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Ticking State

Play 0x7F, server → client.

play · 0x7F · clientbound (server → client)

Tells the client the server’s tick rate and whether ticking is frozen. The server sends it on join and when /tick changes the rate or freezes the game. The client matches its own simulation speed.

Sent by the server, read by the client. Listen for it with client.on("TickingState", (data) => …) on the receiving side.

Fields

Field Type Notes
tick_rate Float
is_frozen Boolean

Send it

await client.sendPacket("TickingState", {
  tick_rate: /* Float */,
  is_frozen: /* Boolean */,
});

Field aliases listed under Notes are accepted as alternative keys when writing.

Source: src/Core/Versions/776/Packets/play/clientbound/TickingState.ts

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