This works very nicely when ever you using superhero mods and your playing as flash just a idea have it were you can hook a certain tick rate to a keybind
I forgot to mention, but keybinds were added in v1.0.5. I don't know if you still want it though
Hey man. I see you're still working on this mod, that's great.
I'm probably gonna sound redondant here but I'm planning on doing a TAS in MC 1.4 and there is no mod that allows tickrate changing in that version yet... Do you think you can do this? I tried downgrading from your source code but too many things changed between 1.4 and 1.9 :/
Im sadly having some trouble with this mod and maybe you can help me.
Using the newest version for MC 1.7.10 and i added your mod to the FTB Infinity Evolved Modpack.
It starts perfectly fine, and when i use the commands in Singleplayer they slow/speed up my gamespeed and dont produce any error in the logs.
The one thing they dont do is change the redstone speed. (redstone ticks)
Some complex redstone contraptions as well as a simple repeater based clock still run at the same real time speed, and depending on the ingame /tickrate just update more or less fluently.
My goal with this was to better visualize and debug some very fast and time sensitive mechanics. Something that used to happen in exactly a second with 20 ticks/s is supposed to take 4 seconds with 5 ticks/s. Sadly that doesnt seem to be the case in my game, although the spotlight shows it.
Any idea if that might be because of the other installed mods or is there a core mechanic i have misunderstood in your code?
Thanks in advance!
Someone already reported this bug to me. Basically the client tickrate works but the server tickrate doesn't. There is a mod in this pack breaking the behavior of Tickrate Changer. I don't know which one and why, and I can't fix it without knowing that. Sorry
Is it possible to control the tick speed of certain tile entities? I worry about microblocks and carpenter blocks. They don't need ticks so it would be good to slow down or even stop them. Or if this isn't a problem I have another question: since 1.8 the game uses another system to render only blocks in sight. Does this affect tile entities too? Is it possible to import this feature to 1.7.10?
Before 1.8, all tile entities "tick"
After 1.8, tile entities have to tell the game that they need to tick. So chests, banners don't tick anymore. And if those mods were written correctly, they will not tick either
The rendering in 1.8 doesn't affect the ticking in any way and importing this feature to 1.7.10 would break all the mods.
TickrateChanger only changes the client tickrate and the server tickrate, it is not capable of changing the tickrate of a specific thing
For map making purposes I'm interested in turning off tick rate. I want to have sapplings that don't grow and crops at all different stages. However, I cannot use the randomTickSpeed gamerule because I am bound to 1.7.10 (custom map with meta data). This mod doesnt allow the tickrate to be set to 0. Any suggestions?
For map making purposes I'm interested in turning off tick rate. I want to have sapplings that don't grow and crops at all different stages. However, I cannot use the randomTickSpeed gamerule because I am bound to 1.7.10 (custom map with meta data). This mod doesnt allow the tickrate to be set to 0. Any suggestions?
Tickrate and randomTickSpeed are different things. If you set the tickrate to 0, you won't even be able to move.
Basically, Tickrate is the speed of the game and randomTickSpeed is how many blocks in a chunk will be updated each tick
Great mod! Would it be possible to have a command to change tick rate for a set amount of time before returning to normal ? How difficult would it be to hook into combat I wonder? ie random slowmo sword swipes. Just thinking about making a survival map based on the pc game Dying Light! This combined with IChun's amputation mod (if and when he updates it) would be awesome!!
Keep up the fab work.
That can be easily done with command blocks, the only hard part is to time it right, since the redstone is also slowed down if you change the server tickrate
Sound pitch tweaking is perfect for recording slow motion!
Well in some circumstances it may be better not to change the pitch ... for I'm making redstone music, it's much better to change the BPM without affecting the pitch of every note
Can still use the good old v1.0.5 anyway.Wish if there would be an switch on/off streching sounds in your mod!
Sound pitch tweaking is perfect for recording slow motion!
Well in some circumstances it may be better not to change the pitch ... for I'm making redstone music, it's much better to change the BPM without affecting the pitch of every note
Can still use the good old v1.0.5 anyway.Wish if there would be an switch on/off streching sounds in your mod!
There is! In the config file (minecraft installation -> config -> tickratechanger.cfg) there is a "change-sound" option, just change it from true to false and voila
Hi , I encountered a problem where . yes it speeds up and slows down, problem is it doesnt affect such things like furnace and mining. it lags and for example if i break a block the block goes back and i have to break it again in again same time for the normal speed for it. so yea, the speed doesnt affect the furnace and things. i am using the 1.7.10 e release and im using the skyfactory 2.5.5 (1.7.10) version of minecraft do you know the problem here? cause i'd really love to use this to boost my rate of progress
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I love this mod! I use it to change the tempo of my note block songs all the time
I noticed that you've updated to 1.11, but nothing has been put up on the TickrateChanger GitHub with the new changes. I would like to use the source code of this mod for my own fork I would really appreciate it if you can push the changes. Thanks!
Hi , I encountered a problem where . yes it speeds up and slows down, problem is it doesnt affect such things like furnace and mining. it lags and for example if i break a block the block goes back and i have to break it again in again same time for the normal speed for it. so yea, the speed doesnt affect the furnace and things. i am using the 1.7.10 e release and im using the skyfactory 2.5.5 (1.7.10) version of minecraft do you know the problem here? cause i'd really love to use this to boost my rate of progress
This is probably because your computer can't keep up with the speed, modpacks tend to be way heavier than vanilla
I love this mod! I use it to change the tempo of my note block songs all the time
I noticed that you've updated to 1.11, but nothing has been put up on the TickrateChanger GitHub with the new changes. I would like to use the source code of this mod for my own fork I would really appreciate it if you can push the changes. Thanks!
