#fuzs-projects
1 messages · Page 20 of 1
thers mods for there being mods
Uploaded message.txt from @gilded cloak to mclogs: https://mclo.gs/4oXRxhF
@cyan crater
that's the wrong log, pick up notifier isn't even installed
and the crash report would be also good
Oh and for Linked Chests on 1.21.9 for Fabric you need to use this custom Puzzles Lib for now, the public v21.9.4 crashes when looking at the linked chests in the world 😅
never mind, sorry for borthering but the game somehow is working and not getting that error again
also i forgot to turn off mention
presumable since you uninstalled pickup notifier haha
i checked it is still installed but somehow work
maybe some magic
or im just dumb
you have the pickupnotifcations mod installed, that's something else
Awesome
<@&875862844829208626> <t:1759260142:R>
dog sybau
ping my ass
<@&875862844829208626> <t:1759260142:R>
bro
Omg stfu
What
The fuck
Is going on
kind reminder that most of the members do not care to be here and have embed perms
i suggest you fix that hidden everyone ping before everyone goes haywire
bruh
this channel is very ping trigger happy
why, they be good
??
What's gonna happen:
dawg they can be god's piss for all i care i did not sign to get pinged every time the bot posts it
^
It is already confirmed that he will not ping for his projects: #fuzs-projects message
You guys need to relax
LMAO??
why is it pinging for every update from 7 days ago 😭
In minecraft builds projects
okay cool, no more pings then?
Whoa, so many stuff updates to 1.21
Copper update
That's a bit overkill
💀
I can't 100% confirm, I am not the one who made the webhook
no but all it takes is like 2-3 people to start posting nsfw before more join and the entire channel has to be locked down
the hell is dis
u were a tad late
how do i remove the fusz's projects role dawg
lol same
It's better we don't question it...
<@&875862844829208626> <t:1759260142:R>
From Channels & Roles
i will hang you
MAN.
what the hell man
alright thanks
mmm
EHEHEHE PING
fix your channel
kys

one more and ill end it
Lmfao
people take the fuzs projects role and then get mad when the role gets pinged
so funny
mmmmmmmm getting pinned 7 times mmmmm

no one took it dog

i have not been active here since markiplier started his YT career
What would you do with that information
why do i have it? god knows
People are a tad too mad over a ping. But it is pinging A LOT.,...
IM going to ping you 6 times and see if you like it
True
I was just confused about why there were so many
okay?
hell yeah let's go
we have to do it every 15 minutes or so
people who get mad over pings are funny as shit
probably cause the bot wasnt working
or a dependency got updated
get over it
No.
i have ocd you get over it
lmao???
man its fucking annoying to have my phone always buzzing ??
lol?
it's annoying, especially when it's for something the majority of the server doesn't care about
you choose the buttons you press!
Ok yeah this shit is getting locked down 
they are off I dont like the ping notification over the discord logo
i like it clean
i did not choose shit the option wasn't selected
i had to select it then unselect it right now
It used to be in the roles channel before it got deleted
I don't even know who Fuzs is lowkey
either someone, or a bot, gave it
yeah i never used that channel in the first place
lmao(!!!)
"just turn it off" 🤓
my sole purpose here was to ask a question about multiplayer, i didn't bother to leave after, so why would have I picked a role?
Omg omg Did illager invasion get updated
Select and unselect it again
lemao
it was a bot or some dog who gave it to everyone
Dude just select and unselect it
Easy fix
I'm aware, but "you chose this" is wild😭
mao
i think you're missing the issue here
But you did
There were reaction roles before the selections
You chose the reaction
it's not that it's simple to remove, it's that we were given it for no reason and now got pinged and have to remove it ourselves
what's happening? why do I have random notifications from this channel?
did I?
dog are you special.
genuinely.
can I check if I have? I'm positive I have not.
How do I remove my god damn role
Fuzs created a webhook that automatically pings people upon his projects updating
when it happens to one person, then yes, it could've been their fault
but we have a shit load of members complaining about it, not one
it's fucking infuriating to be mid-dnd and be pinged every damn minute
Channels & Roles
can you stop @ everyone, thanks
nope, you have to remove the ping role yourself
remove the role and move on wit yo day unc
because some moderator decided to be funny or something idfk
removed my role, added specifically the channel back to watch the chaos
I sense a freak coming
remember friend it was you who chose this
Yall are tripping like crazy over like 3 notifs… 😭 ✌️
you and the gazillion other member which are complaining for the exact reason this moment did this to yourselves with your own hand!
minor inconvenience
your sentence has awkward phrasing
Overreacting kids
yes i realized after editing it
discord mob mentality over 3 ping sounds it kills me every time
And people who live in silence
i cba to do it again ❤️
Fuck it let it mass ping and let fuze just make every individual bug being fixed an update

they live in what
If it’s that deep why not just
Hmm
nate ur so smart
surely that automatically also removes the glaring red notification
Thank you I’m here all night 💅
thank you nate what would this server do without you
why 5 pings
I set that to new server default ages ago, so long ago tjhat I forgot how
what
just leave the server bro
nate people at nasa are missing scientists, you are needed there
dev fucked up and gave everyone fuze ping, remove it yourself from channels and roles
Ight
Gtg do some college work
no what if i encounter a minor issue while playing one of the modpacks
join back
complain
leave when you resolve it
such a hassle
can't
ok then deal with the pings
max server limit
this sounds like a you issue

no it sounds like a you issue
not really no
oh beef is coming
i'm not the one who knows how to fix your modpacks
I don't work for Luna pixel?
I'm literally just a guy?
but I cant watch this incoming beef because Im in my thematic studies class
they aren't my modpacks
crap
who is Luna and why does he offer employment
Stop pinging me dang
dev fucked up and gave you a role, go to channel and roles and remove fusz's pings
just select it and unselect
see this is silly
no problem
.ban 341717721698009100 ?r telling people to kys via gif
Reason: telling people to kys via gif
Moderator: @distant flare

Details:

Duration: 

Soft Ban: 

Hack Ban: 

DM-Members: 
verumavus
All users were banned!
Sweet I'll look into that thanks 👍🏻 (wanted to make statues of a friend and I's first skins from when we met 10 years ago.)
<@&875862844829208626> <t:1759260142:R>
<@&875862844829208626> <t:1759260142:R>
ki-ki
is this like a way to make me remove the role???
THE FUCK IS WITH ALL THE PINGING?!
what did i miss
What the fuck is going on with the pings
WE GET IT SHUT UP
Leave and come back
And don’t accept the role when you join back
BS indeed
just mute all role mentions ig
Would be nice to maybe batch the pings once a day or something idk
And just like that, muted. Brugh
What the fuck is going on
Holy shit calamity cyrogen
is the bot going crazy or something? :V
Why are we being pinged for days old announcements?
Already confirmed: #fuzs-projects message
or you guys can just mute the channel in this server. Goofs. So many angry ppl of a sudden
Indeed 🧊
I'm angry and I don't even care about all this
what is happening?
Nothing is
Ask Fuzs
People overreacting, that's about it
"oh no i got pinged in a discord server centered around announcements for mods"
Bot seems to keep pinging about an update that came out a week ago
but this is like the 4th ping in an hour
Well I like when I get pinged about the modpack that I like but not the mods that were updated a week ago
and Fuzs constantly maintains his mods to the newest version quickly
where did you get my picture?!?!
Why do I keep getting pinged here
complaining about updates
live a little bro
40,000 dweller mods to the front page
I removed the fuzs project role
I know you...
Meh imma just leave this server
Well I'm in this server for almost an year maybe more and this is the first time I'm pinged here
im not complaining i just can't find the pings when i check so i just don't know what's going on
I don't
Mr. Origin Realms.
