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Ck7 - Conatus
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Ck7 - Conatus

Power requires great sacrifice

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Ck7 - Conatus (mod id: ck7infinite) Minecraft Forge 1.20.1 · Version 2.2.0

WHAT IT IS

Ck7 - Conatus is a performance/optimization mod for Minecraft Forge 1.20.1. It targets the two biggest real-world FPS/TPS killers on modest hardware (especially laptops with integrated graphics): server tick cost from mob and villager AI, and client render cost from particles and resolution. It does not touch world generation, gameplay balance, or add any new items/blocks/mechanics — every module is a background optimization that can be tuned or switched off independently.

It ships as six independent modules, each with its own config file, plus one master switch that disables all of them at once. If the optional mod Cloth Config is installed, all settings are also editable from a normal in-game GUI (Mods menu -> Ck7 - Conatus -> Config); without it, the mod still works exactly the same, just configured by hand via the .toml files. The GUI and all in-game chat messages are translated into English, Spanish, and Brazilian Portuguese.


  1. MOB AI FREEZE

Server-side. Freezes the AI (pathfinding and goal selector — the systems that decide what a mob does and how it walks toward it) of hostile mobs once they are farther than a configurable radius from every player. Frozen mobs stop thinking and pathing but are not removed, hidden, or despawned — they simply stand still until a player gets close again.


  1. VILLAGER THROTTLING

Server-side. The same idea as Mob AI Freeze, but specifically for Villagers (and optionally Wandering Traders) — their pathfinding, POI lookup (bed/job-site searching) and "brain" activity are frozen outside a configurable radius around each player. This is aimed at large villager halls/trading rooms, which are one of the worst tick-cost offenders in a base once villager counts climb into the dozens.


  1. PARTICLE PRIORITY

Client-side, purely visual/local to each player. Instead of an all-or-nothing particle slider, particles are bucketed by what they mean gameplay-wise and each bucket gets its own always-show radius:

Beyond each radius, ambient particles are further culled by whether they're inside the player's view cone, so particles behind the camera or far off-screen never get spent frame time. Gameplay-relevant particle categories (combat, interaction, redstone) are never culled by view angle — only by distance — so nothing gameplay-important is ever hidden just because the player isn't looking at it.


  1. ULTRA LOAD ("panic mode")

A chunk-loading-focused panic mode. When the game detects that chunks are being generated/loaded faster than a configurable threshold (default 8 chunks/second — i.e. a player flying, sprinting with elytra, or exploring new terrain quickly), it temporarily disables everything that doesn't help chunks actually appear on screen: mob AI, mob spawning, random block ticks, particle spawning, and entity rendering. This frees CPU (for the world generation/chunk meshing threads) and GPU (for terrain rendering) exactly when it's needed most.

Once chunk-loading load drops back below the threshold, everything is restored after a short cooldown (default 40 ticks / 2 seconds) to avoid flickering on/off during brief pauses. A "safe radius" around each player (default 20 blocks) exempts anything that would affect entities close to the player — so a mob standing right next to you doesn't vanish or freeze mid-fight and then snap back once the panic mode ends. Every individual sacrifice (freeze all mobs, disable spawning, disable particles, hide entities, etc.) has its own on/off toggle.


  1. ESCALA DE RESOLUCION (Resolution Scale)

Client-side GPU render-resolution scaler, in the spirit of the standalone mod RenderScale. Renders the actual 3D world (terrain, entities, water, weather — not the HUD/GUI, which always stays at native resolution and stays sharp) to an internal framebuffer at a scaled-down (or scaled-up) size, then stretches that to fill the real screen. This trades visual sharpness of the world for GPU headroom — useful on integrated GPUs where the bottleneck is pixel fill-rate.


  1. SODIUM/EMBEDDIUM COMPATIBILITY WARNING

Not a performance module — a one-time chat warning. If Sodium, Embeddium, or Rubidium is detected installed alongside Ck7 - Conatus, the player is warned about a known issue on integrated graphics where those mods' "Use Fog Occlusion" option can cause chunks to fail to render until the player walks directly on top of them, and is told where in the options menu to disable it. Shown once per session unless permanently dismissed from the config screen.


MASTER SWITCH & GENERAL BEHAVIOR

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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