Sunday, May 31, 2020

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Posts: 4
Posted on Thu May 28, 2020 7:12 am

I want to apply again for Lordship


i have fixed the pasture and everything else

Posts: 4
Posted on Mon May 25, 2020 6:18 am

Capital Building (the 'building' is the whole Plateau)

x:-34192 z:-11904


x: -34225 z:-11902 and x:-34247 z:-11892

Pasture (stables is attached if that could be approved during inspection)

x:-34172 z:-11814

Training Camp

x:-34205 z:-11858

Travellers Wagon

x:-34251 z:-11928

Player Houses

I) x:-34228 z:-11920

II) x:-34238 z:-11907


x:-34236 z:-11890


DM GumbyLAD#2931 on discord for any Inquirys

Posts: 3
Posted on Mon May 11, 2020 2:53 pm

I should also probably note that this mod is purely aesthetic; the hitboxes of players isn't modified at all, only how they look.


I'm sure this solves most of the issues people might have with it, as it can't make players harder to hit in pvp by being smaller. If there's some other issue with the mod, I'd like to get the chance to be informed of it, if possible.

Posts: 3
Posted on Mon May 11, 2020 2:43 pm

Unfortunately, every time I try to install the mod I get a black screen when loading into a world. I could test the features of the mod itself, however, seeing as it's used through a menu.

The textures of playermodels can't be modified. And while most modifications aren't available for non-player playermodels it is possible to adjust the size of it (which is also possible for normal playermodels).

Sadly, as I cannot get the mod to cooperate with my game, I don't have high hopes of it being added but hopefully one of the staff manages to get it to work without issues.


EDIT: After looking up my problem on google, it's apparently a common and easily fixable problem by simply turning the modified point of view from the mod off.

While this means that the point of view of players won't change if they make themselves taller or shorter, personally I think of it as a minor problem.

Hopefully this mod will be added to the modpack.

Last edited by imurix456 - Mon May 11, 2020 2:50 pm

Posts: 3
Posted on Mon May 11, 2020 1:23 pm

Main mod page:

1.7.10 version of the mod:


This mod lets you modify your playermodel. I'm suggesting this mod mainly for players who want to join non-human factions and want to do some roleplay of being the same species as said faction, i.e. making themselves shorter for dwarven factions or taller and slimmer for elven factions. On top of that, it also lets players use the playermodels of other mobs in the game. Personally I think this would be useful for evil players wanting to roleplay as orcs, although I'm not too familiar with that specific feature.


I'm not sure if non-player playermodels can be modified like player models can, or if one can change the texture of playermodels they're using, but I plan on testing that as soon as I can.

Posts: 2
Posted on Thu May 7, 2020 9:44 am


I would like to thank you for your time.

My town name shall be "Südame Harmoonia".

And I am afraid to say but if my building style is not acceptable then i have no interest in the count ship.



Last edited by SuurValgePealik - Thu May 7, 2020 9:47 am

Posts: 13
Posted on Sat May 2, 2020 9:42 pm

Capital: Its fine, I really like the piano, however the wool walls are doing to make this; Denied.

Traveler's Wagon: Its on the larger side however I'd like to see it decorated on the inside; Denied.

Marketplace: Accepted.

Smeltery: Overall its great but I'd like to see the forges on the sides have the furnaces replaced with some fire or lava or such; Denied.

Pasture: This feels more like an unfinished stables than a pasture. For a pasture you should try for a large open fenced area of land with some shelter in the form of maybe a small building or some trees, as well as other decorations such as hay bales and water; Denied.

Player Houses: They're fine, but again wool walls; Denied.

Training Camp: I like it however, wool walls; Denied.

Active Player: Accepted.


Summary: The place is nice and has a good country town feeling however the wool walls and in part the red fine glass really let it down. It'd recommend for the wool walls either switching them to Wattle & Daub or using a carpenter's block as a side slab + Rhunic brick. As for the glass I think you could probably leave it but thats up to you. It know changing a major part of your palette might take some time so I'd recommend starting with the lordship builds first.

If you need any help with anything in regards to this contact me on discord.

Edit: Forgot this, can you give us a name for your county when you reapply please. Thanks for your time reading this.

Last edited by RektKangaroo - Sat May 2, 2020 9:48 pm

Posts: 13
Posted on Sat May 2, 2020 9:27 pm

Capital: Accepted, well built.

Smithy: Accepted, maybe terraform the roof a bit though. I assume the Smeltery is also included in this.
Smeltery: Accepted.

Player Homes + NPC Homes: Acceppted, however the charreed wood doors don't really fit so maybe change those to gates.

Pasture: Denied, I'd like to see more of that training aspect, maybe some training dummies, eating area etc

Stables: Denied, overall its fine, but theres a massive hole where the terraforming appears to have not been finished. So once thats fixed/finished I can approve it.

