Flathub Discourse
discourse.flathub.org.web.brid.gy
Flathub Discourse
@discourse.flathub.org.web.brid.gy
A place for Flathub Contributors and Users

[bridged from https://discourse.flathub.org/ on the web: https://fed.brid.gy/web/discourse.flathub.org ]
What's new in Vorarbeiter
It is almost a year since the switch to Vorarbeiter for building and publishing apps. We've made several improvements since then, and it's time to brag about them. ## RunsOn​ In the initial announcement, I mentioned we were using RunsOn, a just-in-time runner provisioning system, to build large apps such as Chromium. Since then, we have fully switched to RunsOn for all builds. Free GitHub runners available to open source projects are heavily overloaded and there are limits on how many concurrent builds can run at a time. With RunsOn, we can request an arbitrary number of threads, memory and disk space, for less than if we were to use paid GitHub runners. We also rely more on spot instances, which are even cheaper than the usual on demand machines. The downside is that jobs sometimes get interrupted. To avoid spending too much time on retry ping-pong, builds retried with the special `bot, retry` command use the on-demand instances from the get-go. The same catch applies to large builds, which are unlikely to finish in time before spot instances are reclaimed. The cost breakdown since May 2025 is as follows: Once again, we are not actually paying for anything thanks to the AWS credits for open source projects program. Thank you RunsOn team and AWS for making this possible! ## Caching​ Vorarbeiter now supports caching downloads and ccache files between builds. Everything is an OCI image if you are feeling brave enough, and so we are storing the per-app cache with ORAS in GitHub Container Registry. This is especially useful for cosmetic rebuilds and minor version bumps, where most of the source code remains the same. Your mileage may vary for anything more complex. ## End-of-life without rebuilding​ One of the Buildbot limitations was that it was difficult to retrofit pull requests marking apps as end-of-life without rebuilding them. Flat-manager itself exposes an API call for this since 2019 but we could not really use it, as apps had to be in a buildable state only to deprecate them. Vorarbeiter will now detect that a PR modifies only the end-of-life keys in the `flathub.json` file, skip test and regular builds, and directly use the flat-manager API to republish the app with the EOL flag set post-merge. ## Web UI​ GitHub's UI isn't really built for a centralized repository building other repositories. My love-hate relationship with Buildbot made me want to have a similar dashboard for Vorarbeiter. The new web UI uses PicoCSS and HTMX to provide a tidy table of recent builds. It is unlikely to be particularly interesting to end users, but kinkshaming is not nice, okay? I like to know what's being built and now you can too here. ## Reproducible builds​ We have started testing binary reproducibility of x86_64 builds targetting the stable repository. This is possible thanks to flathub-repro-checker, a tool doing the necessary legwork to recreate the build environment and compare the result of the rebuild with what is published on Flathub. While these tests have been running for a while now, we have recently restarted them from scratch after enabling S3 storage for diffoscope artifacts. The current status is on the reproducible builds page. Failures are not currently acted on. When we collect more results, we may start to surface them to app maintainers for investigation. We also don't test direct uploads at the moment. * * * This is a companion discussion topic for the original entry at https://docs.flathub.org/blog/vorarbeiter-2026
discourse.flathub.org
January 14, 2026 at 6:48 PM
Raindrop.io - Bookmark Manager
Duplicate of Raindrop Flatpak Request
discourse.flathub.org
January 12, 2026 at 7:07 PM
Stats not updating
This has been resolved for some days
discourse.flathub.org
January 9, 2026 at 6:37 PM
Java vs bedrock edition
Hi there! First of all: This forum is mostly about Flathub as a platform. If you want advice or help specific to an application, you can find links to app-specific help resources on its app page. I will try to give some pointers here, but if you need more in-depth advice, I recommend using the help resources of the application in question. jkgoose: > […], I’m noticing this program only downloads the java edition from the google app store vs the microsoft bedrock edition. […] By “this program”, I assume you’re referring to the Minecraft Bedrock Launcher? First of all, this is not using a “java edition from the google app store”, since this doesn’t exist. The Java edition is separate, bought on Minecrafts website, and only available on desktop platform (though including Linux natively). The Minecraft you find on the Google Play Store is the Bedrock edition, same as the one found on iOS or in the Microsoft Store. Now, the “Minecraft Bedrock Launcher” is just a small wrapper to make the Android version of Minecraft Bedrock run on Linux. Using the Microsoft Store version would require a wrapper for a Windows version. So its not possible with the current launcher to use a version of Minecraft Bedrock bought on the Microsoft Store. I’d assume you could login with your Microsoft Account in the game itself though, and transferring worlds should be possible by manually copying them.
discourse.flathub.org
January 7, 2026 at 10:53 PM
How to increase the file descriptor limit (NOFILE/ulimit -n) for a Flatpak app? VKD3D shader cache issue
**Hello,** I’m facing a problem with the **Heroic Games Launcher (com.heroicgameslauncher.hgl)** and a game (**Horizon Forbidden West**) running via Wine/Proton. The game uses VKD3D-Proton to cache DX12 shaders. **The Problem:** Every time I exit the game, the shader cache merge process (from `vkd3d-proton.cache.write` to `vkd3d-proton.cache`) seems to fail. I suspect this is because the file descriptor limit (`ulimit -n`) inside the Flatpak sandbox is only **1024**. The process likely needs to open thousands of files to merge the cache and hits this limit. * Proof: `flatpak run --command=sh com.heroicgameslauncher.hgl -c "ulimit -n"` returns **1024**. * Result: The `.write` file is left behind, the main `.cache` doesn’t update, and the game recompiles all shaders from scratch on every launch (taking several minutes). **My Question:** Is there an official or recommended way to **increase this`RLIMIT_NOFILE` for a specific Flatpak application**? **What I’ve tried (unsuccessfully):** 1. Creating a systemd user override for the app’s scope (e.g., `app-flatpak-com.heroicgameslauncher.hgl-*.scope`). This didn’t work because the limit seems to be enforced earlier by the sandbox (`bwrap`). 2. Setting the `WINE_FD_LIMIT=1048576` environment variable inside the sandbox. This does not affect the actual OS-level limit. **Is this the right approach?** Would a `flatpak override` command like the one below work? If so, is there a specific parameter that directly controls the file descriptor limit for the sandboxed process? flatpak override --user com.heroicgameslauncher.hgl --env=WINE_FD_LIMIT=1048576 # (plus other necessary permissions) Or is there another mechanism I should use? If possible, could you provide an example of a working configuration? **System Information:** * Distribution: Fedora Linux 42 (Rawhide) * Flatpak version: `flatpak --version` → **1.16.2** * Affected application: `com.heroicgameslauncher.hgl` Any guidance would be greatly appreciated. This issue severely impacts the usability of demanding DX12 games through Flatpak. Thank you for your help!
discourse.flathub.org
January 7, 2026 at 5:29 AM