Reduce lag (chunks, entities, redstone)
Lower view-distance and simulation-distance, enable Paper optimizations, and limit farms to reduce TPS lag.
Reduce lag (chunks, entities, redstone)
A server below 20 TPS (ticks per second) shows up as rubber-banding blocks, jittery mobs, and delayed actions. The lag most often comes from loaded chunks, accumulated entities, and massive redstone.
Cause / The problem
Every tick the server computes all chunks within simulation-distance, all entities, and all active redstone. The larger the area, the more the load grows exponentially.
Solution
- Lower the distances in
server.properties:view-distance=8 simulation-distance=4view-distancecontrols chunks sent to the client,simulation-distancecontrols calculations (mobs, crops). The latter has the biggest TPS impact. - Switch to Paper if you’re on Spigot/Vanilla. Paper introduces major optimizations in
paper-global.ymlandpaper-world.yml(entity-activation-range, hopper, chunk GC). - Limit mob caps in
paper-world.yml:entities: spawning: monster-spawn-limit: 50 animal-spawn-limit: 10 - Clean up excess entities. Detect clusters with a targeted
/minecraft:kill @e[type=!player,r=50], or use ClearLag to automatically purge ground items and surplus mobs. - Pre-generate chunks with a plugin like Chunky. New players exploring wild areas will no longer trigger generation spikes:
/chunky world world /chunky radius 5000 /chunky start - Spot heavy redstone farms. Large item sorters and iron/column farms generate hundreds of updates per tick. Profile them with
/spark healthand limit them or move them away from active areas.
Monitor TPS continuously with /spark health or the panel dashboard: a healthy server stays between 19.5 and 20 TPS.