HE: HariEntity

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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

Mod Loaders
Minecraft

About

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 config and /async stats to 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.


Join the Community

Need help, want to report issues, or stay updated? Join our Discord community.

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HariEntity • Maintained by Hari • High-Performance Minecraft Server Software

HariMultiThread | Async Entity Processing


Massively Parallel Entity Ticking & Spawning


What Is HariMultiThread

HariMultiThread is a multi-threaded entity processing engine (based on Async) that parallelizes entity ticking across all available CPU cores.

More Entities. Same TPS.

By distributing entity updates across a thread pool, HariMultiThread eliminates the single biggest bottleneck on entity-heavy servers — the main thread.


Technical Architecture

Designed for safe, scalable parallel entity processing.

  • Parallel Entity Ticking: Entities are batched and processed concurrently across all CPU cores
  • Async Mob Spawning: Natural mob spawning calculations run in parallel with the main tick
  • Thread-Safe Synchronization: Critical entities (TNT, items, projectiles) are always processed on the main thread
  • Explosion Processing: Dedicated thread pool for explosion calculations independent of entity ticking
  • Dynamic Thread Pool: Automatically scales to use all available processors

Configuration

Located in config/async.toml.

  • Thread Count: Maximum parallel threads (default: all available processors)
  • Async Spawn: Toggle asynchronous entity spawning
  • Synchronized Entities: Configure which entities must tick on the main thread
  • In-game Commands: /async config and /async stats for runtime management

Safety & Compatibility

Not all entities can be safely parallelized.

  • Always Synchronized: Projectiles, minecarts, boats, players, falling blocks, and shulkers
  • Configurable: TNT, items, experience orbs, creepers, withers, and more can be toggled
  • Mod Compatibility: Special handling for Harium, HariPlayer, and HariChunk integration

Fork Information

HariMultiThread is a fork of Async.

Experimental: Parallel entity processing may cause issues with some mods. Test thoroughly.

Credits & Support

Original Async created and maintained by the community.

HariMultiThread maintains the cutting-edge parallel processing improvements.


Join the Community

Get help and updates on our Discord.

JOIN DISCORD

HariMultiThread - Maintained by Hari - High Performance Minecraft