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    posted a message on 1.7.4 Twitch streaming/audio sync issue?
    So I tested Twitch.tv streaming today and I have to say it streams quite well for me. The one issue I am having, however, is that the audio sync is off. I did several tests messing with bitrate, quality, compression, etc. No matter how good or bad it streams, the audio is off. It's most noticeable when closing and opening doors and gates. And the audio doesn't even lag THAT far behind, but it's enough to notice and get annoyed by. One of my tests started with the microphone on and you can actually hear the game through the microphone before the direct audio. Anyone else having this issue? Any idea why that is or how to fix it?
    Posted in: Let's Plays Help
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from bloodshot45

    You are using an outdated build. Update to 5.2.5 DEV-R2 and you will have no issues.


    I was going to do that, but it requires the latest version of Forge for 1.5.2 (738), and for some reason I can't get the Nexus in Ars Magica to activate with later versions of Forge for 1.5.2, which is why I kept it as close to 700 as possible without going under or too far over. So that fixes one problem but causes another.
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    Quote from SynthHermit

    I also have BoP and Ars Magica installed,so hopefully I can be of some help. I've got things tweaked a bit in my game to work around some other mods, but everything is spawning okay for me. Leaving "Despawn Vanilla Mobs" as "Yes" means that the custom spawner will deal with vanilla mobs as well, so any spawn rate you set for them in the spawner settings will be effective. I don't have BoP generation on for the overworld, but for MoC to spawn in them, you need to add the BoP biomes to the biome groups. There's a post on this thread somewhere that has an edited config file with the BoP biomes added to the groups, I'll find it and re-post it here.
    Another thing to try is to up the spawn limits. I believe the creatures limit is 250 for default, and I believe I have my limit set around 400.


    I checked the biomes groups already and it seems to have just about all of them added. Like if I look under Forest, there's vanilla biomes listed as MC, Extra Biomes XL biomes listed as XL, Biomes o' Plenty biomes listed as BOP, etc. So I don't think that's doing it. I could go over and compare the config files if you find it. But for example, here's what the config file lists for forest-type biomes.


    ####################
    # forest
    ####################

    forest {
    S:FOREST <BOP|Bamboo Forest:BOP|Birch Forest:BOP|Boreal Forest:BOP|Brushland:BOP|Cherry Blossom Grove:BOP|Coniferous Forest:BOP|Dead Forest:BOP|Deciduous Forest:BOP|Forest:BOP|Grove:BOP|Hot Springs:BOP|Jade Cliffs:BOP|Maple Woods:BOP|Mystic Grove:BOP|Ominous Woods:BOP|Orchard:BOP|Origin Valley:BOP|Rainforest:BOP|Redwood Forest:BOP|Seasonal Forest:BOP|Spruce Woods:BOP|Temperate Rainforest:BOP|Timber:BOP|Tropical Rainforest:BOP|Tropics:BOP|Woodland:BWG|Forest:BWG|Forest Hills:BWG|Rainforest:BWG|Savanna Forest:BWG|Tropical Island:BWG|rainforest:BWG|seasonalForest:MC|Forest:MC|ForestHills:XL|Autumn Woods:XL|Birch Forest:XL|Forested Hills:XL|Forested Island:XL|Lush Redwoods:XL|Pine Forest:XL|Rainforest:XL|Redwood Forest:XL|Temperate Rainforest:XL|Woodlands>
    }
    Posted in: Minecraft Mods
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    posted a message on Mo' Creatures - v12.0.0 for Minecraft 1.12.1!! Now Opensource!!
    I hope it's ok to ask for help here, but I wanted to start a "magical" single player game. So this is one of the major mods I'm trying to use next to Ars Magica and Biomes O' Plenty. But any time I start a game, I'm having an extremely difficult time finding any animals that provide food. I gave up on one game and cheated and it took forever of flying just to find turkeys or more than 1 boar spawning.

    I figured maybe I would try to decrease the spawn rate of some animals, especially ones such as bears and big wild cats because they are -everywhere-. I put their rate down to 1, along with decreasing other animals' spawn rates, disabling some all together, keeping the ones that provide food relatively high and started a new game. Still a ton of bears and big cats. Seemed to be less animals overall but still hardly anything to provide food.

    I figured maybe BOP was causing issues, deactivated that, started a new game with vanilla-only biome generation, still the same problems. Changed "De-spawn vanilla mobs?" and "Change vanilla spawns?" to "No". All I saw was an increase of sheep it seemed. So am I messing up on the settings or is there anything else I can try?

    I also noticed a lack of mobs at night in general. I didn't have a bed made yet and was able to freely run around and bears and cats were more of a concern than anything. But they seem to be spawning fine in caves and such so...I don't know. lol

    If I can at least get more animals to spawn that provide food whether they're from the mod or vanilla, that'd be awesome.

