StellarCreateOptimization

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StellarCreateOptimization

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A performance-focused optimization mod for Create6.0.x,It improves server tick performance, particles, block entities, and shader rendering in large factories

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stellarcreateoptimization-forge-1.0.0.jar
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Description

Stellar Create Optimization

Stellar Create Optimization is a performance-focused addon for Create 6.0.x. It delivers substantial improvements to both client-side FPS/rendering performance and server-side tick performance, especially in large automated factories, while preserving Create’s gameplay behavior, animations, and compatibility fallbacks.

Client-Side Optimizations

  • Chutes: Transported items use persistent Flywheel instances, cached static models, frustum culling, distance-based animation simplification, and reduced instance uploads. The optimized renderer supports Embeddium and Oculus/Iris extended vertex formats while safely falling back for dynamic or unsupported items.
  • Factory Gauges: Panels are indexed by logistics frequency, outline geometry is cached, and thousands of individual outlines are combined into a single GPU buffer that only rebuilds when the visible set changes.
  • Encased Fans: Airflow particles use distance-based 80%/50%/25% retention, a maximum of 96 particles per tick, cached lighting, and reused airflow queries.
  • Blaze Burners: Full ambient particles are retained within 16 blocks, reduced to 25% between 16–32 blocks, and disabled beyond 32 blocks. Stable animation ticks are skipped, overhead checks are cached, idle burners update at reduced rates, and distant head/rod transforms are frozen while shader-animated flames continue moving normally.
  • Water Wheels: When shaders disable Flywheel rendering, water wheels automatically switch between full, medium, and low-detail models based on distance, while shadow passes always use low-poly geometry. Rotation, materials, direction, lighting, extensions, and overstress colors remain fully supported.
  • Shafts and Rotating Machinery: Flywheel instances are no longer marked dirty or uploaded when their color has not changed. Client-side kinetic block entities also call their original audio tick directly, removing repeated DistExecutor and supplier dispatch overhead without changing sound behavior.
  • Particles and Visual Effects: Repeated particle, lighting, animation, matrix, and buffer operations are reduced across dense Create machinery without removing important close-range effects.

Server-Side Optimizations

  • Chutes: Empty transport work and unused behavior ticks are skipped, while target chutes and missing inventory capabilities are cached with safe invalidation and periodic retries.
  • Encased Fans: Air currents rebuild only after relevant blocks, chunks, speed, or fan states change. Processing types and airflow results are cached, avoiding repeated scans and unnecessary synchronization.
  • Mechanical Pumps: Pipe-network endpoint reachability is memoized during pressure propagation, preventing multiple branches from repeatedly traversing the same fluid network.
  • Kinetic Networks: Connected neighbors and gear-speed modifiers are cached during propagation, duplicate graph entries are removed, and repeated block-entity synchronization is batched.
  • Factory Logistics: Promised item totals, unloaded logistics-link counts, and restocker storage levels are cached within safe tick boundaries, reducing repeated network and inventory scans.
  • Cogwheels: Duplicate diagonal gear checks are eliminated while preserving advancement and connection behavior.

Highlighted Benchmark Results

Stress-test hotspot Improvement
Chute particle updates Approx. -98.8%
Client-side chute ticking Approx. -63%
Server-side chute ticking Approx. -45%
Distant chute rendering Approx. -68% to -70%
Chute item shadow rendering Reduced to 0% in the tested path
Factory Gauge outline rendering Approx. -99.8%
Encased Fan particle updates Approx. -74%
Server-side Encased Fan ticking Approx. -70% to -95%
Blaze Burner stable animation work Approx. -99.6% to -99.8% without shaders

Results were measured using fixed, large-scale Spark stress-test scenes. Actual improvements depend on hardware, factory size, shaders, rendering backend, and the installed modpack.

Compatibility

  • Create 6.0.x
  • Compatible optimization paths for Flywheel, Embeddium, and Oculus/Iris shader rendering

Chinese Description:

Stellar Create Optimization

Stellar Create Optimization 是面向Create 6.0.x 的性能优化附属模组。它同时显著改善大型自动化工厂中的客户端帧率与渲染性能服务端 Tick 性能,并尽可能保持 Create 原有玩法、动画效果和兼容回退。

客户端优化

  • 溜槽(Chute): 运输物品改用持久化 Flywheel 实例、静态模型缓存、视锥剔除和远距离动画简化,仅在位置或模型发生变化时上传实例数据。支持 Embeddium 和 Oculus/Iris 扩展顶点格式,动态或不兼容物品会安全回退至原版渲染。
  • 工厂仪表: 按物流频率索引仪表并缓存轮廓几何,将大量独立轮廓合并进同一个 GPU 顶点缓冲,仅在可见集合发生变化时重建。
  • 鼓风机: 气流粒子按距离保留 80%/50%/25%,每 Tick 最多生成 96 个,同时缓存光照、气流和处理类型查询。
  • 烈焰人燃烧室: 16 格内保留完整环境粒子,16~32 格降低至四分之一,32 格外停止生成。稳定状态会跳过重复动画 Tick,并缓存上方方块检查;远距离冻结头部和燃烧棒矩阵,但火焰纹理仍由着色器正常滚动。
  • 大小水车: 光影导致 Flywheel 后端关闭时,根据距离自动切换完整、中等和低模模型,阴影通道始终使用低模代理。完整保留旋转、材质替换、方向、光照、延伸结构和过载颜色。
  • 传动杆及旋转机械: 实例颜色没有变化时,不再重复调用 setChanged() 或上传相同数据。客户端动能方块直接执行原版音频 Tick,移除每 Tick 的 DistExecutor 和 Supplier 分发开销,同时保持声音行为不变。
  • 粒子与视觉效果: 减少密集机械场景中重复的粒子、光照、动画矩阵和缓冲上传操作,同时保留近距离重要视觉效果。

服务端优化

  • 溜槽: 跳过空运输和无效 Behaviour Tick,并缓存目标溜槽及不存在的物品能力查询,通过方块更新和周期重试安全失效。
  • 鼓风机: 仅在相关方块、区块、转速或风扇状态变化时重建气流,并缓存气流处理类型与结果,减少重复扫描和不必要的数据同步。
  • 机械泵: 在压力传播期间缓存管道端点可达性,避免多条分支反复遍历同一片流体管网。
  • 动力网络: 在动力传播期间缓存相邻设备和齿轮速度修正,去除重复图节点,并合并方块实体的重复同步请求。
  • 工厂物流: 缓存物品承诺总数、未加载物流连接数量及补货仪表库存等级,减少重复的物流网络和库存扫描。
  • 齿轮: 去除重复的对角齿轮检查,同时保持连接逻辑和进度触发行为不变。

重点实测结果

压力测试热点 优化效果
溜槽粒子更新 -98.8%
溜槽客户端 Tick -63%
溜槽服务端 Tick -45%
溜槽远距离渲染 -68%~-70%
测试路径中的溜槽物品阴影渲染 降至 0%
工厂仪表轮廓渲染 -99.8%
鼓风机粒子更新 -74%
鼓风机服务端 Tick -70%~-95%
燃烧室稳定动画开销 无光影下约 -99.6%~-99.8%

测试结果来自固定的大型 Spark 压力测试场景。实际提升会受到硬件、工厂规模、光影、渲染后端及整合包环境影响。

兼容性

  • Create 6.0.x
  • Flywheel、Embeddium 和 Oculus/Iris 光影渲染提供兼容优化路径

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