#fuzs-projects
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thanks it works now
Was this ever able to da work or n0?
Cause I noticed the mods visual workbench and easy magic had nice visuals, im making a modpack in 1.18.2 (It be done by next year, im putting alot of effort into it) but since easy anvil isnt 1.18.2 I thought it would be out of place to not include it so I decided only to have all 3 mods if they was on the same version
Its okay if they cant make 1.18.2, its not the worse thing in world if I cant have them.
yeah well as mentioned easy anvils had some serious issues that needed to be addressed first
thatโs done, but my priority kinda shifted to 1.19.3 atm
the new plan now is to finish 1.19.3 (will take a while due to internal stuff), then jump to 1.19.4 (no clue how long thatโll take, havenโt looked at all the changes in detail, but should be rather quick), then base 1.18.2 ports for current 1.19+ only mods on 1.19.4
Okie dokie!
Hello, is there any plans to put the bartering station mod on 1.18.2 and 1.16.5?
yes and no
explain?
Good afternoon
#Chance one out of set value an attempt at repairing an anvil will be successful.
#Range: > 1
"Anvil Repair Chance" = 5
I would like to know what is this chance
also I would like to know if it is possible to extend the "Visual Workbench" mod to workbenches from "I Like Wood"
or find out what mod it can be replaced with
1.18 yes
1.16 no
you repair anvils with iron ingots (or iron blocks if this is easy anvils and not easy magic)
1/ "Anvil Repair Chance" is the chance the repair will succeed otherwise the ingot is wasted
so setting 5 will make it a 20% chance
what is the easy anvils mod?
add their workbenches to the config and they will work
0 results?
and it will be added on 1.16.5?
coolio
@keen horizon also keep this in mind
I am aware yeah, cheers though
Are there any plans on porting Sneaky Curses to 1.19.2? ๐
not atm
darn ๐ฆ
does respawnable animals have a config on 1.19.2? asking bc i cant find it in my folder
itโs a server config, you need to look in your world folder
any enchanting infuser version for 1.19.4?
nope
will it happen soon?
Is there a 1.19.4 update for Mob Plaques in the works?
nope
bro?
you'll have to wait longer
it'll come when it's ready
don't want to make any more promises i can't keep
i have a question about the "easy anvils mod", can i also add enchantments that require over 40 levels to put on normally?
yeah should work
Hey fuzs, what is your name at curseforge?
read the channel topic
Will the "issue #19" suggestion for visual workbench that was recently added to the latest 1.19.3 version of the mod be added to a 1.19.2 version in the future
no
im having an issue with enchanting infuser forge 1.19.2, im trying to config it to costing more xp for the enchantments but I cant seem to understand how it works or if its bugged
Hello, I've been having this issue lately with the Straw Statues and Armor Stands mod where it just doesn't work, the menu that opens for you to pose an armor stand just doesn't open up, so i did some research and wanted to find the server.toml file within the config to see if theres any issues there but i just don't see the file in my serverconfig?
look at the costs section
maximum_cost is the main setting you wanna change, itโs a cap for the cost when all possible enchants for that item are applied (like eff5, unb3, for3 on a pickaxe, thatโll cost 30 levels i think by default)
then also possibly increase the cost mutlipliers so the max cost can actually be reached, youโll hve to play around with that
you need to hold a stick and then sneak right click
when ever I set it to more than 40 it resets the config file, and when set to 30 changing the cost multipliers does absolutely nothing, and when its set to 40 going higher than 4,6,8,10 cost multipliers will act as if the cost multipliers were the normal ones already set by the mod
the config file resets when there is a syntax error or an invalid value, for max cost anything >0 is valid
Rarity multipliers are more like a distribution instead of absolute values in most cases
they define which enchantments that can go together on an item cost how much when the cost of all enchantments combined should sum up to max cost (30)
then why is my config file resetting when set to 50?
was your game running?
why pickup notifier does not update in game when I change configs
I have to exit and look again every time
and it doesnt have a smooth animation
what is the solution
thats just how it is on windows unfortunately
Does the config api support Configured Fabric by default? Is that planned if not?
send the log file
dont copy paste
DiagonalFences-v4.2.3-1.19.2-Fabric.jar
you cant use 1.19.2 mods on .3
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you cant use 1.19.2 mods on .3
extrasounds 2.3.1+1.19.2-1.19.1
Ahh, alright. Thank you very much.
no
yes it works
I've translated easy magic, anvils into Ukrainian. Where should I send them?
thanks! just make pull requests on github, I'll sort it out from there
New Spring collection of mods incoming! ๐
Been working on these for quite a while, finally it's time to share!
More releases are coming soon, didn't have enough time to finish all the pages.
CurseForge:
https://legacy.curseforge.com/minecraft/mc-mods/overflowing-bars
https://legacy.curseforge.com/minecraft/mc-mods/stoneworks
https://legacy.curseforge.com/minecraft/mc-mods/permanent-sponges
https://legacy.curseforge.com/minecraft/mc-mods/mutant-monsters
https://legacy.curseforge.com/minecraft/mc-mods/arcane-lanterns
https://legacy.curseforge.com/minecraft/mc-mods/completionists-index
https://legacy.curseforge.com/minecraft/mc-mods/hang-glider
https://legacy.curseforge.com/minecraft/mc-mods/mindful-darkness
https://legacy.curseforge.com/minecraft/mc-mods/mob-lassos
https://legacy.curseforge.com/minecraft/mc-mods/held-item-tooltips
Why 1.19.4 all modpacks are in 1.19.2
Just a waste of time, nobody would use it
yeah its just fuzs mods are on 1.19.3 so i was wondering
I'm still waiting for Stylish Effects to be on 1.19.3, no rush though. I know how developers feel / felt when updating mods to 1.19.3
I was working on that already, there is some internal stuff in puzzles lib I need to sort out first
Ok, that's fine.
but for now I really wanna focus on a new mod menu replacement mod since the old one being gone from curse is causing big issues for the modpacks and we really need some sort of mod list viewer on curse
So, as you made in the statement, I know for sure at least two mods more that are cooking in the oven
Incredible work as always
Tysm โค๏ธ
Btw, never got a response on this
have old projects like fisks heroes been considered for porting
yeah itโs too small, planning on redesigning the implementation for 1.19.3+
thatโs an active project, itโs not cool to just make a port if someone is still working on it. Also thatโs all rights reserved, a port is not allowed
Hey Fuzs thank you for porting the mutant beasts mod. I was wondering if it works with mutant more (ie. can we create the mobs with chemical x from mutant more) and if we can disable natural spawning
Excited to be able to play it again!
glad you like it! you can disable natural spawning by setting the spawning weights to 0 in the common config. integration with mutant more is not planned, they seem to have their own mechanics for creating mutants
cool, so the chemical x in mutant monsters is different than the mutant more one right?
thanks for the response!
When i add the newest versions of amethyst imbuement i get this error https://pastebin.com/RWSk9NDJ
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try removing fpsreducer...?
i already tried
send the new log
kk
..
