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- Today
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Bunnyupbeat4 joined the community
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eusoff joined the community
- Crash after adding MixinBooter to old modpack
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Crash after adding MixinBooter to old modpack
I can confirm after more testing that it is an issue with Thermal Expansion, If I remove all Thermal mods and slowly add them back (COFH Core -> COFH World -> Thermal Foundtion) when I add Thermal Expansion 5.5.7.1 the crash starts which is weird considering the mod is used on many other 1.12.2 packs.
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kat397 joined the community
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windyrunner8 joined the community
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closed_caps joined the community
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Minecraft Forge Changes Vanilla Enchanting Table Mechanics Without Mods
Can you reproduce this on 1.21.11-61.0.8? And definitely not in Vanilla? If so, I'd recommend reporting it on GitHub, making sure to provide all the information requested in the issue template.
- Yesterday
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azidb1 joined the community
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rembolek joined the community
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RedCreeper328 joined the community
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Minecraft Forge Changes Vanilla Enchanting Table Mechanics Without Mods
On version 60.1.0 of MinecraftForge without any mods installed a level 30 enchantment option appears when clicking on an enchantment table with only 8 bookselves around it.
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Crash after adding MixinBooter to old modpack
I'm trying to update an old modpack - Specifically - https://www.curseforge.com/minecraft/modpacks/awakening-sky-of-diamonds, I've already updated it and added AE2 and it's newer versions (this all worked fine) but I wanted to add AE2 fluid crafting and Lazy Ae2 patch/tweaks which require mixinbooter. I've removed all the old incompatible files i.e. Vanilla Fix and installed new equivalent mods (censoredASM/Vintage Fix). I'm able to get into the game and into a fresh game world but when I try and mine/pick up items the game crashes with this error which appears to be around Thermal Expansion/Cofh Core: https://mclo.gs/8DwXeoA
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java runs out of memory while instaling forge
just like that, im tring to instal forge to play with mods but the instalation always craches at the same part (Building procesors) and i dont know how to fix it. also, for some reason the same error pops up two times, the error is "Error: java.lang.OutOfMemoryError: Java heap space".
- help
- help
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TileEntity started following help
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help
when i started playing single player games it will show this error message: Internal Exception: java.lang.NullPointerExceeption:Cannot invoke"dev.ftb.mods.ftbquests.quest.reward.RewardType.createReward(long.dev.ftb.mods.ftbquests.quest.Quest) "because "type" is null https://mclo.gs/MVEGJ4b please help
- Last week
- ForgeGradle 7.0
- Exception in server tick loop
- Exception in server tick loop
- Exception in server tick loop
- Exception in server tick loop
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TileEntity started following Exception in server tick loop
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HELP T.T
Thank you for sharing! Great
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Exception in server tick loop
Okay so I am having a Exception in server tick loop error and I think it's because of a mod I recently updated. Because a couple days ago the pack worked but not it isn't, the mod it keeps mentioning I am not removing so I need help figuring out what mod issue there is. I have tried disabling mods i've recently added, downgrading the Minecolonies Tweak mod and nothing has fixed it. Can someone please hlp me figure out the broken or incompatible mod? [latest.log head](<https://gnomebot.dev/paste/mclogs/UftmzS2>) / [tail](<https://gnomebot.dev/paste/mclogs/1Rieesz>) (~53k lines) crash-2026-01-28_23.40.22-server.txt: https://gnomebot.dev/paste/mclogs/dpdIv8T crash_assistant_app.log: https://gnomebot.dev/paste/mclogs/rdqP94q modlist.txt: https://gnomebot.dev/paste/mclogs/KwqEnHI
- Crash issue insists it's lightman currency
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Mods cause crash despite being turned off
Nevermind, I figured it out. Alex's Mobs - Naturalist Compact had this VMinus dependency that was messing with Embeddium. I disabled it, and now it's fixed ... maybe.
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Mods cause crash despite being turned off
also this is the crash report with the mods turned off, let me know if someone wants to see the crash report with the mods turned on
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Mods cause crash despite being turned off
I added the mods Naturalist lite, Alex's Mods - Naturalist compat, Mythic Mounts (forge), and FramedBlocks to my modpack, and it crashed when I started up. I turned the mods off one by one, but it still would crash before it got to the red loading screen, even when I turned them all off, it still crashes, and I don't know what's wrong. I read that you are supposed to put the crash report into Pastebin first, but it doesn't explain how you get it from there to here, so I'ma just put the link to it on the website. https://pastebin.com/zffh4qpz
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What Actually Makes a Forge Mod Feel “High Quality”?
This isn’t about features or content size, but polish. From a player and developer perspective, here’s what consistently separates good mods from great ones. Performance awarenessHigh-quality mods avoid ticking when unnecessary, cache results, and respect server performance. Consistent behaviorItems behave predictably, configs work as expected, and nothing breaks silently. Clean UI/UXMenus don’t lag, text is readable, tooltips explain behavior without external documentation. Compatibility mindsetGood mods avoid hard conflicts, use proper tags, and integrate with existing systems instead of overriding them. DocumentationEven minimal README files or in-game descriptions dramatically improve user experience. None of these are flashy, but together they’re what make a mod feel professional. Interested to hear what others prioritize.
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Why My Custom Block Model Wasn’t Loading (And How I Fixed It)
Posting this because I spent more time on it than I’d like to admit, and I’ve seen others hit the same wall. The problemMy custom block registered correctly, appeared in the creative tab, but rendered as a missing texture cube. No errors at runtime, just a purple-black block. What I checked firstRegistry name was correct Blockstate JSON existed Model JSON paths looked fine Textures were in the right folder Everything looked correct. The actual issueThe problem was a mismatch between the blockstate JSON and model file names. Example mistake: blockstates/my_block.json models/block/myblock.json Forge does not warn you when these names don’t match exactly. The fixMake sure naming is consistent everywhere: blockstates models/block models/item registry name Also ensure that: JSON files are lowercase no extra underscores or hyphens exist resource reload cache is cleared Restarting the client after fixing resource paths helped immediately. TakeawayIf your block exists but renders wrong, the issue is almost always: naming mismatch resource path typo cached resource reload Hopefully this saves someone else an hour.
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[MC 1.21.11] Build failed because plugin is not found
I downloaded and used the official Forge MDK for 1.21.11 and my settings.gradle file looks like this: pluginManagement { repositories { gradlePluginPortal() maven { name = 'MinecraftForge' url = 'https://maven.minecraftforge.net/' } } } plugins { id 'org.gradle.toolchains.foojay-resolver-convention' version '0.10.0' }But I had a similiar issue with a Fabric template which seemed to ignore all maven repositories. I don't really work with Gradle and Maven, besides Minecraft modding, so I don't know why this is happening...
- Modded Server Help
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Modded Server Help
This is in that log [26Jan2026 20:59:00.322] [main/FATAL] [net.minecraftforge.fml.ModLoader/CORE]: Error during pre-loading phase net.minecraftforge.fml.ModLoadingException: Mod §ebettercombat§r requires §6playeranimator§r §o1 or above§r §7Currently, §6playeranimator§r§7 is §o§nnot installed Sorry for the formatting, it did it on me automatically. I'd be willing to wager that the playeranimator mod won't run on a server, as there are no animations on a server, that's a client thing.
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