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Cullify

Grass and foliage culling mod for performance
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Cullify-1.3.1+mc1.21.1.jar

File namecullify-1.3.1+mc1.21.1.jar
Uploaded
Jul 4, 2026
Downloads
236
Size
7.6 MB
Mod Loaders
NeoForge
File ID
8366505
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:cullify-1582707:8366505"

Learn more about Curse Maven

What's new

[1.3.1+mc1.21.1] - 2026-07-03

➕ Added / New Features

  • 🎛️ Draggable Sliders: Replaced the old distance click-cards with smooth, draggable sliders in the config menu.
  • 💚 Sodium Slider Integration: Added the "LOD Density" slider option natively inside the Sodium settings page.
  • 🎨 Custom Glassmorphic UI: Redesigned the config menu screen with a premium dark theme, animated culling shape previews, glowing green neon borders, and rich tooltips.
  • 🌐 Better Translations: Added full localization support for 13 languages.

🐛 Bug Fixes

  • 🔧 Fixed Startup Crash: Fixed a game crash on startup if Vanillin mod was not installed.
  • ⚡ Concurrency Protection: Fixed rare background crashes when loading/unloading chunks.
  • 🔍 Voxel Grid Flickering Fix: Fixed block rendering flickering issues when moving fast by using atomic swaps.
  • 📐 LOD Block Outline Fix: Fixed block outline wireframes showing up on invisible plant spaces where blocks were culled.
  • 🧹 Cache Section Fix: Fixed cached section states being deleted too early under background thread latency.
  • 🔄 Math.abs Random Bug: Fixed a math overflow bug in the LOD generator causing uneven plant density distribution.

⚡ Performance Optimizations

  • 📦 Memory Double-Buffering: Reuses voxel grid memory arrays instead of allocating 2MB buffers repeatedly, saving RAM and avoiding GC micro-stutters.
  • ⚙️ Fast-Path Plant Check: Replaced slow registries checks with quick direct Java class checks for 99% of plant lookups.
  • 🎮 UI Optimization: Cached visual glow animation math so it runs once per frame instead of calculating per option card.
  • ⛓️ Debounced Reload: Consecutive config changes now trigger exactly one world redraw instead of reloading the world multiple times.

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