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.
| NoTick Stat | Value |
|---|---|
| Required dependencies | Fabric API on Fabric builds |
| Supported build targets | 6 |
| 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 |
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.
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
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
/notick diagnostics command suite/notick reload for config reloads without restartingAll 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 |
NoTick is designed for modded servers and supports modded entities through normal registry IDs.
Current builds:
Use config whitelists for:
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.
NoTick is strongest on:
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.
Originally based on DoesItTick by Txni.
Maintained fork by Rique.