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Redundant mods
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.
Which other mods does Bons and Furious 1.0.34 replace, which does it only overlap, and which should you keep? This page lists every mod that has been compared with it so far, including the ones players asked about. Last checked on 6 October 2026.
Two rules apply to every entry:
- A mod is called redundant only when Bons and Furious does that mod's whole job. An overlap in one area is no reason to remove a mod that does other things too.
- Every entry says what its verdict rests on: the two mods were run together, the other mod's code was read, its patches were compared with ours (which methods both mods change), or only its public description was read. Nothing here is a speed comparison. The two mods were never measured against each other.
| Mod | Verdict | Do they work together? | Why it is listed |
|---|---|---|---|
| Bons Valkyrien Fixes, also shown as Bons to Be Afloat (any version) | Redundant. Remove it. | No. Both would patch the same classes. | Earlier Bons mod, folded in at 1.0.15 |
| Bons Worldgen Compatibility 1.0.0 | Redundant. Remove it. | No. Both would patch the same classes. | Earlier Bons mod, folded in at 1.0.11 |
bons_pure_optimizations-<version>.jar |
Redundant. Remove it. | No. Forge refuses to start with both. | This mod under its old name (1.0.15 and earlier) |
| Bye Pregen 1.1.2.4 | Mostly redundant | Yes. Run together with 1.0.34. | Works on the same parts of world generation |
| Fast Async World Save 2.6 | Mostly redundant | Yes. Run together with 1.0.34. | Does the same job as two controls |
| VMD Animation Cache 1.0.0 | Mostly redundant | Yes. Run together with 1.0.34. | Does the same job as one control |
| Just Enough Freezes (FastJEI) 2.0 | Partly redundant | Yes. Run together with 1.0.34. | Works on the same parts of JEI |
| Collections Of Optimizations 4.4 | Partly redundant | Yes, since 1.0.27. | 24 of its changes are the same |
| FastChunkGen 0.3 | Not redundant | Yes. Run together with 1.0.34. | A player asked |
| LighterCitadel 1.0 | Not redundant | Yes. Run together with 1.0.34. | A player asked |
| Accelerated Rendering 1.0.14 | Not redundant | Yes, since 1.0.30. | A player reported a crash |
| TaCZ Tweaks | Not redundant | Yes, since 1.0.30. | A player reported a crash |
| Embeddium, ModernFix, FerriteCore, Radium, C2ME and the rest of your optimization mods | Not redundant. Keep them. | Yes. The test pack runs them all. | The usual optimization stack |
| More mods, among them Krypton Reforged, Canary, ServerCore, GeckolibBetterFPS and JEIOptimizer | Partly redundant or not redundant | See the tables below. | Compared on 5 October 2026 |
Three JARs must not sit next to bons_and_furious-<version>.jar, because their work is inside it:
-
Bons Valkyrien Fixes 1.3.0 (displayed as Bons to Be Afloat). All 15
valkyrien_*controls on Valkyrien Skies and the Trackwork model repair came from it. Folded in at 1.0.15. - Bons Worldgen Compatibility 1.0.0. Its six fixes are listed on Generation context fixes. Folded in at 1.0.11.
-
bons_pure_optimizations-<version>.jar, the name this mod had up to 1.0.15. With both JARs present Forge refuses to start, because the two would load the same packages twice.
Installation and configuration explains how your switches carry over.
Verdict: mostly redundant. Bye Pregen (by MoePus) speeds up world generation. Most of the areas it works on are areas where Bons and Furious already removes the repeated work. It also has things Bons and Furious does not have.
What this rests on: its public description, changelogs and commit messages were read on 4 October 2026 (its code was not), and the two were run together on 5 October 2026.
Only in Bye Pregen: compiled density functions and surface rules, a rewrite of feature placement, its own block storage for chunks being generated, its chunk serializer and its own light engine.
Running both (Forge 47.4.16, Bye Pregen 1.1.2.4, dedicated server, with and without ModernFix 5.27.77): the server started, generated terrain, saved and stopped cleanly, and the terrain was the same with and without Bons and Furious. Three controls stand down with one log line each, because Bye Pregen changes the same aquifer and structure-blending code: vanilla_aquifer_candidate_cache, worldgen_empty_beardifier_marker and vanilla_beardifier_influence_bounds. vanilla_aquifer_high_air needs the first of them, so it is idle too. Bye Pregen's versions do that work then. terrain_density_memo and terrain_final_density_reuse kept running: their counters matched a run without Bye Pregen.
