#fuzs-projects
1 messages · Page 27 of 1
that must be done in code. it was working in the past, but i guess it broke. not very interested in supporting emi though, jei and rei already work fine and emi doesn't seem well maintained anymore
dont see many servers with jei nowadays but sure
doesnt seem to work
i think you could make it an option but i like it cuz i wouldn’t want to see the big inventory screen while im just going through my inventory like in my ender chest with a lot of shulker boxes
thanks for the feedback, will keep it then 👍
Hello! I am using the Healthbars mod along with Fresh Animations on mc 1.21.1. Anyone else notice that the villagers legs dissapear in boats when using fresh animations with healthbars mod?
After playing with it a bit it is the healthbar over the mobs head causing the issue. I have disabled that feature in configs but I would like to be able to use it. Any advise? Thanks!
...yk I realize I've had this exact same error before
with trade cycling
hmm
standby while I acquire the modlist
(insert pre-wall-of-text here)
erm
wall of text
oops
sry
that still didnt help 😭
Dang there goes my question lol
Paste it in a text file and upload it.
ah...
im dumb lmao thanks
Nah youre good haha
Heres screenshots for my issue. First picture is the nitwit and the second is the unemployed villager. The employed ones seem to work fine though? Not sure. Sometimes the legs completely dissapear too. Depending on the pack you use, fresh animations completely invisible legs or corrently these screenshots are from Drodis villagers x fresh animations, legs half dissapear.
Is it possible to modify the enchantment level limit of imbuing table?
I presume via the config file
Doesn't exist or I just can't find it, the only one there is only for raids giving you the option to make enemies spawn or not
Was just looking for this! haha Your ESB mod is easily a Top 3 all-time QOL mod and I really appreciate your work 🙏
yes, via a data map in a data pack
https://github.com/Fuzss/illager-invasion/blob/26.1.x/Common/src/generated/resources/data/illagerinvasion/data_maps/enchantment/imbuing_levels.json
the best thing I can advise is to blacklist villagers. (hoping that I included a blacklist option in the mod. let me know if I didn't 😅)
thanks for featuring it so frequently 🫶
always nice to stumble across it randomly in your vids haha
yeah it's something similar to that
for which screen does this happen?
anyways not sure what the root problem was but disabling the in-menu buttons for midnight fixed it
anvil
I mentioned it earlier but it got buried
Erm I just duped my pickaxe lmao
not related to a fuzs mod, but like lmao what?
that was an issue with easy anvils in the past, maybe you have an old version
idk maybe prism just didnt update fully hmm
but this is 26.1.2 and i installed it yesterday so
lemme get my version
never was an issue on 26.1.x, was fixed before that
midnight darkness 26.1.0, and easy anvils 26.1.1
yeah idk probably one of my many mods
hm
is there a way to fix it for now so i can scroll horizontally in it?
uhh btw Fuzs do I just need easy shulker boxes and item interactions for the better bundle UI or do I need the entirety of metal bundles?
Thank you!
only if you change the reveal contents option to something other than shift :/
it's fixed in the latest dev version, but there are other things broken in that so no release yet
you only need ESB for that
where could i find that option btw
well im gonna go to modrinth and hope its update ha ha
...and it hasent
nice
Does anyone have a good way of finding players with skins for straw statues? Scrolling on namemc can be tedious when you want to find a very specific kind of skin and I haven't managed to find very useful categories.
Such a cool mod but in practise I find myself searching for usable skins for ages
Especially female skins are generally extremely similar so getting any variety for the builds is difficult
work in survival mode?
Hello, I'm currently having some issues with a modpack I'm working on. I'm using Macaw's Fences, and I have several entries added to the diagonalfences:non_diagonal_fences tags file, but I'm still seeing them in my server logs showing that they're incompatible and need to be added to the tag.
Funny thing is, Macaw has actually included the tag file in his more recent versions of his mod, and the entries throwing warnings in the server log are the same ones that are already set in the config file in the mod jar.
Has the structure for where the diagonalfences mod is expecting the tag file changed recently? Or any other ideas on why it might not be recognized properly? I currently have it in my modpack data file here:
[modpack-name]\data\diagonalfences\tags\blocks\
Fuzc is climate rivers non compatible with otbwg?
the biomes want to generate before one another so blueprint is crashing
Fuzs im using universal enchant mods but when I use the more enchants mod the enchants wont apply unless i go to creative mode
it's in the client config called reveal contents
i suppose you already changed it to shift
i sent a dev build in here a few days ago, it's the item interactions jar
name mc is the platform is personally use, not sure about others that have better categories etc.
yes the heads drop from all mobs
!logs
to better assist with most issues, 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. (this file type is not as common in crashes - do not worry if you cannot find it, just skip over this line.)
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.
you can apply all enchants in creative mode, that's a vanilla feature.
make sure to test with only universal enchants first, if it works there in survival and then breaks with the other mod make sure to report to them.
note that in more recent universal enchants versions some enchantment combinations are not enabled by default and require built in data packs to be toggled on
Alright thanks I was just wondering if someone had a better way
Oh btw is custom skin input something that would be possible to implement somehow?
i'd search for something related to player heads since that's a vanilla thing many people use so maybe there is a dedicated website
that's available for the 1.21.8+ versions. not 1.21.1 though
I understand the problem of getting the data to other players but there are mods like immersive paintings that somehow do get the image files over
relies on some vanilla changes to how profiles are handled
Oh alright
I wasn't aware as the server I play on is on 1.21.1
!logs
to better assist with most issues, 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. (this file type is not as common in crashes - do not worry if you cannot find it, just skip over this line.)
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.
yeah I'm not really interested in backporting the whole vanilla system
1.21.8 almost came out a year ago, people will update eventually to newer versions
Yeah aeronautics just came out on 1.21.1 and most other create addons are on that version
I really wonder when we'll get a new default modded version
Since the whole drop system became a thing it's been a little unclear as before it was just the first stable full version but now we really don't have such a thing as a full version anymore
It's a pretty big modpack so there's a lot of crud in there, but you'll see the issue starting on line 1155.
Uploaded latest.log from @oblique steppe to mclogs: https://gnomebot.dev/paste/mclogs/Gx3kPUC
Uploaded crash-2026-05-14_22.20.20-client.txt from @hushed grail to mclogs: https://gnomebot.dev/paste/mclogs/STWILvc
Uploaded 2026-05-14-1.log from @hushed grail to mclogs: https://gnomebot.dev/paste/mclogs/CBWwM1V
Here's my tags file as well
I'm not very familiar with how the feature ordering works, so I'm not sure I can provide a proper fix.
for now you can try to use a mod like this:
https://modrinth.com/mod/feature-recycler
yeah that looks correct. ideally check in game via f3 that the block actually has the tag, to ensure the data pack is loading correctly. otherwise might be just an abundant warning. do those blocks get diagonal connections or not?
I just tested a few, and confirmed that they are NOT getting diagonals, so it seems to be working properly. I guess you're correct that it's an abundant warning, probably baked into Macaw's Fences. I thought the warning was coming from Diagonal Fences itself. So I guess it's fine here, thank you.
alright, i think this river mod is more of a new river biome mod, there is a new mod that makes river gen look much more river like but damn is it horribly optimized, makes worldgen take more than 10 times as long
and seems kinda overengineered with simulated motions for entities and visual effects
it's actually coming from diagonal fences
yeah there are some nice mods that add rivers going below terrain which looks much better than the valleys they create in vanilla. i think tectonic does that
neoforge 1.21.1 with enchanting infuser refuses to let me add mending by book to my diamond pickaxe
any chance you have an enchant that isn't compatible with mending?
mending is a treasure enchantment. the infuser by default only supports enchanting table enchantments.
to enable treasure enchantments you need to enable the built in data pack. use /datapack for that.
Not sure if it was just my game and server but fast item frames and visualwork bench have a lot of problems on 26.1
Fast item frames is completely incompatible with a bunch of click through mods, and visual workbench causes pistons to no longer push them.
I have my own click through mod called Reach Behind. It's not public atm, but a working build for 26.1 can be found further up in this channel.
The crafting tables not being moveable is a side effect of them being block entities now, as they need to store an inventory. There is nothing I can do about that. If moving them is important to you I recommend getting a mod that allows for moving block entities in general.
<t:1778930221:R>
A library for providing advanced inventory interactions for container items similar to bundles.
