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CurseForge · Minecraft mod

Bons and Furious

Push your optimized modpack further. 254 controls on Forge 1.20.1; 170 on NeoForge 1.21.1. On top of major performance mods. Measured on 1.20.1: 5.6x worldgen, 4.8x spawn prep; -50% launch-to-world time; -81% CPU and -87% allocation per chunk.

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Quick answer

Which Bons and Furious release should I use?

Updated today
Latest stable file Bons and Furious 1.0.34+mc1.21.1 (NeoForge)
Game version 1.21.1
Loader NeoForge

Bons and Furious 1.0.34+mc1.21.1 (NeoForge) targets 1.21.1 with NeoForge. The project page does not say whether this file belongs on the client, dedicated server, or both. No extra mods listed for this file.

Where it goes

Is Bons and Furious required on the client, server, or both?

The project page does not say whether this file belongs on the client, dedicated server, or both.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does Bons and Furious 1.0.34+mc1.21.1 (NeoForge) need?

Bons and Furious 1.0.34+mc1.21.1 (NeoForge). Change the file and its required mods may change too.

No extra mods listed for this file

This file does not list any required mods. Do not add a library just because a different file uses it.

This file does not list any required or optional mods.

Before you install it

Add Bons and Furious without breaking your instance.

Built for Bons and Furious 1.0.34+mc1.21.1 (NeoForge). Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use Bons and Furious 1.0.34+mc1.21.1 (NeoForge). It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    This file does not list any required mods. Do not add a library just because a different file uses it.

  3. 03

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  4. 04

    Pick the file you checked

    Use the “Get this file” button beside Bons and Furious 1.0.34+mc1.21.1 (NeoForge). It opens that exact file at the source.

About this project

What does Bons and Furious add?

Bons and Furious cover, AI-generated promotional concept art

Your CPU lives its life one tick at a time.

Bons and Furious reduces repeated work in Minecraft and optional mods. Each optimization or fix has its own switch in one config file. Choose the build for your Minecraft version and loader.

Minecraft Loader Controls Requirements
1.20.1 Forge 254 Forge 47.3.22 or newer
1.21.1 NeoForge 170 Java 21; NeoForge 21.1.252 or newer

Both builds use one JAR for client and server, with no required target mods.

Minecraft 1.20.1 / Forge: measured on an already optimized modpack

5.6× faster world generation. 4.8× faster spawn preparation. Previously measured: +10% average FPS with 64 animated mobs and +29% 1% lows in a GPU-bound scene.

These gains are ON TOP of the major performance mods already running in the test pack. Both sides of the comparison keep ModernFix, FerriteCore, Radium and C2ME; the client also keeps Embeddium, ImmediatelyFast and EntityCulling, along with Oculus, Distant Horizons, Complementary shaders and Fresh Animations. The comparison adds or removes Bons and Furious from that existing setup. The figures below separate the latest 1.0.26 benchmark from the earlier clean FPS test.

Latest whole-pack results — 1.0.26, 2 October 2026

Four matched runs per arm, ABBA-ABBA order, same PC and seed; the reference pack had 471 server / 510 client mod JARs at the snapshot. C2ME was enabled on both sides, with reduceLockRadius=false throughout this test.

Workload With Bons and Furious 1.0.26 Same stack without Bons Result
Dedicated server, 512 new chunks 102 s 567 s 5.6× throughput
First 4 chunks of a new world 23.5 s 238 s 90% less time
New singleplayer world, spawn preparation 58 s 277 s 4.8× faster
Game launch to standing in a new world 242 s 482 s 50% less time
CPU time per generated chunk 0.56 s 2.91 s 81% less CPU
Memory allocated per generated chunk 308 MB 2,460 MB 87% less allocation
Distant Horizons LOD records, same 4-minute session 8,259 1,960 4.2× as many records built

Client start-up before loading a world was 128 vs 136 s (6% faster). Server start-up was unchanged; live heap after server start-up was 70 MB higher (2.30 vs 2.23 GB). Allocation saved while generating is separate from memory retained. These are whole-modpack results for this PC, pack and seed, not promises for every setup.

Measured FPS gains — earlier 1.0.21 benchmark, 30 September 2026

The same saved scenes were drawn with the client optimization stack above enabled in both arms, shaders and resource packs on, Distant Horizons generation off, four runs each. These are measured 1.0.21 results, retained as historical evidence; they are not a new 1.0.26 FPS measurement.

