promotional bannermobile promotional banner

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).
Back to Files

Sleepium 1.1.7 for 1.20.1 (Forge)

File namesleepium-1.1.7-mc1.20.1-forge.jar
Uploader
ha7gawaha7gawa
Uploaded
Nov 7, 2026
Downloads
13
Size
2.8 MB
Mod Loaders
Forge
File ID
9498390
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:sleepium-1780057:9498390")

Learn more about Curse Maven

What's new

  • 1.20.1 with ModernFix: the server reacted up to a tick late (servers and singleplayer). ModernFix replaces the server's idle wait, and Sleepium's wake-up saver (it skips waking a thread that is not waiting) never saw that wait, so everything handed to the server thread - players' actions, finished chunks - waited for the next tick: 23 ms on average instead of 0.1 ms. Sleepium now adds its hooks to methods that another mod or the game overrides, after every other mod's changes, so this kind of conflict cannot happen silently again. Measured with ModernFix: tasks 23 ms -> 0.08 ms; the spawn area of a new world prepared in 17.0 s instead of 19.5 s (2.6 s instead of 7.0 s on a flat world). 1.21.1 was not affected.
  • 1.20.1: the game could crash at startup next to some mods (reported with Immersive Fixes): a mod that touches Forge's event bus while other mods are still loading in parallel hit a race in how Sleepium sets up its event bus ("Index ... out of bounds", "Could not initialize class MinecraftForge"). Sleepium no longer does the step that raced. It happened mostly in bigger packs and not every time.
  • 1.21.1: a crash when drawing the first entity with EntityBatch switched off in the settings (or when it steps aside for another mod). Parts that other optimisations rely on are now kept on whenever any of them is.

This mod has no related projects