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Fantastic Frontier

Dark Fantasy RPG with Tech

File Details

Fantastic Frontier 11 GODLOOP-0.1.67.zip

  • R
  • May 4, 2026
  • 202.92 MB
  • 542
  • 1.20.1
  • Forge

File Name

Fantastic Frontier 11 GODLOOP-0.1.67.zip

Supported Versions

  • 1.20.1

General

Reduced passive mob wandering to cut down on constant background AI updates

Fish now idle more often instead of endlessly swimming around

Squid random movement was reduced to lower ambient mob pathing load

Cows, chickens, pigs, and sheep no longer randomly stroll around as much

Reduced Foliaath spawn rate from 70 to 30 (Mowzie mob)

 

Guild System

Optimized guild contract tracking to reduce per-tick overhead

Added staggered guild watcher checks so contract logic no longer runs every tick for every player

Added `FFGUILD_WATCH_INTERVAL = 10`

Added a per-player randomized `ffGuildWatchOffset`

Added `ffGuildShouldRunWatchers(player)` so encounter and delivery watchers only fire on that staggered interval instead of every tick

Reduced unnecessary delivery checks while players are just moving around

Improved delivery contract polling so parcel checks only happen once the player is actually near the destination

Cleaned up guild player initialization during tick handling

Guild data now only re-initializes when `ffGuildInit` is missing instead of re-running every tick

 

WARIUM

Optimized the Warium UI Director to cut down on repeated command spam and unnecessary bossbar updates

Reworked bossbar handling so the script picks one active threat state and only updates the bar when something actually changes

Optimized the Surface Ward Projector with cached ward data, staggered structure checks, and lighter control polling

Cleaned up ward command handling to avoid selector failure spam

Optimized the Blood Ward Projector with throttled validation, throttled intercept checks, and lighter visual effect timing

Reduced the cost of Blood Ward bind effects compared to the earlier version

 

Spore

Disabled higher infected behavior such as opening doors or trying to break certain blocks

Disabled infected attacks against animals

 

Alex's Mobs

Reduced ambient and passive mob spawn pressure across a wider part of Alex's Mobs so the world still feels alive while putting less strain on the server

Crows spawn less often

Blue Jays spawn less often

Raccoons spawn less often

Cockroaches spawn less often

Flies spawn less often

Banana Slugs spawn less often

Skunks spawn less often

Tasmanian Devils spawn less often

Roadrunners spawn less often

Anteaters spawn less often

Bald Eagles spawn less often

Bison spawn less often

Caimans spawn less often

Capuchin Monkeys spawn less often

Crocodiles spawn less often

Elephants spawn less often

Emus spawn less often

Flutters spawn less often

Gazelles spawn less often

Gorillas spawn less often

Hummingbirds spawn less often

Kangaroos spawn less often

Moose spawn less often

Mudskippers spawn less often

Platypuses spawn less often

Potoos spawn less often

Rain Frogs spawn less often

Rhinoceroses spawn less often

Rocky Rollers spawn less often

Seagulls spawn less often

Seals spawn less often

Shoebills spawn less often

Snow Leopards spawn less often

Sugar Gliders spawn less often

Terrapins spawn less often

Tigers spawn less often

Toucans spawn less often

Alligator Snapping Turtles spawn less often

Reduced Leafcutter anthill worldgen spawn chance

 

Fixed

Fixed older guild contract watchers running every single player tick

Fixed wasteful delivery contract checks happening before destination range was even validated

Fixed repeated Warium bossbar churn caused by threat states being updated more often than necessary

Fixed extra ward projector overhead from repeated validation and command spam