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Tick Weave
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An experimental multicore entity mod, aimed at easing server lag when worlds have many mobs and players.
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Description
Important: TickWeave targets server TPS and MSPT only. It provides no FPS optimization.
Introduction
TickWeave is a fork of HariMultiThread and Async. It aims to distribute more Minecraft server entity work across multiple CPU cores. It targets server tick lag in entity-heavy worlds, multiplayer combat, and exploration that loads new chunks. If entity processing is the bottleneck, worker threads may reduce pressure on the main server thread. It does not improve GPU rendering performance or promise a fixed TPS or frame rate increase. Results depend on the CPU, modpack, entity population, and world state. This project began because some kitchen-sink modpacks dropped to single-digit server TPS when many entities were active or players explored new areas.
Compared with its upstream projects, TickWeave schedules all entity types for worker processing rather than admitting only entities previously marked as async-compatible. It also brings connection processing for players who have entered the game into the same execution ownership rules. Passengers and vehicles, owner-linked entities, and objects identified as sharing mutable data are coordinated to reduce interference between concurrent tasks. Servers with more players or more complex modded entities can therefore distribute more work across CPU cores. Some interdependent entities still run together; this does not mean every entity can run simultaneously.
TickWeave also coordinates chunk requests and waits between workers and the server thread, protects selected shared collections and cross-entity calls, and keeps necessary work such as world registration and POI storage on the server thread. Failed entity ticks produce diagnostic information rather than being silently replayed. Administrators can inspect server tick and worker activity with:
/tickweave stats
/tickweave stats entity 10 100
The second command samples 100 server ticks and lists the ten most expensive entity types. These commands help confirm that work is reaching the worker threads and help investigate lag or compatibility issues.
Test Data
The same modpack, available for both Fabric and Forge, was run separately on Minecraft 1.20.1 and Java 17 (Forge 47.4.16 and Fabric Loader 0.19.3). Spark was used to record the data. Each run warmed up for 180 seconds, followed by 300 seconds of mixed combat and exploration with four simulated players. The two mod environments were not completely identical; they were made as similar as possible.
With TickWeave
| Loader | Average TPS | Average MSPT | Entity count |
|---|---|---|---|
| Forge | 20.00* | 49.92 ms | 2,426–3,249 (six samples, including players) |
| Fabric | 19.98 | 32.90 ms | 1,438–1,591 (six samples, including players) |
Without TickWeave
| Loader | Average TPS | Average MSPT | Entity count |
|---|---|---|---|
| Forge | 9.98 | 91.40 ms | 648–682 (six samples, including players) |
| Fabric | 13.95 | 68.79 ms | 546–650 (six samples, including players) |
Additional Information
Dedicated servers need TickWeave only on the server; single-player worlds need it on the client. Do not install it alongside Async, HariMultiThread, or Moonrise. Back up your world before changing entity-ticking mods.
Warning: TickWeave is still in testing. It may be incompatible with many mods or modpacks and may cause crashes or incorrect world behavior. Test it on a copy of your world first. Report issues on GitHub Issues with the loader, mod versions, reproduction steps, and latest.log or a crash report.
Credits
Thanks to HariMT, Axalotl, Alchemy, Bliss, FurryMileon, Grider, jediminer543, and the other upstream contributors. TickWeave builds on HariMultiThread and Async. See the third-party notices for source lineage, bundled libraries, and licenses.
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