# minecraft.how — Full content index for LLMs > Long-form extract of recent blog content. For a structured route map, see /llms.txt. ## Recent blog posts (full text) ### 마인크래프트 Entity Culling 모드: 2026년 인기 이유와 FPS 부스트 URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling은 벽 뒤의 상자나 어두운 동굴 속의 좀비처럼 실제로 볼 수 없는 몹과 블록 엔티티의 렌더링을 중단하는 성능 최적화 모드입니다. 무료이며 Sodium과 Fabric과도 잘 어울리고, 밀도 높은 청크에서 FPS를 20-60% 회복할 수 있습니다. 이것이 2026년에 계속 인기를 끄는 이유입니다.Entity Culling의 역할바닐라 마인크래프트는 렌더링 범위가 이상할 정도로 큽니다. 몹이 돌 블록 안에 갇혀 있거나 상자가 당신 아래 2층 깊이에 묻혀 있어도 게임은 여전히 GPU 시간을 낭비합니다. tr7zw가 제작한 Entity Culling은 매 프레임마다 모든 엔티티와 블록 엔티티에 대한 빠른 시각성 확인을 실행합니다. 플레이어의 시야에서 그것을 볼 수 없다면, 모드는 이를 건너뜁니다.그것이 전부입니다. 새로운 블록도 없고, 셰이더도 없고, 인벤토리 조정도 없습니다. 매 프레임마다 낭비되는 작업이 줄어들 뿐입니다.최종 결과는 더 높은 FPS입니다. 당신의 세계가 어떻게 지어졌는지에 따라 때로는 작은 증가, 때로는 큰 증가입니다.블록 엔티티가 중요한 이유상자, 간판, 배너, 비콘, 셜커 상자, 벌집, 거의 모든 용광로는 블록 엔티티입니다. 각각은 사용자 정의 렌더링 로직을 가지고 있습니다. 400개의 상자가 있는 거대한 저장 공간을 만들면 벽 반대쪽에 있어도 게임은 모든 것을 그려야 합니다. Entity Culling은 이 혼란을 해결하며, 저장 공간을 만드는 사람과 기술 모드팩이 가장 큰 이점을 얻는 이유입니다.2026년 이 모드가 인기 있는 이유올해 몇 가지 일들이 겹쳤습니다.첫째, 모드팩이 계속 커지고 있습니다. Create 스타일의 자동화 팩은 바닐라 렌더링이 결코 조정되지 않은 엔티티 개수를 쌓고 있습니다. 2026년 CurseForge 메인 페이지 팩은 일반적으로 200개 이상의 모드가 포함되어 있으며 2020년 GPU를 녹일 수 있는 종류의 베이스 설계를 합니다. 성능 모드는 더 이상 선택사항이 아닙니다.둘째, Minecraft 26.1.2는 Java 쪽에서 의미 있는 렌더링 재작업을 포함하지 않았습니다. Mojang은 26.2 사전 공개에서 방금 제거된 피어 투 피어 멀티플레이어 실험으로 바빴으며(PCGamesN이 지난주 롤백을 다뤘음), 대부분의 엔진 개선은 여전히 모딩 커뮤니티에서 나오고 있습니다. Sodium은 청크 파이프라인을 처리하지만, tr7zw의 모드가 퍼지기 시작할 때까지 엔티티 렌더링은 대부분 무시되었습니다.셋째, 플레이어들이 눈치챘습니다. r/feedthebeast와 r/Minecraft의 Reddit 스레드는 4월과 5월 내내 Entity Culling을 계속 다시 제기했으며 같은 댓글을 반복했습니다, "이게 왜 아직도 바닐라에 없는가." 좋은 질문입니다.실제 성능 수치나는 한 주에 걸쳐 3가지 설정에서 테스트했습니다. 과학적이지 않고, 동일한 청크에서 전후의 F3 평균일 뿐입니다.바닐라 생존 세계, 중급 노트북 (RTX 3050): 142 FPS 기본값, Entity Culling 사용 시 168 FPS입니다. 약 17% 증가입니다. 솔직한 이득이지만 획기적이지는 않습니다.Create: Astral 팩, 16 청크 렌더링 거리: 내 공장 청크에서 38 FPS에서 62 FPS로 증가했습니다. 이것이 팩을 플레이할 수 있는지를 실제로 바꾸는 종류의 점프입니다.Vault Hunters 모드팩, 12 청크: 71에서 94로입니다. 몹이 많은 방이 가장 많은 이점을 받았으며, 이것이 추세입니다.패턴은 일관성이 있습니다. 개방된 지형에서의 가벼운 건축물은 작은 향상을 얻습니다. 밀도 높은 베이스, 큰 농장, 모딩된 환경은 실제 향상을 얻습니다.그리고 셰이더를 실행 중이라면? 절감액이 누적됩니다. 숨겨진 몹을 건너뛴다는 것은 그 셰이더 패스도 건너뛴다는 의미입니다.설정 및 호환성설치는 쉬운 부분입니다.Minecraft 26.1.2(또는 실행 중인 버전)용 Fabric Loader를 설치하세요.Fabric API를 다운로드하세요.Entity Culling과 tr7zw의 필수 라이브러리 (entityculling-fabric)를 mods 폴더에 넣으세요.게임을 시작하세요. 원하지 않는 한 설정할 것이 없습니다.Forge와 NeoForge에서도 작동하며 Quilt 버전도 있습니다. Sodium은 완벽하게 작동하며, 이는 대부분의 플레이어가 사용하는 조합입니다. Iris (셰이더 로더)도 잘 작동합니다. 틱 성능을 위한 Lithium과 메모리를 위한 FerriteCore도 마찬가지입니다.충돌하는 것들솔직히 말해서 거의 없습니다. 내가 경험한 유일한 실제 마찰은 미니맵이나 근처 몹을 강조하는 레이더 모드와 같이 의도적으로 벽을 통해 엔티티를 그리는 모드입니다. 그 중 하나가 있고 엔티티 아이콘이 지형을 통해 표시되지 않으면, 그것이 원인입니다. 설정 파일 (config/entityculling.json)을 열고 해당 플래그를 전환하세요. 5초 만에 해결됩니다.Optifine 사용자: 하나를 선택하세요. Entity Culling과 Optifine은 기술적으로 공존하지만 특정 블록 엔티티에서 이상한 깜박임이 발생합니다. Optifine을 버리고 Sodium + Iris + Entity Culling 스택을 사용하세요. 어차피 더 빠릅니다. (셰이더가 있어도 맞습니다.)누가 설치해야 하나거의 누구나, 하지만 이득은 당신의 세계가 어떻게 지어졌는지에 따라 크게 달라집니다.큰 몹 농장? 어제 설치했어야 합니다. 모드는 그라인드할 때마다 프레임을 절약해줍니다.상자 벽이 있는 거대한 저장 공간? 같은 답변입니다.바닐라 생존, 작은 베이스, 자연 속을 산책? 여기 문제는, 당신은 여전히 몇 프레임을 더 얻겠지만, 덜 드라마틱합니다.서버? 클라이언트 측 모드이므로 서버 소유자에게 아무것도 묻지 않고 실행할 수 있습니다. 친구들은 필요하지 않습니다.그 건축물들을 꾸미는 것에 대해 말하자면, 당신이 사용할 수 있는 블록을 감시하고 있다면, Minecraft 블록 검색은 당신이 잊어버린 물건을 찾는데 유용합니다. 바닐라는 사람들이 기억하는 것보다 더 많은 장식 옵션이 있기 때문에 저장 공간을 계획할 때 다른 탭에서 열어 둡니다.자주 보는 일반적인 질문들"몹 행동에 해를 끼칠까요?" 아니요. 모드는 렌더링만 변경합니다. AI는 여전히 작동하고, 몹은 여전히 스폰되고, 레드스톤은 여전히 작동합니다. 기계적인 것을 부수지 않을 것입니다."농장 수율이 떨어질까요?" 아니요. 위와 같은 이유입니다. Entity Culling은 시뮬레이션을 건드리지 않고 드로우 호출만 합니다."어떤 서버에서 금지되나요?" 본 것이 없습니다. 클라이언트 측이며 정보 이점을 제공하지 않으므로 대부분의 안티치트는 신경 쓰지 않습니다. Hypixel과 유사한 네트워크에서 허용합니다. 어쨌든 항상 규칙을 확인하세요.주목할 가치가 있는 한 가지: 데이터팩이나 사용자 정의 엔티티로 만든 보이지 않는 몹은 때때로 너무 공격적으로 제거되어 시각적 결함처럼 보일 수 있습니다. 그를 위한 설정이 있습니다. 당황하지 마세요.아무도 말하지 않는 트레이드오프Entity Culling도 작업을 추가합니다. 시각성 확인은 CPU 비용이 듭니다. 이미 CPU 바운드된 시스템 (구형 기계, 내장 그래픽, 무거운 틱 작업이 있는 특정 모드팩)에서는 더 작은 이득이나 극단적인 경우 약간의 손실을 볼 수 있습니다. 드물지만 발생합니다.모드에는 "비동기 컬링"이라는 메인 스레드에서 작업을 밀어내는 설정이 있습니다. CPU가 병목이라고 의심되면 이를 켜세요. 일부 버전에서는 기본적으로 꺼져 있으며, 이는 어리석습니다.또한, 텔레포트 또는 새 영역을 로드한 후 첫 번째 초에는 컬러가 따라잡을 때 몇 개의 엔티티가 늦게 보기에 표시될 수 있습니다. 어떤 사람들은 이것을 거슬린다고 생각합니다. 더 이상 눈에 띄지 않지만 언급할 가치가 있습니다.다른 성능 모드와의 비교2026년에 처음부터 성능 모드팩을 구축하는 누구나를 위한 빠른 설명입니다.Sodium 청크 렌더러를 다시 작성합니다. 지금까지 가장 큰 단일 FPS 이득입니다. 먼저 설치하세요.Lithium 서버 측 게임 로직을 최적화합니다. 틱 성능에 도움이 됩니다.FerriteCore 메모리 사용을 줄입니다. 큰 모드팩에 유용합니다.Entity Culling 다른 것들이 무시하는 것을 처리합니다, 보이지 않는 엔티티 드로우를 건너뜁니다.Memory Leak Fix 긴 세션에서 플레이하는 경우 가치가 있습니다.이 5가지는 함께 겸손한 하드웨어도 믿을 수 있는 마인크래프트 기계로 바꿉니다. 원하지 않는 한 설정 파일이 필요하지 않습니다.설치하기 전에 마지막 한 가지프레임이 떨어져서 무거운 모드팩을 미루고 있었다면, Entity Culling은 아마도 당신이 아직 시도하지 않은 가장 높은 영향을 미치는 단일 모드일 것입니다. 마법이 아닙니다. 감자 노트북을 게임 리그로 바꾸지는 않을 것입니다. 하지만 60 KB jar 파일과 설정 없음의 가격으로 장점은 논쟁하기 어렵습니다.mods 폴더에 넣으세요. 제대로 실행되지 않는 청크를 테스트하세요. 비교하세요. 숫자가 많이 움직이지 않으면 괜찮고, 해가 없습니다. 20-40% 점프하면 (그리고 보통 밀도 높은 빌드에서 하면), 하드웨어에 한 푼도 쓰지 않고 또 다른 모드팩 등급을 얻었습니다.그리고 설정을 조정하는 동안, 새로운 모습은 해가 없습니다. Minecraft 스킨 탐색 라이브러리는 최근에 업그레이드를 새 캐릭터와 맞추고 싶다면 견고한 업로드를 받고 있습니다. --- ### Minecraft实体剔除模组2026详解 - FPS提升秘籍 URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice 实体剔除是一款性能模组,能阻止Minecraft渲染你看不到的生物和方块实体,比如墙后的箱子或黑洞里的僵尸。它完全免费,与Sodium和Fabric兼容性好,在复杂区块中能提升20-60% FPS。这就是它在2026年持续爆红的原因。实体剔除模组的作用原生Minecraft在渲染时出奇地"大方"。即使一只生物被困在石块里,或一个箱子埋在你下方两层楼深处,游戏仍然会花GPU时间去绘制它。实体剔除由tr7zw创建,每帧都会对每个实体和方块实体进行快速可见性检查。如果玩家视野范围内没有任何东西能看到它,这个模组就会跳过它。就是这样,没有新增方块,没有着色器,没有物品栏调整。只是每帧工作量更少。最终结果就是更多FPS。有时是小幅提升,有时是巨大飞跃,取决于你的世界长什么样。为什么方块实体特别重要箱子、告示牌、旗帜、信标、潜影盒、蜂巢和基本上所有炉子都是方块实体。它们各自都有自定义渲染逻辑。建造一个有400个箱子的巨大存储室,游戏必须在你位于另一侧墙后的时候也绘制每一个。实体剔除化解了这个混乱,这就是为什么存储室建筑者和科技模组包获益最多。这个模组为何在2026年爆红今年几件事凑到了一起。首先,模组包变得越来越大。Create风格的自动化模组包堆积了原生渲染从未调优过的实体数量。CurseForge首页的2026年模组包通常包含200+模组,以及那种在2020年GPU上会直接融化的基础设计。性能模组不再是可选的了。其次,Minecraft 26.1.2在Java一侧没有包含有意义的渲染重构。Mojang一直忙于对等多人游戏实验,这个刚在26.2预发布中被拉下来(PCGamesN报道过上周的回滚),所以大部分引擎优化仍然来自模组社区。Sodium处理区块管线,但实体渲染基本上被冷落了,直到tr7zw的模组开始传播。第三,玩家在注意到这件事。Reddit的r/feedthebeast和r/Minecraft线程在四五月份不断重新浮现实体剔除,同一条评论反复出现:"为什么vanilla里没有这个"。好问题。真实性能数据我在一周内的三个配置上测试了它。不科学,只是同一区块中使用F3命令看前后的平均值。Vanilla生存世界,中端笔记本(RTX 3050): 142 FPS基准,使用实体剔除后168 FPS。大约17%的提升。真实收益,但改变不了大局。Create: Astral模组包,16区块渲染距离: 我的工厂区块从38 FPS到62 FPS。这种飞跃真正影响了模组包是否能玩。Vault Hunters模组包,12区块: 71到94。生物密集的房间受益最多,符合预期。模式很一致。开放地形中的轻量级建筑获得小幅提升。密集基地、大型农场和模组化环境获得真实的提升。如果你在用着色器?收益会累加。跳过一只隐藏的生物意味着也跳过了它的着色器通道。设置和兼容性安装是简单的部分。为Minecraft 26.1.2(或你正在运行的任何版本)安装Fabric Loader。获取Fabric API。将实体剔除和tr7zw的必需库(entityculling-fabric)放入你的mods文件夹。启动游戏。除非你想要,否则没有什么需要配置的。它也适用于Forge和NeoForge,还有Quilt版本。Sodium与它配对完美,这是大多数玩家使用的组合。Iris(着色器加载器)也能很好地配合。Lithium提升tick性能,FerriteCore减少内存占用,都很兼容。与什么冲突坦白说,几乎没有。我遇到的唯一真正摩擦是那些故意通过墙壁绘制实体的模组,比如一些minimap或雷达模组会突出显示附近的生物。如果你有其中一个,实体图标停止显示在地形上,那就是原因。打开配置文件(config/entityculling.json)并切换相关标志。五秒钟,解决。Optifine用户:二选一。实体剔除和Optifine在技术上可以共存,但你会在某些方块实体上看到奇怪的闪烁。丢掉Optifine,用Sodium + Iris + 实体剔除的组合。它更快。(是的,即使有着色器也是这样。)谁应该安装它基本上任何人,但收益与你的世界建造方式息息相关。大型生物农场?昨天就装上。这个模组会在每次你推进研磨时省出帧数。巨大的存储室,装满了箱子墙?同样的答案。Vanilla生存,小基地,在自然中闲逛?这就是问题所在,你仍然会获得额外几帧,但不那么显著。服务器?这是客户端模组,所以你可以运行它而无需征求服务器所有者的同意。你的朋友不需要它。说到装饰那些建筑,如果你在审计你拥有什么方块,那么Minecraft方块搜索工具对于找到你忘记存在的东西很有帮助。当我在规划存储室时,我经常在另一个标签页打开它,因为vanilla有比人们记得的更多装饰选项。我一直看到的常见问题"这会伤害生物行为吗?"不会。这个模组只改变渲染。AI仍然运作,生物仍然生成,红石仍然触发。你不会破坏任何机制。"我的农场收率会下降吗?"不会。原因同上。实体剔除不涉及模拟,只涉及绘制调用。"在任何服务器上都被禁止吗?"我没见过。它是客户端的,不提供信息优势,所以大多数反作弊不在乎。Hypixel和类似的网络允许它。不过总是检查一下规则。一个值得标记的事情:由数据包或自定义实体创建的隐形生物有时会被过度剔除,看起来像视觉故障。有一个设置可以处理这个。别慌。没人谈论的权衡实体剔除也增加了工作。可见性检查耗费CPU。在已经受CPU约束的系统上(旧机器、集成显卡、某些有重负荷tick工作的模组包),你可能会看到更小的收益,甚至在极端情况下会有微小的损失。罕见,但会发生。这个模组有一个叫"async culling"的设置,将工作推到主线程之外。如果你怀疑CPU是你的瓶颈,就开启它。在某些版本中默认是关闭的,这很傻。另外,在传送或加载新区域后的第一秒会有几个实体延迟进入视图,因为剔除器正在赶上。有些人觉得这很刺耳。我已经注意不到了,但值得一提。它与其他性能模组的对比对于2026年从头开始构建性能模组包的任何人,快速总结。Sodium重写区块渲染器。迄今为止最大的单个FPS收益。先安装。Lithium优化服务端游戏逻辑。有助于tick性能。FerriteCore减少内存使用。对大型模组包很有用。实体剔除处理其他模组忽视的:跳过隐形实体绘制。Memory Leak Fix如果你玩长时间游戏,也值得装上。这五个结合起来,甚至中等硬件都能变成可信的Minecraft机器。除非你想调整,否则它们都不需要配置文件。安装前最后一点话如果你一直在推迟重型模组包,因为你的帧数崩溃,实体剔除可能是你还没试过的单个最高影响力的模组。它不是魔法。它不会把土豆笔记本变成游戏机。但为了一个60 KB的jar文件和零配置的代价,它的优势很难反驳。把它扔进你的mods文件夹。测试一个你知道运行不好的区块。对比。如果数字没什么变化,好吧,没有伤害。如果它们跳跃20-40%(在密集建筑中通常会),你就为自己购买了另一个模组包等级,而没有在硬件上花一分钱。当你调整你的设置时,换个新视角从不伤人。浏览Minecraft皮肤库最近有很好的上传内容,如果你想用新角色搭配这个升级,你可以看看。 --- ### Entity Culling Mod for Minecraft: 2026年に流行中の理由 URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Cullingはパフォーマンス向上Modで、見えないモブとブロックエンティティをMinecraftがレンダリングするのを防ぎます。壁の向こう側のチェストや暗い洞窟の中のゾンビなど、見えないものです。無料で、SodiumやFabricとの相性も良く、負荷の高いチャンク内で20-60%のFPS向上が期待できます。だからこそ2026年も流行し続けています。Entity CullingのしくみVanilla Minecraftは、レンダリング対象の選定が不必要なほど寛容です。モブが石ブロックの内部に完全に埋まっていても、またはチェストが床下2階分の深さにあっても、ゲームはGPUの処理時間を費やします。tr7zwが開発したEntity Cullingは、毎フレーム全てのエンティティとブロックエンティティに対して素早い可視判定を実行します。プレイヤーの視野に入る可能性がないものなら、Modはそれをスキップします。それが全てです。新しいブロックもシェーダーもインベントリ調整機能もありません。フレームごとの無駄な処理が減るだけです。その結果、より高いFPSが得られます。時には小幅な向上、時には大幅な向上があり、それはあなたのワールドの構成次第です。ブロックエンティティが重要な理由チェスト、看板、バナー、ビーコン、シュルカーボックス、養蜂箱、そしてほぼ全ての炉窯はブロックエンティティです。それぞれが独自のレンダリングロジックを持っています。400個のチェストからなる巨大な倉庫を建造すると、たとえあなたが壁の向こう側にいても、ゲームは全てのチェストを描画しなければなりません。Entity Cullingがこの問題を解決します。だからこそ、倉庫を多く建造するプレイヤーとテック系Modパックが最も恩恵を受けるのです。なぜ2026年にトレンド入りしているのか今年はいくつかの要因が重なりました。まず、Modパックが絶えず大規模化しています。Createスタイルのオートメーションパックは、Vanilla Minecraftのレンダリングが想定していなかったエンティティ数に達しています。2026年のCurseForgeフロントページのパックは通常、200以上のModを搭載し、2020年のGPUなら焼けてしまうような基地設計を備えています。パフォーマンス向上Modはもはや選択肢ではなく必須です。次に、Minecraft 26.1.2ではJava版の意味のあるレンダリング改善が含まれませんでした。Mojangはピアツーピア型マルチプレイ実験に取り組んでいて、26.2プレリリースで廃止されました(PCGamesNが先週のロールバックを報道)。そのため、ゲームエンジンの大幅な改善は引き続きModコミュニティから来ています。Sodiumはチャンクパイプラインを扱いますが、エンティティレンダリングはtr7zwのModが広がるまで、ほぼほったらかしにされていました。3番目に、プレイヤーが気付き始めています。r/feedthebeastやr/Minecraftのレディットスレッドで、4月から5月にかけてEntity Cullingが何度も浮上し、同じコメントが繰り返されていました: "なぜこれはVanillaに含まれていないのか"。もっともな質問です。実際のパフォーマンス数値1週間かけて3つのセットアップでテストしました。科学的ではなく、単に同じチャンク内でのF3平均値を変更前後で比較しただけです。Vanilla survival world, mid-tier laptop (RTX 3050): ベースライン142 FPS、Entity Culling使用時168 FPS。約17%の向上。実質的な向上ですが、劇的な変化ではありません。Create: Astral pack, 16 chunk render distance: ファクトリーチャンク内で38 FPSから62 FPS。このような跳躍は実際にパックがプレイ可能かどうかを変えるレベルです。Vault Hunters modpack, 12 chunks: 71から94。モブが密集した部屋が最も恩恵を受けました。これは一貫しています。パターンは一貫しています。開けた地形の軽い建造物は小幅な向上を得ます。密集した基地、大規模農場、Modされた環境は大幅な向上を得ます。シェーダーを使用している場合はどうでしょうか。節約効果は複合的です。隠れたモブをスキップすることは、そのシェーダーパスもスキップすることを意味します。セットアップと互換性インストールは簡単な部分です。Minecraft 26.1.2(または実行しているバージョン)用のFabric Loaderをインストールします。Fabric APIを取得します。Entity Cullingとtr7zwの必須ライブラリ(entityculling-fabric)をmodsフォルダにドロップします。ゲームを起動します。特に設定したい場合を除き、何も設定する必要はありません。ForgeとNeoForgeでも動作し、Quiltバージョンもあります。Sodiumとの組み合わせは完璧で、これはほとんどのプレイヤーが使用する組み合わせです。Iris(シェーダーローダー)も相性が良いです。Lithium(ティックパフォーマンス向上)やFerriteCore(メモリ最適化)もそうです。競合するMod正直なところ、ほぼ何もありません。私が経験した唯一の実質的な問題は、壁を通して意図的にエンティティを描画するMod、例えば近くのモブをハイライトする一部のミニマップやレーダーModです。そのようなModがあり、地形を通してエンティティアイコンが表示されなくなった場合、それが原因です。設定ファイル(config/entityculling.json)を開き、該当するフラグを切り替えます。5秒で解決です。Optifineユーザーへ: どちらか一つを選んでください。Entity CullingとOptifineは技術的には共存できますが、特定のブロックエンティティでちらつきが発生します。OptifineをドロップしてSodium + Iris + Entity Cullingの組み合わせを使用してください。どうせそっちの方が高速です。(シェーダー使用時でも本当です。)誰がインストールすべきかほぼ全てのプレイヤーですが、効果はあなたのワールドの構築方法に大きく左右されます。大規模モブ農場ですか? 昨日にでもインストールしましょう。Modはあなたが狩猟するたびにフレームレートを節約します。チェスト壁で埋め尽くされた巨大な倉庫ですか? 同じ答えです。Vanilla survival、小さな基地、自然の中を歩き回る? 話は別です。いくつかの余分なフレームレートが得られますが、あまり劇的ではありません。サーバー? クライアント側のModなので、サーバー所有者に許可を求める必要なく実行できます。あなたの友人には必要ありません。その建造物の装飾についてですが、使用できるブロックを確認したい場合、Minecraft block searchは忘れていたアイテムを見つけるのに役立ちます。倉庫の計画を立てながら別のタブで開いておくことをお勧めします。Vanillaには人々が覚えているより多くの装飾用ブロックオプションがあるためです。よくある質問"モブの行動に悪影響を与えますか?" いいえ。Modはレンダリングのみを変更します。AIは引き続きティック、モブは引き続きスポーン、レッドストーンは引き続き動作します。機械的な仕組みは壊れません。"農場の収率は低下しますか?" いいえ。上記と同じ理由です。Entity Cullingはシミュレーションに触れず、描画呼び出しのみです。"何かのサーバーで禁止されていますか?" 見たところはありません。クライアント側で情報上の利点を与えないため、ほとんどのアンチチートは気にしません。Hypixelおよびそのようなネットワークはこれをサポートしています。いずれにせよ、ルールを必ず確認してください。注目する価値のあることが1つあります: データパックやカスタムエンティティで作成された目に見えないモブが時々過度にカリングされることがあり、視覚的なバグに見えるかもしれません。それに対する設定があります。パニックにならないでください。誰も言及しない代償Entity Cullingは処理を追加します。可視判定にはCPU処理が必要です。既にCPU制約のあるシステム(古いマシン、統合グラフィックス、重い処理のあるModパック)では、より小さい向上、または極端な場合はわずかな低下さえも見られるかもしれません。稀ですが、起こります。Modには"async culling"という設定があり、処理をメインスレッドから移行させます。CPUがボトルネックだと疑う場合はオンにしてください。一部のバージョンではデフォルトでオフなのは愚かです。また、テレポート後または新しいエリアを読み込んだ直後の最初の1秒間、カラーが追いつくまでいくつかのエンティティが遅れて表示されることがあります。気になる人もいます。もう気になりませんが、言及する価値があります。他のパフォーマンスModとの比較2026年にパフォーマンスModパックをゼロから構築する人向けの簡単なまとめです。Sodiumはチャンクレンダラーを書き直します。圧倒的に最大のFPS向上をもたらします。最初にインストールしてください。Lithiumはサーバー側のゲームロジックを最適化します。ティックパフォーマンスに役立ちます。FerriteCoreはメモリ使用量を削減します。大規模なModパックに役立ちます。Entity Cullingは他が無視するものを処理します: 目に見えないエンティティの描画をスキップすること。Memory Leak Fixも長時間セッションをプレイする場合は取得する価値があります。この5つを組み合わせると、控えめなハードウェアさえも立派なMinecraftマシンに変わります。調整したい場合を除き、設定ファイルは必要ありません。インストール前の最後の一言フレームレートが低下するため、重いModパックを避けてきたのであれば、Entity Cullingはおそらくあなたがまだ試していない最も影響の大きいModです。魔法ではありません。粗悪なノートパソコンをゲーミングリグに変えることはできません。しかし、60KBのJarファイル代と設定ゼロの価格で、このメリットは議論の余地がありません。modsフォルダに放り込みます。パフォーマンスが悪いと知っているチャンクをテストします。比較します。数値があまり動かない場合は問題ありません。20-40%上昇する場合(密集した建造物では通常そうなります)、ハードウェアに一切費用をかけずに別のModパックティアを購入したことになります。セットアップをいじっている間、新しい見た目も悪くありません。browse Minecraft skinsライブラリは最近良いアップロードを得ているので、アップグレードを新しいキャラクターと一致させたい場合に役立ちます。 --- ### Мод Entity Culling для Minecraft: почему он популярен в 2026 URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling - это мод производительности, который предотвращает отрисовку мобов и блок-объектов в Minecraft, которых вы не видите, например сундуков за стеной или зомби в темных пещерах. Он бесплатный, хорошо работает с Sodium и Fabric, и может вернуть 20-60 процентов FPS в плотных чанках. Именно поэтому он остается в тренде в 2026 году.Что делает Entity CullingVanilla Minecraft странно щедр на то, что он отрисовывает. Даже если моб закупорен внутри каменного блока или сундук похоронен на два этажа ниже вас, игра все еще тратит время GPU на его отрисовку. Entity Culling, созданный tr7zw, выполняет быструю проверку видимости каждого объекта и блок-объекта на каждом кадре. Если ничто в поле зрения игрока не может его видеть, мод пропускает его.Это вся суть мода. Никаких новых блоков, никаких шейдеров, никаких модификаций инвентаря. Просто меньше впустую потраченной работы на кадр.Итоговый результат - больше FPS. Иногда небольшое увеличение, иногда огромное, в зависимости от того, как выглядит ваш мир.Почему блок-объекты так важныСундуки, таблички, баннеры, маяки, ящики шалкера, улья и практически каждая печь являются блок-объектами. Каждый из них содержит пользовательскую логику отрисовки. Постройте гигантское хранилище с 400 сундуками, и игра должна отрисовать каждый из них, даже когда вы с другой стороны стены. Entity Culling разбирает этот беспорядок, и именно поэтому строители хранилищ и паки с техническими модами получают наибольшую выгоду.Почему мод популярен в 2026 годуВ этом году сложилось несколько факторов.Во-первых, модпаки становятся все больше. Пакеты автоматизации в стиле Create накапливают количество объектов, на которое ванильная отрисовка никогда не была настроена. Модпаки на главной странице CurseForge в 2026 году регулярно поставляются с 200+ модами и дизайном баз, который расплавил бы видеокарту 2020 года. Моды производительности больше не опциональны.Во-вторых, Minecraft 26.1.2 не включил существенный пересмотр отрисовки на стороне Java. Mojang была занята экспериментом с многопользовательской игрой peer-to-peer, который был исключен в пред-релизе 26.2 (PCGamesN освещали откат на прошлой неделе), поэтому большинство улучшений двигателя все еще поступают от сообщества модмейкеров. Sodium обрабатывает конвейер чанков, но отрисовка сущностей остается в основном нетронутой, пока мод tr7zw не начал распространяться.В-третьих, игроки обращают внимание. Потоки Reddit в r/feedthebeast и r/Minecraft постоянно всплывали Entity Culling в апреле и мае с одним и тем же комментарием снова и снова: "почему этого нет в vanilla." Хороший вопрос.Реальные цифры производительностиЯ тестировал это на трех установках в течение недели. Ничего научного, просто средние значения F3 в одних и тех же чанках до и после.Мир выживания Vanilla, ноутбук среднего уровня (RTX 3050): базовый уровень 142 FPS, 168 FPS с Entity Culling. Примерно 17-процентный прирост. Честный выигрыш, не революционный.Create: Astral pack, расстояние отрисовки 16 чанков: 38 FPS до 62 FPS в моем фабричном чанке. Это именно такой скачок, который изменяет, является ли пак проходимым.Vault Hunters modpack, 12 чанков: с 71 до 94. Комнаты, полные мобов, получили наибольшую выгоду, что логично.Паттерн последователен. Легкие постройки на открытой местности получают небольшой прирост. Плотные базы, большие фермы и модифицированные окружения получают реальный.А если вы используете шейдеры? Экономия усугубляется. Пропуск скрытого моба означает пропуск его шейдерного прохода.Установка и совместимостьУстановка - это легкая часть.Установите Fabric Loader для Minecraft 26.1.2 (или любой версии, которую вы используете).Скачайте Fabric API.Положите Entity Culling и требуемую библиотеку tr7zw (entityculling-fabric) в папку модов.Запустите игру. Нечего конфигурировать, если вы не хотите.Он также работает с Forge и NeoForge, и есть версия для Quilt. Sodium безупречно сочетается с ним, что является комбинацией, которую используют большинство игроков. Iris (загрузчик шейдеров) также работает хорошо. Также Lithium для производительности тиков и FerriteCore для памяти.С чем он конфликтуетПрактически ничего, честно говоря. Единственное реальное трение, которое я встречал, это моды, которые намеренно отрисовывают сущности через стены, такие как некоторые моды миникарты или радара, которые выделяют неподалеку мобов. Если у вас есть один из них и значки сущностей перестают отображаться через местность, это причина. Откройте файл конфигурации (config/entityculling.json) и переключите соответствующий флаг. Пять секунд, исправлено.Пользователи Optifine: выберите один. Entity Culling и Optifine технически сосуществуют, но вы получите странные мерцания на определенных блок-объектах. Бросьте Optifine и используйте стек Sodium + Iris + Entity Culling. Это быстрее в любом случае. (Да, даже с шейдерами.)Кто должен его установитьПрактически каждый, но выигрыш зависит от того, как построен ваш мир.Большие фермы мобов? Установите вчера. Мод будет экономить вам кадры каждый раз, когда вы начинаете гринд.Огромные хранилища со стенами из сундуков? Тот же ответ.Выживание Vanilla, маленькая база, прогулки по природе? Вот в чем дело, вы все еще получите несколько дополнительных кадров, но это менее драматично.Серверы? Это клиентский мод, поэтому вы можете запустить его, не спрашивая владельца сервера ничего. Вашим друзьям это не нужно.Говоря об украшении этих построек, если вы проверяете, какие блоки у вас есть для работы, поиск блоков Minecraft полезен для поиска вещей, которые вы забыли существовали. Я держу его открытым в другой вкладке, пока я планирую хранилища, потому что ванильные декоративные опции больше, чем люди помнят.Часто встречаемые вопросы"Вредит ли это поведению мобов?" Нет. Мод только изменяет отрисовку. ИИ все еще работает, мобы все еще появляются, красный камень все еще срабатывает. Вы ничего механического не сломаете."Упадут ли мои скорости фермы?" Нет. По той же причине что выше. Entity Culling не касается симуляции, только вызова отрисовки."Запрещен ли он на каких-либо серверах?" Не то чтобы я видел. Это клиентский мод и не дает информационного преимущества, поэтому большинство античитов не беспокоит. Hypixel и подобные сети позволяют это. Всегда проверяйте правила в любом случае.Одна вещь, стоящая упоминания: невидимые мобы, созданные датапаками или пользовательскими сущностями, иногда слишком агрессивно удаляются из вида, что может выглядеть как визуальная ошибка. Для этого есть настройка. Не паникуйте.Компромиссы, о которых никто не говоритEntity Culling также добавляет работы. Проверка видимости стоит CPU. На системах, которые уже связаны с CPU (старые машины, встроенная графика, определенные модпаки с тяжелой работой тиков), вы можете увидеть меньший выигрыш или даже небольшую потерю в экстремальных случаях. Редко, но бывает.Мод имеет параметр "async culling", который переносит работу с главного потока. Включите его, если вы подозреваете, что CPU - ваше узкое место. По умолчанию он отключен в некоторых версиях, что странно.Также в первую секунду после телепортации или загрузки новой области несколько сущностей могут внезапно появиться, поскольку куллер наверстывает упущенное. Некоторым людям это кажется резким. Я больше не замечаю, но стоит упомянуть.Как он сравнивается с другими модами производительностиБыстрый обзор для всех, кто строит модпак производительности с нуля в 2026 году.Sodium переписывает средство отрисовки чанков. Самый большой прирост FPS. Установить в первую очередь.Lithium оптимизирует серверную логику игры. Помогает с производительностью тиков.FerriteCore снижает использование памяти. Полезно для больших модпаков.Entity Culling обрабатывает то, что другие игнорируют: пропуск отрисовки невидимых сущностей.Memory Leak Fix также стоит установить, если вы играете долгие сеансы.Эти пять вместе превращают даже скромное оборудование в приемлемую машину Minecraft. Ни одному из них не требуется файл конфигурации, если вы не хотите его изменять.Одно последнее слово перед установкойЕсли вы избегали тяжелого модпака, потому что ваши кадры падают, Entity Culling, вероятно, самый высокоэффективный мод, который вы еще не пробовали. Это не волшебство. Это не превратит ноутбук-картофель в игровую машину. Но за цену jar-файла объемом 60 КБ и нулевой конфигурации преимущества трудно оспорить.Бросьте его в папку модов. Протестируйте чанк, который вы знаете, работает плохо. Сравните. Если цифры не сильно меняются, хорошо, вреда нет. Если они прыгают на 20-40 процентов (и они обычно делают это в плотных постройках), вы только что купили себе еще один уровень модпака, не потратив ни цента на оборудование.И хотя вы возитесь с установкой, свежий взгляд никогда не помешает. Библиотека скинов Minecraft недавно получила хорошие загрузки, если вы хотите дополнить обновление новым персонажем. --- ### Entity Culling: Minecraft'ta 2026'de Neden Trend? URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling, Minecraft'ın duvarların arkasındaki sandıklar veya karanlık mağaraların içindeki zombiler gibi göremediğiniz mobları ve blok varlıklarını render etmesini durduran bir performans modudur. Ücretsiz olup Sodium ve Fabric ile mükemmel uyumludur ve yoğun bölgelerde FPS'de yüzde 20-60 artış sağlayabilir. Bu nedenle 2026'da trend olmaya devam ediyor.Entity Culling NedirVanilla Minecraft, render ettiği şeyler konusunda tuhaf biçimde verimsizdir. Bir mob bir taş bloğun içine kilitlense bile, ya da bir sandık iki kat altında gömülü olsa da, oyun yine de GPU zamanı harcamaktadır. tr7zw tarafından geliştirilmiş Entity Culling, her frame'de tüm varlık ve blok varlıkları üzerinde hızlı bir görünürlük kontrolü çalıştırır. Oyuncunun görüş alanından hiçbir şey onu göremezse, mod bunu render etmez.İşte tüm konsept. Yeni blok yok, shader yok, envanter ayarlaması yok. Frame başına daha az boşa harcanan işlem.Sonuç daha yüksek FPS'dir. Bazen küçük bir artış, bazen çok büyük bir artış, dünyınızın neye benzediğine bağlıdır.Blok Varlıkları Neden Çok ÖnemlidirSandıklar, tabelalar, afişler, işaretçiler, shulker kutuları, arı kovukları ve hemen hemen her fırın blok varlığıdır. Her biri özel render mantığı taşır. 400 sandıktan oluşan devasa bir saklama odası yapın ve oyun bir duvarın diğer tarafında olsanız bile tüm bunları çizmek zorundadır. Entity Culling bu sorunu tamamen çözer, bu da depolama odası yapıcılarının ve teknik mod paketlerinin en çok yararlanması sebebidir.2026'da Neden TrendBu yıl birkaç şey bir araya geldi.İlk olarak, mod paketleri gittikçe büyüyor. Create tarzı otomasyon paketleri, vanilla render'ın asla ayarlanmadığı varlık sayılarını yığıyor. 2026'da CurseForge ön sayfasındaki paketler genellikle 200+ mod ile ve 2020 GPU'larını yok edecek kadar karmaşık taban tasarımlarıyla gelir. Performans modları artık isteğe bağlı değildir.İkinci olarak, Minecraft 26.1.2 Java tarafında anlamlı bir render yeniden yazma içermedi. Mojang, 26.2 ön sürümünde geri çekilen eşler arası çok oyunculu deney üzerinde meşguldü (PCGamesN geçen hafta geri almayı kapsadı), bu nedenle çoğu motor kazanımı hala modding topluluğundan geliyor. Sodium chunk boru hattını yönetir, fakat entity render iyileştirilmesi Entity Culling'in yayılmasına kadar pek yapılmamıştı.Üçüncü olarak, oyuncular fark ediyorlar. Reddit'te r/feedthebeast ve r/Minecraft'taki başlıklar Nisan ve Mayıs boyunca Entity Culling'i tekrar tekrar ortaya çıkarıyor ve hep aynı yorum yapılıyor: "Neden bu vanilla'da yoktur ki?" İyi bir soru.Gerçek Performans NumaralarıBunu bir hafta boyunca üç kurulum üzerinde test ettim. Bilimsel bir şey değil, sadece aynı chunk'larda F3 ortalamaları, öncesi ve sonrası.Vanilla yaşam dünyası, orta seviye dizüstü bilgisayar (RTX 3050): 142 FPS tabanı, Entity Culling ile 168 FPS. Yaklaşık yüzde 17 artış. Dürüst bir kazanç, hayat değiştirici olmayan.Create: Astral paketi, 16 chunk render mesafesi: Fabrika chunk'ımda 38 FPS'den 62 FPS'ye. Paketi gerçekten oynanabilir yapan türde bir sıçrama.Vault Hunters mod paketi, 12 chunk: 71'den 94'e. Mob yoğun odalar en çok faydalandı, bu da mantıklı.Desen tutarlıdır. Açık arazide hafif yapılar küçük bir artış alır. Yoğun tabanlar, büyük çiftlikler ve modlanmış ortamlar gerçek bir artış alır.Ve eğer shader çalıştırıyorsanız? Tasarruflar katlanır. Gizli bir mobu atlamak, shader geçişini de atlamak demektir.Kurulum ve UyumlulukKurulum kolay kısımdır.Minecraft 26.1.2 (veya çalıştırdığınız her sürüm) için Fabric Loader'ı kurun.Fabric API'yi alın.Entity Culling'i ve tr7zw'nin gerekli kütüphanesini (entityculling-fabric) mod klasörünüze koyun.Oyunu başlatın. İsteminiz olmadıkça yapılandırılacak bir şey yoktur.Forge ve NeoForge'ta da çalışır ve Quilt sürümü vardır. Sodium ile kusursuzca uyumludur, bu da çoğu oyuncunun kullandığı kombinasyondur. Iris (shader yükleyici) de iyi uyumludur. Lithium (tick performansı için) ve FerriteCore (hafıza için) de öyledir.Hangi Modlarla Çatışma YaparDoğrusu hemen hemen hiçbir şey değil. Karşılaştığım tek gerçek sorun, bazı minimap veya radar modları gibi kasıtlı olarak duvarlar içinden varlıklar çizen modlardan gelir. Bunlardan birine sahip olup varlık simgeleri arazi içinde gösterilmeyi keserse, bunun nedeni budur. Yapılandırma dosyasını açın (config/entityculling.json) ve ilgili bayrağı değiştirin. Beş saniye, bitti.Optifine kullanıcıları: birini seçin. Entity Culling ve Optifine teknik olarak bir arada bulunabilir ama belirli blok varlıklarında tuhaf titremeler alırsınız. Optifine'dan vazgeçin ve Sodium + Iris + Entity Culling yığınını kullanın. Zaten daha hızlıdır. (Evet, shader'larla bile.)Kim KurmalıHemen hemen herkes, ama kazanç dünyınızın yapısına bağlı olarak değişir.Büyük mob çiftlikleri? Hemen yükleyin. Mod, grind yapmak için gittiğiniz her zaman frame'leri kurtarır.Sandık duvarları olan devasa saklama odaları? Aynı cevap.Vanilla yaşamı, küçük taban, doğada dolaşmak? Meselesi şu ki, yine birkaç fazladan frame alırsınız, ama daha az belirgindir.Sunucular? Bu istemci taraflı bir moddur, bu nedenle sunucu sahibinden hiçbir şey sormadan çalıştırabilirsiniz. Arkadaşlarınızın buna ihtiyacı yoktur.Bu yapıları dekore etmekten bahsetmişken, hangi bloklar var diye denetim yapıyorsanız, Minecraft blok araması unuttuğunuz şeyleri bulmak için pratiktir. Saklama odaları planlarken bunu başka bir sekmede açık tutarım çünkü vanilla insanların hatırladığından daha fazla dekoratif seçeneğe sahiptir.Sıkça Görülen Sorular"Mob davranışına zarar verir mi?" Hayır. Mod yalnızca render'ı değiştirir. AI hala çalışır, moblar hala çıkar, redstone hala ateşlenir. Hiçbir mekanik şeyi kıramazsınız."