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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
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stellarcreateoptimization-forge-1.20.1-1.1.1.jar

File namestellarcreateoptimization-forge-1.20.1-1.1.1.jar
Uploader
StellarVanStellarVan
Uploaded
Oct 4, 2026
Downloads
137
Size
2.5 MB
Mod Loaders
Forge
File ID
9060019
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:stellarcreateoptimization-1637437:9060019")

Learn more about Curse Maven

What's new

Stellar Create Optimization 1.1.1

Added

  • Added persistent VBO and rigid instanced rendering for stock Deployer shafts, poles, and all three hand poses, preserving extension animations, held items, and complete shadows.
  • Added persistent VBO and rigid instanced rendering for Spout nozzle components, with the independent spout.persistentVboEnabled setting.
  • Added persistent VBO and instanced rendering for stock Mechanical Drill heads, with configurable shader shadows.
  • Added bulk fluid vertex writing for Basins, including compatible shader vertex layouts and guarded rendering fallbacks.
  • Added idle fluid-animation tick skipping for stock Basins after their fluid levels have fully settled.
  • Added configurable limits for block-destroy particles and sounds.

Changed

  • Reduced repeated block-entity renderer lookups and moved stock Basin distance rejection ahead of renderer setup.
  • Empty Basins and Factory Gauge filters now avoid redundant item-rendering work; compatible Diesel Generators Basins also skip empty mold lookups.
  • Removed redundant global client Belt tick hooks and consolidated Crushing Wheel no-op behavior filtering into existing behavior snapshots.
  • Added separate main-pass and shadow-pass Deployer cache, upload, and draw statistics, and unified client cache cleanup across world changes.

Fixed

  • Fixed Chain Conveyor span rendering under Oculus and Iris by using Create’s original shader-compatible path, preserving cross-sections and avoiding duplicate vertex submission.
  • Fixed fluid-tank optimizations suppressing Create’s fluid-change side effects, and corrected controller-cache validation and expiration.
  • Fixed Steam Engines resolving multiblock tanks through the wrong position and removed redundant shaft caching.
  • Fixed Encased Fan fallback rebuilds ignoring their configured cadence and restored native client airflow updates.
  • Fixed Fluid Logistics compatibility detection, index lifecycle handling, and configuration toggles.
  • Fixed Mixer and Mechanical Press renderer-context capture, and prevented main-camera Display Board culling from affecting shadow passes.
  • Fixed destroy-particle lifecycle accounting and restricted sound throttling to block-destroy events. Forge now uses native position-aware block-breaking rendering.
  • Removed ineffective boiler tick throttling while preserving Create’s original sampling and animation timing.

Stellar Create Optimization 1.1.1

新增

  • 新增原版机械手轴、伸缩杆及三种手部姿态的持久 VBO 与刚体实例化渲染,保留伸缩动画、手持物品和完整阴影。
  • 新增注液器喷嘴部件的持久 VBO 与刚体实例化渲染,并提供独立开关 spout.persistentVboEnabled。
  • 新增原版机械钻头钻头部件的持久 VBO 与实例化渲染,支持配置光影阴影。
  • 新增工作盆流体批量顶点写入,支持兼容的光影顶点布局,并在不支持的情况下回退原渲染路径。
  • 新增原版工作盆液面完全稳定后的空闲流体动画 Tick 跳过功能。
  • 新增可配置的方块破坏粒子与声音限制。

调整

  • 减少重复的方块实体渲染器查询,并在原版工作盆进入渲染器准备阶段前执行距离判断。
  • 空工作盆和空工厂仪表过滤槽现在跳过重复物品渲染操作;兼容的柴油动力工作盆还会跳过空槽的模具查询。
  • 移除重复的全局客户端传送带 Tick Hook,并将粉碎轮空行为过滤合并到现有行为快照。
  • 新增机械手主渲染与阴影渲染分别统计的缓存、上传和绘制数据,并统一切换世界时的客户端缓存清理。

修复

  • 修复 Oculus 和 Iris 下的锁链传动轮链条渲染,改用 Create 原生光影兼容路径,保留正确截面并避免重复提交顶点。
  • 修复流体储罐优化跳过 Create 流体变化附带操作的问题,并修正控制器缓存的校验和过期处理。
  • 修复蒸汽机通过错误位置解析多方块储罐的问题,并移除重复的轴缓存。
  • 修复鼓风机回退重建未遵循配置周期的问题,并恢复原生客户端气流更新。
  • 修复 Fluid Logistics 兼容检测、索引生命周期处理和配置开关行为。
  • 修复搅拌器与冲压机的渲染上下文获取,并防止主相机的显示板剔除影响阴影渲染。
  • 修复方块破坏粒子的生命周期计数,并将声音限制限定为方块破坏事件。Forge 恢复使用考虑方块位置的原生破坏裂纹渲染。
  • 移除无效的锅炉 Tick 限流,保留 Create 原有的采样与动画时序。

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