Skip to content

Releases: BonsUnleashed/bons-and-furious

Bons and Furious 1.0.35 for Minecraft 1.21.1 / NeoForge

Choose a tag to compare

@BonsUnleashed BonsUnleashed released this 08 Oct 23:30

Bons and Furious 1.0.35 for Minecraft 1.21.1 on NeoForge. Requires Java 21 and NeoForge 21.1.252 or newer. Install bons_and_furious-neoforge-1.0.35+mc1.21.1.jar on the client, the server, or both; optional target mods are not required. Use the separate Forge build for Minecraft 1.20.1.

New: vanilla_mob_class_warmup, the one control Bons and Furious 1.0.35 added. The first time each kind of mob spawns in a session, the game loads and checks that mob's code and the code of its behaviour on the server thread. When night falls, many kinds of monsters spawn for the first time within a few seconds, and those first spawns arrive together as lag spikes. Once a world or server has started, a background thread now loads and checks that code ahead of time. Nothing is created and no mob code runs early. It works on dedicated servers and in singleplayer.

This build carries 171 controls, up from 170 in 1.0.34+mc1.21.1. Of the 255 controls of the Forge release, 42 are retired on 1.21.1 because the newer game or mod already does that work, and 42 depend on mods without a 1.21.1 NeoForge build. Apart from the new control, the code is the same as in 1.0.34+mc1.21.1.

Tested on dedicated servers and in-world clients: Iris 1.8.12 with Complementary shaders, Embeddium alone, Accelerated Rendering with Iris, ServerCore 1.5.19, Generator Accelerator 1.6.2, Bye Pregen 1.1.3.0, TerraBlender with Oh The Biomes We've Gone, and C2ME. In every run with the controls on, the new control prepared 1,290 to 2,967 classes in under 2 seconds on its background thread, with no warning in the log. Across 15 test runs, the checks that compare each control's answers with the original code found no difference, and the terrain was identical with the controls on and off in the base game, with TerraBlender and Oh The Biomes We've Gone, next to Generator Accelerator and next to Bye Pregen. On Forge 1.20.1, in a 480-mod pack, the new control cut the time lost to long ticks in the first night by about a quarter; we did not repeat that measurement on 1.21.1. These are compatibility and correctness checks. The performance figures on the project page were measured on Forge 1.20.1 and do not describe this port.

Installation and compatibility · All ported and omitted controls · Test results · Source

SHA-256 9c846abbf874ee01a7df2500b13363737afa4faa81f1800c6f0ca23275ce481a.

Bons and Furious 1.0.35

Choose a tag to compare

@BonsUnleashed BonsUnleashed released this 08 Oct 22:01

Bons and Furious 1.0.35

255 controls for Minecraft 1.20.1 Forge, up from 254 in 1.0.34. This release makes the first
night of a session smoother: the one new control prepares the code of every kind of mob in the background, so mobs
that spawn for the first time cause shorter stalls. Still one JAR for client and server with nothing else required.

One new control

  • Minecraft (both sides): vanilla_mob_class_warmup. The first time each kind of mob spawns in a
    session, the game loads and checks that mob's code and the code of its behaviour on the main thread.
    When night falls, many kinds of monsters spawn for the first time within a few seconds, and those first
    spawns arrive together as lag spikes. Once a world or server has started, a background thread now loads
    and checks that code ahead of time. Nothing is created and no mob code runs early. It works on
    dedicated servers and in single-player.

The new control is on by default.

Tested

In a 480-mod pack with a survival player at midnight, we measured the first 400 ticks after monsters start
spawning, with the control on and off, on two machines. The time lost to ticks longer than 50 ms went down by
about a quarter, and every run with the control on lost less time than every run without it. About 7,100 classes
are prepared in 2 to 3 seconds on the background thread, with one log line. The cost is about 7 MB more memory
for class data, and a single-player world takes about half a second longer to join while it runs.

This came from a CurseForge report of lag spikes at night with Mobtimizations installed. Mobtimizations was
installed in every one of these tests, and the two mods work together.

