▶️ ЗАБЕРИ СВОИ 8 ПОДАРКОВ 🎁 ПРИ СОЗДАНИИ СВОЕГО МАЙНКРАФТ СЕРВЕРА
Моды/NoTick
NoTick

NoTick

Server-side entity tick optimizer for large modded servers. Reduces wasted distant entity ticking with whitelists, claim protection, diagnostics, and optional item optimization.

Оцените первым
3.3K
13

NoTick

NoTick is a server-side entity tick optimizer built for large modded Minecraft servers.

Large packs can waste a lot of CPU time ticking mobs, items, and other entities that no player can see, reach, fight, collect, or interact with. NoTick cuts that background work by skipping eligible far-away entity ticks while keeping important gameplay protected.

The goal is simple: less wasted simulation, more tick budget for the parts of the server players are actually using.

Server Impact Dashboard

NoTick StatValue
Required dependenciesFabric API on Fabric builds
Supported build targets6
Optional claim integrationsFTB Chunks + Open Parties and Claims
Admin commands5
Main optimization targetDistant unused entity ticking
Safety controlsWhitelists, dimensions, raids, claims, active chunks

Tick Savings Example

NoTick's savings scale with the number of eligible distant entities. If an entity is outside player range and is not protected by a whitelist, claim, raid rule, or active chunk safeguard, its normal entity tick can be skipped.

Eligible distant entitiesTick calls skipped per server tickTick calls skipped per second at 20 TPS
100up to 100up to 2,000
500up to 500up to 10,000
1,000up to 1,000up to 20,000
2,500up to 2,500up to 50,000

These are not fake benchmark claims. They show the math behind the optimization: fewer eligible distant entities ticking means less background entity work for the server.

What Stays Active

Players and nearby gameplay      [ACTIVE]    always ticks normally
Whitelisted entities/mods        [ACTIVE]    protected by config
Claimed bases and farms          [ACTIVE]    protected with FTB Chunks or OPAC
Raid-sensitive entities          [ACTIVE]    protected by raid rules
Distant unused mobs/entities     [OPTIMIZE]  skipped when safely outside range
Distant dropped items            [OPTIONAL]  configurable chance-based ticking

Decision Flow

Entity tick starts
  -> Player?                         Tick normally
  -> Disabled by config?             Tick normally
  -> Whitelisted entity or mod?       Tick normally
  -> Near a player?                   Tick normally
  -> In active or claimed chunk?      Tick normally
  -> Raid-protected?                  Tick normally
  -> Eligible distant entity?         Skip tick

Why Servers Use NoTick

  • Reduces background entity ticking cost in high-entity worlds
  • Helps stabilize TPS in large modpacks and busy SMPs
  • Works with modded mobs and entities through registry IDs
  • Protects important gameplay through whitelists and safeguards
  • Supports claim-aware ticking for bases, farms, and automation zones
  • Gives admins diagnostics and config reload tools in-game
  • Requires only Fabric API on Fabric; Forge and NeoForge builds need no extra dependency mod

Core Features

  • Distance-based entity tick optimization
  • Configurable horizontal and vertical tick ranges
  • Optional dropped-item optimization with configurable distant tick chance
  • Entity whitelist and full mod ID whitelist support
  • Raid-specific ticking controls
  • Dimension whitelist support
  • Active chunk protection for recently used or base-like chunks
  • Optional FTB Chunks integration
  • Optional Open Parties and Claims integration
  • /notick diagnostics command suite
  • /notick reload for config reloads without restarting

Admin Commands

All commands require operator/admin permissions.

CommandPurpose
/notickShows current optimization status
/notick statusShows detailed settings and integration status
/notick hereShows diagnostics for your current chunk
/notick reloadReloads the config from disk
/notick helpLists available commands

Compatibility

NoTick is designed for modded servers and supports modded entities through normal registry IDs.

Current builds:

  • Fabric 1.20.1 and 1.21.1
  • Forge 1.20.1
  • NeoForge 1.21.1, 26.1.2, and 26.2

Use config whitelists for:

  • bosses and multipart mobs
  • scripted or event entities
  • fake-player-style automation
  • projectiles or special entities from large content mods
  • any mod where distant entities must keep ticking normally

If FTB Chunks or Open Parties and Claims is installed, claimed chunks can be treated as protected areas. This is useful for farms, automation zones, and bases that should keep normal behavior while players are away.

Best Fit

NoTick is strongest on:

  • large modded survival servers
  • kitchensink packs with heavy passive entity load
  • SMPs with many bases, farms, and dimensions
  • servers where distant mobs and items create constant tick cost
  • packs that need admin-controlled performance safeguards

Important Note

NoTick is intentionally performance-focused and can change behavior for far-away, unprotected entities.

If a farm or contraption must run while nobody is nearby, protect it with chunk claims, active chunk safeguards, entity whitelists, mod ID whitelists, or dimension rules.

Credits

Originally based on DoesItTick by Txni.
Maintained fork by Rique.

Часто задаваемые вопросы

Совместимость

Minecraft: Java Edition

26.2.x26.1.x1.21.x1.20.x

Платформы

Поддерживаемые окружения

Сервер

Зависимости

Ссылки

Создатели

Детали

Лицензия:
Опубликован:5 месяцев назад
Обновлён:5 дней назад
Главная