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Throttles distant mob AI, culls off-screen entities, slows down far-away block entity ticking (except the ones you'd actually notice, like hoppers and pistons), and cuts particle count — deferring to Sodium/Lithium/EntityCulling instead of fighting them.

Performance & Optimization
Mod Loaders
NeoForge
Fabric
Minecraft
26.2

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Project Details

Type
Mod
License
MIT License
Latest Version
boosters-1.3.2+26.2-neoforge.jar
Authors
CurseForge
Modrinth

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Description

Boosters 

A performance mod. Built it because my singleplayer world started chugging once I had a proper base going and more mobs than I'd like to admit wandering around. Most performance mods try to do everything. 

Replace this with a description

This one doesn't 

it picks a few specific problems (mob AI, entity rendering, block entity ticking, particles) and leaves the rest to mods that already handle it better. 

Features Mob AI throttling 

mobs far from any player update their sensing, pathfinding and target selection less often, scaled by distance. Nothing changes for mobs near you. Entity culling - entities past a configurable distance simply don't get rendered. Same for nametags, with their own separate (tighter) cutoff. 

Block entity throttling 

furnaces, signs, and similar tick slower the farther they are from a player. 

Hoppers, pistons, beacons, conduits, brewing stands and sculk are excluded by default, since those are the ones where throttling is actually noticeable (stuck items, stuttering pistons). The exclusion list is editable in the settings. Particle reduction - a density multiplier plus a hard distance cutoff for particle spawning. 

Block entity renderers

shorter render distance specifically for chest lids, sign text, skulls and banners, separate from the block model itself. Plays well with others If you have EntityCulling installed, Boosters detects it and turns off its own entity culling automatically - no reason to duplicate worse occlusion logic when a dedicated mod already does it properly. Sodium, Lithium, C2ME, Starlight, FerriteCore, Krypton and Noisium are all detected too; they operate on different layers of the engine so there's nothing to disable there, they just coexist fine. 

Configuration Full settings screen via Cloth Config, accessible from Mod Menu if installed, or through a keybind (; by default) if not. 

Press F3 to see a live line of what the mod is actually doing per second - AI throttled, entities culled, particles dropped - instead of just a version number confirming it's loaded. ## One honest disclaimer This isn't a rendering engine rewrite, so don't expect Sodium-tier numbers from it alone. It's throttling and culling logic that reduces real work the game does - the gain depends entirely on your scene. 

Big base, lots of mobs, storage rooms full of chests?

You'll feel it. 

Empty superflat world?

Boosters

A performance mod. Built it because my singleplayer world started chugging once I had a proper base going and more mobs than I'd like to admit wandering around. Most performance mods try to do everything.

Replace this with a description

This one doesn't

it picks a few specific problems (mob AI, entity rendering, block entity ticking, particles) and leaves the rest to mods that already handle it better.

Features Mob AI throttling

mobs far from any player update their sensing, pathfinding and target selection less often, scaled by distance. Nothing changes for mobs near you. Entity culling - entities past a configurable distance simply don't get rendered. Same for nametags, with their own separate (tighter) cutoff.

Block entity throttling

furnaces, signs, and similar tick slower the farther they are from a player.

Hoppers, pistons, beacons, conduits, brewing stands and sculk are excluded by default, since those are the ones where throttling is actually noticeable (stuck items, stuttering pistons). The exclusion list is editable in the settings. Particle reduction - a density multiplier plus a hard distance cutoff for particle spawning.

Block entity renderers

shorter render distance specifically for chest lids, sign text, skulls and banners, separate from the block model itself. ## Plays well with others If you have EntityCulling installed, Boosters detects it and turns off its own entity culling automatically - no reason to duplicate worse occlusion logic when a dedicated mod already does it properly. Sodium, Lithium, C2ME, Starlight, FerriteCore, Krypton and Noisium are all detected too; they operate on different layers of the engine so there's nothing to disable there, they just coexist fine.

Configuration Full settings screen via Cloth Config, accessible from Mod Menu if installed, or through a keybind (; by default) if not.

Press F3 to see a live line of what the mod is actually doing per second - AI throttled, entities culled, particles dropped - instead of just a version number confirming it's loaded. ## One honest disclaimer This isn't a rendering engine rewrite, so don't expect Sodium-tier numbers from it alone. It's throttling and culling logic that reduces real work the game does - the gain depends entirely on your scene.

Big base, lots of mobs, storage rooms full of chests?

You'll feel it.

Empty superflat world?

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