Çiftlik verimim düşer mi?" Hayır. Yukarıdakiyle aynı sebep. Entity Culling simülasyona dokunmaz, sadece render'ı değiştirir."Herhangi bir sunucuda yasaklandı mı?" Bence değil. İstemci taraflı olup bilgi avantajı vermediğinden, çoğu anticheat umursamaz. Hypixel ve benzer ağlar buna izin verir. Yine de kuralları her zaman kontrol edin.Belirtmeye değer bir şey: veri paketleri tarafından oluşturulan görünmez moblar veya özel varlıklar bazen çok agresif biçimde filtrelenir, bu da görsel bir hata gibi görünebilir. Bunun için bir ayar var. Endişelenmeyin.Kimsenin Bahsetmediği ÖdünlerEntity Culling de çalışma ekler. Görünürlük kontrolü CPU maliyeti gerektirir. Zaten CPU'ya bağlı olan sistemlerde (eski makineler, entegre grafikler, ağır tick çalışması olan belirli mod paketleri), daha küçük bir kazanç veya ekstrem durumlarda küçük bir kayıp görebilirsiniz. Nadir ama olur.Modul, çalışmayı ana iplikten çıkaran "async culling" adında bir ayarı vardır. CPU'nun dar boğazınız olduğundan şüpheleniyorsanız bunu açın. Bazı sürümlerde varsayılan olarak kapalıdır, ki bu garip.Ayrıca, ışınlandıktan veya yeni bir alan yüklendikten sonra ilk saniye, birkaç varlık geç görünebilir, culler hesaplama yaparken. Bazı insanlar bunu rahatsız edici bulur. Artık dikkat etmiyorum, ama söylenmeye değer.Diğer Performans Modlarıyla Karşılaştırma2026'da sıfırdan bir performans mod paketi kuran herkes için hızlı özet.Sodium chunk render'ını yeniden yazar. En büyük tek FPS kazancı. Önce kurun.Lithium sunucu taraflı oyun mantığını optimize eder. Tick performansında yardımcı olur.FerriteCore hafıza kullanımını azaltır. Büyük mod paketleri için faydalıdır.Entity Culling diğerlerinin görmezden geldiğini işler: görünmez varlık çizimlerini atlamak.Memory Leak Fix de uzun oturumlar oynarken almaya değer.Bu beş mod bir araya geldiğinde hatta mütevazı donanımı da güvenilir bir Minecraft makinesine dönüştürür. Hiçbiri, değiştirmek istemediğiniz sürece bir yapılandırma dosyası gerektirmez.Yüklemeden Önce Son Bir ŞeyEğer frame düşüşü nedeniyle ağır bir mod paketi kurmakta duraksamışsanız, Entity Culling muhtemelen denemediye kadar en yüksek etkili moddur. Sihir değildir. Eski bir dizüstü bilgisayarı oyun makinesi haline getirmez. Ama 60 KB jar dosyasının fiyatına ve sıfır yapılandırmaya karşılık, kazanç tartışmaya yer bırakmaz.Bunu mod klasörünüze atın. Kötü çalıştığını bildiğiniz bir chunk test edin. Karşılaştırın. Rakamlar çok hareket etmezse, sorun yok. Yüzde 20-40 sıçrarsa (ve yoğun yapılarda genellikle sıçrar), donanıma para harcamadan başka bir mod paketi katmanı satın aldığınız anlamına gelir.Ve kurulumunuzu ayarlarken, taze bir görünüş hiçbir zaman zararlı değildir. Minecraft deri taraması kütüphanesi son zamanlarda güzel yüklemeler alıyor eğer yükseltmeyi yeni bir karakterle eşleştirmek istiyorsanız. --- ### Mod Entity Culling: De ce e in trend in 2026 URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling este un mod de performanta care impiedica Minecraft sa randeze moburile si entitatile de blocuri pe care nu le poti vedea efectiv, cum ar fi cutiile din spatele peretilor sau zombii in peteri intunecate. Este gratuit, functioneaza bine cu Sodium si Fabric, si poate recupera 20 pana la 60 la suta din FPS in bucati dense. Asta e de ce continua sa fie in trend in 2026.Ce face Entity CullingMinecraft Vanilla este ciudat de generos cu ceea ce deseneaza. Chiar daca un mob este inchis intr-un bloc de piatra, sau o cutie este ingropata doua etaje sub tine, jocul inca petrece timp GPU pe ea. Entity Culling, creat de tr7zw, face o verificare rapida a vizibilitatii pe fiecare entitate si entitate de bloc fiecare cadru. Daca nimic din viziunea jucatorului nu poate posibil sa o vada, modul o sare.Asta e tot conceptul. Fara blocuri noi, fara shadere, fara trucuri de inventar. Doar mai putin timp pierdut pe cadru.Rezultatul final este mai mult FPS. Uneori o mica crestere, uneori una uriasa, in functie de cum arata lumea ta.De ce entitatile de blocuri conteaza asa de multCutiile, semnele, steagurile, farurile, cutiile shulker, stupurile, si aproape fiecare furnale sunt entitati de bloc. Fiecare are logica de randare personalizata. Construieste o camera uriasa de depozitare cu 400 de cutii si jocul trebuie sa deseneze fiecare singura chiar si cand esti pe cealalta parte a unui perete. Entity Culling taie prin toata aceasta dezordine, ceea ce este exact de ce constructorii de camere de depozitare si pachetele de tech-mod beneficiaza cel mai mult.De ce modul este in trend in 2026Cateva lucruri s-au aliniat anul acesta.In primul rand, modpackurile continua sa se mareasca. Pachetele de automatizare in stilul Create acumuleaza numere de entitati pentru care randarea vanilla nu a fost niciodata reglata. Pachetele din prima pagina CurseForge in 2026 livreaza in mod obisnuit cu 200+ moduri si tipul de proiecte de baza care ar fi topit o GPU din 2020. Modurile de performanta nu mai sunt optionale.In al doilea rand, Minecraft 26.1.2 nu a inclus o rescriere semnificativa a randarii pe latura Java. Mojang a fost ocupata cu experimentul de joc multiplayer peer-to-peer care tocmai a fost retras in pre-release 26.2 (PCGamesN a acoperit retragerea saptamana trecuta), deci cele mai multe castiguri ale motorului vin inca din comunitatea modding. Sodium se ocupa de conductele de bucati, dar randarea entitatilor a fost lasata in mare parte singura pana cand modul lui tr7zw a inceput sa se raspandeasca.In al treilea rand, jucatorii observa. Firele de discutie pe Reddit in r/feedthebeast si r/Minecraft au continuat sa suprafa Entity Culling pe parcursul lunilor aprilie si mai cu acelasi comentariu peste si peste: "de ce nu este asta in vanilla inca." Intrebare buna.Numere reale de performantaL-am testat pe trei configuratii pe parcursul unei saptamani. Nimic stiintific, doar medii F3 in aceleasile bucati inainte si dupa.Lume de supravietuire Vanilla, laptop mid-tier (RTX 3050): 142 FPS baseline, 168 FPS cu Entity Culling. Aproximativ o crestere de 17 la suta. Castig sincer, nu schimba viata.Create: Pachetul Astral, distanta de randare de 16 bucati: 38 FPS la 62 FPS in bucata mea de fabrica. Asa de salt care cu adevarat schimba daca pachetul este jucabil.Vault Hunters modpack, 12 bucati: 71 la 94. Camerele dense cu moburi au beneficiat cel mai mult, ceea ce se urmareste.Modelul este consistent. Constructiile usoare in teren deschis obtin o mica crestere. Bazele dense, fermele mari si mediile modate obtin una reala.Si daca rulezi shadere? Economiile se compun. Saritura unui mob ascuns inseamna saritura trecerii sale prin shader.Configurare si compatibilitateInstalarea este partea usoara.Instaleaza Fabric Loader pentru Minecraft 26.1.2 (sau orice versiune rulezi).Lua Fabric API.Arunca Entity Culling si biblioteca obligatorie a lui tr7zw (entityculling-fabric) in folderul de moduri.Porneste jocul. Nu este nimic de configurat decat daca vrei.Functioneaza si pe Forge si NeoForge, si exista o versiune Quilt. Sodium se asociaza cu el fara cusur, ceea ce este combinatia pe care o foloseste majoritatea jucatorilor. Iris (incarcatorul de shadere) se comporta bine, de asemenea. La fel si Lithium pentru performanta tick-urilor si FerriteCore pentru memorie.Cu ce entra in conflictAproape nimic, sincer. Singura frecare reala cu care m-am confruntat este cu modurile care deseneaza entitatile prin pereti intentionat, cum ar fi cateva moduri minimap sau radar care evidentiaza moburile apropiate. Daca ai una din astea si iconurile entitatilor inceteaza sa se arate prin teren, asta e cauza. Deschide fisierul de configurare (config/entityculling.json) si comuta steagurile relevante. Cinci secunde, rezolvat.Utilizatorii Optifine: alege unu. Entity Culling si Optifine coexista tehnic, dar vei obtine sclipi ciudati pe anumite entitati de bloc. Renunta la Optifine si foloseste stiva Sodium + Iris + Entity Culling. E mai rapid oricum. (Da, chiar si cu shadere.)Cine ar trebui sa il instalezeAproape oricine, dar castigul se scala greu cu modul in care iti este construita lumea.Ferme mari de moburi? Instaleaza-l ieri. Modul iti va salva cadre de fiecare data cand mergi sa cultivi.Camere de depozitare masive cu pereti din cutii? Acelasi raspuns.Supravietuire Vanilla, baza mica, plimbare prin natura? Iata chestia, tot vei obtine cateva cadre suplimentare, dar este mai putin dramatic.Servere? Este un mod pe latura clientului, deci poti sa il rulezi fara sa intrebi nimic pe proprietarul serverului. Prietenii tai nu au nevoie de el.Vorbind de decorarea acelor constructii, daca auditezi ce blocuri ai cu care sa lucrezi, cautarea blocurilor Minecraft este utila pentru a gasi chestii pe care ai uitat ca exista. Il tin deschis in alta fila in timp ce planific camere de depozitare pentru ca vanilla are mai multe optiuni decorative decat isi amintesc oamenii.Intrebari comune pe care continui sa le vad"Doare comportamentul mobului?" Nu. Modul doar schimba randarea. AI inca se actualizeaza, moburile inca se genereaza, redstone inca functioneaza. Nu vei rupe nimic mecanic."Mi se vor scadea ratele fermei?" Nu. Acelasi motiv ca mai sus. Entity Culling nu atinge simularea, doar apelul draw."Este interzis pe vreun server?" Nu pe care sa fi vazut. Este pe latura clientului si nu da nici un avantaj informativ, deci majoritatea anticheat-urilor nu pasa. Hypixel si retele similare il permit. Verifica intotdeauna regulile oricum.Un lucru demn de marcat: moburile invizibile create de datapackuri sau entitati personalizate uneori sunt secerate prea agresiv, ceea ce poate arata ca o eroare vizuala. Exista o setare pentru asta. Nu panica.Compromisurile despre care nimeni nu vorbesteEntity Culling adauga si munca. Verificarea vizibilitatii costa CPU. Pe sistemele care sunt deja legate de CPU (masini mai vechi, grafica integrata, anumite modpackuri cu munca grea de tick), s-ar putea sa vazi un castig mai mic sau chiar o pierdere mica in cazuri extreme. Rar, dar se intampla.Modul are o setare numita "async culling" care impinge munca din firul principal. Porneste-o daca suspectezi ca CPU este locul tau cu ingustimea. Este oprita in mod implicit pe unele versiuni, ceea ce e stupid.De asemenea, prima secunda dupa teleportare sau incarcare a unei zone noi poate flasat cateva entitati in viziune tarziu pe masura ce cullerul se prinde. Unii oameni o gasesc deranjanta. Nu mai observ, dar merita sa mentionez.Cum se compara cu alte moduri de performantaRezumat rapid pentru oricine construieste un modpack de performanta de la zero in 2026.Sodium rescrie generatorul de bucati. Cel mai mare castig FPS unic departe. Instaleaza primul.Lithium optimizeaza logica jocului pe latura serverului. Ajuta la performanta tick-urilor.FerriteCore reduce utilizarea memoriei. Util pentru modpackuri mari.Entity Culling se ocupa de ceea ce ignora ceilalti: saritura desenelor entitatilor invizibile.Memory Leak Fix merita sa o iei si tu daca joci sesiuni lungi.Acesti cinci impreuna transforma chiar si hardware-ul modest intr-o masina credibila de Minecraft. Niciunul din ei nu necesita un fisier de configurare decat daca vrei sa reglezi.Un ultim lucru inainte sa instaleziDaca ai evitat un modpack greu pentru ca cadrele tale scad dramatic, Entity Culling este probabil singurul mod cu cel mai mare impact pe care nu l-ai incercat inca. Nu e magie. Nu va transforma un laptop cartof intr-un gaming rig. Dar pentru pretul unui fisier jar de 60 KB si zero config, avantajul este greu de contestat.Arunci-l in folderul de moduri. Testeaza o bucata pe care stii ca ruleaza prost. Compara. Daca numerele nu se misca mult, bine, nici o rau. Daca sar 20 la 40 la suta (si de obicei o fac in constructii dense), tocmai ti-ai cumparat un alt nivel de modpack fara a cheltui macar un leu pe hardware.Si in timp ce iti tincuiesti configuratia, o schimbare proaspata nu-i niciodata rau. Daca vrei sa potrivesti actualizarea cu un caracter nou, biblioteca de pieluri Minecraft skins a primit incarcarile solide in ultima vreme. --- ### Entity Culling para Minecraft: Tendência em 2026 URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling é um mod de desempenho que impede que Minecraft renderize mobs e block entities que você não consegue ver, como cofres atrás de paredes ou zumbis dentro de cavernas escuras. É gratuito, funciona bem com Sodium e Fabric, e pode recuperar de 20 a 60 por cento de FPS em chunks densas. Por isso continua em tendência em 2026.O Que Entity Culling FazMinecraft vanilla é estranhamente generoso com o que desenha. Mesmo que um mob esteja selado dentro de um bloco de pedra ou um cofre esteja enterrado dois andares abaixo de você, o jogo ainda gasta tempo de GPU nele. Entity Culling, feito por tr7zw, executa uma verificação rápida de visibilidade em cada entidade e block entity a cada frame. Se nada na visão do jogador conseguir vê-lo, o mod o pula.Esse é o pitch inteiro. Sem novos blocos, sem shaders, sem ajustes de inventário. Apenas menos trabalho desnecessário por frame.O resultado final é mais FPS. Às vezes um pequeno aumento, às vezes um enorme, dependendo de como seu mundo se parece.Por Que Block Entities Importam TantoCofres, placas, banners, beacons, shulker boxes, colmeias e praticamente toda fornalha são block entities. Cada um carrega lógica de renderização customizada. Construa uma sala de armazenamento gigante com 400 cofres e o jogo terá que desenhar cada um, mesmo quando você está do outro lado de uma parede. Entity Culling corta essa confusão, o que é exatamente por que construtores de salas de armazenamento e modpacks de tech-mod se beneficiam mais.Por Que O Mod Está Em Tendência Em 2026Algumas coisas se alinharam este ano.Primeiro, modpacks continuam ficando maiores. Modpacks estilo Create estão acumulando contagens de entidades que a renderização vanilla nunca foi ajustada para. Modpacks da primeira página da CurseForge em 2026 rotineiramente vêm com 200+ mods e os tipos de designs de base que teriam derretido uma GPU de 2020. Mods de desempenho não são mais opcionais.Segundo, Minecraft 26.1.2 não incluiu uma reformulação de renderização significativa no lado do Java. Mojang tem estado ocupada com o experimento de multiplayer peer-to-peer que foi removido no pré-lançamento 26.2 (PCGamesN cobriu o rollback semana passada), então a maioria dos ganhos de engine ainda estão vindo da comunidade modding. Sodium trata do pipeline de chunk, mas renderização de entidade foi deixada principalmente sozinha até que o mod de tr7zw começou a se espalhar.Terceiro, os jogadores estão notando. Threads no Reddit em r/feedthebeast e r/Minecraft continuaram ressurgindo Entity Culling em abril e maio com o mesmo comentário repetido: "por que isso não está no vanilla ainda." Boa pergunta.Números De Desempenho ReaisTestei em três configurações durante uma semana. Nada científico, apenas médias F3 nos mesmos chunks antes e depois.Mundo vanilla survival, laptop mid-tier (RTX 3050): 142 FPS baseline, 168 FPS com Entity Culling. Cerca de 17 por cento de aumento. Ganho honesto, não mudança de vida.Create: Astral pack, 16 chunk render distance: 38 FPS a 62 FPS no meu chunk de fábrica. Esse é o tipo de salto que realmente muda se o pack é jogável.Vault Hunters modpack, 12 chunks: 71 a 94. Salas densas em mobs se beneficiaram mais, o que faz sentido.O padrão é consistente. Construções leves em terreno aberto ganham um pequeno aumento. Bases densas, fazendas grandes e ambientes modificados ganham um real.E se você estiver rodando shaders? A economia composta. Pular um mob escondido significa pular seu shader pass também.Configuração e CompatibilidadeInstalação é a parte fácil.Instale Fabric Loader para Minecraft 26.1.2 (ou qualquer versão que você esteja rodando).Pegue Fabric API.Jogue Entity Culling e a biblioteca necessária de tr7zw (entityculling-fabric) na sua pasta mods.Inicie o jogo. Não há nada para configurar a menos que você queira.Também funciona em Forge e NeoForge, e há uma versão Quilt. Sodium combina com perfeição, que é o combo que a maioria dos jogadores usa. Iris (o carregador de shader) funciona bem também. E Lithium para desempenho de tick e FerriteCore para memória.Com O Que ConflitaQuase nada, honestamente. O único atrito real que encontrei é com mods que desenham entidades através de paredes intencionalmente, como alguns mods de minimap ou radar que destacam mobs próximos. Se você tem um desses e ícones de entidade param de mostrar através do terreno, essa é a causa. Abra o arquivo de configuração (config/entityculling.json) e alterne a flag relevante. Cinco segundos, consertado.Usuários Optifine: escolha um. Entity Culling e Optifine tecnicamente coexistem mas você terá cintilações estranhas em certas block entities. Tire Optifine e use a pilha Sodium + Iris + Entity Culling. É mais rápida de qualquer forma. (Sim, mesmo com shaders.)Quem Deve InstalarPraticamente qualquer um, mas o ganho escala bastante com como seu mundo é construído.Fazendas de mobs gigantes? Instale ontem. O mod vai economizar frames toda vez que você vai farmar.Salas de armazenamento massivas com paredes de cofres? Mesma resposta.Minecraft vanilla, base pequena, caminhando pela natureza? Aqui está a coisa, você ainda vai ganhar alguns frames extras, mas é menos dramático.Servidores? É um mod client-side, então você pode rodá-lo sem pedir permissão ao dono do servidor. Seus amigos não precisam dele.Falando em decorar essas construções, se você está auditando que blocos você tem para trabalhar, a busca de blocos Minecraft é útil para encontrar coisas que você esqueceu que existiam. Mantenho aberta em outra aba enquanto estou planejando salas de armazenamento porque vanilla tem mais opções decorativas do que as pessoas lembram.Perguntas Comuns Que Continuo Vendo"Isso prejudica o comportamento de mobs?" Não. O mod apenas muda a renderização. IA ainda marca, mobs ainda desovam, redstone ainda funciona. Você não vai quebrar nada mecânico."As taxas da minha fazenda vão cair?" Nope. Mesma razão acima. Entity Culling não toca na simulação, apenas na chamada de desenho."Isso é banido em algum servidor?" Não que eu tenha visto. É client-side e não dá vantagem de informação, então a maioria dos anticheats não se importa. Hypixel e redes similares o permitem. Sempre verifique as regras de qualquer forma.Uma coisa que vale a pena destacar: mobs invisíveis criados por datapacks ou entidades customizadas às vezes ficam culled muito agressivamente, o que pode parecer um glitch visual. Há uma configuração para isso. Não entre em pânico.Os Trade-Offs Que Ninguém FalaEntity Culling adiciona trabalho também. A verificação de visibilidade custa CPU. Em sistemas que já estão CPU-bound (máquinas antigas, gráficos integrados, certos modpacks com trabalho de tick pesado), você pode ver um ganho menor ou até uma perda minúscula em casos extremos. Raro, mas acontece.O mod tem uma configuração chamada "async culling" que empurra o trabalho para fora da thread principal. Ative se você suspeitar que CPU é seu gargalo. Está desligado por padrão em algumas versões, o que é ridículo.Além disso, o primeiro segundo depois de se teleportar ou carregar uma nova área pode piscar algumas entidades em vista tarde enquanto o culler se alcança. Algumas pessoas acham jarring. Eu não noto mais, mas vale a pena mencionar.Como Se Compara A Outros Mods De DesempenhoDescrição rápida para qualquer um construindo um modpack de desempenho do zero em 2026.Sodium reescreve o renderizador de chunk. Maior ganho único de FPS de longe. Instale primeiro.Lithium otimiza a lógica de jogo server-side. Ajuda com desempenho de tick.FerriteCore reduz uso de memória. Útil para grandes modpacks.Entity Culling trata o que os outros ignoram, pulando draws de entidade invisível.Memory Leak Fix também vale a pena pegar se você estiver jogando sessões longas.Esses cinco juntos transformam até hardware modesto em uma máquina Minecraft credível. Nenhum deles requer um arquivo de configuração a menos que você queira ajustar.Uma Última Coisa Antes De InstalarSe você tem estado adiando um modpack pesado porque seus frames caem, Entity Culling é provavelmente o mod de maior impacto único que você ainda não tentou. Não é mágica. Não vai transformar um laptop batata em um rig de gaming. Mas pelo preço de um jar de 60 KB e zero config, o upside é difícil de argumentar contra.Jogue na sua pasta mods. Teste um chunk que você sabe que roda mal. Compare. Se os números não se moverem muito, tudo bem, sem danos. Se eles saltarem 20 a 40 por cento (e geralmente fazem em construções densas), você simplesmente se comprou outra tier de modpack sem gastar um centavo em hardware.E enquanto você está mexendo com sua configuração, um look fresco nunca machuca. A biblioteca procurar skins Minecraft tem recebido uploads sólidos ultimamente se você quiser combinar a atualização com um novo personagem. --- ### Mod Entity Culling Minecraft - dlaczego popularny w 2026 URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling to mod wydajnościowy, który zapobiega renderowaniu mobów i bloków, których nie widzisz - takich jak skrzynie za ścianami czy zombie w ciemnych jaskiniach. Jest darmowy, doskonale współpracuje z Sodium i Fabric, i może przywrócić 20 do 60 procent FPS w gęstych chunkach. Dlatego ciągle zyskuje na popularności w 2026.Co robi Entity CullingVanilla Minecraft dziwnie hojnie podchodzi do tego, co rysuje. Nawet jeśli mob jest zamknięty wewnątrz bloku kamienia albo skrzynia pochowana dwa piętra poniżej, gra wciąż spędza czas GPU na jej rysowaniu. Entity Culling, stworzony przez tr7zw, przeprowadza szybkie sprawdzenie widoczności każdego moba i bloku w każdej klatce. Jeśli nic w polu widzenia gracza nie może tego zobaczyć, mod go pomija.To cały sens. Brak nowych bloków, brak shaderów, brak zmian ekwipunku. Tylko mniej zmarnowanej pracy na klatkę.Rezultatem jest więcej FPS. Czasem mały wzrost, czasem ogromny, zależy od tego, jak wygląda twój świat.Dlaczego bloki są tak ważneSkrzynie, znaki, bannery, latarnie, skrzynki na pola, ule - wszystkie to bloki. Każde nosi niestandardową logikę renderowania. Zbuduj gigantyczny magazyn z 400 skrzniami, a gra musi narysować każdą, nawet gdy jesteś po drugiej stronie muru. Entity Culling przecina przez ten bałagan, co jest dokładnie dlatego, dla którego pracownicy magazynów i tech-mod packi osiągają największe zyski.Dlaczego mod zyskuje popularność w 2026Kilka rzeczy się zbiegło w tym roku.Po pierwsze, modpacki stają się coraz większe. Paczki automation w stylu Create gromadzą liczby mobów, do których vanilla rendering nigdy nie był dostrojony. Paczki na pierwszej stronie CurseForge w 2026 rutynowo wysyłane są z 200+ modami i projektami baz, które stopiłyby GPU z 2020. Mody wydajności już nie są opcjonalne.Po drugie, Minecraft 26.1.2 nie zawierał znaczącego redesignu renderowania po stronie Java. Mojang był zajęty eksperymentem wieloosobowym peer-to-peer, który właśnie został wycofany w pre-release 26.2 (PCGamesN opisywał ten rollback zeszłego tygodnia), więc większość ulepszeń silnika wciąż pochodzi ze społeczności modów. Sodium obsługuje potok chunków, ale renderowanie mobów zostało w większości pozostawione samym sobie aż do momentu, gdy mod tr7zw zaczął się rozprzestrzeniać.Po trzecie, gracze to zauważyli. Wątki na Reddicie w r/feedthebeast i r/Minecraft wciąż pojawiały się z Entity Culling przez kwiecień i maj, zawsze z tym samym komentarzem: "dlaczego tego nie ma w vanilla". Słuszne pytanie.Rzeczywiste wyniki wydajnościTestowałem to na trzech konfiguracjach przez tydzień. Nic naukowego, tylko średnie F3 w tych samych chunkach przed i po.Vanilla survival world, laptop mid-range (RTX 3050): 142 FPS na wyjściu, 168 FPS z Entity Culling. Około 17 procent wzrostu. Uczciwy zysk, nie przełomowy.Create: Astral pack, 16 chunk render distance: 38 FPS do 62 FPS w moim chunku fabryki. To jest rodzaj skoku, który faktycznie zmienia, czy paczka jest grywalna.Vault Hunters modpack, 12 chunks: 71 do 94. Pokoje gęste mobami czerpały największe korzyści, co ma sens.Wzór jest spójny. Lekkie budynki w otwartym terenie otrzymują mały wzrost. Gęste bazy, duże farmy i zmodyfikowane środowiska otrzymują realny wzrost.A jeśli pracujesz z shaderami? Oszczędności się nakumulują. Pomijanie ukrytego moba oznacza pomijanie jego shader passa również.Instalacja i kompatybilnośćInstalacja to łatwa część.Zainstaluj Fabric Loader dla Minecraft 26.1.2 (lub jakiejkolwiek wersji której używasz).Pobierz Fabric API.Upuść Entity Culling i wymaganą bibliotekę tr7zw (entityculling-fabric) do folderu modów.Uruchom grę. Nie ma nic do konfigurowania, chyba że chcesz.Działa również na Forge i NeoForge, i istnieje wersja dla Quiltu. Sodium współpracuje z tym bezproblemowo, co jest kombinacją najczęściej używaną przez graczy. Iris (shader loader) też świetnie się sprawdza. Podobnie Lithium dla wydajności ticku i FerriteCore dla pamięci.Z czym się kłóciZ prawie niczym, szczerze mówiąc. Jedynym rzeczywistym problemem, który napotkałem, są mody, które rysują moba przez ściany celowo, takie jak niektóre minimapy czy mody radaru podświetlające pobliskie moby. Jeśli masz taki mod i ikony mobów przestały pojawiać się przez teren, to jest przyczyna. Otwórz plik konfiguracyjny (config/entityculling.json) i przełącz odpowiednią flagę. Pięć sekund, naprawione.Użytkownicy Optifine: wybierz jeden. Entity Culling i Optifine technicznie mogą istnieć razem, ale dostajesz dziwne migotanie na pewnych blokach. Upuść Optifine i używaj stosu Sodium + Iris + Entity Culling. To jest szybsze mimo wszystko. (Tak, nawet z shaderami.)Kto powinien to zainstalowaćPraktycznie każdy, ale zysk skaluje się mocno w zależności od tego, jak zbudowany jest twój świat.Duże farmy mobów? Zainstaluj wczoraj. Mod oszczędzę ci klatek za każdym razem gdy będziesz grindować.Ogromne magazyny ze ścianami skrzyń? Ta sama odpowiedź.Vanilla survival, mała baza, spacer w naturze? Oto rzecz - wciąż dostaniesz kilka dodatkowych klatek, ale to mniej dramatyczne.Serwery? To mod po stronie klienta, więc możesz go uruchomić bez pytania właściciela serwera. Twoi przyjaciele go nie potrzebują.Mówiąc o ozdabianiu budowli, jeśli audytujesz jakie bloki masz dostępne, wyszukiwarka bloków Minecraft jest przydatna do znalezienia rzeczy, które zapomniałeś istniały. Trzymam ją otwartą w innej karcie podczas planowania magazynów, ponieważ vanilla ma więcej opcji dekoracyjnych niż ludzie pamiętają.Częste pytania"Czy to wpływa na zachowanie mobów?" Nie. Mod zmienia tylko renderowanie. AI wciąż się tyka, moby wciąż się pojawiają, redstone wciąż pracuje. Nic nie zepsujesz mechanicznie."Czy moje stawki farmy spadną?" Nie. Ta sama przyczyna co wyżej. Entity Culling nie dotyka symulacji, tylko draw call."Czy zakazany jest na jakichś serwerach?" Nie widział jeszcze. To mod po stronie klienta i nie daje żadnej przewagi informacyjnej, więc większość anticheat się tym nie przejmuje. Hypixel i podobne sieci go zezwalają. Zawsze sprawdzaj zasady serwera mimo wszystko.Jedna rzecz warta wspomnienia: niewidoczne moby utworzone przez datapacks lub niestandardowe czasem są zbyt agresywnie cullowane, co może wyglądać jak błąd wizualny. Jest na to ustawienie. Nie panikuj.Kompromisy, o których nikt nie mówiEntity Culling dodaje również pracy. Sprawdzenie widoczności kosztuje CPU. Na systemach, które są już CPU-bound (starsze maszyny, zintegrowana grafika, pewne modpacki z ciężką pracą ticku), możesz zobaczyć mniejszy zysk lub nawet niewielką stratę w skrajnych przypadkach. Rzadko, ale się zdarza.Mod ma ustawienie zwane "async culling", które odsuwa pracę z głównego wątku. Włącz to jeśli podejrzewasz, że CPU jest wąskim gardłem. Jest wyłączone domyślnie w niektórych wersjach, co jest dziwne.Również, pierwsza sekunda po teleportacji czy ładowaniu nowego obszaru może pokazać kilka mobów z opóźnieniem gdy culler dogania. Niektórzy to znajdują drażniące. Ja już tego nie zauważam, ale warte wspomnienia.Porównanie z innymi modami wydajnościSzybki przegląd dla każdego budowania modpacku wydajności od zera w 2026.Sodium przepisuje chunk renderer. Największy pojedynczy zysk FPS. Zainstaluj pierwszy.Lithium optymalizuje logikę gry po stronie serwera. Pomaga z wydajnością ticku.FerriteCore zmniejsza użycie pamięci. Przydatne dla dużych modpacków.Entity Culling obsługuje to, co inni ignorują - pomijanie niewidocznych rysowań mobów.Memory Leak Fix jest warte zdobycia, jeśli grasz długie sesje.Te pięć razem zamienia nawet skromny sprzęt w wiarygodną maszynę Minecraft. Żaden nie wymaga pliku konfiguracyjnego, chyba że chcesz dostroić.Ostatnia rzecz zanim zainstalujeszJeśli byłeś wstrzemięźliwy na ciężkim modpacku, ponieważ FPS się rozpada, Entity Culling jest prawdopodobnie jednym modem o największym wpływie, którego nie spróbowałeś jeszcze. To nie jest magia. To nie zamieni laptop ziemniaka w gaming rig. Ale za cenę 60 KB jar pliku i zero konfiguracji, zaleta jest trudna do zakwestionowania.Upuść to do folderu modów. Testuj chunk o którym wiesz, że słabo się uruchamia. Porównaj. Jeśli liczby się nie zmienią, dobrze, nie ma szkody. Jeśli skoczyć 20 do 40 procent (i zwykle skoczyć w gęstych strukturach), właśnie kupiłeś sobie wyższy tier modpacku bez wydawania grosza na sprzęt.A podczas gdy bawimy się twoją konfiguracją, świeży wygląd nigdy nie boli. biblioteka skórek Minecraft otrzymywała solidne przesyłania ostatnio, jeśli chcesz dopasować uaktualnianie do nowej postaci. --- ### Entity Culling Mod voor Minecraft: waarom het trending is in URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling is een performance-mod die Minecraft ervan weerhoudt mobs en blok-entiteiten te renderen die je niet kunt zien, zoals kisten achter muren of zombies in donkere grotten. Het is gratis, werkt uitstekend met Sodium en Fabric, en kan 20 tot 60 procent FPS terugwinnen in zware chunks. Daarom blijft het in 2026 trending.Wat Entity Culling doetVanilla Minecraft rendert vreemd veel. Zelfs als een mob in een steenblok is ingesloten, of een kist twee verdiepingen onder je begraven is, besteedt het spel nog steeds GPU-tijd eraan. Entity Culling, gemaakt door tr7zw, voert elk frame een snelle zichtbaarheidscontrole uit op elke entiteit en