For real this time I think this is the one.
We’ve gone from about 23 percent usage down to a maximum of only 2 percent, and when idle or not moving it sits around 0.78 percent. There’s still a brief TPS dip when loading new areas, but that’s about it.
Remaining issues:
- Ocean ice isn’t melting correctly
- Snow sometimes spawns inside structures
I’ll test both once I run PA in my world.
Otherwise, it’s looking really solid. Random snowfall is back, snow layers behave properly, and melting is a bit slower but the system is much more efficient now.
And yes, I finally tested on a dedicated server. Turns out the “runServer” in IntelliJ isn’t the same thing, since it can handle client classes and skip certain checks that would crash a true dedicated setup.
Fixed the isRainningAt method
Fixed mixin crash and updated isRainningAt method
Revised mixins config, fixed server side issues for good
Revised mixins logic
❄️ Eternal Snow Announcement
A fix will be released this week for the eternal snow biome melting bug.
Thank you for your patience while we finish testing!
⚙️ Optimisation Update
This version includes major performance improvements to snow logic:
- Reduced server-thread usage from 24% → 14% (with Project Atmosphere running on Forge).
- Internal logic optimised for smoother gameplay.
❄️ Eternal Snow Announcement
A fix will be released this week for the eternal snow biome melting bug.
Thank you for your patience while we finish testing!
⚙️ Optimisation Update
This version includes major performance improvements to snow logic:
- Reduced server-thread usage from 24% → 14% (with Project Atmosphere running on Forge).
- Internal logic optimised for smoother gameplay.
🐛 Bug Fixes
- Fixed the issue causing Project Atmosphere to hang.
Removed logs spams
Fixed an issue with the server side and removed logs spams
Removed log spams and fixed server side
Added Sodium and removed log spams
📢 Update Log
⚠️ Note:
This is a development version released for testing.
It has not been fully tested with Project Atmosphere (PA) yet.
Expect possible bugs — feedback is welcome to help finalise the release.
⚡ Optimisation
- Always tested stable at 20.04 TPS and 400 FPS on 32 chunks while processing 4000 chunks
→ equivalent to 1 024 000 blocks processed. - Removed special handling of snowy biomes.
→ Snowy biomes now behave like their regular counterparts. - Oceans now follow seasonal logic: they can freeze, thaw, and melt dynamically.
❄️ Snow Piling
- Snow now starts to auto-pile after two snowfalls are completed.
- Piles will melt during mid-spring for natural seasonal transition.
- Each early winter counts as a new winter.
→ Snow piling resets, requiring two new snowfalls before piling begins again.
✨ Overall this update improves performance, stabilises snow behaviour, and makes oceans and snowy biomes feel more realistic with seasonal transitions.
Fixed a crashing issue to a misbundled jar
Optimised a method for better ticking (gained .20 ticks/s)
📢 Update Log
⚠️ Note:
This is a development version released for testing.
It has not been fully tested with Project Atmosphere (PA) yet.
Expect possible bugs — feedback is welcome to help finalise the release.
⚡ Optimisation
- Always tested stable at 20.04 TPS and 400 FPS on 32 chunks while processing 4000 chunks
→ equivalent to 1 024 000 blocks processed. - Removed special handling of snowy biomes.
→ Snowy biomes now behave like their regular counterparts. - Oceans now follow seasonal logic: they can freeze, thaw, and melt dynamically.
❄️ Snow Piling
- Snow now starts to auto-pile after two snowfalls are completed.
- Piles will melt during mid-spring for natural seasonal transition.
- Each early winter counts as a new winter.
→ Snow piling resets, requiring two new snowfalls before piling begins again.
✨ Overall this update improves performance, stabilises snow behaviour, and makes oceans and snowy biomes feel more realistic with seasonal transitions.
See discord server for full channel log or Forge 1.20.1's version



