Said behavior causes a lot of framerate lag when a lot of entities exist in the world. Whether or not the player can see them.
Disabling said behavior with a mod did not change how anything looked.
Testing might require an override of the entity collision code to disable it on client side to see effects on fps.
With it being limited to server only 4k mobs (non-visible) can run 60fps.
With vanilla behavior framerate tanks even when the mobs aren't visible.
The same calculations are effectively done twice.
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It's of my own making. forge 36.1.0 mc version 1.16.5. Guess i'll have to upload this somewhere. Tho i'm not entirely sure if it's breaking the EULA? Some of the code is copied from decompiled from minecraft's jar. is there a way i could link it to you so that it's not up to public view or is it enough that the source code isn't available?
Can confirm on 22w12a, might relate to MC-158597.
Some examples of the same quantity of mobs without colliding + all in the same block (fabric on client-brand but can be reproduced on vanilla as well).
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I suggest instead caching the entities that are searched for per cramming tick for all living entities.
Maybe this mod? It links to this bug report and claims to have fixed it.
Could you link to this mod?