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Sleepium

A performance engine for servers and clients that keeps the game exact: idle ticks put to sleep, a compiled event bus, parallel worldgen, a fast renderer with its own shaderpack support (beta).
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Sleepium 1.1.3 for 1.21.1 (NeoForge)

File namesleepium-1.1.3-mc1.21.1-neoforge.jar
Uploader
ha7gawaha7gawa
Uploaded
Nov 6, 2026
Downloads
9
Size
1.8 MB
Mod Loaders
NeoForge
File ID
9480926
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sleepium-1780057:9480926"

Learn more about Curse Maven

What's new

  • Event hooks next to other mods: no more conflicts, and the speed-up is back. Sleepium rewrites the loader's event posts so an event nobody listens to costs nothing. It now does this after every other mod's changes to the class (including MixinExtras' wraps), so a post another mod wraps simply stays theirs and every other post is still rewritten. 1.1.1 avoided the crash by leaving whole methods alone - next to Collections Of Optimizations that was every event of the client hooks. The log now names the methods whose events other mods wrap and the mods' mixin configs, e.g. posts other mods wrap, left to them: onLivingTick (collections_of_optimizations.mixins.json).
  • Entity sleep next to mods that inject into entities (GitHub issue #1, Collections Of Optimizations): the analysis of 15 entity kinds (items, minecarts, item frames...) failed with "Insufficient maximum stack size", so those entities never slept. The analysis now sizes the code other mods changed itself.
  • The render cache learns, by default, which entity fields change without changing what is drawn (a mod's per-tick field re-recorded every entity every frame): the client_entities world with Collections Of Optimizations 94-188 -> about 2 190 fps.

This mod has no additional files