Vivecraft is 1 year old today!

Today, Vivecraft is 1 year old.

Hopefully within the next few years it will cease pooping itself.

The support and enthusiasm for this little mod for an 8 year old game has been incredible. Especially the r/vive reddit community, you guys rock., thank you.

Also big thank you’s to Techjar, for all his hard work. To the discord users for all their bug testing and feedback. And to the Vivecraft patrons, who for some reason feel exchanging real money for sparkles that come out of your butt is a fair deal.

Couple quick announcements.

New Updates

All 3 versions of Vivecraft have received an update with a new ‘backpack’ hotbar switching mechanic. You can now reach behind you to quickly switch to the first slot on the hotbar, so stick your sword there. In 1.10+ you can swap the 2nd hotbar slot with the offhand slot by reaching behind your back with the offhand controller. Please note this does not work with bows. It would sweet to have the sword on your right and bow on your left but bows just don’t work equipped offhand, it’s a vanilla limitation and I’m sorry. The releases are all still flagged pre-release as I’m trying to track down a few remaining bugs, so keep an eye on the download pages over the next few days in case there are important changes. The Non-VR companion for 1.10.2 and 1.11.2 have also both been updated with bugfixes.

Forge Server Mods

Techjar has completed his Vivecraft Forge Extensions mod for both 1.10.2 and 1.11.2. These are server-only mods for supporting VR animations, teleporting, and other misc VR oddities. (the 1.7.10 version is still for client and server both). Head to the downloads or multiplayer pages for links and instructions if you want to set up a modded server.

New Modded Server

Speaking of modded servers, Norn, of the popular Vivecraft server Nornia, has set up a sister server based on Forge 1.10.2 with a carefully curated modpack. He’s got a new website with instructions, and also just offically launched it today. Norn’s servers are well-run and a great option for folks looking to play minecraft in VR with other people but don’t have any people of their own.

1.11.2 Releases 1.11.2 Issues

1.10.2 Releases 1.10.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

Support Vivecraft on Patreon

Mod Compatibility Updates

Happy Monday y’all.

the 1.10.2 version of Vivecraft got a big update this weekend bringing the included Optifine version up to speed (C2 -> D8) and fixing a number of reported mod bugs. We’ve had discord users reporting that several of the very large FTB packs (100+ mods) are working!

We’ve fleshed out the Mod Compatibility sheet some more, if you have feedback for this, good or ill, let us know somewhere.

1.10.2 additionally now has a NON-VR companion that also supports Forge. There is a spigot plugin for 1.10.2 you can use, and the Forge server mod for 1.10 and 1.11 should be coming very soon. (The non-vr companion allows 2d players to see VR players animations and Patreon rewards)

Minor updates to the 1.11.2 and 1.7.10 branch as well to fix a couple minor things. You should update if you play those versions.

Please report bugs on the github issues page(s). I know it requires logging in but bugs mentioned on Reddit or Discord tend to get lost and/or forgotten. Thank you!

Here’s some recent lets-play of Vivecraft I found amusing.

1.11.2 Releases 1.11.2 Issues

1.10.2 Releases 1.10.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

Support Vivecraft on Patreon

Forge is back, baby!

Here at last! Thank you all for your patience, I am happy to report it has been rewarded.

We finally have Forge support in both the 1.10.2 and 1.11.2 versions of Vivecraft! Much testing remains as there are just so, so many mods out there but hey, it’s a start! The next couple versions of Vivecraft will be aimed at improving compatibility.

I’ve added a link in the sidebar to the evolving Mod Compatibility List. If you find a bug with a Forge mod please report it on the correct github issues page as we’ll take a crack at it!

The 1.10.2 version has been brought up to speed and is functionally identical to 1.11.2. So that means climbey items, multiplayer animations, and all the other cool stuff added in the last 6 months are in this version as well.

The 1.7.10 version did get a tiny update today to include the new installer features. I do not foresee many more updates to this version going forward. We’ve made it about as compatible as we can with Forge mods for that version, and more and more mods keep coming to 1.10.

The Forge server mod(s) for Vivecraft will be out in the next few days. In the meantime you can use Forge servers but you will be subject to the limitions outlined on the Multiplayer page. Keep an eye on this site for updates.

An updated Spigot server plugin is now available for 1.10.2 here.

