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Create : Tick Control

Create Tick Control optimisation smart block entities ticks optimise create server and client
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createtickcontroller-1.21.1-1.4.13.jar

File namecreatetickcontroller-1.21.1-1.4.13.jar
Uploader
arginou57arginou57
Uploaded
Aug 23, 2026
Downloads
29
Size
297.6 KB
Mod Loaders
NeoForge
File ID
8717562
Type
R
Release
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:create-tick-control-1418208:8717562"

Learn more about Curse Maven

What's new

SimulatedCoasters scan cache (~10% of the server thread)

SimulatedCoasters re-walked every block of a ship's chunks on every physics tick, per cart, from three different paths (duplicate-cart enforcement, train links, rivets) — although a plot's contents only change when a player builds.

Scan results are now cached (1s by default); the mod's own events (cart spawn, train membership changes) invalidate the cache instantly. A freshly placed bearing or rivet is picked up within a second.

Sable world-border fast path (~6% of the server thread)

Sable checks "is this inside a plot?" on every world-border test — and that test sits on the hottest path in the game: every machine tick, chunk tick, spawn attempt, entity move. Millions of calls per tick for a result that only matters when plots lie beyond the vanilla border.

While the plot region sits inside the border (the normal case), that overhead is now neutralized — and re-enables itself on the very next tick if the border changes (/worldborder). On startup the log confirms it: Sable border fast path ON for minecraft:overworld.

Create chute backoff (~2.6% of the server thread)

An empty chute under a busy storage (a vault fed by a logistics network changes every tick) re-ran a full extraction scan every tick, even when nothing extractable ever came out.

Fruitless pulls now back off exponentially (2, 4, 8… ticks, capped at 1s) — and any item entering the chute wakes it instantly: flowing chute columns keep their exact throughput, only ones grinding empty scans calm down. Same principle as the 1.4.0 funnel/belt/hopper backoffs.

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