On Minecraft 1.21.1, Bye Pregen 1.1.3.0 stopped the game at start with the port 1.0.27+mc1.21.1. That is fixed in 1.0.30+mc1.21.1; see NeoForge 1.21.1 test results.
Verdict: mostly redundant. Fast Async World Save (by someaddon) writes a world's saved data, player data and level data on a background thread. Two controls of Bons and Furious do the same job.
What this rests on: its public description and changelog were read, its patches were compared with ours, and the two were run together on 5 October 2026 (Fast Async World Save 2.6 with Cupboard 2.7, on a dedicated server).
| Written in the background | Fast Async World Save 2.6 | Bons and Furious 1.0.34 |
|---|---|---|
Saved data (the data folders of a world) |
yes | vanilla_background_saves |
| Player files | yes |
vanilla_background_saves, with advancements and statistics |
level.dat |
yes |
vanilla_background_level_dat, which ships switched off |
Not the same, or not known: Bons and Furious leaves saved data on the server thread when a mod writes its own file format. Its changelog also names "data corruption prevention" and does not say what that does.
Running both: the server started, saved and stopped cleanly with both, also with vanilla_background_level_dat switched on. A forced save was on disk when the save command returned, and the terrain was the same with and without Bons and Furious. Nothing has to be changed to run both, but you do not need both for this job.
Verdict: partly redundant. Both mods shorten the freeze when JEI starts. They overlap in two places and each has work the other lacks.
What this rests on: the source of Just Enough Freezes 2.0 was read next to Bons and Furious 1.0.30 on 4 October 2026, and the two were run together on a client with JEI 15.59.0.212 on 5 October 2026. The game started and joined a world without errors.
| Part of JEI | Just Enough Freezes 2.0 | Bons and Furious 1.0.34 |
|---|---|---|
| Item stacks of listed ingredients | keeps each stack for as long as its entry lives |
jei_typed_stack_cache keeps each stack under JEI's own one-second rule |
| Search index | builds whole prefix indexes on several threads and can read tooltips on them |
jei_baked_index_background_grams moves one inner step to the background; calls into other mods stay on the game's own thread; since 1.0.33 jei_tooltip_words reads the search words of tooltips with less work |
| Ingredient list sorting, item registry lookups | not covered |
jei_sort_index_keys, jei_server_item_registry
|
| Brewing recipe lookups, updates of JEI's hidden anvil and grindstone menus | covered | covered since 1.0.33: jei_brewing_lookup, jei_hidden_menu_sync
|
| Generated anvil and grindstone entries | left out of JEI by default (two options that ship switched on) | kept; Bons and Furious removes no entry from JEI |
Since 1.0.33 the brewing and menu work is covered here too. What only Just Enough Freezes has is its index build on several threads. Know that its default settings leave the generated enchanting, disenchanting and repair entries out of JEI. Reading the code suggests that only one of the two item-stack caches does the work when both mods are installed. The run did not look at that.
Verdict: partly redundant. Both mods are collections of many separate patches for many mods. Neither replaces the other.
What this rests on: both mods' code was compared and the two were run together (Collections Of Optimizations 4.4, 2 October 2026).
- 24 controls make the same change as one of its options. Four did so in 1.0.27: the frame-rate limiter before the display update (
frame_pacing), Architectury's event dispatch (architectury_event_dispatch), GeckoLib's easing (geckolib_primitive_easing) and the magnet query of Alex's Caves (alexscaves_magnet_query). Twenty more came with 1.0.30, for Minecraft itself and for Alex's Caves, Artifacts, Citadel, CoFH Core, Cucumber, Curios, Distant Horizons, FancyMenu, GeckoLib, ImmediatelyFast, Mowzie's Mobs, Oh The Biomes We've Gone, Pehkui, Placebo, Storage Drawers and TerraBlender. - Exactly one copy of each runs. While the other mod's option for it is on, the Bons control steps aside. While it is off, the Bons control applies and the other copy is left out. One log line per control says which.
