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  1. Past hour
  2. MzMalice joined the community
  3. Today
  4. Well I was mainly trying to figure out whether or not I was doing something wrong and if it could be fixed by just adding something (e.g. maybe I was missing an Attribute or something like that), but if that's not the case then my only option is to use custom pathfinding. If someone has one that functions and is willing to share it, then I'd gladly use that instead of suffering through making my own.
  5. In the future I do plan on adding optional OAuth to the new launcher in ForgeGradle 7. But yes, using --username and offline mode is a good workaround to not using accounts in the development environment, especially considering that the server is on LAN.
  6. I came across this post looking for an answer to the OP's question. My use case is a classroom with one server in LAN and many clients of course participants that want to test their mods. The answer is: On the clientEdit build.gradle. In the section client add the following line before the closing curly brace: args '--username', '<YOUR NAME>'. Replace <YOUR NAME> with your actual username. E.g. if your username is lmoellendorf the client section should look like this: client { // Comma-separated list of namespaces to load gametests from. Empty = all namespaces. property 'forge.enabledGameTestNamespaces', mod_id args '--username', 'lmoellendorf' } Make sure that each username is unique on your server. Start your Minecraft Client. Click Multiplayer then Direct Conection. Here enter the Server address which is the local IP of your server followed by colon : followed by the default port 25565. E.g. if your server's IP is 192.168.0.7 the entry should look like this: 192.168.0.7:25565 On the server Be sure that in run/server.properties the line online-mode is set to false: online-mode=false
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  14. Yesterday
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  16. GistForge 59.0 Minecraft 1.21.9Forge 59.0 Minecraft 1.21.9. GitHub Gist: instantly share code, notes, and snippets.
  17. GistForge 58.1 Minecraft 1.21.8Forge 58.1 Minecraft 1.21.8. GitHub Gist: instantly share code, notes, and snippets.
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  19. Last week
  20. hey do u want someone to make this for you
  21. dark phonis joined the community
  22. So, I tried this, and the world did load, but ALL of the modded items and things I had completely disappeared, as well as many unmodded things like my chests and items I was carrying. Any solutions?
  23. I do have to add that this is my answer for 1.12.2 but it should ALSO work for future versions.
  24. I know this was posted almost 3 years ago but this is for anyone who is still looking for an answer. First, find your config folder. -> C:\Users\ (desktop user's name) \curseforge(or the application where you've downloaded you mod)\minecraft\Instances\config (The config folder should be in the same folder as your mods folder.) Once you click on the config folder, search for CustomNpcs.cfg. Once found, click on it (you can edit it using notepad) and search for the line "headweartype". Set the value to 0 if you want a 2d head layer, set it to 1 for a 3d head layer. Then save the options and you should be good to go from there! :)
  25. ik this was 5 years ago but is this the same in 1.20? or is there a different method?
  26. 🌍 Elivius — Building a Legendary Minecraft Experience Elivius is more than just a Minecraft server — it’s a vision. For years, our world has been in development, on and off, shaped by a small but passionate team. Now, we’re pushing forward with full force to create something unforgettable: a Towny-based survival experience enriched with custom quests, seasonal events, minigames, immersive builds, and unique features you won’t find anywhere else. ✨ Our Vision & Goals Create a community-first server that feels alive, fair, and fun. Build immersive seasonal events that keep players engaged year-round. Develop custom content that brings personality and depth to Towny survival. Grow Elivius into a credible, long-term project with transparency, quality, and heart. We’ve already built the foundation, tested systems, and proven our resilience. Now, we’re looking for talented volunteers to join us and help Elivius become everything we know it can be. ⚒️ Recruiting Passionate Volunteers Elivius is a volunteer project. While we don’t offer pay, we do provide: 🎁 Staff-exclusive giveaways (Nitro, rewards, in-game perks). 🏆 A chance to shape one of the most ambitious Towny servers. 💡 An opportunity to learn, grow, and leave your mark on something players will remember. ❤️ A welcoming, close-knit team that feels more like family. We’re currently looking for: 🟦 Helper (Moderation Team) Front-line moderators who answer questions, enforce rules, and keep the server safe and welcoming. 🟩 Builder Creative builders who design spawns, event maps, and breathtaking seasonal builds. 🟨 Content Team Configuration editors who bring features to life using plugins, resource packs, quests, menus, and systems. 🟦 Developer Backend coders who create and maintain custom plugins, optimize performance, and bring new mechanics to life. 🟪 Media Team Artists, editors, and designers who create graphics, trailers, animations, and promo content. 🟧 Content Creator Streamers and YouTubers who help grow our player base. Creators get promotions and commissions on purchases through their codes. 🚀 Be Part of the Future of Elivius We’re still small, but our ambitions are huge. With your help, we can turn Elivius into a legendary community where players feel at home and excited to return. 📌 All requirements are currently waived to help motivated applicants get started. 💬 Join our Discord and apply in the #staff-applications channel today! 👉 https://discord.gg/4HBU5tBDqc Elivius wants YOU. Let’s build something unforgettable, together.
