three-dash-structure-optimizer-2.0.0.jar
Curse Maven Snippet
What's new
2.0.0
- Terrain around structures is computed only from the structure pieces in reach (same terrain, bit for bit): worlds full of structures generate in up to half the time (-46 % in our benchmark, -49 % in a 59-mod pack). Normal structure density: no change.
- Less repeated terrain work on top of C2ME / zFastNoise / zFastSurface: border noise columns and surface levels are computed once and shared (6-15 % less generation time on test servers).
- Stronghold and other ring-structure positions are found once per world and kept on disk: shorter start-up (1-4 s, up to 11 s in a big pack).
- 26.3: cheaper Perlin noise, ore-vein rules and surface-rule tree (same results).
- Entity tracking index: the server no longer checks every entity each time a player moves; 188 -> 120 us per call (4,000 entities), 160 -> 35 us at low view distance. Same visible entities, same order.
- Roguelike Dungeons rooms are built in a fair per-tick order and are no longer starved.
- Self-check on every run: the first results are also computed the game's way and compared; on any difference the optimization turns itself off.
- Fixed: sliced autosave could stay off after one failed save.
mobcount_boundandentity_block_smoothingare off by default (they differ slightly from vanilla).- Fabric, NeoForge, Forge; Minecraft 26.2 and 26.3. Everything from 1.1.6 is included.
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