• 0

    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC

    Yeah I did take a shot at that mod, but my main issue with it is that it's not as customizable as NBXlite was.
    You only get an option to create a world that looks like beta minecraft (or alpha), there is also an option to toggle caves in case of Beta+.
    And worst of all, you can't toggle specific structures off, which means villages can spawn. And when these spawn they... Tend to break, badly. I saw villager houses that had terrain inside of them, roads and structures which were following terrain level (some houses were generating in a way where one wall could be 4 blocks higher than the house and other wall was lower.) And some villages are straight up floating in mid air.
    Not to mention, you can't toggle new biomes off or on.

    Meanwhile NBXLite allowed you to toggle specific structures off, you only got the biomes that were in the version you choose, and the accuracy of the generator was also higher, spawn point was exactly where it would be in beta, even tree positions were accurate.

    If I were to choose between NBXlite and Beta+, I'd definitely choose NBXlite, at least until Beta+ is at a customization level where you can toggle features on and off.

    Like, I'd like to combine 1.7.3 overworld generation with current release nether generation. Maybe enable Strongholds (with the mod "Save my stronghold" I think you can make them generate properly in non default cave generators) to get to the End, but definitely disable villages and pillagers.
    Villages break the progression for me (mainly because I keep finding them every few steps I take, even on freshly generated world) and I can't find any mod that would let me get rid of them for 1.14 or 1.15.

    EDIT: Included two comparison screenshots. One is actual Beta 1.7.3, the other, latest Beta+
    There are just... Too many trees here. There are even trees on the cliffsides! Not to mention there is a village nearby that looks like this!

    Posted in: Minecraft Mods
  • 0

    posted a message on OldDays/NBXlite, SpawnHuman, SSP, SSPC

    Hey Spyro. Do you think a 1.14, or maybe 1.15 release of NBXlite would be possible?
    I don't even really need the old days stuff, just having the old world generator would be amazing.
    Though not gonna lie some Old Days features I love.

    Posted in: Minecraft Mods
  • 0

    posted a message on OptiFine HD (FPS Boost, Dynamic Lights, Shaders and much more)

    So... Since the forum is not going to die anymore I have a question.

    Forge for 1.14.2 changed how it loads mods. This causes OptiFine to refuse to load (Forge log says that it lacks a file and is an incorrect mod).
    Are there any plans to make OptiFine for 1.14.2 (or in future 1.14.3 once its out) to be compatible with Forge Mod Loader?

    Posted in: Minecraft Mods
  • 4

    posted a message on [RESOLVED] OpenAL Failed to Initialize - Minecraft starts in Silent Mode

    Hello. After scouring the internet, google, bing, forums, reddit, literally everything you could think of I decided to write this post.
    Before you write any basic help suggestions I'll tell you I tried every miracle fix available out there.

    Since OpenAL fails to initialize the game is not in Volume Mixer, and either way volume is set to 75% at all times for all apps anyway.
    I tried hitting F3+T, resources reloaded and output console showed me exactly what I seen on start up. OpenAL Failed to Initialize.
    Tried setting mipmaps in settings. Still nothing.
    Removed everything. Reinstalled the game. Downloaded Java nad all libraries and 1.12.2 again. Still no sound.
    Rebooted, restarted, even reinstalled my sound drivers twice.

    I am just about to give up on this and stop playing Minecraft all together until 1.13 is released. Why? Because apparently it uses LWJGL 3.1.2, which apparently has working sound believe it or not. Meanwhile 1.12.2 which uses LWJGL 2.9.4 Nightly has issues with loading OpenAL.
    In tags I set that it happens on Vanilla but I Might have as well set it happens on Optifine and Forge versions as well.

    Now most important fact I note is that 1.12 for some unearthly reason uses 2.9.4 Nightly. A version of Lightweight Java Game Libraries that is by all means "unstable" or otherwise "can cause problems"

    I put the log output for the error below. I'm pretty sure LWJGL is to blame here but I'm open to suggestions. If anyone has any idea how to fix this please share it.

