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:
<x> <z>To specify one single chunk<x1> <z1> <x2> <z2>To specify a rectangular area of chunks<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 :)
All Versions
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- Update to 26.1
- Added
/tick freeze <override>and/tick sprint <override>, where<override>is true/false [(#15)](https://github.com/DennisOchulor/TickRate/issues/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
TickRateAPIserver methods have been updated accordingly- Improved compatibility with Fabric API's
ClientTickEventsandServerTickEvents
- Fix a potentical crash that may occur when leaving a dedicated server
- Fix another potential crash that may occur immediately upon joining a world
- Vanilla clients can now be affected by
/tick entityand theTickRateAPI - 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](https://github.com/DennisOchulor/TickRate/issues/14).
- Vanilla clients can now be affected by
/tick entityand theTickRateAPI - 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](https://github.com/DennisOchulor/TickRate/issues/14).
If there is another hotfix after 1.21.8, this release should (hopefully) support it automatically.
- Overhauled TickRate's data storage methods to use Fabric Data Attachments. This means that:
- Freeze/step/sprint status will now persists across server restarts
- Makes TickRate's codebase significantly easier to work with
- Unfortunately as a consequence, opening worlds with TickRate data without TickRate present may result in the loss of said data. In other words, when updating your worlds, ensure the mod is present.
- All current data in your worlds from previous TickRate versions will be migrated automatically.
- Max sound pitch (sound speed) has been reduced from 4 to 2
- Some bug fixes
- TickRate API v2 -> v3
- All server related events now also give you the
MinecraftServerinstance - All chunk related events now give you a
WorldChunkinstead of just aChunkPos
- Overhauled TickRate's data storage methods to use Fabric Data Attachments. This means that:
- Freeze/step/sprint status will now persists across server restarts
- Makes TickRate's codebase significantly easier to work with
- Unfortunately as a consequence, opening worlds with TickRate data without TickRate present may result in the loss of said data. In other words, when updating your worlds, ensure the mod is present.
- All current data in your worlds from previous TickRate versions will be migrated automatically.
- Max sound pitch (sound speed) has been reduced from 4 to 2
- Some bug fixes
- TickRate API v2 -> v3
- All server related events now also give you the
MinecraftServerinstance - All chunk related events now give you a
WorldChunkinstead of just aChunkPos
This is likely the last release for 1.21.5, barring any critical issues.
- Updated to 1.21.6
- Overhauled TickRate's data storage methods to use Fabric Data Attachments. This means that:
- Freeze/step/sprint status will now persists across server restarts
- Makes TickRate's codebase significantly easier to work with
- Unfortunately as a consequence, opening worlds with TickRate data without TickRate present may result in the loss of said data. In other words, when updating your worlds, ensure the mod is present.
- All current data in your worlds from previous TickRate versions will be migrated automatically.
- Max sound pitch (sound speed) has been reduced from 4 to 2
- Some bug fixes
- TickRate API v2 -> v3
- All server related events now also give you the
MinecraftServerinstance - All chunk related events now give you a
WorldChunkinstead of just aChunkPos
- Updated for 1.21.5
- Sound speed now follows TPS.
- Sounds from entities will follow their TPS.
- Environmental sounds will follow chunk TPS.
- Reduced network bandwidth usage of client-server TPS sync.
- TickRateAPI v0 -> v1
- Minor semantics change.
queryEntity()andqueryChunk()now return the server's TPS if the server is stepping (since server step overrides entity/chunk TPS) - Fix compatibility issues with [Carpet TIS Addition](https://modrinth.com/mod/carpet-tis-addition)
- Sound speed now follows TPS.
- Sounds from entities will follow their TPS.
- Environmental sounds will follow chunk TPS.
- Reduced network bandwidth usage of client-server TPS sync.
- TickRateAPI v0 -> v1
- Minor semantics change.
queryEntity()andqueryChunk()now return the server's TPS if the server is stepping (since server step overrides entity/chunk TPS) - Fix compatibility issues with [Carpet TIS Addition](https://modrinth.com/mod/carpet-tis-addition)
- Sound speed now follows TPS.
- Sounds from entities will follow their TPS.
- Environmental sounds will follow chunk TPS.
- Reduced network bandwidth usage of client-server TPS sync.
- TickRateAPI v0 -> v1
- Minor semantics change.
queryEntity()andqueryChunk()now return the server's TPS if the server is stepping (since server step overrides entity/chunk TPS) - Fix compatibility issues with [Carpet TIS Addition](https://modrinth.com/mod/carpet-tis-addition)
This is likely the last release for 1.21.4, barring any critical issues.
- Added an API to allow other mods to use this mod programmatically. Read more about it [here](https://github.com/DennisOchulor/TickRate#api).
- Fixed a couple bugs
- Note: This release includes significant breaking changes.**
- The command syntax for
/tick chunk|entityhas been completely overhauled. - See [here](https://github.com/DennisOchulor/TickRate/issues/2) for the reasons.
- The new syntax is explained in detail on the main description page.
- With this, it is now possible to select more than one chunk for
/tick chunk. - Players can now actually tick over 20 TPS client-side. This means player movements/actions will now occur faster when over 20 TPS.
- Do note that the higher the TPS, the more difficult it is to control the player entity.
- TickRate's data now also saves when the server autosaves.
- A lot of bug fixes
Have any feedback? Send it on [Github](https://github.com/DennisOchulor/TickRate) or [here](https://gist.github.com/DennisOchulor/3882fbed8efcffcc61b60db49a2ecc4c)).
- Entities/chunks can now be sprinted even when frozen
- Tick indicator now also shows frozen/step/sprint status
- Couple of bug fixes
Have any feedback? Send it on [Github](https://github.com/DennisOchulor/TickRate) or [here](https://forms.gle/GLCta8sHF8V3Poi88).