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StellarCreateOptimization

A performance-focused optimization mod for Create6.0.x,It improves server tick performance, particles, block entities, and shader rendering in large factories
StellarCreateOptimization
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Stellar Create Optimization

Stellar Create Optimization is a performance-focused addon for Create 6.0.x. It delivers substantial improvements to both client-side FPS/rendering performance and server-side tick performance, especially in large automated factories, while preserving Create’s gameplay behavior, animations, and compatibility fallbacks. If you have good ideas or suggestions, you can send them to 2028207369@qq.com

Client-Side Optimizations

  • Chutes: Transported items use persistent Flywheel instances, cached static models, frustum culling, distance-based animation simplification, and reduced instance uploads. Bulk vertex and shader-fallback paths use Embeddium/Oculus on Forge 1.20.1 and Sodium/Iris on NeoForge 1.21.1, with safe fallback for dynamic or unsupported items.
  • Transport Belts: Belt items use stable multi-tier distance LOD, cached flat far models, bounded model/light lookups, reduced stack copies, and shader-aware fake-shadow culling. On both supported platforms, stable fallback-rendered belt bodies use persistent GPU buffers with exact scrolling UVs and resource/world invalidation; dynamic, custom, multi-pass, foil, package, and incompatible models remain on Create's original renderer. Stable client-side belt ticking also reuses one server-speed snapshot per tick, invalidates render bounds only when belt length changes, and safely bypasses stock no-op behaviour and idle kinetic-effect work.
  • Factory Gauges: Panels are indexed by logistics frequency, outline geometry is cached, and thousands of individual outlines are combined into a single GPU buffer that only rebuilds when the visible set changes.
  • Encased Fans: Airflow particles use distance-based 80%/50%/25% retention, a maximum of 96 particles per tick, cached lighting, and reused airflow queries.
  • Blaze Burners: Full ambient particles are retained within 16 blocks, reduced to 25% between 16–32 blocks, and disabled beyond 32 blocks. Stable animation ticks are skipped, overhead checks are cached, idle burners update at reduced rates, and distant head/rod transforms are frozen while shader-animated flames continue moving normally.
  • Flywheel with Shaders / Kinetic Machines: Both platforms reuse persistent GPU geometry for mixers, presses, and crafters while keeping animation matrices dynamic and omitting their expensive shader-shadow pass by default. Forge uses Embeddium + Oculus and NeoForge uses Sodium + Iris, with native Catnip and optional CreateBetterFPS adapters.
  • Small and Large Water Wheels: Both platforms cache complete static wheel geometry in persistent shader-compatible GPU buffers and keep rotation exact through per-instance transforms. Forge 1.20.1 uses Embeddium + Oculus; NeoForge 1.21.1 uses Sodium + Iris. CreateBetterFPS is optional for this path. The expensive shader shadow pass is omitted by default; unsupported states and subclasses use Create's original renderer.
  • Chain Conveyors: Connection geometry, near/far LOD vertices, normals, bounds, and target positions are compiled only when a connection changes. Rendering uses cached connection arrays, per-frame culling and lighting, platform-native bulk vertex writes (Embeddium on Forge, Sodium on NeoForge), batched chain buffers, and an optional zero-distance shader-shadow path. This removes the original per-frame Set/Map traversal, transform-stack construction, per-connection matrix multiplication, and repeated RenderType lookups while retaining moving textures, endpoint lighting, guards, transported packages, and compatibility fallbacks.
  • Shafts and Rotating Machinery: Flywheel instances are no longer marked dirty or uploaded when their color has not changed. Client-side kinetic block entities also call their original audio tick directly, removing repeated DistExecutor and supplier dispatch overhead without changing sound behavior.
  • Fluid Tanks: Luminosity updates are intelligently skipped when the fluid's light level hasn't actually changed, reducing redundant lighting recalculations in large tank networks.
  • Steam Engines: Steam jet particles respect density and distance settings, with sound effects culled beyond configured distances to reduce client-side audio overhead.
  • Display Boards: Stable text compiles to cached glyph commands; whole-board visibility and conservative shell occlusion reduce redundant work. Shader-fallback cogwheels use persistent VBOs and compatible rigid-instance draws.
  • Millstones and Shafts: Cached render types and models, exact per-instance rotation, stable millstone distance LOD, and optional shader-shadow omission reduce fallback rendering cost.
  • Particles and Visual Effects: Repeated particle, lighting, animation, matrix, and buffer operations are reduced across dense Create machinery without removing important close-range effects.

