
BandwidthOptimizer
Save your MC bandwidth with big quantities.
Обновлён 24 июня 2026 г. · опубликован 12 апреля 2026 г.
BandwidthOptimizer
BandwidthOptimizer is a client-and-server network bandwidth optimization mod for heavily modded Minecraft servers. It reduces repeated and compressible PLAY traffic while trying to preserve the original Minecraft packet stream after decoding.
It is designed for modpacks and public servers where login sync, custom payloads, machine networks, storage systems, and repeated chunk visits can generate large amounts of network traffic. It is not an FPS optimizer, and it should not be treated as a replacement for normal server, proxy, or network tuning.

Support
Development Status
BandwidthOptimizer is still under active development. Bugs and mod compatibility issues are still possible, especially in large modpacks, proxy networks, and servers with heavy custom payload traffic.
The mod is designed to optimize network packets, not to modify world data or save files. When a packet, boundary, or mod interaction looks unsafe, BandwidthOptimizer tries to fall back to direct or bypass behavior instead of forcing optimization.
If you encounter an issue, please report it with client logs, server logs, proxy logs if applicable, and BandwidthOptimizer report files. Compatibility reports, suggestions, and contributions are welcome.
What It Does
- Wraps already encoded Minecraft packets into reversible transport frames.
- Compresses suitable packet payloads with streaming Zstd.
- Uses synchronized literal/template mapping for repeated packet structures.
- Batches safe small packet groups while respecting protocol and flush boundaries.
- Reuses chunk data through
full,ref, andpatchtransport decisions. - Keeps reusable chunk cache data across reconnects and compatible proxy server switches.
- Bypasses sensitive packets, protocol transitions, and unsafe timing boundaries instead of forcing every packet through the same optimization path.
- Provides HUD, server stats, source reports, bypass reports, and decoder dump files for debugging and reproducible measurements.
How It Works
BandwidthOptimizer works below normal gameplay logic. On the sending side, it observes packets after Minecraft or the loader has encoded a complete packet into bytes. The transport layer may then wrap, batch, compress, or bypass that encoded packet.
On the receiving side, the transport frame is unwrapped back into the original encoded packet bytes before normal packet handling continues. The design goal is packet-stream equivalence: after restoration, the receiver should see the same packet types, packet contents, and relative order that it would have seen without BandwidthOptimizer.
| Layer | Purpose |
|---|---|
| Transparent transport | Carries already encoded packet bytes without rewriting gameplay logic. |
| Streaming Zstd | Compresses packet bodies that benefit from byte-level compression. |
| Literal/template mapping | Reduces repeated packet structures while keeping sender and receiver state synchronized. |
| Light batch path | Uses cheaper batch encoding for sensitive flush paths where full template work is too expensive. |
| Chunk transport | Chooses full, ref, patch, or bypass for chunk-related traffic based on available cache state and safety checks. |
| Boundary control | Forces flush, bypass, warmup, or reset around protocol transitions, login/config/play changes, proxy switches, and stale epochs. |
| Reports | Records raw traffic, optimized traffic, bypass causes, packet ranks, and decoder failures for troubleshooting. |
Measured Results
Bandwidth reduction depends on the modpack, player activity, proxy setup, and which packets dominate the traffic. The examples below are from BandwidthOptimizer report files collected during real heavily modded server testing. They are examples, not guaranteed results.
The main metric for this mod is the compression ratio of traffic that actually enters BandwidthOptimizer's transport path. Whole-server raw/actual totals are useful context, but they also include direct packets, compatibility bypasses, cache reuse, and traffic from mods that should not or cannot be compressed. For example, some mod traffic such as WATUT/YSM-style presence or model updates may be bypassed or may compress poorly, so it should not be mixed into the main transport-compression claim.
Live HUD snapshots:
| Environment | Client optimized flow | Server raw to actual | Server optimized flow | Direct flow | Players | Source |
|---|---|---|---|---|---|---|
| Create Delight Remake server 1 | 23.21 MB -> 3.93 MB (16.9%) |
305.35 GB -> 51.12 GB (16.7%) |
40.28 GB (13.2%) |
49.46 GB (16.2%) |
13 | HUD snapshot, v2.7.6.10. |
| Create Delight Remake server 2 | 24.51 MB -> 4.15 MB (16.9%) |
516.70 GB -> 83.24 GB (16.1%) |
57.57 GB (11.1%) |
57.01 GB (11.0%) |
15 | HUD snapshot, v2.7.6.10. |
Source-report managed transport totals:
| Environment | Managed transport | Without WATUT/YSM-like streams | Notes |
|---|---|---|---|
| Create-focused core server | 38976.09 MiB -> 9455.03 MiB (24.3%) |
34580.44 MiB -> 5236.56 MiB (15.1%) |
Real mixed traffic with large already-compressed/poorly-compressible sources. |
| Create-focused mirror server | 1046.16 MiB -> 253.89 MiB (24.3%) |
902.82 MiB -> 113.55 MiB (12.6%) |
Smaller mixed sample; WATUT-like traffic is visible. |
| Create-focused test server | 1174.31 MiB -> 112.24 MiB (9.6%) |
same sample | No WATUT/YSM exception in this TopN sample. |
| Create Delight | 7865.72 MiB -> 1622.43 MiB (20.6%) |
7774.54 MiB -> 1539.90 MiB (19.8%) |
Public modpack source-report snapshot. |
| Create Delight secondary snapshot | 4567.66 MiB -> 603.15 MiB (13.2%) |
not separated | Earlier report snapshot. |
High-impact traffic-source examples:
| Source | Environment | Raw observed | Actual transmitted | Actual/raw ratio |
|---|---|---|---|---|
ClientboundLevelChunkWithLightPacket |
Create-focused core server | 9062.88 MiB |
481.85 MiB |
5.3% |
ClientboundLevelChunkWithLightPacket |
Create-focused test server | 713.65 MiB |
16.84 MiB |
2.4% |
ClientboundTabListPacket |
Create-focused core server | 6354.97 MiB |
655.45 MiB |
10.3% |
lightmanscurrency:network |
Create-focused core server | 8206.80 MiB |
593.69 MiB |
7.2% |
create:deployer block entity data |
Create Delight | 510.41 MiB |
71.61 MiB |
14.0% |
Low-benefit traffic-source examples:
| Source | Environment | Raw observed | Actual transmitted | Actual/raw ratio | Path |
|---|---|---|---|---|---|
watut:main |
Create-focused core server | 4157.94 MiB |
3974.80 MiB |
95.6% |
BATCH_DIRECT_FALLBACK |
yes_steve_model:2_6_0 |
Create-focused core server | 514.63 MiB |
510.50 MiB |
99.2% |
BATCH_TRANSPORT_SHARE |
watut:main |
Create-focused mirror server | 146.07 MiB |
143.07 MiB |
97.9% |
BATCH_TRANSPORT_SHARE |
watut:main |
Create Delight | 91.18 MiB |
82.53 MiB |
90.5% |
BATCH_TRANSPORT_SHARE |
These streams are already compressed, encrypted, or near-random enough that a second compression layer has little room to help. They are still shown here because they explain why mixed-server totals can look worse than the high-impact packet families above.
To reproduce comparable measurements on your own server:
- Install the same BandwidthOptimizer version on the server and clients.
- Run the same activity pattern for a fixed period, such as login bursts, repeated chunk travel, machine-heavy areas, or normal online play.
- Prefer the HUD
optimized flowline, or filter source reports to rows whose path enters transport, such asBATCH_TRANSPORT_*,SINGLE_TRANSPORT, or chunk transport rows. - Keep direct/bypass rows separate. Do not count
bandwidthoptimizer:transportcarrier packets as new raw source traffic. - Include the modpack, loader, Minecraft version, player count, and test duration when sharing results.
Important report locations:
bandwidthoptimizer-native/transport-source-report/latest-source-report.md
bandwidthoptimizer-native/transport-bypass-report/latest-bypass-report.md
bandwidthoptimizer-native/decoder-exception-dump/
Mechanomania was also checked with BandwidthOptimizer diagnostic output in the current test set. The available snapshot contained bypass and packet-rank reports but not a source raw/actual summary, so it is listed as a tested environment rather than used as a compression-ratio claim.
Tested Modpack Environments
The author has tested BandwidthOptimizer in several heavily modded environments, including:
- Create Delight
- Brass Concerto
- Aeronautics
- Mechanomania
This means these environments have been used for compatibility testing. It does not guarantee that every possible mod combination, proxy topology, or server configuration is covered.
Supported Versions
Choose the build that matches both your Minecraft version and loader.
| Loader | Minecraft | Notes |
|---|---|---|
| Forge | 1.19.2 | Forge 43.x target. |
| Forge | 1.20.1 | Forge 47.x target. |
| Fabric / Quilt | 1.20.1 | Requires Fabric API. Published for Fabric and Quilt loaders. |
| Fabric / Quilt | 1.21.1 | Requires Fabric API. Published for Fabric and Quilt loaders. |
| NeoForge | 1.21.1 | NeoForge 21.x target. |
Dependencies
- Minecraft and the matching mod loader for the downloaded build.
- Fabric API for Fabric and Quilt builds.
- The same BandwidthOptimizer version on both the server and every client.
Forge and NeoForge builds use loader config files generated under config/.
Fabric and Quilt builds include matching runtime code and still require Fabric
API.
Installation
- Download the BandwidthOptimizer jar for your loader and Minecraft version.
- Put the jar into the server
modsfolder. - Put the same BandwidthOptimizer version into each client
modsfolder. - Install Fabric API when using the Fabric or Quilt build.
- Restart the server and clients.
If client and server versions do not match, the transport channel may be disabled or fail to negotiate correctly.
Configuration
Main loader-generated config files:
config/bandwidthoptimizer-common.toml
config/bandwidthoptimizer-client.toml
Important areas:
| Area | Purpose |
|---|---|
| PLAY batch options | Controls reference deduplication, SHA-256 dictionary, template dictionary, Zstd, streaming Zstd, and async batch encoding. |
| Template dictionary limits | Caps packet size, entry count, payload bytes, diff runs, and changed bytes for mapping work. |
| Chunk cache budget | Controls client-side chunk cache memory and persistent backup behavior. |
| Debug analysis | Enables heavier manual analysis commands such as transport reports and packet ranks. |
| Decoder dump | Writes detailed packet dumps when decoder failures are detected. |
| Runtime properties | Advanced overrides such as bandwidthoptimizer.transport.batchWindowMillis, bandwidthoptimizer.transport.mappingEnabled, and bandwidthoptimizer.transport.zstdEnabled. |
Most servers should start with the default configuration and only change these options while comparing report output before and after the change.
Commands
| Command | Description |
|---|---|
/bandwidthoptimizer |
Shows available BandwidthOptimizer commands. |
/bandwidthoptimizer hud |
Toggles the client HUD. |
/bandwidthoptimizer stats |
Shows server bandwidth totals. |
/bandwidthoptimizer stats total |
Shows persisted total server bandwidth stats. |
/bandwidthoptimizer stats players [limit] |
Shows top player/channel bandwidth stats. |
/bandwidthoptimizer stats reset |
Resets persisted server bandwidth stats. |
/bandwidthoptimizer test transportreport run [ticks] |
Starts a short transport compression report. Requires debug analysis. |
/bandwidthoptimizer test transportreport status |
Shows transport report capture status. |
/bandwidthoptimizer test packetrank run [ticks] |
Starts a packet-rank capture. Requires debug analysis. |
/bandwidthoptimizer test packetrank status |
Shows packet-rank capture status. |
Compatibility Scope
BandwidthOptimizer intentionally bypasses or flushes around packets and states where optimization could change observable timing or ordering. This includes protocol transitions, strong timing boundaries, stale transport epochs, unsafe serverbound carrier sizes, selected compatibility cases, and packets where direct delivery is safer than wrapping.
Velocity proxy setups are supported and tested, but proxy switching and reconnect behavior can expose timing-sensitive bugs in any transport layer. When reporting a proxy issue, include client logs, backend server logs, proxy logs, and the generated BandwidthOptimizer report files.
Limitations
- Both the client and server must install the mod.
- Results vary by modpack, online count, traffic source, and activity pattern.
- Already-compressed, encrypted, or near-random streams such as WATUT/YSM-style presence or model data may have little or no additional compression benefit.
- Some packets are deliberately sent directly because optimizing them would cost more than it saves or could risk compatibility.
- Large login or reconnect bursts can still create network pressure even when compressed.
- BandwidthOptimizer reduces network traffic; it does not directly optimize FPS, TPS, world generation, database latency, or proxy routing.
Reporting Issues
When reporting a problem, please include:
- Minecraft version, loader, and BandwidthOptimizer version.
- Whether a proxy such as Velocity is used.
- Client logs and server logs around the issue time.
- Proxy logs when the problem involves server switching or reconnects.
latest-source-report.mdandlatest-bypass-report.mdif available.- Decoder dump files if a packet decoder error was reported.
- The modpack name or a short list of major networking-heavy mods.