He only made the webhooks recently
I used to play OR a long time ago but I quit but I remember your nane
if you're on pc, click this button
it has a mentions tab
oh thanks
on mobile you can just click notifications
the pings are off again now for future messages 😅
yeah I was just fing around with the settings, trying to get it to work
"schema_version": "2",
"default_packs": [
"file/crops-3d(2).zip"
],
"default_overrides": {
"force_compatible": true
}
}```
{
"schema_version": "2",
"default_packs": [
"file/xali's Enhanced Vanilla -1.11.2b-rev.54d51d4.zip"
],
"default_overrides": {
"force_compatible": true
}
}```
https://mclo.gs/iPIbTc8
No matter which version I try to load, neither of the ressourcepacks gets loaded, any idea?
<t:1759870564:R>
Hey friends, I'm looking for some help with the Stylish Effects mods. I'm using NeoForge with mc version 1.21.1. I'm not sure how I can enable the feature to show the status effects in the top right corner of UI like is shown on mod page
It should be in the config file
Hey guys, do you have a Wiki for Stoneworks with every single block listed tucked away somewhere?
looks at the creative tab. they are just building blocks, there is no special functionality to any of them
And what do I do if I'm not home, not at my pc, but still wanna write down blocks I'll wanna remove or keep for modpack compatibility?
(I have Some More Blocks installed and wanna remove the duplicate stone type blocks both add)
<t:1759911624:R>
<t:1759912030:R>
<t:1759912275:R>
<t:1759912319:R>
what you can do is look at the language file on github. and for visuals you have the mod page, every single stone can be seen there in the images
<t:1759912982:R>
<t:1759915359:R>
<t:1759915365:R>
<t:1759915511:R>
I just tried it with a completly new fabric instance on 1.20.1 with no other mods installed and it still doesn't work. So it's not a compat issue.
ah I think what you forgot is to delete options.txt, or at least the resource packs line in it
what the default packs option does is provide the packs for when they reset by vanilla. if packs are already configured like from before installing the mod it will do nothing.
the option was created for the better MC packs as when something with resource loading fails vanilla will throw out all applied packs and only apply built-in default packs, so packs necessary for the pack to play would get thrown out when such random error occurred.
the default packs in RPO allows you to control which packs are to be considered 'default'
<t:1759949459:R>
<t:1759949462:R>
For some reason, in the armor statues mod, when i try moving armor stands in the UI by anything less than 16 pixels (an entire block) it wont work and instead will just round up to the nearest number
i cant move armor stands 1, 4 or 8 pixels
when i click it it shows the number being, for example, 82.0625 for a split second and then goes back to 82
i have a few mods enabled but i dont think any interfere with it
<t:1759954128:R>
please try with only armor statues installed, do you still have the issue?
also turning gravity off in the other settings screen might help
<t:1759954459:R>
<t:1759954493:R>
<t:1759954505:R>
<t:1759954518:R>
<t:1759954532:R>
<t:1759954542:R>
<t:1759954769:R>
<t:1759954781:R>
<t:1759954786:R>
<t:1759954793:R>
<t:1759954795:R>
<t:1759954801:R>
<t:1759955021:R>
<t:1759955030:R>
<t:1759955036:R>
<t:1759955043:R>
<t:1759955052:R>
<t:1759955444:R>
<t:1759955474:R>
<t:1759955498:R>
<t:1759955511:R>
<t:1759955538:R>
<t:1759955704:R>
<t:1759956263:R>
<t:1759956314:R>
<t:1759956319:R>
<t:1759956324:R>
<t:1759956332:R>
<t:1759956549:R>
<t:1759956577:R>
<t:1759956580:R>
<t:1759956703:R>
<t:1759957084:R>
<t:1759957091:R>
<t:1759957208:R>
<t:1759957258:R>
<t:1759957259:R>
<t:1759957301:R>
<t:1759957307:R>
<t:1759957317:R>
<t:1759957421:R>
<t:1759957586:R>
<t:1759957595:R>
<t:1759957602:R>
<t:1759957611:R>
<t:1759957641:R>
<t:1759957644:R>
<t:1759957878:R>
<t:1759957883:R>
<t:1759957893:R>
<t:1759957899:R>
<t:1759957911:R>
<t:1759957914:R>
<t:1759958149:R>
<t:1759958161:R>
<t:1759958250:R>
They have been updated
Did you get an answer to your question? I don't see it on CurseForge but not sure if it can be downloaded from somewhere else
No all the people ignroed me theyre so rudeee 😔
I don't think they're trying to be rude, it probably got lost. There were lots of messages around that time it seems
expect it in the next 24h
alrightt that really was my issue, thank you for your help :)
<t:1759964504:R>
<t:1759964513:R>
thank you so much! ❤️
quick question btw, are there any clues/help to finding that labyrinth? other than using codes to locate it.
Look for the stone towers which drops to the underground labyrinth by the forests. If you are underground, you can use the horn of sight to see nearby mobs which could indicate there are caves or structures nearby.
Nice.
<t:1760002571:R>
Expand health, armor and armor toughness bars beyond vanilla. Nice and compact without confusing colors.
<t:1760011636:R>
@sonic spade @sterile stirrup
Hi, I am playing with Climate river in 1.20,1
What I noticed is that lukewarm river lacks jungle tag
It would be cool if it have that, makes it more lively with mods add Jungle fish, such as Fintastic
please leave that as a suggestion: https://github.com/Fuzss/climaterivers/issues
Make your rivers stop looking like mistakes – and start flowing with style. - Fuzss/climaterivers
Alright
oh climate river biomes are shown as like climateriver:whatever or smth like that btw
so the colored frames work on fast item frames but it won't let me shift and right click to make them invisible
you need an empty hand
I use a lot of your mods Fuzs, thank you very much for updating them so fast! will Eternal Nether and Illager Invasion get a 1.21.9 version? I saw you updated to 1.21.10 and went ahead and tried those with my 1.21.9 profile but Fabric loader threw an error
1.21.10 is a hotfix of 1.21.9, you should be using 1.21.10 as 1.21.9 mods should work there
<t:1760036541:R>
that makes sense, I just wish fabric wasn't so strict about version checking... just tried with a new .10 profile and it threw a ton more errors 🙁
<t:1760037943:R>
<t:1760038137:R>
<t:1760038253:R>
this is set by individual mod devs and is the right thing to do. if you do not recompile your mod for a new game version you can never know for sure if the code still all works.
also I'll make an exception here since I can backport to 1.21.9 from 1.21.10 automatically
<t:1760038438:R>
thank you!! I really appreciate it 🙂
Why doesn't it work?
some mod conflict I suppose. ideally do some testing until you find which mod is causing the conflict
Hey hey, I wanna use Overflowing Bars with Raised but it doesn't seem to work well when I wanna move the hotbar, what should I do? 
<t:1760048353:R>
Raised is not supported. I made my own hovering hotbar mod so it can work.
If you tell me which mod loader + MC version I can send you the file.
Ah, alrighty then. I'm currently a Fabric 1.21.5 user rn 
Thanks a bunch, I'ma see how this mod works :D
Would you release this mod in the future or not?
Is there a way to blacklist certain anvils from Easy Anvils?
or just make it so it only effects vannila ones
By adding the anvils to this tag by datapack: https://github.com/Fuzss/easyanvils/blob/main/1.21.1/Common/src/generated/resources/data/easyanvils/tags/block/unaltered_anvils.json
yeah it's on the todo list
any1 know what im doing wrong cos none of the items ive listed work with the sword blocking mechanic
I don't think #simplyswords:longswords exists as a tag, breaking the whole tag.
You should be using this format:
{
"id": "#c:swords",
"required": false
}
So it doesn't break the whole tag if an entry is invalid.
I don’t use Overflowing Bars, but it’s cool that you have your own hotbar mod. Any plans to release that? And what other cool files do you have tucked away?
It’s literally on 1.21.10 …
Still dosn't work
1.21 introduced data-driven enchantments, Universal Enchants adds more tags that could help.
https://minecraft.wiki/w/Enchantment_definition
https://github.com/Fuzss/universalenchants?tab=readme-ov-file#tag-format
the mod has been rewritten for 1.21+, the issues are all for the 1.20 version.
should probably add a notice that 1.20 isn't really maintained since it's too different from the newer versions 🙈
Yeah your description for Universal Enchant in Modrinth/Curseforge is still for versions prior to 1.21
you have no idea, there's so many that are just chilling in private github repos..
that's not even all of them on the image 🙈
I know. before I redesign old mod pages though I have to create the ones for the unreleased projects first..
long road ahead haha
My apologies. When you asked if it was maintained, I didn’t realize you meant on an ancient version of the game.
