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Mineforgian

TickRate

Tick different chunks/entities at different rates.

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19K
Подписчики
27
Обновлён
17 июня 2026 г.
Лицензия
MIT

Опубликован 27 ноября 2024 г.

TickRate

TickRate is a mod that allows you to manipulate the tick rate of different entities and chunks by extending the functionality of the vanilla /tick command.

Features

  • /tick entity <entity> <rate|query|freeze|unfreeze|step|sprint>
  • /tick chunk <chunk> <rate|query|freeze|unfreeze|step|sprint>
  • /tick_indicator (Client-side command to show an overlay of entity/chunk TPS)
Detailed command syntax explanation

For TickRate v0.2+

<entity> simply follows vanilla's entity selector.

<chunk> has 3 forms:

  1. <x> <z> To specify one single chunk
  2. <x1> <z1> <x2> <z2> To specify a rectangular area of chunks
  3. <x> <z> radius <radius> To specify a circular area of chunks, centered at <x> <z> where <radius> is the number of blocks

<x> <z> are X and Z block coordinates (NOT chunk coordinates).


For TickRate v0.1.x

  • /tick entity <rate|query|freeze|unfreeze|step|sprint> <entity> ...
  • /tick chunk <rate|query|freeze|unfreeze|step|sprint> <chunk> ...

<chunk> here is just XYZ block coordinates.

The first two commands accept arguments similar to the vanilla tick command. Entities with no specific tick rate will follow the tick rate of the chunk they are currently in. Chunks with no specific tick rate will follow the server's tick rate.

/tick rate will alter the overall tick rate of the server while /tick freeze|step|sprint will temporarily override /tick chunk|entity by default, unless <override> is set to false.

Both server and client side

This mod is required server-side but optional client-side. However, it is strongly encouraged to install the mod on the client-side as well for the following benefits:

  • Smooth client animations for entities/chunks ticking below 20 TPS
  • Ability for entities to animate at different TPS from one another
  • Generally better and less buggy experience

API (v0.3+)

TickRate has an API for other mods to use, mainly to programmatically use the /tick command. Check it out here.

Other stuff

  • Check out some cool datapacks based on this mod.
  • Due to the pervasive use of mixins in this mod, it is likely that there are bugs and edge cases I have not considered. If you find any, you can report them on Github or here if you don't have a Github account.
  • Feel free to use this mod to create other cool datapacks/mods :)

Ченджлог

0.7.0-26.2Бета26.2 · 17 июня 2026 г.

Updated for 26.2

0.7.0-26.1Бета26.1, 26.1.1, 26.1.2 · 25 марта 2026 г.
  • Update to 26.1
  • Added /tick freeze <override> and /tick sprint <override>, where <override> is true/false (#15).
    • If true, all entities/chunks will be affected regardless of their specific tick state
    • If false, entities/chunks with specific tick states will not be affected
    • If unspecified, defaults to true
    • TickRateAPI server methods have been updated accordingly
  • Improved compatibility with Fabric API's ClientTickEvents and ServerTickEvents
0.6.1-1.21.11Бета1.21.11 · 6 марта 2026 г.
  • Fix a potentical crash that may occur when leaving a dedicated server
  • Fix another potential crash that may occur immediately upon joining a world
0.6.1-1.21.1Бета1.21.1 · 6 марта 2026 г.

Fix a potential crash that may occur when leaving a dedicated server.

0.6.0-1.21.11Бета1.21.11 · 10 декабря 2025 г.

Updated for 1.21.11

0.6.0-1.21.1Бета1.21.1 · 17 октября 2025 г.

Vanilla clients connecting to servers with TickRate installed can now have their TPS manipulated.

  • Vanilla clients can now be affected by /tick entity and the TickRateAPI
  • Vanilla clients with no specific TPS will follow their chunk's TPS, similar to clients with the mod installed.

However, there are still certain limitations for vanilla clients:

  • Everything in the world (e.g. entities) will animate at the TPS of the player, regardless of their respective TPS
  • Visually, there may be some brief incorrect/weird behaviour for entities as they may be ticking out-of-sync with the server.
  • Generally, the experience is still buggier compared to clients with the mod installed

It is still recommended to install TickRate on both the client and server for the best possible experience. These changes were made mainly to help datapack creators, as requested.

0.6.0-1.21.9Бета1.21.9, 1.21.10 · 17 октября 2025 г.

Vanilla clients connecting to servers with TickRate installed can now have their TPS manipulated.

  • Vanilla clients can now be affected by /tick entity and the TickRateAPI
  • Vanilla clients with no specific TPS will follow their chunk's TPS, similar to clients with the mod installed.

However, there are still certain limitations for vanilla clients:

  • Everything in the world (e.g. entities) will animate at the TPS of the player, regardless of their respective TPS
  • Visually, there may be some brief incorrect/weird behaviour for entities as they may be ticking out-of-sync with the server.
  • Generally, the experience is still buggier compared to clients with the mod installed

It is still recommended to install TickRate on both the client and server for the best possible experience. These changes were made mainly to help datapack creators, as requested.

0.5.0-1.21.9Бета1.21.9, 1.21.10 · 1 октября 2025 г.

Updated for 1.21.9

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