Acknowledgments
Thanks to the server owners, modpack maintainers, and players who provided logs, packet dumps, compatibility reports, and real traffic samples from heavily modded servers. Those reports are what make the optimization and compatibility rules practical instead of theoretical.
License
This project is licensed under GNU LGPL 2.1-only.
Центр версий
75 версийЧенджлог
1.21.1-2.9.18.55-neoforgeРелиз1.21.1 · 24 июня 2026 г.
v2.9.18.55-release
- Fixed persistent chunk cache I/O pressure during fast exploration.
- Added on-demand diagnostics and server BO log export.
- Reduced transport diagnostic overhead and added hot-path cost tracing.
- Fixed zstd transport session cleanup.
v2.8.16.40-release
- Added Brazilian Portuguese localization.
- Fixed Voxy rendering issues with stairs and chunk holes.
v2.8.16.38-release hotfix
- Fixed Valkyrien startup crash.
- Fixed Create interactive control delay.
v2.8.16.36-release hotfix
- Fixed oversized transport batch flushes that could disconnect players after TPA or teleport bursts (#13).
v2.8.16.35-release
- Gated all Create block entity updates with lightweight pre-encode size accounting.
- Added Create transport raw and actual traffic to the server HUD.
- Fixed server HUD raw-flow totals to include pre-encode Create gate savings.
v2.8.15.32-release
Important fixes:
- Fixed runtime transport failures disabling optimization globally.
- Preserved the real carrier write failure reason when transport carrier creation or payload limits fail (protect method but useless).
- Restored Create dynamic-structure block entity updates to the merge gate for moving entity (8 point instead of 1 center).
Other fixes:
- Added Forge 1.20.1 client chunk-gap diagnostics for missing chunk.
v2.8.14.29-release
Important fixes:
- Fixed Valkyrien server-side inject crash mistake.
- Added WATUT dynamic GUI compatibility throttling to reduce noisy GUI status traffic.
- Fixed stateful transport carrier commit handling and added adaptive pre-wrap bypass for oversized or risky payloads.
Other fixes:
- Fixed Fabric refmap publishing for release jars.
- Added default low-overhead Netty spike diagnostics for overloaded network paths.
- Added custom runAll test ports for cleaner regression validation.
v2.8.11.29-release
Important fixes:
- Fixed proxy server-switch reset windows so stale transport frames and PLAY payloads no longer cross into the new backend login or chunk stream.
- Fixed player floating after TP triggered by reset-style mods.
- Fixed chunk restore stalls during fast map traversal.
- Reduced player TP chunk-load latency; the BO path can now reach a usable state faster than vanilla loading in tested cases.
Other fixes:
- Added sender-side limits for batch and single transport carriers to prevent frames that the receiver would reject.
- Fixed streaming carrier frame smuggling and bad-carrier state poisoning.
- Improved persistent manifest and chunk cache synchronization, refresh, and restore stability.
- Improved Create dynamic-structure block entity bypassing and TP critical-path protection.
- Fixed server HUD session bandwidth accounting so live stats no longer include persisted historical totals.
v2.7.8.18-beta
- Improved Sable dynamic structure chunk sync compatibility.
- Added Valkyrien Skies dynamic structure payload boundary handling.
- Fixed Create update visibility checks on moving dynamic structures.
v2.7.7.17-beta
- Trim server shadow chunk cache(This may cause high memory usage)
- Validate persistent manifest reuse(Robust improve)
v2.7.7.15-beta
- Fix Voxy chunk bound compat.
- Fix problem if full chunk packet is missing.
v2.7.7.14-beta
- Added Create block entity update gating to reduce repeated off-screen sync traffic.
- Added sound-aware safety handling for Create block entity updates.
- Added HUD stats for Create gate savings and real-time client/server wire rates.
- Added Minecraft-compression-based saving estimates with an explicit high-cost toggle.
- Added persistent server HUD stats for compression estimates and Create gate results.
- Added a 2-minute server global compression ratio window.
v2.7.6.11-beta
- Improved Velocity server-switch transport stability.
- Fixed TrueUUID login compatibility issues.
- Reduced Netty IO cost during sensitive batch flushes.
- Improved transport routing for delayed carrier packets.
v2.7.6.6-beta
- Added Forge 1.19.2, Fabric 1.20.1, and Fabric 1.21.1 support.
- Marked Fabric builds as Quilt-compatible on publishing platforms.
- Fixed chunk cache reuse after returning to the multiplayer screen and reconnecting.
- Fixed client disconnects caused by direct chunk transport envelopes being decoded as vanilla packets.
- Fix velocity chunk border potential problem.
v2.6.6.3-beta
- Improved Sable compatibility.
- Fixed persistent server bandwidth stats.
- Added source traffic reports for finding high-traffic mods.
- Moved bypass report writing to a background thread.
v2.6.5.2-beta
- Add decode error analyzer.
v2.6.5.1-beta
- Added offline chunk cache reuse.
- Split cache by server.
- Added compressed local cache backup.
- Improved server/client HUD stats.
v2.6.4.1-release
- Fixed severe memory growth in template dictionary and chunk snapshot caches.
- Improved zstd native driver loading, fallback, and cleanup.
- Fixed HUD bypass stats display and aligned server-side bypass reporting.
- Improved NeoForge 1.21.1 and Forge 1.20.1 release stability.
- fix command duplicate.
v2.6.4
- Add strict channel check.
- Fix the bypass range too big.
- Fix version label mistake.
- Fix unstable reflection.
v2.6.3
- Fixed
Flowbeing reported asNONEin the transport bypass report. - Added old-path archiving and unified the working output path.
- Fixed a memory leak in the chunk global cache cleanup path.
v2.6.2
- Fixed chunk cache state not being closed correctly after Velocity / proxy server switching.
- Fixed a server crash when the channel client was missing.
- Added silent bypass recording and bypass rank reporting to identify packets that did not enter the batch / zstd / template dictionary pipeline.
v2.6.1
- Fixed the NeoForge 1.21.1 semantic migration.
v2.6
- Added the NeoForge 1.21.1 migration.
- Reworked the project structure for multi-version support.
v2.5-beta
- Fixed chunk cache reuse after repeated Nether portal travel, reducing repeated full chunk sends.
- Added server total bandwidth stats and per-player bandwidth stats with HUD, commands, and world persistence.
- Improved HUD refresh, display text, i18n, and optimized-flow percentage display.
- Fixed tiny-packet negative compression cases by bypassing clearly unprofitable carrier/batch output.
- Hardened public-server safety around unexpected server-bound carriers, oversized frames, and invalid mapping data.
v2.4-beta
BandwidthOptimizer 2.4 beta is the largest update since 1.3. This version rewrites almost the entire codebase and replaces the old packet replay/batch architecture with a new layered transport framework focused on stability, compatibility, and real bandwidth reduction.
Major Features
- Completely rewritten the low-level network optimization framework.
- Added a new general-purpose transport layer that works after vanilla packets have already been encoded.
- Added safer packet aggregation, compression, packet-id mapping, and connection-level state reuse.
- Added automatic bypass, flush, barrier, and fallback behavior for timing-sensitive situations.
- Replaced the old replay-centered design with a packet-stream equivalent design that is closer to vanilla behavior.
New Chunk Hotspot Optimization
- Added a new chunk hotspot transport system for high-traffic chunk data.
- Added
Full,Ref, andPatchtransport decisions. Fullsends a complete chunk baseline when the client does not have one.Refsends only a reference when the client already has the same chunk data.Patchsends only the difference when the client has an older matching chunk baseline.- Added content fingerprinting for chunk packets.
- Added smarter reuse for repeated movement, view-distance boundaries, chunk reloads, small block changes, and portal/dimension return paths.
- Added specialized handling for full chunks, light updates, section block updates, block updates, and block entity updates.
Portal, Respawn, and Dimension Switching
- Fixed repeated full chunk traffic after fast Nether portal travel.
- Fixed chunk cache reuse failure after dimension changes.
- Fixed repeated large chunk traffic after respawn.
- Fixed chunk state invalidation caused by teleport, respawn, and dimension boundaries.
- Returning to a previously visited area can now reuse confirmed matching chunk data when it is safe.
Stability and Boundary Handling
- Added safer handling for login, game join, respawn, dimension change, teleport, player position sync, chunk view center/radius changes, chunk unload, forget chunk, bundle boundaries, and listener-sensitive packets.
- Improved ordering protection between optimized packets and direct vanilla packets.
- Improved behavior around watch boundaries so small changes do not always fall back to full chunk transmission.
- Added ACK/NACK/INVALIDATE feedback for chunk baseline state.
- The server can now recover when the client is missing a required chunk baseline.
Compatibility Improvements
- Fixed joining servers through Velocity.
- Fixed Velocity adaptive behavior.
- Improved compatibility with proxy environments.
- Improved anti-cheat compatibility by keeping optimized traffic closer to vanilla packet-stream semantics.
- Fixed mapping problems in mixed server environments.
- Fixed mapping problems in release builds.
- Improved coexistence with custom payload-heavy mods, minimap mods, anti-cheat mods, and model-related mods.
- Automatically bypasses packets that are not safe or not worth optimizing.
Performance and Bandwidth
- Greatly reduces repeated full chunk traffic in reuse-heavy situations.
- Improves bandwidth usage when players revisit the same area.
- Improves bandwidth usage around view-distance boundaries.
- Improves bandwidth usage after portal travel and dimension switching.
- Compresses many small or structurally similar packets more effectively.
- Uses specialized algorithms for chunk traffic instead of applying one generic strategy to every packet.
- Automatically bypasses low-benefit paths to avoid optimization overhead.
Fixes
- Fixed ref reuse not working correctly.
- Fixed chunk hop reuse failure in the new logic.
- Fixed dimension chunk reuse.
- Fixed duplicated full sends caused by patch timing anomalies.
- Fixed chunk border reuse sequence problems.
- Fixed watch-boundary refresh and patch reuse issues.
- Fixed session failure.
- Fixed fragile packet flow handling.
- Fixed channel safe-close mistakes.
- Fixed bandwidth optimization auto-close behavior.
- Fixed
ClientboundMoveEntityPacket$Poscompare behavior. - Fixed light packet issues in specific cases.
- Fixed recipe listener packet timing by routing them through immediate transport.
- Fixed client HUD display issues.
Removed and Replaced
- Removed the old replay-based main architecture.
- Removed the old packet batch implementation.
- Removed the old chunk cache message structure.
- Removed the old network statistics and telemetry pipeline.
- Removed early experimental optimization paths.
- Replaced the old implementation with the new channel transport, chunk hotspot transport, and full/ref/patch systems.
Upgrade Notes
- This is a major beta rewrite. Testing on a staging server is recommended before production deployment.
- The first load of a new area still needs full chunk baselines; most savings appear during revisits, return paths, boundary reuse, dimension travel, and small updates.
- Some packets may still bypass optimization by design. This means they were considered unsafe or not beneficial enough to optimize.
- Servers using Velocity, anti-cheat, or large modpacks should observe behavior before rolling out widely.
v1.3-beta
- Rework the chunk cache algorithm and improve return-path reuse.
- Add off-screen delta sync for cached chunks.
- Compress chunk cache traffic through the internal batch/zstd pipeline.
- Fix chunk cache HUD and telemetry bandwidth display.
- Improve safety across reset, respawn, and dimension change.
- Add compatibility bypass for OPAC, Xaero, and Yes Steve Model.
- Bump the internal network protocol version.
v1.2-release
- Add four new whitelist classes to the algorithm.
- Fix #2 (Chunk cache use problem).
- Fix the debug problem (Many debugs are for test algorithm that shouldn't show in the release version).
- Full analysis for Create packets.
v1.1-release
- Fix monitor problem.
- Fix the whitelist mistake (improve 5% additional bandwidth save).
v1.0-beta
- Initial Mod and publish beta
1.20.1-2.9.18.55-forgeРелиз1.20.1 · 24 июня 2026 г.
v2.9.18.55-release
- Fixed persistent chunk cache I/O pressure during fast exploration.
- Added on-demand diagnostics and server BO log export.
- Reduced transport diagnostic overhead and added hot-path cost tracing.
- Fixed zstd transport session cleanup.
v2.8.16.40-release
- Added Brazilian Portuguese localization.
- Fixed Voxy rendering issues with stairs and chunk holes.
v2.8.16.38-release hotfix
- Fixed Valkyrien startup crash.
- Fixed Create interactive control delay.
v2.8.16.36-release hotfix
- Fixed oversized transport batch flushes that could disconnect players after TPA or teleport bursts (#13).
v2.8.16.35-release
- Gated all Create block entity updates with lightweight pre-encode size accounting.
- Added Create transport raw and actual traffic to the server HUD.
- Fixed server HUD raw-flow totals to include pre-encode Create gate savings.
v2.8.15.32-release
Important fixes:
- Fixed runtime transport failures disabling optimization globally.
- Preserved the real carrier write failure reason when transport carrier creation or payload limits fail (protect method but useless).
- Restored Create dynamic-structure block entity updates to the merge gate for moving entity (8 point instead of 1 center).
