zstdnet-minekuai
🟡 Updated this year⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 👍 0.2% endorsement rate
- 🏆 #775 of 874 fabric mods in this game by downloads
📋 About This Mod
<!-- ZstdNet — store listing copy for CurseForge + Modrinth (bilingual, English first). Both platforms render Markdown, so paste this whole file as the project DESCRIPTION / BODY. On CurseForge: in the description editor, switch the format selector to "Markdown" before pasting. On Modrinth: paste straight into the description (body) textarea — it's GitHub-flavored Markdown. The "Summary" / short-description field is a separate one-liner — copy it from the "Summary" block below. --> <!-- ============ SUMMARY (short description field, copy ONE of these) ============ --> <!-- EN (CurseForge summary ≤ 80 chars): Transparent ZSTD compression for Minecraft multiplayer — slash public bandwidth. EN (Modrinth summary, longer): Transparently ZSTD-compress relayed Minecraft traffic to cut public bandwidth by up to ~95% on high-repetition (Create / big modpack / FRP) servers. Players notice nothing. 中文 (备用): 给 Minecraft 联机加一层无感 ZSTD 压缩,高重复场景下公网带宽最多省 ~95%,玩家几乎无感。 --> !(https://img.shields.io/badge/Forge-1.18.2_~_1.20.1-orange) !(https://img.shields.io/badge/NeoForge-1.20.1_~_26.1-yellow) !(https://img.shields.io/badge/Fabric-1.20.1_~_26.1-blue) !(https://img.shields.io/badge/Plugin-Bukkit_/_Spigot_/_Paper_/_Purpur-brightgreen) !(https://img.shields.io/badge/License-All_Rights_Reserved-lightgrey) # 🚀 ZstdNet — transparent ZSTD compression for Minecraft multiplayer > **In one line:** ZstdNet runs a transparent proxy that compresses the client ↔ server traffic with **ZSTD** in real time. On high-repetition servers it drops public-network bandwidth to roughly **1/20 of the original**, and players notice **almost nothing**. *(中文说明见下方 (#-中文介绍)。)* --- ## ⚡ TL;DR 🗜️ **Compresses multiplayer bandwidth down to ~5–20%, cutting public-network usage by 80%+.** With auto-takeover on, players keep typing the **same IP and port** — nothing new to learn. Vanilla players with no mod installed still connect normally and are unaffected. --- ## 🎯 Who benefits most | Scenario | Why it wins | | :--- | :--- | | ⚙️ Create-based servers | Tons of repetitive kinetic data — extremely high compression ratio | | 📦 Large modpack servers | The login registry / tag / recipe burst can be squashed further by the trained dictionary | | 🌐 FRP / NAT-traversal / tunneled hosting | Directly saves public traffic and dodges tunnel rate limits | | 🏠 Solo host opening to LAN | Give friends a more bandwidth-friendly entry point | --- ## 📊 How dramatic is it, really Below is a **real server-side sample** from the large modpack server **齿轮盛宴 ("Gear Feast")**. Over the same window the raw traffic had already reached **189 GB**, while only **10 GB** was actually transmitted after compression: ```text Raw: 189.06 GB (3.6MB/s) | Zstd: 10.28 GB (252.7KB/s) | Ratio: 5.44% | Conns: 8 Raw: 189.06 GB (5.0MB/s) | Zstd: 10.28 GB (234.3KB/s) | Ratio: 5.44% | Conns: 8 Raw: 189.07 GB (4.8MB/s) | Zstd: 10.28 GB (303.7KB/s) | Ratio: 5.44% | Conns: 8 ``` > 💡 **Ratio = 5.44%** means only about **1/20** of the original traffic actually crosses the public network. Bandwidth bills, FRP traffic and tunnel rate limits all drop with it. --- ## ✨ Core features - 🔁 **Auto-takeover, zero learning curve for players** — with the default `auto_takeover=true`, the mod takes over the original public port and quietly moves the backend MC server to a local port; players **keep connecting to the same address**. - 🖥️ **Covers client / dedicated server / solo-to-LAN** — dedicated servers, the plugin build, and the host of a singleplayer world "Open to LAN" can all use it. - 📈 **Built-in live HUD** — see at a glance in-game whether ZSTD is active, plus live rate, cumulative traffic, compression ratio and connection count. - 🏓 **Vanilla status-ping passthrough** — server lists ping normally and show player count / MOTD. - 🔊 **Same-port UDP passthrough** — compatible with mods that rely on Minecraft's same-port UDP, like Sable / Create: Aeronautics. - 🎙️ **Zero-config voice-mod compatibility** — auto-detects the dedicated UDP port of backend **Simple Voice Chat / Plasmo Voice** and takes it over too; players auto-open the listener on join, the host fills in nothing (works for both mod servers and the plugin). In the default `tunnel` mode, voice **reuses the single entry port**, so FRP / NAT-traversal only has to forward one port. --- ## 🚀 Headline: Chunk Reference Cache (CRC, on by default) For servers that **re-send the same chunk over and over** (walking in and out of chunks, cross-dimension round-trips, reload after reconnect — very common on Create and big modpacks), ZSTD's sliding window can only fold "recent" repetition. ZstdNet adds a **Chunk Reference Cache** that stacks **on top of** ZSTD: - **In-session REF** — when the same chunk is sent again this session, only an **8-byte reference token** is sent; the client replays the locally cached bytes. - **Cross-session W
!(https://img.shields.io/badge/Forge-1. 18. 2_~_1. 20. 1-orange) !(https://img.shields.io/badge/NeoForge-1. 20. 1_~_26. 1-yellow) !(https://img.shields.io/badge/Fabric-1. 20. 1_~_26. 1-blue) !(https://img.shields.io/badge/Plugin-Bukkit_/_Spigot_/_Paper_/_Purpur-brightgreen) !(https://img.shields.io/badge/License-All_Rights_Reserved-lightgrey)
# 🚀 ZstdNet — transparent ZSTD compression for Minecraft multiplayer
> In one line: ZstdNet runs a transparent proxy that compresses the client ↔ server traffic with ZSTD in real time. On high-repetition servers it drops public-network bandwidth to roughly 1/20 of the original, and players notice almost nothing.
