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  1. Past hour
  2. These forums are for MinecraftForge, Neoforge has it's own support site/discord, you would be better served looking for help there.
  3. Today
  4. sithnane joined the community
  5. We detected an error in stderr_stream.log about duplicated packages: Modules mixinextras.neoforge and MixinExtras export package com.llamalad7.mixinextras.sugar.ref to module crabbers_delight_expand This error means mods are exporting packages with the same name to the game, while only one can be loaded. Basically, this either means the same mod is present twice, or there is a dependency conflict. You have 2 ways to fix this crash: 1) [RECOMMENDED SOLUTION] Keep only one of the mods listed below, and report the issue to both mod authors. They should relocate it or use jarInJar for their dependencies. 2) [TEMPORARY FIX] This is not recommended: it sometimes works, sometimes doesn't, and can cause unexpected issues. Open the mod as an archive and delete the 'com.llamalad7.mixinextras.sugar.ref' folder in all mods listed below except one. Mods containing the mentioned package: aether-1.20.1-1.5.2-neoforge.jar!/META-INF/jarjar/mixinextras-forge-0.2.0-beta.9.jar!/META-INF/jars/MixinExtras-0.2.0-beta.9.jar aether_protect_your_moa-1.20.1-1.0.0-neoforge.jar!/META-INF/jarjar/mixinextras-forge-0.2.0-beta.9.jar!/META-INF/jars/MixinExtras-0.2.0-beta.9.jar BadOptimizations-2.4.1-1.20.1.jar!/META-INF/jars/fabric-mixinextras-fabric-0.2.2.jar carryon-forge-1.20.1-2.1.2.7.jar!/META-INF/jarjar/mixinextras-forge-0.2.0-beta.6.jar!/META-INF/jars/MixinExtras-0.2.0-beta.6.jar celestial_core-1.5.6.jar!/META-INF/jarjar/mixinextras-forge-0.2.0-beta.8.jar!/META-INF/jars/MixinExtras-0.2.0-beta.8.jar enhanced_enchanting-1.2.2.2-forge-1.20.1.jar!/META-INF/jarjar/mixinextras-neoforge-0.5.0.jar twilightdelight-2.0.17.jar!/META-INF/jarjar/mixinextras-forge-0.2.0-beta.8.jar!/META-INF/jars/MixinExtras-0.2.0-beta.8.jar visuality-forge-2.0.2.jar!/META-INF/jarjar/mixinextras-forge-0.2.0-beta.6.jar!/META-INF/jars/MixinExtras-0.2.0-beta.6.jar
  6. SILVERSTEAM joined the community
  7. REZE joined the community
  8. YoungLink2010 joined the community
  9. Yesterday
  10. Beralva joined the community
  11. Yes, the same problem is exactly the same, I did everything right, I was tired of using chatgpt, I was already tired of checking all the options, the paths definitely don't match, and the code itself just doesn't see this file, I tried to check the logs, and everything is called and working, but it's not visible. Also version 1.21.5. Here is a piece of code: @Override public ResourceLocation getModelResource(GeoRenderState state) { return ResourceLocation.fromNamespaceAndPath( LiskaMod.MODID, "geo/liska" ); } I tried different ways of writing paths, but more than one did not help. Here is my path to the file that cannot be found: "src\main\resources\assets\liskamod\geo\liska.geo.json" And here's the damn mistake itself: Caused by: java.lang.IllegalArgumentException: Unable to find model file: liskamod:geo/liska If anyone knows what the error is, please tell me! I will be very grateful.
  12. brookeeee65 joined the community
  13. Willhard Wicksen joined the community
  14. ana mancera joined the community
  15. To Replicate: use "summon minecraft:snowball ~1 ~ ~ {Motion:[1.0d,1.0d,0.0d]}" in a command block followed by "execute as @e[type=minecraft:snowball] run data modify entity @s Motion[1] set value 0.5d" even the slow speeds have issues.
  16. sethfurno joined the community
  17. Any non-mob based entity (arrows, snowballs, items, fireballs are mostly ok) that has their Motion updated by any source that isn't by use of the item itself causes the client to not properly update the entity position. The server updates the entity without issues but the client lags behind a good half second. This causes a teleporting motion. Please fix
  18. leergut joined the community
  19. Do you have java installed? How are you trying to open the installer? Does it do anything at all when you try? Does it generate an installer log?
