Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
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 Stat | Value |
|---|---|
| Required dependencies | 0 |
| Supported build targets | 4 |
| Optional claim integrations | FTB Chunks + Open Parties and Claims |
| Admin commands | 5 |
| Main optimization target | Distant unused entity ticking |
| Safety controls | Whitelists, 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 entities | Tick calls skipped per server tick | Tick calls skipped per second at 20 TPS |
|---|---|---|
| 100 | up to 100 | up to 2,000 |
| 500 | up to 500 | up to 10,000 |
| 1,000 | up to 1,000 | up to 20,000 |
| 2,500 | up to 2,500 | up 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
- Adds no mandatory external dependency mods
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
/notickdiagnostics command suite/notick reloadfor config reloads without restarting
Admin Commands
All commands require operator/admin permissions.
| Command | Purpose |
|---|---|
/notick |
Shows current optimization status |
/notick status |
Shows detailed settings and integration status |
/notick here |
Shows diagnostics for your current chunk |
/notick reload |
Reloads the config from disk |
/notick help |
Lists available commands |
Compatibility
NoTick is designed for modded servers and supports modded entities through normal registry IDs.
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.


