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Create Tick Control optimisation smart block entities ticks optimise create server and client

Description

Create Tick Controller

Advanced Performance Optimization for Create Mod

Create Tick Controller is a powerful server-side performance optimization mod that dynamically controls the tick rate of Create mod's mechanical components. Designed for large-scale factory builds and server environments, it prevents TPS drops by intelligently throttling block entity updates while maintaining visual synchronization on the client side.

 


Table of Contents

  1. Features Overview

  2. How It Works

  3. Performance Benchmarks

  4. Installation

  5. Commands Reference

  6. Configuration Guide

  7. Technical Deep-Dive

  8. Best Practices

  9. FAQ

 


Features Overview

Core Features

 
Feature Description
Global Tick Divisor Reduce tick frequency for ALL Create block entities at once
Per-Type Divisor Fine-tune tick rates for specific machine types (e.g., only slow down Millstones)
Blacklist System Protect critical machines from global throttling
Dynamic TPS Control Automatic tick adjustment based on server TPS using configurable formulas
Emergency MSPT Protection Safety net that activates when server is struggling
Client Animation Sync Animations visually reflect the actual tick rate — no desync
Network Synchronization All settings automatically sync to connected clients


Supported Block Entities (80+ Types)

 
Category Examples
Kinetics Belts, Gearboxes, Shafts, Clutches, Gearshifts, Flywheels…
Processing Millstones, Crushing Wheels, Saws, Mixers, Presses…
Logistics Funnels, Chutes, Arms, Ejectors, Packagers…
Fluids Pumps, Pipes, Hose Pulleys, Spouts, Fluid Tanks…
Contraptions Bearings, Pulleys, Pistons, Gantries, Elevators…
Redstone Nixie Tubes, Display Links, Redstone Links…
Trains Stations, Signals, Tracks, Train Controls…

 


How It Works

The Tick Divisor Concept

 
Game Tick 1 2 3 4 5 6
Normal (No Divisor) TICK TICK TICK TICK TICK TICK
Divisor = 3 TICK SKIP SKIP TICK SKIP SKIP
             
Divisor Ticks Executed Ticks Skipped
CPU Load Reduction
     
3 1 / 3 2 / 3 ~66%      

Key Insight: A divisor of 3 means the block entity only processes every 3rd tick, reducing CPU load by ~66% for that entity type.

Distributed Tick Scheduling

To prevent lag spikes, entities don't all tick on the same frame. Instead, they're distributed using position-based offsets:

 

Divisor = 4, Four Belt segments at different positions:


Game Tick 1 2 3 4 5 6 7 8 9 10 11 12
Belt A TICK       TICK       TICK      
Belt B   TICK       TICK       TICK    
Belt C     TICK       TICK       TICK  
Belt D       TICK       TICK       TICK

Result: Load is evenly distributed across all ticks!

Client Animation Synchronization

The mod uses Mixins to intercept animation calculations on the client side:

 
Server: Block ticks at 1/4 speed (divisor=4) ↓ Network: Divisor synced to client
                    ↓
Client: Animation speed = originalSpeed / 4
Visual Result: Gears rotate 4x slower, matching actual processing speed

Performance Benchmarks

Test Environment

 
Hardware: Intel i7-10700K, 32GB RAM, NVMe SSD
Minecraft: 1.21.1 with NeoForge Create
Version: 6.0.8 & 6.0.9
Test World: Superflat with controlled factory setups


Benchmark 1: Large Belt Network

Setup: 500 belt segments transporting items in a loop

Results table
           
Divisor MSPT TPS CPU Usage Items/sec Efficiency
1 78,5 12,7 94% 1000 100,00%
2 52,3 19,1 71% 500 50,00%
4 38,1 20,0 52% 250 25,00%
8 31,2 20,0 43% 125 12,50%
16 27,8 20,0 38% 62 6,25%
 
 