blok-entiteit. Als niets in het gezichtsveld van de speler het mogelijk kan zien, slaat de mod het over.Dat is het hele verhaal. Geen nieuwe blokken, geen shaders, geen voorraadbewerkingen. Gewoon minder verspild werk per frame.Het resultaat is meer FPS. Soms een klein plusje, soms een enorme sprong, afhankelijk van hoe je wereld eruitziet.Waarom blok-entiteiten zoveel uitmakenKisten, bordjes, vaandels, bakeens, shulkerkisten, bijenkorven en vrijwel elke oven zijn blok-entiteiten. Ze dragen elk aangepaste render-logica. Bouw een reusachtige opslagruimte met 400 kisten en het spel moet elke enkele renderen, zelfs als je aan de andere kant van een muur bent. Entity Culling snijdt door die chaos heen, wat precies waarom opslagruimte-bouwers en tech-mod-packs het meeste voordeel hebben.Waarom de mod in 2026 trending isEen paar dingen liepen dit jaar uit op elkaar.Ten eerste blijven modpacks groter worden. Create-stijl automatiseringspacks stapelen entity-aantallen op die vanilla-rendering nooit voor is ontworpen. CurseForge front-page packs in 2026 bevatten routinematig 200+ mods en basis-ontwerpen die de GPU van een 2020-machine zouden smelten. Performance-mods zijn niet meer optioneel.Ten tweede was Minecraft 26.1.2 niet voorzien van een betekenisvolle rendering-herziening aan de Java-kant. Mojang is druk bezig met het peer-to-peer multiplayer experiment dat net werd ingetrokken in de 26.2 pre-release (PCGamesN dekte de terugrol vorige week af), dus de meeste engine-verbeteringen komen nog steeds van de modding-gemeenschap. Sodium verzorgt de chunk-pipeline, maar entity-rendering werd grotendeels alleen gelaten tot tr7zw's mod begon te verspreiden.Ten derde merken spelers het op. Reddit-threads in r/feedthebeast en r/Minecraft bleven Entity Culling door april en mei naar boven halen met dezelfde opmerking steeds weer: waarom is dit nog niet in vanilla. Goed vraag.Echte prestatiecijfersIk heb het getest op drie setups over een week. Niets wetenschappelijks, gewoon F3-gemiddelden in dezelfde chunks ervoor en erna.Vanilla survival-wereld, mid-tier laptop (RTX 3050): 142 FPS baseline, 168 FPS met Entity Culling. Ongeveer 17 procent stijging. Eerlijk voordeel, niet levensveranderend.Create: Astral pack, 16 chunk render-afstand: 38 FPS naar 62 FPS in mijn fabrieks-chunk. Dat soort sprong verandert daadwerkelijk of de pack speelbaar is.Vault Hunters modpack, 12 chunks: 71 naar 94. Mob-dichte kamers hadden het meest voordeel, wat logisch is.Het patroon is consistent. Lichte bouwwerken in open terrein krijgen een kleine verhoging. Dichte bases, grote boerderijen en gemodde omgevingen krijgen een echte boost.En als je shaders gebruikt? De besparing wordt samengesteld. Het overslaan van een verborgen mob betekent ook het overslaan van zijn shader-pass.Setup en compatibiliteitInstallatie is het gemakkelijke deel.Installeer Fabric Loader voor Minecraft 26.1.2 (of welke versie je ook draait).Pak Fabric API.Zet Entity Culling en tr7zw's vereiste bibliotheek (entityculling-fabric) in je mods-map.Start het spel. Er is niets om in te stellen tenzij je dat wilt.Het werkt ook op Forge en NeoForge, en er is een Quilt-versie. Sodium past er prima mee samen, dat is de combo die de meeste spelers gebruiken. Iris (de shader-loader) werkt mooi mee. Net als Lithium voor tick-performance en FerriteCore voor geheugen.Waarmee het conflicteertBijna niets, eerlijk gezegd. De enige echte wrijving die ik ben tegengekomen is met mods die entiteiten doelbewust door muren renderen, zoals sommige minimap- of radar-mods die dichtbij mobs markeren. Als je er een hebt en entity-pictogrammen stoppen met zichtbaarheid door terrein heen, dat's de oorzaak. Open het config-bestand (config/entityculling.json) en wissel de relevante instelling. Vijf seconden, opgelost.Optifine-gebruikers: kies er een. Entity Culling en Optifine bestaan technisch samen maar je krijgt rare flikkering op bepaalde blok-entiteiten. Zet Optifine opzij en gebruik de Sodium - Iris - Entity Culling-stack. Het is sneller toch. (Ja, zelfs met shaders.)Wie zou het moeten installerenBijna iedereen, maar het voordeel schaalt mee met hoe je wereld is gebouwd.Grote mob-boerderijen? Installeer het gisteren. De mod bespaart je frames elke keer als je gaat grinden.Massieve opslagruimtes met kisten-muren? Hetzelfde antwoord.Vanilla survival, kleine basis, rondlopen in de natuur? Hier is het ding, je krijgt nog steeds een paar extra frames, maar het is minder dramatisch.Servers? Het is een client-side mod, dus je kunt het draaien zonder de servereigenaar iets te vragen. Je vrienden hebben het niet nodig.Over het decoreren van die bouwwerken, als je checkt wat blokken je hebt om mee te werken, is de Minecraft blok-zoekfunctie handig voor het vinden van spullen die je bent vergeten bestonden. Ik hou het open in een ander tabblad terwijl ik opslagruimtes plan omdat vanilla meer decoratieve opties heeft dan mensen onthouden.Veelgestelde vragen die ik steeds zieDoet het mob-gedrag lijden? Nee. De mod verandert alleen rendering. AI tick-je nog steeds, mobs spawnen nog steeds, redstone vuurt nog steeds af. Je breekt niets mechanisch.Zullen mijn boerderijtarief dalen? Nee. Dezelfde reden als hierboven. Entity Culling raakt de simulatie niet aan, alleen de draw-call.Is het verboden op enige servers? Niet dat ik heb gezien. Het is client-side en geeft geen informatievoordeel, dus de meeste anticheat kan er niet om geven. Hypixel en soortgelijke netwerken staan het toe. Controleer altijd toch de regels.Een ding de moeite waard op te merken: onzichtbare mobs gemaakt door datapacks of aangepaste entiteiten worden soms te agressief gesneden, wat eruitziet als een visueel glitch. Er is een instelling voor. Geen paniek.De afwegingen waar niemand over spreektEntity Culling voegt werk toe. De zichtbaarheidscontrole kost CPU. Op systemen die al CPU-gebonden zijn (oudere machines, geïntegreerde grafische kaarten, bepaalde modpacks met zwaar tick-werk), zie je misschien een kleiner voordeel of zelfs in extreme gevallen een minuscul verlies. Zeldzaam, maar het gebeurt.De mod heeft een instelling genaamd async culling die het werk uit de main-thread duwt. Zet het aan als je verdenkt dat CPU je bottleneck is. Het staat standaard uit op sommige versies, wat domaan is.Ook, de eerste seconde na teleporteren of het laden van een nieuw gebied kan een paar entiteiten laat in beeld flitsen terwijl de culler bijwerkt. Sommige mensen vinden het schokkend. Ik merk het niet meer op, maar de moeite waard te vermelden.Hoe het zich verhoudt tot andere performance-modsSnel overzicht voor iedereen die in 2026 vanaf nul een performance modpack samenstelt.Sodium herschrijft de chunk-renderer. Grootste enkelvoudige FPS-winst met ver. Installeer eerst.Lithium optimaliseert server-side game-logica. Helpt met tick-performance.FerriteCore vermindert geheugengebruik. Nuttig voor grote modpacks.Entity Culling handelt wat de anderen negeren: verborgen entity-draws overslaan.Memory Leak Fix is ook de moeite waard om te pakken als je lange sessies speelt.Deze vijf samen veranderen zelfs bescheiden hardware in een geloofwaardige Minecraft-machine. Geen ervan vereist een config-bestand tenzij je wilt aanpassen.Een ding nog voor je installeertAls je een zware modpack hebt uitgesteld omdat je frames zakken, is Entity Culling waarschijnlijk de enige grootste impact-mod die je nog niet hebt geprobeerd. Het is geen magie. Het verandert een aardappel-laptop niet in een gaming-rig. Maar voor de prijs van een 60 KB jar-bestand en nul config, is de upside moeilijk tegen in te gaan.Gooi het in je mods-map. Test een chunk waarvan je weet dat het slecht loopt. Vergelijk. Als de getallen niet veel bewegen, prima, geen kwaad kan. Als ze 20 tot 40 procent springen (en ze doen dat meestal in dichte bouwwerken), heb je jezelf net nog een modpack-laag gekocht zonder geld aan hardware uit te geven.En terwijl je je setup aanpast, een frisse blik doet nooit kwaad. De Minecraft skins bladeren bibliotheek krijgt de laatste tijd solide uploads als je de upgrade wilt matchen met een nieuw karakter. --- ### Mod Entity Culling Minecraft: perche e in trend nel 2026 URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling e una mod di performance che impedisce a Minecraft di renderizzare i mob e gli enti blocco che non puoi effettivamente vedere, come i forzieri dietro i muri o gli zombie dentro caverne buie. E gratuita, funziona bene con Sodium e Fabric, e puo recuperare il 20-60 percento degli FPS nei chunk densi. Per questo continua a essere in trend nel 2026.Cosa fa Entity CullingVanilla Minecraft e stranamente generoso con quello che disegna. Anche se un mob e sigillato dentro un blocco di pietra, o un forziere e sepolto due piani sotto di te, il gioco spende comunque tempo GPU su di esso. Entity Culling, creata da tr7zw, esegue un rapido controllo di visibilita su ogni entita e ente blocco ogni frame. Se niente nella vista del giocatore puo possibilmente vederlo, la mod lo salta.Questo e tutto. Nessun nuovo blocco, nessuno shader, nessun trucco di inventario. Solo meno lavoro sprecato per frame.Il risultato finale e piu FPS. A volte un piccolo aumento, a volte uno enorme, dipende da come appare il tuo mondo.Perche gli enti blocco sono cosi importantiI forzieri, i cartelli, gli striscioni, i beacon, gli shulker box, gli alveari e praticamente ogni fornace sono enti blocco. Ognuno ha una logica di rendering personalizzata. Costruisci una gigantesca stanza di stoccaggio con 400 forzieri e il gioco deve disegnare ognuno anche quando sei dall'altra parte di un muro. Entity Culling taglia attraverso quel pasticcio, che e esattamente il motivo per cui i costruttori di stanze di stoccaggio e i modpack tech-mod traggono il massimo beneficio.Perche la mod e in trend nel 2026Alcune cose si sono allineate quest'anno.In primo luogo, i modpack continuano a diventare piu grandi. I modpack in stile Create stanno accumulando conteggi di entita che il rendering vanilla non e mai stato ottimizzato per. I modpack in prima pagina su CurseForge nel 2026 di solito spediscono con 200+ mod e il tipo di design di base che avrebbe rovinato una GPU del 2020. Le mod di performance non sono piu facoltative.In secondo luogo, Minecraft 26.1.2 non ha incluso un riprogetto rendering significativo dal lato Java. Mojang e stata occupata con l'esperimento di moltiplicazione peer-to-peer che e stato appena cancellato nel pre-release 26.2 (PCGamesN ha coperto il rollback la scorsa settimana), quindi la maggior parte dei miglioramenti del motore provengono ancora dalla comunita modding. Sodium gestisce la pipeline dei chunk, ma il rendering delle entita e stato lasciato praticamente da solo fino a quando la mod di tr7zw ha iniziato a diffondersi.In terzo luogo, i giocatori se ne stanno accorgendo. I thread di Reddit in r/feedthebeast e r/Minecraft hanno continuato a rispolverare Entity Culling ad aprile e maggio con lo stesso commento ripetuto: "perche non e questo vanilla gia". Buona domanda.Numeri di performance realiL'ho testata su tre configurazioni durante una settimana. Niente di scientifico, solo medie F3 negli stessi chunk prima e dopo.Mondo survival vanilla, laptop di fascia media (RTX 3050): 142 FPS di base, 168 FPS con Entity Culling. Circa un aumento del 17 percento. Guadagno onesto, non che cambi la vita.Modpack Create: Astral, 16 distanza di rendering chunk: 38 FPS a 62 FPS nel mio chunk di fabbrica. Questo e il tipo di salto che effettivamente cambia se il modpack e giocabile.Modpack Vault Hunters, 12 chunk: 71 a 94. Le stanze piene di mob hanno beneficiato di piu, il che ha senso.Lo schema e coerente. Le costruzioni leggere in terreno aperto ottengono un piccolo miglioramento. Le basi dense, le grosse fattorie e gli ambienti moddati ottengono uno vero.E se stai usando shader? I risparmi si compongono. Saltare un mob nascosto significa saltare anche il suo pass shader.Setup e compatibilitaL'installazione e la parte facile.Installa Fabric Loader per Minecraft 26.1.2 (o qualsiasi versione stai usando).Prendi Fabric API.Butta Entity Culling e la libreria richiesta da tr7zw (entityculling-fabric) nella cartella mods.Avvia il gioco. Non c'e nulla da configurare a meno che tu non lo voglia.Funziona anche su Forge e NeoForge, e c'e una versione Quilt. Sodium si abbina perfettamente ad essa, che e la combo che la maggior parte dei giocatori usa. Iris (il loader degli shader) funziona bene anche lei. Cosi come Lithium per la performance dei tick e FerriteCore per la memoria.Con cosa entra in conflittoCon praticamente niente, onestamente. L'unico vero attrito che ho avuto e con le mod che disegnano intenzionalmente le entita attraverso i muri, come alcune mod minimap o radar che evidenziano i mob vicini. Se ne hai una e le icone delle entita smettono di mostrarsi attraverso il terreno, quella e la causa. Apri il file di configurazione (config/entityculling.json) e attiva il flag rilevante. Cinque secondi, risolto.Utenti di Optifine: scegline uno. Entity Culling e Optifine tecnicamente coesistono ma avrai sfarfallii strani su certi enti blocco. Butta Optifine e usa lo stack Sodium + Iris + Entity Culling. E piu veloce comunque. (Si, anche con gli shader.)Chi dovrebbe installarlaPraticamente chiunque, ma il guadagno scala duramente con come costruisci il tuo mondo.Enormi fattorie di mob? Installala ieri. La mod ti salvera i frame ogni volta che spingi per maccinare.Enormi stanze di stoccaggio con muri di forzieri? Stessa risposta.Survival vanilla, base piccola, camminando in giro nella natura? Ecco, otterrai comunque alcuni frame extra, ma e meno drammatico.Server? E una mod client-side, quindi puoi eseguirla senza chiedere nulla al proprietario del server. I tuoi amici non ne hanno bisogno.Parlando di decorare quelle costruzioni, se stai revisionando quali blocchi hai a disposizione, il cerca blocchi Minecraft e comodo per trovare roba che hai dimenticato esistesse. Lo tengo aperto in un'altra scheda mentre sto pianificando le stanze di stoccaggio perche vanilla ha piu opzioni decorative di quanto le persone ricordino.Domande comuni che continuo a vedere"Fa male al comportamento dei mob?" No. La mod cambia solo il rendering. L'IA continua a fare tick, i mob continuano a spawnare, la redstone continua a sparare. Non romperai niente dal punto di vista meccanico."Le mie velocita di fattoria diminuiranno?" Nope. Per lo stesso motivo di sopra. Entity Culling non tocca la simulazione, solo la chiamata di disegno."E vietata su qualche server?" Non che io abbia visto. E client-side e non fornisce alcun vantaggio informativo, quindi la maggior parte degli anticheat non se ne importa. Hypixel e reti simili lo permettono. Comunque controlla sempre le regole.Una cosa degna di nota: i mob invisibili creati da datapack o entita personalizzate a volte vengono eliminate troppo aggressivamente, il che puo sembrare un glitch visivo. C'e un'impostazione per questo. Non farti prendere dal panico.I compromessi di cui nessuno parlaEntity Culling aggiunge anche lavoro. Il controllo di visibilita costa CPU. Su sistemi che sono gia vincolati dalla CPU (macchine vecchie, grafica integrata, certi modpack con lavoro di tick pesante), potresti vedere un guadagno piu piccolo o anche una piccola perdita nei casi estremi. Raro, ma accade.La mod ha un'impostazione chiamata "async culling" che spinge il lavoro fuori dal thread principale. Attivala se sospetti che la CPU sia il tuo collo di bottiglia. E spenta per impostazione predefinita in alcune versioni, il che e sciocco.Inoltre, il primo secondo dopo il teleport o il caricamento di una nuova area puo mostrare alcune entita in ritardo mentre il culler si aggiorna. Alcune persone lo trovano stridente. Non lo noto piu, ma vale la pena menzionarlo.Come si confronta con altre mod di performanceRapida rassegna per chiunque stia costruendo da zero un modpack di performance nel 2026.Sodium riscrive il renderer dei chunk. Guadagno FPS singolo piu grande di gran lunga. Installa per primo.Lithium ottimizza la logica di gioco server-side. Aiuta con la performance dei tick.FerriteCore riduce l'uso della memoria. Utile per i grandi modpack.Entity Culling gestisce quello che gli altri ignorano: saltare i disegni di entita invisibili.Memory Leak Fix vale la pena prenderlo anche se stai giocando lunghe sessioni.Questi cinque insieme trasformano anche l'hardware modesto in una macchina Minecraft credibile. Nessuno di loro richiede un file di configurazione a meno che tu non voglia armeggiare.Un'ultima cosa prima di installarlaSe hai trattenuto un pesante modpack perche i tuoi frame crollano, Entity Culling e probabilmente la singola mod ad impatto piu alto che non hai ancora provato. Non e magia. Non trasformera un laptop di patata in una macchina da gioco. Ma per il prezzo di un file jar da 60 KB e zero configurazione, il vantaggio e difficile da discutere.Buttala nella cartella mods. Testa un chunk che sai che funziona male. Confronta. Se i numeri non si muovono molto, ok, non c'e male fatto. Se saltano il 20-40 percento (e di solito lo fanno nelle costruzioni dense), hai appena comprato un altro livello di modpack senza spendere un centesimo in hardware.E mentre stai armeggiando con la tua configurazione, un'occhiata fresca non fa mai male. La libreria consulta skin Minecraft ha ricevuto solidi upload ultimamente se vuoi abbinare l'aggiornamento con un nuovo personaggio. --- ### Mod Entity Culling Minecraft - Pourquoi tendance en 2026 URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling est un mod de performance qui empêche Minecraft d'afficher les créatures et les entités de bloc invisibles, comme les coffres derrière les murs ou les zombies dans les grottes sombres. C'est gratuit, fonctionne bien avec Sodium et Fabric, et peut récupérer 20 à 60 % de FPS dans les chunks denses. C'est pourquoi il reste tendance en 2026.Ce que fait Entity CullingMinecraft Vanilla est bizarrement généreux dans ce qu'il affiche. Même si une créature est scellée à l'intérieur d'un bloc de pierre, ou si un coffre est enterré deux étages sous vous, le jeu dépense quand même du temps GPU. Entity Culling, créé par tr7zw, effectue une vérification rapide de la visibilité de chaque entité et entité de bloc à chaque frame. Si rien dans le champ de vision du joueur ne peut la voir, le mod l'ignore.C'est tout. Pas de nouveaux blocs, pas de shaders, pas de modifications d'inventaire. Juste moins de travail inutile par frame.Le résultat final est plus de FPS. Parfois une petite augmentation, parfois énorme, selon l'apparence de votre monde.Pourquoi les entités de bloc sont si importantesLes coffres, les panneaux, les bannières, les balises, les boîtes de shulker, les ruches et pratiquement tous les fourneaux sont des entités de bloc. Chacun porte sa propre logique de rendu. Construisez une gigantesque salle de stockage avec 400 coffres et le jeu doit les afficher tous, même quand vous êtes de l'autre côté d'un mur. Entity Culling résout ce problème, ce qui est exactement pourquoi les constructeurs de salles de stockage et les packs de mods techniques en bénéficient le plus.Pourquoi le mod est tendance en 2026Plusieurs choses se sont alignées cette année.D'abord, les modpacks deviennent de plus en plus gros. Les packs d'automatisation de type Create accumulent des comptes d'entités que le rendu vanilla n'a jamais été optimisé pour. Les packs de première page de CurseForge en 2026 livrent régulièrement plus de 200 mods et le type de conceptions de bases qui auraient fait fondre un GPU de 2020. Les mods de performance ne sont plus optionnels.Deuxièmement, Minecraft 26.1.2 n'a pas apporté de vrai remaniement du rendu côté Java. Mojang a été occupé par l'expérience multijoueur peer-to-peer qui vient d'être annulée dans la préversion 26.2 (PCGamesN a couvert le retrait la semaine dernière), donc la plupart des gains moteur proviennent encore de la communauté de modding. Sodium gère le pipeline des chunks, mais le rendu des entités a été largement laissé de côté jusqu'à ce que le mod de tr7zw commença à se propager.Troisièmement, les joueurs le remarquent. Les threads Reddit sur r/feedthebeast et r/Minecraft ont continué à remonter Entity Culling en avril et mai avec le même commentaire encore et encore: « pourquoi ce n'est pas dans le jeu vanilla. » Bonne question.Vrais chiffres de performanceJe l'ai testé sur trois configurations sur une semaine. Rien de scientifique, juste les moyennes F3 dans les mêmes chunks avant et après.Monde vanilla survie, laptop de milieu de gamme (RTX 3050) : 142 FPS de base, 168 FPS avec Entity Culling. Environ 17 % de gain. Gain honnête, pas révolutionnaire.Pack Create - Astral, distance de rendu 16 chunks : 38 FPS à 62 FPS dans mon chunk d'usine. C'est le genre de saut qui change réellement si le pack est jouable.Modpack Vault Hunters, 12 chunks : 71 à 94. Les salles denses en créatures ont bénéficié le plus, ce qui a du sens.Le modèle est cohérent. Les constructions légères en terrain ouvert reçoivent un léger coup de pouce. Les bases denses, les grandes fermes et les environnements moddés reçoivent un vrai coup de pouce.Et si vous exécutez des shaders ? Les économies se composent. Ignorer une créature cachée signifie aussi ignorer son pass shader.Configuration et compatibilitéL'installation est la partie facile.Installez Fabric Loader pour Minecraft 26.1.2 (ou la version que vous exécutez).Téléchargez Fabric API.Déposez Entity Culling et la bibliothèque requise de tr7zw (entityculling-fabric) dans votre dossier mods.Lancez le jeu. Il n'y a rien à configurer sauf si vous voulez.Cela fonctionne aussi sur Forge et NeoForge, et il y a une version Quilt. Sodium s'associe parfaitement, ce qui est la combinaison que la plupart des joueurs utilisent. Iris (le chargeur de shaders) fonctionne bien aussi. Lithium pour la performance des ticks et FerriteCore pour la mémoire également.Avec quoi ça ne va pas bienHonnêtement, presque rien. Le seul frottement réel que j'ai rencontré est avec les mods qui dessinent les entités à travers les murs intentionnellement, comme certains mods de minimap ou de radar qui surlignent les créatures à proximité. Si vous en avez un et que les icônes d'entités cessent de s'afficher à travers le terrain, c'est la cause. Ouvrez le fichier de configuration (config/entityculling.json) et basculez le flag correspondant. Cinq secondes, résolu.Utilisateurs Optifine : choisissez-en un. Entity Culling et Optifine coexistent techniquement mais vous obtiendrez des scintillements bizarres sur certaines entités de bloc. Abandonnez Optifine et utilisez la pile Sodium + Iris + Entity Culling. C'est plus rapide de toute façon. (Oui, même avec les shaders.)Qui devrait l'installerÀ peu près tout le monde, mais le gain augmente énormément selon comment votre monde est construit.Grandes fermes de créatures ? Installez-le hier. Le mod vous sauvera des frames à chaque fois que vous vous lancez dans la menace.Salles de stockage massives avec des murs de coffres ? Même réponse.Survie Minecraft vanilla, petite base, se promener dans la nature ? Voilà la chose, vous gagnerez quand même quelques frames de plus, mais c'est moins dramatique.Serveurs ? C'est un mod côté client, donc vous pouvez l'exécuter sans rien demander au propriétaire du serveur. Vos amis n'en ont pas besoin.À propos de décorer ces constructions, si vous auditez les blocs que vous avez, l'outil de recherche de blocs Minecraft est pratique pour trouver des choses que vous aviez oubliées. Je le garde ouvert dans un autre onglet quand je planifie des salles de stockage car vanilla a plus d'options décoratives que les gens ne s'en souviennent.Questions fréquentes que je continue de voir« Est-ce que ça affecte le comportement des créatures ? » Non. Le mod change seulement le rendu. L'IA continue de fonctionner, les créatures apparaissent quand même, la redstone continue de fonctionner. Vous ne casserez rien mécaniquement.« Mes taux de ferme vont-ils baisser ? » Non. Même raison que précédemment. Entity Culling ne touche pas la simulation, seulement l'appel de rendu.« Est-ce banni sur des serveurs ? » Pas que j'aie vu. C'est côté client et ne donne aucun avantage informatif, donc la plupart des anticheat n'en ont rien à faire. Hypixel et des réseaux similaires l'autorisent. Vérifiez toujours les règles de toute façon.Un truc à noter : les créatures invisibles créées par des datapacks ou des entités personnalisées sont parfois éliminées trop agressivement, ce qui peut ressembler à un glitch visuel. Il y a un setting pour ça. N'ayez pas peur.Les compromis dont personne ne parleEntity Culling ajoute aussi du travail. La vérification de visibilité coûte du CPU. Sur les systèmes déjà limités par le CPU (anciennes machines, graphiques intégrés, certains modpacks avec beaucoup de travail de tick), vous pourriez voir un gain plus petit ou même une très légère perte dans les cas extrêmes. Rare, mais ça arrive.Le mod a un setting appelé « async culling » qui repousse le travail en dehors du thread principal. Activez-le si vous soupçonnez que le CPU est votre goulot. C'est désactivé par défaut sur certaines versions, ce qui est stupide.De plus, la première seconde après la téléportation ou le chargement d'une nouvelle zone peut afficher quelques entités en retard dans la vue à mesure que l'élagueur rattrape son retard. Certaines personnes le trouvent perturbant. Je ne le remarque plus, mais cela vaut la peine de le mentionner.Comment ça se compare à d'autres mods de performanceUn rapide aperçu pour quiconque construit un modpack de performance à partir de zéro en 2026.Sodium réécrit le rendu des chunks. Le plus grand gain FPS unique de loin. Installez d'abord.Lithium optimise la logique du jeu côté serveur. Aide avec la performance des ticks.FerriteCore réduit l'utilisation de la mémoire. Utile pour les gros modpacks.Entity Culling gère ce que les autres ignorent : ignorer les rendus d'entités invisibles.Memory Leak Fix vaut aussi la peine de prendre si vous jouez de longues sessions.Ces cinq ensemble transforment même le matériel modeste en une machine Minecraft crédible. Aucun d'eux ne nécessite de fichier de configuration sauf si vous voulez affiner.Une dernière chose avant d'installerSi vous avez tergiversé sur un modpack lourd parce que vos frames s'écroulent, Entity Culling est probablement le mod à impact unique le plus élevé que vous n'ayez pas encore essayé. Ce n'est pas de la magie. Ça ne transformera pas un laptop patate en rig de jeu. Mais pour le prix d'un fichier jar de 60 KB et zéro config, l'avantage est difficile à contester.Mettez-le dans votre dossier mods. Testez un chunk que vous savez fonctionner mal. Comparez. Si les chiffres ne bougent pas beaucoup, d'accord, pas de mal. Si elles augmentent de 20 à 40 % (et elles le font habituellement dans les constructions denses), vous venez de vous acheter un palier de modpack supplémentaire sans dépenser un centime en matériel.Et pendant que vous fouillez avec votre configuration, un regard neuf ne fait jamais de mal. La bibliothèque de skins Minecraft a reçu des uploads solides récemment si vous voulez assortir la mise à jour avec un nouveau personnage. --- ### Entity Culling en Minecraft: Por Qué Está de Moda en 2026 URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling es un mod de rendimiento que evita que Minecraft renderice mobs y block entities que realmente no puedes ver, como cofres detrás de paredes o zombis dentro de cuevas oscuras. Es gratuito, funciona bien con Sodium y Fabric, y puede recuperar entre 20 y 60 por ciento de FPS en chunks pesados. Por eso sigue siendo tendencia en 2026.Qué Hace Entity CullingMinecraft Vanilla renderiza de forma sorprendentemente generosa. Incluso si un mob está sellado dentro de un bloque de piedra, o un cofre está enterrado dos pisos bajo ti, el juego sigue gastando tiempo de GPU en ello. Entity Culling, creado por tr7zw, ejecuta una verificación rápida de visibilidad en cada entidad y block entity cada frame. Si nada en el campo visual del jugador puede verlo, el mod lo omite.Eso es todo. Sin bloques nuevos, sin shaders, sin ajustes de inventario. Solo menos trabajo desperdiciado por frame.El resultado final es más FPS. A veces un pequeño aumento, a veces uno enorme, dependiendo de cómo se vea tu mundo.Por Qué Las Block Entities Son Tan ImportantesCofres, carteles, banderas, balizas, cajas de shulker, colmenas y prácticamente cada horno son block entities. Cada uno lleva lógica de renderización personalizada. Construye una habitación de almacenamiento gigante con 400 cofres y el juego tiene que dibujar cada uno incluso cuando estés al otro lado de una pared. Entity Culling resuelve ese problema, que es exactamente por qué los constructores de habitaciones de almacenamiento y los packs de mods técnicos se benefician más.Por Qué El Mod Está de Moda en 2026Varias cosas se alinearon este año.Primero, los modpacks siguen creciendo. Los packs de automatización estilo Create acumulan tantas entidades que el renderizado vanilla nunca fue optimizado para ello. Los packs de primera página de CurseForge en 2026 rutinariamente vienen con 200+ mods y el tipo de diseños de base que hubieran fundido una GPU de 2020. Los mods de rendimiento ya no son opcionales.Segundo, Minecraft 26.1.2 no incluyó un rediseño significativo de renderización en el lado de Java. Mojang ha estado ocupado con el experimento de multijugador de igual a igual que acaba de ser cancelado en la pre-versión 26.2 (PCGamesN cubrió la reversión la semana pasada), así que la mayoría de las mejoras del motor siguen viniendo de la comunidad de modding. Sodium gestiona la pipeline de chunks, pero el renderizado de entidades se quedó sin cambios hasta que el mod de tr7zw comenzó a extenderse.Tercero, los jugadores se están dando cuenta. Los threads de Reddit en r/feedthebeast y r/Minecraft siguieron resurgiendo sobre Entity Culling durante abril y mayo con el mismo comentario repetido: "¿por qué no está en vanilla?" Buena pregunta.Números Reales de RendimientoLo probé en tres configuraciones durante una semana. Nada científico, solo promedios de F3 en los mismos chunks antes y después.Mundo de supervivencia Vanilla, laptop de nivel medio (RTX 3050): línea base de 142 FPS, 168 FPS con Entity Culling. Aproximadamente un aumento del 17 por ciento. Una ganancia legítima, pero no revolucionaria.Pack Create: Astral, distancia de renderizado de 16 chunks: de 38 FPS a 62 FPS en mi chunk de fábrica. Ese es el tipo de salto que realmente cambia si el pack es jugable.Modpack Vault Hunters, 12 chunks: de 71 a 94 FPS. Las habitaciones densas en mobs se beneficiaron más, lo que tiene sentido.El patrón es consistente. Las construcciones ligeras en terreno abierto obtienen un pequeño aumento. Las bases densas, granjas grandes y entornos modificados obtienen uno real.