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Ck7 - Conatus 2.2.0
2.2.016 июл. 2026 г.112Minecraft: 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6forge
Что нового
Ck7 - Conatus (mod id: ck7infinite)
Minecraft Forge 1.20.1 · Version 2.2.0
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WHAT IT IS
Ck7 - Conatus is a performance/optimization mod for Minecraft Forge 1.20.1.
It targets the two biggest real-world FPS/TPS killers on modest hardware
(especially laptops with integrated graphics): server tick cost from mob
and villager AI, and client render cost from particles and resolution.
It does not touch world generation, gameplay balance, or add any new
items/blocks/mechanics — every module is a background optimization that
can be tuned or switched off independently.
It ships as six independent modules, each with its own config file, plus
one master switch that disables all of them at once. If the optional mod
Cloth Config is installed, all settings are also editable from a normal
in-game GUI (Mods menu -> Ck7 - Conatus -> Config); without it, the mod
still works exactly the same, just configured by hand via the .toml files.
The GUI and all in-game chat messages are translated into English,
Spanish, and Brazilian Portuguese.
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1. MOB AI FREEZE
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Server-side. Freezes the AI (pathfinding and goal selector — the systems
that decide what a mob does and how it walks toward it) of hostile mobs
once they are farther than a configurable radius from every player.
Frozen mobs stop thinking and pathing but are not removed, hidden, or
despawned — they simply stand still until a player gets close again.
- Freeze radius (default 48 blocks), independent of vanilla's own
simulation distance setting.
- Optional line-of-sight requirement: a mob inside the radius but fully
blocked from view by terrain (e.g. in a cave under the player) also
freezes, unless it's within a smaller "always active" inner radius —
this stops mob-farm spawner towers from softlocking while still
freezing AI for mobs the player genuinely can't see or reach.
- Configurable re-evaluation interval (how often distance is rechecked
per mob) to trade reaction speed for CPU overhead.
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2. VILLAGER THROTTLING
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Server-side. The same idea as Mob AI Freeze, but specifically for
Villagers (and optionally Wandering Traders) — their pathfinding, POI
lookup (bed/job-site searching) and "brain" activity are frozen outside
a configurable radius around each player. This is aimed at large
villager halls/trading rooms, which are one of the worst tick-cost
offenders in a base once villager counts climb into the dozens.
- Throttle radius (default 32 blocks).
- Villagers unfreeze instantly on right-click interaction (so trading
never feels laggy) even if still outside the radius, instead of
waiting for the next scheduled re-check.
- Configurable re-evaluation interval, same trade-off as Mob AI Freeze.
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3. PARTICLE PRIORITY
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Client-side, purely visual/local to each player. Instead of an
all-or-nothing particle slider, particles are bucketed by what they mean
gameplay-wise and each bucket gets its own always-show radius:
- Combat particles (default 48 blocks) — hit sparks, crit effects, etc.
- Interaction/crafting particles (default 24 blocks) — enchanting,
brewing, smithing, etc.
- Redstone particles (default 24 blocks) — redstone dust/repeaters.
- Ambient particles (default 16 blocks, with an 8-block "close" radius
that always shows regardless of view angle) — rain, dripping, spore
clouds, portal particles, and similar decorative effects.
Beyond each radius, ambient particles are further culled by whether
they're inside the player's view cone, so particles behind the camera
or far off-screen never get spent frame time. Gameplay-relevant particle
categories (combat, interaction, redstone) are never culled by view
angle — only by distance — so nothing gameplay-important is ever hidden
just because the player isn't looking at it.
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4. ULTRA LOAD ("panic mode")
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A chunk-loading-focused panic mode. When the game detects that chunks
are being generated/loaded faster than a configurable threshold
(default 8 chunks/second — i.e. a player flying, sprinting with
elytra, or exploring new terrain quickly), it temporarily disables
everything that doesn't help chunks actually appear on screen: mob AI,
mob spawning, random block ticks, particle spawning, and entity
rendering. This frees CPU (for the world generation/chunk meshing
threads) and GPU (for terrain rendering) exactly when it's needed most.
Once chunk-loading load drops back below the threshold, everything is
restored after a short cooldown (default 40 ticks / 2 seconds) to avoid
flickering on/off during brief pauses. A "safe radius" around each
player (default 20 blocks) exempts anything that would affect entities
close to the player — so a mob standing right next to you doesn't
vanish or freeze mid-fight and then snap back once the panic mode ends.
Every individual sacrifice (freeze all mobs, disable spawning, disable
particles, hide entities, etc.) has its own on/off toggle.
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5. ESCALA DE RESOLUCION (Resolution Scale)
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Client-side GPU render-resolution scaler, in the spirit of the
standalone mod RenderScale. Renders the actual 3D world (terrain,
entities, water, weather — not the HUD/GUI, which always stays at
native resolution and stays sharp) to an internal framebuffer at a
scaled-down (or scaled-up) size, then stretches that to fill the real
screen. This trades visual sharpness of the world for GPU headroom —
useful on integrated GPUs where the bottleneck is pixel fill-rate.
- Scale range 0.25x to 2.0x (below 1.0 = lower resolution, better
performance, more pixelated; above 1.0 = supersampling, sharper,
worse performance; 1.0 = native resolution, no effect/no cost).
- Choice of linear or nearest-neighbor filtering for the final
upscale/downscale stretch.
- Changes apply live and instantly on save — no need to toggle the
module off/on or leave and rejoin the world.
- Includes a texture LOD-bias compensation so blocks and water don't
look artificially blurry at reduced scale, and a fix that keeps the
glowing-entity outline effect (from the Glowing status effect /
spectral arrows) correctly aligned with the scaled world instead of
drifting off-position.
- Detects the standalone mod RenderScale if it's also installed and
warns the player by chat: both mods swap the game's render target
independently without coordinating with each other, so running both
active at once (at a scale other than 1.0) will corrupt the frame.
The mod recommends removing RenderScale or leaving it at 1.0x while
Escala de Resolucion is in use. This warning can be dismissed
permanently from the config screen.
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6. SODIUM/EMBEDDIUM COMPATIBILITY WARNING
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Not a performance module — a one-time chat warning. If Sodium,
Embeddium, or Rubidium is detected installed alongside Ck7 - Conatus,
the player is warned about a known issue on integrated graphics where
those mods' "Use Fog Occlusion" option can cause chunks to fail to
render until the player walks directly on top of them, and is told
where in the options menu to disable it. Shown once per session unless
permanently dismissed from the config screen.
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MASTER SWITCH & GENERAL BEHAVIOR
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- A single master toggle (Mods -> Ck7 - Conatus -> Config -> General)
disables all six modules at once without touching each module's own
individual toggle — useful for quick A/B comparisons against vanilla
behavior without losing per-module settings.
- Every module can also be toggled independently; a module only runs
if BOTH the master switch AND its own toggle are enabled.
- All optimizations are reversible/non-destructive: nothing is deleted,
despawned, or permanently altered — mobs, villagers, and particles
that are "frozen" or "culled" simply resume normal behavior the
moment the relevant condition (distance, chunk load, interaction)
changes again.