1.1.3
Compatibility
Required content
Changes
Targeted optimizations for Delayors and cable networks.
-
Delayors no longer wake up on every tick. A pending Delayor asked the game to wake it up every single tick just to advance its texture — even though the texture only changes eight times regardless of the chosen duration. It now targets only the exact moments when the image needs to update.
For a 20-tick delay, this means 8 wakeups instead of 20. For the default setting of 10 ticks, 8 instead of 10. Below 9 ticks there is nothing to gain, as every tick already requires an image change.
-
Out-of-sight Delayors no longer animate. If no player is within 32 blocks, the texture is not visible anyway: the Delayor jumps directly to its end time. On large machines, virtually all Delayors drop from eight wakeups to a single one per transition.
-
Half as many reads and no more duplicate packets on cables. When a network changes state, the mod used to iterate over its neighbors twice: once to determine who to notify, and once to refresh colors. A single pass is now sufficient.
More importantly, a component bordered by multiple cables from the same network used to receive as many display packets as adjacent cables. It now receives only one.
-
Removed a redundant calculation from the core engine. To determine if a component was powering a cable, the mod routed back through Minecraft's vanilla redstone system, which re-read the block, performed a check that had already been done, and re-read the cable asking the question — only to reach the conclusion the mod already knew.
-
Cable networks are no longer scanned entirely on every pulse. To determine if a network is powered, the mod used to iterate over all its cables. However, a cable surrounded solely by other cables can never be a power source: only cables touching something else matter.
The mod now caches these entry points and only checks them. On a straight line of 128 cables, it inspects 2 instead of 128 — and this number does not increase as the line gets longer.
This list is recalculated whenever you modify a connection, place, or break a block next to a cable.
-
Lamp synchronization no longer re-scans the entire network either. It was previously bypassing the optimization above and re-iterating through every cable on each pulse. Since a lamp is not a cable, only entry points can touch one.
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:uehpQpsS:9FG6TwUC"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:uehpQpsS:9FG6TwUC"
}

