reason to frequent the Wiki or post in this forum.

      Can we make a note on the page asking people to stop requesting an upgrade then? As in, something similar to what we did when everyone was asking when the mod would update?

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    • Why not just have someone else help update or even update it for you altogther? Then you won't have to do all the work yourself.

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    • Tass of Keznen wrote:
      Why not just have someone else help update or even update it for you altogther? Then you won't have to do all the work yourself.

      Oh boy, this again. 

      ​​​​​Mevans has stated time and time again that he does not want a team to help him. Stop asking.

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    • ArcenGamer wrote:
      Tass of Keznen wrote:
      Why not just have someone else help update or even update it for you altogther? Then you won't have to do all the work yourself.
      Oh boy, this again. 

      ​​​​​Mevans has stated time and time again that he does not want a team to help him. Stop asking.

      Mevans has a team, i believe there are like 3 or 4 other people working with him ATM, honestly i don't understand why some people think something someone said YEARS AGO is gospel, people change, and oppinions change, it's completely natural, my oppinions from 3 or 4 years ago are completely different to my oppinions now. Nothing is set in stone.

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    • members of the mod team like Gruk, Smile, and Fear do textures, speechbanks, structures, etc. but Mevans is they only one who writes code for the mod.

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    • ArcenGamer wrote:

      Tass of Keznen wrote:
      Why not just have someone else help update or even update it for you altogther? Then you won't have to do all the work yourself.

      Oh boy, this again. 

      ​​​​​Mevans has stated time and time again that he does not want a team to help him. Stop asking.

      I suggested it once. No need to be rude.

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    • TheArcReactor wrote:
      members of the mod team like Gruk, Smile, and Fear do textures, speechbanks, structures, etc. but Mevans is they only one who writes code for the mod.

      Well there you go, i am sure originally Mevans wanted to do it all himself, but as the mod expanded he had to relegate some tasks to other people, it's only logical he relegated less technical tasks first but that does not mean he won't decide to expand his team with another coder at some point in the future.

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    • Samoja1 wrote:
      TheArcReactor wrote:
      members of the mod team like Gruk, Smile, and Fear do textures, speechbanks, structures, etc. but Mevans is they only one who writes code for the mod.
      Well there you go, i am sure originally Mevans wanted to do it all himself, but as the mod expanded he had to relegate some tasks to other people, it's only logical he relegated less technical tasks first but that does not mean he won't decide to expand his team with another coder at some point in the future.

      As far as I know, he still does 100% of the coding. Other members provide him with bits and pieces, but the mod would hardly be lesser without them. Not saying that their contributions haven't improved the mod; just trying to highlight how much Mevans still does.

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    • The mod’s closed source so rhere’s Nothing we can do about it anyway.

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    • Just my two cents. While I respect the choice of close source, there is no denying that the mod is progressing rather slowly and QoL updates are even slower

      The great upside of updating to newest version is that most of QoL mods have moved on and stopped updates on their 1.7.10 versions, and some of the coolest QoL/tweaking functions are only available on their newest version.

      Still it is the choice of the mod author, all I am saying is that players can tweak the mod to their desire a lot easier to fit their playstyle if the mod is for latest MC version

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    • I don't care if the mod gets updated to a newer MC version - it's my favorite mod and will continue to be, regardless. I would like to see the new alignment system and some other mentioned bits of content make it in at some point. More goodies/content is far more preferred over an update to a new MC build.

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    • For me, I've been playing this mod since almost the very beganing and love it alot. However, the beauitful and powerfull mounts aren't usable (because of 1.7.10) and that makes exploring and traveling extremly annoying. I know that there is a quick travel in the mod, but for me that breaks the immersion. I love the fact that if I build in Gondor, it takes me hours to ride to Fanghorn to fill my potions. but with a horse that jams every few seconds the magic is lost. That for me is the one of the only reasons to update (like to 1.12).

      That and, it would be amazing to play this mod with Minecolonies mod (id probably never leave my game loll.

