#fuzs-projects
1 messages ยท Page 9 of 1
thatโs weird
yea, thats why im here
ah
INSTALLATION REQUIRED ON CLIENT & OPTIONAL ON SERVER
try installing it on server + client
then it works, but a season ago we were using it server side and nobody with a fabric client (no mod) had this issue
so im wondering if it was a forced change or mistake
aka trying to have it on server again this season of our smp without forcing people to have it installed if they dont want
thatโs interesting i guess wait for fuzs to respond 
can u ping ๐
ok cool, tysm
np
you need to post more info. latest.log, your config, where you put it, your resourcepack dir contents etc.
thats my config file
the issue here is caused by armorstatues registering a menu type on the server which is then missing on clients without the mod.
i know that fabric previously wasn't enforcing registries to match, but it seems to be the case now, probably since 1.20.2.
the server does not prevent joining it seems like, so vanilla clients are good, but fabric clients won't allow you to join
you could ask on the fabric discord if there is a way to ignore registry mismatches client-side when joining a fabric server
more info, more descriptions. also a screenshot of your packs list in-game, what packs are not turning on, which ones are. have you deleted options.txt and so on
damn i thought this was new yea
that sucks
Will there be a 1.19.2 version of Illager Invasion? Also could you port this mod to 1.19.2https://www.curseforge.com/minecraft/mc-mods/water-physics-overhaul
thats not my issue tho, the issue is what to put inside the item folder, my datapack folder structure is fine, like do i put something like diamond_helmet.json? and if so what do i put inside the JSON file
sorry if this is obvious for you but really first time making a datapack
There is a 1.19.2 unofficial port of illager invasion I can send it (fuzs said he was gonna make a official port soon)
I think easy anvils breaks on arclight and idk why
i try to rename something and it just doesn't let me
i'm getting this error
made an issue: https://github.com/Fuzss/easyanvils/issues/52
Yes send it pls
the water mod is arr so no
thanks, think i've heard that before. not very familiar with these server softwares, unlikely this can properly be addressed anytime soon
go into the mod jar of thin air and check the data folder that's bundled there. look at the default data files how they are layed out and work from there
Yeah, makes sense with all the conflicts. The essentialsx page went into it further, but I provided all the info I got on a minimal arclight installation with just easyanvils installed
All the info is here
thanks!
tysm this really helped
turns out i was missing a single ","
๐ญ
Np! I really enjoy the mods youโve made but being able to use plugins too would be so nice
Fuzs! I would really like a mod that makes rivers flow in a direction. Kinda like "Streams" but better. should call it "Flowing Rivers" and it would be awesome!
is there any way to transport a villager that i have trained upto master and tried contracting?
just remember not everythings in the port
some stuff is missing
on 1.20+ master villagers will always accept a contract, on 1.19 there is no way
Hi, I am using Respawning Animals on my server (Forge 47.2.19 MC 1.20.1 MOD v8.2.0) and it is pretty much working like a charm. Except my tamed horses are disappearing, even ones with saddles on them. Also a config file doesnt seem to be generating for me to try to alter anything so im actually kinda stuck on troubleshooting.
Dammit I'm in 1.19.
Can this info be posted somewhere? Like on curse forge or github
did you tame them before installing the mod?
No
in that case leave the issue on github please
https://github.com/Fuzss/respawninganimals/issues
No problem, issue created ๐
Do you know of any compatibility issues with the Ice and Fire mod? We are experiencing dragons not spawning/or being despawned underground now and am curious.
Hello, I have a small error,
when I add forgeconfigapiport to the dependencies of my project, and I try to run forge I get this error
Caused by: java.lang.NullPointerException: Cannot invoke "java.util.Map.get(Object)" because the return value of "net.fabricmc.loader.impl.launch.FabricLauncherBase.getProperties()" is null.
Would anyone know how to fix it?
if you want to see the code this is in: https://github.com/anviaan/SculkHorn/tree/Multiloader-1.20.4-config
that's possible. add the dragons to the respawninganimals:persistent_animals entity tag. check the mod jar to find where to put the tag
thanks!
I am unable to open the jar file? There is also no config generating?
depending on common in dependencies for mod loader subprojects should be transitive like so
https://github.com/Fuzss/modresources/blob/3acc6ec1b5a7577ca65e86397ab68062ad196f99/gradle/forge.gradle#L81
I am on a mac, winrar says there is a mac version but it isnt able to open it still
I have set the gamerule back to true and dragons are appearing as normal in newly loaded chunks
Is there a way ingame to alter the entity tag?
well yeah the game rule disables the whole mod haha
no
use this on a mac: https://macitbetter.com/
is this how its supposed to look?
last id is wrong, otherwise looks good
Is there any chance to fix the incompatibility between Universal Enchantments and Mana and Artifice?
Mod Loader (Required) Forge Minecraft Version (Required) 1.20.1 Mod Version (Required) v8.0.0 Notes (Required) Install Universal Enchants and Mana and Artifice Create a new world Game crashes Crash...
hi, guys when will Puzzles Lib get 1.20.2 version?
mention me if u respond to me
Lol uhhh.... might've found a duplication and ghost item bug in bag of holding.
This is real bad.
Oh.
If you change the bag size on the server, and not the client, it causes a bunch of weird issues.
But if they're the same, it works fine.
it won't
Universal Enchants has been rewritten for 1.20.4, that will be backported to 1.20.1 when the new version is out. Maybe it fixes the issue.
Otherwise there is nothing I'll do since Mana and Artifice is ARR and closed source, so I can't easily go a check for issues on their end.
Hopefully that fixes the issue
it should
Thanks
how are you even able to get them out of sync? those properties are defined in a server config which is synced to clients when connecting
That's a great question. I have no idea how. Didn't work until I disconnected, manually changed the config file, and reconnected. How are they syncing? Internal mod process?
Or is that ForgeConfigAPI?
yes
Heh. No idea what I did. I'll double check versions.
oh did you change the server config while the server was running?
Well, yes, but I rebooted it afterwards.
Oh.... wait. that sounds familiar.
FCA doesn't like that, does it..
ah, the config is only synced to clients during login. if it changes on the server afterward it is not synced again
Well yeah, the client logged in after I changed the server config and restarted the server.
Thankyou, My singleplayer testing confirms its working. Dragons are spawning with the mod enabled yay. One question though. I added the horses to it so hopefully they stop dissappearing, but does this prevent new ones from being spawned in the world?
so i will never use it on 1.20.2?
Correct
hiiii, just a quick question; how do I disable Mindful Darkness from boss health bars? They make the health bar completely black and unable to read and I have no idea what the font color blacklist label would be for them
there is a config option in the client config for controlling which textures to affect. exclude the boss bar texture file by beginning the entry with !
they will spawn as they do in vanilla during world gen
Hey, I'm trying to understand how the imbuing table works. Can't find any documentation on it. Figured out that you put an enchanted book in slot 1 and hallowed gem in slot 3, but I can't figure out for the life of me what goes in slot 2. Any help would be appreciated.
Nevermind, figured it out, in case anyone after me comes looking for answers: The imbuing table doesn't give you an enchanted book. You have to input a piece of armour with the same enchantment as the enchanted book you put in to increase it's level.
yeah i think enchanted books are specifically blacklisted
should setup a wiki for that mod at some point
Hi! Are there any known fixes for Reimagined conflicting with Easy Magic? I'm getting the table and book textures but not the animated circle when you approach. I tried adding MoreMCmeta Emissive but it would just crash my game every time I tried loading a world.
i have an idea for a fix, I'll try it at some point. there already is an active report on github for this. not a priority atm though
Editing enchantments on the fly coming to the next Universal Enchants release!
Hi, i just tried the sword blocking mechanics mod and i love it. Honestly thanks.
I just have a quick question, is there a way to add a cooldown to the parry?
(for example let's say i parried an attack, i want it so i cant use parry again until... idk 4 secs later)
I didn't get to say so earlier but thanks for the help :D
Any chance that your diagonal fence mod could be compatible with gates (ex in a 9x9 grid if there were fence posts at spots 4 and 6 they would diagonally connect to a gate at spot 2)
well there are two mechanics, parrying (in the first few ticks, completely negates an attack like a shield) and blocking (halves all incoming damage as long as it's active). the parry mechanic has a cooldown, you can see it when the shield indicator is recharging. the length of the cooldown is the same as the parry window, just in reverse. so the parry window is 10 ticks by default, if you have exhausted that the cooldown is 10 ticks, but if you were only parrying for like 7 ticks and then let go of the right mouse button, the cooldown is only 7 ticks. you can change the parry window in the server config. hope that makes sense
yeah i implemented that in a test branch quite a while ago, never polished the implementation though. it's planned to come to the public version eventually, not soon though
Respawning Animal a bit bugged I think
!logs
To better assist with fixing an issue, we will need some logs: Curseforge/GDLauncher-> Right click the modpack instance -> Open Folder. For MultiMC -> Click 'Instance Folder' on the right.