• Scrolling on tooltips is now supported vertically while holding any Shift key (configurable)
• The selected item on tooltips can now be changed using the arrow keys on your keyboard
• All items may now feature a bar representing the fill level just like vanilla bundles (disabled by default)
• Update to Minecraft 26.1.x
• This release features a large overhaul of the mod to be more inline with the updated bundle mechanics introduced back in Minecraft 1.21.2
• Most notably, this changes the mouse buttons used for interactions: the right button now only inserts items, while the left button removes items
• The selected item tooltip now only shows the item name to be inline with the vanilla bundle ui
• The selected item slot on tooltips is no longer stored globally, but instead per item like vanilla bundles
• Bundle tooltips now mimic the vanilla tooltip design, while still featuring a glance at all items and an improved fill bar
• Reworked and simplified all config options
• Key-based config options now feature a NEVER setting for disabling them completely
• Modifier keys can now once again use Command on a Mac
• Greatly improved performance when rendering item contents on tooltips
• Move the data pack directory from iteminteractions/item_container_providers to iteminteractions/item_storage
• Fix some quirks with the single item movement, especially when combined with the mouse dragging feature
• Remove the allow_slot_cycling & selected_item_tooltips config options, as it's now always enabled to be inline with vanilla
• The iteminteractions:bundle type no longer supports defining a background_color property
already enabled it. still does not show up.
quick question, I'm using the 'Straw Statues' mod, but I'm not able to move the statue left, right, forward, back, up, or down. The mod is up to date, and I can't figure out how to fix it.
can you reproduce the issue in an instance with only enchanting infuser installed?
you may have to disable physics / gravity. it's one of the settings
gimme a sec
the enchantments are there on a fresh install, strange
i think i installed an extra mod to enable enchanting infuser treasure enchantments
Enchanting Infuser adds enchantments directly to the item, you need anvils for enchanted books
Also check for datapacks/mods that modifies mending or pickaxe enchantments
tried using book on anvil with pickaxe, incompatible for some reason
Do you have other datapacks/mods that modifies enchantments?
trying to resolve sodium crashes with inventory, gimme a sec
i dont believe so
removed external enchanting infuser treasure mod, used the built in one
enabling the built in data pack in world does nothing
and enabling from world creation does nothing either
So this is not an enchantment infuser issue. Unfortunately, you have to remove datapacks/mods until this is solved. You can do a binary search which is to remove half of the mods every time until you find the cause.
found the mod
it was ice and fire community edition
using load my f***ing tags (yes that’s its actual name i’m sorry) fixes the issue completely
yup we know of that mod very well 😂
<t:1779018808:R>
Why it's called Puzzles, you ask? That's the puzzle!
• Add ServerResourcesLoadCallback & ClientTagsUpdatedCallback, replacing TagsUpdatedCallback
• Add support for tag file removals on Fabric during data generation
• Add DataAttachmentType::remove
• Fix breaking the Do a Barrel Roll mod
• Fix TransmuteShapedRecipeBuilder still using ItemStack instead of ItemStackTemplate
<t:1779019117:R>
<t:1779019534:R>
A library for providing advanced inventory interactions for container items similar to bundles.
• Fix bundle capacity multiplier not being respected sometimes
• Fix items with contents blocking scrolling in screens when hovered under some circumstances
Hello! is it possible to modify "universal enchantment" if they apply or not on certain weapons? Like I don't want quick charge specifically to be applied on a bow (using version 26.1.2)
Perhaps via the config file?
My minecraft crashes when I open the config cause puzzle lib is conflicting with something config lib but they also need each-other..
Idk what to do 😭
Odd, try editing the config file itself
Like the file
Uhh so you know where you download mods too
There is only server side config.. and it doesn't have anything with disabling it
go one folder up to that, presuming you use the normal minecraft launcher, to your .minecraft directory
then there iwll be a config/ folder
go into that
then you should either see a folder for universal enchantments or the ifle
oh well alr
Creating a datapack at this point 😭
!logs
to better assist with most issues, 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. (this file type is not as common in crashes - do not worry if you cannot find it, just skip over this line.)
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 configured via a data pack
<t:1779048099:R>
A library for providing advanced inventory interactions for container items similar to bundles.
• Colorful container backgrounds now are a bit brighter
• Fix item interactions not working correctly in the creative inventory menu
<t:1779048771:R>
<t:1779049047:R>
thanks fuzs!
many thanks
Hey fuzs I got a bug
[14:26:12] [main/ERROR]: Failed to start the minecraft server
java.lang.NullPointerException: invoker is null for type interface fuzs.puzzleslib.common.api.client.event.v1.ClientTagsUpdatedCallback
at java.base/java.util.Objects.requireNonNull(Objects.java:246)
at knot//fuzs.puzzleslib.common.impl.event.core.EventInvokerImpl.lookup(EventInvokerImpl.java:64)
at knot//fuzs.puzzleslib.common.impl.event.core.EventInvokerImpl.lambda$softLookup$0(EventInvokerImpl.java:47)
at knot//com.google.common.base.Suppliers$NonSerializableMemoizingSupplier.get(Suppliers.java:201)
at knot//fuzs.puzzleslib.common.impl.event.core.EventInvokerImpl.lambda$softLookup$2(EventInvokerImpl.java:51)
at knot//fuzs.puzzleslib.common.impl.event.core.EventInvokerImpl.initialize(EventInvokerImpl.java:40)
at knot//fuzs.puzzleslib.common.impl.core.proxy.ProxyImpl.lambda$registerEventHandlers$0(ProxyImpl.java:54)
at java.base/java.lang.invoke.MethodHandle.invokeWithArguments(MethodHandle.java:737)
at knot//fuzs.puzzleslib.fabric.api.event.v1.core.FabricEventFactory.invokeFast(FabricEventFactory.java:180)
at knot//fuzs.puzzleslib.fabric.api.event.v1.core.FabricEventFactory$1.handleInvocation(FabricEventFactory.java:47)
at knot//com.google.common.reflect.AbstractInvocationHandler.invoke(AbstractInvocationHandler.java:86)
at knot/jdk.proxy2/jdk.proxy2.$Proxy35.onLoadComplete(Unknown Source)
at knot//net.minecraft.server.Main.handler$deg001$puzzleslib$main(Main.java:2517)
at knot//net.minecraft.server.Main.main(Main.java:114)
at net.fabricmc.loader.impl.game.minecraft.MinecraftGameProvider.launch(MinecraftGameProvider.java:514)
at net.fabricmc.loader.impl.launch.knot.Knot.launch(Knot.java:72)
at net.fabricmc.loader.impl.launch.knot.KnotServer.main(KnotServer.java:23)
at net.fabricmc.loader.impl.launch.server.FabricServerLauncher.main(FabricServerLauncher.java:69)
interesting
I tried for a hour and half on minecraft version 26.1.2 and it still doesn't do that HELP PLEASE
<t:1779050048:R>
Supercharge shulkes boxes, bundles and backpacks! Fully useable in your inventory with many intuitive interactions.
• Update to Minecraft 26.1.x
• Remove support for all bundles; the whole functionality has been greatly expanded upon and will return as a separate project
• Remove support for map tooltip previews and generic container items (like furnace, brewing stand, etc.); as both were very niche features to have
Fuzs be speedrunning
ah
anyways near as i can tell its trying to run client side code on a dedicated server
this is with the brand new puzzleslisb and stuff
granted probably my fault for using the cutting edge, but yk
shouldn't happen, thanks for reporting
kinda yeah
will get a fix out in a few minutes
alr thanks for speedrunning
Nothing I do lets me remove the ability to enchant bow with quick charge
also fuzs noting the removed support for all bundles; does that mean I no longer get nice ui?
<t:1779051061:R>
thaaaank you
hey linked the documentation for configuring universal enchants earlier. everything you need to know is in there.
https://github.com/Fuzss/universal-enchants/tree/26.1.x#configuration-for-minecraft-121
I also recommend reading more about data packs on the mc wiki.
https://minecraft.wiki/w/Data_pack
A data pack or datapack 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 de...
ESB no longer touches bundles at all, so no
sad day
there will be a new mod for upgrading vanilla bundles only.
it always kinda flew under the radar that ESB also improves bundles, with a separate project that will be more obvious.
didn't want to rename ESB as it has gotten quite a bit of traction with that name
once i had ESB installed for so long and i boot up vanilla 1.21.11 and im like WHO BUTCHERED THE BUNDLE UI
just gonna say your bundle ui should totally be vanilla
the bundle ui from ESB for 1.21.11 is actually gone lol
i rewrote all of it to be more inline with vanilla
sad sad, sad, and finally sad day
would recommend reading the changelog for item interactions which is the underlying library that has all the features
https://github.com/Fuzss/item-interactions/blob/26.1.x/CHANGELOG.md
alr
in 26.1 bundles use the vanilla ui but with many upgrades making it functionally equivalent to the 1.21.11 custom ui
just with the visuals from vanilla
btw the thing I really vdont like about bundles is that I can't see all of the items at once
Standby while I figure out why it (maybe?) failed to instll
no worries that's fixed in my implementation
like i said the functionality has everything from before. just the design mirros vanilla now
alright then either we are in a transition phase, im missing a mod, or im having a skill issue
cant tell atm
gotta go figure that out
the bundle features are not released yet lol
the implementation is done though, I prepare everything in advance as i mentioned before
alright I see
thanks
have a good day
Oh wow, it was Easy Shulker Boxes that gave map tooltip previews? I was looking for what mod does that because it was so cool
Yeah Easy Shulker Boxes does so much more than the shulker boxes. Separating the bundles into its own mod is good because people might not know ESB was modifying bundles
Datapack:
data/minecraft/tags/item/secondary_enchantable/quick_charge.json
{
"replace": true,
"values": []
}
You basically need to override these with a datapack: https://github.com/Fuzss/universal-enchants/blob/26.1.x/Common/src/generated/resources/data/minecraft/tags/item/secondary_enchantable/quick_charge.json
hi is there a way to change the controls for easy shulker box for 26.1.2 to the old control where only right click did everthing?
also any way to turn on a button to reveal content instead of having it always show?\
yes, you can configure that in the client config. the option is called item_storage_tooltip and it's set to always by default
there are other mods that can still do it like this one
https://modrinth.com/mod/map-tooltip
no that's neither supported nor planned. better get used to the new controls as that's how vanilla works
Which mod do I need to configure enchanting infuser? Im on forge 1.20.1 with the latest mod version. The config button in mod menu is greyed out and when i change the config file manually it changes back to the default values
use this one: https://modrinth.com/mod/forge-config-screens
Does Easy Shulker box Mod work on Minecraft Realm?