Other fixes:
- Added Forge 1.20.1 client chunk-gap diagnostics for missing chunk.
v2.8.14.29-release
Important fixes:
- Fixed Valkyrien server-side inject crash mistake.
- Added WATUT dynamic GUI compatibility throttling to reduce noisy GUI status traffic.
- Fixed stateful transport carrier commit handling and added adaptive pre-wrap bypass for oversized or risky payloads.
Other fixes:
- Fixed Fabric refmap publishing for release jars.
- Added default low-overhead Netty spike diagnostics for overloaded network paths.
- Added custom runAll test ports for cleaner regression validation.
v2.8.11.29-release
Important fixes:
- Fixed proxy server-switch reset windows so stale transport frames and PLAY payloads no longer cross into the new backend login or chunk stream.
- Fixed player floating after TP triggered by reset-style mods.
- Fixed chunk restore stalls during fast map traversal.
- Reduced player TP chunk-load latency; the BO path can now reach a usable state faster than vanilla loading in tested cases.
Other fixes:
- Added sender-side limits for batch and single transport carriers to prevent frames that the receiver would reject.
- Fixed streaming carrier frame smuggling and bad-carrier state poisoning.
- Improved persistent manifest and chunk cache synchronization, refresh, and restore stability.
- Improved Create dynamic-structure block entity bypassing and TP critical-path protection.
- Fixed server HUD session bandwidth accounting so live stats no longer include persisted historical totals.
v2.7.8.18-beta
- Improved Sable dynamic structure chunk sync compatibility.
- Added Valkyrien Skies dynamic structure payload boundary handling.
- Fixed Create update visibility checks on moving dynamic structures.
v2.7.7.17-beta
- Trim server shadow chunk cache(This may cause high memory usage)
- Validate persistent manifest reuse(Robust improve)
v2.7.7.15-beta
- Fix Voxy chunk bound compat.
- Fix problem if full chunk packet is missing.
v2.7.7.14-beta
- Added Create block entity update gating to reduce repeated off-screen sync traffic.
- Added sound-aware safety handling for Create block entity updates.
- Added HUD stats for Create gate savings and real-time client/server wire rates.
- Added Minecraft-compression-based saving estimates with an explicit high-cost toggle.
- Added persistent server HUD stats for compression estimates and Create gate results.
- Added a 2-minute server global compression ratio window.
v2.7.6.11-beta
- Improved Velocity server-switch transport stability.
- Fixed TrueUUID login compatibility issues.
- Reduced Netty IO cost during sensitive batch flushes.
- Improved transport routing for delayed carrier packets.
v2.7.6.6-beta
- Added Forge 1.19.2, Fabric 1.20.1, and Fabric 1.21.1 support.
- Marked Fabric builds as Quilt-compatible on publishing platforms.
- Fixed chunk cache reuse after returning to the multiplayer screen and reconnecting.
- Fixed client disconnects caused by direct chunk transport envelopes being decoded as vanilla packets.
- Fix velocity chunk border potential problem.
v2.6.6.3-beta
- Improved Sable compatibility.
- Fixed persistent server bandwidth stats.
- Added source traffic reports for finding high-traffic mods.
- Moved bypass report writing to a background thread.
v2.6.5.2-beta
- Add decode error analyzer.
v2.6.5.1-beta
- Added offline chunk cache reuse.
- Split cache by server.
- Added compressed local cache backup.
- Improved server/client HUD stats.
v2.6.4.1-release
- Fixed severe memory growth in template dictionary and chunk snapshot caches.
- Improved zstd native driver loading, fallback, and cleanup.
- Fixed HUD bypass stats display and aligned server-side bypass reporting.
- Improved NeoForge 1.21.1 and Forge 1.20.1 release stability.
- fix command duplicate.
v2.6.4
- Add strict channel check.
- Fix the bypass range too big.
- Fix version label mistake.
- Fix unstable reflection.
v2.6.3
- Fixed
Flowbeing reported asNONEin the transport bypass report. - Added old-path archiving and unified the working output path.
- Fixed a memory leak in the chunk global cache cleanup path.
v2.6.2
- Fixed chunk cache state not being closed correctly after Velocity / proxy server switching.
- Fixed a server crash when the channel client was missing.
- Added silent bypass recording and bypass rank reporting to identify packets that did not enter the batch / zstd / template dictionary pipeline.
v2.6.1
- Fixed the NeoForge 1.21.1 semantic migration.
v2.6
- Added the NeoForge 1.21.1 migration.
- Reworked the project structure for multi-version support.
v2.5-beta
- Fixed chunk cache reuse after repeated Nether portal travel, reducing repeated full chunk sends.
- Added server total bandwidth stats and per-player bandwidth stats with HUD, commands, and world persistence.
- Improved HUD refresh, display text, i18n, and optimized-flow percentage display.
- Fixed tiny-packet negative compression cases by bypassing clearly unprofitable carrier/batch output.
- Hardened public-server safety around unexpected server-bound carriers, oversized frames, and invalid mapping data.
v2.4-beta
BandwidthOptimizer 2.4 beta is the largest update since 1.3. This version rewrites almost the entire codebase and replaces the old packet replay/batch architecture with a new layered transport framework focused on stability, compatibility, and real bandwidth reduction.
Major Features
- Completely rewritten the low-level network optimization framework.
- Added a new general-purpose transport layer that works after vanilla packets have already been encoded.
- Added safer packet aggregation, compression, packet-id mapping, and connection-level state reuse.
- Added automatic bypass, flush, barrier, and fallback behavior for timing-sensitive situations.
- Replaced the old replay-centered design with a packet-stream equivalent design that is closer to vanilla behavior.
New Chunk Hotspot Optimization
- Added a new chunk hotspot transport system for high-traffic chunk data.
- Added
Full,Ref, andPatchtransport decisions. Fullsends a complete chunk baseline when the client does not have one.Refsends only a reference when the client already has the same chunk data.Patchsends only the difference when the client has an older matching chunk baseline.- Added content fingerprinting for chunk packets.
- Added smarter reuse for repeated movement, view-distance boundaries, chunk reloads, small block changes, and portal/dimension return paths.
- Added specialized handling for full chunks, light updates, section block updates, block updates, and block entity updates.
Portal, Respawn, and Dimension Switching
- Fixed repeated full chunk traffic after fast Nether portal travel.
- Fixed chunk cache reuse failure after dimension changes.
- Fixed repeated large chunk traffic after respawn.
- Fixed chunk state invalidation caused by teleport, respawn, and dimension boundaries.
- Returning to a previously visited area can now reuse confirmed matching chunk data when it is safe.
Stability and Boundary Handling
- Added safer handling for login, game join, respawn, dimension change, teleport, player position sync, chunk view center/radius changes, chunk unload, forget chunk, bundle boundaries, and listener-sensitive packets.
- Improved ordering protection between optimized packets and direct vanilla packets.
- Improved behavior around watch boundaries so small changes do not always fall back to full chunk transmission.
- Added ACK/NACK/INVALIDATE feedback for chunk baseline state.
- The server can now recover when the client is missing a required chunk baseline.
Compatibility Improvements
- Fixed joining servers through Velocity.
- Fixed Velocity adaptive behavior.
- Improved compatibility with proxy environments.
- Improved anti-cheat compatibility by keeping optimized traffic closer to vanilla packet-stream semantics.
- Fixed mapping problems in mixed server environments.
- Fixed mapping problems in release builds.
- Improved coexistence with custom payload-heavy mods, minimap mods, anti-cheat mods, and model-related mods.
- Automatically bypasses packets that are not safe or not worth optimizing.
Performance and Bandwidth
- Greatly reduces repeated full chunk traffic in reuse-heavy situations.
- Improves bandwidth usage when players revisit the same area.
- Improves bandwidth usage around view-distance boundaries.
- Improves bandwidth usage after portal travel and dimension switching.
- Compresses many small or structurally similar packets more effectively.
- Uses specialized algorithms for chunk traffic instead of applying one generic strategy to every packet.
- Automatically bypasses low-benefit paths to avoid optimization overhead.
Fixes
- Fixed ref reuse not working correctly.
- Fixed chunk hop reuse failure in the new logic.
- Fixed dimension chunk reuse.
- Fixed duplicated full sends caused by patch timing anomalies.
- Fixed chunk border reuse sequence problems.
- Fixed watch-boundary refresh and patch reuse issues.
- Fixed session failure.
- Fixed fragile packet flow handling.
- Fixed channel safe-close mistakes.
- Fixed bandwidth optimization auto-close behavior.
- Fixed
ClientboundMoveEntityPacket$Poscompare behavior. - Fixed light packet issues in specific cases.
- Fixed recipe listener packet timing by routing them through immediate transport.
- Fixed client HUD display issues.
Removed and Replaced
- Removed the old replay-based main architecture.
- Removed the old packet batch implementation.
- Removed the old chunk cache message structure.
- Removed the old network statistics and telemetry pipeline.
- Removed early experimental optimization paths.
- Replaced the old implementation with the new channel transport, chunk hotspot transport, and full/ref/patch systems.
Upgrade Notes
- This is a major beta rewrite. Testing on a staging server is recommended before production deployment.
- The first load of a new area still needs full chunk baselines; most savings appear during revisits, return paths, boundary reuse, dimension travel, and small updates.
- Some packets may still bypass optimization by design. This means they were considered unsafe or not beneficial enough to optimize.
- Servers using Velocity, anti-cheat, or large modpacks should observe behavior before rolling out widely.
v1.3-beta
- Rework the chunk cache algorithm and improve return-path reuse.
- Add off-screen delta sync for cached chunks.
- Compress chunk cache traffic through the internal batch/zstd pipeline.
- Fix chunk cache HUD and telemetry bandwidth display.
- Improve safety across reset, respawn, and dimension change.
- Add compatibility bypass for OPAC, Xaero, and Yes Steve Model.
- Bump the internal network protocol version.
v1.2-release
- Add four new whitelist classes to the algorithm.
- Fix #2 (Chunk cache use problem).
- Fix the debug problem (Many debugs are for test algorithm that shouldn't show in the release version).
- Full analysis for Create packets.
v1.1-release
- Fix monitor problem.
- Fix the whitelist mistake (improve 5% additional bandwidth save).
v1.0-beta
- Initial Mod and publish beta
1.19.2-2.9.18.55-forgeРелиз1.19.2 · 24 июня 2026 г.
v2.9.18.55-release
- Fixed persistent chunk cache I/O pressure during fast exploration.
- Added on-demand diagnostics and server BO log export.
- Reduced transport diagnostic overhead and added hot-path cost tracing.
- Fixed zstd transport session cleanup.
v2.8.16.40-release
- Added Brazilian Portuguese localization.
- Fixed Voxy rendering issues with stairs and chunk holes.
v2.8.16.38-release hotfix
- Fixed Valkyrien startup crash.
- Fixed Create interactive control delay.
v2.8.16.36-release hotfix
- Fixed oversized transport batch flushes that could disconnect players after TPA or teleport bursts (#13).
v2.8.16.35-release
- Gated all Create block entity updates with lightweight pre-encode size accounting.
- Added Create transport raw and actual traffic to the server HUD.
- Fixed server HUD raw-flow totals to include pre-encode Create gate savings.
v2.8.15.32-release
Important fixes:
- Fixed runtime transport failures disabling optimization globally.
- Preserved the real carrier write failure reason when transport carrier creation or payload limits fail (protect method but useless).
- Restored Create dynamic-structure block entity updates to the merge gate for moving entity (8 point instead of 1 center).
Other fixes:
- Added Forge 1.20.1 client chunk-gap diagnostics for missing chunk.
v2.8.14.29-release
Important fixes:
- Fixed Valkyrien server-side inject crash mistake.
- Added WATUT dynamic GUI compatibility throttling to reduce noisy GUI status traffic.
- Fixed stateful transport carrier commit handling and added adaptive pre-wrap bypass for oversized or risky payloads.
Other fixes:
- Fixed Fabric refmap publishing for release jars.
- Added default low-overhead Netty spike diagnostics for overloaded network paths.
- Added custom runAll test ports for cleaner regression validation.
v2.8.11.29-release
Important fixes:
- Fixed proxy server-switch reset windows so stale transport frames and PLAY payloads no longer cross into the new backend login or chunk stream.
- Fixed player floating after TP triggered by reset-style mods.
- Fixed chunk restore stalls during fast map traversal.
- Reduced player TP chunk-load latency; the BO path can now reach a usable state faster than vanilla loading in tested cases.
Other fixes:
- Added sender-side limits for batch and single transport carriers to prevent frames that the receiver would reject.
- Fixed streaming carrier frame smuggling and bad-carrier state poisoning.
- Improved persistent manifest and chunk cache synchronization, refresh, and restore stability.
- Improved Create dynamic-structure block entity bypassing and TP critical-path protection.
- Fixed server HUD session bandwidth accounting so live stats no longer include persisted historical totals.
v2.7.8.18-beta
- Improved Sable dynamic structure chunk sync compatibility.
- Added Valkyrien Skies dynamic structure payload boundary handling.