Find the file 'Latest' in the 'Logs' folder. If there is a folder called 'Crash Reports' then find the newest file from today. Upload these as requested.
what animals are those
Gnumus mobs
Basically at random time when loading the world animals from Gnumus mod start spawning like crazy
if you find out their ids you can add them to the respawninganimals:persistent_animals entity type tag and they will stop doing that.
if it works please also send the id so i can include it by default
if it doesn't work there is nothing i'll do since the mod is closed source and I can't easily check their code
Are there any plans to bring back the Configured integration in ForgeConfigAPIPort?
no, this better done by mrcrayfish. he only needs to include the classes from forge on fabric
having problems launching the game with ForgeConfigAPIPort. It doesn't save a log either.
hang on I can take a screenshot
actually nvm. either puzzles lib or distinguished potions seem to be the perpetrator. found a log file
Its just spamming this over and over again. I'll try without distinguished potions
crashed again
removed all dependent mods and it still crashes. maybe this aint your fault. my b
how do i disable enchanting infuser's apotheosis compat? i disabled apotheosis' enchanting module but the infuser still needs eterna and still has the automatic 50 enchanting power limit despite me setting it to 1 in the config..
send latest.log + crash report
apotheosis compat overrides those config options. disable it in the common config
noted, thanks
anyone have a guide on puzzleslib?
For some reason, enchanting infuser isn't working....
Works fine in single player , it's just in server that this is happening..
Logs: https://mclo.gs/YcDtU2n
how do I configure the paper doll to also appear when attacking/swinging? also, is there a full list of valid strings you can enter in the display actions settings?
i gave marauder necromancer and basher new skins
marauder now wears some cool gloves for combat, necromancer looks more sinister with a new eyepatch, and basher now looks more like a servant/attendant illager for vindicators
I really like the Overflowing Bars mod, but I wish I could change the textures of the hearts so that it can match with the Dark Mode texture pack I've also got. I've got, like, zero experience in personal modding, so I have no idea how I'd even start going about doing it myself. ๐
I play 1.20.1 btw.
You can make a resourcepack
Oh, damn, for real? Nice.
Thanks for the heads-up.
hey, i have a bug report for the "trading post" mod, and was told this is where i should report it.
In short, the trading done through the trading post, does not change the reputation with villagers. trading with the villagers directly works as intended, however not through using the trading post.
if it's relevant, i have the villagers in a 1x1 hole, with 4 in each, all have access to their respective workstations. other mods that has something to do with villagers, that i have installed, is the
"Infinite trading" made by Serilum.
I am running the mods on 1.20.0, installed in a custom modpack, through curseforge.,
Let me know if there is any other info i can provide
Please read #faq for modpack installation.
ignore John since this is bug report
can you reproduce the issue with just enchanting infuser on a server?
what specifically do you have in mind?
check the client config, all available modes are outlined there. try enabling the using action
built-in resource pack support is planned for the next version
that's really cool!
please test if you also have this issue with just trading post installed
give me a coupple min
Oh, sick. Just finished the icons, so I might as well post a comparison/demonstration of them, in case you wanna change 'em. lol
I haven't seen them myself, so you might or you might not. :P
This has probably already been brought up, but, ngl, I wish it was possible to make it so additional rows have different colors.
Like, orange, yellow, lime green ||Minecraft needs limes as a food item by the way||, green, cyan, light blue, blue, purple, magenta, pink, brown, black, gray, light gray, white, then cycles back to red.
no one in their right mind is going to give themselves THAT much health, but for those that aren't ||hehe me :3||, it'd be really neat imo
Hell, I've got nothing better to do, I'll design 'em right now.
Normal, Ouchies, Hardcore, and Hardcore Ouchies
after testing without the "infinite trading" mod, the results seems to be the same, that trading with villagers through the trading post, does not change the rep status you have. LoS does not seem to have any effect, negative nor positive.
bam
Kinda hard getting a good balance between black, gray, and light gray, ngl. ๐
Glad you do! :D
Iโm on the learning train for pixel art with my resource pack along with just stuff in general xD so it gets me all excited seeing other peoples interpretations
Tbf, doing this was more based on color theory than pixel art expertise. xD
That still part of the process.
Yea, tru
I mean, I would say that the black heart icons could get confused with the Wither effect heart icons (minus the Hardcore ones, which give white eyes/veins), but in all fairness, if you've got enough HP to reach the color black in your rows, I reckon the Wither effect wouldn't exactly be a concern of yours. lmao
Could use them as the wither effect ones
How do you mean?
Use the black heats you make to replace the wither effect hearts
Well, what would we use for the black hearts for Overflowing Bars?
Rainbow?
Or start again with 2nd color, so half 1 color half another,
Ooo
Figured I'd make the eyes/veins white instead of dark here.
I initially wanted to give it a halo too, but idk if there'd be enough room in the spritesheet. lol
ok, report this on github then please
i didn't really want this initially since I personally don't see the benefit of having multiple colors, since after all how will you know how much health you have just because your hearts are purple, and also the colored hearts mod exists
but since it's been much requested I've already begun implementing colored hearts along with resource pack support for 1.20.4
It's just gonna use the base heart icon from the current resource pack and dye it dynamically. still need to figure out how to make that look good though since especially the red color is very hard to dye as it lies at the extremes of the color spectrum
Well, you can use this to start off with and adjust to your liking. lol
thanks I certainly like the color choices
Glad to hear you do. :>
Lemme know if you need the hearts to have black outlines, and I'll get that done for ya tomorrow morning
using action appears to only be right click, such as using a bow. i just set it to always be onscreen tho
Figured it out๐๐ป, it was due to a version difference of the server, thx for the response though ๐ซ
id like to ask how can i use the imbue table in villiger invasion mod / what do i need to put in it?
can i increase the y level for bad air in thin air for mountains?
right now its about 150, and i was hoping to raise it to 200
Popping in with a quick question .. what exactly does the Lost Candle do .. cant seem to find any info on it.
in Illager Invasion
it shows you the nearest mineral
out of curiousity what are or were those two textures for
Wrong one LUL sorry. Itโs Yโs project
What was your invention?
Mandala Dark Mode-style texture pack for Overfilled Bars mod
diagonal fences getting mca villagers stuck on them in fabric 1.20.4
i think mca villagers use vanilla pathfinding
Kinda seems like Loyalty should work on the Hatchet
It'd make it more versatile and encourage me to use it more
Because it can't be crafted, throwing it feels wasteful
You can use it as a melee but i guess that Would defeat its ability to be thrown
anyone know why i cant put my armor back into the adv. infuser?
you put in a book with the max level enchant and a tool with the max level enchant and a gem. you get the max level enchant + 1 on the tool
so e.g. book with eff 5 and pick with eff 5 + gem you get pick with eff 6
not supported in 1.16.5
no it's per dimension only, biomes are not supported.
you can increase the limit for the whole overworld for now though
and leave biome support on github as a suggestion
you click on a block and it shows you if / what ores are nearby
some earlier iterations, the brewer eventually became the alchemist
in vanilla there is an issue with small mobs like rabbits and chickens, but that is fixed. larger mobs don't have any issues in vanilla. so I'd assume MCA uses custom pathfinding or at least a custom extension that doesn't account for such things.
this isn't likely to be fixed since path finding is very complicated, i'd just avoid diagonal fences around MCA villagers
Interesting... what about the lost miner?
leave a suggestion on github.
I wanted this originally, but there is no good way to make vanilla enchantments compatible with modded tools on fabric, so i left it out completely
also by now i have a library that can do it on fabric
the mod initially wasn't about illagers, it was more of a modding playground, that's where the lost miner comes from. i think parts of it ended up becoming the surrendered
all that is just from what i found in the commit history from the original author of the mod
This mod hasn't been released yet if I understand correctly?
What gem am i supposed to get?
I did end up finding the line to edit. I didn't mean per biome. I just have really tall mountains. It was hard to find it in line 7.
I use the darkmode everywhere mod to darken my gui, it has an option to dump the screen info for what gui elements are being shaded so you can blacklist them, but the health/armor/hunger bars don't show up.
What is the name of the gui element for these so i could blacklist them so they don't get darkened?
for example, this one shows for the armor bar
Someone made a resource pack to fix this recently, scroll up until you find it
I took a look and I don't think they are the same thing. The mod that I use uses a shader to darken the entire interface.
I'm looking at the mods source code right now I might be able to figure it out looking through that
Hey there!
I hope this is the right place to ask this question, if not I am sorry.
I don't remember using a nether star to craft this kind of chest, is it possible that the recipe got bugged?
