<?xml version="1.0"?>
<rss version="2.0"><channel><title>General Discussion Latest Topics</title><link>https://forums.minecraftforge.net/forum/5-general-discussion/</link><description>General Discussion Latest Topics</description><language>en</language><item><title>Can someone make me a orbital dog cannon mod for 1.21.8 fabric just like flame frags videos? tamed, with armor and potted up?</title><link>https://forums.minecraftforge.net/topic/159658-can-someone-make-me-a-orbital-dog-cannon-mod-for-1218-fabric-just-like-flame-frags-videos-tamed-with-armor-and-potted-up/</link><description><![CDATA[<p>I wanted a mod that with a fishing rod pull it would spawn like 60 wolfs tamed, attacking my enemy while they have armor and pots, like strength, speed and fire resistance. its for a vid i need to do, part 1 got 700 views and i didnt find any mod, plugin or datapack that could do that, i need it please!</p><p></p>]]></description><guid isPermaLink="false">159658</guid><pubDate>Thu, 04 Dec 2025 01:57:14 +0000</pubDate></item><item><title>orbital strike cannon - mod or schematic for litematica</title><link>https://forums.minecraftforge.net/topic/159590-orbital-strike-cannon-mod-or-schematic-for-litematica/</link><description><![CDATA[<p>so basicly i need someone to make a mod or a schematic of orbital strike cannon mk6 so for some reason the fishing rod firer in the control panel dont work from version 1.21.4 to 1.21.8 and i need someone to make me a easy or something that i can work with fishing rod firer that can be used any where</p><p>btw if u make a plugin for 1.21.8 its ok too</p>]]></description><guid isPermaLink="false">159590</guid><pubDate>Sat, 08 Nov 2025 16:12:03 +0000</pubDate></item><item><title>Why My Custom Block Model Wasn&#x2019;t Loading (And How I Fixed It)</title><link>https://forums.minecraftforge.net/topic/159804-why-my-custom-block-model-wasnt-loading-and-how-i-fixed-it/</link><description><![CDATA[<p>Posting this because I spent more time on it than I’d like to admit, and I’ve seen others hit the same wall.</p><h3>The problem</h3><p>My custom block registered correctly, appeared in the creative tab, but rendered as a missing texture cube.</p><p>No errors at runtime, just a purple-black block.</p><h3>What I checked first</h3><ul><li><p>Registry name was correct</p></li><li><p>Blockstate JSON existed</p></li><li><p>Model JSON paths looked fine</p></li><li><p>Textures were in the right folder</p></li></ul><p>Everything <em>looked</em> correct.</p><h3>The actual issue</h3><p>The problem was a mismatch between the blockstate JSON and model file names.</p><p>Example mistake:</p><pre spellcheck="" class="ipsCode language-plaintext" data-language="Plain Text"><code>blockstates/my_block.json
models/block/myblock.json
</code></pre><p>Forge does not warn you when these names don’t match exactly.</p><h3>The fix</h3><p>Make sure naming is consistent everywhere:</p><ul><li><p>blockstates</p></li><li><p>models/block</p></li><li><p>models/item</p></li><li><p>registry name</p></li></ul><p>Also ensure that:</p><ul><li><p>JSON files are lowercase</p></li><li><p>no extra underscores or hyphens exist</p></li><li><p>resource reload cache is cleared</p></li></ul><p>Restarting the client after fixing resource paths helped immediately.</p><h3>Takeaway</h3><p>If your block exists but renders wrong, the issue is almost always:</p><ul><li><p>naming mismatch</p></li><li><p>resource path typo</p></li><li><p>cached resource reload</p></li></ul><p>Hopefully this saves someone else an hour.</p>]]></description><guid isPermaLink="false">159804</guid><pubDate>Wed, 28 Jan 2026 16:57:54 +0000</pubDate></item><item><title>What Actually Makes a Forge Mod Feel &#x201C;High Quality&#x201D;?</title><link>https://forums.minecraftforge.net/topic/159805-what-actually-makes-a-forge-mod-feel-high-quality/</link><description><![CDATA[<p>This isn’t about features or content size, but polish.