Blog
Infdev+ Roadmap & Multiplayer
Hello everyone! Following up on yesterday’s post, I have decided to provide you with a little bit more information regarding the future of Infdev+ and planned major content updates you can expect in the following years.
So far, I have planned 9 major content updates for the mod in the upcoming years. Each one of these will take at least 4 months to fully develop. During development, I will be periodically releasing revisions (my fancy word for snapshots) without a set schedule, just whenever I feel like a feature is ready to be tested. Please note that these revisions are highly experimental, so use them at your own risk! I highly recommend NEVER loading your main worlds in these, as it could happen that I change my mind (which happens frequently) during development about a particular item or feature, and end up changing or removing them, thus potentially leading to bricked or otherwise corrupted saves! The revisions themselves will come in the same format that was used for the previous two mods, i.e. the full release date in the YYMMDD format (e.g. rev. 20260821).
Currently, I am in the middle of a lengthy code-cleanup, which I hope to be done with by August of this year. Shortly thereafter, I will begin production on v1.1, the first major update, which will finally implement the long-awaited multiplayer. It’s going to be a lot of work, as Infdev has absolutely no net code whatsoever, and Infdev+ only has a very barebones implementation of the Beta 1.7 net code, which is severely limiting when considering the Starlight lighting engine and anvil world format that Infdev+ uses. Therefore, do not expect a smooth experience. The goal is to have something functional and playable, not polished or perfect. As such, this update will take until the end of the year, or early 2027 at the latest, to properly finalize, and will not add any new single-player content. Future updates will work for both single and multi-player, and implement loads of new content, some of which I want to share with you via the below roadmap:
- V1.1 – Multiplayer update. Revisions could begin as early as August of this year. From this update you can expect the entire mod to be playable, from start to finish, in multiplayer, with some jank along the way.
- V1.2 – The Ocean Update. Revisions will begin around May of 2027, with the full release by September of that same year. This update will include an entirely new ocean realm, inspired by games like Subnautica and ARK, complete with its own unique bosses, flora and fauna. It will be an optional dimension that you can access at any time throughout your playthrough, and will not be part of the main progression of the mod. Please note that regular overworld oceans will not be updated in this version, it will be purely focused on the new dimension.
- V1.3 – The Farming Update. Revisions will begin around September of 2027, with the full release aimed for Spring of 2028. This update will overhaul the farming system, implement seasons and animal breeding, add an optional game rule for a temperature system, along with new crops and farming equipment.
- V1.4 – The Builder’s Update. This update will mostly focus on the building/creative aspect of the mod, implementing some new building blocks and creative/customization improvements. A new texture overhaul is also planned for this update, but it will likely begin sooner, with it being finished by the release of this one.
- V1.5 – The Machines Update. This update will overhaul the existing machines mechanics and add new machines. Think the redstone update, but for this mod instead.
- V1.6 – The Crimson Update. This update will touch up on the Crimson, implementing new biomes, dungeons and additional content.
- V1.7 – The Astral Update. This update will touch up on the Astral, implementing new biomes, dungeons and additional content.
- V1.8 – Hard Mode/Postgame Update. This update will add new content to the void, a way to replay the final boss, and new content that you will unlock upon defeating the final boss for the first time. Some plans include new bosses you can summon at any time and anywhere (similar to Terraria), upgrades to the Seraphic set and powerful new end-game items.
- V1.9 – Woods Update. This will be the last major content update to the mod. It will add a new dimension inspired by the Twilight Forest mod, as well as a magic/mana system. The dimension will have its own unique dungeons, flora and fauna.
Those are some massive plans, and I hope I can commit to at least half of them, as the mod still has some design flaws that I would like to address, not to mention immense potential for expansion. For the time being, you can expect more patches for 1.0 as I continue addressing more issues with the current codebase. The goal is to have v1.1 out by the end of the year, but it may need to be delayed till Q1 of 2027.
That’s about it. Exciting times ahead, and I hope you are looking forward to it as much as I am! Until next time.
Hello World!
Whew, the new website is finally ready! Well.. almost. The wiki is still a long way away, but this is still a great start! Many thanks to DEJVOSS for designing this website and hosting it, it wouldn’t be possible without his help <3.
I guess I should start by introducing myself. I am Yoniko, the lead (and currently only) dev of the Legacy+ collection. This website is the main information hub for anything Legacy+ related: Downloads, guides, wikis etc. It will also serve as my personal blog, where I will post about the progress of the various mods, roadmaps, other projects I am/will be working on and just my thoughts in general.
If you’re just now finding out about this project, welcome! You can read more about it in the About page, but to sum it up, Legacy+ is a collection of mods that I have created over the years. They serve as my ideal visions for various historical versions of Minecraft, aimed at replacing the base versions and for personal use.
Anyway, while I am here, I might as well give a short update on the project and where it is headed. As some of you may have already seen, I recently released the final major update for Alpha Recrafted, namely v1.1.9. Although I will still support the mod with small patches until the summer, I am pretty much done with it and would like to move on to Beta Recrafted as soon as the Infdev+ code cleanup is done.
Speaking of which, that is pretty much on track. I am currently almost done with the entity cleanup, and will be wrapping it up by the end of February. After this, I only have the Item and World classes left, along with some miscellaneous things such as physics, statistics and localization classes. March and April will be the focus for the misc. Stuff and Items (I will spend a week in Portugal during March though, so that will delay things a bit), and from May till August I will wrap everything up with the World classes. World is the biggest package by far, with nearly 400 individual classes that need to be touched up. During this phase of the cleanup, you can expect overhauls to the existing dungeons, improvements to biomes and world types, and some critical fixes with blocks and hopefully performance.
Once I am done with the cleanup, which I aim to finish by August, I will have a month or so long break and work on Beta Recrafted, so stay tuned for that! Come September, I will finally begin work on the long-awaited Multiplayer, together with Moresteck. We’re hoping we can have it in a playable state by the end of the year, with Q1 of 2027 focusing on some polishing. That is also when I plan to work on the final mod of the collection, Releasified.
Addressing the elephant in the room, you might have noticed how we’ve been stuck on 1.0 for over a year by this point, with a whoppin’ 29 patches! That is because the code cleanup has taken me much longer than I anticipated. I had rushed so many things with this project, which I have now come to regret. I am fixing it, slowly but surely, but as a result, we have to push back the next major content update (v1.1, the ocean update) to the summer of 2027. I have figured this is the smartest move, as it gives us plenty of time to finally catch up with the Multiplayer work, and have a solid base to work with moving forward.
That being said, I am excited for the future of this project! I would like to thank everyone for the kind and encouraging words and sticking with this project, despite all our past hardships and the long wait for multiplayer/v1.1. Until next time!