Thanks to the player who reported it on CurseForge.

Install

Replace the older Bons and Furious JAR with bons_and_furious-1.0.35.jar and restart. Minecraft 1.20.1, Forge
47.3.22 or newer within 47.x; tested with 47.4.16. No required dependencies. Existing config choices are kept and
new keys are added with their defaults. Every control has its own switch in config/bons_and_furious.properties,
and a control whose target mod is missing or at another build is skipped.

The whole-pack benchmark on the project page was measured with 1.0.26 and has not been repeated for this release.

SHA-256 a424ab941346ac4709b1664f781739621d3ca83bc2d817aa92a2b6f8860f847d.

All 255 controls
· Version history
· Source

Bons and Furious 1.0.34 for Minecraft 1.21.1 / NeoForge

Choose a tag to compare

@BonsUnleashed BonsUnleashed released this 07 Oct 00:07

Bons and Furious 1.0.34 for Minecraft 1.21.1 on NeoForge. Requires Java 21 and NeoForge 21.1.252 or newer. Install bons_and_furious-neoforge-1.0.34+mc1.21.1.jar on the client, the server, or both; optional target mods are not required. Use the separate Forge build for Minecraft 1.20.1.

Fixed: with Dragon Mounts Remastered and a data pack that sets a dragon breed (a modpack's own data pack, for example), joining a world stayed at 0 %. Dragon Mounts Remastered sends its dragon breeds with Gson, and Gson failed on a value that one of our controls keeps on the game's tag keys. Gson now skips the values our controls keep on such classes. On the earlier 1.21.1 builds (1.0.30 to 1.0.33), vanilla_tag_membership_ids=false avoids it.

New: distanthorizons_join_config_resend, the one control Bons and Furious 1.0.34 added. When a client joins a server, Distant Horizons can drop the server's first reply, and then shows no distant terrain from that server, only what the player walked through. The client now asks again once Distant Horizons is ready for the answer. Also from 1.0.34: the Distant Horizons biome reset no longer loads Distant Horizons classes while a world starts, controls that also need a second mod stay off quietly without it, and checks of other mods' classes can no longer stop a dedicated server.

This build carries 170 controls, up from 169 in 1.0.33+mc1.21.1. Of the 254 controls of the Forge release, 42 are retired on 1.21.1 because the newer game or mod already does that work, and 42 depend on mods without a 1.21.1 NeoForge build.

Tested on dedicated servers and in-world clients: Iris 1.8.12 with Complementary shaders, Embeddium alone, Accelerated Rendering with Iris, ServerCore 1.5.19, Generator Accelerator 1.6.2, Bye Pregen 1.1.3.0, TerraBlender with Oh The Biomes We've Gone, C2ME, and Dragon Mounts Remastered 1.9.2 (the same world stayed at 0 % with the previous build). Across 15 test runs, the checks that compare each control's answers with the original code found no difference, and the terrain was identical with the controls on and off in the base game, with TerraBlender and Oh The Biomes We've Gone, next to Generator Accelerator and next to Bye Pregen. The test clients play singleplayer, where the new Distant Horizons control stays out of the way; its effect on joining a server was tested with the Forge 1.20.1 build. These are compatibility and correctness checks. The performance figures on the project page were measured on Forge 1.20.1 and do not describe this port.

Installation and compatibility · All ported and omitted controls · Test results · Source

SHA-256 28ce16731f1ef4192b5d25c5e6e6cb02b2d1d838b6b30d94d2fd423e6ec81895.

Bons and Furious 1.0.34

Choose a tag to compare

@BonsUnleashed BonsUnleashed released this 06 Oct 20:22

Bons and Furious 1.0.34

254 controls for Minecraft 1.20.1 Forge, up from 253 in 1.0.33. This release fixes two
crashes of dedicated servers, a failed start with Pipez Optimizer, and distant terrain from a Distant Horizons server
that could stay missing after joining. The one new control is part of that last fix. Still one JAR for client and
server with nothing else required.

