/tick
Controls the server tick rate. Allows freezing, stepping through, and changing the speed of game ticks for debugging and testing.
Syntax
/tick <query|rate|freeze|step|unfreeze|sprint> [<value>]Parameters
| Name | Type | Required | Description |
|---|---|---|---|
| action | literal | Required | query = show tick info; rate = set tick rate; freeze = pause ticking; step = advance ticks while frozen; unfreeze = resume; sprint = run ticks as fast as possible. |
| value | float|integer | Optional | For rate: ticks per second (default 20). For step: number of ticks. For sprint: number of ticks to sprint through. |
Examples
/tick rate 40Sets the server to run at 40 ticks per second (2x normal speed).
/tick freezeFreezes all game ticks, entities stop moving, time stops.
/tick step 5While frozen, advances exactly 5 ticks then re-freezes.
Common Mistakes
- Setting tick rate extremely high, the server may not keep up and will lag.
- Forgetting to /tick unfreeze, the world remains frozen until explicitly unfrozen.
Notes
Added in 1.20.3. Default tick rate is 20 ticks per second. /tick sprint runs ticks as fast as the server can process them for a specified number of ticks. /tick freeze stops entity updates, block updates, and time progression but players can still move.
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