#fuzs-projects
1 messages · Page 2 of 1
I finally had a chance to try out your version. I still have undesired spawns, such as Zombie Pigmen, regular skeletons, blaze, and magma cubes. Are nether spawns different than overworld spawns somehow and don't react to whatever method you've used for the magnum torches?
Where did you put the config?
I tested this myself in-game and it worked as expected, only wither skeletons.
Or maybe another mod is interferring.
No, but there will be a port at some point. I have no 1.19.3 infrastructure setup yet, still a lot of projects left to release on 1.19.2 before moving everything to 1.19.3.
In the world file->serverconfig folder
im playing with friends on 1 17 1 and why you have 3 mods(easy anvils easy magic and one for crafting table) that even cant be installed on one version? i want to use them all
what exactly are you asking
i want to use easy anvil easy magic and crafting table one(i forget name) on 1 17 1
if it's not available on curseforge then those versions of those mods do not exist
and there is 0 chance any mod dev is porting any mods to 1.17.1 lol
you're lucky easy magic already has a 1.17.1 version
uhh okay
friend recommended it
probably due to old generation
then just play 1.16.5?
but ill ask and try to move on 1 19
is there still lapis diamond working?
wha
finding lapis going -4 z and digging down
np if you dont know im just curious about that
just checked
all this doesnt work at all
they remade diamonds gen
theres now literally "go here and hope" type of tricks
cant see second enchant with easy anvils https://femboys-dm.me/📸/ඞඞඞඞඞ
i want to see all
opening config file i seee nothing
you need to change the server config
just install the configured mod
I'm trying to port my mods to 1.19.3 and some depend on Forge Config API Port. I can see on CurseForge the latest version for 1.19.3 to be the 5.0.3, however it cannot be found in the modresources repository (the latest version there is 4.2.9). Is it normal?
For this reason I can't update my mods to 1.19.3 because the line modImplementation "net.minecraftforge:forgeconfigapiport-fabric:5.0.3" just gives a not found error
I changed the maven group for 1.19.3 so it‘s more obvious this isn‘t something from the forge team
forgeconfigapi has quite a lot of changes in 1.19.3, you can find all changes in the changelog for v5.0.0. also check out thee github readme for updated instructions
Thanks!
@tribal crater In the Mob Plaques mod, how do you get the health of each entity?
I looked through the source code and could not understand much
I'm asking because I want to make a server-side mod that does not send the health of any entity to the client, in order to prevent the use of mods like Mob Plaques in servers where they are not allowed (for example, PvP based servers)
Please don't take this as an attempt to hurt the Mob Plaques mod or other similar mods, I myself use Mob Plaques on servers where such mods are allowed
This is simply an effort to prevent the use of such mods on servers where they are considered an unfair advantage
Please ping me when replying
Hey Fuzs! Excited to see that someone revived the old statues mod from Automatic Maiden - one of my favorites tbh! Do you plan on porting it to 1.18.2 eventually? Just saw the pins, hope to see it eventually! ^^
Just curious is the fabric enchanting mod "Universal Enchants" getting updated to 1.19.3 in the forseeable future
He has lot of work i think
Sounds interesting. This is the code handling mob health: https://github.com/Fuzss/mobplaques/blob/1.19/Common/src/main/java/fuzs/mobplaques/client/gui/plaque/HealthPlaqueRenderer.java
Health is synced using the attribute system, not sure what will break when the client doesn't have the correct value. Maybe the hurt animation (red overlay) or death pose (mobs falling over)?
Hey there, I really want to have all my newer mods on 1.18.2, and Straw Statues has already been ported months ago. The problem is it's incompatible with all my other 1.18.2 mods as it uses a newer version of my library Puzzles Lib which contains many breaking changes (as it's a port from 1.19 too). So Straw Statues for 1.18.2 will be released when I've backported all my mods from 1.19.2.
If you don't want to wait and don't use any of my other mods you can compile Puzzles Lib and Straw Statues for 1.18.2 yourself from here:
https://github.com/Fuzss/strawstatues/tree/1.18-multiloader
https://github.com/Fuzss/puzzleslib/tree/1.18-multiloader
Everything works, it's just incompatible with all my other projects in the current state.
Yeah at some point, gonna do 1.18.2 ports of all my mods first though probably.
will you update Golden Age Combat to 1,19?
All at some point. Focus is on new projects right now as that's more fun than porting.
Oh wow thanks Fuzs, will take a look!
Thoughts about this?
trident recipe should be like this
in the original recipe the spear is made of prismarine only, but canonically tridents are made of copper
in Golden Age Combat can i prioritize eating and not sword blocking?
Not in the current version, I had that in 1.15.2 I think, will bring it back for 1.19 when that version happens.
I like it, will think about it
Does this mean you will port mods like easy magic to 1.18.2 on fabric ?
is it possible to enable the cooldown with sweep atk in golden age combat?
you mean just normal vanilla behavior for cooldown and sweeping? that‘s possible in the server config
cool thanks for the fast answer
Fuzs!
any update on this? im closing in on release on the modpack, and would really like to include the mod in the pack
I have another idea for better tridents mod
a new enchantment, that makes the trident go in a straight line when it is thrown
💩
bad idea?
Done, new version should be live in a few minutes.
What happens when you throw it to the sky? It would never come down again
thanks!
I had some ideas for enchantments, something like riptide where the trident can no longer thrown, instead a guardian's beam comes out. But not sure if I'll do it at some point.
yea I think I forgot that... In any case could be an enchantment to increase the range
Hi ! I'm using the enchanting infuser mod in 1.16.5 forge version, i can't find the repair or remove curse enchantments options, is this a feature not present in this version of the mod ? Thanks !
(feel free to ping me for answer)
I need some help with the universal enchants mod. I can't make it so that sharpness can't go on axes. I was able to test and remove other enchants from going on it, like sweeping edge, but not sharpness.
Here's what the config file for it looks like nr
for context as well, im on better minecraft 1.19.2 fabric, so perhaps there's a mod that interferes and allows axes to have sharpness?
Though if not, how do i make it so axes can't have sharpness?
yeah all that is 1.18+ only
the syntax is invalid, you need curly brackets around axe+exclude and trident+exclude like here shown https://github.com/Fuzss/universalenchants/blob/1.19/README.md
it should also work though if you remove the axe and trident lines since axes are not included in weapons
i think the vanilla features where you can use anvils will still work though
Ahh gotcha, is this right?
From the image, would you happen to know what exactly is wrong?
It's telling me that a colon is what is expected
for this one, I'm guessing a comma needs to be placed on the ending curly bracked for the line above?
though the colon expected problem im not sure
Though every one of my edits seems to be working
aside from axes ofc which u can just add sharpness in the base game with the anvil
but i've made my peace with that xD. if it's in vanilla not something i should change haha
XDDDD
I'm one blind mf
Though I guess this goes to show why I flunked my first coding course
On another note, Thanks so much haha
Really appreciate the help
Would love to see Easy Magic, Anvils and the Visual Workbench mod updated to 1.19.3, they're all awesome and must haves for my modpacks
every 1.19.3 mod exists on 1.19.2
oh also what happend to animated recipe book
thats a god tier quality of life mod
here are my current plans for the mc mods:
- new releases for 1.19.2, hopefully
next thursday(about 5-10 new mods, most are still wip though, only 4 are ready, so let's see how far I get until release day) - backport all my mods to 1.18.2
- 1.19.3 ports
1.19.2, forge, EnchantingInfuser-v4.2.2-1.19.2-Forge - I can't find the options in the mod's config file for enabling treasure enchantments from the enhanced enchantment tables - they only seem to have one config option for apotheosis_compat
doing this for a server
yet the mod's description page on curseforge says:
A: The enchanting infuser offers the same enchantment selection the vanilla enchanting table has. Special enchantments (e.g. mending and curses) can be enabled and configured in the server config though.```
^^^^^
apologies if this is the wrong channel to ask about this but i did not see any support channels available
those options are located in the server config file (a config file stored per world)
it is located inside of the world folder in the serverconfig directory
ohhhhhhhh
Hey, just wanted to pop in and ask if this mod still has plans to be developed? I saw it in the comments for Animated Recipe Book last March and the concept looks great. Would love to have something to make the recipe book more appealing, as those mods are few and far between 
Hi Fuzs, firstly, thank you for everything that you do. Second, sorry to be that guy, was just curious, the 1.19.2 releases you are working on, is Config Menus for Forge by any chance one of them? Waiting eagerly but patiently, best wishes to you
Sick sounds good!
I'll try to stick to it haha
I don't have any plans to update Config Menus for Forge atm
Use the Configured mod instead: https://www.curseforge.com/minecraft/mc-mods/configured
The whole point of CMfF was to fill in the many feature gaps left by configured, but during the last year configured has added all those features originally exclusive to CMfF, and since it's more popular there is no point in me working on my mod
There's one thing though, I think the design of Configured (and CMfF right now as they basically share the same) is very unintuitive. My idea is to use the new bedrock edition ui in the future, I think that would be great. But not sure if I'll go through with that, it's a lot of work
Haven't worked on it since March, no plans right now to continue on it. I've actually gotten quite far though, what you linked above is an in-game screenshot of the working mod.
