#fuzs-projects
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please open an issue here and provide more details: https://github.com/Fuzss/magnumtorch/issues
Reason: Posted an invite
i don't understand the changelog for the enchanting infuser mod, specifically "Added support for bookshelves from Apotheosis, they will now provide enchanting power (Eterna) to the infuser" the changelog title is [v4.0.3-1.19] but apotheosis is only 1.18.2 (until 1.19 settles i think) and the change also works for the 1.18.2 version that apotheosis exists. Is it a mistake or...
It works fine im just a little confused
hmm you‘re right. Looks like one of the interns messed up
So shall I assume that there isn't much hope for respawnable animals any time soon?
why the visualworkbench mod crashes my server when I place an object on the crafting table?
fill out an issue here and I can tell you
https://github.com/Fuzss/visualworkbench/issues
https://www.curseforge.com/minecraft/mc-mods/respawning-animals
please just don't tell me now you're still on 1.18...
Would be cool if you could test it a little more in-depth with the new 1.18 player based spawning caps, not sure if everything works as it should with that
the settings are as descriptive as i could make it
if you're not sure about a setting just play around a litle
ok thanks just got the mod
I thought there was a github with more detail
but the config already has a lot of detail so it isnt needed thanks
Well... my big pack is currently on 1.18 while everything updates to 1.19, but updating it to 1.19 is just as appreciated! thank you so much
Hello, I have a mod that adds a number of crafting tables, but the visual workbench effect does not work, what do I need to do to add compatibility ?
fabric 1.18/1.19
ah nm just read the faq on your mod.
😦
kinda misleading to have the image where modded tables work on the page for fabric if it doesnt work at all
fixed the description
I'd really love that to work on Fabric too, but haven't found a way after such a long time...
whats the issue preventing it?
anyone knows why there isnt the enchantment reroll button
there's no button, you click the book if the setting is enabled in the server config
the book dosent work
did you enable the config setting?
that's different
you simply take the item to enchant from the slot and place it back in
that's how it used to work before Minecraft 1.8, I just brought that back
o ok
clicking the book is only when you have costs enabled
on Forge block entities are always registered after all blocks, so I can scan the block registry for all blocks I want to add the block entity when I'm registering it
on Fabric there is no definition of what content is registered when, so when it's my turn to register my block entity there's no guarantee all the block I want to support are even registered/exist yet. additionally mod construction is done in parallel I believe, so a block may exist and be available for my block entity in one session and will be registered after in another session
Hey, when using the visualworkbench mod, placing down a crafting table, and try to craft something it instantly crashes the sever.
Alex is on Better Minecraft Forge by the way. Seems to be a recurring issue. https://github.com/Fuzss/visualworkbench/issues/13
Hey Fuzs, will you eventually update 1.12.2 version of Golden Age Combat with the missing features?
no
thanks, I'll look into it
yes
Can you test this jar? It'll still crash, but at least it will tell me why.
I tested this quite a bit on a local BMC 1.16 server and everything worked fine...
Yeah when I get home I’ll try it out
hi, i'm using the Trading Post mod is crashing in MC 1.19 with Forge version 41.1.0 with many mods. When i click on the trading post instantly crashes with the following error:
hey can you update that to take info on the dev advancement
any help why my minecraft can't run when i use 1.18.2 Golden Age Combat :/
and using :
GoldenAgeCombat-v3.3.0-1.18.2-Forge-sources.jar
PuzzlesLib-v3.3.0-1.18.2-Forge.jar
PuzzlesLib-v3.3.0-1.18.2-Forge-sources.jar
Forge : 1.18.2-forge-40.1.0
Never use the sources files, those are for other devs only, not for users. You only need the normal files
you mean there is no Golden Age Combat for 1.18.2 yet :/
oh i think i downloaded the wrong jar lol
update puzzles and trading post to the latest 1.19 version, that should work
are you waiting for anything specific?
your great mod is working now for me 😄
thank you very much for this great work bro and sorry for wasting your time
no worries! Happy to help and glad you like the mod!
golden age combat 1.19 on fabric
and i would like to know if did you manage to modify the behavior of the fishing rod as in the videos I sent above
i have the latest version of both (puzzles and trading post) in MC 1.19
found it, it's fixed in v4.0.1
you only need to update trading post
haven't looked into it at all for now
Heya, we're playing on a 1.19 Fabric install, and unfortunately our Diagonal Fences aren't connecting visually... Any ideas as to why this would be?
Our mod-list is the following:
I imagine this might be because of Sodium/Iris?
Or maybe in the mod there is no visual for it, you can check in the mod
it's not, surprisingly it's lambda better grass
I submitted an issue report: https://github.com/LambdAurora/LambdaBetterGrass/issues/58
Hey there, my Diagonal Fences mod manipulates baked models of fences (by rotating and stretching the extensions) to allow them to show diagonal connections. Having your mod installed breaks this an...
Huh, that's.... Surprising
I suppose it's that snowy fence stuff that interferes with it?
Anyways, not a super big issue, I'll just remove Better Grass for now - thanks for the reply 😄
it's working now, thank you so much! 😄
I'm using the Enchanting Infuser mod on a 1.18.2 modpack and whenever I put in an item to enchant inside an infuser nothing show up, it's just a blank ui where the enchant options should be. Any ideas for a fix?
Reason: Posted an invite
which version of the mod is in the pack?
can you post a screenshot when you put the item in?
The version of the mod is v3.3.0
Can you enchant the tool when using a vanilla enchanting table? Does it work with fully repaired tools? Can you enable advanced tooltips F3+H and show the tooltip of the item? Do you have this mod or a similar one: https://www.curseforge.com/minecraft/mc-mods/stackable-everything
I can enchant the tool while using a vanilla enchant table. The Enchanting Infuser table does not work with fully repaired tools. I don't have that mod or a similar one.
Hmm that all looks normal…
Hello, I don't know if I'm in the right place to ask but do you know where I can find Death Finder 1.19 because I only see 1.18.2 on curseforge
I'm still working on it, should be out within a week
Ok, thanks for your answer, good luck and have a nice day
The command /config doesnt exist when i try to edit the config for Easy Magic, where is the file exactly? i need to edit the server config and add a cost to rerolling
Never mind, found the answer from a different question 6 months ago
is universal bone meal client-side?
No, actually server side if you really want to. But arm swing animations will be missing on the client then
I'm not sure if you worry to much about cross compatibility with other mods, but puzzlelib and enchanting infuser seem to cause a problem with Quark.
Have you tried multiple times with quark?
Yes
Can you remove the .gz? im on ios right now so editing file extensions hasnt been invented yet
thanks
The log doesnt seem to belong to the crash
I'll re-run it
ok
Alright so the issue simply is Quark hasn't been updated for MC 1.19.1+
It crashes the game during content registration, so Enchanting Infuser is unable to register properly. The client thread then doesn't find the registered data it needs and crashes as well.
Ah, sounds good. I will report the issue to Quark.
help, on the enchanting infuser mod, its not costing me any exp when I use the table.
is it because of either Balanced Enchanting or Anvil Tweaks? cause I have both along with enchanting infuser.
I'm attempting to add support to the workbenches from Variant Crafting Tables [Forge] But its not seeming to work... I was curious if someone could double check and confirm I didn't muck it up. Or if its just not compatible and we already know that inform me pls lol.
I don't know, although Balanced Enchanting seems likely. Would be cool if you could test it by uninstalling Balanced Enchanting and then trying again in the infuser.
yep, it was. but that's sad, I'd hoped for both mods to work together cause on 1.16, the enchanting cost is always a set number of levels, so for example, the same enchantment at level 300 costs 50x more points than at level 30.
and Balanced Enchanting makes it so that enchantments and anvil operations at any level costs the same fixed amount of points.
so, is it possible to have the mod follow Balanced Enchanting costs on 1.16 or smt?
Reason: Posted an invite
I saw your question in Fabric Discord regarding this, does this mean you have a solution? 🙂
you tell me haha
awesome 🙂
not the mod i wanted to work on today, but glad to finally have this out of the way
hope it works with my tables mod 😒
modrinth already has it, curse is working on approving the version
what's your mod?
variant crafting tables
yes that's the one I used for testing
fabulous 🙂
I assume its tag based then
no that doesn't work
ohh
the faq on the mod page has everything on it
it's a custom config
tags are loaded too late
awesome!
will the fix be updated for 1.19 as well? 🙏
no backporting is no fun at all and backporting to minor versions is even worse 😦
Visual workbench will crash your server and/or client when you specifically put a bowl in a crafting bench.
Always crashing with
java.lang.IllegalArgumentException: air is not a block item!```
(log continues with player who caused the crash)
I have other mods mixed in with this crash but this is what I found to be replicatable.
It very well could be that terraincognita's recipies may be a part of it as well but I'm not too sure.
Please open an issue report here and send me the full crash-report: https://github.com/Fuzss/visualworkbench/issues
lol
golden age combat advancement?
nope
Hey, I noticed that you just updated Universal Enchants to 1.19.2 over the past few days, which is awesome, but I was wondering if there's going to be a 1.19.0 (Forge) version? I know you have a ton of comments asking for 1.19 on the page but there weren't any replies, I'm curious if 1.19 ended up getting skipped...