    Using Minecraft 1.5.2 with Mo Creatures 5.2.3, the mods I previously mentioned and Forge 7.8.0.708 universal. Smaller mods I'm using - Pet Bats, Magic Yarn, Better Archery, Not Enough Items and Chicken Chunks.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Still trying to see if there's any 1.5.2 combination of Forge, AM and NEI that will work together if anyone knows. Seems I can only get NEI to work in the later 700's of Forge, (728 and 737 for example), but then the Nexus in ARS won't work.

    Nevermind, figured it out. New launcher makes .jar files' names based on their versions and older versions of NEI won't load from a renamed jar file. All is working well, now. Can't wait to get started...
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    Quote from Landau_TST

    Not sure where I'm supposed to report all of these, but I'm having several issues from the start:

    -I couldn't even get Minecraft to boot the mod unless I enabled the same Java parameters I use for Optifine with Forge for some reason. (-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true). I am not using Optifine with the shaders, but it still will not boot the shaders mod without these parameters.

    -Spiders glow bright as if they are a lightsource.

    -A lot of "static" in the world (example, tiny red bright spots in the Nether when looking at Netherrack).

    -Torch uses both custom resource pack -and- default texture. The default texture is mixed in with a normal resource pack texture and it's like a light blue color.

    -When I look into an open area of the nether where solid blocks aren't close enough to be loaded in, there's a huge, bright white spot as if there's a sun in there and it takes up most of the screen. I can't see again until I'm facing solid blocks and it goes away.

    -Not sure if these are bugs exactly, but I can no longer use my Ctrl button to zoom in and most textures are very low in quality until I'm fairly close to them. Looks pretty ugly when watching the textures change from low to high quality on the ground and such as I'm traveling around.

    I'm using Forge 800 and the latest graphics driver for my card. I was going to update Forge to test, but I'm kind of new to using Forge and running a Forge server, so I wasn't sure if I had to update it client-side if I would have to on my server as well and if it might break current mods I have installed...not sure. I also use Magic Launcher for easily enabling/disabling of mods (if that matters).


    Update: I now know the zoom is an Optifine thing, so ignore that. But I downloaded Forge 804 and that solved a couple problems. The huge white spot that appears in the nether when I look into a wide open area is gone, only the spiders' eyes glow instead of the whole spider itself and the "static" is only noticeable when looking at areas that are pretty much pitch black in the nether. The torches still seem to load the vanilla textures along side the resource pack textures, though. Sometimes they have a proper color to them, sometimes they're light blue, but the smoke seems to always be a light blue color. Also I'm getting the horses with missing faces issue I've seen other people post about.
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)

    Quote from Landau_TST

    Not sure where I'm supposed to report all of these, but I'm having several issues from the start:

    -I couldn't even get Minecraft to boot the mod unless I enabled the same Java parameters I use for Optifine with Forge for some reason. (-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true). I am not using Optifine with the shaders, but it still will not boot the shaders mod without these parameters.

    -Spiders glow bright as if they are a lightsource.

    -A lot of "static" in the world (example, tiny red bright spots in the Nether when looking at Netherrack).

    -Torch uses both custom resource pack -and- default texture. The default texture is mixed in with a normal resource pack texture and it's like a light blue color.

    -When I look into an open area of the nether where solid blocks aren't close enough to be loaded in, there's a huge, bright white spot as if there's a sun in there and it takes up most of the screen. I can't see again until I'm facing solid blocks and it goes away.

    -Not sure if these are bugs exactly, but I can no longer use my Ctrl button to zoom in and most textures are very low in quality until I'm fairly close to them. Looks pretty ugly when watching the textures change from low to high quality on the ground and such as I'm traveling around.

    I'm using Forge 800 and the latest graphics driver for my card. I was going to update Forge to test, but I'm kind of new to using Forge and running a Forge server, so I wasn't sure if I had to update it client-side if I would have to on my server as well and if it might break current mods I have installed...not sure. I also use Magic Launcher for easily enabling/disabling of mods (if that matters).


    Update: I now know the zoom is an Optifine thing, so ignore that. But I downloaded Forge 804 and that solved a couple problems. The huge white spot that appears in the nether when I look into a wide open area is gone, only the spiders' eyes glow instead of the whole spider itself and the "static" is only noticeable when looking at areas that are pretty much pitch black in the nether. The torches still seem to load the vanilla textures along side the resource pack textures, though. Sometimes they have a proper color to them, sometimes they're light blue, but the smoke seems to always be a light blue color. Also I'm getting the horses with missing faces issue I've seen other people post about.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Quote from MasterGeek

    The Ctrl button zooming is a Optifine feature. The texture quality changes are due to mipmapping. with beta2 you can change the mipmapping settings, but I don't think you can turn it off.


    Ah, yeah. That never occurred to me since I hardly ever use Minecraft without it.
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    Quote from the1holy

    i cant use zoom now too, i guess its cause i dont use optifine as they're not compatible with each other, i dont know though, i use magic laucnher as well.

    the rest of glitches dont happen to me though, game is just too bright with SEUS10 but its supposed to be like that i suppose.