Sorry for long response, https://pastebin.com/JfNfd68H
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yea wait for fuzs, i will say though it looks like a datapack issue so you can try removing any datapacks you have
i don't have any
if you dont have any it probably means one of the mods include datapacks in which case its best to just wait for fuzs
kk
just wondering. when will there be a 1.19.4 version of puzzles lib?
alright
The Completionist's Index is so awesome, but now it makes me wish a similar mod was out there for tracking mobs, maybe with a shift+right click on a mob using a index book lol. As is now tho, this is gonna be real fun to have. Great stuff ๐
I get this error when updating to the latest amethyst imbuement version and its dependencies https://pastebin.com/JfNfd68H
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please post this on the issue tracker for universal enchants
yall know why i dont get the re-roll button on here? i can still manually re-roll it and everything else works
ive tried breaking and replacing it and nothing
im on fabric 1.19.0
reroll button is in 1.19.2 only i think
you can still enable the functionality in the server config though, you need to click the book in that case
what versions would this be on
thanks glad you like it! the plan is to port to 1.19.3, then 1.19.4 then 1.18.2, so not happening anytime soon
playing around with mod menu on forge haha
Hey Fuzs - is this the correct place to come with issues? I'm having a confusing crash regarding the Mutant Monsters mod and it seems that a mod I have, CIT Resewn (Or more specifically, a Forge port of it) is causing issues.
send the crash report file please
a screenshot of a snippet of a crash report is not enough information
does it happen without mutant monsters
does it happen without cit resewn
I'll test, one moment
Yes, it's still crashing even without CIT Resewn. Now It's pointing to a mod called AutoMobility, from what I can see. I'll continue testing.
M'kay, so... it crashes if I have either CIT or Automobility installed, but while I can do without the cars the latter adds, I make pretty heavy use of CIT resource packs in my builds. :/ Pic related.
It does work without either mod, however.
Without Mutant Monsters, I can run CIT Resewn and AutoMobility with 0 issues, as I have been for the past week or two. The only time I run into crashes is when I try to run Mutant Monsters with either CIT Resewn or AutoMobility so that's telling me there's some kind of compat issue between MM and CIT/AutoMobility.
While I'm not 100% certain the fault is Mutant Monsters', I can only assume that since it's got issues with two other completely unrelated mods, that there's something wrong with it, as opposed to the other two. 
Or the other two somehow have the same issue that's causing issues, but that'd be a weird coincidence. I'm not sure, as I said.
I'm still loading in, but (hopefully without jinxing anything) it seems that the issue was PuzzlesLib - updating to the newest version (at MM's prompting) got me past the insta-crash I was experiencing.
Yeah, seems everything is alright now. I appreciate the troubleshooting help, thank you~ ๐
๐
Curious, how does Overflowing Bar's heath bar work? Does the 3 on the page mean you have 3 rows of hearts, with the orange showing not full line of hearts ?
3 means two full red rows and an orange one
you can change it in the config though so the number only counts full bars
i just found the current default the most intuitive
Mutant monsters will sometimes spawn naturally (which is configurable), and their drops (Hulk Hammer, Skeleton Skull) can be brewed with thick potions (Water + glowstone in brewing stand) to make Chemical X.
Then brew it with gunpowder to make 'em throwable, naturally
Hi. Regarding Resource Pack Overrides for 1.18.2. How do I use the debug options? I'm in the resource pack selection screen, but holding D, R, or C doesn't do anything. Am I doing something wrong? Edit: A game restart fixed the issue
How would I add block tags for use in BlockRunner? Doesn't seem to like it when i use "forge:stones" tag
and your block runner config
At work rn but Iโll get it to you when I get the chance.
please please please update the armor statues mod i used to constantly use it for decoration making on my servers and its not 1.19.4 yet
Hey at @tribal crater are you around to chat for a few minutes. I am having some issues with a group of your mods. I am the creator and dev of Friends United. I'm testing some changes to our pack and I have found a new crashing error that seems to only occur when your mods are activated
The issue is with all the mods on I start the pack and sometimes it crashes on start up, sometimes it'll make it to the main menu and closing the client will cause it to crash right after unless I delete the configs for the mods.
First crash in the log
https://gist.github.com/Zelioth/e12ba8e9174a4f5f356be15fc459ec0e
@tribal crater
tags begin with #
Mindful darkness is causing issues on forge remove it for now
lol im dumb let me update and see what happens
would you look at that it works perfect now
I don't have configs. Help. fabric version 1.19.2 Armor Statues mod
there are no configs for that mod, the page description is from a template
And can I somehow block the ability to move armor stands so that players don't move them to the spawn area? @tribal crater
no that's not a feature
i got tagged to check this channel to see why the infustion ped isnt working
dont know exactly what im looking for
is the puzzle library and easy magic going to be updated to 1.19.4?
latest build appears to be for 1.19.3. only way to know for sure is to test it.
yea my quilt said that it needs to be 1.19.4, but i wasn't sure if it was just saying that because i forgot to install puzzle lib lol
i was being lazy so i wanted to ask before downloading it lol
lol. did the same thing with easy magic. warned me i didnt have puzzle lib and and that it was made for 1.19.3. added puzzle lib anyways just to try it out and it was an instant crash on 1.19.4. looks like all three mods need to be updated to 1.19.4. hopefully its in the works.
oh alr yea hopefully then
any plans on updating said mods? awesome work so far either way. ๐
Regarding Straw Statues are these considered entities? (counting towards mobcaps in some way?) Thank you.
sure at some point
they are basically armor stands
So "Leave my Bars Alone" 3.1.1-1.18.2 doesn't seem to stack hearts? I added it to my existing world, and not seeing them stacked for some reason
*Well rather it displays like Vanilla
And no toughness bar either. Very weird
Oh... going by the config, there's only Hunger when in a vehicle, XP when on a Horse (but not jumping) and Compat with Apple Skin. I don't see anything there for hearts
you're thinking of this one which is not available for 1.18: https://legacy.curseforge.com/minecraft/mc-mods/overflowing-bars
For now I can just recommend some alternatives:
https://legacy.curseforge.com/minecraft/mc-mods/health-overlay
https://legacy.curseforge.com/minecraft/mc-mods/overloaded-armor-bar
https://legacy.curseforge.com/minecraft/mc-mods/armor-toughness-bar
Or this one which is different but also quite cool: https://legacy.curseforge.com/minecraft/mc-mods/classic-bars
Oh, you have two different "bar" mods. My bad 
Hello, when will easy shulkers be updated to 1.19.3?
@tribal crater awesome!! glad to hear it. thanks for the reply.
Quick question, are you planing for any compats like BoP for the stoneworks mod in the future?
no
ok :) thanks for the quick response
I wanted to add a sword to be enchanted on the table of the Enchanting Infuser mod for minecraft forge, but swords from the mo'shiz mod can't be enchanted ... is there a way to add this sword in some configuration file?
help me please
dude its been 10 minutes be patient
ok, sorry
Enchanting infuser is just a different interface for the vanilla table
if you cannot enchant something thatโs how it is
use the universal enchants mod that might be able to fix your problem
When will the "Easy Magic" mod will be ported 1.19.4
are there any mods that you wont update anymore? just so i know which ones i will be able to use with 1.19.3 in the future
like slotcycler
slot cycler will be updated
only mods that have discontinued in the title are well discontinued
alright thanks ๐
actually working on slot cycler right now haha
oh funny coincidence
do you just port it over or do you have to rescript it for .3
Where should I place more bookcases to increase strength? It doesn't go on top because it can only be 2 layers, and when I put it on the side or in front it doesn't go ๐ฆ the maximum that arrives is 15.
use apotheosis bookshelves
also how do you make those logos?
is there a template or do you have to use something like photoshop
with the 3d tool
Thanks ๐
New video - Minecraft Logo in Microsoft Excel - https://youtu.be/nbLh4Db-vO4
Font Minecrafter: https://www.dafont.com/minecrafter.font
Word tutorials: https://www.youtube.com/playlist?list=PLkTfLuE2Kz-5hELeiPa6iVt97qL0W-aIR
E-book http://youtu.be/Z0jB9xJ5-TU
http://www.facebook.com/BestTextEffectsInWord
http://issuu.com/upir/docs/best_text_effe...
would questions about mod development go here? i'm trying to use forge config api port and it's not working
powerpoint?? wow.
