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StellarCreateOptimization

Mod

by StellarVan

A performance-focused optimization mod for Create6.0.x,It improves server tick performance, particles, block entities, and shader rendering in large factories

Type

Mod

CurseForge Downloads

54,284

CurseForge ID

1637437

Last Updated

Oct 17, 2026

Description

alt text

Stellar Create Optimization

Stellar Create Optimization is a performance-focused addon for Create 6.0.x. It delivers substantial improvements to both client-side FPS/rendering performance and server-side tick performance, especially in large automated factories, while preserving Create’s gameplay behavior, animations, and compatibility fallbacks. If you have good ideas or suggestions, you can send them to [email protected]

Client-Side Optimizations

  • Chutes: Transported items use persistent Flywheel instances, cached static models, frustum culling, and distance-based animation simplification. Instance data is uploaded only when the position or model changes.
  • Flap Displays: Controller text, font lookups, and internal cog rendering state are cached so non-controller sections do not repeat text processing. Internal cogs support persistent VBOs and instanced drawing, with caches invalidated correctly on resource reload and world changes.
  • Factory Gauges: Gauges are indexed by logistics frequency and their outline geometry is cached. Thousands of separate outlines are combined into one GPU vertex buffer that is rebuilt only when the visible set changes. The event-provided model-view matrix is included during outline rendering to prevent camera-rotation offsets.
  • Blaze Burners: Full ambient particles are retained within 16 blocks, reduced to 25% between 16 and 32 blocks, and disabled beyond 32 blocks. Repeated animation ticks are skipped in stable states, overhead block checks are cached, and distant head and burner-rod matrices can be frozen while shader-animated flames continue scrolling. The compatibility path supports bulk extended-vertex writes and persistent VBOs.
  • Small and Large Water Wheels: When shaders disable the Flywheel backend, the compatibility path caches complete original geometry and uses persistent VBOs with instanced drawing without depending on Create Better FPS. Rotation, material replacement, orientation, lighting, extended structures, and overstress colors are preserved. Unsupported models and render states continue to use Create's original renderer.
  • Kinetic Machinery and Shafts: Mixers, mechanical presses, mechanical crafters, millstone inner cogs, shafts, and other compatible rigid parts can reuse persistent VBOs. Overstress and recovery animation uses per-instance color instead of rebuilding a VBO for every color step. When an instance color is unchanged, identical setChanged() calls and data uploads are skipped.
  • Mechanical Arms: Conservative motion-envelope culling, stable-pose matrix caching, and bulk extended-vertex writes reduce repeated pose construction and per-vertex work. Compatible arm parts and cogs use persistent GPU geometry and instanced drawing.
  • Frogports: Body and head geometry use persistent VBOs, instanced drawing, and native bulk extended-vertex writes. The tongue uses an exact affine vertex path and exits before model lookup when its length is zero. Shadows support FULL, FAR_SIMPLIFIED, and DISABLED modes, with full shadows enabled by default.
  • Transport Belts: Caching, distance tiers, visibility culling, batched submission, and persistent buffers reduce the rendering cost of belt bodies and transported items while preserving dynamic and scrolling effects.
  • Chain Conveyors: Connection and static wheel geometry are cached. Distance LOD, visibility culling, lighting reuse, and batched rendering reduce repeated calculations and submissions, with support for skipping shader shadow passes.
  • Cogwheels: Dense-scene checks and rendering work are reduced while original connections and advancement behavior are preserved.
  • Fluid Tanks: Brightness updates and lighting recalculation run only when the fluid light level actually changes.
  • Steam Engines: Steam jet particles follow density and distance settings, and sounds are culled beyond the configured range.
  • Particles, Audio, and Visual Effects: Repeated particle, lighting, animation-matrix, audio-dispatch, and buffer-upload work is reduced in dense machinery scenes while important close-range effects remain intact.

