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Bons and Furious

作者:BonsUnleashed

Push your optimized modpack further: Faster terrain, shorter waits and smoother busy scenes on top of best performance mods. 300+ optimization achieves 9x worldgen, -56% launch time and up to +17% FPS.

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介绍

中文介绍正在准备中,下面暂时显示原文。

Bons and Furious cover, AI-generated promotional concept art

Your CPU lives its life one tick at a time.

Faster worlds. Smoother busy scenes.

Bons and Furious reduces the repeated work behind terrain generation, loading, rendering and server ticks. It also fixes specific freezes and crashes in the mods it supports. Add it alongside your existing performance mods, with a separate switch for every optimization and fix.

In our tested Forge pack: about 9× world-generation throughput, 5½ minutes less waiting to enter a new world, and 17% higher average FPS with 64 animated mobs.

Those results were measured with Bons and Furious 1.0.31 on Minecraft 1.20.1, on 5 October 2026. They are not measurements of the current 1.0.48.1 release or the NeoForge build.

What you get

  • Less waiting for terrain. Reuse terrain calculations and ground-height estimates instead of repeating them for neighbouring chunks. In the flight test, an average of 504 of 529 nearby chunks were loaded with Bons, compared with 354 without it.
  • Smoother crowded scenes. Reduce repeated animation, model and rendering work across Minecraft, Embeddium, Oculus, Entity Model Features, Entity Texture Features and other supported mods. The matched 64-mob scene gained 17% average FPS and 34% in 1% lows.
  • Less work during loading and saves. Speed up recipe processing, resource loading, model rebuilds and chunk serialization, and move supported saved-data and player-file writes off the server thread.
  • Fewer first-spawn spikes and specific mod freezes. Prepare mob classes before their first spawn, and repair reproduced threading and world-generation bugs. Also stop unloaded ship chunks from continuing to tick and prevent a TerraBlender crash caused by saved rules that reference missing terrain noise. The first-night improvement was measured separately with 1.0.35; details are below.
  • Less memory held after leaving a world. Release old worlds and players retained by specific paths in Distant Horizons, JEI, Flywheel, Smart Particles and other supported mods. These fix reproduced leaks; they do not remove every source of memory growth.

Measured on an already optimized pack

Both sides kept ModernFix, FerriteCore, Radium and C2ME. The client also kept Embeddium, ImmediatelyFast and EntityCulling, plus Oculus, Distant Horizons, Complementary shaders and Fresh Animations. These gains come from adding Bons and Furious to that stack.

5 October 2026 · Forge 1.20.1 · Bons and Furious 1.0.31 · four measured runs per arm. Each comparison used the same machine and matched settings, with and without Bons. The server and client results below came from different machines.

Workload Without Bons With Bons 1.0.31 Result
Generate 512 chunks, dedicated server 436 s 48 s 9.2× throughput
Launch the game and enter a new world 588 s 257 s 56% less waiting
64 animated mobs, average FPS 54.6 64.0 17% higher
Same mob scene, 1% low FPS 31.4 42.1 34% higher

Server: Core Ultra 9 285K. Client: Ryzen 9 3900X / RTX 3080, 1080p with shaders. C2ME’s reduceLockRadius was enabled. The FPS test used the same saved world, with Distant Horizons generation off and JEI’s background work finished.

Generation also used 83% less CPU time and approximately 90% less memory allocation per chunk. That is less temporary garbage, not 90% less RAM: live server heap after startup was about 30 MiB higher with Bons.

Results depend on the pack, settings and hardware. CPU savings may give little extra FPS when the GPU is the limit. This test does not establish how much faster 1.0.31 is than 1.0.26: the machines and settings changed. The same-run 1.0.30 comparison showed similar generation and steady mob-scene FPS.

Full results, test method and earlier benchmarks.

A closer look at the improvements

These Forge 1.20.1 examples explain where the savings come from. They measure individual tasks, not an extra FPS or TPS gain to add to the whole-pack results.

