1.18.1 VR is available.

Hi ho and Merry Christmas. The 1.18 VR client and Spigot plugin is now out for download. These are in alpha as there are some planned features still missing. Please repot bugs either on github or discord.

A VERY MINECRAFT CHRISTMAS - Part 1 (Minecraft Animation) - YouTube

-jrbudda out

Log4j security and 1.18

Updates have been released for Vivecraft 1.16 and 1.15 to address the log4j security issue. Other versions of Vivecraft were not affected and the affected one’s only when installed with the Forge option checked.

Work on Vivecraft 1.18 will begin this weekend and it should launch with Forge support before Christmas.

-jrbudda out

Building a Christmas Village in Minecraft - Minecraft Game Guides

1.17 and Vivecraft after 5 years

Happy 4th of July, again, to you wonderful people.

I can’t believe it’s been 5 years today since I launched the Vivecraft website, and only a few months more than that since I got into VR and started modding it. It’s been fun and rewarding.

I also can’t believe how little the VR landscape has really changed in all that time. As novel as VR was when it was new, I’m still here with my O.G. Vive (plus upgrades and index controllers), and I really don’t see much reason to buy anything newer. Here’s hoping the future holds some more innovation.

Anyway, Mojang seems intent on releasing new versions of Minecraft well into the next century, so here’s to 70+ more years of Vivecraft! (I don’t care how outdated the name gets, I’m not changing it)


Speaking of which, many of you are likely wondering about a timeline for the 1.17 release, and many of you have already come and pestered the discord bot about it. Well, we’re working on it. I would guesstimate another 2 weeks or so til there’s a working build. 1.17.1 should drop in that timeframe so that will be our target.

I currently do not have any new VR features planned for Vivecraft 1.17, as there was already a lot of under-the-hood work needed, but am always open to suggestions. What I do have planned, however, is native Oculus support. I was going to add OpenXR support, but after talking to folks that have used it, the consensus is it’s just not ready. All the implementations of OpenXR (steamvr, oculus, and wmr) leave a lot to be desired, so we’re not pulling the trigger on that yet. Will evaluate again in 6 months or so. Instead, I went through the exercise of making Vivecraft function on different VR runtimes, adding back in the native libOVR support that it originally had in Minecrift as a test. So look for that in 1.17.

Also keep an eye out for a new installer that allows you to pick your version and VR runtime and is a little less janky than the java installer we’ve been using up until now. Should go live with 1.17 as well.


On another topic, we get a lot of questions about a Fabric version of Vivecraft, or at least a Fabric-compatible version. For those of you unaware, Fabric is a Minecraft modding API that has exploded in popularity over the last year or so as an alternative to Forge. Lots of mainstay Forge mods have launched Fabric versions and quite a few of them have dropped Forge altogether. These reasoning for this I won’t get in to, but it’s something we’re well aware of. Vivecraft itself is not a Forge mod, but we’ve staunchly maintained Forge compatibility over the years because, well, Minecraft without mods just wouldn’t be the same.

The obstacle for us at this point is that, frankly, neither Techjar nor myself have any experience writing Fabric mods, or the time and motivation needed to rewrite Vivecraft from scratch. So I’m asking for your help.

If you, or anyone you know, is well versed in mixins and Minecraft and wants to take up the mantle of a Fabric conversion, send us a message on our discord and we’ll talk about it. If we can’t find any volunteers to bring on the team for this, I don’t foresee any progress towards a Fabric version until something significant changes with Forge or Optifine that forces the issue.

Cya Soon

Keep an eye on this space for more 1.17 news and have a safe and happy holiday!

-jrbudda out

Support Vivecraft on Patreon

1.16.4 and some fun videos.

Hello you Covid Cats and Quarantine Quetzalcoatls. I hope you are all keeping safe and distanced out there.

Just a quick update to point out that the clients and plugins are all now updated for 1.16.4. Hit the downloads page to get yours.

Around the Community

I’d like to make a special shout-out to this recent UpIsNotJump video. Funny and of a questionably high production value.

Also this video from Mully, Joshdub and their… friends. It’s none of the above. It’s mostly incoherent shouting, but I’ve come to expect nothing less.

I haven’t been doing a very good job recently of finding and promoting quality Vivecraft content on youtube or twitch, and I know there’s a ton out there. If you find some great content you think I should link, or even want to promote your own, please drop me a line on discord. I promise I’ll watch it.

-jrbudda out.

Vivecraft 1.16.1 and new features!

Releasing version 2 of 1.16.1 today. Version 1 was the beta, but we started cramming in too many new features late in the cycle to keep that number, so here we are at 2.