The updated puzzleLib causes a crash with your Enchanting Infuser mod. Are you planning on updating Enchanting infuser soon or would you like me to post the error files?
no I don't want to do a minor version backport
it's actually been there since April haha 😛
but glad you like it!
I know I always use updating to new mc versions to push some breaking changes in puzzles since I update all my mods anyways
I've already uploaded a new version of enchanting infuser, Curse is just extremely slow with approving my stuff lately
if you want the compatible versions now just get them from Modrinth: https://modrinth.com/mod/enchanting-infuser
Will do. Thanks.
Understandable, thanks.
I am having trouble trying to config trading post, this is the command that am using /config showfile tradingpost SERVER
hi! i am on 1.18.2 and trying to configure universal enchants, but it seems like it just resets itself if done while the game is open, and when I tried it while the game was closed, trying to load the world crashed the game!
is there an across-all-worlds config file for it, instead of having to go in and change every world manually?
That‘s the correct command, doesn‘t it give you a file link to click on in chat?
no it does not give me any link on the chat
Where do you run the command? On the server?
yes
Also tried on my client but it show that the command was not recognized
This is what the server shows:
[01:42:56] [Server thread/INFO]: Unknown or incomplete command, see below for error
[01:42:56] [Server thread/INFO]: config showfile tradingpost SERVER<--[HERE]
Ok then you need to manually go to the file on the server, it‘s here: world/serverconfig/tradingpost-server.toml
Great found it , thanks
The command only works kn singleplayer, as on a server the client doesn‘t have access to the physical file, and the server does not allow for clicking on file links in the console
All a bit unfortunate, I‘m hoping to enable all this via a gui in the future.
is there a particular reason why you didn't just...use a file in the config folder?
Thanks for the info and yeah it would be great to use the ingame gui, but this works for now
Yes, serverconfigs are synced between client and server, that‘s important to not run into desync issues when the user changes some stuff client-side.
And for your issue, if the config resets itself there was an error in the file.
Can you post what you tried to enter?
And not the whole file resets, only the wrong value
i was trying to blacklist sweeping edge from tridents and axes by copy-pasting it from the list of enchantments included in the file
(i then realized i'd forgotten to add a worldgen mod i was planning to add, so i deleted that world and am currently setting up a new one)
Ah I get it
If you want to set a server config as a default for every new world copy it to .minecraft/defaultconfigs
ok!
this is valid, right?
#Swords to be disabled from receiving additional enchantments.
sword_blacklist = ["minecraft:impaling"]
#Axes to be disabled from receiving additional enchantments.
axe_blacklist = ["minecraft:sweeping", "minecraft:impaling"]
#Tridents to be disabled from receiving additional enchantments.
trident_blacklist = ["minecraft:sweeping"]
#Bows to be disabled from receiving additional enchantments.
bow_blacklist = []
#Crossbows to be disabled from receiving additional enchantments.
crossbow_blacklist = []
oh
If sou don‘t want an enchantment remove it from the compatibility config
the next block down?
I think so, I don‘t have the file right now
seems like that worked
update: it does not
i just misread it but it does still just keep putting them back
send again what you changed
#Additional enchantments to be made usable with tridents.
trident_enchantments = ["minecraft:sharpness", "minecraft:smite", "minecraft:bane_of_arthropods", "minecraft:knockback", "minecraft:fire_aspect", "minecraft:looting", "minecraft:quick_charge", "minecraft:piercing"]
#Additional enchantments to be made usable with crossbows.
crossbow_enchantments = ["minecraft:flame", "minecraft:punch", "minecraft:power", "minecraft:infinity", "minecraft:looting"]
#Additional enchantments to be made usable with bows.
bow_enchantments = ["minecraft:piercing", "minecraft:multishot", "minecraft:quick_charge", "minecraft:looting"]
#Additional enchantments to be made usable with axes.
axe_enchantments = ["minecraft:sharpness", "minecraft:smite", "minecraft:bane_of_arthropods", "minecraft:knockback", "minecraft:fire_aspect", "minecraft:looting", ]
#Additional enchantments to be made usable with swords.
sword_enchantments = []```
there's a comma too much at the end of axe_enchantments
it might have broken the whole file, I'm not sure
commas: the bane of programmers everywhere
Does Forge API Port have any way to listen for config reloads?
yeah just like on forge: https://github.com/Fuzss/forgeconfigapiport-fabric#listening-for-config-loading-and-reloading
Thanks
Fuzs I have a mod idea that might be really cool to make 🙂
oh well I kinda have way too many of my own already haha
but sure feel free to tell me if you think it's a good one 😃
Ok hear me out on this one. i know this might be asking alot. but do you know of the mod EnderIO? and if you do their was a block in there that auto farms, your farms when powered. do you think you can add a block called "Farmer" where its a block that has tiers to it starting from stone. and working up to diamond.
It requires a hoe to work and redstone power.
each tier adds different ranges as well to auto farm.
Stone: 3x3
Iron: 5x5
Gold: 9x9
Diamond: 11x11
(netherite if you want): 15x15
just be nice to not have to farm your food and crops when they grow.
I think there are mini mob farm mods that just... automatically do stuff for you...
oh, it's for mob farming, never mind
there is this one though that's basically a villager farm in a block https://www.curseforge.com/minecraft/mc-mods/easy-villagers
But this is just a single block that auto farms your crops and stores them into its self. Like having you ever used a dispenser and a hoe to want to auto farm your crops when it grew
I mean yea seems cool but that is just way too complex. A simple mod that just adds a block that you can use your vanilla tool with
it's not that complex... you just put in a villager and a seed and it grows it for you...
as far as I remember the recipe isn't complicated either
Yes. But can you add Fortune to it where it doubles the production amount?
Probably not, but since it automatically does it for you I don't think it's that big of a deal
I don't think anyone needs that much wheat tbh LOL
this is the recipe btw... I loaded the game just to get it LMAO
ah, my texture pack makes the glass hard to see, the top and side blocks are glass.
Look I'm just saying that having a farming block that auto farms using your hoe would be more vanilla style
Thank you
yeah i guess easy villagers basically has that feature almost
and they are working on an ender io port for 1.19.2, actually just found it on github yesterday
Yea but enderIO farmer is way to... Frustrating. Always have to make it charged, then it yells at you if it has no bonemeal or hoe. And the configuration is just irritating. I just want a simple easy to use farming block. I mean yeah there's a lot of alternatives but I don't want it too complex it would just give me a headache. I just want a simple easy to use easy to follow, farming block.
Give it a hoe, powered by redstone and give it the seed or plant used to grow. Easy three steps
not having like an rf/fe requirement seems kinda op though, this is just running of the hoes durability?
Yes. Depending on the hoes durability, depends on the function of the block. So say your hoe has Fortune. The block would have a chance to get more from the crop. Or Unbreaking where the hoe last longer. The redstone is to power it on or off.
I told my nephews friend about this block and he was like "dude yes! That makes sense to have the block designed like that."
I just want it simple. Replant, and harvest block XD
And the crafting recipe is as follow,
4 dispensers in a diamond shape. Chest in the center, and the minerals used for the teirs in the corners.
Stone would be not cobble but stone block.
Then the ingots
Just wondering, but I'm trying out the Enchanting Infuser mod, but atm it appears that the Repair Button isnt using any of the player's exp.
Is there a fix for this, as preferably I dont really want to have to disable it on my server.
Thanks, had that switched with creative mode. Get the fixed version here already: https://modrinth.com/mod/enchanting-infuser
Should also show up on Curse sooner or later.
Nice, thank you for the quick fix 😄
ok, I like the general idea, but i really think there should be an actual cost
maybe furnace fuel or so if not RF
but I have too many other projects right now anyways, sorry
can I suggest stuff for one of your mods here?
always
yeah
it's actually within the next five mods or so for me to work on, for whatever that's worth haha
oh, then my suggestion is to add an outline around this text instead of a shadow
like, the text in the middle
is it like that on console?
yes
Loading world?
yes
here's a screenshot from the wiki, it may be outdated but it's still like that in my console
you can see there's a glow ink-like outline
thanks, was about to dig out my switch to compare haha
hope I won't forget it for the 1.19 port
can you maybe leave this here so I don't forget?
https://github.com/Fuzss/consoleexperience/issues
it's all recreated, only exception is the bedrock saving icon
but i want to add a selector for all the menu panoramas console edition had, those are all original
I got the panoramas from OmniArchive in case you know it, they have everything
I don't like the look and feel of bedrock that much, so mostly console
but bedrock does have some nifty features after all, so no reason to completely stay away from it
pyramids!
I just like console experience because I grew up on Xbox 360 edition
Hay it's no big deal. Just wanted to share my idea with yea 🙂 and if their was a fuel for it, it would be Redstone do to it's vanilla energy. 1 red stone to last for 1 irl minute
How does Air Hop pair with an elytra? How can we control going into flight mode, vs using an air hop?
i think the elytra triggers first, and then while flying you can use the air hops to gain height
Thanks! You're probably the first developer I've seen that has forge and fabric support almost across the board, while also having incredibly straightforward and detailed mod pages, with this many mods. I'm really impressed!
