Very Many Players (Fabric) — a mod for improving performance of servers with a large number of players online in Minecraft
Very Many Players (Fabric) speeds up Minecraft servers with lots of players online: faster entity search, async chunk loading, and…
Very Many Players (Fabric) speeds up Minecraft servers with lots of players online: faster entity search, async chunk loading, and bot-attack protection.
Very Many Players (Fabric) — a mod for improving performance of servers with a large number of players online in Minecraft
Minecraft version the article was tested and written on: 26.1.2
Range of supported versions: 1.18.x – 26.1.2
Very Many Players is a Fabric mod that improves Minecraft server performance when a lot of players are online at the same time. The author has gathered a series of targeted optimizations to vanilla code under one project: faster entity search within a radius, asynchronous chunk loading on login, and other things that administrators of large servers usually have to coordinate among themselves. The behavior of the game doesn't change in the process — the mod doesn't alter any mechanics, it only speeds up service-level processes.
What the mod does on the server
The foundation is rewritten "hot" spots of server code. Instead of iterating over all entities in the world to find the nearest ones, the mod keeps spatial indexes and performs the selection quickly and predictably. The same principle underlies searching for players within a radius for packet sending, trackers, and natural spawn checks. On a small server the difference is unnoticeable. With 100+ players scattered across the map, every tick of such checks becomes expensive — and that's exactly where the mod's work becomes noticeable.
Chunk and network handling
A custom chunk-sending system is the second major part of the mod. Chunks are queued by priority (closer to the player — sooner) and can be sent with a rate limit. This is especially noticeable when new players connect: instead of immediately "firing off" a hundred chunks at once and flooding the network, the server sends them in an even stream.
A separate feature is per-player view distance at the network packet level. Each player can receive their own number of chunks around them without changing the server's overall setting.
Bot protection
Network connection-processing loops are split into groups: the handshake and login stages are handled separately from the in-game state. If a wave of bots tries to mass-join the server, it only loads its own loop, while already-connected players don't experience delays.
Config
The file is config/vmp.properties. It's created automatically after the server first starts with the mod. The format is standard Java .properties, editable with any text editor. Changes are picked up on server restart.
Parameters
Parameter | What it does |
| Main switch for the optimized entity tracker. |
| An auxiliary flag for the previous one. |
| Loads starting chunks on player login in a separate thread. |
| Same for some commands (e.g. teleport). Disabled by default due to the risk of compatibility regressions. |
| Portal-crossing calculations for players are moved to a separate thread. |
| Enables Log4j2's AsyncAppender for server logs. |
| Splits network loops for different connection states (handshake/login/play). |
| Limits the number of chunks the server sends to one player per second. -1 — no limit; any positive integer — the upper bound in chunks per second |
| Prints messages about asynchronous chunk loading to the console. |
| Prints messages from the chunk tracking system to the console (diagnostic). |
Conclusion
Very Many Players keeps TPS stable on servers with dozens to hundreds of concurrent players, without changing game mechanics. The gain comes from the sum of small optimizations — faster entity search, offloading heavy operations from the main tick, streamed chunk sending. VMP is most useful on projects with a constantly high player count: SMP with 50+ slots, minigame servers, public anarchy servers.
Installation
A typical installation takes about 5 minutes. The flow is the same; only the loader and the matching build differ.
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