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Create: Smart Bounds
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Improves create mod's block entity renderbounds
Does not follow a specific thematic focus apart from vanilla Minecraft.
Focuses on automation and resource processing through scientific and mechanical means, utilizing systems like electricity (RF/FE/etc), air pressure, or rotation.
Heavily focused around the Create mod, known for its unique mechanical systems and contraptions.
Addresses and fixes known bugs and issues.
Enhances game performance and optimizes resource usage.
Adds extra features or content to an existing mod.
Neoforge is a fork of the Minecraft Forge available for versions 1.20.1+ of Minecraft. Many Forge mods are compatible with Neoforge and vice versa.
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Runs entirely on the client. Works on vanilla servers.
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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.
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.
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