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Entity Culling MCBE

A multiplayer/realms friendly addon for MCBE that despawns mobs no player can currently see (out of FOV *and* behind a block) and restores them once a player can see that spot again. This is the same idea as client-side "Entity Culling" mods
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Entity Culling v1.1.0

File nameEntityCullingMCBE.mcpack
Uploader
Ixq98oIxq98o
Uploaded
Aug 23, 2026
Downloads
1.3K
Size
26.5 KB
File ID
8715765
Type
R
Release
Supported game versions
  • 26.40
  • 26.30
  • 26.20
  • 26.13
  • 26.12
  • 26.11
  • 26.10
  • 26.3
  • 26.0.02
  • 26.0
  • 1.21.132
  • 1.21.131
  • 1.21.130
  • 1.21.124
  • 1.21.123
  • 1.21.122
  • 1.21.121
  • 1.21.120
  • 1.21.114
  • 1.21.111
  • 1.21.101
  • 1.21.100
  • 1.21.94
  • 1.21.93
  • 1.21.92
  • 1.21.90
  • 1.21.82
  • 1.21.81
  • 1.21.80
  • 1.21.73
  • 1.21.72
  • 1.21.71
  • 1.21.70
  • 1.21.61
  • 1.21.60
  • 1.21.51
  • 1.21.50
  • 1.21.44
  • 1.21.43
  • 1.21.41
  • 1.21.40
  • 1.21.30
  • 1.21.21
  • 1.21.20
  • 1.21.2
  • 1.21

What's new

v1.1.0 (A huge update that i wasn't planning on dropping soon but yall made me do it) Changelog:


Goodies:

+ Added Distance-tiered entity cheacking means entities closer to the player are checked more frequently, while distant entities are checked less often to reduce CPU usage.

0–16 blocks: every scan

16–32 blocks: every 2nd scan

32+ blocks: every 4th scan

+ Added Duplicate-spawn protection means the addon now checks for an existing matching entity near the saved position before restoring a culled entity.

+ Added Crash/restart recovery means stale culling records are automatically detected and cleaned up if the game closes or crashes during a culling/restoration operation.

+ Added Shared visibility system means FOV and wall-occlusion detection is now handled by one shared visibility function used by both culling and restoration.


Fixes:

*Fixed a potential issue where entities could theoretically be restored more than once after an interrupted spawn operation.

*Fixed the opposite persistence issue where a culling record could remain after the entity was never successfully removed.

*Fixed duplicated visibility/FOV logic that could cause the culling and restoration systems to behave differently.

*Reduced unnecessary raycasts and entity visibility checks in areas with lots of mobs.

*Improved consistency between when an entity is considered visible and when a previously culled entity is considered ready to restore.


Performance:

+ Reduced the number of expensive FOV and block-raycast checks performed in mob-heavy areas.

+ Distant entities are now checked less frequently while nearby entities receive more frequent visibility checks.

+ The culling and restoration systems now share the same visibility logic, reducing redundant calculations and preventing logic drift.


Balancing:

+ Added additional safeguards against duplicate entities after crashes, interrupted operations, or stale saved records.

+ Improved handling of persistent entity data across world reloads.


Thanks for the feedback

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