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BonsUnleashed edited this page Oct 7, 2026 · 18 revisions

Bons and Furious wiki

Choose your build: Minecraft 1.21.1 NeoForge (170 controls; Java 21) or the Forge 1.20.1 documentation below (254 controls). NeoForge 1.21.1 control coverage explains the differences; NeoForge 1.21.1 test results records the port checks. All performance figures below are from Forge 1.20.1.

Bons and Furious (mod id bons_and_furious; 1.0.15 and earlier: bons_pure_optimizations) is a Minecraft 1.20.1 Forge mod that patches specific, measured hot spots in vanilla Minecraft, in Forge itself and in 79 optional mods. Every patch is either a behaviour-preserving optimization (same answers, less work), a clearly labelled fix for a reproduced stall, crash or defect, or one of four documented deliberate changes. Each one has its own switch in config/bons_and_furious.properties (1.0.15 and earlier: config/bons_pure_optimizations.properties), applies only when the exact supported version of its target is installed, and is skipped with a log line otherwise.

This wiki describes every one of the 254 controls plus the separate Trackwork model repair in far more detail than the project pages: what the upstream code did, what the patch changes, what is deliberately kept identical, how it was measured, and what to expect when a target is missing or at another version.

Current Forge release 1.0.34 (2026-10-06): GitHub release · CurseForge · Modrinth. Fixes for two dedicated-server crashes, Pipez Optimizer without Mekanism and distant terrain from Distant Horizons servers, with one new control for the last; see Version history.
Requirements Minecraft 1.20.1, Forge 47.3.22 or newer within 47.x (tested with 47.4.16). No mandatory mod dependencies.
Contents 254 controls: 219 optimizations, 31 fixes and 4 deliberate changes; 2 built-in data-pack function controls and 1 runtime resource repair
Targets Vanilla Minecraft and Forge plus 79 optional mods; see Compatibility and target versions
License GPL-3.0-only, upstream notices retained; source at github.com/BonsUnleashed/bons-and-furious
Issues github.com/BonsUnleashed/bons-and-furious/issues

Measured on top of an already optimized modpack

5.6× faster world generation. 4.8× faster spawn preparation. Previously measured: +10% average FPS with 64 animated mobs and +29% 1% lows in a GPU-bound scene.

These gains are ON TOP of the major performance mods already running in the test pack. Both sides of the comparison keep ModernFix, FerriteCore, Radium and C2ME; the client also keeps Embeddium, ImmediatelyFast and EntityCulling, along with Oculus, Distant Horizons, Complementary shaders and Fresh Animations. The comparison adds or removes Bons and Furious from that existing setup. The figures below separate the latest 1.0.26 benchmark from the earlier clean FPS test.

Latest whole-pack results — 1.0.26, 2 October 2026

Four matched runs per arm, ABBA-ABBA order, same PC and seed; the reference pack had 471 server / 510 client mod JARs at the snapshot. C2ME was enabled on both sides, with reduceLockRadius=false throughout this test.

Workload With Bons and Furious 1.0.26 Same stack without Bons Result
Dedicated server, 512 new chunks 102 s 567 s 5.6× throughput
First 4 chunks of a new world 23.5 s 238 s 90% less time
New singleplayer world, spawn preparation 58 s 277 s 4.8× faster
Game launch to standing in a new world 242 s 482 s 50% less time
CPU time per generated chunk 0.56 s 2.91 s 81% less CPU
Memory allocated per generated chunk 308 MB 2,460 MB 87% less allocation
Distant Horizons LOD records, same 4-minute session 8,259 1,960 4.2× as many records built

Client start-up before loading a world was 128 vs 136 s (6% faster). Server start-up was unchanged; live heap after server start-up was 70 MB higher (2.30 vs 2.23 GB). Allocation saved while generating is separate from memory retained. These are whole-modpack results for this PC, pack and seed, not promises for every setup.

Measured FPS gains — earlier 1.0.21 benchmark, 30 September 2026

The same saved scenes were drawn with the client optimization stack above enabled in both arms, shaders and resource packs on, Distant Horizons generation off, four runs each. These are measured 1.0.21 results, retained as historical evidence; they are not a new 1.0.26 FPS measurement.