They didn't specify it being maintained on older versions of the game either
Not exactly sure where you got that implication LOL
They referenced open issues that are for 1.20.
I think for the FAQ configuration part of Universal Enchants, you should temporarily put the link to your GitHub README for less confusion
😅
Until the redesign happens
Oh man, you’re busy! Do you have roles for testers?
Just myself lol.
I should probably set something up like early access for dedicated testers...
Will get back to you if that ever happens
Hello! I use Armor Statues in my minecraft server, but only operators can you customize it. How do I allow everyone to use the command?
install the mod on the server too, or install the vanilla tweaks armor statues data pack. if you pick the data pack on each client in the config you have to enable the integration once manually.
Ty!
README for the version you are on
breakable includes shields and so does $minecraft:universal_enchants_shield.
don't forget mending is a treasure enchantment. so while it can be put on shields even in vanilla, it will not show up in the enchanting table.
the mod is not able to change which enchantments are treasure enchantments in 1.20.1
why is diagonal walls only on 1.21?
🤷♀️
what is this picture meant to show me?
Version filters on Curseforge's website
That you can use to find older version of Diagonal Walls
yea but the mod itself is only on 1.21 and 1.20
but diagonal fences goes all the way back to 1.16. thats what im asking ab
You asked "why it's only 1.21", which we said it's not, and now you change the question 😄
1.19 was released in June 2022, and the oldest version of Diagonal Walls is from Feb 2024, that's probably why it's not on older versions
I didn’t change my question lmao. I simply realized it was also on 1.20. I’m playing on 1.19.2 and wanted to use the mod, as I already have the fence mod thinking it would also work for walls. Then I saw the walls were a separate mod, went to add it, and saw it wasn’t available. All i wanted to know was why because it didn’t make sense to me.
because Fuzs created Diagonal Walls at a much later time when 1.20 was the latest version. Diagonal Fences was created in 2021. Most Minecraft developers make mods for the latest version (or latest LTS version) as it is too much effort to backport mods to the older versions, especially when modern Minecraft versions have more technical features the old versions are lacking.
*Minecraft mod developers
Hello i have the Easy Anvil mod in my modpack, but i dont can use the color codes in Anvil for item and dont can written/copyandPaste the Specialcharacter § on Forge 1.20.1
do you have apotheosis?
yes i have it
yeah they don't work together. apotheosis has their own anvil implementation. won't mess with that, it's too different from vanilla
give a way i can fix it or must i delete apotheosis?
Mod: sword blocking mechanics
Suggestion: add sword blocking to other weapons
Link: https://modrinth.com/mod/sword-blocking-mechanics
why: it would be more fun with other weapons like an axe or pickaxe and you would be the first to do it as there’s little to non that support 1.21.9
Hey, you can add blocking to any item you like using this item tag: https://github.com/Fuzss/swordblockingmechanics/blob/main/1.21.10/Common/src/generated/resources/data/swordblockingmechanics/tags/item/can_perform_sword_blocking.json
Also just blocking without the extra capabilities SBM adds can be done purely in vanilla via item components: https://minecraft.wiki/w/Data_component_format#blocks_attacks
Sword blocking is back! Exactly like it used to be, or different? Your choice! - Fuzss/swordblockingmechanics
Data components, or simply components, are structured data used to define and store various properties. They are used on items, where they are referred as item components or item stack components, and block entities, partially replacing NBT format.
Data components are used in various places, including the player's inventory, container block enti...
Oh ok so in the code I just replace the swords with axe?
Yeah, you have to pick and choose. I'm not sure, but I think at least on 1.21 Apotheosis is modular and you can maybe only uninstall the module affecting anvils. 1.20 there might be config options.
If it's not possible to deactivate their anvil I'd honestly stick with Apotheosis as it has much other content you'll miss out on.
or add them. but do some research first how data packs work
ok i tried
Nn ~, my anvil still work (rename color,...) with EA and apotheosis mod, neoforge 21.1 👀
hey so I was playing diamond SMP and I noticed that I could hit my enemy through cobwebs (presumably cause of the mod Cut Through, which makes the most sense) when they tried to hide behind them. I was wondering if this is considered cheating
It seems kind of overpowered to me
this is the point of the mod, so yeah it's intentional.
you have to check with the server owner if they allow it. but it's most certainly cheating
Hi, does anyone know if straw statues will be updated on 1.21.10 for fabric?
It's taking longer than the rest as Mojang has changed significantly how player skins are handled by the game.
An update for 1.21.10 should come out sometime this week though.
awesome!
hi
I have a question about this mod
idk if this is the place that I should ask it?
Ask
why do I lose the raid specifically in the third wave?
so I had 2 villagers (without job with a 2 claimed beds) like 3 blocks under the ground so they're safe and then started the raid.
the first 2 waves everything was good but suddenly at the middle of the third wave it said raid - defeat. I killed the remainig raiders and checked the villagers. one of them was alive but I had lost the raid? why?
what's the least requierments to not lose a raid?
and also this is the second time this happens
last time there was only one villager but with a job and a bed and then he died even tho he was in a obsidian box
what kills the villagers?
I'm pretty sure the raid mechanics remain the same with the mod: https://minecraft.wiki/w/Raid
Many things actually, vexes phase through walls and many illagers casts magic
Ok thank you 🙏
@dense garnet @sterile mirage Hey, since both of you are interested in Straw Statues it'd be nice to get some feedback on a few things I'm considering for the 1.21.10 rework.
- Should player profile (=skin) and rotations be stored on the item? This is great for not loosing all your effort when the statue is accidentally broken, but the downside is broken statues no longer stack with each other. Can also just store rotations or just profile. Or nothing like before.
- Is it important to you to be able to equip armor and items by clicking on the statue, or is just using the menu enough? (having armor on statues is not going away, this is just about the in-world equipping method)
- I'm adding an invulnerable option, so statues can't break (like from skeletons shooting). Should this be available in survival? The sealing option will stay creative only, as it also prevents editing by non-creative players.
- In 1.21.9 Mojang has added the ability for skins to be overridden by resource packs, meaning instead of picking a player name you can specify a body / cape / elytra texture from your currently enabled pack to override that part. Is that something that would be useful for you to have right in the interface? By that I mean some text boxes where you can enter the texture location. Note that on servers this only works for other players if the server is providing the resource pack with the skins, so textures won't be automatically uploaded and shared with others.
- Would you prefer the statue skins to stay the way they are forever, or should they update when the corresponding player changes their skin? Should there be a setting to control the behavior? What should be the default? Having it dynamic to always use the current skin of the player is the easiest to implement.
- There is a new movable option, which allows statues to be pushed around, even into vehicles. Should statue be movable by default?
Let me know your thoughts. Thanks! 😊
Hey! Here are my thoughts:
- I think that’s a really good idea. Even if someone accidentally breaks the statue, they can just place it again. It’s also better this way since if we want a statue of another player, we can easily change it.
- For me, it doesn’t really matter. Using the menu to equip armor is totally fine. honestly, it might even be the better option.
- The invulnerable option sounds awesome!
- The resource pack texture override idea is great too - it gives a lot more creative freedom, especially for customizing statues in different builds or themes.
- The skin should always update automatically to the newest version, but it would be nice to have an option to “lock” it if we want to keep a specific look.
- That could be a fun option, especially for putting statues into boats on water - it would make for some really cool setups
Also, I plan to use this mod in my Minecraft series on my YouTube channel - I want to set up statues of my viewers around my world. This mod will be super useful for that so I'm waiting impatiently 😅
ps: sorry if my english is not perfect but my native language is Polish
My feedback on point 1 - I would probably prefer for the statue to keep its properties, in case of me wanting to move it for example.