Thank's a lot! 🙂
idk what happen but it looks like the latest version of Universal Enchants crashes my mod pack on start
I have over 108 mods in my mod pack so i dont have the list as of right now so ill get back to you when i do
here you go. the whole list of mods i have installed into my mod pack
I just release a bunch of new versions for all of my mods, make sure you have the latest for Puzzles Lib and Universal Enchants
If the crash comes back, please open an issue here and provide the crash-report: https://github.com/Fuzss/universalenchants/issues
A wave of new mods has just appeared! Available for both Forge and Fabric on Minecraft 1.19.2 (possibly also 1.18.2 backports next week). Go check them out now!
CurseForge:
https://www.curseforge.com/minecraft/mc-mods/bartering-station
https://www.curseforge.com/minecraft/mc-mods/better-tridents
https://www.curseforge.com/minecraft/mc-mods/horse-expert
https://www.curseforge.com/minecraft/mc-mods/spiky-spikes
Modrinth:
https://modrinth.com/mod/bartering-station
https://modrinth.com/mod/better-tridents
https://modrinth.com/mod/horse-expert
https://modrinth.com/mod/spiky-spikes
This were supposed to be five releases actually, the fifth project wasn't finished in time unfortunately though due to some rendering issues which I'm still having trouble with.
To make up for that I'm instead planning to release a 1.19.2 port of the Better Animations Collection for both Forge and Fabric next week.
https://www.curseforge.com/minecraft/mc-mods/better-animations-collection
well i have PuzzlesLib-v4.3.1 so that is the latest version. and the forced Exit code does not make a crash report
Do you have v4.2.3 of Universal Enchants?
And if there‘s no crash-report there‘s always something in latest.log at least.
sorry to ask this but will you do a 1.19 port for your new mods?
1.19.2 doesn't have lots of mods updated yet
don't mind me if my request is annoying, thank you for your work ❤️ I really love it
The fact that you ported the entire forge config API to fabric is just unreal.
What a madman.
Question, if I have no use for in game configuration, am I required to download that mod? I usually config everything from local files, since it's a server.
Never mind, it is 100% required.
When you attach solar panals to each other does it connect the power they draw or is it all just one system?
like is each solar panal its own power block or when connected it only needs one connected wire?
Which mod are you using for solar panels? 😮
Glad you lile it! 🙂
1.19.2 only unfortunately, I really don‘t enjoy backporting as it’s just annoying work and I’m not creating something new. All of you will update to 1.19.2 eventually. 1.18.2 I‘m considering though
Haha well it was actually less work than switching to Cloth Config or something alike, so it was the logical choice
Yeah it‘s the whole config system, not just the guis. It also creates the files
This is so weird. The hitbox is there, but the textures aren't.
These are oak fences, btw. I wonder if a mod I'm using makes this incompatible.
Wrong discord XD I was using "Solar flux reborn"
but not going to lie. Solar Flux Reborn is the most realistic solar mod i know 😄
Forge. Bleh.
do you have lambda better grass?
I don't. Here's the mods list.
had to uninstall diagnonal fences. It was causing too many issues with other worlds. It's so weird, but it would basically replace every block (as if the block IDs were shifted or something), so I didn't really have a choice there.
Can you provide screenshots and the world save? I‘ve never heard that from anyone before, would be great to be able to look into it. It‘s best if you open an issue on Github.
To be fair, I run a velocity procy. The "world weirdness" only happens when I have the mod loaded in my fabric, and I'm logged into another world on the velocity.
Due to my extremely weird setup, I see many mods have really weird issues like this.
If you wish to investigate this still, I can open a github.
Hey I know this might be asking a lot. But there used to be a mod that allowed servers to have new joined players spawned in random locations on the world. I saw that the mod version was only for 1.12.2 and I was wondering if you would be able to do that same type of feature?
post a link to the mod please
I saw that you posted the Better Animations Collection and then it got me thinking. There is a texture pack called "Fresh Animations" you should try and see if you can Collab together 😄 here is the link to Fresh Animations
https://www.curseforge.com/minecraft/texture-packs/fresh-animations
also if you need that link to the random spawn mod. here you go
Hi, so I tried to use the Universal Enchants mod for fabric 1.19.2 https://modrinth.com/mod/universal-enchants/version/v4.2.1-1.19.2-Fabric (here's the link), more specifically version 4.2.1, and after a short while of using it, the game seems to freeze and crash shortly after. Is this a bug or am I doing something wrong?
Thanks, I'm aware of that pack. I like it a lot, the style is a lot different from the better animations collection though. Also it's a resource pack, so it's a lot more limited compared to a mod.
That doesn't really help me unfortunately, I need more information. It would be ideal if you could open an issue on Github including relevant logs/crash-reports: https://github.com/Fuzss/universalenchants/issues
Thanks! I've filled in an issue, I hope I've done it correctly.
All good, thanks a lot!
but if you both work together you could make a really really good animation style mod/texture pack that would make minecraft more like a movie style game 😄
I hate inquiring into backports but is a backport for 1.18 Fabric in consideration for Magnum Torches? Just wanted to see if I should forward to adding that or not to my modpack
1.18 no, 1.18.2 Fabric is here: https://www.curseforge.com/minecraft/mc-mods/magnum-torch-fabric
Oh that's actually what I was looking for! I should have looked a bit harder. Sorry for the trouble and thank you for the assistance!
no worries 🙂
Hi, I have a mod conflict with Qu Enchantments
@tribal crater hey I've been testing your new mod and it feels like a dream come true! I've been looking for a feature like no_anvil_max_level_limit for way too long!
The only downside is that it doesn't work as a server-side only mod so I can't use right now on my server because of that (I'm running a fabric modded server with vanilla clients)
I'll definitely use it if I make a new modpack though.
It's sad that I won't be able to use it on my current server but it's ok. Thank you for being amazing!
Please tell a bit more about that. Which one of my mods is it conflicting with? And what is happening, a crash? It would be perfect if you could fill out an issue report on the Github of the mod that is having issues with QuEnchantments
edit: nvm found your report
Thanks a lot for the feedback! Yeah and even though that feature is server side, most parts of Easy Anvils need to run client side too...
I've seen that modded anvils don't show the correct anvil costs. Is it because of that? I could live without the anvil showing the items on top and without the correct prices if it managed to be usable in vanilla
Hope you can add an option for that but I understand that it's easier for you to make the client bend to your will lol
Yeahh sorry I forgot to mention that I created an issue on github
hey are there still any plans for this mod to be updated? https://www.curseforge.com/minecraft/mc-mods/animated-recipe-book I saw that you talked about making improvements back in March, curious if there's still plans to release it? I would love to see it, personally I find that JEI is an eyesore and the recipe book is just a much more vanilla friendly way of getting recipes
Which modded anvils specifically?
Yeah, certainly, don't want that work to go to waste haha
I just have more interesting projects I'm working on right now, so not sure when I'll finish that mod
With modded anvils I meant mods that modify the behavior of anvil
I remember fabric noenchantcap off the top of my head
Oh and you can also do lots of things with the anvil with nbt-crafting and it works on vanilla aswell
That's because I override that part of the vanilla anvil screen to fix the anvil cost display for my own changes to anvil costs.
But other parts from that mod do work fine?
And that doesn't work with Easy Anvils? Or what do you mean exactly?
Yup only the prices are incorrect. The rest works just fine
It totally works
It's just that* it doesn't let you join the server if you don't have the mod installed in your client
But that's Forge only right?
What's the error message? Maybe send the latest.log from the client
Wait I had a picture
Just to clarify, it works fine when you have the mod on both sides
Should I send you the log when I try to join?
No that won't be necessary then. There's nothing I can do about that error unfortunately.
There's not really a way to make registry content optional, if I wanted a server only version it would have to be a separate mod, and that I don't want to do as it's just one more project I'd have to maintain...
Yeah that's not really ideal
It's ok. I've been talking to the folks that make https://github.com/TheEpicBlock/PolyMc (mod that allows you to join modded servers with a vanilla client) and there might be a fix or not but we'll have to wait for your release
Anyway thank you for the mod. I'll definitely use it on my next modpack. It's just that I'm running a weird server-side modded server right now lol
Any eta on the release of EasyAnvils?
next thursday or thursday the week after that probably
what about hardanvils?
Hey @tribal crater !
On Fabric 1.19.2, StylishEffects-v4.3.0 prevents FancyMenu from loading the custom main menu layout until the window is updated in some way (such as resized).
Could you please fix this?
Thanks, I'll look into it
Is that a modpack?
