#fuzs-projects
1 messages · Page 5 of 1
Armor Statues mod crashes and i have no idea why
i can share my mod list
send logs
i didn't think it would help cuz it's a very general crash log can be caused by many things but here you go :
The game crashed whilst initializing game
Error: java.lang.IllegalAccessError: class me.jellysquid.mods.sodium.client.render.vertex.transform.CommonVertexElement tried to access private field com.mojang.blaze3d.vertex.VertexFormat.f_86013_ (me.jellysquid.mods.sodium.client.render.vertex.transform.CommonVertexElement is in module rubidium@0.6.5 of loader 'TRANSFORMER' @255d9277; com.mojang.blaze3d.vertex.VertexFormat is in module minecraft@1.20.1 of loader 'TRANSFORMER' @255d9277)
i had that few times and every time it was something different so i don't know what it is this time
please
send the actual log file
a snippet of the log doesn't help
and send the crash report
oh yeah right my bad it's so hot here my head is spinning
thank you
Is anyone else having problems with the mutant monsters config in 1.20.1? For some reason, the config does not seem affect the spawn of mutant endermen for the fabric 1.20.1 versions of the mod (aka v8.0.0, v8.0.1, and v8.0.2). For example, the first screenshot shows the results of the config for the mutant endermen being set to 0.00005, the second screenshot shows the results of the config for the mutant endermen being set to 0 (this is a singleplayer test, but the same is happening on my friend's server)
The only other mods besides mutant monsters and its dependencies I had installed when I ran this test was Xaero's Minimap and Xaero's World Map, but I also tried using only mutant monsters and its dependencies and the same result occuried
you might be missing puzzles lib, otherwise not related
nope
make sure to update puzzles lib and forge to the latest version
i had this crash during testing too and it was related to that, but in the end there is a bug in rubidium which doesn't let you see the forge missing dependencies screen but throws this mixin error instead
when i first tried the mod it was the latest and crashed again but now it might be the problem let me try it
yeah i don't have an idea why the hell it crashed when i tried it first time but now it works after updating the lib again. thanks for the help i never gave a possibility that it was because of something that basic.
ok, thanks for the info fuzs!
btw, keep up the good work! Love your stuff!
all yall at LPS do amazing work
but what other changes were there between 1.19 and 1.20 for it?
like, things i should make a datapack for or if its worth changing for a private modpack im making
I think a particle effect on successful parry and optionally when an attack is blocked would help with visual responsiveness
I replied to the wrong message but this is about the sword blocking mod lol
thank you!
like...i have most of your mods in my private pack lol
but yeah, are there any important changes other than the textures between 1.19.2 and 1.20?
bugfixes which should make their way to 1.18/1.19 at some point
ok, thank you!
i really like the sound effect which is playing and I think that's enough for now, but thanks!
fixed in v8.0.3.
I also like the sound effect quite a bit, just figured a visual queue would enhance it but your choice!
hm...hey, dumb question, but is it common for modpacks to go as far as implementing custom textures and/or model changes for consistancy?
Yes I believe so
hm...how easy or hard would it be for me to change the creeper minion model/texture via pack?
for both the enemy and friendly one
you can't
the texture is hardcoded to the vanilla creeper texture
oh-
and mod models cannot be changed
ive done it before with weapons and items, but i guess mobs are harder in that regard
but if you have a nice texture and a nice model and I like it it could maybe replace the current one
They can't? I thought lots of create resource packs changed it pretty drastically
Mod models btw
not for entities unless there is a mod making that possible which I'm unaware of. even mods like entity model features should only allow for changing vanilla mobs
well, i currently have 3 types of baby creepers in my pack. The one from Mutant Mobs, the one from Savage and Ravage (Spore creepers), and the creeperlings from Majrusz's difficulty
i was thinking of "fusing" two of them together somehow
I think you'd need a mod to do that
i see, that doesn't seem possible without a dedicated mod
thats fair
like...even just a small creeper with a big head to fit the other baby mobs would probobly be better than the current creeper minion, to help em stand out or just look cute
im still practicing my modeling, but i like to think my spriting/texturing skills are ok
Hey, so right now I'm trying to create a BMC1.18 Server on my local machine, to then transfer it onto my pterodactyl gameserver.
Though, I can't even get the .jar file or world files generated into my locally running server right now which seems weird to me. The ps1 script ran through and the world was generated although theres nothing that happened in my folder
falscher kanal
Oh wurde hier rein verlinkt, sorry. Youre intimidating me how did you manage to find out I'm german
Thanks
well, we can see the german in the folders lol
quiet lol
yeah the big head looks better, just changed it to that. will as the artist that did the retexture to make something for the minion that's more inline with the mutant creeper
i just made the head big in dev, not gonna release it for now
fair nuff
i don't have another texture, but I asked the artist if they can make one in the new style
and yeah, a texture to make it stand out more than just being a tiny creeper would probably be best
also...what do you think is better, a 3d model for the hulk hammer akin to the MC dungeons hammers, or the current 2d sprite?
i basically have figured out that the puzzles lib is leading to some interaction that leads to the game crashing, is there any known incompatabilities or anything like that, anything helps ty, i can send my full mod list and also the part of the crash log that points to puzzleslib being the issue and anything else that may be needed :D
the crash would be a start
okii should i send that here?
sure
please send the full crash report or log
doggomodoverhauled is conflicting
please try this version of puzzleslib with doggomodoverhauled if it works
k will need a different approach then...
I submitted a fix to the doggo mod, you can check here to see when it is implemented: https://github.com/MrKacafirekCZ/doggo-mod-overhauled/pull/28
Greetings. The puzzlelib library crashes for no apparent reason on a clean client with a build that works perfectly on 1.18.2. The same build now doesn't want to run properly, due to puzzlelib.
Can anyone help?
remove firstperson mod
Quick question, love the diagonal fence mod. Is it possible to get a compat for the railings (short fences) from the architect's palette mod?
probably not, but yeah, i could see those being a good fit
actually looking at their implementation they might just have to make a few small changes on their end and it should work out of the box..
gonna experiment with that a little, maybe i can make a PR
prerelease new mod, very small: lets you hit mobs through tall grass. implementation is much more efficient and streamlined/simple than similar mods out there (+there doesn't seem to be any mod like this for Forge 1.20+)
make sure its compatible with bettercombat
as bettercombat implements its own cleancut/swingthroughgrass
would be awesome, thank you for taking it into account <3
probably won't be needed with better combat then
Is there any way to get the 1.16.5 advanced enchanting infuser to be like the ones in 1.18 and above?
guys what is the range of trading post?
no
i think 16 blocks manhattan. there is a config option for it
gotcha thanks
Do you plan on backporting sword blocking standalone mod to 1.18.2? Just curious since I know it's a prerelease rn
probably at some point
@thorny tapir this is a custom fixed version of the doggo mod that works with puzzles lib. it's just a built version from the PR i linked above in case you already want to play it
Fuz
Hi so he kept getting this type of error
send it
we tried going through all; curseforge solutions and dowloaded night config too
so anything?
hey guys
whenever installing visual workbench my game does not launch
i already have all the correct downloads versions and puzzle lib installed so does anyone know why it's not working?
wait nvm i fixed it
send the log with night config fixes installed
I can upload them tomorrow as that is my cousin error and it is 1040 pm
is there any way to set the material repair cost to 0 with easy anvils?
@tribal crater THANKS for the 1.18.2 backport for easy anvils finally!
I appricate it very much
If u no remember me, this convo here*
Thank you 🙂
took way longer than it should have but there you finally have it haha
that should work by setting repairWithMaterialUnitCost
leave it on github
i totally know how to do that
go on the github website
make an account
go on the easy anvils github page
click create an issue
fill out the fields
hello
can I use straw statues 1.19.2 or 1.20.1 on version 1.19.4
fabric
because there is no version for 1.19.4
@tribal crater
don't ping staff, they will eventually see it
ok sorry
no
Hey I got a crash on startup and the quilt bot reckons its an issue with puzzles lib
sorry if it has nothing to do w/ your mod, just can't figure out what's wrong
a mixin in the doggo mod is broken, here is a fixed version of the mod: #fuzs-projects message
Is there a way to use the Easy Magic mod on a spigot server?
