Accelerated Decay
Leaves go bye-bye
Accelerated Decay is an alternative fast leaf decay concept where instead of actually ticking the leaf blocks rapidly, we just remove them as soon as possible. Our mod implements this logic in the most vanilla possible way by delaying our leave checking logic to allow the game to naturally mark the leaves ready for removal.
One of the goals of Accelerated Delay was reduce the lag on clients & servers. We've achieved this by using a time based checking system and heavily reducing the particals and ticking logic on blocks.
How it works
Once the last block supporting leaves has been removed, the mod will attempt to seek out any leaves marked with the #minecraft:leaves tag and remove them as long as they're ready to be decayed.
We support any tree made up with the #minecraft:logs tag.
Why use yours over others
- Less lag is basically the only differentiating factor and a greatly simplified codebase allow for a very minimal performance impact.
- Relatively Open License
- No complicated configs, it's either on or it's not
- Forge & Fabric support out of the box
Why do you require the architectury-api?
I'm lazy, stop judging me, we fire and listen on some events that it's much simpler to implement with architectury. Also, lots of mods use it now so if you're on a modpack or making a modpack, you likely already have it!
All Versions
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### Changed
- Ported to Minecraft 26.3
### Changed
- Ported to Minecraft 26.3
### Changed
- Ported to Minecraft 26.2
### Changed
- Ported to Minecraft 26.2
### Fixed
- We no longer call native events for block breaking. I'm sure this will annoy people.
### Fixed
- We no longer call native events for block breaking. I'm sure this will annoy people.
### Fixed
- Hot fix to resolve an issue causing bone-mealed trees to instantly decay.
### Changed (from
[26.1.2.2])- Reworked the way decay is detected
- We no longer look for leaves as logs are broken, instead we hook into the games
block statechanges and watch for a leave block updating - When the leave is updated, and it's now too far away from a log, it's added to a queue of blocks to break
- When the next server tick happens, 5 items are taken from this list and broken.
- This reduces overhead of scanning for leaves as well as making the leaf decay no longer be directly tied to the block down trees but does preserve the behaviour of not decaying user placed leaves.
- The block decay queue is now stored in world data meaning if the game crashes softly or the user disconnects. The leaves will continued to decay when the world is reloaded.
- Leaves are no longer broken as a "player" as the hook does not have a player in scope. This should fix more issues than it causes.
### Fixed
- Hot fix to resolve an issue causing bone-mealed trees to instantly decay.
### Changed (from
[26.1.2.2])- Reworked the way decay is detected
- We no longer look for leaves as logs are broken, instead we hook into the games
block statechanges and watch for a leave block updating - When the leave is updated, and it's now too far away from a log, it's added to a queue of blocks to break
- When the next server tick happens, 5 items are taken from this list and broken.
- This reduces overhead of scanning for leaves as well as making the leaf decay no longer be directly tied to the block down trees but does preserve the behaviour of not decaying user placed leaves.
- The block decay queue is now stored in world data meaning if the game crashes softly or the user disconnects. The leaves will continued to decay when the world is reloaded.
- Leaves are no longer broken as a "player" as the hook does not have a player in scope. This should fix more issues than it causes.
### Changed
- Reworked the way decay is detected
- We no longer look for leaves as logs are broken, instead we hook into the games
block statechanges and watch for a leave block updating - When the leave is updated, and it's now too far away from a log, it's added to a queue of blocks to break
- When the next server tick happens, 5 items are taken from this list and broken.
- This reduces overhead of scanning for leaves as well as making the leaf decay no longer be directly tied to the block down trees but does preserve the behaviour of not decaying user placed leaves.
- The block decay queue is now stored in world data meaning if the game crashes softly or the user disconnects. The leaves will continued to decay when the world is reloaded.
- Leaves are no longer broken as a "player" as the hook does not have a player in scope. This should fix more issues than it causes.
### Changed
- Reworked the way decay is detected
- We no longer look for leaves as logs are broken, instead we hook into the games
block statechanges and watch for a leave block updating - When the leave is updated, and it's now too far away from a log, it's added to a queue of blocks to break
- When the next server tick happens, 5 items are taken from this list and broken.
- This reduces overhead of scanning for leaves as well as making the leaf decay no longer be directly tied to the block down trees but does preserve the behaviour of not decaying user placed leaves.
- The block decay queue is now stored in world data meaning if the game crashes softly or the user disconnects. The leaves will continued to decay when the world is reloaded.
- Leaves are no longer broken as a "player" as the hook does not have a player in scope. This should fix more issues than it causes.
### Changed
- Ported to NeoForge 26.1.2.21-beta which breaks the
BlockBreakevent.
### Changed
- Ported to NeoForge 26.1.2.21-beta which breaks the
BlockBreakevent.
### Changed
- Ported to 26.1
- Removed Architectury API dependency
### Changed
- Ported to 1.21
- Switched to using the
Neoforgeversion scheme meaning we've switched from 86.0.0 to 21.0.0... Sorry for the confusion... I don't like it either.
### Changed
- Ported to 1.21
- Switched to using the
Neoforgeversion scheme meaning we've switched from 86.0.0 to 21.0.0... Sorry for the confusion... I don't like it either.
### Changed
- Ported to 1.20.6
### Changed
- Ported to 1.20.6
### Changed
- Ported to 1.20.5
## [84.0.0]
### Changed
- Ported to 1.20.4
### Changed
- Ported to 1.20.5
## [84.0.0]
### Changed
- Ported to 1.20.4
### Changed
- Ported to 1.20.5
## [84.0.0]
### Changed
- Ported to 1.20.4
## [69.0.0]
### Changed
- Backported to 1.16.5 thanks to [@Kasualix](https://github.com/Kasualix)
## [69.0.0]
### Changed
- Backported to 1.16.5 thanks to [@Kasualix](https://github.com/Kasualix)
### Changed
- Ported to 1.20.4
### Changed
- Ported to 1.20.4
### Changed
- Ported to 1.20.4
### Changed
- Ported to 1.20.2
### Changed
- Ported to 1.20.2
### Changed
- Ported to 1.20.2
### Changed
- Improved multi-threading safety and performance thanks to [(#7)](https://github.com/ErrorMikey/AcceleratedDecay/pull/7) [BumbleTree](https://github.com/BumbleTree)
### Changed
- Improved multi-threading safety and performance thanks to [(#7)](https://github.com/ErrorMikey/AcceleratedDecay/pull/7) [BumbleTree](https://github.com/BumbleTree)
