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

