promotional bannermobile promotional banner

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.
Back to Files

Mekanism Optimizer 1.20.1-1.3.1 (Hotfix)

File namemekanism_optimizer-1.20.1-1.3.1.jar
Uploader
sabu8190sabu8190
Uploaded
Oct 12, 2026
Downloads
179
Size
854.1 KB
Mod Loaders
Forge
File ID
9146754
Type
B
Beta
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:mekanism-optimizer-1677249:9146754")

Learn more about Curse Maven

What's new

Mekanism Optimizer v1.3.1 (Hotfix)

🛠️ Bug Fixes & Optimizations (English)

  • Fixed Modpack Compatibility Crash (MixinApplyError / Server Closed on World Join):
    • Added require = 0 to optional addon Mixins (AMOutputHelperMixin, MoreMachineOutputHelperMixin, BlockEntityRecipeFactoryMixin, EMExtraMoreMachineFactoryInputSlotMixin, EMExtraMoreMachineFactoryOutputSlotMixin, CropSoilInputRecipeCacheMixin) so modpacks without optional addons (or with varying addon versions such as MAI) never fail during class loading when joining a world.
  • Transmitter Inner-Glow Distance Culling & Cached Render Bounding Boxes:
    • Added TileEntityTransmitterMixin to cache getRenderBoundingBox() on all Mekanism/EvolvedMekanism/MekanismExtras/EMExtras transmitters, eliminating 13,000+ BlockPos and AABB heap allocations per frame in dense cable grids.
    • Added fast distance/empty culling at the head of BlockEntityRenderDispatcher.render (priority = 800) to skip rendering the 2-pixel inner window overlay on cables/pipes/tubes beyond 8 blocks (while keeping the outer 3D cable chunk mesh 100% visible), preventing CPU translucent quad depth-sorting (VertexSorting) bottlenecks.
  • Invisible Bounding Block Raycast Bypass (EntityCulling Compatibility):
    • Added TileEntityBoundingBlockMixin so EntityCulling skips computing shifted VoxelShapes and 3D raycasting on tens of thousands of invisible TileEntityBoundingBlocks in large Wind Generator arrays.
  • 8-Tick Phase-Staggered Server Batching for Cable-Connected Wind Generators:
    • Extended server-side phase-staggered batching to Wind Generators actively draining into Universal Cables (including creative_universal_cable), cutting server tick CPU cost and chunk dirty notifications by 87.5% while preserving 100% identical energy generation and cable emission rates.
  • Dead Code Cleanup:
    • Removed 3 unused legacy classes (InventoryNetworkMixin, TransporterPathfinderMixin, SpatialRadiationGrid).

🇯🇵 更新内容(日本語要約)

  • Modパック互換性修正(ワールド参加時の「サーバーが閉鎖されました」クラッシュ修正):
    • アドオン用Mixinに require = 0 を設定し、MAI等の別構成環境でワールドに入った際に発生していた MixinApplyError を解消しました。
  • 導管(ユニバーサルケーブル等)の描画負荷・半透明ソート最適化:
    • 全導管の getRenderBoundingBox() をキャッシュ化して毎フレームの AABB / BlockPos 生成をゼロ化し、8ブロック以遠のケーブル内部2px発光オーバーレイ(チャンクメッシュのケーブル外観はそのまま維持)を早期スキップすることで、数千本のケーブル敷設時の半透明ポリゴン深度ソート負荷を解消しました。
  • 不可視 BoundingBlock のレイキャスト除外(EntityCulling 連携最適化):
    • 描画を持たない TileEntityBoundingBlock に対する VoxelShape 変換および3Dレイキャスト負荷をバイパスしました。
  • ケーブル接続時の風車サーバーTick 8分割バッチ処理:
    • クリエイティブケーブル等へ常時送電中の風車(バニラ・Compact Mekanism Machines 圧縮風車)でも8-Tick位相分散バッチ処理が機能するよう改善し、総発電量・送電量を100%維持したままサーバーTick負荷を87.5%削減しました。

This mod has no additional files