It was changed in an update
Alright, thanks! ๐ '
no not publicly. you can find compiled jars for 1.20.4 forge/fabric/neo further up in this channel though
it looks like this in pink. i forgot the name
you craft it from the drops from illusioners and the new evokers
just start at the main mod class (OverflowingBarsClient) and go from there
I've tried a few specific things i found by looking, and so far it hasn't worked. i wonder if i can just list the main mod class and it will work.. i'll have to give it a shot.
Can I compile it myself for 1.20.1?
It shows me stuff like this:
but for some reason, the armor/heart/hunger bars aren't being detected. lol
i feel like something might be overriding it. gonna test without all my other mods and see what happens
there is no 1.20.1 version yet, the 1.20.1 directory is empty
I am using resource pack override and am having trouble trying to make the server resource pack be at the top of the resource pack list. the rest of the packs work as intended but the server resource pack is having a bit of issues.
The config:
{
"schema_version": "2",
"pack_overrides": {
"server": {
"default_position": "TOP",
"fixed_position": false,
"required": true
},
"fabric": {
"required": true,
"fixed_position": true,
"default_position": "BOTTOM"
},
"1": [
"programmer_art",
"file/golden-days-base-1.20.x-1.10.0.zip",
"bleached:bleached_programmer_art",
"Moonlight Mods Dynamic Assets"
],
"$$1": {
"required": true,
"fixed_position": true
}
}
}
I've tried moving the position of the server pack override in the config but nothing changes
try only setting fixed_position false for the server pack, the server pack has special handling and changing other properties on it might be messing with that
that does work yea, but then im getting an issue where the other resource packs dont go in the load order im wanting them to. i cant put fabric below the resource packs due to it messing with textures in the modpack
managed to get it to work with a ton of fiddling around! fabric can stay on fixed position which helped a lot as i needed it at the bottom
yeah it's really wonky unfortunately, that part of the resource pack system isn't designed that great.
checking in, any update on this?
@timber stag @pale echo @true salmon Hey, I'm playing with Mutant Monsters mod on Fabric 1.20.4, and I soft locked myself out of my own server because of a crash when having the creeper minion on my shoulder. What can I do to fix this? (I can't tag a role so sorry about it, but this is a game breaking bug and pretty critical atm)
Error: java.lang.NullPointerException: Cannot invoke "fuzs.mutantmonsters.world.entity.CreeperMinion.method_6172()" because "entity" is null
The moment I leaned in the get him on my shoulder, I just crashed, and every time I join, I crash again.
Disable mod, log out, ,enable mod again, log back into game
Bleh
well I guess that's one way to do it, I really didnt want to go that route because of the other random stuff in chests, and I'm currently using the full skeleton set
I'm in bus back home so hard to text plus tired
I'm killing myself the moment I join the server though, it's a possible fix
Unsure if there's fix for your problem
And well
We're just helpers
We dunno on mod projects
Maybe @tribal crater could help, it's their mod
i tried tagging him, didnt let me
thanks
They may see someday
I "fixed" it, the bug still exists, but I can play now
Never got a response unfortunately. Will try once more, but unlikely the original dev is interested.
Would love to make a fix for this, but I need more information. Please send the crash report and latest.log from both client and server, otherwise I can't look into it.
that's client
the server didnt crash, do you need server latest?
Client looks to be enough, thank you
Found the issue, fix will be out in a few minutes
Many thanks ๐
Update is out ๐
Modrinth first, CF usually takes a few minutes.
will download, meanwhile the creeper minion exploded and died, so I'll have to find a new one xD
it would be also nice to have an updated wiki on some aspects, mainly the creeper minion maintenance and upgrades
nothing has changed from the old wikis
https://mutantcreatures.fandom.com/wiki/Mutant_Creatures_Wikia
https://minecraft-modsmc.fandom.com/wiki/Mutant_Creatures
both are still valid
The Mutant Creatures Mod adds in a large variety of mobs that are stronger, more powerful, and bigger that smash anything in their path.a sussy bagga 696896987870787 Original Post: Click Here...
can anyone help me? i just downloaded the enchanting infuser for 1.20.1 i am playing with friends trough essential mod and the infuser is not apearing in my jei although i can use it without problems. any reason for it not to apear?
Our modpacks don't support essential, please use e4mc instead or host a local server using the serverpack.
but it works fine for everyone else
We offer zero support for essential due to world corruption problems
but the other 4 people have 0 problems
only for me with the exact same files can't craft the items ingame but i can use it perfectly if they put it down
We donโt give support for it if you are using it, the reason is because it will eventually kill your worlds. Itโs not an if, but when it will happen.
Even if you havenโt yet, no support with it. Itโs one of our rules.
hello ppl, i have just installed the metal bundles mod but there are no bundle crafting recipes or anything in my game
and the page doesn't list the recipe for crafting them
OKAY so the bundles are in the creative inventory, but i cannot craft them
nvm i'm stupid
i'm sorry
Hi, is there any fix for the 'free breathing' effect flashing in/out quickly in the UI?
I'm having an issue with a resource pack being loaded in "resource pack overrides" it doesn't load up even when in the config.
i can manually enable it. but it doesn't do it via the configuration.
Hey guys... My Easy Anvils mod is duplicating items for some reason... I have a custom mod pack. Have you ever faced this? Could be related to an inventory sorting mod?
ok now i'm confused. I cleared the options.txt and restarted my test instance, but none of what i specified is getting loaded...
"schema_version": "2",
"failed_reloads_per_session": 5,
"default_packs": [
"vanilla",
"mod_resources",
"fabric",
"Moonlight Mods Dynamic Assets",
"distinguishedpotions:potion_overrides",
"file/[1.3]+Enhanced+Boss+Bars.zip",
"file/Created Simple Storage 1.3.zip",
"file/Fancy Crops v1.0 pf5-15.zip",
"file/Better_End_Portal_Frame_(1.20).zip",
"file/Better Cherry Leaves.zip",
"file/LowerGrass_1.20.zip",
"file/ClearGlass.zip",
"file/better_flame_particles-v2.0-mc1.14x-1.20x-resourcepack.zip",
"file/Better+Low+Fire+32x.zip",
"file/Fast Better Grass.zip"
],
"default_overrides": {},
"pack_overrides": {
"built-in-packs": [
"vanilla",
"mod_resources",
"fabric"
],
"a-craft-assets": [
"file/[1.3]+Enhanced+Boss+Bars.zip",
"file/Created Simple Storage 1.3.zip",
"file/Fancy Crops v1.0 pf5-15.zip",
"file/Better_End_Portal_Frame_(1.20).zip",
"file/Better Cherry Leaves.zip",
"file/LowerGrass_1.20.zip",
"file/ClearGlass.zip",
"file/better_flame_particles-v2.0-mc1.14x-1.20x-resourcepack.zip",
"file/Better+Low+Fire+32x.zip",
"file/Fast Better Grass.zip"
],
"$$built-in-packs": {
"hidden": true,
"required": true
},
"$$a-craft-assets":{
"force_compatible": true
}
}
}```
and holding "T" in the resource pack screen doesn't load them even though i've defined them. I'm sure i've done something wrong, but i followed the config example so i'm confused as to what is incorrect.
thin air changes nothing with free breathing, it just provides new language strings. so that's a vanilla issuer or anothetr bug
it's one of those mods that increases stack size
are you using relicex too?
Hey, i was just wondering about the configured defaults mod. It says find more information on how the mod works in the readme file in github but there wasnt any information there. It seems like it may be the mod i need for my pack but i cant tell without more information.
the instructions file is generated in your minecraft diectory
Oh ok ty
Do arrows fly differently in thin air?
or chickens falling
and is it possible to cause specific biomes to have a lower quality like volcanic plains
"Thin Air" probably would cause a lot of ticking to check the player's current biome, really
Don't think chicken gravity and arrow flights will be changed due to height, however, as that would be a bit complicated too
That's just her guess, though.
no
no
it would be possible, it's just not supported right now
Hi, I've got a question regarding the diagonal window/fence etc. mods.
Is there a way to not connect diagonal glass planes f.e. without uninstalling the whole mod?
Hello, are there any known mods that cause dynamic walls to break? Only a couple of vanilla walls seem to connect diagonally and place as diagonalwalls, the rest place as normal walls.
I see nothing in the logs relating to this
It looks like the issue comes from Immersive Weathering
Do you need me to make a bug report on github?
It also looks like Diagonal Walls cannot become the Snowlogged Walls block with snow real magic
Given that diagonal walls already use the max number of blockstates, I can see why thry wouldn't be compatible with mods that add other blockstates such as those two
no not really. the only thing that blocks the connection is if something is placed in between, like a pressure plate or string
there is no per se block state limit, it's just that it's not good to have too many, since they are exponential. but yeah you're still right, diagonal blocks automatically don't apply when there are too many blockstates
i checked both mods, and it's not possible to support them, too many block states
like the sandy walls from IW, they add two block states (sand_age with 11 possible states and sandiness with two possible states)
vanilla walls have 3**4*2*2=324 possible states, with just IW they have 3**4*2*2*2*11=7,128 which is already really bad
diagonal walls have 2**8*2*2=1,024 possible states, with IW they would have 2**8*2*2*2*11=22,528 which is too much to handle
the problem with too many block states is that an extreme amount of more collision shapes and models needs to be calculated during start-up, and clients receive way more data during server login since all block states must be synced
you can use both mods and you won't have any issues, it's just that diagonal walls won't work for any of the walls IW adds new block states to
would be cool if there would be a way to prevent either the block update after you blocked their connection or a way to not connect in the first place.
t's super cool for building but gets annoying for redstone really quick.