I disabled apotheosis integration in minecraft/saves/world/serverconfig, minecraft/config and mimecraft/defaultconfigs, and even after a game restart its not disabled
im a dumbass, it works, it just says eterna
yeah that's about the only thing that doesn't change in the 1.20 version if I remember correctly haha
no it does not
if you only want shulker box previews you can use this mod
https://modrinth.com/mod/shulkerboxtooltip
Here are the jars for the bundle features from previous ESB versions for anyone who already wants it before it comes out on Modrinth & CF.
Just released Fantastic Wings for Minecraft 1.20.1 in case anyone is interested. 🎉
(There is no setup for the fancy announcement message on that version unfortunately 😢)
Easy Shulker Boxes should be available on Modrinth now
Its out now
I've tried Armorful but some waves in the raid crash the game and Illagers Wear Armor is Forge/Neoforge only unfortunately
Armorful is also archived
I’m having this bug with the Fantastic Wings mod for Fabric 1.20.1, where the wing feathers don’t load. I’m using Iris/Oculus.
ah thanks for that
haven't forgotten about the 1.21.1 port... 😅
armored foes, vehicle upgrade and sealife are the ones people wanted on 1.21.1, right? anything I've missed?
That sounds about right
At least with Enchantment Insights, there is Enchantment Descriptions and for Vehicle Upgrade, there is Horseman
ah yeah forgot about Enchantment Insights then 😁
I hope more mods update to 26.x as well
what would the file path look like if i want to make a default config for a world
i know it's gotta go in configured defaults but do i need to make extra folders for it?
Think of the configureddefaults like your instance folder
Inside your configureddefaults folder, you could have options.txt, a config folder, etc.
Does anyone know how I can fix this bug?
for servers i know it would be configureddefaults/world/serverconfig/(config)
i just don't know how to get it to apply to singleplayer worlds as the path goes based off the world's name
Why would it be used in servers?
Are you talking about if the config is in the world file itself?
oh yeah i could just include the configs in the server pack
yeah
some mods i want to change only have it in the world's folder
I'm looking into it. I did fix it a while back for newer versions, but that fix does not seem to be working on 1.20.1...
what mc version is this? 1.20.1?
ok thanks!!
configured defaults can't really help you here, as the world name changes. it needs a fixed path
luckily you don't even need an extra mod here. forge has a built in feature for this.
you place your configs in the .minecraft/defaultconfigs directory, just as they would be in .minecraft/saves/<world>/serverconfig or .minecraft/config
if you are still having trouble you can use my night config fixes mod to force mods to generate their config in .minecraft/config and not per world
https://www.curseforge.com/minecraft/mc-mods/night-config-fixes
alright
hiii fuzs
edit the neoforge file to beta
and upload again
🙁
yo i got a question, does anyone have the same issue with enchanting infuser mod that if you try to use it it kicks you out of the game on newest version?
i didnt test in news version, i update to beta 58 so i will check
to check if i have the same issue
okay, and it was kicking me out on fabric
!logs
to better assist with most issues, 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. (this file type is not as common in crashes - do not worry if you cannot find it, just skip over this line.)
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.
Hey fuzs- look at this when you have time, but while this is probably a Tax Free Levels issue, do just want to see if you know anything about it
[02:34:26] [main/WARN]: Error loading class: fuzs/enchantinginfuser/world/inventory/InfuserMenu (java.lang.ClassNotFoundException: fuzs/enchantinginfuser/world/inventory/InfuserMenu)
...Why am I still awake
I completely lost track of time troubleshooting this
That's unfortunate
I presume because the actual path in the compiled mod is fuzs/enchantinginfuser/common/world/inventory/InfuserMenu.java
I'm going to sleep and in the morning submit a PR to TFL to fix it
presuming thats the problem
Anyways 🥱 😴
Is there any ways that Sheep Variety could be retrocompatible with Vanilla Backport?
What version are you playing?
Yeah there is no version
I only now noticed it doesn't have a forge version too, oof
Thanks anyways
Who made the models/textures?
I remember seeing them in tweets before
Maybe John_ClayBuged
They appear as an Artist and Credits in the Curseforge project page
this is too niche imo. you can ask the creator of Vanilla Backport maybe if they want to incorporate the models themselves, the do have my permission
I think they won't be doing that, because it's a vannila backport, but I am still awaiting their response
Finaly life going to be a little easy
<t:1779222694:R>
Bring tons of quality-of-life improvements to your rides. Enjoy more reliable, and more capable mounts.
• Fix horses not playing the standing animation for other players in multiplayer
• Fix saddled_mounts_do_not_wander setting not properly clearing movement restrictions after being disabled
This PR probably need to be revised but yk
https://github.com/Fourmisain/TaxFreeLevels/pull/48
For anyone interested, finally made a 1.21.1 port of Vehicle Upgrade. You can get a preview here. 🎉
This also requires an update to Puzzles Lib which is not public yet.
The new Puzzles Lib for 1.21.1 in particular contains a lot of backported content from modern versions, so I'd very much appreciate to get some feedback if everything is still working correctly with the new Puzzles Lib, especially in larger mod packs with many of my other mods. 😇
I now realize I forgot forge
Oh well
Hey uhh fuzs I'm pretty sure I'm hallucinating but I swear that there was a config option in the enchanting infuser config to allow treasure enchants
Wasn't that done via datapack?
Ah lemme look at the code then
I was up pretty late last night looking through the config so I honestly probably just made it up in my tired-ness
For versions before 1.21 (data driven enchantments) it was done that way
Can the speed and slowness effects affect flying speed be backported to 1.21.1? I have Vanilla Backport which adds Happy Ghast
Sure, that's in the port. You can add the VB happy ghast to this tag: vehicleupgrade:sprinting_mounts.
Yeah I saw that recently, but I got timeout from this server 😅
I think the camel husk, nautilus, and zombie nautilus should also be added to these tags in 26.x by default
This is for sprinting right? What about the speed potion?
We recently added Linked Chests and can see the recipe, but it won't show how to craft it in JEI. I looked at the recipe in the code and it still is not working. Any advice? You can see the items pop up in JEI on the right.
What Minecraft version and mod loader? Does this also happen with Linked Chests alone?
Minecraft version 1.21.10 and it's happening with the pouch as well but those are the only items
Is this a problem on a separate instance with only Linked Chests mod?
I'll have to make a separate instance. Didn't think to try that
it is working when I just have that installed. Must be something server side. Thanks for your help
Is it installed in both the client and server?
yes
To fix that problem, at least on version 1.20.1, use the Accelerated Rendering mod.
It works for me while having Iris/Oculus installed.
im gonna test nowww
Alright, I’ll be waiting to hear if it works for you
You're right. And it should work without any tag actually. This version has it now.
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Are you possibly able to make nether chested compatible with better block entities? When I have them both the texture of the nether chests are glitching out?
Imo this should be the other way around. BBE should not touch modded chests.
I'm not very keen on supporting mods that break my mod which is working perfectly fine with how vanilla functions.
No worries ❤️
Thank you!
Next port is done. 🎉
I like your descriptions better.
For Enchantment Descriptions infinity it says: Allows the bow to fire normal arrows for free. You must have at least one arrow for this to work.
For Enchantment Insights infinity it says: Prevents arrow consumption.
It is short and straight to the point. For Enchantment Descriptions, I would have to modify that description because I use Universal Enchants which allows you to shoot without having any arrows in the inventory.
Thanks for this 😭
I dont think it works properly when miniHUD is installed anyways ill jus wait for the official release
Also, I think the 1.21.1 Puzzles Lib update fixes the mod menu config, instead of showing just as translation keys, it shows the text
Is there a way to make Held Item Tooltips only display enchantments without their descriptions?
I now have a different issue lol, when allowing those illagers to render armour, the armour model does not align with their animations from the Illager Invasion compat resourcepack I found https://modrinth.com/resourcepack/fresh-illager-mod-compats
Even the default Fresh Animations pack is incompatible with Armored Foes. I think u need something like the Fresh Animations patch for Variants & Ventures, but for Armored Foes instead.
The default Fresh Animations pack does animate armour for mobs that are supposed to render with it like zombies. Also, Vanilla Backport has a built-in resourcepack that fixes armour models like ghast harnesses for happy ghasts. I don't use Variants and Ventures mod, so I don't see why the Fresh Animations Variants and Ventures patch is necessary
and you can simply not add the new mobs to the shows_worn_armor tag from Armored Foes
Sorry, the variants and ventures pack was just an example for an fresh animations compatibility pack. I just wanted to let u know that the armor render issue also appear on vanilla illagers when used with fresh animations.
Yes, you need to remove illagers from the shows_worn_armor tag here: https://github.com/Fuzss/armored-foes/blob/1.21.1/Common/src/generated/resources/data/armoredfoes/tags/entity_type/shows_worn_armor.json
or request that they make armour models for the resourcepack
Thx, I didnt know about that tag.
Does anyone know if there any way to get a specific Moobloom/Cluckbloom from Bloomcraft?
Or maybe change an existing one to a different flower variant?