Here you go: https://www.curseforge.com/members/fuzs_/projects
So, I am using Enchanting Infuser 1.18.2 rn, and I cannot get the enchanting infuser to go over 15 power... no matter how many bookshelves i place down
just curious if anyone else had this issue
When Config Menus for Forge will be released on 1.19.2?
is the black rain issue (forge) associated with rubidium? it says in the description it is not compatible with sodium but what about rubidium? i don't know how many differences there are between them
you have apotheosis
you need the better bookshelves from that mod
alternatively disable apotheosis integration in the common config
no plans for the near future
I want to completely redesign the mod to look like the new bedrock ui design language
but that's a lot of work and I have a lot more fun projects right now
Oh, I am sad, very helpful mod, to change config on server
Mbe, u just port 1.18 version to 1.19, bcse most people use it functional, not to look at it design
I'll consider it
I think there is a texture pack for that UI
"A GUI pack that tries to emulate the style of the new Minecraft Bedrock GUI"
lol yeah, i kinda thought about it yesterday and was like... huh.. maybe this means Apotheosis and the infuser actually WORK together properly now, since the bookshelf limiter used to not work XD
yeah I added that later, wasn't sure on how to implement at first
nice thanks
not the style I want to go for though, beauty of a mod is I can make it actually look like bedrock, not just try to somehow emulate the style like the resource pack
but that won't happen anytime soon
I haven't even begun working on the concept
Hey Fuzs, maybe I did not search hard enough for an incompatibility list on your mods web pages, but maybe ,if you have the time and are willing, it would be of great help to have that information on the mod page, for example Diagonal fences has an issue with better grass, I had to check on the discord and comments (not against it, persons who like to mod and mess around their games should be used to doing their own research), again this is just a suggestion and thanks for the great mods you have created
Bag of Holding has a Blacklist option, would a whitelist be planned for the future? This mod being able to be used similarly to bundles makes it so unique, and blacklisting is mostly there to prevent nesting, but a whitelist would be nice to make the bags only hold specified items like maps, weapons, and other unstackable items. It would work nicely in tandem with other inventory management items/mods.
ok
added in v4.1.2
Oh, I see. I'm an idiot. I'm still living in 1.18.2, I occasionally forget 1.19 is what I should be looking at to see if features were added. Sorry.
oh that's unfortunate
I meant I just added your request in v4.1.2 today
Yo, that's amazing. I appreciate it. Yeah, I'm only making modpacks in 1.18.2 atm, still waiting for many other mods to catch up, but I'll definitely look forward to adding Bag of Holding to a 1.19 pack. Crazy how quickly you took a newcomer's request and added it lol, again greatly appreciate it.
was just like two lines of code so why not haha
(we don‘t talk about the major refactor in my puzzles lib library that was also required to get this to work, long overdue anyways haha)
Only 2? Wow, would it be that small of a task for 1.18.2 as well Lol? I hate to ask a backport but if it's simple, I'm hoping it won't be too much of a bother.
Hey Fuzs, where did you get the badges on your modpages? I would like to make something similar, if not exactly the same, depending on how that makes you feel.
Nevermind, I believe it is https://shields.io/. I'll probably make some there. 😄 They're really clean.
We serve fast and scalable informational images as badges
for GitHub, Travis CI, Jenkins, WordPress and many more services. Use them to
track the state of your projects, or for promotional purposes.
Yep
Feel free to copy anything from me you like
You'll need a url shortener when using custom logos such as these
I don't suppose it would be an easy one to backport respawning mobs to 1.18.2? Currently my pack is waiting for a few more mods to update
no worries if it would be a pain
no not that one it‘s too unpopular to spent time on a backport
Is there a way to make the enchantments added by a mod of mine compatible with the Enchanting Infuser?
Think you can make a simple mod that lets you make gloves armor pieces. Where when you wear them you get a swing speed. Where the delay of the sword swing is shorten with each tier of gloves. Plus it will give you a punch damage increase. 🙂 All around gloves should be in vanilla Minecraft
Call the mod "Gloves+" 🙂
You'd have to combine that into Trinkets, possibly similar to the way that people use bracelets.
Or, maybe offhand. If you can manage to get the gloves to render on both hands without using the main hand slot.
It will have an armor slot for the gloves.
they should just work honestly, there's nothing special in how enchanting infuser deals with enchantments
what exactly is not working right now? can you link the mod?
yeah I've had that idea for a while, too, like the glove from tinkers construct in the 1.6/1.7 era
with enchantments: efficiency/fortune/silk touch/sharpness/looting and so on
I didn't make it so far as the Artifacts mod has really nice gloves, but I'm not sure if they can do all that
also sneak-peak
I was thinking wearable gloves that give mini boosts to some stats.
First thing. Increase punch attack. Then next add a faster recharge time on attacks for swords. And each tier adds a slightly more boost to the punch attack. Also my brother brought up a good idea. Netherite gloves does knock back to a punched enemy.
They do not appear in the enchanting infuser at all, neither with books or with the tool. My mod is this one: https://www.curseforge.com/minecraft/mc-mods/soul-fired
The modded enchantments are with VERY_RARE rarity, but even with setting the option to allow for undiscoverables they do not appear.
I'm using Minecraft 1.18.2 and Forge 40.1.0
allow_treasure_enchantments = true makes it work for me
the value is set for both infusers separately
the option is turned off by default to not give easy access to mending
really cool mod btw, I also wanted to make something like this at some point, good to see you've taken care of that haha
sounds good
Yeah it works for me too, my bad
Thanks a lot!
No worries! Thanks for letting me know
hi @tribal crater , im using Enchanting Infuser & Apotheosis together but i cant get higher enchanting levels with advanced infuser , it show me only vanilla enchanting levels , how can i fix this ? ( im playing 1.16.5 )
apotheosis support was added in 1.18+ only
I don't have the time to maintain 1.16
can i say pleaseeee 🥺 i can install 1.18+ , but my friends cant , so im stuck with 1.16
your friends can't install 1.18..?
they have very old laptops , they get an error for java version , we tried to fix it but its looks like there laptops cant handle newer java versions
This is one of them , this one isnt that old ( i think this laptop is 8yo , but u can imagine the rest of them)
his cpu is at 100% just by opening forge 1.16.5 and discord at same time 😄 anyway it would be great if u guys add apotheosis support to 1.16.5
you need java 17
using enchanting infuser on fabric 1.18.2, couldn't find the config file so i did this command and it only gives an error? looks like the config file doesn't exist somehow, is it possible to "regenerate" it?
ok so it looks like there's just no config on the fabric 1.18.2 version? i made a new instance with only this mod and the uhhh 3 libraries and dependencies and there's no config file
incredible
Bro is Hurt ‼️
we test that too , its not working . still give them java error.
not sure what's going wrong there
you can manually edit the file: .minecraft/saves/<yourworld>/serverconfig/enchantinginfuser-server.toml
i see, thanks. i'll try that
i apologize for the rude comment i made yesterday.
it worked, thanks again!
great! and no worries
didn't have enough time this week, so next thursday it is
oh and are you in singleplayer or on a server?
singleplayer
i did find the server config, but it seems like there's nothing in the config folder, which was the source of my confusion
I know, a lot of people are confused by that
The thing is this is just as it is on Forge, where those server configs work similar to data packs, so they are per world
ah
Hey Fuzs, i wanted to know if your going to add the newest version of mc for the "console experience" forge mod you made with Lunar
at some point probably
Hello @tribal crater! I'm using your Easy Shulker Boxes v4.3.2 for 1.19.2 and for some reason I can't right-click an item in or out of a shulker box or an ender chest on my realms server; it works fine in single-player though. I've tried using only the mods that you listed as necessary and redownloading everything but nothing seems to work. I would love some help troubleshooting this!
the mod needs to be installed both client and server side
so you can't use it on realms since that doesn't support mods
Oh really? Everything else works, like holding left-shift to show, the color of the boxes and even the little plus sign pops up to show it can be added. When I'm holding the chest with the mouse and right-click and empty space, I can even see the item for a split second before it reverts and just puts the chest in the inventory.
That‘s a desync because adding items is server side, the client tries to add an item and the server doesn‘t follow through. Then the server state is synced back to the client, that‘s when it reverts
the contents of the shulkers are also viewable by the client. that's how the shulker peek hack in 99% of hacked clients work.
the mod requests that same data, hence why you can hold left shift to show
the plus sign is purely visual
Ahhhh okay. Well that is unfortunate but thank you for your time!
New mods are out! 🎉
Been quite a while in the making, glad to be finally able to share them with you guys. Available for both Forge and Fabric on Minecraft 1.19.2. 1.18.2 backports are still planned for all new projects, but are no priority.
CurseForge:
https://www.curseforge.com/minecraft/mc-mods/slot-cycler
https://www.curseforge.com/minecraft/mc-mods/portable-hole
https://www.curseforge.com/minecraft/mc-mods/easy-anvils
https://www.curseforge.com/minecraft/mc-mods/armor-statues
https://www.curseforge.com/minecraft/mc-mods/distinguished-potions
https://www.curseforge.com/minecraft/mc-mods/straw-statues
Modrinth:
https://modrinth.com/mod/slot-cycler
https://modrinth.com/mod/portable-hole
https://modrinth.com/mod/easy-anvils
https://modrinth.com/mod/armor-statues
https://modrinth.com/mod/distinguished-potions
https://modrinth.com/mod/straw-statues
Reason: Posted an invite
@tribal crater Update the old mods to the latest version of ForgeConfigApi please
please show in english what you mean, I have no clue
Game crashes when I try to configure mods that haven't been updated to the new version of ForgeConfigApiPort
please send the crash report
Do I need to open an Issue on github?
and if I have to, in which repository? Forge Config Api or Stylish effects?
Hi, I just discovered all your mods and love them. I was just wondering is there any way to make the slot cycler mod to only show the display while holding alt (or whatever keybind). If not I guess its a suggestion if you like the idea
Hi, i cant seem to find the config for Trading post. playing on quilt.
hello! im using Easy Magic and after doing some reading it can only be configure through Config Menu for forge but since im using Fabric , i installed Mod Menu, i was trying to adjust the requirements to re-roll but the box are greyed out, i tried going creative+op but still grey. anybody has solution?
That's a neat suggestion, added in v4.0.2, should be live in a few minutes
Thanks for the kind words 🙂
You should be able to use Mod Menu, but you need to be in a world, it doesn't work from the main menu
otherwise this
what do you mean greyed out? can you send a screenshot?