</p><p>From a player and developer perspective, here’s what consistently separates good mods from great ones.</p><h3>Performance awareness</h3><p>High-quality mods avoid ticking when unnecessary, cache results, and respect server performance.</p><h3>Consistent behavior</h3><p>Items behave predictably, configs work as expected, and nothing breaks silently.</p><h3>Clean UI/UX</h3><p>Menus don’t lag, text is readable, tooltips explain behavior without external documentation.</p><h3>Compatibility mindset</h3><p>Good mods avoid hard conflicts, use proper tags, and integrate with existing systems instead of overriding them.</p><h3>Documentation</h3><p>Even minimal README files or in-game descriptions dramatically improve user experience.</p><p>None of these are flashy, but together they’re what make a mod feel professional.</p><p>Interested to hear what others prioritize.</p>]]></description><guid isPermaLink="false">159805</guid><pubDate>Wed, 28 Jan 2026 16:59:03 +0000</pubDate></item><item><title>What is this modpack?</title><link>https://forums.minecraftforge.net/topic/159787-what-is-this-modpack/</link><description><![CDATA[<p><span style="font-family: inherit;">Caused by: org.spongepowered.asm.mixin.injection.throwables.InvalidInjectionException</span></p>]]></description><guid isPermaLink="false">159787</guid><pubDate>Thu, 22 Jan 2026 04:27:52 +0000</pubDate></item><item><title>How can Java and BE interoperate on Forge server ?</title><link>https://forums.minecraftforge.net/topic/159756-how-can-java-and-be-interoperate-on-forge-server/</link><description><![CDATA[<p>I noticed a plugin called <mark data-i-background-color="orange">GeyserMC</mark> (I'm not sure if it's a <mark data-i-background-color="orange">plugin or a mod</mark>). </p><blockquote class="ipsQuote" cite="" data-ipsquote=""><div class="ipsQuote_contents" data-ipstruncate=""><p><a rel="external nofollow" href="https://geysermc.org/download">https://geysermc.org/download</a><a rel="external nofollow" href="https://geysermc.org/download/">/</a></p></div></blockquote><p>I installed it in the mods folder, but after starting, it <mark data-i-background-color="orange">didn't</mark> create a Geyser folder as instructed in the documentation. </p><p>Did I download the <mark data-i-background-color="orange">wrong version</mark> (the Spigot version)? I downloaded NeoForge (<mark data-i-background-color="orange">chatGPT told me</mark> it's compatible with Forge)</p><p>Please teach me...</p>]]></description><guid isPermaLink="false">159756</guid><pubDate>Sun, 11 Jan 2026 01:03:19 +0000</pubDate></item><item><title>Pushable Tile Entities</title><link>https://forums.minecraftforge.net/topic/741-pushable-tile-entities/</link><description><![CDATA[<p>Is there a way I can make my tile entity push-able by pistons without losing it's data inside?</p>]]></description><guid isPermaLink="false">741</guid><pubDate>Tue, 10 Jul 2012 02:25:29 +0000</pubDate></item><item><title>wwhsuz</title><link>https://forums.minecraftforge.net/topic/159727-wwhsuz/</link><description><![CDATA[<p>Server adress please</p>]]></description><guid isPermaLink="false">159727</guid><pubDate>Wed, 31 Dec 2025 15:25:10 +0000</pubDate></item><item><title>wwhsuz</title><link>https://forums.minecraftforge.net/topic/159726-wwhsuz/</link><description><![CDATA[<p>Server code</p>]]></description><guid isPermaLink="false">159726</guid><pubDate>Wed, 31 Dec 2025 12:55:06 +0000</pubDate></item><item><title>Forge 1.16.3 for MACOS</title><link>https://forums.minecraftforge.net/topic/100786-forge-1163-for-macos/</link><description><![CDATA[<p>
	Please, I need a version of MinecraftForge 1.16.3 for MAC, I have a server with Mods and my girlfriend plays on Mac. The versions that currently exist are not compatible and I wish there could be one so that we can play.
</p>