In terms of not stacking - I would like a recipe that any statue can craft into an uninitialised one (some modded machines do that)
hi fuzs im asking you is it possible to edit the mutantzombie model and animation in mutantmonster mod ? and how can i get them to edit in blockbench i have some ideas to put it on it .
Here is my opinion:
- Keep player profile and rotations stored with the sacrifice of stacking
- Indifferent about it
- I don't think invulnerability option should be available in survival by default as that has the possibility of exploits. If the statue retains the properties when dropped, the player can re-place it back.
- Yes, we should be able to override skins by resource packs
- Dynamically change skin, but maybe add a way to retain the skin like how you can retain the copper golem oxidation by waxing
- The statue should be movable by default
According to some sources I found online, Minecraft models and animations are hard-coded.
If the projectile gets absorbed by armour stands: https://www.youtube.com/watch?v=OY-h_WuQvfo
Edit: breaks in 1.20.4 java.
Like and Share with other Minecrafters!
►Ray Twitch Livestream (Wed, Fri, Sat, Sun 2pm ET): https://www.twitch.tv/raysworks
►Support Ray with Patreon: https://www.patreon.com/RaysWorks
Crazy new wither glitch that makes it easy to kill the wither or make simple wither cage for survival minecraft java 1....
You have to change the code of the mod. But yes, you can use BlockBench and export the model from there. You have to export it as Java code though. It does support animations.
Thanks guys for the feedback! ❤️
Thanks, my thoughts are:
- Not if 3 is implemented. I think it’s better to have them return to default if broken so you can re-use. Makes it simpler IMHO. Especially if you can set them to invulnerable.
- I’m not a fan of adding by clicking anyway, too easy to accidentally pass your tool to the statue without meaning to. Doing it in the menu interface seems like a good approach.
- Love this. Yes please for survival! All the statues I’ve added are for survival purposes to add life to a scene so am unlikely to want to edit again. Invulnerability protects that hard work!
- I doubt I would ever use this honestly. Lots of the skins added are friends/viewers so I’m only interested in the ability to link to a person. I think it adds complexity that’s not needed.
- Personally I’d prefer them to stay unless you manually update the statue. Sometimes I add one specifically BECAUSE of the current skin. I wouldn’t really want this to then suddenly change on me. Could be managed with a toggle, but my preference would be they stay unless told to auto update. But if it’s a real problem that’s also fine.
- This could be cool. You could move them with happy Ghasts carrying boats. Not sure exactly how I’d use it but sounds good.
One other think that would be great would be an ability to make the statue invisible apart from the item they were holding. This would allow some really cool applications such as scaling a the model to create a giant item etc. or adding more movement. This may exist and I may have missed it, but if not it would be great to see!
Finally a huge thank you for this and all your hard work on the amazing and highly underrated mod!
im trying to get the model and anitmations but i cant it always gave me nothing can u tell me where is the model and thank you.
im getting this
Getting a crash trying to use Easy Magic. Can't take anything from the enchant table without game crashing. Advice?
The dev might not be able to advise, if you don't share the logs
!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 instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „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.
Fair, I was honestly waiting for someone to tell me to post in another channel but I couldn't find oone that seemed more appropriate.
If the question is about Fuzs' mod - it goes here
Unless it's a part of some LPS owned modpack - then use the appropriate modpack channel
Uploaded crash-2025-10-14_07.00.37-server.txt from @lilac wren to mclogs: https://mclo.gs/IoZ5Wqx
Can you please test in a separate instance if you can reproduce the issue with only Easy Magic installed?
Sure
Alone it seems to function fine in a completely new install environment. So likely a compatibility issue with another mod. My apologies for not checking that first. If you'd like, I can try and narrow down which mod?
Did anyways, seems to be a conflict with this mod: https://www.curseforge.com/minecraft/mc-mods/create-fly
For point 4, I think its good to have options. I see many people here asking if they could use custom skins for the straw statue rather than searching by profile, so providing that by resourcepack would help those people
Seems to just largely be a UI issue. I can break the enchantment table and still receive my items post-enchantment. Can still cycle through enchantments, etc. Just when attempting to transfer from table to inventory, it crashes. Odd issue.
The crash report hints at something with an injected interface going wrong. Either way, this is best reported to them.
You cannot import Java entity models in BlockBench. You can only export them.
You can only manually type in all the values. They are found here: https://github.com/Fuzss/mutantmonsters/blob/cc27f7fb2461d8ed21735464dd767f72bbd378a2/1.21.10/Common/src/main/java/fuzs/mutantmonsters/client/model/MutantZombieModel.java#L38
Can anyone help me with my Resource Pack Overrides config? There are no errors in the latest log, I'm using Visual Studio with no errors, and at the very least, it works up until it hides packs in group "1", but doesn't do anything for the other 2 groups.
Question about the EASY SHULKERBOXES Mod:
in the earlier versions it was possible to put shulker into shulkers, is there a way to change it back?
!logs Might be better to send the full crash log
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 instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „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.
pls man
This isn't a feature of Easy Shulker Boxes. (Can be by datapack) That was probably caused by another mod?
I don't understand the context behind this message
It is the only message you sent in this server
i got no idea i dont have any gameplay change mods besides the ones required for easy shulker boxes
do you have an idea about a mod that can do that and is fine with easyshulkerboxes
No
But I know of a backpack mod that allows shulker boxes to be stored inside
https://modrinth.com/mod/travelersbackpack if you allow it in the config
thx sir
Your welcome, enjoy
hello there, we use Diagonal Fences v21.1.1 for MC 1.21.1 (Fabric). Short but important question: When i place a fence its automatic a "diagonal fence". How can i transform it to a normal minecraft fence. a other mod use normal fence for multiblock structure and wont work with diagonal fences 😄
thanks ❤️
Your welcome
here you are.
Uploaded crash-2025-10-15_21.21.36-server.txt from @vocal shore to mclogs: https://mclo.gs/rNll18t
what do you have doing ?
easy shulker boxes is data driven. if you check the data folder in the jar you will find the configuration files for the individual items. it's possible there to enable merging shulker boxes by setting the filter_container_items option to false.
https://github.com/Fuzss/easyshulkerboxes/blob/main/1.21.10/Common/src/generated/resources/data/easyshulkerboxes/iteminteractions/item_contents_provider/black_shulker_box.json
where do i find this option in my data? Iam operating a server, but i cant find it ^^
for every other mod there is a .json file in my config but not for easyshulker
You have to create a datapack for it, it is not in config
how do i do that? xd
What is your experience with datapacks?
ik what a datapack is so basically 0
Well for this you can simply extract the jar and set filter_container_items to false in each shulker box. For more information, you can read the Minecraft Wiki or watch videos on it
you might be able to work around this by switching to an older version of puzzleslib, like the last version or the one before that.
I'll bring out a proper fix soon hopefully
Straw Statues for 1.21.10 preview 🎉
Everything is complete, should release publicly in the next 24h.
WARNING: Be careful with old worlds, ideally make a backup first and try if all the statues still look as they should. Please let me know if something goes wrong.
Some examples to try for the new texture overrides:
- Skin:
entity/player/wide/ari - Cape / Elytra:
strawstatues:entity/player/cape/minecon/2013
@sterile mirage @dense garnet @calm torrent The preview is here, thanks again for your feedback!
Idk 😅
Please test this preview of Puzzles Lib if it fixes your crash.
Can anyone help with my config?
Hi, when will the 1.21.9 version of armor status mode come out? This is a very useful mode.
<t:1760601449:R>
Unlock the full potential of armor stands! Works on vanilla servers, too.
• Update to Minecraft 1.21.10
• Entity rotation and scale options can now be individually reset via a new button that appears only while holding down
any Alt key
<t:1760601455:R>
Bring some life to your builds with player statues of your favorite Minecrafters!