Stress-Test Comparison

Stress-test hotspot Without SCO With SCO Improvement
Chutes 2–3 FPS 22–26 FPS Approx. +860%
Frogports 1 FPS 21–26 FPS Approx. +2,250%
Flap Displays 0–1 FPS 57–65 FPS Approx. +12,100%
Transport Belts 3–5 FPS 20–25 FPS Approx. +463%
Factory Gauges 12–13 FPS 124–127 FPS Approx. +904%
Chain Conveyors 4–5 FPS 30–37 FPS Approx. +644%
Millstones 0–1 FPS 45–50 FPS Approx. +9,400%
Cogwheels 1 FPS 22–30 FPS Approx. +2,500%
Blaze Burners 0–3 FPS 36–40 FPS Approx. +2,433%
Steam Engines 18–21 FPS 38–50 FPS Approx. +126%
Water Wheels 0–2 FPS 100–115 FPS Approx. +10,650%
Shafts 3–4 FPS 35–38 FPS Approx. +943%
Mechanical Arms 6–8 FPS 87–97 FPS Approx. +1,214%
Mechanical Pumps 0–1 FPS 29–33 FPS Approx. +6,100%

Results were measured in large stress-test scenes under fixed shader settings. Actual improvements depend on hardware, factory size, shaders, and the installed modpack.

Server-Side Optimizations

  • Chutes: Empty transport work and unused behavior ticks are skipped, while target chutes and missing inventory capabilities are cached with safe invalidation and periodic retries.
  • Encased Fans: Air currents rebuild only after relevant blocks, chunks, speed, or fan states change. Processing types and airflow results are cached, avoiding repeated scans and unnecessary synchronization.
  • Mechanical Pumps: Pipe-network endpoint reachability is memoized during pressure propagation, preventing multiple branches from repeatedly traversing the same fluid network.
  • Kinetic Networks: Connected neighbors and gear-speed modifiers are cached during propagation, duplicate graph entries are removed, and repeated block-entity synchronization is batched.
  • Factory Logistics: Promised item totals, unloaded logistics-link counts, and restocker storage levels are cached within safe tick boundaries, reducing repeated network and inventory scans.
  • Cogwheels: Duplicate diagonal gear checks are eliminated while preserving advancement and connection behavior.
  • Fluid Tanks: Controller references are cached with smart invalidation, significantly reducing block entity queries in multi-block tank structures.
  • Boilers: Update frequency is now configurable, allowing you to balance between performance and responsiveness based on your needs.
  • Steam Engines: Component lookups (tank and shaft references) are cached to reduce redundant weak reference validation and block entity queries.
  • Chain Conveyors: Server-side interaction shapes are no longer rebuilt, cached client shapes are reused until connection data changes, and package world-position updates are skipped when no packages are present.

Server-Side Benchmark Results

Stress-test hotspot Without SCO With SCO Improvement
Chute server tick 100% Approx. 55% Approx. -45%
Encased Fan server tick 100% Approx. 5%–30% Approx. -70% to -95%

Server-side figures use the unoptimized tick cost as a 100% baseline; lower is better.

Compatibility

  • Tested with Create 6.0.8; theoretically compatible with Create 6.0.x.
  • Minecraft 1.20.1 Forge and 1.21.1 NeoForge
  • Renderer compatibility is platform-specific: Embeddium + Oculus on Forge 1.20.1; Sodium + Iris on NeoForge 1.21.1; shared integrations include Flywheel, CreateBetterFPS, irisflw, and Flerovium.

