Tick Rate (Block Action Type)

Sets, freezes, steps or resets the tick rate of the chunk the block is in, or of its whole dimension.

Sets, freezes, steps or resets the tick rate of the chunk containing the block, or of its whole dimension. A slowed chunk runs its block entities, its scheduled block and fluid ticks and its random ticks at that rate, so furnaces smelt, crops grow and hoppers move at whatever fraction of normal speed you ask for.

Type ID: apoli:tick_rate

Fields

FieldTypeDefaultDescription
scopechunk, dimension or serverchunkWhether the change covers the block’s chunk, the whole dimension, or the server. server drives Minecraft’s own tick rate, exactly as /tick does — see the entity action.
rateInteger or ExpressionunchangedLogical ticks per second. 20 is normal speed, 0 stops everything.
frozenBooleanunchangedStops ticking entirely, regardless of rate.
stepInteger or ExpressionunchangedLets a frozen scope run this many ticks and then freeze again.
sprintInteger or ExpressionunchangedRuns the scope at full speed for this many ticks, ignoring its rate.
resetBooleanfalseClears every override on that scope. Every other field is ignored.
durationInteger0How long the override lasts, in ticks. 0 means until something clears it.

An entity standing in a slowed chunk inherits that rate unless it has one of its own, so freezing a chunk freezes what is standing in it too.

Example

{
    "type": "apoli:tick_rate",
    "rate": 2,
    "duration": 200
}

Crawls the chunk to a tenth speed for ten seconds.