

Synergy
Coordinated client-server performance optimizations, specially for modded gameplays
Description
Coordinated server-side performance and fluidity optimizations for Vintage Story. Reduces TPS overhead, bandwidth, and GC pressure while improving multiplayer smoothness.
Works as server-only or with both client+server installed. Clients are not required - but installing on both enables delta position encoding (~70% bandwidth reduction). Compatible with Tungsten and OptiTime.
All 15 optimizations are individually toggleable. Runtime circuit breaker with auto-fallback to vanilla on any error.
Optimizations
Server-Side Performance (9)
- Entity Activation Range - Skip ticking entities beyond 48 blocks of any player (whitelisted behaviors still tick)
- Collision Fast-Path - Skip collision resolution for stationary entities with zero motion
- Network Flush Consolidation - Batch small TCP packets into fewer SendAsync calls per tick
- Block Tick Pooling - Pool 512 BlockPos objects per thread in random tick loop
- Inventory Dirty Scan - Skip full inventory iteration when nothing has been modified
- Pathfinding Node Pooling - Pool 4096 PathNode objects per thread (transpiler, zero heap allocs)
- Pathfinding Distance Throttle - Reduce pathfinding frequency based on distance to player
- Repulse Agents Throttle - Throttle O(N²) repulsion checks for distant entities
- AI Brain Tick Throttle - Distance-based AI evaluation LOD (DEAR formula)
Server-Client Fluidity (6)
- Entity Tracking Hysteresis - Speed-proportional buffer zone prevents entity pop-in flickering
- Distance-Based Send Frequency - 15Hz for distant entities, stationary suppression
- Attribute Sync No-Op Skip - Skip unnecessary full tree resyncs on no-op RemoveAttribute calls
- Entity Spawn Priority Ordering - Nearest entities appear first after teleport/login
- Entity Load Budgeting - Eliminate login/teleport frame spikes (5 entities/tick budget)
- Delta Position Encoding - Varint/zigzag delta encoding (~70% bandwidth reduction with Synergy client)
Built-in Diagnostics
Per-optimization measurement framework. See exactly how much each optimization saves:
/synergy diag all on- enable counters (auto-dumps every 5 min to server log)/synergy diag all dump- print stats immediately/synergy stats- live metrics (entities, AI throttle %, bandwidth saved)
Real measurements from a dedicated server session (~2 min, 1 player, ~234 entities):
<table style="border-collapse: collapse; width: 60%;" border="1"> <tbody> <tr> <th>Optimization</th> <th>Metric</th> <th>Result</th> </tr> <tr> <td>Entity Activation Range</td> <td>Entities sleeping</td> <td>68% of ticks saved</td> </tr> <tr> <td>AI Brain Throttle</td> <td>StartNewTasks skipped</td> <td>62% CPU saved</td> </tr> <tr> <td>Network Flush</td> <td>Packets consolidated</td> <td>80% (1263 buffered, 302 passthrough)</td> </tr> <tr> <td>Delta Encoding</td> <td>Bandwidth reduction</td> <td>70% (~56 KB/s saved)</td> </tr> <tr> <td>Repulse Throttle</td> <td>O(N²) checks skipped</td> <td>69% at distance</td> </tr> <tr> <td>Send Frequency</td> <td>Position packets saved</td> <td>29% bandwidth</td> </tr> <tr> <td>Tracking Hysteresis</td> <td>Flicker prevented</td> <td>96% of boundary entities kept</td> </tr> <tr> <td>Pathfinding Pool</td> <td>Heap allocations</td> <td>100% reuse (3352 nodes pooled)</td> </tr> <tr> <td>Inventory Scan</td> <td>Scans skipped</td> <td>100% while idle</td> </tr> <tr> <td>Block Tick Pool</td> <td>Heap allocations</td> <td>100% reuse</td> </tr> </tbody> </table>Combined: ~68% entity tick reduction, ~70% position bandwidth reduction, 80% TCP syscall reduction, 100% pathfinding GC elimination.
Safety
- Circuit breaker: each optimization auto-disables after 5 errors, falls back to vanilla
- Conflict detection: checks Harmony.GetPatchInfo() before patching - skips if another mod is there
- Graceful degradation: all prefixes return true (run vanilla) on any unexpected exception
- No client-side requirement: works with vanilla clients (delta encoding is optional enhancement)
Commands
/synergy- show optimization status + circuit breaker health/synergy stats- live metrics (entities, AI throttle, bandwidth)/synergy all on|off- toggle all optimizations (restart required)/synergy <opt> on|off- toggle individual optimization/synergy reload- reload config from disk/synergy diag [all|<module>] [on|off|dump|reset]- per-optimization diagnostics
Compatibility
Compatible with most mods. Harmony conflicts are auto-detected - Synergy skips its patch when another mod already patches the same method. Verified compatible with Tungsten, OptiTime, and 200+ content mods.
License
Copyright (c) 2026 Zaldaryon - All Rights Reserved
Synergy - Coordinated optimizations so your server runs smoother.
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