Just tried it out, works amazingly, glad you were able to add it as an option so fast, nice work, keep it up
Thanks that fixed it. Using mod menu with quilt does not work options are not clickable 🙂
pls fixed what no lag!
Hey Fuzs, just so you're aware, the FAQ of your Easy Anvils page references the enchanting table mod, but calls it Easy Anvils. I think that should be called Easy Magic. https://www.curseforge.com/minecraft/mc-mods/easy-anvils
What... are you talking about?
Also, will easy anvils directly conflict with other anvil XP cost mods? I have Tax Free Levels installed, and I'm guessing that the game will only obey one or the other.
OHHHH. I didn't realize only name tag renaming was free. Okay, my bad.
look it's video!
thanks, good to know at least you read my descriptions haha
Your modpages are 10/10, so it's easy to read. 🙂
not sure about compat, probably not though as easy anvils also removes to repair penalty
taxfreelevels seems to be coded in a way that needs special mod compat for everything
but you can probably ask the author if it doesn't work, they've already added compat for my enchanting infuser mod
Good to know. I'll be putting it to the test, if I have any notes for you both, I'll be sure to let you know.
well I sometimes get the opposite feeling from the kind of comments I get asking about the exact things I've written down in the descriptions...
oh well 😏
awesome!
Heh, well... let's be honest with each other, idiots will be idiots, and no amount of planning on our end will fix that. 
who can help me in laggy!
pls who can help me?
i can't play for lag
what does this have to do with fuzs projects
idk
then why are you asking here
idk where report bugs
my pc is good
and it has nothing to do with fuzs
For Easy Anvils it says u can format colors for naming items in the anvil and in the example screenshot it has the § symbol
But I can't paste the § symbol into the game
How can I achieve this ?
From the mod page ^
How Do I Configure The Straw Statues Mod? (And The Armor Stand Mod) There's Nothing In The Config Files (I'm Trying To Config The Mods On a Fabric Server)
do you have the latest version of the mod?
it only works for anvils and the new name tag screen
maybe try not pasting the symbol and just type it on the keyboard instead
I think I tried it on both windows and mac without issues
there are no configs for those two mods
what would you like to configure?
That You Cant Set a Skin For a Straw Statue
hmm that's the whole point of them kinda haha
so you just want to rename them without the skin changing=
?
Yes
I'll think about it, probably not soon though
would you mind opening an issue for that so I can come back to it later? screenshots would be appreciated from the both of you
https://github.com/Fuzss/armorstatues/issues
ok
thanks
coming up soon: Overflowing Bars, a mod to end all extended/overloaded/whatever bars/overlay mods 🎉
supports health, armor and toughness in one single mod! and no longer a dozen colors that make you forget what means what lol
I updated it and now I can paste the symbol but once I click the result slot to get the named sword it puts the sword back into the 1st input slot and clears the name back to the default vanilla name
In fact I can't name it at all, colors or not
It's also taking the XP
is the mod installed on the server too?
do you have another mod that changes anvils?
also are you on forge or fabric
Hello, I came here to talk about an issue I have. I don't know if this is a bug or not.
I have enchantment infuser and universal enchants downloaded on my world, which I open to LAN and play with my friend.
For some reason my friend cannot put mending and infinity on the same bow using enchantment infuser, but I can do that. He also can't put Smite and sharpness together but I can.
I have a couple of other mods installed which I can list if that'll help. One of them is vein mining while the other don't do anything related with enchanting.
as far as i know there‘ve always been issues with playing modded on lan
i‘ll have to test that myself, something with the config loading may be going wrong
do both you guys have the exact same mods installed?
Hey Fuzs, hope you're well! I'm having an issue on our 1.19.2 Fabric server with Easy Anvils. Any item that's put into the slots, and removed, disappears from the player's inventory. Does that sound remotely possible?
Hi, I'm having a strange problem with Diamond Magnum Torch (forge 1.19.2). It blocks mob spawns, but i still get an Enderman (big one and little one) here and there appearing in my base. Not sure how that is possible. I even tried to add it to the blacklist in config manually, but still it spawns.
Yes. We currently have a temporary solution (cheats and commands) for this problem. Hopefully you find a solution. If there's anything else you want to make sure of (for testing I suppose) lemme know.
endermen are probably considered neutral
not hostile
that's what i thought, so i added minecraft:enderman into the blacklist, but it didn't work
what mod adds little endermen?
would be great if you could post that issue here: https://github.com/Fuzss/easyanvils/issues
Absolutely, I was just making sure it wasn't something that was already known.
not sure, but adult endermen appear too
just got two spawned next to me
Would be great if you could find that out
Should be in F3 when looking at it at the right side near the bottom
My assumption would be another mod replaces all endermen with their custom version in the same event where I try to block their spawning, so the event doesn't fire again for those and magnum torches are unable to prevent anything
Fuzs!
I'm putting together a 1.18.2 Modpack "Uncle Genny's Big Adventure"...we recently had to remove a statues mod due to weird conflicts with its library...and surprisingly there are almost no 1.18 statue mods out there! Your Straw Statues mod is exactly what i'm looking for, but currently only 1.19...which I totally understand, and I'm not a "1.18 when?!" guy I promise
I saw you responded in the CurseForge comments that you wanted to finish new projects then backport in bulk...do you happen to have any estimated timeframe on that?
Usually I'd just be like "eh, I just won't have statues in the modpack!" but they are pretty important for the goal of the pack, so I figured I'd ask ya. Thanks!
Hey that sounds neat. For the next 1-2 weeks I‘m still working on new projects, then the porting begins. So a 1.18 port will be out in 3 weeks max. I‘ll make sure that this one is a priority. Are you putting the pack together on Fabric or Forge?
Also what‘s the statues mod you‘ve had issues with?
3 weeks sounds good! The modpack is 1.18.2 Forge
We were using the Mannequins mod...the mod itself is fine, but it uses a library called Pollen, which does some odd things with loot tables (of all things!) that interfered with other stuff we were doing
Pollen is very, very bad
we purposefully avoid every mod that requires it in our modpacks
Oh that‘s very good to know, I was actually considering using Pollen for a project in the past for it‘s block model rendering capabilities. But the fact that they still haven‘t updated to 1.19 after many months makes this library not a viable option.
hi, i have a problem with diamond magnum torch, it does not prevent the apawn of any hostile mob, im playing in 1.18.2 better minecraft i did not add any extra mod that changes teh hostile mobs
Please open an issue here: https://github.com/Fuzss/magnumtorch/issues
Would be great if you could attach a screenshot of your setup and the mobs that are spawning.
Hey, I've been playing in a modpack with both Apotheosis and Enchanting Infuser, and my enchanting levels wont go up by much, and don't depend on the number of bookshlefs. How can I get the 50 levels? Ty
are you using the bookshelves from apotheosis? you need to best ones (pearlescent end shelves they are called I think?)
enchanting power is the same as etherna when apotheosis is installed
Oh I see thank you
I have a weird issue which I can't really pin down the source for. I am running All the Mods and added some extra mods for enchantments (higher caps, more enchantments, enchantment combinations which are not usually allowed).
I also installed Spiky Spikes, Enchanting Infuser and Easy Anvil.
I have a stack of netherite spikes I was able to enchant with Looting X a few days ago. As far as I remember I did not add any extra mods since then.
Now I wanted to enchant another stack of netherite spikes with a few more enchantments, so I used the Enchanting Infuser to put Looting, Severing (from Reliquary mod), Sharpness on a book and tried to use an anvil to apply these to a stack of spikes. The resulting spikes only took the Severing enchantment, not Looting, not Sharpness.
I already tried putting only Looting and only Sharpness on a book and applying it to the spikes in an anvil but it appears the spikes are not taking these enchantments anymore.
Just for extra info: I can add the Severing enchantment to the old stack of spikes without impacting the Looting enchantment.
That's probably a bug in Easy Anvils
Would you mind opening an issue report so I don't forget? https://github.com/Fuzss/easyanvils/issues
Can the better animations collection work on 1.18.2?
I saw a lot of questions on curseforge about it but maybe the 1.19 jar works on 1.18 and I thought to ask
no
should work in v4.0.4 of easy anvils
Hey @tribal crater, Better Animations Collection is (supposedly) conflicting with FancyMenu.
Hundreds of people have had a FancyMenu-related crash over the last couple months. It doesn't happen to everyone, and the people who do experience it were only able to fix it by deleting FancyMenu. The latest FancyMenu update fixed the crash - but now there's 4 mods which are causing several GUI buttons (Singleplayer button, multiplayer button, and the respawn button) to be invisible (but not gone) for the people who were originally experiencing the crash on the old version of FancyMenu. BAC is one of these mods. I am able to supply logs, as this is an ongoing issue. No LPS devs have been able to recreate the crash/invisible buttons, so all we have to work with is user reports.
The only reports of the missing menu buttons have been on our 1.16.5 modpacks. This doesn't mean it only happens in the 1.16.5 modpacks - it's just the only 2 people previously experiencing the crash were 1.16.5 players.
Thanks for telling me! Those logs would be a great start. What are the other 3 mods? Can you also link the version of FancyMenu that fixed the previous crash so I can check what was changed? Also what modpacks is BAC actually, only Plus on 1.16, right?
