Create: Smart Bounds

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Create: Smart Bounds

By LiukRastOwner

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Improves create mod's block entity renderbounds

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NeoForge
Minecraft

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Where It Runs
Client Only

Runs entirely on the client. Works on vanilla servers.

About

Project Details

Type
Mod
License
MIT License
Latest Version
Create: Smart Bounds 1.0.0 [Neoforge 1.21.1]

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Modrinth ID

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About

Description

Whats wrong with conveyor belts This mod aims to reduce enormous and nonsense render bounds for create block entities. You can check neoforge block entities render bounds with this command /neoforge debug_blockentity_renderbounds true

It also reworks some block entities render bounds caching

It's a pretty small optimization, but in large contraptions and big machine areas, it can make the difference.

We currently support:

  • Mechanical Arms
  • Belts
  • Chain Conveyors
  • Factory Panels
  • PSI & Deployers
  • Rollers
  • Frog Ports

What are render bounds?

Usually, to optimize performance, all blocks that are behind/outside your screen are not rendered to avoid useless computations. In blocks, this bound is set to a 3x3 area, but in block entities, this is customizable. The reason? Simple, render things that are bigger than a block. For example, Chain Conveyors need a larger render bounding box for chain connections. The thing is, most times create goes by "better larger" and just inflates the whole area. This makes most of your block entities get rendered even though they are not even visible.

Render Bounds Caching

The bounding box is not generated every frame, since the block only needs to change his bounding box on some precise events. This mod also optimizes this, removing useless bounding box reloading for some blocks (Belts) which before reloaded their bounding box EVERY GAME TICK (20 times per second). Now they only update if the block is broken and replaced, reducing the lag.

Whats wrong with conveyor belts This mod aims to reduce enormous and nonsense render bounds for create block entities. You can check neoforge block entities render bounds with this command /neoforge debug_blockentity_renderbounds true

It also reworks some block entities render bounds caching

It's a pretty small optimization, but in large contraptions and big machine areas, it can make the difference.

We currently support:

  • Mechanical Arms
  • Belts
  • Chain Conveyors
  • Factory Panels
  • PSI & Deployers
  • Rollers
  • Frog Ports

What are render bounds?

Usually, to optimize performance, all blocks that are behind/outside your screen are not rendered to avoid useless computations. In blocks, this bound is set to a 3x3 area, but in block entities, this is customizable. The reason? Simple, render things that are bigger than a block. For example, Chain Conveyors need a larger render bounding box for chain connections. The thing is, most times create goes by "better larger" and just inflates the whole area. This makes most of your block entities get rendered even though they are not even visible.

Render Bounds Caching

The bounding box is not generated every frame, since the block only needs to change his bounding box on some precise events. This mod also optimizes this, removing useless bounding box reloading for some blocks (Belts) which before reloaded their bounding box EVERY GAME TICK (20 times per second). Now they only update if the block is broken and replaced, reducing the lag.

Screenshots

Gallery

  • factory_panels.png
    factory_panels.png factory_panels.png
  • chain_conveyors.png
    chain_conveyors.png chain_conveyors.png
  • belts.png
    belts.png belts.png
  • Belts
    Belts
  • Chain conveyors
    Chain conveyors
  • Gauges
    Gauges

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1m
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CurseForge
~520,000
Modrinth
~490,000
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