Stress-Test Comparison

Stress-test hotspot Without SCO With SCO Improvement Chutes 2–3 FPS 22–26 FPS Approx. +860% Frogports 1 FPS 21–26 FPS Approx. +2,250% Flap Displays 0–1 FPS 57–65 FPS Approx. +12,100% Transport Belts 3–5 FPS 20–25 FPS Approx. +463% Factory Gauges 12–13 FPS 124–127 FPS Approx. +904% Chain Conveyors 4–5 FPS 30–37 FPS Approx. +644% Millstones 0–1 FPS 45–50 FPS Approx. +9,400% Cogwheels 1 FPS 22–30 FPS Approx. +2,500% Blaze Burners 0–3 FPS 36–40 FPS Approx. +2,433% Steam Engines 18–21 FPS 38–50 FPS Approx. +126% Water Wheels 0–2 FPS 100–115 FPS Approx. +10,650% Shafts 3–4 FPS 35–38 FPS Approx. +943% Mechanical Arms 6–8 FPS 87–97 FPS Approx. +1,214% Mechanical Pumps 0–1 FPS 29–33 FPS Approx. +6,100%

Results were measured in large stress-test scenes under fixed shader settings. Actual improvements depend on hardware, factory size, shaders, and the installed modpack.

Server-Side Optimizations

  • Chutes: Empty transport and unused behavior ticks are skipped. Target-chute item capability lookups are cached with safe invalidation.
  • Encased Fans: Air currents rebuild only after relevant blocks, chunks, speed, or fan states change. Processing types and airflow results are cached, avoiding repeated scans and unnecessary synchronization.
  • Mechanical Pumps: Pipe-network endpoint reachability is memoized during pressure propagation, preventing multiple branches from repeatedly traversing the same fluid network.
  • Kinetic Networks: Connected neighbors and gear-speed modifiers are cached during propagation, duplicate graph entries are removed, and repeated block-entity synchronization is batched.
  • Factory Logistics: Promised item totals, unloaded logistics-link counts, and restocker storage levels are cached, reducing repeated logistics-network and inventory scans.
  • Cogwheels: Repeated connection checks in dense scenes are reduced while original connection and advancement behavior is preserved.
  • Fluid Tanks: Repeated block-entity lookups in multiblock tank structures are reduced.
  • Steam Engines: Tank and shaft component references are cached, reducing weak-reference validation and block-entity lookups.

Server-Side Benchmark Results

Stress-test hotspot Without SCO With SCO Improvement Chute server tick 100% Approx. 55% Approx. -45% Encased Fan server tick 100% Approx. 5%–30% Approx. -70% to -95%

Server-side figures use the unoptimized tick cost as a 100% baseline; lower is better.

Compatibility

  • Tested with Create 6.0.8; theoretically compatible with Create 6.0.x.
  • Minecraft 1.20.1 Forge and 1.21.1 NeoForge
  • Renderer compatibility is platform-specific: Embeddium + Oculus on Forge 1.20.1; Sodium + Iris on NeoForge 1.21.1; shared integrations include Flywheel, CreateBetterFPS, irisflw, and Flerovium.

Chinese Description:

Stellar Create Optimization

Stellar Create Optimization 是面向Create 6.0.x 的性能优化附属模组。它同时显著改善大型自动化工厂中的客户端帧率与渲染性能和服务端 Tick 性能,并尽可能保持 Create 原有玩法、动画效果和兼容回退。

客户端优化

  • 溜槽: 运输物品使用持久化 Flywheel 实例、静态模型缓存、视锥剔除和远距离动画简化,仅在位置或模型变化时上传实例数据。
  • 翻牌显示器: 缓存控制器文字、字体查询和内部齿轮渲染状态,避免非控制器区段重复执行文字处理。内部齿轮支持持久 VBO 和实例化绘制,并会在资源重载和切换世界时正确失效缓存。
  • 工厂仪表: 按物流频率索引仪表并缓存轮廓几何,将大量独立轮廓合并至同一个 GPU 顶点缓冲,仅在可见集合发生变化时重建。轮廓渲染包含事件提供的模型视图矩阵,避免转动视角后出现位置偏移。
  • 烈焰人燃烧室: 16 格内保留完整环境粒子,16~32 格降低至四分之一,32 格外停止生成。稳定状态会跳过重复动画 Tick,并缓存上方方块检查。远距离可冻结头部和燃烧棒矩阵,火焰纹理仍由着色器正常滚动;兼容路径支持扩展顶点批写和持久 VBO。
  • 大小水车: 光影关闭 Flywheel 后端时,兼容路径会缓存完整原始几何并使用持久 VBO 与实例化绘制,不再依赖 Create Better FPS。完整保留旋转、材质替换、方向、光照、延伸结构和过载颜色;不支持的模型和渲染状态继续使用 Create 原始渲染器。
  • 动力机械与传动杆: 搅拌器、动力冲压机、机械合成器、石磨内部齿轮、传动杆和其他兼容刚性部件可以复用持久 VBO。过载和恢复动画使用每实例颜色,不再为每个颜色阶段重新创建 VBO。实例颜色未变化时,不重复调用 setChanged() 或上传相同数据。
  • 动力臂: 使用保守运动包络剔除、稳定姿态矩阵缓存和扩展顶点批量写入。兼容的动力臂部件与齿轮使用持久 GPU 几何和实例化绘制,减少姿态构造、逐顶点扩展属性计算和重复缓冲上传。
  • 蛙港: 身体与头部使用持久 VBO、实例化绘制和原生扩展顶点批写。舌头使用精确仿射顶点路径,长度为零时会在模型查询前直接跳过。阴影支持 FULL、FAR_SIMPLIFIED 和 DISABLED,默认使用完整阴影。
  • 传送带: 通过缓存、距离分级、可见性剔除、批量提交和持久缓冲,降低带体及运输物品的渲染开销,并保留动态与滚动效果。
  • 锁链传动轮: 缓存连接与静态轮体几何,结合距离 LOD、可见性裁剪、光照复用和批量渲染,减少重复计算与提交开销;支持跳过光影阴影通道。
  • 齿轮: 优化密集场景下的检查与渲染开销,保持原有连接和进度行为。
  • 流体储罐: 仅在流体光照等级实际变化时执行亮度更新和光照重计算。
  • 蒸汽引擎: 蒸汽喷射粒子遵循密度和距离设置,音效超出配置距离后自动剔除。
  • 粒子、音频与视觉效果: 减少密集机械场景中的重复粒子、光照查询、动画矩阵、音频分发和缓冲上传,同时保留近距离重要视觉效果。