¿Y si usas shaders? Los ahorros se multiplican. Omitir un mob oculto significa también omitir su pase de shader.Configuración y CompatibilidadLa instalación es la parte fácil.Instala Fabric Loader para Minecraft 26.1.2 (o cualquier versión que estés ejecutando).Obtén Fabric API.Coloca Entity Culling y la biblioteca requerida de tr7zw (entityculling-fabric) en tu carpeta de mods.Abre el juego. No hay nada que configurar a menos que quieras.También funciona en Forge y NeoForge, y hay una versión de Quilt. Sodium se empareja con él sin problemas, que es la combinación que la mayoría de los jugadores usan. Iris (el cargador de shaders) también funciona bien. Lo mismo ocurre con Lithium para el rendimiento de tick y FerriteCore para la memoria.Con Qué Entra en ConflictoCasi nada, honestamente. El único conflicto real que he encontrado es con mods que dibujan entidades a través de paredes intencionalmente, como algunos mods de minimapa o radar que resaltan mobs cercanos. Si tienes uno de esos y los iconos de entidad dejan de mostrar a través del terreno, esa es la causa. Abre el archivo de configuración (config/entityculling.json) y alterna el indicador relevante. Cinco segundos, solucionado.Usuarios de Optifine: elige uno. Entity Culling y Optifine técnicamente coexisten pero obtendrás parpadeos extraños en ciertas block entities. Deja Optifine y usa la pila Sodium + Iris + Entity Culling. Es más rápido de todos modos. (Sí, incluso con shaders.)Quién Debería InstalarloPrácticamente cualquiera, pero el beneficio depende mucho de cómo esté construido tu mundo.¿Granjas de mobs grandes? Instálalo ya. El mod te ahorrará FPS cada vez que comiences a farmear.¿Habitaciones de almacenamiento enormes con paredes de cofres? Igual respuesta.¿Supervivencia Vanilla, base pequeña, caminando por la naturaleza? Aquí está la cosa, seguirás obteniendo algunos frames adicionales, pero es menos dramático.¿Servidores? Es un mod del lado del cliente, así que puedes ejecutarlo sin pedirle nada al dueño del servidor. Tus amigos no lo necesitan.Hablando de decorar esas construcciones, si estás auditando qué bloques tienes para trabajar, la búsqueda de bloques de Minecraft es útil para encontrar cosas que olvidaste que existían. La mantengo abierta en otra pestaña mientras planeo habitaciones de almacenamiento porque vanilla tiene más opciones decorativas de las que la gente recuerda.Preguntas Comunes Que Sigo Viendo"¿Perjudica el comportamiento de los mobs?" No. El mod solo cambia el renderizado. La IA sigue funcionando, los mobs siguen apareciendo, el redstone sigue disparándose. No romperás nada mecánico."¿Bajarán mis tasas de recolección?" No. Por la misma razón. Entity Culling no toca la simulación, solo la llamada de renderizado."¿Está prohibido en algún servidor?" No que haya visto. Es del lado del cliente y no proporciona ventaja de información, así que la mayoría de los anticheat no les importa. Hypixel y redes similares lo permiten. Siempre revisa las reglas de todos modos.Una cosa digna de señalar: los mobs invisibles creados por datapacks o entidades personalizadas a veces se eliminan demasiado agresivamente, lo que puede parecer un error visual. Hay una configuración para eso. No entres en pánico.Los Compromisos Que Nadie MencionaEntity Culling también añade trabajo. La verificación de visibilidad cuesta CPU.En sistemas que ya están limitados por CPU (máquinas antiguas, gráficos integrados, ciertos modpacks con trabajo de tick pesado), podrías ver una ganancia más pequeña o incluso una pequeña pérdida en casos extremos. Raro, pero sucede.El mod tiene una configuración llamada "async culling" que empuja el trabajo fuera del hilo principal. Actívalo si sospechas que CPU es tu cuello de botella. Está desactivado por defecto en algunas versiones, lo cual es absurdo.También, el primer segundo después de teletransportarse o cargar una nueva área puede mostrar algunas entidades brevemente mientras el eliminador se actualiza. Algunas personas lo encuentran perturbador. Ya no lo noto, pero vale la pena mencionarlo.Cómo Se Compara Con Otros Mods de RendimientoUn resumen rápido para cualquiera que construya un modpack de rendimiento desde cero en 2026.Sodium reescribe el renderizador de chunks. La mayor ganancia de FPS individual por mucho. Instala primero.Lithium optimiza la lógica del juego del lado del servidor. Ayuda con el rendimiento del tick.FerriteCore reduce el uso de memoria. Útil para modpacks grandes.Entity Culling maneja lo que los otros ignoran: omitir dibujos de entidades invisibles.Memory Leak Fix también es digno de obtener si juegas sesiones largas.Estos cinco en conjunto convierten incluso hardware modesto en una máquina Minecraft decente. Ninguno requiere un archivo de configuración a menos que quieras personalizarlo.Una Última Cosa Antes de InstalarSi has estado evitando un modpack pesado porque tus FPS se desploman, Entity Culling es probablemente el mod de mayor impacto que aún no has probado. No es magia. No convertirá una laptop lenta en una máquina gaming. Pero por un archivo jar de 60 KB y sin configuración, vale la pena.Colócalo en tu carpeta de mods. Prueba un chunk que sabes que funciona mal. Compara. Si los números no cambian mucho, está bien. Si saltan 20 a 40 por ciento (y generalmente lo hacen en construcciones densas), acabas de alcanzar otro nivel de modpack sin gastar dinero en hardware.Y mientras modificas tu configuración, cambiar de apariencia nunca está de más. La biblioteca de explorar skins de Minecraft ha recibido cargas buenas últimamente si quieres acompañar la actualización con un personaje nuevo. --- ### Entity Culling Mod für Minecraft - Warum es 2026 trendet URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling ist ein Performance-Mod, der Minecraft davon abhält, Mobs und Block-Entitäten zu rendern, die man gar nicht sehen kann - wie Truhen hinter Wänden oder Zombies in dunklen Höhlen. Es ist kostenlos, funktioniert hervorragend mit Sodium und Fabric, und kann 20 bis 60 Prozent FPS in dichten Chunks zurückgewinnen. Deshalb bleibt es 2026 so beliebt.Was Entity Culling machtVanilla Minecraft zeichnet großzügig viel auf, was man gar nicht sieht. Selbst wenn ein Mob in einem Steinblock versiegelt ist oder eine Truhe zwei Etagen unter dir vergraben liegt, verschwendet das Spiel immer noch GPU-Zeit darauf. Entity Culling, entwickelt von tr7zw, führt bei jedem Frame eine schnelle Sichtbarkeitsprüfung für jede Entität und Block-Entität durch. Wenn der Spieler es nicht sehen kann, überspringt der Mod es.Das ist das ganze Konzept. Keine neuen Blöcke, keine Shader, keine Inventar-Änderungen. Einfach weniger verschwendete Arbeit pro Frame.Das Endergebnis ist mehr FPS. Manchmal ein kleiner Anstieg, manchmal ein großer - je nachdem, wie deine Welt aussieht.Warum Block-Entitäten so wichtig sindTruhen, Schilder, Banner, Baken, Shulker-Boxen, Bienenstöcke und praktisch alle Öfen sind Block-Entitäten. Jede hat ihre eigene Render-Logik. Baue einen riesigen Lagerraum mit 400 Truhen und das Spiel muss jede einzelne zeichnen, selbst wenn du auf der anderen Seite einer Wand bist. Entity Culling räumt mit diesem Durcheinander auf, genau deshalb profitieren Lagerraum-Bauer und Tech-Modpacks am meisten.Warum der Mod 2026 trendetEin paar Dinge sind dieses Jahr zusammengekommen.Zunächst werden Modpacks immer größer. Create-ähnliche Automationspacks häufen sich mit Entity-Counts, für die das Vanilla-Rendering nie ausgelegt war. CurseForge-Startseiten-Packs 2026 enthalten routinemäßig 200+ Mods und die Art von Basis-Designs, die eine 2020er GPU zum Schmelzen gebracht hätten. Performance-Mods sind nicht mehr optional.Zweitens: Minecraft 26.1.2 brachte keinen bedeutsamen Rendering-Überhaul auf der Java-Seite. Mojang war mit dem Peer-to-Peer-Multiplayer-Experiment beschäftigt, das gerade in der 26.2-Vorschau herausgezogen wurde (PCGamesN berichtete letzte Woche über das Rollback), deshalb kommen die meisten Engine-Verbesserungen immer noch aus der Modding-Community. Sodium kümmert sich um die Chunk-Pipeline, aber das Entity-Rendering blieb praktisch unangetastet, bis tr7zws Mod zu verbreiten begann.Drittens: Spieler bemerken es. Reddit-Threads in r/feedthebeast und r/Minecraft tauchten durch April und Mai immer wieder mit Entity Culling auf, mit dem gleichen Kommentar wieder und wieder: "warum ist das nicht im Vanilla-Spiel." Gute Frage.Echte LeistungszahlenIch habe es über eine Woche auf drei Setups getestet. Nichts Wissenschaftliches, nur F3-Durchschnitte in den gleichen Chunks davor und danach.Vanilla-Survival-Welt, Mittelklasse-Laptop (RTX 3050): 142 FPS Basis, 168 FPS mit Entity Culling. Etwa 17 Prozent Anstieg. Ehrlicher Gewinn, nicht lebensverändernd.Create: Astral Pack, 16 Chunk Render-Distanz: 38 FPS auf 62 FPS in meinem Fabrik-Chunk. Das ist die Art von Sprung, der tatsächlich ändert, ob das Pack spielbar ist.Vault Hunters Modpack, 12 Chunks: 71 auf 94. Mob-dichte Räume profitierten am meisten, was Sinn macht.Das Muster ist konsistent. Leichte Bauten in offener Landschaft bekommen einen kleinen Anstieg. Dichte Basen, große Farmen und modded Umgebungen bekommen einen echten Leistungsanstieg.Und wenn du Shader laufen lässt? Die Ersparnisse addieren sich. Das Überspringen eines versteckten Mobs bedeutet auch, seinen Shader-Pass zu überspringen.Setup und KompatibilitätDie Installation ist der einfache Teil.Installiere Fabric Loader für Minecraft 26.1.2 (oder welche Version du auch spielst).Hole dir Fabric API.Werfe Entity Culling und tr7zws erforderliche Bibliothek (entityculling-fabric) in deinen Mods-Ordner.Starte das Spiel. Es gibt nichts zu konfigurieren, es sei denn, du möchtest es.Es funktioniert auch auf Forge und NeoForge, und es gibt eine Quilt-Version. Sodium passt perfekt dazu, das ist die Kombination, die die meisten Spieler verwenden. Iris (der Shader-Loader) funktioniert auch schön. Ebenso wie Lithium für Tick-Leistung und FerriteCore für Speicher.Womit es Konflikte hatPraktisch nichts, ehrlich gesagt. Die einzige echte Reibung, auf die ich gestoßen bin, ist mit Mods, die Entitäten absichtlich durch Wände zeichnen, wie einige Minimap- oder Radar-Mods, die in der Nähe befindliche Mobs hervorheben. Wenn du einen davon hast und Entity-Symbole nicht mehr durch Gelände zeigen, das ist der Grund. Öffne die Config-Datei (config/entityculling.json) und schalte das relevante Flag um. Fünf Sekunden, erledigt.Optifine-Nutzer: wählt eins aus. Entity Culling und Optifine koexistieren technisch, aber du wirst auf bestimmten Block-Entitäten seltsame Flackerer bekommen. Werft Optifine weg und nutzt den Sodium + Iris + Entity Culling Stack. Es ist eh schneller. (Ja, auch mit Shadern.)Wer sollte es installierenSo ziemlich jeder, aber der Gewinn skaliert hart mit wie deine Welt gebaut ist.Große Mob-Farmen? Installiere es gestern. Der Mod wird dir jedes Mal Frames sparen, wenn du zum Grinden gehst.Massive Lagerräume mit Truhenwänden? Gleiche Antwort.Vanilla Survival, kleine Basis, umherwandern in der Natur? Hier ist das Ding - du bekommst immer noch ein paar zusätzliche Frames, aber es ist weniger dramatisch.Server? Es ist ein Client-seitiger Mod, also kannst du ihn laufen lassen, ohne den Server-Owner um etwas zu fragen. Deine Freunde brauchen ihn nicht.Wenn du diese Bauten dekorierst und überprüfst, welche Blöcke dir zur Verfügung stehen, ist die Minecraft Block-Suche praktisch zum Finden von Sachen, die du vergessen hast, dass es sie gibt. Ich halte sie offen in einem anderen Tab, während ich Lagerräume plane, denn Vanilla hat mehr dekorative Optionen, als die Leute sich merken.Häufig gestellte Fragen, die ich immer wieder sehe"Schadet es dem Mob-Verhalten?" Nein. Der Mod ändert nur das Rendering. KI tickt immer noch, Mobs spawnen immer noch, Redstone feuert immer noch. Du wirst nichts Mechanisches kaputtmachen."Werden meine Farm-Raten sinken?" Nope. Aus dem gleichen Grund wie oben. Entity Culling berührt nicht die Simulation, nur den Draw-Call."Ist es auf irgendwelchen Servern verboten?" Nicht, dass mir bekannt ist. Es ist client-seitig und gibt keinen Informationsvorteil, deshalb kümmert sich die meiste Anticheat nicht darum. Hypixel und ähnliche Netzwerke erlauben es. Überprüfe die Regeln trotzdem.Eine Sache, die es wert ist zu erwähnen: unsichtbare Mobs, die durch Datapacks oder benutzerdefinierte Entitäten erstellt werden, werden manchmal zu aggressiv gecullt, was wie ein visueller Fehler aussehen kann. Es gibt eine Einstellung dafür. Keine Panik.Die Trade-Offs, über die niemand sprichtEntity Culling fügt auch Arbeit hinzu. Die Sichtbarkeitsprüfung kostet CPU. Auf Systemen, die bereits CPU-gebunden sind (ältere Maschinen, integrierte Grafiken, bestimmte Modpacks mit schwerer Tick-Arbeit), könntest du einen kleineren Gewinn oder sogar einen winzigen Verlust in extremen Fällen sehen. Selten, aber es passiert.Der Mod hat eine Einstellung namens "async culling", die die Arbeit aus dem Hauptthread verschiebt. Schalte es ein, wenn du verdächtigst, dass CPU dein Engpass ist. Es ist bei manchen Versionen standardmäßig aus, was dumm ist.Auch: Die erste Sekunde nach dem Teleportieren oder dem Laden eines neuen Bereichs kann ein paar Entitäten spät in die Sicht blinken, während der Culler aufholt. Manche Leute finden es störend. Ich bemerke es nicht mehr, aber es ist erwähnenswert.Wie es sich mit anderen Performance-Mods vergleichtSchnelle Übersicht für jeden, der 2026 von Grund auf ein Performance-Modpack zusammenbaut.Sodium schreibt den Chunk-Renderer neu. Der größte einzelne FPS-Gewinn bei weitem. Installiere es zuerst.Lithium optimiert die serverseitige Spiellogik. Hilft bei der Tick-Leistung.FerriteCore reduziert die Speichernutzung. Nützlich für große Modpacks.Entity Culling kümmert sich darum, was die anderen ignorieren: das Überspringen unsichtbarer Entity-Draws.Memory Leak Fix ist es auch wert, es zu greifen, wenn du lange Spielsessions spielst.Diese fünf zusammen verwandeln selbst bescheidene Hardware in eine glaubwürdige Minecraft-Maschine. Keiner von ihnen benötigt eine Config-Datei, es sei denn, du möchtest etwas anpassen.Noch eine Sache, bevor du es installierstWenn du bei einem schweren Modpack gezögert hast, weil deine Frames einbrechen, ist Entity Culling wahrscheinlich der einzelne Impact-stärkste Mod, den du noch nicht versucht hast. Es ist keine Magie. Es wird einen Kartoffel-Laptop nicht in einen Gaming-Rig verwandeln. Aber für den Preis einer 60-KB-Jar-Datei und null Config ist der Upside schwer zu bestreiten.Werfe es in deinen Mods-Ordner. Teste einen Chunk, von dem du weißt, dass er schlecht läuft. Vergleiche. Wenn sich die Zahlen nicht viel bewegen, okay, kein Schaden angerichtet. Wenn sie 20 bis 40 Prozent springen (und sie normalerweise in dichten Bauten tun), hast du dir gerade eine weitere Modpack-Stufe gekauft, ohne einen Cent für Hardware auszugeben.Und während du an deinem Setup rumbastelt, schadet ein frischer Look nie. Die Minecraft Skins Bibliothek hat in letzter Zeit solide Uploads bekommen, wenn du das Upgrade mit einem neuen Character kombinieren möchtest. --- ### Entity Culling Mod for Minecraft: Why It's Trending in 2026 URL: https://minecraft.how/blog/post/entity-culling-mod-minecraft Published: 2026-05-29 Author: ice Entity Culling is a performance mod that stops Minecraft from rendering mobs and block entities you can't actually see, like chests behind walls or zombies inside dark caves. It's free, plays nice with Sodium and Fabric, and can claw back 20 to 60 percent FPS in heavy chunks. That's why it keeps trending in 2026.What Entity Culling DoesVanilla Minecraft is weirdly generous with what it draws. Even if a mob is sealed inside a stone block, or a chest is buried two floors below you, the game still spends GPU time on it. Entity Culling, made by tr7zw, runs a quick visibility check on every entity and block entity each frame. If nothing in the player's view can possibly see it, the mod skips it.That's the whole pitch. No new blocks, no shaders, no inventory tweaks. Just less wasted work per frame.The end result is more FPS. Sometimes a small bump, sometimes a huge one, depending on what your world looks like.Why Block Entities Matter So MuchChests, signs, banners, beacons, shulker boxes, beehives, and pretty much every furnace are block entities. They each carry custom render logic. Build a giant storage room with 400 chests and the game has to draw every single one even when you're on the other side of a wall. Entity Culling cuts through that mess, which is exactly why storage-room builders and tech-mod packs benefit most.Why The Mod Is Trending In 2026A few things lined up this year.First, modpacks keep getting bigger. Create-style automation packs are stacking up entity counts that vanilla rendering was never tuned for. CurseForge front-page packs in 2026 routinely ship with 200+ mods and the kind of base designs that would've melted a 2020 GPU. Performance mods aren't optional anymore.Second, Minecraft 26.1.2 didn't include a meaningful rendering rework on the Java side. Mojang's been busy with the peer-to-peer multiplayer experiment that just got pulled in the 26.2 pre-release (PCGamesN covered the rollback last week), so most engine wins are still coming from the modding community. Sodium handles the chunk pipeline, but entity rendering was left mostly alone until tr7zw's mod started spreading.Third, players are noticing. Reddit threads in r/feedthebeast and r/Minecraft kept resurfacing Entity Culling through April and May with the same comment over and over: "why isn't this in vanilla yet." Good question.Real Performance NumbersI tested it on three setups across a week. Nothing scientific, just F3 averages in the same chunks before and after.Vanilla survival world, mid-tier laptop (RTX 3050): 142 FPS baseline, 168 FPS with Entity Culling. About a 17 percent bump. Honest gain, not life-changing.Create: Astral pack, 16 chunk render distance: 38 FPS to 62 FPS in my factory chunk. That's the kind of jump that actually changes whether the pack is playable.Vault Hunters modpack, 12 chunks: 71 to 94. Mob-dense rooms benefited most, which tracks.The pattern is consistent. Light builds in open terrain get a small uplift. Dense bases, big farms, and modded environments get a real one.And if you're running shaders? The savings compound. Skipping a hidden mob means skipping its shader pass too.Setup and CompatibilityInstallation is the easy part.Install Fabric Loader for Minecraft 26.1.2 (or whatever version you're running).Grab Fabric API.Drop Entity Culling and tr7zw's required library (entityculling-fabric) into your mods folder.Boot the game. There's nothing to configure unless you want to.It also works on Forge and NeoForge, and there's a Quilt version. Sodium pairs with it flawlessly, which is the combo most players use. Iris (the shader loader) plays nice too. So does Lithium for tick performance and FerriteCore for memory.What It Conflicts WithAlmost nothing, honestly. The only real friction I've hit is with mods that draw entities through walls intentionally, like some minimap or radar mods that highlight nearby mobs. If you have one of those and entity icons stop showing through terrain, that's the cause. Open the config file (config/entityculling.json) and toggle the relevant flag. Five seconds, fixed.Optifine users: pick one. Entity Culling and Optifine technically coexist but you'll get weird flickers on certain block entities. Drop Optifine and use the Sodium + Iris + Entity Culling stack. It's faster anyway. (Yes, even with shaders.)Who Should Install ItPretty much anyone, but the gain scales hard with how your world is built.Big mob farms? Install it yesterday. The mod will save you frames every time you push to grind.Massive storage rooms with chest walls? Same answer.Vanilla survival, small base, walking around in nature? Here's the thing, you'll still get a few extra frames, but it's less dramatic.Servers? It's a client-side mod, so you can run it without asking the server owner anything. Your friends don't need it.Speaking of decorating those builds, if you're auditing what blocks you've got to work with, the Minecraft block search is handy for finding stuff you forgot existed. I keep it open in another tab while I'm planning storage rooms because vanilla has more decorative options than people remember.Common Questions I Keep Seeing"Does it hurt mob behavior?" No. The mod only changes rendering. AI still ticks, mobs still spawn, redstone still fires. You won't break anything mechanical."Will my farm rates drop?" Nope. Same reason as above. Entity Culling doesn't touch the simulation, only the draw call."Is it banned on any servers?" Not that I've seen. It's client-side and gives no information advantage, so most anticheat doesn't care. Hypixel and similar networks allow it. Always check rules anyway.One thing worth flagging: invisible mobs created by datapacks or custom entities sometimes get culled too aggressively, which can look like a visual glitch. There's a setting for that. Don't panic.The Trade-Offs Nobody Talks AboutEntity Culling adds work too. The visibility check costs CPU. On systems that are already CPU-bound (older machines, integrated graphics, certain modpacks with heavy tick work), you might see a smaller gain or even a tiny loss in extreme cases. Rare, but it happens.The mod has a setting called "async culling" that pushes the work off the main thread. Turn it on if you suspect CPU is your bottleneck. It's off by default on some versions, which is silly.Also, the first second after teleporting or loading a new area can flash a few entities into view late as the culler catches up. Some people find it jarring. I don't notice anymore, but worth mentioning.How It Compares To Other Performance ModsQuick rundown for anyone building a performance modpack from scratch in 2026.Sodium rewrites the chunk renderer. Biggest single FPS gain by far. Install first.Lithium optimizes server-side game logic. Helps with tick performance.FerriteCore reduces memory use. Useful for big modpacks.Entity Culling handles what the others ignore: skipping invisible entity draws.Memory Leak Fix is worth grabbing too if you're playing long sessions.These five together turn even modest hardware into a credible Minecraft machine. None of them require a config file unless you want to tweak.One Last Thing Before You InstallIf you've been holding off on a heavy modpack because your frames tank, Entity Culling is probably the single highest-impact mod you haven't tried yet. It's not magic. It won't turn a potato laptop into a gaming rig. But for the price of a 60 KB jar file and zero config, the upside is hard to argue with.Toss it in your mods folder. Test a chunk you know runs poorly. Compare. If the numbers don't move much, fine, no harm done. If they jump 20 to 40 percent (and they usually do in dense builds), you've just bought yourself another modpack tier without spending a cent on hardware.And while you're tinkering with your setup, a fresh look never hurts. The browse Minecraft skins library has been getting solid uploads lately if you want to match the upgrade with a new character. --- ### How to Build an Aquarium in Minecraft (Step by Step) URL: https://minecraft.how/blog/post/minecraft-aquarium-build Published: 2026-05-27 Author: ice Building an aquarium in Minecraft comes down to four things: a glass box, source water that won't drain out, good lighting, and fish that stay put. Frame it, glass it, fill it with the kelp trick, then drop in coral, sea pickles, and bucketed tropical fish. Here's how to do it properly. What You'll Need Gather everything before you start, because nothing ruins the flow like sprinting back to a chest while water pours across your floor. The core shopping list is short and cheap. Glass blocks or glass panes for the walls (panes give a thinner, frameless look) A water bucket, or several if you're impatient Kelp for the filling trick Sea lanterns or glowstone for light Coral blocks, sea pickles, kelp, and seagrass for decoration A bucket and some fish: tropical fish, cod, salmon, or pufferfish You'll also want a solid material for the back wall and floor. Sand, smooth stone, and prismarine all work. I lean toward prismarine because it reads as "ocean" without shouting about it, and dark prismarine trim around the glass looks properly aquatic. Build the Box First Water is the last thing you add, never the first. Put up a sealed container: back wall, floor, two sides, and a viewing front made of glass. Leave the top open so you can pour water in later. Pick your size before laying a single block. A tank built into a wall wants depth (front to back) so fish have room to swim toward and away from the glass, not just left and right. Three blocks deep is plenty for a wall display. For a centrepiece you can see from every side, give it more room to breathe. Glass panes are my pick for the front. They hold water perfectly, and the slim profile makes the build look like an actual tank instead of a stack of cubes. Full glass blocks are fine too if you want that chunky, set-into-the-wall fish tank feel from older builds. Here's the mistake everyone makes once: water escapes through any gap. One missing block at the base and you've got a waterfall redecorating your living room. Check every seam before you fill. Filling It Without Flooding Everything This is where most first aquariums fall apart. Water flows out from source blocks, and flowing water looks messy and shoves your fish around. What you want is every block inside the tank sitting still as a source block. Two reliable ways to get there. The kelp trick Plant kelp along the floor of the empty tank and let it grow to the top (or place each piece by hand). Kelp converts every water block in its column into a source block. Once a column is full, break the kelp and the still water stays behind. Work across the whole floor and the tank fills with motionless water. This is the method I use for anything tall, and it behaves the same on Java and Bedrock. The checkerboard method For a tank only one or two blocks deep, pour water sources in a checkerboard pattern along the top edge. Each empty gap sits beside two sources, so it fills itself with a source block. Quicker than kelp for shallow tanks, no use at all for deep ones. Small correction on that: the checkerboard rule is dead reliable on Java. Bedrock handles water sources differently and can be fussy, so on Bedrock I just use kelp and skip the mental maths. Lighting, Coral, and Fish A box of clear water is just a window. The details are what make people stop and stare. Getting light through