The whole game runs faster by a number you choose.
The whole game runs faster by a number you choose. The default is 2. Everything happens twice as fast.
Mobs move and swing twice as fast. Crops grow twice as fast. Furnaces smelt, brewing stands brew, hoppers pull, spawners spawn, redstone fires, water flows, TNT explodes and the sun sets twice as fast. You walk, sprint, mine, eat and attack twice as fast too.
For Minecraft 26.2 (Fabric).
speedy-1.0.0.jar and Fabric API in your mods
folder:
%appdata%\.minecraft\mods~/Library/Application Support/minecraft/mods~/.minecraft/modsOnly the server needs it. Everyone can connect with a completely vanilla client. Your faster walking arrives as an ordinary speed value and the faster day arrives in the normal time packet, so nothing has to be installed on anyone's machine.
Works on an existing world. Turn it on and off whenever you like.
The obvious way to make Minecraft faster is to run the server at 40 ticks per second instead of 20. This mod deliberately does not do that. The game still runs at 20 ticks a second — what changes is how much game happens inside each one.
That means it behaves like a real speed setting rather than a fast-forward button. Your framerate is unaffected, the server does not need twice the CPU headroom to keep up, and you can change the factor mid-game without anything lurching.
Everything that is an entity. Every mob, item, arrow, boat, minecart, falling block, TNT, fireball, XP orb, painting and armour stand is stepped through its whole life more than once per tick. That is not a movement multiplier bolted on the side — it is the same code the game already runs, run again — so a mob's walking, pathfinding, attack cooldown, aggro, breeding cooldown, baby growth, despawn timer and burning all speed up together and stay in step with each other.
Everything that is a block entity. Furnaces, blast furnaces, smokers, brewing stands, hoppers, droppers, dispensers, campfires, spawners, beacons, conduits, crafters, bells, jukeboxes and the sculk.
Everything on a random tick. Crops, saplings, sugar cane, bamboo, cactus, mushrooms, vines, kelp, fire spreading, ice and snow melting, leaves decaying, copper oxidising, dripstone dripping and sculk spreading.
Everything on a delay. Redstone repeaters and comparators, observers, pistons, dispensers, TNT fuses, note blocks, and water and lava spreading. These all work by asking to be woken up in so many ticks, and the request is shortened as it is made, so a redstone circuit speeds up as a whole and stays in time with itself.
The clock. Day, night, moon phases and everything that keys off the time of day.
The weather. How long rain and thunder last, and how long you wait for the next one.
You. Walking, sprinting, flying, mining, attack cooldown, eating, drinking, drawing a bow, hunger, potion durations, and cooldowns like the ender pearl and the shield.
Worth knowing up front, because "everything" is doing some heavy lifting above.
Changing the factor takes effect instantly, on players who are already online too.
A file appears at config/speedy.json the first time you run the mod.
{
"enabled": true,
"factor": 2.0,
"entities": true,
"blockEntities": true,
"randomTicks": true,
"scheduledTicks": true,
"dayNightCycle": true,
"weather": true,
"players": true,
"playerTimers": true,
"itemUse": true
}
Every one of these can be turned off on its own, so you can have a world where the crops race ahead but the mobs do not, or the reverse.
Fractions work. A factor of 2.5 gives everything two speed-ups every tick and a third one half the time, which averages out to exactly two and a half.
| Command | Who can use it |
|---|
/speedy | Anyone. Shows the current factor |
/speedy factor <1-20> | Operators. Changes the speed, immediately |
/speedy on and /speedy off | Operators. Toggles it |
/speedy reload | Operators. Re-reads the config file |
| Setting | What it does |
|---|
factor | How much faster. 2 is twice as fast. Anything from 1 to 20 |
entities | Mobs, items, projectiles, vehicles |
blockEntities | Furnaces, hoppers, spawners and the rest |
randomTicks | Crops, fire, ice, leaf decay |
scheduledTicks | Redstone, fluid flow, pistons |
dayNightCycle | The clock |
weather | Rain and thunder timers |
players | Your walking, mining and attack speed |
playerTimers | Your hunger, potions and item cooldowns |
itemUse | How long eating, drinking and drawing a bow take |
The world generates upside down.
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