Where What changed Measured
First-night mob spawning Prepares mob and AI classes on a background thread before their first spawn About a quarter less time in ticks over 50 ms in the first-night tests on two CPUs with 1.0.35. Spawn rates stay the same.
Minecraft chunk generation Neighbouring chunk work areas share their ground-height estimates instead of re-scanning the same columns 95% of surface scans skipped (349,843 → 16,494 in a 144-chunk run) and about half the wall time for that run (mean 162 → 75 s, shared machine)
Minecraft terrain preparation The second density-graph pass reuses what the first pass built instead of rebuilding it 91% less CPU per NoiseChunk (10.35 → 0.89 ms) and 53% less per structure-placement height query (17.7 → 8.3 ms)
Embeddium + Fusion Hidden connected-texture faces are skipped before their quads are built 25% less chunk-meshing time (5.2 → 3.9 s for 733 sections), 41% less allocation, byte-identical vertices and indices
Farmer’s Delight Tool-action ingredients share their registry scan during a recipe load Client recipe-packet decoding 8.8 → 0.4 s; recipe rebuild 5.5–6.4 → 1.4 s on the client and 3.6 → 1.2 s on the server, same ingredients
Create Contraption collision boxes are built in one pass A 400-block carriage 369 → 1.3 ms and 108 → 0.25 MB, identical boxes
Minecraft saving Saved data and player files are compressed and written by a background writer Server thread 4.9 → 0.9 s for 500 data files at once, byte-identical files
Minecraft networking Packet bursts are flushed once instead of once per packet 300 socket flushes → 1; network-thread CPU 8.7 → 2.6 µs per packet, identical bytes
Embeddium A section search whose inputs are all unchanged replays the previous one 58–68% less time per search with a still camera; the search was 14.3% of the render thread there
Forge The mod and channel part of the server-list status is reused while it is unchanged 4.5 → 0.15 ms per status update with 440 mods; it was 16.6% of the server thread during a pregeneration
Entity Model Features + Fresh Animations Variable indexes and model-part lookups are reused during animation compilation Entity-renderer rebuild 15.1–16.6 → 8.8 s, with 5.1 million variable answers and 692,000 part lookups checked in game
Distant Horizons The rough-surface generator keeps the parts of the terrain density that depend only on x and z instead of recomputing them at every probe height 85% less time per LOD column (3,351 → 494 µs)
Valkyrien Skies Ship chunk bookkeeping, after seven rounds of ship work 94% less time (329 → 21 µs, full-pack fixture); physics terrain conversion 65–69% less
Oculus Empty shader render-order graphs are reused instead of rebuilt 90% less time per reset (166 → 16 ns), 808 → 0 bytes
JEI Each ingredient keeps its display stack with the same expiry semantics 84% less time per indexing lookup (830 → 130 ns in the cache harness); the in-game index retained the same categories, recipes and stack content
GeckoLib Mixed animation easing without boxed doubles 50% less time per evaluation (67 → 34 ns)
Architectury API Event dispatch without re-resolving method handles 19× faster (649 → 34 ns per listener call)
Forge + Oculus Each block remembers its chunk render layers while the shader pack’s layer map is unchanged 59% less time per lookup (122 → 50 ns), 12-14% of chunk meshing
Radium with C2ME Radium’s fast chunk access runs again while C2ME’s replacement for it is switched off 43% less time per loaded-chunk lookup (81 → 46 ns), getBlockState 133 → 73 ns
Entity Texture Features Each sprite’s texture id is worked out once instead of on every draw of a chest, sign, bed or banner 95% less time per draw (134 → 7 ns)
AmbientSounds Bounded terrain scan 88% lower p95 (5.45 → 0.65 ms per analysis)
Frame pacing (client) The FPS-limiter wait moves before the display update 84% less frame-interval variation at p95 (7.63 → 1.25 ms) at the same 120 FPS cap
ImmediatelyFast Horse-layer ordering without substrings 46% less time (28.9 → 15.5 ns), 64 → 0 bytes
Resource and data packs Folder listings use an index instead of repeatedly walking the ZIP 305 → 11.9 ms for 3,472 listings in the 1.0.46 tests.
Minecraft + TerraBlender biome searches Reuse distances already calculated during the same climate search 13% less time per search in the recorded pack workload with 1.0.46.
Quark + Zeta stone clusters Test the cluster shape before reading blocks outside it 26.9% less time per chunk touched by a cluster in the 1.0.46 tests.
Distant Horizons, JEI, Flywheel and Smart Particles Release old world references held by the repaired caches and menus No old worlds retained by the repaired holders in the 1.0.46 checks after six dimension changes and three reconnects. Other holders remain.
Valkyrien Skies chunk cleanup Unload client ship block entities and world chunks when they are no longer needed Fixes the reproduced buildup of 845 tickers for a 169-block-entity ship after four revisits, plus world chunks continuing to tick after the server unloaded them (1.0.46).
TerraBlender saved surface rules Skip an obsolete saved rule that needs a terrain noise removed by a mod change; keep current rules In the 1.0.47 missing-noise test, 16 of 16 chunks failed without the fix; all 16 generated with it. A crash fix, not a speed measurement.