Next a MASSIVE shout out to all my patreon supporters. I love you and want you all to have my babies.

I’m also very happy to promote the T-Square mod, written by giltwist. This is a voxelsniper-style mod for organic block painting and it was written specifically with Vivecraft in mind as all mod commands are handled via in-game items. Please do check it out.

Another cool thing is I’ve added native support for the KAT WALK omni treadmill into Vivecraft. Look out for some cool new media from those guys in the near future.

As always please please report bugs or request features on Github.

1.11.2 Releases 1.11.2 Issues

1.10.2 Releases 1.10.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

Patreon page and new version.

You may notice the orange button on the right. This is a Patreon button. Don’t think of it as giving me money. Think of it as me providing YOU with the opportunity to enhance your Vivecraft experience and alleviate you of any moral quandary you may experience from playing the best VR game that has ever existed or ever will exist totally for free.

See doesn’t that make it easier to click?

In all seriousness I made the thing because some people don’t like paypal, and this website costs some money, and I thought it would be fun. Go check out the campaign, there’s rewards and everything. If you have previously donated to me via paypal and would like the Patreon rewards for an appropriate amount of time, hit me up on discord or reddit or wherever and I will hook you up.

The game update this time around contains a number of bug fixes and quality-of-life improvements. You can read the nitty-gritty details on the github page. The 2 big additions are the aforementioned Patreon rewards and a new system for Server Owners to control which blocks are climbable with Climbey claws. Update your server plugin for that.


I’m fairly happy with the current state of the mod. I think we’ve added some really cool features lately and the bug reports have slowed to a mere trickle. Which I suppose means it’s time to buckle down and get Forge working on 1.10.2.

Yup I said it. It’s time. We did some preliminary work on this a number of weeks ago, and it is now my goal to make it happen. Excluding bug-fixes, Forge will be my sole focus for the next update.

I am actually going to have to get it working on 1.11.2 first, and then port back everything to 1.10.2. So here’s hoping that modpacks move on from 1.10 in the meantime.

Beyond Forge, I would really love to get Voice Chat integrated into the mod and server plugin. I asked Techjar to head this up but he blew up his computer in protest. So it will likely have to wait until after Forge.

Some other wishlist items for the future:

  • Integrated recipe viewer (a la NotEnoughItems).
  • Roomscale fishing.
  • A in-game keyboard that doesn’t suck.

Always open to suggestions, hit me up on discord or the github issues page.

Around the community

Here’s an awesome video showing off Elytra flight in VR.

Discord frequenter Shivaxi edited together some of his first experiences with Vivecraft. I really do love watching these.

Still a number of Vivecraft Let’s-Play series going on out there. Most of them not in English. I subscribe to them anyway and make up my own story of what’s going on.

Here’s a list in your ethnicity of choice.

As always please please report bugs or request features on Github.

1.11.2 Releases 1.11.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

Patches for your face.

Hello Vivecrafters of the world! It’s Friday and I have updates for you!

The observant will have noticed a number of beta builds trickling on to Github all week for both the 1.11.2 and 1.7.10 versions. This week’s work has been a huge laundry list of tweaks and improvements to 1.11.2 and bringing 1.7.10 up to speed.


Without further ado let me introduce version 7 of 1.11.2 and version 37 of 1.7.10

The full release notes are on the github pages but let’s go over the basics!

First the bad news: the ClimbeyMotion items are not in the new 1.7.10 version. Sorry! that code is highly invasive and requires server plugin support to work and it just won’t play well with forge.

Now the good news!

The teleport-locomotion has gotten a rework when it comes to water: previously your arc would ignore the water entirely and send you straight to the bottom, where you would have to hope for a way back out. Now, your arc will stop about a block down into the water if it starts in air. After you teleport a number of different things can happen depending on your Simulate Falling, Roomscale Swimming and seated/standing options. I considered making a flowchart, but stopped when I realized I could instead spend that time doing anything else. Take my word for it that I did test all permutations of the options and it should all work intuitively and better than before.

The ClimbeyMotion additions from last week seem to be a big hit! I was just playing with it myself kitted out with the Climb Claws, Jump Boots and an Elytra. They all work nicely in concert and its a ton of fun!