• Add support for manual texture overrides for skin, cape, and elytra textures
• New style option: Pushable, which allows statues to be pushed around and to enter vehicles such as boats and
minecarts
• New style option: Invulnerable, which prevents breaking the statue entity in survival mode (this was previously tied
to the sealed option)
• New style option: Dynamic, which allows the statue skin to automatically update to the current skin of the set
player, instead of always keeping the skin from the time it was set
• Update to Minecraft 1.21.10
• WARNING: This is a huge rewrite of the straw statue entity which is now based on the new mannequin entity instead of
armor stands; however, there should be no noticeable differences in-game
• WARNING: After updating test the new mod version on a backup of your world to make sure that your existing straw
statues do all load correctly in the new version
• The No Gravity style option is now called Immovable and also prevents moving by water etc.
• Entity rotation and scale options can now be individually reset via a new button that appears only while holding down
any Alt key
• Changing statue rotations is now fully interpolated, so it looks more snappy
• Equipping items is no longer possible from in-world by clicking on the statue, you now have to use the menu screen
@thorn topaz
thanks. !따봉
Hello, I'm inquiring about Sraw statues. On single clients, the run icon appears in the inventory. However, on clients connected to the paper server, the run icon does not appear. Please let me know if there is a solution. Mandatory installation mode fabric-api-0.135.0+1.21.10, ForgeConfigAPIPort-v21.0+mc1.21.10-Fabric, PuzzlesLib-v21.3+mc1.21.10-Fabric, modmenu-16.0.0-rc.1 are all stored in the client mod folder.
hello, i wanted to ask if the illager invasion mod would be compatible with the friends&foes mod
Yeah its compatible I have played with both. Do keep in mind that Friends and Foes illusioner functions differently to the vanilla illusioner. It creates clones of itself which you actually have to swipe to get rid of them and the real one blends in rather than being invisible.
Oh. This mode is not available on the paper server. I'm really using armor statuses, and it's a shame. 감사합니다.
thankss
armor statues does work, straw statues does not
Hello! After your update today for Puzzlelib for 1.21.10, my 1.18.2 server infinitely pauses on checking the update status of PuzzleLib at server launch. What can I do? It is a dependancy for some mods in my modpack.
There is no crash log, it just keeps trying to boot but stays on this string
Please do not use mods that are for other versions as that will definitely cause issues. You can either install the 1.18.2 version of Puzzle Lib or update all your mods and Minecraft version to 1.21.10
Hey, I was wondering when "Resource Pack Override" will be update to 1.21.9 ? thx in advance for the answer
We didn't install a different version, it turned out to be a faulty datapack that was causing the issue, I'm sorry I didn't follow up on this, we do use 1.18.2, I'm not sure why it paused on that process exactly but it ended up getting there in the end
Ah, I understand your message now. You mistaken the correlation between the Puzzle Lib update and your server not starting (freezing at Puzzles Lib log) as causation, but you never updated Puzzle Lib to 1.21.10, you stayed with 1.18.2.
Can anyone help me with my resource pack overrides config?
Hey, as you mentioned the file itself looks correct. The only thing that stands out to me is that you modify some of the built-in packs like vanilla which one some versions may cause issues. Built-in packs can be a bit funky due to the way they are applied at various timings throughout the code which is not always predictable by RPO.
The best way to go about this is probably to try with smaller portions of your config, to make sure they are working individually. Then finally you can put everything that's working back together.
It's a bit of a hassle, but I hope to remedy that in future versions of RPO with some proper in-game configuration. But that's not ready yet.
I appreciate the response, not sure why I didn't think modifying the built-in packs could cause issues. I'll play around with the config and let you know what comes up.
It's very unpredictable unfortunately. Some will work without issues, but others can cause everything to break. Like I know from Fabric the built-in mods pack is very funky, while on NeoForge for mod_resources there usually are no issues.
<t:1760697104:R>
So is this the Enchantment Description mod you've been talking about?
The Modrinth page though has a invalid url
Oh its been created today on Curseforge, I see
is there any kind of guide for "illager invasion" mod because i dont understand what to do with platinum sheets and stuff like that and id like to understand how they work and what i can craft with them
Platinum sheets are simply a armor trim material. This page has some other items also: https://modrinth.com/mod/illager-invasion
I would recommend a mod like EMI, REI, or JEI though
thanks but what about the imbuing table how can i get that cant find a recipe to craft it anywhere
Again, I highly recommend a recipe viewer mod in-game: https://modrinth.com/mod/emi
with addons like https://modrinth.com/mod/emi-loot
Hey Fuzs, I hope this is not too much to ask, but would you be willing to consider backporting the enchantment description/insight support to Easy Magic 1.21.1? https://github.com/Fuzss/easymagic/issues/80
yeah exactly. I realised at some point that effect descriptions was made so generic it would work for other things like enchantments too, so why not just release that. and imo it's way more polished and pretty looking compared to the existing enchantment descriptions mod so it's definitely a plus for users
Yeah and I wanted Clean Tooltips because of the colouring when maxed, but that had an incompatibility with Enchantment Descriptions. Glad your mod came and showed the max level enchantments
ah interested didn't know they were incompatible. it's really easy to do actually, effect descriptions have always been setup in a way that additional formatting or spacing does not matter
they also seem to have their own support for the enchantment descriptions format though
well either way mine does everything lol
it even has all the features from this like effect insights: https://modrinth.com/mod/enchanted-tooltips
That's amazing
Would you reconsider this?
which loader? still fabric?
Yes
Thank you Fuzs, it works! Appreciate it
<t:1760724900:R>
Im currently using modrinth and had a modpack and added Easy Magic and Easy Anvil. The modpack had the Puzzles lib already and it worked fine for me and my friend by launching through modrinth and getting into the multiplayer world. When my boyfriend tried, it would crash his game with no error message just simply would close minecraft. He took all the extra mods out and discovered it loaded everything fine except for the Easy magic and easy anvil. Could it be a pc issue? we all set it up the same with the same allocated RAM etc
can you send the crash report or if none, logs from when the crash was 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 instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „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.
we were using the direct launch from modrinth
i believe you can right click on the modpack instance for modrinth app to get to the files but im not sute
How do you add description to custom enchantments for your mod?
I have a enchantments datapack and I want to test your mod
If it is out for 1.21.1
Through language files
Here are examples of descriptions included in the mod: https://github.com/Fuzss/enchantmentinsights/blob/main/1.21.10/Common/src/generated/resources/assets/enchantmentinsights/lang/en_us.json
For 1.21.1 use Enchantment Descriptions or idwtialsimmoedm
I'm unsure, but hopeful that Enchantment Insights gets a 1.21.1 update
yeah I meant how but thx
as long as it be on 1.22 im ok
lol
and fuzs mod looks better than enchantment description ngl
I always thought the armour stand armour swapping was a vanilla mechanic.
not everything at once haha. the mod makes it so you can shift right-click to swap your whole gear in one go.
maybe should clarify that a bit better in the description
the format is the same the enchantment descriptions mod uses for the language entries.
E.g. minecraft:mending which has the language key enchantment.minecraft.mending:
enchantment.minecraft.mending.desc or enchantment.minecraft.mending.description
<t:1760787788:R>
sir. fuzs. I have a question for mod straw statues. Once enter someone's Minecraft ID, his skin will be shown. If the skin on the account changes after installing the statue, does the skin on the statue automatically change as well?
it does not. you can manually enter the name again though to force an update.
for Minecraft 1.21.10+ there is also an option in the menu called "Dynamic" which will update the skin automatically
am i dumb or is puzzles lib already installed
do i need this?
oh its neoforge
yup im dumb
<t:1760816817:R>
One of my favorite projects I've worked on which will finally release soon.
You can already grab the mod for 1.21.10 on GitHub while CF and Modrinth haven't approved it yet.
https://github.com/Fuzss/healthbars/releases
I have a problem with the Enchanting infuser. Basically after I enchant any item for example a sword, I cant enchant it after anymore. I tried rejoining
i need help with the mutant monsters mod its a bit random but i get this error
I am playing on 1.21.10 with fabric
<t:1760822586:R>
you need the advanced infuser for that
update puzzles lib
but server side or client side?
always use the latest version lol
v21.10.3
thanks
<t:1760827696:R>
Hey sorry if it's been asked before but I can't find anything about it with the discord search tool: is the Vanilla Tweaks screen in Armor Statues GUI still a thing? I tried both in singleplayer and on a server with the datapack enabled and it won't show up
Enabled the compat thingy in the options too and it doesn't change a thing
I'm on Fabric 1.21.10
Or do I need both the datapack and the mod on the server?