The mob warm-up uses about 7 MB more class memory and adds roughly half a second to a singleplayer join. Other controls reduce chunk-save allocation, inventory advancement checks, idle mob and camera-shake scans, and repeated work in mods such as Cataclysm and Mekanism. The 1.0.46 and 1.0.47 examples above are separate checks, not a new whole-pack benchmark. Distant Horizons and Valkyrien Skies still have other paths that retain old worlds. Details and remaining limits.

Measurements and caveats · Every control and its evidence

Choose your build

Minecraft Loader Controls Requirements
1.20.1 Forge 384 Forge 47.3.22 or newer
1.21.1 NeoForge 260 Java 21; NeoForge 21.1.252 or newer

Each build uses one JAR for client and server, with no required target mods. Coverage differs between builds; the figures above are Forge 1.20.1 measurements.

The Forge build contains 322 optimizations, 57 fixes and 5 deliberate behaviour changes. Those five controls include frame pacing and experimental Radium options; their trade-offs are documented individually. All 384 controls are listed in config/bons_and_furious.properties. To disable one, set its key to false and restart.

Forge 1.20.1 covered mods (all optional)

Rendering, shaders and ambience: Embeddium, Oculus, ImmediatelyFast, Entity Texture Features, Entity Model Features, EntityCulling, Fusion, Colorwheel, Ryoamic Lights, Presence Footsteps, AmbientSounds, CIT Reforged, FancyMenu, Particular, Subtle Effects, Smart Particles, Punchy.

Shared libraries and server performance mods: GeckoLib, Architectury API, Curios API, Structure Gel API, Radium, ModernFix, ChunkSending, TerraBlender, Citadel, Lionfish API, Placebo, Kiwi, Cucumber, CoFH Core, L2 Library, Pehkui, Almost Unified, ElysiumAPI, Zeta, Flywheel, AzureLib, Knight Lib, LDLib, Advanced Wall Climber API, Item Filters, Text Animator.

Ships, structures and distant terrain: Valkyrien Skies, Trackwork, Distant Horizons, Structurify, Sakes Structures, Oh The Biomes We’ve Gone, Dynamic Trees.

Content and gameplay: Alex’s Caves, Ice and Fire, Ars Nouveau, JEI, Farmer’s Delight, Relics, Timeless and Classics Zero (TaCZ), Terramity, Ad Astra, Fowl Play, Butterflies, Goblins Tyranny, Under the Moon, Nether Depths Upgrade, Spawn, Cryptic Foes, Hostile Villages, Scuba Gear, Occult, Scorched and Better Combat, Create, Pipez, Storage Drawers, Immersive Engineering, Slice & Dice, Cooking for Blockheads, Alex’s Mobs, Mowzie’s Mobs, Mutant Monsters, Critters and Companions, Bosses of Mass Destruction, FD Bosses, Legendary Monsters, Ribbits, Artifacts, Simply Swords, SlashBlade: Resharped, Dungeons Delight, Jaden’s Nether Expansion, Regions Unexplored, L_Ender’s Cataclysm, Mekanism, Rats, Aquaculture, XercaPaint, Botania, Reliquary, Immersive Aircraft, Born in Chaos, Luminous Beasts, Rustic Engineer, Unique Dungeons, More Artifacts, Nature’s Aura, L2 Hostility, Species, Celestisynth, Brutality, Clanging Howl, TreeChop, Cable Facades.

Coverage means the tested build and the specific code paths of each mod, not every feature. Tested builds per mod: Compatibility and target versions.

Install the matching build

For Minecraft 1.21.1, use bons_and_furious-neoforge-1.0.47+mc1.21.1.jar, Java 21 and NeoForge 21.1.252 or newer. MixinSquared is bundled; NeoForge supplies MixinExtras. NeoForge setup and compatibility.

For Minecraft 1.20.1 / Forge:

  1. Download bons_and_furious-1.0.48.1.jar from the Files tab and put it in mods/ on the client and on the server. Nothing else is required; every target mod is detected at load. The two small mixin libraries it uses, MixinExtras and MixinSquared, are bundled inside it.
  2. Start once. The mod writes its config file with its defaults (every switch on except jei_join_recipe_deferral and radium_experimental_tickets_spawning and vanilla_background_level_dat) and logs how many controls are enabled.
  3. To turn one off, set its key to false and restart. Client-only patches (renderer, shaders, ambience) never load on a dedicated server.

JVM overrides, log messages and troubleshooting: Installation and configuration.

Compatibility

Keep your optimization stack: Embeddium, ImmediatelyFast, ModernFix, FerriteCore, Radium and C2ME. Bons and Furious changes paths that still did unnecessary work in the tested pack, including a few inside Embeddium, ImmediatelyFast and Oculus themselves. With C2ME installed it also gives Radium and ModernFix three optimizations back that they switch off for every C2ME build, as long as the C2ME module that would clash with each one is off in c2me.toml.

