MemorySweeper

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MemorySweeper

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Aggressive chunk unloading to prevent memory creep during exploration

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Latest Version
MemorySweeper-1.0.0.jar
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Description

 

 

MemorySweeper

Aggressive chunk unloading to prevent memory creep during exploration.

MemorySweeper forces distant chunks to unload immediately instead of waiting for vanilla’s slow ticket-expiry mechanism. Designed for large modpacks where exploration causes memory to climb and never come back down.

How It Works

Vanilla unloads ~4 chunks per second. When you explore, 20-30 new chunks load per second — the gap causes memory to rise indefinitely.

MemorySweeper hooks into ChunkMap.processUnloads() and:

1.  Scans all loaded chunks every 0.5 seconds

2.  Identifies chunks beyond view distance + 1

3.  Pushes them directly into the pending-unload queue (bypassing ticket delays)

4.  Raises the per-tick unload limit from 200 to 800

 

  Exploration without MemorySweeper:  4,000-5,500 chunks loaded
Exploration with MemorySweeper: 2,200-2,800 chunks loaded (40-50% reduction)

Performance

● MSPT overhead: <1ms per scan

● No GC spikes, no tick stalling

● Compatible with all chunk-related mods (FTB Chunks, etc.)

Installation

1.  Download the .jar from Releases or CurseForge / Modrinth

2.  Place in mods/ folder

3.  Requires Minecraft 1.20.1 + Forge 47.x

No dependencies. Works on both client (single player) and dedicated server.

Configuration

No configuration needed. Works out of the box. If you want to tune:

Parameter

Default

What it does

Scan interval

0.5s

How often to scan for distant chunks

Unload threshold

view distance + 1

How close a chunk must be to stay loaded

Batch size

128

Max chunks added to unload queue per scan

Unload limit

200→800

Per-tick processing limit inside processUnloads

Compatibility

Tested and safe with:

● FTB Chunks, FTB Quests

● Applied Energistics 2

● Mekanism

● Industrial Upgrade

● JEI, Jade, Spark

Building from Source

 

./gradlew build

Output: build/libs/memorysweeper_dev-<version>.jar

License

MIT — see LICENSE

 

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