Vanilla clients connecting to servers with TickRate installed can now have their TPS manipulated.
- Vanilla clients can now be affected by
/tick entity
and theTickRateAPI
- Vanilla clients with no specific TPS will follow their chunk's TPS, similar to clients with the mod installed.
However, there are still certain limitations for vanilla clients:
- Everything in the world (e.g. entities) will animate at the TPS of the player, regardless of their respective TPS
- Visually, there may be some brief incorrect/weird behaviour for entities as they may be ticking out-of-sync with the server.
- Generally, the experience is still buggier compared to clients with the mod installed
It is still recommended to install TickRate on both the client and server for the best possible experience. These changes were made mainly to help datapack creators, as requested.
- Overhauled TickRate's data storage methods to use Fabric Data Attachments. This means that:
- Freeze/step/sprint status will now persists across server restarts
- Makes TickRate's codebase significantly easier to work with
- Unfortunately as a consequence, opening worlds with TickRate data without TickRate present may result in the loss of said data. In other words, when updating your worlds, ensure the mod is present.
- All current data in your worlds from previous TickRate versions will be migrated automatically.
- Max sound pitch (sound speed) has been reduced from 4 to 2
- Some bug fixes
- TickRate API v2 -> v3
- All server related events now also give you the
MinecraftServer
instance - All chunk related events now give you a
WorldChunk
instead of just aChunkPos
- All server related events now also give you the
- Overhauled TickRate's data storage methods to use Fabric Data Attachments. This means that:
- Freeze/step/sprint status will now persists across server restarts
- Makes TickRate's codebase significantly easier to work with
- Unfortunately as a consequence, opening worlds with TickRate data without TickRate present may result in the loss of said data. In other words, when updating your worlds, ensure the mod is present.
- All current data in your worlds from previous TickRate versions will be migrated automatically.
- Max sound pitch (sound speed) has been reduced from 4 to 2
- Some bug fixes
- TickRate API v2 -> v3
- All server related events now also give you the
MinecraftServer
instance - All chunk related events now give you a
WorldChunk
instead of just aChunkPos
- All server related events now also give you the
This is likely the last release for 1.21.5, barring any critical issues.
- Updated to 1.21.6
- Overhauled TickRate's data storage methods to use Fabric Data Attachments. This means that:
- Freeze/step/sprint status will now persists across server restarts
- Makes TickRate's codebase significantly easier to work with
- Unfortunately as a consequence, opening worlds with TickRate data without TickRate present may result in the loss of said data. In other words, when updating your worlds, ensure the mod is present.
- All current data in your worlds from previous TickRate versions will be migrated automatically.
- Max sound pitch (sound speed) has been reduced from 4 to 2
- Some bug fixes
- TickRate API v2 -> v3
- All server related events now also give you the
MinecraftServer
instance - All chunk related events now give you a
WorldChunk
instead of just aChunkPos
- All server related events now also give you the
- Updated for 1.21.5
- Sound speed now follows TPS.
- Sounds from entities will follow their TPS.
- Environmental sounds will follow chunk TPS.
- Reduced network bandwidth usage of client-server TPS sync.
- TickRateAPI v0 -> v1
- Minor semantics change.
queryEntity()
andqueryChunk()
now return the server's TPS if the server is stepping (since server step overrides entity/chunk TPS)
- Minor semantics change.
- Fix compatibility issues with Carpet TIS Addition
- Sound speed now follows TPS.
- Sounds from entities will follow their TPS.
- Environmental sounds will follow chunk TPS.
- Reduced network bandwidth usage of client-server TPS sync.
- TickRateAPI v0 -> v1
- Minor semantics change.
queryEntity()
andqueryChunk()
now return the server's TPS if the server is stepping (since server step overrides entity/chunk TPS)
- Minor semantics change.
- Fix compatibility issues with Carpet TIS Addition
- Sound speed now follows TPS.
- Sounds from entities will follow their TPS.
- Environmental sounds will follow chunk TPS.
- Reduced network bandwidth usage of client-server TPS sync.
- TickRateAPI v0 -> v1
- Minor semantics change.
queryEntity()
andqueryChunk()
now return the server's TPS if the server is stepping (since server step overrides entity/chunk TPS)
- Minor semantics change.
- Fix compatibility issues with Carpet TIS Addition
This is likely the last release for 1.21.4, barring any critical issues.
Fixed a compatibility issue with Iris.
- Added an API to allow other mods to use this mod programmatically. Read more about it here.
- Fixed a couple bugs
Note: This release includes significant breaking changes.
- The command syntax for
/tick chunk|entity
has been completely overhauled.- See here for the reasons.
- The new syntax is explained in detail on the main description page.
- With this, it is now possible to select more than one chunk for
/tick chunk
.
- Players can now actually tick over 20 TPS client-side. This means player movements/actions will now occur faster when over 20 TPS.
- Do note that the higher the TPS, the more difficult it is to control the player entity.
- TickRate's data now also saves when the server autosaves.
- A lot of bug fixes
- Added client-side command
/tick_indicator
to show an overlay of entity/chunk TPS - Passenger entities now follow the tick rate of their root vehicle (the lowest entity they are riding).
- The sky and weather now render according to the server's tick rate instead of the player
- A few bug fixes
Have any feedback? Send it here.