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Closing in - Minecraft 1.16 Pre-release 3 is out!

Another pre-release is now available for Minecraft: Java Edition! This pre-release fixes a bunch of bugs, but we also made a few minor tweaks. The Nether Update is closing in and we aim to release the update within a couple of weeks.
This update can also be found on minecraft.net.
If you find any bugs, please report them on the official Minecraft Issue Tracker.

Changes in 1.16 Pre-release 3

  • Food can now be placed on unlit campfires
  • Made Nether Fortresses slightly more common
  • Visibility under lava is now slightly better when under the effect of fire resistance
  • Piglins now hear you break a chest or block of gold (or similar) even if your are out of line of sight, and will assume you are stealing
  • The game will now attempt to recover worlds broken in 1.16 Pre-release 1
  • Game rule descriptions now span multiple lines if needed on the game rules screen
  • A loading screen is now displayed while the game is reading world data for loading, creating or re-creating a world

Technical changes in 1.16 Pre-release 3

Region files are now only opened in synchronous mode on Windows, not on other operating systems. Status of this feature can be manually controlled by following options: - For dedicated servers: sync-chunk-writes within server.properties - For clients: syncChunkWrites within options.txt

Fixed Bugs in 1.16 Pre-release 3

  • MC-13823 - Leads are incorrectly positioned on certain entities
  • MC-14680 - Lead is shifted upwards or downwards based on leashed entity height
  • MC-27535 - Mobs can sometimes still despawn, even if named with a name tag
  • MC-84610 - Off-hand hotkey doesn't work in inventories
  • MC-131286 - Attack will use right hand instead of left hand when swimming (main hand: left)
  • MC-134608 - Certain Spawner Tag Conditions Induce Game Crash
  • MC-143473 - Teleporting a mob while it is pathfinding will make it navigate back to where it was originally going
  • MC-152157 - "Marie Stålkrantz" is not the right color in game credits
  • MC-159371 - Leads are incorrectly positioned on bees
  • MC-159502 - Bees don't avoid water; killing themselves
  • MC-160520 - Bee's wandering AI tries to go through three-way corners
  • MC-163921 - Placing a block while looking at redstone ore plays no sound
  • MC-166346 - Transparent blocks do not render properly with tripwire above
  • MC-166880 - Pufferfish spikes model seems to be broken
  • MC-167043 - Enchantment glint does only apply to the handle of shields with banners
  • MC-169008 - Using End portal in the Nether teleports the player to the End, but at the same coordinates the player was in the Nether
  • MC-171618 - Players wearing armor take less damage from burning when standing in fire under certain conditions
  • MC-171810 - Some Mojang employees are not mentioned in the credits
  • MC-171969 - Fall damage is negated when stepping up after falling
  • MC-172053 - Nether particles get stuck on the bottom of blocks
  • MC-172105 - When a piglin is dancing, targeting or looking at an item, the chestplate the piglin is wearing does not adjust to the piglin's pose
  • MC-172110 - Texture of turtle shells is missing when worn by a piglin or zombified piglin
  • MC-172871 - Unable to spawn wither in horizontal arrangement below y level 2
  • MC-173310 - Observer powered texture doesn't match unpowered
  • MC-173404 - Desync when mounting an entity while sneaking
  • MC-173825 - Bats break turtle eggs
  • MC-176094 - Baby zombified piglin chicken jockeys can spawn riding striders
  • MC-177336 - 'Failed to access level' when opening a world from a CIFS mount on Ubuntu
  • MC-177530 - The new minecraft:attributes registry is plural, while all the others are singular
  • MC-177542 - Chunk loading and saving is extremely slow when sync-chunk-writes=true
  • MC-177626 - Spruce generation is broken