If you want you can try it out yourself in-game on Forge 1.18.2 (you also need PuzzlesLib v3.3.2 or higher).
The jar is built directly from one of my dev environments with a lot of other stuff in it (new creative mode inventory + start of a 3x3 tools mod), so don't bother with that, it'll be part of different mods if I ever finish it. This is also not useful for actual survival, just for checking out the concept.
The new recipe book is only enabled for the work bench right now. I think everything from vanilla is implemented, but nothing for the things I wanted to do (favorites + direct crafting without placing items)
^ that's all I have for that, so not really
Ah all good
excited to see the new stuff you're working on, whenever they are ready
@tribal crater oh does Configured have the ability to set defaults for world options, so I don't need to set them every time I create a new world? That's the reason I sought out your version
It doesn‘t unfortunately
Hi guys does anyone know why this is happening?
If anyone knows any incompatibilities with Diagonal Fences let me know
Understandable. Thanks for all the great mods, as well as sharing that jar below!
Please open an issue here: https://github.com/Fuzss/diagonalfences/issues
Include what structure this is and what mod it is from.
Fuzs did you forgot to push version 5.0.5 of the Forge Config API to the maven again? XD
Tried to update to that version and the project couldn't find it but could find 5.0.4 XD
that's intellij's fault this time haha
v5.0.6 is already up and works fine
it added a random line in the build script and that was recognized as a dependency which doesn't even exist though, really odd
Very odd haha, thank you! XD
Hey I had a crash with leave my bars alone, it could be incompatibility with a mod possibly, although the crash doesn't say
invalid fabric.mod.json file?
i can provide latest.log and crash report if you'd like
you installed the wrong jar file
download the main file, not the sources file
Hi, I wonder if is it possible to update the 1.12.2 versions of golden age combat
sure, just clone this branch and you can update it how you like
https://github.com/Fuzss/swordblockingmechanics/tree/1.12
Okay thanks for answering
hello! I was wondering if it's possible to just give the people on my server a specific permission to make Armor Statues work for them ^^
right now either the server has to have the mod, or in case of a vanilla server the user needs to be an operator
the plan is though to allow using the mod without being an operator when the vanilla tweaks data pack is installed
this'd be amazing >:DD
but ty for the info! know enuff now >:>>
hi my golden spike from the spiky spikes mod doesnt give xp when mobs are killed, anyone knows how to fix it?
golden age combat ?
?
mod loader and mc version
forge 1.19.2
just tested on the same modpack (a custom one made by me) it does work in the creative world but not in the survival one
is there any known incompatibility with other mods?
maybe im just blocking the xp orbs in the farm somehow
i'll try something else
this is the set up so idk why it isnt working
piglin drop in the hole die from the spike but no xp is dropped
the spikes do work in the overworld tho
ah i think the issue might be related to the mob you are farming zombified piglins
how do you attract them, do you use iron golems or turtle eggs?
well actually nvm, just released a new version to fix this
tysm that's very kind of u
i was attracting them by attacking one
btw the new version is on modrinth only right now: https://modrinth.com/mod/spiky-spikes
the file got stuck on curseforge
thank you! 🙏
@tribal crater sorry im still very confuse how add a sword blocking inclusion to golden age combat
Will the easy series of mods be updated to 1.19.3 1 by 1 or all at once?
Fuzs! a new challenger has approached!!! he has made a interactive storage system
link?
Reason: Posted an invite
What do you think Fuzs? Crazy mod right???
Why are there just 9 columns on the chest? There are so many ways to make a full inventory
But does this not look like from Fuzs Visual Workbench with the floating pickaxe?
Fuzs mod came out Jul 3, 2021
and the ImmersiveMC came out Apr 8, 2022
i am just saying. maybe this dude took some of Fuzs code to use in his own mod
if console experience comes back im hoping for that legacy crafting style
Hi! I'm using universal enchants and I was asking if this can be used to "disable" enchants, at least from the enchanting table
Let me explain: I downloaded More Bundles mod (https://www.curseforge.com/minecraft/mc-mods/more-bundles) and it comes with two new enchantments (absorb and extract). I don't want them because "reasons" and I was asking myself if something like this could work
- Adding absorb.json and extract.json in modpack/config/universalenchants
- Writing both:
"items": [
""
],
"incompatible": []
}```
``` "id": "morebundles:extract",
"items": [
""
],
"incompatible": []
}```
I don't know if the "items" section allows to do things like this, so I was curious if this could be a method to things like this with this mod
Ok, it isn't working...
Maybe I could add the bundle to another enchantment like vanishing_curse and exclude morebundles:absorb and morebundles:extract?
that should work, your syntax is invalid though
just the id should effectively disable the enchantments
also check your latest.log if it's not working, it will tell you if the file couldn't be parsed which is the case with your files above
So I should report it to the author?
Btw, can shields be added to the lists? Like thorns enchantment?
no, your files mentioned above are wrong, the log just tells you. you should look at it if it doesn't work again to see if it's your fault
no, that needs to be hardcoded, I haven't done that
what enchantments would you like shields to support though? making thorns compatible sounds like a good idea
I'm gonna check it, the thing is that when I put a bundle inside the enchantment table it doesn't appear anything on it but after a while then the enchantments show up, strange... but as I say I'm gonna try configure things
I think that, knockback also and projectile and blast protection would be nice to have
Maybe every protection enchantment might make sense
And a thing I think it would be really cool is that fire aspect could apply to pickaxes to melt raw ores directly, shovels blasting sand to glass and axes burning logs to charcoal
Also unbreaking might be overpowered (but that's what this mod is about
) and sweeping, in the sense that it could stop every enemy in the arc of its area to attack, and it could pair well with thorns and knockback, but maybe this is too forced
hmm, protection might not make too much sense, shields already block all those things completely
Curious, was the out of memory crash with Custom Fence ever fixed? I know I mentioned it in the tail end of November of 22.
actaully
looking at the builds on CurseForge, last public build on Forge was in October. So looks like not
yeah no, but found a way to reliably reproduce by now, so should be possible to make a fix
I actually found a bug regarding this, so preventing items from receiving an enchantment by leaving the file blank did indeed not work before. It's fixed now in v4.2.10. This is the file you'll want to use:
{
"id": "morebundles:extract",
"items": [],
"incompatible": []
}
Thank you ❤️
Anyway, any chance with my shield enchanted suggestions coming true?
Also the fire aspect one
There are a lot of mods that could do that, but I think it's redundant to have multiple different enchantments that could work with a vanilla one
But thank you man, your work is indeed appreciated
Lets goooooooooooo ❤️
Aaaaaah and you improved compatibility with enchancement
You're the goat
Even when I don't know what that means on paper, it's pretty neat
does the mod forge api let you install any forge mod on fabric?
that's not remotely what it does
I have more suggestions! Hope you don't mind if I list them here (as I'll do if you decide to overlook them). Many of them would not make sense looking at the enchantment description, so maybe they would need a proper rework for the homonymous mod, and I know that by that same reason they could sound stupid or out of place. Hope you like at least some of them, anyway.
- Hoes, shovels and pickaxes: Sweeping edge (harvest/break blocks in a 3x3 area; may need to rename to just “Sweeping”)
- Bows and crossbows: Riptide (arrows are not affected by deceleration underwater; maybe impaling would suit it more, I don’t know)
- Protection: Lure (blocks/experience is pulled to the player almost instantly; may need to rename it to “Attraction”).
And a controversial one: luck of the sea functionality will trespass to fortune and it will be reused as “Luck”, which will be used to weapons to land critical hits easily.
I know, this is too much.
As I say I don’t expect to be of your taste, but I don’t know the complete approach to your mod, so I had to try it. The last implementation with fire aspect and the enchantments to shields were awesome so I don’t expect these ones to go on. But hey, maybe you like some of them! Thank you again : )
that's more like new mod territory
I already think the fire aspect feature is too much, I'll probably disable it by default in the next update
the functionality is nice and all, but it's just confusing as it's a sword enchantment
making brand new enchantments is a much better approach for all this I think
but universal enchants will stay with vanilla content only
Alright, sorry I couldn't hold my crazy ideas ✌️
FUZS!!!! I have an idea that will blow your mind! realistic StoneCutter!!!
you can craft a stone cutter but it comes with out the blade.