Fuzs, do you have any plan to make the mutant monsters animations more like mutant more 1.19 animations?
also do you release updates in waves or just one at a time
yeah just ask, ideally include your repo
no
updates just come when ready
only new mods come in waves as it gets more attention
alr, are easy shulkers and slot cycling near an update>
is there a way to change the cost of a reroll in the Easy Magic mod?
hey is there a way to configure the better animations mod in fabric? the modrinth page only give an option for forge
yes server config
configured fabric
Thanks for the response. I'm on singleplayer and I do not see a config file for Easy Magic inside of the serverconfig folder contained in the world files. Is there a different way that it works on singleplayer worlds?
I'm new to working with forge and mods. I installed the horse expert mod. It is installed on my client and I made sure the server has the required "Curious API" mod but I still can't craft the monocle. It shows the mod in my mod list but nothing is working. Any help or resources are appreciated!
server configs for my mods are in the normal .minecraft/config folder for 1.19+, changed that two weeks ago since the per world config thing sucks
what mc version and forge or fabric
Ah, ok, I just found it, thanks so much for the help.
More new upcoming projects! ๐
Hopefully available still today once approved on CurseForge.
https://legacy.curseforge.com/minecraft/mc-mods/ender-zoology
https://legacy.curseforge.com/minecraft/mc-mods/plenty-plates
https://legacy.curseforge.com/minecraft/mc-mods/new-paper-doll
https://legacy.curseforge.com/minecraft/mc-mods/new-nether-chest
https://legacy.curseforge.com/minecraft/mc-mods/echo-chest
the paper doll thing is perfect for a legacy edition modpack
Absolutely love and appreciate you updating all of these older mods (Ender Zoo, Mutant Beasts) for 1.19.2! It's great to have the mods around again and I hope you update even more, it's amazing ๐ Great work!
Fuzs, did you just port or are you planning to patch/maintain Mutant Monsters as well?
And I loved the chest mods!
how does ur paper doll compare to this one?
glad you like it!
I'm waiting for more issues to be reported before i make a bugfix release
I'll fix anything gameplay related
not familiar with any other paper doll mods
what i spent the most time on for my mod is the transitions when switching actions, so the doll doesn't jump around which it normally does if you just render the player on screen
also my mod isn't new the code has been worked on since 2019 as part of one of my older mods, so it's quite polished
but in the end just see for yourself
yeah they are really useful!
Minecraft 1.19.2, Forge 43.2.0
Hey, I tried out Ender Zoology, and I was wondering if you could add a config to disable the enchantments added by the mod. I already have mods that add Decay and Soulbound so it would be great to be able to turn off those enchantments. Love all the mods you have been releasing lately!
Are more mod ports planned? Old School Mods
do you see the monocle in creative/jei and can you use it if you cheat it in?
iโm not sure this is possible, i think your better oflooking for an external mod for disabling enchantments
if you suggest any i might think about it. Really depends if they are fun to me though
To mention a few mods will say Falling Meteors Mod, Necromancy, Jewelrycraft 2. I thought they were fun, too bad they got stuck in the past.
I'm porting Necromancy already
0.0 wow
very nice
Falling Meteors my beloved
Itโs been so long since that mod has had an update
Primitive Mobs is long gone too sadly
that one I really wanna do, iโve alteady asked for permission months ago but havenโt heard back
it would be great to do now since Iโm very mich into the whole mob game after mutants and ender zoo
Is new mutant monster mod is just ported version of mutant beast?
yes
the creator of Mutant Beasts last I spoke to him was making an update for 1.16.5 to allow players to add their own mutants
Woah, how long ago was that?
Kingdoms of the Overworld was pretty underrated too, sad that one got left behind
But yeah, Falling Meteors and Primitive Mobs are two crazy fun mods that haven't been updated in years
CandyCraft was great too! Cryptic Mushroom was porting it at one point but I think they dropped it to focus on The Midnight.
morph? or does identity replace that
morph is in 1.16.5 and waiting for 1.20 to port further
2021 so oof, can't believe it's been that long already wow
I read out there that they are making a spiritual successor (Adapted Mobs), the same developer of the wild backport mod.
interesting
slotcycle, any chance it can support 1.19.4 out of the box? I can probably change the version and compile myself, curious why it's still on 1.19.2 edit: just read up and saw that it doesn't seem trivial to update it to 1.19.3/4
I cannot see it in creative search menu, I'm not sure how to spawn it in with commands if that's possible.
how can i make chemical X potion?
Can i just shoutout @tribal crater for making fucking awesome mods? thanks for making my modpacks better.
it should be in the tools tab
if it isn't try reinstalling all mods, make you downloaded the forge version for all mods and not fabric
just check online the recipe hasn't changed from the original mutant mods
thanks haha
was it intentional for the sprites to look like default chest for the nether and echo chest
no the enhanded block entities mod breaks it
oh thats prob why, i have that installed
1.19.3 is out just now
if i set a mutant zombie spawn weight to 1 for example would it be more or less common
Hey Fuzs, I just wanted to say the new mods you released look amazing. Excited to try them
What's the crafting recipe for the two chests though?
less common
thanks! the recipes I donโt remember, but the recipe book or jei/rei/emi has them for you
thank you for remembering i exist haha ๐
also, does easy shulker boxes also work with ender chests or just shulker boxes?
it works with everything, even backpacks/bundles/shulker boxes from other mods
at least in the latest version, although Iโm not sure if I actually managed to release that alreadyโฆ
i've got my mod set up with forge api port but when i try calling ModConfigEvents, it doesn't appear to be able to recognize the fabric event?
Cannot access net.fabricmc.fabric.api.event.Event
not sure what i'm doing wrong unless it's a 1.19.3+ exclusive thing
1.19.3
no 1.19.2
i need to a look at your github repo
oh ok lmk when 19.3
am i not able to change it to r? i have that one unbinded because im replacing inventory hotswap with slot cycler
is there away i can do that
it just instantly overwrites the file when isave it
you cannot use fabric events in common, the event must be registered in fabric project code. Your common code wouldnโt compile on forge anyways
the 1.19.2 version unfortunately isnโt split into dedicated common and fabric publications, sp you need to steer clear of anything in the api package in common
aw man
could you maybe add that config option on the controls settings in the next update? as a suggestion
ok, thanks!
Hi guys I'm using the advanced enchanting infuser and I cannot place in enchanted items (there are 4 bookshelves currently surrounding the infuser) Please help I don't know how to fix this.
Note: I'm using the latest version
Will the Mutant monsters mod still be updated?
you need the advanced infuser for changing already enchanted items
the normal infuser can only enchant once just like a vanilla enchanting table
Is the Mutant monsters gonna be updated to 1.19.4?
I am trying to use the advanced infuser Can't shift click/item swap the item see
ah you're on 1.16, changing enchantments on already enchanted items in the advanced infuser is 1.18+ only
Ahh damn, that stinks I really was hoping that was universal.. Still an awesome mod
Hey, I am new, I don't know where is the help channel but I just want to know, using Magnum Torch mod, where is all the types of word etc I can use to customize the torches?
For example I want to keep the torches has they are apart from to whitelist all mobs coming from spawners, so, i can put it outside the spawner room and block basically everything apart from the mobs coming from the spawner.