Optifine has been updated to the first full release, and Forge is as up-to-date as I can make it right now.

What new features, you may ask? Well…

Roomscale Crawling

Waaay back in 2016 I thought it might be fun for the player to get down on the carpet and wiggle their way through small openings.

This went very poorly.

Minecraft at that time had no way to modify collision boxes arbitrarily and the feature was abandoned. The setting, however, has been sitting there in the code, Waiting.

Minecraft 1.14 introduced a ‘pose’ system for reduced collision size when swimming and when squished by a piston on land. While preparing Vivecraft for translating, techjar came across this setting and though he’d take a stab at making it work now.

A couple of significantly clever hacks later and we had a system to set the ‘squished’ pose whenever we want and boom, crawling. He somehow even got this working on Spigot using, I can only assume, witchcraft.

It then fell to me to make crawling look correctly in the animations.

Mistakes were made along the way.

In the end it worked out pretty good, might get a little more polish in the future.

Give roomscale crawling a try! Note that if you’ve played vivecraft at all in the past 4 years, you likely have the roosmcale crawling setting off. Go into VR Settings > Interaction Settings and turn it back on!

For server owners, you need the very latest plugins and you do have to specifically enable crawling in the config.

New Touch Hotbar

This should have been done ages ago.

‘Touching’ the hot bar to select a slot is a useful feature, but it is so easy to do accidentally a lot of people just turn it off. A couple versions ago we added a ‘context sensitive’ button click system to Vivecraft, and it did not occur to us until now that the hotbar should be using it.

This is much nicer, and has some feedback. You can even use it to do a hand-swap.

If you’ve turned this feature off in the past, it can be re-enabled in VR Settings > HUD and GUI settings.

Buckets are also context-sensitive in this manner as well, which was the last of the ‘touch’ actions you can do, aside from attacking and mining.

Get It

The full details of the update, as usual, are on github. Please report any bugs you find. Server plugins and whatnot are available on the downloads page.

What’s Next

1.16.2 should be out here in a week or so. We should be able to get a version out for it quickly. There’s still some bugs in the Optifine release that I expect will be patched soon, and then the plan is to update Optfine for 1.15.2. When that happens we’ll update Vivecraft 1.15.

-jrbudda out

Support Vivecraft on Patreon

1.16 Betas now available

Hey just a quick update. Vivecraft for 1.16 and the forge-supported Vivecraft for 1.15 have been rolled out to the downloads page and github.

Both of these are still beta since they are based on preview versions of Optifine, and will likely be getting multiple revisions in the near future, but stable enough to bring out of Discord testing.

Enjoy and post any bugs you find!

JAPPA on Twitter: "Introducing the Piglin Brute. A stronger Piglin ...


1.16, Forge Support, and 4 years running

Happy Birthday, Vivecraft. Happy Birthday, America.

Flag of The United States of America (as close as I could get to ...

Happy Earplugs Day, fellow inside-types.

1.16 Update

Just a quick update to commemorate this most cacophonous of days. As you’re likely aware, Minecraft 1.16 landed recently, and the questions about when Vivecraft would update started pouring in almost instantaneously.

File:Zombified Piglin Targeting.png

I can actually answer that and the answer is ‘very soon’.

The Optifine preview for 1.16.1 came out much, much quicker than previous versions, meaning not only that we can get to work on Vivecraft, but also that the internals of 1.16 are not so different from 1.15 to cause a headache updating. I’ve started on 1.16 already and would expect preview builds out sometime this week.

I would guess that 1.16.2 will drop in that time frame, possibly setting things back a bit as the build chain is updated, but I don’t expect any major road-bumps.

Forge mod support

Support for Forge mods has actually been available on 1.15 by heading to the Vivecraft discord and downloading the beta builds. These builds are a little out of date but I’ve been waiting on a full release of Optifine for 1.15 before doing another update. That release has not been forthcoming. The plan according to the OF folks is to get 1.16 out, then go back and polish and release 1.15. So we’re going to have to follow suit.

The good news is 1.16 Vivecraft is based on the Forge-capable 1.15 beta, and by all accounts it works fairly well, so 1.16 should launch with Forge support already. Huzzah.

Four years.


-jrbudda out.

Support Vivecraft on Patreon

1.15 is ready. Wash your hands.

People ask me all the time, they say “jrbudda, can I catch coronavirus in VR?” and I tell them, “Sure?, Maybe?” No one really knows. No one really can know. The mysteries of the universe are closed to us.

My point is I’m not a doctor. Also you should probably wash your hands after touching any other players or animals. Safety first.

