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Showing content with the highest reputation since 07/03/25 in Posts

  1. holy fucking shit after 4 hours i can play minecraft. you are a godsend and i hope both sides of your pillow are cold
  2. Posting this because I spent more time on it than I’d like to admit, and I’ve seen others hit the same wall. The problemMy custom block registered correctly, appeared in the creative tab, but rendered as a missing texture cube. No errors at runtime, just a purple-black block. What I checked firstRegistry name was correct Blockstate JSON existed Model JSON paths looked fine Textures were in the right folder Everything looked correct. The actual issueThe problem was a mismatch between the blockstate JSON and model file names. Example mistake: blockstates/my_block.json models/block/myblock.json Forge does not warn you when these names don’t match exactly. The fixMake sure naming is consistent everywhere: blockstates models/block models/item registry name Also ensure that: JSON files are lowercase no extra underscores or hyphens exist resource reload cache is cleared Restarting the client after fixing resource paths helped immediately. TakeawayIf your block exists but renders wrong, the issue is almost always: naming mismatch resource path typo cached resource reload Hopefully this saves someone else an hour.
  3. Unfortunately, it seems that Invision has decided that everything is locked down and no longer customizable. Their attitude to anyone who wants to edit anything is 'Just accept it we know best and screw you for even insinuating that you want to customize your own site' So there isn't much we can do about the layout of actual features. Best bet for the editor is that psudo markdown works, so typing ` around words make code blocks. Only options is to start writing bespoke modifications to the forum's php code itself, which I really don't want to do. I would of stayed on v4 but the version of PHP that it supports is going EOL and Invision has stated they have no intentions of upgrading it. They also removed the central community for finding plugins/community addons. Overall it is my feeling that they are intentionally trying to kill off self-hosting communities by removing features and locking things down, in an effort to force everyone into using their paid hosting services. My HOPE is that someone in the overall forum community will write an exporter for Invision to something like SMF. Which is what we were originally on before old team members decided enterprise software is better.
  4. 2 points
    For some reason I can't place anything inside smithing table on forge 1.20.1, it doesn't show up as a recipe for netherite either in the JEI menu.
  5. Forge for 1.21.6 and newer uses EventBus 7, which is a major rewrite. You can read the migration guide here, this explains how to cancel events.
  6. Well I fixed it! I just use my map editor and deleted the broken area that was crashing and now I can go over in that section. Thank you for the help.
  7. Ok I was able to load up the world seems like its working now. Thank you.
  8. Turns out, Farmer's Delight had an update recently that caused incompatibility between Fungi Delight and several other addons. I'll just wait for Fungi Delight to update. Thank you for your help.
  9. This isn’t about features or content size, but polish. From a player and developer perspective, here’s what consistently separates good mods from great ones. Performance awarenessHigh-quality mods avoid ticking when unnecessary, cache results, and respect server performance. Consistent behaviorItems behave predictably, configs work as expected, and nothing breaks silently. Clean UI/UXMenus don’t lag, text is readable, tooltips explain behavior without external documentation. Compatibility mindsetGood mods avoid hard conflicts, use proper tags, and integrate with existing systems instead of overriding them. DocumentationEven minimal README files or in-game descriptions dramatically improve user experience. None of these are flashy, but together they’re what make a mod feel professional. Interested to hear what others prioritize.
  10. Neoforge is not supported on these forums, the best place to get support for Neoforge is from Neoforge.
  11. There is an issue with the mod cold_sweat - remove it or try other builds
  12. Some Create addons are not working - not all addons are not compatible with the latest Create build Remove all addons and make a test just with Create and the other mods
  13. 1 point
    You're just a genius, thank you so much
  14. 1 point
    Also remove the mod eatinganimation
  15. 1 point
    Hello friends! i downloaded a modpack(Better Mc) from forge and wanted to add some extra mods i wanted. i cut down a ton I had added to try and make it work because i was getting the "lost connection" screen anytime i would try to load into the single player world. and finally after much trial and error the game seemed to be running fine, but now anything i die and respawn the game crashes. i was wondering if anyone could give me a hand and point me in the direction of what mods could be leading to the crashes. i would be very thankful for some help! latest log: https://docsend.com/view/tsbud6hrv8utbit3 modlist: https://docsend.com/view/j6jdpazzmenixpbn crash report:https://docsend.com/view/fqr7f4huunjr8bqj
  16. 1 point
    the world is loading in with no connection lost screens and not crashing when i respawn! hopefully it stays that way. thanks so much for your help friend! may ur pillow forever stay cool on both sides :)
  17. After much trial and error I also checked in with the COFH Discord and was able to find out that "DupeFix Project" was responsible for the crash (java.lang.NoClassDefFoundError: cofh/thermalexpansion/gui/container/storage/ContainerSatchel). After removing that mod everything worked.
