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Article Mob spawner declares that the tick concerning spawning mechanics is 1/20 seconds, whereas this article uses the term tick for a 1/10 second period. I think something should be changed, anyone has any ideas on the subject? | TheKax | Talk 15:45, 7 August 2011 (UTC)
Merge - Redundant article is redundant. Ajax2422 04:53, 4 December 2011 (UTC)
In fact, since we have concurring opinions going back to August, I went ahead and did it. --Mental Mouse 21:55, 24 December 2012 (UTC)
can be found here: [1] –Preceding unsigned comment was added by Last username (Talk|Contribs) 11:55, 11 April 2012 (UTC). Please sign your posts with ~~~~
48/(16 * 16 * 256) = 48/65536, so the chance of it not updating is 65488/65536. After 47 seconds (940 ticks), the chance that a block still hasn't been updated is (65488/65536)940 = 50.22%. This is why the median time between block updates is approximately 47 seconds: half of the blocks will have received updates by then. -- Orthotope 01:30, 27 June 2012 (UTC)To be more precise, 3 blocks per 16x16x16 mini-chunk are chosen every game tick. The chance of a particular block being chosen in a tick is technically not 3/(16*16*16) = 3/4096, but actually 1 - (4095/4096)^3 = 2.9992676/4096. The blocks picked are independent, and the same block can be chosen multiple times. Mini-chunks without any blocks that respond to block ticks are skipped to spare computation. The average time for a tick on a particular block (not the median) is 68.2666... seconds. Supposedly the random number generating technique used is somewhat poor, but analyzing it for any biases is beyond me. The code for this can be found in the tickBlocksAndAmbience() method of the World.java class.
http://mcp.ocean-labs.de/files/jd124/client/net/minecraft/src/World.html#tickBlocksAndAmbiance%28%29
--Sostratus 00:02, 13 July 2012 (UTC)
totally disagree because: does ticks have to do with redstone? no. redstone is nothing like ticks.
I am not a minecraft player, so I may be wrong.(for those mispellers, rong.)
82.153.116.180 19:06, 12 November 2012 (UTC)
Is the block update radius discussed here the same as the chunk loading radius discussed at Chunk? If not, how do non-loaded chunks get updates? If it is, the text should be changed, because it's not a 15×15 chunk area, it's a radius set in the server properties. --Mental Mouse 22:31, 24 December 2012 (UTC)
In older minecraft, the vision range of the client or single player did not affect where block ticks happened. You could have far vision (16 chunks), and things would only happen around you (15 chunks on a side).
In 1.7.10, and I'd like someone else to verify this before editing the page, in single player, the "render distance" lies. If I say a render distance of 10 chunks, then in reality anything from 8 to 10 chunks will display on my screen, but all 10 chunks of distance are loaded and updated even if it is not displayed. But if I say render distance of 16, then 14 to 16 chunks will display, and 16 chunks of distance will update. Equally, on a server, everything within the server view distance will update
This is a significant change. I don't know if this is a vanilla change, or a forge change (I play modded). Can someone test if this happens in vanilla? Can someone verify that this affects modded as well?
At a minimum, scheduled ticks will happen even outside of this range -- Opis reports, and I've verified this happens -- that a scheduled update will be dispatched to any chunk it got scheduled for, even if that chunk is far enough away that it should unload, even if that chunk was unloaded and had to be loaded to deal with the scheduled tick. This was happening with a forge fluid, not tested with any vanilla block. –Preceding unsigned comment was added by Keybounce (talk • contribs) at 8:47, 21 April 2015 (UTC). Please sign your posts with ~~~~
Does anyone know how ticks are applied to mobs and their status effects? In modded play, I've recently come across some evidence that at when a player departs, at least one status effect (Regeneration) stops being active somewhat before surrounding blocks get unloaded; there's also the matter of mobs stopping motion according to their distance from the player. --MentalMouse42 (talk) 11:14, 23 September 2016 (UTC)
Unfortunately the story is missing here... 12:04, 27 April 2018 (UTC)
Was messing with /gamerule randomTickSpeed and set it to 100000000 or something and nothing is happening...
