A performance mod for Minecraft Forge 1.20.1 that cuts server and client overhead by scaling down work the player can't perceive — mob AI, particles, chunk-load spikes, and render resolution — instead of just capping settings globally. Every module has its own toggle and can be tuned or turned off independently from a single in-game config screen.
Built for large multiplayer worlds, villager halls, mob farms, and lower-end/integrated-GPU hardware.
Mods → Ck7 - Conatus → Config). The mod works fine without it; you just
edit the .toml files in config/ directly instead.Works on client, server, and singleplayer. Server-side modules (Mob AI Freeze, Villager Throttling, Ultra Load's server-side effects) don't require the mod on the client to function, but installing it everywhere gets you the client-side modules too (Particle Priority, Resolution Scale) and the config GUI.
Freezes hostile mob AI (pathfinding, target selection, goal selector) outside a configurable radius around each player, using the same mechanism map-makers use for "NoAI" statues — no hacks, fully reversible, mobs resume normally the moment a player gets close again.
The same freeze mechanism, purpose-built for villager halls: freezes pathfinding, POI/job lookups, and Brain activity outside a configurable radius (default 32 blocks). Villagers unfreeze instantly the moment a player right-clicks them, so trading and restocking always feel responsive. Optional support for Wandering Traders.
Replaces vanilla's single global particle setting with smart, per-category prioritization instead of an all-or-nothing cutoff:
Renders the 3D world at a lower (or higher) resolution and stretches it to fill the screen — compatible with Sodium/Embeddium. Great for squeezing extra FPS out of integrated GPUs and lower-end hardware.
Automatically detects heavy chunk-loading bursts (flying/sprinting through new terrain, big teleports, elytra flight) and temporarily shuts down everything that doesn't help chunks appear faster, freeing up CPU for world generation/meshing and GPU for terrain rendering. Everything restores automatically once the load settles, after a short cooldown so it doesn't flicker on and off.
Every effect has its own toggle, grouped by aggressiveness:
A configurable safe radius around every player exempts anything nearby from the entity-affecting effects, so nothing freezes or vanishes mid-fight right next to you.
One switch turns every module off at once, cleanly (each module's existing safe-shutdown logic runs, so nothing gets left in a frozen/broken state). All config changes made through the in-game screen take effect immediately — no restart or config-file watcher delay.
With Cloth Config installed, every option above is editable from Mods → Ck7 - Conatus → Config —
no digging through .toml files. Full tooltips on every option.
Available in English, Spanish, and Portuguese (Brazil), covering the config screen and all in-mod messages.
If Sodium, Embeddium, or Rubidium is detected, players get a one-time in-chat notice the first time they join a world (dismissible, with a "don't show again" option in the config screen).
All config files live in config/ck7infinite-*.toml (edit directly, or use the in-game GUI):
| File | Module |
|---|---|
ck7infinite-general.toml |
Master toggle |
ck7infinite-mobfreeze.toml |
Mob AI Freeze |
ck7infinite-villagerthrottle.toml |
Villager Throttling |
ck7infinite-particlepriority.toml |
Particle Priority |
ck7infinite-resscale.toml |
Resolution Scale |
ck7infinite-ultraload.toml |
Ultra Load |
All Rights Reserved.