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Entity Perf

Reduces lag in entity-heavy worlds and servers with smarter AI ticking, pathfinding and collision throttling, item/XP merging and per-entity rules, compatible with Sodium and Iris.
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entiperf-0.1.5-beta.jar

File nameentiperf-0.1.5-beta.jar
Uploader
HorizzonHorizzon
Uploaded
Oct 19, 2026
Downloads
40
Size
155.6 KB
Mod Loaders
NeoForge
File ID
9251275
Type
B
Beta
Supported game versions
  • 1.21.1

Curse Maven Snippet

NeoForge

implementation "curse.maven:entity-perf-1749798:9251275"

Learn more about Curse Maven

What's new

EntiPerf 0.1.5-beta

Renamed

  • The mod is now called EntiPerf (formerly Entity Perf). It started as an entity-only optimizer, but it now also covers chunk handling. The mod id (entityperf), config files and commands are unchanged, so existing configs keep working. The jar file is now named entiperf-0.1.5-beta.jar.

New

  • Non-blocking chunk lookups: When vanilla or a mod asks for a chunk "only if it is already loaded" and that chunk is still loading, the server used to freeze until loading finished. Now it answers "not loaded" right away, like Paper's chunk system. Chunks that are already loaded return the same result as vanilla. In testing, a lookup on a chunk that was still generating returned in about 2 ms, while vanilla's blocking load of a new chunk took several seconds. Config: nonBlockingChunkLookups.
  • Chunk wait detector: Logs when the server thread has to wait for a chunk and names the likely mod. Use /entityperf chunkwaits to see the top sources and /entityperf chunkwaits reset to clear them. Config: enableChunkWaitDetector, chunkWaitThresholdMs (default 5 ms).
  • Inactive distant mobs: Mobs far beyond the activation range now move and think only every few ticks, like Paper's activation range. Villagers, raiders during a raid, protected mobs, and mobs that are falling or could drown are never paused. Config: enableInactiveMobTicking, inactiveRangeMultiplier, inactiveTickInterval.
  • Block search skip: Block-search goals such as zombies looking for turtle eggs skip their scan (about 15,000 positions) when the target block does not exist in nearby chunk sections. Behavior is the same as vanilla. Config: optimizeBlockSearchGoals.

Fixed

  • AI throttling now caches each mob's tick interval and refreshes it every 10 ticks, which lowers Entity Perf's own overhead.
  • Mobs that are hurt or targeting a player always run at full speed.

Notes

  • All optimizations are general. None of them target a specific mod.
  • If you use Immersive Optimization, turn off enableDynamicAiTicking and enableInactiveMobTicking, so distant mobs are not slowed down twice.
  • This is a beta. Please report issues together with a spark profile.

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