Skip to content

Compatibility

BonsUnleashed edited this page Oct 7, 2026 · 6 revisions

Compatibility

Minecraft 1.20.1 / Forge: this page documents that build and its measurements. For the separate 170-control Minecraft 1.21.1 port, see Minecraft 1.21.1 NeoForge.

Bons and Furious needs no other mod and is meant to run next to whatever a pack already has, other optimization mods included. This section collects what is known about how it gets along with other mods. It describes release 1.0.34 and was last checked on 6 October 2026.

Page What is on it
This page How conflicts are avoided, other optimization mods, mods players asked about
Known conflicts and workarounds The cases that crash or behave differently today, and the switch that avoids each one
Tested mod list The 456 public mods that run next to it in the test pack, the mods that were run together with it one by one, and 303 more whose patches were compared
Redundant mods Which mods it replaces, which it only overlaps and which to keep
Compatibility and target versions The mods it patches, with the exact builds, and the supported Minecraft and Forge versions

What "compatible" means here

Every entry in this section says which kind of check stands behind it.

  • Runs in the test pack. The mod is installed in the large pack Bons and Furious is developed in. Before a release is published it is started in a copy of that pack, on the client and on a dedicated server.
  • Run together. The mod was put into a small test game with only the mods it needs, once without and once with Bons and Furious. A server run starts a dedicated server, generates test terrain (chunks in the Overworld, heights and biomes in the Nether and the End as well), spawns and ticks mobs, saves and stops; the terrain of both runs is then compared. A client run joins a flat world, draws mobs for twenty seconds and takes a screenshot. Both kinds of run load every class Bons and Furious changes that exists in that game, so that both mods' changes meet. No player joins the server run, and nobody plays in the client run.
  • Patches compared. A tool read the mod's patches and compared them with ours, looking for the combinations the game refuses to load and for places where both mods change the same call. The mod was not run.

None of this is a promise for every combination of mods. If something breaks, look at Known conflicts and workarounds first, then report it.

How a conflict is avoided

Every control is one switch, and it looks before it changes anything.

  1. The target mod is missing. Nothing is patched and nothing is logged.
  2. The target is at another build. A control compares the code it would change with the build it was tested on. If the code differs, the whole control is skipped with skipped for lines in the log, and everything else keeps working. See How the patches are applied.
  3. Another mod makes the same change. A control can step aside so that only one copy runs. The log then says steps aside and names the other mod. In 1.0.34, 24 controls do this for Collections Of Optimizations, two for GeckolibBetterFPS and one each for Generator Accelerator, ServerCore and Valkyrien Skies. Since 1.0.33, three terrain controls (terrain_density_memo, terrain_final_density_reuse and vanilla_noise_wrap_presize) also step aside when another mod changes the same call in a chunk's terrain set-up. This was seen with FastChunkGen and the c2meforge port of C2ME. Bye Pregen 1.1.2.4 changes one of these calls too. Its change was checked for that version, so terrain_final_density_reuse keeps working next to it and says so in the log.
  4. Another mod changed the same code in its own way. Some controls look at the finished class while the game runs. If they find code from a mod they were not checked with, they stand down with one stands down line and the original code runs. The world-generation controls for aquifers and for terrain around structures work this way.
  5. You decide. Every control can be switched off by hand: set its key to false in config/bons_and_furious.properties, or start the game with -Dbons_and_furious.disabled.<key>=true.

What these checks cannot see is a mod that changes the same call in a way nobody tested. Those are the cases on Known conflicts and workarounds. Each of them was found by a report or by a test, and each has a switch.

Other optimization mods

Keep your optimization mods. Bons and Furious does not replace Embeddium, ImmediatelyFast, ModernFix, FerriteCore, Radium or C2ME. It changes code those mods leave as it is, and some code inside them. Which mods it does replace, fully or in part, is on Redundant mods.

In the test pack

Mod Build Result
ModernFix 5.27.77 Works together. It is a target itself; see ModernFix. The newer 5.27.85 was also run together, see below.
FerriteCore 6.0.1 Works together. No method in common.
Radium Re-Reforged 0.14.3 Works together. It is a target itself; see Radium Re-Reforged.
C2ME, the c2meF port 0.2.0+alpha.12 Works together. Nothing of C2ME is patched. A few controls read which C2ME modules are switched on.
Embeddium 0.3.31 Works together, with and without Oculus. It is a target itself; see Embeddium.
Oculus 1.8.0 Works together. It is a target itself; see Oculus.
ImmediatelyFast 1.5.5 Works together. It is a target itself; see ImmediatelyFast.
EntityCulling 1.10.5 Works together. It is a target itself; see EntityCulling.
Distant Horizons 3.3.2 Works together. It is a target itself; see Distant Horizons. Several fixes exist because other mods reach into the live world from its generation threads; see Generation context fixes.
Entity Texture Features 7.1 Works together. It is a target itself; see Entity Texture Features.
Entity Model Features 3.2.4 Works together. It is a target itself; see Entity Model Features.
BadOptimizations 2.4.1 Works together. No method in common.
Fast Noise 1.0.13 Works together. No method in common.
Krypton Reno 26.1.1 Works together. No method in common.
Vivecraft 1.3.15 Works together.
Memory Leak Fix, FastSuite, FastFurnace, FastWorkbench, Clumps, Async Locator, AI Improvements: Performance Tuning, Cull Leaves, Recipe Essentials, Packet Fixer, Better Fps - Render Distance, AttributeFix, EnlightenedBlockEntities see Tested mod list Work together.

