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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 1.1.5 for 1.21.1 (NeoForge)

File namesleepium-1.1.5-mc1.21.1-neoforge.jar
Uploader
ha7gawaha7gawa
Uploaded
Nov 7, 2026
Downloads
17
Size
1.8 MB
Mod Loaders
NeoForge
File ID
9486626
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:sleepium-1780057:9486626"

Learn more about Curse Maven

What's new

  • 1.21.1: joining online-mode servers could hang on "Encrypting..." and time out (GitHub issue #2). On the client, Sleepium's network decoder ended up in front of the decryption step and read encrypted bytes as packet frames. It now sits behind the decryption, as it already did on 1.20.1. Tested with a real encrypted login: the 1.1.4 client timed out, 1.1.5 joins every time, and Sleepium's network compression still works after it.
  • Crash at startup next to mods that change the same entity render call (a mod with mixins.marrelics.json, reported on CurseForge): Sleepium's entity and block entity render caches now wrap that call instead of replacing it, so other mods' changes to it keep working and the caches stay on (before, the fix would have been to switch the cache off: 1 443 -> 255 fps on our test scene; now 1 411). For Sleepium's other call replacements, another mod changing the same call's arguments now makes Sleepium step aside instead of crashing.
  • Crash next to Gnetum (and other mods that reach into the event bus' internals): Sleepium's event bus is now a real event bus of the loader, not a wrapper around one, so such mods find what they expect.

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