CurseForge · Minecraft mod
EntityCulling Unofficial
Backport of Entity Culling (1.8 version, under MIT) to 1.7.10.
Quick answer
Which EntityCulling Unofficial release should I use?
EntityCulling Unofficial Entity Culling Unofficial 1.0.1 targets 1.7.10 with Forge. 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 EntityCulling Unofficial 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 EntityCulling Unofficial Entity Culling Unofficial 1.0.1 need?
Entity Culling Unofficial 1.0.1. 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 EntityCulling Unofficial without breaking your instance.
Built for EntityCulling Unofficial Entity Culling Unofficial 1.0.1. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use Entity Culling Unofficial 1.0.1. It targets 1.7.10 with Forge; 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 Entity Culling Unofficial 1.0.1. It opens that exact file at the source.
About this project
What does EntityCulling Unofficial add?
What is this?
This is a port of the 1.8 version of the Entity Culling mod (licensed under MIT, as seen here or backup) to 1.7.10.
See the original mod (1.8+) here.
What does this do?
This mod improves performance by using asynchronous calculations to determine obstructed entities and tile entities, in order to prevent them from rendering. What this means in practice is that entities and tiles that you cannot see, will not waste precious FPS by being rendered regardless.
The performance improvements are largest and most noticeable if you're running a heavily modded pack and have a performance-heavy base with lots of machines, decorations, mobs, and so forth.
F. A. Q
- Will this break with (insert optimization mod here)?
No, it will not. I have tested it to work correctly with most widespread optimization mods out there. On the off-chance there is an issue, it should be reported.
- Will this break with (insert content mod here)?
No, it will not, unless the mod's tileentities set their bounding boxes improperly. In that case, all you have to do is blacklist that mod's tileentities from this mod's configuration file.
- Is there any downside to this?
No, except for an extremely small, barely noticeable RAM usage increase.
- Will you port this to (insert any other version)?
It would be more wise to ask the original mod's author this question.
Please also make sure to read the F.A.Q over at the original mod page.
Project description from CurseForge.
Pick your setup
EntityCulling Unofficial by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
EntityCulling Unofficial versions and loaders
Entity Culling Unofficial 1.0.1
EC-Unofficial-1.0.1.jar
1 Sept 2023
Entity Culling Unofficial 1.0
EC-Unofficial-1.0.0.jar
26 Aug 2023
Looking for an older file? The official CurseForge project page is in Resources.