Benchmark 2: Processing Factory

Setup: 50 Millstones + 50 Mechanical Presses + 100 Funnels

Setup: 50 Millstones + 50 Mechanical Presses + 100 Funnels
         
Divisor MSPT TPS Throughput Notes
1 89,2 11,2 100,00% Unplayable lag
2 58,7 17,0 50,00% Noticeable improvement
4 41,3 20,0 25,00% Full TPS restored
8 33,6 20,0 12,50% Overkill for this setup
 

 

Benchmark 3: Mixed Factory (Real-World Scenario)

Setup: Complete factory with trains, processing, and logistics

  • 200 Belt segments
  • 30 Mechanical Arms
  • 40 Funnels
  • 20 Millstones
  • 10 Crushing Wheels
  • 5 Train stations with active trains
 

*Optimized configuration:

Configuration MSPT TPS Description
No mod 125,4 8,0 Severe lag, unplayable
Global divisor = 4 45,2 20,0 Playable, slow processing
Optimized per-type 38,7 20,0 Best balance
Emergency mode active 42,1 20,0 Auto-adjusted during stress

 


Example: Optimized per-type divisors
   
Component Divisor
Belts 2
Arms 4
Millstones 8
Crushing Wheels 4
Funnels 2

MSPT Reduction Chart

 
MSPT Improvement by Divisor (200 Block Entities)
125 ─┤ ██████████████████████████████████████████ Baseline │
100 ─┤ ██████████████████████████████████ Div=2 (-20%) │
 75 ─┤ ████████████████████████████ Div=3 (-40%) │
 50 ─┤ ██████████████████████ Div=4 (-56%) │
 40 ─┤ █████████████████ Div=6 (-68%) │
 30 ─┤ █████████████ Div=8 (-76%) │
 25 ─┤ ██████████ Div=12 (-80%) │
 20 ─┤ ████████ Div=16 (-84%)
         ├────────────────────────────────────────────── 0 25 50 75 100 125 MSPT


Divisor MSPT Note
1 125 Baseline
2 100 Div=2 (-20%)
3 75 Div=3 (-40%)
4 50 Div=4 (-56%)
6 40 Div=6 (-68%)
8 30 Div=8 (-76%)
12 25 Div=12 (-80%)
16 20 Div=16 (-84%)

CPU Time Distribution

 

Without Mod vs With Divisor=4
     
Category Without Mod (%) With Divisor=4 (%)
Create Block Entities 45% 12%
World Tick 22% 22%
Entity Processing 18% 18%
Other 15% 15%
Headroom 0% 33%

 


Installation

Requirements

  • Minecraft 1.21.1
  • NeoForge 21.1.x or higher
  • Create Mod 6.0+

Installation Steps

  1. Download the latest release from CurseForge

  2. Place the .jar file in your mods folder

  3. Launch the game - configuration file will be auto-generated

  4. Use /tickcontrol commands to configure (requires OP level 2)


Commands Reference

Basic Commands

 
/tickcontrol status

Displays current tick controller status including:

  • Global tick/sync divisors
  • Active type-specific divisors
  • Blacklisted types
  • Dynamic/Emergency system status
  • Current TPS/MSPT readings

Global Control

 
/tickcontrol global <1-200> Set global tick divisor
/tickcontrol sync <1-200> Set global sync divisor (network updates)
/tickcontrol reset Reset all settings to defaults

Per-Type Control

 
/tickcontrol type <TypeName> <1-200> Set divisor for specific type
/tickcontrol type <TypeName> reset Reset type to use global divisor
/tickcontrol list [dimension] List all block entities by type

Example - Slow down only Millstones:

 
/tickcontrol type MillstoneBlockEntity 8

 

Blacklist Management

 
/tickcontrol blacklist add <TypeName> Protect type from global divisor
/tickcontrol blacklist remove <TypeName> Remove protection
/tickcontrol blacklist list Show all blacklisted types
/tickcontrol blacklist clear Clear entire blacklist

Example - Protect Train Stations:

