CurseForge · Minecraft mod
Collision Lag Fix
Stops fast TNT and other fast-moving entities from lagging the server with collision checks (MC-260743). Movement stays identical to vanilla.
Quick answer
Which Collision Lag Fix release should I use?
Collision Lag Fix 1.1.0 (Fabric 1.21.1) targets 1.21.1 with Fabric. 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 Collision Lag Fix required on the client, server, or both?
The project page does not say whether this file belongs on the client, dedicated server, or both.
The source does not explicitly classify this release as client-only or server-only.
What else does Collision Lag Fix 1.1.0 (Fabric 1.21.1) need?
Collision Lag Fix 1.1.0 (Fabric 1.21.1). Change the file and its required mods may change too.
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 Collision Lag Fix without breaking your instance.
Built for Collision Lag Fix 1.1.0 (Fabric 1.21.1). Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Collision Lag Fix 1.1.0 (Fabric 1.21.1). It targets 1.21.1 with Fabric; another release may have different loader, side or dependency requirements.
- 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.
- 03
Put it on the correct side
The project page does not say whether this file belongs on the client, dedicated server, or both.
- 04
Pick the file you checked
Use the “Get this file” button beside Collision Lag Fix 1.1.0 (Fabric 1.21.1). It opens that exact file at the source.
About this project
What does Collision Lag Fix add?
Fast TNT and other fast-moving entities can freeze a server for a noticeable moment, even with performance mods installed. Collision Lag Fix makes the collision check for anything moving many blocks per tick cost almost nothing, and the entity still ends up exactly where vanilla would put it.
Fixes MC-260743. Please report bugs here.
What it fixes
When an entity moves, vanilla first gathers the collision shape of every block in the box between where it is and where it's going. Then it moves the entity along one axis at a time. For a TNT shot from a cannon at 80 blocks per tick diagonally into the ground, that box holds hundreds of thousands of blocks, and almost none of them are anywhere near its path.
This mod gathers only the blocks along each axis the entity actually moves through. The entity hits the same blocks, in the same order, and stops in the same place.
Measured in our tests, for one TNT moving 80 blocks per tick into solid stone:
- vanilla: 45–110 ms, about a whole tick (50 ms) or more for a single TNT;
- with this mod: 0.05–0.25 ms.
Lithium already speeds this up when the path goes through air, but not through terrain. With Lithium installed, the same TNT takes 45–62 ms on its own and about 1.1–1.2 ms with this mod added. The two work together.
On 1.21.1, falling TNT also traced a ray along its whole fall every tick (MC-263882), up to 100+ blocks for cannon TNT, to update a fall distance TNT never uses. Newer versions cap that ray at 8 blocks; on 1.21.1 this mod skips it for TNT.
Config
config/collision_lag_fix.properties:
enabled: turn the fix off without removing the mod.minSpeed: how fast, in blocks per tick, an entity must move on at least two axes before the fix is used. The default is 2. Slower movement keeps the vanilla code.
FAQ
Client or server? The server needs it (or your game, in singleplayer). Players don't need it to join.
Does it change how entities move? No. Our tests move thousands of random entities (TNT, items, falling blocks, zombies sneaking or wearing leather boots) through stone, slabs, fences, scaffolding and powder snow, past boats, minecarts and shulkers, and across the world border. Every end position is checked against vanilla's. They run on every version and loader, and once more with Lithium installed. Close to the world border, and when a mob would step up onto a block, the mod leaves the move to vanilla.
Does it need anything else? No.
Can I use it in my modpack? Yes, go ahead, no need to ask.
MIT. Developed with AI assistance. Source: https://github.com/traelmyx/collision-lag-fix
Project description from CurseForge.
Pick your setup
Collision Lag Fix by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
26.2
2 loader builds1.21.11
2 loader builds1.21.1
2 loader buildsCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Collision Lag Fix versions and loaders
Collision Lag Fix 1.1.0 (Fabric 1.21.1)
collision_lag_fix-1.1.0+1.21.1-fabric.jar
17 Oct 2026
Collision Lag Fix 1.1.0 (NeoForge 1.21.1)
collision_lag_fix-1.1.0+1.21.1-neoforge.jar
17 Oct 2026
Collision Lag Fix 1.0.0 (Fabric 26.3)
collision_lag_fix-1.0.0+26.3-fabric.jar
17 Oct 2026
Collision Lag Fix 1.0.0 (NeoForge 26.3)
collision_lag_fix-1.0.0+26.3-neoforge.jar
17 Oct 2026
Collision Lag Fix 1.0.0 (Fabric 26.2)
collision_lag_fix-1.0.0+26.2-fabric.jar
17 Oct 2026
Collision Lag Fix 1.0.0 (NeoForge 26.2)
collision_lag_fix-1.0.0+26.2-neoforge.jar
17 Oct 2026
Collision Lag Fix 1.0.0 (Fabric 1.21.11)
collision_lag_fix-1.0.0+1.21.11-fabric.jar
17 Oct 2026
Collision Lag Fix 1.0.0 (NeoForge 1.21.11)
collision_lag_fix-1.0.0+1.21.11-neoforge.jar
17 Oct 2026
Collision Lag Fix 1.0.0 (Fabric 1.21.1)
collision_lag_fix-1.0.0+1.21.1-fabric.jar
17 Oct 2026
Collision Lag Fix 1.0.0 (NeoForge 1.21.1)
collision_lag_fix-1.0.0+1.21.1-neoforge.jar
17 Oct 2026
Looking for an older file? The official CurseForge project page is in Resources.