I'm sorry if this is a stupid question. I'm kind anew to this and the Easy Magic mod looks like such a good feature to have on the server
i have no clue how spigot works
from what I know, you can't add mods because it isn't a modded server, it's a spigot plugin server
Visual Workbench is crashing for me, I was trying to make it work with this mod.
I am thinking maybe your mod isnt compatible with this mod crafting tables that are also in minecarts
"vct:birch_crafting_table",
"vct:acacia_crafting_table",
"vct:jungle_crafting_table",
"vct:river_crafting_table",
"vct:quark_azalea_crafting_table",
"vct:quark_blossom_crafting_table",
"vct:bm_blighted_balsa_crafting_table",
"vct:bm_willow_crafting_table",
"vct:bm_ancient_oak_crafting_table",
"vct:spruce_crafting_table",
"vct:bm_swamp_cypress_crafting_table",
"vct:driftwood_crafting_table",
"vct:crimson_crafting_table",
"vct:warped_crafting_table",
"vct:dark_oak_crafting_table",
"vct:jungle_crafting_table_minecart",
"vct:bm_willow_crafting_table_minecart",
"vct:birch_crafting_table_minecart",
"vct:driftwood_crafting_table_minecart",
"vct:oak_crafting_table_minecart",
"vct:warped_crafting_table_minecart",
"vct:crimson_crafting_table_minecart",
"vct:acacia_crafting_table_minecart",
"vct:bm_ancient_oak_crafting_table_minecart",
"vct:spruce_crafting_table_minecart",
"vct:bm_swamp_cypress_crafting_table_minecart",
"vct:river_crafting_table_minecart",
"vct:bm_blighted_balsa_crafting_table_minecart",
"vct:quark_blossom_crafting_table_minecart",
"vct:quark_azalea_crafting_table_minecart",
"vct:dark_oak_crafting_table_minecart"
I came here to give you the ids so no one has to suffer writing so much but was waiting to see if it worked properly.. seems not
but now cant get mc to load, ima try to load it without the minecart crafting tables
Am loading mc now to try again without da minecarts
It still is crashing
I will send log and the json so u can tell me if I am doing it incorrectly
there is no support for minecarts
from the log it seems like your json has a syntax error
no support for minecart crafting tables? Aw 😦
even removing the minecart ones
ah I found da spelling error
I shall try now
I removed minecarts crafting table and game loads now
Hello Fuzs, I have the game loading and the json done correctly BUT the normal modded crafting tables arent applying ur effect 😦
Is it possible the vct mod tagged there crafting tables differently from vanilla not letting the gamr recongize ur change?
Yep
Just saw online its how they made there mod
awwwww
o I found another crafting table mod yay
Hello, I recently have been getting a crash with the mods Mutant Monsters (the newer one ported to 1.18., not Mutant more/beasts), & Better Animal Models, I think it's because the game is trying to run both the new BAM model & the MM at the same time, after checking the config for Mutant Monsters, I saw the coding for the mutant creatures, but not sure how to format the line of code I need to disable the spider pig?
(Previously did not encounter this issue when I last did this in 1.16, so not sure where it says a format/how to do so lol)
Or rather, if there is a way to still have the game make a BAM pig turn into a spider pig with the Chemical X, but I don't think so since it's no longer minecraft:pig, & instead would be betteranimalmodels:pig
doesnt seem to work
May be because i'm using the newest puzzle lib version?
not sure, i based it off the code on github, but that doesn't seem to match the latest version
I tried the custom version on fabric without issues
well looks like you'll have to wait for the official update then
please open an issue on github and include the crash report + logs
https://github.com/Fuzss/mutantmonsters/issues
Yeah okay thats all g, thanks anyway 👍
Is there a way to disable the spider pig from attempting from being made? The same way you can say Minecraft:zombie, mutant monsters:mutant zombie,
Transform: don’t do that
Or no?
puzzlelib on fabric 1.20.1, im not able to shoot bows and arrows, not even skeletons lol latest release
please add your log on github
strange my friend was having the same issue too
but when i tested latest puzzles lib on 1.20.1 fabric on its own i got no issue
Can I BAN specific enchantment on an item in mod with Universal Enchantment? An item in that mod is too op to be enchanted with Mending. I want to BAN mending away from the item.
But it seems I can only decide which items are enchantable and relative incompatible enchantments.
you can!
Gosh this really helps a virgin of programming.
I've spent much conquering CraftTweaker. This is much easier.
Is there a way to disable the spider pig from attempting from being made? The same way you can say Minecraft:zombie, mutant monsters:mutant zombie,
Transform: don’t do that
Or no?
yes in the config
Just config or default config? I checked both and no dice on what to add, I still am not sure on the format of the line of code to tell it no 😅
@tribal crater Hello there, I created https://github.com/Fuzss/respawninganimals/pull/16 which should solve https://github.com/Faboslav/friends-and-foes/issues/126, if there is anything else what can i do, please do let me know, it would be really great to have this fixed :)!
@tribal crater for your golden age combat is there an option to restore sprint resetting? im fairly certain knockback stays consistent wwith every hit on one sprint
@tribal crater is it just minecraft:pig, 0, or none? still not sure how to tell it not to attempt to turn a pig from better animal models into a spiderpig?
minecraft:pig
yee, cuz it says what it's gonna turn the mob into, like, "minecraft:zombie, mutantmonsters:mutantzombie", so tryin' to figure out how to tell it not to try to turn a pig into a mutant mob, because it is no longer minecraft:pig, it's betteranimalmodels:pig now, and it keeps tryin' to turn the bam pig into a spiderpig, when it requires a vanilla pig
and this is causing a crash lol
sure, i think the option is attack_while_sprinting. What exactly is wrong with knockback?
You never share a crash report, I can‘t help you like that. The config is straight forward, you simply remove the spider pig entry. But if you mess up the syntax it will break your game.
Thank you! This happens since your entity is not an animal, but still spawns as a creature. It‘s probably a better idea for me to fix this on my end since this has been happening with a few modded creatures.
Sorry if this isnt the correct place to ask but wanted to know, can I give the mutant mobs more health? my players all have full netherite and the mobs die quite quick
You‘ll need another mod that allows for changing mob attributes.
Yeah, global fix would be probably for the best, i thought of using custom spawn group, but creature is still best fit for this mob
There one reccomended? on 1.19.2 currently
was checking forge and don't see anything
Question, is this supposed to say "Developing Enchanting Infuser" or "Developing Golden Age Combat"
Let me rephrase; I’ve checked both the config, common config, and the default config multiple times to see where the spider pig info is, but don’t see any lines regarding it, on top on not knowing the syntax, currently my issue is just that I do not know where in the config it’s at/if I need to make a new line of code to tell it not to attempt to make spiderpigs, and that even if I found it, I do not know the syntax for telling it not to make a spider pig with the chemical x
Yeah, definitely, creature is certainly the right category. It's just my fault as my implementation basically assumes all creature category mobs are animals which isn't guaranteed.
no clue
Need to redo that page anyways
.minecraft/config/mutantmonsters-common.toml
Alr I'll try this. But yk how in 1 .8 if you sprint and punch someone the first hit will do lots of knocbsck the next ones will do less? It felts like all of them were doing lots of knockbavk
I'm using the 1.18 version of the mod btw
Ah that's the upwards_knockback option I think. I didn't see any indicator in 1.8 code that it would only apply once, so I just changed knockback in general to have more upwards motion.
Hi, can anyone tell me if the mod "trading post" work with other mod's villager ?
Like more villager or so ?
Thanks so that config option xant be triggered only on the first hit?
"This is probably one of the most important "steps" in this entire thing. Sprint resetting is where you reset your sprint after hitting your opponent. Why? When you first hit your opponent, your opponent will fly back a ton of blocks away. In other words, you dealt a lot of knockback (KB) to your opponent. However, when you hit your opponent a second time, the KB will less then when you first hit your opponent. This is sprint resetting helps you. Sprint resetting makes it so that after you hit your opponent, you stop moving, and when you hit your opponent, it will deal the same KB to your opponent like if you just hit your opponent the first time"
I got this explanation from a website about sprint resetting which can peobs explain it better than me
I cam send a video showing off the concept if needed
Is your mod open source? if it's not do you think you could do like a quick edit for me please (i understand if you cant)? As from what I understand it would just be extending the sprint method to keep track of a variable for if he's hit more than once and resetting it back to 0 every time the sprint method is called and then on hit, check if it's above 1 hit or what and apply the different kb systems based on that?