 
/tickcontrol blacklist add StationBlockEntity

 

Dynamic TPS Control

 
/tickcontrol dynamic pause Pause automatic TPS adjustment
/tickcontrol dynamic resume Resume automatic adjustment

Configuration Guide

Configuration file location: config/createtickcontroller-server.toml

Dynamic TPS System

 
[dynamic]
    # Enable formula-based tick divisor calculation
    enabled = false

    # Formula using TPS variable (0-20)
    # Examples:
    #   "3 * (21 - tps)"        - Aggressive scaling
    #   "(20 - tps) * 2"        - Moderate scaling
    #   "tps < 15 ? 10 : 1"     - Binary threshold
    #   "max(1, (20-tps) * 5)"  - With minimum cap
    formula = "3 * (21 - tps)"

    # Check interval in ticks (20 = 1 second)
    updateInterval = 20

    # Divisor bounds
    minDivisor = 1
    maxDivisor = 50

    # Target TPS for calculations
    targetTps = 20.0

Formula Examples

Formula Behavior
3 * (21 - tps) At 18 TPS → divisor 9, at 15 TPS → divisor 18
(20 - tps) * 2 At 18 TPS → divisor 4, at 15 TPS → divisor 10
tps < 15 ? 10 : 1 Binary: divisor 10 below 15 TPS, else 1
min(20, max(1, (20-tps)*3)) Clamped aggressive scaling

Formula Variables:

  • tps - Current server TPS (0-20)
  • targetTps - Configured target (default 20)
  • mspt - Current milliseconds per tick

Supported Functions:

  • min(a, b), max(a, b), abs(x)
  • floor(x), ceil(x), round(x)
  • sqrt(x), pow(base, exp)
  • Ternary: condition ? valueIfTrue : valueIfFalse

Emergency MSPT System

 
[emergency]
    # Enable MSPT-based safety system
    enabled = true

    # MSPT threshold to trigger (50ms = 20 TPS)
    msptThreshold = 55.0

    # MSPT level to start recovery
    recoveryMspt = 45.0

    # How much to increase divisor per step
    increment = 2

    # How much to decrease during recovery
    decrement = 1

    # Check interval in ticks
    updateInterval = 10

    # Maximum emergency divisor
    maxDivisor = 100
 

Emergency System Behavior

 
MSPT Timeline Example:

Step MSPT Divisor Threshold Recovery Note
1 56 1 55 45 Above threshold
2 58 3 55 45
Peak (above threshold)
3 55 5 55 45 At/above threshold
4 50 5 55 45 Descending
5 44 4 55 45
Below recovery (decrement)
6 40 3 55 45 Recovering low
7 56 5 55 45
Peak (above threshold)
8 50 5 55 45 Descending
9 44 4 55 45
Below recovery (decrement)
10 40 3 55 45 Recovering low
11 35 2 55 45 Lowest point
12 40 1 55 45 Stabilizing
           
Divisor: 1 → 3 → 5 → 5 → 4 → 3 → 5 → 5 → 4 → 3 → 2 → 1
Actions: Increment when MSPT > 55, Decrement when MSPT < 45

 

The gap between threshold (55) and recovery (45) prevents oscillation.

 


Technical Deep-Dive

🧩 Architecture Overview

 
SERVER SIDE        
         
DynamicTickController
(TPS / MSPT Monitor)
TickControllerManager
- globalTickDivisor
- typeTickDivisors
- blacklistedTypes
- shouldTick()
SmartBlockEntityMixin
(Intercepts tick calls)
         
TickControllerConfig
(TOML)
TickControllerManager    
         
NETWORK SYNC   TickDivisorSyncPacket
- globalDivisor
- syncDivisor
- typeDivisors
- blacklist
   
         
CLIENT SIDE  
ClientTickManager
- store divisors
- getDivisorForType()
- getAnimationSpeedMultiplier()
   
         
       
         
KineticBE Renderer Mixin
  RotatingInstance Mixin
(Flywheel)
  LinearActuator Mixin
(Pulleys)
         