Today is the release of Vivecraft for 1.15.2. I hope this brings some joy to your quarantine. Did I say joy? I meant bees. BEEEEEEEES.

First a shout out to @Naeqirelle on discord who is the best bug tester ever. He finds bugs in features I didn’t even know we had. Also a thank you to Techjar, who brings you the awesome Main Menu Worlds which are a big pain to update each time.

The Update

You can find links to the VR, NonVR, and Server downloads for 1.15 over on the downloads page. (Shocking, I know.)

The bad news is we still don’t have Forge support. The good news is quite a bit of work was done in the update to prepare for Forge support sometime in the near future. Once Optifine is up and stable on 1.15 and working with Forge. We will begin the process of making Vivecraft compatible once again (for the third time).

Other than the version update there isn’t a ton of new in this one. A couple of bugs that were lingering in older versions have been squashed, and some new features for the desktop mirror were added.

One exciting change for a very small number of people is that the rendering of items held in the hands is now based on the vanilla first_person transforms. This lets resource pack authors, or highly motivated users, tweak the transforms to make custom-modeled items appear correctly in VR. Yay!

Stay safe. Stay indoors. Play Vivecraft. Support us on Patreon.

Around the community

Why do you people do this to yourself?

-jrbudda out

I deck the halls with this Lapis Lazuli

Feliz Navidad to you and yours, people of the internet.

New VR Owners

For those of you waking up this morning to find St. Nick has left you brand new VR equipment ‘neath your tannenbaum: Welcome to Virtual Reality! We have cookies. Virtual cookies!

Let’s provide you with a quick overview of Vivecraft compatibility with the latest gear:

Vivecraft works natively with any SteamVR-compatible headset. This includes:

  • The HTC Vive, Vive Pro, or Vive Cosmos
  • Any Oculus Rift (DK, CV, or S)
  • WMR Headsets like the Samsung Odyssey or HP Reverb
  • The Valve Index

All of the above have pre-configured controller defaults in the latest versions of Vivecraft. See this page to learn all about customizing the controls to your liking.

Additionally, Vivecraft can be streamed from your PC to standalone VR headsets with some additional software. This includes devices such as:

  • The Oculus Quest
  • The Oculus Go
  • Samsung GearVR
  • Google Daydream
  • Google Cardboard (basically any phone-based VR headset)

Important things to remember if you’re using a standalone headset:

  1. Vivecraft still requires a robust gaming PC with a dedicated GPU (AMD or NVIDIA)
  2. Controller support for standalone solutions will vary with the devices. Vivecraft has a keyboard/mouse seated play mode for systems without controllers. There is no gamepad support at this time.
  3. You need to load the correct software onto your device, and have its mate running on your PC. You also still need to install and configure SteamVR.

When you’re ready to play, head over to the downloads page, have a good read through it, and hit the links to the installers.

If you have any questions about Vivecraft please read the FAQ page first, and carefully.

Oh and if you’d like to get me something for Christmas, why not check out theĀ Patreon. There’s in-game rewards and stuff!

Development News

Just a quick status update on Vivecraft development now that we’ve got the newbies taken care of.

Right now the latest version of Minecraft that can be played with Vivecraft is 1.14.4. The latest version that can be played with additional mods via Forge is 1.12.2.

We’re well aware that Minecraft 1.15(.1) is out. At the time of writing this on Christmas morn’, we are waiting on a release of Optifine to begin development on Vivecraft for 1.15. There seem to be no big surprises in 1.15 and I’d guesstimate Optifine will be out in early January with Vivecraft to follow a week or two afterwards. Then you can have your BEEEEEES.

Forge support in the post-1.12 era is a little bit trickier subject. Forge underwent a hefty re-write in 1.13, especially related to coremods, classloading, and other startup shenanigans. Optifine took several months to update and, even using it as an example, we’re looking at a re-write of our whole build process in addition to actually making the 1.13+ VR code compatible with Forge.

In other words: it’ll be done when its done.

Around the Community

Vivecraft had a great showing in 2019’s SUMMER OF MINECRAFT.

Just a couple of the e-famous names on the list:


Shroud (who one time personally killed me in PUBG)

And the big man Pewds himself.

I’m sure there’s a ton more great videos out there but Youtube’s search is so horribly broken I’ve given up trying to find them. If you’re a smaller youtuber with some good Vivecraft content I’d be happy to drop you an embed in one of these posts, just lemme know on discord.

-jrbudda out.


Instructions for installation can be found on the Downloads Page.

Support Vivecraft on Patreon