- Fixed Create update visibility checks on moving dynamic structures.
v2.7.7.17-beta
- Trim server shadow chunk cache(This may cause high memory usage)
- Validate persistent manifest reuse(Robust improve)
v2.7.7.15-beta
- Fix Voxy chunk bound compat.
- Fix problem if full chunk packet is missing.
v2.7.7.14-beta
- Added Create block entity update gating to reduce repeated off-screen sync traffic.
- Added sound-aware safety handling for Create block entity updates.
- Added HUD stats for Create gate savings and real-time client/server wire rates.
- Added Minecraft-compression-based saving estimates with an explicit high-cost toggle.
- Added persistent server HUD stats for compression estimates and Create gate results.
- Added a 2-minute server global compression ratio window.
v2.7.6.11-beta
- Improved Velocity server-switch transport stability.
- Fixed TrueUUID login compatibility issues.
- Reduced Netty IO cost during sensitive batch flushes.
- Improved transport routing for delayed carrier packets.
v2.7.6.6-beta
- Added Forge 1.19.2, Fabric 1.20.1, and Fabric 1.21.1 support.
- Marked Fabric builds as Quilt-compatible on publishing platforms.
- Fixed chunk cache reuse after returning to the multiplayer screen and reconnecting.
- Fixed client disconnects caused by direct chunk transport envelopes being decoded as vanilla packets.
- Fix velocity chunk border potential problem.
v2.6.6.3-beta
- Improved Sable compatibility.
- Fixed persistent server bandwidth stats.
- Added source traffic reports for finding high-traffic mods.
- Moved bypass report writing to a background thread.
v2.6.5.2-beta
- Add decode error analyzer.
v2.6.5.1-beta
- Added offline chunk cache reuse.
- Split cache by server.
- Added compressed local cache backup.
- Improved server/client HUD stats.
v2.6.4.1-release
- Fixed severe memory growth in template dictionary and chunk snapshot caches.
- Improved zstd native driver loading, fallback, and cleanup.
- Fixed HUD bypass stats display and aligned server-side bypass reporting.
- Improved NeoForge 1.21.1 and Forge 1.20.1 release stability.
- fix command duplicate.
v2.6.4
- Add strict channel check.
- Fix the bypass range too big.
- Fix version label mistake.
- Fix unstable reflection.
v2.6.3
- Fixed
Flowbeing reported asNONEin the transport bypass report. - Added old-path archiving and unified the working output path.
- Fixed a memory leak in the chunk global cache cleanup path.
v2.6.2
- Fixed chunk cache state not being closed correctly after Velocity / proxy server switching.
- Fixed a server crash when the channel client was missing.
- Added silent bypass recording and bypass rank reporting to identify packets that did not enter the batch / zstd / template dictionary pipeline.
v2.6.1
- Fixed the NeoForge 1.21.1 semantic migration.
v2.6
- Added the NeoForge 1.21.1 migration.
- Reworked the project structure for multi-version support.
v2.5-beta
- Fixed chunk cache reuse after repeated Nether portal travel, reducing repeated full chunk sends.
- Added server total bandwidth stats and per-player bandwidth stats with HUD, commands, and world persistence.
- Improved HUD refresh, display text, i18n, and optimized-flow percentage display.
- Fixed tiny-packet negative compression cases by bypassing clearly unprofitable carrier/batch output.
- Hardened public-server safety around unexpected server-bound carriers, oversized frames, and invalid mapping data.
v2.4-beta
BandwidthOptimizer 2.4 beta is the largest update since 1.3. This version rewrites almost the entire codebase and replaces the old packet replay/batch architecture with a new layered transport framework focused on stability, compatibility, and real bandwidth reduction.
Major Features
- Completely rewritten the low-level network optimization framework.
- Added a new general-purpose transport layer that works after vanilla packets have already been encoded.
- Added safer packet aggregation, compression, packet-id mapping, and connection-level state reuse.
- Added automatic bypass, flush, barrier, and fallback behavior for timing-sensitive situations.
- Replaced the old replay-centered design with a packet-stream equivalent design that is closer to vanilla behavior.
New Chunk Hotspot Optimization
- Added a new chunk hotspot transport system for high-traffic chunk data.
- Added
Full,Ref, andPatchtransport decisions. Fullsends a complete chunk baseline when the client does not have one.Refsends only a reference when the client already has the same chunk data.Patchsends only the difference when the client has an older matching chunk baseline.- Added content fingerprinting for chunk packets.
- Added smarter reuse for repeated movement, view-distance boundaries, chunk reloads, small block changes, and portal/dimension return paths.
- Added specialized handling for full chunks, light updates, section block updates, block updates, and block entity updates.
Portal, Respawn, and Dimension Switching
- Fixed repeated full chunk traffic after fast Nether portal travel.
- Fixed chunk cache reuse failure after dimension changes.
- Fixed repeated large chunk traffic after respawn.
- Fixed chunk state invalidation caused by teleport, respawn, and dimension boundaries.
- Returning to a previously visited area can now reuse confirmed matching chunk data when it is safe.
Stability and Boundary Handling
- Added safer handling for login, game join, respawn, dimension change, teleport, player position sync, chunk view center/radius changes, chunk unload, forget chunk, bundle boundaries, and listener-sensitive packets.
- Improved ordering protection between optimized packets and direct vanilla packets.
- Improved behavior around watch boundaries so small changes do not always fall back to full chunk transmission.
- Added ACK/NACK/INVALIDATE feedback for chunk baseline state.
- The server can now recover when the client is missing a required chunk baseline.
Compatibility Improvements
- Fixed joining servers through Velocity.
- Fixed Velocity adaptive behavior.
- Improved compatibility with proxy environments.
- Improved anti-cheat compatibility by keeping optimized traffic closer to vanilla packet-stream semantics.
- Fixed mapping problems in mixed server environments.
- Fixed mapping problems in release builds.
- Improved coexistence with custom payload-heavy mods, minimap mods, anti-cheat mods, and model-related mods.
- Automatically bypasses packets that are not safe or not worth optimizing.
Performance and Bandwidth
- Greatly reduces repeated full chunk traffic in reuse-heavy situations.
- Improves bandwidth usage when players revisit the same area.
- Improves bandwidth usage around view-distance boundaries.
- Improves bandwidth usage after portal travel and dimension switching.
- Compresses many small or structurally similar packets more effectively.
- Uses specialized algorithms for chunk traffic instead of applying one generic strategy to every packet.
- Automatically bypasses low-benefit paths to avoid optimization overhead.
Fixes
- Fixed ref reuse not working correctly.
- Fixed chunk hop reuse failure in the new logic.
- Fixed dimension chunk reuse.
- Fixed duplicated full sends caused by patch timing anomalies.
- Fixed chunk border reuse sequence problems.
- Fixed watch-boundary refresh and patch reuse issues.
- Fixed session failure.
- Fixed fragile packet flow handling.
- Fixed channel safe-close mistakes.
- Fixed bandwidth optimization auto-close behavior.
- Fixed
ClientboundMoveEntityPacket$Poscompare behavior. - Fixed light packet issues in specific cases.
- Fixed recipe listener packet timing by routing them through immediate transport.
- Fixed client HUD display issues.
Removed and Replaced
- Removed the old replay-based main architecture.
- Removed the old packet batch implementation.
- Removed the old chunk cache message structure.
- Removed the old network statistics and telemetry pipeline.
- Removed early experimental optimization paths.
- Replaced the old implementation with the new channel transport, chunk hotspot transport, and full/ref/patch systems.
Upgrade Notes
- This is a major beta rewrite. Testing on a staging server is recommended before production deployment.
- The first load of a new area still needs full chunk baselines; most savings appear during revisits, return paths, boundary reuse, dimension travel, and small updates.
- Some packets may still bypass optimization by design. This means they were considered unsafe or not beneficial enough to optimize.
- Servers using Velocity, anti-cheat, or large modpacks should observe behavior before rolling out widely.
v1.3-beta
- Rework the chunk cache algorithm and improve return-path reuse.
- Add off-screen delta sync for cached chunks.
- Compress chunk cache traffic through the internal batch/zstd pipeline.
- Fix chunk cache HUD and telemetry bandwidth display.
- Improve safety across reset, respawn, and dimension change.
- Add compatibility bypass for OPAC, Xaero, and Yes Steve Model.
- Bump the internal network protocol version.
v1.2-release
- Add four new whitelist classes to the algorithm.
- Fix #2 (Chunk cache use problem).
- Fix the debug problem (Many debugs are for test algorithm that shouldn't show in the release version).
- Full analysis for Create packets.
v1.1-release
- Fix monitor problem.
- Fix the whitelist mistake (improve 5% additional bandwidth save).
v1.0-beta
- Initial Mod and publish beta
1.21.1-2.9.18.55-fabricРелиз1.21.1 · 24 июня 2026 г.
v2.9.18.55-release
- Fixed persistent chunk cache I/O pressure during fast exploration.
- Added on-demand diagnostics and server BO log export.
- Reduced transport diagnostic overhead and added hot-path cost tracing.
- Fixed zstd transport session cleanup.
v2.8.16.40-release
- Added Brazilian Portuguese localization.
- Fixed Voxy rendering issues with stairs and chunk holes.
v2.8.16.38-release hotfix
- Fixed Valkyrien startup crash.
- Fixed Create interactive control delay.
v2.8.16.36-release hotfix
- Fixed oversized transport batch flushes that could disconnect players after TPA or teleport bursts (#13).
v2.8.16.35-release
- Gated all Create block entity updates with lightweight pre-encode size accounting.
- Added Create transport raw and actual traffic to the server HUD.
- Fixed server HUD raw-flow totals to include pre-encode Create gate savings.
v2.8.15.32-release
Important fixes:
- Fixed runtime transport failures disabling optimization globally.
- Preserved the real carrier write failure reason when transport carrier creation or payload limits fail (protect method but useless).
- Restored Create dynamic-structure block entity updates to the merge gate for moving entity (8 point instead of 1 center).
Other fixes:
- Added Forge 1.20.1 client chunk-gap diagnostics for missing chunk.
v2.8.14.29-release
Important fixes:
- Fixed Valkyrien server-side inject crash mistake.
- Added WATUT dynamic GUI compatibility throttling to reduce noisy GUI status traffic.
- Fixed stateful transport carrier commit handling and added adaptive pre-wrap bypass for oversized or risky payloads.
Other fixes:
- Fixed Fabric refmap publishing for release jars.
- Added default low-overhead Netty spike diagnostics for overloaded network paths.
- Added custom runAll test ports for cleaner regression validation.
v2.8.11.29-release
Important fixes:
- Fixed proxy server-switch reset windows so stale transport frames and PLAY payloads no longer cross into the new backend login or chunk stream.
- Fixed player floating after TP triggered by reset-style mods.
- Fixed chunk restore stalls during fast map traversal.
- Reduced player TP chunk-load latency; the BO path can now reach a usable state faster than vanilla loading in tested cases.
Other fixes:
- Added sender-side limits for batch and single transport carriers to prevent frames that the receiver would reject.
- Fixed streaming carrier frame smuggling and bad-carrier state poisoning.
- Improved persistent manifest and chunk cache synchronization, refresh, and restore stability.
- Improved Create dynamic-structure block entity bypassing and TP critical-path protection.
- Fixed server HUD session bandwidth accounting so live stats no longer include persisted historical totals.
v2.7.8.18-beta
- Improved Sable dynamic structure chunk sync compatibility.
- Added Valkyrien Skies dynamic structure payload boundary handling.
- Fixed Create update visibility checks on moving dynamic structures.
v2.7.7.17-beta
- Trim server shadow chunk cache(This may cause high memory usage)
- Validate persistent manifest reuse(Robust improve)
v2.7.7.15-beta
- Fix Voxy chunk bound compat.
- Fix problem if full chunk packet is missing.
v2.7.7.14-beta
- Added Create block entity update gating to reduce repeated off-screen sync traffic.
- Added sound-aware safety handling for Create block entity updates.
- Added HUD stats for Create gate savings and real-time client/server wire rates.
- Added Minecraft-compression-based saving estimates with an explicit high-cost toggle.
- Added persistent server HUD stats for compression estimates and Create gate results.
- Added a 2-minute server global compression ratio window.
v2.7.6.11-beta
- Improved Velocity server-switch transport stability.
- Fixed TrueUUID login compatibility issues.
- Reduced Netty IO cost during sensitive batch flushes.
- Improved transport routing for delayed carrier packets.
v2.7.6.6-beta
- Added Forge 1.19.2, Fabric 1.20.1, and Fabric 1.21.1 support.
- Marked Fabric builds as Quilt-compatible on publishing platforms.
- Fixed chunk cache reuse after returning to the multiplayer screen and reconnecting.
- Fixed client disconnects caused by direct chunk transport envelopes being decoded as vanilla packets.
- Fix velocity chunk border potential problem.
v2.6.6.3-beta
- Improved Sable compatibility.
- Fixed persistent server bandwidth stats.
- Added source traffic reports for finding high-traffic mods.
- Moved bypass report writing to a background thread.
v2.6.5.2-beta
- Add decode error analyzer.
v2.6.5.1-beta
- Added offline chunk cache reuse.