    I guess it never occurred to me that the zoom was part of Optifine. And yeah, things are super bright for me, too. Lava is almost too bright to even see the texture. But it might be that it's supposed to be like that? I don't know. I don't think it was like that when I used it in 1.5.2 but I could be wrong.

    What version of Forge are you using if I may ask? I'm wondering if that's part of my problems.
    Posted in: Minecraft Mods
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Not sure where I'm supposed to report all of these, but I'm having several issues from the start:

    -I couldn't even get Minecraft to boot the mod unless I enabled the same Java parameters I use for Optifine with Forge for some reason. (-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true). I am not using Optifine with the shaders, but it still will not boot the shaders mod without these parameters.

    -Spiders glow bright as if they are a lightsource.

    -A lot of "static" in the world (example, tiny red bright spots in the Nether when looking at Netherrack).

    -Torch uses both custom resource pack -and- default texture. The default texture is mixed in with a normal resource pack texture and it's like a light blue color.

    -When I look into an open area of the nether where solid blocks aren't close enough to be loaded in, there's a huge, bright white spot as if there's a sun in there and it takes up most of the screen. I can't see again until I'm facing solid blocks and it goes away.

    -Not sure if these are bugs exactly, but I can no longer use my Ctrl button to zoom in and most textures are very low in quality until I'm fairly close to them. Looks pretty ugly when watching the textures change from low to high quality on the ground and such as I'm traveling around.

    I'm using Forge 800 and the latest graphics driver for my card. I was going to update Forge to test, but I'm kind of new to using Forge and running a Forge server, so I wasn't sure if I had to update it client-side if I would have to on my server as well and if it might break current mods I have installed...not sure. I also use Magic Launcher for easily enabling/disabling of mods (if that matters).
    Posted in: Minecraft Mods
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    posted a message on Shaders Mod (updated by karyonix)
    Not sure where I'm supposed to report all of these, but I'm having several issues from the start:

    -I couldn't even get Minecraft to boot the mod unless I enabled the same Java parameters I use for Optifine with Forge for some reason. (-Dfml.ignoreInvalidMinecraftCertificates=true -Dfml.ignorePatchDiscrepancies=true). I am not using Optifine with the shaders, but it still will not boot the shaders mod without these parameters.

    -Spiders glow bright as if they are a lightsource.

    -A lot of "static" in the world (example, tiny red bright spots in the Nether when looking at Netherrack).

    -Torch uses both custom resource pack -and- default texture. The default texture is mixed in with a normal resource pack texture and it's like a light blue color.

    -When I look into an open area of the nether where solid blocks aren't close enough to be loaded in, there's a huge, bright white spot as if there's a sun in there and it takes up most of the screen. I can't see again until I'm facing solid blocks and it goes away.

    -Not sure if these are bugs exactly, but I can no longer use my Ctrl button to zoom in and most textures are very low in quality until I'm fairly close to them. Looks pretty ugly when watching the textures change from low to high quality on the ground and such as I'm traveling around.

    I'm using Forge 800 and the latest graphics driver for my card. I was going to update Forge to test, but I'm kind of new to using Forge and running a Forge server, so I wasn't sure if I had to update it client-side if I would have to on my server as well and if it might break current mods I have installed...not sure. I also use Magic Launcher for easily enabling/disabling of mods (if that matters).
    Posted in: Minecraft Mods
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    posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)
    Quote from Zaggy1024

    Seems to work fine for me in my 1.6.2 workspace build. Are you sure he was using a composite bow and not the vanilla bow? (the vanilla bow is unaffected by the mod, so it would break normally)


    Yeah. We went to the enchantment tower on our server and I did a longbow and he did a composite and got Power IV and Flame I. He said it just vanished when the durability was gone. Probably something on his side, but still don't get why it happened. I cheated myself some stuff and enchanted one for myself and it just became an unstrung composite bow like normal for me.
    Posted in: Minecraft Mods
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    posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)
    From what I gather in the description, if a bow is enchanted, it loses it's enchants if the string breaks. But my friend was testing his composite bow out, enchanted it, and was using it and instead of it becoming unstrung, it completely broke and vanished from his inventory. I'm using the pre-release for 1.6.2 at the moment. Is that supposed to happen?
    Posted in: Minecraft Mods
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    posted a message on Better Archery v1.6.2 (Adds new bows, arrows, quivers, more)
    Quote from Zaggy1024

    Look in .minecraft/config/QuiverMod.cfg.


    Thanks!
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    Any reason the nexus isn't working for me? I placed pillars in the corner of a 5x5 area as stated, but the nexus isn't activating.

    Edit: I guess it's because I had a newer version of Forge. I didn't think I -had- to use the exact version of Forge as in the description. I just thought it was as long as it was that build or later for 1.5.2. Now comes the task of trying to figure out a build of NEI that will work with that version of Forge (I like it for testing and recipes).

    Anybody have any idea what combination of Forge, NEI and Ars Magica all works together?
    Posted in: Minecraft Mods
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