NelsonMinar 3 hours ago

It's extraordinary to me that Minecraft is both the game that has the most robust mod community out there and that the modders were working from obfuscated, decompiled Java binaries. With elaborate tooling to deobfuscate and then reobfuscate using the same mangled names. For over a decade! What dedication.

  • ZeWaka 2 hours ago

    To be fair, since 2019 Mojang has been providing the mappings instead of everyone having to use community-created ones.

  • userbinator 2 hours ago

    More proof that you don't need the source code to modify software. Then again, Java has always been easy to decompile, and IMHO the biggest obstacle to understanding is the "object-oriented obfuscation" that's inherent in large codebases even when you have the original source.

    • abraae 19 minutes ago

      First time I have heard of object-oriented obfuscation.

      I get it, but in general I don't get the OO hate.

      It's all about the problem domain imo. I can't imagine building something like a graphics framework without some subtyping.

      Unfortunately, people often use crap examples for OO. The worst is probably employee, where employee and contractor are subtypes of worker, or some other chicanery like that.

      Of course in the real world a person can be both employee and contractor at the same time, can flit between those roles and many others, can temporarily park a role (e.g sabbatical) and many other permutations, all while maintaining history and even allowing for corrections of said history.

      It would be hard to find any domain less suited to OO that HR records. I think these terrible examples are a primary reason for some people believing that OO is useless or worse than useless.

      • pavo-etc 7 minutes ago

        I am currently being radicalised against OOP because of one specific senior in my team that uses it relentlessly, no matter the problem domain. I recognise there are problems where OOP is a good abstraction, but there are so many places where it isn't.

        I suspect many OOP haters have experienced what I'm currently experiencing, stateful objects for handing calculations that should be stateless, a confusing bag of methods that are sometimes hidden behind getters so you can't even easily tell where the computation is happening, etc

    • ed_elliott_asc 39 minutes ago

      Tbh decompiling software and figuring out how it works isn’t easy but that is part of the fun :) - it’s the reason ive ended up following many of the weird paths in computing that I have

    • pphysch an hour ago

      Agreed; modding obfuscated Java is impressive, but not quite on the level of modding in the (Nintendo) emulation community. The things that have been achieved with classic Nintendo titles are absurd, like adding high-performance online multiplayer to Super Smash Bro. Melee.

  • krackers 3 hours ago

    Me too. Having only a vague familiarity with the game, I thought that mods were using some official plugin system. I had no idea that minecraft modders (presumably kids/teens?) were not only reverse engineering things but also creating an entire ecosystem to work around proguard.

    • bitexploder 2 hours ago

      Over time people learned the key APIs and classes that you needed to interact with. And obfuscated Java is like an order of magnitude easier to work with than machine code. Once someone figured out how to do something it was generally pretty easy to use that interface to do your own thing. Modders of course still often hit edge cases that required more reversing, but yeah, it was really cool to watch over the last 15+ years :)

    • 6SixTy 2 hours ago

      There is and kind of isn't. There are community led modding apis, but also datapacks that are more limited but still allow someone to do cool stuff leveraging tools, items, etc already in the game.

      If you remember entire contraptions of command blocks doing stuff like playing Pokemon Red in Minecraft or "one commands" that summoned an entire obelisk of command blocks, the introduction of datapacks pretty much replaced both of those.

    • Philip-J-Fry 26 minutes ago

      Most modders aren't reverse engineering the game. There's a small community that are doing the obfuscation and then everyone else is effectively working from normal Java code.

    • nightpool 2 hours ago

      Not only working around proguard, but Minecraft mods are built on top of an incredibly cool and flexible runtime class file rewriting framework that means that each JAR can use simple declarative annotations like @Inject to rewrite minecraft methods on the fly when their mod is loaded or unloaded. This massively revolutionized mod development, which was previously reliant on tens of thousands of lines of manually compiled patches that would create "modding APIs" for developers to use. Putting the patching tools in the hands of the mod developers has really opened up so many more doors.

      Minecraft also has a plugin system based around JSON file datapacks, but it's a lot more limited. It's more at the level of scope of adding a few cool features to custom maps then completely modding the game.

      • LelouBil 2 hours ago

        The devs for Java Edition really have mods in mind nowadays.

        - They left in the code debug features that they used to strip out.

        - They left in the code their testing infrastructure that they used to strip out as well.

        - They started making everything namespaced to differentiate contents between mods (like in this week's snapshot they made gamerules namespaced with the "minecraft:" prefix like items and blocks and whatnot)

        - They are adding a lot more "building blocks" type features that both allow new /easier things in datapacks, and in mods as well.