- Each mod has many patches the other lacks: the other 224 controls here, and several hundred patches there.
- With 1.0.26 and earlier, the two crashed together with Alex's Caves on the first magnetism tick.
The two were run together again on 6 October 2026: 1.0.34 on a dedicated server and on a client, with Alex's Caves, GeckoLib and Architectury. No error came from either mod, and the terrain was the same with and without Bons and Furious. The log lines are described on Known conflicts and workarounds.
Verdict: not redundant. FastChunkGen (by Misanthropy) describes itself as a Forge 1.20.1 port of C2ME: chunk generation on several threads and chunk loading and saving off the main thread. Bons and Furious has nothing like that. If you want threaded chunk generation, you need a mod such as FastChunkGen or C2ME.
A player asked whether the two work together. They do. What this rests on: both were run together on 6 October 2026 (FastChunkGen 0.3 and Bons and Furious 1.0.34 on a Forge 47.4.16 dedicated server, with and without ModernFix 5.27.77). The server started, generated its spawn area and test chunks, answered height and biome queries in the Overworld, the Nether and the End, saved and stopped cleanly. No error came from either mod, and the terrain was the same with and without Bons and Furious.
FastChunkGen brings its own version of two things Bons and Furious also does. In both cases only one of the two does the work:
-
Aquifers. FastChunkGen changes the same aquifer code, so
vanilla_aquifer_candidate_cachestands down with one log line, andvanilla_aquifer_high_air, which needs it, is idle too. -
Density functions. Without ModernFix, FastChunkGen's own density options run. Since 1.0.33,
terrain_density_memo,terrain_final_density_reuseandvanilla_noise_wrap_presizethen step aside with one log line each. Before that, the first two did nothing and logged nothing. With ModernFix at its default settings the Bons controls ran as usual.
Nothing needs to be changed in either config.
Verdict: not redundant. LighterCitadel (by Misanthropy) changes how Citadel keeps track of entity ticks and a few other internals. Bons and Furious has one control for Citadel, citadel_model_vertices, which is about drawing model boxes. The two change no method in common.
A player asked whether the two work together. They do. What this rests on: the patches of LighterCitadel 1.0 were compared with ours, and both were run together on 5 October 2026 on a dedicated server with Citadel 2.6.1. It started, ticked mobs for 300 ticks and stopped cleanly. On a client with Citadel 2.6.1 the game joined a world with both.
Verdict: not redundant. Accelerated Rendering caches entity meshes and moves vertex work to the graphics card. Bons and Furious removes repeated work and allocation on the processor. The two touch a little of the same rendering code and do different jobs.
A player reported that the two crashed. That was true for 1.0.27 together with Oculus: the game crashed when entities were drawn with shaders on. It is fixed in 1.0.30 (see oculus_entity_vertex_reuse). Tested with Accelerated Rendering 1.0.14 and Oculus 1.8.0. On 5 October 2026 the two were run together again with Embeddium 0.3.31 and a shader pack switched on: the game joined a world and drew mobs without errors.
Verdict: not redundant. TaCZ Tweaks changes how Timeless and Classics Zero plays. Bons and Furious has two small optimizations for TaCZ's data syncing (TaCZ).
A player reported that the game stopped at start with both. That was true for 1.0.27. Since 1.0.30 tacz_sync_scope steps aside with one log line while TaCZ Tweaks is installed, and the two start together. Run together on 5 October 2026 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.
Keep them. Bons and Furious is not a replacement for Embeddium, ImmediatelyFast, ModernFix, FerriteCore, Radium, C2ME, EntityCulling, Oculus or Distant Horizons. It changes code those mods leave as it is, and some code inside them. The whole-pack benchmark kept them installed on both sides of the comparison; see Whole-modpack benchmark. What was tested with each of them is on Compatibility.
On 6 October 2026 the Forge 1.20.1 mods below were compared with Bons and Furious 1.0.34. For each one its public description was read, its patches were compared with ours, and the two were run together in a small test game. Compatibility says what such a run covers. The tables say what each mod does according to its own description, what Bons and Furious has in common with it, and whether the two ran together.