      Anyways, this is still the greatest mod ever created! <3

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    • I don't know if it's possible to just code the 1.9 mount lag fix, because it is a shame that to use the mounts properly a pretty beefy computer is needed. Personally it would be ideal if the mod werre 1.12, because that is imo the best version, adding quite a bit to the vanilla world. That being said, I don't think it's worth it to code and would rather see the mod updated in gameplay. Personally though, I'm sort of sick of seeing more and more factions added. In essence they are all very similar, just with slightly different law, I would much prefer seeing individual factions improved. I guess Mevans feels strongly about being the sole creator, otherwise having a mod team I think would be great since real life seems to have got in his way and this mod. Just my opinion, I love this mod

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    • TheTntFurnace wrote:
      I don't know if it's possible to just code the 1.9 mount lag fix, because it is a shame that to use the mounts properly a pretty beefy computer is needed. Personally it would be ideal if the mod werre 1.12, because that is imo the best version, adding quite a bit to the vanilla world. That being said, I don't think it's worth it to code and would rather see the mod updated in gameplay. Personally though, I'm sort of sick of seeing more and more factions added. In essence they are all very similar, just with slightly different law, I would much prefer seeing individual factions improved. I guess Mevans feels strongly about being the sole creator, otherwise having a mod team I think would be great since real life seems to have got in his way and this mod. Just my opinion, I love this mod

      Yea, the mounts are really my bigest problem. my computor runs over 170 big mods in 1.12 no problem but in 1.7.10 the horse always lag even without mods.

      1.12 is really my favorite minecraft version, I dont care about anything after that. 

      Would definitly like to at least see the mounts fix so we can enjoy what they are supposed to be, and really travel Middle Earth!

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    • Why 1.12? As far as I've seen, 1.13 and 1.14 are just superior in every way.

      I know exactly what you mean with the mounts. The only things I can suggest are turning down the render distance, uninstalling Optifine and installing Fastcraft, and putting all video settings at minimum (maximum performance).

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    • Vanilla went to shit after 1.8.9 in 1.8.2 was the fix for horses. I mean seriously, polar bears????

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    • I think mevans should look at how they fixed it and implement it into the mod. Same with some other things like spectator mode

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    • 2607:FB90:4AEC:889B:ED1E:2623:A6D:8B9E wrote:
      I think mevans should look at how they fixed it and implement it into the mod. Same with some other things like spectator mode

      Do you realize you are asking a single person to implement something that took a whole AAA team months to do, and that likely involved so many under the hood adjustments it would break the mod just as thouroughly as if you tried to run it on another version, you are asking Mevans to do a better job at updating the game then MC team, please be reasonable.

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    • Samoja1 wrote:
      2607:FB90:4AEC:889B:ED1E:2623:A6D:8B9E wrote:
      I think mevans should look at how they fixed it and implement it into the mod. Same with some other things like spectator mode
      Do you realize you are asking a single person to implement something that took a whole AAA team months to do, and that likely involved so many under the hood adjustments it would break the mod just as thouroughly as if you tried to run it on another version, you are asking Mevans to do a better job at updating the game then MC team, please be reasonable.

      Though to be fair, lotr mod updates generally are faster, larger, and better quality (at least in my opinion) than vanilla updates...

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    • Firstly i'm sorry for my english, I'm algerian.

      I think that this mod is just amazing like this. Don't lose time updating the mod at a newer version please. The most important is to know When will the next update come out?. No really I really love your work but we wait the uptade 35 since september 2018 (10 MONTHS).

      Concerning your question "Do you think the community is 'dying'?" : Just no, no, and No. I'm from Algeria and discovered this mod in 2016 . The mod has steadily improved. So continue like this (but a little bit faster) 

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    • Ouakki wrote: The most important is to know When will the next update come out?. No really I really love your work but we wait the uptade 35 since september 2018 (10 MONTHS).

      We waited for Update 34 over a whole year.

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    • This is the thread that never ends...

      You should link it to your friends...

      This question has been resolved...

      All it's done now is devolved.

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    • A FANDOM user
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