Particles in minecraft are really laggy, and there’s a large chance you may want to disable them to boost your FPS when breaking blocks.
Let’s look through the Eaglercraft 1.8 source code to find where particles are rendered. We can do this with a global search for particle
. You’ll find a lot of hits in the EffectRenderer
class in the net.minecraft.client.particle
package. We methods we’ll want to patch are:
renderParticles
addEffect
addBlockDestroyEffects
hasParticlesInAlphaLayer
For the first 3 methods, you can see that they are defined something like:
public void renderParticles() {
// render particles code.
}
The void
in public void
means that it does not expect a return value.
Using ModAPI.util.getMethodFromPackage
we can find the compiled method name, and look for it in ModAPI.hooks.methods
.
(function NoParticles() {
//Basic, boilerplate code
ModAPI.meta.title("No Particles");
ModAPI.meta.description("Disables all particles in game");
ModAPI.meta.credits("By <developer name>");
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "renderParticles")
] = function () {}; //Override renderParticles in EffectRenderer to an empty function that does nothing.
})();
We can also do this for addEffect
and addBlockDestroyEffects
.
(function NoParticles() {
//Basic, boilerplate code
ModAPI.meta.title("No Particles");
ModAPI.meta.description("Disables all particles in game");
ModAPI.meta.credits("By <developer name>");
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "renderParticles")
] = function () {}; //Override renderParticles in EffectRenderer with an empty function that does nothing.
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "addEffect")
] = function () {}; //Override addEffect in EffectRenderer with an empty function that does nothing.
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "addBlockDestroyEffects")
] = function () {}; //Override addBlockDestroyEffects in EffectRenderer with an empty function that does nothing.
})();
For hasParticlesInAlphaLayer
, it doesn’t use void
, but instead a boolean
.
public boolean hasParticlesInAlphaLayer() {
// hasParticlesInAlphaLayer code.
}
When TeaVM translates booleans, it converts booleans to integers:
false
turns into 0
true
turns into 1
So when we override hasParticlesInAlphaLayer
, we’ll need to return a 0
or a 1
. Since we want the game to thing that there aren’t any particles in the alpha layer, we’ll return 0
(false).
(function NoParticles() {
//Basic, boilerplate code
ModAPI.meta.title("No Particles");
ModAPI.meta.description("Disables all particles in game");
ModAPI.meta.credits("By <developer name>");
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "renderParticles")
] = function () {}; //Override renderParticles in EffectRenderer with an empty function that does nothing.
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "addEffect")
] = function () {}; //Override addEffect in EffectRenderer with an empty function that does nothing.
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "addBlockDestroyEffects")
] = function () {}; //Override addBlockDestroyEffects in EffectRenderer with an empty function that does nothing.
ModAPI.hooks.methods[
ModAPI.util.getMethodFromPackage("net.minecraft.client.particle.EffectRenderer", "hasParticlesInAlphaLayer")
] = function () {return 0}; //Override hasParticlesInAlphaLayer in EffectRenderer with a function that returns 0.
})();