this post was submitted on 19 Feb 2026
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Linux Gaming

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[–] cmnybo@discuss.tchncs.de 37 points 2 days ago (2 children)

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.

[–] db2@lemmy.world 28 points 2 days ago (1 children)

They could try making a game that lets you add mods that doesn't break said mods every update too.

[–] cmnybo@discuss.tchncs.de 38 points 2 days ago (2 children)

It sure would be nice if Minecraft had a modding API like Luanti.

[–] MrChewy@lemmy.world 11 points 2 days ago (1 children)

And it sure would be nicer if the modding community wasn't divided coreboot/libreboot style too TT

Thankfully nearly every alternate option eventually gets some sort of library allowing you to load it with forge, but even that's a mess lately.

[–] orochi02@feddit.org 5 points 2 days ago (1 children)

Ig that means that Fabric and forge arent enough?

[–] cmnybo@discuss.tchncs.de 5 points 2 days ago (1 children)

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.

[–] kogasa@programming.dev 8 points 2 days ago (1 children)

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

[–] dev_null@lemmy.ml 3 points 1 day ago

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.

[–] carotte@lemmy.blahaj.zone 19 points 2 days ago* (last edited 2 days ago) (2 children)

hopefully the biggest mods can prepare in advance, the article says a few versions will be released with both OpenGL and Vulkan support, until their Vulkan renderer can reach the stage where it’s good enough to fully replace OpenGL. i’ve heard that the Sodium devs knew (or intuited) of the Vulkan switch in advance, so they already have some work done to support it.

RIP shaders tho, i don’t envy shader developers rn

[–] kayzeekayzee@lemmy.blahaj.zone 12 points 2 days ago

The Iris devs are making a new mod called Aperture, that will fully replace Iris/Optifine and then some. Hopefully the newer shaders will be able to take advantage of a lot of modern hardware features like ray tracing. It is going to be a real pain to translate existing shaders though (speaking as someone who will have to do that at some point)

[–] jayy@lemmy.world 8 points 2 days ago* (last edited 2 days ago)

The saving grace is we get some semblance of shaders in game that are officially supported and they look quite nice so far. No needing to install a mod loader, shader mod and download different shaders to get stuff working. Vulkan does afford more low level performance and extra functionality over OpenGL though, it will be quite interesting to see what mod authors come up with when we get start getting other vulkan based shader packs. It’ll be a slow process but exciting times!

My only worry is the potential duplicate effort on mod authors having to work with both Vulkan and OpenGL simultaneously. Vulkan is a bit of a mess of a spec and also extremely low level so it requires a developer with a very solid understanding of the graphics process to work with.