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DoesPotatoTick? project artwork

CurseForge · Minecraft mod

DoesPotatoTick?

performance mod that don‘t allow entities to tick when they are far from players.

Choose a version Pick your version below, then grab the matching file.

Quick answer

Which DoesPotatoTick? release should I use?

Updated 22 days ago
Latest stable file doespotatotick-1.21.1-5.6.4
Game version 1.21.1
Loader NeoForge

DoesPotatoTick? doespotatotick-1.21.1-5.6.4 targets 1.21.1 with NeoForge. The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server. All 1 required mods have matching files.

Where it goes

Is DoesPotatoTick? required on the client, server, or both?

The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.

Client Source doesn’t say
Dedicated server Source doesn’t say
Loader for this release NeoForge
Required install it here Optional supported, not mandatory Not supported do not install here Source doesn’t say do not assume

The source does not explicitly classify this release as client-only or server-only.

What else does DoesPotatoTick? doespotatotick-1.21.1-5.6.4 need?

doespotatotick-1.21.1-5.6.4. Change the file and its required mods may change too.

All 1 required mods have matching files

Install Duplicationless first. We found matching files for this game-version and loader setup. 8 come through another mod in the chain.

4 listed on this file 8 pulled in by those mods
FTB Chunks (NeoForge) Optional for DoesPotatoTick? doespotatotick-1.21.1-5.6.4
optional
Matching file found Matched file: [NEOFORGE][1.21.1] FTB Chunks 2101.1.21
Embeddium Optional for DoesPotatoTick? doespotatotick-1.21.1-5.6.4
optional
Matching file found Matched file: [1.21.1] Embeddium 1.0.15
Open Parties and Claims Optional for DoesPotatoTick? doespotatotick-1.21.1-5.6.4
optional
Matching file found Matched file: open-parties-and-claims-neoforge-1.21.1-0.29.3.jar
Duplicationless Needed by DoesPotatoTick? doespotatotick-1.21.1-5.6.4
required
Matching file found Matched file: duplicationless-1.21.1-1.2.0
FTB Library (NeoForge) Needed by FTB Chunks (NeoForge)
pulled in
Matching file found Matched file: [NEOFORGE][1.21.1] FTB Library 2101.1.34
FTB Teams (NeoForge) Needed by FTB Chunks (NeoForge)
pulled in
Matching file found Matched file: [NEOFORGE][1.21.1] FTB Teams 2101.1.10
Architectury API Needed by FTB Chunks (NeoForge)
pulled in
Matching file found Matched file: [NeoForge 1.21] v13.0.11
FTB Ranks (NeoForge) Needed by FTB Chunks (NeoForge)
pulled in
Matching file found Matched file: [NEOFORGE][1.21.1] FTB Ranks 2101.1.4
Just Enough Items (JEI) Needed by FTB Library (NeoForge)
pulled in
Matching file found Matched file: 19.43.0.392 for NeoForge 1.21.1

8 extra mods were pulled in by other dependencies. Indented rows show who needs each one. We only count dependency files that match this setup. A file for another loader does not fill the gap.

Before you install it

Add DoesPotatoTick? without breaking your instance.

Built for DoesPotatoTick? doespotatotick-1.21.1-5.6.4. Pick another file and the loader, install side or required mods may change.

  1. 01

    Stick to this file

    Use doespotatotick-1.21.1-5.6.4. It targets 1.21.1 with NeoForge; another release may have different loader, side or dependency requirements.

  2. 02

    Bring the mods it needs

    Install Duplicationless first. We found matching files for this game-version and loader setup. 8 come through another mod in the chain.

  3. 03

    Put it on the correct side

    The project page does not say whether it belongs on the client. The project page does not say whether it belongs on the dedicated server.

  4. 04

    Pick the file you checked

    Use the “Get this file” button beside doespotatotick-1.21.1-5.6.4. It opens that exact file at the source.

About this project

What does DoesPotatoTick? add?

DoesPotatoTick — Overview

DoesPotatoTick improves performance by suspending (“freezing”) distant entities that do not need to update every tick. Through configurable rules and safety checks, it reduces server CPU load and may also increase client FPS while preserving normal gameplay behavior.


1. Purpose

Minecraft updates every entity 20 times per second, which can overload servers with large worlds, many players, or heavy modpacks. Vanilla settings cannot distinguish important entities from irrelevant ones. DoesPotatoTick introduces a controlled system that updates only what is necessary.


