Tick Smoothing

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Tick Smoothing

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Rescales time-based actions and world processes to the server's real tick rate, so gameplay stays responsive even when TPS drops.

Mod Loaders
Minecraft

About

Description

⏳ Tick Smoothing

Keeps time-based actions and world processes feeling responsive by rescaling them to the server's real tick rate when TPS drops.

CurseForge Downloads CurseForge Version Minecraft 1.21.1 NeoForge Client and Server MIT license




✨ Overview

When a server's TPS drops below 20, everything timed in ticks — eating, drinking a potion, using a modded consumable, breaking a block, drawing a bow, charging a crossbow, picking an item up — takes longer in real seconds, even though the tick count never changed. World processes that run per tick (potion effects, mob growth/breeding, fluid spread, random ticks, the day/night cycle, portals, sleeping) slow down the same way.

Tick Smoothing measures the server's real tick rate every tick and rescales those durations against it, so their wall-clock timing stays close to what it would be at a healthy 20 TPS. It is not an optimization mod — it does not raise your TPS, it hides the symptom. Run it alongside real performance mods, not instead of them. Clean-room implementation: no code is derived from any existing tick-compensation mod.

Codex Stalking Dragons


🎯 Features

🧞 Smart Item & Potion Compensation

Hooks ItemStack#getUseDuration instead of the base Item method, so it catches every consumable — vanilla food, potions, and modded items whose mod overrides use-duration in its own subclass. This is the fix that made the mod worth building: the delay some other tick-compensation mods miss on third-party potions and special items is covered here.

⛏️ Mining, Bow & Crossbow

Block-breaking progress, bow draw speed and crossbow charge time are all rescaled the same way, so combat and mining stay snappy under lag.

🌿 World Catch-Up

Potion effect ticking, mob growth/breeding timers, fluid spread, random ticks, the day/night cycle, portal transition delay and sleep-to-morning all get extra catch-up iterations when the server falls behind. Random-tick acceleration is capped and has a safety TPS floor so it can never feed back into the lag it's compensating for.

🔌 Client-Synced, No Rubber-Banding

The compensation factor is computed server-side and synced to connected clients, so client-side animation and prediction (item use, bow, crossbow) stay in step with the server instead of finishing early and stalling.

⚙️ Fully Configurable

Every module has its own toggle in a synced server config, plus a small client-only config for the debug-overlay readout. Run /ticksmoothing status (alias /tsmooth) to see the live measured TPS, the current factor, and which modules are active.

🛡️ Conservative Watchdog Safety Net

An optional, deliberately conservative widening of the server watchdog's crash threshold under sustained lag — EXTEND scales it by at most 5×, WARN_ONLY by a fixed 20×. Off (vanilla behaviour) by default.


📋 Requirements

Minecraft1.21.1
NeoForge21.1.249+
Java21
SideClient and Server (install on both)


🎮 How to Use

  1. Install NeoForge 21.1.249 for Minecraft 1.21.1.
  2. Place Tick Smoothing in the mods folder — on the server and on clients.
  3. No setup required — it activates automatically and adapts to the live measured TPS.
  4. Adjust modules in config/tick_smoothing/config.toml, or run /ticksmoothing status in-game to check what's active.




🙏 Credits

Developed by Stalking Dragons. Clean-room implementation — no code is derived from any existing tick-compensation mod.



Codex Stalking Dragons
https://codex.skdragons.com/
Codex Stalking Dragons — Minecraft Modding