Jump to content

Forge Installation Error - "Unable to find valid certification path to requested target"


Recommended Posts

Posted

Hello,

I wanted to install Forge for 1.18.2, so I headed to the forge website and downloaded the recommended version (40.1.0)
But when I open the .jar file and click on "Install Client" it starts downloading normally and then displays this error message:

Failed to run processor: javax.net.ssl.SSLHandshakeException:sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target

I have tried to update Java and reinstall it but nothing worked (I have Java 8 update 333)
I have also tried installing the latest Forge version (40.1.53) but it keeps displaying the same message.

Does somebody know how to fix that?
Thanks

Posted

I'm having the same issue and haven't found any help, though I check the file mentioned, its attached below

 

# Copyright (c) 1993-2009 Microsoft Corp.
#
# This is a sample HOSTS file used by Microsoft TCP/IP for Windows.
#
# This file contains the mappings of IP addresses to host names. Each
# entry should be kept on an individual line. The IP address should
# be placed in the first column followed by the corresponding host name.
# The IP address and the host name should be separated by at least one
# space.
#
# Additionally, comments (such as these) may be inserted on individual
# lines or following the machine name denoted by a '#' symbol.
#
# For example:
#
#      102.54.94.97     rhino.acme.com          # source server
#       38.25.63.10     x.acme.com              # x client host

# localhost name resolution is handled within DNS itself.
#    127.0.0.1       localhost
#    ::1             localhost

Posted

Make sure you have a recent version of java installed.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

  • 2 months later...
Posted

here is the file you mentioned

# Copyright (c) 1993-1999 Microsoft Corp.
#
# This is a sample LMHOSTS file used by the Microsoft TCP/IP for Windows.
#
# This file contains the mappings of IP addresses to computernames
# (NetBIOS) names.  Each entry should be kept on an individual line.
# The IP address should be placed in the first column followed by the
# corresponding computername. The address and the computername
# should be separated by at least one space or tab. The "#" character
# is generally used to denote the start of a comment (see the exceptions
# below).
#
# This file is compatible with Microsoft LAN Manager 2.x TCP/IP lmhosts
# files and offers the following extensions:
#
#      #PRE
#      #DOM:<domain>
#      #INCLUDE <filename>
#      #BEGIN_ALTERNATE
#      #END_ALTERNATE
#      \0xnn (non-printing character support)
#
# Following any entry in the file with the characters "#PRE" will cause
# the entry to be preloaded into the name cache. By default, entries are
# not preloaded, but are parsed only after dynamic name resolution fails.
#
# Following an entry with the "#DOM:<domain>" tag will associate the
# entry with the domain specified by <domain>. This affects how the
# browser and logon services behave in TCP/IP environments. To preload
# the host name associated with #DOM entry, it is necessary to also add a
# #PRE to the line. The <domain> is always preloaded although it will not
# be shown when the name cache is viewed.
#
# Specifying "#INCLUDE <filename>" will force the RFC NetBIOS (NBT)
# software to seek the specified <filename> and parse it as if it were
# local. <filename> is generally a UNC-based name, allowing a
# centralized lmhosts file to be maintained on a server.
# It is ALWAYS necessary to provide a mapping for the IP address of the
# server prior to the #INCLUDE. This mapping must use the #PRE directive.
# In addtion the share "public" in the example below must be in the
# LanManServer list of "NullSessionShares" in order for client machines to
# be able to read the lmhosts file successfully. This key is under
# \machine\system\currentcontrolset\services\lanmanserver\parameters\nullsessionshares
# in the registry. Simply add "public" to the list found there.
#
# The #BEGIN_ and #END_ALTERNATE keywords allow multiple #INCLUDE
# statements to be grouped together. Any single successful include
# will cause the group to succeed.
#
# Finally, non-printing characters can be embedded in mappings by
# first surrounding the NetBIOS name in quotations, then using the
# \0xnn notation to specify a hex value for a non-printing character.
#
# The following example illustrates all of these extensions:
#
# 102.54.94.97     rhino         #PRE #DOM:networking  #net group's DC
# 102.54.94.102    "appname  \0x14"                    #special app server
# 102.54.94.123    popular            #PRE             #source server
# 102.54.94.117    localsrv           #PRE             #needed for the include
#
# #BEGIN_ALTERNATE
# #INCLUDE \\localsrv\public\lmhosts
# #INCLUDE \\rhino\public\lmhosts
# #END_ALTERNATE
#
# In the above example, the "appname" server contains a special
# character in its name, the "popular" and "localsrv" server names are
# preloaded, and the "rhino" server name is specified so it can be used
# to later #INCLUDE a centrally maintained lmhosts file if the "localsrv"
# system is unavailable.
#
# Note that the whole file is parsed including comments on each lookup,
# so keeping the number of comments to a minimum will improve performance.
# Therefore it is not advisable to simply add lmhosts file entries onto the
# end of this file.

51.68.172.243 authserver.mojang.com
51.68.172.243 sessionserver.mojang.com
51.68.172.243 launchermeta.mojang.com
 

Posted

Remove those invalid entries from your hosts file then restart windows and try again.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

Posted

The ones that were added by the dodgy software you downloaded

that redirect your network requests away from mojang's site to who knows where? 

  Quote

51.68.172.243 authserver.mojang.com
51.68.172.243 sessionserver.mojang.com
51.68.172.243 launchermeta.mojang.com
 

Expand  

There are no other entries in your hosts file.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

  • 2 months later...
  • 3 months later...
Posted (edited)

I've been having (maybe) a similar issue, most of the text is the same except it says "Failed to resolve meta data" beforehand. Updated Java, reinstalled MC and CF multiple times, restarted PC. You're my latest hope, but it looks empty. sorry if this is considered necroing.