Hey Fuzs - idk why but your mod EasyShulkerboxes - doesn't generate config file. Also while having Easy Magic, Universal Bonemeal and Visual workbench - these mods cant be configured throught Mod menu. They work - but i can't configure them, just through config file - but i cannot config them using ModMenu. I guessed DC will be faster then Github, but if you want GH - i can post the problem there
if you need more info - DM me or ping here
Ok heard 🫡, but how do I make it so it doesn’t attempt to make a spider pig, do I just omit the mutant monsters part of that? Or is there a different thing to put there?
yes
Thank's a lot
delete the full string
it‘s hardcoded to the vanilla pig, so adding another mod pig there won‘t work
i see what you mean, that config option is found in the combat test section of the config, it‘s called something like sprint_attacks
i added this since it helps with swimming, since you no longer stop to swim when hitting mobs. Swimming and sprinting are the same thing internally
the code is on github, feel free to make any edits you like
you need this mod for in-game configs: https://legacy.curseforge.com/minecraft/mc-mods/config-menus-forge
i thought is serving the same purpose as mod menu, but qlr
no it‘s an addon to mod menu
alr, i will install and see if it works
but i have still concerns about that there is no config file
Easyshulkerboxes uses a shared api, you need to configure sll settings in the api which is called puzzlesapi
puzzlesapi-iteminteractions-client.toml and puzzlesapi-iteminteractions-server.toml
#Attacking will no longer stop the player from sprinting. Very useful when swimming, so you can fight underwater without being stopped on every hit.
sprint_attacks = true
so this should be false? or true?
that‘s the one, make it false
it‘s like this since my other mods bag of holding and metal bundles use ghe same framework, they need a shared library so they can be compatible
alr, i will check in a sec, and tell you if it works
but you should put on CF that you should donwload both to make it work
This makes sense actually, much obliged
hey thank you, appreciatte the port ☺️
so i did what you said - and i can see configs of easy magic, workbench ect. but not the easy shulkerboxes. You said its sharing the config file of puzzlib but puzzlib is not in mods forlder. I can see the files but is there any way to access them in game?
yeah should probably mark it as an optional dependency
you need to enable libraries in mod menu
probably should change it so it's not marked as such
got it. Ty V V much!!!
Wait, is that why im not able to configure some of my mods on fabric?
Im typically able to configure way less mods on fabric than forge
Oh wait, i just read it again, nvm
fuzs are you going to make straw statues for 1.19.4
no
Fuz
hey, for mutant mobs, is there an option specifically for them so they dont destroy any blocks besides the game rule for no mob griefing in minecraft
no
Yes! that works exactly as i wanted it to ! Thanks alot keep up the good work man
thanky ou!
Does "Trading Post" work "Easy Villagers"?
With the new recoded update, how does one add the persistant tag to mobs? Mobs in particular that i'm looking to make persistent are the ones that have nest in blocks ,like minecaft bees, or the birts from the species mod
no
I'll update the page at some point, the entity tag is respawninganimals:persistant_animals
But blacklisting birds and bees likely isn't necessary. I changed the implementation so that only mobs that have been spawned by world gen can despawn again. forge has a feature where it keeps track of how/why a mob was spawned in the world, like from world gen/a structure/breeding/spawn egg/whatever and I'm using that
since bees don't spawn in the world by normal means (they are generated inside of the beehive block) they are not affected by the system. the idea basically is to not make mobs despawn which cannot spawn again
Does this count also for fabric? since you mentioned forge
And another case could be if the player lures the animal ... for example when luring one pig with wheat into a closed space (like with fence surrounded area) but not breeding it yet for whatever reason - will this pig despawn when the chunk unloads?
Hey I wonder if golden age combat mod gonna be updated to 1.19/1.20
Hey Fuzs, the Bartering Station mod doesn't work with Sapience?
yes i ported to forge thing to fabric internally
no that doesn't count, the pig will despawn
does it not?
I tested it and it didn't work so well. They receive the gold but do not deposit the items. At first I thought it was because the "requireLivingForBarter" config was true, but after disabling it still doesn't work. They drop the items on the ground.
will mob plaques be updated to include the option for bloom on the plaques?
#Format for every entry is "<namespace>:<path>,<amount>". Path may use asterisk as wildcard parameter. Tags are not supported.
attack_damage_overrides = ["minecraft:diamond_sword,7"]
have i understood this format (golden age combat) or am i being dumb
Don't know why you shouldn't, some players don't like having their builds be destroyed just because a random mutant creeper spawns nearby and sneaks up to some unexpecting player and blows up his/her build.
Like if you are not going to add a config option to disable mob griefing or allow the creation of Chemical X to be made without having them spawn natually, then having them still destroy blocks when mob griefing gamerule is disable should be consider a bug that should be fix.
looks correct to me
actually I'm not sure what's wrong there. I'm working on the mod right now and the plaques always show up with full brightness as it's supposed to be. I'm adding a config option for them to not do that and instead adjust to local lighting like player/mob name tags. so what exactly do you mean by bloom? I also don't remember it being different in old versions
can you maybe share screenshots to show exactly what you mean? like how it was / is supposed to be?
there will be no separate config option
there is a bug in the fabric version for 1.19.2 causing this atm: https://github.com/Fuzss/mutantmonsters/issues/14
Thanks and uh sorry to both you again but I have been trying to compile your 1.18 goldenagecombat just to slightly edit the rod but I keep getting module resolutions exception errors about the sponge mixin module. Do you have an idea what could be causing this? Only error I see otherwise is something about a gradle identity path
welcome to modding with Forge lol
😆 I thought rhat was just my shitty methods lmao
assuming you cloned from the main branch, yes, Forge does not work on 1.18
I can only test fabric for 1.18 mods and pray that Forge just works
Wait
So
Am I stupid
Because it worked as a jar
As forge
But the source doesn't?
yep
you can't launch the configuration, compiling works fine
the issue is the gradle modules I'm using with common and forge
forge can't handle that
Oh u mean the u can't do the runclient thing
yes
So how do u build the jar?
build
I just can't run the game in dev on Forge 1.18, but building works
it's still broken in 1.19+, runClient doesn't work, but if you launch it as a configuration from the IDE it works on 1.19+ at least
Do you have a 1.19.4 preview version for the mod? Or the 1.20.1 version is working with 1.19.4 but i guess not
no
uh, do you by any chance have an older commit on github off the 1.18 version,? its to do with the version of forge im using.
Is it cool to use the mods in modpacks?
yes
use the old branch: https://github.com/Fuzss/goldenagecombat/tree/1.18
this is what's on CurseForge
Thanks! exactly the date i needed
What java should I use for this.... I having issues just building the normal gradle
17
I have some questions about a few mods:
Bartering Station: if I put a hopper below it and one running into it: 1. does the one below only take out the drops, or is it taking out gold too? (so I need a loop for gold to stay in the station) 2. will the one running into it only input gold, or is it inputting every item, or only bartering items? (so I need a sorter to only input gold)
Visual Workbench: is it rendering the textures you use, so texture packs are affecting the rendering?
