#fuzs-projects
1 messages · Page 13 of 1
thats what i made
but it doesnt want to actually make it tried without let and just use the massive block too but it doesnt wanna
not familiar with kubejs, maybe ask them
Hello! I was wondering about the strar statues, is it possible to override the maximum size the sataue can be scaled to? im trying to at least double and maybe triple the current max size
(please ping when reply I have atleast 200 discords)
@tribal crater you're such a meanie, you have the perfect mods I've always wanted, Completionist index, and mob lasso and they are all 1.21
This is what happens when I try to use the wildcard in the ingame editor
no the game is really bad at handling entities above a certain size
ah thats ok
try to use the forge config screens mod instead
Hello !
Where can I find the advanced future in Fuzs' mods ?
Mods that will have a 1.21 version in the future for example ?
||Sorry for my english, I'm not||
Hey,
I got a question about the potion descriptions mod. Is there a way to add a description to an effect I created on my own mod?
Yes, the language key is simply the effect key with .desc added, so for e.g. minecraft:night_vision which has the language key effect.minecraft.night_vision it is effect.minecraft.night_vision.desc
only 1.21.1 versions will come for the mods that have not been updated yet
Oh, okay, thanks for the info
And thanks for your work on your mods 🙏
Have a great day
what's the chance of pick a contract in a villager at level 0?
20% for each level
the spam click works?
On the Easy anvils mod I can't type this § to name stuff with colour Is there a fix for this or like a side mod
is this doable with a resource pack?
no, the chance is per villager
you have apotheosis?
yeah just include it in the lang file like en_us.json
I apologize but I don't know what that means
I was trying that, and realized that it was working on the potion item description. But its not showing when you hover the mouse over the effect icons on the inventory. Do you know what might cause that?
everything seems fine on the config
tried removing stylish effects from the modpack and now its showing
Uhm turns out the duplication bug Phoenix SC showed in his latest video (the one with the bundle you dye) totally works with easy shulkerbox...
Unfortunately you did not make a 1.19.2 version of that mod :/
Can you explain
the apotheosis mod overrides anvils
ah yes i remember oh well
yeah that might be a config option in stylish effects i don't remember
Do you have any other advice to use the * wildcard?
no that's the way it's set up. you can only try to go back to editing the file. make sure the game isn't running maybe that'll work
hey there, can you put 2 protections on the same gear with easy anvil like proj prot and fire prot?
no for that use universal enchants if you configure it
Where can I find it
im on 1.21.1 neoforge so i cant use it 😦
ah in that case you don't need any mod, you can do that with a vanilla data pack. just search for data driven enchantments on the wiki
Someone's probably already published a Datapack that allows you to do this and make "God Armor"
So, search for that
Will this be fixed?
any ideas why diagonal walls are diagonal walling
dunno what logs id need to send, so if someone can lend a hand i can send whatever is needed
it says those are regular wall items
some mod might be adding their own wall block states, in that case diagonal walls disable themselves since the game cannot hadnle too many states. look at a wall with f3 and send a screeshot of that
link?
View this Minecraft archived link at your own peril: https://web.archive.org/web/20240924192904/https://www.minecraft.net/en-us/live/
Merch: https://phoenixsc.store/
Cape: https://store.badlion.net/shop/PhoenixSC
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fixed in dev 👍
that's just a visual glitch
I'd assume there is some model performance improvement mod messing around, or some connected texture mod, or resource pack or so
can you reproduce this without any other mods installed?
How do I give a modded sword sword blocking mechanics? I don’t know much about commands
It's via Datapack, not commands. So unfortunately it's more complicated than that
Ahh that makes more sense then. How can I go about doing that? Or is that simply too much to explain?
Well, you'd make a Datapack, then you'd follow the documentation on the SwordBlockingMechanics github to add the right files to that datapack.
You'd then edit the .json file and add the item ids of the modded swords to it
unfortunately there's a lot of ways to slip up if you aren't familiar with how any of this works, but if you want to give it a try I can troubleshoot for you
yeah it's the weathering state that breaks it from immersive weathering. it's just not compatible for the walls it affects. will still work for other modded walls
What side needs to add support, or is there a manual way I can?
their wall block needs to be implemented on top of the diagonal wall class
it's possible but I don't have the time
are the mod files open on github so I can attempt to do it myself, and possibly do a push back if any luck?
I know a good bit about Java, so worth a shot if I can
Sorry, would’ve replied sooner but I just got home. Yeah I’ll try to give it a shot. I’ll come back if I need guidance
i got radium and embeddium
anmd o meed tjpse caise
and i need those cause
my computer sucks
alright folks. that was torture but i got the datapack to work
Is it fixed in 1.19.2 ;-;
Well the idea is pretty simple, all you need to do is in their wall class (this is for cobblestone walls, they have other wall classes for sandstone etc.) replace the extends WallBlock with extends DiagonalWallBlock which is the class from diagonal blocks. For the constructor Block argument just create a dummy from the properties passed in.
https://github.com/AstralOrdana/Immersive-Weathering/blob/1.20.0-multiloader/common/src/main/java/com/ordana/immersive_weathering/blocks/mossy/MossyWallBlock.java
https://github.com/Fuzss/diagonalblocks/blob/main/1.21.1/Common/src/main/java/fuzs/diagonalblocks/api/v2/impl/DiagonalWallBlock.java
The problem is gonna be the setup though if you are not familiar with Gradle...
yo, theres a mod called alex's caves which adds enchantments to it's weapons, when I try to put em in the enchanting infuser the only enchanment is unbreaking, how do I make those enchantments appear in the infuser?
ping me with notifs on btw
it's a known issue, haven't looked into it
is fixing it a priority for the next update/hotfix?
not sure about the older versions, but in 1.21+ it should just work since the enchantment system is different when the mod comes out for that
k, thank you
I'd assume this is the same with 1.20.1, that's the version I'm on
Hey, is overflowing bars gonna be updated to 1.21+ soon?
yeah don't know about soon though 🫠
Lol take your time
Illager invasion got 8 millions download i could imagine if fuzs ported the 1.19.2 version.
Hi, can someone please pass me their mods folder? I want to play without getting bored
Hi, when will Enchanting Infuser be updated to version 1.21.1?
not soon, use this for now: https://modrinth.com/mod/dark-enchanting
looks like it's your lucky day hehe
PuzzlesLib v21.1.14 for Fabric 1.21.1 conflicts with Xaero's Minimap rendering, previous versions of PuzzleLib works with it
does anyone know how to apply skinds to the straw statues?
Whats the difference between leave my bars alone and better mount hud?
Also if my best armor is netherite, do i need attribute fix for overflowing bars?
😦
also can I make it work for horses health too?
[00:49:26] [Server thread/INFO]: Dispatching unloading event for config barteringstation-server.toml
[00:49:26] [Server thread/INFO]: Dispatching unloading event for config easyanvils-server.toml
[00:49:26] [Server thread/INFO]: Dispatching unloading event for config easymagic-server.toml
[00:49:26] [Server thread/INFO]: Dispatching unloading event for config iteminteractions-server.toml
[00:49:26] [Server thread/INFO]: Dispatching unloading event for config leavesbegone-server.toml
[00:49:26] [Server thread/INFO]: Dispatching unloading event for config tradingpost-server.toml
hello! everytime I try to close my server these messages appear and it takes a long time to shut it down, I can force stop but I'm afraid of corrupting any of my files, I can send my server mods and config folder if necessary.
How can i remove sword blocking indicator on shield? Render parry indicator only removes the icon when using a sword, but does not remove it when using a shield.
that's a feature from combat nouveau
on it
eventually yeah
no all attributes work fine for vanilla content
they are pretty much equivalent, but leave my bars alone is guaranteed to work with my other mods like overflowing bars, i think better mount hud doesn't (for the toughness bar)
set the player name on the model parts page
on it thanks
fixed in v21.1.15
almost positive this is an issue with the latest release on Overflowing Bars on 1.21.1 NeoForge, though I did not try it by itself without any optimization mods, and I'm not on my laptop anymore. This is in F1
fixed in latest puzzles lib 👍
oh wait this is neo. in that case need to check again
Hello, I'm having an issue with Universal Enchants that I'm curious if there's a way to fix it other than removing the mentioned mods below - https://mclo.gs/t0u0oWZ
I am unable to create a world due to the error shown above on Fabric 1.20.1 15.11
I tracked this issue down to 5 mods but I was unable to recreate this problem on a fresh instance with only those mods available
If lodestone + malum is enabled = error shown above
If lodestone + malum is disabled but skeletal remains/modern dynamics/light overlay is enabled = same error as above but for the extraspellattributes warding enchant
Only solution I've been able to find is either disable all 5 of those mods or disable Universal Enchants (which I don't wanna do either haha)
Any ideas on what I can do to resolve this, if any?
Thank you very much! 🙂
i'm not so sure unfortunately, the mod is a bit unstable when interacting with some others
fixed in v21.1.16
Thanks
Thank you Fuzs!
ooh thanks!
i'll guess i'll just have to try it out
Thanks again Fuzs
actually was stil happening for the toughness bar. fixed properly now in overflowing bars v21.1.1
Updated, thanks :)
No worries, tyvm!
hi everyone
I'm trying to make a mob farm with illager invasion, but seems the pillagers have a better range than default? And they're better at aiming. I'm having trouble at keeping my villagers unharmed. I was wondering if someone had done the work so that I could use it. Pretty please 🙂
is this the right place to ask about a problem with EasyAnvils?