        Method patching with Mixins is less needed now because the game's internal APIs are more versatile than ever.

        • nightpool an hour ago

          That's definitely true, and I think that's a testament to Minecraft / Java's strong OO design—it dovetails very nicely with the Open/Close principle. However my view is that for a mod to be a mod, there's always going to be stuff that you can't/shouldn't implement just with datapacks—whether that's complex rendering features, new entity logic, or whatever. The Mixin processor makes it really easy to build these kinds of features in a very compatible way

          • hyghjiyhu 36 minutes ago

            These tools sound very powerful, could they find use for other Java codebases?

    • Nition 2 hours ago

      I remember Notch saying in 2010 that he planned to add an official modding API, but it never actually happened.

      ---

      Edit: https://web.archive.org/web/20100708183651/http://notch.tumb...

      • nightpool an hour ago

        Data packs were released in October 2017! And we had command blocks in 2012 for custom maps

      • bayarearefugee 2 hours ago

        [flagged]

        • astrange an hour ago

          One thing I always notice about this kind of post is that it never only has one accusation of oppressing a demographic group. There's always three of them at once.

          Makes it feel lightweight I think.

  • 1313ed01 2 hours ago

    I am terrified by Minecraft mods always being distributed from dodgy download sites and not rarely come with their own Windows EXE installers. And as far as I know there is no sandboxing at all in the game (uhm, no pun intended) so once installed the mod has full access to your computer?

    • quamserena an hour ago

      Yeah mods are just regular Java .jars that can do anything. To circumvent this issue Mojang introduced datapacks but they are super limited in what they can do. They’re basically just Minecraft commands in a file along with some manifest files to change e.g. mob loot drop rates. These Minecraft commands are Turing complete but a huge PITA to work with directly, no concept of local variables or if statements, no network access, etc. Every entity in MC has associated NBT data that is similar to JSON that stores values like position, velocity, inventory, etc. You can change NBT with commands for mobs, but in what can only be described as a religious decision, Minecraft commands are unable to modify player NBT. So for example it is impossible to impart a velocity on a player.

      One wonders why Mojang didn’t embed Lua or Python or something and instead hand-rolled an even shittier version of Bash. The only reason MC servers like Hypixel exist is because the community developed an API on top of the vanilla jar that makes plugin development easy. Even with that there is still no way for servers to run client-side code, severely limiting what you can do. They could’ve easily captured all of Roblox’s marketshare but just let that opportunity slip through their fingers. Through this and a series of other boneheaded decisions (huge breaking changes, changes to the base game, lack of optimization), they have seriously fractured their ecosystem:

      - PvP is in 1.8 (a version from 2015) or sometimes even 1.7 (from 2013)

      - Some technical Minecraft is latest, some is in 1.12 (from 2017)

      - Adventure maps are latest version

      - Casual players play Bedrock (an entirely different codebase!)

      The words “stable API” have never been said in the Mojang offices. So the community made their own for different versions, servers use the Bukkit 1.8 API, client 1.8 mods use Forge, latest mods use Forge or Fabric. The deobfuscated names are of little utility because the old names are so well ingrained, and modders will also probably avoid them for legal reasons.

      • charcircuit 17 minutes ago

        Bedrock has proper mod support and you can program with Typescript.

    • xp84 an hour ago

      As someone whose kid has pulled me into the world of using mods (though not (yet) making them for Java Edition) I think this PSA is worth sharing of how to use minecraft mods without pain and with minimal risk, in case anyone is getting started, or has gotten started and finds it frustrating:

      1. Use MultiMC to manage instances with various mods, since mods are rarely compatible with each other, and since each version of a mod only is compatible with a single specific point release of the game itself.

      Never download any EXE files to get a mod, that does sound sketch AF.

      2. mods are always packaged for a particular Loader (some package for multiples and some require Forge, Fabric, or NeoForge), and MultiMC can install any of them into a given instance. Aside from different startup screens there seems to be no difference so idk why we need 3 different ones.

      3. Curseforge's website and modrinth both seem to be legit places to get mods from. I personally find the installable Curseforge program itself to be bad and spammy, and would never use that, but the site still lets you directly download the jars you need, and lets you check "Dependencies" to find out what other mods you need.

      • mikkupikku 40 minutes ago

        If you're using MuliMC or one of its various forks, you can search for and install mods from modrinth or curseforge right in the launcher. I fine it more convienent than doing it with a browser and dragging them in, but either way works.

    • SkiFire13 2 hours ago

      > I am terrified by Minecraft mods always being distributed from dodgy download sites and not rarely come with their own Windows EXE installers.