Barracks: Denied, Overall I really like it but theres two glaring problems. The training room is very ambigious, I'd recommend changing the blocks on the sides of the dummies to be walls and also adding some just equipment within the room to signify its purpose. Also I'd like to see some decoration inside the patrol office. At the moment its emptiness makes it again very ambigious as to what its meant to be.

Market + Market Shoppe: Denied, this is way too small and doesn't feel like a market. Also I'd like a market shoppe to be decorated to represent its sales content.

Active Player: Accepted Smile



Fix up the market / market shoppe, those small details in the barracks, pasture and stables. Then re-apply with your counts.

Posts: 13
Posted on Sat May 2, 2020 9:01 pm

Grain Fields: Accepted.

Vegetable Patch: Accepted.

Posts: 2
Posted on Wed Apr 29, 2020 6:53 am


I, SuurValgePealik would like to acquire myself a Count title.


Here is the following evidence that I have built my town that is required for the Count title:

The Town is located in the region of Rhudel. The nearest way point is Belrhuk.

Capital Building: X: 131492 Z:29591 

Traveler's wagon: X 131400 Z: 29424

Marketplace: X: 131508 Z: 29544

Smeltery: X: 131524 Z: 29591

Pasture: X: 131480 Z: 29504

Player house 1: X: 131394 Z: 29591

Player house 2: X: 131382 Z: 29564

Training camp: X: 131536 Z: 29571

Online Player: ?

I will be looking forward to your response.




Posts: 12
Posted on Tue Apr 28, 2020 6:58 pm

GrainFields and Vegtable patch  42637   10374

Posts: 19
Posted on Sat Apr 25, 2020 7:38 pm

Hi. :3. My "City" Kath'Agthelior is ready (or so I believe) for baronship.

5 Npc homes + 3 Playerhouses at: 95686 151 71380 (Playerhomes and Npc homes are the same (dont like inconsistency)).
Shoppe + Market Hybrid: 95720 151 71419 
Pasture/Warg training field: 95634 124 71234 (So steep, so that my wargs learn to tread safely in the mountains.)
Stables/Wargpits: 95616 132 71304 
Smithy: 95709 120 71330 (Has 2 Levels)
Barracks: 95575 123 71340 
Capital: 95649 120 71427

Im looking forward for positive/negative feedback Have a good day :3

Edit: Ign: Gorgorian

Last edited by finndevries - Sat Apr 25, 2020 7:40 pm

Posts: 4
Posted on Thu Apr 16, 2020 11:22 pm

Name: SimoTheZimon

Waypoint: Ain an-Ahar

Current Base Coordinates: Most established things I have built are: A. an experimental city in the northlands at: 95247, -19100 B. My current lordship (I intend to move to Ain an-Ahar if I get it) is at: 50500, -12455.


Additionals: I mean, I know a move around a lot but this I have proper plans for and fully intend to stay committed to. Also of course as some would know I'm a jr. builder so I think that's worth something.

Posts: 13
Posted on Sun Apr 12, 2020 9:10 pm

Market Shoppe; Accepted, good to see it now matches the rest of the market.

Smith; Accepted, I'm still tossing and turning on this though so heres some ways you could improve it a bit. Don't use that obsidian utumno unless you're gonna use it else where. Maybe add some ores and mineral blocks. 

Posts: 13
Posted on Sun Apr 12, 2020 9:07 pm

Capital: Accepted

Marketplace: Accepted

Smeltery; Accepted


Grainfields: Accepted

Vegetable Patch: Unfortunately still too small.

Posts: 13
Posted on Sun Apr 12, 2020 9:00 pm

Traveler's Wagon; Accepted, I think this is fine and fits with the general skill level of your build, its also a tricky thing to build.

Pasture; Denied, the underground area hasn't been expanded from what I can tell, what you have there is a stables. I suggest just fencing up a large area in the flat grass near your place and then decorating it with some form of shelter (such as trees or an open roofed area), some water, hay bales, etc.

Overall: Fix the pasture issue and reapply and you should be good.


Posts: 4
Posted on Sun Apr 5, 2020 8:38 pm

I have Resubmitted the fixes to my county as requested above

Posts: 17
Posted on Sat Apr 4, 2020 2:39 pm

i have changed the market shoppe to a better and more inplace desgin for my market cords are X:98578 Y:58312

i have expbanded and added some more detail to my smithy, cords are X: 98482 Y:58430

Posts: 4
Posted on Sat Apr 4, 2020 5:13 am

I have now fixed everything and want to apply again for Lordship

Posts: 13
Posted on Sun Mar 29, 2020 6:12 pm

Smeltery / Smithy: I'm not familiar enough with Erethrond to find the changes, so maybe get Pres to look at it, or we can find time for you to go over them with me.


