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Visual Optimizer
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Visual Optimizer hides and pauses surplus farm animals while preserving production, breeding, and normal loot. It also clears old projectiles far from players while protecting recoverable ammunition, pearls, and fishing hooks. It runs only on the server.
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Visual Optimizer 1.1.1
Server-only optimization for Minecraft Java **1.20.1**, **Forge 47.4.10 or later within 47.x**, and **Java 17**. Install only on the server; players do not need this mod. No VillagerForHire dependency is required.
What it does
In crowded local areas, surplus ordinary adult chickens, cows, pigs, sheep, mooshrooms and rabbits become invisible and dormant. Their full AI, movement, and pushing stop. A temporary non-colliding scoreboard team prevents active animals from repeatedly pushing dormant animals.
All farm animals remain real, saved world entities with their original UUIDs, health, age, production state and loot. Population queries, including VillagerForHire's animal counting, still see them. This mod does not delete animals, multiply drops, or invent a virtual population.
Each dormant adult's vanilla egg timer continues once per game tick, with the normal 6,000–11,999 tick interval. Eggs appear at the chicken's original laying position, so ordinary hopper collection remains possible. Adult breeding cooldowns also continue. Animals in love receive normal ticking, and normal deaths use ordinary loot.
Defaults: **12 visible eligible adults per species per 16×16 horizontal, eight-block-high cell**, once that species has at least **32 eligible adults** in a cell. Species have independent limits, so cows never consume a sheep's visible slots. A pen crossing cell boundaries can retain more than twelve visible animals. This grid works independently of VFH pen markers, including underground farms.
Babies, named animals, chicken jockeys, saddled pigs, killer or fighting rabbits, mounted or leashed animals, animals with effects or injuries, animals already belonging to another scoreboard team, externally frozen animals and animals in dangerous or unsupported positions remain outside dormancy. Feeding and attacks wake an animal for at least thirty seconds. Protected exceptions can exceed the visible target.
Sheared sheep stay fully active so ordinary grazing can regrow wool. Direct worker or dispenser shearing is detected before the next living tick is cancelled. Cow milk, mooshroom milk/stew, wool color, mooshroom variant and ordinary meat drops use the retained real animal. Mooshroom shearing still converts it into a normal cow.
Bees, goats, turtles, sniffers, pandas, frogs, pets, horses, aquatic animals, hostile mobs and custom animal types remain active. Their production or special behavior needs ordinary AI; this version does not simulate those systems.
Projectile cleanup
The mod scans all loaded projectile types, including modded projectiles that extend Minecraft's `Projectile` class. It removes unprotected shots only after **2,400 ticking ticks** (two minutes at 20 TPS) and when they are **at least 128 blocks from every player in their dimension**. No players in that dimension counts as distant. Scans run every 100 server ticks.
Recoverable arrows, creative-pickup arrows, all tridents, ender pearls, fishing hooks, named projectiles, mounted projectiles and entities frozen by another mod are always protected. Add custom returning ammunition or other long-lived projectiles to the registry exclusion list.
Fresh and nearby shots receive normal flight, collision, damage and fuse updates. This feature reduces the accumulated stale population; it does not throttle normal flying projectiles. Cleared old distant shots no longer produce any pending impact, explosion or reward. Disable cleanup or increase the age/distance thresholds if those remote delayed effects matter on your server.
Age advances only through entity ticking. Time in unloaded chunks does not count, and ordinary saving/reloading resets the vanilla `tickCount` used by cleanup. Projectile velocity, owner, pickup permission and update flags are never changed.
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