Blacklisting of Middle-Earth dimension for Unique Artifacts
May I ask why? Are the towers getting in the way of building or are they causing other issues?
Blacklisting of Middle-Earth dimension for Unique Artifacts
The towers don't always like spawning in middle earth and with the amount of map we have loaded on the dev server we kept having the server crash when it tried to build a tower then the player at that point would crash the server untill they were removed from the location or we disabled the towersMay I ask why? Are the towers getting in the way of building or are they causing other issues?
Maybe I could spawn in a portal in middle earth?
If the item exists in game, there must be a way to replace it from NEI.
Just need to know the name of the middle earth portal and I'll just spawn in a new one.
Some things that may make it better in the future.
1, Moving the middle earth portal down a bit. Last server (before my data corrupted) the portal was too high, and no one could leave. Hopefully in the next update the portal is moved down so players can leave.
2, A way to respawn important quest npcs like the blacksmith. Somehow the blacksmith on our server died and now we can't do the main quests. So much for that, but maybe in the future you can give admins more options to respawn important npcs. I also tried to respawn a mob which happens to be the wrong blacksmith, and now they won't go away. They leave a little coin they respawn from upon death, and I don't understand why all npcs don't have this.
Other then that the pack is running pretty great. Just minor annoyances, which is expected on such an extream modpack. If the npc and portal thing we're fixed I'd easily consider it 10/10, and I've never felt that great about a ftb pack. Thanks for the hard work!
The towers don't always like spawning in middle earth and with the amount of map we have loaded on the dev server we kept having the server crash when it tried to build a tower then the player at that point would crash the server untill they were removed from the location or we disabled the towers
Should be now, but not recommended so you have to manually select itHate to ask this, but is the 2.4.2 update already pushed to the launcher? I can't seem to find it anywhere.
Thanks in advance,
Psiko
Yeah, those errors are pretty much the norm, as far as I have been able to tell it is mostly either a mod that does things differently than forge expects or code left in referring to old functions, blocks, etc that are no longer functional.Enjoying how all this looks and plays so far! I utterly enjoy how vibrant the world can be and how each NPC seems to do their own thing.
I seem to be hitting an issue after playing for a while though. Now, my computer isn't really a toaster and not high end either, but it handled most packs relatively well (like 20~40-ish FPS). After some time of playing the pack (around 10~15 mins) my systems seem to be increasingly taxed by memory issues. My current total RAM is 6GB, with 4GB allocated to Minecraft. I even left a system monitor on to watch how much memory gets used too; it starts ok at 75% but rises until it nearly maxes. Eventually, the client/system will just choke and crash.
Since there's a console log thing that comes with FTB, I kept an eye on it while playing and noticed at least one unusual message: "Potential ongoing memory leak detected, 200 packets are being leaked. Possible culprits are: RPGAdvMod - 198, Artifice - 2." This is not exactly the wording used in the console, but it should be close enough. I've done some of the common fixes like changing up the java arguments and video settings, but that one leak seems to persist. I have yet to try using Fastcraft or Optifine, but plan to do so for testing. I've heard that Modded Minecraft in general tends to suffer from memory leaks and hope that there are ways to work around those.
P.S: Is it normal for the FTB console to incessantly complain about missing files, weird configs, and incompatibilities while loading any pack up? I keep getting those every time I launch anything, though I'm sure I just direct downloaded the packs via the launcher...
Yeah the arch was reported last night, I will get those fixed, no telling what caused the darkwood leaves, but the arch was from the shenanigans from RCAwesome, the FTB launcher finally displayed the 2.4.2 version. Found 2 things right off the bat, the arch on the dock is missing and the covers att eh farm are still darkwood leaves. This is a fresh install.
Yeah, those errors are pretty much the norm, as far as I have been able to tell it is mostly either a mod that does things differently than forge expects or code left in referring to old functions, blocks, etc that are no longer functional.
not a bad idea...i'll have to look into how to make that work...As I'm sure you know, the golems are missing from the farm yet again. Lazy golems. Likely out picking flowers. Which brings me to the idea that the farmer complained to the mages guild. Malus insists there is nothing wrong with HIS golems, it must be the farmers fault. Pegato kindly steps in and suggests hopperhocks. It would require 2 of them, one next to the chest that exists already. The second to the right of the seed barrel. You would also need to move the wheat barrel to the right of the hopperhock. Both flowers would also need the creative mana pool.
Though I admit...it's not quite as attractive as the current design. Looks a bit lopsided. Hmm, will give it more thought. As for the golems, maybe the issue with them is the space under the chest. It somehow glitches their pathing or something. no idea.
not a bad idea...i'll have to look into how to make that work...