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Entity Culling Fabric/Forge

Using async path-tracing to hide BlockEntities/Entities that are not visible
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1.11.1-26.1 - Fabric

File nameentityculling-fabric-1.11.1-mc26.1.jar
Uploader
tr7zwtr7zw
Uploaded
Sep 20, 2026
Downloads
2.0K
Size
1.4 MB
Mod Loaders
Fabric
File ID
8929287
Type
R
Release
Supported game versions
  • 26.1.2
  • 26.1.1
  • 26.1

Curse Maven Snippet

Fabric

modImplementation "curse.maven:entityculling-448233:8929287"

Learn more about Curse Maven

What's new

Hotfix 1.11.1

  • Missing interpolation of tick culled entities in 26.3 causes invisibility and fast movements. Fix #330 Fix #328 Fix #326
  • Fix older Neoforge versions. Fix #329
  • Never cull the local player, preventing crashing, for example, during freecam in 26.3

What's Changed 1.11.0

New Contributors

Note

This release contains a bunch of reworks around extracting the required (block)entity data on the main thread to prevent crashes with some other mods that can't handle the async looking up of data. These "correctness" fixes come at the cost of performance in the main client tick, so it is a tradeoff. In my tests, during reasonable conditions, this should take under 1ms every 5 ticks (250ms), up from ~0.5ms in the last release. This should be fine but needs general testing to better understand the impact. If you are experiencing issues, get in contact via GitHub/Discord. In case you are feeling adventurous and have a mod configuration that isn't impacted by these async access crashes, there is a safeMode flag in the config file to move all the lookups away from the main thread, removing all the overhead.

Full Changelog: https://github.com/tr7zw/EntityCulling/compare/1.11.0...1.11.1

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