Performance Guide
Performance Guide
Practical tuning starting points. None of this is a substitute for watching your own server's
/lagg tps and /lagg ram output after changing anything — these are starting points, not rules.
Small survival server (few players, modest builds)
- Entity Clearing: defaults (
interval: 300) are usually fine. Leaveadaptive-intervalandperformance-gatedisabled — there's rarely enough entity churn for them to matter. - Mob Limiter / Spawner Limiter: defaults are conservative enough to not need touching.
- Leave Packet Limiter and AFK Optimization disabled unless you have a specific problem they solve.
Larger survival / semi-vanilla server (farms, redstone, many players)
- Turn on
adaptive-intervalin Entity Clearing withmetric: "ENTITY_COUNT"so clear frequency scales with actual load instead of a fixed timer — see the worked example in Entity Clearing. - Tighten Mob Limiter's
per-type-limitsfor whatever mobs your farms produce in bulk (zombies, skeletons, etc.) rather than relying only on the global cap. - Turn on AFK Optimization if you have players who routinely leave clients open AFK (auto-farms, fishing bots, etc.) — this alone can meaningfully cut simulation load with zero gameplay downside for genuinely inactive players.
- If you're getting reports of item/mob dupers or crasher clients, enable Packet Limiter (requires ProtocolLib).
Network / high player count
- Consider MySQL over SQLite if you're centralizing multiple servers — see Database Setup. (Note: as of this writing no built-in module actually persists shared state through the database yet — see that page's caveat — so this is a forward-looking choice, not something with an immediate payoff.)
- Enable the
performance-gateon Entity Clearing (non-Folia servers only — see Folia Support) so clears don't fire on a fixed schedule when the server is already healthy, and instead fire when MSPT is actually elevated. - Use
worlds:scoping (available on Entity Clearing, Spawner Limiter, and Misc Entity Limiter) to exclude worlds that don't need aggressive limiting — a creative/build world usually doesn't need the same entity pressure as a survival world.
Diagnosing an active lag spike
/lagg tpsand/lagg ramfor the immediate numbers./lagg chunkfinderto find which chunks are carrying unusually high entity counts — see Chunk Finder./lagg clearstatusto check whether Entity Clearing's performance gate (if enabled) is currently deferring clears, and how long until the next one fires regardless.