But it would work in singleplayer then so that's not it
You did have the datapack enabled on the world and have the mod in singleplayer right?
Yup
If yes, then I wouldn't eliminate that option
But it would work in singleplayer if all you need is both the mod and the datapack
The Equipment tab did show up in singleplayer, Vanilla Tweaks' didn't
So I'm fairly certain I can eliminate that option ahah
Well single player starts an integrated server, thats why you can see server config in the config folder.
So its as if you have the mod in server
Yeah that's my point
If it doesn't work in singleplayer there's no reason it'll work in multiplayer with the server side mod
So did it work in singleplayer?
It didn't
Sorry didn't read this properly, trying to deal with wifi issues at the same time
I figured ahah no worries
Trying in singleplayer 1.21.6, same thing
No VT screen
Same thing in 1.21.3
I have not used straw statues yet, Fuzs or someone experienced might be able to answer your question
Straw Statues is another mod entirely isn't it?
Ah yes, I haven't used either yet
Tried 1.21.1 and even 1.20.4, same thing...
But I checked the code for the 1.21.10 version and it seems it does exist, so idk
I hope someone more knowledgeable than I am can tell me what I'm doing wrong lol
I would usually try to load the mod on a new instance to help, but I'm dealing with this unfortunately:
vanilla tweaks only shows up when really necessary, as long as another option for client & server communication is available that will be used instead as it's superior. even if you have enabled the config option. that is only a fallback
so in singleplayer you will never see the vanilla tweaks tab, as the mod is available on both ends always
on a server that must NOT have armor statues installed + you must enable the VT config option. there is no way to detect if the data pack is present, so that's why the config option exists as a manual switch. but if the mod is present on the server it will disable VT no matter what and use it's own communication
a good indicator is when you see the equipment tab, it means the mod is present on both ends, meaning it uses it's own networking and won't show VT
Ohh okay I get it
I thought the tab acted as a replacement for the book’s commands—easier to use but with the same commands, some of them actually unique to the datapack— which I thought meant the datapack had to be there too
Thanks for the reply
I think this behaviour could maybe be made clearer on the mod page
But wait what I don't get is why it didn't work then when I was in multiplayer the very first time? I had the mod only on client, NOT on the server, and I hadn't downloaded the datapack yet
And the VT Triggers I turned on before trying to install the datapack
yes the data pack has to be on the server if the mod is not installed
in that case the screen is just a nice ui replacement for the book, it sends exactly the same commands the book does
Oh wow I misunderstood what you said, the datapack and the mod have the same name though in my defense lol
So the datapack does need to be enabled, that makes more sense
It still doesn't work I don't get it
Oh wow
It works
I had to /deop myself
Is that normal?
hey! I am currently attempting to load up a modpack of my making and it keeps crashing. After some trial and error it has seemed to come fromt he most recent update of the puzzles lib. Is this known? I tried to see if it was tied to a specific mod of yours outside the lib, but it seems none of your mods will load currently and cause a crash before minecraft even loads.
I can send a crash report if needed^ (and also a list of mods if needed)
I am wondering will the mods that are not currently 1.20.1 get backported? even if it is just to 1.20.1 and 1.21.1?
I know there are some mods that wont be backported as they are a continuation of a mods that is already in 1.20.1 (and backporting those will just be redundent work) but for the rest is there a change that things will be backported as 1.20.1 is still a very common minecraft modding version.
Just saw Fusz upload a mob mod, instantly tuned in
Is health Bars meant to replace Mob Plaques?
Or are they for separate things?
I quite like the simplicity of Mob Plaques, just showing the Hearts and Armor without a Bar, as well as the Air percentage.
is there a repository that shows an example of using Forge Config API Port
now got the build.gradle changes done but unsure about making a config
yeah IDK
would also like to know
though yeah still cant figure out how to make a config
hello can someone please help me add Mace to Sword Block mechanics, i read that i need to add a tag to the mace but idk how, or where
I would assume in the config?
oh add a tag
uh you gotta go to the source code and look at the tags
but where i found, i search for other tags but i dont find
i have just those 2 .toml
oh idk nothing from datapacks, is it safe from remove from world or att world?
remove what?
if i made a datapack, its safe to remove for att world? or i dont need to remove it
yeah idk what you mean by att world
like im on 1.21.9 but eventually i will be on 1.21.10...
both use the same data pack format
but where i put that tag
data/swordblockingmechanics/tags/item/can_perform_sword_blocking.json
As seen in the GitHub link
sorry idk much of code, should i add a folder named swordblockingmechanics and tags, item, and them put mace inside the .json?
i could just quickly make a data pack that does that, can't guarantee it works however just using what I see in the source
im wrong?
sorry i tough it was easy
it is but could be a bit confusing if first time
also thricebite you at all know how to make a config for Forge Config API Port? IDK tried using NeoForge docs but IG there something different
you put it in datapacks not data?
oh okay
yeah IDK maybe data format changed since 1.21.1
im 1.21.9
yeah but tag file seemed mostly the same
could also be smth else
wait do you have paxi or smth installed?
idk those
like see if there a /datapack command
i have just some quality life mods
oh
okay lemme see
cause when I did datapack to test i used paxi to enable/disable
you did restart Minecraft when adding it correct?
it isnt listed, show the datapack folder
hmm maybe remove the " (1)", doubt that is it though
oh wait, i enter in the wrong world
ah
okay cool
no problem
gonna get off so hopefully tmrw I get an answer about making config using FCAP
idk what it is
Forge Config API Port
oh
u can answer tomorrow, but can i add more weapons/tools using the datapack u send me?
yeah, just unzip it, add them to the file inside of the folders like how mace, select the data and pack.mcmeta, compress to zip, and rename to whatever you want
note that you need the namespace it use, for vanilla items it is minecraft:[identifier]
mods like EMI/JEI/REI show the item id which include both parts
though IDK if there could be conflicts for items with right click uses
Hi. Can I ask for a feature for easy shulker boxes?
Basically compat with reinforced shulkers mod
dang there isnt compat?
and in that case could NeoForge compat be made too?
Not for 1.21.8. Fusz left a comment in github explaining
Why ask me though
not you just adding onto
also
Easy Shulker Boxes has been mostly rewritten for 1.20.5+, so extra support for Reinforced Shulker Boxes was removed and has not been added back for now.
so Fuzs could compat be backported to 1.21.1 if made plz
tbf also wanna make compat with it and Accessorify myself so might do that myself but IDK
prob would consider doing compats unless important low priority since can't even do a config 😭
What compat is needed with accessorify?
Reinforced Shulker Boxes on NeoForge
Ah, yeah, a guy asked pajic for it but he said he had a long to do list already. It is baked in fabric though
I was that guy
Haha, cool
also gotta get Netherite Extras Totem of Neverdying supported for Accessorify, and splitting my datapack into 3 mods (Recipes, which was the original datapack, compat with multiple recycling mods by notblue, and extras which for now is probably just adding swift sneak and wind burst to villager trades)
Got links? I want to check them out
I don't have any actual mods yet
I got a template for making mods, bare bones for recipes, and the depreciated recipes "mod" (datapack)
!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 instance and click „Instance Folder” on the right.
- PrismLauncher -> Select your instance and click „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.
NeoForge's & Forge's config systems provided to other modding ecosystems. Designed for a multiloader architecture. - Fuzss/forgeconfigapiport
Configurations define settings and consumer preferences that can be applied to a mod instance. NeoForge uses a configuration system using TOML files and read with NightConfig.
Hey, they are meant to be separate. Both build on the same foundation though, so parts of the config are similar, but I really wanted to make a mod that show actual bars. Also Health Bars has an element that shows in the HUD which is quite nice.
Although there are many other mods that render health bars above mods I was unable to find one that had the level of polish I was looking for personally, so I decided to built my own on top of Mob Plaques.
