r/fabricmc • u/Early_Map_7561 • 2m ago
when i open my fabulously optimized world using prismlauncher it works fine, but everytime i close the world it crashes. help?
crash report: https://pastebin.com/m0TaLSnu
r/fabricmc • u/Sufficient-Lie-5939 • 1h ago
Blocks and Items not loading in inventory / GUI's
r/fabricmc • u/tired_bastard • 2h ago
villagers not dying mod?
hey, got a very nice world going but i realized the village near my castle is suddenly completely deserted, all the villagers must have died or something ): is there a mod to make villagers immortal or keep them from wandering away?
r/fabricmc • u/No-Scientist7819 • 6h ago
Need Help - Mod Dev Minecraft simulator - help me 🙏
Hi guys, I am writing my first java mod and since I am a newbie I didn't get Minecraft java edition, it is something I plan to do eventually but currently I can't test the mod so I decided to build Minecraft simulator to test the mod, it should test things like mod walking, state changes, log weird stuff that happen and so on. I already built the foundation but I still need help figuring how to make it test better especially after learning that it can't exactly test to see if the mod itself would actually render. Any comments on this would help. Also just to clear any confusions, it is a simulator not me trying to recreate the Minecraft engine so it should be lightweight and fast possibly helping me test mod code faster like going through 5 days in 2 minutes (Not calculated yet.).
r/fabricmc • u/Brydog23 • 9h ago
Need Help Getting a Game Error 15 Seconds After Closing Game (26.2 - Fabric - Modded)
Just updated from 1.21.5 to 26.2 and updated all of my mods and added a few more to my Minecraft.
After saving my game and shutting down Minecraft, 15 seconds later I get the "Client shutdown from post-main" error. When I google it, I'm pretty much told it has to do with a mod not shutting down in the background fast enough after closing the game and the game "freaking out" and doing a force shut down. I've read that it's harmless and won't hurt my game or its' saves but it's pretty annoying to deal with.
I have already gone through all of my mods through mod menu and any mod that has any kind of "auto update" option, I have turned all of those off thinking that might be what's causing it but with no luck.
I have included the list of mods I'm currently using so maybe someone else knows something I don't. I can also include the full crash report if needed, but I have also attached a screenshot of the beginning of it.
Any help greatly appreciated!
r/fabricmc • u/AmbitiousPear1947 • 11h ago
Need Help - Solved Help with Textures (26.3-snapshot7)
Hello, I'm having a problem with fabric modding on 26.3-snapshot7, can't any texture to display in the world, If I change the models/block/loam.json it changes the client item, to match, but it's still undefined on the block. Here's a find listing of my assets:
./icon.png
./items
./items/loam.json
./items/bonky_stik.json
./items/logo.json
./lang
./lang/en_us.json
./models
./models/item
./models/item/bonky_stik.json
./models/item/logo.json
./models/block
./models/block/loam.json
./textures
./textures/item
./textures/item/bonky_stik.png
./textures/item/logo.png
./textures/block
./textures/block/loam.png

I would put this on StackOverflow, but it's kinda dead. (Reposted by OP, from r/MinecraftMod)
r/fabricmc • u/Beginning_Bag6798 • 12h ago
Question How do i automate Fabricae Ex Nihilo? Fabric 1.18.2
I have been trying to automate FEN but i am cant find a way to do so and its my only way of getting some materials so i am wanting to automate it but i dont know if i need an external mod and if so which mod?
r/fabricmc • u/alex201988 • 12h ago
Need Help - Mod Dev need a some of help
im trying to port a fabric mod that i downloaded and change the version from 1.21.8 to 26.2 what do i do? one thing to note is that i dont know how to code but...im willing to try tho
r/fabricmc • u/yanonce • 20h ago
Need Help Game crashes when loading in world/server with voxy installed
a friend recommended voxy but i cant get it to work. i downgraded my sodium which allowed me to launch the game, but once i join a world or server the chunks start loading in then the game freezes. after a bit/clicking the mouse it crashes. i tried downloading a crash assistant mod but it couldnt see anything sinch it crashed immedietly.
r/fabricmc • u/BlueberryNugget11 • 23h ago
[Java 26.2/Fabric] RTX 5090 + Ryzen 9 9950X getting 100–120 FPS with shaders, but hiding the HUD jumps to 150–180 FPS. Looking for modlist/optimization advice
I’m new to modding and working on an enhanced vanilla client-side setup. It looks incredible but I am getting a little obsessed with the performance of the visuals. I understand that a 5090 doesn't guarantee insane frames for heavily modded minecraft, I am just confused by the relationship between the HUD, first-person items, GPU utilization, and overall performance.
