#fuzs-projects
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Is it like creeper_minion_charged or something?
Iโve tried a few and none seem to work
Because I have the normal minion but not the charged layer
hi, is there a way to increase custom item stacks on combat noveau? Like making ender pearls stackable to 64, or have other modded items to stack to 64 as well
no, the option only allows to make it like in the combat test snapshots. for anything else use a dedicated stack size changer mod
it uses the vanilla texture
try to just remove the overworld entry
i tried that aswell to the same result
but what i noticed in the meantime,
(i dont know if thats supposed to happen)
if i go over the base hight i just loose the air bubbles but dont actually take dmg
sooo that (kinda?) solves the issue ^^,
The texture is ok Iโm talking about the model for the charge
there are no files for entity models. they are all in the java code
Is Diagonal Fences, Windows and Walls gonna be updated to 1.21.4 soon? ๐
learn java
if there isn't one available then there isn't a way to do it yourself. you'd just have to wait till fuz updates their mods to whatever version they wish
Well what is the file path for the Java code for the creeper minion charge?
Hey, i looked at the github and the discord and didnt find anything related, is there a way to add custom enchantments to the Enchanting Infuser? Ive added the mod to All The Mods 9 and wanted to be able to use enchantments from Ars Elemental, EnderIO etc as well. Is there a way to edit the config and add them somehow?
check the mod config, you can enable special enchantments like treasure in there
Okay, i'll check that tomorrow and reply on whether it worked! Thanks :)
https://github.com/Fuzss/mutantmonsters/blob/main/1.21.3/Common/src/main/java/fuzs/mutantmonsters/client/renderer/entity/CreeperMinionRenderer.java
https://github.com/Fuzss/mutantmonsters/blob/main/1.21.3/Common/src/main/java/fuzs/mutantmonsters/client/renderer/entity/layers/PowerableLayer.java
Does leaves be gone affect immersive weathering leaf piles?
try it
hard to tell
Hello, I just joined the server. Is this the place where I can ask questions or do I need to go somewhere else to do that?
I'll just ask anyway. Is there anyway to make the mutant creeper explosions bigger and deal more damage?
It worked, thank you a lot!
no that's not configurable
Is there a way to backport Respawning Animals to 1.12.2? I've looked everywhere for a mod that would allow me to respawn passive mobs, and I've come up short. I've tried looking at InControl but that mod is way too complicated to get anything done, nor does it seem to fix the 10 farm animal cap.
I hate to be that guy who brainlessly asks "when do we get a version for X?", but i'm at my wits end.
well yeah that's not happening haha
you can try to comission someone in the Modded Minecraft or Minecraft Mod Development discord
tfw poor :c
that's quite an old version of MC
yea it has a bunch of problems, but it has all the good old mods that I never played before
I've spent the past 5 days debugging my modpack
Attributefix or pehkui maybe.
Dunno.
Hey... is there any reason why having PuzzlesLib (legacy fabric) and the more recent version installed at the same time may cause issues?
so was this sarcasm or do you not know?
because you would be the one who had to code it I reckon
hey Fuzs, regarding Leaves Be Gone, is the #minecraft:leaves tag the only requirement for a block to decay? because I made a custom leaf block and it doesn't decay, despise having the tag
I am using Straw Statues but when I input a player name the skin doesn't change??? Latest Forge version for 1.20.1 btw
that's an issue with the minecraft skin servers. the same happens with vanilla player head skins.
newer straw statues version have a refresh button to work around that, but 1.20 doesn't have it
the only thing you can do is manually delete faulty entries from the .minecraft/usercache.json file (or the whole file)
i tested oh the biomes you'll go which has some leaves that don't extend the vanilla leaves block class and only have the tag and that worked fine. not sure what could be going wrong, don't have the time to investigate right now
there is no dedicated support if that's what you're asking.
ah
it's the same mod, just the page it's published on is different. fabric loader will only load the latest version that is installed, all older versions are ignored
oh, sweet cheers!
Hello folks, I use Pick Up Notifier and it works great. But I also use sophisticated backpacks and I added an upgrade so the backpack picks up the items now. It possible for pick up notifier to pick up on that too?
I added it to the server after seeing in configs hoping it would help. No dice.
Updated to the latest sophisticated backpacks. Still no.
the server option was designed years ago, sophisticated backpacks might have changed in the meantime
So you're saying I'm SOL?
I commented on sophisticated backpacks mod. P3pp3rF1y said, "I have no idea, SB just handles pickup event. It's possible that pickup notifier handles the event with lower priority but I would have to look through pickup notifier code and possibly even debug, but then again the change would have to be on pickup notifier side so this really needs to be solved over there."
it's not a priority to get fixed. but thanks for checking
tysm I will try that. It's only for single player world so only my own player is in the usercache.json
no, all the profile requests are in usercache.json, that's the file you must modify / delete. you local profile is in usernamecache.json, don't change that
oh hey you made respawning-animals
big question: is it all mobs or what are the limitations?
is it for specifically forge creatures?
It's specifically creatures
alright, im not that familiar with what types there are
I only know monsters and creatures
are villagers creatures or something else?
I think they are creatures, but they also don't randomly spawn so this mod won't affect them
hey guys, how do I reload my resource packs in a way to show the "default_packs" alterations I made? the documentation says it only happens when options.txt is first created or when resource reloading fails and is reset to a bare-bones state, but I don't know how to do that
Ensures important resource packs stay always active and helps clean up the pack selection screen. - Fuzss/resourcepackoverrides
Hey Fuzs, do you happen to be working on a 1.21.4 version of resourcepackoverrides or do you know if it should already work for that version?
I'm trying out something a bit novel, so I want to make sure I understand this right:
If I ship out a modpack v1.0 with resourcepackoverrides.json which includes resourcepacks a,b in that order.
Then I ship out modpack v1.1 with resourcepackoverrides.json but it has resourcepacks b,c,a in that order.
it will update the users selection/options.txt to automatically change the resourcepacks and order, correct?
Or does this only happen when the options.txt is blank/missing? Because I essentially want to have the default options.txt be created by this mod on first launch: https://modrinth.com/mod/default-options
I'm trying to use the combo of these mods to essentially create a default options.txt on first start that won't be messed with on updates (Default Options mod) except when resource packs are added/removed/changed, which should then automatically update that for the user (Resource Packs Overrides), again without messing with any user settings in the options.txt apart from resource pack selection.
yeah I checked that, for some reason the only debug key that doest seem to do anything is T
all the other work as expected
the resource packs don't move to right tab nor do they organize in the left tab
hmm, that might be a 1.20.4+ thing only then
retroactively changing pack order is not supported since it's not clear if the user has deliberately changed the order.
What you can do though is look some packs in place.
I'm on 1.20.1 / Fabric 0.16.10
(sorry to interrupt but im also in a bit of a pickle. i don't think thats supposed to happen. is there a known mod conflict causing this? i dont have any resource packs or mods that specifically modify enchantment tables, and checking the logs just told me it failed to resolve block state models for easymagic. 1.21.4)
edit: thought i found the solution. did not
some updates:
I edited the resourcepackoverrides.json and launched the game for the first time. It worked as expected, but trying to change the order of the resource packs in default_packs after the initial launch didn't work, even after reloading the config and restoring the selected RPs. So I did some tests:
- deleting the RPs from options.txt and reloading/restoring just re-adds them back to the txt in the same order;
- deleting the RPs from options.txt after closing the game and launching it again adds them back in the updated order in the txt and in-game. The exact moment the file is edited is when I open the resource packs screen.
does the magnum torch mod work on NPCs? I have the Radical Trainers mod for cobblemon and it's not keeping the npc trainers away.
i think i have an idea here, i will update if it works
edit: my idea was based on a false premise. i do not know whats happening
!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.
that all sounds like it's working as intended
you can try the other torches
emerald and ameythst
oh ok, reading the documentation I understood that holding T should reorder the RPs in-game or at least in the options.txt without needing to delete the previously generated list. I thought it was a bug since for me rn holding T doesn't show any pop-up
I enabled the option but it doesnt show e.g. mending (only natures mend) and other enchants from the modpack (or apotheosis) dont show up :<
that was added in 1.20.4+ only
now everything makes sense
is diagonal windows mod compatible with contiunity?
and is there a way to make it compatible?
you should add a setting that prevents spiders from placing webs on the surface
you can check for sky exposure yeah?
likely also for sunlight access in general to avoid placing them under trees, you cannot just check the light level because night is a thing but if the light level assigned from the sun remains through night then it would be an easy check
looks to stay all night
For non persistance mobs:
They despawn and naturally spawn over time as well?
When? I have persistence mobs false and have seen 0 creatures spawn
Do pets despawn? Do entities that are name-tagged despawn?
