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Nearly all video games (including Minecraft) are driven by one big program loop. Just as every gear in a clock is synchronized with the pendulum, every task involved in advancing a game simulation is synchronized with the game loop. Appropriately, one cycle of the game loop is called a tick.
A game tick is where Minecraft's game loop runs once. The game normally runs at a fixed rate of 20 ticks per second, so one tick happens every 0.05 seconds (50 milliseconds or 1/20 seconds), making an in-game day last exactly 24 000 ticks (20 minutes). However, if the computer is unable to keep up with this speed, the amount of game ticks per second (TPS) decreases. As the vast majority of actions are timed based on tick count rather than on real time, this means that many things take longer on a slower computer.
A statistic related to ticks per second (TPS) is milliseconds per tick (MSPT), the time a server actually uses to compute a tick. The TPS can be maintained at 20 only if the MSPT is no higher than 50. The following often contribute to server-side lag:
The MSPT value is displayed in the F3 debug screen as "ms ticks" in Java Edition. The frame time graph (β―+β―) shows the TPS value. Both displays are available only as a multiplayer host or singleplayer since the stats come from the integrated server of your Minecraft game.
In Java Edition, tick rates can be controlled by the command /tick.
In Java Edition, in each game loop the following actions are processed in order:
tick or load tags are executedAs a part of a game tick, specific chunks are ticked on every game tick.
In Java Edition, chunks with loading type of entity ticking (see Chunk#Level and load type) are ticked on every game tick. This primarily includes chunks in the simulation distance, but chunks loaded through other methods are also random-ticked. Mob spawning and lightning strikes require a player within 8 chunks to occur, even if the chunk is fully loaded. Precipitation-related actions and all other random tick actions (such as crop growth) do not require any player to be near the chunk.
In Bedrock Edition, all chunks inside simulation distance (or specified in the /tickingarea command) are ticked on every game tick.
In both editions, the following things happen when a chunk gets ticked:
Chunks consist of one subchunk per 16 blocks of height, each one being a 16Γ16Γ16=4096 block cube. Subchunks are distributed vertically starting at the lowest y level. Every chunk tick, some blocks are chosen at random from each subchunk in the chunk. The blocks at those positions are given a "random tick". Subchunks that do not contain at least one block that can react to random ticks are skipped. All blocks are a possible target of a random tick, including air.
In Java Edition, the number of blocks chosen from each subchunk is specified by /gamerule random_tick_speed (defaults to 3), and one block can be chosen multiple times in one chunk tick. In Bedrock Edition, it also depends on randomTickSpeed (defaults to 1), but it specifies only relative speed instead of the exact number.
Most blocks ignore this tick, but some use it to do something:
Because random block ticks are granted randomly, there is no way to predict when a block can receive its next tick. In Java Edition, the median time between ticks is 47.30 seconds ( 946.03 game ticks). That is, there is a 50% chance for the interval to be equal or shorter than 47.30 seconds and a 50% chance for it to be longer than 47.30. However, sometimes it is much longer or shorter: for example, there is a 1.38% chance for the interval to be less than one second and a 1.23% chance for the interval to be over five minutes. On average, blocks are updated every 68.27 seconds ( 1365.33 game ticks). For the math behind these numbers, see the Wikipedia entries for the geometric distribution.
/gamerule allowFireTicksAwayFromPlayer removes this requirement if set to true.
Some blocks can request a tick sometime in the future. These "scheduled ticks" are used for things that have to happen in a predictable patternβfor instance, redstone repeaters schedule a tick to change state in Java Edition, water schedules a tick when it needs to flow.
During the scheduled tick phase, each block position that had previously requested a scheduled tick for this game tick gets ticked.
In Java Edition, there are two types of scheduled ticks: block ticks and fluid ticks. Block ticks are executed first based on priority, and then based on scheduling order. A lower value for priority results in earlier execution during the scheduled tick phase. If a redstone repeater is facing the back or side of another diode, its block tick has a priority of -3. If a redstone repeater is depowering, it has a priority of -2. Otherwise, the repeater has a priority of -1. If a redstone comparator is facing the back or side of another diode, it has a priority of -1. All other block ticks have a priority of 0. Then, each block with a scheduled fluid tick get a tick. Fluid ticks do not use priorities and are ordered based on scheduling order.
In Java Edition, the maximum number of scheduled ticks per game tick is 65,536. In Bedrock Edition, the maximum number of scheduled ticks in a chunk per game tick is 100.
Redstone tick is a unit of time that describes a delay of two game ticks, creating a 1β10 of a second delay.
The redstone system is calculated independently of the main game loop. Redstone updates are processed using two game ticks, split into two deterministic phases known as produce ticks (P-Ticks) and consume ticks (C-Ticks), or alternatively as Output Ticks and Input Ticks.
These two phases form a single redstone tick, which spans 2 game ticks. There are 10 redstone ticks per standard 20-game-tick second.
Tick cycle
Component Behavior
The transmission and timing of redstone signals are determined by these ticks, which govern when redstone devices output power and when they respond to input.
The piston tick is a different way to divide the game tick, based on the Immediate Update Theory by Sancarn and Selulance.[1] It was created by the Chinese redstone community in order to simplify the calculation of piston timings, but it never gained popularity in the Western community.
The piston tick starts in the entity phase of the game tick and ends in the block event phase, therefore a piston always takes 3 piston ticks to extend or retract, without any start delay. Redstone components that use scheduled ticks lose 1 piston tick of delay depending on how they are powered (for example this happens when a repeater gets powered by a redstone block that was pushed by a piston).
| Java Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.8 | 14w17a | Added the game rule randomTickSpeed. | |||||
| 1.13 | 18w10c | Water can now schedule a tick before a previous scheduled tick has finished during the scheduled tick stage in which the previous tick is executed. | |||||
| 1.20.2 | 23w31a | The chance of weather checks in chunk ticks is now affected by the gamerule randomTickSpeed. | |||||
| 1.20.3 | 23w43a | Added /tick, allowing game ticks to be queried and manipulated. | |||||
| 1.21.5 | 25w06a | All fully-loaded chunks now receive random ticks, regardless of if a player is within an 8-chunk distance or not. | |||||
| Bedrock Edition | |||||||
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| 1.8.0 | beta 1.8.0.8 | Added the game rule randomTickSpeed. | |||||
| Minecraft: Bedrock Edition | |||||||||
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