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Beacoland Performance and Mob Behaviour Guide

3 min read

Minecraft mob behaviour on Beacoland follows vanilla Minecraft rules, with a small number of transparent performance protections to keep the server smooth and fair for everyone.

Beacoland is built as a long-term, Hermitcraft-style survival server. That means high player counts, long seasons, and complex farms — all without sacrificing TPS or gameplay quality.

This guide explains what happens to mobs, why it happens, and how to build safely, in simple and practical terms.


Our Core Philosophy #

Beacoland prioritises:

  • Stable 20 TPS
  • Long-lasting seasons
  • Fair, predictable gameplay
  • Minimal surprises

Rather than aggressive nerfs or hidden limits, Beacoland only intervenes when performance is genuinely at risk.

If something is removed, there is always a clear and explainable reason.


Vanilla Mob Despawning (Important) #

Many multiplayer servers quietly reduce vanilla despawn distances to improve performance.

Beacoland does not.

Vanilla hostile mob despawn rules #

(Minecraft 1.21.11 — unchanged from vanilla)

RuleDistance
Minimum spawn distance24 blocks
Soft despawn radius32 blocks
Hard despawn radius128 blocks

What this means #

  • Hostile mobs will not spawn within 24 blocks of a player
  • Hostile mobs will not despawn within 32 blocks of a player
  • Hostile mobs despawn instantly if they are more than 128 blocks from every player

These mechanics are hard-coded vanilla behaviour.

If a mob despawns on Beacoland, it behaves exactly like vanilla Minecraft unless a performance safeguard is triggered (explained below).


Simulation Distance vs Despawning (Commonly Confused) #

These are two completely different systems.

Despawn Distance #

  • Controls how far mobs are allowed to exist
  • Always vanilla (128 blocks) on Beacoland

Simulation Distance #

  • Controls how far mobs actively tick (AI, movement, breeding, redstone)
  • Does not control despawning

Beacoland settings #

  • Simulation Distance: 6 chunks (≈ 96 blocks)
  • View Distance: Dynamically managed
  • Despawn Distance: Vanilla (128 blocks)

Important clarification #

Lower simulation distance does not reduce despawn distance.

However:

  • Mobs outside simulation distance do not tick
  • Farms must keep mobs inside simulation distance to function correctly

Recommended AFK Distances (Exact Numbers) #

✅ Recommended AFK position #

24–32 blocks from the spawning area, kill chamber, or holding area.

This ensures mobs:

  • Spawn correctly
  • Do not despawn
  • Continue ticking
  • Do not freeze

Why this works #

  • Outside the 24-block minimum spawn radius
  • Inside the 32-block soft despawn radius
  • Well within the 96-block simulation distance
  • Matches vanilla farm design assumptions

❌ Common AFK mistakes #

  • AFKing too far away → mobs despawn at 128 blocks
  • AFKing too close → reduced or blocked spawn rates
  • AFKing outside simulation distance → mobs stop ticking

Performance Protection (In Simple Terms) #

On a multiplayer server, performance problems don’t come from one mob — they come from hundreds or thousands in one place.

Common causes include:

  • Large animal pens left running
  • Breeders producing mobs faster than they’re removed
  • Mob farms relying on heavy entity cramming
  • AFK farms left unattended for long periods

When entity counts become extreme, Beacoland may clean up excess mobs to prevent server-wide lag.

This does not replace vanilla despawning.
It only activates when numbers become unreasonable.


A Simple Example #

If your cows disappeared, it’s usually because:

  • They were tightly packed
  • Entity cramming was occurring
  • The pen kept producing mobs without removal
  • The total number became excessive

In short:
Your mobs didn’t disappear randomly — they were causing a performance issue.

Normal-sized farms and pens are never affected.


Recommended Entity Limits (Guidelines) #

These are safe design targets, not punishments or instant cut-offs.

Staying comfortably below these numbers ensures your farm will never trigger performance protection.

Passive Mobs (Cows, Sheep, Pigs, etc.) #

  • Small pens: 10–15 mobs
  • Large farms: 20–25 mobs
  • Absolute maximum (not recommended): ~30 mobs in one area

Villagers & Trading Halls (Very Important) #

Villagers are one of the most performance-intensive entities in Minecraft due to constant AI checks.

How Beacoland keeps villagers safe #

  • Up to 30 villagers per trading hall
  • Reduced unnecessary AI when villagers are idle
  • Prevention of runaway breeder overflow

Critical protection rule #

🔒 Villager protection is based on naming, not trade status.

  • Named villagers are always protected
  • Unnamed villagers may be cleaned up if numbers become excessive

Best practices for trading halls #

  • ✅ Name every villager (strongly recommended)
  • Keep halls to 20–25 villagers where possible
  • Ensure breeders have output control

Infinite breeders without limits may be cleaned up automatically.

If you value a villager — name it.


Hostile Mob Farms #

  • Optimal active mobs: 20–40 at a time
  • Avoid large holding chambers with 50+ mobs
  • Prefer immediate kill or flushing systems

Entity cramming as a kill method is discouraged.


Entity Cramming & Lag #

Entity cramming causes:

  • Heavy collision calculations
  • Poor scaling
  • Unpredictable lag spikes

As player count increases, the impact gets worse.

If entity cramming causes lag:

  • The Team may request changes
  • A redesign may be required
  • Limits may be enforced

Kill chambers and controlled flushing systems are far safer.


Always Protected #

  • ✅ Named mobs
  • ✅ Tamed mobs (pets)

What Beacoland Does Not Do #

Beacoland does not:

  • Randomly delete mobs
  • Kill named villagers
  • Reduce vanilla despawn ranges
  • Punish reasonable survival builds

All performance systems are targeted, predictable, and transparent.


Need Help? #

If something behaves unexpectedly:

  • Ask in Discord
  • Open a support ticket
  • Request a farm review

We would always rather help optimise a build than see something break.


Final Thought #

Beacoland works because players think “us” before “me.”

Responsible building keeps:

  • TPS stable
  • Seasons long
  • Gameplay enjoyable for everyone

Thank you for helping keep Beacoland running smoothly 💛

Updated on 25 January 2026

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Table of Contents
  • Our Core Philosophy
  • Vanilla Mob Despawning (Important)
    • Vanilla hostile mob despawn rules
    • What this means
  • Simulation Distance vs Despawning (Commonly Confused)
    • Despawn Distance
    • Simulation Distance
    • Beacoland settings
    • Important clarification
  • Recommended AFK Distances (Exact Numbers)
    • ✅ Recommended AFK position
    • Why this works
    • ❌ Common AFK mistakes
  • Performance Protection (In Simple Terms)
  • A Simple Example
  • Recommended Entity Limits (Guidelines)
    • Passive Mobs (Cows, Sheep, Pigs, etc.)
  • Villagers & Trading Halls (Very Important)
    • How Beacoland keeps villagers safe
    • Critical protection rule
    • Best practices for trading halls
  • Hostile Mob Farms
  • Entity Cramming & Lag
  • Always Protected
  • What Beacoland Does Not Do
  • Need Help?
  • Final Thought

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