Would anyone happen to have an idea how to detect if a certain key is being pressed using Puzzleslib for 1.20.1?
there are no plans to do that
you don't need to puzzles lib for that. look at Minecraft::handleKeybinds
please leave a suggestion on github
Yes
On every game tick (20x per second)
No
No
Sure
So they spawn any time randomly, if 20 mobs spawned a second that would be a lot (unless it just hits cap almost immediately and always
Is the spawn cap global or local? Like could they not be spawning because I pregenerated ~275,000 chunks
Does anyone have any idea how and where to add the โAir Hopโ setting to be able to enchant on all armor? it is a .json file in github that I don't know where to put.
i have the 'universal enchants' mod, is it possible to disable the rest of the settings? i want to use it only for the 'Air Hop' settings.
Hello
I'm using universal enchants and i'm trying to exclude an item from a certain enchant. But i can't get it to work. I don't really know how to structure the code, is this how i should do it?
When i launch the game the file returns back to the default structure.
Remove the comma after Netherite naginata
when i do that it marks red
Oh... The brackets seem messed up too
I think you added things you shouldn't have with the exclude bit
There should not be two "items" fields
thats what i thought but i couldn't get it to work either like that
and then i tried to open brackets
Delete the blue {} and everything between them
Then write {"id":"minecraft:diamond_sword","exclude":true}
:0000
it worked, thanks
You're welcome!
{"id": "minecraft:diamond_sword","exclude":true} looks different than the wiki example tho:
Yeah, the rest of it is there to show you where to add it
But if you don't understand json syntax it's confusing
yeah i think it was skill issue on my end
need to learn json syntax
But i think your example was clearer for us that don't know much of coding, syntax and stuff
now that i learned this is gonna be so useful for my modpack
As for this, it's the same but without spaces or formatting.
It's functionally the same but looks worse. I typed it that way since it's easier on discord
It's a super useful skill to have when making a modpack, I highly recommend you learn it.
Not only is it used in some configs; it's how all Datapacks are written.
Datapacks can do wonders for making the mods in your pack work together
For real, that's holding me back a lot, not knowing how to do even this basic things. I would've gotten so much stuff done already instead of hitting my head against a brick wall
is it possible to get an enchanting infuser to enchant mending?
For enchanting infuser, I can only go to level 2, do I need the advanced one to go to level 4?
Go to the mod menu > search "enchanting infuser" > config > server > choose either normal or advanced infuser > types > turn on allow treasure enchantments. Copy this file to defaults so it applies to every new world you create.
I have still issues with diagonal mod.
It changes to different block if i place a cobblestone wall it changes to mossy cobblestone wall.
Are you using immersive weathering?
it is different on 1.21+, no need for universal enchants, see https://minecraft.wiki/w/Enchantment_definition
you can add treasure via these two tags: https://github.com/Fuzss/enchantinginfuser/tree/main/1.21.4/Common/src/generated/resources/data/enchantinginfuser/tags/enchantment
Hello everyone, does anyone know why the Visual Workbench mod doesn't work, the items remain but there is no visual
No
!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.
puzzlelib 21.4.6 required but cannot be downloaded anywhere?
hi where can i discuss about Fuzs' Configured Defaults?
'llo. Hmmm, the latest version of Tiny Skeletons (for fabric) crashes on me no matter what. Any version other than 1.21.4 or Fabric runs normally tho :/
hello!, i have a question : (not an issue im having but an inquiry) im using the magnum torch mod and it says you can change what mobs it prevents, but im not sure how to do that.
if its only done through editing the config file if someone could help me with that too itd be great :)
what mobs are you trying to prevent?
id like to disable zombified piglins and blazes within the radius of the torch (im using a diamond one)
zombified piglins may be listed under passive mobs. Blazes I thought were listed as hostile
alr
i found where im supposed to input mobs i want to blacklist within the config file
but im not exactly sure how to correctly add it
should be able to add them to the config. is there an example listed there of how to add it?
the ones you want to blacklist will go into mob_blacklist as for the format I am not entirely sure
to the best of your knowledge, should i put the mobs names within the brackets or replacing them
I've not done it myself so I am not entirely sure, best to wait till someone with better info does. fuz does drop[ in and help as this is their channel
alr ty
You put the mob's id inside the square brackets
ah ok
The id is what you type when trying to /summon the mob
ok so would it work to do "minecraft:zombified_piglin, minecraft:blaze" ?
so that neither of them spawn
Which follows the format described in the # text
No, the quotes go around each id
E.g. "minecraft:blaze"
Yes
and that would blacklist both of them?
Yes
ok ty let me try that rq
Blaze should be blocked by diamond torch already though
But it won't block mob spawners
yeah that's what I thought it was already blocked in general, but spawners are exempt
puzzlelib 21.4.6 required but cannot be downloaded anywhere?????
For what version of the game?
Is it a beta puzzle lib mod?
Github has been updated 5 hours ago so im thinking that author needs to upload on modrinth and curseforge.
there could be a chance it's already been uploaded and just not approved by cf yet maybe
idk if that works different from modpack updates
Fabric or forge?
fabric
You can build the mod your self from github
I'm doing it right now ๐
i got a error
no understand how to add
cant do it in 1.21.1
!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.
it's the same for 1.21.1
ask in here
Question
Is it possible to change the max lvl possible of a enchant using UniversalEnchants?
Is it possible to limit the max lvl a specific item can have for x enchantment? Like "diamond sword can't have sharpness above lvl 3"
that's possible in vanilla 1.21+: https://minecraft.wiki/w/Enchantment_definition
no
Ah i see, sadly i'm in 1.20.1 (forge)
But aint that a cool sugestion tho
? Should i post it on github?
in that case you can look into the apotheosis mod, that has a system for changing max levels on 1.20
I doubt it'll happen ๐๐
Ive been reading several threads here in this channel and elsewhere online on how to add blocks to the list in Blockrunner in Fabric 1.21.1, and i thought I did everything right but still cant get it to work. Im probably missing something but I dont know what. Would someone be able to help me?
hahaha okay nevermind, in true programming fashion it is after I try asking for help do things work. in a desperate attempt, i created a new json file by copying and pasting the exact contents into a new one with the same name and now it works. wonderful.
seems that mobs from ender zoology dont spawn underground. Is there a way to change this? doesn't seem to be a config for it
they spawn exactly like vanilla monsters ยฏ_(ใ)_/ยฏ
yeah idk. Lol. I wanted to lots of different underground places. Only the mutants would spawn in place of vanilla. Above ground seems to work fine
Also love your mods. So many really good and well done ones
yeah i got the same issue.. i think it has something to do with vanilla+ blocks mod
I got it fixed. The server had the forge version of the mod. And I was running fabric version and that caused the issue. And I have changed the server to fabric and it was working properly.
ah lucky catch, for me i have the correct version installed but still the issue persists
Hi, I installed Easy Shulker Boxes and I don't have this feature to see the inside of an Ender chest, could it be that it's not implemented in 1.18.2?
Seems like I can't play on my server running Fabric with easy anvils while my client is on Neoforge (with easy anvils)
any way to still allow this? maybe I did something wrong
pls ping if you answer ๐
yeah, it's possible that version doesn't have the ender chest
that's not supported
got it! thanks
Hi, i have a problem with "stoneworks V8.0.0-1.20.1", The mod works well in a solo party but in my "aternos" server, the stoneworks bloc was replace by this bloc. I have the same version of the mod and same version of requires mod on my client and the aternos server. Someone can help me please ?
Tiny Skeletons seems to crash no matter what I do for minecraft 1.21.4 Fabric with this error:
Caused by: org.spongepowered.asm.mixin.transformer.throwables.InvalidMixinException: The specified mixin 'fuzs.tinyskeletons.fabric.mixin.client.accessor.BlockRenderDispatcherFabricAccessor' was not found
I have all the required mods installed
About resourcepack overrides
I downloaded the mod for 1.21.1 fabric and i dont know if its is running properly
Theres nothing in config file
make sure server and client have the same mod set. it looks like one side has more block states than the other, leading to block states being shuffled around
Sorry i did not get it
thanks, a fix should be live in a few minutes
Hey Guys, im trying to configure universalEnchants with AirHop on Fabric 1.21.1 but don't manage to do it, any resource I could follow?
locate the following file in the mod jar / data pack and modify the slot field replacing legs with armor:
https://github.com/Fuzss/airhop/blob/main/1.21.1/Common/src/generated/resources/data/airhop/enchantment/air_hop.json
here are further resources for enchantments in minecraft 1.21+:
https://minecraft.wiki/w/Enchantment_definition
there is no need anymore to install universal enchants for this
so that means that the air_hop.jar generates a datapack underneath it?
all mods do
I have added the enchantment to all armor pieces, but there is a global restriction of max 4 jumps, every piece of armor is correctly recognized as having the enchant (I can jump with each one separately) but when wearing all armor pieces the level/max jumps doesn't get add up, the max is still 4 jumps
please report this on github: https://github.com/Fuzss/airhop/issues
Done, thanks
Any update on Thin air for NeoForge 1.21+?