Fixed

  • Dedicated servers stopping: vanilla_item_merge_candidates and vanilla_selector_type_index (both public
    since 1.0.30) look at the methods of other mods' item and entity classes. On a dedicated server some of those
    methods name classes that exist only on the client, and the server could stop. On the dedicated server of our
    test pack, Create's potato cannon dropped next to another item stack was enough, and so was a Small Ships
    Drakkar while a command searched entities by type, which some data packs do every few seconds. Such classes now
    take the original code path. There 1.0.33 stopped in both cases and 1.0.34 kept running. Single-player and
    clients were not affected. With 1.0.33, setting both keys to false avoids it.
  • Pipez Optimizer without Mekanism: the game no longer stops while mods load. The gas pipe part of
    pipez_empty_filter_fast_path is left out when Mekanism is not installed, with one log line. Tested with
    Pipez 1.2.26 and Pipez Optimizer 1.0.7, with and without Mekanism.
  • Distant terrain from a server: after joining a server that runs Distant Horizons, distant terrain could
    arrive only along the player's own path. Distant Horizons drops the server's first reply when it arrives
    before its own message threads exist, and distanthorizons_world_change_biome_reset made that more likely
    because it loaded Distant Horizons classes at that moment. It no longer does, and the new client control
    distanthorizons_join_config_resend asks for the reply again once those threads exist. Tested on a dedicated
    server with our test pack, the player's login held back for 3 seconds so that the server registers the player
    first: without the control the reply was lost in 2 of 3 joins and Distant Horizons asked the server for no
    distant terrain; with it, all 3 joins handled the second answer.
  • Game records and Gson: five controls keep values on record classes (vanilla_tag_membership_ids,
    vanilla_climate_sample_xz_parts, vanilla_climate_sample_repeat, terrablender_namespace_rule_memo,
    fusion_connection_lookups). A mod that saves such a record with Gson then fails with a
    NoSuchMethodException. This was reported with Dragon Mounts Remastered on Minecraft 1.21.1. On Forge 1.20.1 no
    case is confirmed, but this build kept the same values, and Gson now skips them here too. A direct test with
    Gson 2.10.1 on 1.20.1's tag keys fails with 1.0.33 and works with 1.0.34.
  • Refused logins: a player refused at login (ban, whitelist, full server) saw only "Connection Lost".
    vanilla_connection_flush_batching now sends the reason before the connection closes. On a server with a
    whitelist, 1.0.33 showed the reason in none of three refused logins and 1.0.34 in all three.

Also fixed: create_single_pass_extraction no longer stops the server when create_item_helper_empty_slots is
off; embeddium_weighted_pick_table no longer stops the game when Embeddium's own model changes are switched off;
Radium's experimental chunk tickets (radium_experimental_tickets_spawning) are protected against a known crash;
Hostile Villages mobs still waiting for their chunk are added when the server stops; lakes placed off-centre no
longer stop world generation next to Structure Gel or Ice and Fire structures; and smaller leaks and edge cases.
The version history and the control pages list them.

Thanks to the player who reported the Dragon Mounts Remastered problem on CurseForge.

One new control

  • Distant Horizons (client, fix): distanthorizons_join_config_resend, described under Fixed.
    Singleplayer is not affected.

The new control is on by default.

Install

Replace the older Bons and Furious JAR with bons_and_furious-1.0.34.jar and restart. Minecraft 1.20.1, Forge
47.3.22 or newer within 47.x; tested with 47.4.16. No required dependencies. Existing config choices are kept and
new keys are added with their defaults. Every control has its own switch in config/bons_and_furious.properties,
and a control whose target mod is missing or at another build is skipped.

The whole-pack benchmark on the project page was measured with 1.0.26 and has not been repeated for this release.

SHA-256 39caa1e5ad4753bde60807318617c2905c3334c1008e63ea948791155f3c4b66.

