LATEST VERSION IS AN PREVIEW AND IT MAY NOT WORK
SyncFix
A universal, production-focused mod that stabilizes vanilla server ticks and reduces tick-driven desync without touching gameplay semantics.
SyncFix targets one of the most common root causes of server/client “desync feeling” in modded worlds: server tick overload. When the server falls behind (e.g., “Can’t keep up!”), everything becomes late: block updates, scheduled ticks, and world logic. SyncFix minimizes that backlog by keeping the server tick loop stable under pressure.
SyncFix works by:
Measuring real server tick time in a lightweight way.
Detecting sustained overload vs. short spikes using adaptive signals (no hard tuning for any specific setup).
Dynamically regulating vanilla scheduled tick processing when overload is detected, preventing the server from spiraling into multi-second tick debt.
Automatically relaxing back to full vanilla behavior once the server is stable again.
To remain universal and safe across modpacks, SyncFix intentionally avoids fragile optimizations:
No client graphics changes and no FPS tweaks.
No Mixins.
No “magic settings” for specific packs. It adapts to runtime conditions in any environment.
Dedicated servers with heavy modpacks
Integrated servers (singleplayer / LAN host) that occasionally fall behind
Worlds with intense scheduled updates (redstone, fluids, farming systems, large simulation loads)
Designed for broad compatibility: SyncFix only stabilizes vanilla tick workload behavior and does not interfere with gameplay logic.
Works alongside most optimization and performance mods.
If you only play as a client on a remote server, SyncFix has little to do (the heavy tick loop happens server-side).
Built to be extremely low overhead (no periodic allocations or heavy scanning loops).
Fully adaptive with conservative safeguards to avoid oscillation and to return to vanilla behavior when conditions improve.
If you want “smoother worlds under load” without risky entity tweaks, SyncFix is made for that.