Maykesh's Overclocked Fabric Optimiser

Boosts server and client performance by reducing lag, improving tick efficiency, and streamlining heavy workloads. Designed for stability under high‑stress conditions, delivering smoother gameplay and stronger overall throughput.

File Details

maykeshs-overclocked-performance-optimizer-mod-1.0.7.jar

  • R
  • Feb 2, 2026
  • 29.72 KB
  • 1.1K
  • 1.21.11+11
  • Fabric

File Name

maykeshs-overclocked-performance-optimizer-mod-1.0.7.jar

Supported Versions

  • 1.21.11
  • 1.21.10
  • 1.21.9
  • 1.21.8
  • 1.21.7
  • 1.21.6
  • 1.21.5
  • 1.21.4
  • 1.21.3
  • 1.21.2
  • 1.21.1
  • 1.21

Curse Maven Snippet

Fabric

modImplementation "curse.maven:maykeshs-overclocked-fabric-optimiser-1452125:7566216"
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Server Performance Optimizer — Documentation & Wiki

Welcome to the technical documentation for Server Performance Optimizer. This guide covers configuration, module details, and the developer API.


0. Installation & Compatibility

Minecraft Version Support: 1.21.x (Any version starting with 1.21) Fabric Loader: 0.16.9 or newer Java: 21

⚠️ Important Requirement: You must install the Fabric API version that matches your Minecraft version.

  • If using Minecraft 1.21.1 -> Install Fabric API for 1.21.1
  • If using Minecraft 1.21.x -> Install Fabric API for 1.21.x

⚙️ Configuration Guide

The main configuration file is located at config/performance_optimizer_config.json. It is automatically generated on first launch. You can edit this file while the server is running; the mod supports hot-reloading (use /reload or the dedicated command if available).

Full Configuration Structure

{
  "enabled": true,
  "debugMode": false,
  
  "scheduler": {
    "tickBudgetMs": 40,
    "maxAsyncWorkers": 4,
    "adaptiveLoadShedding": true,
    "maxTpsDrop": 5.0,
    "crashWatchdog": true,
    "watchdogThresholdMs": 50000
  },
  
  "world": {
    "chunkResidencyTimeMs": 10000,
    "predictivePrefetch": true,
    "prefetchDistance": 2,
    "snapshotCacheDurationMs": 50,
    "entityBudget": 50
  },
  
  "networking": {
    "packetOptimizationEnabled": true,
    "packetBatchMaxSize": 50,
    "packetBatchIntervalMs": 20,
    "reserveExternalNetworkOptimizerSpace": true
  },
  
  "datapack": {
    "governorEnabled": true,
    "maxFunctionsPerTick": 1000
  }
}

Parameter Explanations

scheduler

  • tickBudgetMs: Max time (in milliseconds) the mod allows for its own tasks per tick. Standard tick is 50ms; setting this to 40ms leaves 10ms for vanilla logic.
  • adaptiveLoadShedding: If true, non-critical tasks are dropped when TPS falls below threshold.
  • maxTpsDrop: The TPS drop amount (e.g., 5.0 means 15 TPS) that triggers load shedding.
  • crashWatchdog: Enables the emergency intervention system.

world

  • chunkResidencyTimeMs: How long a chunk stays loaded in "shadow memory" after being flagged for unload, preventing thrashing.
  • predictivePrefetch: Uses player velocity to load chunks ahead of time.
  • snapshotCacheDurationMs: How long to trust a cached world state (e.g., block collision).

networking

  • packetBatching: Groups small packets to save CPU/Bandwidth.
  • reserveExternalNetworkOptimizerSpace: If true, reserves budget for a companion network mod.

📚 Module Deep Dive

1. Scheduler & Stability

The Scheduler is the heart of the mod. It wraps standard Fabric events to execute tasks.

  • Load Shedding: When the server is lagging (TPS < 15), low-priority tasks (like prefetching or deep diagnostics) are simply discarded or deferred.
  • Crash Watchdog: A separate thread that monitors the main server thread. If the main thread hangs for longer than watchdogThresholdMs, it attempts to interrupt the specific stuck task or dump a stack trace before the vanilla watchdog kills the server.

2. World Optimization

  • Chunk Residency: Prevents the "load/unload loop" caused by players moving back and forth across chunk boundaries. It keeps chunks "technically loaded" but inactive for a grace period.
  • Entity Budgeter: Assigns a "cost" to entity AI. If the total cost exceeds the budget, distant entities are ticked less frequently (e.g., every 5 ticks instead of every tick).

3. Networking & I/O

  • Optimizer Bus: A dedicated event bus for high-priority network events.
  • Packet Batching: Instead of sending 50 individual "particle spawn" packets, the mod batches them into a single bundle, reducing the overhead of packet headers and system calls.

4. Datapack Governor

  • Prevents datapacks from running infinite loops or excessive commands.
  • It counts the number of functions executed per tick by a datapack namespace. If it exceeds maxFunctionsPerTick, execution for that datapack is paused until the next tick.

👩‍💻 Developer API

Network Budget API

External mods can coordinate with the optimizer using the NetworkBudget class.

import orvyn19.optimizer.api.NetworkBudget;

// Check available bandwidth budget for a player
long budget = NetworkBudget.getRemainingBudget(playerUuid);

// Reserve budget for a heavy operation
if (NetworkBudget.tryReserve(playerUuid, 5000)) {
    // Send 5KB packet
}

Telemetry API

Access real-time performance metrics without reflection.

import orvyn19.optimizer.telemetry.Telemetry;

// Get current load metrics
double load = Telemetry.getServerLoad(); // 0.0 to 1.0
int queueSize = Telemetry.getTaskQueueSize();