Thanks 🙏
Will the tags changes you've recently applied for 26.1 also apply to 1.21.1 or stay the same? I'm planning to make a datapack to add Vanilla Backport mobs to the list
The main changes I'm talking about are the renames such as
horse_liketoequinetraversable_mountstotraversing_mounts
Is it possible with Armored Foes to make zombie horses naturally spawn with horse armor and zombie nautilus to spawn with nautilus armor? I think that would be cool if they can spawn in with armor like their riders
Thanks, yeah, I really tried to make them as brief as possible. ChatGPT was a great help in that lol.
but mainly so everything fits nicely on the tooltips. glad someone noticed hehe
i think there is a config option to prevent other mods from processing the tooltip lines
this is the final release more or less. what's not working for you? ideally share some screenshots
Yes, I reworked the config screens to no longer use translations on 1.21.11 and the latest 1.21.1 version contains a backport for that
that won't be fixed. you'd have to rebuild the models entirely using the fresh animations pipeline. I'm not interested in that.
getting them to work even for vanilla as they are was enough trouble for me
Yes I know that
no it's random and you cannot change them in-game. if you have suggestion on improving that I'm open though
Friends and Foes moobloom allows you to change the flowers of the mooblooms by feeding the flower you want it to change into
Hey! Just rq, im using the Fantastic Wings mod. How do I get bats blood? 😭
In which config?
you click on a bat with an empty bottle
held item tooltips client config
Ive tried that, but it doesn't work. 
which version?
1.20.1
hmm yeah that's kinda the obvious approach, but I'm not really a fan..
will check
er oh. 🤦♀️ you literally hit the bat. Thats on me, i got it now lol!
Thank you!
oh lol didn't remember that haha
they will stay the old way on 1.21.1
the 1.21.1 port is based on 1.21.11 which still has the old names
Ah and yes that totally works.
I will keep that on actually, I do want other mods to modify tooltips, I think its fine if the descriptions show up
I don't think there is way unfortunately to filter for specific mods, so it's eithert all or nothing.
Ah thank you for the reply! If you're open to suggestions I did make one on github: https://github.com/Fuzss/bloomcraft/issues/3
Basically right-click on them with a desired flower to turn them into that flower variant 🙂
Here is the reply: #fuzs-projects message
oh sorry missed it! thats too bad 😢
But I still think its a good idea you sent a suggestion, other people could suggest other solutions/alternatives. Just state that your problem was you want to obtain a specific moobloom
Another way I can think of is maybe there is a small chance to get a different variant when breeding clucks/moos?
Maybe if you fed them brown mushrooms instead of wheat/seeds they would produce a random variant.
Yeah, something like that sounds more fun, thanks!
it works fine I didn't realize you kept the vanilla gui. Is there a way to get the old gui (the one with colored preview) back for bundles?
taking a crack into making a vb addon
but i have a question...how did you get these textures?
they're almost 1 to 1 with the ones on the reddit post
yeah it uses the vanilla design now though. it's just visual, the mechanics are still the same, meaning all items are shown always and such
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The mod "Natural Waters" doesnt work with any version of Sodium in minecraft 26.1.2. Im not using any other mods except the dependencies of Natural Waters. However, it works fine with Sodium in minecraft 1.21.11.
thanks for sharing. fluid rendering changed a lot in 26.1, I guess that's where something broke
I'm not sure where to mention this, but I was messing around with item frames and noticed that the Fast Item Frames mod causes compatibility issues with other mods that alter the behavior of item frames. Specifically, I installed several mods (and datapacks) that added the option to wax item frames to allow clicking through them, as well as ClickThrough Plus which adds the same function, and none of them worked with Fast Item Frames installed. Not necessarily a bug, but I did spend a while trying to figure out why other mods weren't working
Maybe it should be a pinned message
Also its because Fast Item Frames are blocks instead of entities
Oh cool! Thanks!
waxing is also added by FIF itself so the item can no longer be rotated
fuzs, do you have the big version of the cold wool?
reported the issue here: https://github.com/CaffeineMC/sodium/issues/3675
Bug Description Hey, a client-side mod of mine changes the water color. Sodium breaks that, and always shows the vanilla color. I'm not using any Mixins, only mod loader provided APIs. I would ...
please ask JOHNM directly, it's their work
they are on this server
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I need some help with fantastic wings on 1.21.11
They are harder to control on this version
On 1.21.10 the take off wasn't inmediate and you could adjust your speed more easily, but in this version its pretty much inmediate
You activate your wings and you're suddenly at full speed with no way to adjust it, aside from just pressing the down key which stops you
will take a look thanks
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@mental sinew
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hey, question: my previous experiences with the universal enchantments mod allowed me to put enchantments above what they're usually able to go...is this normal?
where? via /enchant?
yeah, via /enchant
i removed that in the 1.21+ versions. universal enchants had a lot of niche features that really went under the radar, so it's not worth maintaining them for me.
ok, got it, so it's just the 1.20 versions that have it. understood
Hello! Im using the fantastic wings mod, and when I'm in the overworld they seem to work fine. However, when I go to the end or nether they seem to no longer work and send me straight to the ground. If this is intended then that's fine, but when I return to the overworld they still don't work and I have to reload the world to get them to work again.
Also, the model doesn't seem to be loading on any of the wings? Ive attached a video to show what im talking about. This is version 1.20.1
Yeah, that is the dimension bug: https://github.com/Fuzss/fantastic-wings/issues/7
There has been a report where the wings don't load when using Iris/Oculus in 1.20.1
Someone mentioned that installing the Accelerated Rendering mod fixes the rendering.
any chance for a shroomcraft 1.20.1 backport?
probably not
the 1.20.1 ports i did recently were only for mods which already had a 1.20.4 version which is easy enough most of the time to bring to 1.20.1
for newer mods it's mostly much more effort
also I'm personally not so interested in 1.20.1, the version is really old by now (3 years almost) and a lot of the dev setup i have built since then isn't made for it anymore
aw damn
Hello, Im using the Easy Magic Mod. I was wonderinf if there was a way to still have the emissives from my shader (Solas Shader) for the enchanting table? With the mod i guess it gets overwritten and loses it's emission. I've looked it up but can't find anything helpful.
i assume this happens since the easy magic enchanting table uses a block which is separate from vanilla.
if you find the emissive properties for the vanilla block in the shader files you should be able to just copy it for the modded one.
vanilla block id: minecraft:enchanting_table
mod block id: easymagic:minecraft/enchanting_table
Thanks! I got it to work.
For anyone in the future running into this issue, Solas stores the block emissive/glow mappings in the block.properties file. The fix is to find the enchanting table glow section, which for me was:
block.10042= \
Then add the Easy Magic enchanting table under it, making sure each line except the last one ends with a backslash:
block.10042=
minecraft:enchanting_table
easymagic:enchanting_table
easymagic:minecraft/enchanting_table
The backslashes are important it wont work without them. I also included both (easymagic:minecraft/enchanting_table) and (easymagic:enchanting_table) just to be safe I dont know which is the one that actually works (maybe both lol).
After that, save the file, reload the shader, and the placed Easy Magic enchanting table should glow like the vanilla one.
Dang lets lock in 😭
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how do you do this? im a bit confused
im trying to make it doable to have all enchant variants on gear at a time (all prots)
where is this?
im looking but i cant find anything about it
If you want all protections, Universal Enchants doesn't have built-in datapacks for that, nevermind the /datapack command then
Using datapacks. You can use this if you need help: https://misode.github.io/enchantment/
oh dear, thats not good
what happened to the old tech
that was much easier to use
I'm not familiar with what the old tech was like tbh
it was literally a folder with json files for each enchant, you could literally just remove the restrictions from the json file
and it also listed what items enchants worked for, you could add or swap those out too
it wasnt a difficult system now they changed the whole thing?
1.21 introduced data-driven enchantments where the whole thing is customizable with datapacks
So Universal Enchants and his other enchantment mods had to adapt to that system
I mean, the enchantments are in json as well if that is your strong suit
where
You can pick presets in this website
Select the protection enchantments
do you have any idea how little that narrows it down
mf i dont even know what im doing
Theres the Minecraft Wiki to help you on datapacks and videos
Many resources out there
istg this is the literal dictionary definition of a developer making an update no one asked for
this is unnecessarily more complicated
Its the Minecraft team reworking the enchanting system to be data-driven. Developers are simply developing to that system as it makes everything more customizable
There were much more bugs about enchantment compatibility in the past, so its better to adapt
mf i dont want to code a damn datapack
i just want to unlock my shit
is there not a datapack already made that does this
that someone hopefully posted
Probably
id like to know where
What is your Minecraft version
1.21.1
Should work for all vanilla protection enchantments out there: https://modrinth.com/datapack/compatible-protection-enchantments
it doesnt work.
Well search it up or make a datapack
guys for diagonal fences how do i config which fences dont connect to eachother?
can you help?
hey guys, so im having trouble with the straw statues mod. I can't change the skins of the statues no matter what name I input (even my own username) .
I've tried different approaches but nothing works, and I cant figure out what is going on... Help?... please?
!logs
to better assist with most issues, 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. (this file type is not as common in crashes - do not worry if you cannot find it, just skip over this line.)
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 done via this block tag
https://github.com/Fuzss/diagonal-blocks/blob/26.1.x/Common/src/generated/resources/data/diagonalfences/tags/block/non_diagonal_fences.json
alright thanks ill look into it
thanks for the fast answer! Idk what happened, I tried recreating the issue but it seems fixed somehow
I figured out why and is super embarrassing... your willingness to help is incredibly appreciated tho!
hello, im using the diagnal fence mod, wondering if there's any fix to make the pixels connect cleaner to the post rather it looking a little floaty? thanks for the help in advance
would assume this is an issue with your resource pack
works fine normally with vanilla assets
wow yea thanks so much. it was Nautilus3D resource pack, i just went into the settings and turned it off for dark oak fences and it fixed the issue. feel dumb now for not checking that lol. thanks again really appreciate the help
Hi! I’m running Easy Shulker Boxes on a Fabric server and I’m trying to understand a recent issue with vanilla clients.