I did make some changes and tweaks in this release: The jumping is now velocity-capped. I’m sure this will disappoint some but I needed way to make the jumping consistent. I also did not want anyone hurting themselves or innocent pieces of furniture trying to be the Hulk. It’s fairly easy to max out the speed cap so once you get a feel for it your jumping should be a lot more predictable. This should allow the construction of courses and challenges with predictable difficulty.

If you simply must have more height you can use a Leaping potion which will multiply your Jump Boot jumps.

I also added a Run n Jump mode. This is a bit tricky to master but you can hold Move AND Jump and you will continue to run in your look direction while you make your jump. The jump horizontal velocity is additive so you can get more distance this way.

That’s it for the big changes. Seated mode got some new options. Some circles were hunted down and sent to circle-conversion camp. And a ton of bug fixes!

1.7.10 got most of the major changes from versions 6 and 7 of the newer branch. I also fixed a bug that was messing with LiteLoader, so that should be more compatible now. I only tested it with MAtmos.

I did fix a tiny bug in the Spigot plugin. Server owners you should update.

Around Here

I’ve made some additions to the How-To-Play page. Check it out, you may learn something. If there’s anything you feel needs to be explained better, plz let me know in the forum or on discord.

The donation link is still at the bottom of every page. Genius is expensive.

Around the Community

I was only able to find one video on youtube of someone playing with the Climbey stuff and that is this one. I expect to see more of these in the future! I wanna see some jump courses!

There’s a number of other letsplay series going on out there but most of them are not in English so I have no idea what’s going on in them.

As always please please report bugs or request features on Github.

1.11.2 Releases 1.11.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

(If you think this is awesome (and it is) there is a donation link at the bottom of the page)<

ClimbeyMotion Update

Ahoyhoy and happy Friday, internet! We’ve got a doozy of a update today for 1.11.2 Vivecraft. A real doozy.

Most awesome, and by popular demand, is a full set of:

Climbey-style locomotion!

Here’s a video of some of the early testing in action. Thanks SuperFrodo95.


We already had a run-in-place movement which has now been tweaked, and I’ve gone and added a jump and free climb mechanic heavily inspired by Climbey.

The technical details and instructions are over on the new climbeymotion page. Here I’d like to get philosophical for a minute and explain why I’ve implemented it like I did as there have already been questions and I expect more.

You’ll notice that both the jump and climb mechanics come to Vivecraft in the form of craftable, equippable items.

This is something I’ve been meaning to delve into for a long time now and I think it worked out great. I could, of course, have done this ‘mode’ as a game setting, but implementing the mechanics the way I felt best required heavily overriding the behavior of the Jump, Move and Attack buttons. The thought of players needing to go into a menu to change a setting just to be able to mine again did not sit well with me. So here you have a simple item you equip, and can un-equip quickly to resume normal play. The added fun of crafting the items adds a nice layer to it as well.

I reserve the right to change existing mechanics to items in the future (I’m looking at you, teleporter).

One divergence I had to make is in Climbey you can just sorta fling yourself off the wall and gain a lot of height. Here I’ve implemented wall-jumping as an action that requires an extra button press. This way you know when you let go of the wall if you’re going to fall or jump explicitly. The need for this is because, behind the scenes, all input, logic, and movement in Minecraft only runs at 20hz. I get inputs from the VR hardware at 90hz and the noticeable delay and asynchronicity makes the jumping and timing less predictable than it should be. Determining the player’s intent leaving a wall from motion alone was just not going to work consistently. It still isn’t as consistent as I like and I see some re-working in the future.

Another divergence is me not being a huge fan of Climbey’s run-in-place implementation. I found you can’t really move continuously without cheesing the system. It’s fine for their small spaces but Minecraft is huge and the start/stop got old quick. So I’m leaving our RIP speeds alone since it favors faster continuous motion over 1:1 movement. I did tweak our direction detection to use the average of the 2 controller’s pointing yaw, which is similar to climbey’s controller mode. This seems to work OK and reduces the ‘zig-zag’ effect of the older version.

