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FastChest Revived

Renders chests as normal blocks instead of block entities, so big storage rooms stop eating your FPS

FastChest Revived

Chests are block entities, so every chest you can see gets drawn by its own renderer every frame, lid animation and all. A storage room with a few hundred of them can tank your FPS.

FastChest Revived turns chests into normal blocks on your side. They get baked into the chunk like stone or planks, so a wall of chests costs about the same as a wall of planks.

What it does

  • Chests, trapped chests, ender chests and copper chests render as plain block models
  • Your client never creates block entities for them, so there's no renderer and no ticker running for each chest
  • Breaking cracks show up on chests again
  • Opening chests, sounds and everything else work like normal

The one thing you lose is the lid opening animation. If you want static chests that still animate, check out Enhanced Block Entities.

Client side only

Only you need it. It works on any server, vanilla, Paper or modded, and the server doesn't need to have it.

Performance

In a quick test on 26.3, a big chest room ran at around 140-200 FPS on plain Fabric, 700-800 with Sodium and Enhanced Block Entities, and 700-1000 with Sodium and FastChest Revived.

Works with Sodium and Embeddium.

Versions

Fabric, Forge and NeoForge, from 1.16 all the way up to 26.3. On Fabric you also need Fabric API.

Resource packs

The models use the normal chest textures, so packs that retexture chests work fine. If a pack ships its own chest blockstates it will override the mod. Delete chest.json, trapped_chest.json, ender_chest.json and the copper chest ones from assets/minecraft/blockstates in that pack to fix it.

Credits

This started as a fork of FastChest by Domi, MIT licensed. Source and issues are on GitHub.

FastChest Revived Team

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