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Version: v1.4.0

Not yet available

Each area of the Native API (content, world, entities and gameplay, client, resources, network, commands) has a basic path and an advanced path. What is still missing is listed below: gaps compared with Fabric API and NeoForge, what no person has checked yet, what the automated checks do not cover, and distribution and tooling.

Native API gaps compared with Fabric API and NeoForge​

The goal is that everything a Fabric or NeoForge mod commonly does can be written with the Native API. These are the main gaps that remain. This is a plan, not a compatibility claim.

  • Events:
    • The client's own prediction of clicks. The interaction events fire on the server only.
    • Attacking (left-clicking) a block, a canceled block break, block placement without a player (dispensers, endermen).
    • Server tick end, world tick start and end, the end of a data pack reload, player ticks.
    • An entity leaving a world, and canceling an entity joining a world.
    • Death prevention (totem-like), after-damage and drop events.
    • Crafting, smelting, anvil, brewing, explosion, sleeping, and experience events.
    • Client screen open and close, key and mouse input, and named render stages.
  • Content and registries: tool and armor materials, custom attributes and attribute modifiers, fluids, mod-owned registries, villager trades, fuel values, composting, flammability, and stripping or tilling.
  • Tags, data, recipes, and loot: fluid and biome tags, tag events on reload, reading and writing the game's own item components, recipe lookup and custom recipe types, and loot table modification.
  • Creative tabs and tooltips: the insertion position of an item in an existing tab, and styled tooltip lines (colors, translation keys) without section signs.
  • Client: block and item color providers (tinting), block render layers, model loading plugins, armor and feature layers on the game's mobs.
  • Other: a typed config with sync and a config screen, a transfer API (item, fluid, and energy storages by side), client-side commands, and more command argument types.

Planned loader support​

Every loader below is in Poly Mod Loader's goal. The table lists what is still missing for each one. This is a plan, not a compatibility claim; what runs today is in Compatibility.

LoaderWhat is missingToday
Fabric (the rest)A look at the rendered client by a personVerified: mods with Mixin run on the client and on servers, on 26.1 and 26.2 (on the 26.2 client, 140 mods play, save and quit a world: 138 real mods plus 2 test mods). Fabric Loader internals beyond what real mods use are not provided (111)
Fabric and Quilt next to Forge or NeoForgeFabric API next to NeoForge: native replacements for the 10 modules still left out on 26.2 (planned; Sinytra's Forgified Fabric API is supported next to NeoForge); next to Forge, Architectury, Balm and Lithium (on 26.3 also Puzzles Lib and three Fabric API modules); mixing loaders on Minecraft 26.3 in a game window (not run yet); a pre-launch check for class tweaker interface defaults (223); a check of each mod's featuresPartial (since 2026-10-25): a Fabric or Quilt mod whose mixins cannot work as written on the patched game is not loaded (POLY-COMPAT-224), and neither are the mods that need it (114). On 26.2 that is no Fabric API module but three Fabric mods (Architectury, Balm, Lithium) next to Forge (1.2.5, 2026-10-28), and 10 Fabric API modules next to NeoForge, with the Fabric mods that need them. On 26.3 mixing loaders works since 1.2.5 (headless) (Run Fabric and Forge mods together)
Quilt (the rest)Quilt Standard Libraries (no release for 26.x); Quilt Loader plugins (POLY-COMPAT-301), Quilt language adapters (302), and the modifiable file system overlay (306); a client comparison with real Quilt Loader; a check of each mod's featuresVerified on 26.1, 26.1.2 and 26.2: checked with every Quilt-only build on Modrinth for each version on the client, the game test server and the dedicated server; next to Forge or NeoForge mods, the limit of the row above applies; only mods real Quilt Loader cannot load or run either are left out. Mods that need QSL are left out (114 with 308) (Quilt)
NeoForge (the rest)Running NeoForge mods in the same game as Forge mods (POLY-COMPAT-221); Poly Mods' network channels next to NeoForge (not checked); a run with the real Minecraft Launcher; a check of each mod's featuresVerified: Poly Mod Loader runs NeoForge and FML themselves on 26.1, 26.1.2 and 26.2, on the client and on servers; next to Fabric and Quilt mods, see "Fabric and Quilt next to Forge or NeoForge"; only mods NeoForge's own server stops on or refuses too are left out (NeoForge)
ForgeA run with the real Minecraft Launcher; a check of each mod's featuresVerified: Poly Mod Loader runs Forge and FML themselves on 26.1, 26.1.2 and 26.2 (Forge)

Not checked by a person yet​

  • Riding and steering a vehicle: this needs key input, which the automated checks cannot give.
  • Whether drawn results (mob models, block entity drawing, post-processing) look right. The automated checks confirm only that the drawing code runs.
  • The paged creative screen with mod tabs (page buttons, tab drawing) and drawn item tooltips have not been checked by a person yet. Their transform rules and hooks are checked by unit tests against the real game classes.
  • Behavior inside the IntelliJ IDEA UI (import, run configurations, breakpoints) has not yet been checked by a person.

Verification scope​

  • Connecting a separate client to a dedicated server needs EULA acceptance, so it is not verified automatically. Only the network round trip of the single-player integrated server is verified.

Distribution and tooling​

  • Transforms for Poly Mods: the rest of Mixin's semantics (argument and local variable modification, local variable capture, interface injection, and so on). Fabric mods get these from Mixin itself. A compile-time game jar with access widening applied, for mods whose hooks contain game types or use widened members.
  • Two startup steps: a final check that every required system is ready before the game starts, and a record of each mod's errors, performance cost and compatibility while the game runs.
  • Performance: client frame time with Poly Mod Loader alone and no mods, allocation rate, chunk generation time, modpacks that mix third-party mods, and microbenchmarks. Server tick time, GC, a fixed-heap memory comparison, client frame time with development mods, and a server comparison with Sinytra Connector on the same Fabric mods are measured. See Performance.
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