Market Shoppe: The inside if ok, I think you should maybe include some mordor shrooms and stabbing thorns though. The exterior is very square and flat. Personally I'd recommend trying a large tent style as it reflects the desgins of the market as a whole better helping it feel like an extension of the market. If you're not comfortable with that style maybe try something inspired off the mod's newer warg pits, as I think that could also work really well.


I'm new to this so if theres any problems with this review I can have someone else check it.

Posts: 13
Posted on Sun Mar 29, 2020 6:11 pm

General feedback: Some of the towers have floating roofs that shouldn't be hard to fix though.


Traveler's Wagon; The roof is very lackluster, maybe use a different material for it and make it less flat to help highlight it as a separate part of the wagon. The shape also needs to be smoothed out a bit, the parts on the sides stick out and appear very weird, changing the roof to overhang it should help.


Pasture; The underground area is still quite small. Just follow what Presence originally said.


You seem to be going in the right direction, so with a few tweaks and improvements you should be fine. You can message me on discord and I can come help with stuff if you need it such as feedback during the building itself.


I'm new to this so if theres any problems with this review I can have someone else check it. I should also note this was done in collaboration with Thesquidychicken.


Overall I think the place is very nice, but there are some flaws which unfortunately mean it cannot be accepted in the state I saw it in.


Posts: 13
Posted on Sun Mar 29, 2020 6:09 pm

Capital Building: If the build is the entire thing on the hill then I think its fine, however the windows on the inside on the bottom floor would do with like some pillar blocks around the stone brick part. It also feels kinda bland so maybe add some details to it.


Marketplace: Too small and undecorated. I feel like if you add some more details to the stalls themselves, maybe things like shrubbery, paths, trees, wagons, crates, etc it will be fine though.


Pasture: Accepted


Training Camp: Accepted, could do with maybe some training dummies for melee combat thought.


Traveller's Wagon: Accepted, however maybe switch the bottom block to slabs so its not touching the ground.


Player Houses: Accept, are rather cramped on the inside though.


Smeltery: The building is fine, however the outside smeltery area could be improved, the smeltery itself could do with some sort of chimney as well as some raw ore laying around outside.


Vegetable Patch and Grain Field can wait until you're accepted however, the Grain Field seems fine, but the Vegetable Patch seems kinda too small, but I think it should be sufficient.


Active Player: Accepted.


I'm new to this so if theres any problems with this review I can have someone else check it. I should also note this was done in collaboration with Thesquidychicken.

Posts: 12
Posted on Sun Mar 29, 2020 5:48 pm

First Impression, great use of roads, he whole city feels like it fits together and is well decorated, one thing to work on (in my opinion) the roofs seem slightly dull. They are almost all solid sarlluin, and some could use either a trim or something to break up the large amount of sarlluin.

2 Player Houses: Approved
Marketplace: Approved
Pasture: Approved; Feels a little bit small, but its well decorated.
Smeltery:Approved, I like your smelter design, makes it seem like it really gets hot.
Training camp: Approved
Capital: Approved; Dome is nice, it seems like its mostly a storage room but the storage is cosmetic and there are other rooms that give it a Capital feel.
Active Player: Approved

Tavern with bard stage: Approved, I like the outside eating area (only see plates on the tables though, no mugs or anything for the booze)
Market Shoppes: Approved
Smithy: Approved
Stables: Approved; Very Large, nearly the size of your capital, but well made.
Healer's Hut: Approved
Bakery: Approved
Granary/Grainfields/WIndmill: Approved; I like the feel of this place.

Your county is accepted.

Last edited by TheSquidychicken - Sun Mar 29, 2020 5:55 pm

Posts: 4
Posted on Sat Mar 28, 2020 4:53 pm

Capital Building: x:6915 z:-9396

Marketplace: x:6905 z:-9447

Pasture: x:6881 z:-9458

Training Camp: x:6759 z:-9459

Travellers Wagon: x:6878 z:-9446

2 Player Houses: (x:6904 z:-9460) (x:6780 z:-9431)

Smeltry: x:6764 z:-9454

Vegetable Patch: x:6932 z:-9414 (Can the NPC be put up in the Farmhouse behind the upstairs counter?)

Grain Field: x:6805 z:-9450 (Can the NPC be put up in the Farmhouse behind the upstairs counter?)

Last edited by GumbyLAD - Sat Mar 28, 2020 7:02 pm

Posts: 13
Posted on Sat Mar 28, 2020 3:56 am

Required Buildings:

Capital: 48087 71947

Smeltery: 48080 71883

Pasture: 48148 71854

Training Camp / Barracks: 48237 71833

Player Homes: 48048 71879

Market Place: 48126 71923

Travellers Wagon: 48161 71926



Additional Builds:

Tavern: 48166 71914

Market Shoppe(s): See Market (Have the Anorien and Lossarnach banners)

Smithy: 48051 71897

Stables: 48121 71879

Healer's Hut: 48201 71850

Bakery: 48509 72026

Granary / Grainfields / Windmill: 48576 72128