# Configuration file client { # Clears the baked models generated in the first pass *before* entering the second pass, instead of *after*. While this doesn't reduce memory usage in-game, it does reduce it noticeably during loading. [default: true] B:clearDuplicateModelRegistry=true # Enable deduplication of redundant objects in memory. [default: true] B:deduplicateModels=true # The maximum amount of levels of recursion for the deduplication process. Smaller values will deduplicate less data, but make the process run faster. [default: 6, range: 1-2147483647] I:deduplicateModelsMaxRecursion=6 # Disables texture animations. [default: false] B:disableTextureAnimations=false B:dynamicItemModels=true # Initialize the options.txt and forge.cfg files with rendering performance-friendly defaults if not present. [default: true] B:initOptions=true } coremod { # Stops certain non-Minecraft-related libraries from being ASM transformed. You shouldn't be transforming those anyway. [default: true] B:blacklistLibraryTransformers=true # Make 3D forms of items be rendered dynamically and cached when necessary. [default: true] B:dynamicItemModels=true # Optimizes ItemStack.isEmpty by removing a map lookup. [default: true] B:fasterAirItemLookup=true # Speeds up World.getCollisionBoxes by being clever with when events are called. [default: true] B:fasterCollisionBoxes=true # Speeds up entity lookup by optimizing ClassInheritanceMultiMap.getByClass. [default: true] B:fasterEntityLookup=true # Optimizes blockstate property equals and hashCode methods. [default: true] B:fasterPropertyComparisons=true B:optimizedBlockInfo=true # Optimizes BlockPos mutable/immutable getters to run on the same variables, letting them be inlined and thus theoretically increasing performance. [default: true] B:optimizedBlockPos=true # Replaces Class.getSimpleName in World.updateEntities with getName. As Class.getName's output is cached, unlike getSimpleName, this should provide a small performance boost. [default: true] B:replaceWorldSimpleName=true # Replaces the default BlockState/ExtendedBlockState implementations with a far more memory-efficient variant. [default: true] B:smallPropertyStorage=true } experimental { B:chunkedBlockInfo=false B:delayChunkRenderUpdates=true # Implements optimizations to VertexLighter(Flat) inspired by thecodewarrior and bs2609's work. [default: true] B:fasterVertexLighter=true B:optimizedBlockPos=true # Threaded, parallel model baking. [default: true] B:parallelModelBaking=true B:smallLightingOptimize=true B:smallPropertyStorage=true } expert { B:immediateLightingUpdates=false } general { B:clearDuplicateModelRegistry=true B:deduplicate=true # Makes large FML registries scale their availability BitSets dynamically, saving ~48MB of RAM. [default: true] B:dynamicRegistrySizeScaling=true } launchwrapper { B:dummyPackageManifestMap=true # Weaken LaunchWrapper's byte[] resource cache to make it cleanuppable by the GC. Safe. [default: true] B:weakenResourceCache=true } tweaks { # Prevent redstone from causing light updates by removing its light level. [default: false] B:disableRedstoneLight=false # Do not delay lighting updates over other types of updates. [default: false] B:immediateLightingUpdates=false }