No, they drag anything within a 16 block (approximate) radius, instantly destroys items and suck up nearby blocks, and will slowly hurt mobs and players it drags in. If it can't kill the entity soon enough, it will launch it ~100 blocks in the air for fall damage to get the kill, and then will nom all your stuff. I'm not sure if InvSaver bags are safe, but I doubt it.
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EDIT: I got my stuff back from it, but since I died via being tossed in the air, this might have just been luck
I'm glad you're excited about the factions idea. We are, as well. Unfortunately, we still don't really have enough people who regularly get on either server to make it feasible.
I didn't mean factions, the role play. 10 people, including myself, have agreed to help organize, maybe a story or two to put in the server? Herobrine? Witch army? Multi-dimensional collapse? I could do this all night! (And by the way, my pc is having issues, so I have to rid it of them before I can even open technic I'm not playing on any other server if you thought that or something.) what I don't get is 27 people agree to at least participate and you don't even seem to give a care?
I didn't mean factions, the role play. 10 people, including myself, have agreed to help organize, maybe a story or two to put in the server? Herobrine? Witch army? Multi-dimensional collapse? I could do this all night! (And by the way, my pc is having issues, so I have to rid it of them before I can even open technic I'm not playing on any other server if you thought that or something.) what I don't get is 27 people agree to at least participate and you don't even seem to give a care?
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Well, we have 10 people agreeing to organize, and only 17 people agreeing to participate. Have you seen the player count on the server? It never goes above 10 at any given time. Honestly, I think it's just too much effort for too little gain.
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On an unrelated note, Witchery is updated to 1.17.0, just as a heads up
Ya but wouldn't organization not have much point if you can't use what your organizing? Plus they agree to play if there is role play, there is not any present role play, therefore 17 people aren't on at the same time
Rollback Post to RevisionRollBack
The knowledge of the arcane runs deep within my veins
I believe GrowthCraft has also had a couple minor updates since the last pack update. Are you guys only updating the pack for major mod updates, or when enough mods have released new updates (even if they're just minor bugfixes)?
Tarmunora wasn't far off. We do a general sweep for mod updates (big or small) every week or two then release an update after compiling them. If we find major bugs, we will fix them and put out a small update when necessary.
I'm not a code junkie, so I have no idea what this means. If someone could clarify how I screwed this up, it would be much appreciated.
[EDIT: I figured out another way to get your lovely, gorgeous mod pack. This is still a problem though, so I hope I brought up an issue that can be quickly fixed.]
Yes. This occurred while Magus, Arrow, Tarm, and I were on and we all got serious lag (as in unable to damage mobs, taking damage several minutes after we should have, unable to break blocks or pick up drops for several minutes at a time, etc.). A reboot should be a short term fix, but do you know if there's a way to track down the source of the lag? I think it was Tarm that said someone probably had a chunk loader and unmanaged autofarm which was spilling items everywhere, so if something like this is the case, do you know of a way to track it down? Thanks!
We're having issues with the server at the moment. For whatever reason, it's refusing to start up after a java update. As soon as we're able to fix this, we'll have it back up. Sorry for the inconvenience, please hang in there while we solve this.
We're having issues with the server at the moment. For whatever reason, it's refusing to start up after a java update. As soon as we're able to fix this, we'll have it back up. Sorry for the inconvenience, please hang in there while we solve this.
When you get it working, why not try a different run.bat to run the server? I tried the following .bat below, and it reduced quite a bit of tick lag on a regular forge server.
Also, do you still have the conflicts with potion ids in this pack? If you do, I can go ahead and fix them. I'll go ahead and look at your pack to fix the conflicts if they are still there.
Edit: The Mob Aspects mod doesn't work in newer versions of Thaumcraft. I had tried to add it to my own pack, and tried assigning values to the mobs, but, it crashed, and had to remove the mod. I had to remove it from your pack.
Edit 2: Would the makers of this pack be fine with my patch including a few mods that'd go along with this pack nicely?
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EDIT: I got my stuff back from it, but since I died via being tossed in the air, this might have just been luck
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Well, we have 10 people agreeing to organize, and only 17 people agreeing to participate. Have you seen the player count on the server? It never goes above 10 at any given time. Honestly, I think it's just too much effort for too little gain.
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On an unrelated note, Witchery is updated to 1.17.0, just as a heads up
Fixed!
And thanks, I'm glad you're excited to play!
When you get it working, why not try a different run.bat to run the server? I tried the following .bat below, and it reduced quite a bit of tick lag on a regular forge server.
java -server -Xincgc -Xmx4G -Xms2G -Xmn1G -XX:PermSize=512m -XX:NewRatio=2 -XX:CMSFullGCsBeforeCompaction=1 -XX:SoftRefLRUPolicyMSPerMB=2048 -XX:+CMSParallelRemarkEnabled -XX:+UseParNewGC -XX:+DisableExplicitGC -Xnoclassgc -XX:+UseFastAccessorMethods -XX:CMSInitiatingOccupancyFraction=90 -XX:+UseConcMarkSweepGC -XX:UseSSE=4 -XX:+UseCMSCompactAtFullCollection -XX:ParallelGCThreads=2 -XX:+AggressiveOpts -XX:+UseLargePages -XX:ReservedCodeCacheSize=1G -cp [yourjarhere].jar -jar [yourjarhere].jar
Also, do you still have the conflicts with potion ids in this pack? If you do, I can go ahead and fix them. I'll go ahead and look at your pack to fix the conflicts if they are still there.
Edit: The Mob Aspects mod doesn't work in newer versions of Thaumcraft. I had tried to add it to my own pack, and tried assigning values to the mobs, but, it crashed, and had to remove the mod. I had to remove it from your pack.
Edit 2: Would the makers of this pack be fine with my patch including a few mods that'd go along with this pack nicely?
I'm not sure I follow. Could you elaborate a little, please?