Same-scene rendering workload With Bons 1.0.21 Same stack without Bons Result
64 animated mobs, average FPS 72.6 66.1 +10%
64 animated mobs, 1% low FPS 40 35 +16% (from unrounded data)
GPU-bound overlook, 1% low FPS 89 69 +29%
GPU-bound overlook, average FPS 172 171 No significant change

The 1.0.26 saved-world baseline froze its integrated server in all four runs, while the Bons runs kept 20 TPS. That is documented as a stability result, not used to inflate the FPS comparison. New-world sessions also draw more terrain with Bons, so their frame rates are not a like-for-like comparison.

Every run, the retained earlier results, the baseline mod versions and the method: Whole-modpack benchmark.

What the Forge 1.20.1 build does

  • 219 optimizations reduce repeated work: fewer allocations, no repeated lookups, no state rebuilt only to come out identical. Terrain preparation, ground-height estimates, climate lookups, Distant Horizons' rough-surface generation, chunk render layers, ship chunk bookkeeping, shader graph resets, animation easing and event dispatch are the largest. Eight controls restore or provide compatible versions of performance paths disabled in the tested setup, including Radium, ModernFix, ImmediatelyFast and Distant Horizons integrations. Each checks the relevant mod builds and configuration.
  • 31 fixes repair reproduced server freezes, worker-thread crashes, generation exceptions and defects in the target mods themselves: large mobs whose solid body parts could be walked through with Radium, caches that two threads could corrupt, data that piled up on every world join.
  • 4 deliberate changes (frame pacing, the Occult bed scan, Fowl Play flight targets, Scorched sandcrab processing) trade a documented behaviour difference for a large saving.

All 254 are listed in config/bons_and_furious.properties with their target mod, tested build, side and measurement. Set any key to false and restart. Every control is explained in the wiki.

Forge 1.20.1 results, per patch

Where What changed Measured
Minecraft chunk generation (new in 1.0.18) Neighbouring chunk work areas share their ground-height estimates instead of re-scanning the same columns 95% of surface scans skipped (349,843 → 16,494 in a 144-chunk run) and about half the wall time for that run (mean 162 → 75 s, shared machine)
Minecraft terrain preparation (new in 1.0.16) The second density-graph pass reuses what the first pass built instead of rebuilding it 91% less CPU per NoiseChunk (10.35 → 0.89 ms) and 53% less per structure-placement height query (17.7 → 8.3 ms)
Embeddium + Fusion (new in 1.0.26) Hidden connected-texture faces are skipped before their quads are built 25% less chunk-meshing time (5.2 → 3.9 s for 733 sections), 41% less allocation, byte-identical vertices and indices
Farmer's Delight (new in 1.0.26) Tool-action ingredients share their registry scan during a recipe load Client recipe-packet decoding 8.8 → 0.4 s; recipe rebuild 5.5–6.4 → 1.4 s on the client and 3.6 → 1.2 s on the server, same ingredients
Create (new in 1.0.30) Contraption collision boxes are built in one pass A 400-block carriage 369 → 1.3 ms and 108 → 0.25 MB, identical boxes
Minecraft saving (new in 1.0.30) Saved data and player files are compressed and written by a background writer Server thread 4.9 → 0.9 s for 500 data files at once, byte-identical files
Minecraft networking (new in 1.0.30) Packet bursts are flushed once instead of once per packet 300 socket flushes → 1; network-thread CPU 8.7 → 2.6 µs per packet, identical bytes
Embeddium (new in 1.0.30) A section search whose inputs are all unchanged replays the previous one 58–68% less time per search with a still camera; the search was 14.3% of the render thread there
Forge (new in 1.0.30) The mod and channel part of the server-list status is reused while it is unchanged 4.5 → 0.15 ms per status update with 440 mods; it was 16.6% of the server thread during a pregeneration
Entity Model Features + Fresh Animations (new in 1.0.26) Variable indexes and model-part lookups are reused during animation compilation Entity-renderer rebuild 15.1–16.6 → 8.8 s, with 5.1 million variable answers and 692,000 part lookups checked in game
Distant Horizons (new in 1.0.23) The rough-surface generator keeps the parts of the terrain density that depend only on x and z instead of recomputing them at every probe height 85% less time per LOD column (3,351 → 494 µs)
Valkyrien Skies Ship chunk bookkeeping, after seven rounds of ship work 94% less time (329 → 21 µs, full-pack fixture); physics terrain conversion 65–69% less
Oculus Empty shader render-order graphs are reused instead of rebuilt 90% less time per reset (166 → 16 ns), 808 → 0 bytes
JEI (new in 1.0.26) Each ingredient keeps its display stack with the same expiry semantics 84% less time per indexing lookup (830 → 130 ns in the cache harness); the in-game index retained the same categories, recipes and stack content
GeckoLib Mixed animation easing without boxed doubles 50% less time per evaluation (67 → 34 ns)
Architectury API Event dispatch without re-resolving method handles 19× faster (649 → 34 ns per listener call)
Forge + Oculus (new in 1.0.23) Each block remembers its chunk render layers while the shader pack's layer map is unchanged 59% less time per lookup (122 → 50 ns), 12-14% of chunk meshing
Radium with C2ME (new in 1.0.23) Radium's fast chunk access runs again while C2ME's replacement for it is switched off 43% less time per loaded-chunk lookup (81 → 46 ns), getBlockState 133 → 73 ns
Entity Texture Features (new in 1.0.21) Each sprite's texture id is worked out once instead of on every draw of a chest, sign, bed or banner 95% less time per draw (134 → 7 ns)
AmbientSounds Bounded terrain scan 88% lower p95 (5.45 → 0.65 ms per analysis)
Frame pacing (client) The FPS-limiter wait moves before the display update 84% less frame-interval variation at p95 (7.63 → 1.25 ms) at the same 120 FPS cap
ImmediatelyFast Horse-layer ordering without substrings 46% less time (28.9 → 15.5 ns), 64 → 0 bytes

