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@ReperakDev
Last active November 2, 2022 22:58
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@ReperakDev
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Maybe you could add https://github.com/astei/lazydfu/ to the 'Start-up' category?

Done! Sorry it took so long :P

@misterslime
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There's DimensionalThreading which optimizes the processing of multiple dimensions by assigning each dimension their own independent thread. Maybe you could add it to the Server category.

@DragonEggBedrockBreaking

There's DimensionalThreading which optimizes the processing of multiple dimensions by assigning each dimension their own independent thread. Maybe you could add it to the Server category.

Note that Dimensional Threading can worsen performance (but not crash) if not enough threads are present (number of dimensions + 1; normally 4, but changes if you add dimensions with datapacks). It can also (unintentionally) change vanilla behaviour, most notably (at the moment) patching gravity block duplication, which is a highly used mechanic/bug (however you want to see it). The mod also breaks nether portal loaders (only way to remote-load chunks in 1.14+, semi-intentional feature) and causes multiple types of crashes on servers in regards to people entering nether portals at the same time and performing an action (e.g. eating) while doing so.

References:

If you choose to add this to the list, note that DimThread has issues with Tic Tacs, but I have been unable to reproduce the bug. Maybe mention it as a possible incompatibility? For more info, see: Gegy/tic-tacs#32

@DragonEggBedrockBreaking

From my serverside mods list, Overworld Two optimises worldgen, and Carpet has some optimisations for spawning and TNT.

Overworld Two breaks vanilla generation parity, so worlds will not be same as vanilla on the same speed. Maybe this should be noted.

For carpet, Lithium overrides these. Actually, I believe Carpet's optimisations (definitely TNT) are better than Lithium's. To make Carpet's be used rather than Lithium's, you can use Carpet TIS Addition to override Lithium's with Carpet's, but this requires you to have two mods AND run two commands to make an optimisation (optimisations disabled by default). From seeing Reperak's reluctance to add Hopper Optimisations due to 2no2name's Lithium Fork dependency, I'm guessing this is also kind of a no-go...

@DragonEggBedrockBreaking
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DragonEggBedrockBreaking commented Jan 9, 2021

It also seems that the GitHub version of Fast Furnace is out of date (stuck on 1.15.2) and the latest version is only available on CurseForge, which I am not a fan of. If Fast Furnace is confirmed to work on 1.16.4 then I can include it at a later date.

The mod is now anyway part of fabric api.

@mr-pi12
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mr-pi12 commented Jan 15, 2021

Maybe you could consider adding Sodium Extras? This mod is unrelated to Sodium Extra Fabric (without an s) which is already in this gist (and you actually incorrectly added an 's' to that). It adds useful extra features to the sodium menu as well (which are different for the mod already in this list), and I highly recommend it.

Aren't the changes just visual though? I thought there was no performance benfit from them.

@mr-pi12
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mr-pi12 commented Jan 15, 2021

maybe add:
fabric zero
fast chest
cull leaves
maybe a chunk pregen mod?

@mr-pi12
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mr-pi12 commented Jan 15, 2021

doesn't smooth boot change the game thread priority as well? Just because you said that it only runs at startup, that's all

@mr-pi12
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mr-pi12 commented Jan 29, 2021

I agree with most of your arguments, but cull leaves shouldn't affect the appearance of leaves as all it does is not render leaves outside of your fov. There was a smart leaves pack added to the mod recently, and makes the leaves look like optifine leaves. If your leaves have any visual changes, your pc must have an issue. Also, yes, fastchest does remove chest animations as it stops them from being rendered as entities. It's original purpose was to stop significant lag when walking into a room of chests. I think fast chest was intended for servers with large storage rooms and likely has little effect on everyday gameplay. Fabric zero is both a performance and compatibility mod, but only works with certain mods, so maybe it won't be added to this list. I don't know if anyone else got this, but when using fastworkbench, the crafted item would not appear. I'd personally prefer not to use carpet optimizations as they have to be applied with a command on a server and for every single player world you create. On my pc, the krypton mod stopped me from joining any server, perhaps something to do with the outgoing network requests. I've not seen too much impact from fastfurnace or fastbench, but maybe that's just me.

