createtickcontroller-1.21.1-1.4.13.jar
Curse Maven Snippet
What's new
SimulatedCoasters scan cache (~10% of the server thread)
SimulatedCoasters re-walked every block of a ship's chunks on every physics tick, per cart, from three different paths (duplicate-cart enforcement, train links, rivets) — although a plot's contents only change when a player builds.
Scan results are now cached (1s by default); the mod's own events (cart spawn, train membership changes) invalidate the cache instantly. A freshly placed bearing or rivet is picked up within a second.
Sable world-border fast path (~6% of the server thread)
Sable checks "is this inside a plot?" on every world-border test — and that test sits on the hottest path in the game: every machine tick, chunk tick, spawn attempt, entity move. Millions of calls per tick for a result that only matters when plots lie beyond the vanilla border.
While the plot region sits inside the border (the normal case), that overhead is now neutralized — and re-enables itself on the very next tick if the border changes (/worldborder). On startup the log confirms it: Sable border fast path ON for minecraft:overworld.
Create chute backoff (~2.6% of the server thread)
An empty chute under a busy storage (a vault fed by a logistics network changes every tick) re-ran a full extraction scan every tick, even when nothing extractable ever came out.
Fruitless pulls now back off exponentially (2, 4, 8… ticks, capped at 1s) — and any item entering the chute wakes it instantly: flowing chute columns keep their exact throughput, only ones grinding empty scans calm down. Same principle as the 1.4.0 funnel/belt/hopper backoffs.
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