Ck7 - Conatus

Power requires great sacrifice
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Description

Ck7 - Conatus

A performance mod for Minecraft Forge 1.20.1 that cuts server and client overhead by scaling down work the player can't perceive — mob AI, particles, chunk-load spikes, and render resolution — instead of just capping settings globally. Every module has its own toggle and can be tuned or turned off independently from a single in-game config screen.

Built for large multiplayer worlds, villager halls, mob farms, and lower-end/integrated-GPU hardware.


Requirements

  • Minecraft 1.20.1
  • Forge 47.4.20 or newer
  • Optional: Cloth Config — enables the in-game config screen (Mods → Ck7 - Conatus → Config). The mod works fine without it; you just edit the .toml files in config/ directly instead.

Works on client, server, and singleplayer. Server-side modules (Mob AI Freeze, Villager Throttling, Ultra Load's server-side effects) don't require the mod on the client to function, but installing it everywhere gets you the client-side modules too (Particle Priority, Resolution Scale) and the config GUI.


Features

🧟 Mob AI Freeze

Freezes hostile mob AI (pathfinding, target selection, goal selector) outside a configurable radius around each player, using the same mechanism map-makers use for "NoAI" statues — no hacks, fully reversible, mobs resume normally the moment a player gets close again.

  • Configurable freeze radius (default 48 blocks)
  • Optional line-of-sight requirement, so mobs behind walls freeze even inside the radius — with an "always active" buffer radius so a zombie banging on your door never freezes mid-fight
  • Spawn grace period so freshly spawned mobs get a chance to disperse before freezing (avoids entity-cramming deaths at dense spawners)
  • Whitelist/blacklist by entity type or by mod ID, so you can exclude mods with their own AI management or entities with special mechanics (Warden is excluded by default)
  • Passive mobs are managed too by default (with line-of-sight easing) since profiling showed they cost roughly 2x an already-frozen hostile

🧑‍🌾 Villager Throttling

The same freeze mechanism, purpose-built for villager halls: freezes pathfinding, POI/job lookups, and Brain activity outside a configurable radius (default 32 blocks). Villagers unfreeze instantly the moment a player right-clicks them, so trading and restocking always feel responsive. Optional support for Wandering Traders.

✨ Particle Priority

Replaces vanilla's single global particle setting with smart, per-category prioritization instead of an all-or-nothing cutoff:

  • Combat, interaction/crafting, redstone, and ambient particles each get their own visibility radius
  • Ambient particles (rain, drip, spores, portal, etc.) respect the camera's view cone beyond a "close" radius, so things right next to you never vanish unnaturally
  • Particles near your last block-break/place/use/attack action get a temporary priority boost, so the feedback you're actively looking for is never the particle that gets dropped
  • Fully configurable particle-ID-to-category lists

📉 Resolution Scale

Renders the 3D world at a lower (or higher) resolution and stretches it to fill the screen — compatible with Sodium/Embeddium. Great for squeezing extra FPS out of integrated GPUs and lower-end hardware.

  • Scale from 0.25x to 2.0x (below 1.0 = more FPS, more pixelated; above 1.0 = supersampling, sharper but more expensive)
  • Linear or nearest-neighbor filtering
  • Changes apply instantly when you save in the config screen — no restart, no rejoining the world
  • Disabled by default; it's a newer module, so test it on your own setup before leaving it on

🚨 Ultra Load (panic mode)

Automatically detects heavy chunk-loading bursts (flying/sprinting through new terrain, big teleports, elytra flight) and temporarily shuts down everything that doesn't help chunks appear faster, freeing up CPU for world generation/meshing and GPU for terrain rendering. Everything restores automatically once the load settles, after a short cooldown so it doesn't flicker on and off.

Every effect has its own toggle, grouped by aggressiveness:

  • Tier 1 (safe): freeze all mob AI, pause natural spawns, pause random ticks (crop/grass growth, fire spread), hide particles, hide entity rendering
  • Tier 2 (aggressive): fully freeze non-player entity ticking (not just AI — movement/physics too), pause block entity ticking (hoppers, furnaces, spawners)
  • Tier 3 (experimental): pause scheduled ticks (redstone, fluid flow — nothing is lost, pending ticks just queue up and resume), temporarily reduce entity render distance, temporarily cap framerate (frees CPU for chunk generation on the render thread)

A configurable safe radius around every player exempts anything nearby from the entity-affecting effects, so nothing freezes or vanishes mid-fight right next to you.

🎛️ Master toggle & live config

One switch turns every module off at once, cleanly (each module's existing safe-shutdown logic runs, so nothing gets left in a frozen/broken state). All config changes made through the in-game screen take effect immediately — no restart or config-file watcher delay.

⚙️ In-game config GUI

With Cloth Config installed, every option above is editable from Mods → Ck7 - Conatus → Config — no digging through .toml files. Full tooltips on every option.

🌐 Translations

Available in English, Spanish, and Portuguese (Brazil), covering the config screen and all in-mod messages.

⚠️ Sodium/Embeddium heads-up

If Sodium, Embeddium, or Rubidium is detected, players get a one-time in-chat notice the first time they join a world (dismissible, with a "don't show again" option in the config screen).


Compatibility notes

  • Works alongside Sodium/Embeddium/Rubidium; the Resolution Scale module specifically accounts for their rendering pipeline.
  • The Resolution Scale module's core swap-the-render-target mechanism follows the approach pioneered by RenderScale by Zolo101; credit where due.
  • No known incompatibilities with other AI/optimization mods, but if you run something else that also manages mob AI, use the mod-ID blacklist in Mob AI Freeze to avoid the two fighting over the same entities.

Configuration

All config files live in config/ck7infinite-*.toml (edit directly, or use the in-game GUI):

File Module
ck7infinite-general.toml Master toggle
ck7infinite-mobfreeze.toml Mob AI Freeze
ck7infinite-villagerthrottle.toml Villager Throttling
ck7infinite-particlepriority.toml Particle Priority
ck7infinite-resscale.toml Resolution Scale
ck7infinite-ultraload.toml Ultra Load

License

All Rights Reserved.

The Ck7 - Conatus Team

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