I've been using EasyAnvils in modpacks for a while but for unknown reason this time it's making client crashing while trying to use any item in an anvil, 1.20.1 server with fabric 0.16.5, here's the crash report
Uploaded crash-2024-09-30_19.37.04-client.txt from @spark idol to mclogs: https://mclo.gs/wUjhpmT
I thought of disabling the "item stay and display in anvil" feature but there's no config for it
at net.minecraft.class_1706.handler$hfl000$mcde$adjustResult(class_1706.java:2571)
not sure what mcde is for a mod
the mod does not change pillagers
yeah sorry, I misred the report and it was mcde-related
Is there any way I can port this to 1.21
If it's a bit too complicated to port (as this is my first I'll ever port things) then I'll leave it be.
no need to port use this: https://fabricmc.net/wiki/tutorial:dependency_overrides
Hey, I in no way mean to be rushy or anything, I understand programming is hard work, but when do you reckon we'll be seeing the next update of sword blocking mechanics?
hm so what exactly do I do here?
ah minecraft: IGNORED gotcha
what are you looking for specifically?
I'm just looking for 1.21 and potentially, maybe better combat compat, nothing on an integrated level, just 2 handed blocking with big weapons
you can enable require two hands in the config and add custom weapons to the item tag (check the mod jar)
the mod works on 1.21 if you use dependency overrides: https://fabricmc.net/wiki/tutorial:dependency_overrides
does that equal the model using both hands? also I will have a look 🙂
there might be another config option for that
I had that implemented although I can't remember if it made it into the public version
alright, do you know what the config is called?
Also I have no clue how to use dependecy overides, like yes I understand the wiki you sent me, but idk how to apply that to SBM
Is there any wiki for illager invasion?
Hey Fuzs I just wanted to comment back on what you replied to me with the dependency override. I made the json name here
"version": 1,
"overrides": {
"specificmod": {
"-depends": {
"minecraft": ""
},
"suggests": {}
}
}
}```
Still having this problem.
kinda figured it out but not really
hi, i did this for mutantmonsters 1.21.1. i play on 1.21 is that good?
nop, not working. it always ask me for the same mods and mc 1.21.1
this is the one i used
and this is the error i got
Hello, noticed mindful darkness affects advancement plaques / tierify /legendary tooltip borders and was wondering how would I go about disabling those and figuring out what I would need to put in the config for future reference with other mods?
Like for tierify, would it be "!tierify:tiered/textures/gui/tiered_borders.png"?
Actually, those I can probably figure out myself but with eclectictrove, I have no idea since it's a resourcepack
use the puzzles lib from 1.21.1
probably more like "!tierify:textures/gui/tiered_borders.png"
the path usually starts with the textures directory
unfortunatetly no, but you can ask questions here
how would that work when tierify has other textures folders inside the assets folder?
actually i can just change the legendary tooltips folder to have the same png inside of it as the tiered folder
those are the namespaces i just checked
so you need "!tiered:textures/gui/tiered_borders.png"
the mod id does not matter, what is in those directories is what's important
gotcha ok so then what should I do about ecletictrove? do i just use the zip name rather than the modid?
or is that not possible
no it always follows the same pattern: assets/<namespace>/<path>, e.g. assets/minecraft/textures/gui/icons.png
that turns into minecraft:textures/gui/icons.png
that's a good start. you must include an additional override for puzzleslib and use the latest one from 1.21.1
I see, tyvm again for your time haha i really appreciate 🙂
the json is good?
i did use the puzzlelib 1.21.1 latest version and got this error
or do i need to use the fabric override again but this time with puzzlelib?
could someone help clarify this for me, because I have puzzlelib, i have the 1.21 version of Diagonal Fences, Fabric Loader and Fabric Api
so i dont understand why it doesnt want to work
you need to use a newer version of fabric loader
yes
Hey, is it possible for your 1.21.1 mods to run on 1.21 fabric? Or should I just wait for a downgrade? I’m still waiting on some other mods to update before I switch to 1.21.1.
but honestly just use 1.21.1 and apply dependency overrides to the mods that have not been updated
I will research that thank you!
can anyone please help me out to add puzzlelibs to the override?
this is the json, idk im not good at programn
If you don’t mind, could you give a config example since there really aren’t videos explaining this type of thing?
it’s all on the document he linked
I mean for the puzzlib
As it can be a bit confusing
yeah just add puzzlib to the override config
i added puzzlelib on the json but still when i launch the game it tells me theres an issue on line 2 column 2 i believe
{
"version": 1,
"overrides": {
"puzzleslib": {
"-depends": {
"minecraft": ""
}
},
"mutantmonsters": {
"-depends": {
"minecraft": ""
}
}
}
}
okok thanks ill try it out
Are Universal Bonemeal and Universal Enchant only server side?
ok, so i try the json as u said but got another issue
i saw that i have 2 puzzlelib mods, so thats why that crash appeared. now im using the puzzlelib for 1.21.1 and mutant monsters and the fabric override and now this is the crash
well, guess im done hahaha i rather wait to see if u release a 1.21 version or well dont use the mod. thanks anyway tho
Gday all, so spent time digging into the dependency overrides, finally got the game to launch and it seems ive done something wrong since the diagonalfences isnt working for me
would this be the only way to make it work? because the list of mods that have not been updated ended up really long
add an additional override for the diagonalblocks mod, it is bundled with diagonalfences
well I'd recommend rather asking the devs that haven't updated than the other way around
on 1.20.1 yes, although UE has some client side components
you are mixing 1.21 and 1.21.1 mods. you either use only 1.21 Fuzs mods or only 1.21.1 mods with dependency overrides.
thats means if i want to use mutant monster i cant have any other mod that is for 1.21?
cuz i put both puzzlelib and mutan monsters mods for 1.21.1 and still same issue even tho i have the override
if thats the case well im passing haha maybe some day the mod updates to have 1.21 compact or made it in a datapack
is it possible to make it so that I can configure to make the blocking a keybind rather than right click in Sword Block Mechanics?
hey sorry for the bump, you ever fixed this? It is happening on my server as well
no
haven't been able to reproduce the issue unfortunately which makes it hard to fix
what makes it kinda weird is that the tooltips work as expected on SinglePlayer
exact same mod
oh...
another side note that I found during testing, chiseled shelfs do indeed increase enchanting power, but Jade doesn't recognize it so it's showing lower power than expected
sorry that came off really rude, more so was just analyzing my options in terms of making it work
that made it work! thanks!
that's to be expected, jade just uses the vanilla calculation. not worth it providing custom jade support for something this insignificant though
yeah the information isn't arriving properly on a server, but not sure why
will fetch you the info if I stumble into anything worth considering
for the time being we just treat it like a gacha machine lmao
peak sneak sneak peak
please try this version with your friends if it fixes the issue
Might anybody know why diagonal fences would not exist in a modpack? Some info, a very large 1.20.1 forge pack, "Diagonal Fences 8.1.4" shows up in mods list ingame. Diagonal windows and walls work as intended. /setblock does not give diagonalfences as an option.
not expecting an explicit fix, just if it's been seen before or known cause so I can spend less time searching
I have a simple question about the 'deathfinder' mod. Is it possible to only have this installed server side? Would like to have the death coordinates in the chat (and not neccesairy on the death screen).
It should be possible to make a datapack that does that
without the need for Fuzs to change his mod
ah, unfortunately we're still in 1.20.1 and can't update (our modlist is gigantic); I don't think I can help you test this one
Hi Fuzs 
Is it possible to prevent mobs by being affected by Thin Air? Mobs that are in sky structures r dying 
Ah didnt think to check the Github first sorry, and thank you!
hello, i wanted to ask if there's a way to manually add through config or some way enchantments to the enchantment infuser, for some reason alex caves items don't get their enchantments from the same mod in the table
Ok, thx
Hi
Why doesn't this work?
{
"type": "easyshulkerboxes:block_entity",
"any_game_mode": true,
"background_color": "black",
"block_entity_type": "suppsquared:sack_black",
"filter_container_items": true,
"inventory_height": 3,
"inventory_width": 3
}
When this one does work?
{
"type": "easyshulkerboxes:block_entity",
"any_game_mode": true,
"background_color": "brown",
"block_entity_type": "supplementaries:sack",
"filter_container_items": true,
"inventory_height": 3,
"inventory_width": 3
}
For Easy Shulker Boxes
I tried adding the ones for colored sacks here:
paxi\datapacks\storages_tweaked.zip\data\suppsquared\item_container_providers
and here:
paxi\datapacks\storages_tweaked.zip\data\supplementaries\item_container_providers
None worked
The file for the regular sacks is in the latter path
not sure if the block entity type is correct, it's usually not the block id, but something internal you need to get from the supplementaries code
How could I find that?
in the supplementaries registry class, you need to look for that on github. or ask the author
hi is there version to 1.21.1
Does enchantment infuser provide support to enchantments from other mods?
