Vivecraft Mod

Vivecraft Mod ports Vivecraft between Forge, Fabric, Quilt, and NeoForge modding environments.

github.com/Vivecraft/VivecraftMod
Vivecraft Mod homepage screenshot

About Vivecraft Mod

Vivecraft Mod is an experimental continuation of Vivecraft that ports it to Fabric, Quilt, Forge, and NeoForge using mixins instead of patches in a multiloader setup. It no longer requires OptiFine, though built-in compatibility for OptiFine remains.

The project recommends Sodium for performance and Iris for shaders on supported loaders, and lists status items including in-game loading, movement, playability, Sodium and Iris support, in-game VR switching, an API, and OpenXR support. It notes some bugs and missing features and asks users to check known issues before reporting mod compatibility problems.

Key features

  • Ports Vivecraft to Fabric, Quilt, Forge and NeoForge
  • Uses mixins instead of patches in multiloader setup
  • Runs without OptiFine as a required dependency
  • Keeps built-in compatibility for OptiFine use
  • Compatible with Sodium for performance and Iris for shaders
Best for: Best for Minecraft players who want Vivecraft on Fabric, Quilt, Forge, or NeoForge.
Good for
  • No OptiFine dependency, linked by the project to mod compatibility
  • Single codebase targets four loaders at once
  • Keeps OptiFine option for users who still want it
Watch out for
  • Described as experimental with some bugs and missing features
  • No longer ships with OptiFine, so performance and shaders need separate mods

Vivecraft Mod at a glance

Type
Open-source project
Pricing
Not confirmed. Check the site
Open source
Not stated
Language
English
Last checked
Oct 5, 2026 · Online when checked
Listed
Oct 5, 2026

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Vivecraft Mod FAQ

Is OptiFine required?
No. This version no longer ships with OptiFine, but includes built-in compatibility if you still use it. The project recommends Sodium for performance and Iris for shaders on Fabric, Quilt, and NeoForge.
Which mod loaders are supported?
Fabric, Quilt, Forge, and NeoForge through a multiloader setup.
How are mod compatibility problems handled?
The project asks users to check known issues first, then open an issue if the problem is not already reported.
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