water Water eats light. Stick a torch beside a deep tank and the bottom still looks like an unlit cave. The answer is to build the light into the structure itself. Sea lanterns are the cleanest choice: bed them into the floor or back wall so they glow up through the water. Glowstone behind the glass makes a soft backlight. Sea pickles, placed on coral blocks underwater, give a warm glow that grows brighter as you cluster them (up to four per block). One thing to skip: tinted glass on the viewing pane, since it blocks light entirely. Keeping coral alive Coral comes in five colours: tube, brain, bubble, fire, and horn. It has one rule you can't break, which is that it must stay wet. Place a coral block in open air and it dies within a couple of seconds, fading to grey. Here's the thing, keep it submerged and it stays vivid. Dead grey coral isn't a bug, by the way. Some builders use the bleached look on purpose. For greenery, scatter kelp and seagrass around the base. Bone meal used on the floor underwater spawns seagrass for free, which saves you planting every blade by hand. Getting fish to stay Scoop a fish into a bucket, then place it inside your tank. Fish released from a bucket don't despawn, which is exactly the behaviour you want for a permanent display. Wild fish that wander in on their own can vanish over time. The Minecraft Wiki lists 22 tropical fish variants, so you can mix patterns and colours endlessly. Good news: fish in Minecraft don't need feeding. Once they're in clean water they look after themselves, so an aquarium is genuinely zero-maintenance once it's built. Tempted by axolotls? Don't mix them in with the fish. Axolotls hunt tropical fish, cod, salmon, and squid, so your reef turns into their lunch buffet. If you love them (fair, they're adorable), give them a separate tank. Two extra touches for atmosphere. Soul sand under a water column makes bubbles rise through the glass, which looks brilliant in a corner (it does push fish upward, so don't centre it). A glow squid adds drifting blue particles and a gentle light, and it won't bother anything else in the tank. Going Big: Conduits and Walk-In Tanks Want to stand inside the thing? Build a glass room beside or beneath a body of water and seal it tight. For any large underwater build, a conduit changes everything. Frame a Heart of the Sea (centred in the structure) with prismarine, prismarine bricks, dark prismarine, or sea lanterns. Sixteen frame blocks gives full power: underwater night vision, faster mining, and unlimited breathing. It also zaps nearby hostile mobs, so guardians keep their distance. One heads-up if you're building with friends. Mojang just pulled the experimental peer-to-peer multiplayer feature in the Java 26.2 pre-release (PCGamesN reported the studio felt the experience 'wasn't what we wanted it to be'), so co-op builds are back on proper servers for now. On a public server, lock your build behind a Minecraft whitelist creator so nobody floods the tank or drops a creeper on your reef. Worth Building? Easily. An aquarium costs almost nothing in rare materials but completely changes how a base feels. The only tricky part was ever the water, and now that you've got the kelp trick, there isn't really a hard part left. Start small. A two-block-deep tank set into a bedroom wall teaches you everything before you commit to a glass tunnel under the open ocean. And if you're going to spend this long staring at fish, you may as well look the part. Grab a diver or aquatic outfit from our Minecraft skins collection before you take the plunge. --- ### Minecraft Horse Guide: How to Tame, Breed and Farm Them URL: https://minecraft.how/blog/post/minecraft-horse-spawning-drops-farming Published: 2026-05-27 Author: ice Horses spawn in plains and savanna biomes, usually in small herds, and drop leather plus a little experience when they die. You tame one by climbing onto its back over and over until the hearts pop, then breed pairs using golden apples or golden carrots. That's the quick version. Getting a genuinely good horse is where the real game starts. Where Horses Spawn Open grassland is what you're after. Horses generate in Plains, Sunflower Plains, and the Savanna group (Savanna, Savanna Plateau, and Windswept Savanna). They appear in herds of two to six, and every animal in that herd has a 20% chance of spawning as a foal. So if you stumble onto a group with babies trotting around, congrats, that's free breeding stock for later. Coat color gets decided the moment they spawn. The Minecraft Wiki lists seven base colors (white, creamy, chestnut, brown, black, gray, and dark brown) layered with five marking patterns, which works out to 35 possible looks. None of it touches their stats. A pasty white horse can be a rocket; a gorgeous black You can be a slug. Looks lie. One thing worth flagging: a whole herd usually shares the same color. Mojang spawns them that way to mimic real herds, so chasing variety means wandering between biomes. Finding them fast comes down to terrain. Skip forests, jungles, and anything steep. If you land somewhere green and flat, sprint along the edges where plains meets savanna, since those borders tend to be horse-rich. On a server I played last month we turned up three separate herds within about 400 blocks of spawn just by following a river through flat grassland. How to Tame a Horse No items needed to start, which surprises people. Walk up to a wild horse with an empty hand (or at least nothing it can eat) and right-click to mount. It'll buck you off. Climb back on. Repeat. Each attempt raises the horse's hidden 'temper' value, and once temper crosses the threshold, hearts appear and the horse is yours. Alexwithcapeonahorse in Minecraft The Fastest Way to Tame Feeding speeds things up massively. Sugar, wheat, and apples each nudge temper upward, golden carrots push harder, and golden apples give the biggest single jump. If you've got gold to burn, a couple of golden apples can tame a stubborn horse in two or three tries instead of ten. Worth it when you've finally cornered a horse that looks promising. Then comes the saddle. You still can't craft one, after all these years, so you're digging through dungeon and stronghold chests, fishing, or trading with leatherworker villagers. Once it's equipped you steer fully. Horse armor is optional but smart if you ride near mobs: leather, iron, gold, and diamond versions exist, and only the leather one is craftable. What Horses Drop Kill a horse and you get 0 to 2 leather, plus 1 to 3 experience if a player lands the final blow. Looting raises the leather ceiling by one per level, so Looting III can pull up to 5 hides from a single horse. Foals drop nothing at all, which is both merciful and a little annoying if you were hoping for a quick payout. A tamed brown horse with a saddle standing in a Minecraft plains biome at sunset Tamed horses also drop whatever they're wearing. Saddle, horse armor, the lot. Lose your prized stallion to a creeper and you can at least scoop the saddle back off the ground, assuming the blast didn't fling it into a ravine. Breeding and Farming for Better Stats This is where horses get genuinely fun. A tamed brown horse with a saddle standing in a Minecraft plains biome at sunset Feed two tamed adults a golden apple or golden carrot each and they'll enter love mode and produce a foal. The catch (and honestly the whole point) is how that foal's stats get calculated. Every horse rolls three hidden stats: health, movement speed, and jump strength. When you breed two horses, the foal inherits an average of both parents for each stat, then mixes in a third completely random value. Breed two fast parents and you've got a strong shot at a faster baby. Keep breeding your two best, and you slowly climb toward the ceiling. What's the ceiling? Roughly 30 health (15 hearts), around 14.23 blocks per second of speed, and a jump high enough to clear about five blocks. Well, closer to five and a quarter if you want to be precise, but who's measuring. For comparison, normal walking is about 4.3 blocks a second, so a maxed horse is properly quick. Foals take 20 minutes to grow up on their own. You can shave that down by feeding them the same way you'd grow any baby animal: sugar, wheat, hay bales, and the gold foods all knock time off the clock. A hay bale is the cheapest big boost if you've got a wheat farm running. Spotting a good horse without mods is mostly feel. Speed you notice the second you ride. Jump strength you test against a two or three block wall. Health is the hard one to eyeball, so a lot of breeders just assume their fastest horse is also their toughest and move on. Not scientific, but it works. Now, leather farming. People ask about it, and honestly? Cows win. A cow farm gives more reliable leather with far less faffing about, and cows breed on plain wheat instead of gold. Horses are worth farming for the perfect mount, not for hides. If you want a leather machine, build a cow pen and walk away. Half the fun is showing the thing off, of course. I keep a small stable on my survival world purely for racing friends, and before anyone joins I'll tweak the server greeting with the Minecraft MOTD creator so the lobby actually looks the part. Petty? Sure. Worth it? Also yes. Donkeys, Mules, and the Spooky Variants Horses aren't the only rideable hooved mob. Donkeys spawn in Plains and Meadow biomes, move a touch slower, but carry a chest worth 15 slots of storage, which turns them into rolling backpacks. Breed a horse with a donkey and you get a mule, also chest-capable. Mules can't breed with each other, though, so every single one is a one-off. Then there's the creepy corner. Skeleton horses arrive through 'skeleton traps', those innocent-looking lone horses that spawn during thunderstorms and zap a squad of skeleton riders at you the moment you wander close. Survive the ambush, tame one, and you've got a mount that ignores fall damage and walks happily underwater. Zombie horses exist too, but they're unobtainable in survival without commands. And if you're decking out a screenshot of your new skeletal steed, grab a matching look from our Minecraft skins library. A skeleton horse deserves a rider that fits. Is a Stable Worth Building? For most players, one good tamed horse covers everything. Honestly, faster than walking, completely free, and you'll bond with it more than you'd admit. If you're the type who wants the absolute fastest mount on the server, though, a breeding stable pays off. Tame four or five, keep the two best, breed, drop the slow foals from the rotation, repeat. After a few generations you'll have something that crosses a savanna in seconds flat. As of 26.1.2 the stat math hasn't changed, so older breeding guides still hold up fine. Just bring a serious pile of golden carrots. --- ### How to Run ZMusic, the Minecraft Music Plugin, in 2026 URL: https://minecraft.how/blog/post/zmusic-plugin-minecraft-music Published: 2026-05-27 Author: ice GitHub · Minecraft community project zmusic-plugin (zmusic-dev/zmusic-plugin) 强大的 Minecraft 音乐系统,支持歌词/歌单/多平台 | Powerful Minecraft music system with lyrics, playlists, and multi-platform support Star on GitHub ↗ .0 Want music playing across your Minecraft server without telling everyone to alt-tab into a separate app? That's the gap ZMusic fills. It's a server plugin that lets players search for songs, queue them for the whole server, and read scrolling lyrics, all from inside the game. Personal playlists too, if you'd rather keep your taste to yourself. What ZMusic Does At its core, ZMusic turns your server into a jukebox anyone can feed. A player searches for a track by keyword, picks one from the results, and it plays. You can fire off a server-wide request so everyone hears it, or keep playback to just yourself. It pulls from more than one search source, so you're not locked into a single platform's catalog. The lyrics part surprised me. ZMusic shows synced lyrics while a track plays, and it can display a translated version right alongside the original. On a server with players scattered across different countries, that's a genuinely thoughtful feature. Playlists come in two flavors: personal and server-wide. Your lobby can loop a curated global playlist while individual players still build their own. Add volume control and BungeeCord support (so it works across a linked network, not just one box) and you've got a fairly complete setup. It's written in Kotlin and sits at 151 stars. The bStats counters show real servers running it, which is more than you can say for a lot of hobby plugins. Why You'd Bother Running It Picture a hub server. Players load in, and instead of dead silence there's a track playing that someone queued thirty seconds ago. That's the obvious use. But the request feature is where it gets fun. Roleplay servers spin up in-character radio stations. Build servers throw on background music during long sessions. I've seen the listening-party angle work surprisingly well too: someone queues an album, everyone hangs out on a plot, and it turns into a social thing rather than a feature nobody touches. A silent server feels like a tech demo. A server with a shared soundtrack feels alive. Would I run it on a hardcore survival server where immersion is the whole point? Probably not. Right tool, right server. Getting It Installed This is a standard Paper plugin install, so if you've ever dropped a jar into a plugins folder you already know the drill. Grab the release jar from GitHub: bashwget https://github.com/zmusic-dev/zmusic-plugin/releases/download/2.12.0/zmusic-plugin-2.12.0-all.jar Then move it into your server's plugins directory and restart: bashmv zmusic-plugin-2.12.0-all.jar /path/to/server/plugins/ # restart the server so the plugin loads There's a second download in the releases, the addon jar (zmusic-addon-2.5.0-all.jar). The 2.12.0 changelog notes the addon got bumped to 2.5.0 to round out high-version Paper support, and the same notes mention adapting to Paper 1.21.11, so on a newer Paper build you'll likely want both files rather than just the main plugin. Exact in-game commands and config options live in the project's docs (over at zmusic.zhenxin.me), and I'd point you there rather than guess at syntax, since the 2.12.0 release actually rebuilt the login system to support multiple login methods. The docs are the source of truth here. One practical aside: if you're spinning up a fresh server to test this, a clean memorable address beats handing friends a raw IP. minecraft.how has a free Minecraft DNS tool that sorts that out in a couple of minutes. Features Worth Knowing About A few things stand out once you're past setup. Multi-source keyword search You don't need a song's exact ID or URL. Type a keyword, get results from several sources, pick one. This matters more than it sounds, because no single platform has everything, and search sources go down or change their APIs constantly. Having a few to fall back on keeps requests from dead-ending. Lyrics, with translation Synced lyrics scroll as the track plays, and the translation display is the real treat: original and translated lines together. Great for international communities, or honestly just for figuring out what that one song is actually saying. Personal and server-wide playlists Two layers here. A global playlist the whole server shares (handy for a lobby on loop) and personal playlists each player curates. Volume control sits on top so nobody gets blasted out of their chair. Now-playing toasts The changelog's mention of fixing "Paper 1.21.11 Toast" points at the plugin using those little achievement-style popups for now-playing info. Small touch, but it means players see what's spinning without spamming chat. Bilibili full-video playback The latest release widened Bilibili support from music-only to full video audio, and patched the audio conversion headers plus a transcoding timeout that used to trip it up. If your community leans on that platform, recent versions handle it noticeably better. Where People Get Tripped Up First thing: ZMusic is built around Chinese music platforms and the deeper docs are primarily in Chinese. There are English and Japanese readme versions, but the detailed documentation assumes some comfort with the original. Not a dealbreaker, just set expectations. Second, it's GPL-3.0 licensed. Totally fine for running on your server, but if you fork it or build on top, you inherit GPL obligations (your derivative has to stay open under the same license). Worth knowing before you start hacking on it. Then there's version drift. Minecraft moves fast, and a plugin doing low-level audio work has to chase NMS changes constantly. The project clearly keeps up (the changelog shows Paper 1.21.11 fixes), but always match the plugin version to your server version rather than assuming the newest jar runs everywhere. Actually, that goes for the addon too, not just the main plugin. And the addon. People grab the main plugin, skip the addon jar, then wonder why newer Paper builds misbehave. If you're on a recent Paper, grab both. Alternatives Worth a Look ZMusic isn't the only way to get audio into Minecraft, though it's one of the more feature-packed plugins for actual song requests. OpenAudioMc takes a different route. It streams audio to a browser companion tab and shines at region-based ambient sound, like different music in different areas of your map. Honestly, less about letting players DJ, more about atmosphere. For the truly old-school, there are note-block song plugins that play tunes through Minecraft's own sound engine with no external audio at all. Limited, but they work on any client with zero setup. And if your real goal is voice plus a little music, a voice-chat mod scratches a completely different itch. Different tool, different job. My Take ZMusic is genuinely impressive for what it's: a polished, actively maintained music system that handles the whole loop from search to synced lyrics. The lyric translation alone puts it ahead of most options I've tried. The catch is the Chinese-platform and Chinese-docs orientation. If your community is comfortable with that, this is one of the better picks out there. If not, you'll spend some time in translation tools getting it dialed in. Either way, it's the kind of project that makes a server feel less like an empty world and more like a place people want to hang out. (And if you're polishing the vibe anyway, minecraft.how's skin creator is a fun rabbit hole for giving yourself a fresh look while the music plays.) Where to go from here Read the source on GitHub (docs, examples, and the issue tracker) Browse open issues to see what the community is working on Check recent releases for the latest build or changelog --- ### Wurst7: The Fabric Minecraft Client Mod Explained URL: https://minecraft.how/blog/post/wurst7-minecraft-client-guide Published: 2026-05-27 Author: ice GitHub · Minecraft community project Wurst7 (Wurst-Imperium/Wurst7) Minecraft Wurst Hacked Client v7 Star on GitHub ↗ ⭐ 1,303 stars.0 If you've ever spent ten minutes strip mining when you could've been anywhere else, Wurst7 is the Fabric mod that answers that frustration. One install, hundreds of toggleable tools, all accessible from a single in-game interface without extra setup. What Wurst7 Is (and Isn't) Let's be upfront about what this project actually is. Wurst7 calls itself a "cheat client" - that's the phrase the maintainer uses, and it's accurate. It includes features that most multiplayer servers explicitly prohibit. If you're thinking about running it on a public server, check the rules first. Most servers with active anti-cheat will detect it and ban the account. That said, there are completely legitimate reasons to have a client like this. Singleplayer worlds where you want to explore without normal constraints. Your own private server. Servers that explicitly allow client mods. Understanding how Minecraft's systems work from an unusual angle. All valid, and Wurst7 handles all of them well. The project is built on Fabric, which means installation works like any other Fabric mod. It's open source under a GPL-3.0 license, and the GitHub repository sits at over 1,300 stars. The primary language is Java. That means the source is readable and auditable if you want to understand exactly what it does before running it. How to Install Wurst7 Three things need to be in place before anything works: the Fabric loader for your Minecraft version, the Fabric API, and the Wurst7.jar file itself. All three go in the mods folder for your Minecraft install. bash# Windows mods folder: %AppData%\.minecraft\mods # macOS: ~/Library/Application Support/minecraft/mods # Linux: ~/.minecraft/mods The version matching is strict and catches a lot of new users off guard. Wurst7 releases target specific Minecraft versions, and each build expects a particular Fabric API version to go with it. Getting this wrong produces errors that look alarming but are really just a mismatch. Check the filename of the Wurst7 download, confirm it matches your exact game version, and grab the correct Fabric API version from the Modrinth or CurseForge listing. If you're setting up a private test server to try out features in a controlled environment, the server properties generator on minecraft.how is a convenient way to configure your server.properties file. There are a lot of options in that file and the defaults aren't always what you want for a test environment. One thing I'll clarify that the install guide doesn't always make obvious: Fabric API is required, not optional. If Wurst7 silently fails to load or you're getting a missing dependency error on startup, that's almost certainly the cause. Features Worth Your Time The feature list clears two hundred entries. That's too many to actually care about at once, so here's what gets used regularly in practice: XRay makes most blocks visually transparent so ore deposits show through the terrain. For finding diamonds or ancient debris in a singleplayer survival run, it removes the most tedious part of the resource loop entirely. This is also one of the first features anti-cheat systems look for, so the server use caveat applies here more than anywhere else in the mod. AutoMine handles continuous digging without holding the mouse button. Pair it with XRay and resource collection becomes fast enough that you can focus on the parts of the game that are actually interesting. Freecam detaches your camera from your player body. You can fly the viewpoint freely around the world while your character stays put. It's genuinely brilliant for scouting terrain, checking the layout of a cave system before walking into it, or getting a clean overhead view of a build project. I used it to map a dungeon from outside before committing to clearing it, which probably saved a lot of items. Is that cheating? Technically, yes. Did the dungeon deserve it? Also yes. AutoFarm handles crop maintenance automatically. If you've built a large food farm in singleplayer and don't want to babysit it, this does what you'd expect. Navigator is more of a quality-of-life feature than a gameplay feature. It's a searchable list of all the client's commands and toggles. Once you know what you want from Wurst7, Navigator is much faster than clicking through category tabs to find it. The ClickGUI The main interface organizes features into category tabs: Combat, Movement, Render, World, and others. Each feature shows its current state with a settings gear for anything configurable. It takes a session or two to learn where things live, and the first time you open it the sheer number of options is slightly overwhelming. After you've ignored the hundred things you don't want and bookmarked the ones you do, it settles into something genuinely usable. There's also a scripting system for users who want to automate more complex sequences. That side is more involved to set up, but the Wurst wiki covers it in reasonable detail. What Trips People Up Version mismatches cause more confusion than anything else. Every Wurst7 download targets a specific Minecraft version, and each of those targets a specific Fabric API version. Wrong combination, broken install. Check all three version numbers before assuming something else is wrong. Some features conflict with vanilla rendering behavior. If the game looks wrong after enabling something, toggling that feature off immediately fixes it. And certain visual features are GPU-intensive on older hardware. A sharp framerate drop after enabling Wurst7 features is almost always traceable to something specific you just turned on. Running Wurst7 alongside other Fabric mods can produce conflicts, especially with anything that touches movement or rendering systems. When something behaves unexpectedly in a multi-mod setup, disable Wurst7 features one at a time before blaming the other mod. And the server point one more time, because it genuinely matters: most public multiplayer servers run anti-cheat systems. Even servers that don't explicitly state a no-cheating policy are usually running something in the background. Using Wurst7 on these servers will likely result in a ban. Keep it to singleplayer or your own server unless the server you're joining has explicitly said client mods are allowed. What You're Probably Not Thinking About The Wurst7 source code is publicly available and has been around long enough that the community has had plenty of time to review it. Being open source doesn't make something automatically trustworthy, but it does make it much harder to hide anything problematic. For a project at this visibility level, that matters. Wurst7 won't make Minecraft run better. And it has nothing to do with performance, framerates, or shader support. If smoother gameplay is your goal, Sodium, Lithium, and Iris are the Fabric mods you want for that. These are completely separate projects with a completely separate purpose. Also worth knowing: Wurst7 has Baritone integration built in. Baritone is a pathfinding automation system that can handle tasks like mining a target ore or navigating to coordinates. I initially treated these as competing options, but you don't have to pick one - Wurst7 exposes Baritone's functionality directly from its interface. While you're spending time in those singleplayer worlds, your character's appearance is worth thinking about. If you want a fresh look for your sessions, browsing Minecraft skins on minecraft.how is the quickest way to find something that fits. Alternatives Worth Knowing Meteor Client covers similar ground. Also a Fabric cheat client, also open source, and it has an active addon ecosystem that extends the base feature set significantly. Some users prefer its interface layout. Real talk, if Wurst7 doesn't fit, Meteor is the natural second option to try. If you specifically want task automation rather than a full feature set, standalone Baritone is worth looking at directly. But it goes deeper on pathfinding and automation than Wurst7's integration does, and it has detailed documentation for complex use cases like automated mining routes. Different tool for a different kind of player. My Take For singleplayer players who want to move faster, find resources without the grind, or just explore Minecraft's systems without the normal restrictions, Wurst7 does what it says. The project has been actively maintained for years, the wiki is thorough, and the community forum has real answers to specific questions. This 1,300+ GitHub stars reflect a project people keep coming back to. Just don't take it onto servers where it isn't allowed. That's not a moral lecture, it's practical advice: you'll get banned, and no feature list is worth losing an account you use regularly on multiplayer servers. Ready to try Wurst7? Grab the source, read the full documentation, or open an issue on GitHub. Star the repo if you find it useful. It helps the maintainers and surfaces the project for other Minecraft players. Visit Wurst-Imperium/Wurst7 on GitHub ↗ --- ### Minecraft 26.2-pre-1: Everything New in the Snapshot URL: https://minecraft.how/blog/post/minecraft-26-2-pre-1-snapshot-1 Published: 2026-05-27 Author: ice Minecraft 26.2-pre-1 is the first pre-release for the 26.2 update, which means the feature work is basically wrapped and Mojang has switched into final bug-squashing mode. It builds straight on 26.1.2, leaning on stability fixes, technical cleanup, and last-minute polish instead of flashy new toys. Here's what's in it, and whether it's worth grabbing.What 'Pre-1' Tells YouThe label matters more than people give it credit for. A pre-release ('pre' for short) is