<?xml version="1.0"?>
<rss version="2.0"><channel><title>Suggestions Latest Topics</title><link>https://forums.minecraftforge.net/forum/8-suggestions/</link><description>Suggestions Latest Topics</description><language>en</language><item><title>Mod Request:Zenkai Boost (DBZ style)</title><link>https://forums.minecraftforge.net/topic/159739-mod-requestzenkai-boost-dbz-style/</link><description><![CDATA[<p>Not sure who will even see this, but i have been searching for a standalone mod for minecraft that would give you a Zenkai Boost from DBZ.</p><p>IDEA: in combat with enemies, dropping to 2 hearts (this threshold might change depending on how many hearts total you have) and surviving will grant you a health and damage boost permanently (1-2%). Lower than 2 hearts gives either more bonus, or grants you haste/speed/jump boost (again 1-2%).</p><p>Is this a possibility? I haven't seen it anywhere else except in a small addition mod to the DBC (dragonblock c) pack. I have next to no experience with Java and even less with creating mods.</p>]]></description><guid isPermaLink="false">159739</guid><pubDate>Sun, 04 Jan 2026 11:35:23 +0000</pubDate></item><item><title>Mod suggestion for Warden</title><link>https://forums.minecraftforge.net/topic/159715-mod-suggestion-for-warden/</link><description><![CDATA[<p>A mod that just adds passive/friendly and or tameable behavior to the Warden, or a Warden varient with that behavior, that would still be effected by the resource packs that change the regular Wardens look, would be nice.</p>]]></description><guid isPermaLink="false">159715</guid><pubDate>Fri, 26 Dec 2025 21:29:32 +0000</pubDate></item><item><title>New Forum Design/Update: Issues and Suggestions</title><link>https://forums.minecraftforge.net/topic/159513-new-forum-designupdate-issues-and-suggestions/</link><description><![CDATA[<p></p><p>Hiho, </p><p></p><p>first of all I want to say that the new forum design looks really good. </p><p></p><p>However, there are currently two issues:</p><p></p><ol><li><p>In the "Unread" section, the "Mark all as Read" feature seems to be missing - or am I just overlooking it somewhere?</p></li><li><p>Some threads don’t automatically get marked as read when you open them. So the post still shows up in "Unread," even though you’ve already viewed it.</p><p>Example Thread: <a rel="" href="https://forums.minecraftforge.net/topic/159415-cannot-find-client-log-entries/">https://forums.minecraftforge.net/topic/159415-cannot-find-client-log-entries/</a></p></li></ol><p></p><p></p><p>Then I have a smaller suggestion, referring to the Text Editor:</p><p></p><p>It is possible to move out the "Inline Code"-Feature from the "More Formatting Options" and add it directly to the Text Editor Tool Bar? </p><p>Same for "Quote"-Feature inside the Create Section</p><p></p><p>These two features are used quite often (at least by me) - as far as I remember, they were also available in the old forum design.</p><p></p><p></p><p><a href="https://forums.minecraftforge.net/profile/211386-paint_ninja/" class="ipsMention" data-mentionid="211386" data-ipshover="" data-ipshover-target="https://forums.minecraftforge.net/profile/211386-paint_ninja/?&amp;do=hovercard" rel="">@Paint_Ninja</a> <a href="https://forums.minecraftforge.net/profile/9-lexmanos/" class="ipsMention" data-mentionid="9" data-ipshover="" data-ipshover-target="https://forums.minecraftforge.net/profile/9-lexmanos/?&amp;do=hovercard" rel="">@LexManos</a> </p><p></p><p></p><p></p><p></p>]]></description><guid isPermaLink="false">159513</guid><pubDate>Sat, 20 Sep 2025 16:17:10 +0000</pubDate></item><item><title>I would like to be able to add a sound mixer.</title><link>https://forums.minecraftforge.net/topic/159052-i-would-like-to-be-able-to-add-a-sound-mixer/</link><description><![CDATA[<p>
	Since there are only a few types of sound mixers in Minecraft, we find ourselves in the situation of "if I turn off this sound, that sound also disappears, which is frustrating," so we would like to see better support so that we can create our own sound mixers.
</p>
]]></description><guid isPermaLink="false">159052</guid><pubDate>Sun, 03 Aug 2025 13:00:28 +0000</pubDate></item><item><title>Suggestion - LightningStrikeEvent</title><link>https://forums.minecraftforge.net/topic/155718-suggestion-lightningstrikeevent/</link><description><![CDATA[<p>
	I think it would be useful to have a LightningStrikeEvent for when lightning strikes a block. In the event it would have data for the block struck, the lightning entity, and maybe the source of the lightning (either from weather, command, trident, etc.)
</p>
]]></description><guid isPermaLink="false">155718</guid><pubDate>Fri, 21 Mar 2025 00:13:50 +0000</pubDate></item><item><title>What if there was an option to include searching by words in the description/overview?</title><link>https://forums.minecraftforge.net/topic/155001-what-if-there-was-an-option-to-include-searching-by-words-in-the-descriptionoverview/</link><description><![CDATA[<p>
	I was trying to find a mod that added something specific, and was unable to find it with what limited memory I had of seeing it.<br />
	I don't know why there isn't an option to include words in overviews of mods.<br />
	I could see it being in the sort tab near filters on the app in my opinion.<br />
	It <em>might</em> help someone trying to find something specific, only based off something from the overview tab, but idk
</p>
]]></description><guid isPermaLink="false">155001</guid><pubDate>Sat, 01 Feb 2025 12:06:55 +0000</pubDate></item><item><title>New Mod Idea or If there's an existing tell me</title><link>https://forums.minecraftforge.net/topic/151177-new-mod-idea-or-if-theres-an-existing-tell-me/</link><description><![CDATA[<p>
	I have a problem that I'm facing. Lets say you have a Modded server with AE2 or any other mod.
</p>

