#fuzs-projects
1 messages Β· Page 14 of 1
it desatroy item
it dosnt hapen when in a chest
seems to just not work while in inv
For Simple Voice Chat HUD, I have attached screenshots: https://github.com/Fuzss/stylisheffects/issues/47#issuecomment-2541324847
check the mod config
you can include / exclude individual texture paths there
sounds like an incompatibility
sophisticated backpacks are not supported, that might be the mod on its own
is theire a way to disable them from being able to do that
in the config or smth
the issue I found was that for some reason specifically baby striders and mounted striders would spawn in droves in the lower levels of the nether and never despawn. someone else seemed to have this issue as well
(the below pics were mine, where I encountered a similar problem and had to clear out the entities, you can see it's only baby striders and mounted striders?)
this is the same mod as, https://legacy.curseforge.com/minecraft/mc-mods/wings-3?
Β―_(γ)_/Β―
it's not me doing it
not really I didn't just do a port, a lot of the mod is rewritten
but thanks
yeah seems to be this: https://github.com/Fuzss/respawninganimals/issues/37
Hey Fuzs, I have a question
Will the Universal Enchants mod do anything with the Mace enchantments when it's updated?
It would definitely be interesting to see swords and axes, etc. with Breach.
Not sure how the other two would fare though because adding them to other weapons wouldn't work very well because they would compromise the uniqueness of the Mace.
You wouldn't add Riptide to a sword or infinity to a Trident. It just wouldn't work because of the intent behind those specific enchants.
-
Density
Increases the extra damage dealt by the mace for each block fallen by 0.5 per level, having a total of 5 levels.
(Shouldn't be added to other weapons because it works in tandem with the smash attack). -
Breach
Bypasses 15% of the damage reduction from armour per level. Has a total of 4 levels.
(Could work with other weapons because its main function is just ignoring damage reduction( {the Piercing equivalent for melee weapons} albeit the code is definitely more complicated than said). -
Wind Burst
Launches the user up into the air seven blocks per level after using a smash attack with the mace. Has a total of 3 levels and can only be obtained from ominous vaults.
(Shouldn't work with other weapons because its prerequisite is "using a smash attack" and giv)ing this to other weapons would lessen the Mace's significance).
This is my opinion on which ones should(or shouldn't) be implemented.
UC is one of my favourite mods and I'm just saying what I would like to see in a 1.21 version of the mod. I don't speak for others.
Or maybe create a config file where you can enable and disable the Mace enchants seperately.
That works too.
You have my voice too
Thanks!
Anyone familiar with the configuration for Thin Air? i thought i had it set to not start bubbling until i get to a 270 y level, but its still hitting me at a mere 120.
actually im getting problems at sea level. i truely messed up this config
Submitted the compat request for Spell Engine and Mob Plauqes: https://github.com/Fuzss/mobplaques/issues/20
sounds neat, ideally leave this as a suggestion on github so it's not lost to this channel
https://github.com/Fuzss/universalenchants/issues
Thank you so much for the help. I was just worried that the world would get corrupted when I deleted the mods πππ
Will do!
That was my first GitHub post.
Yay!
Also, Maces should probably be stack-enchantable with the usual melee weapon enchants(Bane of Arthropods, Sharpness, Smite), (Sharpness needs to be added to the list of available Mace enchants) to keep consistent with the other melee weapons, plus Impaling(including stack compatibility with other damage-increasing enchants), and Looting should be added. I'm not certain about Knockback though.
Sweeping Edge wouldn't function desirably.
Compatibility needs to be added to the Breach and Density enchantments.
I'll send a reply to my suggestion on GitHub that I will edit to update it when I think of things.
Hey all, what's the easiest way to keep Mutant Monsters from spawning in farms made for their respective normal counterparts, but still allowing them to spawn normally in the world?
I'm assuming mutants spawning requirements are taller than regular mobs, so a ceiling on each farm should suffice right?
so I added Striders back to the persistantanimals tag with a datapack but specifically BABY striders are still spawning and never despawning for my friend's nether roof farm way beneath it at lava level
this is the datapack I used to try and make striders stop spawning in, am I doing this correctly?
It looks correct, the fact that it's just baby striders spawning suggests that this is probably a bug
dang that's a shame, I keep having to mass delete the baby striders to keep our server from crashing
Hello, You can ping me when replying.
I can't find any clues to why a block is not dropped when broken. here's the following:
- Every Compat (EC)
- Macaw's Fences & Walls
- Diagonal Fences
- Any wood mods (Biomes O' Plenty or others)
The Blocks from EC can connect diagonally just fine but when broken, no drop. I'm trying to find out why. I thought it was missing tags or a loot table issue. but no clues. I appreciate the help
I'm a DEV
if that's the question aimed at me. then which tool associated?
Please ping me when replying. so i know that is aimed at me. otherwise if i am wrong, ignore me
they are tagged with "axe"
I tested it, too.
they behave the same way as Macaw's Fences & Walls (MCF), i also tested the original fences from MCF which is "oak_fences" and break it
it's fine and can diagonally connect
and also same way meant they have the same tags associated
any axe
any axe can break "oak_fences"
EveryCompat support all of WoodTypes
can you clarify?
i also checked the ID:
hmm. that's a good question.
i need to check
hmm. from what I understand is that when a fence is placed, it use ID of diagonalfences
when it's broken, the item ID is no different from the mod's
the picture above show that.
can you clarify?
oh i forgot about debug stick
how do i get debug stick again? π€
got it
i am curious, how do you get that show up or ??
alright. and how to use debug stick again? π€
i know you can use it to change its blockstate
ah that's how it is
what do i need to check on the fences with debug_stick?
like i say it can diagonally connect just fine
that's what i mean
if you haven't noticed in the picture above:
then here another one below:
let me check
same as the other fences βοΈ for oak_fences
unfortunately, i am deaf. sigh
π
yea i hear you. "typing is slow".
ah i meant I understand why you said "typing is slow"
it's same as one say " i feel you" kind of like that
π€¦ββοΈ so that was a joke.
well the best term to call it is "figure of speech" π€
π is that a joke?
sigh
u should notice that i am so bad with jokes.
so yea
alright.
oaks and the vanilla red can drops. but not the red from EveryComp
these "yes drop" are from the mods as a vanilla blocks
i am trying to find out how diagonal fences make these drop the item coming from the mods or minecraft's
yes they do drop
the one with "no drop" is from Every Compat
it's supported with "Macaw's Fences & Walls" and "Biomes O' Plenty"
that's exactly what i am trying to find out.
how does Every Compat support Macaw's?
it use the block class from Macaw's to generate these unique fences and also add the tags (these oak blocks are tagged in macaw's)
same for recipes. and textures, tooo
yea that's why i have no clue on where is the problem
and come here to find out
is there a way to change the easy magic mod so that it makes the reroll cost lower?
Hey Fuzs, on your Trading Post mod, is it possible to "get out of" the Search feature? I think that prevents a player from being able to press Shift+Space Bar to refill the traded items with a single villager. Example: trading rotten flesh with a cleric, 26 flesh trade 16 times, you can select to trade the flesh and can shift click the emerald and get two emeralds, but you can't use the quick refill of the rotten flesh by pressing Shift+Space Bar. The trade doesn't refill the flesh, it just adds a space to the search box so a player is required to click the flesh trade again or refill the flesh themselves... if that makes sense?
ooo and is it possible to make the search bar 'clearable' by right clicking in the search field?
C:\Users(user)\curseforge\minecraft\Instances(Profile)\config
Then open the easymagic.server-toml in notepad, or any alternative you prefer, such as VSC.
If there is a way, it will be in there.
Hi Fuzs, it is possible to add new Better Combat presets from 1.20.1 to 1.19.2 manually through Datapack? I want to add a heavy crossbow preset which was first introduced in Better Combat 1.20.1- 1.8.0 for my crossbow in 1.19.2 since 1.19.2 doesn't have it. I've tried to download the raw preset and put it in the better combat attributes from my datapack and also add the attribute file for the crossbow but it doesn't work
Hey, can someone help me configure the resource override mod
should be possible by clicking outside
didn't make better combat unfortunately π
the diagonal fences inherits the loot table from the original fence. not sure how every compat handles loot tables, i'd assume that's where the issue lies
oh ok. how does it inherits the loot table? it should have the class?
EveryCompat doesn't generate the loot Table for the supported blocks... I also tried have it generate one for each block to have loot Table. it do not dropped.
oh yeah. what's the path does the Diagonal Fences expected to find the loot table in?
i would assume it's namespace:loottable/block/BlockType.json
but everyCompat have a different custom: everycomp:loottable/block/supported_mod/wood_mod/BlockType.json? could be the reason why it never dropped?
why such a custom path? there are some wood mods that have similar name for a woodType. for example fir_log from Biomes O' Plenty and TerrafirmaCraft, that would be a conflict.
if you added a custom method in the class: to check for stonezone and everycomp in the path and then use the custom path to inherit the loot_table files
let me know what's ur opinion
question anyone know when 'Armor Statues [Forge & Fabric]' mod will be updated to 1.21.4?
yo
Im having an issue when trying to load both Baritone and PuzzlesLib (something related to Mixin injection?) on Forge 1.20.1, anyone having a similar issue?
Wait so you mean you're not the dev of the Mod or no longer support the Mod? Pardon me but I'm a bit confused about the answerπ
yes he isnt the developer of better combat
tho i will admit they have a similar profile picture
Thank you for verifying, but I don't see a project channel for him? Does he have his own or somewhere else on the server with a different name?
i sent the discord channel invite link through dms
Thank you
!logs
To better assist with fixing your issue, we will need some logs:
-
Curseforge -> Right click the modpack instance -> Open Folder.
-
ATLauncher -> Click 'Open Folder' on the modpack instance.
-
MultiMC -> Select your instace and click 'Instance Folder' on the right.
-
** For servers** -> Open the folder containing your server files.
To find the latest.log file, navigate to the 'logs' folder.