  20. Last week
  21. hi. When I try to open the installer, I can not please help me
  22. In attempts to get Woodwalkers (parent mod of Remorph) working with GeckoLib (used for entity model and animations) in order to not t-pose around on other players' views, we're going through the PlayerEntityRendererMixin file of Woodwalkers and trying to correct how it tracks player motion into a way that is not so client-sided Currently it uses this: shape.walkAnimation).setPos(player.walkAnimation.position()); //#else //$$ shape.animationSpeedOld = player.animationSpeedOld; //$$ shape.animationSpeed = player.animationSpeed; //$$ shape.animationPosition = player.animationPosition; //#endif shape.swinging = player.swinging; shape.swingTime = player.swingTime; shape.oAttackAnim = player.oAttackAnim; shape.attackAnim = player.attackAnim; shape.yBodyRot = player.yBodyRot; shape.yBodyRotO = player.yBodyRotO; shape.yHeadRot = player.yHeadRot; shape.yHeadRotO = player.yHeadRotO; shape.tickCount = player.tickCount; shape.swingingArm = player.swingingArm; ((LivingEntityAccessor) shape).setSwimAmount(((LivingEntityAccessor) player).getSwimAmount()); ((LivingEntityAccessor) shape).setSwimAmountO(((LivingEntityAccessor) player).getSwimAmountO()); shape.setOnGround(CEntity.isOnGround(player)); shape.setDeltaMovement(player.getDeltaMovement());Someone from GeckoLib's server has said that it's an issue with Woodwalkers using DeltaMovement, as is the last line, saying that getDeltaMovement is usually set to 0 for the player, and that this is why it's not translating into the new model's movement/animations correctly when in multiplayer Does anyone know what we would have to change this tracking to in order to make it work?
  23. Okay after changing to Eclipse and talking with the people in the server, I have solved the issue. Not only was I referencing the mod in my dependencies (build.gradle and mods.toml) but I also had the .jar in my /run/mods directory. It was the second causing the issue. We figured this out as I was able to build my mod and run it together with BW in a regular forge 1.20.1 instance. I believe it was also necessary to add the previously mentioned MixinGradle Plugin to the build.gradle file. Thanks to everyone for your help!
  24. fg.deobf was definitely in place. Everything you see on my github page is how it was when I first made the post. I only added the plugin to the build.gradle then tried running the code on my machine (without pushing the code) leading to the runClient crash. I've tried several Gradle refreshes/syncs, only to get the same error (I found the same reference to m_6631_) though I may be doing it wrong as I'm not that experienced with using Gradle. I am on VSCode. I'll follow your suggestion and try the discord.
  25. At a cursory glance on the website, that product does not work with MinecraftForge as a mod. Neoforge is a different mod loader, they have their own support. People may have looked at your post, but not know an answer, so asking for replies from viewers as you did is probably not very useful. If you're looking for a chat room vs a forum, you should join the discord.
  26. Could the viewers please respond ......
  27. I noticed a plugin called GeyserMC (I'm not sure if it's a plugin or a mod). I installed it in the mods folder, but after starting, it didn't create a Geyser folder as instructed in the documentation. Did I download the wrong version (the Spigot version)? I downloaded NeoForge (chatGPT told me it's compatible with Forge) Please teach me...
  28. m_6631_ is Tier.getAttackDamageBonus, you can see the call in the Basic Weapons code here. I'm not sure why this is happening, the fg.deobf call in build.gradle should be deobfuscating the dependency from SRG to Official/Parchment names. Did you definitely have fg.deobf in place when you got this crash? Try refreshing the Gradle project in your IDE to make sure it's in sync with the build script. In IntelliJ IDEA, this can be done with the "Sync All Gradle Projects" button in the Gradle window. If this doesn't help, you may want to ask in the #mod-dev-support-1․20․x channel on Discord as there are people there that don't read the forums.
