Features
The core loop
Twenty times a second (once per server tick), the mod looks at every online player and collects each XP orb inside the configured radius around them. That is the whole mod. There are no keybinds to press, no GUI to open, and nothing to toggle in game.
Vanilla pickup, minus the walking
Collection goes through vanilla's own orb pickup code, the same code that runs when you step on an orb yourself. That means:
- Mending works. Orbs repair your Mending gear first, exactly like normal.
- Sounds and animation play. You still hear the pickup and see orbs fly to you.
- Stats count. Anything tracking picked-up XP keeps working.
The mod only removes two annoyances: having to physically touch each orb, and vanilla's two-tick breather between orbs. That breather is why a big farm drop used to take ages; InstantXP skips it, so a whole pile is absorbed in a single tick.
What it leaves alone
- Orbs outside the radius behave completely normally. They drift, merge, despawn on their usual timer, and wait for you like always.
- Dead, disconnected, and spectator players collect nothing. Spectating a farm will not vacuum up its XP.
- Creative players collect orbs the same as vanilla would; the mod does not add any game-mode filtering beyond spectators.
- XP amounts are untouched. The mod never creates, duplicates, or deletes XP. Every point comes from a real orb through the real pickup path.
Performance
Per player per tick, the mod does one bounding-box lookup for nearby orbs and then touches what it finds. When there is nothing in range, that is the entire cost, which is negligible next to everything else a server tick already does. There are no background threads and nothing runs on the client.