  • MC-177694 - Zombified Piglin Spawn Egg is placed before Zombie Villager Spawn Egg in the creative inventory
  • MC-177712 - Nether portal blocks do not have loot tables
  • MC-177795 - Overworld music can start playing in the Nether
  • MC-177863 - Shroomlights cannot be composted
  • MC-177876 - Striders are now much rarer
  • MC-178010 - Lena Raine does not appear in credits
  • MC-178338 - Striders only get warm when lava touches their legs
  • MC-179140 - Sea guardians have an odd swimming behavior
  • MC-180603 - Wrong structures are generated in superflat worlds
  • MC-181630 - Advancement trigger "minecraft:tick" does not support standard "player" predicate
  • MC-181813 - Edit "g"ame "r"ules are not capitalized in the Game Rules menu title
  • MC-181884 - Falling quickly/Flying with Elytra/Swimming with Riptide Trident and throwing a projectile will cause it to hit the player
  • MC-182076 - Horse jumping sound is unused
  • MC-182249 - Problems with potted_cactus.json block model file
  • MC-182766 - Recipe book search function does not work if recipe book was not open before
  • MC-182909 - Esc from Customised World's Biome selection screen kicks us back to main menu
  • MC-183018 - When sneaking while flying underwater in Creative, the player exits flying mode after a few seconds
  • MC-183402 - Tutorial doesn't advance when breaking nether tree
  • MC-183554 - Ruined portals generated in lava lakes unnaturally displace lava, resulting in weird borders
  • MC-183588 - Stray emerald block in structure bastion/treasure/big_air_full
  • MC-183594 - The 5th large inner and outer hoglin stables do not generate in bastions
  • MC-183599 - Some hoglin stable stair structures do not generate
  • MC-183762 - Description of F3+N in help menu still describes the old functionality
  • MC-183809 - Large Oak Trees replace blocks
  • MC-183880 - Distracting baby piglins with gold grants the 'Oh Shiny' advancement
  • MC-183915 - Wall Heads & Skulls are slightly offset from block selection outline
  • MC-183931 - nether fortress mobs no longer spawn in extended bounding box
  • MC-183933 - show_text tellraw hover events don't work for components that need resolving (nbt, score, selector)
  • MC-184093 - Using an end gateway teleports the player half a block too high
  • MC-184250 - Font of the enchantments displayed in the enchanting table is italic
  • MC-184608 - "Unknown biome, defaulting to plains" error upon launching the game
  • MC-184612 - Import Settings "s" isn't capitalized
  • MC-184613 - End Stone generates in Floating Islands setting
  • MC-184644 - Cave buffet generator generates with netherrack, even if using a non-nether biome
  • MC-184653 - [Crash] "java.lang.IllegalArgumentException: value already present:" - Game crashes when worldgen dimension type presets are not unique
  • MC-184675 - Superflat void preset doesn't have a starting platform again
  • MC-184699 - '/spreadplayers under' does not prevent invalid values
  • MC-184723 - The "i" in "World Type: Floating islands" is not capitalized
  • MC-184757 - [Crash] "java.lang.NullPointerException: Ticking memory connection" on loading a dimension with debug chunk generator
  • MC-184887 - You can spawn in the bedrock ceiling of a Caves world
  • MC-184900 - Newline in tellraw adds a space at the beginning of the new line
  • MC-184984 - Game crashes after generating multiple worlds in succession
  • MC-185004 - [Crash] java.lang.NullPointerException - Crash on entering end/nether portal when dimension is removed in worldgen settings
  • MC-185164 - Bottom half of icebergs always generate at y=62 regardless of sea_level
  • MC-185285 - Entering the End or the Nether after creating and reentering a debug world crashes the game
  • MC-185299 - Villagers cannot be summoned with a specific type unless you also specify a profession
  • MC-185363 - sync-chunk-writes often takes over a minute to close a world
