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INDEMNITY

  • 26 Devlogs
  • 269 Total hours

The Minecraft "Decimation" Mod revived with a completely custom launcher built in C++ and Qt, featuring entirely new experience, new graphics, logic, and functionality. This redevelopment is owned by the IIDA STEM Foundation, a fiscally sponsored nonprofit through Hack Club, which aims to teach teenagers practical STEM skills like technology, energy, and farming through engaging game development.

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9h 32m logged

kept working on the code

For this devlog i kept working on the code, actually i workded on a flight of about 11 hours all this and it was actually good, thanks to ba that has the wifi on flight that works good.

i jst kept working on cleaning up the code and optimizing it

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Open comments for this post

10h 17m 55s logged

remade the site + retexturing the game

for this devlog i made the game site (playindemnity.com) and ii believe that looks really good, i also started retexturing the game with freshly made textures and graphics.

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10h 7m 38s logged

renamed game + launcher

for this update i renamed the game and all the functions with the new chosen name, i also added where needed the logo in place of the old “decimation” red text and it looks really good now.

i also made the window a fixed size so it looks always good.

added also the logo for the app that was previous the default empty logo.

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Open comments for this post

9h 12m logged

new name + logo

i choose to change the name of the game to “Indemnity” i believe that it suits the game really well and im working rn on remaking the site. these are the new logos and graphics

i also kept working on the mod like usual, it takes ages.

!!please tell me what you think about these logos and how they could be better!!

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Open comments for this post

9h 32m 43s logged

changed the name + kept working i choose to officially change the name into another one the ti will share in the next devlog, i bought the new domain, set up the server, configured the domain with cloud flare and now it works perfectly. i need to still finish building the site but it works very well. Go now it just says test because i only put an h1 with that word but i will replace it soon with the site. After all this i kept also working on the mod continuing renaming functions and cleaning up the code

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Open comments for this post

10h 1m 42s logged

kept working on cleaning up code

for this devlog i kept working on and cleaning up the code, there isn’t much left and i think that in 3-4 devlogs the code for the mod should be completly readable and ready to be shipped, wth it there will be also the open source launcher and other things like the network

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Open comments for this post

10h 11m 23s logged

worked on the mod a lot & other For this devlog, I spent many hours on the mod, resolving issues that caused occasional lag or crashes. A decompiled block of code had turned into gibberish yet still compiled; once isolated, it revealed the entire file was failing because of that section. I also corrected a minor problem in the email client from the previous dev logs where login worked only with a passkey and not with the password, and it is now resolved.

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10h 49m 36s logged

Optimized email client + mod debugging

For this devlog i optimized the email client to make it work as intedend, there were some issues with the html formatting of emails and many many issues with creating the email client like the passkeys not actually allowing to access the account and similiar things but now it works as intended and i don’t think additional modifications are required.

From now on i will only work on the mod and i’m going to rebrand it to something else different, i don’t like the community that is left of this mod, it’s too much toxic and i don’t want to have to handle all of that childish behavior

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Open comments for this post

10h 0m 37s logged

Added offline status + fixed issue with profile

For this devlog i added a full screen alert that says when the client is disconnected from the network and prevents the launching of the game.

I also fixed an issue where when closing the launcher, disconnecting from the network and then reopening the launcher it would display a dummy profile in place of the logged in one

I also spent a lot of time like all the other devlogs debugging the mod code and functions

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Open comments for this post

9h 56m 6s logged

Created Mail Server, Client, and SMTP Server
For this devlog, I built the mail server and client to handle, manage, view, and send emails for the game and foundation. I initially tried running everything locally, but AWS blocked me, they toughtI was using port 25 for malicious activity and refused to unlock it. After that, I attempted to use AWS SES, but it was a nightmare: overly complex, required a ton of verification, and cost more than other options, so I scrapped it.While searching for a better solution, everything else was already working well, though I did spend a lot of time debugging with ChatGPT. Eventually, I found a free SMTP service that provided exactly what I needed. I integrated it with the server, and now everything runs smoothly.

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Open comments for this post

10h 59m 15s logged

Worked on the server part of the mod

I worked on making the server part of the mod work, now the servers work perfectly fine and I’m working on optimizing the code to make it run even smoother

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Open comments for this post

10h 51m 25s logged

kept working on the mod

in these days i just kept working on the mod, cleaning up code and rewriting functions, nothing much but time intensive. Also i fixed the mobs that didn’t worked before, now they are functional.