Oh, wow, I didn't realize it added more blockstates.
Though even when I tested quark and create walls, it wouldn't place diagonally when Immersive Weathering was installed, not just iw walls.
Thanks brother. Appreciate you! Will disable that mod.
Nope, just stackables
do mods that make usually unstackable items stackable count towards this issue? (even though the mod in question doesnt make armors and weapon stackable)
Is it possible to have Create Windows connect textures when diagonal? Currently textures don't connect even when not diagonal. Though I assume thats because its replaced with diagonalwindows:create/oak_window_pane
Does anyone kow if I can disable the block damage or spawns of the Mutant Creeper in the Mutant Monsters mod?
without disabling mobgrief
no that's not possible right now
you can leave a suggestion on github for a config option
that won't happened since it would require 4 more additional block states (for each blocked diagonal side) which would bring the total possible block states from 1024 to 5184 which isn't justified for such a minor feature
but redstone dust should block the connection if its in the cross shape. anything with a hitbox that intersects with the diagonal connection blocks it, anything smaller like a torch or so doesn't
no it's this issue specifically due to the way the mod hooks into the anvil menu
https://github.com/Roundaround/mc-fabric-stackables/issues/25
but quark and create work when IW is removed right?
usually copying the connected textures files to the new block location from diagonal windows works. it won't have connected textures for diagonal connections, but for vanilla non-diagonals it will work again
There are mods that allow you to disable mobgriefing on a per-mob basis, including those added by mods
Question, does Configured Defaults & Resource packs overrides not work together? I noticed that default packs don't apply since there's already an options file there
Ah I see.
Yes
Is the working as intended then?
It stops working for all blocks?
Is there an easy way to disable to Soulbound enchantment books?
could use item obliterator from #1101994549259284520
i have that, and it says i can do it with NBT, but i have no idea how to use regex.
it doesn't give an example for it so i'm not sure how to use that
The books show up as minecraft:enchanted_book, obviously i can't blacklist that, or it would remove all enchanted books right?
use f3+H I believe to see the tags
i have advanced tooltips on already
oh wait, if i hit shift it shows it!
learned something new today lol
now the question is how do i write this into item obliterator lol
use the "enderzoology:soulbound" more than likely
i have 1.7.0 on forge, so this is what i see
I tried adding "enderzoology:soulbound" to the blacklist section but it didn't work. And i just realized there's a channel for elocins in here so i'll move this over there.
is configured defaults able to create default serverconfig files?
if you don't include the resource packs line in options.txt it should work
it stops working for the blocks that have their block states altered. I'm assuming IW has compat for quark then
forge has a defaultconfigs directory in .minecraft / your server directory, just copy the server configs there and they will be used for new worlds
Fuzs the man the legend. Hay I was trying to add the actions done in ParCool, I even put the actsions done in the config file of Paper Doll. So do you think you can make paper doll compatible with ParCool
Ahhh so that's why, thanks!
probably not, currently focused on other projects, and not such a fan of such niche mod compat
Hello! I'm facing a problem with the mod Stylish Effects (https://www.curseforge.com/minecraft/mc-mods/stylish-effects) On Forge version - 1.20.1 (47.2.19), this mod is incompatible with another mod - ImmediatelyFast (https://www.curseforge.com/minecraft/mc-mods/immediatelyfast/files). The effect timer began to be displayed incorrectly, it almost disappeared, only the timer of the first effect is displayed correctly, this is clearly visible in the picture.
When using older versions of both mods, the problem does not disappear.
thank you!!
im playing the steampunk modpack and tried to increase the breathable height to 256 as shown, but it doesnt seem to be working. there isnt a thinair-server config or serverconfig files so idk what im doing wrong
hold on imight just be stupid? i thought those bubbles would run out and id start dieing but im not so i guess it did work. sorry for the inconvenience
I didn't see any compat with walls from quark or any added blockstates. I checked the walls, not even the vanilla walls have blockstates altered. Just the normal blockstates. The walls from the mod Dawn of Time don't work either, which has no compat with IW.
All of these work diagonally without IW installed
heyhey, im missing some intel on the blockrunner mod. how do I change the item pool for the block types, and can i add new blocktypes that arent in the config by default?
since the non client config only comes with this:
{
"#blockrunner:slightly_quick_blocks": 1.15,
"#blockrunner:slightly_slow_blocks": 0.85,
"#blockrunner:quick_blocks": 1.35,
"#blockrunner:slow_blocks": 0.65,
"#blockrunner:very_quick_blocks": 1.55,
"#blockrunner:very_slow_blocks": 0.45
}```
and there is no blockrunner-server.toml by default
look for a config option in immediately fast for disabling some of their gui optimizations, like batched rendering or so
just add your new blocks directly here like so for minecraft:sand
{
"#blockrunner:slightly_quick_blocks": 1.15,
"#blockrunner:slightly_slow_blocks": 0.85,
"#blockrunner:quick_blocks": 1.35,
"#blockrunner:slow_blocks": 0.65,
"#blockrunner:very_quick_blocks": 1.55,
"#blockrunner:very_slow_blocks": 0.45,
"minecraft:sand": 1.25
}
you can also add your blocks to the built-in tags, but those are mainly intended for other mod devs so they can add speeds to their blocks without hard dependening on block runner
I wrote to the mod ImmediatelyFast developer about this problem, he said that he would fix this problem )
fixed now in latest version of diagonal walls
still all walls with additional states from IW do not work though. quark walls will now though with IW installed
Thanks! I'll check it out
how do i make the enchanting infuser go past the vanilla max levels
i can get unbreaking 6 with an enchanted book but i cant get it on the infuser
I think it only goes 1 higher than vanilla max
How do I actually turn off the thin air completely only for the overworld in the "Thin Air Mod"? I can't seem to make it work with the config file
the infuser does not support higher levels, only from apotheosis.
what mod allows you to get unbreaking 6?
just leave out the overworld entry so the config option only includes this: "minecraft:the_nether=yellow", "minecraft:the_end=red"
how to have riz
i honestly dont know
i'll find out and tell you
I did exactly this but I still choke above below y=0 and above y=128
The sunroot log wall from the deep aether mod has a missing model when placed.
Looks like all the log walls from that mod do
No additional blockstates
And the same for the Aerogel wall from the regular Aether mod
I'm guessing those use a custom wall model
not sure if its known but the quark elytra icon on the armor bar and the overloading armor bar glitch out all of the menus when you have an elytra on. using forge 1.20.1
it causes every ui element to shift slightly to the right
send latest.log
report this on my github
hmm, should definitely work after a game restart
will do!
is this good?
I was bored and i made a icon for the lungs for Thin air. idk if you like it but i am not the best pixel artest XD
The Lung 1 and 2
Lung 2
yes thanks!
neat thanks!
a screenshot would be great though
there 32x32 so it might work for 16x16
I understand if this question shouldnโt be on here idk yet. But Fuzz is there a chance now with add ons being added and with your mod being ported to bedrock idk if you even did it or idk tbh I hope it was you and are being compensated but will your other add ons ever possibly make it to bedrock now too?
i'm not interested in bedrock
Oh okay good to know because I actually was beginning to worry cuz I heard some modders potentially because of the potential revenue made were discontinuing the Java mods one I heard of was Alex Mobs which is known as Naturalist on bedrock. But thanks for the answer!
here it is. Looks like the error is on 3789
Uploaded latest.log from @rain badge to mclogs: https://mclo.gs/VOWnI8B
Naturalist is a separate mod from Alex's Mobs on Java
"2. Q: Are any of Alex's mods ever going to be ported to Bedrock
A: Bedrock modding capabilities are very different from Java's and because of that, most of his mods are simply impossible to create 1-1 with Bedrock while preserving mechanics and functionality. Other developers are not allowed to port to Bedrock and use assets from the mod without the explicit permission from the developers"
-from Alexs Mods Discord FAQ
can someone help me with easy magic
not sure if this is on my end or its a mod issue but diagonal fences dont connect
mod's working fine sorry, it's my pack. not sure how to find the issue though
Try looking through the pack to see if any mod modifies fences
heres a screenshot from one of my friends
that line on the left is the bug
it shifts everything including the experience bar
video settings also get messed up and cut off in a weird way
hey there ! Can someone help me about the resource pack overrides mod ?