I hope you can help me out with this,
you want to use the diamond torch then, there is nothing you need to change in the config. spawns from mob spawners are not blocked by default, only all other natural spawns
thx but is there any other word list or something to know what I can put into the config to customize it more?
guys when i have apotheosis and infuser, is there a config to increase the enchant to more than 50? because i need it when i increase the cap of the enchants in apotheosis config
that's only possible via a dedicated addon unfortunately, the main goal for apotheosis support was to get it to work okish at all, not planning on going beyond that honestly
sure there are plenty of options, mob_category, mob_blacklist, mob_whitelist, blocked_spawn_types are all relevant, the config will tell you what each one is responsible for
just out of curiosity, once a villager denies a contract is there any way to change that decision for that specific entity?
with mob lassos ofc
no, most villagers just cannot be moved. but iโm open to suggestions that donโt involve spamming multiple contracts
Hi there ! I just saw the 1.19.3 update of Stylish Effects mod and it works great now from what i've tested as well as with distinguished potions and my other 120 mods (yep i know that's a lot but i'm a man of modded games)
Mutant monsters mod. Can I somehow disable crafting chamical X?
awesome!
brewing recipes are hardcoded and not data-driven like other kinds of recipes unfortunately, but maybe crafttweaker can help with that
does the mutant zombie villager still exist? its texture is still on the mod files but it never spawns
I can't see the reroll button in game, do I need to manually enable it in the config? I should have said this is in relation to the easy magic mod
the reroll button is 1.19.2+ only, in 1.18 you can enable rerolling with a cost in the config, in that case you need to click the book (you'll see a tooltip when it's enabled)
Yes rerolling as advertised on the forge page with a cost of a couple bits of xp and some lapiz
I looked for the config file where the rest of the config files are for other mods and I could not see it
I am running the mod on a 1.18.2 server
it's in the server config in the world dir
any new news on puzzles lib , and easy magic coming to 1.19.4? see a lot of people asking on its curseforge page. really is a must have mod.
I don't know where to send this request, but I just have a request. The chemical x bottles in mutant monsters mod are different from their old texture, can you replace them with their old textures?
ayo is there any chance for a mutant monsters backport to 1.18.2?
that is intentional as chemical x is a potion now instead of a custom item
maybe
๐
illegal shenanigans
the stone wall
saw nothing unusual until I realized the stone wasnt parallel with the other blocks ๐คฃ
Did the bugs in Mutant Beast fixed when you port it to newer version?
Like mutant zombie feet doesn't actually touch the ground in mutant beasts, did it got fixed in mutant monsters?
well depends on the bug, that one in particular no
Something I'm noticing is that pressing shift with Magnum torch just forces the tooltip off the screen
yeah I know, you really need a tooltip fix mod on fabric, the one from isxander is probably the best way to go
vanilla fixed this in 1.19.3, forge has a fix built in
Will Mutant Monsters be added to 1.19.4
if your tracking interest in which mods to update for 1.19.4 first (or at all)
then please count my vote for Ender Zoology. absolutely love the mobs this adds
noted
i got 2 mods in my modpack saying that it needs a version of puzzle lib which i can't download how i fix this? (im on 1.19.2)
download the latest 1.19.2 version of puzzle lib
i got no option to update it
send a screenshot
no option to update and u can see its v4.3.11
wait i can see it on the curseforge website but not in the app
nvm ill just download the jar from the website and put it in the mods folder
but still
idk why that happened
WHY DOES IT FORCE IT TO 4.3.11
i have a feeling this error
Error: java.lang.NoSuchMethodError: 'shadows.placebo.json.PlaceboJsonReloadListener$TypeKeyed shadows.apotheosis.adventure.loot.AffixLootManager.getRandomItem(net.minecraft.util.RandomSource, float, java.util.function.Predicate)'```
is due to me having this mod but in a version which i cant update normally to i can only update to latest of puzzle lib v4.3.11 and if i try using the jar file for v4.4.0 it breaks
Has anyone ran into or found a solution for this issue that keeps happening maybe 1/5 times on my modpack? happens when generating a new world
something on your pc somehow has a config file open
do a full pc anti-virus scan with windows defender
then disable it when launching mc
Take the newer version by manually choosing it
Ok
is it intentional that i get the speed and jump boost effect by just having the armour pieces in my inventory?
no it's a bug, I missed a check when migrating from the dedicated forge method
hello may I ask if Pick Up Notifier will be added to 1.19.4 anytime soon? or is there a way to play it on 1.19.4 fabric?
not my faulty ๐ค
forward this to whoever made club.someoneice.cofe_delight
k
srry its just i had problems with one of your projects just before this so i thought it was you
https://www.curseforge.com/minecraft/mc-mods/abyssal-depths
https://www.curseforge.com/minecraft/mc-mods/eerie-entities
these ones perhaps? abyssal depths was the same guy as mutant monsters iirc
can there be quark compat with quark's sort button, as well as storage label compat since the storage label is messed up
@lime wagon how would i fix the label? The nether chest model uses vanillaโs chest renderer
what's wrong with it?
thats intended. labels stick to block hitboxes. for chests they prefer to have the lock infront rather than hover over it. if you dont want it just turn the chest around easy
ah so that's what you did on the mod page screenshots. was really confused cause I found no handling for the lock in your code but all of them having been turned around makes sense haha
yeah they are just flipped lol
honestly i prefer it like that. i could make a case where they go ontop of the lock but then they would be pretty much hovering
howdy! Big fan of your mods btw. I'm currently making a private modpack for me and my friends, and ive come across a bit of an odd circumstance
was wondering if I could get some help or clear things up?
oh-
I...yeah, that is a bad habit. I guess it's more a way of me saying "is this the right place to ask such things?"
but i should be more direct, you're right
but to the point, it's with better tridents. I love the mechanics it adds, but i want to remove the trident recipe and trident fragment item since it overlaps with other mods in the pack. I tried making a datapack to do this first, but then saw the data file didnt have anything related to the loot tables that I can change, only the recipe for the trident and an advancement that doesn't seem to work
Can anyone help me fix this or know how to fix it?
I'm using the 1.19.2 version for forge
the trident drop can be disabled in the config i think
I saw, it can't
common config
mhm, all that was there was the trident's abilities
thatโs the server config
nah itโs confusing to habe multiple configs
yeah
but the drop needs to be registered before the server config loads
aaahhhh
ic ic. though i do question why there wasn't a loot table folder in the data files
or rather, how
itโs done in code you can do anything with that
i should probably refine that though
and for the recipe you can use the filter section in your data pack
I just went into the recipe and replaced it with a blank file
if it works sure
mhm
though i do wonder about that advancement in the files
is that working as intended, or...?
it says its going into the "combat" tab, but that hasn't existed since 1.8
hey there Fuzs, are there plans to port mindful darkness to 1.19.4? I really like the concept of the mod but unfortunately im restricted to 1.19.4 atm
Pick Up Notifier is incredibly buggy when changing the in-game config. I have to restart my game anytime I make more than 3 edits because it simply stops updating.
heyyy this time i didn't even get a single one
I see puzzleslib has been updated to 1.19.4. trying to use it along with easy magic gives this error-
The game crashed whilst initializing game
Error: java.lang.IncompatibleClassChangeError: class net.coderbot.iris.gui.option.ShadowDistanceOption cannot inherit from final class net.minecraft.client.OptionInstance
idk if this will help with an update but any new info would be appreciated.
send the actual crash report please
thats going to be alot of text.....is that ok here?
just send the file
I use discord on my phone so it was easier said then done. but hopefully this is right.
your crash references iris, not puzzles lib
Also easy magic does not work on 1.19.4
There is a \n in the Emerald Lasso that doesn't seem to let the tooltip start a new line (1.19.2 Fabric)
Ah okay, will that be coming back to 1.19.2 as well?
