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Lionfish API
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.
Two controls for Lionfish API (mod id lionfishapi; the library of L_Ender's Cataclysm): model boxes are drawn without new vectors per vertex (tested with 3.0), and the fluid-walk check reads its cells without throwaway arrays (tested with 2.8; 3.0 has the same check). Every switch checks the code it would change against the tested build; another build is left untouched with one WARN line (see How the patches are applied).
| Key | Target | Side | Since | Kind |
|---|---|---|---|---|
lionfishapi_fluid_walk_scan |
Lionfish API 2.8 (3.0 has the same check) | BOTH | 1.0.30 | opt |
lionfishapi_model_vertices |
LionfishAPI 2.8 (L_Ender's Cataclysm) | CLIENT | 1.0.28 | opt |
Since: 1.0.28 · Target: LionfishAPI 2.8 (L_Ender's Cataclysm) · Side: CLIENT · Kind: opt
Mixin: LionfishBoxVerticesMixin
LionfishAPI model boxes without new vectors per vertex. LionfishAPI carries the same model-box loop as Citadel; the same two vectors now come from one reused vector on the render thread, as in citadel_model_vertices.
Measured: as citadel_model_vertices (the same proof covers both libraries).
Since: 1.0.30 · Target: Lionfish API 2.8 (3.0 has the same check) · Side: BOTH · Kind: opt
Mixin: LionfishFluidWalkMixin
Lionfish API: the fluid-walk check reads its cells without throwaway arrays. Lionfish API (it comes with L_Ender's Cataclysm) checks, for every mob that moves without rising, whether it stands on a fluid it can walk over. Each check built 13 small arrays and 12 block positions, about 0.8 KB of garbage, and read 12 cells although only 6 are different. The check now reads the 6 cells once each, in the same order, with no garbage. A cell is skipped only where reading it again could not change anything (its chunk was read just before and nothing else ran in between); on a chunk's edge, or if the mob changes block during the check, it reads all 12 as before. Same fluid, same height, the same stand-on-fluid event, same result. (The profiler's "getChunk" counter, counted only while /debug or /perf runs, sees the 6 skipped repeat lookups less.)
Measured: offline on the transformed Entity, 1.5 million checks with identical results, events, mob state and chunk bookkeeping; dry ground 832 -> 0 bytes and about half the time per check (161-199 -> 79-122 ns over two runs), standing in water 11.3 -> 6.1 us. Before, the check was 0.45-0.6% of the server thread and 0.8% of its allocation in our pack.
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
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