Or just for vanila and apotheosis
any enchantment you get at an enchanting table should work
domestication innovation works(nvm I just tried out
but alex cave doesnt work(not treasure enchantment)
is the intergration not complete yet(just curious
sorry to bother but why wouldnt the treasure enchantments appear even if I surrouned my enchanting infuser with aracane treasure bookshelf from apotheosis
Hi does Enchanting Infuser come to 1.21.1 soon?
not sure what they do with their enchantments, generally it does work
integration doesn't go this far, not familiar with apotheosis enough. just made it so their bookshelves work
use this for now: https://modrinth.com/mod/dark-enchanting
thanks but Dark Enchanting is sadly also not available in 1.21.1. I´ll just wait for Enchanting Infuser
Just got Illager Invasion. Sweet mod.
I was curious about editing the Dungeons and Taverns mod so that some of the new Illagers added will spawn in those structures, but I'm in way over my head in making a compatability patch. I've made plenty for Bethesda games, but never touched Minecraft. I'm familiar with JSON format and Java, though.
How does, say, the sorcerer hut, spawn the sorcerer inside it? I'm trying to reverse engineer that so I can modify the Dungeons and Taverns mod.
anyone know a way to allow infusion table from [MOD] Illager Invasion to go to level 10 enchantment
or set a max level to imbue?
It's done from the nbt data of the structures themselves.
I believe that Illager Invasion does it by saving the mobs along with the structure piece, which can be done in game with structure blocks.
However the mobs won't respawn when done by this method, but it is possible to do it in a way that lets them respawn. I could send you a detailed tutorial video if you'd like
Does the imbuing table from Illager Invasion modded enchantments to go one level beyond? I tried it on the enchantment Spell Power from Spell Engine to no success.
That's exactly the kind of spawning behavior I'm looking to implement: spawns with the structure and never again!
I'd love a tutorial on that.
The straw statues mod 1.20.1 forge currentl-y it is crouching and slim arms is activated but when slim arm is on it gives the statues 2 arms for some reason
This is the first video in a three-part series on how to add custom structures to Minecraft Java Edition 1.18.2 through data packs!
If you find this helpful, consider subscribing to see more tutorials like this!
(This is an updated remake of a previous video, which is the same thing but for 1.16-1.17 https://youtu.be/XT65GA9HnOY)
MUSIC IN THI...
Neat, so the entities are spawned in the structure just like the blocks. Is there any sort of .nbt editor where a structure can be loaded, modified, and then have those changes saved?
You can use structure blocks like in the video to load up structures
then edit them within minecraft
To apply your saved files after editing them, you can use a Datapack to overwrite their unmodified counterparts
You just need to match the filepath that the structure file has in the mod's .jar
All that tracks to me. I got some success loading up the pillager outpost with a structure block. How can I see the entities that spawn, though? Should I just slaughter any mobs that spawn, place new ones, and then save those changes?
yeah, exactly that
Hah, that's funny.
Anything involving "50% chance to spawn an illusioner" would be a lot more complex, wouldn't it?
That would probably require some nbt or .json file editing
The process is explained in the channel I linked for you though
in "1.18 Custom Structures" 2 or 3, don't remember which
Well thank you very much for all the info, Mekka. An amateur modpack author is born.
Awesome! Best of luck, it's a very gratifying experience. That's how I learned these very things
there is a tag for all the enchantments that work, check the mod jar for it. modded enchantments may or may not work, you need to try
please report this issue on github: https://github.com/Fuzss/strawstatues/issues
Bring some life to your builds with player statues of your favorite Minecrafters! - Issues · Fuzss/strawstatues
it only allows for going one level beyond max
thank you for answering 🙂 any plans to allow more levels? or maybe a config or datapack to do so?
feel free to leave a suggestion for this on github if it's not already there: https://github.com/Fuzss/illagerinvasion/issues
this could be done with a data map
Thanks, I'll look into writing one after work\
i hope this is the right channel for this. I Installed bartering station to my modpack and the issue i am having is the trades are not showing up in the slot they should be
I see, I will modify these via a datapack. Thank you!
I’m here about puzzlelib’s inability to handle modelbaking , this isn’t my github issue but close enough. Mac, forge, 1.20.1,
I'm sorry if I sound overly frustrated, because I am; and have been unable to help with building a friend's modpack because my game just stalls out and won't even generate a crash report.
https://modrinth.com/mod/enchanting-infuser
^is this safe to add to an ongoing world? I'm guessing yes, but can't be too sure
where are they going?
!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.
Nowhere i can't seem to see where they are going. It completes the trade and just takes the gold. I set the station down put in the gold the animation happens and then nothing.
Hey Fuzs, it's been a while!
I want to know if you could give some info on the state about Universal Enchantments
I think it's my fav mod from your works and the one I'm missing the most
I know 1.21 introduced lots of changes regards enchanting, so I can understand it's gonna take some time
By the way just an update, it actually was an issue on PuzzlesLib 8.0.15; we updated to 8.1.24 and the issue fixed itself. Just in case anybody stumbled into this same problem
They told me it was sack as well
I tried different ways to make the datapack
None worked
Could you please look up how to add compatibility with Supplementaries Squared colored Sacks?
Hi guys !
I have this crash when i use ArmorStatues. When I go in position Menu. Game instantly crash. Any solution ?
Thx !
[FABRIC] [1.21.1] ArmorStatues-v21.1.0
I found the solution: Need PuzzlesLib 21.1.8. Newest Puzzlib ( 21.1.18) dont work
yeah will have an updated puzzles lib out soon to fix it
hmm it would be great if you could run some more tests. firstly can you reproduce the issue if you remove all other mods?
haven't started on it 🫠
1.21 actually makes the mod much easier, but still requires it to fully be rewritten :(
huh so the normal sack is working fine now?
Hoping this is the right place to ask. I'm using the Better Tridents mod for forge 1.20.1 alongside Ice and Fire and Cataclysm. And I was wondering if there was a way to apply the better trident's effects to the Ice and Fire Tide Trident and the Cataclysm Coral Spear?
hi all, sorry if this is an obvious question but does anyone know how to configure the sword blocking mechanics mod? some swords, the runic longsword from simply swords for example, isn't able to use the blocking mechanic from the mod. but it says theres a way to make it so all weapons like that work? i'm just confused on how i'd go about doing that. i've got like 0 experience with computer stuff so if you know the answer try to dumb it down a little bit, thanks in advance :,^ )
You can make a Datapack to allow modded weapons to block, however some Runic abilities activate on right click, which would conflict with sword blocking
oh okay! thanks a bunch : ) i haven't done anything with datapacks so ill try and find an easy guide on youtube
might be an obvious question, but would I need to make the data pack folder in the "data" folder or the "datapack" folder? the guides are all making a folder completely from scratch so its kind of confusing to follow
Make it on your desktop, documents etc, you'll want to apply a copy of it to your game anyway
tysm!
for this part, would i need to type in a tag, and then move down a line? or is it okay to just put "minecraft:swords" "minecraft:axes" ect?
You need to put a comma between the two for it to work.
Going down a line is optional, but it does make it easier for you to read later
Hello! the mod diagonal fences redirected me here cause i couldn't find a place to ask, but does "diagonal fences" works on slabs ? (as in, the connect upwards or downwards)
late response but it isn't working ingame for some reason, does anyone know if i structured it incorrectly?
is the runic longsword an individiual item or an entire tag
because iirc its an individual item
try removing the hashtag infront of simply swords
okay, ill try that
thank you!
it still isn't working for some reason unfortunately
yeah, this stuff all seems pretty complicated, but thank you anyways!
What does your file currently look like??
i had just deleted the mod in place of my old one but the second I saw your message i also saw this
but anyways
i didn't make a new file when i was trying to edit it
i just used winrar on the mod jar
Instead of making a Datapack? That's not a good idea. Datapacks are a safe way of doing the same thing
oh
i was just trying to follow this to start off ; _ ;
i had no idea messing with the acutal jar files would be dangerous
Yeah, he meant modify it using a Datapack
The process is the same, it's just applied in a safe manner so if you make a mistake, the Datapack just fails to validate rather than the mod itself breaking
mekka since you are here can I ask what the "replace=false" or true does when added on top of some datapacks
For tag lists, replace=false adds the entries in your edited .json to the original list without removing the entries of the original list.
Replace=true replaces the original file with yours
ahh makes sense
if no replace value is added whajts the default
does it just replace it
It defaults to false
oh ty ❤️
But duplicate entries do no harm, so it's not a big deal unless you want to remove entries from the original list
okay i restarted and made a brand new folder, is it cool to just drag and drop it when im ingame? or would it just be easier to put it in the world data folder?
The Datapack goes in the world's Datapack folder
thanks!
we want the update of enchanting infuser T-T !
Yo yo people, already asked this in the general channel, directed to elocin's projects, and then re-directed here, quick question:
anyone know how to disable mindful darkness in ftb quests screen?
The debug menu option isn't giving me anything and there's no info on github, curseforge, and in this server's chat history.
modded tridents are not supported. that would require integration for every single mod with a custom trident which is too much effort
you have to blacklist the textures via the paths config option.
go in the mod jar and find the textures that are used on that screen. if you want you can post the locations here so they can be included by default
Sure, path is as follows:
!ftbquests:textures/gui/*
Which did what I wanted, and not darkening the lines between quests.
can i change the range of where i start losing air in thin air for 1.20.1?
i dont see anything like this in the configs
Yeah, it does just fine
You can see it here
I never had an issue with that one, someone just shared the datapack they used with me
Hey sorry to bother, just added the illagers mod to my pre-existing file and was wondering if there is a certain number of blocks that the illagers forts reside or if I would have to start a whole new file in order for them to get loaded into my survival game. I'm having no problems with the mod, all the items show up when switching over to creative.
