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What It Compensates

LlaGuiTo edited this page Oct 5, 2026 · 1 revision

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.


Player actions — [actions]

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.

World and entities — [world]

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.

Off by default, and why

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.

The block entity mask

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 *:*.

Rubber-banding

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.

Everything is toggleable

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.

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