2. Core Mechanism

Each entity is assigned a tickable state. The server evaluates this state every tick based on location, category, and context; the client optionally skips rendering non-tickable entities.

2.1 Distance-Based Activation

  • Players define an active region (configurable radius in chunks).
  • Entities outside this region become candidates for suspension.
  • Regions update only when a player moves between chunks, logs in, or changes dimensions.

2.2 Dimension and Claim Support

  • Optimization can be restricted to selected dimensions.
  • Entities in claimed areas (FTB Chunks, OpenPartiesAndClaims) are always ticked.
  • Players are notified if no claim mod is installed.

2.3 Entity Exceptions

Certain entities never freeze:

  • Players, falling blocks, vanilla bosses
  • A broad list of modded bosses and mechanical systems
  • Entire mods can be whitelisted The list reloads automatically on configuration changes.

2.4 Filtering Rules

Configurable rules allow ignoring or including:

  • Hostile mobs, animals, raiders
  • Dropped items
  • Projectiles (with optional logic to force-hit targets to tick) Dying entities are allowed to complete their death sequence.

2.5 Mob Farm Detection

Periodically scans chunk densities; if a farm-like pattern is detected, affected entities are forced to tick to ensure farms continue functioning.

2.6 Raid Handling

During active raids, optimization can be disabled or adjusted according to configuration.


3. Client Features

3.1 Render Skipping

Non-tickable entities may be hidden to improve FPS. Drawing a bow temporarily re-enables rendering to avoid aiming issues.

3.2 Embeddium Integration

Adds a dedicated configuration screen when Embeddium is installed.

3.3 Synchronization

A lightweight packet informs the client which entities should be displayed.


4. Configuration

  • doespotatotick-common.toml: core server behavior
  • doespotatotick-client.toml: rendering controls
  • Defaults prioritize safety and compatibility.
  • All logic runs on the server thread; changes apply consistently across ticks and reloads.

5. Make DPT Better

When you:

  • Feel that an specific entity type should never stop ticking
  • Have a config option request
  • Encounter unexpected situation because of entities' ticking freezing

Don't hesitate to contact me by GitHub Issues or email 670067575@qq.com


6. Design Considerations

The mod aims to:

  • Reduce server load without altering gameplay
  • Preserve boss fights, farms, and modded mechanics
  • Remain compatible with existing mod ecosystems

Its behavior resembles a controlled, context-aware scheduling system rather than a simple “disable distant entities” toggle.


7. A Bit of History & Evolution

DoesPotatoTick didn’t start as the polished mod you see today.

It began life as a fork of Txni’s DoesItTick, created purely as a stop-gap compatibility fix for the Lithium/RoadRunner ecosystem. The original version was, frankly, quite crude: only a handful of config options, and every single entity, on every single tick, looped through all online players to check “is anyone close enough?”
That’s O(entities × players) per tick — on a 20k-entity server with 50 players, that alone added millions of unnecessary iterations per second. Pure brutality.

The old dpt$checkAlwaysTick() was equally painful: it ran expensive config and tag checks on every entity every tick, with zero caching.
No client-side rendering fixes either — frozen entities would just stutter and “ghost” in place, looking broken.

Everything changed when we updated the mod:

  • Replaced the naïve player loop with the current PlayerTracker: a dimension → chunk → Y-range spatial map, updated lazily only on movement. Complexity dropped from O(n×m) to essentially O(players) per update.
  • alwaysTick flags are now computed once at entity-type registration and cached forever.
  • Added proper network packets and client-side culling (plus the bow-drawing safety valve) so frozen entities simply vanish cleanly instead of glitching.
  • Mob-farm detection, raid awareness, claim-mod integration, Embeddium GUI… none of these existed back then.

Today’s DoesPotatoTick is no longer “just another entity culling mod.” It’s the result of multiple full refactors and an obsession with doing it right — without ever breaking your bosses, farms, or Create contraptions.

Thanks to Txni for the original spark, and to every tester and contributor, as well as Grok and ChatGPT for helping me design, write and polish this description (I'm just feeling dead when writing readme by myself lol).


Enjoy the buttery-smooth ticks (or lack thereof)!

Project description from CurseForge.

Pick your setup

DoesPotatoTick? by Minecraft version and loader

Choose the version and loader you play, then open the matching release.

5 available setups

Check the dependencies, then try the file in a copied instance before changing a world you care about.

Recent files

DoesPotatoTick? versions and loaders

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Looking for an older file? The official CurseForge project page is in Resources.