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46m 32s 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restoring the codebase to a buildable state, and getting the whole thing running on modern tooling instead of the outdated setup it originally shipped with.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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