Animation Speed = originalSpeed / divisor
       

 

Mixin Injection Points

 

Server-Side: Tick Throttling

Client-Side: Animation Sync

shouldTick() Algorithm

 

Memory Footprint

Component Memory Usage
TickControllerManager ~2 KB (static maps)
ClientTickManager ~1 KB (mirror of server state)
Per-entity overhead 0 bytes (uses existing position hash)
Network packet ~200 bytes per sync

Best Practices

Recommended Configurations

 

Recommended Config Snippets (TOML)
 
   
Small / Medium / Large server examples
   
Small Server (1–5 players, light factories)
Key Value
dynamic.enabled FALSE
emergency.enabled TRUE
emergency.msptThreshold 55
emergency.recoveryMspt 48
emergency.increment 1
emergency.decrement 1
   
   
Medium Server (5–20 players, moderate factories)
Key Value
dynamic.enabled TRUE
dynamic.formula 2 * (20 - tps)
dynamic.minDivisor 1
dynamic.maxDivisor 20
emergency.enabled TRUE
emergency.msptThreshold 52
emergency.recoveryMspt 45
emergency.increment 2
emergency.decrement 1
   
   
Large Server (20+ players, mega factories)
Key Value
dynamic.enabled TRUE
dynamic.formula 4 * (21 - tps)
dynamic.minDivisor 1
dynamic.maxDivisor 50
emergency.enabled TRUE
emergency.msptThreshold 50
emergency.recoveryMspt 40
emergency.increment 3
emergency.decrement 1
emergency.maxDivisor 100
 

Per-Type Optimization Guide

Block Entity Type Recommended Divisor Reason
BeltBlockEntity 2-4 High count, visual impact
MillstoneBlockEntity 4-8 Slow processing anyway
CrushingWheelController 4-8 Heavy computation
MechanicalArmBlockEntity 2-4 Precision needed
FunnelBlockEntity 2-4 High count in factories
ChainConveyorBlockEntity 2-4 Similar to belts
PumpBlockEntity 4-8 Fluid calc intensive
MechanicalMixerBlockEntity 4-8 Recipe processing
StationBlockEntity 1 (blacklist) Critical for trains
SignalBlockEntity 1 (blacklist) Safety critical

 

What to Blacklist

Always consider blacklisting:

  • Train infrastructure: StationBlockEntity, SignalBlockEntity, TrackBlockEntity
  • Redstone timing: SequencedGearshiftBlockEntity, BrassDiodeBlockEntity
  • Player interaction: ToolboxBlockEntity, LecternControllerBlockEntity

FAQ

Q: Will this break my contraptions?

A: No. Contraptions (moving structures) are handled differently by Create and are not affected by this mod. Only stationary block entities are throttled.

Q: Do items get lost on belts?

A: No. Items are still processed, just less frequently. With divisor=4, items move at 1/4 speed but never disappear.

Q: Why do my gears look slow?

A: This is intentional! Client animations are synchronized with the server tick rate so you can visually confirm the throttling is working. This also helps players understand why processing is slower.

Q: Can I use this on a client connecting to a vanilla server?

A: The mod is server-side required. Clients need it installed to see synchronized animations, but the server controls all throttling logic.

Q: Does this work with Create addons?

A: Yes! Any addon that extends SmartBlockEntity will automatically be throttled. You can use per-type divisors for addon-specific machines.

Q: What's the difference between Dynamic and Emergency systems?

A:

  • Dynamic: Proactive, formula-based, adjusts based on current TPS
  • Emergency: Reactive, threshold-based, safety net for sudden lag spikes
  • Both can run simultaneously: finalDivisor = max(dynamic, emergency)

Q: How do I find the type name for a block entity?

A: Use /tickcontrol list to see all loaded Create block entities grouped by type name.


 


 


Create Tick Controller is not affiliated with the Create mod team. Create is developed by simibubi and the Create team.