Trading Post: 1. Can you set up a post so it only shows one type of profession? 2. does it stack the same type of trade so you don't need to search again every time one villager fills the trade cap + it just considers a higher trade cap, and does the space shortcut for villagers work in a post too? (This is pretty time-consuming as searching the trade again is a lot slower than pressing space to refill the trade)
thanks for all the great mods, and I hope it is not too many questions 🙂
Update: I went to open an issue on Github, as you usually recommend, and there is already something open about this there. In case you can take a look later, that would be great for modpacks. I imagine that a lot of people would like to use these 2 mods together.
yes, so it had more of a glow to the plaques and it was more vibrant. the newer version for 1.20 is less vibrant. i can show a screenshot here one moment
tbf i dont think it was like a glow but it just looked more vibrant than the newer one
im getting the screenshot now
first image is 1.19 and the second image is 1.20. i used the exact same shaderpack with the exact same settings in both photos
and its not just the lighting either, this is in a darker area as well in 1.20
the 1.19 was just more vibrant
remind me again at the beginning of september, don't have time before that to look into it
thanks! can you try disabling the plaque background in the config on 1.20? that wasn't enabled by default on 1.19
1 only drops
2 only gold
1 texture packs affect the rendering
1 no
2 no you see all trades including duplicates. the shortcut is from a mod which probably doesn't work
Can I get some help with the enchanting infuser?
the plaques background is already disabled for 1.20
i turned it off
im using straw statues and I have forgeconfigAPIport as well as forge config screens and mod menu but I still dont have a config file? does anyone know whats going on?
fuz pls make straw statues 1.19.4 😭
why exactly do you want to play 1.19.4 so badly
as opposed to 1.19.2 or 1.20
fuzs has repeatedly said he's not making a 1.19.4 version
you've asked 3 times
I cant update it to 1.19.4 yet I have been waiting for 1.19.4 for almost 1 and a half year
whatever
its ok
no im asking why are you still playing 1.19.4
lol
there are no 1.19.4-exclusive mods
if you want to use straw statues so badly then set your instance to 1.19.2 or 1.20
I play 1.19.2
For Ultra Modded Raids
ok
Yee
Im even making a video for Illager Invasion
Just kinda see what they do
If they end up coming to 1.19.2 imma be excited
When I found out Fuzs ported Illager expansion over to forge I knew it would be amazing
And it was
I even asked about it as well
I cant get my infuser to go past 15/50 it just doesnt what so ever no matter what I do
huh you're right, a little confusing on the image haha
so this is linked to me redoing the internal render types then
this has the huge advantage that depth works much better now, meaning on 1.19 if you don't see the middle part of the mob (hidden behind blocks) the mob plaque is hidden, while on 1.20 now the mob is irrelevant and only the part of the plaque that is obstructed is hidden, so you can see the plaque just partially now which didn't work before
I'll play around with the render types but don't get your hopes up
there is nothing to configure. the text on the mod page is from a template i use for all mods
they will, but I need to port the new puzzles lib to 1.19.2 first. 1.18.2 already has it that's why it already got a port
use bookshelves from apotheosis
I thought it said to use the configure menu to put skins on the statues?
Either way I’ve been unable to put skins on any of them even when I tried to name them
I was using that and it was still not walking
Working*
Kept failing compilstion unkown class 61
that is referring to the in-game screen when clicking the statue
make sure you are using the correct field to set the skin. one is for the name and the other one is for the skin
hmm I only saw one field for that
let me check again
NICE I SEE WHAT WAS WRONG
TYSM ive been looking for a mod like this for ages
also is it possible to use skins that arent directly tied to a player?
glad you like it!
no since the skin needs to be hosted online
this means you cannot just use a texture file from your pc since other people on a server cannot see it
it works just like the player heads in vanilla
@tribal crater (not trying to spam ping. I'm just sending the error image)
ooh i see, well if you can’t get something to work then it’s okay. may i suggest adding bloom to the plaque? like a real bloom? i don’t know if its possible as i have no idea how to make a mod like this but could be something 🤔
Oooo nice!
i made an armor stand swapper mod for 1.20.1 now, you can test it if you want
this is different from quark in that it is a fully client-side mod, so when playing on a server you can still swap your gear even when the server does not have the mod
you simply sneak+right-click on the armor stand and all your armor is swapped
there is also an additional feature for swapping armor in the inventory simply by right-clicking an armor piece, I also saw this in quark, but my implementation is once again fully client-side
works really well although i managed to bug something out maybe due to another mod
in the first ss the armor stand has a brown tunic and when swapping off, the armor stand correctly shows the armor i had previously but my player model still showed me wearing the gold one
hope that makes sense
taking off the armor still shows it on
damn. thanks though!
Hey, Fuzs. Quick question. Does Respawning Animals work for modded animals like ones from Environmental and Naturalist?
yeah
are you playing on a server?
and does this bug out after some time only or all the time
Thanks, mate. We got it sorted before you replied, but I appreciate the response none-the-less. Saved the day with this one you did
👍🏻
oh and forge or fabric
and does this also happen in creative
@coral grove maybe these work better?
anyone know how to fix this?
fuzs, how do I use your diagonal fence mod, I can't find info anywhere. is there just no way to place it as a single one in this situation?
there is a gradle property missing, this is stored in my global gradle file and is missing on your system
you don't need the curseforge task just comment it out
no
shame. at least tell about it on the mod page, it would save a lot of time
Are tiny skeletons still maintained in 1.19.2?
Been traveling for a while and havent seen any tiny skeletons
In overworld
Also I noticed they weirdly dinnae have any spawn eggs, is it intentional or am I missing smth?
they work exactly like baby zombies
5% spawn chance compared to the adult and you spawn them by clicking on an adult with a spawn egg
report it on github
ill do some testing now
but yes forge, on a server
yes this still happens on creative but i think i figured out the issue, it probably has something to do with the armored elytra datapack from vanilla tweaks + armored elytra mod
Swapping normal chestplates work fine, bugs out when trying to swap a modded one
I felt like an idiot, thx
Sorry fusz
Hm I installed leaves be gone, and a bunch of modded trees broke, I disabled the mod, but trees are still breaking. AIUI the last few chunks loaded might continue to break since the leaf decay is persisted but this continues to happen in new chunks. I'll try to get a list of minimal mods that repro this...
Figured I'd mention here in case I'm missing something
report it on github
report it on github
whats the github for the mod
Hey Fuzs
I know this is an odd question
But for the Archivist
Do you plan on changing their sound?
If not thats ight
I was gonna ask as well incase you were if I could provide you with some sounds for archivist
its linked on the mod's page
click "issues"
you may want to post this on github too
fuzs is on break for 2 weeks
Ah, will do
are these warnings and the like safe to ignore?
[Render thread/ERROR]: No data fixer registered for creeper_minion
ignore it yes
awesome thank you!
hello ! i would like some help with the Easy Magic mod, i have pick up notif and it works perfectly but the EM is not working, server is at 1.20.1
I'm sorry, but Luna Pixel Studios does not have an Easy Magic mod in any of our modpacks. It seems like you might have installed a different mod on your server. Please check the mod's documentation or reach out to its creator for assistance.
ignore the AI, it's WIP
oh ok
" ▶️ Simply break and replace your enchanting table after adding this mod to an existing world! "
goodness this was staring at me this whole time
nvm we're good
Are there known issues with removing a string in mutant monsters causing a world to not save or load correctly?
check github
You know where I can find the link mayhaps?
click the issues tab on the mutant monsters cf page
Much obliged
Hi, would you guys mind looking at a crash report for me? I tried to create a new SP world in my Fabric instance, and I crashed and got this exception message:
java.lang.RuntimeException: java.lang.IllegalArgumentException: UNIVERSAL_ENCHANTS_MINECRAFT_SWIFT_SNEAK already exists in enum class net.minecraft.enchantment.EnchantmentTarget
seems theres a mod that already adds the "UNIVERSAL_ENCHANTS_MINECRAFT_SWIFT_SNEAK" enchantment
could it be a second Fuzs project?
do you by chance have any other Fuzs mods
I mean, I have a whole bunch of Fuzs' mods in my custom modpack, but I thought Universal Enchants was the only one adding that.
@silver jay So I just tried again and this time I got a different crash:
Never mind, I restarted again and this time it's working.
Weird.
so, im attempting to use a texture pack to backport the new sprites from mutant monsters
and apparently just copy-pasting the assets folder into a texture pack doesnt work
specifically the hulk hammer
Does anyone know what I can do to make it work?
or what are the odds that the stuff will be backported to 1.19.2 anytime soon?
again, would update, but...modpack
Does the creeper minion use the creeper texture?
yes, its just a downscaled creeper. nothing more
post on github please
hey this is something happening with the mod: mutant monsters
it appears that something with enderman, crashes it
sounds good
but this isnt a bug or issue with the mod itself, this is a data/texture pack thing
i don't know the answer & fuzs is on break
Just feels wrong to clog the github, whuch should be used for actual bugs and gamebreaking issues, with my own texturepack stuff
was just asking if anyone here was experienced with texture pack stuff
Will the fast leaf decay feature in Trees Do Not Float mod work with Leaves Be Gone?
why would you want both?
i think it would be performant
okay, thanks
Im using the Illegar Invasion mod with Fresh animations but some of mobs from Invasion have LEG bug
report it on github please
how
open the mods github page
create a github account
post an issue on the issues tab
Okay thanks
Is there any way to have the illager boss spawn inside of the reused Mansions in the repurposed structures mod?
suggest it on github please
👍
well...that texture pack is only for vanilla mobs
I know but why Its broke vanilla mobs fresh animations textures and its own textures
am I allowed to use any of fuzs mods in a curseforge mod pack?
yes
ok, thanks
I'm getting a lot of errors when running fabric I just deleted the first one I got an error with but I need puzzles lib for a few mods and ive tried every version for 1.20.1 and it still shows the same error how can I fix this?
could you send the crash report
wholething right
yep
you can send the file here
its an issue with replay mod
Hello, I'm having an issue with placing signs from Regions Unexplored. I placed one and the game crashed on me. Now I'm unable to load the game at all. From my research previous issues like this were related to puzzleslib - how would I go about fixing this? Crash log attached.