      That's not their main mean of distribution, most often those sites were just third parties unrelated to the mod authors that repackaged the mod and somehow got a better SEO. But TBF back in the days the UX/UI for installing mods was pretty terrible. Nowadays there are more standardized and moderated distribution websites from which you just download the .jar of the mod.

      > And as far as I know there is no sandboxing at all in the game (uhm, no pun intended) so once installed the mod has full access to your computer?

      This is totally true though.

    • superb_dev 2 hours ago

      This is not the norm these days! There are popular mod loaders like curseforge that pulled from moderated repositories. It’s still not bulletproof, but a far cry from trusting some installer executable

      • Imustaskforhelp 2 hours ago

        I prefer modrinth as well, both are good but curseforge has done some things which makes us require an api etc. for true automation where modrinth is genuinely nice.

        I used to use prism launcher which would just give me a search box and It on the side would have things like modrinth / curseforge etc., Usually I preferred Modrinth but there were some modpacks just on curseforge only but I never really downloaded a shady modpack from some random website aside from these two, In fact sometimes I never opened up a website but just prismlauncher itself lol

    • pdntspa 42 minutes ago

      Yes, much like how most software for PC has been written since the beginning of time?

    • trenchpilgrim 2 hours ago

      Yup very common to take a popular minecraft mod, insert malware, rehost it, and seo your way into getting downloads.

pwdisswordfishy 4 hours ago

> But we encourage people to get creative both in Minecraft and with Minecraft – so in 2019 we tried to make this tedious process a little easier by releasing “obfuscation mappings”. These mappings were essentially a long list that allowed people to match the obfuscated terms to un-obfuscated terms. This alleviated the issue a little, as modders didn’t need to puzzle out what everything did, or what it should be called anymore. But why stop there?

Indeed, why did they even bother with this half-measure in the first place?

  • Macha 4 hours ago

    A lot of mod tooling was built around the obfuscated or community names for those APIs.

    • gs17 3 hours ago

      I wouldn't worry too much about it breaking anything with how version-specific modding already is. And by the time the full release is out, I'm sure every tool will have updated based on the new names from the snapshots.

    • quamserena 36 minutes ago

      Still is for legal reasons. Also the community names (Yarn) come with javadoc that actually explains what the function does

  • rirze 4 hours ago

    If I had to guess, the legal team's brains started melting when de-obfuscation was mentioned.

  • matteotom 2 hours ago

    Were the mappings only a subset of the obfuscated classes/methods/etc? Basically making the mapping a sort of public API

  • ethmarks 2 hours ago

    Perhaps it was easier? There were also probably legal reasons.

armchairhacker 5 hours ago

Minecraft, Roblox, Geometry Dash, Trackmania...these are games that succeeded because of their communities. Alone, they don't provide much for the average player, but creative players build interesting things that appeal to everyone.

I think one of the reasons Vision Pro and metaverse have been struggling is because their engines are bad. Not just locked down, but hard to develop on (although I don't have personal experience, I've heard this about VR in general). If you want to build a community, you must make development easy for hobbyists and small users*. I believe this has held even for the biggest companies, case in point the examples above.

* Though you also need existing reputation, hence small companies struggle to build communities even with good engines.

  • astrobe_ 3 hours ago

    You can add the Flight Simulator series to the list, which spawned a vast ecosystem of add-ons, both free and commercial.

    I believe though, that what you actually need as a big or small company, is good game first and foremost; the engine is secondary. When the community around a game reaches a critical mass, the very small percentage of its members who have the skills to modify things becomes significant as well.

    For instance, Richard Burns Rally was not intended to be modded at all, yet the fans added new cars, new tracks, online scoreboards, etc.

    In the Luanti [1] community (a voxel games engine/platform, designed to be moddable nearly from the start), one begins to see something similar as well: notable games gets mods, others don't (the former default game is a particular case; it is not exactly good but go tons of mods because of its status, and games based on it benefit from that ecosystem). Yet all use the same engine (perhaps Roblox is similar in that respect, I'm not sure if they have "reified" whole games like Luanti did).

    [1] https://www.luanti.org/

    • Nition 2 hours ago

      I'm always impressed when I check it, that flightsim.com is still running, and still has everyone's mods going right back to the 90s. Just in case anyone still wants the poor quality airport I uploaded for Flight Simulator 2000 twenty-something years ago.

  • jjmarr 3 hours ago

    Roblox had a phenomenal engine when it came out and its terrain destruction is still unmatched.

