
Modrinth · Minecraft mod
NoTick
Server-side entity tick optimizer for large modded servers. Reduces wasted distant entity ticking with whitelists, claim protection, diagnostics, and optional item optimization.
Quick answer
Which NoTick release should I use?
NoTick 1.1.29 targets 26.2 with NeoForge. Do not install it on the client. It must be installed on the dedicated server. No extra mods listed for this file.
Where it goes
Is NoTick required on the client, server, or both?
Do not install it on the client. It must be installed on the dedicated server.
This file is marked server-only.
What else does NoTick 1.1.29 need?
1.1.29. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add NoTick without breaking your instance.
Built for NoTick 1.1.29. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 1.1.29. It targets 26.2 with NeoForge; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
Do not install it on the client. It must be installed on the dedicated server.
- 04
Pick the file you checked
Use the “Get this file” button beside 1.1.29. It opens that exact file at the source.
About this project
What does NoTick add?
NoTick
NoTick is a server-side entity tick optimizer built for large modded Minecraft servers.
Large packs can waste a lot of CPU time ticking mobs, items, and other entities that no player can see, reach, fight, collect, or interact with. NoTick cuts that background work by skipping eligible far-away entity ticks while keeping important gameplay protected.
The goal is simple: less wasted simulation, more tick budget for the parts of the server players are actually using.
Server Impact Dashboard
| NoTick Stat | Value |
|---|---|
| Required dependencies | Fabric API on Fabric builds |
| Supported build targets | 6 |
| Optional claim integrations | FTB Chunks + Open Parties and Claims |
| Admin commands | 5 |
| Main optimization target | Distant unused entity ticking |
| Safety controls | Whitelists, dimensions, raids, claims, active chunks |
Tick Savings Example
NoTick's savings scale with the number of eligible distant entities. If an entity is outside player range and is not protected by a whitelist, claim, raid rule, or active chunk safeguard, its normal entity tick can be skipped.
| Eligible distant entities | Tick calls skipped per server tick | Tick calls skipped per second at 20 TPS |
|---|---|---|
| 100 | up to 100 | up to 2,000 |
| 500 | up to 500 | up to 10,000 |
| 1,000 | up to 1,000 | up to 20,000 |
| 2,500 | up to 2,500 | up to 50,000 |
These are not fake benchmark claims. They show the math behind the optimization: fewer eligible distant entities ticking means less background entity work for the server.
What Stays Active
Players and nearby gameplay [ACTIVE] always ticks normally
Whitelisted entities/mods [ACTIVE] protected by config
Claimed bases and farms [ACTIVE] protected with FTB Chunks or OPAC
Raid-sensitive entities [ACTIVE] protected by raid rules
Distant unused mobs/entities [OPTIMIZE] skipped when safely outside range
Distant dropped items [OPTIONAL] configurable chance-based ticking
Decision Flow
Entity tick starts
-> Player? Tick normally
-> Disabled by config? Tick normally
-> Whitelisted entity or mod? Tick normally
-> Near a player? Tick normally
-> In active or claimed chunk? Tick normally
-> Raid-protected? Tick normally
-> Eligible distant entity? Skip tick
Why Servers Use NoTick
- Reduces background entity ticking cost in high-entity worlds
- Helps stabilize TPS in large modpacks and busy SMPs
- Works with modded mobs and entities through registry IDs
- Protects important gameplay through whitelists and safeguards
- Supports claim-aware ticking for bases, farms, and automation zones
- Gives admins diagnostics and config reload tools in-game
- Requires only Fabric API on Fabric; Forge and NeoForge builds need no extra dependency mod
Core Features
- Distance-based entity tick optimization
- Configurable horizontal and vertical tick ranges
- Optional dropped-item optimization with configurable distant tick chance
- Entity whitelist and full mod ID whitelist support
- Raid-specific ticking controls
- Dimension whitelist support
- Active chunk protection for recently used or base-like chunks
- Optional FTB Chunks integration
- Optional Open Parties and Claims integration
/notickdiagnostics command suite/notick reloadfor config reloads without restarting
Admin Commands
All commands require operator/admin permissions.
| Command | Purpose |
|---|---|
/notick |
Shows current optimization status |
/notick status |
Shows detailed settings and integration status |
/notick here |
Shows diagnostics for your current chunk |
/notick reload |
Reloads the config from disk |
/notick help |
Lists available commands |
Compatibility
NoTick is designed for modded servers and supports modded entities through normal registry IDs.
Current builds:
- Fabric 1.20.1 and 1.21.1
- Forge 1.20.1
- NeoForge 1.21.1, 26.1.2, and 26.2
Use config whitelists for:
- bosses and multipart mobs
- scripted or event entities
- fake-player-style automation
- projectiles or special entities from large content mods
- any mod where distant entities must keep ticking normally
If FTB Chunks or Open Parties and Claims is installed, claimed chunks can be treated as protected areas. This is useful for farms, automation zones, and bases that should keep normal behavior while players are away.
Best Fit
NoTick is strongest on:
- large modded survival servers
- kitchensink packs with heavy passive entity load
- SMPs with many bases, farms, and dimensions
- servers where distant mobs and items create constant tick cost
- packs that need admin-controlled performance safeguards
Important Note
NoTick is intentionally performance-focused and can change behavior for far-away, unprotected entities.
If a farm or contraption must run while nobody is nearby, protect it with chunk claims, active chunk safeguards, entity whitelists, mod ID whitelists, or dimension rules.
Credits
Originally based on DoesItTick by Txni.
Maintained fork by Rique.
Project description from Modrinth.
Pick your setup
NoTick by Minecraft version and loader
Choose the version and loader you play, then open the matching release.
26.1.2
1 loader build1.21.1
2 loader builds1.21
1 loader build1.20.1
2 loader buildsCheck the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
NoTick versions and loaders
1.1.29
NoTick-neoforge-1.1.29-26.2.jar
3 Aug 2026
1.1.29
NoTick-neoforge-1.1.29-26.1.2.jar
3 Aug 2026
1.1.29
NoTick-neoforge-1.1.29-1.21.1.jar
3 Aug 2026
1.1.29
NoTick-fabric-1.1.29-1.21.1.jar
3 Aug 2026
1.1.29
NoTick-forge-1.1.29-1.20.1.jar
3 Aug 2026
1.1.29
NoTick-fabric-1.1.29-1.20.1.jar
3 Aug 2026
1.1.28
NoTick-neoforge-1.1.28-26.2.jar
27 Jul 2026
1.1.28
NoTick-neoforge-1.1.28-26.1.2.jar
27 Jul 2026
1.1.28
NoTick-neoforge-1.1.28-1.21.1.jar
27 Jul 2026
1.1.28
NoTick-fabric-1.1.28-1.21.1.jar
27 Jul 2026
1.1.28
NoTick-forge-1.1.28-1.20.1.jar
27 Jul 2026
1.1.28
NoTick-fabric-1.1.28-1.20.1.jar
27 Jul 2026
Looking for an older file? The official Modrinth project page is in Resources.