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BandwidthOptimizer_v2.8.16.38_for_MC_1.21.1_neoforge
Release13.06.2026
Список изменений
v2.8.16.38-release hotfix
- Fixed Valkyrien startup crash.
- Fixed Create interactive control delay.
v2.8.16.36-release hotfix
- Fixed oversized transport batch flushes that could disconnect players after TPA or teleport bursts (#13).
v2.8.16.35-release
- Gated all Create block entity updates with lightweight pre-encode size accounting.
- Added Create transport raw and actual traffic to the server HUD.
- Fixed server HUD raw-flow totals to include pre-encode Create gate savings.
v2.8.15.32-release
Important fixes:
- Fixed runtime transport failures disabling optimization globally.
- Preserved the real carrier write failure reason when transport carrier creation or payload limits fail (protect method but useless).
- Restored Create dynamic-structure block entity updates to the merge gate for moving entity (8 point instead of 1 center).
Other fixes:
- Added Forge 1.20.1 client chunk-gap diagnostics for missing chunk.
v2.8.14.29-release
Important fixes:
- Fixed Valkyrien server-side inject crash mistake.
- Added WATUT dynamic GUI compatibility throttling to reduce noisy GUI status traffic.
- Fixed stateful transport carrier commit handling and added adaptive pre-wrap bypass for oversized or risky payloads.
Other fixes:
- Fixed Fabric refmap publishing for release jars.
- Added default low-overhead Netty spike diagnostics for overloaded network paths.
- Added custom runAll test ports for cleaner regression validation.
v2.8.11.29-release
Important fixes:
- Fixed proxy server-switch reset windows so stale transport frames and PLAY payloads no longer cross into the new backend login or chunk stream.
- Fixed player floating after TP triggered by reset-style mods.
- Fixed chunk restore stalls during fast map traversal.
- Reduced player TP chunk-load latency; the BO path can now reach a usable state faster than vanilla loading in tested cases.
Other fixes:
- Added sender-side limits for batch and single transport carriers to prevent frames that the receiver would reject.
- Fixed streaming carrier frame smuggling and bad-carrier state poisoning.
- Improved persistent manifest and chunk cache synchronization, refresh, and restore stability.
- Improved Create dynamic-structure block entity bypassing and TP critical-path protection.
- Fixed server HUD session bandwidth accounting so live stats no longer include persisted historical totals.
v2.7.8.18-beta
- Improved Sable dynamic structure chunk sync compatibility.
- Added Valkyrien Skies dynamic structure payload boundary handling.
- Fixed Create update visibility checks on moving dynamic structures.
v2.7.7.17-beta
- Trim server shadow chunk cache(This may cause high memory usage)
- Validate persistent manifest reuse(Robust improve)
v2.7.7.15-beta
- Fix Voxy chunk bound compat.
- Fix problem if full chunk packet is missing.
v2.7.7.14-beta
- Added Create block entity update gating to reduce repeated off-screen sync traffic.
- Added sound-aware safety handling for Create block entity updates.
- Added HUD stats for Create gate savings and real-time client/server wire rates.
- Added Minecraft-compression-based saving estimates with an explicit high-cost toggle.
- Added persistent server HUD stats for compression estimates and Create gate results.
- Added a 2-minute server global compression ratio window.
v2.7.6.11-beta
- Improved Velocity server-switch transport stability.
- Fixed TrueUUID login compatibility issues.
- Reduced Netty IO cost during sensitive batch flushes.
- Improved transport routing for delayed carrier packets.
v2.7.6.6-beta
- Added Forge 1.19.2, Fabric 1.20.1, and Fabric 1.21.1 support.
- Marked Fabric builds as Quilt-compatible on publishing platforms.
- Fixed chunk cache reuse after returning to the multiplayer screen and reconnecting.
- Fixed client disconnects caused by direct chunk transport envelopes being decoded as vanilla packets.