All 254 controls
· Version history
· Source

Bons and Furious 1.0.33 for Minecraft 1.21.1 / NeoForge

Choose a tag to compare

@BonsUnleashed BonsUnleashed released this 06 Oct 03:53

Bons and Furious 1.0.33 for Minecraft 1.21.1 on NeoForge. Requires Java 21 and NeoForge 21.1.252 or newer. Install bons_and_furious-neoforge-1.0.33+mc1.21.1.jar on the client, the server, or both; optional target mods are not required. Use the separate Forge build for Minecraft 1.20.1.

This build carries 169 controls, up from 165 in 1.0.30.1+mc1.21.1: four of the five controls added in Bons and Furious 1.0.31 to 1.0.33. Three are for JEI 19.51's start-up: brewing recipes are found by their ID, tooltip search words are read without regex matching, and JEI's hidden anvil and grindstone menus skip synchronization scans that nobody observes. The fourth works out the parts of a biome lookup made outside chunk generation that depend only on x and z once per column. The fifth, a Forge 1.20.1 memory-leak fix, has nothing to fix on 1.21.1. Of the 253 controls of the Forge release, 42 are retired on 1.21.1 because the newer game or mod already does that work, and 42 depend on mods without a 1.21.1 NeoForge build.

Fixed: with Generator Accelerator 1.6.2 installed, the two earlier 1.21.1 builds (1.0.30 and 1.0.30.1) stopped at the first world load. The two controls that change the same methods now step aside while it is installed. On the older versions, vanilla_beardifier_influence_bounds=false avoids it. Also fixed: Distant Horizons' script lookup index never switched on in those two builds because of a version check; it works now. As in Forge 1.0.33, the three terrain controls of the chunk set-up step aside, with one log line each, when another mod changes the same calls; on 1.21.1 that happens next to C2ME's density-function compiler.

Tested on dedicated servers and in-world clients: Iris 1.8.12 with Complementary shaders, Embeddium alone, Accelerated Rendering with Iris, ServerCore 1.5.19, Generator Accelerator 1.6.2, Bye Pregen 1.1.3.0, TerraBlender with Oh The Biomes We've Gone, and C2ME. In 18 runs the terrain was identical with the controls on and off, and the checks that compare each control's answers with the original code found no difference. These are compatibility and correctness checks. The performance figures on the project page were measured on Forge 1.20.1 and do not describe this port.

Installation and compatibility · All ported and omitted controls · Test results · Source

SHA-256 ff5e8bf07015e91b6cb55da17db6ed77610b8e5df55b5f73e6b08ae84ac8aad3.

Bons and Furious 1.0.33

Choose a tag to compare

@BonsUnleashed BonsUnleashed released this 05 Oct 22:15

Bons and Furious 1.0.33

253 controls for Minecraft 1.20.1 Forge, up from 248 in 1.0.30. This release fixes
crashes with the c2meforge port, with Biolith and with Generator Accelerator, starts faster than 1.0.30 and adds
five controls. Still one JAR for client and server with nothing else required.

It includes 1.0.31 and 1.0.32, which were not published separately.

Fixed

  • Crash with the c2meforge port of C2ME: the game crashed while a world was being created or loaded. That port
    and three terrain controls (terrain_density_memo, terrain_final_density_reuse, vanilla_noise_wrap_presize)
    change the same calls. The three now step aside, with one log line each, when another mod replaces those calls;
    nothing changes where no other mod does. Tested with c2meforge 0.2.0-forge.9.8: the world generates, with the
    same terrain as with c2meforge alone.
  • Crash with Biolith: the game crashed while a world was being generated, with an IllegalAccessError in the
    log. vanilla_climate_rtree_flat_bounds replaced a method of the biome search with a protected copy, and Biolith
    needs that method to be public. The copy is public now and the control stays on. Terrain is the same with the
    control on and off.
  • Crash with Generator Accelerator: a dedicated server stopped at the first world load. Generator Accelerator
    replaces the world-generation method that vanilla_beardifier_influence_bounds adjusts, so that control now
    steps aside while Generator Accelerator is installed. Tested with Generator Accelerator 1.4.10-3.1: the server
    starts, generates, saves and stops, and the terrain equals a run with Generator Accelerator alone.
  • Slower start than 1.0.27 (issue #3): before leaving out another mod's mixin, Bons and
    Furious looks for mods that build on it. The check added in 1.0.30 read far more than it needed, and so did the
    controls for mods that are not installed. In our 500-mod test pack the mod's own set-up went from 1.9 to 0.6
    seconds and mods finished constructing about 1.5 seconds sooner, with every control making the same decision.
    In a pack where some mod's mixin config holds an empty entry, the check stopped and the controls that replace
    another mod's mixin turned themselves off. It no longer stops there.
  • Three controls that did nothing in 1.0.30: kiwi_manifest_lookup_index, iceandfire_tabula_lookup_index and
    distanthorizons_sql_script_lookup_index switched themselves off at every start, because a version check could
    not read the version of one of Forge's libraries. They run now. In our test pack their shared index answered
    about 2,200 file lookups, each with the same answer as the original lookup.