<p>
	Thanks 
</p>
]]></description><guid isPermaLink="false">100786</guid><pubDate>Wed, 19 May 2021 22:58:44 +0000</pubDate></item><item><title>New modder introduction + first Forge 1.20.x project</title><link>https://forums.minecraftforge.net/topic/159708-new-modder-introduction-first-forge-120x-project/</link><description><![CDATA[<p>Hi everyone,</p><p>My name is Myroslav Mokhammad Abdeljawwad and I’m new to posting here, though I’ve been working with Forge for a while.</p><p>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.</p><p>I’m hoping to both learn and contribute here as I continue developing mods and tools around the Forge ecosystem.</p><p>Looking forward to being part of the community.</p><p></p>]]></description><guid isPermaLink="false">159708</guid><pubDate>Mon, 22 Dec 2025 17:01:30 +0000</pubDate></item><item><title>Does Forge have an official recommendation for handling config syncing?</title><link>https://forums.minecraftforge.net/topic/159677-does-forge-have-an-official-recommendation-for-handling-config-syncing/</link><description><![CDATA[<p>With newer versions of Forge, I’m a bit confused about the correct way to sync client/server configs.</p><p><br>Is the old method still valid, or should everything be handled with <code>ModConfigEvents</code> now?</p><p></p><p>Any guidance from experienced modders would be great.</p><p><br>— <em>Myroslav M. Abdeljawwad aka Myroslav Mokhammad Abdeljawwad</em></p>]]></description><guid isPermaLink="false">159677</guid><pubDate>Tue, 09 Dec 2025 22:52:28 +0000</pubDate></item><item><title>Small tip for beginners: How to avoid common JSON model errors in Forge</title><link>https://forums.minecraftforge.net/topic/159657-small-tip-for-beginners-how-to-avoid-common-json-model-errors-in-forge/</link><description><![CDATA[<p>I wanted to share something that helped me when I started creating custom blocks and items.<br>A lot of new modders get stuck because of <strong>tiny JSON syntax mistakes</strong> in blockstate or model files.</p><p>A few simple tips:</p><ul><li><p>Always validate your JSON using an online validator</p></li><li><p>Make sure your paths match exactly (Forge is case-sensitive)</p></li><li><p>Check that all textures are referenced from the correct namespace</p></li><li><p>If your model is invisible, 90% of the time it’s a missing comma or wrong folder name</p></li></ul><p>Hopefully this helps someone avoid an hour of debugging like it did for me.</p><p>Best regards,<br><strong>Myroslav Mokhammad Abdeljawwad</strong></p>]]></description><guid isPermaLink="false">159657</guid><pubDate>Wed, 03 Dec 2025 17:35:15 +0000</pubDate></item><item><title>Evolution reset modpack grout issue</title><link>https://forums.minecraftforge.net/topic/159073-evolution-reset-modpack-grout-issue/</link><description><![CDATA[<p>
	Re posting from another site but this modpack is gold and is criminally underrated, like PLAY THIS, but first help me with this grout, cept for this problem, to make grout to progress it's flint clay + clay thrown in molten slaked lime, all good, butttt molten slaked lime is like lava and burns the ingredients leaving me grout-less, it's the only way to progress and there is anti cheat that has been updated and can no longer be turned off with the method the author gave :).  <a href="https://github.com/Origins-Eternity/Evolution-Reset/issues/4" rel="external nofollow">https://github.com/Origins-Eternity/Evolution-Reset/issues/4</a>.     Their r pictures of the world too, many hours, also lmk if anyone has time to play I work most of the time so it's a lot of odd hours, an ik Gregtech is better experienced alone anyway.
</p>
]]></description><guid isPermaLink="false">159073</guid><pubDate>Mon, 04 Aug 2025 07:08:15 +0000</pubDate></item><item><title>Difficulty with a forge mod</title><link>https://forums.minecraftforge.net/topic/159639-difficulty-with-a-forge-mod/</link><description><![CDATA[<p>Edit:</p><p>I DID IT!! Finally!</p><p>I did it in perhaps the most jank way possible, but it does work.</p><p>I went into my compiled .class files under build/classes/java..etc etc  and found the one class I needed to replace. Then I took a compiled version of the mod, opened it up with xarchiver, and just deleted the existing file and replaced it with mine. Then I did the same to the images, and now it just works! Amazing!