5x normal speed. One in-game day (24,000 ticks) passes in 4 min of real time at this rate.
Runs the game at 100 ticks per second, 5x normal speed. Run /tick rate 20 to go back to the default.
Time arguments accept ticks (100), seconds (5s = 100 ticks) or in-game days (1d = 24,000 ticks). Values are rounded to whole ticks.
/tick rate sets how many game ticks Minecraft runs per second. The default is 20, and any number from 1 to 10000 is accepted. Raise it and crops, furnaces, mobs and the day-night cycle all run faster in real time; lower it for slow motion.
Minecraft simulates the world in ticks, 20 of them per second, which gives the game a budget of 50 milliseconds per tick. Almost everything is counted in ticks: a furnace smelts one item in 200 ticks, one full day-night cycle is 24000 ticks, and redstone repeaters delay in steps of 2 ticks. The /tick rate command changes how many of those ticks run per real second, so the entire simulation speeds up or slows down together, including the clock on the wall: at /tick rate 100 an in-game day passes in four real minutes.
This is different from the randomTickSpeed gamerule, which only changes how many random block ticks each chunk section receives and therefore only accelerates things like crop growth and fire spread. /tick needs permission level 3, one step above normal cheat commands: an operator in chat or the server console, never a command block. It is a Java Edition command, added in 1.20.3.
/tick freeze pauses the simulation without pausing you. Mobs stop mid-air, water stops flowing, redstone halts, but players and any entity a player rides keep moving, so you can fly through a frozen world and look at everything in place. /tick step advances a frozen game by an exact number of ticks and then freezes it again, which lets you watch a contraption fire one tick at a time. /tick sprint does the opposite: it runs a set number of ticks as fast as the hardware allows, then prints how long they took and the ticks per second it achieved.
That report makes sprint the standard vanilla lag test. A simple benchmark session looks like this:
1. Run /tick query to see the current rate and the average tick time. Above 50 ms means the server is already falling behind.
2. Stand near the build you want to measure and run /tick sprint 1d to simulate a full in-game day. Note the time and TPS it reports.
3. Change the farm, contraption or settings you suspect, then sprint the same length again and compare the two reports.
4. For a line-by-line breakdown of where the time goes, pair the sprint with the /debug profiler and read the profile-results file it writes.
The command has eight forms. Time arguments accept a plain tick count or a number with an s (seconds, 20 ticks each) or d (in-game days, 24000 ticks each) suffix, and must be at least 1 tick:
/tick rate 100Run the game five times faster than normal. Crops, furnaces, mobs and the day-night cycle all speed up.
/tick rate 20Back to normal speed. 20 ticks per second is the default rate.
/tick freezePause the whole simulation except players. Useful for screenshots or inspecting a contraption mid-action.
/tick step 100While frozen, advance exactly 100 ticks (5 seconds of game time), then freeze again.
/tick sprint 1dSimulate one full in-game day (24000 ticks) as fast as the server can, then print the realized TPS.
Run /tick rate followed by a number from 1 to 10000, for example /tick rate 100 to run the game five times faster than normal. The command needs permission level 3, so enable cheats in singleplayer or use an operator account on a server. Run /tick rate 20 to return to the default speed.
20 ticks per second. The server has a budget of 50 milliseconds per tick, one in-game day lasts 24000 ticks (20 real minutes), and most mechanics, from crop growth to furnace smelting, are counted in ticks. /tick query prints the current rate and how long ticks are actually taking.
/tick rate changes how many ticks run per second, which speeds up or slows down the entire simulation: entities, redstone, furnaces and the day-night cycle. The randomTickSpeed gamerule only changes how many random block ticks happen per chunk section each tick, which affects crop growth and fire spread but leaves everything else at normal speed.
Run /tick freeze. All entities and block ticks stop, but players and any entity a player is riding keep moving, so you can fly around the frozen world. Use /tick step 100 to advance exactly 100 ticks while staying frozen, and /tick unfreeze to resume normal play.
/tick sprint runs a set number of ticks as fast as the server can and then prints how long they took and the realized ticks per second. A common benchmark is /tick sprint 1d, one full in-game day. Run it before and after a change to your farm or contraption and compare the numbers; /tick sprint stop ends a sprint early.
/tick requires permission level 3 and command blocks run at level 2, so the command can only be run from chat by an operator or from the server console. It is also Java Edition only, added in 1.20.3; Bedrock Edition has no /tick command.
Controlling the tick rate pairs well with setting the time of day. Browse more Minecraft tools: