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FPSCompress

Run your factories without chunk loading overhead by caching production rates and simulating them mathematically.

Автор: MukulRamesh5455обновлён 8 июн. 2026 г.
УправлениеОптимизацияТехнологии

Описание

This mod requires the Compact Machines mod, but it hasn't been published into modrinth, so I cannot register it as a dependency.

FPSCompress

A NeoForge 1.21.1 Minecraft mod that enables factory compression through intelligent rate caching. Run your factories without chunk loading overhead by caching production rates and simulating them mathematically.

What Does It Do?

FPSCompress allows you to build factories inside Compact Machines rooms and run them virtually without keeping those chunks loaded. The mod measures your factory's actual production rates during a calibration period, then uses fractional math to simulate production while the factory dimension stays unloaded.

The Result: Massive server performance gains for factory-heavy builds.

Core Concept: PreFabs

PreFabs (Prefabricated Factories) are cross-dimensional conduits that enable factory input/output caching. The mod's primary purpose is to cache production rates so factories can run "virtually" without chunk loading.

Three-Block System:

  1. PreFab Block (Overworld) - Routes resources, controls state machine
  2. Importer Block (CM dimension) - Input gates where resources enter factory
  3. Exporter Block (CM dimension) - Output gates where resources exit factory

How It Works:

  • Player places Importers/Exporters inside CM factory room
  • PreFab faces link to specific Importers/Exporters (UUID-based)
  • PULL face: Overworld chest → PreFab → Importer → Factory machines
  • PUSH face: Factory machines → Exporter → PreFab → Overworld chest
  • During SIMULATING: Measure actual rates while CM chunks loaded
  • During CACHED: Simulate production using fractional math, CM chunks unloaded

Player Experience:

  1. Build factory inside a Compact Machine room
  2. Place Importer/Exporter blocks inside CM room (input/output gates)
  3. Right-click CM block with "PreFab Upgrade Template" item → becomes PreFab
  4. Shift+Right-click PreFab with Simulation Wrench → Open face config GUI
  5. Configure each face:
    • Set mode (PULL/PUSH/DISABLED)
    • Set filter (ITEMS/FLUIDS/ENERGY)
    • Link to specific Importer/Exporter (select from dropdown)
  6. Connect chests/hoppers to PreFab faces in Overworld
  7. Right-click PreFab with empty hand → Open control menu → Start SIMULATION
  8. PreFab observes actual production rates (CM chunks loaded)
  9. Right-click PreFab with empty hand → Stop simulation → Enters CACHED mode (CM chunks unload)
  10. CACHED mode: PreFab uses math to simulate production based on cached rates

State Machine

BUILDING    → Player configures faces, places Importers/Exporters
SIMULATING  → PreFab measures actual production rates (CM chunks LOADED)
CACHED      → PreFab simulates production mathematically (CM chunks UNLOADED ← Performance!)
HALTED      → Input starved or output blocked (CM stays unloaded, player fixes Overworld side)

Example Setup

Overworld:
  [Coal Chest] → [PreFab NORTH face: PULL ITEMS → Importer #1]

CM Dimension (while SIMULATING):
  [Importer #1] → [Furnace] → [Exporter #1]
  (PreFab measures: 0.213 iron ingots/tick)

Overworld:
  [PreFab SOUTH face: PUSH ITEMS ← Exporter #1] → [Iron Chest]

During CACHED mode:
  - CM dimension chunks unload
  - PreFab accumulates fractional production (0.213/tick)
  - Every ~5 ticks, PreFab pushes 1 iron ingot to output chest
  - No chunk loading = Better server TPS!

Current Status

⚠️ This mod is in active development.