To find the hs_err_pid.log file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the 'crash-reports folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
vanilla also does that for e.g. standing torch & wall torch
as well as skulls and signs
does anyone have a user-made fix for the Baby Strider spawning issue in the Respawning Animals mod? it's an unpleasant bug on the server, since it will crash without a mass delete of all striders, but some of us want to farm adult striders for the My Nether's Delight resources
question anyone know when 'Armor Statues [Forge & Fabric]' mod will be updated to 1.21.4?
I took a look and saw it has dropsLike(block) . that should be the one that copy the lootTable, right? i'll check on my side
Doesn't seem to allow me to click out on 1.21? Is there a setting somewhere
How do you use the Imbue Table in Illager Invasion? I'm trying to use an enchanted book and a Hallowed Gem but I don't know what the item in the middle needs to be
there is not. in that case leave a report on github please: https://github.com/Fuzss/tradingpost/issues
you place any enchanted item there with the ench at max level (so same as the book)
e.g. diamond pick eff 5 with book eff 5 = diamond pick eff 6
unfortunately no :(
what mc version are you on?
I'm on 1.20.1!
Hi. How do I remove the display of these icons while playing on the server? They really bother me, but I'm playing with the Fabric version and I don't understand much about the setup code.
Hi. How do I remove the display of these icons while playing on the server? They really bother me, but I'm playing with the Fabric version and I don't understand much about the setup code. I set NONE in the display (it seems to be necessary), but nothing helped.
What exactly needs to be changed in the settings to make these icons disappear?
Sorry for ping, but i need your help with this problem
1.20.1 fabric
Please don't ping staff, he'll read it when he is available
Sorry
Hi! The Overflowing Bars mod has a visual bug when sharing an item in the chat (a feature added by Quark). Iβve posted the issue in more detail on GitHub.
Done, thanks!
with enchamant infsuer come to 1.21.4 or the 1.21 upates?
Does anyone know why the trading post is blank? MOD: Trading Post VS: 4.2.0 on 1.19.2
ok good news. I got it fixed.
turned out, the generated blocks are missing the lootTable file that Diagonal Fences can inherit from.
I had to fix some issues in Every Compat where the loot Table files are put in the wrong path. everycomp:loot_tables/block is the correct location, and one more fix for these generated blocks. all good now.
thanks for replying with the information I need to know.
I have a question about the bag of holding mod. I crafted the golden bag of holding but I am unable to open it. I can right click and there is an animation but no inventory screen pops up, nothing happens. What could be the cause? I am playing Fabulously Optimized and added some mods myself. I have played with these mods before and the bag of holding worked so I am not sure what is causing it to not open or do anything
set renderers.gui_renderer.renderer_type to NONE
!logs
To better assist with fixing your issue, we will need some logs:
-
Curseforge -> Right click the modpack instance -> Open Folder.
-
ATLauncher -> Click 'Open Folder' on the modpack instance.
-
MultiMC -> Select your instace and click 'Instance Folder' on the right.
-
** For servers** -> Open the folder containing your server files.
To find the latest.log file, navigate to the 'logs' folder.
To find the hs_err_pid.log file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the 'crash-reports folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
Big thanks you
Hey Fuz, I was wondering (will do a github suggestion if it is actually possible) is it possible for the Trading Posts mod, to be able to hold the item and shift click with it and be able to have a configuration for it that would control the radius of it? And to also be able to control multiple trading posts separately of each other? So a person could have say 5 trading posts in an area but be able to set the reach of them individually? Then one could maybe access a 10x10 area and another could maybe do a 15x15 area etc etc? Does that make sense?
sure i see what you mean. best to leave a github suggestion for it. thanks!
sword blocking for 1.19.2 pretty please
why can i not move my statue by 1 pixel or 4, on my server, its just rubberbanding back to the nearest half when i try to set it, is there is like config setting?
does it move after relogging?
turns out i didnt enable no gravity, after i enabled no gravity its stopped
With Slot Cycler, could you make it so that all 3 items in the row are visible, instead of only two and the hotbar one you're holding?
It is mildly annoying when I can't see all of them displayed.
It's so disorientating that I turned off the display and just do it from memory.
Great mod otherwise.
hello i would like some help with the thin air mod
i tried to use this as a datapack to make only players susceptible to thin air, but villagers are still dying of suffocation
im using kubejs toload the pack, thats why there is no pack.mcmeta file or something
not sure whats wrong, is the folder structure incorrect or something?
You forgot to add "replace": true to the tag list
so it's not replacing the default settings
got it, thanks a lot
Is there a reason for why the ModConfig class isn't bundled with the common module?
Hey fam, I looked around for an answer to this but couldn't find one, and this seems like the best place to ask it n_n It's very similar to bred's recently mentioned issue; playing with thin air v4.0.1 on forge 1.19.2 causes basically every mob to die in high and low altitudes, causing lag and big gameplay issues- I've seen fixes for newer versions that can help alleviate this but none for 1.19.2, or I'm too dumb to figure it out haha. Any way to make thin air mods affects a white list, or just make it only apply to the player on this version? I love this mod, rlly hoping I can get it working β€οΈ ty ty ty in advance
Also I appreciate any response alot regardless of helpfulness, I'm not expecting any help regarding an outdated version but doesnt hurt to ask n_n Happy holidays gang, meow
Question, I have a modpack with a bunch of mobs, im on 1.19.2 and I only want Thin air to affect the player, is there any way of doing that in the config file other then Blacklisting every single mob in my modpack? Love the mod but Its just one of those issues that I cant seem to get over
seems somebody already beat me to the question lol
Ahaha yup twinsie, same exact issue and version. Hopefully we get a response, but if I figure it out on my own(unlikely) I'll swing by and ping ya π
because it's not used on forge / neoforge. like when you use forge configs on neoforge and vice versa
and it's a config registration related class and since that's done on the mod loader specific side anyway I prefer to keep the class only there where it is actually used
appreciate it man π
Hey fuzs can you make a whitelist for 1.19.2 on your thin air mod? I only want to use it on players and not mobs
Hey I'm looking to raise the y level in the overworld from the current 125 to about 150 - 170 how would I do that, I tried doing it myself in config but it didn't seem to work
try editing the config when the game is not running
hey, how exactly does this config on golden age combat work? i see it also affects modded weapons, do you scale the damage off the attack speed multiplied by a certain value?
when using the respawning animals mod, is there a way to prevent them from spawning around my house/base? i like the way the mod works in the wilderness but constantly seeing sheep and cows walking around my builds is kind of annoying. maybe there's another mod that can do something to prevent this?
Fuzs has another mod that adds mega torches that can block passive or hostile mob spawns within an area
ohh I though that one was only for hostile mobs
well that's on me for not reading the description
thank you
Cheers, did some reading in here and jsut found out it was a visual bug
I currently reference ModConfig, ModConfig#getType, ModConfig#getSpec, ModConfig.Type#extension a fair bit in common code so having those classes available there would be pretty helpful
currently i'm just stubbing those methods and removing them at compile time from the jar but it's not a great solution π
it depends on the tool material, there is like a base value from that and thΓ©n every shovel is +1, pick is +2, axe +3 and so on
For resource pack overhaul how do I exactly configure the resource packs?
hey fuz! On a combination of Diagonal Walls and More Slabs, Stairs, and Walls, I get thousands of these warnings on boot. The game plays fine and this mod even seems to work with Diagonal Walls, but the thousands of warnings seem to add a huge amount of loading time on boot. Got any insights?
[21:12:29] [Worker-Main-28/WARN]: Unable to bake model: 'diagonalwalls:more_slabs_stairs_and_walls/orange_stained_glass_wall#west=false,waterlogged=false,north_east=true,east=true,north=true,south_east=true,south_west=true,south=true,north_west=false,up=false': java.lang.RuntimeException: Unknown value 'low' for property 'east' on 'Block{diagonalwalls:more_slabs_stairs_and_walls/orange_stained_glass_wall}' in 'low'
[21:12:29] [Worker-Main-28/WARN]: Unable to bake model: 'diagonalwalls:more_slabs_stairs_and_walls/ice_wall#west=false,waterlogged=true,north_east=true,east=false,north=true,south_east=false,south_west=true,south=false,north_west=false,up=false': java.lang.RuntimeException: Unknown value 'low' for property 'east' on 'Block{diagonalwalls:more_slabs_stairs_and_walls/ice_wall}' in 'low'
[21:12:29] [Worker-Main-28/WARN]: Unable to bake model: 'diagonalwalls:more_slabs_stairs_and_walls/lime_stained_glass_wall#west=true,waterlogged=true,north_east=true,east=false,north=false,south_east=true,south_west=true,south=true,north_west=true,up=false': java.lang.RuntimeException: Unknown value 'low' for property 'east' on 'Block{diagonalwalls:more_slabs_stairs_and_walls/lime_stained_glass_wall}' in 'low'
It looks like it's specifically glass walls that are being affected, by the way
what mc + mod version is this?
interesting approach haha
i think i do want to keep ModConfig on fabric only though since it is not the ModConfig class that will be used on forge / neo
but what you can do is use the fabric distribution for common as well (replacing the current common distribution). since it only has to compile it works perfectly fine for that. I did that myself before I provided a proper common distribution
i'm using mdg in common so i'm not sure if i can get it to properly remap the fabric jar π
Hey so i'm using the modrinth app to play with the genuine modpack and i'm using Easy shulker boxes. my girlfriend uses the same modpack and no differing mods, she can see whats in it when she hovers over it, but i cant: whether i hold shift or control or alt or anything else i can think of. is there anything i can do to fix this?
oh and we're playing on 1.20.1
go in a singleplayer world first (just open in it and close it again), then connect to the server. does it work now?
ah that's unfortunate yeah
i already tried that, but then i reinstalled the mod and it still didnt work- and then i just relaunched the game and it suddenly worked
so
idk what could have possibly helped but thank you for answeing lol
Hey Fuzs, i use your metal bundles mod and I have a suggestion, I think you should make it so netherrite bundles dont burn in lava, just like netherrite armor and tools dont.
Great idea, added in the latest 1.21.3 version.