Thanks to the players who reported the c2meforge and Biolith crashes on CurseForge and in issue #2, and the slow start in issue #3.

Five new controls

  • World generation: biome lookups made outside chunk generation (Distant Horizons' distant terrain,
    structure checks, /locate, the spawn search) worked out every climate noise again for each height.
    vanilla_climate_sample_xz_parts works out the parts that depend only on x and z once per column, with
    the same results bit for bit. On the dedicated server of our 500-mod test pack these lookups took about
    80% less CPU and the server was ready 3 to 5 seconds sooner. Chunk pregeneration speed does not change;
    it rarely uses these lookups.
  • Forge (fix): on a client connected to a server, every packet a mod sent through Forge's network channels
    left a direct memory buffer behind that was never freed (Forge issue 10861).
    forge_custom_payload_heap_copy makes that copy an ordinary heap buffer with the same bytes. Forge 47.4.24
    and newer have the same fix, and there the control does not apply.
  • JEI (client): three controls for the time JEI spends building its recipe list. Brewing recipes are found
    by their ID instead of by scanning the growing list (10,000 lookups over 5,000 recipes took 0.64 ms instead
    of 253 ms in a focused test), tooltip search words are read without regex matching, and JEI's hidden anvil
    and grindstone menus skip synchronization scans that nobody observes. Every generated recipe stays in JEI.

Every new control is on by default.

Known conflict

Pipez Optimizer without Mekanism: with Pipez 1.2.26 and Pipez Optimizer 1.0.7 installed and Mekanism not installed,
the game fails while mods load. This is the same in 1.0.30. Set pipez_empty_filter_fast_path=false or install
Mekanism. Pipez without Pipez Optimizer is not affected.

Install

Replace the older Bons and Furious JAR with bons_and_furious-1.0.33.jar and restart. Minecraft 1.20.1, Forge
47.3.22 or newer within 47.x; tested with 47.4.16. No required dependencies. Existing config choices are kept and
new keys are added with their defaults. Every control has its own switch in config/bons_and_furious.properties,
and a control whose target mod is missing or at another build is skipped.

The whole-pack benchmark on the project page was measured with 1.0.26 and has not been repeated for this release.

SHA-256 dbb479dd0151538c904bec668413b3e71ccc989d9caf33522243ecf3eb2a4683.

All 253 controls
· Version history
· Source

Bons and Furious 1.0.30.1 for Minecraft 1.21.1 / NeoForge

Choose a tag to compare

@BonsUnleashed BonsUnleashed released this 05 Oct 10:38

Bons and Furious 1.0.30.1 for Minecraft 1.21.1 on NeoForge: one crash fix. Requires Java 21 and NeoForge 21.1.252 or newer. Replace the older JAR with bons_and_furious-neoforge-1.0.30.1+mc1.21.1.jar on the client, the server, or both. Use the separate Forge build for Minecraft 1.20.1.

Fixed: with Biolith installed, the game crashed while a world was being created or loaded ("Exception generating new chunk", with an IllegalAccessError in the log). Quark 4.1 bundles Biolith, so packs with Quark were affected. The control vanilla_climate_rtree_flat_bounds replaced a method of the biome search with a protected copy, and Biolith needs that method to be public. The copy is public now, and the control stays on with Biolith installed.

