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. Too many entities in one area cause server lag because each entity requires CPU time every tick to update its position, AI, and interactions.
In Minecraft's code, entities are objects that exist independently from the block grid. They have positions that can be anywhere in 3D space (not locked to block coordinates), and they update constantly as the game runs.
Every entity requires processing power every server tick (50 times per second). When you have hundreds or thousands of entities loaded at once, the cumulative processing demand causes TPS drops and lag.
A single cow in a field is negligible. A thousand cows in a 10x10 area brings the server to its knees. This is called entity cramming, and it's a common cause of server crashes on farms.
Not all entities cause equal lag:
Use profiling tools to see if entities are causing your lag:
Spark profiler:
/spark profiler start
(wait 30 seconds)
/spark profiler stop
The report shows what's consuming tick time. Look for sections labeled "entity tick" or "entities." If entities consume more than 30% of tick time, you have entity lag.
Timings (Spigot/Paper):
/timings on
(wait a few minutes)
/timings paste
Check the "Entity Tick" section. High numbers indicate entity lag.
In game symptoms:
Use ClearLag or similar plugins to remove dropped items every 5 to 10 minutes. Configure it to warn players 30 seconds before clearing so they can pick up important drops.
In spigot.yml or paper-world-defaults.yml, reduce spawn limits:
textspawn-limits:
monsters: 50
animals: 10
water-animals: 5
ambient: 5
Lower numbers mean fewer mobs, less lag, but also fewer mob farm outputs.
StackMob or similar plugins merge multiple entities of the same type into one entity. Instead of 50 individual chickens, you have one "chicken x50" entity. This drastically reduces entity count while preserving gameplay.
In Paper config, entities far from players don't need to update every tick:
entity-activation-range:
animals: 16
monsters: 24
raiders: 32
misc: 8
Entities outside these ranges update less frequently, saving CPU time.
Use Entity Manager or LagFixer plugins to set hard limits. For example, maximum 20 mobs per chunk and 50 items per chunk. When limits are reached, new entities don't spawn or get removed.
Mob grinders with hundreds of mobs waiting to be killed are major lag sources. Limit farm sizes or use plugins to cap entities in farm chunks specifically.
New chunk generation spawns entities (passive mobs in new areas). Pre-generating eliminates this real time entity spawn lag.
XP orbs are entities that accumulate at grinders. Use plugins that convert XP to bottles or directly into player levels to avoid thousands of floating orbs.
Check your current entity count with:
/minecraft:execute in minecraft:overworld run data get entity @e
Or use Spark/Timings reports which show entity counts per dimension.
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