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Mineforgian

Martensite entity tick skiper

Skip entity tick process depending on the distance to player

Загрузки
2K
Подписчики
7
Обновлён
19 февраля 2026 г.
Лицензия
GPL-3.0-or-later

Опубликован 1 декабря 2024 г.

As a datapack maker, I like to enhance Mob AI to make game more difficult. But use command to control mob AI involve many detection and scoreboard recoding and as game become more difficult, mob that stack together will kill player in second. So I make a mod to deal with these problem

To deal with the problem. First is to improve the performance by skip entity tick when player is far away, next is to remove entity when other entity nearby unloaded.

Feature

  1. skip entity tick by a calculated chance (default on)
  2. delete entity in group (default off)
  3. regist chunk to prevent 1. to work on farm
  4. change minimal chance (0.1) and the radius (24) that entity start to be skip in config
  5. disable death animation (default on)
  6. cramp xp orb in a aggresive way (default on)

Caution

Remember to register chunks where your machine and farm located or it may break the farm that require the entity and redstone running at the same speed and decrease the efficiency of entity resources farm such as wool farm and the farm that assemble mob like most of the mob spawner do. Skip tick means no calculation will be operated on entity, and thus they won't even move.

Clear entity in group may clear some entity that usually should be in certain structure like Boss from other mod.(vanilla ones like evoker has been avoided)

The things that will be invole in the future

  • Advance entity detection to avoid unwanted entity remove by group remove
  • Group remove backlist system
  • Fabric version (postponed due to development plugin error)

Effect Showcase

450 pigs test

13 blocks away

Open : 12fps / 130~140ms

Close : 12fps / 130~140ms

24 blocks away

Open : 40fps / 120ms

Close : 40fps / 108ms

when Skip is on When Skip is off When within 24 blocks, they are almost the same.

40 blocks away

Open : 40fps / 95ms When Skip is on Close : 40fps / 108ms When Skip is off

60 blocks away

Open : 60fps / 85ms When Skip is on Close : 60fps / 120ms When Skip is off TPS drops since the higher fps requirement

80 blocks away

Open : 60fps / 42ms When Skip is on Close : 58fps / 75ms When Skip is off

100 blocks away

Open : 70fps / 32ms When Skip is on Close : 60fps / 75ms When Skip is off

Ченджлог

1.0.5Релиз1.21.9, 1.21.10, 1.21.11 · 19 февраля 2026 г.

Fix compatibility issue with 1.21.1

1.0.4Релиз1.21.6, 1.21.7, 1.21.8 · 3 августа 2025 г.

The random search was fixed

1.0.3Релиз1.21.3, 1.21.4, 1.21.5 · 9 июня 2025 г.

The random search can't be use currently

  1. This is a rescue version of 1.0.2
  2. The compatibility is keep, and thus can be use from 1.21.1 to 1.21.4(tested version, 1.21.5 should work too)
  3. The random search was broke, so don't use that
1.0.1Релиз1.21.3, 1.21.4, 1.21.5 · 26 мая 2025 г.

For the search mechanism

  1. expand chat history to 1024
  2. show a warning when search "_" (it would cause message spamming)

New feature

  1. remove useless sound pool warning

Fix

  1. Group Unload now work perfectly
1.0.0Релиз1.21.3, 1.21.4, 1.21.5 · 5 мая 2025 г.
  1. Search messages now can be stored and will be send out once the system is free.
1.0.beta.3Бета1.21.3, 1.21.4, 1.21.5 · 1 мая 2025 г.
  1. Fix Experience disappear
  2. make experience orb even more optimaized!
  3. more configurations
  4. Item render optimaization applied!

We are about to get a release version!

1.0.beta.2Бета1.21.3, 1.21.4, 1.21.5 · 15 апреля 2025 г.
  1. Now the chunk don't need to be loaded to apply the register
  2. The overall performance of chunk registerar should be imporved

Since the main part of the mod is completed, the new features and the Group Unload will be readded in the next version

1.0.beta.1Бета1.21.3, 1.21.4, 1.21.5 · 14 апреля 2025 г.

Caution : You need to delete the "ChunkList.data" file before implement the new version

Sorry for the inconvenience, also the new version should work normally on server

  • The chunks that is not loaded when you enter the world (dimension) will be register once it being loaded now.
  • Since the change of data storage, it should be functional on server
  1. if you registered too many chunks in a single dimension, the data will be seperated in different line, and thus won't cause error once the line being too lond
  2. you can still register chunk in "ChunkList.data" but remember that the format has been changed
  3. the new format used > as spliter and has a blank between dimemsion name and ? ("] ?")

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