I don't think so
I can't refuse an admin can't i haha
the port is uploading
aw thank you haha, you really didnt have to but i much appreciate it nonetheless
Is there a way to add a recipie for the Chemical X potion?
stylish effects fabric 1.19.2, does this mod remove vanilla's rendering of effects, or is another mod causing this to appear
i think thatโs emi
data pack or craft tweaker
Which datapack can I use?
oo alrigt thankyou
you create your own, new recipes can be added via data packs. check the minecraft wiki
if you want a brewing recipe craft tweaker can do that
Does the enchanting infuser work for modded weapons?
as long as they can be enchanted
i have a question will mutant monsters be released for 1.20 when the version releases?
changed in v4.0.3 of mutant monsters
Im curious since i havent seen any update on the mod for a bit
In the new mutant monsters update chemical x does not seem to be working anymore
I've spawned lots of creepers zombies and skeletons and chemical x only makes them all blow up
I have a suggestion for the mod. Increase Creeper minion's health cap to make him less fragile. Currently the maximum health of the minion is 10 hearts. It could be 20. It takes a lot of work to hatch it and since he has no armor, he dies very easily, even more so if he's in a modpack with very strong creatures.
And adding JEI hints would also be cool for those who don't know much about the mod. To know how to make Chemical X or how to hatch the Creeper's egg...
Finally, it would also be nice if the Creeper Minion's explosions didn't hurt the player, just like the Creeper Shard.
which version, there where 8 versions today
forge v4.0.3 But I'm about to check the 4.0.4 to see if it still happens
Ok it does work properly now
awesome
leave those suggestions on the github tracker please so I don't forget
Hay man me again. sorry its been so long. I was just looking threw all the mods and i was thinking. There is no mod that lets you store loads and loads of Emeralds. I saw your Bag Of Holding mod and I was like "Wait. maybe if he added a "Emerald Bag" then it could detect when a player picked up and emerald and it added it to the bag." I was also thinking it could be useful for trading with villagers because when the player clicks on the item they want to buy the emeralds automatically move from the bag to the villager trading slot. Think you could add this for a future update to it?
the idea is great, I'd imagine it like a purse that automatically manages your emeralds, and in the villager trading screen it would automatically withdraw from the purse when clicking on a trade and give you the result without using the slots at all
but that kinda leads exactly to what the numismatic overhaul mod already does, only that it doesn't use emeralds...
Hi! I am currently trying to add compatibility between mindful darkness [fabric-api-0.76.0+1.19.3/MindfulDarkness-v5.0.0-1.19.3-Fabric] and the craftingtweaks mod (which adds gui buttons inside the crafting table) but I can't seem to get it working.
This is what I added to the config file:
And this is what the path file of the extracted mod .jar file looks like for reference:
The gui buttons remain the same, what am I doing wrong?
Do the mutant monsters have regeneration?
craftingtweaks:gui.png should be it
i donโt think so
Ok
I stalked the github for enchantment infuser for a bit, but could not find an enchantment tag to blacklist enchants in Enchantment Infuser.
Is that a thing already, or should I open an issue for that?
something like enchantment_infuser:blacklisted or c:never_offer would be nice
what specifically is your use case?
Progression locked enchantments that check if the player has completed certain advancements.
Since the enchantments do not work until certain conditions are met I've got some reports of stuff not working in the past. People being confused, thinking they were bugged.
The enchants have isAvailableForRandomSelection and isAvailableForEnchantedBookOffer set to false
So they never get selected in treasure chests, by villagers or other, but mods sometimes slip through
I used this and now my game crashes on startup ๐ค
crash report
hmm enchanting infuser respects those flags, such enchantments will only show up when manually enabled in the config
paths = ["textures/gui/*.png", "!minecraft:textures/gui/icons.png", "!minecraft:textures/gui/options_background.png", "textures/gui/container/*.png", "minecraft:textures/gui/container/creative_inventory/*.png", "trinkets:textures/gui/slots/*.png", "craftingtweaks:gui.png"]
#Do not add the dark mode toggle buttons to the top of every menu.
hide_in_game_switcher = false
#Print menu type to game chat whenever a new menu screen is opened. Intended for finding menu types to be added to "menu_blacklist".
debug_container_types = false
#Screens to add a dark mode toggle button to, so that toggling is possible outside of inventory menus.
#Allowed Values: NONE, TITLE_SCREEN, PAUSE_SCREEN, BOTH
dark_mode_toggle_screens = "BOTH"
#Exclude certain menus from showing the dark mode switcher. Useful when the box intersects other screen elements.
menu_blacklist = []
#Use a dark theme for the configuration screens.
dark_theme = true
#Percentage of original interface brightness to apply.
#Range: 0.0 ~ 1.0
texture_darkness = 0.5
#The minimum brightness value of font while dark mode is enabled.
#Range: 0.0 ~ 1.0
font_brightness = 0.75
#Algorithm selector for darkening interface pixels.
#Allowed Values: GRAYSCALE_AND_HSP, HSP, GRAYSCALE_AND_HSL, HSL, GRAYSCALE_AND_LINEAR, LINEAR
darkening_algorithm = "GRAYSCALE_AND_HSP"```
Here's the config
Thanks, config is good, already know whatโs wrong
So, what's causing the issue?
Yea I don't want to fully revamp the whole money set up It could be vanilla friendly, and the emerald bag could have upgrades to hold more emeralds.
Level 1: holds 500
Level 2: holds 1000
Level 3: holds 2000
Level 4: holds 5000
Last level: holds 10,000
Level 1: string
Level 2: iron nugget
Level 3: gold nugget
Level 4: diamond
Last level: netherite
The bag can not hold blocks of emeralds
Is there a way to break the enchant limit in infusion table?
hello is there a way to display my doll even tho i am not doing anything and just standing still ?
set the display time config option to 0
what enchant limit
For example that the efficiency enchant stops at 5
no it cannot do that
Hi I want to report that the mutants bypass the mob the griefing rule in the fabric version
thanks can you be more specific though?
when the mutant creeper explose with the mob griefing rule to false, it can still break blocks, but in the forge version it does not
so the forge version is fine but not the fabric one
Please make an issue report on github so i dont forget
Fuzs, will you make the mutant skeleton more fair? Because his range is WAY to insane?
Hi guys! Can I ask something relate to the Straw Statue mod?
Placing the statue didn't show the pose menu or anything
great thank you!
right click with a stick
yeah i had to change that for technical reasons
I'm really not happy with the stick and people keep complaining, but the just sneak+right-click like before breaks when quark is installed since you activate the armor swapping feature from that
Can mutant more's mutant items be used to make chemical x?
This mod will be updated to 1.20 tho right after 1.19.4?
1.20 is coming in 6 days
you can add those recipes yourself
crafttweaker probably
no why?
Hello, I have a question about the enchanting infuser, Iโm using it in 1.16.5 and the end bookshelves Iโm using from Apotheosis donโt seem to give any enchant power, am I not able to use them in this version? I am only able to use normal bookshelves so far
Quick question, how does the contract work regarding if they decline the request? Do I keep trying until it works?
How about when you cure them, they'll accept it?
Or maybe when you've leveled them up to a particular rank like journeyman for example
1.16 doesnโt have apotheosis support
I like that, making it depend on the level, and master level is guaranteed
There seems to be a bug in the Better Tridents mod where trident fragments never drop from elder guardians
I've tested in a creative world and they never drop it ever
I checked the config and it's enabled
I get them in #1101995173430448208 so I'm not sure what could be the issue
do you have a data pack that changes the elder guardian loot table?