It‘s probably only an issue on 1.16, the 1.19 version of BAC is a complete rewrite using completely different hooks due to changes in vanilla.
Just to make sure this isn‘t lost in this channel, could you open an issue report with all the data you have: https://github.com/Fuzss/betteranimationscollection/issues
Yeah I will later
The latest version of FancyMenu available fixes the crash
it's the only one available that fixes the crash
and it's also the only one with the missing GUI elements
the same people who would've crashed now have missing GUI elements instead
the other mods are Random Patches, Not Enough Animations, Better Animation Collection, Boatload, and Better Mod Buttons
so 5 mods in total
Ok thanks I‘ll start with some research
Alright, so I seem to have found what the dev of FancyMenu changed: They do some ASM stuff in the widget base class (e.g. responsible for all kinds of buttons), and in the last update they added a bunch of try/catch constructs to avoid crashing the client when something goes wrong. This makes sense with your description above, where the game no longer crashes, but instead individual buttons fail to render. Only the render method seems to be affected, since you said the buttons are still clickable (which is handled elsewhere).
https://github.com/Keksuccino/FancyMenu/blob/forge-1.16/src/main/java/de/keksuccino/fancymenu/mixin/client/MixinWidget.java
FancyMenu prints the stacktrace of the exception, so there should be something in the log. I couldn't find anything in the logs you provided though.
Keksuccino is very friendly, I could get you two in a group chat together or something if you want to talk to him directly
This whole thing is very odd to me - like why are several animation mods preventing a respawn button from rendering, and why is it dependent on people's hardware?
There are just a bunch of weird things that can happen, already between different OS's is where I'Ve had a bunch of issues in the past, mostly related to simply loading config files (which Windows still has some trouble with lol).
I was also wondering if there's any particular reason to use FancyMenu over alternatives such as https://www.curseforge.com/minecraft/mc-mods/packmenu ?
The thing is FancyMenu is extremely invasive for what it does, it completely takes over rendering of many screens even when it doesn't make any changes. It's really not great for mod compat, I've just recently had an issue. Just wondering what set's it apart though in LPS packs, it's a great mod after all, just very invasive.
And I'll dm Keksuccino
Yeah it definitely affects a lot, I think it's mainly because we also use Drippy Loading Screen & they go hand in hand
Hmm, there are other loading screen customization mods though, aren't there? After all there aren't that many changes to that screen in LPS packs, mostly background/logos and custom bar colors right?
But yeah I'll talk to Keksuccino and see if we can figure this out
Yeah all we really do is change the panoramic/loading screen images & add our logo
If there is some underlying issue causing all of this I feel like helping fix it is the right thing to do, as opposed to switching to different mods which might have new issues and keeping things broken in the mods we replaced
Sure, I'm just bringing it up as mods like Pack Menu are not invasive at all as they only touch the title screen and nothing beyond that...
I've now messaged Keksuccino, let's see what he has to say
Hi, I updated the mod (Armor Statues) to a new version, and suddenly the inventory button is missing from the armor stand
does biome particle weather work on 1.19.2? if so, can it be tagged as such for modrinth?
Can't confirm. I made a fresh install of a newer version of ATM, installed all current versions of the mods (Easy Anvils 4.05, Spiky Spikes 4.0.2) and I still can not apply looting (or sharpness) to a spike. I can however still apply the enchants originating from mods
Are you playing ssp or smp? If smp does the server have the latest version?
You'll have to talk to the author, I'm not involved with the development, I only helped them out once.
No, server doesn't have latest version. But if i use first version of Armor Statues, armor stand have inventory button
oh sorry! this is where the page said to send questions and that!
so that probably needs updating
Yeah we just copied my stuff when I was helping them so we forgot to change that haha
Would be great if you could tell them
no problem, I'll open an issue with them c:
The server needs the latest version. The button is missing because the mod is running in client-only mode. I had to change some internals for the latest version to fix a bug when opening the menu (the server would still remove gear as it wasn't aware the client was opening the menu and thought it was just a normal interaction with the armor stand). The button will show again once you install v4.0.2 on the server too.
Is it possibly you have my Universal Enchants mod installed?
I just published v4.0.3 of Spiky Spikes which works with Universal Enchants in case that was your issue.
Haha thanks
Well there wouldn't be any point in making them if they weren't any good 😄
Is it possibly you have my Universal
True
yes
V good v good.
Was wondering if there is a compatibility for Alex's Mobs? Anyone done such a thing?
no there isn't, modded mobs are only supported when they use the same models as vanilla
alex's mobs has pretty nice animations already though
Hi, I was wondering if there was any way that I could limit the amount of enchantments that item can get? I'm creating a server that has modded enchantments and it allows very overpowered weapons, I was wondering if there was a way to limit the most amount of xp that a item can use, like anvils with too expensive. If not, possible feature suggestion?
hmm yeah I'm aware of that
I'm not sure a max level limit would work as it's possibly to add enchantments to an already enchanted item, so you could just split everything into multiple steps
but I don't remember the exact implementation, it's possible I'm taking enchants on a tool already into account for new additions which means this could work...
would be cool if you could post this suggestion on github so I don't forget
https://github.com/Fuzss/enchantinginfuser/issues/new/choose
I just downloaded easy magic and got it working, but it only is giving tier 1 enchants for all 3 slots. Anyone know a fix?
You have the bookshelf max setup?
15 blocks around it yeah, was working fine before install
or is it a different max setup with this mod?
no torch or other interference?
nope. theres a little hut around it, but its above the bookshelves.
could you screenshot the setup?
front
back
I know it says other enchanting table mods break it. I don’t think I have one after I looked in the mod pack folder. My server runs valhelsia enhanced vanilla
Not sure about valhelsia as I haven't played that one so can't tell ya
I suppose you could try removing some blocks, even the lights above it.
I’ll try that after I eat. Thank you
tried this, did not work. Do i need to edit anything in the config file for it
Have no clue
what bookshelves are you using? Also Forge or Fabric?
Game crashes everytime I open it with Universal Enchants, seems to be an earlier issue that has returned.
in the client config set the roman numerals option to NONE
Just curious, I love your Universal Enchants mod, but is there a way to add compatibility for modded enchantments too? Like the ones in Chronos_Sacaria's Minecraft Dungeons Weapons and Armors mods?
https://www.curseforge.com/minecraft/mc-mods/mcdw
https://www.curseforge.com/minecraft/mc-mods/mcda
Yes, this is possible. You have to manually create the .json files for those enchantments then, they are not created automatically. There is no guarantee this will work though, the behavior of enchantments is hardcoded in many places, so especially for modded enchantments it's quite unpredictable how they'll behave (if they'll work or not)
For more information on those .json enchantment files go here: https://github.com/Fuzss/universalenchants/blob/1.19/README.md
hey, i was wondering if it was possible to make Better Animations Collection for fabric work on Minecraft 1.19 since i want to have that mod but the server i play most, is in 1.19 😦
no unfortunately not
strange hill to die on lol
i have grown to hate fabric (though it isnt bad)
why?
because fabric is much more developer-friendly
i get inner rage when that happens
so you dont like fabric because fabric is better
yes
im a forge fanatic
and i also get rly mad at people who literally use a pic of the forge symbol with a big X on it
to symbolise that fabric is the best
forge has way way more possibilities than fabric
its just hard to master
name one
the greatest mods were out for forge only: Ice and Fire, Create, Twilight Forest, and more
thats why i think like that
+i know some basic modding (for forge only lol) and it doesnt seem that hard to me...
im still elarning
so im a noob
Create is fabric
twilight forest is fabric
wait wtf
ok lemme go find some more excellent mods
Open Terrain Generator, Industrial Craft, The Abyss Chapter II, Blue Skies, Dynamic Surroundings
none of those are that great lol
ah ok then
OH I GOT ONE
CRAFTTWEAKER
WHAT THERES FABRIC THERE TOO
fabric seems to be getting more mods
its not like its Fabric's fault the mods aren't ported
its just the mod creators haven't gotten around to it
forge isnt that behind it is also getting to be more developer friendly
1.17, 1.18 and 1.19 had some major tweaks
that made forge moddign way easier than 1.16
which was a nightmare
fabric started out as developer friendly and made almost no evolutions
forge shall rise again
though in many many years.....
for now fabric has the upper hand....
yk what im going to reluctantly try fabric
and stop condemning it when i havent even tried it
forge's great days were over when 1.17 came out
nah not trying fabric lol
I don't like Fabric either but this really isn't the place to dis fabric XD this is for fuzs projects not off topic or the fabric dissing channel
FORGE FOR LIFE
Found a bit of an issue in 1.18.2 Easy Shulker Boxes mod compatibility that deleted some of my items
I have Reinforced Shulker Boxes, which adds upgraded shulker boxes, and while at first it looked like Easy Shulker Boxes was fully compatible I noticed that once it filled up to the point where a vanilla shulker box would be full I couldn't add anything withoutplacing the shulker
And then I realized that right-clicking on it in my inventory with an item while it had stuff in the slots above what a vanilla shulker would have deleted those items
I had soul speed diamond boots and 16 gold blocks get eaten from that
Also, testing with cheap blocks, it doesn't matter if the shulker's vanilla-slot-count is actually filled. If I put a block of dirt at the bottom right corner of an Iron Shulker Box it gets deleted if I right-click in random other junk into a free slot in the vanilla-size portion.