(中文说明见下方 [「中文介绍」](#-中文介绍)。)
🗜️ Compresses multiplayer bandwidth down to ~5–20%, cutting public-network usage by 80%+. With auto-takeover on, players keep typing the same IP and port — nothing new to learn. Vanilla players with no mod installed still connect normally and are unaffected.
## 🎯 Who benefits most
| Scenario | Why it wins | | :--- | :--- | | ⚙️ Create-based servers | Tons of repetitive kinetic data — extremely high compression ratio | | 📦 Large modpack servers | The login registry / tag / recipe burst can be squashed further by the trained dictionary | | 🌐 FRP / NAT-traversal / tunneled hosting | Directly saves public traffic and dodges tunnel rate limits | | 🏠 Solo host opening to LAN | Give friends a more bandwidth-friendly entry point |
## 📊 How dramatic is it, really
Below is a real server-side sample from the large modpack server 齿轮盛宴 ("Gear Feast"). Over the same window the raw traffic had already reached 189 GB, while only 10 GB was actually transmitted after compression:
```text Raw: 189. 06 GB (3. 6MB/s) | Zstd: 10. 28 GB (252. 7KB/s) | Ratio: 5. 44% | Conns: 8 Raw: 189. 06 GB (5. 0MB/s) | Zstd: 10. 28 GB (234. 3KB/s) | Ratio: 5. 44% | Conns: 8 Raw: 189. 07 GB (4. 8MB/s) | Zstd: 10. 28 GB (303. 7KB/s) | Ratio: 5. 44% | Conns: 8 ```
> 💡 Ratio = 5. 44% means only about 1/20 of the original traffic actually crosses the public network. Bandwidth bills, FRP traffic and tunnel rate limits all drop with it.
## ✨ Core features
- 🔁 Auto-takeover, zero learning curve for players — with the default `auto_takeover=true`, the mod takes over the original public port and quietly moves the backend MC server to a local port; players keep connecting to the same address.
- 🖥️ Covers client / dedicated server / solo-to-LAN — dedicated servers, the plugin build, and the host of a singleplayer world "Open to LAN" can all use it.
- 📈 Built-in live HUD — see at a glance in-game whether ZSTD is active, plus live rate, cumulative traffic, compression ratio and connection count.
- 🏓 Vanilla status-ping passthrough — server lists ping normally and show player count / MOTD.
- 🔊 Same-port UDP passthrough — compatible with mods that rely on Minecraft's same-port UDP, like Sable / Create: Aeronautics.
- 🎙️ Zero-config voice-mod compatibility — auto-detects the dedicated UDP port of backend Simple Voice Chat / Plasmo Voice and takes it over too; players auto-open the listener on join, the host fills in nothing (works for both mod servers and the plugin). In the default `tunnel` mode, voice reuses the single entry port, so FRP / NAT-traversal only has to forward one port.
## 🚀 Headline: Chunk Reference Cache (CRC, on by default)
For servers that re-send the same chunk over and over (walking in and out of chunks, cross-dimension round-trips, reload after reconnect — very common on Create and big modpacks), ZSTD's sliding window can only fold "recent" repetition. ZstdNet adds a Chunk Reference Cache that stacks on top of ZSTD:
- In-session REF — when the same chunk is sent again this session, only an 8-byte reference token is sent; the client replays the locally cached bytes.
- **Cross-session W
📊 Mod Details
- Game
- Minecraft Mods
- Author
- xuenai
- Version
- 1.4.2-m2.8
- Downloads
- 1,637
- Endorsements
- 4
- Category
- fabric
- Created
- 8/6/2026
- Updated
- 8/22/2026
- Game Versions
- 26.1, 26.1.1, 26.1.2
🔧 How to Install Minecraft Mods Mods
Download from Modrinth. Use Prism Launcher or drop into your mods folder.
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❓ Frequently Asked Questions
Which Minecraft Mods versions does zstdnet-minekuai support?
The author lists 26.1, 26.1.1, 26.1.2. Other versions may work but are untested by the author.
What is the latest version of zstdnet-minekuai?
Version 1.4.2-m2.8, published 2026-08-22 with 1,637 downloads recorded at the source.
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