HI, i cant find the recipe for the nether chest from the nether chested mod. does anyone know the recipe?
is there any way to move the overflowing bars to the left/right or even better further above than they are by default? since i use mods that add more bars and the overflowing ones of the armor get hidden
show a screenshot
i lowered the thirst one to show that the overflowing bars are there, simply hidden from others and i'm not sure whether i can move the bar at the right, which is why i'm trying to move the overflowing ones now
it'd be like this normally
hey Fuzs, will you consider GitHub Sponsor as an option for donations? From my research they don't take any fee, which isn't the case of patreon and paypal which can take an important part of the donation amount. Sadly, it only supports $USD so if your bank isn't good then you'll have some fees, but I personally have cards that allow me to spend in any currency without any fee, so it could be interesting to cut those fees down!
It also gives an easier way to support you (I often look at commits to check if any work is being done, and for who to donate to). Your patreon isn't linked on your modrinth pages for example, and some links are dead.
Would also be nice if you could link an easier way to contact you, like an email for example? I don't have X and I had to join this server to reach you
(pls ping when you answer)
(source: https://docs.github.com/en/sponsors/getting-started-with-github-sponsors/about-github-sponsors
GitHub Sponsors does not charge any fees for sponsorships from personal accounts, so 100% of these sponsorships go to the sponsored developer or organization
(also no credit card fees it seems))
Marauders that are patrol captains do not drop the ominous bottles in 1.21.1. Submitted this as an issue in GitHub: https://github.com/Fuzss/illagerinvasion/issues/67
is there any way to make easy shulkers compatible with sophisticated backpacks?
Hi Fuz π when you have time can you check my PR pls
Hey guys, is there a port for Straw Statues in 1.21.4 (fabric) ?
no they don't work like normal containers, don't have time to adapt their unique system
you can't move overflowing bars, only toughness. there is a config option though for offsetting a row up or down
hey that's very sweet of you thanks!
discord is the ideal place to contact me, you can also send dms if you want!
i was considering adding kofi as an option in favor of patreon, as it also allows for once time donations
how would that work for you?
Ok thanks π and is it planned to have the 1.21.4 version?
No problem
thanks for making good mods
I mean I can donate wherever you want, frankly patreon isn't a problem for me, it's just to lower the fees so you can get more π
not a fan of kofi as it kind of leaks donator's names afaik
I forgot that GitHub also charges VAT so that's 20% less income π
Things like liberapay have the lowest fees in that case, but you have to setup your stripe/paypal account & all
If you'd rather have me donate on patreon, i'll do it
It's not a big amount too so π€· don't think too much about it π
oh i see, ty
yes
i'll look into it at some point, but for now patreon is probably the best option as it's already setup. and thank you!
patreon being patreon
Their useless support is asking too many things, ~~I just figured out by creating multiple accounts they instantly banned me because of my email domain π ~~
Nevermind, new account got banned again, it's probably because of the VPN, fuck them 
No worries, I'll make it, eventually 
I belive this is the right channel for help with this spesific mod
so only the creative lasso works on the kobolds from this mod
I have tried, hostile, diamond, aquatic, and villager but they do not work
can I change this in the config or something?
Hey i want to add simply weapons to the sword blocking mechanics, how would i add a tag to a item cant seem to figure it out
It's done via Datapack
Yeah there are youtube tutorials
Once you've got a datapack set up, you can follow the directions on the mod's github to find out what to put into it
alright thanks
Hi there
Im struggling with the format of
Resource Pack Overrides
For using more than 1 custom group,
The first group works fine but the 2nd is comepletely ignored,
I have messed around for a while with re ordering and nesting them seperately but i can only get the first defined group and variabled to work
https://paste.gg/p/anonymous/91449f681f95442f9592388f97cf3132
Will there be 1.20.1 forge for forge config api port??
no there is no point. it is already built into forge
only preventing mobs from being captured is supported atm, but feel free to leave a suggestion on github
then
i used to play in a server
with my friends with that uh infuser mod
it was like
a painting
and it randomly broke
which was rlly annoying
hmm, that looks correct to me. not sure what's going wrong..
can u help
hjey. will enchanting infuser come to neoforge 1.21.1 at some point?
use this for now: https://modrinth.com/mod/dark-enchanting
its not on curseforge. i need something like that for my modpack and i dont use modrinth
nvm found it. it is on there π
but only for 1.21 ... cant isntall it into my modpack for 1.21.1
hello! I'm a big fan of mindful darkness, I can't play the game without it π is there any way it'll be updated to 1.21.4 anytime soon!? Thank you so much!
not soon no :(
Ok so then why canβt I lasso kobolds
Unless i use the creative lasso
they are simply not validated by the built-in filters
a manual override list would be ideal to solve that
Ok that sounds like a pretty big issue can you add the ability to do overrides to the 1.20.1 version of the mod?
leave a suggestion on github. the mod is not a priority though
That's alright! thank you!
is there a way to disable the normal enchanting table overhaul in enchanting infuser I looked in the configs and could'nt find anything
it is unchanged. you probably have easy magic installed. and in that case look at the common config
I dont
Yes i installed fuz enchantments infuser and its telling me it isnt compatible with amethyst infuser but then it says both are compatible with the versions they are but to replace enchantemnt infuser for comnpatibility with amethyst magic stuff or infusements
can anyone help on what i should do about this
Remove one of the two mods?
sow remove fuzes enchantments mod cause its already integrated in the amethyst enchantments mod ?
If it is already integrated, then yes I suppose?
well i dont now about it but only one way to find out cause if its asking for compatibility it means its still not integrated in fuzes enchantments mod ?
Sometimes when two things modify the same thing, you've just got to pick one approach
They may do completely different things
ok
Ok remove the amethyst enchantments one but i now cant launch minecraft cause got error code -1
Uploaded crash-2025-01-06_17.48.01-client.txt from @remote oracle to mclogs: https://mclo.gs/YyjEaCj
Uploaded latest.log from @remote oracle to mclogs: https://mclo.gs/DMBnl48
These issues seem unrelated to Enchanting Infuser.
It mentions a lot of other mods though, there's something wrong with the way you've gone about putting your pack together
Well i just added infuser mod and the amethyst infusing one I removed the amethyst one but now it wonβt launch cause of certain mod clashing with something
The only thing for it is to use the process of elimination to narrow down out which mod is causing the issue.
If you read the mclogs link it will hilight some mods you might want to try disabling first.
Okay Iβll look at the mclogs
Hi. If I have EasyMagic on my client but not on the server will it still work? Or do I need to have the server easymagic as well? Thanks
To add up what I said.
If I need to have EasyMagic in the server, yet the server is only for plugins. Are there any ways for me (and the other people in the server) to see the enchantment names in the enchanting table?
If anything, I dont mind not having the reroll and the floating display of the items. I just want to have the ability to see what enchantments that our gear are gonna get in the enchanting table.
Thanks again.
must be installed on client&server
has been added in 1.21.3+
Is there anyway to change the hp of mutant monsters? can't seem to configure it through mod menu and configure
try shift + right clicking it
Alright
o
Yeah that worked
Why isen't it without a pillar from the start
it's for stability reasons due to adding more blockstates
np!
look for another mod that allows changing mob attributes
probably not
sure thing thank you
when is support for 1.21.4 on golden age combat coming
I'm investigating some high memory usage on TNP Limitless 8 and there are some coming from Puzzles Lib, is there any way to optimize that?
Those jsons from blockStateModelLoader really need to be loaded full time?
Thanks
this is 1.21.1 is suppose?
yeah
can i send you a private build for testing?
ofc
i simply removed caching the top level model locations as you suggested, it should be fine. will upload when you can confirm that it makes a difference
what about the jsons? those are the biggest offender, unless you need them to generate models at runtime
there were no jsons stored, just a bunch of ModelResourceLocation instances. i guess with many mods there can be so many that it actually does consume quite a bit of memory as you pointed out.
but those do not need to be cached, it's enough to generate them each time ModelEvent$ModifyBakingResult fires which happens on every resource reload for every event listener, but that should be ok
the TOP_LEVEL stuff is gone
yes there are, many jsons
123548 jsons
30887*
this is holding a lot of jsons
looks like you hold that because of ModernFix Dynamic Resources, right?
I will check with Embeddt
yeah just checked with him, it is only for Dynamic Resources.
are you going to clear that static field if dyn res is not available?
I do that with Athena
https://github.com/pietro-lopes/AllTheLeaks/blob/8e322dee40c59f64e3c91c5755daf6e50a0e2f72/src/main/java/dev/uncandango/alltheleaks/leaks/client/mods/athena/UntrackedIssue001.java#L9-L14
ah missed the other line π
i might actually be able to discard the static field after model loading since that should be the only time when the event runs. will do some testing
you need for mordernfix, only when dyn resources feature is on on their side
exact same happens with Athena loader
I'm currently running Fabric 1.21 with Visual Workbench, Every Compat, More Crafting Tables, & Biomes O' Plenty. After I added Visual Workbench, it does work for my Biomes O' Plenty crafting tables! But, when I try to break them, they drop nothing and the axe is no longer the effective tool. I noticed that, for example, the fir crafting table item is everycomp:lolmct/biomesoplenty/fir_crafting_table and the block ID in F3 is visualworkbench:everycomp/lolmct/biomesoplenty/fir_crafting_table. Not sure if that has implications on my issue. Not sure if there's a workaround or something I could do to fix this. Maybe with a custom datapack?
there is an issue with every compat, not sure what to do about it. crafting tables from more crafting tables work fine.
there is a block tag (visualworkbench:unaltered_workbenches) that you can use to prevent every compat workbenches from being affected
Hi @tribal crater! From your mod Mutant Monsters, what is the function of the Mutant Skeleton Ribcage and Skull? I can't seem to figure it out.
are you able knockback players with swordblockingmechanics' parry? (i tested and i couldnt so i wanted to know if its even in the mod or if theres an incompat)
it's armor!
I'm not sure i added that, maybe try the mod on it's own..
Can you try this? Wrapping the BlockStateModelLoader instance in a WeakReference might just do the trick, since either vanilla or ModernFix will still be strongly referencing the instance while my model loading events are called.
oh nice, let me try
works great π
Hey fuzs, have you ever considered making a fourth Magnum Touch so people can use it for other mods, primarily?
it should be good enough to reconfigure the existing ones, most people aren't that interested in the functionality of emerald and amethyst
awesome, will do some more testing on my own to really make sure this doesn't completely break diagonal fences haha
Haha, okay, maybe I haven't properly phrased my question. The Leggings and Boots of the armor set grant Speed and Jump Boost. Do the helmet and chestplate have any effect?
