Collections Of Optimizations in Project Infinity 0.1

Project Infinity 0.1 0.0.51.4-hotfix-2 ships version 3.0 · First seen in 0.0.51.2

Checked Sep 20, 2026Project Infinity 0.1 0.0.51.4-hotfix-2Sources: Project Infinity 0.1 0.0.51.4-hotfix-2 modlist.json

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Collections Of Optimizations is a mod in Project Infinity 0.1 0.0.51.4-hotfix-2, where it is version 3.0. Mod-targeted optimizations that reduce memory usage and stutters, improve server/client performance, and fix bugs and crashes. (Summary from the mod's Modrinth page.)

Collections Of Optimizations guide for Project Infinity 0.1

Written for Project Infinity 0.1 0.0.51.4-hotfix-2 · also fits 0.0.51.4 to 0.0.51.4-hotfix-1 · updated Oct 11, 2026

Last verified for Project Infinity 0.1 v0.0.51.4-hotfix-2 on Oct 11, 2026 · text last changed Oct 11, 2026

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4

Every recipe and number here was checked against Project Infinity 0.1 0.0.51.4-hotfix-2, read from the running game on Sep 19, 2026.

What is Collections Of Optimizations?

This pack ships Collections Of Optimizations version 3.0, using the file collections_of_optimizations-3.0-all.jar. It was already in the pack by version 0.0.51.2, so it isn't a recent addition.[1]

Unverified What the mod does in this pack could not be confirmed from the available sources, and no in-jar guidebook was found for it. Any config options or behaviour changes are unverified.

How do you get started with Collections Of Optimizations?

4 parts

Collections Of Optimizations is a performance mod, so there is nothing to craft to get started. It works through one file, config/collections_of_optimizations-common.toml, where each option patches one slow spot in another mod. This pack ships that file with the options listed here switched on, and the file holds many more options than I cover below.[2]

Step one: leave the pack's settings alone

Most options are simple on/off switches, and the pack sets the ones listed here to true. For example, alexscaves.cacheShakeScan looks for screen shaking mobs once per tick instead of once per frame. armageddon.skipForeignEntityAnimations skips Armageddon's entity animation handler for entities that are not Armageddon's.[2]

Step two: know the options that take numbers

  • arsnouveau.skyTextureInterval is set to 1 in this pack, with a range of 0 to 200. It is the number of ticks between refreshes of the offscreen sky texture. 1 refreshes once a tick, and 0 restores the stock every frame behaviour. It is a client option.[2]
  • alexsmobs.spiderFlyScanInterval is set to 10, with a range of 1 to 200. It controls how often a vanilla spider may scan for Alex's Mobs flies, counted in goal evaluations.[2]

Step three: know how to switch things back

If you want a mod's stock behaviour back, set the matching option to false. The file says so for a couple of them. balm.cacheConfigIdentifier can be turned off for stock behaviour. bmd.singlePlayerTickPhase runs the mod's player tick handler once a tick instead of twice, and turning it off brings the stock double firing back.[2]

Some options are marked Client in their descriptions, such as armor.cacheOutlineEdges, which remembers a block outline's edge list instead of walking the shape every frame. Those only affect your own game, not the server.[2]

Biome colours

The mod also has a fast biome blend option. It blends biome colours from a cached, incrementally summed grid, and the colours are unchanged. It only affects the paths Embeddium does not already handle, such as particles and map mods.[3]

How does Collections Of Optimizations work?

5 parts

Collections Of Optimizations doesn't add machines, multiblocks or power systems. As far as the sources show, it's a set of performance patches for other mods, and each patch is a switch in the config. So the core mechanic here is the config file: you read it to see what is patched, and you change it to turn a patch off.[2]

How the config is laid out

Everything lives in the common config file. Each option is named after the mod it patches, then the patch itself, for example balm.cacheConfigIdentifier. Most options are simple true or false switches, and every one I can see in this pack is set to true. The file has many more options than I can walk through here, and the rest are set in that same file.[2]

Some options are tagged Client, which means they only change client-side work such as rendering or per-frame scans. Others change server-side ticking. The comment above each option tells you which it is.[2]

The three kinds of patch

Nearly every option falls into one of three groups: caching, skipping, or throttling.[2]

  • Caching: work that gets repeated with the same answer is remembered. biomancy.cacheSpatialStorage keeps the spatial database handle for as long as the server lives and drops it when the store closes on world unload, so a second world in the same session gets its own. armor.cacheArmorModelBakes reuses baked armour model parts, and that cache is dropped on a resource reload.[2]
  • Skipping: a check is bypassed when it can't matter. bmd.leanWardSpawnScan skips the mob ward proximity scan while no mob ward is loaded. As a safety net, one call in every four thousand still runs the real scan.[2]
  • Throttling: a scan runs less often. These are the options with a number, covered below.[2]

Interval options

Interval options show a value and an allowed range. Higher numbers save more work but make the effect arrive later. Most of them say that setting the value to 1 gives stock behaviour.[2]