<p>
	Lets say you place a AE2 Block like you make a whole network. Then one day you decide to remove AE2 from your mods folder.
</p>

<p>
	You play the game and your blocks are gone.
</p>

<p>
	Then one day you want to add AE2 back but your blocks are gone forever.
</p>

<p>
	I need a mod that saves blocks and their block data even though its been removed.
</p>

<p>
	I have a server that oscillates from Modded to Vanilla every other day.
</p>

<p>
	And it's crucial to save modded block data. This also would apply for entities and items.
</p>

<p>
	Yeah that's basically it I don't know how easy it is to make a mod like that.
</p>

<p>
	Where the block/item/entitiy data doesnt get remove but thats currently what i need.
</p>

<p>
	Also if possible maybe create a temporary block replacement there until the mod has been added back.
</p>
]]></description><guid isPermaLink="false">151177</guid><pubDate>Fri, 02 Aug 2024 16:30:49 +0000</pubDate></item><item><title>Support for Forge to run on Apple Silicon Natively?</title><link>https://forums.minecraftforge.net/topic/146388-support-for-forge-to-run-on-apple-silicon-natively/</link><description><![CDATA[<p>
	I do not know if this has been asked before, but is there any way or plans to make Forge run natively on Apple Silicon chips? The performance decrease due to Forge not natively running on Apple Silicon is almost unplayable and I would really appreciate if this would be possible to implement in the future?
</p>
]]></description><guid isPermaLink="false">146388</guid><pubDate>Wed, 27 Mar 2024 02:11:54 +0000</pubDate></item><item><title>Removing post delay for active Members</title><link>https://forums.minecraftforge.net/topic/141280-removing-post-delay-for-active-members/</link><description><![CDATA[<p>
	Hiho,
</p>

<p>
	 
</p>

<p>
	is there a way for reducing or removing the post delay for active Members?
</p>

<p>
	I often run into the issue that I have to wait about 45 seconds before I can reply
</p>

<p>
	 
</p>

<p>
	Maybe there is a way to combine it with the Rank or similar?
</p>

<p>
	I know that the delay is important for flood control, but bots are new Members and not quite active - so a line can be drawn between a bot and an active member
</p>

<p>
	I have no idea what options the forum software offers - but an implementation would be nice
</p>
]]></description><guid isPermaLink="false">141280</guid><pubDate>Thu, 21 Dec 2023 18:06:18 +0000</pubDate></item><item><title>Somebody using forge URL for spam</title><link>https://forums.minecraftforge.net/topic/132452-somebody-using-forge-url-for-spam/</link><description><![CDATA[<p>
	Not sure where to put this post
</p>
]]></description><guid isPermaLink="false">132452</guid><pubDate>Mon, 23 Oct 2023 05:04:34 +0000</pubDate></item><item><title>Need of a world mod set difference warning</title><link>https://forums.minecraftforge.net/topic/131243-need-of-a-world-mod-set-difference-warning/</link><description><![CDATA[<p>
	I'm working on a few projects at the same time and I often switch which mods I'm currently testing and it is very easy to forget to change them. Then you open a world and all of the sudeen all custom blocks are replaced with "bugged air". That destroys hours and days of work if you did not make a back up recently enough.
</p>

