**Create Items Fix** cuts the lag from piles of dropped items, especially in Create's popular drop farms: items dumped in front of an encased fan and blown through water, lava, fire or soul fire to be washed, smelted, smoked or haunted. A few thousand stacks in one of these farms can take most of a server tick. With this mod, the same farm takes less than half of that, and it finishes processing just as fast.
Only the server needs it. Players can join with or without it.
### What it does
**Piled-up items tick less often.** In a chunk with lots of dropped items, an item that's lying still (for example, pushed against the end wall of a fan farm) runs its full tick once every 10 ticks instead of every tick. In between, it still ages, despawns on time and counts down its pickup delay. Players and hoppers pick it up as normal. Items that are falling, moving, in water or lava, or on fire are never slowed down.
**Fans handle piles in batches, without slowing them down.** An encased fan normally runs Create's processing code for every item in its air stream on every tick. For items resting in a pile, the fan now updates their processing timer every 10 ticks, adding all the ticks that passed. Washing, smelting, smoking and haunting finish at the same time as without the mod (at most half a second later, never sooner).
**No recipe search every tick.** For junk the fan can't process, like cobblestone in a washing line, Create searches the recipes again on every tick. The mod remembers the answer for each kind of item until the recipes are reloaded with `/reload`. This applies to Create's own four fan types.
**Full funnels stop being hammered.** When a Create funnel's inventory is full, every item touching it normally tries again on every tick. Now an item that was turned away waits a second before trying again, and other items of the same kind skip that funnel for the same time. As soon as there's room, items flow in again.
### Tested results
Measured on a NeoForge 1.21.1 test server with Create 6.0.10 and Lithium:
| Fan farm, 3,000 full stacks | Without the mod | With the mod |
| --- | --- | --- |
| Washing gravel (water) | 30.8 ms per tick | **13.7 ms per tick** |
| Smelting raw iron (lava) | 30.2 ms per tick | **11.8 ms per tick** |
| Time until every stack was processed | 601 ticks | 610 ticks |
A tick has 50 ms before the server's TPS drops. A farm topped up to 1,500 items went from 16.7 ms to 6.8 ms per tick.
On a server **without Lithium**, the difference is much bigger: the 1,500-item farm went from 115 ms to 21 ms per tick, because the crowded throttle also skips vanilla's expensive item-to-item collision checks. Lithium already speeds those up, which is why the numbers above are smaller.
### Command
`/itemlag` (operators) lists how many items are on the ground in each dimension, the chunks with the most items, and how much work the mod is saving each second (skipped item ticks, batched fan checks, cached recipe checks, skipped funnel retries).
### Config
`createitemsfix-server.toml`. Every part can be switched off on its own:
- `crowdedThrottle`, `crowdedChunkItems` (48), `restingTickInterval` (10)
- `fanFix`, `fanProcessingInterval` (10)
- `funnelFix`, `funnelRetryTicks` (20)
### Compatibility
- Minecraft **1.21.1**, **NeoForge**, Java 21. **Create 6** is optional: without it, only the crowded-item throttle is active.
- **Server-side only.**
- Tested together with Lithium, Create: Dragons Plus, Create: Dreams & Desires, Create: Power Grid, Copycats+, Sable, CreateLazyTick and Create: Advanced Optimization. These also patch Create's fans and funnels, and everything works side by side.
### Tip
Fewer, fuller stacks are always cheaper than many single items. A farm fed full stacks lags less than one fed one item at a time.