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Open comments for this post

10h 14m logged

making logos + kept working on the mod

I’ve been working on the logos of the foundation and the game that i didn’t like the old ones, and also I’m thinking about changing the name of this mod because it doesn’t make sense with all the hate received to keep working on this and as soon as it gets available to get ddosed and harassed.

I’ve also been working like usual on the mod fixing bugs and more.

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Open comments for this post

10h 37m 12s logged

kept deobfuscating the game + kept modifying the foundation site

i gave a new look to the foundation site with a new logo and kept working on the mod and maps

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Open comments for this post

10h 46m 46s logged

encountered e-gangsters, little edit on the launcher and kept modifying the client

I had the pleasure to encounter e-ganster and they promised to search for exploits and to “disgust” the playerbase, how tuff..

They also said that the foundation registered with hcb is not real, lol

After this little encounter i also kept modifying the launcher and the game. i kept debugging and fixed a little issue that was brought up by a kind person that the play button was bad, really bad, now it’s looking alright.

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Open comments for this post

10h 56m 59s logged

I kept modifying the site + deobfuscating the mod and editing the launcher

  • 1 ) I kept editing the site for the foundation that is still not looking professional enough and serious (I believe at least). Please share your opinion, what’s missing and what should I change: https://iidastemfoundation.org
  • 2 ) I kept working on deobfuscating the mod (in fact all the hours counted for this devlog came from doing it) that is extremely hard to do and I don’t have any more tokens to use for this month so I guess I just have to keep working manually (feeling like in a coal mine rn).
  • 3 ) I kept also working a bit on the launcher but nothing much for this update.
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Open comments for this post

10h 36m 27s logged

made the site for the foundation + continued making the launcher

For this devlog i made the public facing website for the foundation. It has been kinda hard to do right but finally it’s kinda good looking.

I also continued to make the launcher and fix things that didn’t worked.

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Open comments for this post

17h 31m 18s logged

registered nonprofit + added google login and discord rich presence

in the last days i successfully registered the nonprofit that owns the game. It took some time but it’s now registered.

I succesfully added the google and microsoft login that will allow users to access only using those ways. It increases security and makes everything easier.

I integrated also Discord Rich Presence do display on users running the game and launcher the status.

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Open comments for this post

14h 15m 51s logged

made settings, servers and news pages + continued to edit the mod

Hi everyone, in these days i’ve continued to build the launcher by making all these pages, they work well except for settings that a few things have still to be made.

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Open comments for this post

14h 28m 8s logged

Restyle of the launcher + future of the mod

I have restyled the Launcher to be prettier and more useful. The last release was only the first test interface to verify that it worked. Now it’s looking way better and far more usable.

I’ve also been thinking about not just remaking this mod and then leaving it to die again. I intend to continue it, but I have no intention to profit from it. Because of this, I’m planning to create the iida Foundation through the HCB portal of Hack Club. The foundation will aim to create STEM projects to increase teenagers’ knowledge, specially through games that are actually interesting to play and provide real world skills, not just in game benefits. These skills include technology, energy, handcraft, and farming.

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9h 15m 16s logged

First peek at the launcher

This is the first look at the Launcher. I’m building this launcher in C++ with Qt. I chose this combination because it streamlines development and delivers superior graphics. The fields are currently empty, I’m using placeholders rather than mock data so once i connect the backend server all fields will populate automatically. Join our community on Discord: discord.gg/decimation Thanks for your interest!

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Open comments for this post

10h 12m 35s logged

the launcher

I’ve started building the open source launcher in C++. I chose C++ for its flexibility across multiple platforms and because it’s the language I’m most comfortable with. (The design is currently AI generated, I’ll design something polished later.)

I’m also continuing to refactor and clean up the mod’s codebase.

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Open comments for this post

10h 0m logged

code clean up + debug

lately i focused mostly on fixing bugs in the code that came from the deobfuscation and cleaning up duplicated functions/not needed anymore.

I also started renaming functions that were like Ab and Ad to the actual use of it, however many functions are still incompressible on what they do and it’s taking me a lot to do it.

As promised before i will now start building the launcher to finally make it playable again.