  • MC-185417 - Maps reset on upgrade
  • MC-185616 - Turtle eggs can't hatch on red sand
  • MC-185949 - Copy "C" in Click to Copy to Clipboard isn't capitalized
  • MC-186078 - Transparent items render in front of transparent blocks on some graphics cards when graphics setting is set to fabulous
  • MC-186084 - Piglin head and torso floats and detaches during celebration dance
  • MC-186085 - Player is unable to interact with the world after dismounting a boat while it's moving
  • MC-186091 - When you stop swimming, "diving underwater" sound occurs and vision flashes
  • MC-186092 - The head of a piglin becomes offset after performing their celebration dance
  • MC-186097 - Pigs are moving very slowly
  • MC-186248 - "m" in Safe Mode button isn't capitalized
  • MC-186263 - "b" & "l" in Create Backup & Load isn't capitalized
  • MC-186337 - The lighting of the "Client" doesn't correspond to that of the "Server"
  • MC-186353 - The "s" and "m" in "Edit sign message" are uncapitalized
  • MC-186403 - Swimming up on the side of flowing water no longer prevents the player from drowning
  • MC-186492 - Lily pad placement in creative mode causes item on hotbar to flickevanish
  • MC-186905 - "Superflat Customization" screen resets every time you open it and does not show previously saved settings
  • MC-187363 - Charged respawn anchors no longer light up blocks around them
  • MC-187367 - Netherite recipes show up in crafting table despite requiring a smithing table to use
  • MC-187371 - Game crashes when attempting to change cloud settings on some graphics cards
  • MC-187392 - Items in waterlogged stairs don't float up high enough to be caught by a water stream above the stair
  • MC-187394 - Dying Ender dragons are rendered completely white when using Fabulous graphics
  • MC-187402 - Lighting in the End dimension is much darker when on a server
  • MC-187405 - /seed is no longer available without cheats enabled
  • MC-187411 - Particles and clouds not rendering properly behind stained glass and solid blocks
  • MC-187437 - Held item is invisible in inventory menu
  • MC-187449 - Zombie Pigmen/Zombified Piglins do not drop XP and rare drops anymore if killed by anything other than the player while in angered state
  • MC-187466 - Mobs killed in creative mode don't drop experience
  • MC-187468 - Enchantment glint does not render for certain things on "Fabulous" setting
  • MC-187483 - The advancement "Two by Two" can be achieved by just breeding turtles
  • MC-187504 - Mobs do not drop rare drop items when killed by a player in Creative Mode
  • MC-187552 - Piglins and Hoglins shake in the nether on servers
  • MC-187585 - Dolphins with NoAI:1b can drown
  • MC-187592 - Piglins constantly picking up gold nuggets and dropping them
  • MC-187611 - White squares when in first person with fabulous video settings and F1
  • MC-187618 - Demo world not saving after saving and quitting then quiting out of minecraft
  • MC-187673 - [Crash] "java.lang.IllegalStateException: Unregistered dimension type"
  • MC-187676 - "d" in Reset to default isn't capitalized
  • MC-187677 - "b" in Go back isn't capitalized
  • MC-187679 - Bees stay angry far longer
  • MC-187730 - Newly spawned Zombified Piglins do not pick up the aggro of older spawned aggravated Zombified Piglins
  • MC-187739 - NeutralMob.playerDied(Player) does not return if forgiveDeadPlayers = false
  • MC-187796 - Wolves only use their hostile appearance after being attacked
  • MC-187811 - Ender dragon death animation suddenly flashes right after it has ended
  • MC-187978 - /seed availiable to all players on multiplayer server
  • MC-188070 - Glitched skin while swimming (left hand)
  • MC-188088 - Overworld superflat preset no longer generates with terrain decorations
  • MC-188216 - Superflat biome selection overrides block selection on "Create New World" screen
  • MC-188393 - K in "4k" should be capitalized