Hi, I'm new here and I have a question about a mod called Mob Lasso
go ahead
Ok, so with the Emerald Lasso for the villagers. When it says if the contract doesn't work and tells me to lvl up. Does it mean to lvl the Villagers trades up?
It wasn't to clear when it mentioned that
So I wasn't sure if it meant the villager trades or for me to lvl myself up some how?
i think they give quick draw a multishot for bows respectively
yeah the villager
oh ok, thank you for answering my question
Awesome! TYSM!
Myyyyyyyyy question here is
- when 1.19.2 (most common version for 1.19) for Illager Invasion
Hmm, the Leaves Be Gone mod doesn't seem to fully work for me on 1.21.1 Fabric, albeit with a bunch of mods, but that none should be changing trees/leaves. Right now it seems to only work on Cherry trees, but the rest seem untouched (decay slow). I can't see any errors in the server log either.
They all have the #minecraft:leaves tag. ignore_other_leave_types is set to false.
How would I go about collecting the necessary info for debugging?
more isolated tests would be ideal, meaning what mods you need to reproduce the issue
Hmm. I'm pretty sure I narrowed it down to SnowyLeavesPlus
hey, could i get an example of how a datapack to add modded swords to sword blocking mechanics should look like? i dont usually make datapacks so im kinda confused with that
I can send you a blank datapack if you'd like, from there there's an example on the mod's github.
You need to copy in the .json file and it's filepath, both are shown on the github
can you give me the file path example
\data\swordblockingmechanics\tags\items\can_perform_sword_blocking.json
in "can_perform_sword_blocking.json":
"values": [
"#minecraft:swords",
"basicweapons:wooden_dagger",
"basicweapons:wooden_hammer",
...
"supplementaries:wrench"
]
}```
this is what i have, is it correct?
@robust delta :)
Yeah looks good, apart from the random ... in the middle
that was just representing there were more entries in between
whatever
Ah, yeah it's fine then
ill test it
I hoped that was the case, but I've learned not to take anything for granted when helping people
haha i get you
where can i find if i can use the diagonal glass and fences in a public mod pack
is enchanting infuser from here? i need a 1.21.1 version if this is possible?
it's not available mate. use this for now: https://modrinth.com/mod/dark-enchanting
as long as the pack is on curseforge or modrinth you can, otherwise not
ok i see now thank you very much have a great day
Hello, is the "get-support" channel suitable for asking a question for a Fuzs mod?
ah i remember that. i had it marked as incompatible, might have gotten lost though through ports.
I can highly recommend replacing that mod with this one: https://modrinth.com/mod/visual-snowy-leaves
this is much better as it is only required on the client, the implementation of snowyleavesplus isn't very good unfortunately (they add a new block state for the snow which is not a good way to go about implementing that feature)
Uh it's my first time in this Discord but i saw that the get-support channel talks about crashes, im not encountering any crashes, but instead a probable bug between mods i think
alright thank you !
You can also ask here, what's the problem?
So, im using the Enchanting Infuser, but im having trouble with the list of Enchants, now i don't know if there are other enchants of other mods that are having the same thing, but with Mc Dungeons Weapons, some of the enchantments are not showing up in the list of the Enchanting Infusers
for example, using the Advanced one, i can remove Poison Cloud from a weapon that it has by standard, but i can't find and obviously remove Void Strike from another weapon that it has the enchantment by standard
i already talked a bit with the creator of the Mcdw mod, and he said it's probably something with the Enchanting infuser mod, cause some enchantments are showing up, and some are not
@robust delta hey, you were helping me before, so i did the way i showed and enabled the datapack and still cant block
you can see that i even showed this one in here
Ok, so does it work on any of the other weapons you added?
works on the previous weapons (the ones with the vanilla swords tag), but not in any of the new ones it seems
Ok, can you check that the Datapack is loaded?
its enabled 100%, just checked /datapack list
Ok
do youwant me to send the zip to see if i fucked something up in it
Sure, though I won't be able to check it until tomorrow
okay ill make a video then
if i made for example a typo on one of the entries, would it break?
that must be it then
So one thing that looks off is the entries with multiple : in them
Yeah
does anyone have updates on the compatibility between Illager Invasion and Drodi's Illager?
what should be compatible?
wasnt answered, so im asking again since its normal to try again
- when will Illager Invasion be on 1.19 (or different 1.19 versions like 1.19.2)
Provoker and some other models have visual glitches when using the mod along with Drodi's Illager Resource Pack (not the Fresh Animations' Add-On version, but I think that this also happens with it, and also with the base Fresh Animations, which I'm not using)
I'm not certain on which end is the fault on, just that this happens when combined
I tested on Fabric, 1.21.1, which hasn't received the latest updates for Illager's Invasion
I've found this message about it
question anyone know when 'Armor Statues [Forge & Fabric]' mod will be updated to 1.21.4?
there are no plans
this should be fixed in 1.21.3+, but don't have the time to look into it for <=1.21.1
then, the curseforge page for the apperantly "1.19.2 being worked by dev name" should be removed if there is nothing going to change with it
if theres no 1.19.2 then why would this be mentioned
This is referring to "Illager Expansion" which could be another mod, predecessor to Illagers Invasion
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah
whoops
mb mb
You could try to search for Illager Expansion, it could be available for <=1.19.2
anyone know when 'Armor Statues [Forge & Fabric]' mod will be updated to 1.21.4?
Aight just joined love the mod. Simple question anyone else already made a data pack so that you can recut all the blocks into the rest of them/back to the vanilla block?
Context: I noticed create did this and it was a really nice feature... and it bothered me this mod did not do that... So I did it
am i able to suggest ideas for your mods here? if so
can you add configurable enchantments for Sword Blocking Mechanics to lengthen the parry window? thx
I am having issues repairing items with easy anvils mod installed. It was fine until I repaired the item too much and I believe i reached the too expensive mark but I did not see the text. I am on a solo world so any help would be appreciated. Thank you.
please leave suggestions on github: https://github.com/Fuzss/swordblockingmechanics/issues
what item what mods etc.
when will 'Armor Statues [Forge & Fabric]' mod will be updated to 1.21.4?
!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.
Fixed. World just got corrupted. Tried it in a new world with no issue. Thanks for the response!
i have diagonal walls installed in my curse forge modpack but its not working like at all
do you have another block which affects the blockstates of walls installed? e.g. immersive weathering
oohh yeah that would do it lol sorry
very new to modding and it some times confuses me lol
This is a common problem that people have, don't sweat it
is easy magic for 1.21.4 available yet?
or does anyone have a mod that shows the enchants ur getting befiore u click?
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.
on the off chance... has anyone made programmer art for mutant monsters? i wanna use it in my nostalgia modpack (ping on answer/reply)
Woops
Is there any chance that in the next sword blocking mechanics update, a separate keybind for parrying will be added?
The diagonal fences page says it supports Mr. Crayfish's Furniture mod, but they don't connect. Is it specifically for the legacy version rather than refurbished?
i guess just the legacy version in that case. not familiar with refurbished
i don't think so
would it be to complicated?
Experiencing a bug with Easy Anvils.
When you rename an item in the anvil and shift click it into your inventory, it disappears. It doesn't disappear if you enchant it or if you're both enchanting and renaming it. I've tested this bug with shulker boxes, banner patterns and both enchanted and non-enchanted armor.
I'm experiencing this bug on Fabric 1.21.3. I'm also playing multiplayer with essential mod if that's relevant.
Hi, I was wondering how much feature overlap thereβd be between Overloaded Armor Bar and Overflowing Bars, and whether theyβd work well at all together or be incompatible
https://www.curseforge.com/minecraft/mc-mods/overloaded-armor-bar
https://www.curseforge.com/minecraft/mc-mods/overflowing-bars
On second inspection, it seems overloaded armour barβs functionality is built into overflowing bars
it's just not a priority
ahh alr, well if you're ever bored and happen to think of the mod, could you potentially think about it plz?
Fixed π
Sorry if i ask you directly but can i explain a bug that im having between Enchanting Infuser and another mod?
I already made a post in modded discussion but for now i didn't get any response, i would atleast like to make the bug known since the 2 mods are pretty good together and in general
when will puzzlelib update to 1.21.4?
helloo, did you find an answer?
didn't see any answer I think, or maybe i'm blind sorry if an answer was given below
!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.
this should be fixed by updating forge config api port to the latest version
you can ask in this channel
i already did some days ago but got no reply
link?
i think my mod is bugged because my creeper minion refuses to attack anything, and spider pig refuses to attack it. is there a way to fix this? i'm specifically using chocolate edition if that matters
try to configure the minion with the minion tracker
i did, i've tested with blocks exploding and not exploding, at different hp amounts, and with both continuous and one-time explosions
ideally record a video showing the issue
uh i don't know if i can "link" it to you, but i made a post in #1061339968691257466, it's named "Enchantments Issue between Enchanting Infuser and McDw"
sorry for the late reply, i got this video where it decided to explode once and i have no idea how i triggered it, and it didn't tame spider-pig
yeah there are some quirks with mcdw, don't really have the time to look into that atm
k i see. what mc version and mod loader is this?
mc 1.19.2, curseforge modloader
i see, well, i hope one day it will be fixed, ty for the response
is there an option to force pixel-perfect font for nether chest GUI? (Forge 1.20.1)
It looks horrible if stacks has 100 or more items
that's an issue with your display resolution mate
not sure if I can make this question here but for some reason I cant see that the visual workbench mod is work? im assuming there is a conflict with inventory profiles next mod?
its even worse on the modpage
"80" is perfectly scaled but 2 in "512"...
look at the workbench in F3 to get the id. it should be visualworkbench:minecraft/crafting_table
huh i guess it doesnt work with different woods from oh the biomes we've gone
hmm i cheated a regular crafting table it doesnt say it either.
BUT the mod works
so its just the modded versions of the crafting table
Just curious if you have had anyone asking about compatability with Cobblemon and getting Magnum Torches to work with thier mobs...?