Not that I know of
Unless I have some conflicting mod, but I don't think that's the case. Drop rates aren't changed in any mods I have
for Overflowing Bars is there a way for the bar to correspond with the armor type? like detail armor bar does? or is there ay compat between the 2?
Is there some compatability between Mutant Monsters and Mutant More?
no not currently, but it would be nice to support that mod at some point
specifically what?
might be just a random mod that overrides the loot table in itโs internal data pack
According to changelog PuzzlesLib-v6.0.8 added support for legacy-like smithing recipes that don't require an upgrade template. Is it possible to see an example of such a recipe file?
I need it to fix all the outdated smithing recipes in my datapack manually by release 1.20
oh wow you actually read the changelogs nice
only the type is different, the rest is just like the old smithing recipes (ignore the empty template array, it's unused and only there since data gen added it automatically)
but this system probably doesn't work like you think it does, the custom serializer (e.g. hangglider:legacy_smithing_transform) is only registered when requested by a mod, puzzles lib itself contains the necessary classes, but doesn't register the serializer automatically
Sorry for my dumb. Do I have to specify one of your mods (e.g. Hang Glider) so that the serializer registers the recipe and there is no way to specify only PuzzlesLib in the dependencies?
No worries, I can see myself that this is implemented in a confusing way haha.
The serializer is only activated when a mod that actually requires it is present, like Hang Glider. That's an intentional design decision, as I don't want for Puzzles Lib to register any content on it's own to reduce the chance of it breaking for all mods when a feature used just by a few mods is faulty.
Puzzles Lib isn't designed to be used by anyone but me honestly.
@tribal crater Just wanted to let you know, I submitted a github issue to your Respawning Animals mod. The crash is caused by a null pointer exception. I suspect it is an easy fix, but I can only speculate. Issue: https://github.com/Fuzss/respawninganimals/issues/10
thanks!
No problem man
Looking forward to the patch for my modpack
read the text
its incompatible with servercore
this is not a bug or an issue
none
servercore is incompatible
it says right there, "nightconfigfixes is incompatible with any version of mod ServerCore"
no
there is no fix
the two mods are incompatible
what do you not understand lol
i just said, there is no fix
you need to remove one of the two mods
there is no fix
what do you not understand lol
you need to remove one of the two mods
What the hell is that supposed to mean lmao
idk if this is the right place but i made a brazilian translation for better tridents. i changed "Trident Fragments" to "Elder Guardian Scale" cuz it sounded more like something a fish mini boss would drop lol
Is there a way to make mutant creatures spawn only in overworld? The overspawn of Mutant Enderman is crazy in Bumblezone! Lol https://i.imgur.com/u9XuDqQ.jpg
This is cool, is that an app or mod or launcher or smth? How it tells you a potential solution
thats a normal feature of Fabric
not a mod
Hate to be that guy, but is there any plans for backporting easy anvils to 1.18.2?
Just saw that you backported mutant creatures
thanks!
hmm, the mutants spawn everyhwere where their vanilla counterparts spawn, so normal enderman in this case
there isnโt a blacklist for dimensions/biomes as i couldnโt get it to work since those are data driven registries
oh hey i just want to let you know the mutant monsters mod for 1.18.2 forge has some sort of crash when run with tropicraft i have put reports onto github by the way
but do endermen actually spawn in the bumblezone? They must definitely be registered, otherwise the mutant wouldnโt spawn, but not sure if they are prevented from spawning somehow
thanks, already looking into it!
sure
and thank you too its the only issue i found preventing me from adding it into my personal pack
Is it just tropicraft or also other mods with new biomes?
im not sure but i could test with biomes o plenty real quick if you want
thatโd be great thanks!
yee its starting up now
yeah its perfectly fine as it did not crash upon generateing a world
awesome thank you
while youโre at it could you also test if the mutants do spawn in bop biomes at night?
sure
yeah im seeing the zombies and skeletons spawning in the bop biomes
awesome, thanks for helping out!
epic that update fixed the crash in my pack with mutant monsters now thank you very much
I do spawn endermen but rarely in my dimension. The mutants spawn more frequently than endermen and it doesnโt see like thereโs a config to disable the mutant for certain biomes. Might be good to add config so that user can keep the mutants out of the dimension
what are the SpawnerData settings you use for endermen? or is it based on spawn costs?
awesome!
If a blacklist isn't possible, how about a twice as rare chance of spawning based on spawn cost of vanilla counterpart?
yeah no worries, I'll fix that
that's basically how it's already supposed to work atm, it's just that vanilla has two spawn systems and bumblezone uses the newer one which I haven't looked into yet, so I just hardcoded some values (based on soul sand valley I think) when making the mod originally
time implement that properly then
Awesome! I look forward to the fix! Didn't know has two different type of spawn systems then again I'm not a modder xD When I was exploring the bumblezone, I was killed instantly & unexpectedly (I was using Oculus, Rubidium with add ons that made the hive darker so I couldn't see them) and saw that I was killed by Mutant Enderman. I had a spare enderpearl to use it to go back into hive to get all my items back. This time, I noticed two of them in the same spot so I gave up on the item retrieval lol.
sorry about that I guess haha
always have to keep in mind my mistakes kill people
No worry lol, that world is long gone now (deleted) xD
what mc version are you on btw?
1.19.2. The screenshot I took here, is 1.19.4 as a test.
kk
Ah yes shaders ignoring the dimensionโs ambient lighting. You should turn off shaders when in Bumblezone to be able to see
Optifine and Iris were not made to pass the ambient lighting to the shader so shaders treat any custom dimension with a roof as pitch dark. Iris was doing some work to add this info for shaders but donโt think it is ready yet
hmm i may or may not of found some sort of crash issue with chemical x being used in modded mobs i will look into this
hmm no might be a combination of mods to cause the crash
Hey Fuzs, can you make nether chests compat with Quark's sort and filter button? Or add this feature to your own mod? It would be much more practical to manage the chests
no most villagers just don't work, that's intentional
but the plan is to change that, so that when you level up the villager the chance incerases and at master level it is guaranteed to work
it's not a priority right now
fixed now
I flew around in bumblezone in creative mode as a test. So far I haven't encounter any mutant enderman and only encounter vanilla enderman. Look like they're finally done having a honey fest, woo!!! 
Ooooo, strange that they didn't utilize an ambient lighting
Good tip! I will do that every time I go into a bumblezone!
the can still show up, but it's extremely rare in the bumblezone now
I figured that they can still spawn since the spawn chance is now also based on spawn cost rather than completely disable. Thank you for the info! At least it's much better than over spawning!
@tribal crater fix it please?
make his feet long to touch ground or smt.
this bug exists from mutant beasts
Delectable zombie grippers
idk but looks weird, can you fix it? just make his feet longer
Ah, yes, the holy phrase
huh strange i never used a hulk hammer to kill him tho
also is it me or are mutant zombies spawning more after that update now i already killed 2 earlyer now theres 3 more mutants showing up on my map now
oh god
ok now 2 mutant creepers and a mutant enderman have spawned nearby now
this mod is unaffected right?
fuzs has multiple mods. you'll wanna be specific
all of his mods aren't effected
you need to delete your config in .minecraft/config/mutantmonster-common.toml
ah ok thanks
is fuzz's mod "Mutant Monsters" effected?
no its not
none of my projects are affected because:
- the hacked lunapixelstudios account never had any permissions on any of my projects, it's only a mascot
- I'm neither using windows nor linux, so the worm doesn't do anything on my system even if I had it
how do you customize trading posts
Chad
Hey Fuzs! I have implemented the ForgeConfigAPIPort to our multiloader mod. The issue I see is, that on Fabric 1.19.2 when configured-fabric is also installed, configured-fabric does not expose any settings to neither modmenu nor catalogue. Haven't tested it on any other mc version as configured is very limited in availability (only 1.19.2 and dead 1.19.3).
make sure you are using the latest version of fcapi for Minecraft 1.19.2, support for configured is built into that
I've found that some build scripts floating around use a very early 1.19.2 version that's lacking many of the things added during 1.19.2 lifecycle
you don't even need configured, the native forge config screens are built-in too, they'll be overridden if configured is present (which I highly recommend as the forge screens are more of a poc and the original PR on the forge repo was seemingly abandoned)
apart from that I'll be replacing support for configured soon with my own forge config screens mod, as configured is very unreliable in supporting fabric which is a bummer for a project such as fcapi which more or less depends on having in-game config screens
Hey, I was wondering where I could find a download to forgeconfigapiport for 1.20
it will take a few more hours to come out, it's still being tested for 1.20
Alright, thanks
should be live on CF in a few minutes
if you want it early
was hang gliders infected by fracturiser? I scanned using the online scanner and nothing but just wanted to make sure
ok thanks. Love your mods!
thanks!