I can't figure out why the mods I set to hidden in the config appear in the resource packs, despite following the wiki. Is there a known bug about this ?
hello, would it be a possibility to change where the heart counter displays from overflowing bars? it is not possible right now and I would love it if you added a config option for it
I want to remove an enchant from the enchanting infuser. is that possible either through a config or a datapack? I'm running into a difficult to reproduce Armor dupe bug Where if the soulbound enchantment (from ender zoology) is on a piece of armor and you die and return to your grave (using simple tomb), there's a chance the armor piece will be duplicated.
I've disabled the enchantment book using Item obliterator, but the enchanting infuser still shows the enchantment as available.
that's almost definitely not an issue with the soulbound enchantment, it sounds to me like it's an issue with the graves mod you're using
I 100% agree. Unfortunately the developer for the mod isn't known for timely fixes, and the other grave/death mods i've used add way more stuff i just don't want my game ๐ฆ
You woulnd't happen to know of any off the top of your head that would add a grave but no extra magic/items/skills, etc would you?
The Respirator for Thin Air still works on SteamPunk after running out of a durability
not sure if its an issue with Thin Air or not but this is the only item that the durability issue happens to in the pack afaik
I had that issue too on my custom modpack. It continues to take durability damage and the red bar keeps getting longer and longer lol. starts to look silly
there is an enchantment tag for blacklisting in 1.20.4, you are on 1.20.1 i suppose?
Yes, I am on 1.20.1
thanks, that's to be expected
where do you want it to display? you can leave this as a suggestion on github
yeah it's a bug. it's fixed in 1.20+, haven't backported that yet
I'm working on a new mod that allows for disabling enchantments, that can handle such a case. might also backport the tags to 1.20.1 though
Awesome ๐
Maybe on top of the middle heart, something like this
I am having problems with the sword blocking mechanics mod for 1.18.2. I am using that mod with dawn craft and was literally testing compatiblity with each mod 1by1 and it happens to have the same issue with multiple mods. It will let me hold down right click and auto parry with no punishment. the mods im testing are literally completely unrelated and i was wondering if you would know why it isn't working. mod examples like mutant monsters, enchant limiter, villager guard (I fixed this one by updating puzzle lib but the rest are still bung). there are probably more mods but I was wondering if there is a way to debug
@solid briar requested deletion of this link.
Hey Fuzs, a server member of mine was moving around bags of holding and claims that he clicked one of the bags with another bag, and caused the bag to empty itself. All their items disappeared.
Have you heard of this? I know I'm using a velocity proxy, that might've been a factor, but I'm not seeing any logging that could be helpful to me.
Is there a way to change a default value for Animal Mob Cap for Respawning Animals? 1.20.1 Forge
upd Global GameRules mod seems to work
Good morning โบ๏ธ I was just wondering how to add a group of mobs to the Magnum Torch Mod. We are playing on a Cobblemon SMP and would love a way to stop Pokรฉmon spawning in certain areas. I've looked at the config myself and can't figure out if there's a way. Any help would be much appreciated ๐
hey, so how do i change damage values for tools/weapons on golden age combat mod?
i wanna change it so it's identical to pre 1.9
How do you guys modify your common config files, i can decompile theme but it cant compile theme back i dont have source file, so how do i change the spawn weight inside the commonConfig.class
Its ok i found the solution
so how exactly do i do this?
did you check the config file?
yea?
Did you find the settings you wanted to change?
yeah i'm trying to change the damage attack
and do i do it by doing it like this? minecraft:2_diamond_sword
ohhh ok
Was this seen?
Remember:
#Takes precedence over any changes made by "legacy_attack_damage" option, but requires it to be enabled.
#As with all items, this value is added ON TOP of the default attack strength of the player (which is 1.0 by default).
If it's a guaranteed issue, that they need to fix, you should open a github for it. It's easier to track.
yeah I'll probably do that
Some walls don't seem to properly connect to walls above, it might be related to the immersive weathering fix
btw, is it possible to make it display damage 1 less than what it's displaying?
no idea.
Yo, so for the resourcepackoverides mod, the config file isn't being created. I'm on forge.
minecraft/config/resourcepackoverrides.json isn't showing up?
The modpage doesn't appear to say it does.
I tried adding that luna mod, because it's for lunar modpacks, and it's their mod so I was checking to see if that was it
doesnt appear so
since it just crashes my game
on start
but the mod is installed, the config file just isnt showing up
all my other mods appear to be working though ๐คทโโ๏ธ
including configured defaults
Even tried to manually makeshift the config file to see if it would use it
but nope
Does resource pack override show up in the installed mods menu, inside minecraft?
yep
On the newest version? I don't see any bugfixes for that issue.
And are you 100% certain you're in the right modpack folder?
v4.0.4 right?
certain
Resource Pack Overrides [Forge & Fabric]
ResourcePackOverrides-v4.0.4-1.19.2-Forge.jar
Can't tell you what's going on, then. Try the version previous to the newest and see if it works.
gotcha
Doesnt seem to create the config either
v4.0.3
Do one more search through the discord and if you can't find anything, open a github ticket and wait for a reply.
Alright
because when I try to click config in the in game menu, it doesnt work either lol
just gonna have to see if I can figure it out while I wait for a response
We devs appreciate that you're trying to figure it out haha.
Im very used to making modpacks, configurating mods, publishing modpacks and such
never had this happen before
and since there are apparently no mod requiremnts for it
bamboozled
Cant find anything on it not creating the config file too ๐ญ
I must be doing something wrong with the mod
when I download the source code and I get 1.20.4 for Mutant Monsters mod and the n I run gradlew.bat I cant seem to find a build anywhere, or at least a good one. I get some half empty .jar inside common/lib
am i doing something wrong or is is the build problem ?
vhub_ has been timed out for 2m 

Reason: Similar-Messages Spam
So, I feel a bit stupid...I need to add a wall to diagonalwalls:non_diagonal_walls block tag. But how???
For context: in "Mana and Artifice" there is a multi-block structure that needs a specific wall (Vinteum Stone Wall) and I finally realized that the wall in question gets dynamically switched out. I spend an embarrassing amount of time trying to figure out what was going on ๐
Hey, I hope this is where I'm supposed to ask this. With Diagonal Windows (Fabric specifically), is it compatible with any mods offering connected textures? Or is there a fix that makes the diagonal windows work with the ones offered with Continuity?
hi, im trying to use Magnums torch to block a certain spawner but even after adding SPAWNER in the config file its still not working is there any solution?
Are there any plans for Thin Air to be compatable with Ad Astra?
I have changed the common config if the Mutant monster and no matter how I change the weight the mobs still are rare I dont know what to do besides that
Did anyone else change it or nah ?
I think this is the kind of thing that can be done by making a datapack
Oh?
There's a list of items that are air providers which you can add to, the same for dimensions without air
within the data folder
anyone know how long this takes to hatch (mutant monsters) also cant find any information / documentation / wiki to understand how the mod works if one exists could someone give me the link pls ty
hey for permanent sponges how can i pick them up again? seems like magmatic sponges are 1 time usage even with silk touch.
For thin air mod, how do I build on a mountain without constantly running out of air
Like a bare
Base
Hi everyone! How to connect Mindful Darkness
for JEI and The Aether mods? 
Also noticed, hearts and armor in the HUD also darken, thereby eating 30 fps, how can you remove them darken?
Hey guys, can anyone help with the armor stand mod? I run a server and one of my players is trying to get the mod to work. I do have the vanilla tweaks datapack already. And they did change the config file "use_vanilla_tweaks_triggers" to true But they get this error https://glaze.s-ul.eu/nBQD4twb.png I do have LuckPerms so we also tried to change the "override_client_permissions_check" But no luck. Do i need to give them permission to /data? Seems a bit scary to do that since that allows them to do all sorts of weird stuff
is there any kind of mods that does this?
basically showing damage of only the tools/weapons itself, and not the bare hand damage
which doesn't happen in 1.8
The mutants spawn is based on how the regular ones spawn, one mob we know for sure that's rare by default is enderman, so you'll most likely not see them spawn that much however going to the End you'll see them drastically. Try to install a mod that changes the spawn rate of their regular counterparts.
How do i configure Easy Magic mod?
i got the mod menu so i can configure it
i can configure every mod but not this one
i did it manually
btw is golden age combat a problem on servers?
like if i wanna do bedwars on hypixel
Is there a way to make the create diving suit work for thin air?
No? ๐ญ
Hi everyone, is there any way to recharge the respirator, or do I make a new one?
I have found a fatal issue with "Golden Age Combat", I am running 1.20.1 "Neoforge" This combat mod is triggering a client crash, from how it is programmed to interact with several modded weapons, specifcally "slingshot" from "The Undergarden" and another modpack I have which features a slingshot that's escaping my mind atm...