Get the Pre-release

Pre-releases are available for Minecraft Java Edition. To install the pre-release, open up the Minecraft Launcher and enable snapshots in the "Installations" tab.
Testing versions can corrupt your world, please backup and/or run them in a different folder from your main worlds.
Cross-platform server jar:

What else is new?

If you want to know what else is being added and changed in the Nether Update, check out the previous snapshot post.
submitted by sliced_lime to Minecraft

Tech Mod Minecraft vs Magic Mod Minecraft

I am going to try something different from a previous post. Instead of using somewhat vague stuff and magicks. I am going to use minecraft mods which are easier to visualise. Because the mods span from OP magic stuff to OP tech stuff. Perfect! And yes, I am cramming as many mods as I know so it may be unbalanced. Neither side will use the other sides stuff. Monsters from different mods will be present in this world.
Both factions exist on two islands with vanilla biomes (no modded). The tech faction controls the left islands and the magic faction the right islands and they are at war. Because, reasons.
Tech mod minecraft:
This is a civilisation which has built 3 large cities on their main island continent and 1 on the smaller island at the top-left. Smaller towns dot the rest of the land. Transportation is done via trains (underground), cars, bicycles and motorcycles, planes, portals (portality) and teleporters. Rouge machines such as mecha creepers, robo-zombies and steampunk land-octopi may be present.
They have computers which control 'turtles', drones which do things like mine and move if programmed to, and help them control reactors and machinery. They also use holograms to map out large areas, sync machines running on running animals on treadmills meant to build new bodies for people so that they enter it after death. However, it is limited in number and takes a long time to build a new body. They also use refined storage systems for a collective inventory wirh which to easily access resources and build, this can be done wirelessly, thus reducing the need for supply routes. UU-matter is also used to generate numerous resources and is a secondary resource generator and void miners also aid in this effort. Quarries and digital miners (miners that take the ore only) are also employed.
They use nuclear power, fusion reactors, solar panels and biofuel to power their civilisations. They also use pumpjacks to extract oil which is stored in tanks and put in fractionating stills to produce LPG and then put with coal to make plastic (IE andc pnuematicraft). They also use compressed air machines and have jetpacks. A draconic evolution capacitor (the ball thing) stores their energy. They have also successfully captured a small star (as big as a baseball and extract energy from it for use while cosmic material is used to make armor and weapons.
Their weapons include laser guns, normal guns like assault rifles, shotguns (yes nevermine included), rocket launchers and dynamite, plasma guns that make big blasts, guns that tell satilites where to shoot their lasers, nukes (placed and then armed. Not dropped. Except weaker non-radiation ones dropped from stealth bombers that appear out of nowhere), attac drones, tanks and attac helis, mechs, ICBMs, and mutant creatures that can be dropped over enemy territory (tho they arent friendly to the tech side).
Defences include: Laser turrets, security bots that deal decent damage by poking (i dont get it either), remote controlled mini-submarines with their own missiles, forcefields and turrets which shoot bullets, rockets, arrows, moar lazers and use chainsaws as melees. Also, don't forget iron golems.
Factories are the main production zones although they are mostly manned by robots. Farms are manned by humans and farmers ("magic" blocks that harvest and replant crops. They are tech mod stuff). Autocrafting is mostly done via the Refined Storage system to obtain components and other civilian products.
They have colonised multiple planets such as the moon, mars, space stations and in total (excluding the overworld, they colonised 38 different planets with 19 space stations, almost all of them being unsuitable for human life. They have also begun creating new dimensions with RFtools and are beginning to work towards creating resources worlds for practically infinite resources although this is in it's early stage and they are still exploring random worlds trying to get the right dimlet parts. The alien planets have thus far proven useful as mining and farming worlds.
Some Soldiers are genetically modified to jump higher, move faster and be more damage-resistant, while wearing tough power armor that makes them harder to kill and able to walk in lava, these are human tanks. Scouts use jetpacks, holographic coord beacons which help in mapping, small arms and they are given robotic eyes to see enemies thru blocks (cyberware). Engineers are able to set up turret systems with capacitors, turrets and set up traps such as spike traps, razor wire or vanilla redstone traps such as old-fashioned tnt pressure plate landmines. Normal soldiers may have to use vehicles like tanks or fight on land with guns and stuff. Demolitionists use dynamite and tnt to do their work although they may be given 5x or10x variants depending on the job. They may be given night vision goggles, grenades and other standard military equipment too. The navy consists of a fleet of warships and scout submarines that can't fight (unless you count bumping). The air force uses helicopters, airships and planes. Robotic soldiers include Robo-Warriors that shoot explosive balls with A FREAKIN RAY GUN, Robo-Jefferies (the robo armies lovable flailing MMA fighter) and robo-snipers (sniper turrets held by a long beam supported by two wheels. Dont ask).