  • brutality.proximityScanInterval is 4 in this pack, with a range of 1 to 40. Sky and fog colours can settle up to the interval minus one ticks late.[2]
  • cnc.encounterScanInterval is 5 in this pack, with a range of 1 to 40. A toast can appear up to the interval minus one ticks later than stock.[2]
  • alexsmobs.spiderFlyScanInterval is 10 in this pack, with a range of 1 to 200. It sets how often a vanilla spider may scan for flies, counted in goal evaluations.[2]
  • arsnouveau.skyTextureInterval is 1 in this pack, with a range of 0 to 200. A value of 1 refreshes the offscreen sky texture once a tick, and 0 restores the stock every-frame behaviour.[2]
  • cnb.cactemBecomeElderScanInterval is 20 in this pack, with a range of 1 to 200. A cactem whose elder has just died can take up to two seconds longer to promote itself.[2]
  • cnb.cactemFollowElderScanInterval is 10 in this pack, with a range of 1 to 200. A cactem can take up to a second longer to start walking after an elder that has just moved away.[2]
  • cnb.cactemHealScanInterval is 10 in this pack, with a range of 1 to 200. A cactem that walks into range hurt can take up to a second longer to be seen.[2]
  • cnb.cactemTradeScanInterval is 10 in this pack, with a range of 1 to 200. A cactus you throw down in front of an elder can take up to a second longer to be noticed.[2]
  • cnb.sporelingConvertScanInterval is 10 in this pack, with a range of 1 to 200. An item you drop next to a sporeling can take up to a second longer to be picked up.[2]

Patches that change behaviour

Most patches keep the result identical and only save work. A few also fix bugs in the patched mod, and those you will actually notice. Since the pack has them enabled, this is how things behave here, not necessarily how the original mods behave.[2]

Biome blending

The mod also has a fast biome blend option. It blends biome colours from a cached, incrementally summed grid instead of resampling every biome under every block, and colours are unchanged. It only affects paths that Embeddium doesn't already handle, such as particles and map mods.[3]

Tip: If a patched mod starts acting strangely, find its prefix in the config and set that option to false (or its interval to 1 where the comment says so) to get stock behaviour back. Many comments say this outright, but not all, so read the comment on an option before you change it.[2]

Which Collections Of Optimizations config options matter?

3 parts

Everything here lives in one file, config/collections_of_optimizations-common.toml. Almost every option is an on/off switch for a performance fix, and every switch I can see in this pack's copy of the file is set to true. The settings below are the ones that can change what you notice in game.[2]

Interval settings

These numbers trade a tiny delay for less work per tick. Here is exactly how the pack sets them.[2]

Cactem and sporeling scans

The cactem and sporeling goals get their own throttles. The pack sets cnb.cactemBecomeElderScanInterval to 20, and cnb.cactemFollowElderScanInterval, cnb.cactemHealScanInterval, cnb.cactemTradeScanInterval and cnb.sporelingConvertScanInterval to 10 each. All of them accept 1 to 200, and 1 gives stock behaviour. The worst case is a delay of a second or two: a cactem whose elder just died can take up to two seconds longer to promote itself, and a cactus you throw down for an elder can take up to a second longer to be noticed.[2]

Switches that change behaviour

Most toggles are invisible, but a few fix mod bugs and so change how things play. All of these are on in the pack.[2]

Tip: If a mob or effect feels slightly off, check the interval options first. Setting an interval to 1 restores stock timing for most of them, and the file's own comments say which ones allow it.[2]

Sources

  1. Project Infinity 0.1 0.0.51.4-hotfix-2 mod list · pack file
  2. Project Infinity 0.1 0.0.51.4-hotfix-2 config: config/collections_of_optimizations-common.toml · pack file
  3. collections_of_optimizations names, screen text and descriptions (English lang file) · official mod data
Where this guide comes from

Written from what Project Infinity 0.1 itself ships: its files and recipes, the in-game guidebooks and the mods' own pages. Every statement links to the source it came from, and the numbers are checked against the pack before publishing.

Guide last verified Oct 11, 2026.

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Version in each release

6 releases, first in 0.0.51.2
Project Infinity 0.1VersionJarWhere it came from
0.0.51.4-hotfix-2
Sep 16, 2026
3.0collections_of_optimizations-3.0-all.jarFrom the published release
0.0.51.4-hotfix-1
Sep 15, 2026
3.0collections_of_optimizations-3.0-all.jarFrom the published release
0.0.51.4
Sep 14, 2026
3.0collections_of_optimizations-3.0-all.jarFrom the published release
0.0.51.3-HOTFIX
Aug 16, 2026
1.7collections_of_optimizations-1.7-all.jarFrom the published release
0.0.51.3
Aug 15, 2026
1.6collections_of_optimizations-1.6-all.jarFrom the published release
0.0.51.2
Aug 11, 2026
1.6collections_of_optimizations-1.6-all.jarFrom the published release

"From pack files" means the list came from the pack's own files; "from the published release" means ForgeBase read the jars of the release itself.

Items and blocks

We can't match this mod to the pack's item list: it registers as collections_of_optimizations, and the pack's recipe dump has nothing under that name. That means we found nothing, not that the mod adds nothing. Search the item browser

Config options (how Project Infinity 0.1 sets them)

400 settings this pack ships for the mod. We don't have the mod's own defaults to compare them against yet.

See all 400 settings →

Show settings
SettingProject Infinity 0.1 value
adastra.memoPlanetDefaults
Memoise Ad Astra's per-dimension gravity and temperature constants.
config/collections_of_optimizations-common.toml
true
alexscaves.cacheShakeScan
Look for screen shaking mobs once per tick instead of once per frame.
config/collections_of_optimizations-common.toml
true
alexscaves.memoClimateSample
Answer Alex's Caves' duplicate climate sample from a one entry cache.
config/collections_of_optimizations-common.toml
true
alexscaves.memoRareBiomeQuads
Stop recomputing Alex's Caves' cave biome placement 96 times per column.
config/collections_of_optimizations-common.toml
true
alexsmobs.releaseLevelMaps
Release the level keyed maps Alex's Mobs never clears, when a server stops.
config/collections_of_optimizations-common.toml
true
alexsmobs.skipCreeperAvoidGoals
Stop attaching the snow leopard and tiger avoidance goals to every creeper.
config/collections_of_optimizations-common.toml
true

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