Overall this is a really fun set of mechanics and I already have many good ideas and suggestions for how to improve on it. If I were you I’d hold off on building challenge courses and whatnot for now as I expect the next few Vivecraft updates will contain tweaks to the jumping distances and whatnot. I do plan on having a ‘limited’ climbing mode where only certain types of blocks are climbable so you can build interesting courses, but that’s not in this version yet. I welcome all feedback and ideas. Discord is always the best place to come talk about Vivecraft. Please report bugs on Github, the locomotion was easy, getting it to play nice with the rest of the game was the challenge. Bugs are likely to exist.

Other Notable Changes

A major area of attention this week has been the Mixed Reality mirror mode. We now support using a 3rd controller as a moving camera. The Mixed Reality mode also defaults to an identical layout as Unity with 4 panes.


The player view can be rendered full un-distorted or as a copy of the HMD view. It’s got a ton of options so if you’ve got the equipment for it, be sure and check it out.

The multiplayer VR animations also got some love. We were previously rendering the animations at the base 20hz of Minecraft’s network code. It now is fully interpolated to 90hz in both Vivecraft and the NonVR Companion mod. Fixed also were some bugs related to Players using Vivecraft in Seated mode. All nice and smooth now. Like butter.

Some good work has gone into the Spigot plugin, Jaron has added several new commands and options for server owners. Discord user cool_nick_name has re-implemented the ‘headshot’ code from the older MineVive plugin. This allows admins to crank up bow damage for headshots! Additionally this update contains several important changes to allow climbeymotion to work in multiplayer, make sure you update and be aware that climbeymotion is OFF by default in the config.yml.

You now have more binding options on both Vive and Touch controllers. The ‘touchpad swipe’ on the Vive and right joystick directions on the Touch can now be re-bound as you see fit. The ‘hotbar scrolling’ is also now on the right-hand controller for both systems.

Many other little bugs fixed. Check the release notes for details.

There should be an update to 1.7.10 somewhere in the near future. I do not know if the climbey stuff will make the jump. Keep your eyes peeled.

Around the community

NVIDIA broke minecraft with a driver update. They have released a hotfix. It is unknown at this time if the hotfix will require a hotterfix.

Slicedlime, who made an entertaining Vivecraft let’s-play series a few months ago, has been hired by Mojang to work on the Pocket Edition plugin system. Could a Pocket Vivecraft be in the future?

Some new entries in the Vivecraft Servers page. If you’re looking for some large communities to join we’ve got some now. Also Norn’s server is now known as Nornia, because obviously.

As always please please report bugs or request features on Github.

1.11.2 Releases 1.11.2 Issues

Instructions for installation can be found on the Downloads Page.

discuss it on reddit

(If you think this is awesome (and it is) there is a donation link at the bottom of the page)<

Inaugural Updates

News got you down? Feeling the need to escape reality? have you tried…… virtual reality? We’ve got some!

New updates out today for both our current branches of Vivecraft. That’s number 5 for 1.11.2 and 36 for 1.7.10. My how time flies.

The new 1.11 version has a pretty sweet new Main Menu system-thingie. Techjar worked on it for like a week straight. We can now stream Main Menus basically directly into your brain. We reserve the right to use this system to troll you, collect your personal data to sell to Djiboutian spies, or add your PC to a botnet the sole purpose of which is to identify every last picture of a corgi on the internet.

The better news for some of you is we have actually started work on Forge integration for 1.10+. We’re using 1.11.2 for now and if by the time we’re done (which could be a long time) all the good modpacks are still on 1.10.2, we’ll bring back that version.

Community News

Been a little quiet this week. Some of our new servers are building up a nice regular playerbase, if you’re looking for a online Vivecraft home, go check one out.

We’re slowly compiling a compatibility list for Forge mods, should be up on the site here soon. I intend on showing which mods are known to work, not work, or mostly work, and what workarounds might be available. If you’re a Forge player and want to help, we’d like to hear from you on the Discord

If you speak German here’s a guy who’s up to episode 63 (!) in a Vivecraft youtube series. Give him some views! (or whatever they’re called in German, (das views?))

As always please please report bugs or request features on Github.

1.11.2 Releases 1.11.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation of both versions can be found on the Downloads Page.

discuss it on reddit

(If you think this is awesome there is a donation link at the bottom of the page)

Bugfixes ahoy!

The last 2 days have been an endless cavalcade of bugfixing. Both main versions, the nonvr companion, and the spigot plugin have all had bugs fixed. You should go and download the updates. Or don’t, whatever I’m not your dad.