Same-scene rendering workload With Bons 1.0.21 Same stack without Bons Result
64 animated mobs, average FPS 72.6 66.1 +10%
64 animated mobs, 1% low FPS 40 35 +16% (from unrounded data)
GPU-bound overlook, 1% low FPS 89 69 +29%
GPU-bound overlook, average FPS 172 171 No significant change

The 1.0.26 saved-world baseline froze its integrated server in all four runs, while the Bons runs kept 20 TPS. That is documented as a stability result, not used to inflate the FPS comparison. New-world sessions also draw more terrain with Bons, so their frame rates are not a like-for-like comparison.

Every run, the retained earlier results, the baseline mod versions and the method: Whole-modpack benchmark.

Start here

  • Installation and configuration — installing on client and server, the config file, JVM overrides, upgrading from the retired companion mods.
  • How the patches are applied — mixins and the fingerprint guard that applies or skips every switch whole, the switch plumbing, function packs and the resource repair.
  • All controls — every switch under the mod it patches, with its side, kind and a link to its detailed section.
  • Compatibility — how it gets along with other mods: other optimization mods, the mods it was tested with, known conflicts and the switch that avoids each one.
  • Redundant mods — which other mods Bons and Furious replaces, which it only overlaps and which to keep, including the mods players asked about.
  • Measurements and caveats — how the numbers on this wiki were produced and what they do and do not claim.
  • Whole-modpack benchmark — the pack run with and without the mod: world generation, new-world loading, the same scene's frame rate and tick time, cost.
  • Troubleshooting and log messages — what each log line means and how to bisect a problem.
  • Version history — what each release added, and why the version stays below 1.1.0.

The controls, by mod

Every control belongs to one target: Minecraft, Forge or one of 78 optional mods. Each target has its own page with all of its controls, and All controls lists every key under its mod.

Mod Controls Highlights
Minecraft 51 Terrain preparation: pass-2 reuse (NoiseChunk construction −91 % CPU), shared ground-height estimates (95 % of scans skipped), density-graph memo (−59.6 % allocation); repeated column heights, climate samples and tree searches answered from memory; aquifer water-source table; structure terrain blending limited to the pieces in reach (1,209 → 58 ns per block next to a large structure). Client: frame pacing, keyframe-animation bone lookup without stream pipelines (−92 % per frame), fog colour once per frame. Server: saved data written by a background writer (server thread 4.9 → 0.9 s for 500 files), packet bursts flushed once, block-entity tickers and chunk holders that remember their state, entity selectors by type, mob searches that skip empty chunk sections, a crash fix for entity searches far out on X; 1.0.33: biome lookups outside chunk generation work out their x and z parts once per column
Forge 6 Block render layers remembered per block (122 → 50 ns, with Oculus), server-list ping channel groups (4.2-5.8 → 0.14-0.20 ms), plain translation strings skip the formatter, server-list status reused while the mod list is unchanged (4.5 → 0.15 ms), object holders updated per registry at start-up; 1.0.33: mod packets no longer leave direct memory behind on a connected client (fix)
Distant Horizons 17 Rough-surface generation 3,351 → 494 µs per LOD column, cloud groups sharing per-frame lookups, cloud culling scalars, LOD buffer matrix inverses reused within a pass, ignored-dimension matching; 1.0.30: LOD building and loading (biome memo, pooled names, lock-free reads, sorted faces, air flags), biome blending, biome caches reset between worlds (fix); 1.0.34: a server reply lost while joining is asked for again (fix)
Valkyrien Skies 15 Ship chunk bookkeeping −87…94 %, physics terrain conversion −65…69 %, collision-check caching, four ship fixes (terrain snapshot order, NaN back-off, weather occlusion, sculk)
Embeddium 13 Upload classification −59 %, lazy job lists, direct upload preparation, serializer lookups without the read lock; 1.0.30: unchanged section searches replayed (58-68 % less time per search with a still camera), draw commands reused, translucent quads sorted by packed keys, sprite ticks
Oculus 12 Empty shader-graph reset −90 %, vertex conversion −31…34 %, sampler cleanup, buffer affinities, custom uniforms, phase labels built once, Distant Horizons lookup without Optionals; 1.0.30: unchanged shadow-pass section searches replayed, outline buffer no longer growing in the shadow pass
Radium Re-Reforged 8 Fast chunk access and player chunk tracking given back while the C2ME module that would clash with each one is off; chunk drops routed through vanilla's updateChunkTracking so SecurityCraft's camera hook sees them (fix); entity-touchable flag once per block class (3.3 µs → 65 ns per state); three more fixes (multipart mob collisions, world border listeners, copied palettes)
Curios API 6 Slot lookups, lazy modifier maps and a fast path for other mods' capabilities; tick skip for entities without slots, tag keys kept, thread-safe caches (fix)
Ice and Fire 6 Two generation fixes that stop a server freeze and a generation exception; reference lists, tag keys, debug context and model-file lookup
GeckoLib 5 Primitive easing −49.6 %, keyframe selection and animation hashes without temporary objects, bone queues and quad vectors reused
Alex's Caves 4 Magnetism with one point-of-interest query, equipment enumeration without cloning, rare-biome lookup once per column, Teletor generation fix
Create 4 Contraption collision boxes in one pass (a 400-block carriage 369 → 1.3 ms), funnel and contraption storage lookups
Entity Model Features 4 Block-entity type strings built once, animation variable lists indexed, model-part lookups remembered, cube vertices in one reused vector
JEI 7 JEI cache indexing; search index built in the background and list sorted by precomputed keys; 1.0.33: brewing recipes found by their ID, tooltip search words read without regex, no synchronization scans on JEI's hidden anvil and grindstone menus
ModernFix 4 Stronghold cache given back next to C2ME, model-location walk, cube sharing, creative-tab index
Spawn 4 Sea life without a Random per tick, fly check, waterlogged memo, zombified-flower search fix