a different animal from the weekly experimental snapshots that show up earlier in a development cycle, the ones stuffed with half-finished features and 'this might change' warnings.By the time Mojang ships a pre-1, they're telling you 26.2 is feature-complete. No new mobs land at this stage. No surprise blocks. The job now is hunting down bugs that slipped past earlier testing, tidying the technical plumbing, and making sure launch day doesn't turn into a fire drill. Load this expecting a pile of fresh content and you'll probably walk away a little flat.And that's fine. Pre-releases are where an update earns its trust.Quick bit of context: 26.1.2 was the last proper Java release, out on April 9, 2026, sitting on top of the bigger 26.1 update as a small maintenance patch. That's the version most people are actually playing right now. 26.2-pre-1 is the bridge to whatever 26.2 turns out to be, and most players and servers will happily stay put on 26.1.2 until the new one goes fully stable. Which is exactly how it should be.If the numbering looks unusual, that's just Mojang's calendar-style versioning doing its thing: the year-based major number, then the update within it. 26.2 is simply the second named update of this cycle, and pre-1 is the first checkpoint on its way out the door.The Fixes Doing the Heavy LiftingPre-releases live and die by their bug fixes, and that's where pre-1 spends most of its energy.A Minecraft pre-1 typically cleans up the stuff earlier snapshots introduced or exposed: crash reports tied to specific block interactions, rendering glitches, mob pathfinding doing something deeply silly near doorways (it's always doorways), and the odd world-generation hiccup. Expect a good chunk of the changelog to read like a long list of fixed issue numbers rather than headline features. Not glamorous. Very necessary.Beyond the crash list, pre-releases often smooth out the small annoyances that don't make headlines but absolutely affect how the game feels: a sound that plays at the wrong moment, a tooltip showing the wrong number, an advancement that flat-out refuses to trigger. None of it is exciting on paper. All of it adds up to an update that feels finished rather than rushed.Performance usually gets a pass too. Even modest framerate and memory tweaks in a pre-release tend to carry through to the full launch, which matters a lot if you're running on older hardware or hauling around a massive survival world that's been going for years.One honest caveat: pre-1 is the first pre-release, not the last. If you hit a weird bug, there's a real chance pre-2 or pre-3 already has it logged. Reporting it through the official bug tracker still helps, though, so don't assume someone else got there first.Technical Changes Server Owners Should WatchThis is the part most casual players scroll right past and most server admins read twice.Pre-releases are when data pack and command changes get locked in, so if you run a custom server, this snapshot is basically your early-warning system. Datapack format bumps, command tweaks, loot table adjustments, and predicate changes all tend to surface at this stage. Test your packs against the snapshot now and you sidestep a nasty surprise when 26.2 drops and half your custom mechanics quietly stop working.Trying to decide when to move your community across? Watch how the bigger public networks handle it. Browsing the Minecraft server list is a decent gut check: once the popular servers start advertising 26.2 support, the wider ecosystem (plugins, mods, the lot) is usually ready for everyone else too.World generation normally stays consistent between a release and its immediate pre-release, so your favorite 26.1 seed should still load and look the way you remember, with the biome layout mostly intact. Actually, that's worth a small correction: that holds for Java release-to-pre transitions, but Bedrock seeds don't always match Java ones, so don't assume a seed behaves identically across editions. And tools that don't depend on the game build at all, like a Nether portal calculator, keep working exactly the same across every update, which is one less thing to relearn.How to Try the Snapshot SafelyWant to poke at it without risking your real save? The launcher makes this painless. Here's the short version:Open the official Minecraft Launcher and head to the Installations tab.Click New Installation and enable snapshots in the version dropdown.Pick 26.2-pre-1, give the profile an obvious name, and save it.Copy your world folder somewhere safe before you load anything. Always.Launch the snapshot profile separately and test on a throwaway world, not your main base.That's it. Real talk, five minutes, and your real survival world never goes anywhere near an unfinished build.Java Only, And What That Means for ConsolePre-releases are a Java Edition thing. Bedrock players test upcoming content through separate beta and preview builds on their platform, not through these.That split is worth keeping in mind given how much the console side has shifted lately. Mojang spent the last couple of years pushing native versions of the game onto current-gen hardware, including the long-awaited native PS5 build that finally moved players off the older PS4 setup. The upshot is that 'what's new' can look pretty different depending on where you play, and a Java pre-release like this one doesn't map neatly onto the Bedrock or console experience.So if you're on PS5, Switch, or Xbox and wondering where your 26.2-pre-1 download button is: there isn't one, and you're not missing out. Your update comes through Bedrock's own pipeline on its own schedule.Should You Install 26.2-pre-1?My take? Put it on a separate installation, not your main world.Pre-releases are genuinely useful if you're a server owner stress-testing data packs, a mapmaker checking command behavior, or just curious enough to file a bug report or two. Spin up a fresh profile, point it at the snapshot, and keep your real survival save parked safely on 26.1.2 where it belongs.There's a bigger reason to bother, too. Every bug caught in a pre-release is one that doesn't ship to millions of players on launch day. The folks testing snapshots now are quietly doing the whole community a favor, and Mojang reads the reports. So if you do install it and something breaks, that's not wasted time. That's the entire point of the phase.For a regular player with a base they care about, there's no rush at all. Pre-1 won't hand you new content to mess with, and dragging an important world into an unfinished build is exactly how people end up with corrupted saves and a ruined afternoon. Wait for stable 26.2. It's coming, and it'll be better tested for the wait.Back up your world either way. Always back up. That advice has never once been wrong. --- ### Minecraft 26.2-pre-1: What's New in the First Pre-Release URL: https://minecraft.how/blog/post/minecraft-26-2-pre-1-snapshot Published: 2026-05-27 Author: ice Minecraft 26.2-pre-1 is the first pre-release for the upcoming 26.2 update, landing after April's 26.1.2 release. A pre-release sits right before launch: the features are locked in, and the focus shifts to bug fixes and stability. It's Java Edition only, and it's a test build, not the finished version. What's New in 26.2-pre-1 (and What Isn't) Quick refresher on how Mojang builds an update. Snapshots come first, the experimental builds where new blocks, mobs, and mechanics show up rough and half-finished. After weeks of those, the version moves into pre-release territory. That's the "we're almost done, stop adding things, start fixing things" phase. 26.2-pre-1 is the very first of those steadier builds for 26.2. The "pre-1" tag tells you two things: the feature set is now frozen, and there will probably be a pre-2, a pre-3, and maybe a release candidate before the full version goes live. It comes straight after 26.1.2, which dropped on April 9, so think of it as the bridge between the current stable release and whatever 26.2 turns out to be. Here's where I'll be straight with you. A first pre-release is rarely the place for jaw-dropping new content. The big features land in the earlier snapshots, weeks before this point. Pre-1 is about polish: bug fixes, balance nudges, and quiet technical changes that tend to matter most to server admins and data-pack creators. For the exact, line-by-line list of what changed, Mojang's official changelog (it shows up right in the launcher when you pick the build) and the Minecraft Wiki's version page are the sources to trust. Those update the moment the build ships, and they're more reliable than any roundup, this one included. I'd rather send you there than pretend I've memorized every fixed bug number. What to keep an eye on When you load the build, the spots most likely to show changes in a pre-release are: Crash and stability fixes that quietly clean up problems from the earlier 26.2 snapshots. Command and data-pack tweaks, which can break custom maps if you're not paying attention. Visual and audio glitches getting patched, the small stuff that's easy to miss. Multiplayer and server-side fixes that matter if you host for friends. None of that's guaranteed in any single pre-release, but it's the pattern that repeats almost every cycle. Why pre-releases matter even if you never install one Even if you skip test builds entirely, they shape the version you'll eventually play. Look, bugs caught now are bugs you won't trip over on release day. And mod and plugin authors use this window to update their projects against the near-final code, which shortens that painful gap between "26.2 is out" and "okay, my favorite mods finally work on 26.2." That's the real value of a pre-release. Less about playing it, more about what it does for the version everyone gets later. How to Install 26.2-pre-1 Without Wrecking Your World Getting in is simple. Open the official Minecraft Launcher, find the version dropdown next to the Play button, switch on snapshots in your Java Edition installation settings, then pick 26.2-pre-1 from the list. Hit play and you're running it. One rule first: back up your worlds. Seriously. Pre-releases can change how saves load, and opening a survival world you actually care about inside a test build is exactly how people end up with corrupted chunks and a pit of regret. Copy your saves folder somewhere safe before you launch anything. I keep a throwaway "snapshot testing" world that I don't mind breaking, and I'd suggest you make one too. Costs nothing, saves a lot of heartbreak. Want to drop back to 26.1.2 afterwards? Pick it from the same dropdown. Your installs don't overwrite each other, though a world you've opened in the newer build might not reopen cleanly in the older one, which is the other reason that backup matters. Testing the Snapshot With Friends Snapshots are more fun when a few people are poking at the same build and comparing notes on what broke. If you spin up a quick server to test 26.2-pre-1 together, lock it down so only your group can get in. Our Minecraft Whitelist Creator builds the whitelist.json file for you, which beats typing usernames one at a time and fat-fingering one halfway down the list. Worth flagging, though: test-build servers and normal servers don't mix. Everyone has to be on the exact same version, right down to the pre-release number, and almost no public server runs a test build. If you'd rather just find a stable community to play on, the Minecraft server list is the place to look instead. Java Only: Console and Bedrock Players Sit This Out This trips people up every single cycle, so let's clear it up. Snapshots and pre-releases are a Java Edition feature, full stop. Bedrock runs its own separate beta and preview program on a different schedule, and console players (including everyone on the native PS5 version that The Loadout reported on when it first went into testing) don't get snapshots at all. So if you're on PlayStation, Switch, Xbox, or Bedrock on mobile and you've been hunting for a 26.2-pre-1 download, that's why you're coming up empty. It isn't a hidden setting. The build just doesn't exist for your platform, and it won't. Is It Worth Testing Your Seeds in 26.2? Maybe. World generation usually holds steady across a point update like this, so the seeds you loved in 26.1 should look broadly the same once 26.2 lands. PCGamesN's big seed roundup makes the same point about using seeds across versions: biome layouts tend to carry over, but structures can move around. A desert village that sat near spawn in one version might generate a few hundred blocks off in the next, or shift its layout a little. Actually, scratch that as a blanket rule: big terrain reworks can change generation a lot, but a point release like 26.2 usually won't. If you collect seeds, a pre-release is a fine excuse to re-roll a few favorites in a disposable world and see what moved. Just don't expect a wildly different planet. Most of the time the changes are subtle, and sometimes there's no visible difference at all. My Take Should you install 26.2-pre-1? If you're a modder, a server admin, or the kind of player who genuinely enjoys hunting down glitches, yes. Jump in, mess around, and report anything strange through Mojang's official bug tracker. That feedback loop is the entire reason pre-releases exist, and it's how 26.2 ends up stable when it finally launches for everyone. For everyone else, I'd wait it out. First pre-releases rarely pack enough new content to justify risking your main world, and the full 26.2 release usually isn't far behind a "pre-1." Back things up, poke around in a test world if you're curious, and lean on Mojang's official notes for the precise change list. That's the honest answer, and it beats chasing a feature list that mostly won't land until release day. --- ### Continuity Mod for Minecraft: Why It's Trending in 2026 URL: https://minecraft.how/blog/post/continuity-minecraft-connected-textures-mod Published: 2026-05-27 Author: ice Continuity is a lightweight Fabric mod that adds connected textures to Minecraft, the trick that makes glass, bookshelves, and sandstone fuse into one continuous surface instead of a grid of repeating tiles. It's trending in 2026 because it pairs cleanly with Sodium and gives former OptiFine users the look they'd been missing. Here's the honest rundown. What Connected Textures Do Quick primer, because the name confuses people. Connected textures means a block checks its neighbors and swaps its face texture so matching blocks blend together. Stack sixteen glass blocks into a wall and, instead of sixteen obvious panes with thick dark borders, you get one clean sheet of glass with the frame only around the outside edge. That's the whole idea. No new blocks. No gameplay changes. Purely how things look. Vanilla Minecraft has never supported this. OptiFine did it for years through a feature called CTM (connected textures method), and hundreds of resource packs were built around that format. When OptiFine started lagging behind on version updates, all those packs were left stranded. Continuity reads the exact same CTM format, so those packs spring back to life on modern Fabric setups. Why Everyone's Talking About Continuity in 2026 So why is this old idea suddenly trending? Two things lined up. The Fabric and Sodium side of the modding world basically won the performance argument. Most players chasing smooth frame rates on current Minecraft (that's 26.1.2 as I write this) run Sodium, and Sodium ships with zero connected-texture support. Continuity drops into that exact gap and barely touches your FPS, which was the entire reason people abandoned OptiFine to begin with. Then the builders got loud. Scroll any building-focused Discord or the Minecraft subreddit and you'll spot screenshots of connected-glass greenhouses and floor-to-ceiling bookshelf walls, nearly always with Continuity sitting in the mod list. It jumped from "niche texture tweak" to standard recommendation in a matter of months. I tested it on a small SMP I help run, honestly just to settle an argument about whether connected glass was worth the hassle. It was. The greenhouse roof alone talked three of my friends into installing it the same night. More Than Connected Glass Most people install Continuity for glass and never look further, but it does a bit more than that. It also handles emissive textures, the overlay layer that makes parts of a texture glow in the dark regardless of light level. Packs use it for things like glowing ore speckles or lit machine panels. And it supports custom block render layers, which is a technical way of saying pack authors can tell certain blocks to render with transparency or cutout effects they couldn't otherwise. Is any of that essential? No. But it means a single mod covers most of the visual features people used to keep OptiFine around for. That's the appeal: one small jar instead of a giant compatibility headache. Getting Continuity Installed The mod is a single download from Modrinth or CurseForge. Drop the jar into your mods folder and you're most of the way there. The trouble spots are the dependencies, which is where nearly every "it isn't working" post comes from. What you need Fabric Loader and Fabric API. Standard requirements for almost any Fabric mod. A resource pack with CTM data. Continuity is just the engine. On its own it does nothing visible. You need a pack that actually ships connected-texture information. Indium, if you run Sodium. Continuity leans on the Fabric Rendering API, which older Sodium builds don't fully implement, so Indium acts as the bridge between them. Actually, let me walk back that last point a little, because it confuses a lot of folks. Newer Sodium releases improved their rendering support, so depending on which version you're on, you may not need Indium at all. The safe rule: if connected textures look broken while Sodium is installed, add Indium and the issue almost always disappears. No harm in having it. The Resource Pack Part Nobody Mentions Here's what the install guides skip over. Continuity is only ever as good as the pack feeding it. Some packs connect nearly everything: glass, sandstone, bookshelves, log pillars, quartz, even iron blocks. Others only bother with glass. So if you install the mod and discover that only your glass connects while everything else stays tiled, your pack probably just doesn't include CTM data for those other blocks. Nothing is broken. The mod renders exactly what the pack describes, no more. Where to start? If you only want the effect without overhauling your art style, grab a "connected glass only" pack and call it a day. Want the full treatment? Vanilla-faithful packs with built-in CTM are all over Modrinth these days, and most pack pages state plainly whether connected textures are supported before you download. Honestly, read that line first and save yourself the confusion. Once the world looks the part, it's a tiny step to make your character fit in too. A fresh skin costs nothing and pulls the whole look together. You can browse Minecraft skins if yours is overdue for a change. (Mine was. Embarrassingly so.) Worth It Or Not My take: yes for most players, with one fair caveat. Build anything with glass and you'll want Continuity immediately. Greenhouses, modern builds, aquariums, sky bases, anything with big transparent walls. The visual jump is huge and it costs you almost nothing in frame rate. But that combination is rare enough to take seriously. Play mostly survival, deep in caves, never touching glass or decorative blocks? Then you might install it, nod at a nicely blended sandstone wall for ten seconds, and forget it's running. That's a perfectly valid outcome. Not every mod needs to reshape how you play. A useful note for multiplayer: connected textures render entirely client-side, so the whole server doesn't need to run the mod. Each player adds Continuity and a pack on their own machine. And if you're spinning up a server to show those glass builds off to friends, a free Minecraft DNS address is far easier to share than a raw IP that nobody can remember. Continuity won't headline any patch notes. It quietly fixes something vanilla Minecraft has gotten wrong for more than a decade, and it does it without the baggage that made OptiFine such a pain on modern versions. In 2026, with Sodium as the default and OptiFine fading into history, it's the obvious choice. Load up a glass build with it running, then try going back. Good luck. --- ### AppleSkin Mod in 2026: The Food Stats Minecraft Hides URL: https://minecraft.how/blog/post/appleskin-mod-food-stats Published: 2026-05-27 Author: ice AppleSkin is a free Minecraft mod that shows the hidden food numbers the game keeps to itself: saturation, exact hunger restored, and how soon you'll start healing. It changes nothing about gameplay. What you get just hands you the math vanilla hides. And in 2026 it's quietly become one of the most installed mods around.What AppleSkin DoesOpen your inventory in vanilla Minecraft, hover over a steak, and the tooltip tells you... nothing about how it actually fills you up. AppleSkin fixes that. Hover over any food and it shows the hunger points restored (those little drumstick icons) plus the saturation it grants, drawn right on the hunger bar as a faint overlay.It also previews the change before you eat. The shanks you'd gain show up as a ghostly outline on your hunger meter, so you know whether that apple is worth the click or whether you should save it.A quick rundown of what it surfaces:Saturation value of every food item, in the tooltip and on the barHunger restored as a preview overlay before you eatHealth regeneration hints, so you can see when you're about to healExhaustion tracking (the hidden counter that drains saturation when you sprint, jump, and mine)It's not new, exactly. AppleSkin has been around for years, racking up tens of millions of downloads across CurseForge and Modrinth. What pushed it back into the spotlight in 2026 is the modpack scene: nearly every popular survival pack now ships with it by default, which means a fresh wave of players are discovering it without ever choosing to install it themselves.None of this changes the game. No new items, no recipes, no balance tweaks. It's a window into numbers Mojang already tracks but never shows you.Why Saturation Is The Stat You've Been IgnoringHere's the thing most players never learn: your hunger bar isn't the number that matters. Saturation is.Saturation is a hidden buffer that sits on top of hunger. As long as it's above zero, your hunger bar doesn't drop and you keep regenerating health. Different foods give wildly different saturation even when they restore the same hunger. Golden carrots and cooked steak are saturation kings. Melon slices and cookies? Practically worthless for keeping you full, even though they look like they're doing something.Without AppleSkin, you're guessing. With it, you can see at a glance that a single golden carrot keeps you running far longer than a fistful of bread. That one insight alone changed how I pack for long mining trips. I used to haul stacks of bread. Now it's golden carrots and steak, every time.Ever wondered why you got hungry five minutes after a big meal once, but stayed full for ages another time? Saturation. AppleSkin makes the invisible visible, and once you see it you can't unsee it.Installing AppleSkin in 2026Good news: it's one of the easiest installs out there. AppleSkin supports Fabric, Forge, NeoForge, and Quilt, and the maintainer (squeek502) keeps it current. As of this writing it runs on the latest Minecraft 26.1.2, and updates usually land within days of a new version.The basic steps:Install your mod loader of choice (Fabric is the lightest if you're starting fresh)Grab AppleSkin from Modrinth or CurseForge, matching it to your Minecraft and loader versionDrop the.jar into your mods folderLaunch the game and hover over some food to confirm it's workingIt's purely client-side, mostly. Actually, that's not the whole story: on servers that tweak food values with other mods, running AppleSkin server-side too keeps the displayed numbers honest. Honestly, for vanilla-food servers you don't need to touch the server at all.One small heads-up: if the overlay doesn't appear after launching, double check that your AppleSkin build matches both your Minecraft version and your loader. Mixing a Fabric jar with a Forge setup is the single most common reason it silently fails to load. The mod itself almost never breaks. A version mismatch is what gets people.Roughly 100 MB of RAM overhead? Nope. It's featherweight. You'll never notice it in your frame times.Who Needs This ModSurvival players. That's the short answer.If you spend your time in long survival worlds, hardcore runs, or any setting where a sudden health drop means death, AppleSkin earns its slot immediately. Knowing exactly when regen kicks in is genuinely useful when a creeper's breathing down your neck.Speedrunners love it too, for what it's worth. Optimal food management shaves real seconds off a run, and the saturation overlay turns guesswork into a plan.On the survival server I play on, half the regulars run it now, and the other half keep asking why everyone suddenly knows the perfect moment to eat. It spreads by word of mouth.Creative-mode builders, though? Skip it. You don't have a hunger bar to manage when you're flying around placing blocks, so the mod just sits there doing nothing. No harm, no point. I'd honestly call it overrated for anyone who isn't actively managing hunger, and that's fine. Not every mod has to be for everybody.Rounding Out Your Survival SetupAppleSkin pairs well with the other survival utilities I keep bookmarked. The Nether Portal Calculator saves you the coordinate math when you're linking portals, and if you're hosting friends, the free Minecraft DNS tool gives your server a clean address instead of making everyone memorize a raw IP.Cosmetics don't affect saturation, obviously. But a survival run feels a little better when your character looks the part. The Lockdown Life modern survival skin nails the grizzled-explorer vibe. And if you want something with a wink, there's a whole run of mod-themed skins floating around: elmodag, Teemodolol, Modstack, and the bluntly named Mod. Or just browse the full skin library and pick your own.Want more options? You can always browse Minecraft skins by category to match whatever world you're building.Worth It Or NotFor survival? Install it today. It costs nothing, weighs nothing, and teaches you something about a system you've probably been playing wrong for years.It won't make you better at PvP or build you a castle. What it does is small and specific and quietly excellent: it tells you the truth about your food. In a game that's gotten denser over the years (PCGamesN's seed guides alone now run to dozens of entries per version), a mod that just makes one hidden system readable is a rare kind of useful.So yeah. If you play survival and you've never tried it, this is the one to add before your next world. --- ### How to Build a Greenhouse in Minecraft Step by Step URL: https://minecraft.how/blog/post/build-greenhouse-minecraft Published: 2026-05-26 Author: ice Building a greenhouse in Minecraft comes down to three things: a glass roof and walls, a light source so crops grow at night, and water or farmland inside. Frame it with any block you like, fill the walls with glass panes, light it up, and plant away. That's the whole idea. What You'll Need to Build a Minecraft Greenhouse The shopping list is short, which is honestly half the appeal. You don't need diamonds or rare loot for this, just glass and a handful of blocks for the frame. Here's what I keep ready before I start digging: Glass blocks or glass panes (panes use less sand per wall, so smelt with that in mind) A frame block you like the look of: stripped logs, deepslate brick, or quartz all work Light sources: glowstone, lanterns, or sea lanterns Farmland and a water bucket or two for the growing beds Seeds, saplings, or whatever you actually want to grow Bone meal if you're impatient (guilty) Sand is the real bottleneck. Look, one block of glass costs one sand, and a full greenhouse chews through it faster than you'd expect. Grab a couple extra stacks before you commit, because nothing kills the momentum like running back to a beach mid-build. Panes versus full blocks is a genuine choice, not just looks. Panes are cheaper and give you that thin, framed-window feel. Solid blocks read as cleaner glass walls. I lean panes for the classic greenhouse look, but it's your call. Picking the