Minecraft Performance Optimization Checklist
The most impactful config settings across all Minecraft server files, ordered by impact. Select your server software and player count for tailored recommendations.
TPS & Distance Quick Reference
TPS Target: 20.0 (50ms/tick)
Below 15 TPS = noticeable lag. Below 10 = severe. Each additional view-distance ring adds (2D+1)×2 chunks where D is the ring number.
view-distance vs simulation-distance
view-distance controls what players see. simulation-distance controls what runs (entities, crops, redstone). Set view=10, simulation=5 for the best of both.
= 6 (small server) = 8 (medium server)
Reduces the number of chunks loaded per player. The single biggest TPS improvement — each ring added is exponentially more work.
= 4 (small) = 6 (medium)
Controls how far from players entities tick, crops grow, and redstone runs. Lower than view-distance for best performance without visible lag.
= true
Distributes mob caps evenly per player instead of globally — dramatically reduces mob overcrowding on servers with uneven player spread.
= ALTERNATE_CURRENT
Alternate Current is a highly optimized redstone implementation. Fixes update order bugs AND reduces redstone lag significantly.
= 35 (was 70)
Halving the global monster spawn cap reduces entity processing load without noticeably affecting gameplay feel for most servers.
= 32 (was 48)
Mobs outside this range are ticked less frequently. Reduces entity AI overhead from mobs players can't even see.
= 8
Caps how many entities can collide with each other at once. Stops entity pileups from tanking TPS.
= true = 1
Engine mode 1 hides ores behind solid blocks server-side. Very low performance cost and stops most x-ray clients.
= false
Treasure map generation explores unloaded chunks to find structures — a well-known cause of sudden lag spikes when players craft or trade them.
= true
Configure specific items (like cobblestone) to despawn faster than the default 5 minutes, reducing ground entity count.
= 2.5
Merges dropped item entities within this radius into stacks. Fewer entities = less processing every tick.
= 3.0
Merges nearby XP orbs into larger ones. XP orbs are surprisingly expensive — merging them is an easy win.
= true
Mobs from spawners won't pathfind when no player is nearby. Reduces CPU usage from mob farms when no one is watching.
= 6 (was 8)
Mobs spawn closer to players — less spread-out mob processing while keeping spawn rates acceptable.
= 2 (was 1)
Runs mob spawn checks every 2 ticks instead of every tick. Halves spawning overhead with minimal impact on mob count.
= 300 (was 600)
Unloads unused chunks more frequently, keeping memory usage lower on servers with lots of player movement.
= 20
Stops entity processing if it exceeds this many milliseconds per tick, preventing a runaway entity from killing your TPS.
= 28 (hard = 96)
Mobs beyond soft range have a chance to despawn — keeps entity count from growing without bound in loaded chunks.
Optimizations applied
0 / 18
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