On a Minecraft server the world will update 20 times a second. This means that the server has 50 milliseconds to go through every active world and update the Entities, TileEntities and other tings like lighting and terrain generation.Once your server has a lot of players, and large active bases, the server might start having problems updating everything within the given time.This is especially true on modded server with Chunk loaders, large bases with a lot of TileEntities, and many new Monsters and other Entities.With Tick Dynamic on your server, you will be able to define how much time each world is allowed to use, and within each world, how much time Entities and TileEntities are allowed to use.Whenever these limits are hit, Tick Dynamic will limit the number of Entities and/or TileEntities that updates each tick for the given groups.You essentially have a separate TPS for Entities and TileEntities in each world.So what do you gain by maintaining a server TPS of 20, by allowing Entities and TileEntitie to update slower?Note however, that Tick Dynamic will not help for every case, certain events will still cause the TPS to drop, or cause noticeable lag.Some examples for this is:- World Generation taking a significant amount of time of a tick.- Rapid change in time usage for a world- One mod, or a combination of mobs, using a large amount of time on a single operation during a tick.- World backupHowever, Tick Dynamic should be able to smooth out the spikes by quite a bit.Tick Dynamic allows a lot of control in how it will maintain that 20 TPS.If you would have Entities run at a full 20 TPS, but you don't care about TileEntities, you can provide a larger slice of time for Entities.If you want to give Overworld more time, you can also give it a larger slice of time than the other worlds.Check out the Help section for full overview of the configuration options, commands and installation instructions.