 

# Copyright (c) 1993-2009 Microsoft Corp.
#
# This is a sample HOSTS file used by Microsoft TCP/IP for Windows.
#
# This file contains the mappings of IP addresses to host names. Each
# entry should be kept on an individual line. The IP address should
# be placed in the first column followed by the corresponding host name.
# The IP address and the host name should be separated by at least one
# space.
#
# Additionally, comments (such as these) may be inserted on individual
# lines or following the machine name denoted by a '#' symbol.
#
# For example:
#
#      102.54.94.97     rhino.acme.com          # source server
#       38.25.63.10     x.acme.com              # x client host

# localhost name resolution is handled within DNS itself.
#    127.0.0.1       localhost
#    ::1             localhost
 

Edited by Callan Nichols
Added info

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • After some time minecraft crashes with an error. Here is the log https://drive.google.com/file/d/1o-2R6KZaC8sxjtLaw5qj0A-GkG_SuoB5/view?usp=sharing
    • The specific issue is that items in my inventory wont stack properly. For instance, if I punch a tree down to collect wood, the first block I collected goes to my hand. So when I punch the second block of wood to collect it, it drops, but instead of stacking with the piece of wood already in my hand, it goes to the second slot in my hotbar instead. Another example is that I'll get some dirt, and then when I'm placing it down later I'll accidentally place a block where I don't want it. When I harvest it again, it doesn't go back to the stack that it came from on my hotbar, where it should have gone, but rather into my inventory. That means that if my inventory is full, then the dirt wont be picked up even though there should be space available in the stack I'm holding. The forge version I'm using is 40.3.0, for java 1.18.2. I'll leave the mods I'm using here, and I'd appreciate it if anybody can point me in the right direction in regards to figuring out how to fix this. I forgot to mention that I think it only happens on my server but I&#39;m not entirely sure. PLEASE HELP ME! LIST OF THE MODS. aaa_particles Adorn AdvancementPlaques AI-Improvements AkashicTome alexsdelight alexsmobs AmbientSounds amwplushies Animalistic another_furniture AppleSkin Aquaculture aquamirae architectury artifacts Atlas-Lib AutoLeveling AutoRegLib auudio balm betterfpsdist biggerstacks biomancy BiomesOPlenty blockui blueprint Bookshelf born_in_chaos Botania braincell BrassAmberBattleTowers brutalbosses camera CasinoCraft cfm (MrCrayfish’s Furniture Mod) chat_heads citadel cloth-config Clumps CMDCam CNB cobweb collective comforts convenientcurioscontainer cookingforblockheads coroutil CosmeticArmorReworked CozyHome CrabbersDelight crashexploitfixer crashutilities Create CreativeCore creeperoverhaul cristellib crittersandcompanions Croptopia CroptopiaAdditions CullLessLeaves curios curiouslanterns curiouslights Curses' Naturals CustomNPCs CyclopsCore dannys_expansion decocraft Decoration Mod DecorationDelightRefurbished Decorative Blocks Disenchanting DistantHorizons doubledoors DramaticDoors drippyloadingscreen durabilitytooltip dynamic-fps dynamiclights DynamicTrees DynamicTreesBOP DynamicTreesPlus Easy Dungeons EasyAnvils EasyMagic easy_npc eatinganimation ecologics effective_fg elevatorid embeddium emotecraft enchantlimiter EnchantmentDescriptions EnderMail engineersdecor entityculling entity_model_features entity_texture_features epicfight EvilCraft exlinefurniture expandability explosiveenhancement factory-blocks fairylights fancymenu FancyVideo FarmersDelight fast-ip-ping FastSuite ferritecore finsandtails FixMySpawnR Forge Middle Ages fossil FpsReducer2 furnish GamingDeco geckolib goblintraders goldenfood goodall H.e.b habitat harvest-with-ease hexerei hole_filler huge-structure-blocks HunterIllager iammusicplayer Iceberg illuminations immersive_paintings incubation infinitybuttons inventoryhud InventoryProfilesNext invocore ItemBorders itemzoom Jade jei (Just Enough Items) JetAndEliasArmors journeymap JRFTL justzoom kiwiboi Kobolds konkrete kotlinforforge lazydfu LegendaryTooltips libIPN lightspeed lmft lodestone LongNbtKiller LuckPerms Lucky77 MagmaMonsters malum ManyIdeasCore ManyIdeasDoors marbledsarsenal marg mcw-furniture mcw-lights mcw-paths mcw-stairs mcw-trapdoors mcw-windows meetyourfight melody memoryleakfix Mimic minecraft-comes-alive MineTraps minibosses MmmMmmMmmMmm MOAdecor (ART, BATH, COOKERY, GARDEN, HOLIDAYS, LIGHTS, SCIENCE) MobCatcher modonomicon mods_optimizer morehitboxes mowziesmobs MutantMonsters mysticalworld naturalist NaturesAura neapolitan NekosEnchantedBooks neoncraft2 nerb nifty NightConfigFixes nightlights nocube's_villagers_sell_animals NoSeeNoTick notenoughanimations obscure_api oculus oresabovediamonds otyacraftengine Paraglider Patchouli physics-mod Pillagers Gun PizzaCraft placeableitems Placebo player-animation-lib pneumaticcraft-repressurized polymorph PrettyPipes Prism projectbrazier Psychadelic-Chemistry PuzzlesLib realmrpg_imps_and_demons RecipesLibrary reeves-furniture RegionsUnexplored restrictedportals revive-me Scary_Mobs_And_Bosses selene shetiphiancore ShoulderSurfing smoothboot
    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.