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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

  1. Lower the distances in server.properties:
    view-distance=8
    simulation-distance=4
    view-distance controls chunks sent to the client, simulation-distance controls calculations (mobs, crops). The latter has the biggest TPS impact.
  2. Switch to Paper if you’re on Spigot/Vanilla. Paper introduces major optimizations in paper-global.yml and paper-world.yml (entity-activation-range, hopper, chunk GC).
  3. Limit mob caps in paper-world.yml:
    entities:
      spawning:
        monster-spawn-limit: 50
        animal-spawn-limit: 10
  4. 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.
  5. 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
  6. Spot heavy redstone farms. Large item sorters and iron/column farms generate hundreds of updates per tick. Profile them with /spark health and 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.

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