Optimizes TPS/MSPT for Singleplayer & Servers by dynamically managing tick rates of distant mobs and block entities. Features load-based scaling to keep worlds smooth.
It reduces lag caused by active things like mobs, spawners, and block entities (modded machines, hoppers, chests, redstone, and more).
Unlike client mods that only improve FPS by hiding things, TickTact targets server performance: MSPT.
MSPT (Milliseconds Per Tick) is how long the game takes to process one tick (AI, redstone, machines, crops, etc.). To keep 20 TPS, the server must finish each tick in under 50 ms. If MSPT goes above 50 ms, you get lag: delays, slow mobs, and rubber-banding.
TickTact helps keep MSPT low by reducing unnecessary work each tick.
TickTact uses a dynamic tick budget for loaded areas
Near players: entities and block entities tick normally. Far from players: they tick less often (based on distance and current server load).
This saves CPU time and keeps busy worlds responsive.
Smart Ticking Entities and block entities tick slower when far from players. Dynamic Budgeting TickTact monitors MSPT and automatically reduces load when the server starts lagging. Fairness System Nothing is frozen forever. Throttled objects still tick regularly, so farms, crops, and machines keep working. Configurable Presets Choose Safe, Standard, or Aggressive, or tune budgets in the config. Safe by Design Runs on the main thread. No risky async tricks. Who is this for? Modpack creators: keep big packs playable in busy worlds. Server owners: reduce lag from farms, grinders, and mega-bases. Singleplayer: singleplayer runs an internal server too, so this can reduce CPU spikes and micro-stutters. Note
This is the first release. Please report issues on the tracker so i can improve the mod.
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