Edit: Turns out I didn't hav the most up to day puzzleslib. So silly of me. Working well now.
I created a request, could someone help me with it? Or tell me where I can ask for help (if I suddenly write to the wrong chat)
https://github.com/Fuzss/netherchested/issues/13
playing with thin air v4.0.0 on 1.19.2 and i have been testing the respirator item and it doesnt seem to work, its not losing durabillity and it doesnt seem to affect the reate at which breath is lost in the mines or how much air is recieved from an air bladder. am i missing something or is it bugged. this is the only place i found suitable to ask about this issue. thank you
report on github please
I will, thanks for getting back to me
Crash on startup
Forge 1.18.2, latest PuzzleLib (3.5.8), Latest Illager Invasion (3.0.2)
The Illager Invasion 3.0.1 loads up fine, with PuzzleLib 3.5.8
is compatibility for diagonal glass and chipped being worked on?
bc that would be rly nice
send logs please
post on github please
does it happen with just illager expansion and puzzle lib
report on github please
fuz I finally updated my 2 year hardcore world to 1.20 now I can use straw statues thanks <3
amazing mod
guys, please help me solve this problem, I tried, I failed, tell me the solution
is this on a lps modpack
what does this have to do with Fuzs
Is there a channel to get help with a problem
This is for the Straw statues mod and Idk why it keeps poping up
send logs
give context
when does the error occur
give us something to work with here
sorry this is my first mod problem
it happens when I try and edit the statues style
like slim arms or small
send logs
where would I find them?
the logs folder
this
Anyone else simply unable to use the search function in the trading post 1.20.1
report on github
Hi can I have some help in modding for setting up mutant monster (configuration)
I want to do a zombie apocalypse-like modpack and I want only the mutant version of the zombie to spawn
open the mod config
its in the config folder
Yes
If I delete mutant_creeper_spawn_weight they won't spawn? Or what value should I put?
What will I need to change for the mutant zombies to drop rotten flesh instead of the hammer? Is it in the jar?
no
dont delete the config option
deleting it wont do anything
its just going to regenerate
set the value to 0
Ok thanks
So it looks like this
#When infested with a Mutant X potion, what mutant mob should the target transform into. Otherwise the target will ony explode and take damage.
#Format for every entry is "<namespace>:<path>,<namespace>:<path>" with the second id representing the mutant. Namespace may be omitted to use "minecraft" by default.
mutant_x_conversions = ["minecraft:creeper,minecraft", "minecraft:enderman,minecraft", "minecraft:skeleton,mutantmonsters:mutant_skeleton", "minecraft:snow_golem,minecraft", "minecraft:zombie,mutantmonsters:mutant_zombie", "minecraft:pig,minecraft"]
#Weight for mutant creeper spawns as a percentage of the vanilla creeper spawn weight. Mutants can spawn in every biome and dimension where their vanilla counterparts can be found.
#Range: 0.0 ~ 1.0
mutant_creeper_spawn_weight = 0.0
#Weight for mutant enderman spawns as a percentage of the vanilla enderman spawn weight. Mutants can spawn in every biome and dimension where their vanilla counterparts can be found.
#Range: 0.0 ~ 1.0
mutant_enderman_spawn_weight = 0.0
#Weight for mutant skeleton spawns as a percentage of the vanilla skeleton spawn weight. Mutants can spawn in every biome and dimension where their vanilla counterparts can be found.
#Range: 0.0 ~ 1.0
mutant_skeleton_spawn_weight = 0.0
#Weight for mutant zombie spawns as a percentage of the vanilla zombie spawn weight. Mutants can spawn in every biome and dimension where their vanilla counterparts can be found.
#Range: 0.0 ~ 1.0
mutant_zombie_spawn_weight = 0.20
And I'll use edit mob drops mod for the mutant zombie to drop rotten flesh
Hello, how can I change name Strong and Long in the configuration to a custom name?
mod: Distinguished Potions [https://www.curseforge.com/minecraft/mc-mods/distinguished-potions]
upd:
Forge/src/generated/resources/assets/distinguishedpotions/lang/zh_cn.json
@@ -0,0 +1,4 @@
{
"item.minecraft.potion.long": "长效%s",
"item.minecraft.potion.strong": "增强%s"
}
any update on this? also may i suggest adding an option to turn on and off this depth setting?
ask on github
ask on github
i can't search on the trading post, how do I search?
I click on it and it doesn't accept input
ask on github
Almost 1 million bro 😮
is there a way where mutants and ender zoolodgy mobs can spawn in modded biomes like regions unexplored, biomes o plenty etc?
💪
they already should, the spawns are added to every biome where the vanilla monsters spawn
Advanced Enchanting Infuser does not let me repair, disenchant or change enchantments (1.16.5 modpack with Pixelmon and a few more QOL mods installed).
Help?
1 Million!!!
that‘s 1.18+ only
does block runner have step assist?
howdy! I was wondering if I could get some help with something. I'm attempting to backport the texture changes in Mutant Mobs from 1.20 into 1.19.2 via texture pack, but im having issues with the Giant's Hammer
is there any plans to backport them officially anytime soon, or can i get some assistance in trying to get this to work? I'm still new to texture pack stuff-
is Illager Invasion compatiable with biomemakeover?
because it changes the mansion
also, WB Fuz!
Hello! just wanted to know how Withering and Decay work, since i am trying on creative before i apply them to my sword but they don't apply Wither effect when i use my sowrd
And while we're at it, what does repellent do
really hoping it doesn't overlap anything
no
yeah, that doesn't work, it needs some internal stuff. I'd recommend skipping the 3d model for now and just make it a flat item. not sure when I'll backport
and thank you!
I don't know, you can check the mod jars to see if in the data/minecraft directory some of the files overlap with biome makeover
withering is a bow enchantment, use decay for your sword. i recommend installing the enchantment descriptions mod to find out what enchantments do in-game
just saw your message, thank you!
Will read through everything in a bit
hello
I have an error with the illager invasion mod, when I get to wave 3 or 4, the wave stays at 1 missing looter and I can't finish it because I can't find it anywhere, I tried everything even in a flat world for if the villager hid in the caves but nothing has worked, and even with raid farms.
i have modmenu installed but i cant configure the slot cycler?
is there a way to make these two mods compatible? https://www.curseforge.com/minecraft/mc-mods/forge-creeper-heal-unofficial
for the mutant creeper
ask that dev, this is better implemented on their end
you also need my forge config screens mod. slot cycler uses the config of puzzles api (not lib), you have to enable libraries in mod menu to find it. will remove the library label on it in the future to make it easier to find
you can use the horn of sight to find hiding illagers more easily
during testing I found that they would hide quite often, but I never had it where they broke the raid
does the issue happen with just illager invasion installed?
Actually I have a lot of mods, but I'm going to try only using that mod.
Hello, my game server cannot start, it shows this mod in the logs: Caused by: java.lang.IllegalStateException: Failed to add enum value UNIVERSAL_ENCHANTS_X_ENCHANTMENT_GO_BACK
I submitted a ticket on github, thanks
thanks!
use this fix for now: https://github.com/Fuzss/moblassos/issues/1
Hey! I am wondering if Illager Invasion is gonna be ported to 1.19.2 eventually please? I see that it is missing that version and I am currently hesitating between 1.18 and 1.19 for a modpack I am making and all the choices of mod will influence which version in the end haha. Thank you!