Magic mod Minecraft:
This is a civilisation which has built 4 large cities on their main continent island and small villages and towns dot the rest of the land. Transportation is done via waystones, horseback and other mythical creatures like dragons, travelling wands (teleportation wands), nether highways and rune circles. Of course, strygian birds and other monsters (including lycanites mobs) are great threats to those who travel without magic.
They have people and magical constructs who manage magical resource production such as creating resources out of cooling alchemical dust, EMC conversion with one transmutation table (they are working on a second one), mystical crops that grow metals and other things (boosted by growth crsytals), astral rituals that transmutate stone into ores and mining operations with minions (not those yellow ones). The totem of undying is carried by some soldiers to give them a "second life" and a network of ender chests, colossal chests and ender tanks help them contain all of their items and liquids.
They use a ritual meant to sacrifice animals to generate Life Energy for blood rituals which grant improved capabilities to soldiers and civilians. Astral magic is used to ward off monsters and enemy soldiers (hits them into the air with decent knockback and damage periodically). Embers are used to power mixing centrifuges (make alloys) and stamps meant to create components. Alchemical reactions are also used to create certain weapons and materials. Thaumaturgy is used to create a gateway into the eldritch world, and create magical mirrors to transfer items over long distances. Botanical magic is used to transmutate resources and grow special plants that create resources.
Weapons include liquid death (deadly liquid), bows with different magical arrows (air arrows bypass armor but deal normal damage. Fire arrows set things on fire. Water arrows slow people down. Earth arrows deal more damage than normal. Order arrows deal less damage but weaken enemies while bypassing armor. Entropy arrows deal less damage but wither enemies). Dragon staffs summon dragons which breathe fire while few wizards possess the wizard's staff which can do things like cast fireballs, smite stuff, summon magical sentient weapons, elementals and storm giants, teleport and spread deadly magical gas (wizardry mod). Swords, spears and bows are enchanted to deal more damage, increase knockback, set peeps (people) on fire with a touch and many more! And yes, armor is also enchantable. Staves (staffs) are used for multiple purposes such as summoning small allies, healing the user or shooting projectiles. Vulcanes allow the user to damage those who last attacked them (bypassing armor or immunity although the damage isnt always that impactful and is not based on the amount of damage the user first received).
Potions are available for all to use and they can grant beneficial buffs to the drinker. Splash potions can be thrown at enemies to cause negative effects while levitation splash potions are thrown to expose enemies.
Defences include: Magical towers that do different things like apply status effects on monsters and enemies, golems that attack intruders, human patrols with animal or magical construct assistance. Beacons that grant the defenders increased jump height, night vision, increased speed and stamina. Astral socery rituals damage, push back or impose negative effects on enemies.
Production of materials is done by mining, ore growing, astral rituals, alchemy and trade with the elven world through a portal (only items may pass through).
They have colonised a total of 41 worlds (Orespawn, Nevermine, Divine RPG, Atum, Nether and End, Erebus and the Aether). These will be touched on later in the hypothesis.
Soldiers are given enchanted weapons such as swords, shields and spears (most of which have knockback and sharpness). Bowmen use enchanted bows(power and infinity) and some have crossbows(multishot and power). Flame may be used for some). Horseback riders use spears and javelins, dragon fliers use crossbows althoigh they use the dragon's fire breathing abilities more often. Wizards use their staffs to cause massive destruction and they are quite few in number. Traps consist of spike traps, pitfall traps with elemental liquid (typically blazing pyrotheum) at the bottom and magically invisible poisoned spikes. The navy uses Sea dragons, striders (lycanite), Hydralisks and Giant Crabs alongside large ships with cannons and ballistae. The air force consists of dragons, soldiers with wings (wings mod) and Giant death butterflies (orespawn again). Patrols consist of small groups of 10, each man armed with a sword and shield (unenchanted). Golems act as shields for foot soldiers to hide behind and magical tools tend to lead the charge right behind the riders. Invisible units are a thing but they need a constant supply of invisibility potions supplied via alchemical bags. Giant insects from the Erebus are usually employed as heavy units too. Long range units are composed of longbow users who fire explosive arrows (magical) and giant golems help to bring rocks down on unsuspecting enemy forces.
I do apologise if I use any tech or magic not specified in the above description in the hypothesis later. The above description is supposed to give a rudimentary idea of the capabilities of the above nations, and you may add your own mods in your own hypothesis if you feel that I have missed out on any mods or items. If you are wondering what I mean by hypothesis, I am writing my own idea of the outcome in the comments, which may unfortunately take a long time.
submitted by PinguinJoe to whowouldwin