Server setup:
Minecraft 26.1,
Fabric Loader 0.19.2,
Easy Shulker Boxes 26.1.0,
The mod is installed server-side, and previously vanilla clients were still able to join the server. The mod obviously only fully works for players with the client-side mod installed, but vanilla players were not prevented from connecting on 1.21.11.
Now vanilla clients are kicked on join with this message:
“This server requires Fabric Loader and Fabric API installed on your client!
The following registry entry namespaces may be related:
iteminteractions”
I checked /config/iteminteractions-server.toml, but it only contains:
enable_mouse_dragging = true
enable_single_item_movement = true
Is there a config option, datapack setting, or dependency/version mismatch that controls whether Item Interactions forces Fabric registry sync on vanilla clients?
In other words: we want players with the client mod to get the full Easy Shulker Boxes functionality, but we also want vanilla clients to still be allowed to join, even if they simply cannot use the extra interactions.
Could this be caused by a recent change in Item Interactions / Easy Shulker Boxes / Fabric API registry sync behaviour?
Hello! Is there a fix for this "chicken wings" issue?
Nevermind, I've solved the issue.
How did you solve it?
you can even make it compatible yourself by making sure the block model matches the vanilla fence block mode. from the looks of it all you want to do is swap out the textures and maybe uv maps but keep the model parts themselves
!logs
to better assist with most issues, 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. (this file type is not as common in crashes - do not worry if you cannot find it, just skip over this line.)
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 don't think those technical aspects have changed with the reworked version, so I can't really point to a specific reason why this might be happening
I'm trying to figure out how All The Heads work and I'm confused how this model works. I've looked at the assets and I don't see the model there
hi, anyone else got invisible endersoul clones with shaders?
Hey Fuzs, just Woooondering.... If I place stuff in a linked chest... change the colour coding... and don't recall the prior colour code.... is there an uhhh way to find which player has what colours coded?
there is not. feel free to leave a suggestion on github though.
could image something like a command which prints all the used codes
https://github.com/Fuzss/linked-chests/issues
ideally report this on github thanks
https://github.com/Fuzss/mutant-monsters/issues
the models refer to built in entity models. they are the only part of the mod which is not data driven.
so when adding custom heads you have to use an existing model, if it there is none which matches your new mob head you're out of luck
ok so from my testing I'm pretty sure this is a bug in fabric api.
the new iteminteractions registry is properly marked as optional which does allow vanilla clients to connect.
there is nothing that has changed about that from previous versions
fabric api randomly though reports it as optional or non-optional
I suppose there is some kind of race condition going on there
haven't found a reliable way to reproduce the issue though, which would be great before reporting this
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Mutant creatures and beasts to face off against. Will you triumph, or will you perish?
• Fix the advancement screen background texture thanks to seriousfreezing
I found the issue now, and unfortunately this is intentional.
This is related to ESB / Item Interactions no longer storing the selected slot of a container item globally on the player, but instead on the item itself like vanilla does for bundles. To do that there must be a data storage (item component) registered and that registration is what no longer allows vanilla clients to connect as they don't have that registry entry.
I think so yeah
🥲🥲🥲 that’s so sad, this is the one of the most useful mods I’ve ever installed
I mean you can always ship the mod pack to your users. ESB to begin with is not designed to be only installed on one side. Even in previous versions there were some desyncs when dealing with bundles, as the vanilla client and modded server behaviors are different.
I honestly never had any issues with people not installing the mod. Idk if it was sheer luck or maybe people not using bundles very much, but everything went smoothly.
We have a semi-technical server, meaning that there are players who are very technical (and use the mod because they all love it) and people who prefer to keep everything vanilla, meaning that they don’t even have fabric installed (I know, crazy lol).
We just don’t want anyone to be left out you know, so we gotta find a different solution unfortunately, which I hate because I use the mod all the time, as I said, one of the most useful and best mods I’ve ever used
Thank you!
I'm trying to add enchantment descriptions for Dungeons and Taverns using Enchantment Insight, but they won't appear. I'm on 26.1.2
Show your language file. I know in 1.21.1, they have it wrong as enchantment.dnt.wax_wings.desc instead of enchantment.nova_structures.wax_wings.desc
I pretty much just appended on what I saw in the repo's pull request for DnT
This is also the path for my lang file
en-us.json I assume?
Yes yes
and this resourcepack is enabled right?
Can you pass the resourcepack? I will try it as well
I just embedded it right into the DnT datapack since that's how they do their resource pack as well
This is a resourcepack not a datapack btw
Enchantment descriptions only needs resourcepacks
Oh I know
Oh, you are putting this in both resourcepack and datapacks? It is telling me it is the wrong resourcepack version
I see
huh 😭
I'm guessing I have some incompat somewhere
I'll check through my mods
I'm wondering if it's cause I have DnT installed as a mod and not imported as a datapack in the world
I have it installed as a mod as well
oh..
Maybe check your enchantment insights config
I think I have everything default
Yo fuzs do you have a dev build of that new easy shulker boxes but for bundles thing ready
I'm so desprate that I'm willing to play with bugs and be a beta tester ha ha
someone else has this problem in the 1.20.1 version? i dont know how to fix it
Try Accelerated Rendering
it work!! thank you
Enjoy!
Hey fuzs, I might be going insane, but is metal bundles open source? It HAS a github repo, but there is no source in it
Ah nevermind I was going insane
I just had to check out the respective branch
Hey Fuzs, I cant find the code in the source where this is defined, but there is a small translation bug in metal bundles
ah thanks. well it simply uses the vanilla bundle tooltip when empty, so would have to override that as a whole. not a priority right now though.
feel free to suggest this on github though:
https://github.com/Fuzss/metal-bundles/issues
Will Effect Descriptions/Insights be considered getting the same customizablility as Enchantment Insights? I like the Tooltip Line Decorations as it makes the description in bullet points
(1.21.1)
log seems fine. maybe a conflict with some mod like quark which adds quick swapping for armor stands.
straw statues are technically armor stands internally. you can disable that in the quark config
the current 1.21.1 version is already working fine for 99% of people. the extra customization is nice, but with doing a backport always comes the danger of breaking something which was working fine previously.
will consider it though, and maybe we can test it here first before release
I'll have to look
also make sure your hand it empty when shift clicking
well i do have another of your mods called armor quick swap maybe thats having problems i found out i can open armor statues just fine its just the straw statues arent opening
bull ill do some testing and problem solving
yeah that's mine as well, i think there is a conflict there
Is there any plans for Fast Item Frames to support Lootr Item Frames?
I don't think Enhanced Block Entities or Better Block Entities would support modded blocks either
hey, i'm just wonder if Forge Config API Port actually does what i think it does, that it allows running forge mods on fabric?
It's a config mod, so no
thanks. do you know any that might do it? or just better to keep with mods built on said apis
I didn't manage to create a datapack in the end I'm not a coder or a good one a t all
I need help
what does that do....
So what I need to do is take what you sent me and put in a datapack or take whats on the GITHUB and do a datapack out of it.. I don't get it and yes I'm stupid
How much do you understand datapacks?
0%
Yeah, you probably need to read the Minecraft Wiki or a video on that
I made an abomination when I tried it alone
I even gave up and made chatgpt do that shi 😭
I tried alone for 4 days
and on the 5th I used chatgpt
Mann
Fuck
Ngl better option
Fuzs, can you make every tag here in an optional built-in datapack? https://github.com/Fuzss/universal-enchants/tree/1.21.1/Common/src/generated/resources/data/minecraft/tags
It makes it so the user doesn't have to override the tags using their own datapack
Thinking about it, the only reason I use Universal Enchants is because
- Feather Falling prevents trampling farmland
- Infinity no longer requires an arrow
- Loot and Fortune grants xp
- No Projectile Immunity
- Allowing shears, horse armor, and shields to be enchanted at an enchanting table
I don't actually use its data-driven enchantment datapacks
because the rest of its features are possible with vanilla Minecraft 1.21+ datapacks
I've heard people come here to complain about Universal Enchants needing datapacks to configure enchantments when that is possible in Vanilla Minecraft
and there are too many combinations where its hard to accomodate everyone's needs from preset datapacks. Some people wants all protection enchantments to be compatible with each other, but that is not included in Universal Enchants. Lots of modded enchantments exist as well
Datapack don't work ngl, I followed a guide
What datapacks?
I don't want quick charge on the bow since I'm making a server and that quick charge is broken, makes the king von bliky real
Those screenshots are very limited. I can't see if the quick_charge.json is inside the secondary_enchantable folder
Alright let me send
Also, where is the datapack placed?
You need a pack.mcmeta as well as a data folder to recognize it as a datapack
I did both
Everything inside these 2 are the same
Does your world detect your datapack when you do /datapack list
Also are you in survival mode when applying the enchantments?
Nvm it does
And it works in survival
Will it show up on enchantment tables tho?\
It shouldn't
THANK YOU
Your welcome!
no
will consider, thanks
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Yo mind helping me create a datapack that switches the elytra in the item frame to a custom item?a I already have the base built.. I just don't know why it doesn't work
We can go dm's so I won't flood this chat
the chat is for support in the first place.
