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What It Compensates
Applies to Tick Smoothing 1.0.0 for Minecraft 1.21.1 (NeoForge).
Thirteen modules in total: eleven on by default, two off. Every one is individually toggleable.
The general mechanism: the mod shortens the number of ticks an action needs, or runs extra catch-up
iterations, scaled by factor = tps / 20.
These are the ones you notice as a player.
| Module | Default | What it keeps steady |
|---|---|---|
itemUse |
on | Eating, drinking potions, using modded consumables |
blockBreaking |
on | Time to break a block |
bow |
on | Bow charge speed |
crossbow |
on | Crossbow charge speed |
itemPickup |
on | Delay before a dropped item is picked up |
itemUse is the one that matters most in normal play. Eating and drinking stretch the most visibly
when a server lags, because they are on a timer and everyone does them constantly.
bow and crossbow charge faster to compensate, which keeps PvP fair — a player on a laggy server
would otherwise be at a real disadvantage.
| Module | Default | What it keeps steady |
|---|---|---|
potionEffects |
on | Potion effect duration — runs extra iterations when TPS is low |
mobTimers |
on | Mob growth and breeding timers |
fluidSpread |
on | Water and lava spreading |
randomTick |
on | Random ticks — grass spread, sapling growth, leaf decay |
daytime |
on | The day/night cycle |
portal |
on | Portal transition delay |
sleeping |
on | Sleep progress when everyone is in bed |
potionEffects is subtly different from the rest: it does not shorten anything, it runs extra
iterations to burn off the same wall-clock time.
randomTick is the one with two extra safety options of its own, because accelerating random
ticks naively is how you cause a feedback loop:
| Option | Default | Why it exists |
|---|---|---|
maxRandomTickMultiplier |
3 |
Caps the extra random ticks per tick. Range 1–10. |
randomTickTpsFloor |
8.0 |
Below this TPS, random-tick acceleration disables entirely to avoid feedback loops. Range 0.0–20.0. |
The floor is the interesting one. Below 8 TPS, random-tick compensation switches off entirely. Accelerating random ticks on a very laggy server makes the random ticks heavier, which lowers TPS further, which accelerates them more. The floor breaks that loop.
daytime and sleeping matter more than they sound — a night that never ends, or a bed that never
becomes morning, is one of the most reported lag symptoms.
| Module | Default | Why |
|---|---|---|
tnt |
off | Accelerating TNT fuse makes explosions land faster than players expect. On a laggy server that is not a smoothing feature, it is a fairness problem. |
blockEntities |
off | Marked experimental. Extra-ticking block entities is expensive and its interaction with other mods is not fully understood. |
blockEntities comes with an allow/deny list in namespace:id format:
blockEntityMask = ["*:*"]
The default *:* means every block entity, which is why it stays off. If you turn it on for
specific block entities, narrow the mask rather than leaving it at *:*.
reduceRubberBanding, on by default, widens the "moved too quickly" threshold when TPS is low so
players are not snapped back for movement the server simply failed to tick through.
See Safety for what that does and does not cover.
Each module has its own boolean. If one misbehaves in your pack — some mods manage their own timers — turn that one off and leave the rest.
That is the intended way to use this mod: it is not a package deal.
Tick Smoothing is by Stalking Dragons, released under the MIT License. It hides the symptoms of low TPS; it does not raise TPS. Pair it with real performance work.