"In common" means that both mods work on the same cost. It never means that the other mod's code was used.
| Mod | What it does | In common | Verdict | Do they work together? |
|---|---|---|---|---|
| Fast Async World Save 2.6 | Writes world saved data, player data and level data on a background thread. | The same job as vanilla_background_saves (saved data, player files, advancements, statistics) and vanilla_background_level_dat (level.dat; this one ships switched off). |
Mostly redundant | Yes. Server run. Same terrain. See its section above. |
| Shinoyuki-BetterAutoSave 0.20.2 | Builds chunk and entity save data on background threads, writes saved data in the background and adds safety checks for player files and level.dat. |
The background writes of saved data, player files and level.dat. Its main job, saving chunks and entities off the main thread, is not in Bons and Furious. |
Partly redundant | Yes. Server run. Same terrain. |
| Gradium 1.0 | Speeds up the saving of points of interest, saved data and player data, and paces saving by server speed. | Saved data and player files, through vanilla_background_saves. Point-of-interest saving and the pacing are not in Bons and Furious. |
Partly redundant | Yes. Server run. Same terrain. |
| Tritium 26.10-hotfix | A collection of thirteen features. One of them is asynchronous world saving. | Only the saving part. | Not redundant | Yes. Server and client run. Same terrain. |
| Mod | What it does | In common | Verdict | Do they work together? |
|---|---|---|---|---|
| Fast Tag 26.1 | Makes tag keys compare and hash by identity. Its page says it has been replaced by Lean Object. |
vanilla_tag_membership_ids removes the same cost from tag tests in another way. Tag keys used elsewhere are not covered. |
Partly redundant | Yes. Server run. Same terrain. |
| Lean Object 26.9.2 | Seven memory and lookup changes for identifiers, tag keys, resource keys, ingredients, NBT and models. | Only the tag key part (see Fast Tag). | Not redundant | Yes. Server and client run. Same terrain. On the server it did not start alone in the test, because it needs MixinExtras from another mod; the terrain was compared with a server that has neither mod. |
| Mod | What it does | In common | Verdict | Do they work together? |
|---|---|---|---|---|
| Krypton Reforged 0.2.3 | Faster network handlers, flush consolidation and smaller packet work. | Flush consolidation, through vanilla_connection_flush_batching. The handlers and the packet work are not in Bons and Furious. |
Partly redundant | Yes. Server and client run. Same terrain. |
| Krypton Hybrid 0.2.33 | Another compression method, new packet formats for chunks and light, and flush consolidation with entity packet bundling. | Only the flush part. | Not redundant | Yes. Server and client run. Same terrain. |
| HariPlayer 2.0 | Chunk loading in the background at login, another entity tracker, fewer packet flushes and a no-tick view distance. | Only the flush part. | Not redundant | Yes. Server run. Same terrain. |
| Mod | What it does | In common | Verdict | Do they work together? |
|---|---|---|---|---|
| Generator Accelerator 1.4.10-3.1 | Rewrites block storage, surface building, feature placement, noise and the climate search during generation, and brings aquifer and structure-blending code based on C2ME. | The climate search, the aquifers and the structure blending are also covered here (vanilla_climate_rtree_flat_bounds, vanilla_aquifer_candidate_cache, vanilla_beardifier_influence_bounds and three more). The rest is not. |
Partly redundant | Yes, since 1.0.33. Server run. 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 the world did not load next to it. |
| Noise Boost 1.2.2 | A fork of Fast Noise with more work on noise filling, aquifers and the climate search. | The aquifer candidate table (vanilla_aquifer_candidate_cache) and the climate search. Six of its eight areas are not in Bons and Furious. |
Partly redundant | Yes. Server run. Same terrain. vanilla_aquifer_candidate_cache, vanilla_beardifier_influence_bounds and worldgen_empty_beardifier_marker stand down. |
| SwiftGen 1.0.0 | A climate point cache, a faster block access path and batched heightmap priming. | Its climate cache and vanilla_climate_sample_repeat work on the same lookups; ours only remembers the immediate repeat. |
