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/tick

Command

/tick

Controls how fast the game runs: changes the tick rate, freezes the game, steps it forward tick by tick, or runs ticks as fast as possible.

Syntax

/tick (freeze|query|unfreeze)
/tick rate <rate>
/tick sprint stop
/tick sprint <time>
/tick step
/tick step stop
/tick step <time>

Arguments

ArgumentKind of valueWhat to type
<rate>Decimal numberThe target ticks per second, from 1 to 10000. Default game speed is 20.
<time>TimeHow much game time to step or sprint through, in ticks or with a unit (t, s, d). Minimum 1 tick. At least 1.

Details

Permission level3: server operators with level 3 or higher
Works inServer operators of level 3 or higher, the host of a singleplayer world with cheats enabled, and the server console. Command blocks and functions run at level 2 and cannot use it.
Resultquery reports whether the game is running normally, lagging, frozen or sprinting, the target rate, the average time per tick and the P50, P95 and P99 tick times, and returns the tick rate. rate returns the new rate as a whole number. freeze returns 1 and unfreeze returns 0. step and sprint return 1.
query/tick query shows the current state and timing figures.
rate/tick rate <rate> sets the target number of ticks per second, from 1 to 10000. The normal rate is 20.
freeze and unfreeze/tick freeze freezes the game and /tick unfreeze lets it run again. Freezing also ends a sprint or a step that is in progress.
step/tick step [time] runs the frozen game forward by the given time, 1 tick if none is given, and then freezes it again. Fails with "Unable to step the game - the game must be frozen first" if the game is not frozen. /tick step stop cancels a step in progress.
sprint/tick sprint <time> runs the given amount of game time as fast as the computer allows, ignoring the target rate, then reports the ticks per second and milliseconds per tick it achieved. A frozen game is unfrozen for the sprint and frozen again afterwards. /tick sprint stop ends a sprint early.
Time unitsstep and sprint take a time in ticks, or with a unit: t for ticks, s for seconds (20 ticks) and d for in-game days (24000 ticks). The minimum is 1 tick.

Examples

/tick rate 40

Runs the game at 40 ticks per second, twice the normal speed.

/tick freeze

Freezes the game.

/tick step 5

Runs the frozen game forward by 5 ticks.

/tick sprint 60s

Runs 60 seconds of game time (1200 ticks) as fast as possible.

/tick query

Shows the tick rate and how long ticks are taking.

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