Crafting is like this 3 Stone and 1 nugget
then you craft an Iron blade that has durability. you stick it in the stone cutter but after the blade is broken you cant craft the blocks!
and there are tiers of blades you can make (Stone, Copper. Iron, Gold, Diamond, Netherite) that have a set amount of durability.
to craft the blades is 4 ingots in a diamond shape in the crafting table. and when you hover over the blade it displays "Uses" before it brakes
even drew the texture used for the Sawblade from the stone cutter
this is really lame spam
step up your game buddy
this is just embarrassing
what are you even linking to
it's impossible to tell because there's so many links
and why are you doing it down here so low on the role list
Lmfao grow up @pallid wyvern
GET HIM GOOOOONNNEEEEE
lmao
The v was classy at the end there lmao
I'm going to report a few messages to trust and safety first
so his account gets suspended
GG shit spam @pallid wyvern
lol
AND HES OUTTA HERE! 
that was just sad
lol
Does anyone know if the Easy Anvils mod is getting updated to 1.19.3 for fabric? All the libraries and dependent mods work, but that one doesn't.
why do you want to play 1.19.3
i'm only asking because 99% of 1.19.3 players are playing under false pretenses and limiting the amount of mods that are available to themselves for no reason
the only slightly significant changes is that Scaffolding and Vexes got a retexture lol
I guess that's true... I haven't played Minecraft since 1.19 was released, so I was going through the mods and doing 1.19.3 mods
1.19.2 is much better
more mods available lol
looks familiar doesn't it
Hi I'm trying to boot my mod up but I'm getting this error which I assume is from Forge Config API Port
error: cannot access UnmodifiableConfigWrapper
ForgeConfigRegistry.INSTANCE.register(MODID, ModConfig.Type.COMMON, ConfigHandler.GENERAL_SPEC);
^
class file for com.electronwill.nightconfig.core.utils.UnmodifiableConfigWrapper not found
can you send the full error?
also maybe show your whole code, like a github repo
Sorry for the delay, here is the repo of all the code:
https://github.com/ZestyBlaze/EnderMail
As for the error, that is the full error. Here is a full gradle log of the runClient event though:
https://pastebin.com/qp4jG24x
Delving into it a little bit, it's potentially something to do with the ForgeConfigSpec (Don't know if it's my end or something, I'll try going a version or couple back) since that uses UnmodifiableConfigWrapper
Edit: Seems to be on my end since it's in all versions going back too, might be an issue where it's a direct copy of Forge's that Fabric handles differently
Fuzs you willing to help me make this mod idea 😄
in your dependencies block (the block where this line is modImplementation "fuzs.forgeconfigapiport:forgeconfigapiport-fabric:5.0.7") add this:
implementation 'com.electronwill.night-config:core:3.6.5'
implementation 'com.electronwill.night-config:toml:3.6.5'
night config does not seem to correctly resolve at compile time, not sure why
I didn't change anything about how night config is set as a dependency in the maven publication, the pom file is exactly the same as in the old versions where everything worked
will probably be able to look further into this when i upgrade my own mods to 1.19.3
hmmm I was thinking about a stonecutter related mod, but in a different way. will keep you updated though if that happens
There we go that seems to have worked now, thank you!
already did it bro
Hi again, Fuzs. I found some inconsistencies when a mob takes damage from a shield with thorns. I don't know how explain it properly... It seems to work best when the shield is on cooldown
And knockback works as default. I don't know if it is intended, but I thought it was implemented when you rise it
And another thing... I hope you don't kill me to suggest another tweak on another of your mods
What about block runner having a way to nullify the speed restriction of blocks which its speed is under 1.0 with an enchantment? Like feather falling or soul speed
Or maybe a tiered type of boots
I want to limit the uses for the stonecutter
.
that's just how thorns works, it's random
knockback I just changed so the vanilla behavior no longer runs for shields
and no I don't want to do anything related to block runner
I don't know if this is important or not but I've also got another mod in 1.19.2 that uses it with version 4.2.10 and it's got the same error now so it's not just 1.19.2
Hey @tribal crater, I just wanted to see what your plans were for 1.19.3 I assume you had some sort of plan to update your mods since it would push compatibility to 1.20 when it's released due to there be no real changes between .3 and .20. I'm asking because 1.19.3 features a LOT of fixes to vanilla Minecraft that carry over to modded communities. I am developing the next Friends United Mod pack version which already is seeing fixes in FPS, Memory usage, etc and I would love to include your mods just waiting for your updates haha.
Just looking forward to them and wondering if you had a plan to update them in the near future. Mods like Universal Enchants, Magnum Torch, JEED, Leaves Be Gone, Easy Anvils, Enchanting Infuser are a major part of our pack and the community loves including them. So if you don't plan on updating to .3 and just skipping it I understand but I wanted to ask because I don't want to push the .3 pack update without including your mods.
1.19.3 ports will come but not soon, like in a month or so
and there will be many changes in minor versions now, that's the new way mojang does things
after all 1.19.4 is on its way already and it changes a lot of stuff once again
Yeah I've been keeping an eye out as I develop my pack and mod. Gotta love it haha. just wanted to check up considering your mods are pretty much a REQUIRMENT in any pack haha. Thank you for understanding and replying
the hold back is that making mods is fun, but porting is not. So right now i‘m prioritizing making new projects. Although i get that there is no point in developing for 1.19.2 if everybody has moved on, so yeah i need to port sooner or later
I don't know if it helps but I do have a video that goes through all the changes with mixins and resource loading.
I believe it goes over ALL the changes with mod resources
In this Minecraft Modding Tutorial, we are updating our tutorial mod from Minecraft 1.19.2 to 1.19.3 using Forge.
== SUPPORT ME ON PATREON ==
▶️ https://url.kaupenjoe.net/patreon
== ASSETS & DOWNLOAD LINKS ==
GitHub Repo: https://github.com/Tutorials-By-Kaupenjoe/Forge-Tutorial-1.19/tree/40-update1193
== 25% OFF FOR GAMING SERVERS ==
▶️ htt...
But take your time. rushed projects never end up as good as if we wait. We love the mods so keep up the amazing work.
thanks
do you ever plan on readding sword parrying to golden age combat?
oh wow you still remember that haha
well whenever that mod makes it's way to 1.19 it will be in, that's the whole hold back
Awesomee I literally loved that feature
yooo aint this the ender io mod?
ender zoo, so just a part of ender io but yes haha
loved that mod back in the day, so made a 1.19 rewrite
I'm trying to alter the configs for Universal Enchants to make it so that Fire Aspect cannot be applied to Tools (axes, picks, etc), however when I remove these categories from the "Items" section, the tools continue to be enchantable with fire aspect, not entirely sure what I'm doing incorrectly (or if outright removing enchants from the list is actually something the mod supports)
also suggestion in a similar vein, perhaps adding an option to the server config.toml for enabling/disabling autosmelt?
idk too much about the inner workings of making mc mods (I primarily mod skyrim), so I'm not too sure of the feasibility of such an addition
there was an oversight where auto-smelt would still work for axes
i removed all that functionality from fire aspect in the latest release, belongs in a separate mod dedicated to new enchants honestly
dude with the mods I've seen made by you, I reckon that could be a friggin great mod.
also, thx for letting me know!
haha thank you so much!
Universal bone meal VS sugarcane
you have serene seasons or apotheosis?
I have seasons
I take it the mod has some errors when combined with seasons?
no i just asked about it for fun
XD So joking aside. are you working on a way to fix it?
no, i tried once and couldn‘t find a workaround. For now i can just recommend turning off sugar cane in the config.
why not have it detect if the mod is downloaded it checks to see what seasons are active. then if the correct season is active it can work. and if not it does not work. like "Wrong season: vanilla settings" and with the "Right season: Bone meal"
Basicly when the wrong season is detected you cant bone meal the blocks that have the season marked for it. Like vanilla minecraft does not let you. its more of a On/Off Switch for bone mealing the blocks that have seasons set for them. should be easy to code right??
and when the block detects that it is under or in a "Green house" to counter act the seaons then you have it to "ON" then as well
illegal shenanigans going on
I'm wondering how many mods are you releasing at the same time in the next round, since last time there were... 5? 6?
(please at least be one about lapis making it actually a thing 🤞)
Hey all, wondering if anyone can point me in the direction of a more complete config guide for the excellent Pickup Notification mod. I've been looking around for a bit, and this is the closest I've come. I'm trying to get it to work with Vault Hunters, specifically with Sophisiticated backpacks, and I'm having no luck.
You can enable backpack compat in the server config, you find that in the world directory. but I'm not sure that option actually works with Sophisiticated backpacks though, if it doesn't then that's how it is. auto-pickup features on backpacks are just implemented very differently, I can't account for everything unfortunately
oh wow you are actually paying attention haha
a new wave is exactly what I'm building up to, currently 12 mods are done... 😅
you have anything specific in mind?
