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All Activity

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  1. Today
  2. Mike Brown joined the community
  3. starrrqv joined the community
  4. duece joined the community
  5. chongjinyuanyt joined the community
  6. LennyDaDog joined the community
  7. Yesterday
  8. qwertyzeus14 joined the community
  9. I found out that run/resourcepacks and src/main/resources/ serve different purposes. Resourcepacks In run/resourcepacks/ you can add assets for existing parts of the game. E.g. to overwrite the texture of the vanilla creepers: run/resourcepacks/ └── myresources ├── assets │ └── minecraft │ └── textures │ └── entity │ └── creeper │ └── creeper.png ├── pack.mcmeta └── pack.png 7 directories, 3 files The content of pack.mcmeta: { "pack": { "description": "My resources", "pack_format": 64 } } For the pack_format for your version of MC see: https://minecraft.wiki/w/Tutorial:Creating_a_resource_pack#Pack_format pack.png is optional. You do not have to zip the contents. ResourcesIn src/main/resources you put the resources, i.e. client side assets, server side data, for your mod. E.g.: src/main/resources/ ├── META-INF │ └── mods.toml ├── assets │ └── myfirstmod │ ├── items │ │ └── banana.json │ ├── lang │ │ ├── de_de.json │ │ └── en_us.json │ ├── models │ │ └── item │ │ └── banana.json │ └── textures │ └── item │ └── banana.png ├── data │ └── myfirstmod │ └── recipe │ ├── my_first_shaped.json │ └── my_first_shapeless.json ├── pack.mcmeta └── pack.png 13 directories, 10 files
  10. Adinokaja joined the community
  11. hello have you got someone for this yet?
  12. YoKuro joined the community
  13. did you ever figure out if it was a mod conflict or something else causing the crash during rendering? Sometimes even just updating or downgrading one mod can fix weird errors like that. I'm curious what your mod list looked like when this happened.
  14. Last week
  15. london55555.5.5_ joined the community
  16. Itsuko4258 joined the community
  17. Hold on, wait a minute. So are you saying that the server you are trying to run is crashing or failing to work properly? If this is the case, then it should have nothing to do with a warning message. Could you be a little more specific as to what's going on? Are you just annoyed that there are some warning messages being displayed? (I mean, if that's the case then I can totally understand.) Again, I notice that you use the word "attempted" when referring to launching the forge server. This gives me the impression that something is going much more wrongly than a warning.
  18. note: i have tried putting this in user_jvm_args but it doesn't seem to work
  19. i am playing on a linux mint distro, and am attempting to run a forge 1.20.1 server this seems to be the relevant warning message: WARNING: A restricted method in java.lang.System has been called WARNING: Java.lang.System::load has been caused by com.sun.jna.Native in module com.sun.jna (union:libraries/net/java/dev/jna/jna/5.12.1/jna-5.12.1.jar%2391!/) WARNING: Use --enable-native-access=com.sun.jna to avoid a warning for callers in this module WARNING: Restricted methods will be blocked in a future release unless native access is enabled
  20. I would like if (if possible) to have tnt stabs that go straight down easily. And the tnt nukes to come from a single compressed tnt and shoot out like Wemmbus. And fishing rods that break as soon as you throw them and them named Stab Shot or Nuke shot. And when thrown they fire the nuke or stab. And obtained with commands. If it could be made without plugins that would be great. I understand if this is hard to do. Thanks!
  21. can you make it able to add on servers(Aternos)
  22. Hello there have you got someone for this yet or you still need help about it?
  23. Hey, that sounds like a really fun project. I can definitely help with creating custom models, animations, and setting up the core mechanics like leveling and stats. For sound effects and BGM, I can also handle imports or guide you on how to set them up properly in forge 1.20.1. Could you tell me a bit more about the theme or style you’re going for (like which anime or type of gameplay)? Also, what’s your budget and timeline looking like?
  24. Fair point! Here's the new crash report https://pastebin.com/NRVQpRF1
  25. Post a new log after removing that mod, may point to the true culprit, or be a completely different error entirely.
  26. GitHubException in thread "main" java.lang.RuntimeException: ja...Context Unable to enter the game Crash Report https://mclo.gs/k5areKjFound this doing a google search for "ClassNotFoundException: com.simibubi.create.foundation.utility.Lang", it was the first result.
  27. Hello I am trying to run a modpack but every time I start the game it crashes and shows Exit Code 1 Attached is the log https://pastebin.com/7VdHbXEd
  28. Unfortunately removing the unusual end mod has not worked
  29. Okay, i can join the server succesfully but around 30 seconds later the server crash, heres the new log https://client.falixnodes.net/shared-logs/6b5e1611-93c7-476b-a6a5-ecdbeb1af3ba
  30. It is an issue with the mod unusualend - make a test without it - backup the world before
  31. I see I see It's wild to know my crash log is genuinely confusing, but your comment definitely is helpful in guiding me to a possible solution Thank you for taking the time to look through it, I appreciate your time!
  32. Hey man, I looked at your crash log, and I gotta' say: I'm not exactly sure wth is goin' on here either. But I believe I can offer some advice to you to hopefully help you better pinpoint the issue here. Now, I checked the crash file and you have a TON of mods. When making a mod pack, adding a lot of mods together can cause some issues, as their transformer functions can interfere with each other often. Because of this, you might have choices of mods that you can try to remove instead of just one singular mod being the culprit. You just need to make sure that the mods that aren't exactly compatible with each other are removed. Since you have many mods installed, you should try first backing up your world. Then, create a copy of the back up and remove a large chunk of the mods from your mod folder. Then, load your copy of the back up. If there are no errors, then you know one or both, maybe even all, of the problematic mods is in the chunk you selected. If not, then it's the other way around. Try and use this kind of logic to rapidly hone in on the problematic mod, constantly creating a new copy of your world from the back up each time and loading it from there. Let me know if this is feasible for you. If not, I can try'n brain storm another solution for ya'. Hope this helps man!

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