Not redundant | Yes. Server run. Same terrain. |
| Tpsum 0.0.10 | Faster mob spawning, biome lookups, feature placement, task queues and goal selection. |
vanilla_biome_fiddle_mask is the same change (the idea is credited to it), and vanilla_goal_flags_none_disabled covers the usual case of its goal flag change. |
Not redundant | Yes. Server run. Same terrain. |
| TerraBlenderFix 0.0.1 | Removes the cost of TerraBlender's namespaced surface rules by regrouping them. Its page calls this a hack that can cause issues with some mods. |
terrablender_namespace_rule_memo and terrablender_lazy_namespace_rules make the same rules cheaper and keep every surface block the same. |
Partly redundant | Yes. Server run. Same terrain. |
| Mod | What it does | In common | Verdict | Do they work together? |
|---|---|---|---|---|
| Canary 0.3.3 | A port of Lithium: general optimizations of game logic. | A few single changes, such as the fire scan and the point-of-interest sections. It is a base layer like Radium. | Not redundant | Yes. Server run. Same terrain. The log shows one warning; see Known conflicts and workarounds. |
| Harium 2.0 | A fork of Radium with more work on AI, collisions, item merging and hoppers. | A few single changes, such as item merging. It is an alternative to Radium Re-Reforged. | Not redundant | Yes. Server run. Same terrain. radium_world_border_keep_listeners is skipped. The other Radium controls found the same code in it and apply. |
| ServerCore 1.5.2 | Server optimizations and settings for chunk ticking, mob spawning, item frames and player logins. | One mob-spawning check. | Not redundant | Yes. Server run. Same terrain. vanilla_spawn_gate_visibility_memo steps aside for it. |
| Lomka 0.6.0 | About 45 small changes on both sides. |
vanilla_cursor_counters is the same change. |
Not redundant | Yes. Server and client run. Same terrain. |
| Mod | What it does | In common | Verdict | Do they work together? |
|---|---|---|---|---|
| GeckolibBetterFPS 1.0.2 | Speeds up the drawing and animation of GeckoLib models. | Two of its ten patches make the same change as geckolib_bone_queue_reuse and geckolib_quad_vectors. The other three GeckoLib controls and its other patches do different things. |
Partly redundant | Yes. Client run. geckolib_bone_queue_reuse and geckolib_quad_vectors step aside for it. |
| JEIOptimizer 1.2.1-15.59 | Builds JEI's search index on several threads and skips repeated updates of JEI's hidden menus. | The index build is also shortened by jei_baked_index_background_grams and jei_sort_index_keys, and the repeated updates of hidden menus are skipped by jei_hidden_menu_sync. Its whole-index threads are not in Bons and Furious; the item-stack cache and registry lookup here are not in it. |
Partly redundant | Yes. Client run. |
| Just Enough Threads 0.14.2 | Starts JEI on a background thread and builds its item list after you enter the world, a little at a time. | The goal: a shorter JEI freeze at join. Two of its smaller features have a counterpart here: indexed brewing lookups (jei_brewing_lookup) and skipped updates of hidden menus (jei_hidden_menu_sync). Its main features differ: Bons and Furious keeps JEI complete at join. |
Not redundant | Yes. Client run. |
| lazyyyyy 0.14.19 | Thirteen start-up and loading changes for the game and for single mods. | Three of them: faster file lookups of Kiwi (kiwi_manifest_lookup_index), Ice and Fire (iceandfire_tabula_lookup_index) and the Simply Swords config (simplyswords_config_unchanged_reuse). |
Not redundant | Yes. Client run. |
| StopRendering 1.0.3 | Switches six things off for entities that are not players, such as Curios ticking and Artifacts ticking on the client. | Two of the six: curios_slotless_tick_skip and artifacts_living_tick_order remove the same cost without switching anything off. |
Partly redundant | Yes. Client run. |
| Curios Performance Fix 1.0.2 | Fewer repeated Curios queries on the client and no drawing of empty or hidden Curios slots. | The area. The six Curios controls and two Relics controls here work on other lookups. | Not redundant | Yes. Client run. curios_slotless_tick_skip is skipped. It changes a Curios method that this control checks, so the control leaves Curios alone there; the other Curios controls apply. |