May you help cause I'm cooked and can't figure out how to make that sih
It’s like 4:30am here, best to just ask in the chat and check back for a ping from someone who can
what chat tho
If it’s a modpack, you ask in the modpack’s channel, if it’s one of fuz’s projects, you stay here
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??? (easymagic fabric 1.21.1)
im using this mod too https://modrinth.com/mod/iron-bookshelves
for reference most enchantments go up to 10 with another mod i have so even when i set to default 15 it only goes to level 4 idk if its intentional
I don't accept DMs, preferably ask for help from the datapack creator (if you got it from Modrinth/Curseforge) or on modded Minecraft servers like Fabric's or Neoforge's Discord server if it isn't related to Fuzs' work
Asking for help that are not Fuzs' projects here is out of scope. My hobby here is to help people that have problems specifically with Fuzs' work so that Fuzs can focus on perfecting his craft. People in Fabric/Neoforge's Discord server are generally happy to help with general problems
They are more knowledgeable with those general problems. I have no context as to what every datapack is supposed to do and what is the intended result. Its hard for me to help you when I'm unfamiliar with the project
Same time zone as you
there is so much interferring there, I suppose there is some conflict or some mod overriding another.
hi is there a way to make the mutant mobs spawn natural?
Check your Mutant Monsters common config
It should be able to spawn naturally
Will at least the ominous bottles get an effect description backport for 1.21.1?
I also had the ominous bottle in supported items for quite a while and it didn't work
<t:1780002689:R>
that's due to it using a unique item component for storing the effect data which is not recognized by that version of effect insights
would consider this something minor which does not really justify a fix
Is the Health Bars mod incompatible with any rendering related mods? I'm having issues with health bars flickering across the screen
They constantly flicker across the screen from weird positions and angles
Hi All, Anyone using Magnum Torch to help conquer Outposts and pacify it and use it as a base?
Is it possible?
Description here says only Monsters for the Diamond torch. Are pillagers/illagers classified as "Monsters"?
https://modrinth.com/mod/magnum-torch
I'm thinking of using it to conquer an excellent pillager fortress in Trek datapack. It is bloody hard with evokers on the top floor of the castle. If I can get the torch working then I could make that awesome castle a base.
It functions as an Outpost I believe, with endless spawning of pillagers, illagers.
Maybe you have to enable blocking mob spawns from structures?
Hi Fuzs, how can we do this? Seems everyone who has ever come across this issue has decided against modifying and just went straight to deleting your mod.
if not possible, are there compatible connected textures for diagonal windows mod?
Ok thank you
yeah there seems to be a conflict there
that should work yeah, maybe try in a creative world first though. diamond torch is the correct one though
🙁 okay.
Hi! Got a question about the health bars mod, is there any way to have them not render through blocks like this?
Currently running the latest version on 1.21.1 neoforge.
Turn off render behind walls
in the Health Bar config
For the Mob Lassos mod, what lasso is used to capture an allay?
What's this?
fuzs joined us as a dev, it's a channel for his mods
:D
Well hello fuzs have a nice stay here at lps :D
G'day Fuzs and welcome! Excited to see some of your projects!
hey there! 🙂
isn't this only supposed to be for staff
This is a public channel
👀
yo guys check it out! working on a remake of the old death compass mod

WOOOOOOOOOOOOOOOOOOOO
I love that mod
Love it
You should rename the enchantment to "fairy fart", and change the cloud to green cloud particles 🥲
Hey, Just wondering, Could you nerf the tiny skeleton mod's melee, It one shots all armour and insta kills
they are pretty strong, that's true, but they treat armor alright
even just leather armor can take like 5 hits or so
but probably better to avoid them in early game
only thing really missing is a proper reward as they are a bit of a challenge, especially with their movement speed
They one shot fully repaired unbreaking 3 durasteel armour that is found in the medieval 1.18 modpack
maybe there's something going on with that armor then?
tiny skeletons in melee mode use the same code as wither skeletons just with a wooden sword instead of stone, so if a tiny skeleton one shots you wither skeletons will do the same
or maybe there was a bit of lag involved and they landed multiple hits already
so there isn't much that can be done about it from my side other than taking the wooden sword away which I don't want to do
Okay, They also seem to spawn with a stone axe it seems on the server I'm playing on, Which probably means someone messed with config
Hey I've got a crash right now involving when I craft , I don't entirely think it's visual crafting but I can't think of another mod I have that affects crafting, I can post a pastebin but I figured I'd ask if it's okay first
Reason: Bad word usage
Hi
I have a problem with Easy Magic for 1.18.1 [Forge] version 3.2.0
It works without the mod.
The enchanting table provides only basic enchantments.
All settings are default
I am using Better Minecraft modpack
Is there anything I can provide that will help solve this issue?
Are you on 1.18?
thank you 🙂
just post a log / crash-report if you have one, it's always better if I /someone can look at it, otherwise helping isn't really possible
but yeah if it's just jei that's ok
hi, what exactly do you mean "it works without the mod"? easy magic by default only shows a single enchant on the tooltip, jus like vanilla. to see all enchants you need to change the config. in better minecraft do that from the pause menu -> mods -> easy magic config -> server config
with default configs easy magic only enables items to stay in enchanting tables + render and allows easy recycling of enchants
Without the mod I can enchant with lvl 30 enchantments.
With mod it only allow to enchant with default low lvl enchantments.
As visible on screenshoot
If I remove the mod, replace enchanting table, I can enchant with Sharpness IV.
With the mod it behaves as visible on screenshot
i see
can you send another screenshot of your enchanting table setup?
did you use vanilla bookshelves or modded ones?
is it plain better minecraft modpack, or did you change something (configs / add or remove mods)?
no config changes, added quark, better villagers.
ok found the issue, no need for further testing
nice 🙂
Ok, replacing it for now. Thanks for help 🙂
problem is that I ported the forge version from fabric and recognizing bookshelves works different there, forgot to adjust that code for forge
yup, I am also a dev, can relate to keeping few versions is a lot of work. Non the less, great mod 🙂
thank you, and thanks a lot for reporting this 🙂
I can confirm, works with vanilla bookshelfs 🙂
shame I did not have silk touch 😭
Also, quick question. Is change in GUI for enchanting table from your mod?
If this doesn't work get higher level bookshelves
Apothesis
@echo bear Fuzs already found the issue. Thanks
Oh ok
yeah that's easy magic
but as mentioned there is a config option for that, so you can revert it to vanilla (just one enchantment) or even remove all enchantments
I mean the tooltip, the background artwork is a texture pack included with better mc
v3.2.1 with the fix for bookshelves is out
https://www.curseforge.com/minecraft/mc-mods/easy-magic/files/3592274
Great work, thanks
currently playing with 1.18 Fabric, and I can't find the Easy Magic config (Oh yeah, ping me in a response)
Just not there.
Look in the mods folder and then search
search for what?
the game uses the mod perfectly fine, there's just no Config file/in-game button
Can anybody help..?
Search for it in the config folder directly, there is one
Best way to find configs, if you don't mind editing them direct, is just look in the config folder rather than the in game menu. Not all show in the in game one sometimes.
I did but all I found was a .toml
yeah ¯_(ツ)_/¯
this is a Config, just not the one I need
There's also the server configs inside the world's folder
Two config folders, just one's a bit more hidden
That probs has the options you are looking for
pathing?
This is the file
ok cool, thanks!
No problem
found it
its a little poorly made (two different configs), but eh, the mod itself pays off
@gritty wedge hi there, sorry for the inconveniences with the configs
there unfortunately have to be multiple configs due to the way minecraft works, using just a single config as many other mods do comes with a whole other set of problems (mainly syncing config data between client and server)
to access configs more easily in the future use this command while in a world: /config showfile easymagic SERVER, then click the link in the chat to open the config file
eh that's fine, it makes sense
The mod itself is great Btw!
no need to suffer with rerolls by dud enchantments
I'm also working on an in-game gui, so all that is gonna be way easier in the future at some point
glad to hear that, thanks!
👍
Q: How to configure Fuzs' mods on Fabric?
A: Editing configs directly in-game has not yet been implemented. Instead when in a world run the /config showfile <modid> command by choosing either CLIENT or SERVER (depending on the mod), then click the file name (ending with .toml) that appears in chat to be able to manually edit the config file in a separate editor. After saving the file, the config will automatically reload in-game after a couple of seconds, so no game restart required.
Hey Fuzs, how do you feel about implementing different wood types for the visual workbench
reddit upvote
The mod doesn‘t add any blocks, but if you install a mod that has crafting tables for the different kinds of wood, you can configure them to work with Visual Workbench. On how to do that check the mod page. Most mods should work out of the box.
I have an odd issue with the enchanting infuser mod. Would this be a proper place to seek assistance?
Just ask
For some reason it won't let me put vanilla gear in it, only modded.
There isn't a mod that adds variant crafting tables for fabric 1.18 at current to my knowledge, maybe I'll just have to make it myself lmao
oh your on fabric, well only the vanilla workbench works there, can't really change that unfortunately
problem is mods can register their crafting tables at any time during initialization, so no way to tell when all have been registered + since i think mod initialization is threaded it might also be random on every launch which crafting tables have already been registered
forge fortunately has proper loading stages, so when I want to register my block entity I can be sure that all crafting tables block have been registered
two wip mods in that pic, coming at some point to a curseforge site near you 🙂
:0
/config showfile easymagic SERVER works, but /config showfile infusion_table SERVER give me an error. Config for infusion_table of type server not found
infusion table is no mod of mine, you mean enchanting infuser?
also not all mods have client or server configs, if none is found it doesn't exist
LOL. Well that explains it.
If I add vein mining to my modpack will it be in the enchanting infuser or do I need to config it to add it?
all enchantments work automatically
Just curious, is there any benefit to making an advanced enchantment infuser over a normal one? The CF page says that fully enchanting an item is cheaper, but I didn't see any difference when I was testing it.