    In 2006, I could download the Roblox app and bam, I would play thousands of 3D multiplayer games for free that loaded near instantly. With fully destructible buildings and dynamic terrain. Somehow I didn't get viruses from remote code execution.

    That was groundbreaking at the time. In that era, I'd have to download Steam, buy individual games like Counterstrike, and the wackiest thing would be the "surf" gamemode. Most games I'd buy on CDs. I certainly couldn't knock down entire buildings with grenades.

    If you contrast with Second Life/Habbo Hotel, you could walk around and talk to people I guess?

    The community that spring up around it eventually carried it into total dominance of gaming for American children, but the basic parts of the engine like "click button, load into game, blow stuff up" were a decade ahead of the curve.

    Also Blockland cost money, Roblox was free.

    • throwaway89201 5 minutes ago

      > I'd have to download Steam, buy individual games like Counterstrike, and the wackiest thing would be the "surf" gamemode.

      It's interesting that you choose Counter-Strike as an example, as that is a Half Life mod itself, and by 2006 there was a large ecosystem [1] of Half Life modifications using Metamod and AMX Mod (X). The last one in a weird C-like language called Small or Pawn, which was my first programming language that I made serious programs with.

      Especially the War3FT mod where users gained server-bound XP in combination with a reserved slots plugins which allowed top-XP users to join a full server really created a tight community of players on my tiny DSL home-hosted server.

      [1] https://www.amxmodx.org/compiler.php?mod=1&cat=0&plugin=&aut...

    • skeaker 21 minutes ago

      In many ways it remains ahead of the curve. Kids that grow up making games in Roblox rarely survive the jump to a dedicated engine because Roblox is just so much easier to develop for in nearly every aspect. One big thing I've heard is that instantly getting working, robust online multiplayer by default baked into the engine is a major plus.

    • Sweepi 2 hours ago

      how big was Roblox in 2006?

      > In that era, I'd have to download Steam, buy individual games like Counterstrike, and the wackiest thing would be the "surf" gamemode.

      You could also play any Source mod. Also WC3 maps were insane at the time.

  • YesBox 2 hours ago

    I disagree with regard to Minecraft (only game I played in that list). I bought the game while it was in alpha and even then the single player experience was outstanding and sucked me in. I still have vivid memories from 15+ years ago. The balance of creativity and survival (and friggen creepers) was perfect.

    I dont think I am alone in saying this. IIRC the game was making millions while still in alpha.

  • jon-wood 4 hours ago

    The other reason being that nobody is asking for The Metaverse, and definitely don’t want to spend huge chunks of cash on a funny hat to wear in order to access it.

    • beeflet 4 hours ago

      Some people are asking for The Metaverse. Currently, the entire VRChat userbase. But you're right that there is not a large population of people willing to throw cash at it outside of a minority of virtual furries

      • kg 4 hours ago

        Critically, VRChat works on desktop (though it's an inferior experience), and you can incrementally enhance your experience with it by doing things like webcam face/hand tracking instead of buying an expensive headset.

        • armchairhacker 3 hours ago

          Examples that demonstrate why lockdown hurts ease-of-use and therefore non-intrinsically hurts community. Meta or Apple may not realize people want on desktop want to use VR software; they may want people to spend more (although a smaller community may generate less overall revenue); they may want people to have the “true” experience (their idea of what the users want, instead of what they actually want); they may not want to spend the budget and expertise to develop webcam face/hand tracking.

          If they released a cheap or impressive enough VR headset, I doubt desktop or face-tracking would matter. But I think the next best thing, a decent headset with an open platform that enabled such things, would’ve saved them.

        • hnuser123456 2 hours ago

          VRChat is also consistently active with people making new worlds/maps, avatars, etc. There also used to be a client modding scene with e.g. melonloader but that got cracked down on around 2022. The "metaverse" however, does it even exist? Is there a vrchat-like, meta-built social vr environment available on quest hardware?

      • kragen 3 hours ago

        Probably half the people who grew up with Instagram cat filters are furries now.

        • tmtvl 2 hours ago

          I am now instantly reminded of that clip of the cat whose human filter wasn't working. 'I'm not a cat', indeed.

    • kragen 3 hours ago

      A lot of people seem to be spending huge chunks of cash on enormous monitors, dual monitors, curved monitors, etc., and the appeal of that is mostly that it gets you a little bit closer to wearing a head-mounted display.

      • shermantanktop 3 hours ago

        Makes sense that a primate with front-facing eyes that is both predator and prey would prefer to look at things at arms length rather than encase their head in a cocoon that is designed to block environmental awareness.