I forgot that, thanks for remembering me. It's pushed now
This is probably because your computer can't keep up with the speed, modpacks tend to be way heavier than vanilla
I Have constant 300-500fps. i have i7 processor .. this is just like a piece of cake for my pc to run, its definitely not the ram too i have 16gb. it just stutters and lags and goes back.
I Have constant 300-500fps. i have i7 processor .. this is just like a piece of cake for my pc to run, its definitely not the ram too i have 16gb. it just stutters and lags and goes back.
Does a vanilla redstone clock speed up? Are you changing the speed of both the server and the client? Which blocks/entities seem to not speed up?
umm i dont know how to explain it , everything doesnt work. it speeds up . but it goes back to the normal time. like for example the time
it goes 12345 but it goes like 1234234534564 do u get what i mean, it seems to speed up but in reality it doesnt it like lags back and continues and lags back, so basically its normal speed.
umm i dont know how to explain it , everything doesnt work. it speeds up . but it goes back to the normal time. like for example the time
it goes 12345 but it goes like 1234234534564 do u get what i mean, it seems to speed up but in reality it doesnt it like lags back and continues and lags back, so basically its normal speed.
You can't go too high with the tickrate, because the mod just makes the game update more/less frequently. It definitely has a limit to it depending on how many ticks can your computer can process each second.
Can you try slowing down the game instead of speeding up? Does it work?
If it does, the problem is definitely not with TickrateChanger
I finally added it in v1.0.6. I don't know why I delayed it so much, but here it is
I forgot to mention, but keybinds were added in v1.0.5. I don't know if you still want it though
I'll see what I can do about it
Someone already reported this bug to me. Basically the client tickrate works but the server tickrate doesn't. There is a mod in this pack breaking the behavior of Tickrate Changer. I don't know which one and why, and I can't fix it without knowing that. Sorry
Awesome mod! I made a little video with it.
Updated to 1.9.4
Before 1.8, all tile entities "tick"
After 1.8, tile entities have to tell the game that they need to tick. So chests, banners don't tick anymore. And if those mods were written correctly, they will not tick either
The rendering in 1.8 doesn't affect the ticking in any way and importing this feature to 1.7.10 would break all the mods.
TickrateChanger only changes the client tickrate and the server tickrate, it is not capable of changing the tickrate of a specific thing
I don't know what is the problem. You need to install Forge and copy TickrateChanger to the mods folder, you also need TickrateChanger in the client.
Awesome run, I'm going to add it to the topic
Thanks
For map making purposes I'm interested in turning off tick rate. I want to have sapplings that don't grow and crops at all different stages. However, I cannot use the randomTickSpeed gamerule because I am bound to 1.7.10 (custom map with meta data). This mod doesnt allow the tickrate to be set to 0. Any suggestions?
Tickrate and randomTickSpeed are different things. If you set the tickrate to 0, you won't even be able to move.
Basically, Tickrate is the speed of the game and randomTickSpeed is how many blocks in a chunk will be updated each tick
That can be easily done with command blocks, the only hard part is to time it right, since the redstone is also slowed down if you change the server tickrate
Awesome mod!
Sound pitch tweaking is perfect for recording slow motion!
Well in some circumstances it may be better not to change the pitch ... for I'm making redstone music, it's much better to change the BPM without affecting the pitch of every note
Can still use the good old v1.0.5 anyway.Wish if there would be an switch on/off streching sounds in your mod!
There is! In the config file (minecraft installation -> config -> tickratechanger.cfg) there is a "change-sound" option, just change it from true to false and voila
Hi , I encountered a problem where . yes it speeds up and slows down, problem is it doesnt affect such things like furnace and mining. it lags and for example if i break a block the block goes back and i have to break it again in again same time for the normal speed for it. so yea, the speed doesnt affect the furnace and things. i am using the 1.7.10 e release and im using the skyfactory 2.5.5 (1.7.10) version of minecraft do you know the problem here? cause i'd really love to use this to boost my rate of progress
I love this mod! I use it to change the tempo of my note block songs all the time
I noticed that you've updated to 1.11, but nothing has been put up on the TickrateChanger GitHub with the new changes. I would like to use the source code of this mod for my own fork I would really appreciate it if you can push the changes. Thanks!
This is probably because your computer can't keep up with the speed, modpacks tend to be way heavier than vanilla
I forgot that, thanks for remembering me. It's pushed now
I Have constant 300-500fps. i have i7 processor .. this is just like a piece of cake for my pc to run, its definitely not the ram too i have 16gb. it just stutters and lags and goes back.
Does a vanilla redstone clock speed up? Are you changing the speed of both the server and the client? Which blocks/entities seem to not speed up?
umm i dont know how to explain it , everything doesnt work. it speeds up . but it goes back to the normal time. like for example the time
it goes 12345 but it goes like 1234234534564 do u get what i mean, it seems to speed up but in reality it doesnt it like lags back and continues and lags back, so basically its normal speed.
You can't go too high with the tickrate, because the mod just makes the game update more/less frequently. It definitely has a limit to it depending on how many ticks can your computer can process each second.
Can you try slowing down the game instead of speeding up? Does it work?
If it does, the problem is definitely not with TickrateChanger