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A ticking area is a player-specified group of chunks that continues to be updated even when there is no player nearby. Because the chunks remain active, processes such as growth, decay, spawning, movement, and redstone operations aren't suspended in them when no players are present, provided at least one player remains somewhere in the dimension.
Normally, only the chunks closely surrounding a player are updated by the game. These chunks are said to be in the player's chunk update range. As the player moves through the world, new chunks that come into range are added to the list of updated chunks and older chunks that pass out of range are removed. Only the chunks in the list are updated to reflect the passage of time. This means, for instance, that if a player spends time exploring or in another dimension, crops won't grow and any smelting, or automated farming underway when the player left remains unfinished when the player returns.
Ticking areas solve this problem by keeping player-designated chunks from being suspended. Each chunk in a ticking area is updated exactly as if it were perpetually in a player's chunk update range.
The following time-related events occur without interruption in ticking areas, provided there is at least one player in the same dimension (the Overworld, The Nether, or The End) as the ticking area:
Many of the above events involve entities moving or spreading, which raises the possibility of updates in a ticking area affecting blocks in outside chunks. If an outside chunk is within any player's chunk update range, of course, the chunk is active and these events proceed as usual. However, if the outside chunk is inactive the effects are suspended in most cases. Specifically,
Mob spawning does not occur in ticking area chunks without the presence of a player, as all forms of mob spawning attempts are done in a radius centered on a player. However, when a player is present in those chunks, the ticking area does not prevent mob spawning. Zombified piglins spawning from portals is an exception; it solely relies on randomtickspeed.
A player creates and manages ticking areas by executing a /tickingarea command. Up to ten ticking areas, each containing up to 100 chunks, can exist at one time in a world. Note that commands can be used in a world only if cheats are enabled. This makes the world ineligible for earning achievements, so ticking areas and earning achievements are mutually exclusive.
To create a ticking area, specify its location and size in a /tickingarea add command. There are two forms:
Optionally, specify a name for the ticking area to identify it in subsequent commands.
Note that the Y coordinate is checked for validity but otherwise ignored. This is because a chunk encompasses an entire column of blocks from the bottom of the world to its top, so it includes every possible Y value.
To display a list of current ticking areas, execute a /tickingarea list command. This shows each ticking area's name (if provided) and corner coordinates (for the first form) or center coordinates and radius (for the second form). The coordinates shown in the list may not match those entered because the game adjusts them to the actual corner or center coordinates of a chunk. By default, this command lists only ticking areas in the player's current dimension; the optional all-dimensions argument can be used to see all ticking areas in the world.
To remove a ticking area from the list, execute a /tickingarea remove command specifying either the ticking area's name or the coordinates of a point in the world. Specifying a name deletes only that ticking area. Specify a point deletes all ticking areas in the current dimension containing that point. An optional remove_all argument removes all ticking areas in all dimensions.
| Bedrock Edition | |||||||
|---|---|---|---|---|---|---|---|
| 1.2.0 | beta 1.2.0.2 | Added ticking areas. | |||||
Issues relating to "Ticking area" are maintained on the bug tracker. Issues should be reported and viewed there.