- Split cache by server.
- Added compressed local cache backup.
- Improved server/client HUD stats.
v2.6.4.1-release
- Fixed severe memory growth in template dictionary and chunk snapshot caches.
- Improved zstd native driver loading, fallback, and cleanup.
- Fixed HUD bypass stats display and aligned server-side bypass reporting.
- Improved NeoForge 1.21.1 and Forge 1.20.1 release stability.
- fix command duplicate.
v2.6.4
- Add strict channel check.
- Fix the bypass range too big.
- Fix version label mistake.
- Fix unstable reflection.
v2.6.3
- Fixed
Flowbeing reported asNONEin the transport bypass report. - Added old-path archiving and unified the working output path.
- Fixed a memory leak in the chunk global cache cleanup path.
v2.6.2
- Fixed chunk cache state not being closed correctly after Velocity / proxy server switching.
- Fixed a server crash when the channel client was missing.
- Added silent bypass recording and bypass rank reporting to identify packets that did not enter the batch / zstd / template dictionary pipeline.
v2.6.1
- Fixed the NeoForge 1.21.1 semantic migration.
v2.6
- Added the NeoForge 1.21.1 migration.
- Reworked the project structure for multi-version support.
v2.5-beta
- Fixed chunk cache reuse after repeated Nether portal travel, reducing repeated full chunk sends.
- Added server total bandwidth stats and per-player bandwidth stats with HUD, commands, and world persistence.
- Improved HUD refresh, display text, i18n, and optimized-flow percentage display.
- Fixed tiny-packet negative compression cases by bypassing clearly unprofitable carrier/batch output.
- Hardened public-server safety around unexpected server-bound carriers, oversized frames, and invalid mapping data.
v2.4-beta
BandwidthOptimizer 2.4 beta is the largest update since 1.3. This version rewrites almost the entire codebase and replaces the old packet replay/batch architecture with a new layered transport framework focused on stability, compatibility, and real bandwidth reduction.
Major Features
- Completely rewritten the low-level network optimization framework.
- Added a new general-purpose transport layer that works after vanilla packets have already been encoded.
- Added safer packet aggregation, compression, packet-id mapping, and connection-level state reuse.
- Added automatic bypass, flush, barrier, and fallback behavior for timing-sensitive situations.
- Replaced the old replay-centered design with a packet-stream equivalent design that is closer to vanilla behavior.
New Chunk Hotspot Optimization
- Added a new chunk hotspot transport system for high-traffic chunk data.
- Added
Full,Ref, andPatchtransport decisions. Fullsends a complete chunk baseline when the client does not have one.Refsends only a reference when the client already has the same chunk data.Patchsends only the difference when the client has an older matching chunk baseline.- Added content fingerprinting for chunk packets.
- Added smarter reuse for repeated movement, view-distance boundaries, chunk reloads, small block changes, and portal/dimension return paths.
- Added specialized handling for full chunks, light updates, section block updates, block updates, and block entity updates.
Portal, Respawn, and Dimension Switching
- Fixed repeated full chunk traffic after fast Nether portal travel.
- Fixed chunk cache reuse failure after dimension changes.
- Fixed repeated large chunk traffic after respawn.
- Fixed chunk state invalidation caused by teleport, respawn, and dimension boundaries.
- Returning to a previously visited area can now reuse confirmed matching chunk data when it is safe.
Stability and Boundary Handling
- Added safer handling for login, game join, respawn, dimension change, teleport, player position sync, chunk view center/radius changes, chunk unload, forget chunk, bundle boundaries, and listener-sensitive packets.
- Improved ordering protection between optimized packets and direct vanilla packets.
- Improved behavior around watch boundaries so small changes do not always fall back to full chunk transmission.
- Added ACK/NACK/INVALIDATE feedback for chunk baseline state.
- The server can now recover when the client is missing a required chunk baseline.
Compatibility Improvements
- Fixed joining servers through Velocity.
- Fixed Velocity adaptive behavior.
- Improved compatibility with proxy environments.
- Improved anti-cheat compatibility by keeping optimized traffic closer to vanilla packet-stream semantics.
- Fixed mapping problems in mixed server environments.
- Fixed mapping problems in release builds.
- Improved coexistence with custom payload-heavy mods, minimap mods, anti-cheat mods, and model-related mods.
- Automatically bypasses packets that are not safe or not worth optimizing.
Performance and Bandwidth
- Greatly reduces repeated full chunk traffic in reuse-heavy situations.
- Improves bandwidth usage when players revisit the same area.
- Improves bandwidth usage around view-distance boundaries.
- Improves bandwidth usage after portal travel and dimension switching.
- Compresses many small or structurally similar packets more effectively.
- Uses specialized algorithms for chunk traffic instead of applying one generic strategy to every packet.
- Automatically bypasses low-benefit paths to avoid optimization overhead.
Fixes
- Fixed ref reuse not working correctly.
- Fixed chunk hop reuse failure in the new logic.
- Fixed dimension chunk reuse.
- Fixed duplicated full sends caused by patch timing anomalies.
- Fixed chunk border reuse sequence problems.
- Fixed watch-boundary refresh and patch reuse issues.
- Fixed session failure.
- Fixed fragile packet flow handling.
- Fixed channel safe-close mistakes.
- Fixed bandwidth optimization auto-close behavior.
- Fixed
ClientboundMoveEntityPacket$Poscompare behavior. - Fixed light packet issues in specific cases.
- Fixed recipe listener packet timing by routing them through immediate transport.
- Fixed client HUD display issues.
Removed and Replaced
- Removed the old replay-based main architecture.
- Removed the old packet batch implementation.
- Removed the old chunk cache message structure.
- Removed the old network statistics and telemetry pipeline.
- Removed early experimental optimization paths.
- Replaced the old implementation with the new channel transport, chunk hotspot transport, and full/ref/patch systems.
Upgrade Notes
- This is a major beta rewrite. Testing on a staging server is recommended before production deployment.
- The first load of a new area still needs full chunk baselines; most savings appear during revisits, return paths, boundary reuse, dimension travel, and small updates.
- Some packets may still bypass optimization by design. This means they were considered unsafe or not beneficial enough to optimize.
- Servers using Velocity, anti-cheat, or large modpacks should observe behavior before rolling out widely.
v1.3-beta
- Rework the chunk cache algorithm and improve return-path reuse.
- Add off-screen delta sync for cached chunks.
- Compress chunk cache traffic through the internal batch/zstd pipeline.
- Fix chunk cache HUD and telemetry bandwidth display.
- Improve safety across reset, respawn, and dimension change.
- Add compatibility bypass for OPAC, Xaero, and Yes Steve Model.
- Bump the internal network protocol version.
v1.2-release
- Add four new whitelist classes to the algorithm.
- Fix #2 (Chunk cache use problem).
- Fix the debug problem (Many debugs are for test algorithm that shouldn't show in the release version).
- Full analysis for Create packets.
v1.1-release
- Fix monitor problem.
- Fix the whitelist mistake (improve 5% additional bandwidth save).
v1.0-beta
- Initial Mod and publish beta
1.20.1-2.9.18.55-fabricРелиз1.20.1 · 24 июня 2026 г.
v2.9.18.55-release
- Fixed persistent chunk cache I/O pressure during fast exploration.
- Added on-demand diagnostics and server BO log export.
- Reduced transport diagnostic overhead and added hot-path cost tracing.
- Fixed zstd transport session cleanup.
v2.8.16.40-release
- Added Brazilian Portuguese localization.
- Fixed Voxy rendering issues with stairs and chunk holes.
v2.8.16.38-release hotfix
- Fixed Valkyrien startup crash.
- Fixed Create interactive control delay.
v2.8.16.36-release hotfix
- Fixed oversized transport batch flushes that could disconnect players after TPA or teleport bursts (#13).
v2.8.16.35-release
- Gated all Create block entity updates with lightweight pre-encode size accounting.
- Added Create transport raw and actual traffic to the server HUD.
- Fixed server HUD raw-flow totals to include pre-encode Create gate savings.
v2.8.15.32-release
Important fixes:
- Fixed runtime transport failures disabling optimization globally.
- Preserved the real carrier write failure reason when transport carrier creation or payload limits fail (protect method but useless).
- Restored Create dynamic-structure block entity updates to the merge gate for moving entity (8 point instead of 1 center).
Other fixes:
- Added Forge 1.20.1 client chunk-gap diagnostics for missing chunk.
v2.8.14.29-release
Important fixes:
- Fixed Valkyrien server-side inject crash mistake.
- Added WATUT dynamic GUI compatibility throttling to reduce noisy GUI status traffic.
- Fixed stateful transport carrier commit handling and added adaptive pre-wrap bypass for oversized or risky payloads.
Other fixes:
- Fixed Fabric refmap publishing for release jars.
- Added default low-overhead Netty spike diagnostics for overloaded network paths.
- Added custom runAll test ports for cleaner regression validation.
v2.8.11.29-release
Important fixes:
- Fixed proxy server-switch reset windows so stale transport frames and PLAY payloads no longer cross into the new backend login or chunk stream.
- Fixed player floating after TP triggered by reset-style mods.
- Fixed chunk restore stalls during fast map traversal.
- Reduced player TP chunk-load latency; the BO path can now reach a usable state faster than vanilla loading in tested cases.
Other fixes:
- Added sender-side limits for batch and single transport carriers to prevent frames that the receiver would reject.
- Fixed streaming carrier frame smuggling and bad-carrier state poisoning.
- Improved persistent manifest and chunk cache synchronization, refresh, and restore stability.
- Improved Create dynamic-structure block entity bypassing and TP critical-path protection.
- Fixed server HUD session bandwidth accounting so live stats no longer include persisted historical totals.
v2.7.8.18-beta
- Improved Sable dynamic structure chunk sync compatibility.
- Added Valkyrien Skies dynamic structure payload boundary handling.
- Fixed Create update visibility checks on moving dynamic structures.
v2.7.7.17-beta
- Trim server shadow chunk cache(This may cause high memory usage)
- Validate persistent manifest reuse(Robust improve)
v2.7.7.15-beta
- Fix Voxy chunk bound compat.
- Fix problem if full chunk packet is missing.
v2.7.7.14-beta
- Added Create block entity update gating to reduce repeated off-screen sync traffic.
- Added sound-aware safety handling for Create block entity updates.
- Added HUD stats for Create gate savings and real-time client/server wire rates.
- Added Minecraft-compression-based saving estimates with an explicit high-cost toggle.
- Added persistent server HUD stats for compression estimates and Create gate results.
- Added a 2-minute server global compression ratio window.
v2.7.6.11-beta
- Improved Velocity server-switch transport stability.
- Fixed TrueUUID login compatibility issues.
- Reduced Netty IO cost during sensitive batch flushes.
- Improved transport routing for delayed carrier packets.
v2.7.6.6-beta
- Added Forge 1.19.2, Fabric 1.20.1, and Fabric 1.21.1 support.
- Marked Fabric builds as Quilt-compatible on publishing platforms.
- Fixed chunk cache reuse after returning to the multiplayer screen and reconnecting.
- Fixed client disconnects caused by direct chunk transport envelopes being decoded as vanilla packets.
- Fix velocity chunk border potential problem.
v2.6.6.3-beta
- Improved Sable compatibility.
- Fixed persistent server bandwidth stats.
- Added source traffic reports for finding high-traffic mods.
- Moved bypass report writing to a background thread.
v2.6.5.2-beta
- Add decode error analyzer.
v2.6.5.1-beta
- Added offline chunk cache reuse.
- Split cache by server.
- Added compressed local cache backup.
- Improved server/client HUD stats.
v2.6.4.1-release
- Fixed severe memory growth in template dictionary and chunk snapshot caches.
- Improved zstd native driver loading, fallback, and cleanup.
- Fixed HUD bypass stats display and aligned server-side bypass reporting.
- Improved NeoForge 1.21.1 and Forge 1.20.1 release stability.
- fix command duplicate.
v2.6.4
- Add strict channel check.
- Fix the bypass range too big.
- Fix version label mistake.
- Fix unstable reflection.
v2.6.3
- Fixed
Flowbeing reported asNONEin the transport bypass report. - Added old-path archiving and unified the working output path.
- Fixed a memory leak in the chunk global cache cleanup path.
v2.6.2
- Fixed chunk cache state not being closed correctly after Velocity / proxy server switching.
- Fixed a server crash when the channel client was missing.
- Added silent bypass recording and bypass rank reporting to identify packets that did not enter the batch / zstd / template dictionary pipeline.
v2.6.1
- Fixed the NeoForge 1.21.1 semantic migration.
v2.6
- Added the NeoForge 1.21.1 migration.
- Reworked the project structure for multi-version support.
v2.5-beta
- Fixed chunk cache reuse after repeated Nether portal travel, reducing repeated full chunk sends.
- Added server total bandwidth stats and per-player bandwidth stats with HUD, commands, and world persistence.
- Improved HUD refresh, display text, i18n, and optimized-flow percentage display.
