DoesPotatoTick improves performance by suspending (“freezing”) distant entities that do not need to update every tick. Through configurable rules and safety checks, it reduces server CPU load and may also increase client FPS while preserving normal gameplay behavior.
Minecraft updates every entity 20 times per second, which can overload servers with large worlds, many players, or heavy modpacks. Vanilla settings cannot distinguish important entities from irrelevant ones. DoesPotatoTick introduces a controlled system that updates only what is necessary.
Each entity is assigned a tickable state. The server evaluates this state every tick based on location, category, and context; the client optionally skips rendering non-tickable entities.
Certain entities never freeze:
Configurable rules allow ignoring or including:
Periodically scans chunk densities; if a farm-like pattern is detected, affected entities are forced to tick to ensure farms continue functioning.
During active raids, optimization can be disabled or adjusted according to configuration.
Non-tickable entities may be hidden to improve FPS. Drawing a bow temporarily re-enables rendering to avoid aiming issues.
Adds a dedicated configuration screen when Embeddium is installed.
A lightweight packet informs the client which entities should be displayed.
When you:
Don't hesitate to contact me by GitHub Issues or email [email protected]
The mod aims to:
Its behavior resembles a controlled, context-aware scheduling system rather than a simple “disable distant entities” toggle.
DoesPotatoTick didn’t start as the polished mod you see today.
It began life as a fork of Txni’s DoesItTick, created purely as a stop-gap compatibility fix for the Lithium/RoadRunner ecosystem. The original version was, frankly, quite crude: only a handful of config options, and every single entity, on every single tick, looped through all online players to check “is anyone close enough?”
That’s O(entities × players) per tick — on a 20k-entity server with 50 players, that alone added millions of unnecessary iterations per second. Pure brutality.
The old dpt$checkAlwaysTick() was equally painful: it ran expensive config and tag checks on every entity every tick, with zero caching.
No client-side rendering fixes either — frozen entities would just stutter and “ghost” in place, looking broken.
Everything changed when we updated the mod:
alwaysTick flags are now computed once at entity-type registration and cached forever.Today’s DoesPotatoTick is no longer “just another entity culling mod.” It’s the result of multiple full refactors and an obsession with doing it right — without ever breaking your bosses, farms, or Create contraptions.
Thanks to Txni for the original spark, and to every tester and contributor, as well as Grok and ChatGPT for helping me design, write and polish this description (I'm just feeling dead when writing readme by myself lol).
Enjoy the buttery-smooth ticks (or lack thereof)!