
Hydrofarm
Water-tech and farm automation: clustering tanks, smart pipes, sprinklers, hydroponic crop and tree beds, animal pens, and water power — a focused set of machines, not a whole tech tree. Fabric + NeoForge from one codebase.
Список изменений
Large multiblocks are dramatically faster. If you have ever built a big tank wall, a wide bed farm or a stack of energy cells and watched the game start to chug, this is the update for that.
Fixed
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Big multiblocks no longer lag the game. Every multiblock in the mod — Liquid Tanks, all four bed types, and Energy Cells — rediscovered its own shape independently, so a structure with N blocks did the same work N times over. The cost grew with the square of the size, which is why small builds felt fine and large ones fell off a cliff. One block now does that work and shares the result with the rest of the structure.
Measured in-game on a 9×9×9 (729-block) tank warehouse:
Before After Standing and looking at it ~14,580 scans/sec 19/sec Each block placed ~740 scans ~3 A 441-bed hydroponics farm shows the same improvement. In practice: the stutter when placing blocks against a large structure is gone, and a big tank wall no longer costs frame rate just by being on screen.
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An "anti-stutter" feature had never actually worked. Periodic jobs (cluster refreshes, crop growth, cull timers) were meant to be spread across different ticks so they never all fire at once. The maths behind it collapsed to depend only on a block's height, so every block on the same layer got the identical schedule — a flat bed farm ran every one of its beds on the same tick, forever. Now properly spread out.
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Energy Cells could gain energy across a save and reload. Rearranging a cell bank could leave a cell's chunk unmarked, so on reload it came back holding energy it had already given away. Cell banks now save correctly in every case.
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A cell next to a newly-placed generator could ignore it for a few seconds. Cells remembered what used to be at a neighbouring position rather than checking, so replacing a cell with a generator left it skipped for 2-3 seconds. Now checked live.
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Sprinklers and Monster Repulsers could carry data between singleplayer worlds. Leaving one world and loading another kept the first world's positions in memory. Harmless in most cases, but it permanently disabled the Repulser's fast path for mob spawning until the game was restarted.
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Fluid and energy transfers no longer touch parts of a structure they cannot change. Checking how much a tank wall could give would run through every tank including the empty ones, sending needless block updates to every nearby player for a transfer that moved nothing.
Notes
- No world or config changes. Existing builds load and behave exactly as before, just faster.
- Same changes as v0.2.8 on the Minecraft 26.1.2 line.