What's the fix? --23.243.86.149 23:15, 17 December 2020 (UTC)
"In Java Edition, because random block ticks are granted randomly, there is no way to predict when a block can receive its next tick. 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 equal or longer than 47.30. However, sometimes it is much longer or shorter: for example, there is a 1.5% chance for the interval to be less than one second and a 1% 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."
So in Java Edition, the default random tick speed rate is 3, meaning blocks are updated every 68.27 seconds --- so does that mean the random tick speed interval is 204.81 / random tick speed rate? 76.64.52.246 21:59, 14 July 2021 (UTC)
When are functions scheduled for a particular tick actually run within that tick (when using /schedule)? In particular, I'm interested in whether they run before or after the tick and load tags. I assume after, but I can't figure out a way to verify that. – ZacNVR (talk) 15:51, 23 January 2024 (UTC)
tick and load, for anyone wondering). – ZacNVR (talk) 15:56, 23 January 2024 (UTC)I am wondering where this information on this "Immediate Update Theorem" comes from. As a veteran technical player, I know about and have used these microtick/subtick, block-event delay, and scheduled tick phenomena many times, but have not seen this formal name before. I ask where this comes from, because---if it's from the wiki---I would propose a change to the title. It should be referred to as the "Immediate Update Law" since it describes what happens and not "why?" or "how?" something happens. The "why" would lie in the game code, and this says nothing about the code itself. Similarly, I have never heard of it referred to as a piston tick before, I have only seen mt for microticks, and subticks to refer to any operations in general that occur in the duration of a single tick. I assume that a piston tick or pt is just a microtick but for pistons in particular, so if I were to rewrite this page I would simply add further descriptions of these ticks rather than removing piston ticks, as I am not deluded enough to assume that my experience is absolute.
However, I actually believe that this section should be moved to the redstone page. Subticks are not true ticks, and are simply events that occur in a deterministic order within a single tick. This goes hand-in-hand with the proposed merge of redstone ticks with the redstone page, this would likely be better-suited for that article where things such as extended-2-gt pulses and other block event--related phenomena could be detailed. I do not feel that it makes sense here, but putting a brief overview and redirect link or just a "see also" page might be a good idea.
The page on ice claims that it is subject to chunk ticks, making the freezing rate dependent on the randomTickSpeed gamerule. This is an error on the ice page that should be fixed there (I will probably do that soon) and is beyond the scope of this talk page, but the error here is that chunk ticks are not differentiated properly with random ticks. Ice growth (and cauldron filling) is dependent on random ticks, but it is not labeled under random ticks. Only ice melting is. The reason I have not just changed this is that I am not sure what the wiki is trying to get at. It appears that there is some discussion of things happening in both versions, so there might be a reason why it is not labeled under the rest of the random tick operations. If someone could let me know whether or not this separation was intentional, I would be happy to help remove the ambiguity as it applies. I have a feeling that this is an artifact of an older version as testing in 1.17.1 shows that these operations are not dependent on randomTickSpeed, but I am not sure when this changed or if my 1.17.1 testing environment was altered by fabric (I did use a fully vanilla client for 1.21 testing though).
I hope that my reasoning for asking for clarification before editing is clear, and that this is the correct place to do such a thing. Thank you! Chezrlz009 (talk) 20:45, 4 July 2024 (UTC)
i would like to use the automatic tick calculator in my own project off this device, is there a place i can find the source code? 166.181.249.225 19:50, 21 January 2025 (UTC)
Information regarding crop growth via random ticks is conflicting with other pages on this wiki and other sources I've found online. In this article, as well as the one on Chunks, it appears that crops do grow away from players, while elsewhere online there seems to be a consensus that crops are only ticked in an 8-chunk area surrounding players. This is somewhat backed up by the information dispensed in the forceload command article on this wiki.