Unsure if the bug is "it lets me put items into/take items out of the iron shulker box while it's in my inventory, when it should only work with vanilla shulker boxes" or "it deletes the items in the bottom half of the iron shulker box's UI when insert/remove items while it's in your inventory, but inventory insert/remove is supposed to work"
Also, while the curseforge page says it's configurable and the /config thing has Easy Shulker Boxes as an option, it just gets an error
The config command only works in singeplayer, there‘s only a client config for 1.18
For mod compatibility please open an issue here: https://github.com/Fuzss/easyshulkerboxes/issues
Yeah i'm on singleplayer
what‘s the error you get?
It says "An unexpected error occurred trying to execute that command" in chat and in the log.
Literally nothing else
posted
thanks!
I‘ll have to do some testing
thanks!
hey is console experience still being worked on?
it was an amazing mod and I just wanted to ask cause it'd be a shame if it was dead
not right now, i was planning an update for 1.19 but a lot of other mod projects got in the way
what features specifically are you looking forward to the most?
to be honest if I was to make a suggestion I'd love for an overlay at the bottom left of your screen of keybinds like in the original console version but I'm aware that'd be difficult to make, eitherway I absolutely love the mod and just wanted to thank you for making it
Glad you like the mod 🙂
I had such an overlay added during dev at some point, but it didn‘t look that great. I don‘t think it‘ll ever make its way into a public release honestly
heyyy will by any chance Straw Statues come to 1.16.5?
probably not
are you looking for Forge or Fabric though?
for Forge
Hello,
Is it possible to disable enchantments for mod "Bag of Holding"
no, unfortunately not
Why were you asking though ?
fabric for 1.16 would be easy, forge not so much due to the different mappings (class names)
Ah Alr anyways thanks <33
no
open an issue here and send me the log/crash-report: https://github.com/Fuzss/universalenchants/issues
FORGE ON TOP
@trim helm Is there any reason though you include all classes from Forge Config Api Port directly in the Fabric jar of your Droplight mod? Why not use fabric's jar-in-jar feature or simply mark the library as a dependency on Curse as you've done with Iceberg and so?
the problem with this is that as soon as I push an update to Forge config api port that changes some classes your mod will break it when both are installed as the class loader will only load one set of forge config api port classes when there is a duplicate class set
if you need help fixing this just let me know
Can Visual Workbench work as a client sided mod?
no
alr
Thank you for the reminder, this is just an artifact of a very early version of the mod that I forgot to fix. I'm not familiar with fabric's jar-in-jar system but I am going to be updating the mod soon anyways so I will decouple it as a normal dependency.
Is there a way to add sword blocking to certain item
1.18+, use the config for 1.16 if i remember correctly
@tribal crater Did you fix the Easy Anvils / Apotheosis issue
No I have time tomorrow. Will ping you when it‘s out
kk
I have your config mod but I don't see anything to add weapons
cursforge says sneaky curse has a 1.19 version but i dont see one
Is there any mods that is incompatible with Better animations? i can't launch mc
send latest.log
and crash report if it exists
post on mclo.gs
!mclogs
- Locate the requested file
- Upload to https://mclo.gs/ and save
- Copy and paste the link here
Easily paste your Minecraft logs to share and analyse them.
link the file you downloaded
link the file you downloaded
the version of BAC
wait a min, which file?
.
i thought that meant version of better animation collection jar, another file was needed?
i think that was this one
https://www.curseforge.com/minecraft/mc-mods/better-animations-collection/files/4034357
now i'm re-reading that, i think i downloaded the wrong file maybe?
there's one called main and another called additional, i didn't take the main...
does it persist with BAC removed
had to remove BAC, puzzlelib and forgeconfig api port, then mc launches
that's why i wondered if another mod was incompatible with it
should i share the list of mods?
try updating puzzlelib
already latest
even forge config api port is latest
https://www.curseforge.com/minecraft/mc-mods/forge-config-api-port-fabric/files/3960064
So no 1.19 sneaky curses
Also love the idea of having a way to see curses or maby a way to even remove (1 at a time)

I started reworking my gradle setup instead to allow for supporting mc versions as far back as 1.16 in future mod releases, so that's where the last days went 🙈
I'll have an update out for easy anvils in the next few hours
there's an indev build but I didn't finish it for quite a while now, I already updated the page together with the others as I was hoping to get the new version out a long time ago
you downloaded the wrong files of the mods; use the main file without the "sources" ending
kk thanks
I'll gladly us it
It a great mod especially if you can't see the curses forever
It makes enchanting risky and chances of curses are fun especially when you have wierd and wacky ones like I do
I'd love a way to be able to un hid them (but it be expensive)
So can I be directed to it
should be live on Curse in the next few minutes
👍
getting apotheosis support to work is kind of a mess, although everything seemed to work during my tests, just tell me if I messed up anything
kk
where can i find it
also
do you plan to still update it?
the build isn't still has some serious issues and is not ready for survival
I'll be a while until I return to that
working on 1.18 backports for all of my mods right now
ok ill just add it in a future update of my pack then
Hello, I'm sorry to bother y'all for something that might've been explained many times already, but I've been using Universal Enchants for a bit now and recently added a mod named L_Ender's Cataclysm and this mod adds custom weapons that aren't really coded as swords or any basic weapon type and I realized after a bit of digging that UE does not recognize those weapons making it that said weapons cannot be enchanted. That's where I discovered that this was a common Forge issue and read through the explained steps on how to fix that issue, which I'll state here : "To fix this you'll have to do two things: After installing the mod with the problematic item, delete the universalenchants config folder (found in .minecraft/config) to let it regenerate. It will automatically have additional entries for those problematic items now. Then in the server config enable the allow_mod_item_support option." My problem is that I cannot use both of those steps as first, my game is not creating a config file in the config folder, and the allow_mod_item_support option is nowhere to be found in my server config .toml file. Am I missing something or am I just that dumb?
you are on 1.18 i suppose? that whole system described above was only added in 1.19
Ah shit.
I assume there is no other way to fix it?
I appreciate a lot of your mods and I'm glad you're putting them in newer versions, but there's still so many mods that haven't ported to 1.19 yet that it makes it hard to find a good middle ground.
not tthat i remember unfortunately
Aight, I'll look into upgrading to 1.19 then, thanks for your answers.
Will Item scroller fast trade not work with the table?
hi,when I use the mod "universal enchantements" in my modpack it crashes on startup. it doesen't open the launcher,it just crashes. the mod worked before and works in a new modpack. I don't know what is causing the problem,but maybe you could help? I have the crash log but I don't know where to upload it. My modpack without the mod works perfectly.
also i'm in 1.19.2 fabric
need crash report
yeah I think I've heard that before, no support for that unfortunately
please submit an issue here, the page includes instructions on how to upload your log
https://github.com/Fuzss/universalenchants/issues
@tribal crater Is this a BAC issue or is the crash report wrong
relaunching fixed it
visual workbench works with Variant Crafting Tables?
i think so
thanks, those ConcurrentModificationException often come from a race condition so they do not show up all the time, but that is indeed an issue in BAC
I just released a new version to hopefully fix this
thanks
So I have an issue loading my 1.19 pack with Diagonal fence. Says I ran out of memory. But I tested DF by is self, no issue. There any known mods that could cause issues?
probably related to issue 27
need crash report
fair
Hey Fuzs, we are having this same issue, the difference being that it's on a server not lan
I have no clue really, I've heard of this before but could never reproduce the issue when testing with other mods like Macaw's
maybe try without this mod? https://www.curseforge.com/minecraft/mc-mods/customfence
Oh, you think having non vanilla fence is making things screwy ?
well it looks like it
disabled custom fence.
but it actually shouldn't, maybe just a single mod
during dev i tried macaws and bop and they worked without issues
would be great if you could open an issue report here so I can look into this at a later date
https://github.com/Fuzss/enchantinginfuser/issues
also please include the enchanting infuser config from your server
ok thanks I'll play around with that to see if I can reproduce the issue
how much ram did you have set? 8gb?
I had 7 roughly by the looks of it
but this was also in a heavy modded pack, so it might need lower in a smaller one
testing now
oh and also can I get your latest.log from the outofmemory?
nvm got the crash myself now
Will do, any other file or log that i should add?
latest.log is always good to have, thanks!
when 1.18.2 Animated Recipe Book?
consider that mod discontinued for now
I want to turn it into a full visual recipe book in the future, I linked my current working concept in the comments somewhere on the page, but I haven't worked on all that in like half a year, so yeah
kind of more interesting projects going on right now
I have the port already made I think, it's just that I need to push all 1.18 ports at once for all my mods as the new puzzles lib version will break all older 1.18 versions, so no release until all 1.18 ports are done
Hiya I'm a bit confused on the 4.2.7 release of Forge Config API. When I have (With the correct maven)
modImplementation "net.minecraftforge:forgeconfigapiport-fabric:4.2.6"
That works fine, but when I change the 4.2.6 to 4.2.7 then it can't find it, does the implementation change between versions or is it not on the maven yet?
fixed now 🙂
Thank you!
golden age combat is dead?
so with straw statues, if you go over 16 characters at all
the game crashes and is unable to be reloaded
which seems like a pretty obvious oversight
is there a way to get rid of that statue atleast?
crash report please
many ways
doesn't generate one just comes up with this screen on the server
/kill won't work since that chunk can't be loaded by a player or else they crash
got any that you can think of? I've tried /kill
what mc version
1.19.2 Forge
add this
start the game once. you might need to make a singleplayer world.
search for straw statue in badmobs config, set to aggressively remove
will remove all straw golems in existence
you can disable aggressively remove afterwards
aw I had a lot of straw statues around
that bug should probably be looked into since its pretty significant
Fuzs would probably prefer a github report
@loud jackal are you using the latest version? v4.0.4
i just fixed that issue i think
no just more interesting projects going on and it‘s a pain to port
Will update then, thanks!
would also be great if you could tell me if the new version let's you join again
I made it so long names (>16) are no longer possible, but I also built something in to help when a name that is too long is already set from the previous version of the mod
I couldn't really test it though, so would be great to know if it actually works
So I have a problem. The fences are connecting to where I
cannot walk through them. But there is no visual connection.