how do I get the nether chest
look in JEI/REI/EMI
I dont have the mod
Hey, using Illager Invasion and noticing the Invoker boss isn't spawning. are there actions that need to be met? entering a specific room? I'm flying around with creative and have not seen one spawn in now two woodland mansions
I have a very large modpack, just wondering if this is a known interaction anywhere or if I'm going to need to do binary search removing things to figure out what's interacting
I'm also using diagonal Windows with better end and recieving this error. when places, these blocks just have their flat texture facing in one direction and to not connect at all. the collision is correct, visual is not. Is this a config thing? Or is this something I would fix with a datapack? I'm a bit new to the world of getting more in depth with minecraft modding so i'm not sure how to add the block to a block tag like the warning requests
not planned
some mods override the woodland mansion room it spawns in, therefore it has been also added to raids in the latest version which you can enable in the config
Then install it
oh good to know! I'll enable that probably, as them being available in raids sounds like a good way to bump the difficulty. I'll also look into what mods might override anything related to the mansion and report back here for anyone else that may find the same incompatability. Thanks!
any recommendation on fixing the second issue with diagonal windows? Would this be something I can fix on my own?
also just wanna say love a bunch of these mods. anything with additional placement options (vertical stairs and slabs, your diagonal mods, etc) Are mods I love to see and use
Can anybody help plz? I am trying to make a config file for the Resource Pack Overrides mod but I can't figure it out. What am I doing wrong?
yes you can, there is a tag (diagonalwindows:non_diagonal_windows i think) you can find that in the mod jar in data where you can add these blocks to
that's awesome thanks. what vertical slabs mod are you using?
also have a wip implementation for that laying around which dynamically supports all possible slabs just like with the diagonal mods
wanna try and get mixed slabs working though before it becomes a full mod
!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.
I am not sure how this is going to help, but here you go:
Uploaded latest.log from @reef crane to mclogs: https://mclo.gs/CyELHLP
Been getting this when trying to run Diagonal Fences, but not sure how to fix it, both the jars are the same in client & server, any ideas/any more information i need to give?
Uploaded latest.log from @warm void to mclogs: https://mclo.gs/8o0pgCV
resource pack overrides prints errors while loading to the log. in your case there are none though. try to use the mod without anything else installed if it works then
do the fences work fine in singleplayer?
Just generating a world now, one moment, takes about 10 minutes lol
No, they dont seem to
I figured it out. I had to remove the file/ and .zip from every line bruh
Hey btw, will diagonal windows ever support connected textures? Or can this already be done with a resource pack?
I also have a suggestion for Resource Pack Overrides: add a keybind toggle to show/hide hidden resource packs (again, afaik it's not a thing yet)
Helllooo - I'm using the mob lassos mod in our modpack (1.20.1 fabric) and a few of our players have ran into an issue where their pets are trapped in the lasso. They can't manually get them out themselves how they usually would and they don't drop out if the durability runs out. Any ideas on how we can fix this?
ah yes for all the ones that are not an actual resource pack in the folder
no that's not planned
that's a bug unfortunately, i think I've seen it reported on Github
haven't looked into it though
hmm that's a mod conflict then. ideally you could test some subsets of your mods to find which other mods is breaking it. otherwise there isn't really a good way to go about this unfortunately
no problem thank you for getting back to me - in our case it was a performance mod on the server we figured out temporarily suspending the lasso as the tickrate got too high
Yeahahh thats what i figured ๐ If i pop a modlist in, any chance you'd be able to see if any stuck out?
already glimpsed at the one in your log, don't really have a clue ๐ซ
Lol no worries, i did remove it to see it it would help and i managed to have the whole world generate as walls! Not sure how i did that ๐
how would i go about outright disabling everything on easy magic except for the visual animation and the persistent inventory
im trying to get it working with enchantery and poking around em's config hasnt helped
Currently using Additional Placements by FirEmerald. It allows for vertical slabs/stairs, and carpet/pressureplate placement on walls and ceilings. not something that will be used extremely often, but neither will the various diagonal block mods. It's just nice to have the option for some creative builds, and i have some intense builders on the server im building this pack for
it does not support combined slabs though. that would be cool to have, but it does have dynamic inclusion of modded slabs and stairs
i think the only issue i had with any of the diagonal mods was the one i brought up here
Hey, is there a way to change the Armor Stand's skin with Armor Statues?
use this: https://modrinth.com/mod/straw-statues
i see interesting, thanks
giving the enchanting table a persistent inventory requires the whole block to be replaced internally, that already breaks some others mod. the mod doesn't work without it though
Yes, I've noticed the two mods are very similar... why not combine them both into one mod?
armor statues is a vanilla mod that only adds new capabilities and can be used in vanilla worlds + servers
the straw statue is a new entitiy not compatible with vanilla saves
Ah okay
ah, shame
have you considered making support for some other popular enchantment mods or is that not a priority
it's not
Im having a bug on paperdoll fabric where the tools displayed show no enchantment glint even though they are enchanted
fabric minecraft 1.20.1
mod version 8.00
its because of shaders, im using iris with sodium, when minecraft is launched with shaders turned on the paperdoll doesnt show the enchantment glint for tools in hand
any help on how i can fix this?
I'm making a modpack that includes easy shulkers, and I plan to add the functionality to sacks from Supplementaries, but I can't find any data pack examples like Fuzs stated. How can I make a datapack for more container items? (Please ping me if replying)
what mc version?
shaders can be wonky, don't have the time to look into this since it's only a graphics glitch
I'm on v8.0.2-1.20.1-Forge
still can't figure out why the diagonal fences randomises the fence, every now and again the diagonal fence changes so for example my cherry fence could be bamboo or could be spruce or whatever
i've reinstalled the mod on the server and the client so many times, they both are on the same version
i first thought it had something to do with vanilla+ blocks adding a lot of new fences but in the mod description it says that it should work with other mods
try work with this: https://github.com/Fuzss/iteminteractions/blob/main/README.md
is this only in multiplayer or singleplayer too?
i havent tested in singleplayer
@amber sinew requested deletion of this link.
is there a way to add more mobs to the emerald lasso? Like the wandering trader
i think it's hardcoded if i remember correctly. ideally leave a suggestion on github
there's this suggestion already
https://github.com/Fuzss/moblassos/issues/11
Mod Loader (Optional) Forge Minecraft Version(s) (Optional) 1.20.1 Mod Version(s) (Optional) No response Suggestion (Required) Use this mod https://modrinth.com/mod/kobolds/versions and use any las...
it's basically the same issue
i wanted to be able to catch goblin traders
ok great, thanks
do respawning animals work with modded animals?
im using naturalist to be specific
I also dont understand the config and gamerule thing, am I supposed to change the config file and use the gamerule command for the mod to work?
you have to enable the game rule manually if you play in a world that was created without the mod installed
yes
I still get 0 animals around, is it rare for animals to respawn?
I also cant find a config file for the mod
nvm I just fixed it, used a command called animalmobcap and increased it
does thin air have compat with compressed creativity from pneumaticcraft
imma be so real I still haven't seen any mobs spawn with respawnable animals
its been dead silent for hours
where are they all
ok it works when I have no other mods
but I can't seem to get it to do anything in a modpack
no
do some more isolated tests to find what is conflicting
ok I tested about 200 mods alone to check it out then checked my pack again and it seems its just a case of chance?
or a random break? I got a good 7 to spawn after /kill twice
ill probably boost the mob cap to 25
another issue could be most of the ones that spawn could be from the edge of the simulation zone and are never seen and/or spawn underground
alex for example, may use creature tags on some of his cave fellers
Also villagers (which are named by another of your mods) may be eating it up hard
Is there a cap to villagers per village?
looking into it in vanilla it shouldn't as villagers have their own cap based on job sites and beds but you would be the one to know if your mod changes that
Fuzs
Hello,
I could use some help. I need to know what are the best way to import Diagonal Fences & Puzzle Lib into the mod's DEV environment so I can run CLIENT with debug mode
I tried to use 2 mods in the DEV running CLIENT and got this:
Please ping me when replying, thanks!
FYI, I can't find documentation on how to import the mods with everything I need to run CLIENT without any problem
villagers are not included in the biome spawn lists, they cannot respawn
this is all you need, don't do fences separately
dependencies {
implementation(fg.deobf("fuzs.diagonalblocks:diagonalblocks-forge:8.0.6"))
}
what about Diagonal Fences and Puzzle Libs?
I need them to investigate a bug. I'll await for your replying
Huh, the slaughtered villagers came back
I wonder why
it should resolve those automatically.
fences is included in blocks in dev mode
alright, i'll run a quick test.
thanks for the answer. now i can debug to find out what's going on
I have a question about universal enchantment (v8.0.0) for mc1.20.1.