A port is planned, but the infrastructure (the new Puzzles Lib which was developed for 1.19.3+ and has already been backported to 1.18.2) for making that port possible is not setup yet, so it won't be soon. If you are on Fabric check out Illager Expansion on 1.19.2: https://modrinth.com/mod/illager-expansion-rematch
Thank you for the reply!
@coral grove should be all good now. I changed the implementation, the mod can now be installed either on the client, server, or both and will work regardless. Your issue might come back when playing on a server without the mod, but in that case just install the mod on the server, too.
Hi
Im making a resource pack for mutant monsters of new sounds
At the moment i doed death and one say sound of spider pig
Does the Mutant Zombie's Ground smash attack have an id? I need to add it to a list
I am playing on 1.20.1 if it matters, and how can i find it for future reference?
Hey Fuzs. Reminder about Sapience integration with Bartering Station.
The illager invasion mod is incompatible with many mods, but trying and trying I found a solution to close and open the game, it's strange but it worked every time it stayed at 1 invader missing to close and when I opened, the next wave was starting, if anyone You have the same problem, good that this works for you.
Im a little confused, is Illager Invasion just an updated version of Illager Expansion?
cool!
thank you!
yeah, more like a continuation. mostly a lot of internal changes to make it more stable, but also a bunch of smaller new features
oh
i can't find it right now, but you can go looking for the damage source from here: https://github.com/Fuzss/mutantmonsters/blob/32b562180c5cfa1cf1e833d844b1a3ba45e05c0e/1.20/Common/src/main/java/fuzs/mutantmonsters/world/entity/mutant/MutantZombie.java#L726
Aslo fuz can you make the mutant skeleton helmet have sprite item instead block head?
ty !
if someone makes a cool sprite sure. but it's mostly fine as it's inline with vanilla skulls
SlamGround/SlamGroundGoal ill presume
yo can you help me with something?
im the last guy you should ask man but ill see if I can help
if i wanted to block regular vanilla items from going into circulation on a server w/ item obliterator would that be possible?
Hi, im trying to revive/tame a fallen stead, but i just... cant? Is there something im doing wrong?
Im throwing a splash potion of weakness onto it, and then attempting to use a golden apple (which it's not letting me do)
I tried using the weakness splash potion and a golden apple on a fallen stead with a rider, and it made hearts and absolutely nothing happened.
Hello, I come to you because I am doing a custom modpack for me. And I just saw that there is no possibility to use the Apotheosis libraries.
FYI I play in 1.20.1
apotheosis support isn't implemented yet in 1.20
Oh okay xD.
Ty !!
how do i get my advance enchanting infuser to level 12
place bookshelves
they where not close enough lol
What mod adds those bookshelves?
Apotheosis but is not implemented yet in 1.20
Forge 43.2.21 Minecraft 1.19.2
is there any way to NOT need to set the config for every single world? this looks like a forge thing but its only been mentioned here once as far as i can tell.
you do not need to set the config for every single world for any of my mods on 1.19.2+, you simply edit the config files in .minecraft/config and they work for all worlds
this is a forge thing for the server config type (forge has three different config types) where they are designed to work similar to data packs where you have one config per world
but I changed this specifically for my mods where the server configs will not generate per world but globally in .minecraft/config instead
mods from other authors are not affected by this, they still work the way forge designed their system
i dont know where to ask this because its just one specific mod, its the horse expert mod https://modrinth.com/mod/horse-expert . im playing 1.20.1 and everytime i climb a block with a horse the stat window shows up for a frame and then disappears
heres what it looks like
i dont know why but those config files arent generating in there. unless i cant just move them from the saves folder to the config folder. ill send a screenshot in a bit
sorry to bug you btw
oh shoot im so sorry they are there, i should really stop doing modpack dev at 4am. but i do have an actually real problem though... For the Block Runner mod i only have MOD_ID-client.toml and the blockrunner.json files and no other configs. is that normal?
yes
forge or fabric?
was able to reproduce, fixed in v8.0.1
Howdy Fusz! I know this may seem a bit off topic, but i was wondering if...well...I could ask for some advice related to mutant mobs and its scaling
As ive said, im making a modpack, and i really wanna integrate mutant mobs into the scaling difficulty system ive set up (Thanks to Majruusz's progressive difficulty). However...well, im having trouble deciding just how I should integrate the mutant mobs in terms of when/where a player would be ready for them and still keeping it a challenge. So I thought, who better to ask than the one who playtests and knows the mod inside and out? I can give more context as needed-
im working with 1.19.2 forge still-
like...what would you say is the intended "level" a player would be at when fighting a mutant?
this convo can be taken to a different channel if this isnt the right place though-
@tribal crater hi can you make an config for chemical X whitelist? Like for make certain mobs dont affect the chemical X
Can be useful for modpacks
saludo,
hello in Spanish nothing strange, I just wanted to ask if there's plans change the designs in the mutant monsters mod
like is it going to stay exactly the same as the source material or are the model/texture of the mobs/items going to be changed at some pint?
leave the suggestion on github
the textures have already been updated for 1.20
so I'd recommend just doing a bit of survival playtesting, you quickly get a sense of their strength. the issue is less the level your gear should have, but more which abilities. like e.g. fighting the zombie feather falling would be very useful since you are tossed around a lot
Im not sure what I did to trigger it, but theres an invisible phantom of a mutant zombie attacking me
relog
reviving ichuns old shatter mod
Ah, good point. Like, i was thinking of removing them as random spawns in my pack, at least for the beginning of it, and making the only times they show up without you summoning them durring special occurances, like durring an undead raid as a boss
i guess its more a matter of when NOT to fight them that im concerned about
I need login on github first xddd (the thing is i have an paper with password and is in my another house)
hey fusz, im a big fan of your legacy updating mods, do yo u have any other mob ones cooking up?
i wanna do baby mobs at some point, it's by far the coolest baby variant mobs mod out there, not as boring as the current ones that just add a visually small mob variant without changing any behavior. that was also my aim with tiny skeletons
https://www.curseforge.com/minecraft/mc-mods/baby-mobs
also would have loved to bring bag primitive mobs but the creator denied it :(
https://www.curseforge.com/minecraft/mc-mods/primitive-mobs
also always feel free to recommend legacy mods that could use an update, although I'm quite picky.. 😅
Any idea what could be causing this? Fabric 1.20.1 (when I remove diagonal fence mod the issue is gone), when it is the only mod it also happens
client version mismatch
make sure both the client and the server has the mod installed
post the server latest.log
ooo, i actually have some reccomendations
i dunno if you have this one in the cooks, but i always loved this one
the only input i would have is to remove the features that vanilla already added, like the seaweed and rocks obviously :p
iirc this was the same guy as mutant creatures
Originally maded by hippomaster21 (the same creator of mutant creatures) the mod is called aquatic abys originally
Another mod was animate player
The 3 mods used some lib called animationapi during 1.7.x versions
Mo' Bends
How long do it takes to hatch a creeper egg?
I would use this in every modpack if it was polished for release
Someone should make a mod that makes mobs turn into dust when dying, sorta like undertale
I dislike the way mobs just fall awkwardly on the ground and disappear when they die, which is why i like mods that add enemies with custom death animations (its also just really fancy)
yeah so this is a vanilla server log. maybe you used the wrong jar to start the server?
on a vanilla server it's expected the block states are messed up, since there is a missmatch between client and server and the client has additional states added somewhere in-between
ah I'm familiar with this one, but not too big of a fan honestly. the models feel really out of place for minecraft. mutant monsters already stretches that quite a bit (especially the skeleton) but it still kind of works since they are based off vanilla mobs. but abyssal depths just doesn't look so good to me, I'm not really a fan unfortunately
60-100 minutes, it's random
real life minutes that is
you can speed it up by igniting tnt or creepers next to it, but just a little
here you go, feel free to test it (this is from a dev workspace, there is other stuff in there, I simply haven't built a proper mod yet)
also ignore the blood particles I'm also working on a port of this ichun mod: https://legacy.curseforge.com/minecraft/mc-mods/mob-dismemberment
it's quite polished compared to the original shatter mod: works much better with mobs that die from fall damage / in the air and supports baby mobs
Tks
not to say it is bad - but im sure you can make it better, Your other mods are highly polished
thanks!
Yeah I used the wrong jar, it's been a while since I've made a modded server and I was tired asf xD
@tribal crater how does the respirator work in thin air? does it only work with the air bladder or something? I equipped a respirator and it doesn’t seem to do anything oxygen wise, my air bubbles still go down if I am in a cave.