压力测试对比

压力测试热点 无 SCO 有 SCO 提升 溜槽 2~3 帧 22~26 帧 约 +860% 蛙港 1 帧 21~26 帧 约 +2,250% 翻牌显示器 0~1 帧 57~65 帧 约 +12,100% 传送带 3~5 帧 20~25 帧 约 +463% 工厂仪表 12~13 帧 124~127 帧 约 +904% 锁链传动轮 4~5 帧 30~37 帧 约 +644% 石磨 0~1 帧 45~50 帧 约 +9,400% 齿轮 1 帧 22~30 帧 约 +2,500% 烈焰人燃烧室 0~3 帧 36~40 帧 约 +2,433% 蒸汽引擎 18~21 帧 38~50 帧 约 +126% 水车 0~2 帧 100~115 帧 约 +10,650% 传动杆 3~4 帧 35~38 帧 约 +943% 动力臂 6~8 帧 87~97 帧 约 +1,214% 动力泵 0~1 帧 29~33 帧 约 +6,100%

测试结果来自固定光影环境下的大型压力测试场景。实际提升会受到硬件、工厂规模、光影及整合包环境等多方面因素影响。

服务端优化

  • 溜槽: 跳过空运输和无效 Behaviour Tick,并缓存目标溜槽的物品能力查询。
  • 鼓风机: 仅在相关方块、区块、转速或风扇状态变化时重建气流,并缓存气流处理类型与结果,减少重复扫描和不必要的数据同步。
  • 动力泵: 在压力传播期间缓存管道端点可达性,避免多条分支重复遍历同一片流体管网。
  • 动力网络: 在动力传播期间缓存相邻设备和齿轮速度修正,去除重复图节点,并合并方块实体的重复同步请求。
  • 工厂物流: 缓存物品承诺总数、未加载物流连接数量及补货仪表仓库等级,减少重复物流网络和仓库扫描。
  • 齿轮: 减少密集场景中的重复连接检查,并保持原有连接和进度行为。
  • 流体储罐: 减少多方块储罐结构中的重复方块实体查询。
  • 蒸汽引擎: 缓存储罐和传动轴组件引用,减少弱引用验证和方块实体查询。

服务端实测结果

压力测试热点 无 SCO 有 SCO 优化效果 溜槽服务端 Tick 100% 约 55% 约 -45% 鼓风机服务端 Tick 100% 约 5%~30% 约 -70%~-95%

服务端数据以无 SCO 时的 Tick 开销为 100% 基准,数值越低越好。

兼容性

  • 实测环境为 Create 6.0.8;理论兼容 Create 6.0.x。
  • Minecraft 1.20.1 Forge 与 1.21.1 NeoForge
  • 渲染器按平台适配:Forge 1.20.1 使用 Embeddium + Oculus,NeoForge 1.21.1 使用 Sodium + Iris;两端共同兼容 Flywheel、CreateBetterFPS、irisflw 和 Flerovium。

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