- Fixed tiny-packet negative compression cases by bypassing clearly unprofitable carrier/batch output.
- Hardened public-server safety around unexpected server-bound carriers, oversized frames, and invalid mapping data.
v2.4-beta
BandwidthOptimizer 2.4 beta is the largest update since 1.3. This version rewrites almost the entire codebase and replaces the old packet replay/batch architecture with a new layered transport framework focused on stability, compatibility, and real bandwidth reduction.
Major Features
- Completely rewritten the low-level network optimization framework.
- Added a new general-purpose transport layer that works after vanilla packets have already been encoded.
- Added safer packet aggregation, compression, packet-id mapping, and connection-level state reuse.
- Added automatic bypass, flush, barrier, and fallback behavior for timing-sensitive situations.
- Replaced the old replay-centered design with a packet-stream equivalent design that is closer to vanilla behavior.
New Chunk Hotspot Optimization
- Added a new chunk hotspot transport system for high-traffic chunk data.
- Added
Full,Ref, andPatchtransport decisions. Fullsends a complete chunk baseline when the client does not have one.Refsends only a reference when the client already has the same chunk data.Patchsends only the difference when the client has an older matching chunk baseline.- Added content fingerprinting for chunk packets.
- Added smarter reuse for repeated movement, view-distance boundaries, chunk reloads, small block changes, and portal/dimension return paths.
- Added specialized handling for full chunks, light updates, section block updates, block updates, and block entity updates.
Portal, Respawn, and Dimension Switching
- Fixed repeated full chunk traffic after fast Nether portal travel.
- Fixed chunk cache reuse failure after dimension changes.
- Fixed repeated large chunk traffic after respawn.
- Fixed chunk state invalidation caused by teleport, respawn, and dimension boundaries.
- Returning to a previously visited area can now reuse confirmed matching chunk data when it is safe.
Stability and Boundary Handling
- Added safer handling for login, game join, respawn, dimension change, teleport, player position sync, chunk view center/radius changes, chunk unload, forget chunk, bundle boundaries, and listener-sensitive packets.
- Improved ordering protection between optimized packets and direct vanilla packets.
- Improved behavior around watch boundaries so small changes do not always fall back to full chunk transmission.
- Added ACK/NACK/INVALIDATE feedback for chunk baseline state.
- The server can now recover when the client is missing a required chunk baseline.
Compatibility Improvements
- Fixed joining servers through Velocity.
- Fixed Velocity adaptive behavior.
- Improved compatibility with proxy environments.
- Improved anti-cheat compatibility by keeping optimized traffic closer to vanilla packet-stream semantics.
- Fixed mapping problems in mixed server environments.
- Fixed mapping problems in release builds.
- Improved coexistence with custom payload-heavy mods, minimap mods, anti-cheat mods, and model-related mods.
- Automatically bypasses packets that are not safe or not worth optimizing.
Performance and Bandwidth
- Greatly reduces repeated full chunk traffic in reuse-heavy situations.
- Improves bandwidth usage when players revisit the same area.
- Improves bandwidth usage around view-distance boundaries.
- Improves bandwidth usage after portal travel and dimension switching.
- Compresses many small or structurally similar packets more effectively.
- Uses specialized algorithms for chunk traffic instead of applying one generic strategy to every packet.
- Automatically bypasses low-benefit paths to avoid optimization overhead.
Fixes
- Fixed ref reuse not working correctly.
- Fixed chunk hop reuse failure in the new logic.
- Fixed dimension chunk reuse.
- Fixed duplicated full sends caused by patch timing anomalies.
- Fixed chunk border reuse sequence problems.
- Fixed watch-boundary refresh and patch reuse issues.
- Fixed session failure.
- Fixed fragile packet flow handling.
- Fixed channel safe-close mistakes.
- Fixed bandwidth optimization auto-close behavior.
- Fixed
ClientboundMoveEntityPacket$Poscompare behavior. - Fixed light packet issues in specific cases.
- Fixed recipe listener packet timing by routing them through immediate transport.
- Fixed client HUD display issues.
Removed and Replaced
- Removed the old replay-based main architecture.
- Removed the old packet batch implementation.
- Removed the old chunk cache message structure.
- Removed the old network statistics and telemetry pipeline.
- Removed early experimental optimization paths.
- Replaced the old implementation with the new channel transport, chunk hotspot transport, and full/ref/patch systems.
Upgrade Notes
- This is a major beta rewrite. Testing on a staging server is recommended before production deployment.
- The first load of a new area still needs full chunk baselines; most savings appear during revisits, return paths, boundary reuse, dimension travel, and small updates.
- Some packets may still bypass optimization by design. This means they were considered unsafe or not beneficial enough to optimize.
- Servers using Velocity, anti-cheat, or large modpacks should observe behavior before rolling out widely.
v1.3-beta
- Rework the chunk cache algorithm and improve return-path reuse.
- Add off-screen delta sync for cached chunks.
- Compress chunk cache traffic through the internal batch/zstd pipeline.
- Fix chunk cache HUD and telemetry bandwidth display.
- Improve safety across reset, respawn, and dimension change.
- Add compatibility bypass for OPAC, Xaero, and Yes Steve Model.
- Bump the internal network protocol version.
v1.2-release
- Add four new whitelist classes to the algorithm.
- Fix #2 (Chunk cache use problem).
- Fix the debug problem (Many debugs are for test algorithm that shouldn't show in the release version).
- Full analysis for Create packets.
v1.1-release
- Fix monitor problem.
- Fix the whitelist mistake (improve 5% additional bandwidth save).
v1.0-beta
- Initial Mod and publish beta
1.21.1-2.8.16.40-neoforgeРелиз1.21.1 · 20 июня 2026 г.
v2.8.16.40-release
- Added Brazilian Portuguese localization.
- Fixed Voxy rendering issues with stairs and chunk holes.
v2.8.16.38-release hotfix
- Fixed Valkyrien startup crash.
- Fixed Create interactive control delay.
v2.8.16.36-release hotfix
- Fixed oversized transport batch flushes that could disconnect players after TPA or teleport bursts (#13).
v2.8.16.35-release
- Gated all Create block entity updates with lightweight pre-encode size accounting.
- Added Create transport raw and actual traffic to the server HUD.
- Fixed server HUD raw-flow totals to include pre-encode Create gate savings.
v2.8.15.32-release
Important fixes:
- Fixed runtime transport failures disabling optimization globally.
- Preserved the real carrier write failure reason when transport carrier creation or payload limits fail (protect method but useless).
- Restored Create dynamic-structure block entity updates to the merge gate for moving entity (8 point instead of 1 center).
Other fixes:
- Added Forge 1.20.1 client chunk-gap diagnostics for missing chunk.
v2.8.14.29-release
Important fixes:
- Fixed Valkyrien server-side inject crash mistake.
- Added WATUT dynamic GUI compatibility throttling to reduce noisy GUI status traffic.
- Fixed stateful transport carrier commit handling and added adaptive pre-wrap bypass for oversized or risky payloads.
Other fixes:
- Fixed Fabric refmap publishing for release jars.
- Added default low-overhead Netty spike diagnostics for overloaded network paths.
- Added custom runAll test ports for cleaner regression validation.
v2.8.11.29-release
Important fixes:
- Fixed proxy server-switch reset windows so stale transport frames and PLAY payloads no longer cross into the new backend login or chunk stream.
- Fixed player floating after TP triggered by reset-style mods.
- Fixed chunk restore stalls during fast map traversal.
- Reduced player TP chunk-load latency; the BO path can now reach a usable state faster than vanilla loading in tested cases.
Other fixes:
- Added sender-side limits for batch and single transport carriers to prevent frames that the receiver would reject.
- Fixed streaming carrier frame smuggling and bad-carrier state poisoning.
- Improved persistent manifest and chunk cache synchronization, refresh, and restore stability.
- Improved Create dynamic-structure block entity bypassing and TP critical-path protection.
- Fixed server HUD session bandwidth accounting so live stats no longer include persisted historical totals.
v2.7.8.18-beta
- Improved Sable dynamic structure chunk sync compatibility.
- Added Valkyrien Skies dynamic structure payload boundary handling.
- Fixed Create update visibility checks on moving dynamic structures.
v2.7.7.17-beta
- Trim server shadow chunk cache(This may cause high memory usage)
- Validate persistent manifest reuse(Robust improve)
v2.7.7.15-beta
- Fix Voxy chunk bound compat.
- Fix problem if full chunk packet is missing.
v2.7.7.14-beta
- Added Create block entity update gating to reduce repeated off-screen sync traffic.
- Added sound-aware safety handling for Create block entity updates.
- Added HUD stats for Create gate savings and real-time client/server wire rates.
- Added Minecraft-compression-based saving estimates with an explicit high-cost toggle.
- Added persistent server HUD stats for compression estimates and Create gate results.
- Added a 2-minute server global compression ratio window.
v2.7.6.11-beta
- Improved Velocity server-switch transport stability.
- Fixed TrueUUID login compatibility issues.
- Reduced Netty IO cost during sensitive batch flushes.
- Improved transport routing for delayed carrier packets.
v2.7.6.6-beta
- Added Forge 1.19.2, Fabric 1.20.1, and Fabric 1.21.1 support.
- Marked Fabric builds as Quilt-compatible on publishing platforms.
- Fixed chunk cache reuse after returning to the multiplayer screen and reconnecting.
- Fixed client disconnects caused by direct chunk transport envelopes being decoded as vanilla packets.
- Fix velocity chunk border potential problem.
v2.6.6.3-beta
- Improved Sable compatibility.
- Fixed persistent server bandwidth stats.
- Added source traffic reports for finding high-traffic mods.
- Moved bypass report writing to a background thread.
v2.6.5.2-beta
- Add decode error analyzer.
v2.6.5.1-beta
- Added offline chunk cache reuse.
- Split cache by server.
- Added compressed local cache backup.
- Improved server/client HUD stats.
v2.6.4.1-release
- Fixed severe memory growth in template dictionary and chunk snapshot caches.
- Improved zstd native driver loading, fallback, and cleanup.
- Fixed HUD bypass stats display and aligned server-side bypass reporting.
- Improved NeoForge 1.21.1 and Forge 1.20.1 release stability.
- fix command duplicate.
v2.6.4
- Add strict channel check.
- Fix the bypass range too big.
- Fix version label mistake.
- Fix unstable reflection.
v2.6.3
- Fixed
Flowbeing reported asNONEin the transport bypass report. - Added old-path archiving and unified the working output path.
- Fixed a memory leak in the chunk global cache cleanup path.
v2.6.2
- Fixed chunk cache state not being closed correctly after Velocity / proxy server switching.
- Fixed a server crash when the channel client was missing.
- Added silent bypass recording and bypass rank reporting to identify packets that did not enter the batch / zstd / template dictionary pipeline.
v2.6.1
- Fixed the NeoForge 1.21.1 semantic migration.
v2.6
- Added the NeoForge 1.21.1 migration.
- Reworked the project structure for multi-version support.
v2.5-beta
- Fixed chunk cache reuse after repeated Nether portal travel, reducing repeated full chunk sends.
- Added server total bandwidth stats and per-player bandwidth stats with HUD, commands, and world persistence.
- Improved HUD refresh, display text, i18n, and optimized-flow percentage display.
- Fixed tiny-packet negative compression cases by bypassing clearly unprofitable carrier/batch output.
- Hardened public-server safety around unexpected server-bound carriers, oversized frames, and invalid mapping data.
v2.4-beta
BandwidthOptimizer 2.4 beta is the largest update since 1.3. This version rewrites almost the entire codebase and replaces the old packet replay/batch architecture with a new layered transport framework focused on stability, compatibility, and real bandwidth reduction.
Major Features
- Completely rewritten the low-level network optimization framework.
- Added a new general-purpose transport layer that works after vanilla packets have already been encoded.
- Added safer packet aggregation, compression, packet-id mapping, and connection-level state reuse.
- Added automatic bypass, flush, barrier, and fallback behavior for timing-sensitive situations.
- Replaced the old replay-centered design with a packet-stream equivalent design that is closer to vanilla behavior.
New Chunk Hotspot Optimization
- Added a new chunk hotspot transport system for high-traffic chunk data.
- Added
Full,Ref, andPatchtransport decisions. Fullsends a complete chunk baseline when the client does not have one.Refsends only a reference when the client already has the same chunk data.Patchsends only the difference when the client has an older matching chunk baseline.- Added content fingerprinting for chunk packets.
- Added smarter reuse for repeated movement, view-distance boundaries, chunk reloads, small block changes, and portal/dimension return paths.
- Added specialized handling for full chunks, light updates, section block updates, block updates, and block entity updates.
Portal, Respawn, and Dimension Switching
- Fixed repeated full chunk traffic after fast Nether portal travel.
- Fixed chunk cache reuse failure after dimension changes.
- Fixed repeated large chunk traffic after respawn.
- Fixed chunk state invalidation caused by teleport, respawn, and dimension boundaries.
- Returning to a previously visited area can now reuse confirmed matching chunk data when it is safe.