<p>
	Could you please add a warning when you are trying to open a world that was used with a different set of mods that your current installed ones?
</p>

<p>
	This would save a ton of suffering and lost work.
</p>
]]></description><guid isPermaLink="false">131243</guid><pubDate>Thu, 19 Oct 2023 12:45:56 +0000</pubDate></item><item><title>Mod suggestion helps in construction</title><link>https://forums.minecraftforge.net/topic/126709-mod-suggestion-helps-in-construction/</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">126709</guid><pubDate>Wed, 11 Oct 2023 16:48:13 +0000</pubDate></item><item><title>Minecraft mod to allow converting smelted ore back to raw ore 1.20</title><link>https://forums.minecraftforge.net/topic/125707-minecraft-mod-to-allow-converting-smelted-ore-back-to-raw-ore-120/</link><description><![CDATA[<p>
	Is it possible to convert smelted ore back to raw ore?<br />
	<br />
	the idea is to use smelted ore or even ingots to craft raw ore. to do this we would require placing cobblestone and 8 nuggets, in total 9 items in the 3*3 space of a crafting table to make raw ore of that particular item.<br />
	<br />
	<br />
	For example, look at code for inspiration:<br />
	 
</p>

<p>
	import net.minecraft.inventory.CraftingInventory;<br />
	import net.minecraft.item.ItemStack;<br />
	import net.minecraft.item.Items;<br />
	import net.minecraft.item.crafting.IRecipeSerializer;<br />
	import net.minecraft.item.crafting.SpecialRecipe;<br />
	import net.minecraft.util.ResourceLocation;<br />
	import net.minecraft.world.World;<br />
	import net.minecraftforge.registries.ObjectHolder;
</p>

<p>
	public class YourRecipe extends SpecialRecipe {
</p>

<p>
	    @ObjectHolder("yourmodid:your_recipe")<br />
	    public static final IRecipeSerializer&lt;YourRecipe&gt; SERIALIZER = null;
</p>

<p>
	    public YourRecipe(ResourceLocation idIn) {<br />
	        super(idIn);<br />
	    }
</p>

<p>
	    @Override<br />
	    public boolean matches(CraftingInventory inv, World worldIn) {<br />
	        // Check if the crafting ingredients match your recipe pattern<br />
	        // In this case, check for a 3x3 pattern with cobblestone and 8 ingots/nuggets<br />
	        // Modify this to fit your exact recipe pattern<br />
	    }
</p>

<p>
	    @Override<br />
	    public ItemStack getCraftingResult(CraftingInventory inv) {<br />
	        // Return the result item (raw ore) for this recipe<br />
	    }
</p>

<p>
	    @Override<br />
	    public boolean canFit(int width, int height) {<br />
	        return width * height &gt;= 9;<br />
	    }
</p>

<p>
	    @Override<br />
	    public IRecipeSerializer&lt;?&gt; getSerializer() {<br />
	        return SERIALIZER;<br />
	    }<br />
	}<br />
	<br />
	<br />
	I am not a game developer or modder so I need help making something like this, It would be greatly beneficial, can you recommend where I can do something like this?
</p>
]]></description><guid isPermaLink="false">125707</guid><pubDate>Sun, 13 Aug 2023 15:37:05 +0000</pubDate></item><item><title>How can I change Forge's loading screen color?</title><link>https://forums.minecraftforge.net/topic/125245-how-can-i-change-forges-loading-screen-color/</link><description><![CDATA[
<p>
	I would like to change this: "RED(new ColourScheme.Colour(239, 50, 61)"
</p>

<p>
	<a href="https://maven.minecraftforge.net/net/minecraftforge/fmlearlydisplay/1.20.1-47.1.0/fmlearlydisplay-1.20.1-47.1.0.jar" rel="external nofollow">https://maven.minecraftforge.net/net/minecraftforge/fmlearlydisplay/1.20.1-47.1.0/fmlearlydisplay-1.20.1-47.1.0.jar</a>
</p>

<p>
	...\fmlearlydisplay-1.20.1-47.1.0.jar\net\minecraftforge\fml\earlydisplay\ColourScheme.class
</p>