Chinese Description:

Stellar Create Optimization

Stellar Create Optimization 是面向Create 6.0.x 的性能优化附属模组。它同时显著改善大型自动化工厂中的客户端帧率与渲染性能服务端 Tick 性能,并尽可能保持 Create 原有玩法、动画效果和兼容回退。

客户端优化

  • 溜槽(Chute): 运输物品改用持久化 Flywheel 实例、静态模型缓存、视锥剔除和远距离动画简化,仅在位置或模型发生变化时上传实例数据。Forge 1.20.1 使用 Embeddium/Oculus,NeoForge 1.21.1 使用 Sodium/Iris;动态或不兼容物品会安全回退至原版渲染。
  • 传送带: 运输物品使用稳定的多级距离 LOD、远距离平面模型缓存、有界模型/光照查询、堆叠副本削减以及感知光影阶段的假阴影剔除。两个平台的稳定回退渲染都会为传送带本体复用持久化 GPU 缓冲,保持精确滚动 UV,并在资源重载或切换世界时安全失效;动态、自定义、多 Pass、附魔光效、包裹及不兼容模型仍走 Create 原始渲染器。稳定的客户端传送带还会在每 Tick 复用一次服务器速度快照,仅在传送带长度变化时刷新渲染包围盒,并安全跳过原版空操作 Behaviour 与空闲动力特效开销。
  • 工厂仪表: 按物流频率索引仪表并缓存轮廓几何,将大量独立轮廓合并进同一个 GPU 顶点缓冲,仅在可见集合发生变化时重建。
  • 鼓风机: 气流粒子按距离保留 80%/50%/25%,每 Tick 最多生成 96 个,同时缓存光照、气流和处理类型查询。
  • 烈焰人燃烧室: 16 格内保留完整环境粒子,16~32 格降低至四分之一,32 格外停止生成。稳定状态会跳过重复动画 Tick,并缓存上方方块检查;远距离冻结头部和燃烧棒矩阵,但火焰纹理仍由着色器正常滚动。
  • 光影下的 Flywheel / 动力机械: 搅拌器、冲压机和机械合成器复用持久 GPU 几何,动画矩阵逐帧保持准确,默认省略高开销光影阴影。Forge 使用 Embeddium + Oculus,NeoForge 使用 Sodium + Iris,支持原生 Catnip 及可选 CreateBetterFPS 适配。
  • 大小水车: 两个平台均缓存完整静态水车网格到持久化 GPU 缓冲,并用每实例矩阵保持准确旋转。Forge 1.20.1 使用 Embeddium + Oculus,NeoForge 1.21.1 使用 Sodium + Iris;该路径不强制依赖 CreateBetterFPS。默认省略高开销的光影阴影 Pass,不支持的状态或子类继续使用 Create 原始渲染器。
  • 锁链传动轮: 连接发生变化时才编译连接几何、远近距离 LOD 顶点、法线、包围范围和目标位置。渲染阶段使用缓存连接数组、逐帧剔除与光照缓存、平台原生批量顶点写入(Forge 使用 Embeddium,NeoForge 使用 Sodium)、锁链缓冲批处理,并支持零距离跳过光影阴影通道。移除原版每帧 Set/Map 遍历、变换栈构建、逐连接矩阵乘法及重复 RenderType 查询,同时保留动态纹理、端点光照、护栏、运输包裹和兼容回退。
  • 传动杆及旋转机械: 实例颜色没有变化时,不再重复调用 setChanged() 或上传相同数据。客户端动能方块直接执行原版音频 Tick,移除每 Tick 的 DistExecutor 和 Supplier 分发开销,同时保持声音行为不变。
  • 流体储罐: 智能跳过不必要的亮度更新——仅当流体光照等级实际变化时才执行光照重计算,减少大型储罐网络中的冗余开销。
  • 蒸汽引擎: 蒸汽喷射粒子遵循密度和距离设置,音效超出配置距离后自动剔除,减少客户端音频负载。
  • 显示板: 稳定文字编译为缓存字形命令,按完整板边界剔除,并保守判断内齿轮是否被板壳遮挡。光影回退齿轮采用持久 VBO 和兼容的刚体实例批绘。
  • 石磨与传动杆: 缓存渲染类型和模型,保留准确旋转;石磨内齿轮使用稳定距离 LOD,并可省略光影阴影。
  • 粒子与视觉效果: 减少密集机械场景中重复的粒子、光照、动画矩阵和缓冲上传操作,同时保留近距离重要视觉效果。