On newer Forge, JEI and ModernFix builds that already include eight of these changes, the corresponding Bons controls step aside automatically. With Collections Of Optimizations, shared controls also check which implementation is active so the same optimization is not applied twice or left disabled in both mods. Compatibility details.

Source, licence and giving back

Licensed GPL-3.0-only, with upstream attribution and notices retained. Source and build instructions · Wiki · Report an issue

Upstream pull requests

Pull requests sent to the projects this mod patches: 13 merged, 83 open, 18 closed without merge (status checked 23 October 2026).

Project Pull requests Status
Ad Astra #825 Open
Alex’s Caves #1759, #1760, #1762 Open
Alex’s Mobs #2385, #2386 Open
Almost Unified #144 Closed without merge
AmbientSounds #348, #349 Merged
Architectury API #747 Open
Ars Nouveau #2258 Closed without merge
Artifacts #518 Open
Baked Substring Index #1 Open
Better Combat #623 Open
Bosses of Mass Destruction Forge #31 Open
Butterflies #493 Merged
ChunkSending #13 Closed without merge
CIT Reforged #16 Open
Citadel #232 Open
Colorwheel #84 Open
Cooking for Blockheads #812 Open
Cryptic Foes #7 Closed without merge
Cucumber Library #62 Open
Curios API #639, #644, #645 Open
Dungeon’s Delight #126 Open
Dynamic Trees #1230, #1231 Open
Embeddium #575, #576, #577, #578, #579, #580, #581 Open
Entity Model Features #591, #592 Merged
Entity Texture Features #508 Merged
Farmer’s Delight #1397, #1398 Open
FDBosses #42 Open
Forge #10893, #10894, #10899 Merged
Forge #10895 Closed without merge. Withdrawn in favour of #10899 on the 26.3 branch, with the design the maintainer asked for.
Forge #10896 Closed without merge. Withdrawn: too little left to gain after #10893.
Fowl Play #242, #243 Open
Fusion #316, #317, #318 Open
Hostile Villages #37, #38 Open
Ice and Fire #5641, #5642, #5643, #5644, #5645 Open
ImmediatelyFast #586, #588, #589 Closed without merge
Immersive Engineering #6448 Open
Jaden’s Nether Expansion #353 Closed without merge. Withdrawn: the 1.20.1 branch is no longer maintained and the 1.21.1 rework already covers it.
Just Enough Items #4525 Merged. Released in JEI 15.62.0.218.
Just Enough Items #4527 Closed without merge. Withdrawn: it did not fit what that cache is for.
L2 Library #34, #35 Open
Legendary Monsters #13 Open
Lionfish API #5, #6 Open
ModernFix #696 Merged
ModernFix #697, #698, #699 Closed without merge
Mowzie’s Mobs #65 Open
Mutant Monsters #139 Open
Nether Depths Upgrade #67 Closed without merge. The 1.20 branch is no longer maintained.
OcclusionCulling (EntityCulling) #5 Merged
Oculus #869, #870, #871, #872 Open
Oh The Biomes We’ve Gone #421 Open
Particular #59 Open
Pehkui #636 Open
Placebo #125 Closed without merge. The 1.20 branch is no longer maintained; newer branches removed this event.
Presence Footsteps (Forge) #67 Open
Radium Re-Reforged #8 Closed without merge
Radium Re-Reforged #9, #11, #15, #16, #17, #18 Open
Regions Unexplored #234 Open
Relics #357, #358 Open
Ribbits #85 Open
Ryoamic Lights #54, #55 Open
Smart Particles #10 Open
Species #91 Open
Storage Drawers #1307 Open
Structurify #93 Closed without merge
TerraBlender #241 Merged
Timeless and Classics Zero (TaCZ) #745 Open
Trackwork #70 Open
Valkyrien Skies #1981, #1982, #1983, #1984, #1985, #1997 Open

Authorship and credits

The majority of the code was written by others. AI assisted portions of the code, testing, packaging and documentation. Original mod authors retain credit for their work.

The project logo is AI-generated promotional concept art. It does not depict content added by this mod.

常见问题

Bons and Furious 支持哪些 Minecraft 版本?

Bons and Furious 支持 Minecraft Java 版 1.20.1–1.21.1,共 2 个版本,可用的加载器:Forge / NeoForge。下载时注意选择和你游戏版本一致的文件。

Bons and Furious 怎么安装?

先用 PCL2 或 HMCL 启动器安装对应版本的 Forge / NeoForge,再把下载的 .jar 文件放进游戏目录的 mods 文件夹,重新启动游戏即可。开启了版本隔离的,mods 文件夹在 versions/版本名 下面。

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