Enhanced Block Entities Reloaded

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Enhanced Block Entities Reloaded

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[UNOFFICIAL PORT] Reduce block entity FPS lag with almost no compromises, and improve their visuals

Performance & Optimization
Mod Loaders
Forge
NeoForge
Fabric
Quilt
Minecraft
26.2

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Type
Mod
Latest Version
Enhanced Block Entities Reloaded 0.13.0 for Fabric 26.2

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About

Description

UNOFFICIAL PORT

This is an unofficial port of the original Enhanced Block Entities mod, adding support for newer minecraft versions (1.21.5+) as well as Forge and NeoForge!

Enhanced Block Entities

EBE is a 100% client side Minecraft mod which aims to increase the performance of block entity rendering, as well as offer customizability via resource packs.

How does it work? EBE Makes some block entities use baked block models rather than laggy entity models.

Is it just an optimization mod? EBE isn't just an optimization mod, some side effects of its optimizations are many visual improvements.
These may include:

  • Smooth lighting on block entities
  • Being able to remodel block entities with block models
  • Toggling features like christmas chests
  • Being able to see block entities from as far away as possible

What about animations? The best part about EBE is that you still get to keep animations, while gaining the performance boost of baked models! Most animated block entity models will only render when absolutely necessary.

Can I use it with Sodium? Yes.

  • EBE 0.10.2 and above are fully compatible with Sodium 0.6+
  • Earlier EBE versions require installing Indium along with Sodium 0.5.11 or below.

FAQ and Help

Q: I need help with the mod/need to report a bug!
A: If the issue is a BUG please report it on our issue tracker ("Issues" tab at the top of the page)

FPS Boost

Rendering 1700 chests:

Vanilla

Before

With EBE

After
A 155% frame rate increase!

Is your mod incompatible with EBE?

If you are the developer of a mod that makes changes to block entity rendering, your mod will be broken by EBE. Fortunately, EBE provides an API that allows you to force-disable its features, allowing your mod to function instead.
You don't need to add EBE as a dependency in your development environment either!

Add the Entrypoint

fabric.mod.json:

{
    "entrypoints": {
        "main": [...],
        "client": [...],
        "ebe_v1": [
            "my.mod.compat.EBECompatibility"
        ]
    }
}

Need to modify config values? Implement BiConsumer<Properties, Map<String, Text>>

my.mod.compat.EBECompatibility:

public class EBECompatibility implements BiConsumer<Properties, Map<String, Text>>, ... {
    @Override
    public void accept(Properties overrideConfigValues, Map<String, Text> overrideReasons) {
        overrideConfigValues.setProperty("render_enhanced_chests", "false");

        overrideReasons.put("render_enhanced_chests",
                Text.literal("EBE Enhanced Chests are not compatible with my mod!")
                        .formatted(Formatting.YELLOW));
    }

    ...
}

The accept(Properties, Map<String, Text>) function is called when EBE loads config values. You can override a desired config value by setting the corresponding property of overrideConfigValues. This will also gray out the option in the config menu.
To explain to users why your mod made that change, you can add a text component to the overrideReasons map corresponding to the key of the option you changed.
Text is net.minecraft.text.Text when using Yarn mappings.

Need to manually reload EBE? Implement Consumer<Runnable>

my.mod.compat.EBECompatibility:

public class EBECompatibility implements Consumer<Runnable>, ... {
    private static Runnable ebeReloader = () -> {};

    ...

    @Override
    public void accept(Runnable ebeConfigReloader) {
        ebeReloader = ebeConfigReloader;
    }
}

If your mod needs to modify EBE's config values depending on loaded resources, it may encounter load order problems. This can be somewhat fixed by manually reloading EBE.
The accept(Runnable) function is called when EBE is first loaded. The Runnable executes EnhancedBlockEntities.load(). Store this in a field so you can execute it whenever necessary.

void onMyModResourceReload() {
    EBECompatibility.someParameter = true;
    EBECompatibility.ebeReloader.run();
    // Your config modification handler in EBECompatibility can change 
    // its behavior based on EBECompatibility.someParameter.
}

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