压力测试对比

压力测试热点 无 SCO 有 SCO 提升
溜槽 2~3 帧 22~26 帧 约 +860%
蛙港 1 帧 21~26 帧 约 +2,250%
翻牌显示器 0~1 帧 57~65 帧 约 +12,100%
传送带 3~5 帧 20~25 帧 约 +463%
工厂仪表 12~13 帧 124~127 帧 约 +904%
锁链传动轮 4~5 帧 30~37 帧 约 +644%
石磨 0~1 帧 45~50 帧 约 +9,400%
齿轮 1 帧 22~30 帧 约 +2,500%
烈焰人燃烧室 0~3 帧 36~40 帧 约 +2,433%
蒸汽引擎 18~21 帧 38~50 帧 约 +126%
水车 0~2 帧 100~115 帧 约 +10,650%
传动杆 3~4 帧 35~38 帧 约 +943%
动力臂 6~8 帧 87~97 帧 约 +1,214%
动力泵 0~1 帧 29~33 帧 约 +6,100%

测试结果来自固定光影环境下的大型压力测试场景。实际提升会受到硬件、工厂规模、光影及整合包环境等多方面因素影响。

服务端优化

  • 溜槽: 跳过空运输和无效 Behaviour Tick,并缓存目标溜槽及不存在的物品能力查询,通过方块更新和周期重试安全失效。
  • 鼓风机: 仅在相关方块、区块、转速或风扇状态变化时重建气流,并缓存气流处理类型与结果,减少重复扫描和不必要的数据同步。
  • 机械泵: 在压力传播期间缓存管道端点可达性,避免多条分支反复遍历同一片流体管网。
  • 动力网络: 在动力传播期间缓存相邻设备和齿轮速度修正,去除重复图节点,并合并方块实体的重复同步请求。
  • 工厂物流: 缓存物品承诺总数、未加载物流连接数量及补货仪表库存等级,减少重复的物流网络和库存扫描。
  • 齿轮: 去除重复的对角齿轮检查,同时保持连接逻辑和进度触发行为不变。
  • 流体储罐: 缓存控制器引用并智能失效,显著减少多方块储罐结构中的方块实体查询。
  • 锅炉: 更新频率现可配置,允许根据需求在性能和响应速度之间平衡。
  • 蒸汽引擎: 缓存组件查找(储罐和传动轴引用),减少冗余的弱引用验证和方块实体查询。
  • 锁链传动轮: 服务端不再构建交互形状;客户端交互形状会复用到连接数据发生变化;没有运输包裹时跳过包裹世界坐标更新。

服务端实测结果

压力测试热点 无 SCO 有 SCO 优化效果
溜槽服务端 Tick 100% 约 55% 约 -45%
鼓风机服务端 Tick 100% 约 5%~30% 约 -70%~-95%

服务端数据以无 SCO 时的 Tick 开销为 100% 基准,数值越低越好。

兼容性

  • 实测环境为 Create 6.0.8;理论兼容 Create 6.0.x
  • Minecraft 1.20.1 Forge1.21.1 NeoForge
  • 渲染器按平台适配:Forge 1.20.1 使用 Embeddium + Oculus,NeoForge 1.21.1 使用 Sodium + Iris;两端共同兼容 Flywheel、CreateBetterFPS、irisflw 和 Flerovium

The StellarCreateOptimization Team

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