I was under the impression it let you breath but lost durability while doing so
it doesn’t seem to have any effect tho
wait I think i get it, with an air bladder it goves you an extra breathful basically?
so to have longer expeditions you would need either tons of airbladders or create oxygen tanks?
the respirator is broken
i have a fix in the new version but that‘s been laying around on github for ages
hey hey I just downloaded the Block Runner mod on 19.2, I had a copy of the .json file from a 19.4 instance. I would like to add blocks (like deepslate bricks) and other stuff to the faster moving blocks.
Im not sure how to though, how would I format the file so it would read corectly?
copy the dirt_path line and work from there
this is what I curently have, the only other block runner file I had found in the 19.2 instance is the client one, which is even shorter, for the tooltip display and the speed zoom out diable thing
You should make a modern port of the 1.12.2 mod, Streams.
Basically makes rivers actually flow
yeah this is the file, you just add "minecraft:deepslate_bricks": 1.25 or something like that in a new line
not allowed to be ported unfortunately
Thanks man!
Are ender hands and creeper crystals a rare drop?
Tks, I killed like 5 creepers and 1 enderman but haven't found the drop, I'll keep trying
Would you consider making the illager invasion's config more flexible? For eg , to adjust the dizzy time of bashers after shield broken. That would do enormous help to game modifying lovers!
you won't get any like that
check the wiki or yt to find out how to get those items
leave the suggestion on github (and more if you have any ideas)
There is no YT video or Wiki page in the CF page 😅
Roger that. Thanks for noticing this.
i like to the think of the creeper’s egg as a chicken egg
you break it and either get yolk (gunpowder) or a deformed chick (shard) ;D
I hate to be a bother, but does anyone know how I can stop mutant endermen from killing the endermite in my farm? Will having the endermite positioned higher than normal prevent it?
I would essentially have to sit at the top of the farm constantly, because I don't know when one is going to spawn, and then I wouldn't be at the bottom of the farm to get the xp and pearls and such
I’m almost positive that mutant endermen are taller than normal ones
So block them off.
your mom is taller than normal ones


https://www.curseforge.com/minecraft/mc-mods/mutant-entities
I don't know if the developer of this mod used the actual models and textures of the Mutant Beasts, but it's entirely possible they did. Just figured I'd pop this link here so you can investigate if necessary.
thanks! I don‘t hold any rights to the assets anyway so that wouldn‘t be my issue, but also the mod is a full remake in mccreator
Is there anyway to make the paperdoll always active?
I did enter the config files and added the listed options, but I want the paper doll to always be active even when im just being idle
I also saw a spin attack option, whats that supposed to be?
Set the display time to 0. spin is for trident with riptide
I'm trying to change settings of several mods (paper doll, enchantment descriptions, armor statues etc.) and none of them are showing settings in Mod Menu even though the description on the mod page says Mod Menu could be used. I'm using 1.20.1 and everything is up to date.
install forge config screens too
That did it, thanks!
okay blockrunner is a nightmare to config, sometimes the files work and most of the time they dont. dirt path picks up the "quick_blocks" tag by default even if you use your own quick_blocks.json file. But you also cant add the quick blocks tag to any other block using that file or another source like KubeJS. Please tell me im doing something wrong because i feel like im going nuts
if your quick_blocks.json file doesn't work you simply configured your data pack incorrectly or have an invalid file
it's a basic block tag, that's a vanilla system, not much that can go wrong on my end there
if you are having issues make sure to provide your files and where you are putting them
kubejs\data\blockrunner
ignore that i cant spell cobble stone
that is funny though
i also tried using this script with KubeJS
this also didnt work
btw this didnt work with or without values entered, if i left it blank dirt path was still tagged
the weirdest part is that it was inconsistent
i could reload the quick_blocks tag and it would work, reload it again and it would stop working
will get back to you tomorrow probably. I have no experience with kubejs at all, but I'll move default configuration out of the tags to make it easier to change without the need for a datapack @soft pendant
thank you! i really appreciate the help
:)
Yo how does the imbuing table from illager invasion work
put in enchanted book with e.g. eff5, a tool with eff5 and one of those pink gems, you get your tool with eff6
must be max level enchantment
Hi there, just wondering what to do after creeperminion blows up? and also, i cannot seem to ride my spider pig, even with a saddle on it. Please help 😄
Fabric 1.19.4
is there a way to lower mutant skeleton chestpiece's bow charge speed multiplier?
no
then it's gone. you need to feed it TNT so it doesn't die from exploding
and the spider pig might have to be tamed again using fermented spider eyes
Thank you, it's all so new to me. No idea how any of it works I could use a Patchouli book or wiki or smthing. =p
The eyes didn't work to help me ride, but potatoes made two spider pigs breed a new baby pig, which they immediately devoured and produced a new baby spiderpig =p
1.20.1
The Mutant Skeleton is really REALLY annoying, pls do sumtin
a mixin in the doggo mod is broken, here is a fixed version of the mod: #fuzs-projects message
Thank you very much
sorry to bug you, Ik this is probably not your top priority but is there any update on that fix? I wanted to use thin air in my modpack for 1.19.2 but the respirator being broken is stopping me.
it also has curios support
please report back if you find issues in that version
Mutant Enderman related crash
whoop
not sure if thats showing the whole log..
1.20.1 forg 47.1.3
thanks! please make sure to report issues on the issue tracker: https://github.com/Fuzss/mutantmonsters/issues
My bad, should I put it there right now?
this is awesome, tysm 🙂
Asking a question regarding Respawning Animals: is it possible to have this apply to mobs for mods instead of only vanilla mobs.
yes please
it does apply to all animals
So just to throw a mod out there it should be working for Alex's mobs on a world painted save for example?
Why tho
man that mf targets you from 200 feet away
And as far as I know, you cant dodge his arrows
Pretty sure they’re homing and ignore shields
yeah
Oh
Well it isn't for some reason, works with normal mobs but hasn't been with modded mobs
for me
I tried to install easy magic onto my game but for some reason the enchanting table doesnt have the easy magic stuff of a reroll button
Hay Fuzs my 2nd favorite modder. I know everyone hates Optifine. but looks like the latest version keeps crashing with your mods my dude.
!optifine
It is highly advised to not use Optifine, as it is very glitchy, will increase loading times to upwards of 10 minutes, and will decrease your FPS substantially. All Luna Pixel Studios modpacks come with shader support without Optifine via Oculus on Forge and Iris on Fabric. Optifine is also incompatible with all of our modpacks. The game will not launch with Optifine installed.
If you are interested in Optifine alternatives for your own gameplay, you can find a list here https://github.com/LambdAurora/optifine_alternatives
Note that a majority of these mods are already included in our modpacks.
https://cdn.discordapp.com/attachments/1046333354259259422/1046337216609271858/unknown.png
well I downloaded other alts and it crashed my whole modpack.
what alternative
here is the alts
[EMF]
[ETF]
Better Fps
CleanView
Cull Leaves
Dynamic Lights
NoFog
Vanilla Zoom
FPS Reducer
bring this to #1061339968691257466 if you want help with it
you need embeddium/sodium for several of those mods to work
For forge?
embeddium for forge
break and replace the enchanting table
Got it
Mr @tribal crater hewwo 。◕‿◕, any advice 🥺
I'm trying to set the maximum enchantment level to 20 With max enchant X I configured it for that but the maximum that enchanting infuser allows me is still 10, I checked the limit with /enchant and it was 20
Is it an enchanting infuser cap or is it Max enchantment problem?
Sorry for my bad English
make sure you are in a biome where those animals can actually spawn
also it will usually take a bit before animals spawn
I shall give it another whirl, thanks
which mod are you using for changing enchanting levels?
Max Enchant X Default is 10 but can change in config
that should work, there is no limit in enchanting infuser itself. make sure the config for max enchant x is correct
Probably is this if enchanting infuser don't have cap
But the vanilla command /enchant can enchanted lv 20
leave a bug report on github for now, I'll check it out at some point
@tribal crater i instaled this mod in atm9 but isn't applying enchats over vanille lvl cap - Like Sharpness V looting III unbreaking III
How can i make the mod compatible with the apotheosis or just over Vanilla Max Enchant Lvl ?