        • cubefox 3 hours ago

          Depends on what you mean with "environmental" awareness. Awareness of reality or virtuality?

        • kragen 3 hours ago

          That's a function of what software you have running on it.

      • mikkupikku 3 hours ago

        Monitors load my desk, not my neck.

  • maeln 3 hours ago

    > I think one of the reasons Vision Pro and metaverse have been struggling is because their engines are bad. Not just locked down, but hard to develop on (although I don't have personal experience, I've heard this about VR in general). If you want to build a community, you must make development easy for hobbyists and small users*. I believe this has held even for the biggest companies, case in point the examples above.

    Unity and UE have pretty good VR support nowadays, and even godot is getting there. Plus making a custom engine for VR was never that much harder than for a normal 3D game (well, once some API like OpenXR got normalized).

    The big issue with VR right now is that it is more costly to develop for than normal apps and games, while having less user. It makes it a hard sell. For some indie dev, I allow them to profit from a market that is not yet saturated (right now, with no good marketing, you just get buried on steam, any app store, etc). There are many factors that make it more costly, like having to support several mobility and accessibility features for games (for example smooth and jump locomotion, reduce fov when moving the view, etc), that you usually don't have to care for in other plateform. And there is the issue of interactivity. UX (and in many ways UI) is still very far from ideal. Most VR apps and games just try things out, but there is still a world of pattern and good practice to build up. This makes using anything VR often an annoying experience. Especially since some issue can be an absolute no-go for some user. As an example, displaying subtitle in a 6dof environment can be tricky. Some game put it at a fix point of your view, which can cause nausea and readability problem, some move still follows the head/view but with a delay, which reduce nausea issue but can be distracting and also has readability issue (the subs can go out of view).

  • kvam 2 hours ago

    Agree! We saw this a lot. Launching with the Quest 3, we were often the first company to do X, Y, Z despite being months after new features had been released in the SDKs because they were poorly documented (and often even conflicting).

    Diverging even slightly from the demo use case would quickly feel like Sisyphus; so close, but never succeeding in getting over the hill.

    Good for marketing in certain cases (to be the first), but bad for the community of builders

  • haunter an hour ago

    > these are games that succeeded because of their communities

    To me an interesting thing when a game succedes despite its community. As if people can endure a lot of toxicity as long as the game is good

  • pugworthy an hour ago

    I think Valve wouldn't exist as they do now except for modding. Counter-Strike's popularity must have driven a lot of purchases early on, which allowed Valve the freedom to do things at their own pace rather than under pressure from publishers.

  • bsimpson an hour ago

    Fortnite has been attempting to be a platform rather than a game for years now. (Epic Games Store too, so you ridiculously have to launch one then the other before you can pick your game.)

    Curious to know to what degree the "Creative" maps have fueled Fortnite's success as opposed to the 1st and 2nd party developed experiences.

  • mminer237 3 hours ago

    All of those were also all $0–$20. It's kind of a chicken and egg problem to build a user and developer community. Games have to build a strong playerbase with limited content, then enough gamers have to be invested enough to become creators. Enough have to be able to actually pull off the development, yes, but I think the even bigger problem is that they'll never have a reason to with the small number of users inherent with platforms that cost $500–$3500 for special hardware to get onto.

  • stronglikedan 3 hours ago

    The Meta Quest is very easy to develop for. There's tons of games of all caliber from solo devs up to full studios. The reason the Metaverse is failing is because no one wants it, even though they keep shoving it down people's throats. VR gamers just want to play games, not dick around in "worlds". Meta is tone deaf to this.

    • criddell 3 hours ago

      I don't think they're tone deaf, they just know that inexpensive gaming headsets can't make them enough money. They've invested something like $100 billion into VR and "only" sold 20 million headsets The revenue generated annually is almost nothing.

    • cubefox 2 hours ago

      There isn't yet a game that involves all the players in one huge level, without shards, but there might be eventually. Current game engines don't support levels with that many players simultaneously. There is an interview with Neal Stephenson and Tim Sweeney on the Metaverse where Sweeney says supporting massive multiplayer is what he plans for Unreal Engine 6: https://www.matthewball.co/all/sweeneystephenson

      > So one of the big efforts that we're making for Unreal Engine 6 is improving the networking model, where we both have servers supporting lots of players, but also the ability to seamlessly move players between servers and to enable all the servers in a data center or in multiple data centers, to talk to each other and coordinate a simulation of the scale of millions or in the future, perhaps even a billion concurrent players. That's got to be one of the goals of the technology. Otherwise, many genres of games just can never exist because the technology isn't there to support them. And further, we've seen massively multiplayer online games that have built parts of this kind of server technology. They've done it by imposing enormous costs on every programmer who writes code for the system. As a programmer you would write your code twice, one version for doing the thing locally when the player's on your server and another for negotiating across the network when the player's on another server. Every interaction in the game devolves into this complicated networking protocol every programmer has to make work. And when they have any bugs, you see item duplication bugs and cheating and all kinds of exploits. Our aim is to build a networking model that retains the really simple Verse programming model that we have in Fortnite today using technology that was made practical in the early 2000's by Simon Marlow, Simon Peyton Jones and others called Software Transactional Memory.

