Talk:Tick

Tick inconsistency
Article Mob spawner declares that the tick concerning spawning mechanics is 1/20 seconds, whereas this article uses the term tick for a 1/10 second period. I think something should be changed, anyone has any ideas on the subject? | TheKax |  Talk   15:45, 7 August 2011 (UTC)


 * A 5-clock ticks on once per second, so 5 ticks on and 5 off, totaling at 10 ticks in a second. Unless there's a new definition of a tick, I'd say to change Mob Spawner. Purtip31 23:54, 8 August 2011 (UTC)


 * Well actually... there is the game definition of a tick. That definition is used by both redstone and mob spawning and almost any other in-game check. A true tick takes 1/20th of a second, and each "redstone tick" is in-fact two true game ticks. This is unfortunately very confusing and I should probably go and edit the page. *sulks off, muttering*. Also, because the tick governs more than just redstone, though it is most noticeable in that application, it should not be merged with redstone circuits just yet.  | Akyute |  02:38, 13 September 2011 (UTC)

Merge With Redstone Circuits
Merge - Redundant article is redundant. Ajax2422 04:53, 4 December 2011 (UTC)


 * - Ticks don't necessarily have anything to do with Redstone, and renders them a completely different subject, that subject being the physical game engine. Jononon 6:09, 2 March 2012 (PST) –Preceding unsigned comment was added by 98.149.171.98 (Talk) 02:10, 3 March 2012‎ (UTC). Please sign your posts with


 * - Merge the small part pertaining to redstone with the redstone article: Ticks can be used to measure time. –Preceding unsigned comment was added by 50.104.194.86 (Talk) 01:19, 8 March 2012. Please sign your posts with


 * - I agree with the above statement the first half of the article talks about tick as in the game's loop. But, the second half of the article (Methods to produce multiple or single ticks) talks about redstone circuits, that part should be merged. –Preceding unsigned comment was added by 66.207.116.1 (Talk) 00:16, 15 March 2012‎ (UTC). Please sign your posts with


 * - As the person above me stated, the second half of the article doesn't have to do with anything except redstone circuits, really. So don't merge the whole page, just the part about redstone ticks. –Preceding unsigned comment was added by NightstormKitty (Talk&#124;Contribs) 00:30, 18 April 2012‎ (UTC). Please sign your posts with


 * - I agree with the two above me; some of it is redundant but some is not. –Preceding unsigned comment was added by Colabcalub (Talk&#124;Contribs) 21:23, 29 May 2012‎ (UTC). Please sign your posts with


 * - Merging is unnecessary. Just keep the topic together so people can view all types of ticks. - Asterick6 (talk) 06:21, 6 June 2012 (UTC)

Explanation of block tick half-time calculation
can be found here: –Preceding unsigned comment was added by Last username (Talk&#124;Contribs) 11:55, 11 April 2012‎ (UTC). Please sign your posts with


 * As mentioned in the link above, on every tick, 48 blocks per chunk are chosen for updates. The chance of any particular block being updated is, so the chance of it not updating is 65488/65536. After 47 seconds (940 ticks), the chance that a block still hasn't been updated is  . This is why the median time between block updates is approximately 47 seconds: half of the blocks will have received updates by then. -- Orthotope 01:30, 27 June 2012 (UTC)