Smaller allocation and lookup savings in Ars Nouveau, Curios API, Alex's Caves, Ice and Fire, TaCZ and others are on the wiki.

How to read the per-patch numbers. Each figure measures the named method, phase or reproduction in a fixture, on the build it was measured on. The figures are not additive; the whole-modpack comparison above is the aggregate measurement. Method, fixture settings and the result for every control: Measurements and caveats.

Forge 1.20.1 covered mods (all optional)

Rendering, shaders and ambience: Embeddium, Oculus, ImmediatelyFast, Entity Texture Features, Entity Model Features, EntityCulling, Fusion, Colorwheel, Ryoamic Lights, Presence Footsteps, AmbientSounds, CIT Reforged, FancyMenu, Particular.

Shared libraries and server performance mods: GeckoLib, Architectury API, Curios API, Structure Gel API, Radium, ModernFix, ChunkSending, TerraBlender, Citadel, Lionfish API, Placebo, Kiwi, Cucumber, CoFH Core, L2 Library, Pehkui, Almost Unified.

Ships, structures and distant terrain: Valkyrien Skies, Trackwork, Distant Horizons, Structurify, Sakes Structures, Oh The Biomes We've Gone, Dynamic Trees.

Content and gameplay: Alex's Caves, Ice and Fire, Ars Nouveau, JEI, Farmer's Delight, Relics, Timeless and Classics Zero (TaCZ), Terramity, Ad Astra, Fowl Play, Butterflies, Goblins Tyranny, Under the Moon, Nether Depths Upgrade, Spawn, Cryptic Foes, Hostile Villages, Scuba Gear, Occult, Scorched and Better Combat, Create, Pipez, Storage Drawers, Immersive Engineering, Slice & Dice, Cooking for Blockheads, Alex's Mobs, Mowzie's Mobs, Mutant Monsters, Critters and Companions, Bosses of Mass Destruction, FD Bosses, Legendary Monsters, Ribbits, Artifacts, Simply Swords, SlashBlade: Resharped, Dungeons Delight, Jaden's Nether Expansion, Regions Unexplored.

Coverage means the tested build and the specific code paths of each mod, not every feature. Tested builds per mod: Compatibility and target versions.

Install the matching build

For Minecraft 1.21.1, use bons_and_furious-neoforge-1.0.34+mc1.21.1.jar, Java 21 and NeoForge 21.1.252 or newer. MixinSquared is bundled; NeoForge supplies MixinExtras. NeoForge setup and compatibility.

For Minecraft 1.20.1 / Forge:

  1. Download bons_and_furious-1.0.34.jar from the Files tab and put it in mods/ on the client and on the server. Nothing else is required; every target mod is detected at load. The two small mixin libraries it uses, MixinExtras and MixinSquared, are bundled inside it.
  2. Start once. The mod writes its config file with its defaults (every switch on except vanilla_background_level_dat) and logs how many controls are enabled.
  3. To turn one off, set its key to false and restart. Client-only patches (renderer, shaders, ambience) never load on a dedicated server.