- Fix velocity chunk border potential problem.
v2.6.6.3-beta
- Improved Sable compatibility.
- Fixed persistent server bandwidth stats.
- Added source traffic reports for finding high-traffic mods.
- Moved bypass report writing to a background thread.
v2.6.5.2-beta
- Add decode error analyzer.
v2.6.5.1-beta
- Added offline chunk cache reuse.
- Split cache by server.
- Added compressed local cache backup.
- Improved server/client HUD stats.
v2.6.4.1-release
- Fixed severe memory growth in template dictionary and chunk snapshot caches.
- Improved zstd native driver loading, fallback, and cleanup.
- Fixed HUD bypass stats display and aligned server-side bypass reporting.
- Improved NeoForge 1.21.1 and Forge 1.20.1 release stability.
- fix command duplicate.
v2.6.4
- Add strict channel check.
- Fix the bypass range too big.
- Fix version label mistake.
- Fix unstable reflection.
v2.6.3
- Fixed
Flowbeing reported asNONEin the transport bypass report. - Added old-path archiving and unified the working output path.
- Fixed a memory leak in the chunk global cache cleanup path.
v2.6.2
- Fixed chunk cache state not being closed correctly after Velocity / proxy server switching.
- Fixed a server crash when the channel client was missing.
- Added silent bypass recording and bypass rank reporting to identify packets that did not enter the batch / zstd / template dictionary pipeline.
v2.6.1
- Fixed the NeoForge 1.21.1 semantic migration.
v2.6
- Added the NeoForge 1.21.1 migration.
- Reworked the project structure for multi-version support.
v2.5-beta
- Fixed chunk cache reuse after repeated Nether portal travel, reducing repeated full chunk sends.
- Added server total bandwidth stats and per-player bandwidth stats with HUD, commands, and world persistence.
- Improved HUD refresh, display text, i18n, and optimized-flow percentage display.
- Fixed tiny-packet negative compression cases by bypassing clearly unprofitable carrier/batch output.
- Hardened public-server safety around unexpected server-bound carriers, oversized frames, and invalid mapping data.
v2.4-beta
BandwidthOptimizer 2.4 beta is the largest update since 1.3. This version rewrites almost the entire codebase and replaces the old packet replay/batch architecture with a new layered transport framework focused on stability, compatibility, and real bandwidth reduction.
Major Features
- Completely rewritten the low-level network optimization framework.
- Added a new general-purpose transport layer that works after vanilla packets have already been encoded.
- Added safer packet aggregation, compression, packet-id mapping, and connection-level state reuse.
- Added automatic bypass, flush, barrier, and fallback behavior for timing-sensitive situations.
- Replaced the old replay-centered design with a packet-stream equivalent design that is closer to vanilla behavior.
New Chunk Hotspot Optimization
- Added a new chunk hotspot transport system for high-traffic chunk data.
- Added
Full,Ref, andPatchtransport decisions. Fullsends a complete chunk baseline when the client does not have one.Refsends only a reference when the client already has the same chunk data.Patchsends only the difference when the client has an older matching chunk baseline.- Added content fingerprinting for chunk packets.
- Added smarter reuse for repeated movement, view-distance boundaries, chunk reloads, small block changes, and portal/dimension return paths.
- Added specialized handling for full chunks, light updates, section block updates, block updates, and block entity updates.
Portal, Respawn, and Dimension Switching
- Fixed repeated full chunk traffic after fast Nether portal travel.
- Fixed chunk cache reuse failure after dimension changes.
- Fixed repeated large chunk traffic after respawn.
- Fixed chunk state invalidation caused by teleport, respawn, and dimension boundaries.
- Returning to a previously visited area can now reuse confirmed matching chunk data when it is safe.
Stability and Boundary Handling
- Added safer handling for login, game join, respawn, dimension change, teleport, player position sync, chunk view center/radius changes, chunk unload, forget chunk, bundle boundaries, and listener-sensitive packets.