Run together with 1.0.34

All of these were run on 6 October 2026 on Forge 47.4.16. "Server" and "client" say which kind of run was made. "Same terrain" means the generated terrain was identical without and with Bons and Furious.

Mod Build Run Result
ModernFix (newer build) 5.27.85 Server Works together. Run with TerraBlender and Biomes O' Plenty; same terrain. No control was skipped on this build.
Canary 0.3.3 Server Works together; same terrain. Two warning lines in the log; see Known conflicts and workarounds.
ServerCore 1.5.2 Server Works together; same terrain. vanilla_spawn_gate_visibility_memo steps aside for it.
Krypton Reforged 0.2.3 Server and client Works together; same terrain. Both batch network flushes. No error on a server without players and in a single-player world; a server with players was not tested.
Connectivity 7.7 Server and client Works together; same terrain. Both change how a connection sends. No error on a server without players and in a single-player world.
Noisium 2.3.0 Server Works together; same terrain. No change in common, and the terrain controls did the same amount of work as without it.
Saturn, Starlight, Alternate Current, Smooth Boot (Reloaded) 0.1.3, 1.1.2, 1.7.0, 0.0.4 Server and client Work together; same terrain. Run in one game with ModernFix, FerriteCore, Memory Leak Fix, AI Improvements, Clumps, Noisium and Krypton Reforged, and on the client also with Embeddium, Oculus, Canary, Connectivity and JEI.
Rubidium 0.7.1 Client Starts and runs. Ten of the thirteen Embeddium controls skip themselves on it, because its code differs from Embeddium 0.3.31.
Chloride 1.8.1 Client Works together. Run with Embeddium 0.3.31.
Polytone 3.5.26 Client Works together.
Accelerated Rendering 1.0.14 Client Works together since 1.0.30. Run with Embeddium, Oculus and Complementary Unbound switched on.
Just Enough Freezes (FastJEI) 2.0 Client Works together. Run with JEI 15.59.0.212; the game joined a world with both.
FastChunkGen 0.3 Server Works together; same terrain, with and without ModernFix. Some world-generation controls stand down or step aside for its versions; see Known conflicts and workarounds.
LighterCitadel 1.0 Server and client Works together. Run with Citadel 2.6.1. No method in common.
Bye Pregen 1.1.2.4 Server Works together; same terrain, with and without ModernFix. Three world-generation controls stand down for its versions; see Known conflicts and workarounds.
Collections Of Optimizations 4.4 Server and client Works together since 1.0.27; same terrain. Run with Alex's Caves, GeckoLib and Architectury. For every change both mods make, exactly one copy runs; see Known conflicts and workarounds.
C2ME, the c2meforge port 0.2.0-forge.9.8 Server Works together since 1.0.33; same terrain. Three terrain controls step aside for it and three more stand down; see Known conflicts and workarounds. With 1.0.30 the world did not load.
Biolith 1.0.1-beta.1 Server Works together since 1.0.33; same terrain. With 1.0.30 the world did not load; see Known conflicts and workarounds.
TaCZ Tweaks, with Timeless and Classics Zero 2.5.0 with TaCZ 1.1.5, 2.14.2 with TaCZ 1.1.8 Server Works together since 1.0.30; same terrain. On TaCZ 1.1.5 tacz_sync_scope steps aside for it; on TaCZ 1.1.8 that control is skipped anyway.
Fast Async World Save 2.6 Server Works together; same terrain.
Tritium 26.10-hotfix Server and client Works together; same terrain.
Krypton Hybrid 0.2.33 Server and client Works together; same terrain.
Generator Accelerator 1.4.10-3.1; 1.6.2 on Minecraft 1.21.1 Server Works together since 1.0.33, and since 1.0.33+mc1.21.1 on Minecraft 1.21.1; same terrain. vanilla_beardifier_influence_bounds steps aside for it. vanilla_aquifer_candidate_cache and worldgen_empty_beardifier_marker stand down. With 1.0.30, and on Minecraft 1.21.1 with the 1.0.30 and 1.0.30.1 ports, the world did not load next to it.
Noise Boost 1.2.2 Server Works together; same terrain. vanilla_aquifer_candidate_cache, vanilla_beardifier_influence_bounds and worldgen_empty_beardifier_marker stand down.
TerraBlenderFix 0.0.1 Server Works together; same terrain.
Harium 2.0 Server Works together; same terrain. radium_world_border_keep_listeners is skipped. The other Radium controls found the same code in it and apply.
GeckolibBetterFPS 1.0.2 Client Works together. geckolib_bone_queue_reuse and geckolib_quad_vectors step aside for it.
JEIOptimizer 1.2.1-15.59 Client Works together.
lazyyyyy 0.14.19 Client Works together.
StopRendering 1.0.3 Client Works together.
Flerovium 1.2.19 Client Works together.
Kerria 1.3.2 Client Works together.
Jasione 1.0.9 Client Works together.
Pipez Optimizer 1.0.7 Server Works together since 1.0.34; same terrain. Without Mekanism, 1.0.30 and 1.0.33 stopped the game while it loaded the mods.
Alex's Mobs: Tweaks 1.3.3 Server Works together; same terrain.
Create Repair 1.3.0 Server and client Works together; same terrain.
Immersive Fixes 1.7.0 Server and client Works together; same terrain.

