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  1. Past hour
  2. Antonis2401 joined the community
  3. Today
  4. Hello everyone, This tutorial is a short write-up based on patterns I’ve been using while developing Forge 1.20.x mods that rely on custom capabilities and reliable server ↔ client synchronization. Author: Myroslav Mokhammad Abdeljawwad Overview Capabilities are one of the most powerful systems in Forge, but syncing them incorrectly can easily lead to desyncs, performance issues, or unexpected client behavior. This guide focuses on a clean, minimal approach that scales well. ### Step 1: Defining the Capability Define your capability interface and implementation as usual. Keep the data minimal and serializable. Key tip: Avoid putting logic in the capability itself. Treat it as a data container. ### Step 2: Attaching the Capability Attach the capability during the appropriate lifecycle event (e.g. AttachCapabilitiesEvent). Make sure this is done consistently on both logical sides. Step 3: Sync Strategy Instead of syncing on every tick, sync only when: - The data changes - The player logs in - The chunk or entity loads Using a SimpleChannel packet with explicit encode/decode logic gives you the most control and avoids unnecessary traffic. Step 4: Client Handling On the client side: - Never trust local state blindly - Apply updates only after packet validation - Keep rendering logic separate from data updates Final Notes This pattern has worked well for larger mods where performance and stability matter. If you’re building long-term Forge projects, keeping syncing explicit and event-driven will save a lot of debugging time. I’ll update this tutorial if Forge introduces changes to capability handling in future versions. Thanks for reading, and I hope this helps other modders.
  5. You might want to check how you’re registering the capability provider — this often causes the issue you’re describing. I ran into something similar recently while working on a Forge 1.20.x mod. Making sure registration happens at the correct lifecycle event fixed it for me. — Myroslav Mokhammad Abdeljawwad
  6. Hi everyone, My name is Myroslav Mokhammad Abdeljawwad and I’m new to posting here, though I’ve been working with Forge for a while. I’m currently experimenting with a Forge 1.20.x mod focused on custom events and server-side logic. I’m comfortable with Java, Gradle, and debugging mixin-related issues, but I’m still learning best practices around capabilities and data syncing. I’m hoping to both learn and contribute here as I continue developing mods and tools around the Forge ecosystem. Looking forward to being part of the community.
  7. Ida Maria joined the community
  8. Fox_Cun joined the community
  9. RIP. 2025-2025. Last seen. 4 weeks ago prob idk.
  10. Chromillion joined the community
  11. Please read the FAQ (https://forums.minecraftforge.net/topic/125488-rules-and-frequently-asked-questions-faq/) and post logs as described there to an external site (https://mclo.gs is popular) and post the link here.
  12. Yesterday
  13. SHAROTH joined the community
  14. spacecadet08 joined the community
  15. DaMarLez joined the community
  16. TimeControl joined the community
  17. It works with other modpacks just not the one I made myself and used just fine before recently. I'll try the one-by-one method
  18. Greenvold joined the community
  19. Last week
  20. If you need instant help, I would suggest discord. Forums don't usually have people sitting waiting for someone looking for help. You should also create your own thread, instead of posting on a really ancient dead one. I also noticed that you're running Neoforge, which is not supported here. I would suggest looking for their discord, I'm sure they have a link on neoforged.net
  21. I have the same problem but i dont have seavil installed. Crash report: https://pastebin.com/PpH3hKws Latest log: https://friendpaste.com/3B3rko9nL6LY6UyWQm2Wr2
  22. Don't mean to post on this older thread but I did find the authur's github repo for the mod they are talking about and wanted to post it here for other's GitHubGitHub - Magistu/Epic-Knights: Official repo of Epic Knig...Official repo of Epic Knights mod. Contribute to Magistu/Epic-Knights development by creating an account on GitHub.
  23. The SwordItem class doesn't exist in newer versions, Mojang moved the sword functionality to Data Components. Look at the sword registrations in the Items class for examples of this.
  24. Hi, have you found a solution to your problem? I ran into her too.
  25. Does it work without any mods? Just Forge? If yes, add the mods in groups or one by one
  26. I re-downloaded Minecraft and Forge onto my new PC. I saved my old modpack and exported it into Forge, but it keeps crashing, and I can't figure out why. At first it told me I needed to change my forge version to 47.3.20, but after I changed the version, it kept crashing. I need help figuring out what's wrong. Here's the log it sends after crashing: https://pastebin.com/QuiPJ7W1
  27. i started a new world with corail tombstone and noticed that when i die i have a 100% on jailer and other things. i thought this was weird so i completely restarted the modpack profile fresh new with new configs and saves and all and still had some things maxed out. this is the latest version for 1.12.2. Anyone know why? on the side I also tried looking for a command to get rid of knowledge of death stuff but couldn't find any. help please.
  28. Earlier
  29. Jumping in on this older post because crashes right after startup often point to one broken mod, even if the logs look messy. If you still have the latest crash report, check for the first “caused by” line — that usually names the mod. Did you recently update or add anything before the crashes started? Happy to take a look if you want to paste a fresh crash log.
  30. Minecraft keeps crashing well trying to load my modpack any help will be loved GnomeBotForge 1.20.1 Crash Report.log - GnomeBot
  31. I would say that you should just do whatever works... without giving somebody a virus. The only goal is to get the files from your computer to other people, right? Shouldn't really matter too much the median. At least I don't think.
  32. Sure thing. My world is just under 1GB zipped. Is there a preferred transfer method?
  33. I'm test running a private modpack on my own server machine. But for some reason it is using an abnormal amount of CPU (~55%) and maybe memory (9 GB) as well during idle. I tried using other modpacks like MC Eternal 2 and Create Chronicles as control and they all have significantly lower idle load (~12% and 4GB). I've been trying to troubleshoot this for a few hours but I'm at a bit of a lost. Server Log: https://pastee.dev/p/Wl3KBnhy Spark profiling tick over 50: https://spark.lucko.me/kAbtzAJu9E Spark profiling threads: https://spark.lucko.me/IanyhmdE9f Server mods are included in the spark profiler, the idle load stays relatively the same whether there's a player online or not.
  34. Forge should be completely compatible with vanilla clients, and vanilla servers. The issue seems to be that your old entities contain a Attribute at an ID that the vanilla client doesnt like. As I asked on reddit, you should share your old save file, as well as the mod list the server was using before and after the update. Give us information to debug and we could probably find the issue.
  35. This is not a Fabric forum, this is for Forge mods. And typically we don't do commissions/requests.

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