  18. i deleted it and it works now tysm!!
  19. Delete the curios-server.toml file in your config folder If there is no such file, check your worldsave, serverconfig folder
  20. 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!
  21. 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. 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%). 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.
  22. Thanks a lot! That worked! But could I perhaps get an explanation on why I had to get that specific one for that forge version to work?
  23. In ItemTags there is a tag for VILLAGER_PLANTABLE_SEEDS, I would probably start by adding my seed to that tag. Look through the vanilla MC code, see how the regular wheat seed is used, and it should give you some pointers in the right direction. If you need more help, share your code (github is great, and for more than just that), and be descriptive about what is working/not working, what you did to test, etc.
  24. I am working on an update to my Coffee and Tea Mod and I recently was able to get it so that so that Coffee and Tea Bushes spawn naturally through out the world with terrain generation. However, now I would like to see if it is possible to spawn my custom crops in the villager farms. Any ideas? My code is available on GitHub here: https://github.com/RichardsProjects/Richard-s-Coffee-And-Tea-Mod
  25. Actually, I just remade the modpack from scratch and it's fixed. I think something was corrupted and that was causing the issues. Thank you so much for helping me, it was an honor to work alongside a legend like you!!
  26. 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 :). https://github.com/Origins-Eternity/Evolution-Reset/issues/4. 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.
  27. I did this and it worked (after I disabled an unused library mod that failed to load). Out of curiosity I tried it with Nirvana re-enabled, and it worked. I then tried the original profile (with the only change being disabling the aforementioned library mod) and it worked just fine. Words cannot describe my confusion, but thank you.
  28. Hey, sorry about this. There was an oversight with my fix so I've made a pull request to have it resolved. When LexManos or Paint_Ninja are available, it'll be merged. For now, please continue to use 60.0.5. Thanks for letting me know of the issue again. 🙏
  29. Okay so.. I know exactly how to make quests and all that shazaz however when it comes to exporting I have no clue.. I made the quests in a singleplayer world, exported them by copying the Local ftbquests folder and Defaultconfigs ftbquests folder from MY modpack and then pasting them into their corresponding folders in the servers modpack files. I thought this should've worked however when entering the server world, none of the quests show for anyone.. I'm a little confused as to where I've messed up. Please help 😞
  30. Thanks for the help! Removing lithostiched (& by proxy Tectonic) as well as Supplementaries did the trick!
  31. Its working now and I'm not sure why. It still doesn't say it's using the launch args in the console but my memory utilization in the gui says otherwise so its all good for now. Thanks for the help and if i manage to narrow down what fixed it ill post it here in case someone has the same problem in the future.
  32. The crash points to moonlight lib - try other builds or make a test without this mod and the mods requiring it
  33. 1 point
    I have the same problem, but after research I still can't find a solution. Can you give me your list of mods so I know if we have one in common, and if that's the reason?
  34. 1 point
    Thank you, I got it working, I believe it was valkyrien skies that was the problem.
  35. There is , even with a clean state it wont start up again , maybe something on the provider side , it works without so thank you
  36. Looks like some kind of bug with vampiricageing - or a conflict with unusualprehistory
  37. oh wait, i just launched it. it didn't crash this time. strange... 🤔
  38. Ended up figuring it out. I had to delete the cache folder in C:\Users\<User>\.gradle\.
  39. I found the cause of the issue after digging into the code with the help of ChatGPT. The problem came from Starlight (Forge version 1.1.2), which was causing light calculation errors on Create mod entities. I simply removed Starlight from the server, and the issue was fully resolved. For reference, here’s my setup where the problem occurred: Forge: 47.4.0 (Minecraft 1.20.1) Create: 1.20.1-6.0.6 Starlight: Forge 1.1.2 (this is the version I removed) If anyone else runs into entity rendering issues with Create and sees light-related crashes, try removing Starlight as a workaround.
  40. I found another reddit thread that said updating both bclib and better end to the most recent versions for 1.20.1 fix it, and it worked.
  41. i found it, it's botania, but i need to wait for an update to continue my modpack, thanks for the help
  42. Yes, but this modpack is adding fabric mods via Sinytra Connector
  43. thank you for the help, i deleted yungscavebiomes and now it works
  44. I completely deleted curse forge and the Minecraft profiles off of my pc hard drive and reinstalled curse forge and now it works again so i must of have a corrupt file somewhere. Thanks for the help though.
  45. thank you so much it fixed the issue

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