I've tried putting their type in the blacklist and it doesn't work so maybe i'm missing something...
Cobblemon people say it's possibly because how pokemon spawn and they aren't like normal mobs. But I thought I would ask to see if there was a work around you are aware of or of any other solution that has been found in the past
i apologize for the ping, but did you find out how to fix the creepers?
ah you're on 1.20 i see. check this
not working on mutant monsters atm
ohhh alright alright i was just hoping there was some way i could fix it in-game or smth
thank you anyways!
hmm i think that's been brought up before..
try including CREATURE in the mob types, from glancing at the cobblemon code they seem to be using that
otherwise maybe try the torchmaster mod, it is similar and might work
K, I'll give it w whirl. Can magnum torches block spawns by nbt tags?
no
Just Utilities is what is trying to modify an unmodifyable map and crashing the game. Please report to them.
Also I won't look into this any further since Just Utilities is ARR and closed source.
Seems to me though that the vanilla ItemBlockRenderTypes class is being loaded by me earlier than Just Utilities is expecting.
okey, thanks
Yo fuzz I know you barley updated Enchanting Infuser not to long ago but when is it gonna be in the new update
Fuzs, I wanted to know why my game doesn't recognize the enchanting infuser, when I go to the mod menu, the mod doesn't appear, and when I go to play in a world, I try to make the new enchantment table, but for some reason nothing happens, what could it be?
1.21.3 should happen pretty soon, 1.21.4 still like a month away maybe
you didn't install it correctly then. maybe wrong mod loader version
Hey, Fuzs! I'm currently having an issue with Enchantment Infuser, I've got all of the required dependencies, including the option Forge Config Screens. Using Fabric 0.16.10 on v 1.20.1. Here's the crash log: https://mclo.gs/urZaUnf
I'm assuming it's a conflict or I have a potential version mismatch with the deps, but I'm not sure 
Ooh actually it might be a problem with Tax Free Levels:
Caused by: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException: Critical injection failure: @ModifyArg annotation on taxfreelevels$flattenRepairCost could not find any targets matching 'processEnchantingCost' or 'Lfuzs/enchantinginfuser/world/inventory/InfuserMenu;lambda$clickRepairButton$2(Lnet/minecraft/class_1657;Lnet/minecraft/class_1937;Lnet/minecraft/class_2338;)V' in fuzs/enchantinginfuser/world/inventory/InfuserMenu. Using refmap TaxFreeLevels-fabric-refmap.json [INJECT_PREPARE Applicator Phase -> taxfreelevels-fabric.mixins.json:EnchantingInfuserMixin from mod taxfreelevels
Oh well nice good to see that you are back on the enchanted mod
That would make sense given they both modify the cost of enchantments 
Yah no longer crashing after disabling Tax Free Levels
https://modrinth.com/mod/tax-free-levels
compatible with Enchanting Infuser
<.<
I also see that you made a GH issue against Tax Free Levels: https://github.com/Fourmisain/TaxFreeLevels/issues/36
May be that the fix was only for 1.21.x
Enchanting Infuser has just been updated to 1.21.1 and has changed quite a lot internally, so your integration is broken. See: Fuzss/enchantinginfuser#110
I'll open a new issue
Reverting to the previous version of Tax Free Levels (1.4.4) resolved the issue, so I assume the fix for 1.21.x borked the integration
Oh sorry bro, I'm so dumb, I had put the forge version in the files, even though I play on fabric, sorry man
The issue is, this map should not be unmodifiable.
It's a normal HashMap in vanilla MC
(Btw, hi JustUtilities dev here)
The load order also shouldn't matter as I am just accessing the map and trying to add my blocks to the list.
But for some reason the map is unmodifieable at this point, idk whether it's coming from any of your mods.
(I have no reason to assume that this would be the case, I expect that some other mod does this)
Hi, is there a trick or way to manipulate blocks that intercept with right click? Using ender's hand that also uses right click.
ideally get a mixin export for ItemBlockRenderTypes from whoever reported the original issue
https://wiki.fabricmc.net/tutorial:mixin_export
or using Fabric Api's BlockRenderLayerMap might also help
!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.
Is Universal Enchants supposed to generate the config file structure at: https://github.com/Fuzss/universalenchants
or are we supposed to make these files ourselves? I can see it generated the server config but not the one I linked
hey guys, i have the Stylish Effect mod GUI set to NONE but its still showing up on my GUI, is there any way i can fix this?
1.20.1 forge version
edit: got it worked by downgrading
^ setting inventory gui to none works for inventory but gui doesnt somehow
from what version to what version did you downgrade?
and ideally report this on github with screenshots: https://github.com/Fuzss/stylisheffects/issues
the readme is outdated, i added a new section for 1.21+
ideally check the mod jar if you want to see how the tags are used
Yeah, its just that I already created enchantment datapacks, but when I added Universal Enchants, it added more compatibility for enchantments like sharpness with smite or protection with blast protection and saw no config for it
but I will edit my datapack to override your tags instead, its fine
with "replace": true
I will miss the feature where Universal Enchants automatically generates the enchantment config for you, including the modded ones
Good Morning Fuzs! First of all thank you for the hang glider mod. Its been awesome. I had a question though. I was wondering if there was a way to prevent the glider from activating when jumping up one block and only activate when falling? I looked in the config and didnt see anything in regards to activation fall distance.
Hey, thank you! Well don't have it deployed all the time. It's not designed to be permanently on.
lol fair enough. thank you!
Hey Fuzs, lets say that all the protection enchantments are mutually exclusive to each other. Is there a way to make it (with datapacks or Universal Enchants) so you can only get 2 from the mutually exclusive list? Like you can choose to get fire protection and blast protection but no longer pick other protections because you can only pick 2.
that would only be possibly in code
Overflowing Bars and Colorful hearts used to work together for a bit on 1.20.1 but i cant get them to work on 1.21.1 anymore. Does anyone know what to do?
im using forge 1.20.1 47.3.22, i am using a bunch of mods but that doesnt matter, im using my own modpack, i havent had any crash. This is simply a support question about adding itemtags to the swordblockingmechanics mod? im not able to find any info on this in this discord. pleasse guide me to there if there is a spot please. otherwise can someone help guide me on how to add an item tag to certain other weapons persay as i have other modded weapons in my mods and i want them to have the swordblockingmechanics too. Thanks so much guys and for having this server.
It's done via Datapack, the guide for what to put into a datapack is on the Github
thanks so mjuch im sorry i missed that
general question - is Combat Nouveau compatible with Tinkers Construct weapons?
-checked - appears to be the case, tested on 1.20.1 with a bunch of tinkers weapons-
i wasnt able to find the guide but do i go to the github i have the downloaded 1.20.1 file and i go into the item tags area and i cant open it. am i supposed to upload to something like mcreator and add the item tags or am i able to do it all from my desktop simply?
maybe you can show me the guide area?
do i make a datapack like this and just put it in my servers datapack area?
Yes
quick question as im new to datapack making i downloaded a template and it looks like this in my file explorer. does this look right? datapacktemplate-data-templates-tags-items? or do i put the text in the pack.mcmeta because im not sure where to put this text
this is what i use, instead of adding the items to the sword blocking mech tag i added them to the minecraft:swords tag, it does the same thing pretty much
you cant just use this datapack without changing anything btw, invalid entries will make the datapack just not function
you have to edit the .json with your own items
but yea you can use it as template
right so i can add my stuff like for example vampirism:stake etc?
not that a stake i want to block but for ecample
It is a Datapack, but you should delete the "template" folder within it and add in the filepath suggested in the message you replied to
so i can use either or? π
i think ill stick with tigers method if i can
this is so great thanks guys
im working on my own server π
and i love ur mod
its like chivalry
Well, adding items to the minecraft:swords tag will make them block, but adding items to it that are not actually swords may cause unintended behaviour elsewhere
right what do you think about spears or stuff like halberds would it work?
is that what you mean?
do you consider those swords? if yes, go for it
mmm not really but i would like them to block see im going to lower their dmg or something to compensate so its not op
i have a bunch of mods to let me customize like even crafttweaker i love a lot
or property modifier
then use the other method that mekka was explaining ig
It would work but I wouldn't recommend it as it may cause them to do other things which are intended for swords
so a no go in general?
im fine with it i think swords only makes sense too
i was seeing my options tho :3
If you add them the intended way then you can make them block with no side effects
mmm i see let me work on that ill get back to yo guys thanks a lot
Make this filepath in your datapack:
\data\swordblockingmechanics\tags\items\can_perform_sword_blocking.json
Then find the can_perform_sword_blocking.json file on the GitHub and copy it over
Then edit the item IDs of the weapons you want into that
so can i clarify u are saying the filepath are folders right? so make the folders in that order within each other and named those specific names and then at the last folder in items, i will put the modified json file? π
Yes
You don't actually have to zip
oh ok so it can be a series of folders then? i didnt know that
Yeah, people just zip it to reduce the download size
i see isee thank you for simplifing it to me. i am so new to mods i thank you
You're welcome!
so some of them are working but i dont see the animation for the blocking which is fine but at least i see when i blocking that it is working because im not taking damage from this zombie lets say when blocking
does it look correct the way i set it up?
i see greyed out areas does that mean its not working in those areas?
You need to put a comma after each id except the last one in the list
damn it mb i should have noticed that
The grey one has the wrong sort of quotes around it
btw the animation of it moving worked but the thing where it shows the blocking cooldown thing is what i meant but one sec i apprecitae it
let me change that
I'm surprised it's even animating tbh
and it was low key working but only some
super funny xd
Some of these probably already have the sword tag, such as the shortsword
So those should work without a datapack
But the halberds shouldn't work yet
bro u guys are the best
id send u screenshots but its basically just working but no animation for the cooldown but i dont mind its still working the players will learn how to block :3
i dont even think the cooldown thing is necessary if ur playing hardcore but i appreciate that nice touch u guys did
also i want to really thank you guys u have made minecraft better with combat mechanics
like i use better combat (dark and darker combat) and this mod and it makes it similar to chivlary now
how about a funny pic before i go? im using the weaponmaster (hotbar displayed on your body ) mod XD
thanks so much for your help
and thank you so much
Ahh, better combat is probably what's causing the animation to fail
And you're welcome!
maybe it works tho just not the gui thing cooldown its fine tho i love u guys and this mod cya around
Hello ! I want to use Sword Blocking Mechanics, but it doesn't work on servers. Is it normal ?