| VMD Animation Cache 1.0.0 | One change for SlashBlade: Resharped: a model pose that was already computed in this frame is not computed again. | The same job as slashblade_motion_update_memo. Ours runs the original code in three cases that it also remembers (face motions, look-at mode, models with listeners). |
Mostly redundant | Yes. Client run. |
| SlashBlade: A Belated Gift 1.0.2 | A rework of SlashBlade drawing: cached models, simpler shadows, less work per swing. | Only the pose update, which it makes cheaper and slashblade_motion_update_memo runs once per frame. |
Not redundant | Yes. Client run. |
| Lite FPS 1.0.0 | Changes the frame limiter so that the frame rate reaches the limit you set. | Both change the frame limiter. frame_pacing only moves the wait before the display update and does not raise the frame rate. |
Not redundant | Yes. Client run. Under a limit of 60 frames per second the game drew 1,164 frames in twenty seconds without Bons and Furious and 1,159 with it. |
| FramePacer 1.2 | Replaces the waiting method of the frame limiter with a more exact one. | Both change the frame limiter, in different places. | Not redundant | Yes. Client run. Under a limit of 60 frames per second the game drew 1,160 frames in twenty seconds without Bons and Furious and 1,159 with it. |
| Alloyium 1.0.0 | Culling on the graphics card and indirect draw calls for Embeddium. | Nothing. It hooks the same Embeddium draw code as embeddium_draw_batch_cache and embeddium_merged_draws. |
Not redundant | Yes. Client run. |
| Flerovium 1.2.19 | Faster drawing of items, particles and entities, with culling and level of detail. | Nothing. | Not redundant | Yes. Client run. |
| Kerria 1.3.2 | Caches animated texture frames and uploads textures faster. | Nothing. | Not redundant | Yes. Client run. |
| Jasione 1.0.9 | Stops enum value lists from being copied on every call, in every loaded class. | Nothing general. oculus_reuse_empty_graphs removes one such copy. |
Not redundant | Yes. Client run. |
| TheFastLaunch b1.9.1 | Start-up changes: registry events on several threads, caches for assets and JEI. | Nothing. It hooks the same Forge registry step as forge_object_holder_pass_index. |
Not redundant | Yes. Client run. |
| Mod | What it does | In common | Verdict | Do they work together? |
|---|---|---|---|---|
| Pipez Optimizer 1.0.7 | A rewrite of how Pipez moves items and fluids, with new upgrades and settings. | Two of its internal changes: no repeated sorting of connections (pipez_sorted_connections_memo) and cheaper item filtering (pipez_empty_filter_fast_path). |
Partly redundant | Yes, since 1.0.34. Server run. Same terrain. Without Mekanism, 1.0.30 and 1.0.33 stopped the game while it loaded the mods. |
| Ice and Fire Memory Fix 1.0.0 | Makes the extra data Ice and Fire attaches to every entity smaller. | A small part: iceandfire_lazy_reference_lists creates two of those lists only when they are used. |
Not redundant | Yes. Server run. Same terrain. |
| Alex's Mobs: Tweaks 1.3.3 | Cheaper nearest-target searches in Alex's Mobs and path searches on worker threads. | The nearest-target search of three fish, through alexsmobs_partner_min_scan. The path search work is not in Bons and Furious. |
Partly redundant | Yes. Server run. Same terrain. |
| Create Repair 1.3.0 | Brings about 75 fixes from newer Create versions to Create for 1.20.1. | One of them, the faster funnel extraction and contraption storage (create_single_pass_extraction, create_mounted_slot_index, create_item_helper_empty_slots). |
Not redundant | Yes. Server and client run. Same terrain. |
| Create Optimized Trains 1.3.2 | Fourteen changes for Create trains, most of them simplify distant trains. | One of them, the collision box gathering (create_collision_single_pass). |
Not redundant | Yes. Client run. |
| Immersive Fixes 1.7.0 | About twenty fixes for Immersive Engineering. | One of them, the machine sounds that pile up (ie_multiblock_sound_replaced). |
Not redundant | Yes. Server and client run. Same terrain. |
No method in common was found with these optimization mods, which run in the test pack or were run together with 1.0.34: FerriteCore, BadOptimizations, Fast Noise, Krypton Reno, Noisium, Saturn, Starlight, Alternate Current, Smooth Boot (Reloaded), Memory Leak Fix, Clumps and AI Improvements.
