Overview#
Redirected is a technical mod with no visible features at all. It changes one specific thing about how the game reads its own fixed lists of options.
In Java, every fixed list of options — the six directions, the dye colours, the difficulty settings, the game modes — is an enum, and asking an enum for all of its values hands back a brand new copy of the array every single time. Minecraft asks for those lists constantly while it ticks blocks, sorts inventory slots, runs commands and spawns particles, so the game produces a steady trickle of identical throwaway arrays that the garbage collector then has to clear away.
Redirected steps in at those call sites and hands out one shared, pre-built copy instead of a fresh one. Nothing about how the game plays or looks changes.
What it touches#
The mod is a collection of small, independent patches — one per place in the game code where a fixed list is requested. On this version they cover things such as:
- command handling (difficulty, game rules, scoreboard, sound commands)
- particle placement helpers
- block state and block property lookups
- pathfinding helpers used by mobs
- assorted interface and world-generation helpers
Each patch is independent. If a patch cannot be applied to a given version of the game it is simply left out, and everything else keeps working.
What it does not do#
It is worth being precise about the limits of a mod like this:
- It adds nothing — no items, blocks, recipes, screens, commands or settings.
- It stores no data, so worlds are never modified by it.
- It does not change render distance, chunk loading, lighting or any graphics setting.
- It is not a frame-rate mod: it reduces a source of garbage, which is a different thing from raising FPS, and how much that matters depends entirely on your hardware, your other mods and what you are doing in game.
If you are looking for a large, obvious speed-up, this is not that kind of mod. It is a small, quiet cleanup that sits underneath everything else.
Installing and removing#
Drop the jar into your mods folder and start the game — there is nothing to configure and no first-run setup.
Because the mod stores no data of its own, it can be added to an existing world and removed again at any time without leaving anything behind. Uninstalling simply puts the original behaviour back.
On a server, install it on the server side to cover the server-side patches; installing it on the client as well covers the client-side ones. Neither side requires the other.
Compatibility#
The patches attach to specific methods in the game's own code, so they are checked against the exact game version they ship for. A patch whose target no longer exists is dropped from the build rather than shipped broken.
The mod does not touch rendering, world generation output, entity behaviour or save data, so it sits alongside other mods without interfering. Because the patches replace whole methods in a few places, another mod that rewrites the same method could conflict; such a case would show up immediately at startup rather than silently.
Tips#
- Treat this as a background housekeeping mod rather than a headline performance fix.
- It pairs naturally with other optimisation mods since it touches a very narrow area and adds no settings of its own.
- If you want to see the effect for yourself, open the debug screen with F3 and watch the allocation rate line while you play — that line is exactly the kind of memory traffic this mod aims at.
- Nothing needs to be reset or regenerated after installing or removing it.