Stability and Boundary Handling
- Added safer handling for login, game join, respawn, dimension change, teleport, player position sync, chunk view center/radius changes, chunk unload, forget chunk, bundle boundaries, and listener-sensitive packets.
- Improved ordering protection between optimized packets and direct vanilla packets.
- Improved behavior around watch boundaries so small changes do not always fall back to full chunk transmission.
- Added ACK/NACK/INVALIDATE feedback for chunk baseline state.
- The server can now recover when the client is missing a required chunk baseline.
Compatibility Improvements
- Fixed joining servers through Velocity.
- Fixed Velocity adaptive behavior.
- Improved compatibility with proxy environments.
- Improved anti-cheat compatibility by keeping optimized traffic closer to vanilla packet-stream semantics.
- Fixed mapping problems in mixed server environments.
- Fixed mapping problems in release builds.
- Improved coexistence with custom payload-heavy mods, minimap mods, anti-cheat mods, and model-related mods.
- Automatically bypasses packets that are not safe or not worth optimizing.
Performance and Bandwidth
- Greatly reduces repeated full chunk traffic in reuse-heavy situations.
- Improves bandwidth usage when players revisit the same area.
- Improves bandwidth usage around view-distance boundaries.
- Improves bandwidth usage after portal travel and dimension switching.
- Compresses many small or structurally similar packets more effectively.
- Uses specialized algorithms for chunk traffic instead of applying one generic strategy to every packet.
- Automatically bypasses low-benefit paths to avoid optimization overhead.
Fixes
- Fixed ref reuse not working correctly.
- Fixed chunk hop reuse failure in the new logic.
- Fixed dimension chunk reuse.
- Fixed duplicated full sends caused by patch timing anomalies.
- Fixed chunk border reuse sequence problems.
- Fixed watch-boundary refresh and patch reuse issues.
- Fixed session failure.
- Fixed fragile packet flow handling.
- Fixed channel safe-close mistakes.
- Fixed bandwidth optimization auto-close behavior.
- Fixed
ClientboundMoveEntityPacket$Poscompare behavior. - Fixed light packet issues in specific cases.
- Fixed recipe listener packet timing by routing them through immediate transport.
- Fixed client HUD display issues.
Removed and Replaced
- Removed the old replay-based main architecture.
- Removed the old packet batch implementation.
- Removed the old chunk cache message structure.
- Removed the old network statistics and telemetry pipeline.
- Removed early experimental optimization paths.
- Replaced the old implementation with the new channel transport, chunk hotspot transport, and full/ref/patch systems.
Upgrade Notes
- This is a major beta rewrite. Testing on a staging server is recommended before production deployment.
- The first load of a new area still needs full chunk baselines; most savings appear during revisits, return paths, boundary reuse, dimension travel, and small updates.
- Some packets may still bypass optimization by design. This means they were considered unsafe or not beneficial enough to optimize.
- Servers using Velocity, anti-cheat, or large modpacks should observe behavior before rolling out widely.
v1.3-beta
- Rework the chunk cache algorithm and improve return-path reuse.
- Add off-screen delta sync for cached chunks.
- Compress chunk cache traffic through the internal batch/zstd pipeline.
- Fix chunk cache HUD and telemetry bandwidth display.
- Improve safety across reset, respawn, and dimension change.
- Add compatibility bypass for OPAC, Xaero, and Yes Steve Model.
- Bump the internal network protocol version.
v1.2-release
- Add four new whitelist classes to the algorithm.
- Fix #2 (Chunk cache use problem).
- Fix the debug problem (Many debugs are for test algorithm that shouldn't show in the release version).
- Full analysis for Create packets.
v1.1-release
- Fix monitor problem.
- Fix the whitelist mistake (improve 5% additional bandwidth save).
v1.0-beta
- Initial Mod and publish beta
1.20.1-2.8.16.40-forgeРелиз1.20.1 · 20 июня 2026 г.
v2.8.16.40-release
- Added Brazilian Portuguese localization.
- Fixed Voxy rendering issues with stairs and chunk holes.
v2.8.16.38-release hotfix
- Fixed Valkyrien startup crash.
- Fixed Create interactive control delay.
v2.8.16.36-release hotfix
- Fixed oversized transport batch flushes that could disconnect players after TPA or teleport bursts (#13).
v2.8.16.35-release
- Gated all Create block entity updates with lightweight pre-encode size accounting.
- Added Create transport raw and actual traffic to the server HUD.
- Fixed server HUD raw-flow totals to include pre-encode Create gate savings.
v2.8.15.32-release
Important fixes:
- Fixed runtime transport failures disabling optimization globally.
- Preserved the real carrier write failure reason when transport carrier creation or payload limits fail (protect method but useless).
- Restored Create dynamic-structure block entity updates to the merge gate for moving entity (8 point instead of 1 center).
Other fixes:
- Added Forge 1.20.1 client chunk-gap diagnostics for missing chunk.
v2.8.14.29-release
Important fixes:
- Fixed Valkyrien server-side inject crash mistake.
- Added WATUT dynamic GUI compatibility throttling to reduce noisy GUI status traffic.
- Fixed stateful transport carrier commit handling and added adaptive pre-wrap bypass for oversized or risky payloads.
Other fixes:
- Fixed Fabric refmap publishing for release jars.
- Added default low-overhead Netty spike diagnostics for overloaded network paths.
- Added custom runAll test ports for cleaner regression validation.
v2.8.11.29-release
Important fixes:
- Fixed proxy server-switch reset windows so stale transport frames and PLAY payloads no longer cross into the new backend login or chunk stream.
- Fixed player floating after TP triggered by reset-style mods.
- Fixed chunk restore stalls during fast map traversal.
- Reduced player TP chunk-load latency; the BO path can now reach a usable state faster than vanilla loading in tested cases.
Other fixes:
- Added sender-side limits for batch and single transport carriers to prevent frames that the receiver would reject.
- Fixed streaming carrier frame smuggling and bad-carrier state poisoning.
- Improved persistent manifest and chunk cache synchronization, refresh, and restore stability.
- Improved Create dynamic-structure block entity bypassing and TP critical-path protection.
- Fixed server HUD session bandwidth accounting so live stats no longer include persisted historical totals.
v2.7.8.18-beta
- Improved Sable dynamic structure chunk sync compatibility.
- Added Valkyrien Skies dynamic structure payload boundary handling.
- Fixed Create update visibility checks on moving dynamic structures.
v2.7.7.17-beta
- Trim server shadow chunk cache(This may cause high memory usage)
- Validate persistent manifest reuse(Robust improve)
v2.7.7.15-beta
- Fix Voxy chunk bound compat.
- Fix problem if full chunk packet is missing.
v2.7.7.14-beta
- Added Create block entity update gating to reduce repeated off-screen sync traffic.
- Added sound-aware safety handling for Create block entity updates.
- Added HUD stats for Create gate savings and real-time client/server wire rates.
- Added Minecraft-compression-based saving estimates with an explicit high-cost toggle.
- Added persistent server HUD stats for compression estimates and Create gate results.
- Added a 2-minute server global compression ratio window.
v2.7.6.11-beta
- Improved Velocity server-switch transport stability.
- Fixed TrueUUID login compatibility issues.
- Reduced Netty IO cost during sensitive batch flushes.
- Improved transport routing for delayed carrier packets.
v2.7.6.6-beta
- Added Forge 1.19.2, Fabric 1.20.1, and Fabric 1.21.1 support.
- Marked Fabric builds as Quilt-compatible on publishing platforms.
- Fixed chunk cache reuse after returning to the multiplayer screen and reconnecting.
- Fixed client disconnects caused by direct chunk transport envelopes being decoded as vanilla packets.
- Fix velocity chunk border potential problem.
v2.6.6.3-beta
- Improved Sable compatibility.
- Fixed persistent server bandwidth stats.
- Added source traffic reports for finding high-traffic mods.
- Moved bypass report writing to a background thread.
v2.6.5.2-beta
- Add decode error analyzer.
v2.6.5.1-beta
- Added offline chunk cache reuse.
- Split cache by server.
- Added compressed local cache backup.
- Improved server/client HUD stats.
v2.6.4.1-release
- Fixed severe memory growth in template dictionary and chunk snapshot caches.
- Improved zstd native driver loading, fallback, and cleanup.
- Fixed HUD bypass stats display and aligned server-side bypass reporting.
- Improved NeoForge 1.21.1 and Forge 1.20.1 release stability.
- fix command duplicate.
v2.6.4
- Add strict channel check.
- Fix the bypass range too big.
- Fix version label mistake.
- Fix unstable reflection.
v2.6.3
- Fixed
Flowbeing reported asNONEin the transport bypass report. - Added old-path archiving and unified the working output path.
- Fixed a memory leak in the chunk global cache cleanup path.
v2.6.2
- Fixed chunk cache state not being closed correctly after Velocity / proxy server switching.
- Fixed a server crash when the channel client was missing.
- Added silent bypass recording and bypass rank reporting to identify packets that did not enter the batch / zstd / template dictionary pipeline.
v2.6.1
- Fixed the NeoForge 1.21.1 semantic migration.
v2.6
- Added the NeoForge 1.21.1 migration.
- Reworked the project structure for multi-version support.
v2.5-beta
- Fixed chunk cache reuse after repeated Nether portal travel, reducing repeated full chunk sends.
- Added server total bandwidth stats and per-player bandwidth stats with HUD, commands, and world persistence.
- Improved HUD refresh, display text, i18n, and optimized-flow percentage display.
- Fixed tiny-packet negative compression cases by bypassing clearly unprofitable carrier/batch output.
- Hardened public-server safety around unexpected server-bound carriers, oversized frames, and invalid mapping data.
v2.4-beta
BandwidthOptimizer 2.4 beta is the largest update since 1.3. This version rewrites almost the entire codebase and replaces the old packet replay/batch architecture with a new layered transport framework focused on stability, compatibility, and real bandwidth reduction.
Major Features
- Completely rewritten the low-level network optimization framework.
- Added a new general-purpose transport layer that works after vanilla packets have already been encoded.
- Added safer packet aggregation, compression, packet-id mapping, and connection-level state reuse.
- Added automatic bypass, flush, barrier, and fallback behavior for timing-sensitive situations.
- Replaced the old replay-centered design with a packet-stream equivalent design that is closer to vanilla behavior.
New Chunk Hotspot Optimization
- Added a new chunk hotspot transport system for high-traffic chunk data.
- Added
Full,Ref, andPatchtransport decisions. Fullsends a complete chunk baseline when the client does not have one.Refsends only a reference when the client already has the same chunk data.Patchsends only the difference when the client has an older matching chunk baseline.- Added content fingerprinting for chunk packets.
- Added smarter reuse for repeated movement, view-distance boundaries, chunk reloads, small block changes, and portal/dimension return paths.
- Added specialized handling for full chunks, light updates, section block updates, block updates, and block entity updates.
Portal, Respawn, and Dimension Switching
- Fixed repeated full chunk traffic after fast Nether portal travel.
- Fixed chunk cache reuse failure after dimension changes.
- Fixed repeated large chunk traffic after respawn.
- Fixed chunk state invalidation caused by teleport, respawn, and dimension boundaries.
- Returning to a previously visited area can now reuse confirmed matching chunk data when it is safe.
Stability and Boundary Handling
- Added safer handling for login, game join, respawn, dimension change, teleport, player position sync, chunk view center/radius changes, chunk unload, forget chunk, bundle boundaries, and listener-sensitive packets.
- Improved ordering protection between optimized packets and direct vanilla packets.
- Improved behavior around watch boundaries so small changes do not always fall back to full chunk transmission.
- Added ACK/NACK/INVALIDATE feedback for chunk baseline state.
- The server can now recover when the client is missing a required chunk baseline.
Compatibility Improvements
- Fixed joining servers through Velocity.
- Fixed Velocity adaptive behavior.
- Improved compatibility with proxy environments.
- Improved anti-cheat compatibility by keeping optimized traffic closer to vanilla packet-stream semantics.
- Fixed mapping problems in mixed server environments.
- Fixed mapping problems in release builds.
- Improved coexistence with custom payload-heavy mods, minimap mods, anti-cheat mods, and model-related mods.
- Automatically bypasses packets that are not safe or not worth optimizing.
Performance and Bandwidth
- Greatly reduces repeated full chunk traffic in reuse-heavy situations.
- Improves bandwidth usage when players revisit the same area.
- Improves bandwidth usage around view-distance boundaries.
- Improves bandwidth usage after portal travel and dimension switching.
- Compresses many small or structurally similar packets more effectively.
- Uses specialized algorithms for chunk traffic instead of applying one generic strategy to every packet.
- Automatically bypasses low-benefit paths to avoid optimization overhead.
Fixes
- Fixed ref reuse not working correctly.
- Fixed chunk hop reuse failure in the new logic.
- Fixed dimension chunk reuse.
- Fixed duplicated full sends caused by patch timing anomalies.
- Fixed chunk border reuse sequence problems.
- Fixed watch-boundary refresh and patch reuse issues.
- Fixed session failure.
- Fixed fragile packet flow handling.
- Fixed channel safe-close mistakes.
