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Martensite entity tick skiper

by orangeandy2007

Martensite entity tick skiper lets a server stop ticking entities that are far from players, so distant mobs and items use less processing time.

ForgeNeoForgeServer-side onlyGNU General Public License v3.0 or laterOpen source1.20.1 – 1.21.11

What it does

Entities are checked against their distance to the nearest player. Beyond a configurable radius, the server skips their tick on a chance-based schedule, with a default minimum chance of 0.1 and a default radius of 24 blocks. Entities close to players keep ticking normally, which the author describes as almost the same within 24 blocks.

The mod also offers group removal of entities with a blacklist, so certain entities can be cleared from a chunk while others such as vanilla evokers stay protected. Options to disable the death animation and to collapse experience orbs more aggressively are off or on by default as listed in the config. The mod runs on Forge and NeoForge only, and is open source under the GNU General Public License v3.0 or later, with 15 release versions across 1.20.1 – 1.21.11.

Key features

  1. Distance-based tick skipping

    Entities far from players skip their tick process based on a configurable chance and radius.

  2. Group entity removal

    A blacklist-controlled system clears selected entity groups, such as leftovers from certain structures.

  3. Chunk-aware entity detection

    Entities near unloaded chunks are detected so that unwanted entities are removed and others are left alone.

  4. Experience orb cramping

    An optional, more aggressive way to merge experience orbs reduces how many entities a chunk holds.

Compatibility

Latest build for each game version and loader.

1.21.x12 of 12 versions with builds
1.21.11Not available1.0.5
1.21.10Not available1.0.5
1.21.9Not available1.0.5
1.21.8Not available1.0.5
1.21.7Not available1.0.5
1.21.6Not available1.0.5
1.21.5Not available1.0.5
1.21.4Not available1.0.5
1.21.3Not available1.0.5
1.21.2Not available1.0.5
1.21.1Not available1.0.5
1.21Not available1.0.5
1.20.x3 of 3 versions with builds
ReleaseBetaAlphaNot available

Only full game releases are shown. This mod publishes no snapshot builds.

Use cases

Farms and remote builds

Mob farms and builds far from players can run with fewer entities ticking, which is the use the author highlights.

Large multiplayer servers

Server owners who need to lower tick load in busy worlds can tune the radius and chance in the config.

Who it’s for: Server owners who run Forge or NeoForge worlds with many entities and want to reduce tick load. Single-player players and clients do not need the mod.

How it compares

Full comparison

Does It Tick? is a server-side mod for Fabric, Forge and NeoForge, open source under the GNU Lesser General Public License v3.0 only, for 1.20 – 1.21.1. Immersive Optimization is also server-side and open source under the GNU General Public License v3.0 or later, but covers 1.20.1 – 26.2 across Fabric, Forge and NeoForge. Martensite entity tick skiper is Forge and NeoForge only.

ModLoadersGame versionsEnvironmentUpdated
Martensite entity tick skiperForge and NeoForge1.20.1 – 1.21.11Server-side only2026-02-19
Does It Tick?Fabric, Forge and NeoForge1.20 – 1.21.1Server-side only2025-03-27
Immersive OptimizationFabric, Forge and NeoForge1.20.1 – 26.2Server-side only2026-07-14

Questions

Does Martensite entity tick skiper need to be installed on clients?

No. Server owners install it, and players connect with no copy of their own.

Which loaders does the mod support?

Forge and NeoForge. Forge files stop at 1.20.3, with alpha build 1.2.alpha.2, while NeoForge reaches 1.21.11 with build 1.0.5.

Can the tick skipping radius be changed?

Yes. The config sets the radius and the minimum chance, and the default radius is 24 blocks.

In the catalog

Martensite entity tick skiper is one of 3,545 Optimization mods on ModsFinder, and one of 1,441 Optimization mods for Forge. 19,862 mods support Minecraft 1.21.11.

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What the author says

As a datapack maker, I like to enhance Mob AI to make game more difficult. But use command to control mob AI involve many detection and scoreboard recoding and as game become more difficult, mob that stack together will kill player in second. So I make a mod to deal with these problem To deal with the problem. First…
orangeandy2007, on the Modrinth page

Official listing

Owner
orangeandy2007
Published
2024-12-01
Updated on Modrinth
2026-02-19
Facts verified
2026-10-15

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