<p>
	 
</p>

<p>
	// <br>
	// Decompiled by Procyon v0.5.36<br>
	// 
</p>

<p>
	package net.minecraftforge.fml.earlydisplay;
</p>

<p>
	public enum ColourScheme<br>
	{<br>
	    RED(new ColourScheme.Colour(239, 50, 61), new ColourScheme.Colour(255, 255, 255)), <br>
	    BLACK(new ColourScheme.Colour(0, 0, 0), new ColourScheme.Colour(255, 255, 255));<br>
	    <br>
	    private final ColourScheme.Colour background;<br>
	    private final ColourScheme.Colour foreground;<br>
	    <br>
	    private ColourScheme(final ColourScheme.Colour background, final ColourScheme.Colour foreground) {<br>
	        this.background = background;<br>
	        this.foreground = foreground;<br>
	    }<br>
	    <br>
	    public ColourScheme.Colour background() {<br>
	        return this.background;<br>
	    }<br>
	    <br>
	    public ColourScheme.Colour foreground() {<br>
	        return this.foreground;<br>
	    }<br>
	    <br>
	    private static /* synthetic */ ColourScheme[] $values() {<br>
	        return new ColourScheme[] { ColourScheme.RED, ColourScheme.BLACK };<br>
	    }<br>
	    <br>
	    static {<br>
	        $VALUES = $values();<br>
	    }<br>
	}
</p>

]]></description><guid isPermaLink="false">125245</guid><pubDate>Sun, 23 Jul 2023 11:45:19 +0000</pubDate></item><item><title>Please add a new event for adding Custom Spawners for Server Levels</title><link>https://forums.minecraftforge.net/topic/124962-please-add-a-new-event-for-adding-custom-spawners-for-server-levels/</link><description><![CDATA[<p>
	I will use Forge 47.1.0 for Minecraft 1.20.1 as the example (offical mappings channel).
</p>

<p>
	In MinecraftServer$createLevels, vanilla use the following code to add spawners for overworld:
</p>

<pre class="ipsCode prettyprint lang-c prettyprinted"><span class="typ">List</span><span class="pun">&lt;</span><span class="typ">CustomSpawner</span><span class="pun">&gt;</span><span class="pln"> </span><span class="typ">list</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="typ">ImmutableList</span><span class="pun">.</span><span class="pln">of</span><span class="pun">(</span><span class="kwd">new</span><span class="pln"> </span><span class="typ">PhantomSpawner</span><span class="pun">(),</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">PatrolSpawner</span><span class="pun">(),</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">CatSpawner</span><span class="pun">(),</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">VillageSiege</span><span class="pun">(),</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">WanderingTraderSpawner</span><span class="pun">(</span><span class="pln">serverleveldata</span><span class="pun">));</span></pre>

<p>
	I think it useful to post an event here to add spawners for overworld, and other dimensions. For example:
</p>

<pre class="ipsCode prettyprint lang-c prettyprinted"><span class="typ">List</span><span class="pun">&lt;</span><span class="typ">CustomSpawner</span><span class="pun">&gt;</span><span class="pln"> </span><span class="typ">list</span><span class="pln"> </span><span class="pun">=</span><span class="pln"> </span><span class="typ">ImmutableList</span><span class="pun">.</span><span class="pln">of</span><span class="pun">(</span><span class="kwd">new</span><span class="pln"> </span><span class="typ">PhantomSpawner</span><span class="pun">(),</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">PatrolSpawner</span><span class="pun">(),</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">CatSpawner</span><span class="pun">(),</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">VillageSiege</span><span class="pun">(),</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">WanderingTraderSpawner</span><span class="pun">(</span><span class="pln">serverleveldata</span><span class="pun">));</span><span class="pln">
</span><span class="com">//change begin</span><span class="pln">
</span><span class="typ">AddCustomSpawnersEvent</span><span class="pln"> event </span><span class="pun">=</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">AddCustomSpawnersEvent</span><span class="pun">(</span><span class="typ">ImmutableList</span><span class="pun">.&lt;</span><span class="typ">CustomSpawner</span><span class="pun">&gt;</span><span class="pln">builder</span><span class="pun">().</span><span class="pln">addAll</span><span class="pun">(</span><span class="typ">list</span><span class="pun">),</span><span class="pln"> </span><span class="typ">LevelStem</span><span class="pun">.</span><span class="pln">OVERWORLD</span><span class="pun">);</span><span class="pln">
</span><span class="typ">MinecraftForge</span><span class="pun">.</span><span class="pln">EVENT_BUS</span><span class="pun">.</span><span class="pln">post</span><span class="pun">(</span><span class="pln">event</span><span class="pun">);</span><span class="pln">
</span><span class="typ">LevelStem</span><span class="pln"> levelstem </span><span class="pun">=</span><span class="pln"> registry</span><span class="pun">.</span><span class="pln">get</span><span class="pun">(</span><span class="typ">LevelStem</span><span class="pun">.</span><span class="pln">OVERWORLD</span><span class="pun">);</span><span class="pln">
</span><span class="typ">ServerLevel</span><span class="pln"> serverlevel </span><span class="pun">=</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">ServerLevel</span><span class="pun">(</span><span class="kwd">this</span><span class="pun">,</span><span class="pln"> </span><span class="kwd">this</span><span class="pun">.</span><span class="pln">executor</span><span class="pun">,</span><span class="pln"> </span><span class="kwd">this</span><span class="pun">.</span><span class="pln">storageSource</span><span class="pun">,</span><span class="pln"> serverleveldata</span><span class="pun">,</span><span class="pln"> </span><span class="typ">Level</span><span class="pun">.</span><span class="pln">OVERWORLD</span><span class="pun">,</span><span class="pln"> levelstem</span><span class="pun">,</span><span class="pln"> p_129816_</span><span class="pun">,</span><span class="pln"> flag</span><span class="pun">,</span><span class="pln"> j</span><span class="pun">,</span><span class="pln"> event</span><span class="pun">.</span><span class="pln">getCustomSpawnerBuilder</span><span class="pun">().</span><span class="pln">build</span><span class="pun">(),</span><span class="pln"> </span><span class="kwd">true</span><span class="pun">,</span><span class="pln"> </span><span class="pun">(</span><span class="typ">RandomSequences</span><span class="pun">)</span><span class="pln">null</span><span class="pun">);</span><span class="pln">
</span><span class="com">//change end</span><span class="pln">