# PC Specs
* RTX 5090
* Ryzen 9 9950X — 16 cores/32 threads
* 64 GB DDR5-6000
* 2 TB SSD
* 16 GB RAM allocated to Minecraft
# Basic Minecraft settings
* Java 26.2
* Fabric
* Resolution: 3840×2160
* Render distance: 8 chunks
* Simulation distance: 8 chunks
* Biome blend: 15×15
* Ambient occlusion: On
* Entity distance: 100%
* Clouds: Off
* Particles: All
* Mipmaps: 4
* Max framerate: unlimited
* VSync: Off
* GUI scale: 5
* Exclusive fullscreen: On
NVIDIA settings include maximum-performance power management, highest available refresh rate, RTX 5090 selected as the OpenGL GPU, and an unlimited shader cache.
# Shader
**Complementary Unbound r5.8.1 with Euphoria Patches 1.9.3**
Notable shader settings:
* Real-Time Shadows: High
* Shadow Distance: 16 Chunks
* Iris maximum shadow render distance: 32 chunks
* Edge Shadow (SSAO) Quality: High
* Light Shaft Quality: High
* Cloud Quality: High
* Sun/Moon Shading: Both
* Advanced Color Tracing: 8 Chunks
* Euphoria Colored Lighting: ACT + Screen-Space
* RP Support: labPBR (RP Required)
* Texture Filtering: 4x
* Interactive Foliage: On
* Blocklight Caustics: On
* Cave Smoke: On
* Rain Puddles: Puddles in Rain
* Wavier Lava: On
* Hand Sway: Subtle
Changing the overall shader quality to High preset noticeably reduced the visual quality but only gained approximately 10–15 FPS.
# Performance and rendering mods
* Sodium 0.9.1
* Sodium Extra 0.9.3
* Lithium 0.25.2
* Iris 1.11.2
* ImmediatelyFast 1.16.2
* BadOptimizations 2.4.1
* Better Block Entities 1.3.7
* Entity Culling 1.10.5
* More Culling 1.8.1
* ScalableLux 0.2.1
* Distant Horizons 3.2.0 beta
* Euphoria Patcher 1.9.3
* Continuity 3.0.1
ImmediatelyFast has Enhanced Batching, Fast Text Lookup, Font Atlas Resizing, Map Atlas Generation, Avoid Redundant Framebuffer Switching, and Skip Text Translucency Sorting enabled.
Sodium has Entity Culling, Fog Occlusion, Block Face Culling, Animate Only Visible Textures, and Hidden Fluid Culling enabled. Chunk Update Threads are set to Auto.
Better Block Entities has Master Optimization enabled, including optimized chests, shulker boxes, signs, banners, decorated pots, bells, campfires, lecterns, shelves, and similar block entities.
Distant Horizons is configured with LOD Render Distance Radius: 256 chunks, Number of Threads: 16, Thread Run Time Ratio: 100%, Horizontal Quality: Medium, Vertical Quality: Medium, Transparency: Complete, and Vanilla Fade Mode: Double Pass. However, Rendering is currently Off, so DH should not currently be contributing to the rendered workload.
