Jump to content

Recommended Posts

Posted

Upon forge installation, I am able to launch the vanilla forge install. However, launching the forge installation after adding the pixelmon mod into the .mod folder, results on the instance crashing while the game launches (specifically after the game goes into fullscreen but before main menu loads). If I delete the pixelmod from the .mod folder, I am once again able to launch the forge installation successfully. Looking through this forum, I have tried the following reported debugging steps without success:

1. Restarting the computer

2. deleting the C;\Users\____\AppData\Roaming\.minecraft\config\forge-client.toml file

3. Uninstalling and reinstalling

 

Any ideas of what could be the culprit here?

 

here is the log: crashlog

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • https://forums.minecraftforge.net/topic/157393-1201-forge-rocket-flame-particle-trail-moves-up-and-crashes-into-the-rocket-during-flight/#comment-584134
    • https://mclo.gs/bjf9fqs The link is the logs from modrinth  
    • "I want to understand how complex mods with ASM transformation and coremods work, such as Xray or AntiXray. Why do they break when you simply rename packages? What features of their architecture make refactoring difficult? And what techniques are used to protect these mods? I am interested in technical aspects in order to better understand the bytecode and Forge loader system."
    • I can't figure out if you're looking for help trying to steal someone elses work, or cheat at the game....
    • Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? 🤔 Post text: Hey everyone! 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. Here’s the issue: 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. But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart. 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. So my question is — why is this so much harder with cheat mods like Xray? 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? 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. Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals? Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it. Thanks in advance for any help or discussion. ✌️
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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