</span><span class="com">//...</span><span class="pln">

</span><span class="kwd">for</span><span class="pun">(</span><span class="typ">Map</span><span class="pun">.</span><span class="typ">Entry</span><span class="pun">&lt;</span><span class="typ">ResourceKey</span><span class="pun">&lt;</span><span class="typ">LevelStem</span><span class="pun">&gt;,</span><span class="pln"> </span><span class="typ">LevelStem</span><span class="pun">&gt;</span><span class="pln"> entry </span><span class="pun">:</span><span class="pln"> registry</span><span class="pun">.</span><span class="pln">entrySet</span><span class="pun">())</span><span class="pln"> </span><span class="pun">{</span><span class="pln">
   </span><span class="typ">ResourceKey</span><span class="pun">&lt;</span><span class="typ">LevelStem</span><span class="pun">&gt;</span><span class="pln"> resourcekey </span><span class="pun">=</span><span class="pln"> entry</span><span class="pun">.</span><span class="pln">getKey</span><span class="pun">();</span><span class="pln">
   </span><span class="kwd">if</span><span class="pln"> </span><span class="pun">(</span><span class="pln">resourcekey </span><span class="pun">!=</span><span class="pln"> </span><span class="typ">LevelStem</span><span class="pun">.</span><span class="pln">OVERWORLD</span><span class="pun">)</span><span class="pln"> </span><span class="pun">{</span><span class="pln">
      </span><span class="typ">ResourceKey</span><span class="pun">&lt;</span><span class="typ">Level</span><span class="pun">&gt;</span><span class="pln"> resourcekey1 </span><span class="pun">=</span><span class="pln"> </span><span class="typ">ResourceKey</span><span class="pun">.</span><span class="pln">create</span><span class="pun">(</span><span class="typ">Registries</span><span class="pun">.</span><span class="pln">DIMENSION</span><span class="pun">,</span><span class="pln"> resourcekey</span><span class="pun">.</span><span class="pln">location</span><span class="pun">());</span><span class="pln">
      </span><span class="typ">DerivedLevelData</span><span class="pln"> derivedleveldata </span><span class="pun">=</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">DerivedLevelData</span><span class="pun">(</span><span class="kwd">this</span><span class="pun">.</span><span class="pln">worldData</span><span class="pun">,</span><span class="pln"> serverleveldata</span><span class="pun">);</span><span class="pln">
</span><span class="com">//change begin</span><span class="pln">
      </span><span class="typ">AddCustomSpawnersEvent</span><span class="pln"> event </span><span class="pun">=</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">AddCustomSpawnersEvent</span><span class="pun">(</span><span class="typ">ImmutableList</span><span class="pun">.&lt;</span><span class="typ">CustomSpawner</span><span class="pun">&gt;</span><span class="pln">builder</span><span class="pun">(),</span><span class="pln"> resourcekey</span><span class="pun">);</span><span class="pln">
      </span><span class="typ">MinecraftForge</span><span class="pun">.</span><span class="pln">EVENT_BUS</span><span class="pun">.</span><span class="pln">post</span><span class="pun">(</span><span class="pln">event</span><span class="pun">);</span><span class="pln">
      </span><span class="typ">ServerLevel</span><span class="pln"> serverlevel1 </span><span class="pun">=</span><span class="pln"> </span><span class="kwd">new</span><span class="pln"> </span><span class="typ">ServerLevel</span><span class="pun">(</span><span class="kwd">this</span><span class="pun">,</span><span class="pln"> </span><span class="kwd">this</span><span class="pun">.</span><span class="pln">executor</span><span class="pun">,</span><span class="pln"> </span><span class="kwd">this</span><span class="pun">.</span><span class="pln">storageSource</span><span class="pun">,</span><span class="pln"> derivedleveldata</span><span class="pun">,</span><span class="pln"> resourcekey1</span><span class="pun">,</span><span class="pln"> entry</span><span class="pun">.</span><span class="pln">getValue</span><span class="pun">(),</span><span class="pln"> p_129816_</span><span class="pun">,</span><span class="pln"> flag</span><span class="pun">,</span><span class="pln"> j</span><span class="pun">,</span><span class="pln"> event</span><span class="pun">.</span><span class="pln">getCustomSpawnerBuilder</span><span class="pun">().</span><span class="pln">build</span><span class="pun">(),</span><span class="pln"> </span><span class="kwd">false</span><span class="pun">,</span><span class="pln"> randomsequences</span><span class="pun">);</span><span class="pln">
</span><span class="com">//change end</span><span class="pln">
      worldborder</span><span class="pun">.</span><span class="pln">addListener</span><span class="pun">(</span><span class="kwd">new</span><span class="pln"> </span><span class="typ">BorderChangeListener</span><span class="pun">.</span><span class="typ">DelegateBorderChangeListener</span><span class="pun">(</span><span class="pln">serverlevel1</span><span class="pun">.</span><span class="pln">getWorldBorder</span><span class="pun">()));</span><span class="pln">
      </span><span class="kwd">this</span><span class="pun">.</span><span class="pln">levels</span><span class="pun">.</span><span class="pln">put</span><span class="pun">(</span><span class="pln">resourcekey1</span><span class="pun">,</span><span class="pln"> serverlevel1</span><span class="pun">);</span><span class="pln">
      net</span><span class="pun">.</span><span class="pln">minecraftforge</span><span class="pun">.</span><span class="pln">common</span><span class="pun">.</span><span class="typ">MinecraftForge</span><span class="pun">.</span><span class="pln">EVENT_BUS</span><span class="pun">.</span><span class="pln">post</span><span class="pun">(</span><span class="kwd">new</span><span class="pln"> net</span><span class="pun">.</span><span class="pln">minecraftforge</span><span class="pun">.</span><span class="pln">event</span><span class="pun">.</span><span class="pln">level</span><span class="pun">.</span><span class="typ">LevelEvent</span><span class="pun">.</span><span class="typ">Load</span><span class="pun">(</span><span class="pln">levels</span><span class="pun">.</span><span class="pln">get</span><span class="pun">(</span><span class="pln">resourcekey</span><span class="pun">)));</span><span class="pln">
   </span><span class="pun">}</span><span class="pln">
</span><span class="pun">}</span></pre>

