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How to fix ticking entity issues on a Minecraft Forge server?

Crashes with “ticking entity” or sudden lag spikes on Forge? No stress—follow these steps and stabilize your world safely. Need stability? Check our optimized Minecraft hosting.

Prerequisites

  • Access to your Oxygenserv panel (login and password)
  • Exact Forge server version (e.g., 1.19.2 Forge)
  • File manager or FTP access
  • Operator permissions or console access
  • Enough disk space for a full backup

Detailed steps

  1. Create a full backup first
    Stop the server from the “Console” tab (red “Stop” button). Go to “Files” and download your world folder (often world or your custom name) plus mods and config. If the panel offers a “Backup/Archive” button, use it to get a .zip. This protects you from any mistake. Once backed up, proceed with confidence.
  2. Find the offending entity in logs
    Open logs/latest.log or the newest file in crash-reports. Look for Ticking entity or Ticking block entity. You’ll often see something like Entity Type: modid:entity_name and coordinates x, y, z. Note the entity type and the coordinates for targeted cleanup.
  3. Enable Forge’s auto-removal of erroring entities
    This makes Forge remove entities/tile entities that crash on load.
    a) For 1.13.2+: open world/serverconfig/forge-server.toml. Set removeErroringEntities=true and removeErroringTileEntities=true, then save. If the file is missing, ensure the server is stopped and you’re editing the correct world.
    b) For 1.12.2 or lower: open config/forge.cfg. Set B:removeErroringEntities=true and B:removeErroringTileEntities=true, then save. Restart so Forge can purge problematic entries automatically.
  4. Option (1.17.1+): add a dedicated cleanup mod
    Download a Forge-compatible mod that removes erroring entities for your exact version (e.g., an “Erroring Entity Remover”). In “Files” > mods, upload the .jar as-is. Make sure the mod matches your Minecraft/Forge version. Restart the server; on startup, the mod will remove detected bad entities. If the server fails to boot, remove the .jar and revert to the previous step.
  5. Temporarily stop new spawns and purge heavy clutter
    In the console, disable mob spawning with /gamerule doMobSpawning false (you can re-enable it later). Clear ground items: /kill @e[type=minecraft:item], then XP orbs: /kill @e[type=minecraft:xp_orb]. If you know the culprit family, target it: e.g., /kill @e[type=minecraft:zombie,distance=..64] near the problem area. The console will show how many entities were removed.
  6. Clean around the crash coordinates
    If the crash report shows a spot (e.g., x=123, y=64, z=-45), teleport close with /tp YourName 123 70 -45 (go a bit higher on y). Run a localized purge: /kill @e[x=123,y=64,z=-45,distance=..32]. For a specific mod entity: /kill @e[type=modid:entity_name,x=123,y=64,z=-45,distance=..32]. If you get “no entity was found,” increase the radius (..64) or double-check the coordinates.
  7. Lower server load via server.properties
    Open server.properties and reduce tick range: set simulation-distance=6 (instead of 10+). Cut network broadcast: entity-broadcast-range-percentage=75 (50–75 for heavy modpacks). To avoid the watchdog killing the server during cleanup, temporarily set max-tick-time=120000 (then restore a sensible value). Save and restart. You should feel an immediate improvement if entities were the main bottleneck.
  8. Restart and validate in logs
    Start the server and watch logs/latest.log. If healthy, there’s no more Ticking entity spam and the world loads without crashing. If settings revert, you edited while the server was running or the wrong world folder. As a last resort, isolate and edit the affected region with an external tool (e.g., MCASelector) after backing up.

Tips & optimization

Use server-side performance mods: AI Improvements (mob AI cuts, often -20/30% load), FerriteCore (memory), Clumps (XP orb merge), ModernFix (1.19+, broad optimizations). Schedule periodic item cleanup if your pack spams drops (/kill @e[type=minecraft:item] via a scheduler if available). Keep simulation-distance between 4–8 on heavy packs and aim for stable TPS=20 under peak load.

FAQ

What exactly is a “ticking entity”?

Every entity (mob, item, modded machine) is processed every tick. If its tick is too heavy or buggy, you get lag or crashes. With removeErroringEntities=true, Forge auto-removes those that crash on load.

I set the Forge options but they reset on restart

Fully stop the server before editing. For 1.13.2+, edit the correct world’s world/serverconfig/forge-server.toml (case-sensitive). Click Save, then restart. If using FTP, confirm the upload actually replaced the file.

/kill commands don’t work

Make sure you’re op or run them from the console (without the slash, e.g., kill @e[type=minecraft:item]). Check syntax: mod entities need full namespaces like modid:entity_name. Add distance=..64 to widen the radius if nothing is removed.

You’ve cleaned, secured, and optimized—nice job. If you get stuck, revisit each step calmly, and always back up before any risky change.

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