Eesh. That "Mutant Monsters" mod sure is safe. Is it possible to port this mod to 1.20 whenever possible?
check again
Oh sorry, I forgot.
Hey fuzs! is it possible to add in additional modded armors via either a config or a datapack? I'm currently running enchanting infuser on 1.16.5 Pixelmon and would love to be able to enchant the different pokemon armor
enchanting infuser supports all items the vanilla enchanting table can enchant
if something doesnโt work in both itโs probably not designed to be enchantable, there is no point in me trying to change that
been seeing you go ham with the 1.20 version releases. Nice, Fuzs! ๐
yeah all the rewrites during 1.19.3-1.19.4 are paying off :D
but now I'm stuck on mob plaques...
@cunning chasm I thought you'd fix the mob griefing issue on 1.19.2 also and not just 1.19.4?
I have an issue with the latest version of magnum torch, it makes my Minecraft server to have a memory leak. I've made a github report here https://github.com/Fuzss/magnumtorch/issues/9
Hey Fuzs, FCAP isn't compatible with the latest minecraft version (1.20.1). Would I have to wait for a bit to use it?
thatโs intentional, will push an update in a few hours
Hello ๐ I'm from curseforge. The latest update of magnum torch for fabric 1.19.2 makes my Minecraft server to have a memory leak. I made a github report too & I linked it here
i was doing mod testings and I saw the GC wasn't behaving correctly with the latest version of the mod
I was checking everything with spark gcmonitor
4.2.1 doesn't do this at all, GC works normal
Awesome, thanks Fuzs
thanks!
v4.2.2 changed how entities are prevented from despawning, before the entity spawning check was simply cancelled, but this is very tricky to implement on fabric since I need to patch it in in many places, so I switched to letting the entity spawn and simply remove it again if it isn't allowed to which is much simpler to implement. look like the issue comes from that
v8.0.0 for 1.20.1 is out
absolute hero! thank you, any noiticble changes?
nope just had to recompile, 1.20.1 in general doesn't really change anything
ahhh cool, thanks
Will Straw Statues make it to 1.20?
๐๐
Love the nice easy cheap way of having such a neat armor stand
yeah that's the plan, but that'll be a while
i never finished the last 1.19.2 update and before that's not done I won't port the mod
maybe in a month
Hey Fuzs, glad to inform a crash happens after clicking new game in main menu
UE related
please post this on github
Done
thanks!
fuzs will bring the "Primitive Mobs" mod to the new versions of mineceraft?
i want to but the original author hasnโt given me permission
i messaged them on curse some months ago and havenโt heard back
maybe more people could message them to show that thereโs a lot of interest in me making a port
@tribal crater i found his discord
its just daveyx0
i can message him for you
since i have mutual servers
oh wow that'd be awesome, thank you!
all I need is his permission to make a 1.18+ port for Forge and Fabric
kk
@tribal crater , are you going to hover on 1.20 for a while, or is 1.20.1 in the soon-to-be-expected pipeline?
I wanted to facepalm when I saw a new patch come out so soon.
1.20.2 is coming btw
I noticed as well. Quick releases back to back
where did they say that? gonna skip 1.20.1 then
Last week I saw new issues solved not being implemented on 1.20.1, and yesterday some new more have been updated
they didnt say it anywhere
but new bugs were resolved recently
after 1.20.1 was released
I think they're going to release a "minor-major" update at some point, since 1.20.1 only solved multiplayer issues
they released 1.20, like 63 bugs were fixed on the bugtracker
then they released 1.20.1
and they just fixed 7-8 more bugs
I see, well still not great news when you're maintaining so many mods ๐
Is it possible in Overflowing Bars to use 512x512 texture instead? Or it's coded only for 256x256?
sure thatโs how resource packs work
you can double as often as you like if you want more pixels to work with
oh great, thank you!
hey, i had added yesterday an issue on puzzleslib, i had tried a lot of test today, everytime i had added 4.4.1 it makes indifferences with other mods, our modpack did start on server side, but on client side it crash, or let us not entering the server, only with 4.4.0 it works without issues. the issue is only shown a lots of problems with other mods, but puzzleslib only trigger this errors.
The issues are always switching: don't loading BYG, don't loading Fastload, don't loading Automodpack,
This is really annoying, if i could help, i will try it., we doesn't had problems with this mod since 5 month, but the latest update bring us a lot of brain damage.
here is the latest.log from the version with 4.4.0
With 4.4.1 it does not work anymore. i will come tomorow with other logs
As a personal suggestion, there's a website called mclo.gs where you can upload logs so we can see them without having to download the text file
@mystic thunder
I will upload the file tomorow.. gn8
Is fuz the creator of better combat?
no
Ok.
"sigh" I guess I will never be able to report my crash... stupid phone verification.
scientists still canโt explain this one tbh
That is why I get them confused ๐
I also thought he was in a minecart ๐
lol haha
I thought daledus was a face in a minecart... not laptop ๐
@kind tinsel please explain. why are you in a minecart lol
please try all three version and report back which ones work
Because I live my life in a minecart ๐ญ Its all the realestate space I have
I am currently having a problem with your discord server... well this is kind of something that I would like yet I don't think you want to do it... its phone verification, It is so annoying for me because I don't have a phone ๐ฆ
Yet it's your server so yoou do you with it.
I am sorry friend, I have no time to police the server 24/7.
Phone verification protects us from most malicious users.
Ok, I guess I will have to send you messages other ways... ๐ญ
I can let you in tho.
Try joining now
Thanks it works.
Okey, will come back after work, thanks
Hello, with this config (screen 1) i just have 28 power (screen 2) when i add more bookshelv the power dont grow up and my max is now 100
so i can't have all enchants..
1.20.1 is the same as 1.20 basically btw
most 1.20 mods work in 1.20.1 because the code changes are really minor
you need to use better bookshelves from apotheosis
ok i will install that thx
you save me ๐
i just have an resource pack is that ?
if the numbers go this high you already have it installed
otherwise you have messed with the server config, you can just delete that then
i never installed this ressource pack
apotheosis is a mod
yes yes
the better bookshelves
i already installed apotheosis but not the ressource pack for bookshelves i will test
Hello. Will overflowing bars get a 1.18.2 backport? It's a really neat mod, basic and simple and does the job right. Doesn't add any additional features and isn't confusing
don't work
and not work for vanilla bookshelves too
yes itโs planned
but will still be a while like 1-2 months maybe
lots of other stuff to do before that, especially when they keep pushing new patches all the time now
then reset your server config dor enchanting infuser
ok
good to know, thanks for the reply
i deleted the server config, relauch the game and nothing appears
whats different to the files on modrinth and curseforge?i ask, because i had tried all 3 files, it works, but after loading the files from curseforge or modrinth, it does not work, don't get, whats the issue
They shouldnโt be different unless you installed a different version or wrong modloader
if you look on the added post from Fuzs, you would see, he had said, i should try the 3 files above.