It needs to be installed on the server as well to work there
oh... ok ty
what do u mean it doesnt work? this isnt a good description. like u think it doesnt work on servers? it does for mine. it is a server side and client side mod. the question isnt clear are you asking why its not working for your server? this could be because some mods are not letting it work, does it load up eeeven or does it crash? does it load up and have issues? this is why u must explain yourself clearly
its well known to work on servers, so your question is not very good, ask it differently
Relax, they just thought they could use it on servers that don't have the mod installed on them
Hi! I wanted to know if the ''Easy Magic'' reroll is not available for Minecraft Forge 1.18.2, I see the other features of the mod but the reroll button is not available
you can click the rendered book in the gui for the same effect. it might have to be enabled in the config though
Is the Enchanting Infuser on 1.21.1 Neoforge Broken? Or Incomplete? there is a lot of configs missing and i can't find a huge amount of enchants (same enchants from the same mods from a older version 1.20.1). Even the Deepshelf of Arcane Treasures does nothing. is the mod currently a Beta or Broken ? since a lot of configs is missing and it does not show a lot of modded enchants. Also it seems Universal Enchants is not working either it simply does not generate the configs related.
The deepshelf isn't even from the same mod
Additional health bars cause the armor bar (from detailed armor bar mod) to show up a row higher than It should.
And when the compatibility option is turned on, the golden hearts show on armor.
Same problem as this report from github
https://github.com/RedLime/DetailArmorBar/issues/61
Latest version of colorful hearts has removed the ability to display absorption hearts in the same row as normal hearts,causes the compatibility mode to overlap with the absorption hearts, or the d...
but it has a apotheosis compat somewhat, and it's the only thing i could try to make the treasure enchants appear since the config seems broken or unfinished porting to 1.21.1
because i had looked on the issue on justutils, i had looked on mixin debug, and allways it has crashed with owo lib, had now looked again on it, becaust i thougt, that could not be the reason, but it is,
i think just utils is not the issuer on this side,
https://gnomebot.dev/paste/mclogs/bICKbhh in stacktrace, with class_310 there is allways owo, but withmixin debug, there is not just utils and puzzleslib,
@robust delta would ping fuzs, but bot says no π
and the rules say you shouldn't be pinging me either
Just wait for Fuzs to respond in his own time
in the message from the bot, there is written, to check with helpers, is okey, i know, it is only to look, because we had written before
enchantment have completely changed in 1.21 vanilla and therefore both mods have been rewritten from the ground up
You can find a brief guide to Universal Enchants on 1.21+ here: https://github.com/Fuzss/universalenchants/blob/main/README.md#configuration-121
For Enchanting Infuser please check the changelog for the 1.21 version. Many config options have been condensed into one enchantment tag per infuser. There is no functionality lost, you can still enable treasure enchantments through that.
Fabric unfortunately lacks an API for that (NeoForge has one), so this is up to the dev of DetailArmorBar to implement as custom compat
as was said before, justutils is the mod trying to modify an unmodifiable map. you have to work with them to fix that
and I'm really not interested in debug a closed source project. if there is anything I should change on my end though I'm open to suggestions
Okey, π no problem,
is there a mod to add tags for every item? or only 1 by 1, and how do i find modded enchants and add tags to them? do i use a command on creative? create a new config with the tags and enchants?
F3+h to find out what the tags of items.
the id for the modded enchant is what you need to type to apply the enchant with the /enchant command
is that how to add the tags for the enchant infuser ?
no, this is just how you find what the enchantment ids to add to the tags are for modded enchants
i have a lot of modded enchants, can kubejs just add the two tags to every item including non enchants ? without going 1 by 1 ? since the config changed there is no way for an idiot like me to add stuff without configs, last time i spent 3 weeks trying to add a custom soil with datapacks for 1.20.1 botany pot without ever working, so i'm trying to find a way to just add the two tags to every item including tools
is there a easy non datapack way to add tags ? or with configs ?
No, you aren't adding a tag onto the item itself, you're adding the item to a tag list
let me check the enchant infuser github
Can't tell tbh, wait for Fuzs to explain, sorry
im sorry i was a bit frustrated
it wasnt right of me
Ahh, thanks, I took a wrong turn in the folders
There is no need to add individual enchantments. The vanilla tags should be fine to use, so if treasure enchants should be included add that tag and so on:
https://minecraft.wiki/w/Tag#Enchantment_tags
And a neat trick specifically for treasure enchantments: If I remember correctly that tag includes curses. If you don't want those but everything else you can separately remove the curses tag again after adding all treasure, see here: https://docs.neoforged.net/docs/resources/server/tags/#tag-file-format
A tag is, simply put, a list of registered objects of the same type. They are loaded from data files and can be used for membership checks. For example, crafting sticks will accept any combination of wooden planks (items tagged with minecraftplanks, but minecraft:oak_planks).
Anyone a fan of Bygone Nether? https://www.curseforge.com/minecraft/mc-mods/bygone-nether
Well I made a 1.21.1 port. Includes some fixes and a few bits of new content.
Ah nice, I'd seen "remove" in a mod but didn't know if it was a neo thing or something they had coded themselves
it works, thank you, i opened the mod jar with 7zip to change those 2 files, at first it did not work because i forgot to add " , " but now it's working and showing the enchants perfectly, Thank You really i love your mods and Enchanting Infuser especifically is one of my essential/favorites
lil typo I found βunqieβ
https://www.curseforge.com/minecraft/mc-mods/new-effect-descriptions
also, does this mod work well with JEED (can I add a JEED description and itβll show up on the tooltip here?)
βDegressβ
βPassivlyβ
Sorry if this seems nitpicky, Iβm trying to be helpful lol
Well, his descriptions are also outdated, like the images showing which Minecraft versions its available and if its client or/and server. I don't think those are necessary either since those have tags already on Modrinth
Hello, sorry for the late answer. Yes that's what I thought after reading the mod description on modrinth. I play a lot on hypixel that uses a plugin that puts a shield on your left hand anytime you right click on a sword, so the shield mimics the sword parrying. My original thought was like "if some servers are trying to support sword blocking on new versions, there must be a mod that hides the shield the old animation". Having this idea in mind, when I found this mod I thought it did what I wanted it to do.
I don't really get what did I do wrong to make @tawny harbor rude to me but fine, mb
I didnt know it was rude to say a question was not good. also thats why
if there was more context in the dms between u and another idk, but what was posting the chat was not good still imo
It was enough for me to realise what they meant
and thats where i realize that i was a bit grumpy andi left it to you and apologized for interferring. i still stand on my point tho
I had just spent so long configuring all the mods and severything learning new things, so when i see a person lacking effort in questions and not even making sense to most people. it bothers me ok? and its fine now tho
You're not placing yourself in others' shoes. When I read back my message, it's so obvious that I don't know what this mod really is. When you don't know, the mod name and description sounds more like an animation/cosmetic thing to bring back the old animation, not an actual addition in the gameplay that has to be known by the server to work.
It's fine, I wasn't that hurted by your message, just not very appreciatble
if u dont know what the mod is why didnt u look it up or test it?this is not a good question how does this mean i dont know how it works? u simply asked if it works on server bro
Let's leave this discussion here.
Not everyone speaks english, I get it, my english is bad, now that you said it I put more time in expressing myself in order to make less faults
you cant make i want to use sword blocking mechanics but it doesnt work on servers is it normal and turn that into i didnt know how it works
it doesnt matter about english its night and day difference
thats why i said ur question didnt make sense bro
simply put
I did test it, I said it was working on singleplayer but it wasn't the case on multiplayer.
so if u tested it you should know how the mod works again u arent making sense still
Stop, this has gone on long enough.
ill talk to him in dm with next respond sory mekk
It's not a very welcoming server, I was there for help, people keep telling me how bad my english is, and when I try to explain myself you tell me to stop talking.
Dont DM me, unnecessary, I made it clear that the way you answered was poorly mannered and you explicitely made fun of me with your emojis
They are telling ya'll to stop arguing. Cause the conversation is not being productive. Explain a bit in a message what you're wanting to do, so that way fuz or someone else can answer with either how you can do it, or what you can't.
They've both gotten the answers they originally came here for
It's not a very welcoming server, I was there for help, people keep telling me how bad my english is, and when I try to explain myself you tell me to stop talking. i never keep saying ur english is bad, u said that. and your question ou're not placing yourself in others' shoes. When I read back my message, it's so obvious that I don't know what this mod really is. When you don't know, the mod name and description sounds more like an animation/cosmetic thing to bring back the old animation, not an actual addition in the gameplay that has to be known by the server to work. your original question is does it work on servers bro Hello ! I want to use Sword Blocking Mechanics, but it doesn't work on servers. Is it normal ? how does this make sense when u later say i tested it and that ur not also sure if its just an animation thing and ur asking a question that has 3 different possible meanings and u have the audacity to challenge me when i say its a bad question. maybe i could have been nicer but its a shit question bro deal with it
final thing since u cant realize that a question can be bad
ill just mute u since u dont awnna dm and the host doesnt want us to talk
You still were also being a jerk to Lune with how you responded
it doesnt matter. its not the point are we done?
How you respond absolutely is what's causing the issue. It is the matter. If you cannot be polite in how you respond to people who are clearly looking for help then don't respond to them.
No more
and i repented on how i acted, but the problem if u can actually read is that the questions validity and its not good ok. even mekk said it was ENOUGH for him. meaning the bare minimum info in a question that can mean about 3+ different things but ok right?
Hello, the mod isn't what I was looking for, but I'll give some feedbacks as I kind of liked it. I liked that it was configurable, but one thing is lacking in the config, it would be great if there was a toggle for the sound the mod makes when you parry/block with your sword. Also, it seems that blocking resets the momentum of the player, which isn't the case in the version 1.8 or even when you eat/consume an item. The last feedback would be to be a bit more clear in the mod name or description, when I read back the description I get it, the word "mechanics" makes more sense as the mod isn't cosmetic. But from the perspective of people that does not know this mod, it's a bit hard to understand at first ^^ it's a nice mod overall
i stand with what i say. i dont stand with how i said it
its already been said hiddentides ok?
lune you didnt even ask that. so stop backpedaling on something that doesnt exist
trinkets. shut up. you are not being productive in your attitude.