I tried it in an almost vanilla environment and was able to enchant a multishot to the diamond bow added in More Bows: Restrung!(1.0.11), but it does not work and only shoots one arrow.
Is there any way to make it work?
no if it doesn't already work it's not possible without dedicated support
I seem to be unable to turn on treasure enchantments? I can't find it in the config file? 1.21.1 NeoForge?
I tried to get Sword Blocking Mechanics to work with Create Sabers by adding the swordblockingmechanics:can_perform_sword_blocking to forge:saberon, but it doesn't seem to work. Is it becuase the sabers aren't 2D items like swords? Is it a thing I'd need to create a compatiblity mod to fix? Any ideas?
actually nvm apparently the Create Sabers devs themselves are working on implementing their own defense thing to the mod
what do i do with the drop i get from the Invoker Boss Fight
it's used in the imbuing table
it's controlled via tags: https://github.com/Fuzss/enchantinginfuser/blob/main/1.21.1/Common/src/generated/resources/data/enchantinginfuser/tags/enchantment/in_advanced_enchanting_infuser.json
So am I meant to make a datapack for this?
yes, that's how enchantment configuration works in general for 1.21+
Can I ask you one question?
Alright, ill look into that, thank you very much
Dont ask to ask, just ask
When Dungeons Arise - Forge! I applied this mode, but it does not appear in Minecraft world. How do I solve this?
WDA was made by #aureljs-projects , not Fuzs
Hi, I have a question about the Enchanting Infuser mod. Is there a way to configure it to use Lapis in it's crafting, or is that planned in any way?
you mean the recipe for it? Should be doable with datapacks.
Do you have anything in mind?
No, I actually meant using Lapis in the enchanting process, sorry I didn't make that clear ๐
you did say crafting
well, i also would like to toggle a lapis cost onto the infusers
so it is a plan in the future?
that's good for me, cuz I downloaded this mod after I got a whole bunch of Lapis & now I've got nothing to use it on lol
I'm not the developer, i just was saying that i would also like that
wait until fuzs responds
OH! sorry, I kinda just assumed that you were, I honestly didn't even look at the username ๐
It would also be nice if we could use chiseled bookshelves for the enchanting infuser as the enchanting tables from Easy Magic use it, then when we upgrade the enchanting table to an enchanting infuser, the chiseled bookshelves no longer power them
More compact enchanting setups too since putting all 6 books would make each bookshelf grant 2 enchanting power
playing with respawning animals and there's a massive overspawning of an ice and fire mob, is there a way to blacklist it?
โ
How configurable is mob lassos? Can I make a lasso that carries all mobs that have less than x max hp?
like idk 20 40 80 160 320 hp lassos
don't thinkt that's possible, the existing lassos are pretty much hard-coded
that's not planned. lapis was only added to normal enchanting as an afterthought, I see no reason to require it in the infuser just because of that
hey Fuzs, I had a crash when opening a chest from a structure from the Structory mod, I reported this on the "Fabric Project" server and someone more knowledgeable than me told me it was due to Stylish Effects and to report this crash to you.
Minecraft crashed. The logs have been uploaded to gnomebot.dev:
latest.log | crash-2025-02-25_04.34.59-client.txt | crash_assistant_app.log | CurseForge: skip launcher
Mod list changes beyond the latest successful launch:
[2;34mMod list wasn't modified.[0m
what can and can't be lassoed? Like can the creative lasso lasso bosses?
!tryit
I think though bosses might be blacklisted from all lassos
but there might be a tag in the mod jar to control it
thanks, will be fixed in puzzles lib shortly
is there a way to make the statues from straw statues use a fishing rod?
no
Would be good, just donโt want cheesers
hey quick question i have bmc installed on a server and wanted that all enchantment hint were shown but even after setting it to "ALL" in the server configs it wont show everything tried restarting the server a couple times but still wont work. Does anyone has an idea whats causing that?
nevermind fixed it
dang, I didn't know that & I see your logic here. Plus it's your mod, I'm not about to demand you do something you don't wanna do. I guess I gotta find something to use all this lapis on instead lol
I've got a stack & a quarter of lapis BLOCKS at this point lol
luckily there's a mod that adds decorative lapis blocks so I'll just use that & stop mining lapis lol
Hello, im having an issue with Magnum Torches currently. not a crashing issue or anything, just loading the incorrect texture and the craftibng recipe is all wonkey. im assuming this is a item id conflict? if so how about can i figure out whats conflicting and get er back on track? currently running 1.21.4 on fabric
shows up as that weird target thing.
Is the blacklist applied via tag?
I didn't apply it if I have to
whats the name?
got it
<tag:entity_types:moblassos:creative_lasso_blacklist>
Should be able to configure it via Datapack then
I'm curious, what is the intial line?
like why don't I manually have to blacklist say minecraft:arrow ?
I settled on 100 entities
hi
Can't it be modified so that the percentage of the results is higher?
the mutant monster
yeah would've also recommended building blocks next haha
here's all of them: https://github.com/Fuzss/moblassos/tree/main/1.20.1/Forge/src/generated/resources/data/moblassos/tags/entity_types
magnum torch is doing nothing special there, only uses vanilla model and recipe definitions. so that's definitely another mod causing this
please be more specific
What mobs drop minium shards? Can't find them
dang theres a lot of mods
hey do any of your mods affect item frames at all?
in my modpack they do no break when not supported by block for some reason since a lot of your mods are in it asking here could help if that's the case
did you trying creating a duplicate version of your pack and remove all the fuzs mods and see if it still does that
no not yet I don't plan on fixing issues/double checking stuff until I get done with certain stuff I haven't even started with yet
namely Modpack Update Checker and Configured Defaults
and also starting on server file
and set up the project on GitHub, Modrinth, and Curseforge
ah nice I gotta disable onecloud cause you cannot exclude certain files so it would be backing up github desktop files...
oh nice
I cannot even get the files unless I turn it back on
you are absolutely correct. ive narrowed it down to either paladins furniture or macaws.
I downloaded the mutants mod, these are super rare to appear, I've been playing for 4 days and I only found one, I can't configure them to appear more?
wait they spawn
any config to turn that off
Is there a way to edit how effective the Respiration enchantment is in Thin Air? Or possibly disable it? I've noticed that the whole mod is kind of trivialized after getting Respiration III.
You absolutely can configure them to spawn more often
However their spawn is tied to their vanilla variants spawning, so if few of them spawn you'll see less mutants
For Resource Pack Overrides, what's the easiest way to add a default resource pack after players have already been playing the modpack and their options.txt has been generated already?
I did see that but I'm not sure how tags or anything work assuming that's what I'm supposed to be using, could I get an example?
how to disable mutant creeper from spawning?
Edit the config and set the spawn chance to 0.0
thanks
how?
i dont understand
For example, every time a zombie spawns, there is a %chance it's a mutant.
That %chance is configured in the config.
But a zombie needs to spawn first, so few zombies = very few mutant zombies
ooh now I understand how do I change the %?
Edit the mod's config file, in your instance's config folder
how do I do that if it is an online server? ๐ญ
The server will have a config folder
I have not used Aternos so I cannot direct you there
See if you can find a file editor on Aternos
ok ok wait
is the server yours BXzzo?
no that is a mod list..
A
you should be able to find a config folder... should be called config
this
yes?
Yes, this is it. The server config will have the spawn %. You can edit it while the server it running but you will need to restart for it to take effect
i dont understand help
๐ญ
The 0.05 is the spawn percentage. 1.00 = 100%
I.e. every zombie becomes a mutant zombie
Yes, you will get get no normal zombies though
or creepers, or endermen, or skeletons
only mutant versions of them
yes
thx
hey
i've a quiestion
look this
oh
the photo was not saved but my server is closed with the creeper explosion
it's in the common config
it's unchanged from vanilla, there is no way to configure it beyond that
you can force packs to always be enabled, they should be enabled automatically then. might not work though, the default packs feature isn't designed for exisiting installations
ideally play around a bit and see what works
update the mutant monsters mod
it doesn't replace vanilla spawns, it adds new spawns with a chance relative to vanilla monsters, that is what the config controls
Ahh I see, so 1.00 is equal chance to spawn mutant and non mutant?
I may have to forcibly override options.txt for this then - ty!
Hello, did Enchanting Infuser got fixed for Mcdw?
For Fuzs: I previously thought I had a mod from you that was like Stoneworks but it made a little sawmill and you could make decorative wood stuff and all the wood shapings with it and I think even turn shaped wood blocks back into base logs or something? Like it was really cool like your Stoneworks. But going through your whole list yesterday I realized there's no such mod.
It's funny because I mentally created even your style of images for the mod I guess because I remembered those too.