</p><p></p><p></p><p>Hello to all,</p><p>I was going to make a post under modder support, but after some consideration, this seemed like a better call. Apologies if this post does not belong here though.</p><p>To start, I am fully willing to admit I am way in over my head here, so if someone wants to just point me in the right direction in order to actually start doing things properly rather than trying to fix this mess I created, I understand and appreciate it.</p><p>If you have any suggestions, I would grateful to hear them! Thank you for your time!</p><p></p><p></p><p>Basically, I am working on a modpack for some friends of mine and myself which I plan to make very difficult, but hopefully not too tedious. One of the ways that I intend to do that is by adding backpacks that are small. I found the mod "Useful Backpacks" by U Team and it seemed great, but the backpacks were just too big. So I downloaded and modified the source code to make them smaller, and it worked out great! The backpacks were way smaller and I could test them out fine by running the forge version client (it is a multiloader setup). However, when I went to publish the mod, I could not for the life of me get it to publish. Whenever I tried to, it throws the error "Publishing artifacts is only allowed when property createBuild is supplied." Digging around in the gradle files lead me to find that the setup was seemingly never mean to output a local file, but rather to publish directly to mod sites and Github (I think). Despite my attempts to tinker with the gradle files to add local publishing and strip out as much (hopefully) unneeded code (for forge) as possible, I still have not been able to get it to publish (still runs the client though).</p><p>This was a bit of a surprise as I had tinkered with some other mods and had no issues publishing them before.</p><p></p><p>Attempt number two saw me trying to rebuild the project in a separate directory after outputting an archive of the desired branch. By merging the files from "common" into the forge directory along with the core mod files I saw some progress, but also plenty of errors. Needless to say, that did not go far, but I did try a few times.</p><p></p><p>Which leads me to attempt number three. I decided that rather than trying to modify existing code directly, that it might be best to try and make an addon mod that changes a very small amount of code in Useful Backpacks. I was able to import the mod as a dependency, so I can call on files from the original mod. Sadly the one java file I need to modify is a public enum so no directly overriding that (I think). Instead I figured I would just override everything that calls it instead and point the new files to my own public enum. Would this even work? Does this make any sense? No idea! Regardless, it shows some promise I believe, but it still is giving me a bit of a rough time.</p><p></p><p>I still have some other ideas: do attempt two again but import the core files instead of directly adding them, mess around with the gradle files from the original project some more, etc etc.</p><p>Honestly, at this point I wonder if I should just make my own backpack mod from scratch.</p><p></p><p>That is basically it. Hopefully whoever is reading this is not cradling his or her head in pain right now. I have learned quite a bit from the constant failures so I think I will figure this out at some point.</p><p>Thank you once more for your time!</p><p></p><p></p><p>Info:</p><p>MC: 1.20.1</p><p>Forge: 47.2.20 or 47.4.0</p><p>(depends on whether I am using the latest version or the one used in the Useful backpacks' source code)</p><p>Useful Backpacks: 2.0.1</p><p>Mapping Channel: parchment</p><p>Mapping Version: 2023.09.03-1.20.1</p><p>OS: Arch Linux x86</p><p>IDE: VSCodium</p><p></p><p>Logs:</p><p>Attempt one: <a rel="external nofollow" href="https://pastebin.com/i23fbxTW">https://pastebin.com/i23fbxTW</a></p><p></p><p>The one java file I need to modify (modified): <a rel="external nofollow" href="https://pastebin.com/71uYJhP2">https://pastebin.com/71uYJhP2</a></p><p>(I also need to modify three image files, but I figure that should be no issue)</p>]]></description><guid isPermaLink="false">159639</guid><pubDate>Mon, 24 Nov 2025 09:29:04 +0000</pubDate></item><item><title>Why Has the Forge Development Forum Become So Empty?</title><link>https://forums.minecraftforge.net/topic/155844-why-has-the-forge-development-forum-become-so-empty/</link><description><![CDATA[<p>
	hi fellas
</p>