Core systems implemented:

  • ✅ Face configuration system with GUI
  • ✅ Importer/Exporter blocks with UUID linking
  • ✅ Resource transport (PULL/PUSH modes)
  • ✅ Rate measurement with delta accounting
  • ✅ Cached production with fractional math
  • ✅ PreFab-as-Item portability system
  • ✅ Enhanced GUI with live status and resource display
  • ✅ HALTED state recovery with preserved rates
  • ✅ Vanilla block support (chests, furnaces, hoppers)

In progress:

  • 🔨 AE2/Refined Storage integration
  • 🔨 Factory Controller block
  • 🔨 Multiple PreFab management
  • 🔨 Anti-cheat validation
  • 🔨 Polish and bug fixes
  • 🔨 Performance optimizations

Галерея

PreFab BlockPrefab Control GUIPreFab Resources GUIRates 1

Последние версии

Все версии →
alpha

FPSCompress 0.5.0

0.5.0
8 июн. 2026 г.383Minecraft: 1.21.1neoforge
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Что нового
## Version 0.5.0 Changelog Summary ### Blueprint & Fabricator System * **Core Integration:** Introduced the Fabricator block and Blueprint items to scan PreFabs and print duplicates based on resource requirements. * **Auto-Printing Pipeline:** The Fabricator automatically prints PreFabs when all resources are provided. The process includes a configurable print duration and a visual UI progress arrow. * **Performance Optimization:** Blueprint scan results are now cached in the PreFab's NBT for instant re-scans. Idle Fabricators use inventory fingerprinting and exponential backoff to minimize performance overhead. * **NBT-Aware Scanning:** Inventory scanning explicitly checks NBT data. **This is datapack driven**. Fixed bugs related to resource slot coloring for NBT-matched items and implemented a deferred ejection system to safely reject incorrect NBT items. ### PreFab Enhancements & UI * **Room Block Blacklist:** A new server configuration prevents players from placing specific blocks inside PreFab rooms. It defaults to Bedrock as an example. * **Custom Naming System:** Users can assign and save custom names to PreFabs via the Status GUI, which persist in NBT data, synchronize across the network, and override standard inventory names. * **Rate Display Simplification:** Removed complex LCM-based auto-normalization. Time scales now cycle linearly (Per Tick through Per Hour), and large rate values use compact engineering suffixes (K, M, B, etc.) while values under 1000 maintain two-decimal precision. * **Item Retention:** The `prefabConsumedOnScan` default configuration is now `false`, allowing a single PreFab to generate multiple Blueprints without being consumed. * **GUI Interactivity & Fixes:** Right-clicking a Blueprint displays its full contents, rates, and costs in chat. Fixed an issue where Status GUI tooltips would persist incorrectly across tab switches. The Fabricator block received custom textures, survival item drops, and pickaxe mineability. ### Codebase Refactoring & Cleanup * **Subsystem Updates:** Major refactoring applied to the Inventory Scanner, Portal System, and `TpsCacheUpgradeItem` to improve NBT extraction, validation, and state transitions. Removed redundant math logic from the RateNormalizer and simplified related display classes. * **Developer Tools:** Added a new `/fps_dev2 give-test-blueprint` command to generate test blueprints with custom input/output lists and costs. * **Repository Maintenance:** Removed unused `.aider` configuration files, cleared unused Java imports, and updated system documentation and localization strings.
alpha

FPSCompress 0.4.0

0.4.0
24 мая 2026 г.67Minecraft: 1.21.1neoforge
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## Version 0.4.0 Changelog Summary ### New Features * **Customizable Rate Display Units:** Added a flexible rate visualization system in the PreFab status GUI. Features include a time scale toggle (Auto, Per Tick, Per Second, Per Minute, Per Hour), auto-normalization using an LCM algorithm, item-focused scaling, smart tooltips, and persistent server-side preferences. * **Minimum Simulation Time:** Implemented a configurable minimum duration (default: 2 minutes) required before entering the CACHED state. The UI now displays a progress bar and remaining time. Creative mode players can bypass this requirement. * **PreFab Entry Protection:** Restricted Survival players from entering PreFabs during active operation (SIMULATING, CACHED, or HALTED states) to prevent accidental factory breakage. Creative mode players can still enter. ### Changes * **Rate Calculation Upgrade:** Replaced the flow-only MVP formula with a full delta accounting formula. The new system calculates net rates using both flow and internal storage deltas, ensuring items buffered inside machines during simulation are accurately accounted for. ### Fixes * **Documentation Clarity:** Addressed a widespread misconception regarding the Simulation Wrench. Updated 12 documentation files to clarify that the wrench is strictly for face configuration, while state transitions require interacting with an empty hand or non-wrench item. ### Technical Updates * **Major Refactoring:** Extracted seven service classes from `PrefabBlockEntity` to resolve Checkstyle violations, reducing the main file size by over 50%. All static analysis checks (compileJava, checkstyleMain, spotbugsMain) now pass with zero warnings.
alpha