They should generate in newly generated chunks
Awesome I kinda thought that but wanted to confirm. Thank you I appreciate the quick response! Have a great day!
Hey there, is there an easy/straightforward way to use eays shulker boxes with shulkers from sophisticated storage?
I saw that there‘s an open issue regarding sophisticated storage compat, but maybe someone has already written an addon for it lol
i thought it was one of fuzs mods, but do yall know what mod lets you place lanterns on walls?
I think that’s supplementaries
I thought so too but i think, at least for 1.20.1, its in amendments
hey i'm having a issue with the magnum torch mod where its not stopping mobs from spawning idk if its where i'm in the aether or what but it don't seem to be working\
It only blocks Vanilla mobs unless you make a Datapack to modify it
okay good to know
Is Mindful Darkness getting an update to 1.21?
Y'all what is up with this bug where Straw Statues just
Doesn't recognize some usernames
It's been on the github since at least August and I've seen a few different people mention it here
isn't the reroll button supposed to appear on where the book is?
im looking through the config file and all there is is this:
last time i played the mod, i remember there was a reroll button
Was the enchant table placed before you installed the mod?
Can you check that the mod has loaded?
pretty sure it loaded
Do the rest of the mod's features, like items staying in the table and floating above it when you close the GUI, work?
yes
so, what now?
Wait for Fuzs to see it, he'll know what to do about it
any reason why the server resourcepack isn't going to the bottom did I do this wrong?
For a server-sided mod like Easy Shulker Boxes, can a client without the mod join the server? Not asking if they can use the mod, just join
Hey tiny question, how can I make sure that my packs are loaded in the order I've listed?
Here's my code:
{
"schema_version": 2,
"failed_reloads_per_session": 5,
"pack_overrides": {
"packs": [
"file/Gothic RPG Font.zip",
"file/Clarent_(26)_1.20.1.zip",
"file/Excalibur_v1.20.6_Fresh_Animations_v1.9_Build_7.zip",
"file/FarmersDelightExcaliburSupport.zip",
"file/boss-refreshed-v1.4.zip",
"file/Excalibur_V1.20.zip",
"file/FreshAnimations_v1.9.2.zip",
"file/[1.4.1] Enhanced Boss Bars.zip"
],
"$$packs": {
"hidden": false,
"required": true,
"fixed_position": true
},
"default_overrides": {
"force_compatible": true
}
}
}
Hello! Got sent here from #1061339968691257466 . Is there a way to add more items to the list of things that maintain your air levels? Jaden's Nether Expansion adds a lot of new soul-related items, and I'd love to allow them to interact with Thin Air soul fire breathing mechanics.
Yes, you can add IDs to the tag list via Datapack
oh gotcha! are there any Thin Air datapack templates available? (I've never made one before)
I can give you a blank Datapack, there's guidelines on what files you need to put in it on the ThinAir Github
What version of minecraft are you using?
1.20.1 Forge!
I've got a question about Easy Magic. possibly there is no answer though; the CF page already says that it is incompatible with Apotheosis. I have both mods in the pack I'm playing (other party), so bound to be some conflicts. but is there anything I could do to still be able to reroll the enchantment table?
I can't access the reroll button. eventhough it is enabled in the config, it still just renders the book. so I looked for a command, but I don't know how it would be called
short question: is it not possible to reroll when Apotheosis is installed?
Do you have Apotheosis installed too?
they say the rest of the features like floating ingredients work, but that doesn't work for me either
there is lapis in my table, but it's not floating above the block
it does stay in the table though, but that might be from a different mod too, I don't know
Ah
Mod conflicts are beyond me, sorry
ok
Hi, i downloaded the held item tooltips and pickup notifier mods but i cant access the settings in game. I had mod menu list and configure mod. I have fabric 1.20.1 version
Don't rely on mod menu, it doesn't recognise all file formats of configs.
Check the actual configs folder. If there's no config there, then check the mod's curse forge/Modrinth page for any explanations and if still nothing, check the mods' GitHub pages
I remember i access the settings from med menu before in the same fabric 1.20.1 version
I can see in here but not from in game
Well that's an issue with Mod Menu then
Should i change mod menu version
Ask the Dev of Mod Menu, I'd just edit the config files yourself
called it
Do any of the diagonal mods work with iron bars
How can i disable striders from the Respawning Animals mod? I just had to clean up a huge overspawn and my guess is that it was caused by this mod. I was trying to build a farm on the nether roof and my fps suddenly tanked, had to enter spectator mode before i saw there was 8000 striders spawning in the lava below.
It looks like this bug has already been reported in the issues for this mod several months ago. Can say it's definitely still happening.
I'm having problems with the Easy Anvil mod
When the anvils are new, it looks like that
I'm using the 1.21 version
How'd this go? I love Dungeons and Taverns and Illager Invasion.
I had success, but then realized that the Dungeons and Taverns 1.20.1 is not nearly as polished as the latest version. Since I'm playing in 1.20.1 right now (Create 1.21 update plzzz), I dropped the project
When Create gets updated to 1.21, you better believe I'll do it all over again.
I'll put it on Modrinth if I'm really happy with it
Greatly look forward to that day.
Does anyone know if Illager Invasion can work on pregenerated worlds? or is it like most where no structures no mobs?
I bet new raids would have the new pillagers
hi ! does easy anvils remove the 50 character limit on anvils ?
Hello, i need pretty urgent help with visual workbench. There is a duplication glitch and im wondering if there is a way to fix it?
Apparently hoppers can feed into the normal crafting table, If you put random items in the hopper. a stack of sand for example. And then use the recipe menu on the left to auto craft lets say a diamond block with 9 diamonds. The 9 diamonsd will not dissapear and you can just keep crafting diamond blocks.
is there a problem with Thin Air's config not changing the height of breathable air?
V
I've changed it to this, but I still start suffocating at the default value of 125
okay apparently it's a visual thing, and I don't actually suffocate
my client config still thinks it's 125
and makes the bubbles appear on that level even though the server knows it's not the case
Guys i need to disable hoppers from being able to put items in a normal crafting table. Is there any way to do that? It can be used to dupe items.
Im using the Visual Workbench mod and for some reason its changed Smithing tables into Crafting tables inside generated structures (if you break the smithing table and replace it it works fine)
1.21.1 neoforge
Is there any way to get Sword Blocking Mechanics on 1.19.2?
I see Illager Invasion has Platinum chunks and sheets, is there a way to get/make Platinum ingots? and if not anyone know of a 1.20.1 forge mod (not MCreator) that adds Platinum?
I love how it skips 1.21 and goes straight to 1.21.1 
1.18.2 -> 1.20.1 -> 1.20.4 -> 1.21.1 lol
how to add items to use the easy shulker box inventory system, i wanna add in the sacks from supplementaries
Has anyone successfuly made a datapack adding a fence to the diagonalfences:non_diagonal_fences ? I've been trying for some time and can't quite get it to work, I am sure I am doing something wrong, but can't find an example of a successful datapack.
I figured it should be like:
data/diagonalfences/tags/blocks/non_diagonal_fences.json
but I could be wrong, any advice would be greatly appreciated
Some diagonals walls appear with broken texture while the default minecraft walls do not.
How can I configure the Easy Shulker mod on Neoforge? The config file isn't created. I tried running the command in the description on modrinth and it says the file isn't found. Also the config mod thats made for it isn't on neoforge.
I just want to disable the enderchest side of the mod its over powered with the rest of the stuff we got on the server.
I could help with this, what have you done so far?
I made a datapack with structure mentioned and into the json wrote 2 blocks from macaw fences for which I want to disable the diagonal fences functionality.
The datapack is active in the world, I've reloaded the world but alas the changes do not seem to work as newly placed fences still have the diagonal functionality
Can you send your datapack here?
ofcourse, thanks for the help!
remove the comma after the last entry
omg such a simple thing😅 thank you very much!
You're welcome!
Same wall just one placed by the structure generating and the other placed by me.
Why do you have 2 Forge Config API Port?
One from 1.21.1 and one 1.21.3
oh that's a mistake I corrected before and messed up again now
same issue without
I also tried with only the 1.21.3 and still not detected
so I guess some dependency checker isn't seeing the forgeconfigapiport somehow?
is that wrong?
You have to use either fabric or forge/neoforge
I am a noob coming from optifine I am confused haha
I thought I was using only fabric things because that's what iris came with (installed before)
They recommend using a launcher to install mods: #faq message
Ok easiest way is to start with a launcher like curse forge, it will make sure you don't make errors like this
oh ok should I remove everything and try with a launcher?
do I need to uninstall things?
Forge or fabric, 1.20.1, most recent version
Unless you have a specific mod in mind, both are fine choices
ok I'll stick with fabric then
it auto fills 16.7, should I select 16.8?
@robust delta
It doesn't matter tbh
chat how do i add items that follow the mechanics from easy shulker boxes with the scrolling gui and everything else to the sacks from supplementaries
Can I get help with Mutant Monsters here?