<p>
	I remember back when I was in high school and had way more time to develop mods, there were tons of active posts, and while the documentation wasn’t always super extensive, you could always find someone to help you out with your questions or see someone else’s threads that were really informative.
</p>

<p>
	But lately, I’ve noticed that the forum seems pretty empty compared to how it used to be. I’m wondering, is there a specific reason for this? Is it just that the community has moved to other platforms, like Discord? It feels like a lot of the knowledge base and conversations have shifted over there.
</p>

<p>
	I’m just curious to hear others’ thoughts on this, and if anyone knows why the forum has become quieter, I’d love to know!
</p>

<p>
	Thanks!
</p>
]]></description><guid isPermaLink="false">155844</guid><pubDate>Wed, 02 Apr 2025 22:22:53 +0000</pubDate></item><item><title>wingsuit commission</title><link>https://forums.minecraftforge.net/topic/155833-wingsuit-commission/</link><description><![CDATA[<p>
	is there anyone willing to make a wingsuit like armor mod for 1.20.1  that can be upgraded and improved with vanilla ores if possible pls and thanks. something like this its for my personal modpack willing to pay
</p>

<p>
	 
</p>

<p>
	 <img alt="spacer.png" class="ipsImage" data-ratio="75.08" height="666" style="height:auto;" width="1000" data-src="https://img.redbull.com/images/c_fill,g_auto,w_1200,h_800/q_auto,f_auto/redbullcom/2015/10/24/1331755617838_5/red-bull-skydive-team-wingsuits.jpg.jpg" src="https://forums.minecraftforge.net/applications/core/interface/js/spacer.png" />
</p>
]]></description><guid isPermaLink="false">155833</guid><pubDate>Tue, 01 Apr 2025 03:56:41 +0000</pubDate></item><item><title>Looking for Java programmers/mod developpers to code my Halo mod</title><link>https://forums.minecraftforge.net/topic/123764-looking-for-java-programmersmod-developpers-to-code-my-halo-mod/</link><description><![CDATA[<p>
	Hello, I'm making an Halo mod with the goal to achieve the scope of the games universe in Minecraft. I've made over 63 models for this project alone but I haven't managed to implement any of them to Minecraft yet but with your help I could make this project come to life.
</p>

<p>
	My vision for this mod is to have auto generated structures from wich factions like the covenant, banished and flood will spawn from. Each faction is hostile to one another and will attack each other and other mobs on sight. Each faction will grow increasingly stronger as you kill them or by naturally leveling up as they spread. Theirs an arsenal of weapons you can pick up from said faction to give them a taste of their own medicine. My priority is on adding the covenant first as each faction will be added step by step.
</p>

<p>
	Here's what I've done so far <span>: </span>
</p>

<p>
	<img alt="FwGfvEaWcAEPPZT?format=png&amp;name=small" class="ipsImage" data-ratio="69.21" height="335" width="484" src="https://pbs.twimg.com/media/FwGfvEaWcAEPPZT?format=png&amp;name=small" /><img alt="FwGfwPvXgAEYNw2?format=png&amp;name=small" class="ipsImage" data-ratio="99.07" height="424" width="428" src="https://pbs.twimg.com/media/FwGfwPvXgAEYNw2?format=png&amp;name=small" />
</p>

