Why did I make this? Honestly… I was just bored I really wanted to play with the Foolish mod, but the bugs, crashes, and lag were driving me crazy. So, I decided to sit down and fix everything myself. Enjoy!
Regarding Textures: This mod includes a small number of texture files (approx. 9 images) originating from the Foolish Mod. Reason: The original mod files have directory structure issues causing "Missing Texture" errors (purple/black squares) for compatibility mods like EveryCompat and Supplementaries. I have included these specific files in the correct folder structure (textures/block/) solely to fix these rendering bugs.
To the Original Author: I do not claim ownership of these assets. They remain the property of the original creator. This is purely a technical fix to make the mod playable. If you (the original author) object to this inclusion, please contact me, and I will remove these files immediately.
Issue: If you use Forge CIT, OptiFine, or similar mods that change item rendering, you might see broken textures (purple/black squares) or glitches on Foolish items. Why isn't it fixed? Fixing this would require a complete rewrite of the original mod's rendering engine to be standard-compliant, which is beyond the scope of this patch.
Nahh… just kidding! I FIXED IT! As of version FoolishFixMod-1.2.0
Forge CIT is now fully compatible! I wrote a custom hook that catches CIT's aggressive texture path stripping and dynamically repairs the .png paths for Foolish items on the fly. No more purple/black squares!
⚠️ Note: This fix works only with Forge CIT. Other CIT mods and OptiFine remain unsupported and may still cause texture issues.
NoSuchMethodError related to ResourceLocation mapping issues. The mod now loads correctly in all environments (Dev/Server/Client).IllegalStateException: Feature order cycle found crash. The fix intelligently merges biome features, allowing Foolish biomes to generate alongside mods like Nature's Spirit without empty biomes.StitcherException and preventing the game from launching with optimization mods like Rubidium/Embeddium.foolish:emberlight_valley) from generating by listing their IDs in the foolishfixmod-common.toml config file. Your world generation remains perfectly safe!__AOEResponseProcedure) which originally ran heavy calculations 20 times a second for every entity.Infiltrator Remote: Replaced invalid redstone_wire with redstone (dust).Machine Armor Trim: Patched a recipe causing crashes due to invalid outputs (air) or missing items.skeleton_wall_skull (block) instead of skeleton_skull (item), which caused console errors.wall_torch) from item tags to stop console spam.IOExceptions in the log.leaves tags. TreeChop now works out of the box for most Foolish trees.minecraft:logs and minecraft:planks tags to the mod's wood types. You can now use Foolish planks to craft vanilla items like sticks, chests, and crafting tables.Disclaimer: This is an unofficial patch created by a bored player. I am not the author of the original Foolish Mod. All credits for the original assets and design go to the original creator. Please do not report bugs found in this version to the original creator.
Write in a comment or on the official Discord!
This mod was developed with the help of AI assistants. They were used for brainstorming, code generation (Mixins), troubleshooting, and creating this description.