Tick Smoothing (0.0.0-beta.1)
Curse Maven Snippet
What's new
v0.0.0-beta.1 - First release
Tick Smoothing measures the server's real tick rate every tick and rescales time-based actions and world processes against it, so their wall-clock timing stays close to what it would be at a healthy 20 TPS. It does not raise your TPS — it hides the symptom.
Added
- Item & potion use: hooks
ItemStack#getUseDurationinstead of the baseItemmethod, so it also catches modded consumables (potions, scrolls, food) that override use-duration in their own subclass — the case some other tick-compensation mods miss. - Block breaking, bow & crossbow: mining progress, bow draw speed and crossbow charge time are rescaled the same way.
- Item pickup delay.
- World catch-up: potion effect ticking, mob age/breeding timers, fluid spread delay, random-tick speed (capped, with a TPS safety floor), day/night cycle advance, portal transition delay, sleep-to-morning progress, and TNT fuse (off by default).
- Client-synced compensation factor: computed on the server, broadcast to clients, so item-use/bow/crossbow animation and prediction stay in step with the server instead of rubber-banding.
- Conservative watchdog safety net (off by default): optionally widens the server watchdog's crash threshold under sustained lag.
/ticksmoothingcommand (alias/tsmooth):status,reload.- Fully configurable — every module has its own toggle in
config/tick_smoothing/config.toml(synced server config) plus a small client-only config.
Clean-room implementation — no code is derived from any existing tick-compensation mod. Not an optimization mod: run it alongside real performance mods, not instead of them.
All Relations
- All Relations
- Embedded Library
- Optional Dependency
- Required Dependency
- Tool
- Incompatible
- Include
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