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Tickwise

Real-time server performance monitoring that measures tick costs, attributes lag to players and chunks, and helps identify exactly what is causing server performance issues.
Tickwise.png

Tickwise.png

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Description

🟒 Tickwise

See what causes lag. Fix what matters.

Tickwise is a lightweight server-side performance monitoring mod designed to help modded Minecraft servers identify what is actually causing performance issues, who is responsible, and where it happens.

Unlike traditional performance monitoring tools that primarily provide aggregated technical data, Tickwise connects server performance directly to players, chunks, machines, entities, mods, and locations.


πŸ” What does Tickwise do?

Tickwise measures the real CPU cost of objects that tick on your server and turns that data into information that is easy to understand.

It can track performance by:

  • πŸ‘€ Player
  • πŸ—ΊοΈ Chunk
  • βš™οΈ Block Entity
  • πŸ‘Ύ Entity
  • πŸ“¦ Mod
  • 🧩 Entity / Block Entity Type

This makes it possible to quickly answer questions such as:

Which player is causing the most server load?

Which chunk is responsible for the lag?

Which machine or entity is consuming the most tick time?


πŸ“Š Real-Time Performance Data

Tickwise continuously collects performance data on the server and aggregates it over time.

The system tracks:

  • MSPT
  • Individual tick costs
  • Player performance impact
  • Chunk performance impact
  • Entity and block entity costs
  • Mod-level performance impact
  • Unassigned / orphaned ticking objects

Performance data is maintained using a rolling window with an exponential average over approximately 60 seconds.


πŸ‘€ Player Attribution

One of Tickwise's main features is its ability to associate performance costs with players.

When possible, ownership is resolved through:

  1. Claim systems such as FTB Chunks or Open Parties and Claims
  2. Tickwise's own chunk-based ownership system
  3. An unassigned / orphaned category

Tickwise never stores ownership for every individual block. Instead, its fallback system operates at the chunk level, keeping the tracking lightweight and efficient.


πŸ–₯️ Player HUD

Tickwise isn't only an administrator tool.

Players can optionally see their own performance impact directly in-game.

The HUD can display information such as:

Base: 2.1 ms/t β€” 7%

The widget can be configured with different thresholds and colors:

🟒 Low impact 🟠 Moderate impact πŸ”΄ High impact

The HUD remains hidden below the configured threshold so normal players aren't constantly presented with performance information.


πŸ—ΊοΈ Performance Heatmap

Tickwise includes an optional chunk performance overlay.

Press the configurable keybind to request performance data for the chunks around you and visualize their cost directly in the world.

The overlay can show:

  • 🟒 Low-cost chunks
  • 🟠 Medium-cost chunks
  • πŸ”΄ High-cost chunks
  • Exact performance costs in microseconds

Players can always inspect their own areas, while administrator permissions can be required to inspect other players' areas.


πŸ§‘β€πŸ’» Administrator Commands

Tickwise provides several commands for server administrators:

/tickwise top players [limit]
/tickwise top chunks [limit]
/tickwise top mods [limit]
/tickwise top types [limit]

/tickwise inspect <player>

/tickwise report

/tickwise goggles

πŸ“‹ Reports

Reports can contain information about:

  • Highest-impact players
  • Most expensive chunks
  • Expensive mods
  • Expensive entity types
  • Unassigned ticking blocks
  • Entity clusters
  • Item piles
  • Chunks loaded without nearby players

An optional Discord webhook can also be used when generating reports.


🧩 Built for Modded Minecraft

Tickwise is designed specifically for large modded servers and modpacks.

Its architecture is built around a shared vanilla-based core with loader-specific integrations, allowing the majority of the performance-critical code to remain shared between platforms.

Supported loaders

  • 🟩 NeoForge
  • 🟦 Fabric

Target version

Minecraft 1.21.1

The architecture is designed with future ports in mind, while development focuses first on Minecraft 1.21.1.


⚑ Designed to Stay Lightweight

A performance monitoring mod shouldn't become part of the performance problem.

Tickwise therefore uses tick sampling instead of instrumenting every server tick.

By default, the mod measures 1 tick out of every 20, then extrapolates the results.

On ticks that aren't being measured, the hot path performs only a simple boolean check with zero allocations.

Performance target

Less than 1% average MSPT overhead

This is a core requirement of the project, not an optional optimization.


πŸ›‘οΈ Safe by Design

Tickwise is designed to coexist with large and complex modpacks.

The project aims to ensure:

  • No crash caused by another mod
  • Soft integrations for optional dependencies
  • No runtime dependency on third-party APIs
  • Server-side measurement
  • Network packets for client synchronization
  • No unnecessary allocations in the hot path
  • No business logic duplicated between loaders

🚧 What Tickwise Does Not Do

Tickwise focuses on measurement and visibility, not automatic punishment.

It currently does not:

  • ❌ Throttle or slow down players' machines
  • ❌ Automatically punish players
  • ❌ Ban players
  • ❌ Replace Java-level profiling tools
  • ❌ Run as a client-only mod

Automatic machine throttling is planned for a future version once enough production data exists to implement it safely.


🎯 The Goal

Large modded servers can contain hundreds of mods, thousands of machines and enormous amounts of ticking entities.

When performance starts dropping, finding the cause shouldn't require guessing.

Tickwise turns server performance into actionable information.

🟒 Measure. 🟒 Attribute. 🟒 Locate. 🟒 Optimize.

Tickwise β€” See what causes lag. Fix what matters.

The Tickwise Team

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