  • bigyabai 4 hours ago

    > Not just locked down

    The lockdown is a big part of it, though. The industry has cross-platform VR/AR SDKs like OpenXR that Apple refuses to implement. A big reason their platform isn't supported day-and-date with multiplat VR releases is Apple's insistence on reinventing the wheel with every platform they make.

    If the rumors of Valve's VR headset being able to run flatscreen games are true, it's more-or-less Game Over for the Vision Pro. The appetite for an iPad-like experience with six DOF is already handled by much cheaper machines.

    • armchairhacker 4 hours ago

      Many creative people don’t care about being “locked in”, since they already make mods that can be broken by updates (and often are, unintentionally) and threatened legally (for violating IP and DRM). I think the much bigger problem with locked-down engines is simply that the lockdown methods used make it harder to develop on them.

giancarlostoro 4 hours ago

I wonder if they'll ever just open source the Java Edition on GitHub. People will buy Minecraft on every platform it is released on, just like Skyrim.

  • mikkupikku 3 hours ago

    There's no reason for them not to. Open source launchers using the "honor system" for account verification are already established and normalized. It's trivial to just comment out that verification. The jars and assets are free to download from Microsoft's servers without needing an account. It's a trivial game to get without paying, so I don't see any downside for them to open source the engine.

  • throwaway48476 4 hours ago

    More games should be open source like doom. It doesnt effect the art assets which are still copyrighted.

    • dontlaugh 3 hours ago

      Amusingly, Minecraft is a counter-example. It has very few assets and they are hardly essential to the experience.

      • xboxnolifes 3 hours ago

        The music and sounds play a large part into the experience though, and are much harder to replace than the textures.

        • tmtvl 2 hours ago

          The sounds maybe, but the music? If there's one game whose music I always turn off instantly it's Minecraft. Touhou Youyoumu Minecraft ain't.

          • gbear605 2 hours ago

            The music is definitely considered classic, you can find tons of people online talking about how it means a lot to them - and personally, I really loved the music.

            • speedgoose an hour ago

              I remember the early Minecraft musics from C418 to be relatively unconventional, especially some of the jukebox discs.

              I started playing Minecraft again recently and while it sounds like it’s the same artist, and it’s still somewhat contemplative, it’s not dissonant anymore.

          • sodapopcan an hour ago

            Interesting, I love Minecraft's music. I do listen to it intentionally outside of the game, but it's not quite the same as having it suddenly start up during gameplay. The first I heard of someone "obviously turning off the music" was, I kid you not, yesterday, and now I'm hearing it for a second time today. Would woulda thunk!

          • xigoi an hour ago

            I like Minecraft’s music. If there was a way to have it not play when the game is Paused on on the title screen, I would probably keep it on.

      • duskwuff 3 hours ago

        There are so many third-party texture packs for Minecraft that losing access to the official ones would hardly even be an obstacle.

  • OkayPhysicist 39 minutes ago

    At this point, they could open source it, and just charge for Minecraft accounts being able to authenticate with their login servers to join authenticated Minecraft servers, and it wouldn't change sales much.

  • NelsonMinar 3 hours ago

    Back in 2010 Notch promised

    > Once sales start dying and a minimum time has passed, I will release the game source code as some kind of open source.

    https://web.archive.org/web/20100301103851/http://www.minecr...

    • ikamm 3 hours ago

      Notch has said he would do many things and rarely follows through with them. I'm still waiting for 0x10c.

      • ecshafer 3 hours ago

        He sold the game to Microsoft, his promises kind of don't matter anymore.

        • ikamm 2 hours ago

          I think you meant to reply to the parent comment, I never mentioned Minecraft

      • einsteinx2 22 minutes ago

        > Once sales start dying

        Has that part ever happened?

    • ntoskrnl_exe 3 hours ago

      I'm pretty sure A Minecraft Movie has already made more money that the game had made when he made that promise.