    [23:01:25] [Sound Library Loader/INFO]: Starting up SoundSystem...
    [23:01:25] [Thread-3/INFO]: Initializing LWJGL OpenAL
    [23:01:25] [Thread-3/INFO]: (The LWJGL binding of OpenAL.  For more information, see http://www.lwjgl.org)
    [23:01:25] [Thread-3/ERROR]: Error in class 'LibraryLWJGLOpenAL'
    [23:01:25] [Thread-3/ERROR]: Unable to initialize OpenAL.  Probable cause: OpenAL not supported.
    [23:01:25] [Thread-3/WARN]: ERROR MESSAGE:
    [23:01:25] [Thread-3/INFO]: Could not locate OpenAL library.
    [23:01:25] [Thread-3/WARN]: STACK TRACE:
    [23:01:25] [Thread-3/INFO]: org.lwjgl.openal.AL.create(AL.java:156)
    [23:01:25] [Thread-3/INFO]: org.lwjgl.openal.AL.create(AL.java:102)
    [23:01:25] [Thread-3/INFO]: org.lwjgl.openal.AL.create(AL.java:206)
    [23:01:25] [Thread-3/INFO]: paulscode.sound.libraries.LibraryLWJGLOpenAL.init(LibraryLWJGLOpenAL.java:164)
    [23:01:25] [Thread-3/INFO]: paulscode.sound.SoundSystem.CommandNewLibrary(SoundSystem.java:1576)
    [23:01:25] [Thread-3/INFO]: paulscode.sound.SoundSystem.CommandQueue(SoundSystem.java:2572)
    [23:01:25] [Thread-3/INFO]: paulscode.sound.CommandThread.run(CommandThread.java:121)
    [23:01:25] [Sound Library Loader/WARN]: ERROR MESSAGE:
    [23:01:25] [Sound Library Loader/INFO]: Could not locate OpenAL library.
    [23:01:25] [Sound Library Loader/INFO]: Starting up SoundSystem...
    [23:01:26] [Thread-5/INFO]: Switching to No Sound
    [23:01:26] [Thread-5/INFO]: (Silent Mode)
    [23:01:26] [Sound Library Loader/INFO]: Sound engine started

    UPDATE: I made a small research and noted that 1.8 release of Minecraft uses LWJGL 2.9.1
    Alas sound works properly in there.

    UPDATE 2: After a long and monotonous game of trial and error I finally managed to fix it!
    Using a advanced logger I found out Java would first look into default game folder for OpenAL64.dll
    In my case it was "C:\MyGames\Minecraft\profiles\Default\OpenAL64.dll" <= this path.
    If it didn't find it it would attempt to grab the file from natives. But the OpenAL64.dll in there is faulty and causes it to not initialize!
    So, I went ahead and grabbed OpenAL.dll from 1.13 native libraries, renamed it to OpenAL64.dll (because it obviously was a 64bit version alongside OpenAL32.dll) and dropped it into the exact folder from the path above.
    Alas it worked! I have functioning sound in Minecraft 1.12.2 and it appeared in Volume Mixer!

    If anyone has that issue, definitely try that fix! You'll have to download 1.13 pre-release first but it's worth the short wait.

    Just go to "%appdata%\.minecraft\libraries\org\lwjgl\lwjgl-openal\3.1.2" and open "lwjgl-openal-3.1.2-natives-windows.jar" with 7zip or winrar.
    Then copy out OpenAL.dll, rename it to OpenAL64.dll and drop it into the folder you use for your game! It's going to be same as Game Directory in the launcher.

    Posted in: Java Edition Support
  • 0

    posted a message on Recent Snapshot Issues

    To explain why resource packs may not work in latest snapshots is simple. Mojang changed how Block ID's are handled. In 17w47a on description page it was said that new format was included and that EVERY, and they meant EVERY Resource Pack is now broken until updated.

    That's why 17w46a works and later ones don't.
    As for why 1.12.2 doesn't work... I don't know, if you could post a error log it would help.

    Posted in: Java Edition Support
  • 0

    posted a message on Tough As Nails - Difficulty through realism. Seasons, thirst, body temperature, and more!


    I was wondering if it would be possible to make the starting lowered health with custom amounts of hearts. For example spawning with 3 hearts instead of 10.
    Right now I think it's hardcoded on 5 hearts without the ability to change it.

    Also would it be possible to allow max health over 10 hearts? Like in the old More Hearts mod or Terraria?

    Posted in: Minecraft Mods
  • 0

    posted a message on LogicalCraft (formerly Logical Drops) (1.12.2 - 1.7.10)

    I'm here to report that some of the new mobs from last updates don't drop more at all.
    For example Stray's drop normal amounts of bones and arrows and hardly ever any slowness tipped arrows.

    I also would recommend adding into the mod drops for Zombie Horses and Skeletal Horses. They spawn rarely enough to allow us to get some nice drops.

    Posted in: Minecraft Mods
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