- Improved ordering protection between optimized packets and direct vanilla packets.
- Improved behavior around watch boundaries so small changes do not always fall back to full chunk transmission.
- Added ACK/NACK/INVALIDATE feedback for chunk baseline state.
- The server can now recover when the client is missing a required chunk baseline.
Compatibility Improvements
- Fixed joining servers through Velocity.
- Fixed Velocity adaptive behavior.
- Improved compatibility with proxy environments.
- Improved anti-cheat compatibility by keeping optimized traffic closer to vanilla packet-stream semantics.
- Fixed mapping problems in mixed server environments.
- Fixed mapping problems in release builds.
- Improved coexistence with custom payload-heavy mods, minimap mods, anti-cheat mods, and model-related mods.
- Automatically bypasses packets that are not safe or not worth optimizing.
Performance and Bandwidth
- Greatly reduces repeated full chunk traffic in reuse-heavy situations.
- Improves bandwidth usage when players revisit the same area.
- Improves bandwidth usage around view-distance boundaries.
- Improves bandwidth usage after portal travel and dimension switching.
- Compresses many small or structurally similar packets more effectively.
- Uses specialized algorithms for chunk traffic instead of applying one generic strategy to every packet.
- Automatically bypasses low-benefit paths to avoid optimization overhead.
Fixes
- Fixed ref reuse not working correctly.
- Fixed chunk hop reuse failure in the new logic.
- Fixed dimension chunk reuse.
- Fixed duplicated full sends caused by patch timing anomalies.
- Fixed chunk border reuse sequence problems.
- Fixed watch-boundary refresh and patch reuse issues.
- Fixed session failure.
- Fixed fragile packet flow handling.
- Fixed channel safe-close mistakes.
- Fixed bandwidth optimization auto-close behavior.
- Fixed
ClientboundMoveEntityPacket$Poscompare behavior. - Fixed light packet issues in specific cases.
- Fixed recipe listener packet timing by routing them through immediate transport.
- Fixed client HUD display issues.
Removed and Replaced
- Removed the old replay-based main architecture.
- Removed the old packet batch implementation.
- Removed the old chunk cache message structure.
- Removed the old network statistics and telemetry pipeline.
- Removed early experimental optimization paths.
- Replaced the old implementation with the new channel transport, chunk hotspot transport, and full/ref/patch systems.
Upgrade Notes
- This is a major beta rewrite. Testing on a staging server is recommended before production deployment.
- The first load of a new area still needs full chunk baselines; most savings appear during revisits, return paths, boundary reuse, dimension travel, and small updates.
- Some packets may still bypass optimization by design. This means they were considered unsafe or not beneficial enough to optimize.
- Servers using Velocity, anti-cheat, or large modpacks should observe behavior before rolling out widely.
v1.3-beta
- Rework the chunk cache algorithm and improve return-path reuse.
- Add off-screen delta sync for cached chunks.
- Compress chunk cache traffic through the internal batch/zstd pipeline.
- Fix chunk cache HUD and telemetry bandwidth display.
- Improve safety across reset, respawn, and dimension change.
- Add compatibility bypass for OPAC, Xaero, and Yes Steve Model.
- Bump the internal network protocol version.
v1.2-release
- Add four new whitelist classes to the algorithm.
- Fix #2 (Chunk cache use problem).
- Fix the debug problem (Many debugs are for test algorithm that shouldn't show in the release version).
- Full analysis for Create packets.
v1.1-release
- Fix monitor problem.
- Fix the whitelist mistake (improve 5% additional bandwidth save).
v1.0-beta
- Initial Mod and publish beta
Файлы
BandwidthOptimizer-2.8.16.38-neoforge-1.21.1.jar(8.30 MiB)
ОсновнойМетаданные
Канал релиза
Release
Номер версии
1.21.1-2.8.16.38-neoforge
Загрузчики
NeoForge
Версии игры
1.21.1
Загрузок
256
Дата публикации
13.06.2026