- Fixed bandwidth optimization auto-close behavior.
- Fixed
ClientboundMoveEntityPacket$Poscompare behavior. - Fixed light packet issues in specific cases.
- Fixed recipe listener packet timing by routing them through immediate transport.
- Fixed client HUD display issues.
Removed and Replaced
- Removed the old replay-based main architecture.
- Removed the old packet batch implementation.
- Removed the old chunk cache message structure.
- Removed the old network statistics and telemetry pipeline.
- Removed early experimental optimization paths.
- Replaced the old implementation with the new channel transport, chunk hotspot transport, and full/ref/patch systems.
Upgrade Notes
- This is a major beta rewrite. Testing on a staging server is recommended before production deployment.
- The first load of a new area still needs full chunk baselines; most savings appear during revisits, return paths, boundary reuse, dimension travel, and small updates.
- Some packets may still bypass optimization by design. This means they were considered unsafe or not beneficial enough to optimize.
- Servers using Velocity, anti-cheat, or large modpacks should observe behavior before rolling out widely.
v1.3-beta
- Rework the chunk cache algorithm and improve return-path reuse.
- Add off-screen delta sync for cached chunks.
- Compress chunk cache traffic through the internal batch/zstd pipeline.
- Fix chunk cache HUD and telemetry bandwidth display.
- Improve safety across reset, respawn, and dimension change.
- Add compatibility bypass for OPAC, Xaero, and Yes Steve Model.
- Bump the internal network protocol version.
v1.2-release
- Add four new whitelist classes to the algorithm.
- Fix #2 (Chunk cache use problem).
- Fix the debug problem (Many debugs are for test algorithm that shouldn't show in the release version).
- Full analysis for Create packets.
v1.1-release
- Fix monitor problem.
- Fix the whitelist mistake (improve 5% additional bandwidth save).
v1.0-beta
- Initial Mod and publish beta
1.19.2-2.8.16.40-forgeРелиз1.19.2 · 20 июня 2026 г.
v2.8.16.40-release
- Added Brazilian Portuguese localization.
- Fixed Voxy rendering issues with stairs and chunk holes.
v2.8.16.38-release hotfix
- Fixed Valkyrien startup crash.
- Fixed Create interactive control delay.
v2.8.16.36-release hotfix
- Fixed oversized transport batch flushes that could disconnect players after TPA or teleport bursts (#13).
v2.8.16.35-release
- Gated all Create block entity updates with lightweight pre-encode size accounting.
- Added Create transport raw and actual traffic to the server HUD.
- Fixed server HUD raw-flow totals to include pre-encode Create gate savings.
v2.8.15.32-release
Important fixes:
- Fixed runtime transport failures disabling optimization globally.
- Preserved the real carrier write failure reason when transport carrier creation or payload limits fail (protect method but useless).
- Restored Create dynamic-structure block entity updates to the merge gate for moving entity (8 point instead of 1 center).
Other fixes:
- Added Forge 1.20.1 client chunk-gap diagnostics for missing chunk.
v2.8.14.29-release
Important fixes:
- Fixed Valkyrien server-side inject crash mistake.
- Added WATUT dynamic GUI compatibility throttling to reduce noisy GUI status traffic.
- Fixed stateful transport carrier commit handling and added adaptive pre-wrap bypass for oversized or risky payloads.
Other fixes:
- Fixed Fabric refmap publishing for release jars.
- Added default low-overhead Netty spike diagnostics for overloaded network paths.
- Added custom runAll test ports for cleaner regression validation.
v2.8.11.29-release
Important fixes:
- Fixed proxy server-switch reset windows so stale transport frames and PLAY payloads no longer cross into the new backend login or chunk stream.
- Fixed player floating after TP triggered by reset-style mods.
- Fixed chunk restore stalls during fast map traversal.
- Reduced player TP chunk-load latency; the BO path can now reach a usable state faster than vanilla loading in tested cases.
Other fixes:
- Added sender-side limits for batch and single transport carriers to prevent frames that the receiver would reject.
- Fixed streaming carrier frame smuggling and bad-carrier state poisoning.
- Improved persistent manifest and chunk cache synchronization, refresh, and restore stability.
- Improved Create dynamic-structure block entity bypassing and TP critical-path protection.
- Fixed server HUD session bandwidth accounting so live stats no longer include persisted historical totals.
v2.7.8.18-beta
- Improved Sable dynamic structure chunk sync compatibility.
- Added Valkyrien Skies dynamic structure payload boundary handling.
- Fixed Create update visibility checks on moving dynamic structures.
v2.7.7.17-beta
- Trim server shadow chunk cache(This may cause high memory usage)
- Validate persistent manifest reuse(Robust improve)
v2.7.7.15-beta
- Fix Voxy chunk bound compat.
- Fix problem if full chunk packet is missing.
v2.7.7.14-beta
- Added Create block entity update gating to reduce repeated off-screen sync traffic.
- Added sound-aware safety handling for Create block entity updates.
- Added HUD stats for Create gate savings and real-time client/server wire rates.
- Added Minecraft-compression-based saving estimates with an explicit high-cost toggle.
- Added persistent server HUD stats for compression estimates and Create gate results.
- Added a 2-minute server global compression ratio window.
v2.7.6.11-beta
- Improved Velocity server-switch transport stability.
- Fixed TrueUUID login compatibility issues.
- Reduced Netty IO cost during sensitive batch flushes.
- Improved transport routing for delayed carrier packets.
v2.7.6.6-beta
- Added Forge 1.19.2, Fabric 1.20.1, and Fabric 1.21.1 support.
- Marked Fabric builds as Quilt-compatible on publishing platforms.
- Fixed chunk cache reuse after returning to the multiplayer screen and reconnecting.
- Fixed client disconnects caused by direct chunk transport envelopes being decoded as vanilla packets.
- Fix velocity chunk border potential problem.
v2.6.6.3-beta
- Improved Sable compatibility.
- Fixed persistent server bandwidth stats.
- Added source traffic reports for finding high-traffic mods.
- Moved bypass report writing to a background thread.
v2.6.5.2-beta
- Add decode error analyzer.
v2.6.5.1-beta
- Added offline chunk cache reuse.
- Split cache by server.
- Added compressed local cache backup.
- Improved server/client HUD stats.
v2.6.4.1-release
- Fixed severe memory growth in template dictionary and chunk snapshot caches.
- Improved zstd native driver loading, fallback, and cleanup.
- Fixed HUD bypass stats display and aligned server-side bypass reporting.
- Improved NeoForge 1.21.1 and Forge 1.20.1 release stability.
- fix command duplicate.
v2.6.4
- Add strict channel check.
- Fix the bypass range too big.
- Fix version label mistake.
- Fix unstable reflection.
v2.6.3
- Fixed
Flowbeing reported asNONEin the transport bypass report. - Added old-path archiving and unified the working output path.
- Fixed a memory leak in the chunk global cache cleanup path.
v2.6.2
- Fixed chunk cache state not being closed correctly after Velocity / proxy server switching.
- Fixed a server crash when the channel client was missing.
- Added silent bypass recording and bypass rank reporting to identify packets that did not enter the batch / zstd / template dictionary pipeline.
v2.6.1
- Fixed the NeoForge 1.21.1 semantic migration.
v2.6
- Added the NeoForge 1.21.1 migration.
- Reworked the project structure for multi-version support.
v2.5-beta
- Fixed chunk cache reuse after repeated Nether portal travel, reducing repeated full chunk sends.
- Added server total bandwidth stats and per-player bandwidth stats with HUD, commands, and world persistence.
- Improved HUD refresh, display text, i18n, and optimized-flow percentage display.
- Fixed tiny-packet negative compression cases by bypassing clearly unprofitable carrier/batch output.
- Hardened public-server safety around unexpected server-bound carriers, oversized frames, and invalid mapping data.
v2.4-beta
BandwidthOptimizer 2.4 beta is the largest update since 1.3. This version rewrites almost the entire codebase and replaces the old packet replay/batch architecture with a new layered transport framework focused on stability, compatibility, and real bandwidth reduction.
Major Features
- Completely rewritten the low-level network optimization framework.
- Added a new general-purpose transport layer that works after vanilla packets have already been encoded.
- Added safer packet aggregation, compression, packet-id mapping, and connection-level state reuse.
- Added automatic bypass, flush, barrier, and fallback behavior for timing-sensitive situations.
- Replaced the old replay-centered design with a packet-stream equivalent design that is closer to vanilla behavior.
New Chunk Hotspot Optimization
- Added a new chunk hotspot transport system for high-traffic chunk data.
- Added
Full,Ref, andPatchtransport decisions. Fullsends a complete chunk baseline when the client does not have one.Refsends only a reference when the client already has the same chunk data.Patchsends only the difference when the client has an older matching chunk baseline.- Added content fingerprinting for chunk packets.
- Added smarter reuse for repeated movement, view-distance boundaries, chunk reloads, small block changes, and portal/dimension return paths.
- Added specialized handling for full chunks, light updates, section block updates, block updates, and block entity updates.
Portal, Respawn, and Dimension Switching
- Fixed repeated full chunk traffic after fast Nether portal travel.
- Fixed chunk cache reuse failure after dimension changes.
- Fixed repeated large chunk traffic after respawn.
- Fixed chunk state invalidation caused by teleport, respawn, and dimension boundaries.
- Returning to a previously visited area can now reuse confirmed matching chunk data when it is safe.
Stability and Boundary Handling
- Added safer handling for login, game join, respawn, dimension change, teleport, player position sync, chunk view center/radius changes, chunk unload, forget chunk, bundle boundaries, and listener-sensitive packets.
- Improved ordering protection between optimized packets and direct vanilla packets.
- Improved behavior around watch boundaries so small changes do not always fall back to full chunk transmission.
- Added ACK/NACK/INVALIDATE feedback for chunk baseline state.
- The server can now recover when the client is missing a required chunk baseline.
Compatibility Improvements
- Fixed joining servers through Velocity.
- Fixed Velocity adaptive behavior.
- Improved compatibility with proxy environments.
- Improved anti-cheat compatibility by keeping optimized traffic closer to vanilla packet-stream semantics.
- Fixed mapping problems in mixed server environments.
- Fixed mapping problems in release builds.
- Improved coexistence with custom payload-heavy mods, minimap mods, anti-cheat mods, and model-related mods.
- Automatically bypasses packets that are not safe or not worth optimizing.
Performance and Bandwidth
- Greatly reduces repeated full chunk traffic in reuse-heavy situations.
- Improves bandwidth usage when players revisit the same area.
- Improves bandwidth usage around view-distance boundaries.
- Improves bandwidth usage after portal travel and dimension switching.
- Compresses many small or structurally similar packets more effectively.
- Uses specialized algorithms for chunk traffic instead of applying one generic strategy to every packet.
- Automatically bypasses low-benefit paths to avoid optimization overhead.
Fixes
- Fixed ref reuse not working correctly.
- Fixed chunk hop reuse failure in the new logic.
- Fixed dimension chunk reuse.
- Fixed duplicated full sends caused by patch timing anomalies.
- Fixed chunk border reuse sequence problems.
- Fixed watch-boundary refresh and patch reuse issues.
- Fixed session failure.
- Fixed fragile packet flow handling.
- Fixed channel safe-close mistakes.
- Fixed bandwidth optimization auto-close behavior.
- Fixed
ClientboundMoveEntityPacket$Poscompare behavior. - Fixed light packet issues in specific cases.
- Fixed recipe listener packet timing by routing them through immediate transport.
- Fixed client HUD display issues.
Removed and Replaced
- Removed the old replay-based main architecture.
- Removed the old packet batch implementation.
- Removed the old chunk cache message structure.
- Removed the old network statistics and telemetry pipeline.
- Removed early experimental optimization paths.
- Replaced the old implementation with the new channel transport, chunk hotspot transport, and full/ref/patch systems.
Upgrade Notes
- This is a major beta rewrite. Testing on a staging server is recommended before production deployment.
- The first load of a new area still needs full chunk baselines; most savings appear during revisits, return paths, boundary reuse, dimension travel, and small updates.
- Some packets may still bypass optimization by design. This means they were considered unsafe or not beneficial enough to optimize.
- Servers using Velocity, anti-cheat, or large modpacks should observe behavior before rolling out widely.
v1.3-beta
- Rework the chunk cache algorithm and improve return-path reuse.
- Add off-screen delta sync for cached chunks.
- Compress chunk cache traffic through the internal batch/zstd pipeline.
- Fix chunk cache HUD and telemetry bandwidth display.
- Improve safety across reset, respawn, and dimension change.
- Add compatibility bypass for OPAC, Xaero, and Yes Steve Model.
- Bump the internal network protocol version.
v1.2-release
- Add four new whitelist classes to the algorithm.
- Fix #2 (Chunk cache use problem).
- Fix the debug problem (Many debugs are for test algorithm that shouldn't show in the release version).
- Full analysis for Create packets.
v1.1-release
- Fix monitor problem.
- Fix the whitelist mistake (improve 5% additional bandwidth save).
v1.0-beta
- Initial Mod and publish beta
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