Patches compared only

These optimization mods were not run. Their patches were compared with ours and no conflicting combination was found: Async Particle Fix, Chunky, Dynamic FPS, Embeddium Extra, Fast IP Ping, Fast Paintings, Fastload-Reforged, FPS Reducer, Gpu memory leak fix, Ixeris, Ksyxis, Let Me Despawn, Noisiumed, Remove Reloading Screen, Sodium Dynamic Lights, Sodium Extras, Yeetus Experimentus. The full list of 303 mods checked this way is on Tested mod list.

Mods players asked about

Asked about Does it work with Bons and Furious 1.0.34?
FastChunkGen 0.3 Yes. Run together on a dedicated server; the terrain was the same with and without Bons and Furious. Details on Redundant mods.
LighterCitadel 1.0 Yes. Run together on a dedicated server and on a client. The two change no method in common.
Accelerated Rendering 1.0.14 Yes, since 1.0.30. Run together with Oculus and a shader pack switched on. With 1.0.27 the two crashed.
TaCZ Tweaks Yes, since 1.0.30. tacz_sync_scope steps aside with one log line while TaCZ Tweaks is installed. Run together on a dedicated server (TaCZ 1.1.5 with TaCZ Tweaks 2.5.0, and TaCZ 1.1.8 with TaCZ Tweaks 2.14.2). With 1.0.27 the game stopped at start.
Bye Pregen 1.1.2.4 Yes. Run together on a dedicated server; same terrain. On Minecraft 1.21.1 a start-up crash with it is fixed since 1.0.30+mc1.21.1.
Biolith (on Minecraft 1.21.1 it is inside Quark) Yes, since 1.0.33, and since 1.0.30.1+mc1.21.1 on Minecraft 1.21.1. Older releases need vanilla_climate_rtree_flat_bounds=false.
Collections Of Optimizations 4.4 Yes, since 1.0.27.

Shaders, resource packs and VR

The test pack runs Complementary Unbound r5.7.1 with Euphoria Patches 1.8.6 through Oculus, Fresh Animations 1.10.4 through Entity Model Features and Entity Texture Features, connected textures through Fusion, and Vivecraft. The Oculus, Embeddium and entity controls were developed and measured with these on. On 6 October 2026, Embeddium 0.3.31 was also run alone, with Oculus and Complementary Unbound, and with Accelerated Rendering on top. Other shader packs and resource packs are not tested one by one. A control that depends on a specific shader file says so on its page.

Without Oculus, Embeddium replaces one model lookup itself. vanilla_model_bone_lookup then steps aside with one log line. Without Fusion, embeddium_visible_faces_first is not applied, because it needs both mods. Since 1.0.34 this shows only in the debug log; older releases logged three skipped for lines.

Not supported

  • Fabric, Quilt and NeoForge with this build, and Minecraft versions other than 1.20.1. The Minecraft 1.21.1 NeoForge port is a separate build with its own pages.
  • The retired mods whose work moved into this one: Bons Valkyrien Fixes (also shown as Bons to Be Afloat), Bons Worldgen Compatibility, and an old bons_pure_optimizations-<version>.jar next to bons_and_furious-<version>.jar. Remove them; see Installation and configuration.
  • Forks that replace a target mod, such as Rubidium in place of Embeddium. Nothing breaks, but the controls for that target skip themselves, because the fork's code differs.

Asking about a mod, or reporting a conflict

Open an issue at github.com/BonsUnleashed/bons-and-furious/issues with the other mod's name and version, your Bons and Furious version, and logs/latest.log. If the game crashed, add the crash report. A mod that is not on these pages has not been looked at yet.

Bons and Furious

Minecraft 1.20.1 / Forge 1.0.34

Compatibility

Controls by mod

Links

Clone this wiki locally