<p>
	Now the only way I can add custom spawners is to inject constructor of ServerLevel and modify final member customSpawners.
</p>
]]></description><guid isPermaLink="false">124962</guid><pubDate>Tue, 11 Jul 2023 09:43:37 +0000</pubDate></item><item><title>AnvilUpdateEvent called too late</title><link>https://forums.minecraftforge.net/topic/121643-anvilupdateevent-called-too-late/</link><description><![CDATA[<p>
	AnvilUpdateEvent is called only when both inputs are estabilished. I understand the safety implications, and it does make sense to check if the left item exists before doing anything, but the Anvil can be used even with just one item and requiring the right slot to also be filled cuts the AnvilMenu method in a weird spot where a user doesn't have full control over the block's behavior.
</p>

<p>
	I'm working on 1.18.2, so i don't know if 1.19.x is any different, but since anvils have worked like this for the longest time it's probably the same as well. Feel free to correct me though.
</p>

<p>
	Example: i'm making an anvil customization mod. Amongst other things, i planned for a feature that allows users to change the level cost of renaming an item. As of now, this feature would only work as intended if two items are in the anvil, while renaming with only one item in the ui would run vanilla behavior no matter what.
</p>

<p>
	 
</p>

<p>
	Edit: i wasn't sure if this counts as a suggestion or an issue so i had to choose one. Please do tell me if this topic should go somewhere else.
</p>
]]></description><guid isPermaLink="false">121643</guid><pubDate>Fri, 03 Mar 2023 08:35:29 +0000</pubDate></item><item><title><![CDATA[Automatically download mods from server to -> client]]></title><link>https://forums.minecraftforge.net/topic/119905-automatically-download-mods-from-server-to-client/</link><description><![CDATA[<p>
	i am aware this has been discussed an infinite times but I have the twist
</p>

