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Where's my Brain

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4 дня назад
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WHERE'S MY BRAIN (WMB)

A lightweight, loader-agnostic Minecraft 1.20.1 optimization mod focused on smarter mob AI scheduling, distance-aware throttling, and adaptive auto-tuning. Keep gameplay feel near players while cutting wasted CPU on far-away or idle mobs. Works on both Forge and Fabric via Architectury.

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Features

  • Async Entity Tracking

    • Off-thread per-player entity visibility/tracking decisions to reduce main thread work.
    • Global or per-dimension thread pools with adaptive backpressure (queue-aware scheduling).
    • Respects asyncTracker.updateInterval, cacheDuration, and maxTrackingDistance.
    • Integrates with AutoTuner to adjust scheduling under load.
    • Timeouts and graceful fallbacks keep the main thread safe.
  • Regional/Chunk-based TPS Manager (R‑TPS)

    • Divides each dimension into square regions (default: regionalTPS.regionSize = 4 chunks per side) and continuously measures load per region.
    • Tracks per-region metrics: average AI time (ms), average memory (MB), player presence, redstone updates, BE/scheduled tick counts, and activity recency.
    • Applies scalable tick multipliers per region using named levels (e.g., normal=1, warning=2, critical=4).
    • Hysteresis (regionalTPS.hysteresisPct, default 0.15) prevents flip‑flops when load hovers near thresholds.
    • Static overrides let you pin specific regions to a level.
    • Safety: global TPS is computed over a sliding window and emergency triggers are gated by warm‑up and cooldown to avoid false alarms.
    • Gating integrates with chunk random/scheduled ticks to cut work in stressed regions while remaining invisible near players.
  • Distance-based AI Bucketing (DAB)

    • Dynamically throttles AI ticks based on each mob’s nearest-player distance.
    • Per-dimension and per-entity overrides.
    • Hysteresis deadband to prevent thrashing near thresholds.
    • Sensible exemptions (leashed, named, owned/tamed, persistent, and configurable boss exemptions).
  • Proximity Snapshot Service

    • Centralizes nearest-player computations to a periodic snapshot, reducing redundant work.
    • Mob-side cache reduced to 2 ticks for responsive DAB updates with minimal overhead.
  • Pathfinding Optimizations

    • Minimum per-mob path recalculation interval and grouping window.
    • Optional experimental path sharing.
    • Caching with TTL to avoid repeated path solves.
  • Auto-Tuning (PID)

    • Targets a desired average tick time (ms) and gently adjusts pathfinding recalc interval.
    • PID controller (kp/ki/kd) with integral clamping and step-limits for smooth convergence.
    • Transparently falls back to a simple step controller if PID gains are zero.
  • Optional AI Culling (Conservative)

    • Skip AI processing for far, idle, and unengaged mobs behind multiple safety gates.
  • Optional Visibility Culling (Conservative)

    • Skip AI for mobs far outside any player’s chunk range, with the same safety gates.
  • Metrics and Command

    • Lightweight internal counters for /wmb stats.
    • See DAB thresholds, proximity settings, pathfinding parameters, and tuner state.
Участники проекта
texboobcat

texboobcat