The Enchanting Infuser mod i mean
In its bio - Illager Invasion mentions safrodev working on the 1.19.2 Version of Illager Expansion, does this refer to the Illager Invasion mod? And does this mean theres a version or there will be a 1.19.2 version of Illager Invasion? Looking forward to grabbing this mod when possible it looks incredible! (sorry if this is the wrong channel for this - I can't seem to find the channel for Illager Invasion)
Might as well ask about the Forge Config Screens as well if there going to be a future 1.19.2 version? That looks so so useful.
I am trying to use betteranimations and I keep crashing upon launch, anyone know what the issue is? I can't read logs
If you'd like I'd be willing to look through more of the log? From my understanding theres not much from that, if theres more you can shoot me a DM?
sure give me a couple minutes, im restarting the process to try to see whats going on
please just send the full log here
well heres the most recent error, its different then the one i posted earlier
remove rubidium
add embeddium
remove better mipmaps
add modernfix
this also isnt a full log
please just post the full thing
does it persist after removing just betteranimations
do the changes from before, still
if i remove the animation mod, its no problem
why are you removing the bottom of the crash report ;-;
can you send the full file unmodified
no thats literally the crash report, i dont edit it
but ong, thanks for the assistance, i did the changes and it worked

javafml@null
Mod List:
client-1.18.2-20220404.173914-srg.jar |Minecraft |minecraft |1.18.2 |NONE |Manifest: a1:d4:5e:04:4f:d3:d6:e0:7b:37:97:cf:77:b0:de:ad:4a:47:ce:8c:96:49:5f:0a:cf:8c:ae:b2:6d:4b:8a:3f
forge-1.18.2-40.2.9-universal.jar |Forge |forge |40.2.9 |NONE |Manifest: 84:ce:76:e8:45:35:e4:0e:63:86:df:47:59:80:0f:67:6c:c1:5f:6e:5f:4d:b3:54:47:1a:9f:7f:ed:5e:f2:90
this is the bottom of the log
ig it crashed really earlier in loading
glad it works now lol
thanks again, appreciate it
apotheosis support has not been reenabled for 1.20 yet
yes there will be a 1.19.2 port at some point. on fabric you can use illager expnsion right now, it is very similar
i can fix this, is my enchant infuser server confing problem
So, I just installed about 30 more mods to my pack, and now the green recipe book icon is gone. A whole bunch of Fuzs mods were among those 30, so I figured I'd check with you guys if any of them are known to do that? Or if you know of any other popular mods that do? I'm on 1.19.2 if that matters.
oh nvm, I found the culprit
How does one add blocks to block runner's config file?
just like the entries that are already there but without #
Like "minecraft:dirt_path": 1.20 ? That didn't work
Is there anything wrong with Visual Workbench? Neruina kick me out of server when I tried to craft something. Remove neruina crash the server instead
leave it on github
i been trying to figure this out myself too, where exactly do we add the blocks in the json file?
umm does anyone know how Completionist's Index tags work?
im trying to blacklist a unobtainable material but the tag isnt working
i followed the spawn egg examples with no luck so far
and i dont want to blacklist all the variants of it for two woodsets
im in 1.19.2 btw
putting @ atmospheric:kousa crashes the game lol
pain
something like atmospheric:kousa* too
help
i gave up
the asterisk is a wildcard replacing other characters that would otherwise be there. So if you want to match every item beginning with kousa you do atmospheric:kousa* which will match e.g. atmospheric:kousa_sapling and atmospheric:kousa_planks and atmospheric:kousa_log
also if you get a crash you need to share it here or no one can help you
dirt path is already defined in one of the tags, you need to remove it from there first, i‘ll change this in the next update to make it easier to edit in the config
Ok... but how? How to do it correctly?
you did it correctly, but the value is overwritten from the tag. you need to change the tag too
but I'll change that in the next version
ok i did some testing in a new instance with nothing but this mod and atmospheric
it doesnt crash when i do atmospheric:kousa* however it does crash in my instance when i press the book button
ill send a log
wtf it didnt crash
also it now works as expected
must have been because i updated my mods or something
idk at this point
, it just works as if nothing bad ever happened
Was wondering what the completionists index widget button's class is for use with Slotify. If possible. Or is there another way to move the widget in the survival inventory screen?
Hi I made mc server with puzzleslib and first time starting it up it was all okay, but now it crashes the game constantly. It gives me this error Mixin apply for mod puzzleslib failed puzzleslib.fabric.mixins.json:WolfFabricMixin from mod puzzleslib -> net.minecraft.class_1493: org.spongepowered.asm.mixin.transformer.throwables.InvalidMixinException Conflicting opcodes ACONST_NULL and ACONST_NULL at offset 2 in synthetic bridge method method_48926()Lnet/minecraft/class_1924;
send the crash report file please
Remove the doggo mod it is broken
O ok
guess you dont have to anymore :p
or scroll up in this chanel there is a fixed jar in here
:P
rep+ for you guys thank you so much! I tryed to figure it out for like 1h xD
net.minecraft.client.gui.components.ImageButton, same as recipe book button
made a port of x/ztones for 1.20.1 called ytones
I'm aware there is another port floating around but this one actually has all the features from xtones mainly the block cycling (you can change between 16 block types for a single block while holding it) which is the same implementation as seen in my slot cycler mod so it's really fletched out
https://www.youtube.com/watch?v=Ts-zRTgHlAQ Mutant monsters is featured in this video :)
⚠️ Surprise! The Mission isn't over yet...
Use this code for 10% off the plushie: MS-EVMOAOANY231
ONLY AVAILABLE FOR THE REST OF THIS WEEK!! Then it's ACTUALLY gone for good!
► https://www.makeship.com/products/knarfy-plush
Mods used in this video:
- Creeper AI Updated:
https://modrinth.com/mod/creeper-ai-updated - More Babies:
https://mod...
Hi! I've a problem, in my custom world the passive mobs spawning is not working really well
So, looking for solutions I've read someone that recommended your mod, Respawning Animals
But I can't see any difference, where is the config file in my server? Because I haven't found it as well
My server works in the 1.20.1, and uses Mohist
Hi?
Some staff member?
I really need help because I'm struggling with this problem for a lot of days
uh wdym by not working rlly well?
hello, i was wondering if this mod could be used with the recent puzzlelib version ? 🙂 https://github.com/Fuzss/swordblockingmechanics/tree/main/1.20
yeah that's what respawning animals is for
I cant find the config
why do you want the config? the mod just makes all animals respawn
the config is at .minecraft/config/respawninganimals-server.toml
explore new chunks, old animals will not be affected to prevent farms from breaking
I think that the file hasnt generated
I have a lot of mods that have its config file in config, but the only one that doesn't appear is the Respawning Animals
ah you'Re right I removed it in the last update haha
the mod is controlled via a tag now
Which tag?
but it's just a whitelist
Because it doesn't seem to work by itself
by default the mod just works
make a new world and test it there first
but also the new update has some issues where it's easily broken by certain mods which I still need to figure out
It is a custom map, the chunks wont be generated again, like, they are already generated
Ah ok
maybe install version 8.0.0 it works better for some people
congrats you found one of my many projects that have been laying around forever unreleased because i'm too lazy to make the curseforge page for it lol
here are the compiled jars for 1.20.1. I don't remember if the puzzles lib version this needs is already public, if not scroll up in this channel to find one of the more recent dev builds
the mod adds the old sword blocking back and also adds a parry mechanic within the first 500ms of a sword blocks similar to shields
Thank you Fuzs!
Just in case, there isn't any version for the 1.20.1 with acces to the config?
awesome thanks, is the blocking button confirgurable bind changing the binds?
you should definitely make a page for this!
Mutant monsters and ender zoolodgy will be on 1.20.2 in the near future right just curious no rush
Hi @tribal crater , Do you know why in version 1.20.1 of Enchanting Infuser it no longer has compatibility with Apotheosis? The mod hasn't been updated for a long time and I'm afraid it won't work again. I'm sorry if you've already been asked this more times ❤️
you right click just like a shield
compat hasn‘t been enabled in 1.20.1
Are there plans to add it?
yes but is there a way to change it
because ive seen that since its controlled by a tag, I am able to change it? however I cant seem to find where to change it
ah i see, its just that some sword that are modded use the right click ability
which makes some sword’s abilities unusable^