Earlier Versions
| Name | Size | Uploaded | Game Version | Downloads | |
| kotrt_core-mc1.16.5_v1.2.0.jar release | 192.31 KB | Dec 18, 2021 | 1.16.5 | 0 | Download |
| kotrt_core-mc1.16.5_v1.1.0.jar release | 188.20 KB | Nov 5, 2021 | 1.16.5 | 85 | Download |
| kotrt_core-mc1.16.5_v1.0.0.jar beta | 173.43 KB | Nov 1, 2021 | 1.16.5 | 36 | Download |
Description
What Is This Mod?
This is a "library/patches" mod for all of Team Deus Vult's modpacks, mostly intended for private use but feel free to give it a go in your own pack.
This is where we will implement shared code to improve the base game. Anything that we deem good enough to be in every modpack, goes in here. We'll try to make things as configurable and dependency-free as possible, but no promises.
So far, it's also our "secret sauce" performance mod that beats out the competition with a simple philosophy:
If a sheep is 12 chunks away, and no one sees it, does it make a tick?
The answer is no, it shouldn't, and neither should lots of things that don't affect the player experience. Here's what we've changed to get our record breaking 4x performance increase in our 310 mod modpack:
- LivingEntities will not spawn, render, or tick outside of an X block radius (now configurable!). This means creepers and skeletons won't spawn underground until you go underground to see them. When you go back above ground, until they despawn they will not waste time doing useless movement/AI ticks unless you're near them.They will freeze in place with no AI, which surprisingly works without any bugs so far.
- TileEntities are more important and will still tick of course, but they won't render past a certain distance to improve client frames. This is incompatible with Out of Sight considering it does the same thing without Sodium compatibility.
- Fluid updates will not run outside of X blocks from a player. This has integration with FTB Chunks, so if you claim chunks, this effect will be disabled. This has the compounded effect of reducing ItemEntity lag from destroyed blocks in the overworld.
- ItemEntities can cause servers to lag, especially during new chunk generation when players are flying around. When not in claimed chunks, items will tick at 1/4 speed. This results in a tiny bit of stuttering on dropped items, but greatly improves performance.
With all these patches, and more, our frametimes and TPS are solid even with 310 mods at 32 render distance:
Worried that this breaks vanilla mob farms? Simple! Install Woot! Or just claim chunks and AFK near it.
Now, understandably, some of the things we're doing are a little crazy by most standards, so you'll want to double check before installing this in your own pack. This is also intended mostly for private use, so you may have to yell at us on Discord to add a config override that I couldn't be arsed to write right now. You've been warned. Many of the features are disabled in FTB Utilities claimed chunks, so if you want more vanilla behaviour, remember to claim your base.
Other Improvements
- Added a proper FPS counter with minimum framerate and average framerate over 15s.
- Raised cloud height.
- Added recipe caching.
- Fixed a crash in Emojiful.
- Fixed a performance bug in Sodium that was causing 400ms+ lag spikes. This is a workaround fix though and does lead to a bit of flickering when the lag spike hits, but it's better than your game freezing.
- Fixed another performance bug in Sodium causing high amounts of lag due to chunk updates happening very quickly.
- ServerChunkProvider was duplicating the chunk map list *every single chunk tick* just to shuffle it for apparently no reason. Maybe to randomize mob spawns? We could implement psuedo-random iteration, but sequential iteration works fine. This results in an improvement of over 1% total MSPT with just a single player moving around at 12 render distance alone, and is a completely "free" optimization.
In Hoc Signo Vinces
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