<p>
	<img alt="FwGfxPpWAAY_Bhz?format=png&amp;name=small" class="ipsImage" data-ratio="182.24" height="390" width="214" src="https://pbs.twimg.com/media/FwGfxPpWAAY_Bhz?format=png&amp;name=small" /><img alt="FwGfyO2WIAEk8IJ?format=png&amp;name=small" class="ipsImage" data-ratio="121.88" height="468" width="384" src="https://pbs.twimg.com/media/FwGfyO2WIAEk8IJ?format=png&amp;name=small" />
</p>
]]></description><guid isPermaLink="false">123764</guid><pubDate>Mon, 15 May 2023 16:35:09 +0000</pubDate></item><item><title>How Do I Commission A Mod</title><link>https://forums.minecraftforge.net/topic/159536-how-do-i-commission-a-mod/</link><description><![CDATA[<p>I want to make an anime mod for 1.20.1 forge, but don't know how to do anything. I'm trying to find people to make models, animations, stat page, leveling mechanic, and someone who can import/create sound effects/BGM.</p>]]></description><guid isPermaLink="false">159536</guid><pubDate>Sun, 12 Oct 2025 19:05:43 +0000</pubDate></item><item><title>how do i change my username with forge?</title><link>https://forums.minecraftforge.net/topic/73524-how-do-i-change-my-username-with-forge/</link><description><![CDATA[<p>
	i just installed forge so i'm pretty new to this... i've been searching everywhere but i have no idea how to change my in game username. it just stays as 'Player' and i want to change it. i cant join servers because someone else already has the name. can someone please tell me how to change the name tag from 'Player'?? or am i just stupid... please answer! 
</p>]]></description><guid isPermaLink="false">73524</guid><pubDate>Wed, 24 Jul 2019 19:15:12 +0000</pubDate></item><item><title>Mod for world Templates</title><link>https://forums.minecraftforge.net/topic/158873-mod-for-world-templates/</link><description><![CDATA[<p>
	Is there any mod for creating world templates for 1.20.1 forge, I found a fabric mod for such as purpose but can't seem to find one for forge. I know connector and forgeified fabric api exist but i'd prefer a forge mod to adding like 50 mods to my 200 mod modpack. Does anyone know of such a mod or is my only option using the fabric mod with connector?  
</p>
]]></description><guid isPermaLink="false">158873</guid><pubDate>Sat, 26 Jul 2025 21:42:46 +0000</pubDate></item><item><title>Is this forum active?</title><link>https://forums.minecraftforge.net/topic/159431-is-this-forum-active/</link><description><![CDATA[<p>
	I had a look at the the latest posts in Home &gt; Mod Developer Central &gt; Modder Support. The only answers came from the OPs themselves.
</p>
]]></description><guid isPermaLink="false">159431</guid><pubDate>Tue, 02 Sep 2025 08:01:07 +0000</pubDate></item><item><title>I need a mod to help build something similar&#xA0;litematica</title><link>https://forums.minecraftforge.net/topic/126878-i-need-a-mod-to-help-build-something-similar%C2%A0litematica/</link><description><![CDATA[<p>
	hello
</p>

<p>
	I need a mod to help build something similar litematica
</p>

<p>
	in forge 1.20.1
</p>
]]></description><guid isPermaLink="false">126878</guid><pubDate>Mon, 16 Oct 2023 01:13:57 +0000</pubDate></item><item><title><![CDATA[[Collaboration] Dungeon & Leveling Mod by TekardStudio – Looking for Contributors]]></title><link>https://forums.minecraftforge.net/topic/159143-collaboration-dungeon-leveling-mod-by-tekardstudio-%E2%80%93-looking-for-contributors/</link><description><![CDATA[<p>
	Hello everyone,<br />
	I’d like to share a mod concept inspired by the Solo Leveling universe. My goal is to create a Minecraft experience where players explore unique dungeons, fight powerful bosses, level up their character, and unlock special abilities — all while keeping Minecraft’s sandbox charm.
</p>

