Hello everyone, This tutorial is a short write-up based on patterns I’ve been using while developing Forge 1.20.x mods that rely on custom capabilities and reliable server ↔ client synchronization. Author: Myroslav Mokhammad Abdeljawwad Overview Capabilities are one of the most powerful systems in Forge, but syncing them incorrectly can easily lead to desyncs, performance issues, or unexpected client behavior. This guide focuses on a clean, minimal approach that scales well. ### Step 1: Defining the Capability Define your capability interface and implementation as usual. Keep the data minimal and serializable. Key tip: Avoid putting logic in the capability itself. Treat it as a data container. ### Step 2: Attaching the Capability Attach the capability during the appropriate lifecycle event (e.g. AttachCapabilitiesEvent). Make sure this is done consistently on both logical sides. Step 3: Sync Strategy Instead of syncing on every tick, sync only when: - The data changes - The player logs in - The chunk or entity loads Using a SimpleChannel packet with explicit encode/decode logic gives you the most control and avoids unnecessary traffic. Step 4: Client Handling On the client side: - Never trust local state blindly - Apply updates only after packet validation - Keep rendering logic separate from data updates Final Notes This pattern has worked well for larger mods where performance and stability matter. If you’re building long-term Forge projects, keeping syncing explicit and event-driven will save a lot of debugging time. I’ll update this tutorial if Forge introduces changes to capability handling in future versions. Thanks for reading, and I hope this helps other modders.
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Myroslav Mokhammad Abdelja · Posted 39 minutes ago 39 min
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