3.1.0
Compatibility
Required content
Changes
!lag 3.1.0 (Minecraft 26.3)
Tested in the real Minecraft 26.3 client (Fabric, software-rendered test machine) before release: reached the world, all 18 mixins active with no mixin errors, the !lag settings screen opens, and signs, name tags, dropped items and the FPS HUD render normally up close.
Faster, lighter UI
- Settings screen keeps its filtered row list and slider labels cached, so it only rebuilds them when you change tab, search or a value. Settings are saved when you press Apply or Done or close the screen, not on every slider step.
- FPS HUD caches its text per FPS value, updates 4 times a second instead of every frame, and hides itself when the HUD is hidden (F1) or the debug screen is open. The box now resizes properly for 3- and 4-digit FPS.
New optional culling (all on by default, adjustable in the Distance tab, listed in Diagnostics, turned off by "Shader compatible")
- Sign text is not drawn beyond 48 blocks.
- Name tags of non-player mobs are hidden beyond 48 blocks (players always keep theirs).
- Item frames, paintings and armor stands are not rendered beyond 64 blocks; dropped items beyond 48 blocks.
- Entity shadows are skipped beyond 32 blocks.
- Block entities well behind the camera skip render-state work (beacons, end gateways, banners, conduits and structure blocks are never skipped).
Fixes and wiring
- Adaptive render distance now only steps down after consecutive slow frames; frames near the target no longer add up to a drop.
- The "Update checker" toggle now works: one quick background check against Modrinth per session, shown at the top of the settings screen. Turn it off in General if you don't want it.
- Zoom strength changed with the mouse wheel while zooming is now remembered.
Honest note: in our software-rendered test setup, average FPS with 3.1.0 was about the same as 3.0.0 (within run-to-run noise). The new culling mainly helps in scenes with many signs, named mobs, item frames, dropped items or shadows, which we did not benchmark separately. Not tested: real GPUs, Sodium/Iris together with 3.1.0, multiplayer servers.
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:9nC6qNeD:6hPEOPOu"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:9nC6qNeD:6hPEOPOu"
}