Phrasing! 👀
Hello guys, here I can ask and find support for Mutant Monsters mod?
here
Great, I have a question: There is any way to config that the Mutant Creatures spawn over the world automatically? Without needing a potion? To add more difficulty to the nights and game. Last time I played this mod some years ago the mutants spawn automatically over the night. Now I didnt find one and looks is available over invocation with the potion
to my knowledge, the mobs do spawn automatically
Really? How? 1.20 version dont spawn
Just if I craft the potion and I throw to them
I would like they spawn automatically over the night
They do spawn automatically, and frequently, in the Shattered Ring modpack, which is 1.20.1 (wouldn't recommend tbh)
So maybe it's a config option? Unless the pack author did it via Datapack which I doubt
Mm, I'm not using any modpack, nor did I configure any data pack. I just downloaded version 1.20.1 from the Forge website and started playing it. But they don't spawn automatically
So IDK how to fix it, ot if I need to config something
Well, checking to see if it has a config should have been the first thing you did
Yes, and I done, but as Im back from years ago, and i'm very noob with those things of mods and files I was asking here from support to know if is normal or if someone can help telling me how to fix...
Iirc it's just a rare spawn, you might have to wait a while for a mutant to naturally spawn
Unless you change config settings to make them more common
I think something is not working cuz I played hours and not one spawned. Also I finded some people askinf for the same problem in reddit
It is possible? How can I change?
I haven't changed this specific mod, but you should open the config file, it should be clear what you need to change there
In the website says that u can open in game but also dont work
There is any tutorial of the config of the mod?
Or with who I can talk to discuss this issue?
That requires another mod, like the "mod menu" mod
Just open the config file
With a text editor like notepad
Sorry but as I said im very noob on that, first time in fact. Which one is the config file?
It will be inside the "configs" folder, and will have the same name as the mod
I need to extract the files from the mod file right?ç
No
The configs folder sits in your instance, next to other folders like "saves", "resource packs", "mods"
Ah okay, no ones appear there with the mod name
Do others appear for your other mods?
yeap
Also I'm seeing some mods from years ago xd, Can I delete all the content here?
Uh, that's weird
You can delete it all, the game will generate fresh configs for what you currently have installed
The next time you launch the game
Ok, maybe it is only configured via Datapack. That's all I can help you with tonight, going to sleep.
Maybe Fuzs sees this and helps you, be patient
Hey someone know why mutants are not spawning automatically? Or how can I talk with an admin or someone to help me? I would like to fix the issue
You wait for Fuzs to read this chat
hey i have a question to the visual workbench mod,
is there a way to disable its inventory? or
make it so that the items just dont stay in the crafting table?
i really like the mod, the visuals are really nice,
just the crafting table having its own inventory is for me a bit inconvenient
as im still used to the vanilla version where it puts the items in your inventory when you're done crafting
The config files are called "mutantmonsters-common.toml"
and
"mutantmonsters-server.toml"
And you can edit how often they spawn in "mutantmonsters-common.toml"
Thanks dude! I check this afternoon / night
I tested different numbers and options and no one worked, I changed the range adding 10x and the spawn weight to 100 and nothing, no one spawn
#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 ~ 200.0
mutant_creeper_spawn_weight = 100.00
#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 ~ 200.0
mutant_enderman_spawn_weight = 100.00
#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 ~ 200.0
mutant_skeleton_spawn_weight = 100.00
#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 ~ 200.0
mutant_zombie_spawn_weight = 100.00
It is correct?
When I checked the max weight value was 20.0 not 200.0, what modloader are you using?
Oh wait, you edited the #range bits.
Anything after a #is a note telling you what's possible, not something you can edit
Prob is the version of the mod? which one are u using for 1.20 minecraft?
The max is 20
Also without editing, didnt work, now i change
#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 ~ 20.0
mutant_creeper_spawn_weight = 100.00
#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 ~ 20.0
mutant_enderman_spawn_weight = 100.00
#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 ~ 20.0
mutant_skeleton_spawn_weight = 100.00
#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 ~ 20.0
mutant_zombie_spawn_weight = 100.00
done
so that means 20% of prob?
The #range is a guide for what's possible
No
#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 ~ 20.0
mutant_creeper_spawn_weight = 20.00
#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 ~ 20.0
mutant_enderman_spawn_weight = 20.00
#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 ~ 20.0
mutant_skeleton_spawn_weight = 20.00
#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 ~ 20.0
mutant_zombie_spawn_weight = 20.00
Now yes, right?
Yes
Ok, I test
But first testing was with 10 and nothing
can be de mod version?
or the api version
I tested on Forge 47.3.0 with Mutant Monsters-v8.0.7-1.20.1-Forge
with this config
PuzzlesLib v8.1.24-1.20.1-Forge
Note that if you have other mods which add monsters installed then that will reduce the spawn rate of Mutant Monsters
For the moment im not using other mod, just mutant to test it
weird, i didnt see nothing
my versions are: forge 47.3.7
puzzles: v8. 1.24-1.20.1
Mutant: v8.0.7-1.20.1
I just tested your exact setup with my config and immidately saw mutant mobs
Perhaps the config doesn't like the extra 0 you have on the end of the weights
I'll changed
and testing now
and nothing
wtf
Did you restart the game after editing the config?
where or how?
yes and new world
Well that was very quick
what was very quick?
if is ok for u I can share screen to u later
How quickly you restarted and generated a new world, since you said you tested it 1 minute after I sent my message
Bro cuz I saw before at the moment u shared u code I see i i have an extra 0
and I deleted
Try downloading my config and using it
Ok, I delete the existing one?
yes
I will be back in some hours, O text here
U share with me here? or where?
If u want after we can make call or share screen
this message
I'm only available for around another hour, then I will be gone until tomorrow
I delete this one: mutantmonsters-common.toml, right?
yes
for Diagonal XYZ how can we set it to trigger only if its right clicked with an empty hand, as we like the Diagonals but its not always wanted in builds [1.20.1 forge and 1.20.1 fabric ]
It seems to be working now, thank you very much!
It also lets me modify it and run several tests with different parameters, all of them working well.
How can I upload this to a server? And does both the client and server need to have the modifications from the document?
You just copy and paste the config file into the server's config folder.
Since it's appended with "common" then both the client and server needs it
Though idk why since mob spawning is handled server-side
Hello, is it possible in the Overflowing Bars mod, to change the heart line count in health point amounts?
thanks!
I got trouble with the diagonal fences mod in that they're not connecting diagonally. I'm on version 1.20.1, using mod version 8.1.4. Any known incompatibilities? I have not been able to find a list of known incompatibilities. If there is one, please direct me to it.
I found a bug while using Combat Nouveau mod with the Bow Infinity Fix (NeoForge 1.21.1). When a player has a shield in the offhand and a Bow with Infinity and no arrows and hold Right Click the shield blocks and when you stop holding the right click button the arrow fires
Anything which adds other block states to the fences is likely to be incompatible. e.g. snow on top of fences, overgrown/ruined states of fences
Ah okay. I also had fence on slabs installed, I suspected that to be the culprit. I deleted it, but to no avail. I'll have a further look. Thank you Edit: Fence on Slabs was the problem, just needed to break the fence for it to update. Fixed.
im just going to take the no answer as a no ._.
are there any known mods that cause issues with diagonal windows? It works fine when its the only mod i have installed but the custom pack i have it in the texture does not show up on the window but the block outline shows that it is still connecting diagonally to other glass panes. The iron bars still work perfectly fine.
version 1.21
does anyone know what the entity ID for the straw statue is on 1.19.2? trying to add it to the blacklist for carry on as being too close makes you pick the statue up rather than editing the skin/transforms
Hi everyone, is there anyway i can add a resourcepack from data back to the default packs?, now i can only add the resourcepack that in the resourcepacks folder
"default_packs": [
"file/CustomPanorama.zip",
"file/boss-refreshed-v1.3.zip",
"file/Better_Animations.zip",
"file/Compact Font.zip",
"file/EnderEyes_1.20.1_v3.zip",
"file/FA+All_Extensions-v1.4.zip",
"file/FreshAnimations_v1.9.2.zip",
"file/CTM-Overhaul-V_5.0.zip",
"file/loadingbackgrounds-3.0.0.zip",
"file/§cMine_Cells§6_3D_Weapons§8_1.0.1.zip",
"file/MandalasGUI_Dakmode_Vanilla1.20.4.zip",
"file/Stay True Compats v7 [1.19].zip",
"file/Stay_True_1.21.zip"
],
Uploaded crash-2024-11-03_04.18.23-server.txt from @fickle berry to mclogs: https://mclo.gs/DKHgCAm
guys i have a problem with this texture about the provoker fom illager invasion
Hello, im on 1.20.1, "thinair" is encountering an error when trying to start the game "during the construct event phase" "living breathe event"
I have the crash log ready on request
is there a way to just put a skin on a straw statue instead of a player? so if the player changes their skin it dosent change with it
Diagonal walls breaks wall behavior
This is intentional for stability reasons
for easy anvil how to config the anvil updrage limit
Does Leaves Be Gone have any effect on Dynamic Trees, or will Leaves Be Gone do nothing in conjunction with this mod?
any clue why the marauder's arms dont show up? all other illagers display normally as expected
ah i think it's an issue with fresh animations, apparently not all illagers are supported by fresh
@quasi moss if you see here i have the same problem with the provoker, and i don't use fresh animation you're case is different yes, but we have the same problem, and my problem it's caused by the resourcepack from drodi's illagers that retexture all pillager and illager, you could say don't use that but it hase the best retextured illager of all times for me and i wanna try to solve this problem, i tryed to talk with drodi and he says that the provoker has the same model of the evoker that why when i use this it broke the provoker, and the archivist giving the same texture of the evoker, if you want we can try to found a solution together
Why not just make diagonal walls a separate block than? Or have them only transform into diagonal wall blocks upon detecting a wall diagonally? I don't see how this is the best solution as it breaks so many builds and probably breaks some Redstone.
