What it does
Fast Math Cache (FastTrig)
On startup it pre-computes a lookup table for sin, cos, and atan2 math operations. Entity AI calls these constantly to calculate rotation angles. Reading from a table is much faster than computing them fresh every time.
AI Goal Removal (on entity spawn)
When any mob spawns, the plugin checks your config and removes whichever pathfinder goals you've enabled removal for. For example:
Cows/Chickens/Pigs/Sheep — you can disable breeding, panicking, following parents, random strolling, floating in water
Sheep — additionally disable eating grass (wool regrowth)
Squid — disable fleeing and random movement
Fish — disable swimming, panicking, avoiding players
Zombies/Skeletons/Creepers/Spiders/Endermen — disable targeting players or attacking
Villagers — disable panicking or trading behaviour
All mobs — disable the "look at player" and "look around randomly" goals globally
Full AI Disable
You can list specific entity types in config (e.g. ["COD", "TROPICAL_FISH"]) and those mobs will have their AI completely switched off — useful for decorative mob setups like fish tanks where the mobs don't need to do anything at all.
Everything is off by default — nothing is changed on a fresh install. You go into config.yml and flip on only the removals that make sense for your server. A survival server might enable stroll/panic removal for passive animals in farms. A pure performance server might go further and disable look goals for all mobs.
| What you enable |
Estimated CPU saving |
Memory Usage |
| Fast trig cache only |
5–15% |
10MB |
| Remove look-at-player + random look for all mobs |
3–8% |
40 MB |
| Remove stroll/panic/breed for farm animals+Full AI disable on fish/squid farms |
10–25% on those specific entities |
60mb |
| Everything combined, aggressively |
15–30% on entity tick time |
120mb |
Memory Usage
Almost nothing — maybe 20–120 MB saved from not holding goal objects in memory. The fast trig tables themselves use about 2–3 MB. Memory is not where this plugin helps.
Where it helps most:
Servers with large mob farms (hundreds of animals in one place) — biggest gains
Servers with high mob caps — more mobs = more goals removed = more savings
Servers already running near 20 TPS — even small savings keep you stable
Where it helps least:
Servers with few mobs or low player counts
Servers where the bottleneck is chunk loading, world generation, or plugins — entity AI isn't the problem there
The plugin won't double your TPS, but on a farm-heavy or mob-heavy server it can be the difference between dropping to 18 TPS and staying at 20.