So I guess this is a suggestion / request/ idea for the future for a mod to go alongside Stoneworks? ^^
I would love to see it anyway. I guess I probably had found a mod like I described and it just mentally attached to Stoneworks in my head because of the similarity. But I can't find one that does everything I'm remembering or that is updated. So hiiii I hope this helps inspire a mod you'll enjoy creating one day! ๐
Does sneaky curses reveal the curse once it "activates" so for example, does it show the curse of binding oce i equip the piece? Also, is there a collection of suggested curse mods that syngergise well with it?
Are you talking about this mod? https://modrinth.com/mod/universal-sawmill
also, does the 1.20.1 version of sneaky curses work on 1.19.2?
https://github.com/Fuzss/sneakycurses/blob/f1a3bf52fed100258df6febe3797b50696a75128/1.21.4/Common/src/main/java/fuzs/sneakycurses/config/ServerConfig.java#L20
Curses can be revealed when wearing or holding items over time, but not immediately when armor is equipped
how do I get primal essence? i thought it was with an invoker but i killed two in creative while testing it out and it didnt drop anything
oh nvm i was using a thundersword that deleted the item after killing him lol
can this invoker mob only be found in mansions tho?
raids as well if enabled in the config
i was wondering if there was a datapack of visual workbench, its a nice mod but if everyone has to download it on a server it gets annoying
is there a way to make the curses not have a red name? And i dont mean the client i need it server-side so that everyone sees it
I just realized I'm an idiot, I already have Easy Magic in the same modpack as Enchanting Infuser so I can just make a second set of bookshelves and use that to get the enchants I can't get with the Infuser (like mending) which gives me a use for the absurd amount of lapis I have ๐
I feel dumb lol
I can even just move my infuser to my secret portal room & put the regular enchanting table in my house so when I play with my baby sib she can't access it & prank me by removing all my enchants lol
isn't this for support?
It is, please be patient
Thank you but does it also do cool decorative blocks like Fuzs?
Either way this is helpful thanks so much
Is this the right channel to post a help request with a crash from puzzle lib? Or where please?
Hey will thin air be updated to 1.21.1 neoforge?
Fuzs, we're getting a crash on a 1.21.4 Neoforge Dedi server that points at Puzzles lib only when we interact with a fuel slot on a furnace or blast furnace (not sure if any other fuel slots, haven't gotten far yet).
It just ctd on click on the fuel slot.
Crash log included.
Uploaded message.txt from @strong dew to mclogs: https://mclo.gs/beVsdlE
Can someone at least tell me if this is the right place to post that request for help?
it was trading post causing the crash specifically. I found out that much.
there probably is but not from here
the mod is not designed to be server only, so no
no that's not planned
the mod will be discontinued eventually
fixed now, thank you. ideally update puzzles lib
is there a way to disable slot cycler cycling when pressing hotbar key of slot you are holding
sometimes I double press key and it is annoying
there should be a config option
there are no configs for it
ohh
it is under library not main mod ight
Uh, guys, what's a structure that has a LOT of skeletons/skeleton spawners
yo guys, so i've had a problem with universal bone meal, everytime i close the server, it doesnt close properly and gets stuck on unloading universal bone meal config..
im using the 8.0.1 version, 1.20.1
it always gets stuck on Unloading server config for universalbonemeal
was thist aimed at mine? Thank you
ah yes
update forge config api port
alrighty i'll try it, thanks
actually
i cant update it, im on the latest version for 1.20.1 already
8.0.0
nvm
8.0.1
didnt notice it
anyway thanks fuzs
appreciate it
you're telling me rn these have been what's wrong with mob spawning this entire time?
i've never been able to put my finger on it but animal gen has always been screwy somehow, is this what's been the problem? i had NO idea you got punished for killing too many animals
Where do I ask about FCAP? Iโm struggling on exactly how to use it in my mod ๐
Like if thereโs a working example, Iโm in multiloader if that helps
Already have the deps setup per loader from the gradle side
Never mind I found a working open source example ^^
Noticing a bug with BMC5 v21 of the NeoForge Visual Workbench, it's no longer showing when other players are using it so it's been leading to some moments between friends and I that we will be using it and it will delete the items should someone else complete an item first or autocomplete and steal the crafted items instead of in v20 where we were able to see the item inside the crafting table (as intended) that they are making.
Not sure if just somethings gone wrong
I'm having an issue with Combat Nouveau in Fabric 1.21.1 where the "Retain Energy On Miss" option doesn't seem to work at all, the cooldown still gets applied even if I'm just hitting air. Anyone else having this problem?
Can someone help me make the datapack to enable the treasure enchantments for the advanced enchanting infuser? I'm trying to use KubeJS but no luck
I can give you a blank Datapack to start with if you'd like. Tell me which MC version you are using
1.21.1
Nvm, managed to do it, just used KubeJS, also i had forgotten a comma XD
ah
Is there any way for universal enchantments to not change anything about the vanilla enchantments?
Iโm only using it for a fix for enchantments that are added through sintrya
Diagonal walls 1.21.1 fabric all of the stone walls appear as solid stone blocks. how can i fix this? i even tried uninstalling the mod and walls are still bugged. diagonal fences and glass are working perfectly.
Diagonal windows don't show up. the "window" is there but it appears invisible and like normal glass panes would work... why?
this one is good: https://github.com/Exopandora/shouldersurfing
Thanks!
i think there was a conflict between that config option and another one which was fixed for 1.21.4+, but wasn't backported. try to reset the whole config and only enable retain energy on miss to see if it works then. i think the conflicting option was related to sweeping
not sure some mods break it unfortunately. you can only play around with your set of mods to maybe find which one is conflicting
same as above
hmm, not sure what's going on. there isn't much that has changed in v21, and nothing sticks out as being related to this. can only recommend some more isolated tests with a few mods at a time to see if the issue persists
I tried removing the diagonal walls mod and it's still doing the same glitch without it present in the mod folder. Is there a way to scrub it so I can just have normal walls on my server again?
even newly placed walls? if so it's another mod causing this
It's all walls, most of them turn to stone blocks. For example even deepslate brick walls = stone block ๐คท๐ผโโ๏ธ
!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.
Unfortunately I have about 80 mods in the mod pack I hodgepodged together so I'm probably going to have some trouble nailing it down
Sure I'll send them tomorrow when I'm at my PC. Thanks for your insight! I really appreciate it
I did exactly as you told me, but I'm afraid the problem still persists :/
deleted the entire config for the mod and then enabled nothing but that setting, weapons are still going into cooldown when hitting air
Can do, we did add Supplementaries Squared so maybe that had some weird interaction
Question: Is Fast Item Frames being released for 1.20.1?
Hi, I have a question about the Plenty Plates mod. I haven't installed it yet, however is there an option to make an inverted pressure plate using the mod? For a build I'm making I desperately need a 1 block inverted signal
that's not possible
Damn; Alright thanks anyways^
I have a question about Spiky Spikes mod. Is there a way to disable XP drop for diamond/netherite spikes? I want my server to be able to use them to add enchantments but I want to disable all XP.
If not, is it possible to add this as a config option?
I am using fabric version 1.20.1
winterveritas has been timed out for 1h 

Reason: Similar-Messages Spam
Stupid bot.
Timed me out for editing my message too many times.
tf u mean bish?
where would i report an issue where the Diagonal fences don't drop when mined? this only happens with Macaw's fences -> every compat (wood good) -> Biome's O' plenty -> Diagonal Fences
1.21.1
they drop when converted back to normal fences, but not diagonal
Hey, hope it's not rude to ask this.. how do I build from source code for the related projects here? I specifically want to be able to build Sword Blocking Mechanics from source because I want to add some edits to it. I do not intend to publish it, just personal use.
I'm familiar with coding in general, but I'm a bit unfamiliar with Java/Minecraft tooling and I'd like to start Minecraft development by starting with editing mods to my liking/requirements first.
I understand this might not be the correct approach, but I thought to ask anyway.
Thanks regardless.
For some unknown reason, the Cut Through mod stopped working 1-2 days ago. All mods are installed but they don't work. There are 2 people as developers, I didn't know where to send it.
i think that's an issue with everything from woodgood
likely a mod conflict. do some more tests with subsets of your mods to find what is causing the incompatibility
log looks all good, not sure what is going wrong then...
that's not possible. but yes it might be possible to make the spike types configurable in the future, ideally leave a suggestion on github
https://github.com/Fuzss/spikyspikes/issues
hasn't changed, the old videos and wikis still apply
my projects are not beginner friendly due to the high level of abstraction which is required for multiloader development and the sheer amount of projects I'm maintaining
I recommend starting by working with some simple fabric mods as it's the easiest mod loader to get into, go to the fabric discord server for help
I see.. That is understandable. I've always been amazed by the amount of polish and support your roster of mods have since the day I've come across them. As someone working and living off of coding, I can appreciate the effort that went through on abstracting the layers within your codebase in order to achieve this level of maintainability/support.
Even allotting time to actually read through and reply to messages here is another level.