<p>
	I mainly use MCreator for development, as it’s my preferred tool, but I’m open to integrating custom code, models, and assets from collaborators.
</p>

<p>
	<u><strong>Main Question:</strong></u><br />
	Would anyone be interested in joining the development of this mod?<br />
	I’m looking for people who could help with:
</p>

<ul>
	<li>
		3D Models (weapons, mobs, bosses, environmental assets)
	</li>
	<li>
		Sound Design (boss themes, dungeon ambience, ability sounds)
	</li>
	<li>
		Texture &amp; Artwork (UI elements, icons, environment textures)
	</li>
	<li>
		Additional Coding (if needed for complex systems beyond MCreator’s scope)
	</li>
</ul>

<p>
	<u><strong>Concept</strong></u>:
</p>

<ul>
	<li>
		Players can enter portals leading to themed dungeons.
	</li>
	<li>
		Each dungeon ends with a unique boss battle.
	</li>
	<li>
		Defeating bosses grants special XP to improve stats (strength, mana, speed, defense).
	</li>
	<li>
		Rare loot, upgradeable gear, and unlockable powers.
	</li>
</ul>

<p>
	<u><strong>Extra Features Planned:</strong></u>
</p>

<ul>
	<li>
		Multiple dimensions with unique environments.
	</li>
	<li>
		NPCs giving quests.
	</li>
	<li>
		Random portal events appearing in the Overworld.
	</li>
</ul>

<p>
	<strong><u>Technical Approach:</u></strong>
</p>

<p>
	Development will primarily use MCreator for rapid prototyping.
</p>

<ul>
	<li>
		Custom models and textures can be integrated.
	</li>
	<li>
		NeoForge API features may be added for advanced functionality.
	</li>
</ul>

<p>
	If this project interests you, feel free to reply here or send me a message so we can discuss ideas, asset requirements, and a possible development roadmap.
</p>
]]></description><guid isPermaLink="false">159143</guid><pubDate>Thu, 07 Aug 2025 22:20:48 +0000</pubDate></item><item><title><![CDATA[Camouflaging Mods: Rename & Reskin]]></title><link>https://forums.minecraftforge.net/topic/157465-camouflaging-mods-rename-reskin/</link><description><![CDATA[<p>
	Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? <span class="ipsEmoji">🤔</span>
</p>

<p>
	Post text:<br />
	Hey everyone!
</p>

<p>
	I’ve been digging into Minecraft modding for a while and have one big question that I can’t figure out on my own. Maybe someone with more experience could help or give me some advice.
</p>

<p>
	Here’s the issue:<br />
	When I take a “normal” Minecraft mod — for example, one that just adds some blocks or new items — I can easily change its structure, package names, or even rebrand it entirely. It’s straightforward.
</p>

<p>
	But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart.<br />
	Even if I just rename the classes, refactor the packages, or hide its identity somehow, the mod either breaks or stops working properly. XrayMod in particular is proving to be a nightmare to modify without losing its core function.
</p>

<p>
	So my question is — why is this so much harder with cheat mods like Xray?<br />
	Is there something fundamentally different about how they’re coded, loaded, or protected that prevents simple renaming or restructuring? And if so, how can I actually learn to understand someone else’s cheat mod enough to safely refactor it without breaking the core features?
</p>

<p>
	I’ve already been spending over two months trying to figure this out and haven’t gotten anywhere. It feels like there must be some trick or knowledge I’m missing.
</p>

<p>
	Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals?<br />
	Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it.
</p>

<p>
	Thanks in advance for any help or discussion. <span class="ipsEmoji">✌️</span>
</p>
]]></description><guid isPermaLink="false">157465</guid><pubDate>Tue, 24 Jun 2025 15:21:26 +0000</pubDate></item></channel></rss>
