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Beyond The End - Optimization and Fixes

Addon with optimizations and bugfixes for the Beyond The End Modpack
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bte_optimization_fixes-1.30.0.jar

File namebte_optimization_fixes-1.30.0.jar
Uploader
ArcaneAlloyArcaneAlloy
Uploaded
Nov 6, 2026
Downloads
9
Size
268.4 KB
Mod Loaders
Forge
File ID
9478374
Type
R
Release
Supported game versions
  • 1.19.2

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:beyond-the-end-optimization-and-fixes-1707714:9478374")

Learn more about Curse Maven

What's new

    Stop Mimics from getting stuck between blocks

    Mimic 1.2.38 gives the mimic a collision box exactly one block wide. The
    pathfinder then treats it as a 2x2 mob, so it finds no path through
    one-block corridors, doors or gaps, and even on a valid path it has no
    margin and catches on corners. Its width is now 0.9 (height and model
    unchanged).

    Its chase goal also recalculated the path every tick, which reset the
    navigation's stuck detection, so a mimic pushing into a wall never gave
    up. It now repaths every 10 ticks or when it has no path, like vanilla
    melee mobs, and vanilla stuck detection works again.

    Fix GeckoLib armor floating on screen with Oculus shadows

    With shader shadows enabled, GeckoLib armor (Dungeons Gear and others)
    appeared floating in the middle of the screen in first person.

    GeoArmorRenderer ignores the buffer source of the armor layer and always
    draws into the game's main buffer source. Oculus also renders the player
    in the shadow pass (even in first person) with its own buffer source, so
    the GeckoLib armor leaked into the main buffer with shadow-map positions
    and was drawn in the normal view.

    While the armor layer is rendering, GeckoLib armor now uses the same
    buffer source as the layer, like vanilla armor. Outside the armor layer
    nothing changes.

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