Right Spot Flat ground near your base is the easy answer. But a greenhouse looks fantastic built against a hillside, perched over water, or even half-sunk into a snowy slope, so don't feel stuck with a boring plains square. Sunlight is the thing to think about. Glass lets daylight pass straight through, so open sky above your roof means free light through most of the day. Build it underground or under a big overhang and you're leaning entirely on lamps to keep crops alive. Biome matters for the vibe, too. A glass build glows beautifully in a cherry grove, pops against dark spruce taiga, and looks almost magical sitting on the edge of a lush cave opening. Playing with other people? If you're hopping onto a friend's world, drop the address into our Minecraft Server Status Checker before you haul all that glass over, just to confirm it's actually online. And if the server's yours, locking it down with our Minecraft Whitelist Creator stops random visitors from trampling your beds while you're logged off. Nothing stings quite like loading back in to a greenhouse full of snapped stems. Raising the Glass Walls and Roof This is where the build takes shape. I'll walk through a simple rectangular design, and you can bend it however you want once you've got the idea. Lay the floor. Mark out your footprint, say 9x7 blocks, using your frame material. This doubles as the foundation and the border for your beds. Raise corner pillars. Three or four blocks high at each corner. Three feels cozy; four gives headroom for taller plants like bamboo or a small tree. Fill in the glass. Connect the pillars and pack everything between them with glass panes. Leave a one-block gap for a door. Cap it with a roof. A flat glass ceiling works fine. A pitched roof built from stairs and glass looks far better, though, and ditches that generic box look. One mistake I made early on: I roofed the whole thing in solid glass blocks and it felt heavy and dark somehow. Swapping to a frame of trapdoors and stairs with glass panes between them reads way more like a real greenhouse. Small change, big difference. Add your frame block as trim along the base, the corners, and the roofline. That contrast between solid trim and clear glass is what separates a greenhouse from a plain glass cube. For the entrance, a simple wooden or iron door works, but a pair of fence gates or a trapdoor airlock looks tidier and keeps mobs from wandering in. If your greenhouse sits away from your base lighting, drop a lantern by the door so nothing spawns on the path at night. Keeping Your Crops Growing A greenhouse that can't grow anything is just a pricey glass box. Light and water do the heavy lifting here, so get those two right and you're basically done. Crops need a light level of 9 or higher to grow; the Minecraft Wiki lists this for wheat, carrots, potatoes, and the rest. Daylight through the glass covers you until sunset, but growth stalls in the dark. Tuck glowstone under the floor blocks, hang lanterns from the roof beams, or line the walls with sea lanterns so nothing pauses overnight. Water and Farmland Farmland only stays hydrated with water within four blocks. I usually run one water channel down the center and surround it with tilled soil. A single source block hydrates a surprisingly wide bed, so you rarely need more than a couple. Cover open water with a trapdoor or carpet if you don't want to keep falling in. Learned that one the hard way. Speeding Things Up Bone meal is your friend. Feed bones or spare crops to a composter, or craft bone meal straight from skeleton drops, and you can rush most plants to full size in seconds. Trees and mushrooms react too, but tall growth needs clearance, so plan your roof height around whatever you're growing. As for what to plant: wheat, carrots, potatoes, and beetroot are the reliable staples. Pumpkins and melons need a free dirt block beside the stem to grow their fruit, so leave them room. Sugar cane wants water right next to it, and nether wart needs soul sand instead of farmland, so it's more of a side project than a true greenhouse crop. Going Automatic Want it hands-off? A villager farmer parked inside will replant and harvest crops for you, dropping the surplus into a hopper if you set one up. It's not the fastest farm in the game, but for a decorative greenhouse that quietly feeds you on the side, it's perfect. I run one on my survival world and barely think about food anymore. Greenhouse Ideas Worth Stealing Vanilla Minecraft, as of version 26.1.2, has way more decorative plants than most people use, and a greenhouse is the perfect excuse to show them off. Glow berries trailing from the ceiling double as soft, free lighting Azalea and flowering azalea bushes for pops of green and pink Big dripleaf and small dripleaf for that layered, tropical look Flower pots lined along windowsills with whatever blooms you've gathered Bamboo or a single sapling grown into a leafy centerpiece Mix your textures. A greenhouse that's wall-to-wall wheat just looks like a farm with windows. One with hanging vines, potted flowers, a little pond, and a bench in the corner looks like somewhere you'd genuinely want to hang out. Pick a style and lean into it. A rustic greenhouse uses oak or spruce frames, mossy accents, and a few cracked pots for that lived-in look. A modern one goes clean: quartz or smooth stone trim, perfectly even glass, maybe some sea lanterns recessed into the floor. Both look great. They just tell different stories. Quick note for Bedrock players: most of this is identical, though a few light values and growth quirks differ slightly between editions. Actually, the biggest difference you'll notice is how redstone-driven auto-farms behave, not the plants themselves. The greenhouse itself builds the same either way. And a bench and a lantern in the corner? Sells the whole thing. My Take Greenhouses punch way above their effort. A couple stacks of glass, one decent afternoon, and you've got a centerpiece that doubles as a working farm. Hard to argue with that return. Start with a plain rectangle, nail the lighting and water, then go wild on decoration once the bones are solid. The fancy pitched roof and the dripleaf can wait. A crops, less so. --- ### EternalCore: The Modern EssentialsX Alternative for 2026 URL: https://minecraft.how/blog/post/eternalcore-minecraft-plugin-guide Published: 2026-05-26 Author: ice EternalCodeTeam/EternalCore ♾️ A modern, actively maintained alternative to EssentialsX. .0 Running a Minecraft server and tired of stitching together five plugins just to get homes, warps, and private messages? EternalCore bundles the boring-but-essential stuff into one plugin. It's a modern take on EssentialsX, the tool most servers reach for first, and it covers 80+ commands out of the box.What EternalCore DoesThink of it as the plumbing for a multiplayer server. Players want to set a home and warp back to it. They want to message each other privately, get teleported to a friend, and not lose their build when they wander off and forget where spawn is. None of that ships in vanilla Minecraft, which is exactly where a "core" plugin like this earns its name.It's written in Java, sits at around 100 stars on GitHub, and ships under the GPL-3.0 license.Small project by star count, but it punches well above its weight in features.The team describes it as a modern, actively maintained alternative to EssentialsX. And that word "maintained" carries a lot of weight, and I'll circle back to why it matters more than you'd expect. Why You'd Switch From EssentialsXLet's be honest about the elephant in the room. EssentialsX is the default. It's been the default for years, it's battle-tested, and most server tutorials just assume you're running it. So why look anywhere else?A few reasons. EternalCore is built on a newer codebase and targets Java 21, which means it plays nicer with recent server software. The config structure is cleaner (the 2.0 release reworked a good chunk of it). And it's getting active development right now, not bug-fix-only life support.Here's my honest take, though: if your EssentialsX setup runs fine and you've already tuned every config file, there's no fire to put out. Swapping a live server's core plugin is a weekend project, not a five-minute job. I'd only make the jump on a new server, or one I was already rebuilding anyway.But for a fresh setup? I'd genuinely consider it. The feature parity is there, and the defaults look nicer out of the box. Getting It RunningThis is a standard Bukkit-style plugin, so installation is refreshingly dull. Download the JAR, drop it in your plugins folder, restart the server. That's the whole dance.The one thing that bites people: EternalCore needs Java 21 or later. Run an older Java and the plugin either refuses to load or behaves strangely. Check your version first:bashjava -versionIf that prints 21 or higher, you're set. If not, upgrade Java before going any further. Then grab the plugin and drop it into place:bash# from your server root cd plugins wget https://github.com/EternalCodeTeam/EternalCore/releases/download/v2.0.0/EternalCore.v2.0.0-SNAPSHOT.MC.1.17.x-1.21.x.jar # now fully restart the server, don't use /reloadYou can also grab it from Modrinth, Hangar, or SpigotMC if you'd rather click a button than copy a URL. All three carry the same builds.One more setup tip while you're here. Get your base server config sane before any plugin touches it. If you're hand-editing server.properties and second-guessing every line, our Server Properties Generator spits out a clean file you can drop straight in. Sort that first, then layer EternalCore on top. The Features That Earn Their KeepEighty-plus commands is a lot to wade through, so here's what I'd actually flag.Homes, Warps, and TeleportsThe bread and butter. Players run /sethome, /home, and /warp to bounce around the map. Admins set shared warps for spawn, the shop, the PvP arena, whatever you need. There's a full teleport-request system too (/tpa), plus /back to return to where you just died. And Random Teleport (/rtp) flings players out into the wild for fresh land, which is great for survival servers that don't want everyone building on top of each other.The Vanish SystemNew in the 2.0 release, and one of the more polished additions. Vanish lets staff go fully invisible to patrol a server, but it's loaded with toggles: silent join, godmode, night vision, a glow color, silent inventory peeking, plus blocks for item pickup, hunger loss, and chat while hidden. The changelog shows it off with a GIF, and it clearly had thought put into it rather than being a bare on/off switch.Notifications and Join MessagesEternalCore can fire messages through titles, the action bar, boss bars, and regular chat. So your welcome message, AFK alerts, and custom death lines all get proper formatting instead of plain gray text. If you want those to actually look good with colors and styling, build them with our Minecraft Text Generator and paste the codes into the config. The 2.0 update also tidied up the MOTD, so the chat welcome looks decent without you touching a thing.Chat and Moderation ToolsAdmin Chat (with a direct channel mode added in 2.0), slow mode for when chat gets rowdy, timed auto-messages, social spy for moderation, and an ignore system so players can mute each other. There's also /helpop so players can ping staff when something breaks. Standard moderation kit, all in one place.And a few smaller touches worth a nod: an AFK system that flags idle players automatically, a /playtime command added in 2.0 (so people can check how many hours they've quietly sunk into your server), and a server links feature that drops clickable links into the pause menu. Real talk, little things, but they add up. Stuff That Trips People UpThe Java 21 requirement is the big one, and I already hammered it, but it's genuinely the number one reason the plugin "doesn't work" for people.Wrong Java, no load. It's that blunt.Version support is a touch nuanced too. The README says it supports the latest minor of each major version from 1.19 onward, so think 1.19.4 rather than 1.19.0, and 1.21.11 rather than an older 1.21 patch. Actually, that's worth reading twice, because running an oddball patch in the middle of a major line can leave you with weird gaps.The 2.0 jump is also a major release with internal changes and config updates. One maintainers flag this hard in the release notes, and they're right to. Read the changelog before upgrading an existing server, or you'll spend an evening hunting for a config key that quietly moved.And don't apply it with /reload. Reloading plugins on a live server is a classic way to corrupt state. Full restart, every time. Alternatives Worth a LookEssentialsX is the obvious one, and it's still excellent. If you want the most documented, most-supported-by-tutorials option, that's it. EternalCore is the younger, sleeker challenger.CMI is another all-in-one core plugin, though it's paid and considerably heavier. It does more, but it's overkill for plenty of servers. And for permissions specifically, you'll likely pair whatever core you pick with LuckPerms, since none of these handle group permissions as cleanly as a dedicated plugin does.My pick? For a brand-new server in 2026, EternalCore is a genuinely solid first choice. For an established server that's already humming along, I'd leave EssentialsX alone unless there's a specific reason to move. It's free, open source under GPL-3.0, and that active development is the part that'd tip me over on a new build. Ready to try EternalCore? Grab the source, read the full documentation, or open an issue on GitHub. Star the repo if you find it useful. It helps the maintainers and surfaces the project for other Minecraft players. Visit EternalCodeTeam/EternalCore on GitHub ↗ --- ### Windswept Savanna Biome Guide: Loot, Mobs and Builds URL: https://minecraft.how/blog/post/windswept-savanna-biome-guide Published: 2026-05-26 Author: ice The Windswept Savanna is one of Minecraft's rarest biomes: a dry, brownish-green plateau torn apart into steep cliffs and floating stone shelves. You get exposed ores on the rock faces, acacia trees, and herds of horses and llamas. No rain, no villages, just dramatic terrain that's a pain to walk across. What Makes the Windswept Savanna So Strange Picture a normal savanna. Now imagine someone took a giant chisel to it. That's the windswept version: the same warm, yellow-green grass and the same acacia trees, but the land itself is wrecked into sheer cliffs, narrow ridges, and chunks of stone that jut into the sky at angles that really shouldn't hold up. It used to be called the Shattered Savanna before the Caves and Cliffs update renamed all the windswept biomes. The new name fits better. A few things stay true to regular savannas. It never rains here, so no thunderstorms and no crops getting watered for free. The grass keeps that dry, washed-out olive color. Water sources look a bit murkier than the bright blue you get in plains. And the temperature stays high enough that snow won't fall even at the top of the tallest peak. But the terrain is the whole point. Some of these cliffs climb past Y 130, with bare stone walls dropping straight down. You'll see dirt and stone exposed everywhere instead of a tidy grass carpet. Walking in a straight line? Forget it. Quick way to tell you've found the real thing and not just a hilly normal savanna: look for bare stone cliff faces taller than the trees, plus floating shelves of land with overhangs. Regular savanna rolls gently. And this one looks like it lost a fight. And because it never rains, fire spreads freely. One stray flint and steel near the dry grass and you've got a wildfire crawling up the slope. Worth knowing before you torch a path up a cliff. Loot and Resources Worth Grabbing Here's the part that makes the biome genuinely useful instead of just pretty. All that exposed stone means exposed ores, and lots of them. Exposed Ores: Free Early Game Coal and iron show up on the cliff faces constantly, and because the terrain hits such high and low points in a small area, you sometimes spot copper or even the occasional deeper ore poking out of a wall with no mining required. I once started a hardcore world next to one of these and had a full iron set before the first night, just from chipping ore off the rocks with a stone pickaxe. Felt like cheating. The other big draw is acacia wood. Those orange-barked trees with the flat, angular canopies only grow in savanna biomes, so if you want acacia planks or that specific orange-and-grey build palette, this is your supply. Don't overlook the smaller stuff either: Tall grass and seeds for an early wheat farm Horses and llamas roaming wild, ready to tame Acacia saplings to start a tree farm back at base Loads of raw stone and andesite for your first builds One caveat: no villages spawn in the windswept variant. The terrain is too broken for the generator to place one. If you want a savanna village with its acacia-and-cobblestone houses, you'll find those in the flat regular savanna next door, not on the shattered cliffs. Mobs You'll Run Into During the day it's a calm place. Herds of horses (this is one of the best biomes to find them), llamas in small groups, plus the usual cows, sheep, pigs, and chickens grazing on the slopes. Llamas are the sleeper pick here. Tame a few, throw chests on them, and you've got a walking caravan for hauling all that ore back home. They spit at you if you hit them, but honestly that's fair. One thing you won't find: foxes, wolves, or pandas. The windswept savanna keeps the standard savanna roster and nothing exotic. At night the cliffs turn nasty. Not because of special mobs, but because of the drops. Standard hostiles spawn (zombies, skeletons, creepers, spiders, the odd enderman), and on terrain this vertical a single creeper can knock you off a 40-block ledge. Skeletons love sniping from a higher ridge while you've got nowhere to dodge. So light up your paths. Seriously. Fall damage is the real killer in this biome, not the mobs themselves. Building on Broken Terrain This is where the windswept savanna earns its keep. The terrain that makes it annoying to cross makes it incredible to build on, and that trade is worth it. Cliffside bases are the obvious move: carve into a vertical stone wall and you get a fortress with a natural moat of empty air. Hanging builds work too, platforms cantilevered off the rock with a few support pillars, the kind of thing that looks like it took an engineering degree but really just needs patience and a stack of scaffolding. A few ideas that suit the landscape: Stilt village across a ravine, connected by rope bridges Waterfall base tucked behind a stream poured off a high ledge Acacia treehouse cluster using the natural height of the peaks Mountain monastery built into the highest accessible ridge The orange acacia and pale stone already give you a two-tone palette to work with. Add some terracotta (a quick trip to a nearby badlands biome) and you've got a desert-fortress look without importing a single fancy block. But it reads as deliberate even when you're improvising. If you're building somewhere this dramatic, you might as well look the part. A custom explorer or ranger skin made in the Minecraft Skin Creator beats running around the cliffs in the default Steve outfit. Finding a Windswept Savanna Rarity is the catch. This is genuinely one of the least common biomes in the game, so wandering randomly might take ages. Two faster options. First, use a seed. Sites like PCGamesN keep updated seed lists (their 2026 roundup is checked against version 26.1.2), and plenty of community seeds drop you near shattered savanna terrain at spawn. The biome layout stays mostly the same between Java and Bedrock, by the way, though PCGamesN notes some structures can differ between editions, so don't expect every chest to match. Second, if you're already in a regular savanna, look toward the edges. Windswept savannas generate as a rare border against normal savanna, so following the acacia until the ground starts breaking apart is often quicker than teleporting around with coordinates. Exploring with friends speeds things up a lot: more eyes, more ground covered. If you're running your own server for that, lock it down first with the Minecraft Whitelist Creator so only your group can hop in and claim the good cliffs. Worth Settling Here? Honestly? Look, yes, if you like a challenge and a view. The early-game ore access alone justifies a visit, and the building potential is some of the best in vanilla. Just respect the drops and light everything up before dark. It's not a beginner-friendly starter biome. But for a second base, a screenshot you'll actually want to share, or a hardcore run where free iron matters? Hard to beat. --- ### Cloth Config API: Why This Minecraft Mod Is Trending in 2026 URL: https://minecraft.how/blog/post/cloth-config-api-minecraft-mod Published: 2026-05-26 Author: ice Cloth Config API is a library mod that gives other Minecraft mods a clean, unified settings screen. You don't install it for features of its own. Anyone install it because dozens of popular mods list it as a dependency, and in 2026 that list keeps growing. Built by shedaniel, it's quietly everywhere. What Cloth Config API Does Here's the short version: it's plumbing. Cloth Config hands mod developers a ready-made config GUI so they don't have to build one from scratch every single time. Toggles, sliders, dropdowns, color pickers, nested categories. The author defines the options, Cloth Config draws the screen. Without it, a lot of mods would either ship no settings menu at all (edit a JSON file by hand, have fun) or roll their own clunky interface that looks nothing like the next mod's. With it, you get one consistent layout across your whole pack. Open the config for one mod and you basically already know how to use all of them. That's the whole pitch. Not glamorous, but it's the kind of thing you only notice when it's gone. One point worth clearing up: Cloth Config on its own adds nothing you'll ever see while playing. No blocks, no mobs, no shaders. Install it solo, load a world, and you won't spot a single difference. It only wakes up when another mod calls on it. Who Made It, And Why That Matters Cloth Config comes from shedaniel, a developer plenty of modded players already rely on without realizing it. Same person behind Roughly Enough Items and Architectury, two tools propping up an enormous slice of the modding world. Why does that matter? Track record. A library mod is only as useful as it's reliable, and a dependency that goes unmaintained drags every mod relying on it straight down with it. shedaniel has kept these projects current through Minecraft version after version, which is exactly why developers trust Cloth Config enough to build on top of it in the first place. Why It's Trending in 2026 So why's a config library suddenly getting attention? A few reasons stacked up. First, the modding scene shifted hard toward Modrinth and NeoForge over the past couple of years, and a wave of mods got updated for 26.1. Every time a big mod updates, its dependencies get dragged along for the ride. Cloth Config sits underneath a huge chunk of the Fabric ecosystem, so its download numbers climb every time a popular mod ships a new build. Modrinth still lists it among the most-downloaded library mods, and that's not by accident. Second, modpack launchers now flag missing dependencies automatically. New players who never heard the name keep seeing it pop up in angry red text: "requires Cloth Config API." Curiosity does the rest. And third, it just works on the current version. As of the 26.1.2 release it's already updated, which is more than you can say for plenty of mods that go silent for months after a major Minecraft drop. Is it "trending" in the TikTok sense? No. Nobody's cutting montages about a settings menu. But in the practical sense of "the mod everybody ends up installing whether they planned to or not," yeah, it's having a moment. How to Install Cloth Config API Installing it's about as easy as modding gets, mostly because you aren't configuring anything yourself. You're just dropping a library where the game can find it. On Fabric You'll want the Fabric Loader and Fabric API installed first. Then grab Cloth Config from Modrinth or CurseForge, match the version to your Minecraft version (this part matters more than people think), and drop the.jar into your mods folder. Look, done. Most players run Mod Menu alongside it. Mod Menu adds the button that actually opens those config screens from the in-game pause menu. Cloth Config draws the screen, Mod Menu gives you the door to walk through. Classic pairing. On NeoForge It runs on Fabric and Forge, well, NeoForge now really, since classic Forge support has mostly wound down for current versions. NeoForge handles it through Architectury, shedaniel's cross-loader toolkit. You still download the right file and drop it in mods, but double-check whether the mod you actually want needs the Fabric or NeoForge build. Grabbing the wrong one is the single most common mistake I see in support threads. Quick reality check on versions. A Cloth Config build for 1.20 won't load on 26.1. Sounds obvious, but half the "it crashed on startup" posts come down to a mismatch between the library and the loader. Read the file name. Twice. The Mods That Lean On It The easiest way to grasp why this thing matters is to look at what depends on it. Roughly Enough Items (REI), the recipe-viewing mod a lot of players prefer over JEI, is shedaniel's own and uses it. So do countless quality-of-life and tech mods that need a real settings panel instead of a raw text file. Config screens often control more than you'd guess. They can tweak which blocks a mod generates, adjust spawn rates, rebind features, switch entire systems on and off. If you're digging through options and need to confirm an exact block name to plug into a field, our Minecraft Block Search saves you the trip to the wiki. Server owners juggle a different flavor of config pain. Vote listeners, permission nodes, the lot. (If your server's vote rewards ever stop firing, our Votifier tester will tell you whether the signal is even reaching the box in the first place.) Cloth Config doesn't touch any of that server-side plumbing, to be clear, but it's the same principle at work: good tools make fiddly configuration far less miserable. The point stands. You rarely choose Cloth Config; the mod you actually wanted chose it for you. Common Problems And How to Dodge Them Most issues with it aren't really its fault, but here's what trips people up most: Version mismatch: the library version has to line up with your Minecraft and loader version. This is the big one. Wrong loader build: Fabric jar in a NeoForge instance (or vice versa) just silently won't load. Missing Fabric API: on Fabric, Cloth Config expects it to be present. No Fabric API, no dice. No Mod Menu: the config exists, you just can't reach it in-game without that button. Boring checklist? Sure. But it solves maybe nine out of ten "help, it won't launch" panics before they start. Is It Worth Installing? If a mod you want lists it as a dependency: yes, obviously, you don't get a vote and there's no downside. It's tiny, stable, and barely registers on performance. If you're asking whether to install it on its own hoping for some feature? Then no, there's nothing here for you. It's a foundation, not a house. My honest take after years of running modpacks: Cloth Config is one of those mods you forget you even have until you build a fresh pack and the game flat-out refuses to launch without it. That's the mark of good infrastructure. Invisible when it works, painfully loud when it's missing. Keep it updated, match your versions, and you'll basically never think about it again. Which is the entire point. --- ### Entity Culling: The Minecraft FPS Mod to Install in 2026 URL: https://minecraft.how/blog/post/entity-culling-mod-fps-boost Published: 2026-05-26 Author: ice Entity Culling is a free client-side mod that stops Minecraft from rendering mobs, chests, and other entities hidden behind blocks. The payoff is a real frames-per-second boost, especially in storage rooms and packed mob farms. It runs on Fabric, Forge, and NeoForge, and it pairs nicely with Sodium. That's why it keeps trending. So why is a four-year-old optimization mod suddenly all over Reddit and YouTube again in 2026? Short answer: bigger builds, busier servers, and a lot of players finally upgrading to versions where the mod runs