Entities are dynamic objects in the world: mobs, players, dropped items, projectiles, minecarts, armor stands, and more. Unlike blocks, which are static parts of the terrain, entities can move, interact with other entities, and respond to physics like gravity and collisions.
Server performance directly correlates with entity count. Here's how entities impact Minecraft hosting:
Modded servers face amplified entity pressure. Modpacks like RLCraft or All the Mods can spawn 3-5x more entities than vanilla Minecraft through additional mob types, particles, and custom projectiles.
Mobs: Hostile and passive creatures. Zombies, skeletons, creepers, cows, pigs, villagers. Each mob has AI that calculates pathfinding, target detection, and behavior every tick.
Players: Every connected player is an entity. Players are the most complex entities because they involve multiplayer synchronization, inventory management, and client server communication.
Items: Dropped items when you break blocks or die. These float in the world for 5 minutes before despawning. Item entities are extremely common and a major source of entity lag.
Projectiles: Arrows, snowballs, fireballs, tridents, and anything thrown or shot. Projectiles calculate collision detection and trajectory physics every tick until they hit something or despawn.
Vehicles: Minecarts, boats, and horses (when ridden). These have collision physics and respond to terrain like rails or water.
Other objects: Experience orbs, falling sand/gravel, TNT (after ignition), armor stands, item frames, paintings, end crystals, and more. Anything that exists in the world but isn't a block is likely an entity.
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