TickRate

TickRate

Mod

Tick different chunks/entities at different rates.

Client and server Game Mechanics

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Fixed a compatibility issue with Iris.

Port of v0.3.1 to Fabric 1.21.1

Fixed a crash if the world save folder name contained illegal characters.

  • Added an API to allow other mods to use this mod programmatically. Read more about it here.
  • Fixed a couple bugs

Note: This release includes significant breaking changes.

  • The command syntax for /tick chunk|entity has been completely overhauled.
    • See here 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 or here).

  • 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 or here.

  • Added client-side command /tick_indicator to show an overlay of entity/chunk TPS
  • Passenger entities now follow the tick rate of their root vehicle (the lowest entity they are riding).
  • The sky and weather now render according to the server's tick rate instead of the player
  • A few bug fixes

Have any feedback? Send it here.

Updated for 1.21.4

Mod incompatibility
  • This mod is incompatible with Lithium's mixin.world.tick_scheduler mixin. If you want to use this mod with Lithium, please disable that mixin in Lithium's config file. From versions 0.1.1+ the incompatible Lithium mixin is disabled automatically.

Hello world!


Project members

Ninjaking312

Member

Details

Licensed MIT
Published 2 months ago
Updated 6 hours ago