FPSCompress 0.3.0

0.3.0
23 мая 2026 г.24Minecraft: 1.21.1neoforge
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Что нового
## Version 0.3.0 Changelog Summary ### New Features * **Multi-Output Routing System (Phase 6):** Introduced UUID-based cached production and rate tracking. The new `CachedTransferHandler` allows routing specific resources to distinct PreFab faces. Includes `CachedConfigurationValidator` for face-to-UUID mapping validation. * **Patchouli Documentation Integration:** Added in-game documentation featuring over 112 JSON files categorized across 11 sections. Includes a new automated conversion tool to port GitHub Wiki markdown to Patchouli format. * **Enhanced Debug Commands:** Expanded the `/fps_dev2 give-test-prefab` command to support list inputs, fake room code generation, and maintained configurations across states. * **Localization & Wiki:** Published comprehensive GitHub Wiki documentation and added related translation keys to `en_us.json`. ### Technical & System Changes * **NBT Schema Version 2:** Replaced aggregate rate tracking with per-UUID storage (`importerExporterRates`). Legacy v1 blocks automatically migrate to v2 upon world load. * **State Persistence:** NBT data (rates, face configurations, and room linkage) now correctly persists when blocks are broken and replaced. * **Performance Optimization:** Eliminated 34+ excessive logging statements, reducing console output by roughly 95% during standard operations. * **Instant GUI Sync:** Importer/Exporter frequency updates now instantly reflect in the GUI without needing a chunk reload. ### Bug Fixes * **Mining Drops:** Corrected a block ID tag error (`fpscompress:prefab_machine`) that prevented PreFab blocks from dropping when mined with a pickaxe. * **Test PreFab NBT Loss:** Addressed six distinct issues causing test blocks to lose caching data, schema versions, and room linkage upon placement. * **Code Quality:** Resolved all remaining SpotBugs and Checkstyle warnings, bringing static analysis findings to zero. ### Breaking Changes * **NBT Migration Impact:** Test PreFabs from previous versions must be regenerated. Production setups should re-measure rates to align with Schema v2. * **Tag Updates:** The NBT tag for item filtering has changed from `FilterItem` to `FrequencyItem`. Existing blocks from pre-frequency builds will lose their settings. --- *Resource for verification: The details in this summary are extracted directly from the provided v0.3.0 release changelog text.*
alpha

FPSCompress 0.2.0

0.2.0
16 мая 2026 г.43Minecraft: 1.21.1neoforge
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Что нового
added crafting recipes for core components
alpha

FPSCompress 0.1.0-alpha

0.1.0-alpha
12 мая 2026 г.28Minecraft: 1.21.1neoforge
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Что нового
**_This mod requires the Compact Machines mod, but it hasn't been published into modrinth, so I cannot register it as a dependency._** Core systems implemented: - ✅ Face configuration system with GUI - ✅ Importer/Exporter blocks with UUID linking - ✅ Resource transport (PULL/PUSH modes) - ✅ Rate measurement with delta accounting - ✅ Cached production with fractional math - ✅ PreFab-as-Item portability system - ✅ Enhanced GUI with live status and resource display - ✅ HALTED state recovery with preserved rates - ✅ Vanilla block support (chests, furnaces, hoppers)