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Chloride Wiki › Guides › How to Enable Entity Culling and Whitelist Mobs in Chloride

How to Enable Entity Culling and Whitelist Mobs in Chloride

Turning On Entity Culling

Chloride's entity culling skips rendering entities that are hidden behind blocks or outside your view, which is one of the biggest FPS wins in busy worlds. Open the Chloride config screen from the Mod Menu (or via the Sodium video settings entry point) and look for the culling section. Enable entity culling first, then enable block culling separately if you want both active. If you notice mobs popping in oddly, you can usually tune the culling distance or aggressiveness rather than disabling it entirely.

Using the Whitelist

Some entities should never be culled because they matter for gameplay or look wrong when they vanish. Chloride provides a whitelist so specific entity types are always rendered. Add entries for things like ghasts, ender dragons, or any boss or projectile you rely on seeing through walls. The whitelist takes entity IDs, so add the mob's registry name rather than its display name. After editing, save the config and reload it (or restart the game) so the changes apply.

Testing Your Setup

Stand somewhere with lots of mobs behind terrain and watch your FPS overlay. Toggle culling on and off to compare. If a whitelisted mob still disappears, double-check the ID spelling. Combine entity culling with leaves culling for the best results in forested areas.