Performance Guide
Lag affects every player on the server. These guidelines help everyone do their part to keep PickaxeMania running smoothly — small changes add up to a big difference.
Mobs are the #1 cause of lag on the server. Every entity the server has to track — pathfinding, AI ticks, collision — costs performance. Managing your mobs well is the single biggest thing you can do to help.
Villagers are especially expensive because of their complex AI. Cull breeders regularly — don't let populations grow unchecked. Avoid infinite breeder designs unless they are food-limited. Keep your working villager counts as low as practical.
Keep just one breeding pair. Turtles become fertile again immediately after laying eggs, so a single pair is all you need.
Pigs are not recommended. They drop the same items as cows but have no secondary product. Use cows instead and skip the extra entities.
Avoid keeping excessive numbers of vanilla pets (wolves, cats, parrots, etc.). Each one is a tracked entity with AI. A few companions are fine — a small army is not.
Important: Never circumvent the entity cramming gamerule. Designs that work around it will be removed.
We use the FarmLimiter plugin to enforce mob density caps. When a chunk exceeds a limit, unnamed mobs over the cap are randomly removed. Named mobs (via nametags) are protected and will not be culled.
Before
After
Hard Caps
Tip: Keep at least 50 blocks of distance between your keeper villagers and any breeder. This prevents the breeder from accidentally pushing your named villagers over the density cap in the same area.
Minecarts cause substantial lag because each one is a moving entity the server has to track every tick. Even stationary minecarts still have physics calculations running.
Don't store mobs in minecarts for extended periods. A mob inside a minecart is two entities instead of one, and the minecart prevents the mob from being affected by entity cramming.
Hopper minecart farm designs are especially costly. They combine moving-entity lag with item-scanning lag. Use regular hoppers or water streams instead.
Limit entity-cramming killing chambers to one per farm. Multiple killing points means more mobs alive at once waiting to be processed.
Hoppers are deceptively expensive. Every hopper checks for items above it every game tick, even when completely empty. A wall of hoppers is a wall of constant calculations.
When moving items downward, alternate vertical hopper lines with single chests in between. This cuts the number of hoppers (and per-tick checks) roughly in half.
Avoid bulk storage systems that drop random items onto hopper grids. Each loose item on the ground is an entity, and each hopper below is scanning for it.
Use water streams instead of hopper chains for moving items over long distances. A single water stream replaces dozens of hoppers.
Myth: Placing droppers on top of hoppers does NOT reduce lag. The hopper still checks for items every tick regardless.
Water stream cautions:
Redstone machines fire block updates across wide areas. The more components updating simultaneously, the heavier the load. Efficient redstone is lag-friendly redstone.
Build farms to match what you actually need. A mega-farm running 24/7 that fills chests you never empty is wasted server resources.
Instead of firing all pistons simultaneously, stagger them with sequential timing. This spreads the block update load across multiple ticks.
Use slimeblock push bars where possible. One piston moving a slimeblock row can replace several individual pistons.
Add on/off switches to your machines and shut them down when you're done.
If your design uses hopper minecarts, build an auto-docking system so they stop moving when not needed.
Tip: Redstone clocks should be need-based. Use daylight sensors, item detectors, or player proximity triggers rather than clocks that run constantly.
Block entities (tile entities) cause more lag than normal blocks. Everything in this category has extra data the server has to store and process per tick.
Signs with text on them are more expensive than empty signs. If you're using signs purely for waterlogging, leave them blank.
Item frames are entities, not blocks. Each one counts toward entity processing. Use sparingly.
Brewing stands cause unexpected lag because the server checks their inventory and state every tick, even when idle.
Every loose item on the ground is a tracked entity with physics. Pick up items as you mine rather than leaving trails of drops behind you.
General rule of thumb: If you wouldn't want someone else's build causing the lag you're about to create, reconsider the design.