The crash appears to be created from the slingshots projectile's ownership being changed upon firing/ or potentially contact with entity. The items will fire upon static entity with no issue, but I think the problem is the game is not understanding what is causing the damage value? Like for example I shoot a skeleton, and the projectile is maybe lacking the capacity of informing that entity who shot it? and this might be causing client crash.
Uploaded crash-2024-04-06_14.03.49-client.txt from @random wasp to mclogs: https://mclo.gs/2FMAap4
and just incase you were going to ask, yes i have trouble shooted, i know im running a lot of mods but turning off golden age combat, (my 1st suspicion) instantly fixed the crash issue. just to get ahead of things if you were wondering, like yes im sure this is the issue
it is also crashing with "brass's armory" when interacting with "boomerangs"
I'm pretty sure it's the exact same issue
can anyone explain to me how to get the mutant endermand hand? ive killed so many of them
You have to kill a ton of mutant endermen, it's really rare
but how do I get it specifically?
It drops
Yes
well I guess I have more killing to do
any idea what the probability is of it dropping?
thank you for the help
still havent gotten it tho

also why isnt chemical x craftable in 1.18.2?
yeah suggest this on github
it shouldn't be possible to for bags to interact with each other via clicking in the inventory. can you reproduce something like this in singleplayer?
that's not a bug. the cobblestone walls are changed by IW, therefore they are not turned into diagonal walls, so they keep the ability to connect upwards. diagonal walls intentional prevents walls from connecting upwards to reduce the amount of possible block states to allow for additional diagonal block states
use negative values
but then that would make it deal less damage
you have to create the file manually on older versions. here is a template: https://github.com/Fuzss/resourcepackoverrides?tab=readme-ov-file#complete-example
my whole point here is to just show damage text that doesn't really include player's bare hand damage
like i wanna make it so that it deals same exact damage as it does from 1.8, but the text showing doesn't really include the player bare hand
it's a block tag. you need to make a data pack. if you send me the id of the wall block in question i can include it by default
so is it possible to do this?
there is a third-party addon (create air or something like that). not sure if it's updated though, but ask that dev
the old wikis still have all the info you need, like https://mutantcreatures.fandom.com/wiki/Mutant_Creatures_Wikia
The Mutant Creatures Mod adds in a large variety of mobs that are stronger, more powerful, and bigger that smash anything in their path.a sussy bagga 696896987870787 Original Post: Click Here...
that's not intentional. looks like i forget the loot tables. please leave this as a bug report on github that the sponges don't drop anything
https://github.com/Fuzss/permanentsponges/issues
mindfuldarkness does not affect fps, it works just like using a resource pack with dark textures, just that the pack is created dynamically
Ty
not possible right now, since jei uses a texture atlas. support is planned for the next version
I think I see what you mean. Even the straight walls placed by "Diagonal Walls" won't connect upward?
Seems like that would prevent some building options though. Usually walls connect upwards so that it can be used for walls of house, etc.
no don't give permissions for /data. override_client_permissions_check should remain false. send the error that shows up when only use_vanilla_tweaks_triggers is true
Its the error in the screenshot
oh you can't change just the text then. but the player base value has been included in that ever since attributes were added in 1.6
no that also has override_client_permissions_check set to true. use_vanilla_tweaks_triggers uses /trigger not /data
wait really? cuz going on 1.8, and using the diamond sword, it seems like it does same exact damage as it does on the golden age combat mod when it's at legacy damage values
water breathing potion / soul fire lantern / campfire / torch / respirator
while it's showing 8 damage on diamond sword on golden age combat mod
yes it won't work
that is intentional
alright
so anyway to solve this? like make it so it shows 1 less damage
it takes 60 to 100 minutes to hatch. it also needs to be loaded, so the timer stops when you move away
Could a way to place diagonal blocks as normal vanilla blocks be added so that normal connections are still possible? Maybe by holding shift?
it's a brewing recipe. thick potion + any of the mutant drops
jei doesn't show it for some reason
I did try it and it seems to not work correctly
I tried making it out of a splash potion butit didnt work
but if it only works with thick potions thats probably whyt
it's not a drop. read this: https://mutantcreatures.fandom.com/wiki/Mutant_Enderman
please report this on github
but thats the wiki for mutant creatures not mutant monsters. I thought it worked differently now
mutant monsters is a direct port of mutant creatures / beasts
I see. the description of how to get the hand is misleading
She gets the same error
but I still dont get what I need to do even after reading that
i don't think so, don't want both to mix in-game. it's a valid trade-off for getting diagonal connections to work around this technical limitation
alright, fair enough
@tribal craterso it it possible to make it so that on tools/weapons it doesn't include player's bare hand damage?
basically only displaying, not actually changing the damage value
i use intellij for building the projects. from there just select the build task for the correct sub-project
no
hmm, the error definitely comes from the client not having permissions to run the command
the command is sent by the client though based on the client permission level
i have luckperms, idk if i need to give them anything specific?
not sure what that would be though
/data requires permission level 2, armor statues checks if the client has that level and if it does it uses /data and not /trigger
i can add a way in the config to force using /trigger even if the permission level would allow for /data
They are on level 0, or 1 or whatever default is
these are their current perms, do they need /trigger maybe? idk if thats a perm https://glaze.s-ul.eu/PShToH8d.png
any of these perhaps? https://glaze.s-ul.eu/YtTmbVrb.png
just assumed they wouldnt need perms since they can use all the other /triggers
no that's not the problem. trigger has permission requirement of 0 it should always work
the problem seems to be the client thinking it has a permission level higher than it actually has
thats weird
this is all i check when deciding whether to use /trigger or /data
idk what i'd do about that
and since the config option is clearly turned on the permission check for <2 must fail
But yeah its some permission thing, coz when i give her op it works just fine
Oh thanks, I've already made a resource pack that redesigns these GUI mods, I can upload โค
what's your mc version and mod loader ?
that's not the issue thanks. need to write some code that does it automatically
fabric 1.20.4
let her test this and set both vanillatweaks and overridepermissioncheck options to true
alright
It works, but apparently she can see all the trigger commands in chat. I assume thats normal though. https://glaze.s-ul.eu/h4yd5NHw.png
Is there an easy way I config what mobs are effected by limited air in the thin air mod?
are you on 1.20 or 1.19?
that's intentional, the client is literally just sending commands
thanks took it down again. was on the wrong branch. might do a reuplaod later
1.20.1
try using indium
Ok cool. What would I do to make villagers immune to "yellow" air levels, for example?
Or disable bad air for villagers entirely?
I keep finding the labyrinth structure on hillsides and it appears to float or have abrupt connections with the ground. Would it be possible to use minecraft:legacy_single_pool_element to make them look smoother with the terrain?
hey! how do i pick up the mutant skeleton pieces after i kill it>
does anyone have the recipe for the bartering station? it doesnt say it on forge or ingame
Hi can anyone help me how to fix the view of this? It's from Mob Plaques, i can barely see the heart
you right click
disable the background in the client config when using shaders
Thanks!
it does, it's four crimson planks + 2 gold ingots on top
have you tested that this actually fixes it?
check the mod jar and locate the tag. copy that to your own data pack, remove villagers, and set replace to true
Is it possible to hide the info when a block it's in the middle?
yeah check the config options i forgot the name
No, it was just a thought. I am not versed in structures myself.
im not that good at english but is this the option for it?
is this normal?
!aternos
We don't support Aternos nor can we assist you with using it for reasons listed below;
- You are unable to add / edit the mods to implement a fix that can be game changing at times.
- We are unable to control the updates of our packs on Aternos, nor ever will.
- The hosting is not strong enough to host our packs on there without it crashing every so often.
- We have other free methods that work much better than Aternos does.
FINALLY YOU WIRK AGAIN
Oh, I wanted to add that mod, but ok
Aternos is pretty tight lipped and treat people like crap who are customers paid or not, they are super hateful.
no you want behindWalls
yes it is, just a warning. it's hidden on forge, but fabric doesn't do that
oh, thanks!!
Is there an nbt tag to control the hit times of the shield of the basher and inquisitor?
So by resetting the times it could make their shields last longer
no that's hardcoded
๐ข
oops nvm im an idiot found it
does anyone have the recipe to the enhanced enchanting enfuser?
Fuzs I love your works so much here. you can have this for free
better looking brewing list
thanks :D
will there ever be compatibility between the enchanting infuser and the mod overenchanted? letting you infuse enchantments with levels above the vanilla limit (sharpness xii, knockback v etc.)
that mod only changes anvil mechanics so there is nothing to be compatible with
i have an upcoming mod though which allows you to change max level for enchants as well globally (enchanting table/anvil/enchant command/loot) and it will be compatible out of the box
that is completely different issue from yours
please use this custom version and send the new crash report. your issue is unfortunately hard to track down
so pretty much overenchanted but better as it applies to everything
will it be for 1.20.1 fabric? if so where can i follow you so i get notified when the mod does release
hey there ! Can someone help me about the resource pack overrides mod ?