Three controls each (3 mods): AmbientSounds, ImmediatelyFast, Structurify.

Two controls each (18 mods): Alex's Mobs, Ars Nouveau, Cryptic Foes, Dynamic Trees, Farmer's Delight, FD Bosses, Fowl Play, Fusion, Goblins Tyranny, Hostile Villages, L2 Library, Lionfish API, Pipez, Relics, Ryoamic Lights, Storage Drawers, TaCZ, TerraBlender.

One control each (43 mods): Ad Astra, Almost Unified, Architectury API, Artifacts, Better Combat, Bosses of Mass Destruction, Butterflies, ChunkSending, CIT Reforged, Citadel, CoFH Core, Colorwheel, Cooking for Blockheads, Critters and Companions, Cucumber, Dungeons Delight, Entity Texture Features, EntityCulling, FancyMenu, Immersive Engineering, Jaden's Nether Expansion, Kiwi, Legendary Monsters, Mowzie's Mobs, Mutant Monsters, Nether Depths Upgrade, Occult, Oh The Biomes We've Gone, Particular, Pehkui, Placebo, Presence Footsteps, Regions Unexplored, Ribbits, Sake's Structures, Scorched, Scuba Gear, Simply Swords, SlashBlade: Resharped, Slice & Dice, Structure Gel API, Terramity, Under the Moon.

Without a switch: Trackwork model repair (five Trackwork wheel and track models repaired at load time).

The three Living Engineering controls of 1.0.19 moved into Living Engineering 3.0.2 itself in 1.0.20; see Living Engineering.

What this mod is not

  • It is not a claim that the per-patch numbers add up. Every number on the control pages measures its named method, phase or reproduction on the historical build it was measured on, and results are not additive. The whole-pack effect is a separate measurement with its own page: Whole-modpack benchmark.
  • It is not a replacement for your optimization stack. Keep Embeddium, ImmediatelyFast, ModernFix, FerriteCore, Radium and C2ME. Bons adds separately implemented changes to paths that still did unnecessary work in the tested pack, including some inside those optimization mods.
  • It is not version-agnostic. Every patch is bound to the tested target version listed on its page. Other versions are left untouched with one WARN line.

Bons and Furious

Minecraft 1.20.1 / Forge 1.0.34

Compatibility

Controls by mod

Links

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