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Mekanism Optimizer

High-performance optimization mod for Mekanism: eliminates logistical pipe & cable lag, accelerates high-tick factory throughput, bypasses 2.14B transfer limits, and optimizes generators with zero tick overhead.
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mekanism_optimizer-1.20.1-1.3.0

File namemekanism_optimizer-1.20.1-1.3.0.jar
Uploader
sabu8190sabu8190
Uploaded
Oct 11, 2026
Downloads
74
Size
854.1 KB
Mod Loaders
Forge
File ID
9129375
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:mekanism-optimizer-1677249:9129375")

Learn more about Curse Maven

What's new

Mekanism Optimizer v1.3.0

Highlights & Rendering Optimization Changelog:

  • Pre-Baked View-Space Wind Generator Renderer (FastWindGeneratorRenderer):
    • Pre-bakes static and rotor meshes at startup and pre-rotates them by the camera's 3x3 view matrix once per frame (ViewSpaceCache), emitting all vertices via zero-multiplication pure translation (emitTranslated) with conservative CPU backface culling.
    • Supports standard Mekanism TileEntityWindGenerator, Compact Mekanism Machines (TileEntityCompressedWindGenerator x2..x532480), and Mekanism More Machine (TileEntityLargeWindGenerator).
  • 3-Tier Distance-Adaptive Level of Detail (LOD):
    • LOD 0 (< 12m): Full detail with 60 FPS smooth blade interpolation.
    • LOD 1 (12m - 20m): Medium detail omitting sub-pixel wires/plates/secondary blades, with 20 FPS stepped blade rotation.
    • LOD 2 (20m - 80m): Far detail omitting the vertical POST body while preserving the full 6-face BASE bottom block, HEAD top box, and 3 primary rotor blades (18 quads total, ~9 quads after CPU backface culling), with 10 FPS stepped blade animation.
  • Direct BlockEntityRenderDispatcher Interception & 16,384-Slot Spatial Light Cache:
    • Bypasses getRenderer Map lookups, BlockEntityType.isValid Set lookups, tryRender capturing lambda allocations, and MekanismTileEntityRenderer profiler overhead.
    • Caches LevelRenderer.getLightColor in a 16,384-slot (128x128) 32-tick spatial table, eliminating 99% of per-frame chunk light engine lookups across massive wind arrays (verified at 50-60 FPS with 6,966 compressed wind generators).

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