I can't figure out why the mods I set to hidden in the config appear in the resource packs menu, despite following the wiki. Is there a known bug about this ?
I'll ping you. haven't backported to 1.20.1 yet though
no the issue is related to resource reloading, it's probably caused by some optimization mod
dynamic crosshair works fine i tested it
send your config and a screenshot of the current behavior
and your latest.log
hmm it's working fine for me...
Is illager invasion compatible with savage and ravage?
!tryit
Is there a way to prioritize textures and animations added by a resource pack over those from the Better Animations Collections mod? Here's what I'm aiming for: When I'm not using the FreshAnimations texture, I want the mobs to have the BetterAnimations animations. However, when I activate FreshAnimations, I want them to use animations from that pack instead.
Currently, if Better Animations Collections has any animation activated, using it alongside Fresh Animations causes issues with the mob models, such as missing eyes. It would be ideal if the texture from FreshAnimations simply took precedence in these cases
so if you only have the wolf enabled in bac even the eyes for the pig go missing?
nope, only if i enable the pig animation too
I have some trouble about Thin Air mod. Nothing changes when I set the dimensions = ["minecraft:overworld... tags to green or when I change the height at which it takes effect
dimensions = ["minecraft:overworld=green,0:green,250:yellow", "minecraft:the_nether=yellow", "minecraft:the_end=red"]
and it keeps drowning at 128
well that's intentional then. you need to disable all the animations fresh animations overwrites manually. there is no easy way to detect for me if fresh animations is active or not
what mc version + mod loader?
okay
ilucxsg2z has been timed out for 2m 

Reason: Similar-Messages Spam
Noticed that Mindful Darkness doesn't seem to be compatible with Truly Modular's workbench, what could be the cause of this?
Here's what it looks like, by the way
probably because it uses texture paths different from vanilla defaults. check the mindful darkness client config, there are instructions there on how to enable support
alright thanks, I'll check it out
Got it working! Thank you!
for anyone having the same issue, just paste "textures/gui/crafter/background.png" into the paths section of the mindful darkness client config
thanks!
do modded methods of providing air work in thin air? for instance could i use an ad astra oxygen distributor for making places too high/low have air?
hey, is Easy Magic compatible with Apotheosis?
no
look into mods like this, I'm personally not interested in compat
https://www.curseforge.com/minecraft/mc-mods/create-air-forge
Question about Respawning Animals mod, does it respawn elder guardian?
no
Dang
Hi, why has the readme for FCAP been mostly deleted? What happened? Can the project still be used with Jared's multiloader?
it is you just have to disable some things i think
hey fuzs, for diag fences, is there something that can be done on a texture pack side to prevent the invis? ๐
the are monsters not animals
you can allow them to spawn in monuments like normal guardians by editing the structure json though (via vanilla data pack)
using the vanilla fence block model should work fine as it is strechted inside the post so the missing faces won't show
otherwise disable the cullfaces
this
Hi
I was trying to add a group of mobs to the Magnum Torch Mod. We are playing on a Cobblemon Modpack and we want to stop Pokรฉmon spawning with with the Emerald Torch. I've looked at the config myself and can't figure out how to do that.
Someone can help me?
Does anyone know how to get back the sweep attacks on the golden age mod
another host you can recomend me?
could try bisect, which we have a discount code you can use for 1st month. Apex, could try port forwarding onto your pc for completely free, or use a VM like through oracle cloud
Depends, how much ram does your pc have and are you the one who wants a server?
I have 48gb of ram and usually run servers with these java args:
-Xmx8G -Xms4G -XX:+UseG1GC -Dsun.rmi.dgc.server.gcInterval=2147483646 -XX:+UnlockExperimentalVMOptions -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M
Most servers, even modded, don't really need more than 8g. So, if your pc has at least 16gb you could run the server yourself with a max of 4G and min 2G and 8G to Minecraft itself with a min of 4G
it depends on the amount of players you wanna have playing on the server
4Gb has my pc
your pc only has 4 gigs ram total?
Please run that by me again.
yes
I-
double check that again please
Can I cry? I thought we were like a solid decade to two decades past the era of 4gb computers....
ask the people who were making chromebooks while high
We do not speak of those weird machines.
I got 48GB so I usually run the same args as I use for a server but with -Xmx24G -Xms8G
4.00GB total (3.89 Used)
you cannot play mc then.

Ok ok ok wait wait wait. What type of pc/laptop do ya got?@languid nova
If you say a chrome book...
Dependent on what you have it may or may not be upgradeable
Windows 11 Pc
From where? What brand? Prebuilt? Built yourself!?
yeah you can't do anything except check an email probably
prebuilt hp compaq 8200
Insert dial up tone
Oh heavens.
That's like...I-...Oh heavens. That's a solid 8 year old+ pc.\
its an used pc too
If I recall the compaq 8200 was like 2011/2016 release date and is a 2nd generation intel core processor...
How do you do anything on that...
You'r like 12 generations behind the most recent 14th gen core processors.
well its a very stronger pc, it sopport any game
yes, Intel i5 2400S
I'm going to cry...
it's not strong if you only have 4 gigs ram
runs minecraft, fall guys, fortnite etc
those aren't very intensive things.
That's a 2011 Compaq....The 2400s was released in 2011 and discontinued in 2013...
60 fps with strong graffics?
@languid novaWhen did you get this pc and how much did you pay?
2023 125$
you got scammed ๐ญ
My dude. You got a 12 year old pc...
With how fast tech has evolved that is heavily outdated
My i3 10105 cpu came out like 2021 and came in a prebuilt I bought. It's 3 years old(the cpu, possibly pc too idk) and still seems way out of league with current processors. Even with some processors from 2022/23
This is why research is HEAVILY important before buying a pc. I researched all the specs of mine and only paid $500 cause dude wanted it gone. Have already sunk an extra solid $200ish into it with ram and better storage.
I could never imagine rn having a 12 year old pc...That'd make me feel like I was young and on windows xp again....
Excuse me while I now go and comprehend this all because I have no more words at this very moment.
10th gen was pretty bad tbh
Yeah but David DC is running on 2nd gen core processor. From 2011. I have no words legitimately still. I am still shocked
and 4 gigs total
I mean I think it can handle 32gb if he upgrade. But....the 8200 Compaq is ddr3...
Like...It makes me feel ancient and I'm soon to be 22...
I think I had the same compaq and it only had 2 slots for memory and they were VERY picky laptops
Dude got jipped heavy...I just found an 8200 Compaq pc for $98 USD plus shipping and tax on ebay. With 16gb ram, 256gb hdd, and the i5 2400s
think mine had 6 gigs ram, which still is bad, but I could run minecraft and imvu on it xD
Does anyone know how to get back the sweep attacks or sweeping edge on the golden age mod
sweeping is limited to sweeping edge as it would always trigger otherwise since there is no more cooldown. you can toggle the requireSweepingEdge option to change that
just blacklist cobblemon mobs manually in the blacklist section of the emerald torch in the server config
And where can I do that, is it on the config file
yes server config
Is there a way to add skins to straw statues without having to name a player?
wdym by name a player
all players have names, no?
I meant a specific player
Do I need to name someone in particular or can I just upload a skin
oh idk
Does Fuzs know?
Okay so do I change require_sweeping_edgetrue to false? Or what else
Im trying, but nothing is working...
Or I need to do that one by one with all the pokemons? Its more than 500
Unzip the pokemon mod's jar and check inside the data folder for tag lists you can use
I checked inside the jar out of curiosity: there is no tag list of all cobblemon.
You'll have to add them all individually
yeah...
I was dooing that
I found these two files
but...
adding one by one will be terrible...
I meant looking through the data folder of the jar not... whatever this is, but it does mention the two tag lists I found. Neither of which are useful though :(
this one is in data folder
but thanks for trying
Now I have to see if I have the patience to do them one by one...
Why doesnโt Easy Shulker Boxes have a config
it works just like the player heads, there must be an existing player with that skin. BUT when the player changes their skin the statue will keep the original one when it was configured just like player heads
the list supports a wildcard, you can simply do cobblemon:* for all mobs from cobblemon
the config is registered for item interactions (1.20.4) or puzzles api (1.20.1). the rest is configured via data pack
Oh okay
hello, is illagar invasion a heavy mod? if you can, name another mod that have similiar performance usage?
Sweet thank you
It didn't work either
๐
Did you remove all other entries?
