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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 |
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.
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.
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.
- 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.
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.
- 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
WARNline.
Bons and Furious is licensed GPL-3.0-only with upstream notices retained. Target mod names identify compatibility targets and do not imply endorsement; their code, assets and licenses remain their authors' property. All measurements on this wiki are focused method, phase or reproduction measurements from the pack the mod was built for, taken on the historical build named in each entry; they are not whole-game FPS or TPS promises and are not additive.
Bons and Furious
Minecraft 1.20.1 / Forge 1.0.34
- Home
- Installation and configuration
- How the patches are applied
- All controls
- Measurements and caveats
- Whole-modpack benchmark
- Troubleshooting and log messages
- Generation context fixes
- Version history
Compatibility
- Compatibility
- Known conflicts and workarounds
- Tested mod list
- Redundant mods
- Compatibility and target versions
Controls by mod
- Minecraft (51)
- Forge (6)
- Ad Astra (1)
- Alex's Caves (4)
- Alex's Mobs (2)
- Almost Unified (1)
- AmbientSounds (3)
- Architectury API (1)
- Ars Nouveau (2)
- Artifacts (1)
- Better Combat (1)
- Bosses of Mass Destruction (1)
- Butterflies (1)
- ChunkSending (1)
- CIT Reforged (1)
- Citadel (1)
- CoFH Core (1)
- Colorwheel (1)
- Cooking for Blockheads (1)
- Create (4)
- Critters and Companions (1)
- Cryptic Foes (2)
- Cucumber (1)
- Curios API (6)
- Distant Horizons (17)
- Dungeons Delight (1)
- Dynamic Trees (2)
- Embeddium (13)
- Entity Model Features (4)
- Entity Texture Features (1)
- EntityCulling (1)
- FancyMenu (1)
- Farmer's Delight (2)
- FD Bosses (2)
- Fowl Play (2)
- Fusion (2)
- GeckoLib (5)
- Goblins Tyranny (2)
- Hostile Villages (2)
- Ice and Fire (6)
- ImmediatelyFast (3)
- Immersive Engineering (1)
- Jaden's Nether Expansion (1)
- JEI (7)
- Kiwi (1)
- L2 Library (2)
- Legendary Monsters (1)
- Lionfish API (2)
- ModernFix (4)
- Mowzie's Mobs (1)
- Mutant Monsters (1)
- Nether Depths Upgrade (1)
- Occult (1)
- Oculus (12)
- Oh The Biomes We've Gone (1)
- Particular (1)
- Pehkui (1)
- Pipez (2)
- Placebo (1)
- Presence Footsteps (1)
- Radium Re-Reforged (8)
- Regions Unexplored (1)
- Relics (2)
- Ribbits (1)
- Ryoamic Lights (2)
- Sake's Structures (1)
- Scorched (1)
- Scuba Gear (1)
- Simply Swords (1)
- SlashBlade: Resharped (1)
- Slice & Dice (1)
- Spawn (4)
- Storage Drawers (2)
- Structure Gel API (1)
- Structurify (3)
- TaCZ (2)
- TerraBlender (2)
- Terramity (1)
- Under the Moon (1)
- Valkyrien Skies (15)
- Trackwork model repair
- Living Engineering (moved out in 1.0.20)
Links