Don't ask me, I didn't make it
Ah
sneak right click with an empty hand will convert back to vanilla
update to the latest version of forge, neoforge is not supporteds
that's not possible, the table wouldn't know what to show visually otherwise
ah ok
Fuzs, Is there any desire to update the Overflowing Bars a bit? I'll try to suggest adding a parameter for the number of hearts or hitpoints with variable/non-variable color of hearts.
Perhaps a food saturation parameter would be cool as well c:
Any eta on puzzlelib and moonrise compatibility? 👉👈👀
fuzs i need help about this
will universal enchants be getting updated to 1.21.1?
hi, i've noticed a potential bug with the Diagonal Walls mod. the diagonal walls always turn to their pillar form when there is a block above them (see left picture). on the right picture it is how it's supposed to look with vanilla walls
That's intentional. Shift right click to convert them to normal walls
oh okay, thanks for clearing it up. so i fortunately don't need to play without it 😄
i have a problem with the provoker from illager invasion because i heard from others dev that the provoker has the same mod of the evoker so the texture bugged a solution??
Not doing anything
Nice to meet you,
I heard there is a forge 1.19.2 version of Illager Invasion, Does anyone know?
Nope there isnt
However, a addon seem to be compatible with 1.19.2
Try it
fuzs
Enchanting Infuser is gonna be updated to 1.21.1? I'm playing a server I have, and I would like to get it again like in 1.20.4
does anyone else have a problem with Fallen Knights still not being able to control their mounts lol
Is there an option to make it always place the vanilla variant first and having to change it manually to the diagonal variant? I think that would make things a bit easier
just wondering, for sword blocking mechanics, is there a way to change the bind for blocking?
when enchanting infuser to 1.21.1 neoforge
how the hell do I add blocks as patch to block runner?
Ive added their IDs to the config but it doesnt work,
Im on 1.20.1
Hi there, I am hosting a server with Block Runner on it and would like to change speeds of certain blocks. I look at the config file and I only find the blockrunner-client.toml. I checked the data folder in my world folder and couldn't find it there either. 😒
The Datapack folder is inside the mod's.jar, and is edited via Datapack. You put the Datapack that you made into the world folder
Does Respawning Animals work for Mod added mobs as well?
Hello everyone, I had written to the developer of Bluemap yesterday. I have noticed that Diagonal Fences is not compatible with Bluemap because the textures and models are missing. Is there a way to ensure support for this? I am currently using Forge MC 1.20.1 and Diagonal Fences 8.1.4
what does the imbuing table in illager invasion actually imbue?
It allows you to uprade a max lvl enchant on an item by 1 level
how to darken this JEI GUI with mindful darkness??
and how to turn off the darkness of the thirst bar and temperature from the tough as nails mod?
guys how to change Straw Statues skin to custom skin without username ?
Hi. I was wondering if there was anyway to get pickup notifier to work with a telekinesis style enchant while on a server. However I can only use the client side.
I'm trying to configure Thin Air to work in the Aether the same way it works in the Nether, I used the Configured mod and made the following unsuccessful attempts:
the_aether:the_aether=yellow
the_aether:aether=yellow
aether:the_aether=yellow
aether:aether=yellow
Does anyone know what I can do?
I did it in a world that already existed, do I have to do this configuration before generating the world?
Will there be any plans for the overflowing bars mod to go past 200 armor points? I would really like to see what my armor looks like past 200 since I believe I'm almost reaching 400 but I don't know how to tell.
To get the correct name of the dimension, type the command:
/execute in
And scroll through the auto complete options until you find the Aether.
You might also have just gotten the syntax wrong, e.g. a missing comma somewhere, which we can help you with
Hello, it's been a little over half an hour since I discovered the problem, it was a wrong letter. I don't think I should do these things when I'm sleepy.
Sorry for anything.
Been there, done that
I plan on using Hardcore Torches, is it possible to make them go out with Thin Air?
if enchantment infuser and apotheosis are loaded together, will the infuser generate treasure enchantment if the appropriate apotheosis shelf is within range? I looked at the github and really only saw that the eterna stat is used and couldn't find if any of the utility enchanting blocks were compatible
Anyone know if Respawning Animals works with all modded animals too?
Hello, i was downloading the mod called "better trident" and for some reason in my server (i'm using modrin fabric) the elder guardian didn't drop the loot for making the trident. When i try it in single player, it dropped. I was in mc 1.20.1. Can i get help with this? (V8.0.1)
Hey, i am using the Mod called Visual Workbench. i have a Vanilla Server with my Girlfriend and the mod wont work. in singleplayer is does work tho
do i need a bukkit/spigot server and put the mod in a plugins folder?
Visual workbench doesnt run on plugin based servers. its a mod and runs on modded servers only 🙂
Install a forge/fabric server
thank you!
i did install a fabric server but it doesnt work 😢
As in the mod doesn't work, or the server doesn't work even without the mod?
Ok, can I see inside your mods folder?
And you also have it installed on the client?
oh do i have to put the mods into the server?
...yes
All of them? :d
but does it still work if i put all of them?=
It might, it might not
i dont know much about modded server
okey let me just put those easymagic and vw inside
and their dependencies
If you look on the curseforge page of VW, it tells you what you need to install and where you need to install it
okey thank you
should be same for Easy Magic, and hopefully the same for the other mods you have
Take a look at Tree Harvester too, that sounds like the kind of mod that also needs to be on the server
well that is working but i will put it inside too
i put those mod inside and pressed restart
got stuck here
let me try kill the server and start again
works now thank you very much @robust delta <3
you're welcome!
Hello hello, I have a question regarding the models for the archivist, marauder, provoker, basher, and necromancer. I have been dabbling in modifying models for vanilla mobs via CEM and have encountered the issue that the five that I listed from Illager Invasion are all tied to the vanilla models for vindicator, evoker, and illusioner. For the most part this isn't an issue except for the archivists because of the book they carry which.
I was wondering if anyone knew of a way to have these five obey their own unique CEM? I tried giving them their own CEM files to reference in my resource pack but they still spawn referencing the CEM I made for vindicator, evoker, and illusioner. I've tried looking into conditions to put into the property files to prevent the CEM from applying to these five, but nothing seems like it would work for this circumstance as all conditions seem to rely on custom names, NBT tags that don't apply to the illagers, etc.
I ask mostly out of curiosity since this isn't a game-breaking issue for me. It's kinda funny seeing the occasional archivist baby running around with a book smack in front of it's face... But it would be more interesting to see the books actually in their hands, or just not see them not affected at all.
How can I decrease the spawn chance of mutant mobs? I'm in the config files for it but I don't understand it, there is a "spawn weight" thing I assume is the spawn chance but do I increase the number or decrease it
decrease it
Thank you
Hey got a little problem again with my server
if i restart my Server its stuck here for like 10 mins
i think it has something to do with the easymagic mod
is that normal or do anyone know a fix?
how do I check how many dollars I have?
is there command that makes mutant enderman not spawn ?
You can configure their spawn weight in the config file (set it to 0)
i am on a server i cant enter the config
Then ask your server host to edit the config for you
I am on atrenos is there a way to config it ?
No idea, ask them
So i want to add in some modded workbenches to visual workbench which the site mentions can be done in .minecraft/config/visual_workbench.json, but no such file exists. I want to add in the workbenches from "More Crafting Tables for Forge!" for a modpack. has anyone done that before?
Edit:never mind it actually works. It didn't last time I set up a modpack
Anyone ever run into an Issue in the 1.21 version of Bag of holding where the bags just stop working?
So Apparently Bag of Holding and Metal Bundles stopped functioning properly. Are there any known incompatibilities with these 2 mods?
is there a way to change the color of the heart rows in overflowing bars
Hey fuz!! do you plan on adding thin air to 1.21.1 neo forge? 🙂
hey there o/ been working on my own modpack and i saw your super dope mod resoce pack overrides been looking at the github for info but im kinda stumped, when i hold T nothing seams to happen. also the red alerts still seam to be there. not sure if coded it right
ive also tried it with ".minecraft/resourcepacks/resorcepackname.zip"
main purpose of using it was so when pple update when i update the pack can use the hold T function to load in the new resorce pack stuff ive been working on, also so its easy to go back if they change anything, otherwise the "default options" mod by blaytheninth puts it in on first install
Hello guys! How am I supposed to use BlockRunner on Fabric 1.21? The Configured mod doesn't work at all on Fabric(no configuration menu to be opened anywhere) and also modifying the block_speeds.json file doesn't do any changes to block speeds.
For the straw statues mod, is it intentional that when the "Sealed" option is checked off that you can still swap armour with the statue?
Hey trying to install Diagnal windows, walls, and fences. Seeing that there was an update 4 hours ago(as of sending this message). None of those seem to work for me. Gets stuck on the minecraft loading bar. Old versions worked fine for me though. No log or anything, just freezes. Using NeoForge 1.21.1.