  27. game changed the way you create foods. for example minecraft 1.21.8 code for the golden apple is Foods.java public static final FoodProperties GOLDEN_APPLE = new FoodProperties.Builder().nutrition(4).saturationModifier(1.2F).alwaysEdible().build(); Items.java public static final Item GOLDEN_APPLE = registerItem("golden_apple", new Item.Properties().food(Foods.GOLDEN_APPLE, Consumables.GOLDEN_APPLE)); Consumables.java public static final Consumable GOLDEN_APPLE = defaultFood() .onConsume( new ApplyStatusEffectsConsumeEffect( List.of(new MobEffectInstance(MobEffects.REGENERATION, 100, 1), new MobEffectInstance(MobEffects.ABSORPTION, 2400, 0)) ) )
  28. Earlier
  29. was focused on school so didnt respond u think ur gonna get 1.21+ done by this week? @FoxyWoxy
  30. You can add mob spawns using Forge's Biome Modifiers feature. I won't go into details on how to use a data generator for them, but here's a simple example: { "type": "forge:add_spawns", // Required "biomes": "#namespace:biome_tag", // Accepts a biome id, [list of biome ids], or #namespace:biome_tag "spawners": { "type": "namespace:entity_type", // Type of mob to spawn "weight": 100, // int, spawn weighting "minCount": 1, // int, minimum pack size "maxCount": 4 // int, maximum pack size } }This JSON file would go somewhere like this: data/modid/forge/biome_modifier/your_biome_modifier.json
  31. FireDude123 changed their profile photo
  32. I have been trying for a while now to make a custom player renderer, and replace the vanilla player renderer with it. So far I've come up with a custom player renderer class that extends vanilla PlayerRenderer: package com.FireDude123.BOTW.entity.renderer; import com.mojang.blaze3d.vertex.PoseStack; import net.minecraft.client.player.AbstractClientPlayer; import net.minecraft.client.renderer.MultiBufferSource; import net.minecraft.client.renderer.entity.player.PlayerRenderer; import net.minecraft.client.renderer.entity.EntityRendererProvider; import net.minecraftforge.client.event.RenderPlayerEvent; import net.minecraftforge.common.MinecraftForge; public class PoseablePlayerRenderer extends PlayerRenderer { public PoseablePlayerRenderer(EntityRendererProvider.Context ctx, boolean slim) { super(ctx, slim); System.out.println("here too"); } @Override public void render(AbstractClientPlayer p_117788_, float p_117789_, float p_117790_, PoseStack poseStack, MultiBufferSource p_117792_, int p_117793_) { System.out.println("didnt get here lol"); model.leftArm.xRot=(float)Math.toRadians(160); super.render(p_117788_, p_117789_, p_117790_, poseStack, p_117792_, p_117793_); } } As you can see, the intended purpose of this is to raise the player's left arm by 160 degrees. However, combined with this logic in ClientModEvents: @Mod.EventBusSubscriber(modid = MODID, bus = Mod.EventBusSubscriber.Bus.MOD, value = Dist.CLIENT) public static class ClientModEvents { @SubscribeEvent public static void onClientSetup(FMLClientSetupEvent event) { EntityRenderers.register((EntityType<? extends AbstractClientPlayer>)(EntityType<?)EntityType.PLAYER, ctx -> new PoseablePlayerRenderer(ctx, true)); EntityRenderers.register(Entities.MAGNESIS_BLOCK.get(), com.FireDude123.BOTW.entity.renderer.BlockDisplayRenderer::new); EntityRenderers.register(Entities.REMOTE_BOMB.get(), ThrownItemRenderer::new); EntityRenderers.register(Entities.CRYONIS_ICE.get(), com.FireDude123.BOTW.entity.renderer.BlockDisplayRenderer::new); EntityRenderers.register(Entities.STASIS_BLOCK.get(), FallingBlockRenderer::new); } @SubscribeEvent public static void registerLayerDefinitions(EntityRenderersEvent.RegisterLayerDefinitions event) { event.registerLayerDefinition(new ModelLayerLocation(new ResourceLocation(BOTW.MODID, "paraglider"), "main"), ParagliderLayer::createBodyLayer); } }(I also have a paraglider layer here for something else, it's working perfectly fine, also I used the slim setting because the player is slim in 1.20.1 forge) This logic isn't replacing the renderer, as far as I can tell. Can someone please advise as to why, and how to fix it?
