Nitwit 1.2.3 — Stable Adaptive Performance Patch
Minecraft target: 26.0 through 26.3 (Fabric)

GOAL
Reduce repeated performance-setting oscillation while retaining adaptive relief under sustained frame-time, memory, and local-server tick pressure.

CHANGES
- Default overload escalation: 30 consecutive overloaded frames (was 20).
- Default recovery: 300 stable frames (was 240), making setting restoration slower and less twitchy.
- Severe-spike escalation waits 30 frames between emergency adjustments (was 20) and moves one pressure level at a time instead of jumping directly to level 2.
- Existing adaptive render distance, entity distance, particles, and integrated-world simulation distance remain enabled.
- Existing relief limits remain: render distance may reduce by up to 12 chunks (floor 6), local simulation distance may reduce by up to 6 (floor 4), entity distance can scale down under pressure, and particles can be reduced.
- Automatic diagnostics remain off by default to avoid unnecessary log formatting.
- Config schema advances to 4. An untouched config matching the previous 1.2.2 defaults is migrated to the stable values. Explicitly changed settings are preserved.

IMPORTANT LIMITS
- This is a conservative default/profile adjustment, not a guarantee of zero FPS drops. It cannot directly control GPU clocks/thermals, phone background load, Java garbage collection, or a remote server's TPS/ping.
- Simulation-distance adaptation applies only to an integrated single-player/local server. Render/entity/particle adaptation can reduce client work but will not fix every source of frame spikes.
- The attached screenshot shows large frame-time spikes while heap use is about 53%; simply allocating more RAM is not established as the fix.
- Structural JAR validation is possible offline, but a full Minecraft 26.2 launch, cross-mod startup test, and real-device benchmark were not available in this environment. Test on a copy of the instance/world first.