If you set vanilla_climate_rtree_flat_bounds=false as a workaround, you can set it back to true after updating. Worlds generate the same either way.

Tested on dedicated servers with NeoForge 21.1.252 and Quark 4.1-486 (Biolith 3.0.14), also with TerraBlender 4.1.0.8 added: the earlier build crashes there and this one runs, and the generated blocks and biomes equal a run with the control switched off. Nothing else changed: the same 165 controls as 1.0.30+mc1.21.1.

Thanks to the players who reported it on CurseForge and in issue #2.

Installation and compatibility · All ported and omitted controls · Test results · Source

SHA-256 ebcd2416c3451e9063f04ecea3f40e434445f632ebde4bf339b5f288ee866304.

Bons and Furious 1.0.30 for Minecraft 1.21.1 / NeoForge

Choose a tag to compare

@BonsUnleashed BonsUnleashed released this 04 Oct 09:43

Bons and Furious 1.0.30 for Minecraft 1.21.1 on NeoForge. Requires Java 21 and NeoForge 21.1.252 or newer. Install bons_and_furious-neoforge-1.0.30+mc1.21.1.jar on the client, the server, or both; optional target mods are not required. Use the separate Forge build for Minecraft 1.20.1.

This build carries 165 controls, up from 82 in 1.0.27+mc1.21.1. Of the 248 controls of the Forge release, 41 are retired on 1.21.1 because the newer game or mod already does that work, and 42 depend on mods without a 1.21.1 NeoForge build.

Crashes fixed since 1.0.27+mc1.21.1:

  • Accelerated Rendering with Iris: the game crashed while starting.
  • Bye Pregen: the game crashed while starting. Both mods' changes now run.

A control that replaces another mod's mixin now steps aside while a third mod builds on that mixin, instead of stopping the game. If ServerCore is installed, the new spawn-check control (vanilla_spawn_gate_visibility_memo) steps aside, so both mods work together.

Tested on dedicated servers and in-world clients: Iris with Complementary shaders, Embeddium alone, and Accelerated Rendering with Iris. Runs with the controls on and off produced identical terrain in the base game; the test results page lists every run and its limits. These are compatibility and correctness checks. The performance figures on the project page were measured on Forge 1.20.1 and do not describe this port.

Installation and compatibility · All ported and omitted controls · Test results · Source

SHA-256 351cd7f41311348c307cf6c05c6020dcbc2d25f50d42b4b6672f1320468267d9.

Bons and Furious 1.0.30

Choose a tag to compare

@BonsUnleashed BonsUnleashed released this 04 Oct 09:34

Bons and Furious 1.0.30

248 controls for Minecraft 1.20.1 Forge, up from 127 in 1.0.27, and three crash fixes. Still one JAR for
client and server with nothing else required. Every target mod is optional: 79 mods now, 35 of them new.

This release includes 1.0.28 and 1.0.29, which were not published separately.

Crashes fixed

  • TaCZ Tweaks: the game stopped at start. tacz_sync_scope now steps aside while a mod that builds on TaCZ's own
    version of that code is installed, and it is skipped on TaCZ 1.1.8, where its copy would have dropped the new
    charged shot value.
  • Accelerated Rendering with Oculus: the game crashed when entities were first drawn with shaders on. Accelerated
    Rendering's change now applies on top of oculus_entity_vertex_reuse.
  • Embeddium without Oculus: the game crashed at start (since 1.0.21). vanilla_model_bone_lookup now steps aside
    when Embeddium's own lookup is active.
  • Switches whose target mod is not installed no longer log a version warning.

Thanks to the two players who reported the first two on CurseForge.

121 new controls

The largest measured effects. Each figure is for its own workload and they do not add up.