  33. I'm on 1.20.1 and was wondering if there was a way to add a mob I am going to make to a other mod's biome (Regions Unexplored in this case). I am trying to figure this out before I start coding the mod. Could someone point me to a good guide on this? I saw some things about biome modifier's but all the resources are either to short, unhelpful or for a different version. Thanks in advance. (i am a beginner but i have java and modding knowledge so this isn't like a "i am new and don't know anything about coding" problem btw)
  34. Hi everyone, I keep getting "invalid player data" when trying to log onto my friend's server. Log analysis says to remove Night Lights and ImmediatelyFast, but that doesn't work. Any insight is appreciated Log: https://mclo.gs/uj6pMkd
  35. I've struggled with this for way too long now, so I have decided to ask for some assistance here because there is almost no information about this online. I made a hostile mob and I built it like this: public static final Supplier<EntityType<Bunyip>> BUNYIP = ENTITY_TYPES.register("bunyip" , () -> EntityType.Builder. of(Bunyip::new, MobCategory.MONSTER).sized(3f, 2.5f).eyeHeight(1.75f).build("bunyip")); However, I have discovered that a BoundingBox of 3 is too big for the vanilla pathfinding to work well. In fact, anything bigger than a block will not work well. This is especially noticeable when having it chase a player in a negative X and/or negative Z direction. The mob starts spinning, walking backwards, walking diagonally, etc. I am using the Goal system: protected void registerGoals() { super.registerGoals(); this.goalSelector.addGoal(1, new MeleeAttackGoal(this, 1.25, true)); this.targetSelector.addGoal(2, new NearestAttackableTargetGoal<>(this, Player.class, true, true)); } This does not seem to be a me issue as the ravager, one of the biggest vanilla mobs, also struggles with proper pathfinding. I am a bit familiar with how Minecraft's pathfinding works, but not enough to make a pathfinding system from scratch (or at least not in a reasonable amount of time). Is there any way to fix this with some tweaks or will I have to make a custom pathfinding system?
  36. Unfortunately, it seems that Invision has decided that everything is locked down and no longer customizable. Their attitude to anyone who wants to edit anything is 'Just accept it we know best and screw you for even insinuating that you want to customize your own site' So there isn't much we can do about the layout of actual features. Best bet for the editor is that psudo markdown works, so typing ` around words make code blocks. Only options is to start writing bespoke modifications to the forum's php code itself, which I really don't want to do. I would of stayed on v4 but the version of PHP that it supports is going EOL and Invision has stated they have no intentions of upgrading it. They also removed the central community for finding plugins/community addons. Overall it is my feeling that they are intentionally trying to kill off self-hosting communities by removing features and locking things down, in an effort to force everyone into using their paid hosting services. My HOPE is that someone in the overall forum community will write an exporter for Invision to something like SMF. Which is what we were originally on before old team members decided enterprise software is better.
  37. Yes i will be uploading the mod to curse forge and modrinth you can already find a early build https://www.curseforge.com/minecraft/mc-mods/wemmbus-style-orbital-strike-cannon https://modrinth.com/mod/wemmbus-style-orbital-strike-cannon hopefully 1.21.5 fabric will be out by the weekend also please note that there is a lot more features im adding like cubic metres orbital arrow cannon type shot (basically a stab shot but with insta kill arrows) @JayKing014 @Astoxy @Astoxy @JayKing014
  38. @FoxyWoxy do you potentially have an estimated time for fabric 1.21.5 and what will it be posted on (modrinth, etc.)

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