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Why Clearlagg and Mob Stackers Make Lag Worse

The counter-intuitive math behind why bulk-deleting entities trashes your TPS.


The Setup

You install Clearlagg or a Mob Stacker to "fix lag." For the next 24 hours your TPS is *worse*. This is not a mystery, it's how the engine is designed.

What Actually Happens

The Minecraft engine has hard-coded minimum entity thresholds per chunk. When a plugin deletes 50 mobs in one shot, the engine's spawner immediately fires to refill back to the minimum.

So you get a loop:

  1. 1Plugin deletes 50 entities → CPU spike to remove them
  2. 2Engine notices the deficit → CPU spike to spawn 50 new ones
  3. 3Five minutes pass → goto 1

You've turned a steady-state cost into a sawtooth, and the spikes are worse than the original load.

Mob Stackers Are The Same Trap

Mob stackers delete 49 mobs and replace them with one mob carrying a x50 tag. Engine sees one entity. Engine immediately attempts to spawn 49 more to hit the cap. Same loop, same waste.

The Tree Analogy

You're required to keep exactly 50 trees in your yard. Every 5 minutes, someone chops all 50 down. You replant. They chop. Forever. *That's Clearlagg.*

The Right Fix

Instead of culling entities after they spawn, lower the cap so fewer spawn in the first place. Edit bukkit.yml:

spawn-limits:
  monsters: 35      # default 70
  animals: 8        # default 10
  water-animals: 3  # default 5
  ambient: 1        # default 15

Then in spigot.yml:

world-settings:
  default:
    entity-activation-range:
      animals: 16
      monsters: 24
      misc: 12

Save → restart → measure TPS with /tps.

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