  • Create: contraption collision boxes are built in one pass. A 400-block carriage took 1.3 ms instead of 369 ms.
  • Saving: saved data and player files are compressed and written by a background writer, byte for byte the
    same files. Writing 500 data files at once held the server thread for 0.9 s instead of 4.9 s.
  • Networking: a burst of packets is flushed once instead of once per packet (300 socket flushes become 1).
  • Server list: Forge's status reply is reused while the mod list is unchanged, 0.15 ms instead of 4.5 ms with
    440 mods. During a pregeneration it was 16.6% of the server thread.
  • World generation: terrain blending around structures only looks at the pieces that can reach a block, aquifers
    find their water sources from a small table, biome lookups use a bit mask, and TerraBlender picks its surface rule
    once per biome.
  • Start-up: Radium's block flags are worked out once per block class (some 6 to 7 seconds of server start in the
    test pack), Forge updates object holders per registry, Almost Unified finds duplicate recipes without comparing
    every pair, and ModernFix walks its model list in order (about 1.5 s less per resource load).
  • Embeddium: a section search whose inputs are unchanged replays the previous one (58 to 68% less time per
    search with a still camera), and unchanged terrain draw commands are reused.
  • Distant Horizons: 9 controls for building, loading and drawing LODs.
  • JEI: the search index is built in the background and the ingredient list is sorted by precomputed keys.
  • Entities and ticking: block-entity tickers, chunk holders, entity selectors, mob goals and several mob
    searches skip work that cannot change the answer.

16 of the new controls are fixes for defects in the target code:

  • Radium: the solid body parts of large multipart mobs can be bumped into again, block entities keep following
    the world border after /worldborder damage or warning, and copied chunk sections take new blocks correctly.
  • Oculus: the outline buffer no longer grows with every shadow pass while a glowing mob or player wears
    GeckoLib or AzureLib armour.
  • Curios, Distant Horizons, Dynamic Trees, Cooking for Blockheads: caches that two threads could corrupt, biome
    caches kept from the previous world, a stack overflow at the edge of a generation region, and compat data that
    piled up on every world join.
  • Smaller ones in Immersive Engineering (machine sounds under earmuffs), FD Bosses, L2 Library, Legendary
    Monsters, Ribbits, Dungeons Delight, Jaden's Nether Expansion and vanilla (entity searches far out on X).

One new control ships switched off: vanilla_background_level_dat (level.dat written by the background writer too).
Everything else is on by default.
If ServerCore is installed, the new spawn-check control (vanilla_spawn_gate_visibility_memo) steps aside, so both
mods work together.

Install

Replace the older Bons and Furious JAR with bons_and_furious-1.0.30.jar and restart. Minecraft 1.20.1, Forge
47.3.22 or newer within 47.x; tested with 47.4.16. No required dependencies. Existing config choices are kept and
new keys are added with their defaults. Every control has its own switch in config/bons_and_furious.properties,
and a control whose target mod is missing or at another build is skipped.

The whole-pack benchmark on the project page was measured with 1.0.26 and has not been repeated for this release.

SHA-256 3b32a46648a917e085f7fa8b21c749c869a409444008ddfbe790a10dd02d1a50.

All 248 controls
· Version history
· Source

Bons and Furious 1.0.27 — Minecraft 1.21.1 / NeoForge

Choose a tag to compare

@BonsUnleashed BonsUnleashed released this 03 Oct 12:06

Bons and Furious 1.0.27 is now available for Minecraft 1.21.1 on NeoForge. Requires Java 21 and NeoForge 21.1.252 or newer. Install the NeoForge JAR on the client, server, or both; optional target mods are not required. Use the separate Forge build for Minecraft 1.20.1.

This port carries 82 controls. Thirteen original controls were retired after upstream fixes or API changes; another 32 depend on mods without a compatible 1.21.1 NeoForge release. Iris replaces Oculus for the shader patches. Iris with Sodium and Embeddium were tested separately.

The release passed dedicated-server and in-world client checks, including Complementary shaders. Enabled/disabled runs produced identical sampled terrain, animation easing and shader vertex data. These are compatibility and correctness checks; the published Forge performance figures do not measure this port.

Installation and compatibility · All ported and omitted controls · Source and test results