I wonder how long it will take to get mod support after the switch? When there’s a major update to the game, it usually takes a long time and there are a lot of mods that don’t get updated because it’s too much work.
They could try making a game that lets you add mods that doesn’t break said mods every update too.
It sure would be nice if Minecraft had a modding API like Luanti.
Ig that means that Fabric and forge arent enough?
They aren’t part of the game. The developers of forge and fabric have to wait until a new version of Minecraft gets released then reverse engineer it to make everything work. If there is a big update, it takes a lot of time.
They stopped obfuscating the code so I imagine it’s a bit easier for mod framework devs now: https://www.minecraft.net/en-us/article/removing-obfuscation-in-java-edition
It’s still not a modding API though so it’ll always take some work when the game updates
It’s mostly symbolic, Mojang was releasing deobfuscation mapping files anyway, so anyone could reverse the obfuscation. Now they just don’t obfuscate in the first place. It doesn’t make much difference, just removes a small chore to modding.
And it sure would be nicer if the modding community wasn’t divided coreboot/libreboot style too TT
This is huge! I just recently found a Vulkan mod but many other mods can’t run with it. At this point I never expected Mojang to make such a great step towards performance improvements.
No kidding. I had already been fairly interested and excited about the mod that already does this, but unfortunately knew it would somewhat split the modding community, as any mod complex enough to call OpenGL directly for anything naturally doesn’t work.
Minecraft switching guarantees mods will support it though. This should be a major boon for the performance of shaders and other visual mods going forward, once mods complete the transition.
Thank you for sharing this mod!