It's currently working on TangoFrags' server with the pack, so it does work, and it's a huge boon for streamers
I promise, I come seeking only documentation, not more features. If it works, awesome, if not, I'll carry on.
well yeah then you want to look at the server config, the option for backpack_compatibility is found in there
How not, you're one of the most influential mod authors nowadays
For real
I don't know, lapis seems kind of useless
Even you have a mod that disables the need to use it
Of course it would need to be related to magic
Maube an overhaul of the enchanting table inspired by quark's matrix enchanting table
So depending on the enchantment level of each enchantment, you would need to spend the same amount of lapis
But as said, you have already done something about overhauling the enchanting table
This idea is only to make the players use the insane amount of lapis they can storage in their chests for actually something useful
Could be another different thing completely
Confirmed, all works beautifully. It's going to be a huge boon to chat and me. Thanks so much for the help!
awesome, really glad it's working haha
Sophisticated Backpacks might have actually been the backpack mod I designed this feature for, I don't remember quite honestly haha
Yeah well that's kinda just like vanilla but it requires more lapis
I am planning on making a spin-off mod of enchanting infuser where you have to feed in enchantments from tools or books in the table and it let's you recombine them, maybe lapis will play are role in there
I also had another project i was working on related to enchanting where candles around the enchanting table would influence the enchantments you get depending on their color, but I don't see lapis anywhere in there too
also new page designs in the works :)
my current wip testing victim page
https://www.curseforge.com/minecraft/mc-mods/bartering-station
it's really similar to mrcrayfish's newer pages but the designs are just so gorgeous
I really like the "branding" touch of it
I think its cool to have a personal signature to your style if you're a modcreator
Everything in the look of minecrafty logos fits well but it's void of personality
Glad you're enjoying your work : )
And returning to the topic before
What I was trying to say about lapis, is that you only say "I need those lapeez" from 2 to 3 times in your entire playthrough and go mining them
It's really sad that they're so cheap
I think they need to have a more relevant paper on the magic system of minecraft, which is sadly bland and forgotten
This sounds fucking cool
There was a mod for Forge that could do that iirc
And please, this
I remember while ago I posted on your github saying this basically haha
ah that was you
yeah it's based on that suggestion haha
I actually already implemented that for enchanting infuser like a year ago but it was never released as I didn't want to take the mod in that direction
the mod with that concept I want to be skulk related
just don't wanna make it too obvious that it's just enchanting infuser with these minor changes lol so therefore skulk related which feels different enough
he made the universal enchantments mod
I say this because you publish on both launchers and knowing your approach to vanilla mechanics
idk if that's what you mean though
I meeeean custom enchantments
ah
In fact I suggested the ability to burn blocks with fire aspect
I am just curious about it
a mod that does that released 30 minutes ago lol
not approved yet
from mineblock?
i wanna make a mod dedicated to new enchants at some point, but I need enough ideas to justify it
I have some enchants I really wanna do, but it's not enough yet
ah that's how you know makes sense now
I have a list with enchantments that don't use potion effects with some twisted mechanics
if you want I you can pitch it to me in dm's, I don't have time right now, but maybe at some point we can make it take shape
Nice!
regarding that update, not sure if this is intended or an oversight, but by default the fire aspect incompatibility remains for silk touch/fortune/looting. (of course this can be pretty easily dealt with by removing the incompatibility strings from the configs, just thought you should know in case you didn't)
altered configs I'm now using that appear to work perfectly fine
you need to simply delete the old configs, when they regenerate they are correct in the latest version
they don't update automatically, as that would also override all intentional changes made by the user
huh I swear I did that. ah well.
no big deal, since the configs are laid out easily enough
much easier to edit than doing stuff like SSEEDIT n stuff, that's for sure
Hi! Is console experience still being worked on by chance?
which features specifically do you miss?
Well, specifically the heads up display and loading screens.
you mean the floating hotbar or the extended held item tooltips?
Right!
are you on forge or fabric?
forge :)
I know theres a mod for fabric similar to console experience, bedrockify I think its called?
yes
on forge for the floating hotbar there is this: https://www.curseforge.com/minecraft/mc-mods/raised
It's not exactly the same, but it's good
and for the extended held item tooltips with enchantments and so on you can actually do me a favor
that is already ported to 1.19.2, it's just not public
you can test it for me and tell me if it all works
@halcyon sparrow
word!! ill try it out after I finish breakfast 👁️ 👁️
I hope the puzzles lib works, I had a crash in BMC3 on start-up when testing but only there
@tribal crater
Ever tough about making a mod that add a Item(s) that will attracts mobs to it?
Like Enderman get attracted to Endermites.
This just for every mob(or even better add entities to a config in the item/block) :o
Would be cool for mob farm optimizations and in conjunction with ur Spike mod.

actually no, I think there are other mods with things like fans you can use
is there a mod with some sort of mob attractor like this right now?
the spikes aren't original too, I just did that mod because I figured out how to render pyramids and didn't want that code to go to waste haha
there is nothing like that on either forge or Fabric.
I know there are fans etc, but attractor and an Enderman anchor (like in the 1.12.2 Ex2 mod) would be cool.
Ender anchor tps enderman to the torch that u placed in a certain range.
can you link ex2? I can't find it
I think its called Extra Utilities 2
nvmd its not Extra Utilities, I actually dont remember the correct mod.
But all I know there was the possibility to place a "Ender/Anchor Torch" that would prevent any enderman in a "big" radius to teleport away.
If they would have TPs away, they would have always TPd the the placed Torch/Anchor.
was very usefull for Enderman farms
The base idea of the attractor would have been smth like that (but maybe more via the AI, aka not pulling but rather the mobs just going there like they are aggravated at the block)
Would be cool if its configurable ofc
Dunno which one is more efficient in terms of TPS/lags
dont remeber it to be that buggy xD
Mod = Dark Utilities
I remember enderman being TPd to the Torch not being unable to tp :o
I actually remember the mod now: it's the obelisks from Ender IO
im blind
yeah that's cool, I could see just all those ender io obelisks in a separate mod
they are porting ender io to 1.19
i doubt it'll ever be finished
the progress on that repo from the last 2 years is questionable unfortunately...
sadly yes :(
but yeah the obelisks are cool project for a new mod, thanks!
Enderman Anchor 
hey does item pickup notifier have a 1.19.3 version?
i read in a couple places that it was updated to 19.3 but did not see a file on curse, and using 19.2 caused crashes in .3
it does not
not all too familiar with mods, is there a way i can update one to 1.19.3 myself? same way you would update pack format to make a texture pack compatible.
if you're not all too familiar with mods, no
which one specifically would you like to see an update for?
There's a few, the one in particular was easy anvils
that'll have to wait unfortunately
Minecraft doesn't start up in 1.16.5 with Enchanting Infuser. Tried changing forge versions, java versions, and removing every other mod I had. I'm using the MultiMC launcher. Here's the log:
download the correct jar, you have the sources jar
oh, my bad
all good, thanks for your mods anyways, theyre some of my favorite
thanks!
Question my dude about Easy Anvils.
what is the Level cap of the Anvils? or is there one?
also with No Enchant Cap, will it mess up your Anvil code?
check the server config, I think by default there still is one but it's much higher than vanilla and you don't get there as fast
you don't need no enchant cap if you have easy anvils
fr mojang gotta rethink vanilla anvils, its so difficult to get god armor lol
will Easy Anvils do the same as No Enchant Cap?
No, that's something completely different
fabric would be the case, sorry for the hassle, it just wouldn't accept my input when i clicked the button
here you go, tell me if you find any issues
Alright, I will. Thankya!
Seems to work completely fine, now I'm just waiting for Elytra slot to update and hopefully add support for reinforced shulkerboxes- at which point enchanted shulkers said they'd add support for elytra slot.
After that all I'm waiting on is requiem to fix some compat issues, and forgero to update to a more stable release- and hopefully see ada's paxels add support for advanced netherite. then my pack will be complete ❤️
one more step closer
Alright, after some testing, I remembered seeing that someone was having issues with mousetweaks behavior and easyshulkerboxes. With some testing it looks like item-scroller (https://www.curseforge.com/minecraft/mc-mods/item-scroller) is working fine and it does that same item scrolling mechanic plus some.
@lament tusk should work with Scout
also for issues with v4.4.0 just report them on discord, that's simpler since the release is not public
The Mouse Tweaks issue was specifically addressed in v4.4.0, so that should be good.
ah alright, thankya
Alright, this works wonderfully, thankya!