Just stuck on this until my computer stops trying and I just have to exit out. Im good with the old versions just thought I should mention it. Thank you for the amazing mods!
Wait just noticed new version of neoforge ill check.
Nope updated to newest NeoForge .80 instead of .79 and still not workin
!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.
Hello everyone, I'm having problems with the SwordBlockingMechanincs fabric 1.20.1 mod, in the part where when weapons are not identified by the mod you need to add the desired items to a dedicated Tag, but I have no idea how to add the weapons I want to this tag (the weapons are from mods)
It's done via Datapack
oh thanks, I spent hours looking for something in the mod settings, I'll learn how to do that
After you've learned how to make a Datapack, the documentation of what you need to put into it is on the mod's github
bump
Hey, so I was wondering if there was a way to get the enchantments to only show like Two instead of Single for the enchantment hints, using a datapack for 1.19.2 Forge possibly?, as in having only "Comb Cutter, Ban of Arthropods II" showing, or just cutting out one of those three enchantments for hints.
Would it ever be considered/possible to make straw statues able to have uploaded custom skins rather than search for profiles? Would make it easier to find the perfect skin for a build when you can just make one and avoid the hassle of changing your skin hundreds of times
Does anyone know the status(discontinued, WiP, etc.) of these mods for version 1.21?
(I have numbered them based on how they are important to me).
1: I like it because it makes my life easier.
2: One of my favourite QoLmods.
3: Waiting until the 1.21 mod comes out before I start playing again.
Configured Defaults: 1
Delete Worlds to Trash: 1
Enchanting Infuser: 1 & 2 (alongside Universal Enchants).
Leave My Bars Alone: 2 (alongside Overflowing Bars).
Overflowing Bars: 2 (alongside Leave My Bars Alone).
Paper Doll:
Universal Enchants: 2 & 3
Sorry, I know it's a lot.
Any and all information would be greatly appreciated.
Rather than waiting for Universal Enchants, since it's now possible to do the same thing with Datapacks there's likely to already be a datapack that does the same thing that you can use
Last I heard about Enchanting Infuser: #fuzs-projects message
@tribal craterupdate enchanting infusser 1.21.1 please
#rules read them.
two and fourteen I presume.
i need help with enchanting infuser. the config always get resetted can someone help me?
Hello. I have a question about Respawning Animals Mod. Do I need to create a new world after installing this mod or it will work on already created one?
Pretty sure it will work fine on an already created one.
P.S. Diagnal gates would be amazing 😉
Can anyone confirm if Block Runner works on Fabric 1.21? I just can’t seem to set any block to be faster besides the default dirt path 1.35 speed
You've probably just made an error with the json file, can you send me your edited config please?
I doubt it because I just edit the default 1.35 value without anything else, but it makes no difference
I was concerned the mod might not be working because even the config settings with mod menu make no difference as well…
Ok well in that case can you provide a list of the mod, modloader, dependency mods of block runner with their version numbers so we can bugtest?
I hope this is the right channel, I have a question pertaining to one of Fuzs's mods
I have a custom modded server using the Diagonal Wall and Fences mods, and a wall from another mod was incorrectly given the "diagonalwalls:non_diagonal_walls" tag, and I am struggling to find answers on how to remove said tag. Can i do this within the mod or is it done externally?
Thanks
It's done via Datapack
Hmm, okay thanks
None of Fuzs' serverside mods (Horse Expert, Diag Fences, Magnum Torches, etc) dont seem to be compatible with Create. Is this a known bug?
Version 1.20.1
Waterwheel rendering issues
None of his clientside mods have an effect though
Hello, i have a small issue with the enchantment infuser and universal enchant on an aterno server.
The infuser won't allow me to put any other type of protection enchantment along with the normal one, saying they are incompatible, same for sharpness and the other damage sword enchants.
The issue gets fixed temporarily when i reinstall the mod (universal enchants) on the server but it reverts back to the same issue after closing and opening the server.
Is there any fix to this?
Hello I instaled diagonal walls and it makes this issue
try shift right clicking the walls
okay that fixed it thanks
how can i have more than 2 sword enchants on the same sword
Here is what I'm using for the Block Runner mod issue:
Mod List:
Fabric Loader 0.16.9
Fabric-API-0.108.0-1.21.1
Block Runner 21.1.2
Forge Config API Port 21.1.2
Puzzles Lib 21.1.22
Data map file:
data/blockrunner/data_maps/block/block_speeds.json
Issue:
Cannot set/modify any or the default dirt path speed of blocks at all.
Modloader too please
There you go
thanks
Does someone get excesive prices on the trading table? The villager has the normal prices
So im using diagonal walls in my modpack along with Create: TFMG and the blast furnace uses reinforcement walls that make it work but Diagonal walls breaks the multiblock. I want to add reinforcement wall to the non diagonal wall block tag but when i went to the file im not sure where to put in the item name
Just needs " " around the id (the text)
Yes
Cool, then just update the archive and restart my server
Yeah
thanks
Didnt work, the walls are still diagonal
Hmm, and you're sure the id is correct?
Another thing that may fix it, is shift right clicking the walls
This reverts any placed wall to be not diagonal
the shift right click doesnt work at all
Im not sure if im placing it in the right place
Here the line in WinRAR. Open Jar Diagonalwall in Win > META-INF > jarjar > diagonalblocks > data > diagonalwalls > tags > blocks > non_diagonal_walls
The documentation of where the file should be is on the GitHub, also if you know how then I'd recommend applying the changes via Datapack rather than directly editing the jar
The github doesnt have any explanations, im looking up how to datpack to see if i could give that a fix
Item is tfmg:fireproof_brick_reinforcement
Anyone else figured how to add block to the non diagonal block tag
Anychance you could help me make one, im not coding inclinded so im stumped
Im willing to monetary compensate for the datapack
I went to sleep, yeah I can send you a blank datapack
i have a question: normally frame pane are very thin
but with your mods (diagonal...) installed they become blocks and when i deactivate them they will get back to normal. is there an option to disable specific mods so i can use them normally without the diagonal feature but not deinstall the complete diagonal stuff
@foggy night @manic delta going to kill two birds with one stone with this datapack. It should allow you to disable certain blocks from being diagonal.
You can unzip it, edit the tag lists inside and put it's folder into your world's "datapacks" folder.
Then run /reload when in game to check that it loaded.
oh thx you ... i know when i disable windows my problem is gone ... with this datapack which section should i change to have the correct result?atm this doesnt work
This looks correct, have you checked that the Datapack is loaded?
It's not loaded
i wonder why it renders this as whole block
its loaded because my treated fence also not working
i saw its in the config
i do /reload
You haven't installed the Datapack correctly
Everything in the Datapack before you edited it is also in the mod itself
Check that the Datapack isn't nested within another folder of the same name
btw maybe thats a thing i have 1.21.1
and when i look into the diagonal window mod there is a fuzs prefile
Ohh, you're on 1.21
yeah neoforge
Yeah that might cause an issue
The Data files are nested within METAINF
I appreciate the work my friend, I’ll test it out! 🙏
I dont think i have a datapack file in the mod pack file
Its inside your world folder, in saves
You'll also need to put the block ID back in
Try this
(it's blank, so you'll need to re-add your edits)
every time i try to edit the configs for universal enchant enchants, it just remakes the old one with a .bak file being the one i just made the edit to
That likely means that you've been making errors in the config.
Send the edited config here so we can check it
This one is for impaling, i wanted to remove its incompatibilities as well as put it on knives
{
"schemaVersion": 2,
"items": [
"$minecraft:trident",
"$minecraft:weapon",
"$minecraft:universal_enchants_axe"
"farmersdelight:skillet",
"farmersdelight:flint_knife",
"farmersdelight:iron_knife",
"farmersdelight:diamond_knife",
"farmersdelight:netherite_knife",
"farmersdelight:golden_knife",
],
"incompatible": []
}
Remove the comma after the last entry
Uh, and probably the $ too? Isn't that meant to be a # for tags?
that was already there\
Ah, that must be fine then. I haven't used UE specifically
But the comma is definitely wrong
alr, tysm
Huzzah! 
That should work, so long as the id is correct
Then go to world saves > datapacks and throw the whole pack in and restart the server
I do not own the server so me and the owner were argueing about it even though he asked me to find a fix
You could test it in single player first to make sure it works
oh how so?
where are my saves for a modded singleplayer
just in my .minecraft and search datapacks
An easy way to get to them is during world selection, select the world then click the edit button.
Then click open world folder
But an even better way to test is during world creation, the third tab at the top contains the options to install a Datapack.
It should open a screen similar to the resource pack screen, where you can drag and drop the Datapack in.
It should then show up on the left side, where you move it to the right to activate it.
It will then actually verify the Datapack to check that it doesn't contain any errors, so this is a good way to check for that
Thats what i saw was the resource packs and then went to datapacks and added it to the datpacks and then hit the arrow to add it to the right
Sounds about right
It should say "verifying Datapacks" for a moment when you confirm
The Stoneworks page has a typo in the Quartz Blocks image
Is there a PuzzlesLib-v21.3.11? Trading Post & Better Tridents seem to ask for this version
- BetterTridents-v21.3.0-1.21.3-NeoForge
- TradingPost-v21.3.0-1.21.3-NeoForge
- BlockRunner-v21.3.0-1.21.3-NeoForge
Fuzs came through and got it updated 😄 TY
Will Golden age combat work on 1.21.3? Forge and Modrinth only shows the mod file for 1.21.1
The owner is being apprehensive, we tried to /reload but to no avail. What is the line to get the saves for the server
I want to make sure hes doing it right but trying to get him to show the line is like pulling teeth
From what i did see is the datapack is inputed into a folder for the server called datapacks but its saves as a zip instead of a WinRAR, does that not work?