I'm on 1.16, if it makes a difference.
maybe modded enchantments don't make a difference, but for vanilla putting all possible enchants on a tool (e.g. fortune 3, eff 5, unbreaking 3 on a pick) only costs 15 levels (advanced) instead of 25 (normal)
but i'll probably add more features (changing existing enchantment levels, disenchanting, repairing) to the advanced table to make them more distinct. it's already working in the dev version I'm testing
Do you have plans on bringing console experience to the newer versions? Just asking.
yeah definitely
it's just that there is a part of my library puzzles lib it depends on that hasn't been ported to 1.18 yet, so I'll need to do that before i can start working on a port
Thank you!
is numismatic overhaul compatible with trade posts
Trying to get Stylish Effects to blacklist on iron furnaces screen but where do I find the menu names for it?
So far I did ironfurnaces:furnace, ironfurnaces:furnace_containter, ironfurnaces:iron_furnace and none have worked so far
So it was ironfurnaces:iron_furnace after all lol
there is another config option for debugging container types, which will print the current container id to the chat so you do not have to guess
only exists on Forge though unfortunately
Can you update the 1.12.2 versions of golden age combat
no
I don't develop for 1.12 anymore
Why can't I find some enchantments in the infuser? I checked to make sure they can be gained through the vanilla enchantment table, but on the infuser, they don't appear? Could it be some incompatibility? Though I can see other enchantments of the mod in the infuser too
It's the Effect Enchantments mod and a few more
I can find the enchantment Vigor for example, while I can't find Blinding
oh, nvm, I installed a mod that lets axes have sword enchantments, so I thought I could find it in the infuser by using an axe
seems like sneaky magic doesn't affect enchantment infuser
hmm they should show up if you enable them in sneaky magic
did you enable the enchantments from Effect Enchantments in the sneaky magic config for axes?
@kind minnow yeah i think you didn't add the enchantments to the sneaky magic config
just tested myself and it does work
you need to edit the common config for sneaky magic, add the ids for the enchantments
you can find the ids in-game by scrolling through the /effect command suggestions
although that is no guarantee the enchantments will actually work when on an axe, that depends on how the mod checks for that, but just try it i guess
sneaky magic is only guaranteed to work with the vanilla enchants included by default
So how do I actually change the config for Enchanting Infuser?
nvm got it
apparently it's only server config?
no client config
yeah there is no point in any client options
I also have a mod for making editing configs (especially server configs) a lot easier:
https://www.curseforge.com/minecraft/mc-mods/config-menus-forge
Q: How to configure Fuzs' mods on Forge?
A: It's really simple! Just install my Config Menus for Forge mod and edit your configs directly from in-game.
https://www.curseforge.com/minecraft/mc-mods/config-menus-forge
some self promotion XD
haha yeah well this is my channel so why not 😄
maybe i'll just post links to all my mods every few hours in here lol
I've added golden age combat to my server and people still kept blocking despite me disabling it in the server config. I tried downloading Config Menus for Forge and editing the config from in the server however it still didn't solve the blocking problem. For me, the blocking was disabled but other players still have the blocking issue
i cant find any sort of server config file either
hmm, I can't reproduce this, disabling allow_blocking does just what it's supposed to and also editing via config menus for forge should change it for everyone playing on the server
the server config file itself is located inside the world folder in serverconfigs, maybe check there manually to make sure the option is really disabled
The config file found in the server's configs is the common file. I've edited that to disable the blocking. To test this, I disabled the notch apple crafting recipes on that file and then reenabled it. Other people were able to craft the notch apple. However, blocking still occurs for other players
I've also tried to do /config showfile and chose the server option and it wasnt able to find it
The blocking doesnt actually show on my screen on their avatar
and its probably only on their screen
but im still not sure whether the blocking has really been disabled
Oh you're on 1.16...
That's exactly the reason why I had to switch to separate client and server configs for 1.17+. The common config is not synced with clients, so they still render the animation and get slowed down. Everyone needs to manually disable the option as well in their common config. But yeah, the functionality (meaning the damage reduction) is disabled on the server.
visual workbench forge isn't working with betterend forge for me, i checked and the crafting tables are in the json file
yeah client side only
can you send the server log? nothing should happen at all...
Some crafting tables don't work if they override certain methods of the crafting table class, so I suppose better end is doing just that
so i cant fix it
Oh it wasn’t that mod , im all good but ty
Speaking about a promotion....
I'm using the enchanting infuser mod (1.16.5 forge) and I have a few mods that increase the max level of enchantments (like quark) is there any way to allow the infuser to go to these higher levels in the config?
No, unfortunately not. All those mods use custom methods for increasing the level cap and I'd have to support each one individually which I simply don't have any time for.
That's unfortunate. Oh well, thanks for the amazing mod anyways.
I've been trying to edit the config for Enchanting Infuser on a 1.18.1 server, however, no config exists in /configs and the config in /world/serverconfigs rewrites itself to default when the server is restarted. Finally the /config command doesn't exist. Any help is appreciated, Thanks!
Are you playing Fabric or Forge?
New End of Winter mods collection has arrived to CurseForge! Get them while they're still hot! Fabric ports coming soon!™️
https://www.curseforge.com/minecraft/mc-mods/universal-enchants-forge
https://www.curseforge.com/minecraft/mc-mods/bag-of-holding-forge
https://www.curseforge.com/minecraft/mc-mods/magnum-torch-forge
https://www.curseforge.com/minecraft/mc-mods/easy-shulker-boxes-forge
https://www.curseforge.com/minecraft/mc-mods/universal-bone-meal-forge
I am using fabric
So the config will rewrite itself when it contains an error. The server log should tell you which config value has triggered the config rewriting itself. The /config command doesn't exist on servers, since all it does is provide a link to the config file (which you've already found anyways), which is not possible in the server console.
The message in the console about the wrong value is somewhere around this one: Configuration file {} is not correct. Correcting
@tribal crater Ok, so it turns out that it rewrites the config (to the values is started with) when you shutdown the server. So I was editing it when the server was on, then restarting the server. The config is working now, however, I am having trouble getting the cost multipliers to work. (With the default config everything costs 1 lvl). Do you have an example config that showcases the scaling? Again, thanks for the help
You mean the cost multiplier or the bookshelf multiplier for when enchantments become available?
bookshelf multiplier is relatively simple, you take the number of max bookshelves required (30 by default) and multiply that by e.g. 0.4 for rare enchants, so 0.4*30=12 bookshelves is when you'll start to see rare enchants. Then the level mulitplier is important, which is 0.4 by default. That defines when all levels of an enchantment will be available, so 0.4*30=12, means rare enchants start at 12 with level 1 and you'll have the highest level at 12+12=24.
for the cost multiplier, you need to also change the maximum cost (for advanced and normal), since that takes precedence. the infuser will try to scale costs by the maximum cost, so when you fully enchant a tool with all available enchants the max cost is what you'll get. if individual costs for common/rare/... are too high to and would exceed the max cost cap they'll be reduced. So increase the max cost cap first, then increasing individual costs will work
it's kinda complicated, but I needed to make sure enchanting costs don't grow indefinitely due to mc's leveling system not being linear
was also important to have one operation always cost at least one level so you can't do anything for free
so yeah this is where all that's coming from
will these get to older versions or are only for 1.18?
Sadly no, I'd rather spend the time on developing more new content.
And backporting to 1.16 is no fun due to the mapping changes, so it's mostly just looking up names for stuff which is extremely boring.
ok
Is responsable animals planned for 1.18? That was my favorite mob of yours and so useful for livening the world 😊
Responsable Animals, that sounds nice 🙂
I‘ll update it at some point, my main focus right now is new projects though as it‘s much more interesting to me
Hi, I installed Config Menus mod but there isn't any option to open the menu in singleplayer
however it does work in main menu for some mods
Hmm weird
You also need a mod to add the mods button to the pause menu, try this one which inalso made: https://www.curseforge.com/minecraft/mc-mods/better-mods-button
Might have forgotten about that
It's marked as an optional dependency though (might have to change that into required so it's actually downloaded when installing the config menus mod)
hey Fuzs
I think your multishot tweak on Universal Enchants isn't working
wasn't it intended to be centered on the crosshair?
I only changed it for bows, dont think i want to change the vanilla crossbow behavior
oh, I thought you changed the enchantment's behavior as a whole
no worries then
another question: is there any plans to allow already enchanted items on the Enchanting Infuser? This would allow progressive enchanting more doable
you could add a experience cost factor to each enchant "session", to make enchantments more expensive the more you enchant the same tool
just like anvil repairing increases the exp cost
Yes. This is already implemented in dev, just haven‘t found the time yet to do polishing and bug fixing. I also added repairing and disenchanting. All this is really powerful, so the main reason I‘m holding back is balancing.
Repairing using xp?
What about using one of the item's repair material and 2x the exp in order to "infuse and mend" the tool with the material, without increasing the repair?
Minecraft doesn't have exp spending options, except enchanting and repairing at some points
That way the user can choose to either repair in the anvil and increase the item repair cost, further limiting his tool's modification ability or he could pay with 1 crafting material + 2~3x the experience required to repair, but keeping the ability to further enchant his tool
Yeah using just xp. But the being more expensive but no increase in repair cost thought is interesting.
@tribal crater did you change anything regarding fireworks in Universal Enchants? because I'm not dealing damage with fireworks
sorry for the ping
No, and it's working fine for me with the mod, nothing different from vanilla (regarding damage values).
