**Afterburner 0.2.4 (Fabric 1.21.11)**
**Fixed**
- `/locate structure` typed by a player could answer "Could not find a structure" when the structure is there. The search runs off the server thread, and a chunk it needed far from players was let go before it was made. It now holds that chunk until it's there.
- With "faster collisions" turned off in the settings and the hopper options on, a server (or single player world) crashed at the first hopper that looked for items. The hoppers now bring along what they need from that option.
**New** (each can be turned off in the settings)
- Background Structure Search: /locate structure searches on its own thread and answers when it's done, instead of the server standing still for it. Same structures found. Treasure maps work as before.
- Free Chunk Build Copies: Built chunks let go of the copy of blocks they were built from (about 300 MB less at render distance 32).
- Smaller Chunk Buffers: Graphics memory for chunks grows as needed instead of 128 MB at a time.
- Keep Chunks: Keeps the chunks a server with Afterburner sends in the game folder, up to about 50 MB for each server and dimension. Next time, the ones that haven't changed are read from disk instead of being sent again.
- Smaller Chunks: For a slow connection, when both the game and the server have Afterburner. In the game, it asks the server for chunks packed tighter (17% smaller than the game's) and without their light, which your game works out itself (13% smaller still); the light can differ a little at chunk edges, so this is off by default in the game. On a server, it sends chunks that way to the players who ask (30% fewer bytes); it is on by default there. Other players, and servers without Afterburner, are not affected.
- Dropped Items by Dimension: Sets how long dropped items last and how far they merge for each dimension, in config/afterburner-dimensions.properties. Off by default, because items then last and merge differently.
- Faster Draw Prep: Skips the work done every frame for chunk layers that have nothing in them.
- Slower Far Mob AI: Mobs far from every player make their decisions less often. Off by default, because those mobs then act differently.
- Cheaper Packet Compression: Packets are packed at zlib level 4 instead of 6: much less CPU for packets a few percent bigger. Players' games read them the same.
- Cheaper Filtering: Smooth texture filtering reads each texture fewer times, for the same picture.
- Faster Fluid Flow: Water and lava looking for the nearest drop to flow toward worked out each step again for every way of reaching it. Now each step and wall is worked out once per spread. Same flow as vanilla.
- Cheaper Item Merging: Dropped items looking for others to merge with skip the search when no other item is near, and only look at items of their own kind.
- Faster Pathfinding: Mobs working out a path looked at the 24 blocks around each step. Now they skip that when nothing nearby can change it, such as water, lava, fire or cactus. Same paths as vanilla.
- Cheaper Entity Tracking: When a player moves into another chunk section, entities beyond their view distance that they don't see no longer check whether they now should.
- Hopper Container Memory: Hoppers remember the container they pull from and push into, instead of looking it up again. They also skip looking for dropped items above them when none are there.
- Sleeping Idle Hoppers: Hoppers with nothing to move (under an empty chest, facing a full one, or locked by redstone) still tried 20 times a second. Now they sleep until one of those chests or the hopper changes. Same results as vanilla.
- Release Unused Structures: Structure pieces such as village houses, not used for 5 minutes, are let go and read again from their file when needed, instead of being kept while the server runs. Off by default: it pays off with structure mods.
- Clicks at Once: The game only does something with a click at its next tick, 20 times a second, so an attack or a placed block waits up to 50 ms (25 on average) before it is even sent. This acts on it the moment you press, so it reaches the server that much sooner. Everything else about the click is the same. Players using an item, or with a screen open, are not affected.
- Leaner Block States: Every block state kept its own copy of its block's list of properties, and of the states it turns into when one of them changes. Now the states of a block share them. Less memory, same blocks.
- Network Meter: Counts what each player's connection is sent, by kind of packet. See it with /afterburner net.
- Shared Chunk Compression: A shared chunk packet is packed once and the same bytes go to every player, instead of being packed again for each.
- Shared Chunk Packets: A chunk's packet is built once and handed to every player it's sent to while the chunk stays the same (up to 5 seconds), instead of once per player. Helps when players are near each other.
- Smaller View on Slow Links: Players on a slow connection get a smaller view distance and the strongest packing. That means players listed with /afterburner slow, and those whose connection backs up.
Smaller Chunks and Keep Chunks are new and not yet tested between a real game and a real server over a network. Smaller Chunks is off in the game, so nothing changes until a player turns it on.
The jar no longer carries links to the source repository.
Developer information
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle.
maven { name = "Modrinth"; url = "https://api.modrinth.com/maven" }