I tried doing what it says there but it wasn't working
The problem is that 1.20.1 is more than 2 years old now and the codebase keeps evolving very fast in certain areas. Many of the new mods rely on some of those new implementations.
Also backporting really is not a lot of fun, so I personally don't like doing it.
But we'll see, after some time if some of the new mods turn out to get a bit of traction and more people ask for a 1.20.1 version it's possible.
Try looking at some of the smaller mods that use FCAP how they have set it up.
https://legacy.curseforge.com/minecraft/mc-mods/forge-config-api-port-fabric/relations/dependents?filter-related-dependents=3
okay
Thanks for replying, for 1.20.1 I am not in any particular rush for things to be ported and I know not all of the mods can be ported over (expecially when they modify or expands on vanilla things) but it is good that you are thinking about 1.20.1 instead of instantally dismissing the idea.
Thankyou so much for your mods we all appreciate the effort.
If there is any mod in particular you'd like to see backported feel free to let me know, so I can keep track if the voices add up haha
Yeah I know thricebite you want to see Enchantment Insights haha
Yeah, you read my mind LOL
We'll see
yeah if there others that want some of the newer mods backported to 1.21.1 thatll be nice, TBF IDK if they change stuff only in later versions and that's why
do they have compatibility being together?
I've tried them together with default configs. Mob plaques shows from further, but when you get closer, it swaps to health bars
Though realistically, I would only choose one of them
Hi I got a question is there an alternative to "the ressource pack override" mod ?
Why are you looking for the alternative to resource pack overrides? What features exactly are you looking for?
<t:1760967199:R>
no there is no need for that
I was just looking at something similar to this! There are some use cases such as toggling off veinminer/timber like enchantments, switching on/off fire aspect, or choosing between silk touch or fortune.
interesting, yeah, that's pretty much the same thing.
hope you like my ui better lol
also looks like mine is about two months older hehe
can someone explain/demonstrate super briefly how to remove compatibility from enchantments in Universal Enchants? say i want to make the protection enchants incompatible again, what does that datapack look like? I'm not very datapack savvy but if someone could show an example of a pack that configures a couple things then i should be able to replicate it for all the changes i want to make
Hey. Love you mods, they are great. Can you add reinforced shulkers compat to easy shulker boxes for 1.21.8 and above, fabric?
what mc version are you using?
ohhhh
i got it
the example code under config value goes in class and i need to declare ModConfigSpec.Builder (which the example code didn't show)
or not nvm
the mod is fully data driven, you can do it yourself. you must create a data pack and essentially based on a file like this only adjust which items it applies to and the width and height.
https://github.com/Fuzss/easyshulkerboxes/blob/main/1.21.10/Common/src/generated/resources/data/easyshulkerboxes/iteminteractions/item_contents_provider/blue_shulker_box.json
I've never done that before bro
Maybe you can help me
hey Fuzs uh I don't get the registration part
it just keeps telling me problems about the void register thing
wait is registering the configs done in the modloader directories not common
looking at another mod neoforge kinda seems so except i cant find in fabric
ohh
1.21.1
Are you doing the shulker box thing? Or something else?
okay the mod i was looking at doesnt seem to have anything for listening to events idk
i have the example config if true have a message logged
i wanted to have it do in chat but idk how rn one step at a time
uh oh
how do i name my config setting
in the config screen
oh is it translation
yeah I just manually inject the translation strings into the language map
no point in bothering translating a whole bunch of strings 95% of players will never look at
ok, you'll want to override the inclusive_set tags then: https://github.com/Fuzss/universalenchants/tree/main/1.21.1/Common/src/generated/resources/data/minecraft/tags/enchantment/inclusive_set
ive made a mod that uses a different way of compatiblilty basically you can only have 2 of any enchant (not including a certian list) and all works but when using it with the enchanting infuser then it shows everything as compatible so u can add anything to it then when u use it it just removes them off of it
how could i make it so that itd show as not compatible cuz from the canbecombined method u only get 2 enchants i need to check how many enchants and what ones are on each one
ok, so i'd do that by creating a pack with data / minecraft / tags / enchantment / inclusive_set, right? What do I put under the inclusive_set folder to remove items from that tag?
or would it make more sense to just remove the items from that tag in the source code and run an altered version of the mod?
am I being stupid here
no data pack is much simpler. you set replace to true and keep the values empty
https://minecraft.wiki/w/Tag_(Java_Edition)#JSON_format
Tags (also called registry tags) in data packs allow players to group different game elements together.
Tags act as references to groups of registry entries, letting Minecraft treat multiple items, blocks, or entities as a single category. For example, the tag #minecraft:logs represents all log blocks, so commands or recipes using that tag autom...
and make sure your data pack appears above everything else in the list
enchanting infuser isn't really designed for a limited amount of enchantments on an item
it also doesn't work with enchant limiter
but for the specific method call that yields the wrong result your best bet is to step through with a debugger
OH that's so simple lol
so just a file called, say, protection.json under inclusive_set that contains:
{
"replace": true,
"values": [
]
}
and same thing goes for removing things from #secondary_enchantable, then?
my datapack noobery is showing 😅
yes exactly 👍
sick thanks 🙏
<t:1760990316:R>
Hey, we all start somewhere
Yeah this is one of the things I wanted to disable when I got Universal Enchants. It would be nice if this was a toggle-able in the data pack selection screen/command with the data pack being enabled by default when installing Universal Enchants
Simply because before Universal Enchants was released for 1.21.1, I already made enchantment datapacks. I was more interested in the other features like infinity not requiring an arrow, no temporary projectile immunity, and the improved frost walker
which enchantments in particular would you like to stay incompatible? protection and damage (sharpness, etc.) I suppose, anything else?
i recently added optional built-in data packs to puzzles lib for enchanting infuser treasure enchants, so this would be possible to have in universal enchants as well without much effort
I guess it would be nice to pick and choose like secondary enchantables, infinity + mending, damage enchantments, and protection enchantments all separate.
yeah, this is basically what I'm doing.
there are a few more specific things I'm doing but that's the gist of it
<t:1760999646:R>
Uploaded 2025-10-19-6.log.gz from @dire orbit to mclogs: https://mclo.gs/9ZfZDEg
sorry for the late response on it, but here is the log. I only have one of your mods downloaded right now because I removed the others when testing to see what worked
hm. . . is the tags / item / primary_enchantable folder missing from the github page? I'm also noticing ingame that certain compatibilities aren't there (fire aspect on axes & tridents, for example)
Minecraft mainly uses the supported_items tag but you can still add items to the primary_enchantable despite it not creating default data
You can also modify tags via datapacks. Right now it seems to only add extra fire aspect support on shields. He probably changed some compatibilities since moving from config files in 1.20 to data-driven enchantments in 1.21
yeah i figured as much, just thought it was worth noting that some of the stuff advertised on the mod page isn't actually working out of the box
i'll just set what i need to work through a datapack 👍
Its unfortunately very outdated
yeah I'm beginning to understand that 😅
makes sense makes sense
So, is this your own take on Enchantment descriptions?
If I install this, could I remove EnchantmentDescriptions by Darkhax from my load order?
hum... I am really tempted into switching from Clean tooltips, but.... Does any of your mods show a "durability tooltip"?
yes exactly! works exactly the same as my already existing effect descriptions mod.
this should cover all your needs: https://modrinth.com/mod/durability-tooltip
thanks, that's not the right file unfortunately. there isn't a single mod from me installed 😅
ideally go back once more to the original setup and have it crash, if you can
then send both the log and also the crash report
<t:1761049734:R>
Ah yes, similar to Confetti Creepers from Vanilla Tweaks
Very cool mod
It's approved on Modrinth now :)
It works with enchanting infuser! You have to disable the enchantment before putting the other enchantment in the advanced enchanting infuser. Though it makes an interesting side that you can re-enchant the pickaxe with fortune again if you disabled fortune
Bruh, your mods are very useful. I have most of them. I am curious though, I am a total noob and learning. I heard datapacks are expensive on performance but easier to do. Most can be done through mixins (except recipes and others I think) so I want to know. Do you focus on getting them hot n ready? Or do you focus in them being performant?