@RangoMcRoony
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@ZtereoHYPE
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I agree with most of your arguments, but cull leaves shouldn't affect the appearance of leaves as all it does is not render leaves outside of your fov. There was a smart leaves pack added to the mod recently, and makes the leaves look like optifine leaves. If your leaves have any visual changes, your pc must have an issue. Also, yes, fastchest does remove chest animations as it stops them from being rendered as entities. It's original purpose was to stop significant lag when walking into a room of chests. I think fast chest was intended for servers with large storage rooms and likely has little effect on everyday gameplay. Fabric zero is both a performance and compatibility mod, but only works with certain mods, so maybe it won't be added to this list. I don't know if anyone else got this, but when using fastworkbench, the crafted item would not appear. I'd personally prefer not to use carpet optimizations as they have to be applied with a command on a server and for every single player world you create. On my pc, the krypton mod stopped me from joining any server, perhaps something to do with the outgoing network requests. I've not seen too much impact from fastfurnace or fastbench, but maybe that's just me.

Cull leaves actually does change the look of leaves, as it culls the adjacent faces between the blocks. This is not visible in fast graphics.

@DragonEggBedrockBreaking

fabric zero
Abandoned.
fast chest
Changes vanilla behaviour (chest animation removed).
cull leaves
Changes vanilla behaviour (leaf appearance is different even with the resource pack).
maybe a chunk pregen mod?
If you need one: https://github.com/SuperCoder7979/fabric-chunkpregenerator

@DragonEggBedrockBreaking

https://github.com/FoundationGames/EnhancedBlockEntities
https://github.com/TeamMidnightDust/BetterBeds
https://github.com/FionaTheMortal/Better-Biome-Blend

Just a heads up to anyone who reads the comment: As of writing this, EnhancedBlockEntities has rendering issues when used with sodium, but there is a pull request into sodium to fix that which was approved a few hours/minutes before writing this.

@mr-pi12
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mr-pi12 commented Mar 3, 2021

Thanks for telling me. I need to start testing these mods before putting them up :)
Also, when testing barium (c2me), it tells me I need java 11. Does anyone else get this?

@mr-pi12
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mr-pi12 commented Mar 3, 2021

When I posted the thing about fabric zero and the rest, I had only just returned to fabric and typed in the mods I used prior to my return to fabric. Sorry if I misinformed anyone reading the comments, I didn't know at the time. I still stand by fast leaves, though as the leaves look better on my pc and I have a lot less lag when entering jungle biomes and such. It probably won't get added to the list, but I use it just because I prefer it to the default opaque leaves. Chunk pregen mods are useful on servers, but I've found them to be inconvenient for most players, so I'd think it wouldn't be included in this list. I changed from fast chest to enhanced block entities, but didn't notice too many changes. I'll test with entity blocks to see if I get that error. Your explanation on dimthreads was good, but just for less tech savvy people, you need a cpu with at least 4 threads (2 core with 4 threads or 4 core with 4 threads) for the end, nether and overworld plus one thread. If there's more dimensions due to mods, you'll need a cpu eith more threads or you'll probably experience issues. Randompatches and tweakeroo contain miscellaneous lag fixes and patches, but I haven't seen too much of a performance improvement from them. I use starlight rather than phosphor as it seems relatively (emphasis on relatively) stable and chunks load much faster than phosphor. Tic tacs and barium (or c2me) both improve chunk loading performance, but for me, tic tacs is apparently not great for compatibility and c2me seems to need java 11 and I'm not sure what to do for that. Any ideas on how to get it to work? It's the only mod on this page I have no idea if it works or not. Also, when tic tacs actually does work, it doesn't load more than 20 chunks before it stops loading chunks for some reason. I think this issue's already been put up though.

@mr-pi12
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mr-pi12 commented Mar 3, 2021

I've written a lot of comments, but I'm just saying that better biome blend has the most significant impact of the three, letting you go up to 29x29 and claims it has the same performance as 5x5. I'm not sure if that's true, I just kept it on 13x13 and had the same performance, but smoother biome transitions. (Keep in mind that my gpu is basically 10 years old (no idea how it hasn't died yet))

@DragonEggBedrockBreaking

Your explanation on dimthreads was good, but just for less tech savvy people, you need a cpu with at least 4 threads (2 core with 4 threads or 4 core with 4 threads) for the end, nether and overworld plus one thread. If there's more dimensions due to mods, you'll need a cpu eith more threads or you'll probably experience issues.

I earlier mentioned having bugs, and it seems that most dimthread bugs have either been fixed or are now invalid. Don't use dimthread if you want end portal sand duping, but other than that it's fine.

I use starlight rather than phosphor as it seems relatively (emphasis on relatively) stable and chunks load much faster than phosphor.

The issue is that since it rewrites the light engine, it can/does modify vanilla behaviour, so it may cause issues. mainly for technical minecrafters.