Hopefully I can practice the same kind of dedication/effort in the future when I finally have the grasp of the understanding on Minecraft mod development.
Thanks.
yo guys, universalbonemeal doesnt let my server close properly..
i updated the forge config api port and everything
still doesnt let my server close
been stuck like this for around 10 minutes already
im on 1.20.1 and forgeconfigapiport is on 8.0.1
anyone knows if Pro Placer can get me banned from Hypixel or other servers?
it is
update forgeconfigapi port
is there a newer version then 8.0.1?
thats the one i have rn
you mean yes?
the mechanic is banned so yes you will be banned
hmm that was the version to solve this issue..
it sadly doesnt work. i have both 8.0.1 on my client and server
the issue is still present
is it possible to make overflowing bars count only?
Hey Fuzs, are you interested in a new Mod project? or are you swamped with what you got? lol
I've been thinking of my "family server" and the distance we are all spread out... it is nice to "visit" but sometimes travelling a distance can be a pita just to get a few items... So since you have the "trading post" mod... I was wondering how difficult it would be to create a new mod for trading between players. I know there is or was a gift mod that would let you enter an item into a gift box and you could name it and they could open it and receive said item... But the problem with that is that they had to find the gift. (this might be jumbled because I am trying to think it through as I write)
My idea... is a craftable station that would have a gui that you would be able to open. Then there would be 'slots' maybe like a hopper maybe?... so five slots? where a player could place items in up to the max stack limit of the items. Then there would be another spot where you could enter a player name.
So then another player could craft this station also and be able to receive these items where ever they put the station.
Is that something that is even possible? I have seen a couple mods where you need to empty hand click the other person or click with the item and you can trade it directly... but again, that makes the need to travel thousands of blocks just to give a stack of wool or a stack of diamonds or some other random bit...
Almost like a mailbox I guess
You could install the Waystones mod so that you can teleport from base to base
True... not sure if that would take anything out of the "some what vanilla" game play
Hi, I am trying to set up "Resource Overrides" right now. But it doesn't work like intended. What am I missing here?
I just want those resourcepacks stay loaded in the given order. But I am not shure if I got that right since all the packs can still be deactivated. If there are any tips what to try next or what to change, it would be awesome
yeah i thought the same thing after i ran it through chatgpt/grok to double check for me. thanks for your help ๐ซก
Sounds neat, thanks! I do think some of the existing mail mods execute this concept very well. My favourites in that area are of course Forestry (https://www.curseforge.com/minecraft/mc-mods/forestry-community-edition) which has the most fun system with the stamps and everything, but Might Mail (https://www.curseforge.com/minecraft/mc-mods/mighty-mail) is also great as it is very polished. Also Ender Mail (https://modrinth.com/mod/ender-mail) seems fun although it is outdated.
your json syntax is incorrect, please use an online json checker or use an editor such as vscode that properly highlights syntax errors
I love mighty mail, never had the chance to truly try it out in servers sadly
(Had put a suggestion to have it fo all packs
)
yeah it looks so gorgeous. although i really miss the stamps from forestry in it, would make it a bit more complex but also more fun
If I had the chance to look into them deeper I may try make a different take for it
Smart for a first time coding level mod? prob not, am I still nuts enough to try? basically
I do have something remotely related though. A while back a made a modern rewrite / port of the Linked Storage (https://www.curseforge.com/minecraft/mc-mods/linked-storage) mod which allows you to have chests on different channels. So you can use unique channels between your players to share items. If you want I can send you a pre-release of my mod, just tell me the mod loader and MC version.
so will the forge config api port be updated again?
my server still cant close properly even on the right 8.0.1 version...
I feel sorta idiotic now... I never even CONSIDERED looking for a "mail" mod even though that is sorta what a guy is thinking of! lol Thank you for the suggestions I am off to look into them right now!!
The Ender mail looks like a hoot... unfortunately those three aren't realeased for 1.21.4 Fabric. If you have a version of your rewrite for Fabric 1.21.4 that would be sweet Fuzs!
will have to investigate if i can reproduce your issue
okay then
hope you find out whats causing the issue
Have fun!
hey im haveing issue with backpack mod were its buged and causeing me not be able load in to my game do you know how i may be able to fix this i dont want to have to remove my backpack mod as i try it and gone on new worlds and its seems be just that mod
i have these mods already but not sure whats going on
hello?
hey
what is the config file called for respawning animals?
not the right server for travellers backpack mate
this what server is it i was told was this one
Hello! I have a question about metal bundles, I hope I'm in the right place
I have all the bundle recipes except those for upgrading them in the smithing table for some reason
I'm not able to place my default bundle into the smithing table to upgrade, please advise! And @ me if/when you get back to me :) thank you in advance!
1.21.4 btw
wait horse expert should have trinkets installed?
okay so
is there some difference between the two
cause I'm finding problems with the mod on CurseForge and Modrinth being detected as the same mod
also causing problems exporting modpack with it (and also another mod), first on CurseForge, then "fixed it", breaking it on Modrinth
first thought was ATLauncher issue then Modrinth then found out not Modrinth and thought ATLauncher but that doesn't seem to be it but the mods themselves
The upgrading is done via a recipe, just add an ingot / gem
should be optional
no but the file might produce different hashes as they might have been built separately
i have a question regarding illager invasion, is the firecaller belt 100% drop?
Problem is Iโm not able to place the bundle in the smithing table in any slot
interesting
crafting table mate
๐ฉ oh
ysk then that this is on your modrinth page
is there a specific recipe for upgrading them? it doesn't appear in my recipe list
in my REI items list that is
yep this is the case
checked the files of before and after this issue and different hashes
could this get fixed at all or not
if so how since other person does automated uploading and doesnt know how to fix (if possible)
well then again you probably do too as lots of mods
generally the files will be identical, but sometimes an upload fails, so when the task runs again the jar is rebuilt leading to a different hash.
not gonna push a new version everywhere though when that happens, might as well happen again then after all
ah okay
I dont know how to interpret those jsons, and I dont even see the default copper/iron/etc bundle recipes in there
are there default ones or are they all the colored ones and I'm misunderstanding
ohhhh I understand. There's no uncolored "copper bundle," you have to use a colored bundle?
ah that's a bug actually. there should be variants for the plain bundle as well. will have to add those
new version that adds the undyed base bundles and fixes the recipes is out ๐
how can i open the respirator slot for thin air
Thanks!
Hi there! I got a straw statues error and was wondering if anyone could help me out with it?
The game crashed: rendering entity in world
Error: java.lang.ClassCastException: class fuzs.strawstatues.world.entity.decoration.StrawStatue cannot be cast to class net.minecraft.world.entity.player.Player (fuzs.strawstatues.world.entity.decoration.StrawStatue is in module strawstatues@8.0.3 of loader 'TRANSFORMER' @32c7495; net.minecraft.world.entity.player.Player is in module minecraft@1.20.1 of loader 'TRANSFORMER' @32c7495)
The game just crashes when I change the statue skin
!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.
Likely though caused by Entity Model Features if you have that. If so please report to them.
Thank you so much!!! Can't wait!! happy dance
I saw the github on this issue, I did end up posting it over there. For some reason if you uncheck the cape option everything works perfectly fine so who knows LOL
so just making sure, would something like
"values": [
"#minecraft:in_enchanting_table"
"#minecraft:curse"
]
}
work for the datpack?
You need a comma after the first entry
oh yeah
Otherwise, yes
That's odd
Ah, a modded curse
The mod's developer must have put the curse's cost super high for some reason
I mean it's curse of breaking
makes your tools break faster so idk why youd want that
It's not that big of a deal tbf
How would I go about doing that?
Unzip that mod's jar, then find it's data folder
Inside it you should be able to find the .json for that enchantment
so just like usual
(assuming youre on 1.21)
yepyep
okie ty
is there any way for me to see what tags an enchantment falls under in game using JEI or something?
Not that I know of, I just crack open the mod's jar and look through it's tags folders
so what would I do to add this one? #ars_elemental:soulbound_extra
?
wait wouldnt it just be easier to use the neoforge c:enchantment
to just add all existing
if that's even a thing
It's not a thing
But if you include
"#minecraft:treasure",
"#minecraft:non_treasure"
that should cover everything
doesn't include reactive and soulbound from ars atm at first glance
Check to see which tags they have been applied to
wait no i did it wrong one min
reactive is in non_treasure
no wait thats not right
this is what i should be looking at right?