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Open comments for this post

9h 59m 22s logged

Singleplayer

Singleplayer is running great. No crashes, no blockers, nothing hanging on startup. Everything works as intended: Food and Drinks are usable, Weapons shoot, reload and work fully, Bombs the same, Cars are Driveable, Glider works, Clothes protect and are wearable

Protocol coverage

Piece by piece i’ve been reconstructing every message type the client sends and expects back matching the exact wire format so nothing breaks on either end. At this point the server correctly handles:

  • Player profile fetching and viewing
  • Kill counts, death counts, and zombie kill counts all tracked and saved per player
  • Supporter status checks
  • Crash report submissions, saved server-side
  • Live player count, reported back to the client accurately

A few message types are still open (server list population, some global stats, in-game notifications), but the core loop, the stuff a player actually touches every session is in and working.

The top-right info panel is live

The panel in the top-right corner of the client is now pulling its data straight from the network, live, with no issues. That data isn’t hardcoded or cached it’s a real pulled from the server like it’s supposed to. Getting that thing stable was one of the trickier parts of this whole stretch given how many layers of networking had to line up first but it’s paying off now.

What this adds up to

Individually none of these matter much, Together they mean the actual hard part (the plumbing nobody sees) is done and holding up. Singleplayer works, the network path from client to server works, the core gameplay data (kills, deaths, profiles, supporter status) is being tracked correctly.

The next stretch of work is the hardest, filling in the remaining protocol gaps (server list, global stats, notifications) and starting to build the launcher

Thanks for sticking with this rebuild. Hop into the Discord if you want to follow updates discord.gg/decimation

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Open comments for this post

7h 27m 33s logged

Hello everyone new updates!!

The original mod talked to a server over raw TCP/UDP sockets (using a Java networking library called KryoNet) for things like player stats, the server list screen, and update checks. That backend was never open source and doesn’t exist anymore, so I’ve been writing a brand new one that speaks the exact same “language” the client expects matching its wire protocol message by message so the old client just works against new server code without needing to be rewritten itself.

So far that new server handles:

Player profiles (kills/deaths/stats)
The in game server list
Live player count

More message types (server-side crash reports, supporter status, the update system) are getting added one at a time as I work through them.

Networking infrastructure.

Got a relay set up so the client’s existing hardcoded connection info actually reaches the new server, DNS pointed at the right place, and both sides talking over the same ports without falling over which involved learning more about TCP vs UDP port binding and firewall/security groups than I expected to going in.

Fixed a pile of dead links. A handful of things the mod calls out to at runtime (update checks, a resource pack, some JSON it fetches for the main menu) pointed at old GitHub links that don’t exist anymore. Tracked those down one at a time and replaced them with working equivalents, including chasing down a sneaky “blocked because of the default Java user-agent” issue that looked like a permissions bug at first.

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1h 12m 43s logged

Hey everyone, It’s been a while but Decimation is alive again. I want to give you a real update on where things stand, because a lot has happened behind the scenes and I don’t want that work to go unnoticed. (and i have no clue why it logged only 46m over the +100 hours of work done but whatever.)

Where this started

Like some of you may know, development on Decimation stalled a long time ago and the original source code was never made public. For a long time that meant the mod was effectively frozen, no fixes, no updates, no working mod. Over the past weeks I’ve been working on reviving the project from the ground up: rebuilding a working development environment, restoring the codebase to a buildable state, and getting the whole thing running on modern tooling instead of the outdated setup it originally shipped with.

This has been a genuinely massive undertaking. We’re talking about thousands of individual issues that needed to be worked through one by one, some tiny, some structural, across a codebase that spans dozens of systems. It has not been a quick job, and there were several points where the smart move was to stop, rethink the approach, and redo work rather than push forward on a shaky foundation.

What’s been accomplished so far

  • Full build pipeline rebuilt. The mod now compiles against a modern, actively maintained toolchain instead of infrastructure that had quietly rotted away over the years (dead package repositories, unsupported build tools, etc).
  • The codebase itself has been restored to a compilable state. This included resolving a huge number of structural issues throughout the mod’s systems, core mechanics, networking, rendering, player data, UI, and more.
  • First successful in-game boot. After all of the above, I’ve gotten Decimation to actually launch in a Minecraft client again for the first time.
  • Cross-machine reliability. Ironing out environment specific quirks so the project builds consistently regardless of which machine it’s compiled on.

What’s next

The immediate focus now is functional testing, going system by system to confirm everything behaves the way it’s supposed to, catching runtime issues that don’t show up until you actually play the mod, and gradually cleaning up the codebase so future changes are easier to make than this initial recovery was.

I’m not going to promise a release date, because anyone who’s done a project like this knows those promises tend to age badly. What I can promise is that this isn’t a “one big push and abandon it again” situation, the goal is to get Decimation back to a state where it can actually be maintained and built upon going forward.

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