
Boosters
Throttles distant mob AI, culls off-screen entities, slows down far-away block entity ticking (except the ones you'd actually notice, like hoppers and pistons), and cuts particle count — deferring to Sodium/Lithium/EntityCulling instead of fighting them.
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1.3.0
Compatibility
Required content
Changes
Boosters 1.3.0
Big one this update — Boosters is now on NeoForge too, not just Fabric. Same features, same config, both loaders built and tested side by side. If you're on a modpack that's NeoForge-only, this is for you.
Also added:
- Item & XP orb throttling. Farms with a big pile of uncollected drops were the one common lag source this mod wasn't touching yet. Now items and XP orbs far from every player update less often (physics, stack merging, despawn timer — all still happen, just less frequently at range, so nothing floats mid-air or gets stuck forever).
- Better F3 info. Shows the mod version, Minecraft version, loader, active preset, which compat mods got detected, and whether entity culling got deferred to something else.
- Settings screen cleanup. Every option now has a tooltip and a working "reset to default" button. Transparent background too, looks less clunky.
- Jar files are now named with the Minecraft version and loader baked in (e.g.
boosters-1.3.0+26.2-fabric.jar).
Removed: the "memory cleanup" option (the one that ran a GC hint when you left a world). Looked into it more and it doesn't actually do anything reliable on a modern JVM — didn't want to keep a setting in the mod that doesn't hold up, so it's gone rather than left in for show.
Also rewrote some descriptions to be more upfront about what's genuinely new vs. what builds on stuff vanilla already does — the AI throttle, entity culling, and particle reduction all got clearer wording about where vanilla already helps and where this mod actually adds something on top.
As always — this mod throttles/culls, it doesn't replace your chunk renderer. Pair it with Sodium (Fabric) or Embeddium (NeoForge) for the biggest FPS win.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:tupXPxrf:iuYqEWlS"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:tupXPxrf:iuYqEWlS"
}