Have you tried looking at it's config in a text editor?
yes, its here
Ah, it's probably an issue with "blocked_spawn_types"
Or mob_category
It's not blocked spawn types
They might have their own category
{
"enabled": true,
"neededInstalledMods": [],
"neededUninstalledMods": [],
"spawns": [
{
"id": "bulbasaur-1",
"pokemon": "bulbasaur",
"presets": [
"natural"
],
"type": "pokemon",
"context": "grounded",
"bucket": "ultra-rare",
"level": "5-32",
"weight": 9.0,
"condition": {
"canSeeSky": true,
"biomes": [
"#cobblemon:is_jungle",
"#cobblemon:is_tropical_island"
]
}
}
]
}
category might be "pokemon"
I have this mod installed too,
its make some pokemons spawn aggressive
That might affect it
try adding "MONSTER" to the mob category in addition to "CREATURE"
the config of the mod... maybe it help?
I don't see anything helpful here.
here right?
yes
i will test it
sad
hey hey, im probably not the first one but could find any faq or support channels for it.
I want to use your well designed Illager Invasion mod but alongside fresh animations, how do i do that? right now some of the textures are just bugged when using these 2 together
@static grotto I used Spawn Balance Utility to get the data used to spawn mobs per biome.
No cobblemon appeared in the list, this may imply that they don't spawn using the normal spawning code, in which case Magnum Torch won't be able to block them
yeah... Apparently there's nothing to do then. I was trying other things here and nothing worked too
does anyone know if the enchanting infuser is gonna get a compatibility with the deepshelf of arcane treasures from the apotheosis mod?
Hello, I got a small problem with Visual Workbench, a very specific problem with Epic Knights.
epic knights is #1172109229977514066
Oh ok thanks
it should already prove eterna / enchanting power. any specific functionality you are looking for?
!tryit
I wanted to know if it can get you treasure enchantment like mending on the enchanting infuser
ah no not like that. you can enable it generally in the config though
using essential mod, apparently metal bundles crashes when trying to join my friend or vice versa
Uploaded crash-2024-04-18_20.57.36-client.txt from @compact dome to mclogs: https://mclo.gs/BKQHBXo
this only happens some times tho
How to trigger the stun of bashers and inquisitors? Only by player's melee attack?
Is there a command to do it?
make sure both of you are using the latest version (v8.0.2)
there is not it's controlled by their behavior
we are
use a proper server
LAN is not reliable in modded environments
random issues like this that only happen some times are a perfect example of it
self-hosting is a far more reliable alternative to LAN
how do you get the hatchet from the marauder?
or fix the mod
should also let you know that this only started happening recently, we've been playing on essential for 2 months and there have been no crashes until now
Essential causes tons of problems including corrupting worlds. Itโs not safe to use
then can you recommend a free server host that can handle modded fabric?
self-hosting
or Aternos
but Aternos is shit
for a multitude of reasons
how
!server
We suggest renting a server from Bisect Hosting:
Approx. $10 - $25 a month depending on what plan you choose. You can also get 25% off with Code LunaPixel.
Go to https://www.bisecthosting.com/LunaPixel and order a plan which fits you. We suggest 1GB per player but nothing lower than 4GB as the server needs at least 3GB to run.
Go to #server-hosting for more Info!
Free Method: (This is hosting on your own PC, which is harder to do so we suggest getting a server via Bisect Hosting)
- Download the serverpack from Curseforge's website
- Right click the start.ps1 file and click Run with Powershell
To join your own server, typelocalhostinto Direct Connect.
This video explains the process https://www.youtube.com/watch?v=wuGUbVbLsDc
The server IP address is your Public IP Address, which can be found by googling my ip address
If other players are unable to join, find a portforwarding guide online.
will the server run even when my pc is off?
since me and my friend kinda play at diff times
If itโs hosted on the pc no
Youโll need to have pc on and server running for them to access
sword blocking just refuses to work for me regardless of what my config has enabled.
I tried Mindful Darkness in Fabric 1.19.2 but its not turning the chests from Iron chests restocked or Iron Chests (Fabric) to dark, but it did work on another version (1.20.1).
I wanted to report it but I didnt know if it was a bug and I thought to ask here first
hello, what are the mob id's for the mutant creatures?
ok I figured out that sword-blocking is a separate mod but how can i get the 1.7 1st person sword block position.
cant seem to find them anywhere, the id's in the config file dont seem to work (trying to stop them from spawning in my spawn area)
use /summon mutant and see what the autocomplete options are
yea they just dont work
You made a typo, that's what'll be breaking the config
its a bug with the console
after 4 lines it does that for some reaosn - if it affected the command i believe it wouldve had an error sooner
Can you send your config file?
No I meant of whatever you were using to block the spawns
You've removed the mutant monsters spawns from that config already?
Whole reason of asking was to see if you'd put them in right.
It's not likely to be an issue with mutant monsters itself, either an error in writing the config or with the mod blocking spawns
We cant get them in it wont let us input them using their ids
Does it work with other modded mobs?
will try rn hold on
ok i tried with a naga from twilight forest and its giving the same error msg for its id, i guess its a worldguard thing il go ask em
I'm trying to see the mod jar for thin air, I get this weird language. What do I?
What are you trying to achieve?
To see the files inside you need to extract it, as if it were a .zip file
I'm trying to take villagers out of the thin air affected tag
.
Ok yeah, extract it as I said above and look for the "data" folder, the tag list will be somewhere in there
how do I extraxt it?
I am pressing "extract all" from the compress zip and the resulting jar takes me to the same screen of unreadable lines
From what conpressed zip? You're meant to start witg the .jar and extract that
I don't get an extract prompt on the jar
I figured it out, I needed an archiver
hey may I ask a quick question about one of fuzs mods? I don't want to post it in the wrong place
I'm considering adding the Straw Statues mod to my Minecraft server but before I do I'm trying to work out how it sources the skins. Could I make multiple versions of custom skins and apply them to the statues or can I only select existing skins being used by actual accounts?
I'm trying to see if I could place multiple statues of my avatar wearing multiple outfits and want to make sure if I change skins it wont update all of the statues to a single model.
Thanks!
just like tridents from drowneds, it's a rare chance that increases with looting
please share a screenshot of the issue
check them via /summon, just type the namespace
there is only one renderer for 1st person
yes, for some. like the hulk hammer from the mutant zombie
the statues work like player heads. that means they will keep the skin of a player when they are configured. if the player changes their skin the statue keeps the original one
awesome, thank you so much. Also, your mods are amazing
These are just a couple
(Changed the Font Brightness to the least amount so that it can be read, since the rest doesn't change color)
should i report this on github?
O ok thanks
what is the "Withering" enchanment in enderzoology mod?
thanks! :)
it inflicts the wither effect when hitting something. there is also one for bows. one is decay and the other one is called withering, can't remember which one is which
thanks, you can fix this yourself by adding the texture locations in the config for mindfuldarkness
1.19.2?
woah, cool and the enchanment "reppelent"?
nice, it works (I added "ironchests:textures/gui/chests/*")
How do you obtain the Mutant Enderman Hand item in Survival
it's a known bug on that version, haven't gotten around to pushing a new release there
it has a random chance to teleport the entity you hit away
Uploaded crash-2024-04-23_16.29.42-client.txt from @compact dome to mclogs: https://mclo.gs/41MWxCO
Hey, is there a way to use vanilla glass panes if I have diagonal windows installed? Because my vanilla panes have connected textures but whenever I place a pane it turns into a modded version
there is not. but you can try to adjust the connected texture files to accommodate for the new block ids (e.g. minecraft:white_stained_glass -> diagonalwindows:minecraft/white_stained_glass)
What would that do?
Sorry im pretty new to modding lol
Hey Fuzs question is there a mod pack that adds all your mods into one mod pack plus performance enhancers?
If you happen to know the name of it Iโll take a ping reply if you have if not Iโll just wait for Fuzs response
fuzs, when will come the updated mods for 1.20.5?
!when
Don't ask devs for ETA's, it's rude.
For the majority of devs this is a hobby, asking when a project they're working on will release adds unnecessary pressure. The only thing that increased pressure does is contribute towards demotivation and burnout, causing the project to take longer.
The update just dropped today people are wild with the questions.
there is not, but it's probably a good idea to provide one kinda like what serilum does
https://www.curseforge.com/minecraft/modpacks/the-vanilla-experience
This is a god send thank you so much. I was reading it and I do technically have a potato pc but obviously with the performance enhancers it is possible for my pc to even reach 600 fps no packs or shaders. But once I add any other mod pack combined with it. My ram isnโt enough. Reading this was tested to work on 3gb is so cool. And it has mods I usually add. Thank you!
I have a question regarding the Completionist's Index. I know that you can add items to the blacklist, but is there a way to do it in bulk? I plan on disabling the majority of items from OTBYG, and several Abnormals blocks that you cant access yet outside of Randomium.
yes, the config supports pattern matching. so you can do e.g. byg:* or something more precise such as byg:stripped_*. look at the descriptions in the config
๐ thank you!
Hi, Fuzs i know that 1.20.5 just came out are there any plans to update your mods to that version?
considering it just came out, best to just wait and see what plans are as devs need to figure out their plans as well.