No that's the definition of the enchantment, for editing it's cost and such, not the tag list for non_treasure
You should be looking under data/minecraft/tags/enchantment
I don't see reactive listed under neither files
there are 2, non_treasure and tradeable but reactive is not in either of them
Oh I think I know why
I just remembered what reactive is
It's the enchantment that's added to items which you imbue Ars spells into, it's useless if applied via any other method
So you don't want that in the table anyway
I just realised there is a neoforge dump command
I just took all the enchantments, shoved them in the file and it worked
Nice
so uh
for some reason there is a chance for one or more of Fuzs' mods to cause crash when launching in my modpack
latest.log: https://mclo.gs/Ar5hMSM
debug.log: https://mclo.gs/ZHKEyhH
crash log: https://mclo.gs/P5G76HP
it seems random what has issue
with not always crashing just sometimes (around 50%)
IDK if it does this still might just be very occasional
seems more likely on firs or first few launches
thank you, fixed in puzzles lib v21.1.30
ah okay
how come Fabric configs say "Default Value" meanwhile NeoForge just Default
noticed this from importing Fabric configs, which were made into .baks, and the new config was basically same but some "# Default: [value]"s added in (not everywhere though
oh there are other mods this happened to too
how to add swordblockingmechanics:can_perform_sword_blocking tag to item?
how does adding tags work
and if there slike a mod that allows to add them easily or smth
You do it via Datapack
the respirator from thin air allow to breath under water?
since mine does not
idk why
no it only protects from yellow air, water has red air
so not different from vanilla, only water breathing and respiration work
is paper doll being marked client and server a mistake or are some parts limited when not on server?
where is it marked as such
modrinth
hey! I just wanted to ask why Combat Noveau mod uses experimental settings and if it has a way to disable it?
I usually don't play with experimental settings enabled in my worlds to not loose them in future updates
that is just how part of the mod implementation works (some enchantment tweaks specifically), it's different from vanilla's experiments. there is nothing to be afraid of
hmm so this won't ruin my save if I stop using the mod or update to another version in the future, right?
can you update Thin Air for 1.21.1 for fabric?
Hello. I noticed that Easy Shulker Boxes also changes Bundle behaviour. Bundle controls with the mod are like they were during the bundle's experimental phase. I was wondering whether you could make that its own little mod ...? Honestly the current vanilla bundle controls drive me crazy to the point of stopping to use the bundle at all. I have been searching and searching all over the place for a simple mod that inverts bundle controls back to the way it was during experimental phase. I was screaming in joy when I realized that Easy Shulker Boxes has that feature (alongside many other great features).
Unfortunately, the server I'm mainly playing on does not have Easy Shulker Boxes installed, and as far as I can see, I cannot use the mod without it being supported server-side. So I have come here to humbly ask my request. Thank you for your time.
Question, is there a way to get easy anvils to work with prominence 2??
ive tried installing it but it doesnt seem like it does anything
ask in the prominence channel
I did and they just told me to come here
Where can i get the log? Its not crashing or anything its just not actually doing anything, its also a loaded mod on the list
Ive also tried adjusting the config via the menu and still doesnt actually do anything, server side or even on singleplayer itself
easyshulkerboxes can be configured via data pack to only enable the bundle behavior if that is what you want.
for playing on a server there is no way to implement the behavior in a client only mod
might be incompatible with a mod in the pack, maybe apoteosis or something like that
probably the reason it's not in the pack by default
Man thats kinda sad, the increased anvil costs are so obnoxious
Is it Zenith btw? is that just another name for Apotesosis
Hello. I want to change the texture for the Marauder in Illager Invansion but there's no png file for it. Where does he get his textures from?
Thanks for the help anyways ๐
Does that work with Prominence?
Any idea why thin air will not go to the value set? It still starts at 128 in overworld. 1.20.1 server.
#Air qualities at different heights in different dimensions.
#The syntax is the dimension's resource location, the "default" air level in that dimension,
#then any number of height:airlevel pairs separated by commas.
#The air will have that quality starting at that height and above (until the next entry).
#The entries must be in ascending order of height.
#If a dimension doesn't have an entry here, it'll be assumed to be green everywhere.
dimensions = ["minecraft:overworld=yellow,0:green,190:yellow", "minecraft:the_nether=yellow", "minecraft:the_end=red"]
for the resourcepackoverrides, any idea why this config won't load the packs when the modpack starts? https://pastebin.com/v4wE1gsU
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
yeah that's 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.
not sure, looks fine to me. not really maintaining the mod anymore unfortunately...
After doing some testing, I found out that it's this mod here that's giving you these problems: https://modrinth.com/mod/mpalladium
Minecraft Neoforge 1.21.1
yeah this seems to be it: https://github.com/ITsMrToad/PalladiumMod/issues/8
Thank you but, in the .jar file I can't find that texture, if I add my own .png file in textures/entity called marauder.png will it override your texture? EDIT: It looks like the mod takes texture for the marauder in savager.png
No marauder here
is there a quick reference list somewhere of all the vanilla GUI textures that are editable by MindfulDarkness? I'm trying to keep the mod from altering most vanilla GUI menus so I can pair it with another texture pack that changes the majority of said menus to be more stylized
I tried following this guide, but to no avail: https://docs.google.com/document/d/1g83uC9-sVpaSPghGSsTYYngDS2tbseDkW6ZRgGmadp8/edit?tab=t.0
74 pages! 148 images! Over 12,000 words! The GUIde (ฮฑlpha) Prologue Introduction I thought they were Texture Packs? Some more info on GUI textures Achievement! Container! The Creative Inventory Anvil Beacon Brewing Stand Crafting Table Dispenser and Dropper Enchanting Table Furnace Chests, En...
for instance, here was my attempt at trying to disable altering the crafting menu via the config:
"!minecraft:textures/gui/crafting_table.png"
inserting that string into the list seemingly doesn't do anything. I was mindful to move it further down the list, but maybe it isn't far enough.
paths = ["textures/gui/*", "!minecraft:textures/gui/icons.png", "!minecraft:textures/gui/options_background.png", "!minecraft:textures/gui/crafting_table.png", "!minecraft:textures/gui/book.png", "textures/gui/container/*", "minecraft:textures/gui/container/creative_inventory/*", "trinkets:textures/gui/slots/*", "craftingtweaks:gui.png", "dankstorage:textures/container/gui/*", "ae2:textures/guis/*", "!modmenu:textures/gui/mod_configuration.png", "!dynamiccrosshair:textures/gui/crosshairs.png", "quark:textures/misc/backpack_gui.png", "quark:textures/misc/matrix_enchanting.png", "quark:textures/misc/shulker_widget.png"]
you'll notice that's just the default configuration + the line I wante dot add above
how do i make chemical x in 1.21.4?
looks I might've just glazed over the part that goes over directory changes inside the gui folder... whoops. we'll see if that fixes it
palladium is a very bad mod yeah
can someone please answer
for anyone who had a similar problem to me, make sure to include the "container" directory when configuring:
"!minecraft:textures/gui/crafting_table.png" --> "!minecraft:textures/gui/container/crafting_table.png"
Yes, I should have looked at the update history better, for Neoforge 1.21.1 there was only 1 version and nothing else in 6 months, I ended up removing it, I can't be without diagonal fences lol
If so, I'll have to better review the mods I put in.
Following up on this bit... I crave the dripstone... I can only find like one mod that adds it but I don't wanna use Architect Pallate ๐ฆ (ok more accurately I don't wanna do a ton of datapack work for it)
This is a GREAT mod!
I think I may have messed with something or there's a mod conflict, but I just used the Advanced Enchanting Infuser to disenchant a bunch of stuff I found in chests and it didn't give me ANY exp points. Is there a setting I have to change to fix this?
ah yes the savager is it. cleaned that up for 1.21.3+
"!minecraft:textures/gui/container/crafting_table.png" is the correct location
ideally do something like "!minecraft:textures/gui/container/*" for all textures in the container domain
what do you think of this: https://modrinth.com/mod/brixpansion
thinking about adopting the mod for 1.20.1+, the license permits it
the texture do look really good, especially the chiseled blocks are sweet
Amethyst is basically begging for the ability to be used to decorate more. Obsidion could use it as well.
I'd personally like to see dripstone in stoneworks style with all the variants because well.. ITS A STONE it should have them lol. I'd happily make them myself if there was some sort of template to use
are you considering it seperately or absorbing it into stoneworks?
Cause I mean... you have some of these block types already, not that I would imagine anyone complaining about extra variants who uses this mod already
but having like three different types of "Stone Brick" between multiple mods could be irritating I imagine.
I like to use create for example additionaly with your stoneworks mod. and it also has bricks and such for andesite and all that... but their textures are much more SMOOTH looking so they have a distinct style difference and I consider it fine.
But the mod's textures certainly look nice, and would add a great set to use... I guarentee I would use some and I imagine my builder friends would love them.
The Diamond, Gold, Redstone, etc.... do give me pause cause you wouldn't easily be able to convert them back int the actual useful materials. so its the sorta thing you would probably not use outside a genuine shocking amount of surplus
that is true, they probably only exist for sake of completeness
but it would definitely be a separate mod, and not just with the few blocks that are there
merging with stoneworks wouldn't work the artstyles are obviously too different they would clash in a single mod
hmm hmm
I'm imagining this as part of a general building related mod with multiple new blocks of various kinds and shapes
not just stone like stoneworks
I'd certainly add Brixspansion with nearly zero hesitation personally...
