Tantalum
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CPU and server TPS optimizations for complex block collision shapes.
Enhances game performance and optimizes resource usage.
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Description
Minecraft's physics engine wastes valuable server time recalculating complex block geometry every tick. If your server runs Create, heavy industrial modpacks, or custom biomes, your CPU is continuously drowning in redundant VoxelShape math for every gear, conveyor belt, and custom leaf block.
Tantalum fixes this architectural flaw at the engine level. By implementing an ultra-fast L1-cache for EntityBlock collisions, the mod intercepts geometry requests and serves them instantly from a zero-allocation ThreadLocal array.
Key Features:
15% Reduction in Active Tick Time: Drastically cuts down the processor time spent on collision math, freeing up massive MSPT headroom to keep your server TPS rock-solid at 20.
Zero GC Overhead: Engineered strictly with long primitives and bitwise masking. The cache architecture creates zero new objects, completely eliminating Garbage Collector spikes.
Scales with Your Server: The more players, entities, and mechanisms loading the chunks, the more server ticks you save. Built specifically for high-load environments.
Universal Compatibility: Modifies the foundational BlockStateBase class directly. It intercepts physics calls before they happen, making it 100% compatible with any mod that introduces custom blocks.
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