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Tick Smoothing

Rescales time-based actions and world processes to the server's real tick rate, so gameplay stays responsive even when TPS drops.

⏳ Tick Smoothing

Keeps time-based actions and world processes feeling responsive by rescaling them to the server's real tick rate when TPS drops.

Minecraft 1.21.1 NeoForge Client and Server MIT license




✨ Overview

When a server's TPS drops below 20, everything timed in ticks — eating, drinking a potion, using a modded consumable, breaking a block, drawing a bow, charging a crossbow, picking an item up — takes longer in real seconds, even though the tick count never changed. World processes that run per tick (potion effects, mob growth/breeding, fluid spread, random ticks, the day/night cycle, portals, sleeping) slow down the same way.

Tick Smoothing measures the server's real tick rate every tick and rescales those durations against it, so their wall-clock timing stays close to what it would be at a healthy 20 TPS. It is not an optimization mod — it does not raise your TPS, it hides the symptom. Run it alongside real performance mods, not instead of them. Clean-room implementation: no code is derived from any existing tick-compensation mod.

Codex Stalking Dragons

🎯 Features

🧞 Smart Item & Potion Compensation

Hooks ItemStack#getUseDuration instead of the base Item method, so it catches every consumable — vanilla food, potions, and modded items whose mod overrides use-duration in its own subclass. This is the fix that made the mod worth building: the delay some other tick-compensation mods miss on third-party potions and special items is covered here.

⛏️ Mining, Bow & Crossbow

Block-breaking progress, bow draw speed and crossbow charge time are all rescaled the same way, so combat and mining stay snappy under lag.

🌿 World Catch-Up

Potion effect ticking, mob growth/breeding timers, fluid spread, random ticks, the day/night cycle, portal transition delay and sleep-to-morning all get extra catch-up iterations when the server falls behind. Random-tick acceleration is capped and has a safety TPS floor so it can never feed back into the lag it's compensating for.

🔌 Client-Synced, No Rubber-Banding

The compensation factor is computed server-side and synced to connected clients, so client-side animation and prediction (item use, bow, crossbow) stay in step with the server instead of finishing early and stalling.

⚙️ Fully Configurable

Every module has its own toggle in a synced server config, plus a small client-only config for the debug-overlay readout. Run /ticksmoothing status (alias /tsmooth) to see the live measured TPS, the current factor, and which modules are active.

🛡️ Conservative Watchdog Safety Net

An optional, deliberately conservative widening of the server watchdog's crash threshold under sustained lag — EXTEND scales it by at most 5×, WARN_ONLY by a fixed 20×. Off (vanilla behaviour) by default.


📋 Requirements

Minecraft1.21.1
NeoForge21.1.249+
Java21
SideClient and Server (install on both)

🎮 How to Use

  1. Install NeoForge 21.1.249 for Minecraft 1.21.1.
  2. Place Tick Smoothing in the mods folder — on the server and on clients.
  3. No setup required — it activates automatically and adapts to the live measured TPS.
  4. Adjust modules in config/tick_smoothing/config.toml, or run /ticksmoothing status in-game to check what's active.



🙏 Credits

Developed by Stalking Dragons. Clean-room implementation — no code is derived from any existing tick-compensation mod.



Codex Stalking Dragons
https://codex.skdragons.com/
Codex Stalking Dragons — Minecraft Modding

The Tick Smoothing Team

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