Some controls do one thing that another mod, another loader's mod or a newer Minecraft version is known for. Bons and Furious has its own version of each, written from the idea and checked against the original code. If you were looking for one of these features on Forge 1.20.1, you already have it.
This alone does not make the named mods redundant. Most of them do far more, and many do not exist for Forge 1.20.1 at all. The ones that exist for Forge 1.20.1 and were compared are in the tables above.
| Feature | Known from | Control |
|---|---|---|
| Saved data and player files written by a background writer | BetterAutoSave, Fast Async World Save, Paper |
vanilla_background_saves, vanilla_background_level_dat
|
| One network flush per burst of packets | Krypton, VMP, Paper | vanilla_connection_flush_batching |
| Item merging grouped by item | Lithium | vanilla_item_merge_candidates |
| Turtle-egg and repellent searches that skip empty chunk sections | Lithium, Leaf, Mobtimizations |
vanilla_turtle_egg_search_sections, vanilla_repellent_search_sections
|
| Raycasts without fluid reads | Lithium, Paper | vanilla_raycast_fluid_none |
| Game events without empty listener registries | Lithium | vanilla_game_event_registry_lookup |
| Maps in item frames | Lithium, Paper | vanilla_framed_map_holder_scan |
| Long-jump target choice of goats and frogs | Lithium | vanilla_long_jump_weighted_pick |
| Sun-burn check order | Gale, Leaf | vanilla_sun_burn_deferred_wet_check |
| Tag tests by number | Leaf | vanilla_tag_membership_ids |
| Goal selector flags | Paper | vanilla_goal_flags_none_disabled |
| Aquifer candidate table and high-air shortcut | C2ME (unmerged pull requests) |
vanilla_aquifer_candidate_cache, vanilla_aquifer_high_air
|
| Structure terrain blending limited to the pieces in reach | C2ME (pull request), Mojang in Minecraft 26.1.2 | vanilla_beardifier_influence_bounds |
| Biome lookup offsets with a bit mask | Tpsum | vanilla_biome_fiddle_mask |
| Three fixes from newer Lithium versions that Radium Re-Reforged 0.14.3 does not have | Lithium 0.14.5, 0.14.8 and 0.25.2 |
radium_world_border_keep_listeners, radium_hash_palette_copy, radium_part_entity_collisions
|
| Section searches replayed while nothing changed | Sodium 0.6.1, Iris |
embeddium_search_replay, oculus_shadow_search_replay
|
| Draw commands cached and merged, faster translucent sort | Sodium 0.7 |
embeddium_draw_batch_cache, embeddium_merged_draws, embeddium_entity_sort_radix
|
| Shadow-pass outline buffer cleared | ImmediatelyFast 1.6.9 and 1.8.5 | oculus_shadow_outline_discard |
| JEI search index built with less work | JEIOptimizer, Just Enough Threads |
jei_baked_index_background_grams, jei_sort_index_keys, vanilla_strip_formatting_fast_path
|
| Create funnels and contraption storage | Create for 1.21.1, Create Repair |
create_single_pass_extraction, create_mounted_slot_index, create_item_helper_empty_slots
|
| Contraption collision boxes in one pass | Create 6.0.9 for 1.21.1, Create Optimized Trains | create_collision_single_pass |
| Nearest-partner search of Alex's Mobs | Alex's Mobs: Tweaks | alexsmobs_partner_min_scan |
| SlashBlade pose cache | VMD Animation Cache | slashblade_motion_update_memo |
| CIT item caches built on first use | HTP CIT Resewn Optimizer (Fabric) | citreforged_lazy_stack_caches |
| Files of named mods found without searching every jar | lazyyyyy |
kiwi_manifest_lookup_index, iceandfire_tabula_lookup_index, distanthorizons_sql_script_lookup_index
|
Each control's section names its source under Idea. Only the idea was used, never the other mod's code.
Open an issue at github.com/BonsUnleashed/bons-and-furious/issues with the other mod's name and version and your Bons and Furious version. If the game crashed, add logs/latest.log and the crash report. A mod that is not on this page has not been compared yet.
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