I might consider disabling the recipes for ones that overlap though
but granted I KNOW how to do that lol
some folks don't
I maintain my "Do you not love dripstone fuz?"
But I will take what I can get lol
Dripstone is my personal favorite stone type pretty much lol
it just wasn't part of the original commission for the mod textures and I don't see a need to spend money again on the mod
mud would also be nice after all
Ah, you didn't make the textures yourself!
I was not aware
That makes a degree of sense
the artists are always listed on the mod pages
You may wish to remedy that then I don't think I see any of hint of it on modrinth
ah no I see it
Aight then guess I might boot up mcreator and make my own textures if I can then. I crave the dripstone lol
the instructions on modrinth and from searching around in this channel seem totally diff?
has changed in minecraft 1.21+. check the mod jar in data and the minecraft wiki on how to configure enchantments
is airhop supposed to be in here or am i meant to do it from scratch?
would anyone be willing to help me out configure my resource pack overrides config file? i am super new to this kinda stuff and need help
i dont wanna keep pushing out a modpack or an update and force the resource packs with the options.txt file that resets everyones keybinds

Does anyone know the tags or names for the hostile mobs within the born in chaos mod?
The mobs keep spawning even when monster tag has been blocked
You can find their IDs by looking at the autocomplete for the /summon command
Thanks
I see the tags, but how can i remove groups of labeled mobs
Not just one
For exampel
Skeleton and zombies are hostile mobs
But what about corpse fly and the other hostile mobs from born in chaos?
Which tags (groups) they are assigned varies per mod and will require you to dig through the mod's data files to find out
Ah, I can do that, the mod will automatically recognize them values right?
When i tried adding random incorrect values in the add section where the hostile mobs can be found as blocked, i couldnt add them
So im guessing it turns green once it recognizes i inputted the correct command yea?
I don't follow what exactly you are doing here
I don't remember what the Magnum Torch config looks like
But yeah, adding incorrect values will prevent the config from loading
Any correct ID or Tag will work
Ah, ill try changing the values and see if it works, ill ask here if i need help again
Thanks btw
np, gl with it
hey i have a issue with the enchantment infuser
when i try to choose the enchantments it doesnt switch to the level i want to choose
am i doing something wrong or is this a bug?
and now the game crashed
from what i can tell from the crash report its to do with the easy magic mod
i tried to enchant with a regular enchanting table (with easy Magic) shortly after the clip above
Uploaded crash-2025-03-16_11.30.23-server.txt from @quartz ore to mclogs: https://mclo.gs/6hbbT76
Downgrade Geckolib, the latest version is broken.
I updated some libraries that doesn't have anything to do with anvils and now Easy Anvils crashes my game when I open an anvil. What is happening?
at net.minecraft.world.inventory.ItemCombinerMenu.m6199(ItemCombinerMenu.java:103) ~[client-1.20.1-20230612.114412-srg.jar%23514!/:?]
at fuzs.easyanvils.world.inventory.ModAnvilMenu.m7934(ModAnvilMenu.java:355) ~[EasyAnvils-v8.0.2-1.20.1-Forge.jar%23388!/:8.0.2]
at net.minecraft.world.inventory.AbstractContainerMenu.m150407(AbstractContainerMenu.java:219) ~[client-1.20.1-20230612.114412-srg.jar%23514!/:?]
at net.minecraft.world.inventory.AbstractContainerMenu.m38946(AbstractContainerMenu.java:171) ~[client-1.20.1-20230612.114412-srg.jar%23514!/:?]
at net.minecraft.world.inventory.AbstractContainerMenu.m6199(AbstractContainerMenu.java:572) ~[client-1.20.1-20230612.114412-srg.jar%23514!/:?]
at net.minecraft.world.inventory.ItemCombinerMenu.m6199(ItemCombinerMenu.java:103) ~[client-1.20.1-20230612.114412-srg.jar%23514!/:?]
I get this messages in loop
It is that as well probably
Thanks
allright i'll try that
thanks
Issue has been reported here: https://github.com/bernie-g/geckolib/issues/698
@cedar geyser What MC version + mod loader do you play?
Yes, it was geckolib, I put the previous version and anvils work again
Personally 1.20.1 forge
oh well haha. was thinking about throwing together a quick builder oriented block mod for you to test, but 1.20 is a bit too old to start with something like that ๐ซ
I kindly laugh at calling 1.20 old, but do go on. I'll stick to my nice and stable version.
(Honestly I'd update, but certain mods hold ya back on older versions... and honestly minecraft didn't add anything I WANTED in the 1.21 update)
Hello. I'm using a modpack that includes the mutant monsters mods and I'm looking for guidance. I'm trying to help my daughter get a minion creeper, but so far every minion creeper we get has me set as the owner. Is there a way to find out what the rules that dictate who the owner of the creeper minion is?
the owner is set to whoever killed the mutant creeper (=dealing the final blow) that spawns the egg
Thank you!
could also be changed to whoever was the last player to carry the egg? what do you think? or any other ideas?
Hiii im having some compatibility issues with Paper Doll Mod, First person model and Better Third Person, the animations bug a lot ๐ฆ
Hey so I wanted to add mob lassos to my personal modpack on the curseforge launcher but the mod doesn't show up when I search for it, is this a bug or is it intended to be unavailable?
there are no restrictions set by me, you can ask curseforge about it
it's possible they are incompatible :(
That probably means that it's not installed correctly. Make sure you have the correct version and it's dependencies
Hey, I had Easy-Anvils in my modpack, but when I right click an anvil the game crashes. I removed Easy-Anvils and than it works fine. Its a really cool mod so if possible I want to ask if there is a way to fix it, here are the logs
Uploaded latest.log from @warped night to mclogs: https://mclo.gs/TQkhpVK
You should install a recipe mod such as EMI to learn modded recipes
Hi everyone! I've been playing on my custom modpack for a few days, and I just realized that the Visual Workbench mod doesn't work with the Project Bench from the ProjectRed mod, on Forge 1.20.1. Is there any chance that the compatibility between the two could be added?
Luckly the Project Bench already keeps the items inside of itself, but it misses the whole "visual" thing
not work for 1.21.4
Honestly I wouldn't suggest playing modded Minecraft in any version after 1.21.1
try JEI then
REI is also available, and I prefer it
or that
Somebody already knows a answer?
update geckolib
Thx it worked
Hey, just wondering if anyone knows where the 1.19.2 port of Illager Invasion is?
This is down the bottom of the mod page, so it seems like it should exist...?
But apparently not
why are u even using 1.19.2
Other mods I'm fond of haven't been updated to 1.20 yet, so I'm staying with the lower version
There's a few mods that don't have 1.19 since they were only developed for 1.20 onwards, but it's a small selection so I don't mind
Weird that this one skipped a version, though
yea true
Fabric only: https://modrinth.com/mod/illager-expansion-rematch
I appreciate it, thank you! Looks like the 1.19.2 version has a server-crashing bug w/ the imbuing table, so I might pass. I appreciate the info though :)
I am having an issue getting resource pack overrides to load packs in the correct order. It kinda looks like that it just throws them all in what ever random order it feels like. Are they supposed to load in the order specified or do you have to manually order them?
Hello, am using Fuzs Paper Doll mod, and I can't seem to figure out how to have the paper doll always visible and not only have it show up when performing certain actions. Is there a way to make the paper doll always visible ?
yoo did the forge config api port get fixed?
i have the latest version for 1.20.1 and it sitll doesnt let my server close properly..
i wanna use fuzs mods but if i keep having to kill my server to stop it, i'll eventually corrupt it
set the display time to zero
just uploaded v8.0.2 with a fix
i added the enchanting infuser to my custom modpack and everytime i try to enchant an item the selected enchant just goes away and wont apply even with enough levels, this also includes me not being able to scroll through all the enchants i can apply
anyone know how to tweak overflowing bars just so that the heart bar will stay one bar
and anyone know how to make the amror bar always show?
it says on the server log "[Server thread/WARN] [Enchanting Infuser/]: trying change enchantment level beyond bounds"
which i guess means its giving the biggest enchant level the game can generate +1
does using overflowing bars merge absorption into the health bar?
like one flat bar?
heres the list of mods for my issue and the video
it says on the server log "[Server thread/WARN] [Enchanting Infuser/]: trying change enchantment level beyond bounds" and i dont know what is causing that
sick! thanks, i'll try it out
update geckolib you have a broken version
play around with the config settings, but I'm not sure what of that is in there though
merging health and absorbtion is not though
@plain inlet Did you figure a solution out?
Nope... I have no idea how to get it to force the specific load order.
is this the order after deleting options.txt?
I did not delete options.txt but I did set resourcePacks to ["vanilla","mod_resources"]
then it's not gonna work