HE: HariEntity
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A parallel entity processing engine that distributes entity ticking and mob spawning across multiple CPU threads to reduce main thread load
Does not follow a specific thematic focus apart from vanilla Minecraft.
Used for mods with little to no gameplay elements.
Enhances game performance and optimizes resource usage.
Includes tools and features for server management.
A modified or ported version of an existing mod.
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Description
HariEntity | Asynchronous Entity Processing
High-Performance Parallel Entity Ticking & Mob Spawning
What is HariEntity?
HariEntity is a fork of Async, designed to improve Minecraft server performance by processing entity updates across multiple CPU cores instead of relying solely on the main server thread.
More Entities. Stable TPS.
By distributing entity ticking across a dynamic thread pool, HariEntity significantly reduces one of the largest performance bottlenecks on entity-heavy servers while maintaining high TPS under heavy load.
Technical Features
Built for scalable and thread-safe parallel entity processing.
- Parallel Entity Ticking — Entity updates are batched and processed concurrently across all available CPU cores.
- Asynchronous Mob Spawning — Natural mob spawning calculations run in parallel with the main server tick.
- Thread-Safe Synchronization — Thread-sensitive entities such as players, projectiles, TNT, and dropped items remain synchronized on the main thread.
- Parallel Explosion Processing — Explosion calculations run in a dedicated thread pool independent of entity ticking.
- Dynamic Thread Pool — Automatically scales to utilize all available processor cores.
- Optimized Scheduling — Efficient workload distribution minimizes synchronization overhead and maximizes CPU utilization.
Configuration
Configuration is located in config/async.toml.
- Thread Count — Configure the maximum number of worker threads (default: all available processors).
- Async Mob Spawning — Enable or disable asynchronous natural mob spawning.
- Synchronized Entities — Configure which entity types must always be processed on the main thread.
- Runtime Commands — Use
/async configand/async statsto manage settings and monitor performance.
Safety & Compatibility
Not every entity can safely be processed in parallel.
- Always Synchronized — Players, projectiles, boats, minecarts, falling blocks, shulkers, and other thread-sensitive entities.
- Configurable Synchronization — TNT, dropped items, experience orbs, creepers, withers, and many other entities can be configured.
- Hari Ecosystem Support — Optimized for compatibility with Harium, HariPlayer, HariChunk, and other Hari projects.
Fork Information
HariEntity is an actively maintained fork of Async, focused on delivering scalable parallel entity processing and modern performance optimizations for Minecraft servers.
Experimental: Parallel entity processing may not be compatible with every plugin or mod. Thorough testing is recommended before using it in production environments.
Credits & Support
Special thanks to the original Async developers and contributors for their work.
HariEntity continues development with additional optimizations, improved scalability, and long-term maintenance.
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HariEntity • Maintained by Hari • High-Performance Minecraft Server Software
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