Mobtimizations - Entity Performance Fixes

Mobtimizations - Entity Performance Fixes

Mod

Optimizes a lot of tasks that Entity AI wastefully performs, minimal effect on gameplay.

Client and server MobsOptimizationUtility

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Server optimization mod focused on entities, reducing their impact on your server while keeping change in gameplay to a minimum.

Features:

  • Reduces the rate of expensive mob wander pathfinding, even more so if far from players.
  • Reduces how often the expensive enemy targeting tasks are run.
  • For monsters, disables the expensive 3x3x3 hazard scanning that is constantly running every tick while path following, your pets are safe.
  • Disables the frequent pathfinds done while already following a path.
  • Reduces the expensive searching done to find a turtle egg to crush, for zombies/husks, by default fully disabling it.
  • Optimizes the expensive zombie village raid task that scans around a lot for villagers, by default cuts the chance to 1/3.
  • Wander pathfinding and enemy targetting are further reduced when the mob is not near a player.
  • Each feature can be configured on/off, and some further with chance to cancel an attempt.

Demonstration:

With each test I had lots of extra mobs spawned - On my 20 core i5-13600K I kept 1000 monsters spawned to stress the server.

All the mods 7 - MC 1.18 modpack:

Mod off: 38ms avg - 95ms max

Mod on: 30ms avg (server load cut by 22%) - 45ms max (peak server load cut by over 50%!)

https://raw.githubusercontent.com/Corosauce/mobtimizations/1.18/showcase/atm_7.png

Deceasedcraft - MC 1.18 modpack:

Mod off: 32ms avg - 61ms max

Mod on: 24ms avg (server load cut by 25%) - 50ms max (peak server load cut by 20%)

https://raw.githubusercontent.com/Corosauce/mobtimizations/1.18/showcase/deceasedcraft.png

Requires CoroUtil to run: CoroUtil