  29. Ah, sorry about that, should be public now. I'll look into that plugin, thank you for your response. EDIT: Upon adding the plugin to the build.gradle, the runClient crashed, here are the crash txt and the latest.log: pastebin.com/6m0TcNqe pastebin.com/U978GhBq
  30. I was just struggling with this too. Posting my solution, if it helps anyone. Works for 1.20.1 // First make your custom stats register public static final DeferredRegister<ResourceLocation> CUSTOM_STATS = DeferredRegister.create(Registries.CUSTOM_STAT, MyMod.MODID); // Then make your custom stat type and add it to your register public static final RegistryObject<ResourceLocation> BLOCK_PLACED = CUSTOM_STATS.register("block_placed", () -> ResourceLocation.fromNamespaceAndPath(MyMod.MODID, "block_placed")); // Register your register :) Called from init method of your mod public static void register(IEventBus eventBus) { CUSTOM_STATS.register(eventBus); } // An example usage of my custom stat @SubscribeEvent public void onBlockPlace(BlockEvent.EntityPlaceEvent event) { if (!(event.getEntity() instanceof ServerPlayer player)) return; player.awardStat(Stats.CUSTOM.get(BLOCK_PLACED.get())); }
  31. Hey, I am making an modpack and I am getting the mods.toml file is missing. I was wondering if you had solved that issue and if so, how would I go about fixing it for my modpack?
  32. Your repository appears to be private. You probably need to add the MixinGradle plugin to allow it to deobfuscate the mixins from your dependency. You shouldn't need the annotation processor or other configuration from that page unless you're using mixins yourself.
  33. Is there anyway to set it up the same way bedrock has? Bedrock edition has pushable tile entities
  34. I am attempting to make a mod that serves as an expansion to the mod Basic Weapons by Khazoda for a (currently) personal modpack. I want to add a custom tier of the weapons that the mod adds, so I thought the simplest solution would be to make a mod that depends on BW to work (I tried KubeJS and that was a no go given other mods that interact with the weapons). Depending on BW would also let me use the methods so I don't have to recreate the behavior of certain weapons. To start, I followed KaupenJoe's 1.20.1 modding setup tutorial and the simple item tutorial. Then I followed the Modrinth Maven tutorial to add BW as a dependency to my mod. I swear on my soul that after doing this, ONCE I was able to do the gradle runClient, and the game loaded up with no errors. However, now every time I try to do this again, I get this error showing in the game client: Basic Weapons (basicweapons) has failed to load correctly org.spongepowered.asm.mixin.transformer.throwables.MixinTransformerError: An unexpected critical error was encountered Here is the latest crash .txt and the latest.log: pastebin.com/MpdMwwj6 pastebin.com/RMXM3g5p I think it has to do with their use of the spongepowered mixin thing in their build.gradle, but it may also be related to the fact I am using parchment mapping (just what the tutorial said to do, feel free to say if using that is bad practice) and BW is using official mappings. Here is also my git page for my mod in its current state, along with the page for Khazodas mod (the branch that I am currently dealing with via Modrinth maven): github.com/McNasty102/Forge-Mod-Test/tree/mod-test github.com/Khazoda/basic-weapons/tree/1.20.1-forge
  35. hey i have the same problem as vytoxfreecs but when i tried doing champion ashes method there is nothing here i'll paste it here and will someone please help # Copyright (c) 1993-2009 Microsoft Corp. # # This is a sample HOSTS file used by Microsoft TCP/IP for Windows. # # This file contains the mappings of IP addresses to host names. Each # entry should be kept on an individual line. The IP address should # be placed in the first column followed by the corresponding host name. # The IP address and the host name should be separated by at least one # space. # # Additionally, comments (such as these) may be inserted on individual # lines or following the machine name denoted by a '#' symbol. # # For example: # # 102.54.94.97 rhino.acme.com # source server # 38.25.63.10 x.acme.com # x client host # localhost name resolution is handled within DNS itself. # 127.0.0.1 localhost # ::1 localhost
  36. EmilyWilliam changed their profile photo
  37. i'm completely lost on what to do. i've tried disabling every relevant mod i can think of, allocating more ram, loading up the backup, and i'm not sure what the problem is or would be. https://pastebin.com/UzMFhwxi
  38. Looks like some kind of bug with simpleshops

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