New Year, New You!

Just kidding, it’s the same you. Wouldn’t it be weird if you woke up one day and you weren’t you? Would you be able to tell?

Thankfully there is no confusing if Vivecraft is new. because we use version numbers, (and sometimes letters).

Updates are out today for both 1.11.2 and 1.7.10. This is the first announced version of 1.11.2 tho I did sneak an early build onto github last week for the truly dedicated.

No major new features this time around, just a handful of small polishes and bugfixes. Most notably Techjar has gone and totally re-written the Main Menu system. He’s got some cool stuff in the works for this likely in the next update, so stay tuned. Also farming is now a thing you can do in roomscale if that’s the kind of thing that entertains you.

The spigot server plugin does not need an update for 1.11.2 so feel free to keep using it when updating your servers from 1.11.

Cool stuff from around the Community

We’ve added some new servers to the Server Listings page if you’re looking for other folks to play with. If you have a server you’d like listed, let me know!

Here’s a neat video showing how to get Vivecraft working on a PSVR using Trinus

This is just some folks derping around with 2 Vives in the same room on a multiplayer server but it amused me.

As always please please report bugs or request features on Github.

1.11.2 Releases 1.11.2 Issues

1.7.10 Releases 1.7.10 Issues

Instructions for installation of both versions can be found on the Downloads Page.

discuss it on reddit

(If you think this is awesome there is a donation link at the bottom of the page)

Animation update and non-VR companion

Happy Wednesday!

I have some updates to brighten up your humpday doldrums!

First, (tho some of you might have seen me sneakily release it last week):

Introducing the Vivecraft NonVR Companion mod!

This was requested a lot since the jump to 1.10 and the unfortunate (and hopefully temporary) absence of Forge support. This is a stripped-out version of Vivecraft that is basically vanilla, boring 2D minecraft for ‘non vr’ people (muggles). The only thing it adds is the new and very much improved VR animation support so your Minecraft server mates can see you dance, twirl or pick your butt. It’s also got Optifine in it, so they can use shaders and whatnot.

Get it (or tell your muggle friends to get it) on the regular Vivecraft 1.11 downloads page.

Jaron780 has updated the Spigot plugin to properly sort the VR from the NonVR.

Animation Update

The VR animation in 1.10/1.11 was, let’s face it, a little janky. So I’ve gone and re-done it properly. Arms are fully articulated with shoulders. Your head direction follows properly. The head height does not change but that’s intentional on my part. (we don’t want any short-shaming around here. Or maybe I’m just lazy, deal with it ya wee bastards)

Here’s a gif.

Note this is all for 1.11 Vivecraft, and only works on proper multiplayer servers running our Spigot plugin. (No LAN, for now). If you’re a 1.7.10 kinda person please continue to use Techjar’s excellent Vivecraft Forge Extensions mod on your VR and non-VR clients which do basically the same thing (tho they don’t got shoulders :P)

Touch controller support: round 2

I discovered something terrible, you guys. Shook me to my core. Since the very first minecrift-vive… the aim direction in minecraft vs the SteamVR system menu has been off. By 1.282 degrees. Literally unplayable. Well no more! We’re now using the reported aim direction based on the controller you’re using. This means fixing that egregious oversight on the Vive controllers, and I guess also fixing the 40 degree offset that Touch users were seeing. I went the extra mile and re-did the tool positioning for Touch users so while your ‘aim’ is now basically ‘gun’ direction tools still sit parallel to the grip. Looks and works pretty good.

Here’s a picture from Discord user Alto who helped playtest these changes.

This update will be coming to the 1.7.10 branch in the next couple days, I need a little longer due to, frankly, being terrified of the item rendering code in that version.

Note that there is currently a bug in SteamVR where the in-game keyboard uses the wrong direction. They are fixing it.

I also added bindable buttons to the left joystick directions and re-did the defaults based on feedback. Check out the patch notes and How To Play page for details. If you’ve already played Vivecraft 1.11v2 on your Touch you will want to review and/or reset your bindings as much has changed.

The ability to rebind the right stick directions and a similar thing for swipes on the Vive touchpad may be in the future.

Check out the update details at the Github Releases page

Instructions for installation are on the Downloads Page.

discuss it on reddit

(donation link at the bottom of the page)