<p>
	Here are the main Problems and my counter ideas:
</p>

<p>
	<strong>Security:</strong>
</p>

<p>
	The mod would only be gapped from curseforge, through a curseforge, maybe link? like a mod pack, the reason id for the user to not obtain a "usable" version of the file outside the server maybe by making it depend on certain components that are only on the server
</p>

<p>
	<strong>Size:</strong>
</p>

<p>
	Put a limit, 200mb seems mostly fair as a default, could be changed in config, if REALY needed, this could be implemented in the idea for Solving "Timeout"
</p>

<p>
	<strong>Timeout &amp; Downloading:</strong>
</p>

<p>
	a possible 1 fix for Timeout, downloading and maybe size, Pre-Server room, maybe the option to make another server for it masking the main server that would act like a mini server with maybe just a hub or empty world that the player waits there frozen or venturing until all of the processes are done where they are redirected to the desired server<br />
	<br />
	Notes:
</p>

<p>
	1. most encrypting/decrypting or maybe leaving mid process such stuff would mostly all be handled by the forge client (or maybe an external one?)
</p>

<p>
	2. the pre room may have a special/specific software and not the one we are familiar with
</p>

<p>
	3. i have seen such things as a pre room but was mostly used to intercept packages on client side by bungeecord
</p>

<p>
	4. if the way forge works with mods to maybe it cannot work without them being on when starting, client may to be made to restart game + join specific server
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Thanks!
</p>
]]></description><guid isPermaLink="false">119905</guid><pubDate>Sat, 07 Jan 2023 11:38:43 +0000</pubDate></item><item><title>Performance</title><link>https://forums.minecraftforge.net/topic/118342-performance/</link><description><![CDATA[<p>
	Performance features such as optifine can be added, shader support and texture pack support can be added, or a combined version with optifine can be released.
</p>
]]></description><guid isPermaLink="false">118342</guid><pubDate>Thu, 17 Nov 2022 09:00:53 +0000</pubDate></item><item><title>Forge Import mods button</title><link>https://forums.minecraftforge.net/topic/117122-forge-import-mods-button/</link><description><![CDATA[<p>
	<span style="font-size:72px;">Suggestion</span>
</p>

<p>
	<span style="font-size:48px;"><span style="color:#2980b9;">Please</span></span>
</p>

<p>
	<span style="font-size:48px;"><span style="color:#2980b9;"><em>Read</em></span></span>
</p>

<p>
	Sometimes people have problems loading mods and it's not on the menu. I want a import button so when a mod doesn't automaticlly put in the menu. I can just click the Import button, Restart Minecraft, and make ever I want with my Mods.
</p>

<p>
	MAKE SURE YOU PUT THIS IN THE NEW FORGE VERSION
</p>

<p>
	Sincerously,
</p>

<p>
	Alden
</p>
]]></description><guid isPermaLink="false">117122</guid><pubDate>Mon, 26 Sep 2022 20:58:37 +0000</pubDate></item><item><title>1.19.x file structure</title><link>https://forums.minecraftforge.net/topic/117004-119x-file-structure/</link><description><![CDATA[<p>
	I'm placing this under suggestions cause I'm asking of this to change and asking if anyone has a fix.
</p>

<p>
	The new forge server installer removes the .jar file(s) to a separate file and that causes others that I've read about and myself to have a huge amount of trouble trying to run the server in a container looking for a .jar file. If they could change this or if someone could give a fix that would be nice. 
</p>
]]></description><guid isPermaLink="false">117004</guid><pubDate>Wed, 21 Sep 2022 17:33:14 +0000</pubDate></item><item><title>Minecraft 1.18.2 world gen mod, shattered world like Wow-outlands</title><link>https://forums.minecraftforge.net/topic/116811-minecraft-1182-world-gen-mod-shattered-world-like-wow-outlands/</link><description><![CDATA[<p>
	Hi guys, i would like to generate a shattered world, kind of the outlands in world of warcraft. The best thing would be a customizable mod/datapack, so i can decide the "island" size,height, since i dont want standard  floating island that are pretty small. I have a very small experience in modding, and no experience in datapacking. How do you think this can be complicated to do ? 
</p>
]]></description><guid isPermaLink="false">116811</guid><pubDate>Mon, 12 Sep 2022 14:18:12 +0000</pubDate></item><item><title>Support for CIT resource packs</title><link>https://forums.minecraftforge.net/topic/78650-support-for-cit-resource-packs/</link><description><![CDATA[<p>
	I don't really know if this counts as a suggestion or a bug report as I don't know if it's intentional, but forge seems to have problems loading models used by CIT resource packs, only references i see in consoles are:<br />
	[Optifine] Error registering model: (Modelname)<br />
	and<br />
	[Optifine] File not found: optifine/cit/(Resourcepack)/(Modelname)<br />
	would really love to be able to use custom item model resource packs like Ghoulcraft and Mizunocraft and was wondering if support for CIT packs is possible in the future.
</p>

