Mod

Xylene

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Xylene

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A Small Optimization Mod that will help boost your FPS obviously wont be ground breaking but its noticeable.

Performance & Optimization
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Fabric
Minecraft

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About

Project Details

Type
Mod
License
All Rights Reserved
Latest Version
Xylene 1.1.0
Authors
CurseForge
Modrinth

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Modrinth ID

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About

Description

NOTICE: Requires Fabric API



Working Features!

Faster Maths
Minecraft uses sin() and cos() math functions constantly (lighting, rendering, entity movement, etc.). Normally these are calculated fresh every time. Xylene pre-calculates all 65,536 possible answers and stores them in a table. When the game needs sin/cos, it just looks up the answer instantly instead of doing the math.

Faster Data Storage
Minecraft stores a LOT of data in things called HashMaps (think of them like dictionaries). Xylene swaps out the default Java ones for specially optimized ones that are faster for the types of data Minecraft uses (NBT data, entity tracking, etc.)

Entity Tick Culling
Every tick (20 times per second), Minecraft updates every single entity — zombies, cows, item frames, everything. Xylene skips updating entities that are more than 48 blocks away from any player. They're too far away for you to notice anyway. (Bosses and players are never skipped.)

Collision Skipping
Minecraft constantly checks if entities are colliding with things. Xylene tracks whether an entity has actually moved. If it hasn't moved, it skips the collision check entirely — no point rechecking something that's standing still.

Faster Network Encoding
When your game talks to the server, numbers are encoded in a special format called "VarInt." Xylene replaces the encoding loop with a faster hand-written version.

Xylene Settings
It shows all the toggle switches for every Xylene optimization category, so you can turn individual optimizations on/off.

The Following Features are still in Beta! (Only Availible on Beta Versions.)

Tick Interpolation
smooth entity/player motion between ticks at any framerate.

Async Chunk Mesh Building 
chunk geometry compiled off the main thread.

Shader Warm-up
GL shaders pre-compiled on startup to kill first-use stutter.

Resource Pack Async Loading
pack switching no longer freezes the game.

Smooth Lighting Cache
AO values cached, recomputed only when blocks change.

Crowd Simulation
simplified pathfinding for densely packed entities.

Client-Side Prediction Smoothing
blends out small server position corrections.

Packet Processing Throttle
caps packet drain time per frame to protect the render thread.

Rubber Band Reducer
interpolates small server snaps; large ones still apply instantly.

Ping Jitter Buffer
short buffer that absorbs brief ping spikes.



What's "Planned But Not Active"

About 40+ other mixins are registered but are currently empty placeholders, things like hopper optimization, redstone optimization, lighting improvements, chunk loading tweaks, etc. The framework is there but the actual optimization code hasn't been filled in yet. They load harmlessly and do nothing.

XyleneOptimal

Working Features!

Faster Maths

Minecraft uses sin() and cos() math functions constantly (lighting, rendering, entity movement, etc.). Normally these are calculated fresh every time. Xylene pre-calculates all 65,536 possible answers and stores them in a table. When the game needs sin/cos, it just looks up the answer instantly instead of doing the math.

Faster Data Storage

Minecraft stores a LOT of data in things called HashMaps (think of them like dictionaries). Xylene swaps out the default Java ones for specially optimized ones that are faster for the types of data Minecraft uses (NBT data, entity tracking, etc.)

Entity Tick Culling

Every tick (20 times per second), Minecraft updates every single entity — zombies, cows, item frames, everything. Xylene skips updating entities that are more than 48 blocks away from any player. They're too far away for you to notice anyway. (Bosses and players are never skipped.)

Collision Skipping

Minecraft constantly checks if entities are colliding with things. Xylene tracks whether an entity has actually moved. If it hasn't moved, it skips the collision check entirely — no point rechecking something that's standing still.

Faster Network Encoding

When your game talks to the server, numbers are encoded in a special format called "VarInt." Xylene replaces the encoding loop with a faster hand-written version.

Xylene Settings

It shows all the toggle switches for every Xylene optimization category, so you can turn individual optimizations on/off.

The Following Features are still in Beta! (Only Availible on Beta Versions.)

Tick Interpolation

smooth entity/player motion between ticks at any framerate.

Async Chunk Mesh Building 

chunk geometry compiled off the main thread.

Shader Warm-up

GL shaders pre-compiled on startup to kill first-use stutter.

Resource Pack Async Loading

pack switching no longer freezes the game.

Smooth Lighting Cache

AO values cached, recomputed only when blocks change.

Crowd Simulation

simplified pathfinding for densely packed entities.

Client-Side Prediction Smoothing

blends out small server position corrections.

Packet Processing Throttle

caps packet drain time per frame to protect the render thread.

Rubber Band Reducer

interpolates small server snaps; large ones still apply instantly.

Ping Jitter Buffer

short buffer that absorbs brief ping spikes.

Xylene

What's "Planned But Not Active"

About 40+ other mixins are registered but are currently empty placeholders, things like hopper optimization, redstone optimization, lighting improvements, chunk loading tweaks, etc. The framework is there but the actual optimization code hasn't been filled in yet. They load harmlessly and do nothing.

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  • Nothing to see here
    Nothing to see here Optimization doesn't come with a visual difference.

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~2,000
Total Downloads
CurseForge
<1,000
Modrinth
~2,000
Last Updated
CurseForge
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CurseForge
Modrinth
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