Now just need to make a note to quick shulker about support
Hey all; using the Pick Up Notifier mod as an addition to a modpack I'm playing and I can't seem to get the blacklist configuration working. I'm trying to use wildcards to blacklist entire modpacks (ie: "minecraft:*") but when I add that into the blacklist field it either crashes my instance on loading or makes the entire pick up mod not work at all. Any recommendations? using the 1.18.2 version. Thanks !!
please share your edited config and the crash report
I'll try to recreate the crash tomorrow; right now it's back to defaults and I"m not sure which crash report corresponds to which edit I was doing.
well actually i just released a new version for 1.18/1.19 that overhauls the blacklist/whitelist configs, so try around with that and come back here if it doesn't work.
the new format for those configs is documented here: https://github.com/Fuzss/pickupnotifier/blob/1.19/README.md
I was actually going to ask about white listing, because that would make it much easier. Thanks! I'll test this soon
Okay. I've tried to make it work but I'm still getting the problem of when I apply the configuration, the mod stops working all together. Can you not wildcard an entire mod of items at once?? Config under the new system included below
Just trying to make it show specifically items from @the_vault mod. In the old version, blacklisting via this method with "minecraft:*" would yield similar results of either making the pickup notifications stop entirely or sometimes result in instance crashing.
that all looks correct for what you are trying to do, only pickups for items with the the_vault namespace will be shown, the wildcard syntax is also correct for that
just tested your config myself in-game and it works without issues, although I used minecraft since I don't have the vault mod
if you placed the config in the correct directory it should all be good: .minecraft/config/pickupnotifier/
if it's still not working check your latest.log file, any errors will be printed there
the only problematic thing I could see is Forge usually doesn't allow underscores in a modid, but vanilla resource locations support it, so I don't know what takes precedence here
Okey doke. Thanks for confirming that the syntax is valid, I'll poke around with it a bit more later and see what I can do to get it functional, if I have any more questions from the .log file I'll pop back in.
can you link the the_vault mod maybe so I can test with that once more myself?
@tribal wasp
It's an entire modpack, no idea if it exists as a standalone; https://www.curseforge.com/minecraft/modpacks/vault-hunters-1-18-2/files
ah so i see, so they just use a mod that let's you create content dynamically. thanks
This is the mod that is used in the modpack: https://www.curseforge.com/minecraft/mc-mods/vault-hunters-official-mod
ah thanks
Appreciated, Zxhir; i'm a relative newbie to all things Minecraft, literally bought it to play Vault Hunters with friends.
Yeah, for whatever reason when I put the below into a json in the config folder, it just seems it disables the mod entirely.
{
"items": [
"minecraft:*"
]
}
Suppose I'll just deal with it for now until I can put together a list not using the wildcard since that doesn't seem to play well for some reason.
send your latest.log: https://gist.github.com/Fuzss/866b384d353912986e37b17eeef7a285
@tribal crater u think u can add support for https://www.curseforge.com/minecraft/mc-mods/hals-enhanced-biomes
to your fast leaves decay mod xD
Currently its not working with it (guess the worldgen mod uses some weird flag/tag on the leaves so they dont decay)
do the leaves decay at all? looks like they use the persistent block state which is used for player placed leaves in vanilla, if that's the case I can't do anything
just look at a leave block that won't decay with F3 turned on and share a screenshot of that
yup I think he uses that :/
Generated a new one because I wasn't sure if my last load of the instance was after I reverted changes or not. https://gist.github.com/Reyom89/9543ed5f315ed6feb1e3957188758a14
well that's on the other mod then, just tell them to implement a custom leave block if he wants leaves that don't decay when further from the stem than vanilla leaves allow (it's 7 blocks for vanilla leaves; I assume that is the reason why he set them to be persistent)
here is an example from the terrestria mod, he basically just needs to copy that: https://github.com/TerraformersMC/Terraform/blob/1.19.3/terraform-wood-api-v1/src/main/java/com/terraformersmc/terraform/leaves/block/ExtendedLeavesBlock.java
there's nothing in that log indicating that anything is wrong unfortunately
I doubt he will add a custom leaves xd
That's kind of what I figured. It just has the Minecraft:* wildcard for blacklist, but no pickups at all register. I'm assuming some weird interaction with another mod causing it to not show, even though the backend is fine. I'll play around more with specific items and see if I can get that to work, it's just a lot more effort, lol
Thanks for your efforts though!
I have a request for easy magic if possible
To increase the difficulty for enchanting, I've thought that it would be cool to augment the cost of lapis and levels
The lapis cost of a enchant would match the enchantment level and for the experience, the first enchant would cost 10 levels, 20 for the second and 30 for the last one
That would have an impact on the gathering of lapis and levels, making lapis more relevant and also for the management of experience
well the mod is called easy magic not hard magic haha
is anyone able to give me a quick run down on the config for the Enchanting Infuser? I can't figure out how to balance it correctly, default is wayyy too cheap and the edits I do make it too expensive
play with maximum cost and the multipliers for common/uncommon/…
Max cost is the most important value, that‘s the cost for applying all possible enchants to the item
Is there a way to just allow certain enchants on the enchanting infuser via config? I would like to add mending, soul speed and thorns but when I allow treasure enchants to true in the config it also gives me spectrum enchants which I do not want.
there is no option for that at the moment
Fuzs did you push the 4.2.11 to the maven?
better ask this dev: https://www.curseforge.com/minecraft/mc-mods/torchslabs-mod
really don't wanna get into modifying vanilla mechanics in such ways, it's extremely annoying to maintain and very error prone as I already know from diagonal fences. just a big mess and constantly breaks
it's up now, thanks for the reminder, the tasks aren't setup properly on 1.19.2, don't want to support that version of fcap anymore but people keep coming up with bugs haha
Ahh okay sorry about that 😂
Does anyone know if Leaves Be Gone improves performance, or is it extremely negligible? (sounds like an oxymoron)
compared to vanilla: no
compared to other quick leaves decay mods: yes
I mean theoretically there are going to be less leaves ticking
which would improve performance
Sorry, this is probably asked all the time, but will Armor Statues be updated to 1.19.3?
Does anyone know of a crash from better animations collection caused by the piglin animation? I’m thinking it could be a conflict with a resource pack or another mod
!moreinfo
Hello! For us to properly help you with your issue, you will need to answer all 8 questions below. Post the answers in this channel:
1. Have you modified the modpack in any way? If so, what did you do? (Updating/adding/removing mods, changing configs)
2. What launcher, or program, are you using to launch the game? (CurseForge, ATLauncher, etc)
3. What Minecraft version are you playing? (1.18.2, 1.16.5, 1.19.2)
4. What version of the modpack are you playing? (v11, v9, etc)
5. What steps are necessary to reproduce the crash? (Launching the game, exploring the world, etc)
6. Have you ever gotten past the point where the crash happens?
7. Send the crash report file into this channel. Right click the modpack, Open Folder, and navigate to the Crash Reports folder. Drag the newest one here. If there is no crash reports folder, do the same thing with the latest.log file in the logs folder.
8. Did you follow the Performance guide linked in #faq?
ignore #1, #4 if you arent playing one of our modpacks
- Curseforge
- 1.19.2
- Found Piglin village in nether. Walked up to Piglin, crash. I went through the crash report and it sounds like there was an error rendering entity for Piglin.
- Happened again after reloading.
- I’m on my phone rn but I can send the report later if u want.
- Ya
I removed better animations collection and the issue went away. I’m not sure if it was a rare better animations bug or a conflict with another mod/resource pack im using. My pack uses a lot of medieval mc, and I noticed it was removed in medieval mc.
crash report is important
I’ll make sure to send it when I get the chance. Thx for ur patience. Also I hope u know your profile pic haunts my dreams

another chest
it's really cool
collects all items nearby with those sculk vibrations
and stores xp from the mobs that die close to it
Interesting
i needed room for the xp bar
i know this is a bit offtopic but anyone know a mod that allows me to bind Hotkeys like "SHIFT + F" on fabric? I cant do it for some reason :o
is there a 1.19.0 version of Better Animations Collection?
no
midnight controls
hey, is puzzlelib not compatible with optifine & optifabric? Game seems to crash on launch when combining these mods
I'm on 1.19.2 and v4.2.1 doesn't seem to crash, however Mob Plaques requires at least v4.3.8+ and this version (and up) seems to crash
stop using optifine
open an issue on github. I‘m usually using optifine myself without issues
I was looking threw cruseforge and i dont see a mod that lets you have a Emerald wallet thing.
Do you think you can make a mod that you can craft like a "emerald bag" and when you pick up an emerald it sends it to your emerald bag.
I would, but I’ve noticed that fabric doesn’t have anything to smoothly use CEM models without any issues
?
had issues
tried pigs with ears, got invisible pigs with floating ears
hmm I haven’t tested the same pack with optifine so it might actually be the pack, hold on let me look into it
these mods are going to give you a 100x better experience lol
numismatic overhaul kinda goes in that direction, justthat is basically replaces emeralds with coins
Will u make the "Respawan Animals" mod also available for Fabric?
But that means that emeralds = useless then XD
to update on this I downgraded optifine to H9 instead of I1 and it's working without issues
I'd really appreciate if you could post the crash report and latest.log on github so I can look into it if I'm able to fix it on my end
but you get a bag lol, isn't that what you wanted? haha
how would an emerald bag work anyways? it's just a backpack/bundle that stores emeralds? you could use any backpack mod for that coudln't you
doesn't seem to make a crash report, just exits with this message upon launch
Ah seen that before
its an issue with the cardinal components mod which is bundled in puzzles lib
the fix is ln them but they’ll tell you exactly what chorb has
not sure what you mean by the last message
*on
basically you need to stop using optifine or live with the fact that mods will break lol
it is impossible for any mod creator to offer any kind of complete compatibility with optifine
its completely closed source
at best, you're going to get "this might make optifine compatible, who knows"
and even that is unlikely
I’ve already fixed the issue by downgrading the version of optifine, we were just discussing on what might cause that exactly since Fuzs was curious
Will Respawan Animals come to faabriic :(?
probably not
well actually the port is on github but unfinished
but it's just way too unpopular to invest any time
okie dokie
Is there a 1.19.3 version anywhere for all the "Easy" mods?
