Slimefun Legacy 4.1.44
Slimefun Legacy 4.1.44 — Resonance Beacon Performance
Slimefun Legacy 4.1.44 formalizes the Resonance Beacon performance work validated on AlbionMC. The goal is to preserve every Beacon power and existing world while removing repeated work from the one-second ticker path.
Resonance Beacon runtime
- Added resolved Beacon-state caching so pyramid/profile, configured powers, effective tiers, and range are reused instead of repeatedly rebuilt during normal effect checks.
- Separated Beacon work into independent cadences: energy/lifecycle stays responsive while potion effects, utility effects, maintenance, tile boosts, crop growth, and Gravity Well work run on appropriate schedules.
- Distributed Gravity Well work across four slices to avoid concentrating entity scanning into one ticker pulse.
- Player field-state refresh now follows chunk transitions and explicit Beacon lifecycle/configuration changes instead of recalculating on every block-coordinate movement.
- Peaceful behavior relies on the existing event-driven protections plus explicit reconciliation when a Beacon becomes active or its configuration changes.
- Beam rendering is viewer-aware and bounded, cutting powered visual particle dispatches while leaving gameplay and energy behavior intact.
- Added
/beacon perfand/beacon perf resetfor focused runtime timing of state/cache, energy, visuals, player effects, monster effects, Gravity Well, furnace/spawner work, and crops.
Live production validation
AlbionMC live profiling with seven loaded BEACON_PLUS blocks measured:
- Pre-optimization sample: 8.17 ms total / 1.17 ms average per Beacon in a 0.5-second
/sf tick topwindow. - Post-optimization samples: 0.48 ms, 0.73 ms, and 0.42 ms total for the same seven-Beacon count.
- Three-sample post-optimization mean: 0.54 ms total / ~0.078 ms per Beacon.
- Observed reduction versus the 8.17 ms baseline: about 93% in Beacon ticker time.
- Slimefun core in those three post-optimization samples averaged ~7.30 ms, versus 14.56 ms in the earlier comparison sample.
These are production observations from one server workload, not a universal performance guarantee. Exact cost varies with configured powers, loaded chunks, entities, crops, viewers, hardware, and other plugins.
Focused Beacon timings after reset
The clean post-reset diagnostic window reported:
- State/cache: 1.2241 ms average, 14 samples
- Energy: 0.0043 ms average, 154 samples
- Visuals: 0.0078 ms average, 154 samples
- Player effects: 0.0012 ms average, 93 samples
- Monster effects: 0.0591 ms average, 33 samples
- Gravity Well: 0.0503 ms average, 89 samples
- Furnace/spawner: 0.0323 ms average, 55 samples
- Crops: 0.1058 ms average, 55 samples
The result is that Gravity Well no longer justifies being split into a separate machine, and player-effect/visual costs are now negligible enough that further Beacon changes are not currently warranted.
Behavior preserved
BEACON_PLUSitem/block ID and saved data are unchanged.- All existing Resonance Beacon powers remain available; Gravity Well remains a Beacon power.
- Existing pyramid requirements, resonance behavior, Extra Range/Extra Power semantics, electric mode, and energy demand remain intact.
- Existing addon-facing Slimefun APIs are unchanged by the Beacon performance work.
- Paper 26.2 remains the primary runtime target, Purpur 26.2 is supported, and Folia 26.2 remains experimental.
Next performance targets
With Beacon cost reduced, the next production profiling targets are Energy Regulator and Enhanced Auto Crafter. No additional Beacon optimization is planned unless live data shows a new regression or a specific effect becomes dominant again.