Three Dash Structure Optimizer

Up to 4.7x faster chunk generation in structure-heavy packs when used alongside C2ME & Lithium, and ~65% shorter autosave lag spikes for smoother server TPS. Complements other optimization mods, works standalone too.
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Three Dash Structure Optimizer

Faster structure generation and smoother server ticks for Minecraft 26.2 - without changing what your world contains.

A server-side performance mod for packs with many structure mods. It works on its own - no other optimization mods are required. It also works alongside C2ME, Lithium, FerriteCore, zFastNoise, zFastSurface and Structure Layout Optimizer, so you can use any of them or none. The benchmark below was run on packs that already use those mods, because that is what most packs run.

Benchmark results

Setups compared: 1 = Fabric + Chunky + a 58-jar pack of structure mods; 2 = setup 1 + zFastNoise, zFastSurface, C2ME, Lithium, FerriteCore, Structure Layout Optimizer; 🟢 3 = setup 2 + Three Dash Structure Optimizer 1.1.3 (warm template cache). Ryzen 5 5500, server on 10 threads, Minecraft 26.2 on Fabric, mean of 3 measured runs per setup.

Table 1 - chunk generation speed (Chunky)

Setup Normal structure density: time, s chunks/s vs vanilla 72x structure density: time, s chunks/s vs vanilla
1. Vanilla + structure mods (no optimizers) 113.6 ± 2.1 30.7 x1.00 99.1 ± 1.2 7.4 x1.00
2. + optimization mods (zFastNoise, zFastSurface, C2ME, Lithium, FerriteCore, Structure Layout Optimizer) 57.9 ± 1.9 60.1 x1.96 42.9 ± 1.3 17.0 x2.31
🟢 3. + Three Dash Structure Optimizer (warm cache) 23.7 ± 0.4 146.6 x4.78 22.0 ± 1.0 33.1 x4.50

Time to generate a circle of 3,481 chunks at normal structure density, and of 729 chunks with a 72x structure datapack (same seed, fresh world every run). Lower time = better.

Table 2 - server ticks

Phase Setup Mean tick, ms p99 tick, ms Worst tick, ms Ticks > 100 ms per run TPS
Chunky generation (normal density) 1. Vanilla + structure mods 0.96 3.2 307 1.3 20.00
2. + optimization mods 0.98 4.5 22 0.0 20.00
🟢 3. + Three Dash Structure Optimizer 1.15 4.7 11 0.0 20.00
Player joins, ~2,600 chunks load around them 1. Vanilla + structure mods 10.52 33.3 1567 3.7 19.99
2. + optimization mods 18.95 57.8 184 2.3 20.00
🟢 3. + Three Dash Structure Optimizer 28.96 65.0 183 1.7 20.00
Player standing still 1. Vanilla + structure mods 19.05 32.4 62 0.0 20.00
2. + optimization mods 9.94 21.4 34 0.0 20.00
🟢 3. + Three Dash Structure Optimizer 10.75 17.7 34 0.0 20.00
Player flying over new terrain 1. Vanilla + structure mods 13.66 19.2 104 1.0 20.00
2. + optimization mods 8.04 12.6 123 1.0 20.00
🟢 3. + Three Dash Structure Optimizer 8.39 12.4 30 0.0 20.00

Highlights

  • Chunk generation is x4.8 faster than vanilla when used alongside the optimization mods above; adding this mod to a pack that already has them makes it x2.4 faster (114 s -> 58 s -> 24 s for 3,481 chunks). With 72x structure density: 99 s -> 43 s -> 22 s.
  • The big tick of the world autosave is cut from 120 ms to 29 ms (worst run 30 ms) - the save is sliced over a few ticks. The worst tick of a whole flight over new terrain: 104 ms (vanilla), 123 ms (with optimizers), 30 ms (with this mod).
  • The server starts faster: 35 s -> 27 s -> 17 s from launch to "Done".
  • A joining player's area is ready sooner: 58 s -> 48 s -> 28 s to load the ~2,600 chunks around them.
  • The mean tick is not changed by the mod (8.0 ms with optimizers, 8.4 ms with this mod while flying - within noise): the gain is in generation speed and in the long single ticks, which are what players feel as stutter.

What it does

Three Dash Structure Optimizer makes servers and worlds with lots of structure mods faster and smoother.

Faster structure generation

  • Remembers the heavy work. Structure files are prepared once and saved on disk, so the server does not redo the same job on every start and new areas generate faster. The very first start takes about 2 minutes longer while this is done; after that, starts are quicker than without the mod.
  • Less repeated work while structures are placed, including strongholds.

Fewer lag spikes

  • Gentler world saving. The autosave is spread over a few ticks instead of freezing the server for a moment.
  • Smoother chunk loading. Chunks are sent to players a few at a time, nearest first, so flying fast or teleporting causes fewer hitches.
  • Faster commands and datapacks that look up entities, such as @e[...] selectors, on big worlds.
  • Less time wasted on mobs. After big block changes (a dungeon room, WorldEdit, /fill) and in very large loaded areas, the server spends less time on mob pathfinding and mob counting.
  • Plays nicely with C2ME - keeps C2ME's save checks from wasting server time.

Roguelike Dungeons

Built-in integration with the Roguelike Dungeons mod.

Compatibility

  • Minecraft 26.2, Java 25. One jar for Fabric, NeoForge and Forge. Tested on Fabric Loader 0.19.5, NeoForge 26.2.0.68 and 26.2.0.90, Forge 65.1.2 and 65.1.3.
  • No required dependencies besides the loader. It adds no blocks, items or entities: install it on the server (or in singleplayer, where it runs in the integrated server).
  • Tested alongside: C2ME, Lithium, FerriteCore, zFastNoise, zFastSurface, Structure Layout Optimizer, Chunky, ScalableLux and the 58-jar structure pack above. On NeoForge it was tested with C2ME, ScalableLux, zFastNoise, Lithium, FerriteCore and Structure Layout Optimizer; for Forge 26.2 no such optimization mods exist yet, so there it runs on its own. Where another mod already hooks the same code, the mod yields (for example, with Lithium present its neighbour-signal guard is disabled) and logs why.

Installation and configuration

  1. Put the jar into mods/ of the server (or of your instance for singleplayer).
  2. Start once. config/structure_omg_optimization.properties is created with every option, its default, range and meaning (also as ...properties.example).
  3. enabled=false is the master switch (vanilla behaviour); roguelike.enabled=false turns off only the Roguelike integration; template_cache_prebake = ask | auto | off controls the pre-bake.

For modpack authors

Run /omgcache bake once and ship the resulting structure_omg_cache/ folder inside your pack. The cache keys are content-based, so it is valid on every machine with the same game version - players then start with a warm cache and never see the long first start.

FAQ

Does it change my world or my seeds? It is designed to change when and how fast work happens, not what is generated: same seed, same structures. Use the *_verify options to check on your own pack.

Is the first start slow? Yes, once: the template cache is built (about 2 minutes for the benchmark pack, on all cores). After that every start is faster than without the mod.

Do I need C2ME, Lithium or other optimization mods to use it? No. It has no required dependencies besides the mod loader and works on its own.

Do I need it if I already use C2ME / Lithium? They speed up different things (terrain, ticking). In the benchmark, adding it to a pack that already had those mods cut the generation time by another 59 % and removed the long autosave tick.

Where do I report problems? Include your latest.log and the output of /omgopt status.

License and credits

MIT license. Created by DIVI4ik together with the AI agents Claude and Gemini.

Three Dash Structure Optimizer Team

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