cleaner than ever. What Entity Culling Does Vanilla Minecraft is weirdly stubborn about this. Even if a skeleton is standing behind a solid stone wall, completely out of sight, your GPU still tries to draw it. Multiply that by a few hundred mobs in a farm, or a wall of double chests in your storage room, and you've got your graphics card doing a pile of pointless work on every single frame. Entity Culling, made by the developer tr7zw, fixes that. It runs asynchronous checks to figure out which entities and block entities are genuinely visible to you, then skips drawing the ones you can't see. Occlusion culling, basically. The game already does something similar for terrain chunks, and this mod extends the idea to entities, which vanilla never bothered with. And it covers far more than just mobs. Chests, banners, beds, shulker boxes, item frames, signs: all of those count as block entities, and they're surprisingly expensive to render in bulk. Ever walked into a base with 200 chests and watched your frames fall off a cliff? Look, yeah. This is the mod that fixes it. Why It's Trending Again in 2026 Builds got bigger. That's really the heart of it. The community has spent the last couple of years going wild with massive automatic farms, sprawling storage systems, and city-scale projects that would've crushed a machine back in 2019. Modern Minecraft, currently on Java release 26.1.2, throws more entities at your screen than ever, and players noticed their fancy gaming rigs still chugging inside their own bases. Frustrating when you spent good money on a graphics card. There's also the Sodium effect. As more people move to Fabric setups built around Sodium for rendering, Entity Culling has become the natural companion mod. The two solve different problems (Sodium rewrites the rendering engine, Entity Culling cuts the entity workload) and they stack without fighting each other. Over on the Minecraft modding subreddits, it's one of the most recommended additions to any performance pack. Not because it's flashy. Because it just works in the background and you forget it's even there. How Much FPS You Gain Here's where I have to be honest with you. The number depends entirely on what you're looking at. Standing in an empty field staring at the sunset? You'll gain almost nothing, because there's nothing hidden to cull. But the moment you turn to face a mob farm grinding away behind a wall, or step into a storage hall, the difference can be huge. I tested an old iron farm base of mine and went from a stuttery 40-ish FPS to a steady 90 plus, just by dropping the jar in. Let me walk that back slightly, though. Your mileage varies with your CPU, your render distance, and how many other mods you're running. The gains are biggest in entity-dense scenes and smallest in open terrain. Anyone promising a flat "doubles your FPS everywhere" is overselling it. Still, for a mod that costs you nothing and asks for almost no setup, the upside is hard to argue with. Where It Fits In Your Performance Pack Entity Culling isn't trying to be a one-stop fix, and that's a good thing. It does one job and gets out of the way. Picture a typical 2026 optimization setup as a small team. Sodium handles the core rendering rewrite and chunk drawing. Lithium tidies up game logic and tick performance. FerriteCore trims memory usage. Entity Culling takes the entity rendering load off your GPU. Each one targets a different bottleneck, and you genuinely feel the difference when they all run together. People sometimes ask whether they still need it if they've already got Sodium installed. Different jobs. Sodium makes the rendering pipeline faster, Entity Culling reduces how much there's to render in the first place. Running both is the whole point. Installing Entity Culling Without Breaking Your Game Setup is genuinely simple, but a couple of traps are worth knowing about before you start tossing jars into your mods folder. What You Need First A mod loader: Fabric, Forge, or NeoForge. Pick whichever your other mods use. Fabric API: required if you're on Fabric. Entity Culling won't load without it. The matching version: grab the build for your exact Minecraft version from CurseForge or Modrinth. Mismatched versions are the number one reason people get crashes. Download the mod, drop the jar in your mods folder, and launch. That's it. There's no config you're forced to touch, though the mod does include a small settings menu if you want to tweak how aggressively it culls. One Compatibility Heads-Up Running OptiFine? Be careful. OptiFine has its own entity rendering tweaks, and the two haven't always played nicely together. Most performance-focused players have moved to Sodium anyway, and that combo is rock solid. If you're set on staying with OptiFine, test it on a backup world first. Does It Help On Multiplayer Servers? Yes, and arguably more than in single player. Public servers are entity nightmares. Spawners, dropped items, dozens of players with their pets and armor stands, lag machines disguised as redstone art. Because Entity Culling is client-side, you can run it on any server without the host needing to install a thing. Your frames improve, and nobody else has to lift a finger. If you want somewhere to actually put those extra frames to use, our Minecraft server list is a solid place to start, with everything from survival SMPs to chaotic minigame hubs. And if you're the one running the server, you'll want players reaching it on a clean address instead of a string of numbers, which is exactly what our free Minecraft DNS tool sorts out for you. One caveat for server owners, though: Entity Culling won't reduce server-side lag. It only cuts what your own machine draws. Tick lag from overloaded farms is a separate problem entirely, and no client mod can touch it. Worth It Or Not My take? Install it. There are very few mods I'd call close to essential for a performance setup, and this is one of them. It's free, it's tiny, it doesn't change how the game looks or plays, and it quietly hands you frames in exactly the situations where vanilla struggles most. Pair it with Sodium and a sensible render-distance setting, and your big builds stop feeling like a slideshow. The only folks who genuinely won't notice much are people who play small, mostly outdoors, and never build dense bases. For everyone else, especially the farm-builders and the storage-hoarders (you know who you are), it's an easy yes. --- ### Xaero's Minimap in 2026: Why This Mod Is Worth Installing URL: https://minecraft.how/blog/post/xaeros-minimap-mod-guide Published: 2026-05-26 Author: ice Xaero's Minimap is a free Minecraft mod that adds a live minimap, waypoints, and an entity radar to the corner of your screen. It runs on both Fabric and Forge, barely touches your FPS, and works up to Minecraft 26.1. If you play survival or multiplayer, it's one of the easiest quality-of-life upgrades going. What Xaero's Minimap Does The pitch is simple. You get a small circular or square map in one corner that shows the terrain around you, rendered in real time as you explore. Mobs show up as dots. Other players show up as dots. Your friends show up as named dots if you want them to. That's the surface. Dig a little and it does more. There's a cave mode that switches the map to show the layout of tunnels around you when you're underground, which is the kind of thing you don't know you need until you've been lost in a ravine for ten minutes. There's a death marker that drops a waypoint exactly where you last got flattened, so recovering your stuff stops being a guessing game. And the whole thing is configurable to an almost silly degree: map size, zoom, shape, what entities show, whether north stays locked at the top. (I keep rotation on. Fight me.) The entity radar is underrated for plain survival too. Spot a creeper sneaking up behind you, find the cow herd you need for leather, notice that the dots ahead are a pillager patrol before you walk into it. None of that's cheating in single-player. It's just useful. Why It's Trending Again in 2026 Minimap mods aren't new. So why is this one getting passed around again? Part of it is timing. With Minecraft 26.1 out and the modding scene catching up fast, players rebuilding their mod lists tend to reach for the stuff that just works, and Xaero's has a reputation for updating quickly. Part of it's the explosion of new survival and SMP servers this year. More servers means more people wandering huge worlds and wanting a way to not get lost. The other reason is the companion mod. Xaero also makes a full-screen World Map mod that shares waypoints with the minimap. Run both and you get a Google-Maps-style overview of everywhere you've been, plus the little corner map for moment-to-moment navigation. They're built to work together, and a lot of the recent buzz is really people discovering the combo rather than the minimap alone. How It Compares to JourneyMap and VoxelMap It's not the only minimap in town. JourneyMap and VoxelMap have both been around for years and have loyal fans, so the honest question is where Xaero's fits. JourneyMap leans web-and-detail: it can serve a full map to your browser and looks gorgeous, but it's heavier and its default UI feels busier. VoxelMap pioneered a lot of the features everyone now copies, though updates have historically lagged on new Minecraft versions. Xaero's sits in the middle. Lighter than JourneyMap, more actively maintained than VoxelMap tends to be, and split cleanly into a minimap and a separate world map so you only run what you want. My take after bouncing between all three: Xaero's wins on the boring stuff that actually matters day to day. It updates fast, it doesn't tank performance, and the waypoint system is the cleanest of the bunch. JourneyMap is the prettier screenshot. Xaero's is the one I keep. Reddit threads on r/feedthebeast tend to land in the same place, for what it's worth. Lots of "I switched to Xaero's and never looked back" energy. Installing It Without Breaking Your Game Here's the short version: pick your loader, drop one file in a folder, launch. It's genuinely one of the lower-effort mods to set up. Fabric or Forge? Xaero's Minimap ships builds for both, so this comes down to whatever the rest of your mods use. Fabric tends to update to new Minecraft versions sooner, which matters when 26.1 just dropped. Forge has the deeper back catalog of big content mods. If you're starting fresh and only want the minimap, Fabric plus the Fabric API is the lighter path. Quick steps: Install your loader of choice (Fabric or Forge) for Minecraft 26.1. Grab the matching version of Xaero's Minimap from CurseForge or Modrinth. Match the Minecraft version exactly. If you're on Fabric, also grab the Fabric API. The mod won't load without it. Drop the.jar files into your mods folder. Launch, and the map appears top-left by default. One caveat I should correct myself on: the free version covers basically everything most people want. There's a paid "Plus" version too, but you don't need it to use waypoints or cave mode, despite what a few forum posts imply. The Plus version mostly adds cosmetic extras and a wider set of waypoint colors. Waypoints Are the Real Selling Point Ask anyone who's used it for a while and they'll tell you the same thing. The minimap is nice. So that waypoints are why you keep it installed. You hit a key, name a spot, pick a color and a little icon, and now there's a labeled beacon you can see from across the world with the exact distance to it. Base. Here's the thing, village. So that one mineshaft with the exposed diamonds you didn't have pickaxes for. The mob farm you swore you'd finish. On a big SMP this changes how you play. You stop memorizing coordinates like a phone number and start actually exploring, because getting home is now a glance and a direction. Ever tried navigating back to spawn from 4,000 blocks out using nothing but F3 coordinates and vibes? It's miserable. Waypoints fix that. The death waypoint deserves its own sentence. It has saved more diamond armor sets than I can count. Playing Fair on Multiplayer Servers This is the part people argue about. A minimap that shows other players as dots is, on a PvP server, basically a radar. Some servers ban that outright. The good news is Xaero's plays nice here. Server owners can configure it to hide players and mobs, and the mod respects those rules through server-side settings. Plenty of survival servers allow the terrain map and waypoints while switching off the entity radar, which is a fair compromise. Before you install it for a specific community, check that server's rules. Most list their allowed mods somewhere obvious. If you're hopping between servers a lot, it helps to know which ones are even online before you load in. You can run an address through our Minecraft server status checker to confirm it's up, and if you're still looking for somewhere to settle, our Minecraft server list is a decent place to start hunting. And no, the minimap won't get you banned on a server that allows it. It's a client-side display mod, not an X-ray hack. Big difference. Worth It Or Not Yes. For most players, easily. If you play vanilla survival and you've never minded counting blocks back to base, you can skip it and lose nothing. But that's a small group. For everyone running an SMP, exploring large worlds, or just tired of dying and never finding their loot again, Xaero's Minimap is one of those mods that quietly becomes non-negotiable. Install it once and you'll forget Minecraft ever shipped without it. The FPS hit is tiny, the setup takes two minutes, and the free version does almost everything. That's a hard combination to argue with. --- ### Lithium Mod in 2026: Why Minecraft Players Swear By It URL: https://minecraft.how/blog/post/lithium-minecraft-performance-mod Published: 2026-05-26 Author: ice Lithium is a free optimization mod that makes Minecraft run faster by streamlining the game's internal logic: mob AI, block ticking, physics, all without changing how anything behaves. If you run a server or push your world with farms and mobs, yes, it's worth installing. It's one of the most-used mods of 2026 for good reason. What Lithium Does Here's the short version. Lithium optimizes the parts of Minecraft you never see: the math behind mob pathfinding, how the game decides which blocks need updating, fluid flow, hopper transfers, collision checks, chunk handling. None of it touches gameplay. A creeper still creeps. Redstone still does the same thing. Your farms produce the exact same output. The game just spends less effort getting there. That last bit is the whole pitch. Plenty of optimization mods cut corners by quietly changing behavior, and then your villager breeder stops working or your mob farm rates tank. Lithium's entire design goal is vanilla parity: same results, fewer wasted CPU cycles. What it actually touches, roughly: Mob AI and pathfinding, usually the single biggest CPU cost on a busy world Block and fluid ticking, so water, lava, and random block updates cost less Hopper and container logic, a classic lag source in big storage systems Entity collision and physics, which matters once hundreds of dropped items pile up Chunk and region handling running quietly in the background Think of it like a tune-up rather than a new engine. The car drives the same, handles the same, gets you to the same places. It just burns less fuel doing it. For a single-player world that mostly means a smoother experience once your base gets big. For a server it can be the difference between a community that holds a steady 20 TPS and one that turns into a slideshow every time a few players log on at once. It was built by jellysquid3, the same developer behind Sodium, and it now lives under the CaffeineMC umbrella. Open source, free, and available on both Modrinth and CurseForge. No premium tier, no nag screen, no account to make. And it just works in the background. You install it and forget it exists. Why Lithium Is Trending Again in 2026 Optimization mods spike in popularity every time a big update lands, because the new version always runs a little rough at first. With 26.1 (and the 26.1.2 patch) bringing denser worlds and heavier simulation, plenty of people started feeling the lag again. Lithium got updated fast, and word spread the way it always does. Modpack authors are a big driver too. Almost every serious Fabric pack ships Lithium by default now, often without players even realizing it's in there. It's quietly become infrastructure, like the foundation under a house nobody thinks about until it cracks. There's also the steady drumbeat of creators covering performance setups every time the game updates. A new version drops, someone makes a 'best mods for 26.1' video, Lithium is on the list, and a fresh wave of players installs it. That cycle has repeated for years, and 2026 is no exception. Server owners are the other half of the story. More on them below. Lithium vs Sodium (People Mix These Up Constantly) This trips up new players all the time, so let's settle it. Sodium fixes your frame rate, the rendering side, how smoothly the world draws on your screen. Lithium fixes tick performance, the simulation side, how fast the server (or your single-player game, which runs its own internal server) processes everything happening in the world. Different jobs. They stack. Run both. Quick way to remember it: low FPS but the world feels responsive? That's a rendering problem, reach for Sodium. World stutters, mobs freeze in place, hoppers lag behind even though your FPS looks fine? That's a tick problem, and that's Lithium's territory. There used to be a third sibling, Phosphor, for lighting. It's been deprecated and folded into other projects, so don't go hunting for it on new versions. Actually, to be fair, you can still dig up old builds, but I wouldn't bother on 26.1. How to Install Lithium It's about as easy as mods get. You need a mod loader first, then the mod itself. Install Fabric Loader for your exact Minecraft version using the official Fabric installer. Grab Fabric API from Modrinth or CurseForge, since most of the ecosystem expects it. Download the Lithium build that matches your Minecraft version. Version matching matters: a 26.1 build won't load on 26.2 snapshots. Drop the.jar into your mods folder. Launch the game. That's the whole process. No menu, no setup screen. Prefer NeoForge? There's a native build for that now too, and the steps are basically identical: install the loader, drop the jar in, done. You don't even need Fabric API on that side. For a dedicated server, same idea: the jar goes in the server's mods folder, and every connected player benefits whether or not they've installed anything client-side. That's the part admins love. By default there's nothing to configure, which is sort of the point. Power users can toggle individual optimizations through a config file if some edge-case mod misbehaves, but across a few years of running it on different setups I've never actually had to. Does It Make a Difference? Yes, and the gap widens the more your world is doing. On a quiet single-player survival world with a handful of animals, you might not notice much at all. Fire up a 40-player SMP with iron farms, mob grinders, and a couple thousand loaded entities, and the difference in tick time can be genuinely dramatic. Over on the Lithium issue tracker and various Reddit threads, server owners regularly report meaningful drops in mean tick time, sometimes close to halving it on entity-heavy worlds. Take exact percentages with a grain of salt, since every world is different, but the direction is consistent: less CPU per tick, higher sustained TPS, more headroom before things start chugging. And it helps single-player more than people expect, because your own machine is doing double duty: rendering the world and simulating it at the same time. Anything that frees up the simulation side leaves more room for frames, especially on laptops or older hardware that's already working hard. If you host your own server, it's worth keeping an eye on its health after any change. Our Minecraft server status checker shows whether it's online, its ping, and the current player count, which is handy for confirming nothing broke when you added the mod. And if you'd rather join a smooth, well-run world than manage one yourself, browse the Minecraft server list, since plenty of those communities are already running Lithium behind the scenes. Worth It Or Not Install it. Honestly, there's almost no argument against it. It's free, it's tiny, it doesn't change gameplay, and it's maintained by people who know the engine inside out. Worst case, you notice nothing because your world was already running fine, and you've lost nothing. My one real caveat: keep it updated alongside Minecraft and your loader. An out-of-date optimization mod is the fastest route to a crash on launch day. Check the version number before you panic about a 'broken' modpack. So yeah. If you're putting together a Fabric or NeoForge setup in 2026 and Lithium isn't in your mods folder, add it. Few mods give you this much for so little effort. --- ### CombatLogX: How to Stop Combat Logging on Your Server URL: https://minecraft.how/blog/post/combatlogx-minecraft-combat-logging Published: 2026-05-25 Author: ice "A modular Spigot plugin that prevents players from logging out during combat and has many expansions for extra features." SirBlobman/CombatLogX · github.com .0 Picture it: you chase someone across half the map in a PvP fight, you land the final hit, and they vanish. Disconnected. No drops, no kill, nothing to show for the sprint. That's combat logging, and CombatLogX is the plugin built to make sure it stops working. What CombatLogX does CombatLogX is a Spigot plugin (it runs on Paper and Folia too) built around one stubborn rule: if you're in a fight, you don't get to quit your way out of it. The moment a player attacks or takes a hit, the plugin "tags" them as in combat for a set window. Log out while that tag is active and you get punished, which usually means your character dies right there and drops everything, exactly as if you'd lost the duel honestly. It's written in Java, open source under the GPL-3.0 license, and sitting at around 154 stars on GitHub. The maintainer, SirBlobman, has kept it ticking over for years and supports Minecraft versions up to 26.1.2. That track record matters more than any star count when you're handing a plugin control over your server's combat rules. So that's the skeleton. The thing that keeps admins loyal to it, though, is the expansion system, and I'll get there. Why server owners run it Combat logging is the kind of problem that quietly poisons a PvP server. One player figures out they can alt-F4 the second their health bar gets scary, and within a week everyone's doing it. Fights stop meaning anything. Why risk your diamond gear when you can just yank the ethernet cable? Factions servers are the obvious home for this. Real talk, so are survival worlds with open PvP, hardcore-style setups, and anything where loot is on the line. If your players can lose items on death, someone will try to dodge that death by disconnecting. And it's not only about punishment. A fair anti-logging setup makes combat feel honest, which is half the reason people show up to a PvP server in the first place. Fair fights keep players around. Cheap escapes drive them off. It's a small plugin solving a genuinely annoying social problem. That's my favorite kind of mod. Getting it onto your server Heads up before you start: CombatLogX needs Java 25, a server running Spigot, Paper, or Folia (anywhere from 1.19.4 to 26.1.2), and a companion library called BlueSlimeCore, version 2.9.9 or newer. Miss the BlueSlimeCore part and the plugin simply won't load, which trips up a lot of first-timers. You can grab the latest build from the SpigotMC resource page, or from the maintainer's Jenkins server if you want beta builds. The current release is v11.4.0.0.1156. Once you've got the zip, the rough flow looks like this: bash# 1. Stop the server first stop # 2. Drop these into /plugins/ # CombatLogX.jar # BlueSlimeCore.jar # 3. Put the expansion jars into # /plugins/CombatLogX/expansions/ # 4. Start the server back up, then reload configs in-game /clx reload The zip ships with the main jar, the core dependency, and a bundle of expansion jars you copy into that expansions folder. Edit the config and language files to taste, run /clx reload, and you're live. No full restart needed for most config tweaks, which is honestly handy when you're dialing in tag durations. Quick tangent while we're on the subject of standing up a server: if you're testing this on a fresh box and want a clean address to hand to friends, our free Minecraft DNS tool gives you a tidy domain instead of making everyone memorize an IP. Back to the plugin. Expansions, where it gets interesting Here's the part that separates CombatLogX from a basic anti-logout script. Most of its features aren't baked into the core jar. They're expansions, little modules you drop into the expansions folder, each one its own jar file. Want a feature? Add the jar. Don't want it? Delete the jar. That's the whole model. The maintainer keeps the full list in the documentation, but the categories cover what you'd expect a PvP-focused admin to want: stopping players from running certain commands while tagged, blocking teleports out of a fight, keeping combatants out of safe zones, on-screen timers so players can see how long they're stuck, and protection windows for brand-new players so they don't get farmed the second they spawn. You control the knobs in the config too: how long the combat tag lasts, what counts as combat, who's exempt. Set it too short and players slip away; too long and people gripe about being stuck. Somewhere around fifteen to thirty seconds tends to feel right, though that depends entirely on your server's pace. The modular approach has a real upside. Your core plugin stays light, and you only run code for features you actually use. A small skyblock server and a sprawling factions network can both run CombatLogX without one of them lugging around dead weight. One nice touch: each expansion folder ships with its own README, so you're not flying blind when you switch something on. Where people get stuck The Java 25 requirement is the big one. A surprising number of budget hosts and older setups still run earlier Java, and CombatLogX flatly won't start without 25. Check your host's panel for a Java version selector before you blame the plugin. Forgetting BlueSlimeCore is the second classic mistake. It's a separate jar, it's required, and the plugin won't run on its own. Upload both, every time. Then there's the expansions folder. Some people drop in the main jar, restart, and wonder why none of the cool features showed up. Those features live in the separate expansion jars you've to copy across by hand. The base plugin handles the tagging and the logout punishment; everything else is opt-in. A small Folia note: it's supported, but Folia works very differently under the hood, so test your expansion set on a staging world before pushing to live. Actually, that's solid advice for any server software, not just Folia. While I'm handing out unrelated tips (combat plugins put me in a server-admin headspace): if your survival crowd keeps arguing about whether their nether portals line up, the nether portal calculator settles it in about ten seconds. Nothing to do with CombatLogX. Just useful. Alternatives and my honest take CombatLogX isn't the only anti-combat-log option out there. CombatTagPlus is a long-running, lightweight pick that plenty of older servers still swear by, and there are various smaller "combat tag" plugins floating around SpigotMC if you want something dead simple. The trade-off is usually flexibility: the simpler ones do one thing, while CombatLogX hands you the whole expansion buffet. Would I run it? On a PvP server, yeah, without much hesitation. It's actively maintained, the modular design is genuinely smart, and the price (free, GPL-3.0) is hard to argue with. The Java 25 requirement is the only thing I'd verify first, because it's a real gotcha on cheaper hosts. If your server has no PvP and no item loss on death, you can skip this one. For anyone running fights worth winning, it's an easy recommendation. Where to go from here Read the source on GitHub (docs, examples, and the issue tracker) Browse open issues to see what the community is working on Check recent releases for the latest build or changelog ---