For blockrunner mod, any way i can make it so all of the blocks from mcwpaths (so all his paths) have a certain speed buff? Like is there regex or something so i dont have to list them all one by one?
for some reason this isnt working and also doesnt show the overlay on the block for speed buff
Please open an issue report here: https://github.com/Fuzss/diagonalfences/issues
I need your latest.log, also what fence that is (from what mod possibly) and your resource pack
You are doing everything correct, the latest.log would tell you if any entries are invalid which shouldn't be the case look at your config
The problem is the paths are way to short to be detected by Block Runner's logic (which is just the soul speed logic from vanilla)
I guess I'll have to redo that at some point...
Oh okay, so nothing wrong on my end?
Yes
I need to change something on my end for it to work
hey there, any idea why the cape isnt showing up. i checked the cape box
could it be a mod incompatibility? i have quite a heavy modded instance
also, what capes does it support? only vanilla capes or does it support modded capes too?
ping me if you respond please :)
modded capes really depends on the mod
there are many ways how a mod can implement capes
what mod is your cape from?
i own an optifine cape (always enabled) the vanilla cape (always disabled) and a “minecraftcapes”’ cape (always enabled). i make the minecraftcapes mod overlay the optifine one by using the “capes” mod for fabric, tho i tested setting the optifine one to overlap all and still want showing up
also, i assume there's no support for https://modrinth.com/mod/entitytexturefeatures ?
no, their implementation for skins seems to be tailored for a player entity, which the straw statue is not. Supporting something like that would require a fake player which i don‘t want to get into
how about the capes not showing issue, any clue on that?
haven‘t checked, it‘s not a priority to support such mods
got it, could you at least tell which which mods that have capes your mod supports, if it supports any?
I didn't add any specific support
any mod that adds their capes in vanilla's skin manager will work
if they add a custom render layer for the cape that is not supported as I'd manually have to apply that layer to the statues too
You can only try around and see what works, I'm not very familiar with cape mods and how their implementation works
Howdy! Sorry if this is asked a lot, but does Enchanting Infuser support modded enchantments?
It does! If something is not showing up it's a treasure enchantment (like mending in vanilla). You can enable those in the server config.
It does work but I can't customize the armor stands anymore
also one of us crashed when the player statue item was thrown on the ground, gonna try it out again tho
What exactly do you mean?
i need a crash report in that case here: https://github.com/Fuzss/strawstatues/issues
Heyo getting a crash on start message giving Bartering Station as a cause. Any known cause of this?
Rollback to Forge 43.1.55 seems to have fixed if anyone gets it.
crash report please
I can't give the straw statues a player name anymore? The menu just doesn't pop up
you need to shift + right click the statue when it‘s placed
just like the item says
I can't reproduce the crash on the latest version of Forge
Please open a report here with the report+log: https://github.com/Fuzss/barteringstation/issues
ah its a quark incompatibility
hmm that's unfortunate
would be kinda neat to have both functions (armor swapping from quark and opening the menu)
any idea for an alternative method for opening the menu?
The previous way did technically work when you place the statue without shifting
or could be an item interaction
Hi, I have a question, what are the specific permissions I need to use the Armor Statues mod on a server? I tried with permission to use the /data command but it gives me a message saying I don't have permission to modify the armor stand data.
you need operator permissions, the /op thing
I think it's permission level 2 for the data command to be exact
thank you
hey i get this crash during startup when using better animations collection
So for some reason, the mod doesnt affect blocks from Macaw's paths
as you can see, they only affect you when you have them stacked, but on when only 1 layer is there. Any idea how to fix?
Block Runner is not able to detect those paths, they are too thin. I'm simply using vanilla's code for soul speed. I'll have to migrate to a custom implementation to allow for carpet-like blocks to work
1.19.3 is not supported on any of my mods
oh i didnt know there were substantial changes in 19.3
thx
is that something you plan on potentially doing?
1.19.2 to 1.19.3 is similar in the amount of code base changes as 1.18.2 to 1.19
I guess so but not a priority, it's just this one mod that doesn't work correctly
but works perfectly with the theme of paths, if you know what i mean
Im hoping someone here can help me with the Enchanting Infuser mod. I have a max type of table, and its surrounded by books but some enchants say i need power of 30, and books only make it go up to 15?
send screenshot of bookshelf setup
waiting for server to boot up
Even shows 24, but when i open it and put anything in, only says 15
you need better bookshelves from apotheosis
👀

What is the name of this enchanting table?
Advanced enchanting infuser?
Yes, from this mod: https://www.curseforge.com/minecraft/mc-mods/enchanting-infuser-forge
Hey Fuzs, i just stumbled upon a bug from VisualWorkbench. Looking on ur github, there has been a PR for a fix aswell... any chance this is going to get fixed?
issue in question:
https://github.com/Fuzss/visualworkbench/issues/16
I'll look into it after christmas
thanks!
is a 1.18.2 backport of easy anvils planned? there doesn't seem to be a mod like it out there for 1.18.2
yeah
can you update the animation collection mod for 1.19.3?
this should particularly answer your question
Been trying to spawn in fences that have the non-diagonal connection block tag, they show as having when in hand/on the ground when I check the entity data but still connect when I place down? Am I doing something wrong? Love the mod but the change in hit box messes with a farm design
Can you show some screenshots of your setup?
Hey Fuzs, for Armor Statues, why are you using [Tab] as the cycle statue tabs keybind?
Or was that a mistake.
you mean because it blocks the player list?
that's an oversight, I might have tested that part on Forge only and keybindings are handled much better there
Also the mutants are coming back to 1.19!
Hello folks, have nice holidays. I have a question to Block Runner mod. I wanted to edit config on my server and a few different blocks to it. But there is only a .json file and editing it does only remove the existing modifications to minecraft path and stone bricks. Using the Forge vonfig editing from fuzs does not show me a chance to edit the configs for blockrunner. (the button "config" is not active while on other mods its activated). Any Help how i can add more blocks in Block runner ?
Hey there, hope you're having a nice holidays too
The file cannot be edited from in-game
Can you post your edited file here? Sounds like something is wrong with the json syntax if even the default values no longer work
here my edited version.
here you go
the # is wrong
that is for tags, not individual blocks
ah thanks so the hastags are wrong, but there was input which had it. Anyway thanks a lot.
yeah stone bricks is a tag, it includes also mossy cracked and chiseled
Thanks! Wish you the same
Hi, so, new here. I have done some searching around and reading through the information posted on curseforge, but I haven't found the solution to my issue. I have a 1.18.2 fabric server for my family/kids to play on. But, in game (on the server) I can't use the /config command. In a single player world I can. So, this prevents me from adjusting the behaviors of the different types of magnum torches. My goal is to make one of them only allow wither skeletons and place them all over the area we built to farm wither skeletons. Any help would be terrific. Of note: I am an operator on the server.
Yeah, the config command is not supported on servers, as it doesn't work with the server console anyways. Here is an updated explanation for finding the server config file.
In short: Look for the serverconfig directory inside the world directory.
Ok, thanks for the reply. I will give that a try.
I found the config file. Thank you! However, do we have a list of mobs so I can use the correct names? Specifically, I want to allow vanilla wither skeletons and disallow all other spawns including endermen.
its likely that it's just normal entity ID's
so minecraft:wither_skeleton
or minecraft:enderman
I'll give that a go
Should it have the entity prefix? As in entity.minecraft.enderman?
I'm not sure, I've never had to use those though
Ok
Fuzs would know for sure
just what chorb said
here are all the vanilla ids: https://minecraft.fandom.com/wiki/Java_Edition_data_values#Entities
use the minecraft: prefix
These data values refer to the different types of blocks, items and other features on Java Edition and are used in many places in Minecraft. Block IDs are used to define blocks placed in the world. Item IDs are valid only for items (including items in chests and items dropped in the world). All block IDs that do not have a gray background in thi...
Thanks. Do you mind if I post my config file here? I tried it last night and either had no spawns or all the spawns. It didn’t filter. I am at work and can’t post it for a while.
sure
Ok, this is the latest one I tried. I copied it from the edit screen of the server and pasted it into notepad for your convenience. Thanks!
you forgot to change the mob type to monster, the emerald torch by default only affects animals
also the whitelist syntax was wrong
it's now set to block all monsters but wither skeletons, I think that's what you wanted
Thank you, I will give that a try later today