All I see is 1.19.2 version and they are the only ones not on 1.19.3 in my modpack.
I think not
When will they be released? I'd really like to use them with all my other mods, but they just aren't up to date.
No idea, I think Fuzs is waiting for 1.20 but I could be wrong
Also, >1.19.2 still misses lots of mods for both loaders
I'm curious, what pushes you to play on 1.19.3?
Most of the mods I use are only updating new version, etc...
and I like the new features coming with Minecraft itself in the newer versions.
We all like them, but 1.20 is the current barrier bc behind the new updates lots of things have changed
And updating every each time to newer version requires time and effort
I can only suggest you to wait or play 1.19.2 until 1.20 falls
The problem is, most of the mods I NEED to work have to be on 1.19.3 to make my life easier.
However, I like the more specific mods such as Easy Anvil and Easy Magic, etc... they just make the game more fair / balanced.
But there is no version for the Easy mods, and everything else is up to 1.19.3
Fabric
Applied Energetics 2 for Storage and a few other mods that are less important.
AE2 isn't for 1.19.2?
There is a missing version that would've worked for 1.19.2
It's either 1.18.2 or 1.19.3
The 1.19.2 versions don't work because they are behind. You need 13.0.6 or newer to use on 1.19.2 and they don't have that version.
I'm sorry to hear that
For that kind of mods I play on Forge
Fabric is just playing better vanilla for me
I've thrown a modpack together of a bunch of visual things and QoL changes.
@tough belfryI'm so lost.
Why so?
I tried to add the Applied Energistics 2 mod again, and it is working now for no reason?
Hahahaha yaaay
Just because I was curious to see if it would give me the same error.
Sometime one has to rebuilt its own modpack
And it didn't, the game launched and there is now the mod in my 1.19.2 version working.
I've made the same thing dozens of time so everything could give me stability and compatibility
Keeping good track of everything you make is important
Do any of the devs know when a 1.19.3 version will come out for all of the "Easy" mods?
i am confused about how to use resource pack overrides
i just want to have the light version of fancy weather to override the resource packs loaded by a server
elaborate on what you mean, fuzs will help you when he's awake
i just want one specific resource pack always used no matter what
so even if a server loads stuff it ends up below it
what server are you playing
ethereal skies
i doubt they encrypt their server resourcepacks
okay
go into your .minecraft
or wherever your mod files are
serverresourcepacks folder
change the newest one, whichever corresponds to ethereal skies to a .zip. its safe to delete everything there then join ethereal skies so the resourcepack regenerates & you can be certain
then drag that into your resourcepacks folder
i want everthing else
deny the resourcepack when you join the server, and then go into your resourcepacks tab and enable it yourself
just the rain to be sparse
if you follow my directions you will have the ethereal skies resourcepack installed in your own resourcepacks folder
i added a resource pack with less thick rain but it just won't change
you will be able to control where it goes in the load order
its possible that resourcepackoverides could fix this in a more reliable way
because ethereal skies may update their resourcepack
they do
well my solution will work shortterm until fuzs gets back online & can help you more effectively
theres no rush
i know optifine has an option to turn off weather effects but i don't like optifine
based
and to be fair i still want some rain its just way too heavy
and theres a world where its constant
i have been able to get other resource packs that change stuff that was kept default like mushrooms and flowers and dripstone to work
but the weather has just been uncooperative
i just kinda lived with it until i saw resource pack overrides on curse
If I'm runing Pick Up Notifier on my own game, and I open it to LAN, is there anything special I need to do so other people can connect to my LAN game?
no should just work
if it doesn't open an issue on github for pickupnotifier
resourcepackoverrides doesn't support server resource packs, those work a bit differently
I'll check how hard it would be to add support
Hi! I'm not sure why, but I've installed Easy Anvils (along with the Req. API) on a server, though it seems that it doesn't render the items on the anvils, and also puts the items back on my inventory. There're no resource packs. Are there any known incompatibilities or am I messing something up? Yes, it's installed both on client and server
how did you install it client and serverside
In the mods folder, using the forge version, latest 1.19.2. If that's what you mean. Via CursedForge page
got it figured out!
this is all you need, new version should be live on CF soon, just sending it here already so you don't have to wait
make sure to place the config in .minecraft/config
it only works with the vanilla anvil. are you using that?
Yes
I could repair it with the Iron Block, tried leaving the axe or anything else on it, didn't work. (also tried on brand new ones, didn't work either)
Yes
Mine or server sided
both
but I'm pretty certain this is an issue with apotheosis. I added compat at some point, but apotheosis has no api whatsoever, so that might have broken again in the meantime
I'll have to check that but not anytime soon
still logs would be appreciated, maybe the already hightlight the cause
Here's the server log
here's mine
The server is kinda messy
since I've tried testing some new mods
client log is incomplete, server log has nothing on the issue
can you try if it works without apotheosis
Would kinda break the server, but I might try sometime in the close future (don't have any survival copies around, and it takes quite a lot to load the world)
Playing right now, probably that's why, as it's the latest log I suppose
I'm sorry if this has been asked before but I'm just lost and can't figure it out, I tried looking around, but I may have missed it, I'm trying to install fabric mods, first I wanted to get visual workbench and Pick Up Notifier for 1.19.2 as a start, they required Forge Config API and Puzzleslib, I have made sure they're 1.19.2 and all, I made sure they're also fabric, I tried everything I can think of, but I'm still new to installing mods and such to minecraft, most i've really done before is datapacks to a save lol. but I just don't know what to do, sometimes depending on the combinations I did during testing, of different files like older 1.19.2 or even 1.19.3 sometimes it would tell me puzzleslib wasn't installed in a fabric crash report, or wouldn't say anything specific and just say exit code: 1 on the launcher. I'm sorry if I posted this in the wrong place I'm just so out of tune with what I'm doing wrong~
do you want to stick to the vanilla mc launcher or would you be willing to switch to something more conveinent
okay
you can install either curseforge launcher which is a buggy mess but more user friendly
or ATLauncher, which has a lot more features and isn't buggy but might take a bit to get used to
using a modded launcher will make the entire modding process 10x easier since it does pretty much everything for you
ohhh
like the UI is more/less user friendly?
I'd probably use ATLauncher either way if it's less buggy
ATL is less user friendly
it needs a redesign and its getting one soon
but it's pretty easy to figure out
atlauncher . com right?
yes
ok, I'll take a look at it, thanks! is there anything special I need to know about it or is it pretty straight forward with installing and such?
install atlauncher, run it, log in, go to the vanilla packs tab, create a 1.19.2 fabric pack
you can add mods by clicking add mods
search any mod from Modrinth or Curseforge (modrinth versions tend to be newer / more updated)
then install
!fps this list has a bunch of fabric mods for improving performance
awesome, thank you so much for telling me about ATLauncher!
it worked. thanks.
hi, is forge config api port available for 1.19.3? The default branch on the github repo has changed to 1.19.3, but its still 1.19.2 on curseforge
Did some more testing, it seems pickup notifier is what's breaking my client connection to the LAN machine. If I submit a ticket to git, do you need debug.log or would the client log work? Running curseforge on both machines, that's why I'm asking.
latest.log is enough
can someone help me with the diagonalfences:non_diagonal_fences?
i am trying to add the tag to the immersive engineering steel fence, so i created a datapack with \data\forge\tags\blocks\fences\steel.json (copy from the mod jar). but the tag doesnt appear ingame
in the log file i can see a error:
Couldn't load tag forge:fences/steel as it is missing following references: diagonalfences:non_diagonal_fences
so iguess the datapack at least is correct
Thats not how tags work
locate diagonalfences:non_diagonal_fences in the diagonal fences mod jar so you know where to put the tag in your data pack
then add steel fences to diagonalfences:non_diagonal_fences
ohhh, so i should add the blocks/tags directly to the non_diagonal tag
jep worked, thanks for the help
Easy Anvil mod question
Before I ask this question, yes I read the mod page twice, checked all the comments, checked the FAQ in this server and checked for similar posts in the post channel and used the Discord server search function.
I cannot find anywhere where the question has already been answered so I am forced to ask the same annoying question.
If you have already said this somewhere, please reput your answer somewhere more easily found so people dont accidentally pester you with this question!