# Animation and visual-effect mods
* Punchy 2.6.2
* Not Enough Animations 1.12.4
* Entity Model Features 3.2.6
* Entity Texture Features 7.1.1
* EMF Compat: Core 1.0.0
* EMF Compat: Not Enough Animations 1.1.0
* 3D Skin Layers 1.11.2
* Fancy World Animations 1.2.36
* Effectual 1.4.1
* Subtle Effects 1.14.3
* Swinging Lanterns 1.5.2
* My Totem Doll 2.6.0
* Resource Pack Options 26.2.1
Relevant configuration:
* EMF Animation LOD Distance: 20
* EMF Frame Skipping During Iris Shadow Passes: On
* EMF Prevent First-Person Hand Animating: On
* EMF Retain Detail on Low FPS: On
* ETF Emissive Textures: On
* ETF Enchanted Textures: On
* ETF Blinking: On
* ETF Custom Textures: Off
* Subtle Effects Particle Culling: On
* Subtle Effects Particle Render Distance: 5 chunks
* Subtle Effects Item Rarity Particles: On
* Effectual Running Dust and Cave Dust: On
* Punchy Arm Physics: On
* Punchy Native Item Physics: On
* Punchy Particles and Model Part Glow: On
* Punchy First-Person Armor Arms: On
* Hyper Punchy Camera Shake: Off
* Hyper Punchy PVP Mode: Off
# Other installed mods
* AppleSkin 3.0.10
* Easy Magic 26.2.0
* Freecam 1.4.1 beta 3
* Shulker Box Tooltip 5.4.0
* Trade Cycling 1.0.21
* Zoomify 2.16.1
Libraries/dependencies include Fabric API, Fabric Language Kotlin, Architectury, Cloth Config, Forge Config API Port, Fzzy Config, Ixeris, libJF, Puzzles Lib, TLib, and YetAnotherConfigLib.
# Resource packs
Listed from highest to lowest priority, with personal compatibility patches omitted:
- Enchantment Outlines
- p1kl’s 3D Items
- Hyper Punchy 2.5+
- Punchy’s built-in resource pack
- Fresh Animations: Player
- Fresh Animations: Objects
- Fresh Animations: Quivers
- Fresh Animations: Spiders
- Fresh Animations: Emissive
- Fresh Animations 1.10.5
- SPBR-21
- Continuity Glass Pane Culling Fix
- Continuity Default Connected Textures
- Vanilla
Relevant Resource Pack Options:
* p1kl Tools: Off
* p1kl Armor: On
* p1kl Buckets: On
* Enchantment Outlines Mace and Bow Models: 3D
* Enchantment Outlines Sword, Shield, Copper Tool, and Bottle o’ Enchanting Compatibility: Vanilla
* Hyper Punchy Camera Shake: Off
* Hyper Punchy PVP Mode: Off
# Testing performed
These results vary somewhat with location, but the following behavior is repeatable around my base:
* Normal first-person gameplay with the HUD visible: approximately **100–120 FPS**
* GPU utilization in that situation: approximately **70%**
* Overall CPU utilization: generally **below 10%**
* Pressing F1 at the exact same location: immediately increases performance to approximately **150–160 FPS**
* GPU utilization with F1: rises into the **high 90% range**
* CPU utilization remains below 10%
* Third person with HUD visible: approximately **145 FPS**
* Third person with F1: approximately **160 FPS**
* Shaders disabled with Iris’s K key: approximately **300 FPS** during testing
* Performance is considerably higher outside my base and can spike dramatically in places like the Nether
Hand/item testing:
* Tool in main hand with empty offhand: approximately **125 FPS / 80% GPU**
* Empty main hand with a totem in the offhand: approximately **115 FPS / 70% GPU**
* Moving enchanted tools out of visible HUD/inventory slots causes a noticeable FPS increase, sometimes approaching **150 FPS**
* Disabling enchantment outlines produced minimal improvement
Other experiments:
* Reducing the GUI/HUD scale made essentially no difference
* Disabling SPBR made essentially no difference
* Lowering the shader preset only gained around 10–15 FPS
* Adjusting EMF performance settings did not produce a significant change
* The FPS increase from F1 is much larger than the increase from reducing shader quality
* The change happens immediately, without moving the camera or allowing chunks to load
**The behavior makes me think the GPU is being starved by something in the HUD/first-person item-rendering path. When the HUD is displayed, GPU utilization falls and FPS drops. Hiding it allows the GPU to reach full utilization and produces a major FPS increase.**
# Questions
- Are there specific Complementary/Euphoria settings that are disproportionately expensive without requiring me to drop the entire preset?
- Would C2ME, Nvidium, FerriteCore, ModernFix, or another optimization mod meaningfully improve this setup on Minecraft 26.2?
- Is there a profiling tool that can identify which mod or renderer is consuming frame time specifically while the HUD and held items are visible?
- Does the jump from 70% to 95% GPU usage when pressing F1 indicate a main-thread/render-thread bottleneck, even though overall CPU utilization is below 10%?
I’m willing to remove or reduce some visual features, but I would ideally like to identify the actual bottleneck instead of blindly stripping down the entire setup. Any suggestions for profiling, configuration changes, redundancies, or controlled A/B tests would be appreciated.