<p>
	Thanks
</p>

<p>
	 
</p>]]></description><guid isPermaLink="false">78650</guid><pubDate>Mon, 09 Dec 2019 19:19:10 +0000</pubDate></item><item><title>1.16.5 should be a LTS version</title><link>https://forums.minecraftforge.net/topic/113526-1165-should-be-a-lts-version/</link><description><![CDATA[<p>
	I don't think 1.18 is a LTS version
</p>

<p>
	I think Forge and should support the older and classic version such as 1.12.2 and 1.16.5
</p>

<p>
	You don't make 1.16 a LTS version and disable the discussion of it in the forum
</p>
]]></description><guid isPermaLink="false">113526</guid><pubDate>Sat, 09 Jul 2022 12:53:37 +0000</pubDate></item><item><title>[closed] Why is there no generic mod config GUI?</title><link>https://forums.minecraftforge.net/topic/111016-closed-why-is-there-no-generic-mod-config-gui/</link><description><![CDATA[<p>
	Heyo, I'm currently in the process of making a GUI for my mod's configuration options, accessible from "Mods &gt; My Mod &gt; Config" (The whole business of registering an extension point etc). Given the shear number of times poor Diesieben has had to answer the same question of how to achieve this I'd say it's a pretty common query (and why wouldn't it be config is pretty standard stuff).
</p>

<p>
	 
</p>

<p>
	Why is this config GUI not built into Forge? Is there some secret reason I should know about or has simply noone gotten round to it? Maybe just a decision to let modders implement it themselves? But then surely you could still have a generic GUI and provide a hook for modders to edit or replace it if they choose?
</p>

<p>
	 
</p>

<p>
	If my implementation is successful enough and testable I may just put in a pull request on the Forge GitHub to implement this. <span>But it does perplex me why this isn't a thing...</span>
</p>

<p>
	 
</p>

<p>
	All the best to whomever reads this!
</p>

<p>
	 
</p>

<p>
	P.s. Apologies if I have missed something important: it is very late.
</p>
]]></description><guid isPermaLink="false">111016</guid><pubDate>Tue, 03 May 2022 22:48:07 +0000</pubDate></item><item><title>Protect minecraft acounts from token stealers - with a warning</title><link>https://forums.minecraftforge.net/topic/110354-protect-minecraft-acounts-from-token-stealers-with-a-warning/</link><description><![CDATA[<p>
	Just a warning, like "HEY" if this mod shouldn't be touching your profile, then delete it, it's going to steal your account.
</p>

<p>
	While scam creators could frame the virus as a profile switcher or something more related, it's less likely that a player will fall for a scam, and also include info if the mod sends the token or anywhere off of your machine.
</p>

<p>
	It could help in a scenario where people cannot read java code and are unable to check it themselves.
</p>

<p>
	 
</p>

<p>
	Potential warning could say something like "Account security alert! The mod xxxxxxxx.jar is accessing your Minecraft profile's temporary login info (and sending it to something)"
</p>

<p>
	Buttons would be
</p>

<p>
	    "Ignore"                                                                                                                                                                                        "prevent the mod from loading"
</p>

<p>
	with a checkbox                            "stop this warning from displaying again on the same mod"
</p>

<p>
	 
</p>

<p>
	functions
</p>

<p>
	 Ignores the warning and continues          (checkbox) stops the warning from displaying on any mod                                    stops any mod with the same
</p>

<p>
	                                                                                          with the same hash                                                                                 hash from loading ever and marks the
</p>

<p>
	                                                                                                                                                                                                            hash somewhere safe to keep
</p>

<p>
	 
</p>

<p>
	I would like this change to be on common versions to play on if not all
</p>

<p>
	(1.8, 1.9, 1.12, 1.16, 1.17, 1.18 etc)
</p>
]]></description><guid isPermaLink="false">110354</guid><pubDate>Wed, 13 Apr 2022 14:52:53 +0000</pubDate></item></channel></rss>