Look who got lost in my inventory 😄
@tribal crater What is this for?
new projects 🙂

hey Fuzs, Golden Age Combat is crashing (v3.2.1)
Caused by: org.spongepowered.asm.mixin.transformer.throwables.InvalidMixinException: @Shadow method m_91276_ in META-INF/goldenagecombat.mixins.json:client.MinecraftMixin was not located in the target class net.minecraft.client.Minecraft.
nevermind, curseforge is dumb and didn't show 3.3.0 the latest version
Does anyone know a way to have the enchant infuser change the max enchant levels to comply with mods like "No Enchant Caps" (Which has a configurable level cap)?
Yes. Learn Java, get a good understanding of the Fabric documentation, fork the Enchanting Infuser Github project, and modify it yourself to add that functionality 😁
Alternatively, you can use it as it is. Fuzs isn't adding support for mods that exceed the normal enchantment level cap, which I just discovered from doing a simple search here
I'd also be extremely surprised if any of his mods receive any further updates for their 1.18.1 version, given that he's moved onto 1.18.2
To add to this: No Enchant Caps is more like a 'fun' mod to me, since removing level caps completely breaks the game balance. I have no interest in providing content/compatibility to support such 'fun' mods. Other mods like Apotheosis I'm currently considering adding support for though, since that's a pretty neat and popular mod.
@bright gulch here's your answer lol
IIRC apotheosis also adds the ability to remove level caps, but only for its own enchantment system
It doesn't remove level caps, just extends them
Could you allow an item to put enchanted again after already being enchanted in enchanting infuser? It's really annoying needing to save up loads of levels and then grindstone my item just to get a few more enchantments after re-enchanting it.
I'm pretty sure Fuzs didn't do that intentionally
Supposed to be like a ench table but selectable enchants
Could he instead at a config for it? Pretty sure enchanting plus in 1.12.2 had that feature (I don't know for sure I just heard it from someone else on this server.)
Hey! I've been playing with Enchanting Infuser and I was going to enable mending on the config file, and I ran into a major issue. There's no config file, at all. I also can't run the /config command mentioned in the mod's description. I have all the dependencies (fabric api, forge config api port, puzzles lib, ench descriptions), running on 1.18.2 Nvm found it, /world/serverconfigs is such an ass backwards place to put configs 
Forge Config API Port has a defaultconfigs folder
so you can just take them from the serverconfigs, edit them and place them in defaultconfigs, so every world you create starts with your changes applied
Server configs have the big advantage of automatically being synced from server to client, so no need to make sure the user didn't change something in the config which can otherwise lead to desync issues.
Could we get the ability to adjust the level cost for the enchants in the infuser.
for individual enchants no, they are tied to rarity
to increase the total cost increase maximum_power_normal and maximum_power_advanced
Idk if its ok to suggest things here then cause I cant find a suggestion channel for just the mods. But maybe make it so that thw infuser requires a secondary source then like the enchanting table. Possibly it requires emeralds too kinda like when you purchase enchant books from villagers. Imo the infuser is a little op id love to be able to configure it more.
Yeah i've ad that suggestion before, but I'm not so sure that's the direction I want to take the mod in. Thing is I want to keep it as simple as possible, so that it's useful to as many people as possible and most people just want a more convenient way to enchant their stuff.
But thanks for the suggestion, this is definitely the right place for those here.
Then ability to configure it yourself then at the very least would be amazing most mods your able to adjust if your goal is to make it more convenient then being able to adjust the mod to exactly how you like it is the perfect way.
Hello! Was just wondering if the Respawnable animals mod is being worked on for latest versions?
i‘ll think about it
no not yet, but since your‘re like the 5th person asking now I guess i should haha
what about respawnable monsters
Thank you! I'm already using 5 other of your mods, and RA combined with the Regrowth mod will really make it feel alive
Yoooo😯
Someone know why the easy magic mod is wokring on my single player worlds but not on my server?`my logs say that it has loaded up and it is in my mods folder but none of easy magics abilitys or add ons are working
Thanks for any answers. i have been sitting here for two days now trying everything possible to make it work on my server but i just have zero clue what the problem could be
Do you have Apotheosis installed?
sorry but what do you mean by apothesis?
no
i got fuzzlib for easy magic would i need apothesois to run easy magic on my server?
ye i have zero clue could i send you my logs and you just see if anything pops up that you might know that would indicate easy magic to not be working?
is enchanting infuser not supposed to be able to do anything to already enchanted items? i cant even put them in the slot
Correct
oof
you need to replace all enchanting tables you want to use, simply break and place again
Are you shitting me that is all i had to do OMG wtf
Why is that a thing😂
I have been struggling for 3 days straight looking at message boards and just reading up on comments under the easy magic mod to see if anyone has had the same problem and all i would have had to do was replace the enchanting table
Btw great mod you made any idea why i cant config it in the configmenusforge and at any point will you be adding a configs folder so there is no need for an extra mod to config everything
you may need to do it from inside a world, you also need my better mods button mod for that
Also there is a serverconfig folder inside the world directory where you can edit the file manually
I have problems when i try to sell more than one stack. Only works on the first items
How can you sell all your stuff this quickly when only clicking the button? That's not from me, what mod is it?
Yo guys, been working on a big update for my Enchanting Infuser mod (https://www.curseforge.com/minecraft/mc-mods/enchanting-infuser-forge). Many new capabilities have been added, would be great if some of you could test the new version a little before it goes live on Curse. Bug reports + feedback is much appreciated. 🙂
(Forge only for now, since that's what I develop on)
Here is the changelog:
[v3.3.0-1.18.2] - 2022-05-24
Added
- Added the ability to change/remove existing enchantments on items (by default only enabled for the advanced infuser)
- Added a button for repairing items in the infuser for the cost of a few levels (by default only enabled for the advanced infuser)
- Added support for the Apotheosis mod, now you can finally apply enchantments with their new max level to your gear using an enchanting infuser
Changed
- All config options are now separate for each infuser, so you can separately customize the normal and advanced variant to your desires
- Increased amount of required levels for maxed out enchantments to 35 (from 25) for normal infuser, and to 25 (from 15) for advanced infuser
- Only 15 bookshelves are now required around an infuser, just like vanilla (this can be increased again back to 30 in the config if desired)
- Overhauled tooltips in the infuser screen, they now contain a lot more information
- Books can no longer be enchanted using a normal infuser (toggleable in the config)
Uh... my bad >-< . Its a feature of the mod "Item scroller". Theres a mod as well that make the same thing "EasierVillagerTrading". Maybe you can add the feature to this mod i use to do it with Left-Shift + Right Click. Im currently on the 1.18.1 version
i do plan on making my own gui at some point, already made a concept for it
but much else to do before I have time for that
Oh i see thanks!
Can u make it compatible with "item scroller" at least?
probably not unfortunately
the time I have I'll rather spend on my own implementation
will you add console crafting like this in console exparences
No, there's no point. It's made for controller input, Java Edition only supports mouse. You can ask one of the devs making those controller support mods though.
OK thanks
Any news on Respawnable Animals?
I do miss that mod
No progress yet unfortunately
will you add support for controlable?
There isn't really anything that requires support
As said for the console edition interfaces it's best to get those directly in controllable
Don't ask mod devs for eta's
Still counts
gotcha
golden age combat is soon ready in fabric 1.18.2 or 1.19?
the rod not look like 1.8 mechanics
the hook does not go to the same place as 1.8
and his speed is not the same
can you fix that please ❤️
1.19 is the long term plan on fabric
not sure what else to do for the rod, the mod reverts all 1.9 differences in the code i could find
go in 1.8 and launch the hook on top of you and test that in 1.9 you see the hook go in linear in 1.8 and curvated in 1.9
and his speed is not the same
i recording 2 videos to show you the difference i publish the link when is uploading
that'd be great, thanks
Looks doable, hopefully I can find what they changed there
thanks Fuzs
An ideo for the date of update in 1.19 fabric?
Don't ask for ETA's
hey I was wondering how to remove the other status effects. It might be another mod is making them stay up though...
it's another mod, maybe this: https://github.com/Fuzss/stylisheffects/issues/4
Hmm that wasn't it but at least I know it's not the Stylish Effects. I'll keep looking. Thank you!
I'll open a new issue if I find the mod causing problems. So far I've found journey map pushes them to the middle
@tribal crater It's with Ars Nouveau. Want me to make a ticket?
1.18.2 btw
Yeah that‘d be nice, thanks
The problem probably is they temporarely disable the potion hud and then turn it back on, but forget to check if it was actually active before which it‘s not with Stylish Effects
I only disable the potion hud once during startup, so once it‘s been turned back on by another mod it stays like that. I‘ll change that for 1.19, Forge actually has a pretty convenient way for handling this case on my end. Just wasn‘t aware when I made the mod since the whole hud system in Forge had just been redone
Any easy way to fix this in 1.18 if you’re not gonna update the 1.18.2? If not, it’s no problem. I’m sure I can figure it out now that I know what I’m dealing with
Never mind, couldn't really figure it out lol
@tribal crater Here's their thoughts on the potion effect HUD
"When you join the world, we flip them back on in case the player is disconnected while they are in a camera where it's turned off"
Thanks, that doesn‘t sound ideal to me. But as said I‘ll handle this differently in the future. But no promises for 1.18, I‘m already struggling to find time for the 1.19 ports, and 1.18 isn‘t a priority anymore
Understandable. Good luck porting to 1.19!
Hey, how is the stylish effects mod for 1.19 going along? I love the mod since it also included server command effects to display on the screen
this is the timeline right now for 1.19, I might move stylish effects up though
Ah, alright, that is gonna take some time still, i'll be waiting for it 😇
Didnt know u were a dentist
Reason: Posted an invite