Great mods!
Again, I'm just learning, I don't want to say something wrong
yeah I thought about it and I don't think that's something that can really be solved. there is no real way to say a certain enchantment is present, but cannot be used. so while it is deactive it basically does not exist on the tool for most parts of the game.
but when you put the same enchantment again on it it should just be overridden the next time you switch enchantments
hey, those are very different things. I'd recommend doing some research regarding mc modding concepts in the respective mod loader wikis:
https://docs.neoforged.net/docs/gettingstarted/
https://wiki.fabricmc.net/start
This section includes information about how to set up a NeoForge workspace, and how to run and test your mod.
Okay
Yes, I used that one, but switched to clear tooltips because it didn't require another lib mod.
guess I am going back to it.
<t:1761062624:R>
Technically you can do this in vanilla with F3 debug
Enchantment switch is not openning the menu for me with the keybind I set. Is there something I'm missing?
Are you hovering over the item in the inventory and holding the keybind?
Not hovering
Requirements:
I was just holding in hand. Thanks. How do I do the enchanting though? I was just testing with existing
Thank you, I totally missed that
For enchantments that are mutually exclusive to each other, you have to disable the enchant before using the anvil/advanced enchanting infuser
So like, enchant, then disable, then enchant with the other one?
Yes
@tribal crater Probably should add this to FAQ in Modrinth/Curseforge page
Haha it opens now. Cool
I mean it says it is possible, but it would be better to give an example of how to add mutually exclusive items. Example: To add fortune and silk touch together, disable one of the enchantments before re-enchanting the other.
If I disable an enchantment, and unenchant it, does that enchantment remain?
ive done it so u cant add the extras on so that all works but they dont get blanked out its just if u click the button to add it u cant do u know how i can make it so it gets blanked out
Cool, thanks
Fusz. If I do the files myself and share them to you. Will you update your mod? The shulkers I mean
First small datapack for me, a free update for you
Are you referring to this: https://github.com/Aton-Kish/reinforced-shulker-boxes/tree/1.21/src/main/resources/data/reinfshulker/tags/block
If so, I would look into python scripts to generate that many files
Yes. I am referring to that. I also have a question
Very noob question
Why not just add all the tags in a single file in the supported items?
Oh, right, the background color.
I can do it no problem if yall decide to take the files or whatever.
I don't personally play with reinforced shulker boxes, but do submit the datapack if it works. Fuzs has pinned datapacks in the Discord then bundled it in his mods before.
Examples are here: https://github.com/Fuzss/easyshulkerboxes/tree/main/1.21.10/Common/src/generated/resources/data/easyshulkerboxes/iteminteractions/item_contents_provider
Thanks
Well, I did some files for testing but they don't show in the /datapack list for some reason
Did you place the datapack here?
Does the datapack contain a pack.mcmeta free from any syntax errors?
If you need pack.mcmeta for 1.21.9+ https://minecraft.wiki/w/Data_pack#pack.mcmeta
A data pack is a collection of data used to configure a number of features of Minecraft. A data pack is either a folder or a .zip file containing a pack.mcmeta file. Data packs are used to define among others advancements, dimensions, enchantments, loot tables, recipes, structures, and biomes (see § Contents for a full list). The definitions of...
<t:1761085051:R>
thanks, I'll have to generate them though. all the JSON files in mods are typically auto-generated via code. the big advantage is that when something changes the JSON files are updated as well. if you do them by hand you will likely not notice and it may break in unexpected ways.
for you to do it manually for your version is fine as the format will not change for a single version, but for me who is constantly updating the mods it will break eventually if I don't generate the files automatically
Not to mention, I looked up Reinforced Shulker Boxes and they are still in 1.21.8. They have a different update cycle to Fuzs
that wouldn't be an issue, since the JSON files don't require the mod to actually be present
Cool, but have to wait for the approval once again to read the description
We will all eventually go to .10 because the devs are still around and active.
Well, pls consider doing so. I like your mod. I am trying my way but there is a learning curve
I am using global datapacks mod. I probably screwed up in the mcmeta file. I'm using the same one as easyshulkerboxes has in github
It could also be how you compress your datapack. Did you highlight the pack.mcmeta + data folder then compressed it?
Or do you have it as a folder rather than zip
Please send the pack.mcmeta file and the directory it is in
or just send the whole datapack
I have it as a folder. Give me a bit to get to my laptop and I will show you what I was doing. Thank you for your advise
Ah then it should of still worked
"C:\Users\Doubleface1369\AppData\Roaming\PrismLauncher\instances\Minecraft 1.21.8\minecraft\available_datapacks\ReinforcedShulkerBoxesCompat\generated\resources\data\easyshulkerboxes\iteminteractions\item_contents_provider\reinforced_copper_shulker_box.json"
I mean where is pack.mcmeta, is it beside the data folder?
Put the data folder and pack.mcmeta in the ReinforcedShulkerBoxesCompat folder. Delete generated folder
Generated and resources folder is unrelated to datapacks, just the data and pack.mcmeta
the resources folder is for the mod's assets and data
Okay. is the /reload enough to see them in the world?
Should be
Let me boot and test. One moment.
There we go
Now it appears in list. Im enabling
What's the enchanting infused datapacj for?
What enchanting infuser datapack?
The one bundled with the mod?
It allows treasure enchantments to be put in the enchanting infuser
Yes, that. Is it too cheaty?
Mending I'm guessing
It works now:D
Congratulations
By "cheaty" it really depends on the modpack designer. I personally find it cheaty because usually these enchantments are designed to be obtained in other ways such as certain loot chests or killing a boss.
Like obtaining swift sneak without entering an ancient city or wind burst without entering a trial chamber
Thank you. I like having this compat haha.
I've never been a fan of the enchanting system in minecraft. It's a bit tall but also wide, but also essential to have other stuff happen easier, but also when you get them it's like a basic QoL feature, so it's weird. good to know it's breakable haha
Yeah, its quite an old system
Xp gaining is also a mess.
Wishlist for Fabric 1.21.1 so far:
- Enchantment Insights
- All The Heads
- Vehicle Upgrades
- Armored Foes
I am getting error 404 on the links
It needs to be approved on Curseforge and Modrinth
You can download them from the source link which leads to his GitHub
Wasnt for me but pls backport the enchantment description mod 😭🙏
Hello! I'm on forge 1.20.1 using Easy Shulker boxes and I have an issue where the gui popup triples whenever i add an item to a shulker box. I've attached pictures and the latest.log. If anyone has any insight I'd be super grateful
Uploaded latest.log from @supple birch to mclogs: https://mclo.gs/3Lm4jAB
I gave myself the shulker box and added and removed things right after this line: [21Oct2025 20:51:22.732] [Server thread/INFO] [EMI/]: [EMI] chiopet cheated in 1 shulker_box
and then closed the game if that helps
can i use mutant monsters in my private friend only modpack
that is from quark, you must disable their preview in their config
oh you're a lifesaver thank you 
love the mod btw it's such a wonderful addition to raspberry flavored i don't wanna go without it in my packs
<t:1761138826:R>
Interesting
Hi. So I tried the enchanting inguser with the enchant switch and I can't enchant mace with density after disabling the breach enchant
i cant find the recipes for hopper gadgetry items anywhere
and i dont have just enough items to search it up
If I open and close the GUI 1 or 2 times, it becomes enchantable. Found a bug!
Yeah, had that happen before too. When I went to the enchantment switch UI from Enchanting Infuser UI, I can't enchant again in the Enchanting Infuser
Had to close and reopen the Enchanting Infuser UI
Please use EMI, REI, or JEI recipe viewer mods
could someone point me in the direction of the easy shulker boxes add new items documentation? I can't find it anywhere
You can use EIV, it's a JEI alternative and they show up there. Updated to
8, .9 and .10
Oh, that's weird. Does fusz know?
Ask Fuzs :)
I can't ping him so hope he reads
thank you! I got it working now
<t:1761173734:R>
uh this link leads to a 404 page for me
Needs approval from Curseforge and Modrinth. You have to get the downloads from the source (GitHub)