There is no reason to get angry over some other person you didn't need to interact with at all. Move on with your day and forget it
ty for the support, have a nice day. I'll leave the discord server anyway since I don't use any of the mods, I said it wasn't welcoming but the staff seems to be responsive, which is quite rare. Have a nice day you and HiddenTides
I'm sorry you had to experience this
What does the Mutant Skeleton armor do in the Mutant Monsters Mod?
Gives you quick draw, multishot, speed, jump boost depending on the armor piece
I've got the armor set on, but I don't have any jump boost or speed. Would this maybe be from a conflicting mod?
I also have a mod that brings this to Fabric: https://github.com/Fuzss/neoforgedatapackextensions
It's not publicly available though and only bundled with some mods that need that out of the box
what mc version?
the descriptions on modrinth all almost all outdated. haven't gotten around to reworking that
1.21.1
thanks appreciate it. fixed now in the source files, will be rolled out once the pages are updated again
works fine for me Β―_(γ)_/Β―
so might be a mod conflict then
I did a fresh install of the modpack, but I'm still not getting the speed or jumpboost.
Is there any other items I need?
hmm odd maybe a neoforge issue then
I appreciate the dedication though to make all your pages look appealing, all your pages present your mods beautifully, must have taken a lot of work
thank you!
its called responding to responses on my response. I stand with what was said still thanks tho guys i appreciate the feedback
see the difference between me and lune? i can actually take feedback no matter if its harsh or not
Your original message was not a response to anything, you had no reason to go on the attack towards someone who had not spoken to you.
Hello, could someone help me figure this out:
"Any item that is to support the sword blocking mechanic must be added to the swordblockingmechanics:can_perform_sword_blocking item tag"
This is from the "Sword Blocking Mechanics" mod description. I want to add all the Vanilla (and maybe some modded) Axes into the blocking mechanic and can't figure out how to add them to this "item tag"?
Also, would the item (an axe for example) have a simillar animation as the sword when blocking?
This is done via Datapack.
They would have a similar animation to the sword
Do I have to make a datapack? Or is there a function command I can use?
You have to make a Datapack
Thank you
I'm was to discern why Stylish Effects may be covering Curios slots. I simply ended up moving it from left to the right in config. Is this the only way to handle it?
I noticed that there is a datapack for the mod when I list the datapacks used in a world. Is there a way I can access the mods datapack?
What you are seeing is the mod's own data files, which isn't a datapack.
These files get overwritten when you make a datapack
please don't edit them and re-zip it
Oh?
I can give you a blank datapack to copy those files into, where it is safe to edit them
Because if you make a mistake and re-zip the mod with it, it will break
Datapacks are a safe way to edit these files
I see
Ok i'll make a blank datapack then and try these out
You dont have to trouble yourself
Thank you again
alright, you're welcome!
Feel free to ask if it doesn't work, most people aren't familiar with .json syntax
Will do
Ok I kinda went for this right away because I got excited after I found the folder
AND IT WORKED!
Nice!
Howdy, Fuzs! Quick questionb about Plenty Plates: do you have any docs on the specific tags to use for filtering? Trying to allow the Chiseled Stone pressure plate (which defaults to Sheep) to allow players to activate. Tried minecraft:player, but it's not allowing me to add it to the whitelist (using Fabric in MC 1.20.1)
Afaik I thought minecraft:player was the way. I know you asked a bit ago. Did you ever figure it out?
As for my own silly question. Why is there this gap? It isn't a big deal but also why.
ehh it still wasn't letting me actually add anything to the whitelist?
i think i should quite possibly report this to the mod dev
you can change that in the config :)
yeah moving them to the other side or blacklisting the curios menu are your two options. stylish effects does not support exclusion zones, didn't want to get into that
each pressure plate allow for different filter values:
obsidian -> player names
stone bricks -> entities
cobblestone -> entities
mossy stone bricks -> villager professions
mossy cobblestone -> items
chiseled stone bricks -> sheep colors
so you can use stone bricks and cobblestone for sheep & players
hey btw, the invoker is supposed to always spawn at woodland mansion right?
I have a issue with diagonal fences. Its working on the client side in singleplayer world. But i want it in the server and i have installed every mod that is needed.
i guess there might be a chance the rooms it spawns in are not selected randomly when generating. also mods that change the woodland mansion mess with it
!logs
To better assist with fixing your issue, we will need some logs:
-
Curseforge -> Right click the modpack instance -> Open Folder.
-
ATLauncher -> Click 'Open Folder' on the modpack instance.
-
MultiMC -> Select your instace and click 'Instance Folder' on the right.
-
** For servers** -> Open the folder containing your server files.
To find the latest.log file, navigate to the 'logs' folder.
To find the hs_err_pid.log file, simply look for the file name after opening the instance folder.
To find a crash report, navigate to the 'crash-reports folder and find the most recent file after your crash occurred.
Once located, please upload the requested file here. If it fails, upload to https://mclo.gs/ and share the link here.
The latest.log
the hs_err_pid.log is only for client right?
I know what i did wrong
Sorry bothering you for it
I installed the mods in forge server. But it is fabric mods that i have downloaded
hey! I use Easy Anvils and Easy Magic on a server, and for some reason after removing Easy Anvils, i can no longer put enchanted books on some of my tools. any idea why?
I hadn't noticed, this actually works, but why doesn't it render the reroll icon?
Hey Fuzs.
Universal Enchants-v21.1.3-1.21.1-Fabric.jar
Bane of arthropods, Breach, Density, Impaling and Smite are not compatible with each other.
All other enchantments appear to be functional.
These 5 work on all melee weapons and with Sharpness, just not with each other
(I have tested every anvil configuration before sending this message and it turns out that Breach and Density are the only two compatible with each other)
simply wasn't implemented then
shouldn't be related to the mod if it is removed
that's intentional. it's always been like that that only sharpness is no longer incompatible. and breach and density are new
Why would they be incompatible though, isn't that a core point of the mod?
It isn't a huge deal, I can just use command blocks if necessary, I'm just a little confused.
I think I Mandela Effect'ed myself lol.
What are the usual complications with porting to 1.21?
I noticed that mods tend to update to 1.21.1 before 1.21, I am curious as to why that is, and hope that 1.21 won't be abandoned.
This isn't me pressing for 1.21, this is just me expressing my concerns and hopes that this mod will eventually receive a version for 1.21.
Hold on
Are you sure about that?
Enchantments plural...
I'm not going crazy after all
e.g. smite
Technically this page is correct because it only specifies sharpness, but the mod also allows smite to work with sharpness, which means the implication is all should work.
This means damage enchant incompatibility is a bug, not a feature.
Because 1.21.1 is a hotfix for 1.21
No point to use 1.21.0
Its not a bug, if you look at the tags he put in the mod, it was intentionally designed that way
I think the core part of the mod is to allow modders/modpack devs to easily configure which enchantments are compatible with each other through configs. 1.21 has made this easier through datapacks
It says on the page itself that "specialized enchants" (such as smite, blast protection) are compatible with their "base enchants" (sharpness, protection) so the page is correct. So you can have sharpness with smite or sharpness with bane of arthropods, but not smite with bane of arthropods because those 2 are specialized enchants
I have a issue with diagonal fences
In the server when i place a oak fence it changes to cramson fence
spruce to oak
But in singleplayer is just fine.
Only in the server isn't working properly
With all diagonal mods
fences and walls and windows
same issue
make sure all mods are installed on the server too
the default configuration is as it is intended right now in a way where it is not super op.
but don't forget universal enchants offers you the ability to configure enchantments to your liking. if you want to make all those enchantments compatible you are welcome to do it yourself.
Everything is intalled
I can make a video to show it.
Actually, a lot of the mods I like using are only on 1.21.
That is why I want 1.21
UE is one of a handful of mods that aren't currently on 1.21
Whereas 1.21.1 is missing more than a few mods that I want to use.
Option 1: 3-5 mods update to 1.21
or
Option 2: 20+ mods update to 1.21.1
Not everyone has the luxury of getting all of the mods they want on one version, but I want to get as many as possible, hence 1.21.
Puzzle lib is also installed
When your options are bad, worse, and worst. Always pick bad.
If you have a problem with how I create my mod profiles, go walk on a floor covered with Legos and D4s.
Only Lego bricks, because some specialty pieces can do a lot of damage.
And no metal or resin D4's because those are hella sharp.
I have standards.
And I've been on the recieving of my best-friends' resin D4. Those things should be classified as knives.
Or go step on Fuzs Spiky Spikes
(The wooden ones).
A lot of 1.21 mods also work on 1.21.1 with a dependency override
Your assumption is correct
Look at this and see if it works for you: https://wiki.fabricmc.net/tutorial:dependency_overrides
What versions of forge config api port and puzzles lib will I need, do I download both a 1.21 and a 1.21.1 version?
Run a 1.21.1 version of Minecraft and download the 1.21.1 versions of the mods that have them and for the ones that don't download the 1.21 versions
Then create a fabric dependency override file as shown in the wiki and place it in the config folder
It should look like this with the specific modid
{
"version": 1,
"overrides": {
"specificmod": {
"-depends": {
"minecraft": "IGNORED"
}
}
}
}
Dependencies can be 1.21.1 and then overridden the same way if necessary
For example if a mod needs a specific version of a dependency but only a newer one exists that isn't "compatible" you can type in the same fabric dependency override file for the mod to ignore that flag and it may work anyway
Sigh(At my own inability to understand)
Can a 1.21 UE mod use a 1.21.1 dependency mod like puzzles lib?
Possibly, you have to try to know
The last part of the wiki page illustrates this
I've never tried it in reverse so I wouldn't know but I do know it works for 1.21 mods on 1.21.1
No?
1.21.0 mods support 1.21.1
My game refusing to launch would like to have a word with you.