Sorry
any idea ?
the three files i sent are not on modrinth or curseforge
so v4.4.1.247 works fine? that's the important one of the three
if it does indeed work for you I can safely push it as a new release
no, not beyond that
I don't have the time to dig into this right now unfortunately
yeah, had tested on our side, worked fine
ok... no prob
is Better Animations in FORGE 1.20? if so what additional files are needed to run it for forge?
When i try to run it it says the sql language isnt present and when i searched up what that had to do with it says that it usually concurrent with the wrong version? is it possible that it only works for 1.20.1 or am i missing a file all I have is better animations and puzzles cause im using forge
you need to send your latest.log/crash-report
when will 1.20.1 versions be released for better magic and anvils?
stay on 1.20
Hi guys! Been using a lot of Fuzs mods. They're all great! I was surprised tho that Easy Anvils is not available for Fabric 1.18.2. Is that correct or am I missing something? I looked into Fuzs projects page for a "Fabric Legacy" link but I couldnt find it. Any hope? โค๏ธ
eventually yes
yeah his mods are super nea
t
in case anyone is interested: I'm currently remaking the old Illager Expansion mod for Minecraft 1.20, mainly in the sense of fixing a lot of bugs, but also fletching out some features, adding back some scrapped content and also a few new things. and of course it's for both Forge and Fabric
here is an early preview for anyone who wants to give some feedback to try (you'll also need an indev build of puzzles lib)
what's missing: structures aren't generating, loot tables aren't implemented, platinum infused armor is still in the game, it will be removed in favor of a new armor trim set (it also won't just be visual, kinda like this mod: https://www.curseforge.com/minecraft/mc-mods/better-trims)
here is a link to the old mod page for more context: https://modrinth.com/mod/illager-expansion-rematch
Woooooooooooah you're the goat
I LOVE this mod and it was really sad to see it dying
eventually yes
i had implemented a lot of your Mods in our modpack xD it is amazing, love the fency epic mods ๐
awesome! which mods are you using?
From your side or from the modpack side?
I love the paper doll from bedrock ๐ and the workbench ๐
that's what I meant, great!
my game crashes whenever i put puzzleslib into my mods
send the crash report
how
latest one i have is 2 days ago
basically it doesnt even crash cuz the game doesnt even open
"An unexpected problem occurred and the game stopped working. We are sorry for the nuisance"
"Exit code: 1"
the one named latest
remove optifine
remove optifabric
never use optifine for any minecraft version 1.16.5 or newer
there is no reason to
it will break mods
A list of recommended OptiFine alternatives for Minecraft: Java Edition.
what should i use to get the same fps i get in optifine or more
A list of recommended OptiFine alternatives for Minecraft: Java Edition.
That link points you to what you should install
Read it and find it
optifine degrease most fps,
will i get more fps than optifine?
yes
much more
optifine increases memory usage by about 800 megabytes
if you use ModernFix and enable dynamic resources (https://github.com/embeddedt/ModernFix/wiki/Dynamic-Resources-FAQ), you can use 200 mods and have only 800mb allocated to the game
and still get 500+ FPS
well i barely get 100fps rendering 8 chunks thats why im worried
you will get much more with these mods
Im curious, is there any modpack with all of them prebuilt?
yes
theres a lot on modrinth & curseforge that arent very good
we are making one that's as good as possible
please don't use optifine, it is so bad
i would also really suggest modernfix with dynamic resources enabled
will any of the mods i have be umcompatible?
also i really hate the sodium menu
is there a way to change that?
try and see
no
all mods are compatible with these
i know none that are incompatible
except really obscure stuff
there are 100x more mods incompatible with optifine
thats what caused your crash
.
Your profile picture is real
real
use e4mc instead
honestly neither
dynamic fps is better then
@sterile wasp
do it
im pretty sure starlight and phospor are imcompatible?
take starlight
did you ned this?
ah im pretty sure u need this for custom mobs resource packs
i dont really need it, its just in case i ever wanna use smth like that
thx
https://modrinth.com/mod/entitytexturefeatures i think this do the same
Did you use indium?
yeh im pretty sure
send me please the modpack in PN i will looking on it
i did
Hi, is there some way for have EnderZoology mod and puzzleslib working in fabric 1.20.1?
Like downloading a dev file or something
Joined mainly just to ask if the mutant creatures from mutant monsters spawn naturally, or if there's a config to let them do so if they don't
yes and you can change how often / if at all in the config
Thanks
you place this file in .minecraft/config. if you also want to use any of my other 1.20 mods on 1.20.1 you add them with the same format as the ones already present. any 1.20 mod will work on 1.20.1 like this
A mutant warden should be added to the mutant monsters mod since a warden itself can still take out mutant monsters with ease
suggest that to the mutant more mod
Fuzs I have been hearing alot of modders moving from cruseforge. why?
Thanks I will test ๐
I tested but my minecraft crash when I create a new world, I dont know why.
Happened when I put puzzleslib and enderzoology
I have too forgeconfigscreens mod that I was using already for other mods
Its weird, I tested again and now it has not crashed.
just a pr stunt to promote modrinth
CF is very active in addressing the concerns the people who left brought forward
hey Fuzs. i know this is a random probably one off issue, is there anyway to disable the chest animaltion with the fire bits. I have a large room with about 25 of your chests in them and im starting to notice fps drops and lag spikes and its only around them
please leave this on the github issue tracker
wasnt sure if it warranted an actual bug report
release candidates for the new illager invasion mod
adds many new illagers making raids much more challenging, cool loot and fun new structures
needs the latest puzzles lib from CF or modrinth
Will this be available for 1.19.X?
Will backport to 1.19.2 at some point
no support for 1.19.3/4 though now that 1.20 is out
This looks great
ooo gonna have a look at this for a personal 1.20 fabric pack my friend wants me to make
did some basic testing with this in my 1.20 fabric pack and i will tell you this its compatablity is fine so far so thats great
Yo guys, i was making up a mutant enderman scale
And i here to ask if new mutant enderman has gained a new ablity, effect, change or anything from old one
It is a powerscale btw
This mod will be updated to 1.20.1 as well right? Curious is all lol
awesome, thanks for the feedback!
yeah
alr
also minor suggestion but do you think you could do emissive/glow parts for the invoker dude? i think that would make him look nicer in the dark
personaly i feel like it would be suiting since he seems to be a magical illager boss
hmm im also seeing z-fighting on the archivists book might be a mod compatablity ima have a further look at this
ok as it seems this can be reproduced with the bare minimum mods loaded so its not a compablity issue i think its a model issue
also by the way is the invoker intended to have the same effect of the wither that causes the sky to darken when around him?
and another thing about the invoker is he meant to be able to despawn? as im noticeing him despawning
thanks for all the feedback, I really appreciate it!
so new version with invoker tweaks: emissive rendering, no despawning, no dark world and some mechanics related to the shield are changed
ooo lookin nice
the book is a vanilla bug, not interested in fixing that, you can report it to mojang though on the official bugtracker lol
it's the book from the enchantign table
Just wondering, why aren't you posting it on curseforge?
fuzs said they are release candidates in the other file uploads so i assume they are just testing/bugfixing and makeing sure everything works fine before proper release
Okay, makes sense.