      Back then he couldn't have foreseen the size of the money printing factory that the game would become.

  • kragen 3 hours ago

    It sounds like you might be looking for Minetest/Luanti.

    • ajkjk 3 hours ago

      no, I think they're looking for the official game to be open sourced... that's much more appealing than a knockoff since it's the version everyone actually plays.

      • kragen 3 hours ago

        It's much less appealing because it's much harder to mod.

        • unleaded 2 hours ago

          less appealing to who? Lots of 13 year olds learned to code by writing minecraft mods so it can't be that hard. You also get the benefit & satisfaction of it actually being in Minecraft—yes, they are both very similar games where you explore and place blocks in a procedurally generated world, but it really does matter. I can't really explain why if you don't get it but it's evident people do care even when they know about Minetest.

        • willis936 2 hours ago

          It's much more appealing because it has a much more vibrant modding community.

          • kragen 2 hours ago

            Community can go a long way towards compensating for worse technology, yeah.

RGBCube 2 hours ago

Even if they made it Source Available it wouldn't hurt them much, because Minecraft is very easy to pirate and the reason anyone pays for anything at all is because you need an account in Mojang's authentication servers (which people do not want to move off of for various reasons).

Hell, they could even make it Open Source with a clause preventing other companies from using to code to make a profit. It's too big to fail.

  • TheDong 7 minutes ago

    > Hell, they could even make it Open Source with a clause preventing other companies from using to code to make a profit

    Such a clause would immediately make it Source Available not Open Source.

hackthemack 3 hours ago

I much prefer just writing stuff for Luanti (formerly minetest).

You can, pretty much, get the Minecraft experience by downloading mods. Or just use the VoxeLibre game mod.

https://content.luanti.org/packages/Wuzzy/mineclone2/

The mods are written in lua and you can find the source code for most of them.

One I like is Zoonami which turns the experience into a Pokemon like game.

https://content.luanti.org/packages/isaiah658/zoonami/

64718283661 3 hours ago

The community obfuscation mappings unrestrictively licensed. The Microsoft ones are not. It's a trap.

  • einsteinx2 21 minutes ago

    But the whole point is there are no more mappings. I’m not sure what the trap is supposed to be?

  • poly2it an hour ago

    Does copyright apply to variable names?

    • jagged-chisel an hour ago

      Given the Oracle v Google decision, the likely answer is yes. But then there’s a fair use argument to be made.

ReFruity 37 minutes ago

One of my favorite mods ever across any game is Create for Minecraft. It is well-made and polished, and sparked a whole ecosystem of mods that work with it. I wonder what possibilities the de-obfuscation can bring to that ecosystem.

taccal 16 minutes ago

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ika9os 9 minutes ago

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PaulKeeble 3 hours ago

As I understand it way back in the early Beta days of Minecraft obfuscation was added to avoid mods being embedded into the JAR and it being released as a combination enabling piracy of the game with mods embedded.

This has been a pain to workaround for years as the modding scene has gotten bigger. Hopefully this makes modding a bit more accessible.

charcircuit 12 minutes ago

I would rather see allowing creators to monetize their Java edition mods again, and to get rid of their restrictive rules on mods. The old version of the EULA actually gave people a lot of freedom, but then they changed the rules on everyone and locked it down. Obfuscation is not a true problem compared to those.

kevincox 3 hours ago

I'm pretty excited this but for a slightly strange reason. I have a little monitor for the logs that posts things like player joins and deaths to a chat room. It is fun and also encourages people to hop on the server when someone joins.

However the source information was always missing and strange in the logs making matching some messages difficult. Hopefully this will make more messages more unique so that I can easily match the ones I am interested in.

spullara 2 hours ago

You know what would make it even easier? Releasing the source code with a license that allows for modding.

bityard an hour ago

Asking from a place of sincere ignorance: TFA says the code was obfuscated from the beginning, and that they deliberately kept it obfuscated all these years, and acknowleded the huge community that built mods for Minecraft in spite of it. But what TFA doesn't say:

Why did they keep it obfuscated for so long even after it became readily apparent that almost everyone buys Minecraft to (eventually) play the mods?

Why did they keep it obfuscated even though they acknowledged it didn't really stop modders (or anyone else) from understanding the program?

What occurred recently that caused them to change their mind?

huhtenberg an hour ago

Ha, this explains then why MSFT dropped 4% after hours!

LelouBil 2 hours ago

Maybe they'll publish javadoc jars down the line !