Tic tacs and barium (or c2me) both improve chunk loading performance, but for me, tic tacs is apparently not great for compatibility and c2me seems to need java 11 and I'm not sure what to do for that. Also, when tic tacs actually does work, it doesn't load more than 20 chunks before it stops loading chunks for some reason. I think this issue's already been put up though.

The tic-TACS bug is known. I don't know about the C2ME problem. Gegy (the creator of tic-TACS) will do a code review of C2ME and will check how stable it is before it is fully released, and the major bugs have been fixed. If you have issues with C2ME, I suggest opening an isuse report and/or joining the Yatopia discord.

@DragonEggBedrockBreaking

I've written a lot of comments, but I'm just saying that better biome blend has the most significant impact of the three, letting you go up to 29x29 and claims it has the same performance as 5x5. I'm not sure if that's true, I just kept it on 13x13 and had the same performance, but smoother biome transitions.

Sodium has biome blend optimisations, so do you have both a visual and fps comparison to both vanilla and sodium so we can compare?

@mr-pi12
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mr-pi12 commented Mar 4, 2021

Sodium has biome blend optimisations, so do you have both a visual and fps comparison to both vanilla and sodium so we can compare?

yeah, I tried both, and at 13x13, I get 75 fps, but lag spikes come up quite a lot. With better biome blend, there's a lot less lag spikes when generating chunks. With better biome blend, there's a small difference with chunk loading time, but it's basically unnoticeable

@DragonEggBedrockBreaking

yeah, I tried both, and at 13x13, I get 75 fps, but lag spikes come up quite a lot. With better biome blend, there's a lot less lag spikes when generating chunks. With better biome blend, there's a small difference with chunk loading time, but it's basically unnoticeable

Is better biome blend compatible with sodium?

@DragonEggBedrockBreaking

Also, when testing barium (c2me), it tells me I need java 11. Does anyone else get this?

I do believe you need JDK 11 or above. You can download it from here: https://adoptopenjdk.net

@mr-pi12
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mr-pi12 commented Mar 4, 2021

Is better biome blend compatible with sodium?

yeah, it is. Try it yourself and see if it works

@mr-pi12
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mr-pi12 commented Mar 5, 2021

Just a heads up to anyone who reads the comment: As of writing this, EnhancedBlockEntities has rendering issues when used with sodium, but there is a pull request into sodium to fix that which was approved a few hours/minutes before writing this.

There's a patched version of sodium https://github.com/FoundationGames/sodium-fabric/releases/tag/0.1.1-ebe-patch but that means that ebe won't be added t the list because of the dependency. Until sodium is updated, I don't think ebe will be added. Also, the patch works, I''ve tried it.

@DragonEggBedrockBreaking

but that means that ebe won't be added t the list because of the dependency. Until sodium is updated, I don't think ebe will be added. Also, the patch works

Why not though, many mods above are incompatible with each other, and those incompatiblities are written. This also seems misphrased, as EBE does not depend on a sodium fork; it works on its own, but it requires a sodium fork if you want to use it with sodium, and some people may already use canvas instead of sodium.

@mr-pi12
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mr-pi12 commented Mar 6, 2021

Yeah, I should have mentioned it only being needed for sodium, sorry... I assumed that it wouldn't be added because reperak seemed reluctant to add the fork of lithium which was needed for hopper optimizations because it wasn't practical for most users to install a patched version of sodium just to get it to work with a mod. I was able to make indium work with the patched version of sodium, so I can use mods like CTM and sodium together. I'll use this until sodium gets the rendering api support. I want to try canvas, but like I mentioned, my gpu isn't too great...

@DragonEggBedrockBreaking

I assumed that it wouldn't be added because reperak seemed reluctant to add the fork of lithium which was needed for hopper optimizations because it wasn't practical for most users to install a patched version of sodium just to get it to work with a mod.

The difference is that hopper optimisations requires a fork of lithium to work at all, whereas EBE can work by itself with no issues

@mr-pi12
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mr-pi12 commented Mar 7, 2021

I think the description for dynamic fps should be changed - you can configure the fps it's reduced to now.
Also, does cadmium need jellysquid's optimized datafixerupper or does it work with lazydfu?

@ReperakDev
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This list will be moving to its own GitHub repo soon, to make contributions cleaner and more transparent.

@ReperakDev
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I think the description for dynamic fps should be changed - you can configure the fps it's reduced to now.
Also, does cadmium need jellysquid's optimized datafixerupper or does it work with lazydfu?

Cadmium itself is a loader for JellySquid's DFU fork. When compiling it uses that fork as a submodule, and its compiled into the final jar. According to LazyDFU's developer, LazyDFU and Cadmium are complimentary and ideally should be used together.

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