tntOptimizer

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tntOptimizer

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We all love exploding vilagers but we hate the lag it gives. This mod fixes the tnt lag mainly serversided and a bit on the client

Performance & Optimization
Mod Loaders
Fabric
Minecraft
26.2

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Dev Environment
Client Optional
Server Optional

About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
tntoptimizer-1.6.jar
Authors
CurseForge
Modrinth

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CurseForge ID
Modrinth ID

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About

Description

What does this mod do?

This mod improves TNT performance

The goal is to reduce lag while keeping TNT behavior as close to vanilla as possible.

How close to vanilla is it?

I tried to keep the mod as close to vanilla as possible. However, because the number of active TNT entities is limited, there is a small chance that some edge cases will behave slightly differently.

How does it work

It works by limiting the amount of tnt rendered client side to 75 Also limis the amount of explosion particles the client renders to 100

On the server side of the mod we limit more things:

  1. we limit how much tnt is active at once
  2. we limit how much tnt explodes at the same tick
  3. we limit how much tnt ticks in the same tick
  4. we limit how much tnt can be triggered in the same tick

Will it break my TNT cannons?

Most TNT cannons should continue to work normally.

However, if your cannon relies on more than 250 TNT entities being active at the same time, it may not function correctly.

So yes, this will almost certainly break an orbital strike cannon.

What does this mod do?

This mod improves TNT performance

The goal is to reduce lag while keeping TNT behavior as close to vanilla as possible.

How close to vanilla is it?

I tried to keep the mod as close to vanilla as possible. However, because the number of active TNT entities is limited, there is a small chance that some edge cases will behave slightly differently.

How does it work

It works by limiting the amount of tnt rendered client side to 75 Also limis the amount of explosion particles the client renders to 100

On the server side of the mod we limit more things:

  1. we limit how much tnt is active at once
  2. we limit how much tnt explodes at the same tick
  3. we merge close tnt into 1 to waste less calculations
  4. we cache explotion calculations so we do less calculations

Will it break my TNT cannons?

Most TNT cannons should continue to work normally.

However, if your cannon relies on more than 250 TNT entities being active at the same time, it may not function correctly.

So yes, this will almost certainly break an orbital strike cannon.

Screenshots

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  • 2026-06-03_18.32.09 (1).png
    2026-06-03_18.32.09 (1).png 2026-06-03_18.32.09 (1).png
  • Sodium + Mod
    Sodium + Mod as you can see fps and tps stays good

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~1,000
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CurseForge
<1,000
Modrinth
<1,000
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CurseForge
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CurseForge
Modrinth
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