James_K an hour ago

I wonder what Minecraft sales are like these days. I'd imagine most of the people who are going to buy it already have. Makes me wonder if they'll ever open the whole thing up.

nisegami 3 hours ago

I consider Microsoft to be genuinely evil as an institution, but this is still nice to see.

txrx0000 2 hours ago

This is surprising. Perhaps the Minecraft devs and community are dedicated and capable enough to prevent it from being enshittified by Microsoft. It might even be open-sourced someday.

nurettin 3 hours ago

Maybe they should open source the loader instead of offering a solution to already solved problems so people don't have to resort to using third party loaders for on-prem gaming.

  • mmis1000 2 hours ago

    The game is still a licensed game though. You technically must pay it and go though proper verification to start the game. (Although it's a 100% public secret that how to load it as you want, and basically every single mod dev kit does that for local dev)

    I guess Microsoft won't want to deal with the license issue of publishing the loader part.

squigz 4 hours ago

For those in the modding scene, what difference, if any, will this make? Will this enable anything that was previously not possible?

  • yrxuthst 3 hours ago

    Main difference for NeoForge developers will be method parameter names in the IDE, the current mapping doesn't include those. We have community mappings (Parchment) for common methods, but there are a lot of less used functions that just have decompiler names. I don't use Fabric so I'm not sure how it will affect those devs.

  • VikingCoder 4 hours ago

    At a guess, it will enable quicker updates on major revisions, where things move around a lot. There will be less reverse-engineering needed.

    • ZeWaka 2 hours ago

      They were already releasing official mappings.

  • axus 3 hours ago

    It's possible that the de-obfuscated symbols will be more backwards-compatible, since they don't need to change with every minor release. Though I'd imagined Forge and Fabric were supposed to provide a stable platform, yet plugins for those still need a different jar for every minor version.

  • the_gipsy 4 hours ago

    Should make it easy to have mods running on latest releases.

    • squigz 4 hours ago

      But the only version that matters is 1.20.1!

      • Modified3019 3 hours ago

        Speak for yourself, Create supports 1.21.1 (neoforge) which is what my bloated and fragile mess of a mod pack is built on.

      • xboxnolifes 3 hours ago

        I think you typoed 1.7.10

        • ZeWaka 2 hours ago

          I think you typed b1.7.3

Traubenfuchs 4 hours ago

I'd like to see a benchmark between the obfuscated and non obfuscated version.

  • internetter 4 hours ago

    Probably virtually the same. If I recall, the "obfuscation" was mostly mangling

    • SkiFire13 2 hours ago

      AFAIK it also shortens the names, which might make the jar smaller or make it take less time to do name resolution at runtime. It probably won't be very relevant though, especially after startup.

    • Traubenfuchs 4 hours ago

      Luckily I have never had to deal with obfuscation, but from what I have seen there are some grotesque things like defining every single randomly named method call in an array or map with random order or weirdly combining or tearing apart methods.

      The only time I encountered it was when I was working for the government, we were working on the rules that decide who gets audited in depth by the tax police. The .jar it compiled to was obfuscated.

      • wtallis 3 hours ago

        My decade-old recollection is also that Minecraft's obfuscation didn't do anything structural, just mangled class and method names. Think of it more like JavaScript minification than a serious attempt to thwart reverse engineering.

        • duskwuff 3 hours ago

          Minecraft - like most Java games - just used Proguard. It renames classes/fields/methods and sometimes inlines private methods, but doesn't make any substantial changes to control flow.

      • xxs 3 hours ago

        I have seen =tons= of obfuscation (non-minecraft). Back in the late 90s it used to be popular, unfortunately.

        Most of the stuff is like naming every method a or b, and using the fact they are overloaded, given one-letter-name or a reserved keyword like 'if' to classnames (or packages) was popular, too. Pretty much constant pool modifications w/o too much byte-code-editing.

        Overall cheap and unnecessary and has not stopped anyone.

        • ok123456 23 minutes ago

          It's still pretty popular. Most large smartphone applications are obfuscated to some degree. At least for Android, because it's bytecode for a VM, it's still trivial to disassemble and understand what is happening at a high level.

      • circuit10 2 hours ago

        For Minecraft it’s just removing names and replacing them with random strings

  • PaulKeeble 3 hours ago

    The files will be a little smaller obscured but it doesn't usually impact much other than RAM usage. The algorithms are all the same. Given the size of methods for being JIT compiled is token based not text size I don't think it even impacts that choice. So expect it to be identical.

  • xxs 3 hours ago

    same, except for meta space used - the class/variable names don't have pretty much any meaningful impact on java runtime, when the code is JIT'd. Even before (interpret mode) that the className/fields/methods are just references in the constant pool