I am making a 1.18.2 modpack with some custom mods aka a large modpack project and was wondering if there was plans for a Easy Anvil 1.18.2 version? (I looked online for mods that did the samething as your anvil mod but cannot find that either, if anyone knows a similar mod please tell!)
I thought this be a nice quality of life mod to add because of its visual and tweaks but unlike your crafting table and enchantment table mod that does the samething for 1.18.2+, the Anvil mod is only 1.19.2.
It's fine if your not planning to put it on 1.18.2, just wondering if I should bookmark the mod incase you do plan to or should I just move on?
Wow that's actually the nicest way someone has ever asked for a backport, well done haha
Changing anvil mechanics is really tricky and the 1.19 version currently conflicts with many mods that add some custom anvil recipe (mostly on Fabric since Forge has an event that allows for at least some level of mod compat concerning anvil mechanics), so I need to find a fix for that first.
If I can find a fix I'll try to publish a port before next Friday, no promises though.
I didn't specify but I am talking about forge!
Either way tho, if you do or don't. Thanks for trying
Hello! This may be due to incompatibilities with other mods but I am getting a crash on right-clicking an anvil:
I didn't notice this happening with v4.0.6, but I also installed a lot of mods in the intervening time
love the work you and other mod makers do btw!
(oops forgot to mention this is with Easy Anvils, v4.0.7 Forge 1.19.2)
fixed in v4.0.8 just now
thank you!!!!!!
thanks, appreciate it!
hi i cant find in my server files the enchanting infuser config
can anyone help me pls
world/serverconfig/enchantinginfuser-server.toml
thanks bro
Hm, strange, I'm crashing again (I only just now tested it since v4.0.7, but test environment is the exact same version, mods, server, etc)
I might have changed 1 or 2 mods, I don't fully remember
please link your whole source repository
strange, I didn't even touch an anvil this time and v4.0.8 crashed my game randomly, same abstractmethoderror
again
i am trying to think what could be an incompatible mod
im gonna try binary sorting out which could be the incompatible mod in a bit lol
i'll get back to ya
so i havent started searching yet but i think canary might actually be causing the problem
nvm, using anvils still crashes the game with canary removed. i'll start testing mods now
good luck, we all making modpacks have to go through this at some point
kay, it's still crashing upon right-clicking the anvil with just PuzzlesLib and EasyAnvils
(Forge 1.19.2, EasyAnvils v4.0.8, PuzzlesLib v4.3.12)
was an oversight with the fix in the last version, didn't catch everything
v4.0.9 is out now to fix this for real
hey just so you know, spent a lot of time on easy anvils this week and although all issues with the mod should be resolved, it still needs some testing before I'll look into a port. I'm gone for a while now, so no 1.18 port in the next few days unfortunately
Your issue is not related to FCAP, you are missing an entry point in fabric.mod.json
"entrypoints": {
"main": [
"me.banana.no_render.fabric.NoRenderFabric"
]
}
Will still bring up a crash on launch related to mixin extras since the maven dependencies for the fabric project don't seem to be setup correctly but you'll have to figure that out on your own
hey, is applying enhancements via item + book in the anvil working as intended? for me it seems like with most books it doesnt work (category does match)
can you give an example? Also have you tried with just easy anvils? Another mod could be interferring with anvil mechanics
hi, is there anyone that knows how to config "enchanting infuser" to only show vanilla enchants? (currently showing a lot more modded enchants..)
PS: playing with "EnchantingInfuser-v4.2.2-1.19.2-Fabric" version (i located the config in serverconfig, but couldn't figure out how to achieve what i'm looking for)
there is no option for that
hmm for example in this scenario, should this book work? because it isnt atm
lavawaxed isnt a pickaxe enchant
hmm im sorry for being clueless but shouldnt it be able to get the efficiency iii? how exactly would this book work? because looks like the other 2 ones are pickaxe related
i might have inverted a fla g there, will investigate next week
is easy anvil compatible with apotheosis?
yep
This is exactly why i joined, wanted to search if others were having this problem. Glad it’s being looked at.
Using a book in an anvil doesn’t work at all
I'm sure this is asked quite often, and I may have simply missed it, but will there be a 1.19.3 update to the easy anvils mod? If so, when?
It'd be awesome to have that for 1.19.3
Hello, everyone. i am running a server with enchanting infuser and some extra enchantments. The problem is, i found a bug in the amethyst table, that allows ANY enchant on ANY item. So you can add the enchantment that adds hearts onto an axe and it will be completely broken and likely destroy my server. This is not the case for the netherite one, this on works fine. Please help.
does Universal Bonemeal work in 1.19.3?
The worst part is that these enchantments work. Meaning if you have 10 swords in your inventory with the enchant that adds health and you are unkillable.
This will ruin my server if someone finds out before I solve this
https://github.com/Fuzss/enchantinginfuser/issues
explain how to reproduce the issue over there
Do I have to do it on github? There is something wrong with my account and I cannot log in, and I would have to make a new e-mail. Can I explain it here? Or would you really want it on git hub?
Done. Submitted.
Hey, is the fixed work penalty working? https://www.curseforge.com/minecraft/mc-mods/easy-anvils When I join a world this config is created, which has the fixed set already: (see screenshot).
But when I fix a sword using another sword, the required level is not increased. I expected it to go from 2 to 5 to 8. But it stays at 2. I am using 4.0.9 version
thanks!
no problem, just look into it when you have some spare time 🙂
I‘ll look into it tomorrow probably
Hey everyone, got kind of a weird issue. Have a personal modpack built up, and wanted to have diagonal fences in there. It was working great until last night, then after changing nothing I would hang on launch and eventually get an out of memory error. The only way I could avoid that was giving it 64 gigs lmao, even though it had previously done fine with 12. I finally narrowed it down to this mod, when disabled it now boots fine. I found an issue on github relating to macaw's fences (which is installed) and memory usage but I encounter the issue during boot rather than in game, was wondering if anybody else had encountered this.
Nevermind I forgot to remove Custom Fences when I added diagonal 🙃
Would it be possible to add a feature to Resource Pack Override that allows for more granular control over individual files, whitelisting or blacklisting them from loading (so you can pick and choose textures from packs that are licensed under ARR)
isn‘t that precisely what the filter section in pack.mcmeta is for?
or would you want something where individual resources in a bottom pack that would normally be overriden by a top pack can be forced to load over the top pack assets?
i guess that would make more sense
Oh wow, I have not been keeping up with resource and datapack formats. Filter is almost what I would want, but yeah, I was looking for a way to specify files in a bottom pack to load over top pack assets
hay Fuzs I found this really really old mod called "Streams" and it looks like it has not gotten an update for 3 years. I really like the mod and i was wondering if you would be willing to try and make your own version of the mod as well? if you want to
Hi! I saw the Straw Statues mod and I was super interested in it, but I wanted to ask if it would be possible to add a feature that essentially allows you to take a selected player's skin and turn it greyscale? Like for making statues? Or is that already in the mod and not listed on the CF/Modrinth pages?
no it's not a feature and won't be added
i like that mod a lot, so thanks for the suggestion, but the implementation is really difficult, and especially since the original mod is ARR rewriting everything from scratch is extremely time consuming, so no, not gonna tackle that
hey, did you end up taking a look at that?
just did and I cannot reproduce your issue
i need more information from you to be able ti fix this then
what combinations work/which ones don't (just a few examples)
forge/fabric
does the issue persist with just easy anvils installed
what other mods do you have that affect anvils/enchanting
seems that theres more ppl with the same issue, so maybe theres another mod or something else in common that is leading to this
does the issue persist with just easy anvils installed
i can try that in a few minutes
will send the current list of mods im using
yo Fuzs
@keen mesa you can help out too
maybe u can spot something that could be conflicting
did u think about my idea for better trident mod?
this is what I need
do u like the idea?
I decided the mod should remain as it is for now, I have other projects going on at the moment
alr
replicating that same scenario but with just easyanvils(+puzzleslib)
but this works, (also works when i use all other mods i was using before)
forge or fabric?
forge
creative or survival?
survival
easy anvils version?
EasyAnvils-v4.0.9-1.19.2-Forge
thanks
np, lmk if theres anything else i can test to help
still no luck haha, both cases work for me
will try some more things and keep you updated
looked back at it and I made it intentionally this way
repairing is not supposed to increase the repair cost any further (either using the repair material or an unenchanted item of the same kind), only operations where the second item is enchanted should increase the cost
you can disable this behavior though with the always_rename_and_repair option
if you can that'd be great
sure, sec
also which forge version?
Forge 43.2.3
Ok thanks
Both work for me with just easy anvils, must be another mod conflicting
thanks! so the issue for coyote was that in easyanvils-server.toml max_anvil_repair_cost was set very low
this is the limit when Too Expensive! shows (40 levels in vanilla)
there is a bug right now in easy anvil where the label will not show though, so that's what was confiusing
just added a separate option for this: penaltyFreeRenamesAndRepairs, so this is now separate from the previous always_rename_and_repair option
I understand. It would be hard to implement that into Minecraft.