When re-zipping the folder after editing you need to be super careful, because if you just zip the folder itself it creates a new "folder" and ceases to work.
Instead, you need to select the contents of the folder and zip them.
Check that the zip works in singleplayer first
It loads in .zip or folder form
In my singleplayer it works and saves as a winrar but when i sent it to him via disocrd it .zip it
It's probably .zip all along, not .rar, that isn't the problem
Hey, having an issue with a personal pack . PuzzleLib seems to be having some kind of problem. I'd apperciate if someone here could help
Uploaded latest.log from @trail plume to mclogs: https://mclo.gs/ggLaK5T
It goes into the same folder as in singleplayer, inside the world folder.
how does that work if hes hosting the server via his pc? does it go the server file via single player files
It goes in the server folder
Also, if you're viewing it from the server console, you're probably best using /datapack list to see if it's loaded after using /reload
So i sent this as is after editing and saving it, im guessing i bricked it by doing that
by not rezipping it
The one of the top i extracted and the bottom one i downloaded and saved correctly on my side
Yeah the bottom one is a zip, you're just using winrar to open it
The bottom one works in my singleplayer test in fixing the issue, how do i send that to him without it bricking?
If it works when zipped then it's fine, sending it won't break it
He's not installing it correctly
Would restarting the server fix it? He got the right file but the /reload didnt work
I guess you could try that, but I doubt it would make a difference
bleh it's not anything related with any of fusz's mods
Is there a way to get Universal Enchants on 1.21?
Not 1.20.1
Not 1.21.1
1.21
(Not meaning to come off as hostile. I just find it confusing and distressing when the mod I'm looking for is updated for the next version but not the one I want.)
or when people give me suggestions such as (ABC solution exists) and proceed to provide no further information.
Like. I need the XYZ(Co-ords) to locate the ABC.
Okay, maybe that was a little targeted...
But why tell me that ex. datapacks are out there but not tell me what they are called nor where to find them.
Granted, I should have been more thorough with my request for help previously. That's on me.
I definitely worded this poorly, now I think I'm in the wrong for being rude.
In this case the XYZ is to google it. While I know it will exist I haven't looked for one myself because I haven't needed it personally, so one of us will have to google it
My best guess as to what to google would be "minecraft Datapack enchants on" and keep trying different ending like "on all tools" until you find something
That or look for Datapack tutorials for making your own. If you want to go that route I can link you some material but its not simple
Is Fuzs on holiday?
(Genuine question).
I don't know
Fair
Fuzs' Universal Enchants is top-tier and nothing else can quite replace it.
It has such a unique, yet simplistic and intuitive functionality that in my opinion, is so damn satisfying.
It's a QoL masterpiece. Something that Fuzs is amazing at.
(I like code, and QoL is my life. So please ignore my fangirling)
Please Fuzs. I beg of thee. Hast thou forgotten thine worshippers(people who use your mods with pride) to the passage of time as we progress to a new era(version) of Minecraft?
well no clue what it was. But got it working
Any help haha
Recently tried firing up an old modpack I used to play with friends and now its not working, I updated everything to 1.20.1 from 1.19.2. Prior to this issue I had an issue with the game not launching and i asked in the essential server and was told to delete embeddium or rubidium since they cant work together now for whatever reason which baffled mecause they worked before. Here is the log from the first crash and from the subsequent crash. Here is the link to the first crash log https://paste.essential.gg/Qsp8wWbsw8
and the .txt is the crashlog after i removed rubidium and had a whole new issue. message.txt is the latest.log
Uploaded crash-2024-12-05_13.33.16-fml.txt from @humble iris to mclogs: https://mclo.gs/558Cjfl
Uploaded message.txt from @humble iris to mclogs: https://mclo.gs/sDIS5uj
Hi. (Armor statues - Item frame unlocking)
I'm playing on a survival server, with some vanilla tweaks, including armor statues.
I was able to figure out how to have OP grant players the rights to fix item frames, for an infinity room I'm making.
I have 4 maps that needed to be on glow frames, but I used normal frames and fixed/locked them.
I am now looking for a way to unlock them.
My experiments in creative seem to indicate that only breaking the frame in creative will remove a fixed item frame.
I cannot even unlock in creative with the book.
I get a message "YOu cannot trigger this objective yet"
(Edit) trigger if_invisible set 3 now works on my creative world, but not on the server. What does OP need to give players for this to be accessible?
THanks
Anyone knows of a way to make easy anvil work with apotheosis?
not possible atm
this is the data pack, armor statues here is a separate mod. you need to find the proper discord
you can do everything the mod does in 1.21+ with a data pack. I will update the mod, but it will mostly be such a data pack
ello 
big fan of ur work fuzs
just wanted to ask about config setting for easymagic; i wanted to add a different resource for the enchantment rerolls, like amethyst shards, but idk how to add this item tag to it. could u teach me how?
It's done by adding the item id to a tag list via Datapack, so there's likely a bit of learning involved before you can do that
id thought i could add it to the config files, guess not 
pickupnotifier isnt checking if the player is fake and causing crashes when Ars Nouveau turrets cast the pickup glyph
i would do a PR but i dont feel like dealing with 6 minecraft versions, sorry
tbh might be better solved in puzzleslib rather than pickupnotifier
fixed in dev 👍
Is there any update on the fabric version of BlockRunner 1.21.1 not working in setting custom speeds/blocks bug?
Also the config settings seemed to not work as well
https://github.com/Fuzss/stylisheffects/issues/47 Simple Voice Chat HUD not appearing when Stylish Effects is installed
Mod Loader (Required) Fabric Minecraft Version(s) (Required) 1.21.1 Mod Version(s) (Required) v21.10 Minimal Setup (Required) Yes Notes (Required) when Stylish Effects are enabled in the default gu...
Also, I would like to request compatibility with Mob Plaques and Spell Engine. Currently when the player uses the Vanish spell from Rogues and Warriors from the RPG Series, the health display of the player is still visible to other players. Mob Plaques already hides the display when the player has the invisiblity effect while wearing no armour and not holding any items. I would like the same for the vanish effect, but regardless of any armour and items since those are also invisible to the player. https://modrinth.com/mod/rogues-and-warriors
see here on how to configure the mod: https://github.com/Fuzss/blockrunner?tab=readme-ov-file#configuration-121
leave both on github with screenshots of the behavior
Thank you so much!
idk if this is the right place to ask but i'd like to know if there is a way to remove the level limit to enchanting in the mod https://www.curseforge.com/minecraft/mc-mods/enchanting-infuser-forge
or at least increase to more than the vanilla levels
I've gone through this tutorial like 5 times already, but still cannot modify the block_speeds.json in any way at the given path
In the guide it says example: "path", but what does that mean? Can we set a different directory? And the file doesn't generate by itself, so do we have to make it ourselves?
Ok, send the Datapack you have made and I'll check it over
speaking of universal enchants, im wondering if the mending overhaul feature will work with this anvil feature? i havent personally tested it but i thought it might be worth considering
https://www.curseforge.com/minecraft/mc-mods/enchantment-transfer
It didn't say anywhere that this is a datapack. It just gave an example directory of the json file.
It shows you a filepath from the data folder, which is edited via Datapack.
This is quite jargon-y, so can't blame you for not being able to tell when you don't know what it's referencing
The documentation is more there for people who understand what they are looking at than as a tutorial
What have you been doing so far?
I've just been adding them to the example directory into my instance 😅
Hi, I want to turn my server back to a vanilla server. I currently have Easy Magic, Easy Anvil, Visual Workbench, and Easy Sulker Boxes installed. The server is a fabric server. Is there anything I need to do before I remove these mods from the mods folder?
Would you like a blank Datapack to start from?
From there you will need to add in the file path mentioned on the GitHub, and the files you edited.
Each file must have the right file path or it won't work
Break all the placed enchanting tables and anvils or they may disappear
(they won't disappear in item form, but they will when placed)
Oh, and make a backup of the world, just in case
Thanks for trying to help, but I’m good. I know my way around, just haven’t done this specific thing and was confused on how to do it.
does anyone know how the trading post gui works? I want to make a resource pack because it looks too boring but all I can find are .class and .java files with no pngs for it
is it possible to set a straw statue's texture to a texture I upload rather than setting it by a player name?
no that's not the point of the mod. but if you have another mod that increases max levels the enchanting infuser will work with that
it uses the vanilla villager trading texture
!tryit
is there a way to blacklist mobs from Respawning Animals? my friend's zombie piglin farm unintentionally spawned about 4166 strider mobs I had to delete at lava level
Yes, if there is no config for it then it's done via Datapack
How do I fix this?
there's no .toml config file, how would I change it with a datapack?
Make a Datapack, then go to the mod's GitHub page. Follow the instructions there to make the file and it's filepath
I can help you if you struggle with it

gotcha, maybe this works? (ignore the Thin Air config)
Looks good to me