JVM overrides, log messages and troubleshooting: Installation and configuration.

Compatibility

Keep your optimization stack: Embeddium, ImmediatelyFast, ModernFix, FerriteCore, Radium and C2ME. Bons and Furious changes paths that still did unnecessary work in the tested pack, including a few inside Embeddium, ImmediatelyFast and Oculus themselves. With C2ME installed it also gives Radium and ModernFix three optimizations back that they switch off for every C2ME build, as long as the C2ME module that would clash with each one is off in c2me.toml.

Source, licence and giving back

Licensed GPL-3.0-only, with upstream attribution and notices retained. Source and build instructions · Wiki · Report an issue

Upstream pull requests

Pull requests sent to the projects this mod patches: 10 merged, 86 open, 14 closed without merge (status checked 6 October 2026).

Project Pull requests Status
Ad Astra #825 Open
Alex's Caves #1759, #1760, #1762 Open
Alex's Mobs #2385, #2386 Open
Almost Unified #144 Closed without merge
AmbientSounds #348, #349 Merged
Architectury API #747 Open
Ars Nouveau #2258 Open
Artifacts #518 Open
Baked Substring Index #1 Open
Better Combat #623 Open
Bosses of Mass Destruction Forge #31 Open
Butterflies #493 Open
ChunkSending #13 Closed without merge
CIT Reforged #16 Open
Citadel #232 Open
Colorwheel #84 Open
Cooking for Blockheads #812 Open
Cryptic Foes #7 Closed without merge
Cucumber Library #62 Open
Curios API #639, #644, #645 Open
Dungeon's Delight #126 Open
Dynamic Trees #1230, #1231 Open
Embeddium #575, #576, #577, #578, #579, #580, #581 Open
Entity Model Features #591, #592 Merged
Entity Texture Features #508 Merged
Farmer's Delight #1397, #1398 Open
FDBosses #42 Open
Forge #10893, #10894 Merged
Forge #10895 Open
Forge #10896 Closed without merge. Withdrawn: too little left to gain after #10893.
Fowl Play #242, #243 Open
Fusion #316, #317, #318 Open
Hostile Villages #37, #38 Open
Ice and Fire #5641, #5642, #5643, #5644, #5645 Open
ImmediatelyFast #586, #588, #589 Closed without merge
Immersive Engineering #6448 Open
Jaden's Nether Expansion #353 Closed without merge. Withdrawn: the 1.20.1 branch is no longer maintained and the 1.21.1 rework already covers it.
Just Enough Items #4525 Merged. Released in JEI 15.62.0.218.
Just Enough Items #4527 Closed without merge. Withdrawn: it did not fit what that cache is for.
L2 Library #34, #35 Open
Legendary Monsters #13 Open
Lionfish API #5, #6 Open
ModernFix #696 Merged
ModernFix #697, #698 Closed without merge
ModernFix #699 Open
Mowzie's Mobs #65 Open
Mutant Monsters #139 Open
Nether Depths Upgrade #67 Closed without merge. The 1.20 branch is no longer maintained.
OcclusionCulling (EntityCulling) #5 Open
Oculus #869, #870, #871, #872 Open
Oh The Biomes We've Gone #421 Open
Particular #59 Open
Pehkui #636 Open
Placebo #125 Closed without merge. The 1.20 branch is no longer maintained; newer branches removed this event.
Presence Footsteps (Forge) #67 Open
Radium Re-Reforged #8, #9, #11, #15, #16, #17, #18 Open
Regions Unexplored #234 Open
Relics #357, #358 Open
Ribbits #85 Open
Ryoamic Lights #54, #55 Open
Storage Drawers #1307 Open
Structurify #93 Closed without merge
TerraBlender #241 Merged
Timeless and Classics Zero (TaCZ) #745 Open
Trackwork #70 Open
Valkyrien Skies #1981, #1982, #1983, #1984, #1985 Open

Authorship and credits

The majority of the code was written by others. AI assisted portions of the code, testing, packaging and documentation. Original mod authors retain credit for their work.

The project logo is AI-generated promotional concept art. It does not depict content added by this mod.

Project description from CurseForge.

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Bons and Furious by Minecraft version and loader

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Recent files

Bons and Furious versions and loaders

14 of 14 releases match

Looking for an older file? The official CurseForge project page is in Resources.