Go step on a wooden Spiky Spike.
I literally have a 1.21.1 neoforge modpack with like 15 1.21.0 mods and it works fine
1: This is Fabric
2: NOT EVERYONE HAS THE SAME MODS YOU IMBECILE.
It should still work fine on fabric
I do not appreciate your misinformation.
It works for you, great.
It. Does. Not. Work. For. Everyone.
I'd ask you to touch grass, but clearly, you're out of touch.
Out of respect for Fuzs and this server I am refraining from cussing you out(that and I don't like profanity.)
But I hope you get singled out at a stand-up comedy show for the heckler you truly are.
I appreciate the warning.
If you want to continue in any form you will earn yourself a ban
I want to say about how I'm not being toxic, but you'll probably consider that as continuing/talking back.
(Note that this is not me back-talking/continuing/antagonising/exacerbating.)
Hey, I understand if you're new to modded Minecraft but respect is necessary before anything. Plkease be respectful.
1.21 mods will work in 1.21.1 because 1.21.1 is a minor update, it does not add any breaking changes. If a mod doesn't load, you can use dependency overrides to load the mods in 1.21.1.
Take this as a warning to be respectful to others that are trying to help you, if you misbehave again you're getting muted.
specifically minor hotfix update* it has very little changes to the codebase
The way they were speaking was implicative that 1.21 mods would work with nothing extra
That is misinformation
I mean, technically yes, they do. The issue falls on how the mod author labels the compatibility in the mods json file, but that can easily be overriden
That is all I was taking offense of
you don't need anything extra, in case a mod doesn't load due to the dependency you simply edit a file to tell fabric to ignore that dependency request
What they were claiming is not something that is true in all cases, they should have clarified as such.
he was talking to you with respect yet you called him imbecile. Please be respectful, there's no reason to get mad over tyhat.
yet it's not a reason to call them an imbecile.
My reason was that they seemed to be refusing to understand what I was saying.
I was irritated.
Not an excuse, just a reason.
As previously stated. I appreciate the warning.
They simply didn't comunicate well, their point is correct because 1.21 and 1.21.1 has cross compatibility, the only issue is that he didn't explain to you properly, but still, it's not a reason to irritate yourself and insult someone when they're trying to help you; the solution to your issue is his answer.
let's cut it off then
Last relevant message on the previous topic.
yes, it should work on 1.21.1 to 1.21.0
the only feature that is specific to 1.21.1 are 2 new languages mojang added, which I doubt any mod would directly reference to and in a way that would crash the game if missing
besides that, 1.21.1 only fixed an exploit that allowed users to crash any server
The two (Latin) languages?
I'd heavily suggest to use 1.21.1 for that reason, as all of your 1.21.0 mods will work fine
Tzotzil and Belarusian
Tzotzil and Belarusian (Latin)
Mihi placet Latin-a/o/us(trying to think of the correct suffix).
I know we aren't supposed to @ authors etc π but does anyone know if fuzs will continue Thin Air? Really like the challenge it add but last I looked it hasn't been touched in over a year :/
Even after going trough like 10x explanations about how "resourcepackoverrides" works I still dont get it to work lol
The whole goal of this is just to have them force load after game has started.
"schema_version": 2,
"failed_reloads_per_session": 5,
"default_packs": [
"vanilla",
"mod_resources",
"fabric",
"continuity:default",
"continuity:glass_pane_culling_fix",
"mod/subtle_effects:resourcepacks/biome_color_water_particles",
"file/xali's Enhanced Vanilla -1.11.2b-rev.54d51d4.zip",
"file/xali's Enhanced Biome River Pond v1.2.2.zip",
"file/xali's Potions v1.0.zip",
"file/xali's White Diamond v1.0.0.zip",
"file/xali's Bushy Leaves v3.5.0.zip",
"file/Enhanced Audio Ambience r1.zip",
"file/Enhanced Audio r6.zip",
"file/Slightly-Improved-Font-1.1.5.zip",
"file/Visual Titles 1.1.zip"
],
"default_overrides": {
"force_compatible": true
}
}```
it'll likely be discontinued
there currently isn't enough time to address the performance issues it causes
what exactly does Forge Config API Port do
like does it allow mods with a version for a mod loader to more easily work with most code for NeoForge/Forge mod loader but they still need some changes to work, or where the NeoForge/Forge version of the mod works with the Forge Config API Port version for the mod loader used
aw
@Fuzs is progress for the easy mods (shulker boxes, magic, and anvils) and universal enchants being worked on? π
IDK I'm guessing that mods that do not have newer Forge versions and only NeoForge cannot be used on Forge IG
including Fuzs mods
it's fine though I just making a spreadsheet of mods and versions which can be used on and whatnot
and yeah it not looking good for newer forge versions
Could someone help me configure block speeds for Block Runner?
I've installed the mod on fabric 1.21.1 with all the needed library mods
The modrinth page says there should be a config json file blockrunner.json, but it doesn't exist.
haven't touched modrinth pages in a bit. check this: https://github.com/Fuzss/blockrunner/blob/main/README.md
yeah I read that, but i'm not sure where this path is data/blockrunner/data_maps/block/block_speeds.json
check the mod jar to see where the file is located
Not the .minecraft, the mod jar
You need to make a Datapack with this as the filepath
ohh rereading it yeah it just gives the configs okay
dang IG if mod has no Forge 1.21.1 then just RIP
Hey, i think i had an Issue on OverflowStack, a little bit weird this issue,
PuzzlesLib and EnderZoology?
https://mclo.gs/0AlPc7J
https://mclo.gs/5BHYn32
I created a datapack and am able to specify block speeds with tags.
But I noticed that jump sprinting over modified blocks ignores the speed restriction.
Let's say I made sand a slow block to walk on; unlike soul sand (which is slow in vanilla) jump sprinting over sand bypasses the slow down effect.
hmm it does work with blocks that make you faster, I tested that specifically
slower blocks not working might be an oversight
that's some other mod messing around, probably an optimization mod such as lithium
will do something about it on my end though
Where is this config?
Unfortunately there is no config folder for it, please read the reply of this message: #fuzs-projects message
Universal Enchants adds some tags you could use to help futher in making enchantment datapacks. https://github.com/Fuzss/universalenchants
Datapacks can also override the tags from the data Universal Enchant uses: https://github.com/Fuzss/universalenchants/tree/main/1.21.1/Common/src/generated/resources/data
The only config Universal Enchants does generate is the enchantment improvements the mod adds:
What would a datapack for this look like?
check the data folder in the mod jar
?
Are you aware of how Datapacks work and how to set them up?
I know how to fill them with code, that's all
Layouts differ pack-to-pack
I don't know how to work from zero
Then you should learn that first, then you will understand what to do with the mod's data files
It's just a datapack that needs to be made, correct?
Yes
Find what?
If someone's uploaded one somewhere, yeah. I don't know of any uploads
I just need to know how to obtain a base datapack, then I can teach myself how to edit the specific datapack
There are plenty of good tutorials on youtube for making datapacks
There is no "base datapack" for it because all it does is add tags from the base enchantment datapacks: https://minecraft.wiki/w/Enchantment_definition
I highly recommend learning
I did that with my Origin and a recipe pack for SuperMartijn642'a Ore_Growth.
I learnt Origin syntax
I learnt recipe syntax
This is just how I do things.
I learn what I need when I need.
You can probably learn from extracting Minecraft's data: https://www.youtube.com/watch?v=I3xL7O0TDQg
In this video I talk about how you can find the default Minecraft files, including textures, models, fonts, advancements, crafting recipes, structure nbt files, loot tables, sound files, and more! These are basically necessities to anyone making a resource pack or a data pack!
If you find this helpful, consider subscribing to see more tutorials ...
hi guys can u help me? π¦
if i try to stop the server the consol get stuck here
[pool-2-thread-1/INFO]: Unloading server config for puzzlesapi
i already tried some ideas from google but nothing works
Hey fuzs I have a few questions about the mutant monsters mod
1 whatβs the file format for the charged creeper Minion
2 for all the mobs do they have some kind of thing to keep the textures the same because when I try to add variations they donβt load
Please ping me or DM when you respond
update forge config api port
it uses the vanilla creeper texture, can change that in a future update though if there is an issue
it does work via a resource pack when the files are at the correct locations
I asked the question about an ETA on the Easy Mods. This I found Zeppelin's reply to the same question.
Sorry, didn't see this reply at first. I don't mind waiting. I guess I just want to know if they*** are ***working on it and haven't given up on updating it. I really love the mods. β€οΈ I would hate to have to cut it from my mods list. π
I mean for the model, like whatβs the json name for the charged creeper minion
Do you have any clue why variant textures arenβt working
Because they are formatted the same as other entities but for some reason it doesnβt work
In the mod Resource packs Overrides. How do I create the config for the mod?
entities do not use json miodels
variants are not supported
Hey, i have a short question, how can i deactivate thin air in the overworld on a server ? (steampunk v12, modversion: Thin air v8.1.5 (1.20.1))
I tried setting it to green in the "thinair-common.toml"
i also tried fully disabling it for players (edited players out of the data in jar file)
i found an the further customization talking about thinair-server.toml file, which does not exist for me on the server
still, whatever i did, when i go over the base set hight (also tried changing that didnt work)
i drown/suffocate
im kinda out of ideas at that point ^^"
Ah is there any plan to implement that?

Whoops I ment the.jem
its sorrounded by bookshelves but still isnt max am i missing something
The only thing I could think of is chiseled bookshelves each with 6 books, but that sadly only works with Easy Magic's enchanting tables and not the enchanting infuser
For some reason whenever I change the config file on the enchanting infuser it just doesnt save, im trying to make it more expensive
That probably means you made an error
im just changing the value of the advanced maximum cost
for some reason it keeps resetting everytime I launch
im having to change the file just as its launches so it saves
Out of curiosity,,,, is there a reason dripstone is left out of having more blocks? personally its one of my favorite materials in modded minecraft so it would be a dream to have it in my opinion.
saw a message suggesting someone else put suggestions on the github so I have gone ahead and done so
use apotheosis bookshelves
ty
no
that's another mod not vanilla, not sure how it handles modded entitiy models
send the config file here