There is an idea I had the other day. There is not many mods that help with "edit data packs" with in a world file. After the world was made. They do have quite a few "mod buttons" where you can open up the mod list? Can you see about trying to make a data pack editor? That way people could edit their world data packs much easier.
Could call the mod "Data pack Editor"
data packs aren't meant to be changed later on in a world generally since they control a lot of gameplay features
that's why vanilla only allows you to select data packs when creating a new world, not afterwards
Yes, but what if down the road a data pack was changed/updated and where it was in the data pack list does not cooperate with other data packs below or above it. Meaning the world you could of worked on for months. Now is broken or corrupt because one of the data packs is not cooperating with the others. Meaning now you might have to start over.
Hello there! Consistently getting this error when loading up a world or the pack it self
Calling server config when it is not yet available! This is a bug! Message: Config data is missing java.lang.Exception: Config not yet available at fuzs.puzzleslib.config.FabricConfigDataHolderImpl.lambda$testAvailable$1(FabricConfigDataHolderImpl.java:45) at com.mojang.datafixers.util.Either$Right.ifRight(Either.java:109) at fuzs.puzzleslib.config.FabricConfigDataHolderImpl.testAvailable(FabricConfigDataHolderImpl.java:44) at fuzs.puzzleslib.config.ConfigDataHolderImpl.getOrCreateDefaultConfig(ConfigDataHolderImpl.java:70) at fuzs.puzzleslib.config.ConfigDataHolderImpl.config(ConfigDataHolderImpl.java:59) at fuzs.puzzleslib.config.ConfigHolder.get(ConfigHolder.java:28) at fuzs.easyanvils.client.handler.NameTagTooltipHandler.onItemTooltip(NameTagTooltipHandler.java:16) at net.fabricmc.fabric.api.client.item.v1.ItemTooltipCallback.lambda$static$0(ItemTooltipCallback.java:37) at net.minecraft.class_1799.handler$fpi000$fabric-item-api-v1$getTooltip(class_1799.java:11662) at net.minecraft.class_1799.method_7950(class_1799.java:835) at net.minecraft.class_310.method_1485(class_310.java:805) at net.minecraft.class_7454.method_43796(class_7454.java:20) at net.minecraft.class_1126.method_4799(class_1126.java:26) at net.minecraft.class_1124$class_7457.method_43807(class_1124.java:61) at net.minecraft.class_1124.method_43804(class_1124.java:42) at net.minecraft.class_310.method_43759(class_310.java:2590)
The errors are much much larger than this, but was wondering if this meant anything!
https://mclo.gs/28fNtY4 - Logs
Using Fabric 0.14.17, and the curseforge launcher
Again doesn't cause a crash or anything but it is a bit odd
just a warning for me, nothing serious
Fuzs, I don't know if you are aware of this, but Immersive Weathering's author is making an overhaul of the enchanting table
Which on pair with UE makes wonders for a new magic system
I thought I had to share this with you since I've been pressing you with my ideas n_n"
neat! looking forward to that
It does:
- Limit the enchantments available on the enchanting table. But if you put a chest(<1.20)/chiseled bookshelf near with enchanted books, they will be available on the enchanting table list.
- Increment the enchanting levels/cursing chances depending on what blocks you put around the enchanting table, which are customizable with tags
- Distribute most enchantments now only available through looting/trading to encourage exploring and gathering resources
Oh and adds new very well thought balanced curses
And a question for UE: I asked about disabling enchantments a time ago if you remember, but that was before the new current folder/file format
Could this work to disable this enchantment?
1.19.2 puzzleslib crashes on startup alongside visual workbench, diagonal fences and straw statues
I have a weird thing and i thinks its between legendary tooltips and the shulker mod
How do i change the configs to work
I tried to find the legendary tooltip config and it wasn't helpful
Guess what I just added to my mod common sense.
open an issue: https://github.com/Fuzss/puzzleslib/issues
you have another mod that adds a shulker box display, you need to disable that, maybe this one https://www.curseforge.com/minecraft/mc-mods/quick-shulker
for the overlapping there is an option in the easy shulker boxes config for disabling the extra tooltip
When will Easy Anvil's and Easy Enchant's be updated to 1.19.3?
^
Yeah I'd like to see the Easy mods on 1.19.3, It'd be awesome
I'd more like to see 'Stylish Effects' and 'Pick Up Notifier' updated to 1.19.3
pretty much all'em tbh
trololol
^
well whenever its ready
i just love that mod cause i dont have a seizure trying to get the enchantments i want
when would the fabric version be done?
probably undetermined, if fabric is causing issues its probably more of a bug that just gets fixed Soon™️
coming in to report
latest version of puzzles lib is marked as being for 1.19.2 on both curseforge and modrinth
Came to say this
thanks guys, changed it
awesome, thanks
Fuzs, is this syntax correct for universal enchants excluding?
I assume not because isn't working but I need to know
I can't spot a mistake
check your latest.log and search for unbreaking.json
if something is wrong with the file there will be a message there
otherwise could be a bug
this should be built in vanilla!
cool
Hey there ! I'm just wondering if its possible to disable item rendering on top of anvils on the easy anvils mod
Not sure if this is expected or not, but it looks concerning
this is from the Enigmatica 9 modpack
1.19.3 Easy mods yet?
Fuzs? Does your Trading Post Mod going to work with "Infinite Trading"???
By: Serilum
You are also number 2 of one of my favorite mod developers 😄
yes, in the client config
Nice
Thank you for letting me know
also
The tag GUI
is it an asset within easy anvils, or is it just reusing textures from the base game?
thanks, will have to do some profiling
heard of this before, it seems like it only affects certain systems though
it's a new asset
but the name tag itself is rendered from the item form
Ok got it
they are out already
just easy shulker boxes is missing
Hey dude, one more thing 😅
no idea, test it and tell me
So i'm currently developing for epic fight, and recently we'll be launching our content last update, and i'm the one doing the animations for all living entities, i really liked what you did with the pig in animation collection 2, was wondering if i could insipire my pig anims a bit in yours
with the pig snout doing that yk, ofc i wouldn't copy it, just would get inspiration from it
We use blender too, and our models have bends so it wouldn't look anywhere the same
just take it if you want
but the snout is not so simple to do since the client isn‘t really aware when the pig grunts
I guess you played the anim every time the sound played right ?
I’m still looking at how I’m gonna do the anims play
Maybe I’ll just use mixins
Hey so I found out that Forge Config API Port [Fabric] brings an create mod crash with it is there a way of getting this fixed ? (I found it out by deleting Forge Config API Port [Fabric] from my modlist and it stopped crashing)
My curseforge packs serverside and clientside
i need the crash report and server/client logs
also issues go here: https://github.com/Fuzss/forgeconfigapiport/issues
Any idea as to why Puzzles Lib would be removing the red strikethrough? Went through my entire mod list to narrow it down, only occurs when Puzzles is enabled, even on it's ownsome.
i don't have an answer but i will point out the strikethrough isn't gone its just behind the number
Ah gotcha, my colourblindness coming in clutch there
Man the ring around I did trying to figure out the issue on our server lmao. I thought the villager was bugged out, was doing /data commands to mess around with the gossips data. I was dumbfounded. Then I tested singleplayer and still had issues. Minor bug I suppose, but now I can't tell what's discounted down because I can't see red properly lmao 
https://github.com/Fuzss/puzzleslib/issues/31 Opened as an issue 👍
thanks for the report! Already fixed in dev
this report is unrelated to FCAP, you have to look at whatever mod ports net/minecraftforge/client/model/generators/ModelFile to Fabric
is there a easy way to find that out what mod it does ?
binary search
Can i disable that render?
no
Hey fuzs all of your mods are incredible! Wondering if there’s a chance of better animations collection getting the villager eyes that follow you similar to fresh animations in a future update?
thanks! well no, there's no need to have it in both
Oh gotcha👍Even so Fresh animations just isn’t compatible with most mod packs I use so if u ever choose to id be esctatic!
that‘s not an issue ncf is supposed to fix
looks more like the mod author messing up
I meant the xpfromharvest author
night config is a bundled library, has nothing to do with minecraft on it's own
it's just used by forge for the configs
How can i enable incompatible enchantments in the enchanting infuser?
enchanting infuser on its own cant do that
check out my universal enchants mod, if aou remove incompatibilities with that itll work in the enchanting infuser too
kk ill try that
I tried adding univeral enchantments but it does not work
it does work, both mods are designed to work together
Does Universal enchants have support for modded tools and enchantments?
yeah
I still have incompatible enchantments
Heyo, 👋 I've been making a modpack and wondered how you would feel about your mods use in it
@tribal crater I'll be crediting you, your mods are hella usefull 👍
sure go ahead
the mod doesn‘t remove all incompatibilities automatically
you need to configure that yourself: https://github.com/Fuzss/universalenchants#configuring-the-mod

