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Path finder

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Path finder

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Entity pathfinding performance optimizer

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Performance & Optimization
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NeoForge
Minecraft

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pathfinder-1.1.0.jar
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Description

Entity AI and pathfinding optimizations for Minecraft 1.21.1 (NeoForge). Reduces server-thread CPU spent on mob AI by skipping redundant path searches, throttling pathfinding bursts, and reducing the AI tick rate of mobs far from every player.

On singleplayer and LAN worlds the integrated server shares the machine with the renderer, so server-side savings also smooth out frame-time spikes.


What it does

  1. Unreachable target cache — when a mob's A* search exhausts its budget without getting anywhere, retries against that target are skipped for 10 seconds. Cached per mob, and entries are dropped the moment a block changes in the target's chunk, so opening a door or placing a bridge takes effect immediately
  2. Pathfinding throttle — at most 4 path computations start per server tick (configurable), which flattens spikes like the villager dawn rush
  3. Search depth cap — A* is capped at 400 visited nodes; failed searches are what burn CPU (800+ nodes), successful village-scale paths rarely exceed 300
  4. Recompute cooldown — after a failed pathfind, mobs wait 60 ticks before retrying instead of vanilla's 20
  5. Reduced path recompute at distance — mobs 48+ blocks from every player refresh in-progress paths at most every 60 ticks
  6. AI tick reduction at distance — mobs 48+ blocks from every player run their AI decisions every 4th tick, staggered across mobs: goal and target selectors for animals and monsters, and brains for idle or resting villager-type mobs. Navigation, sensing, and movement controls still run every tick, so mobs keep moving smoothly along their paths

Safety rules that apply everywhere:

  • Mobs within 48 blocks of a player always behave exactly like vanilla
  • Urgent mobs — with an attack target, or hurt in the last 10 seconds — bypass everything and get full-rate, full-budget vanilla pathfinding
  • Mobs in water or lava are never AI-throttled, so they keep swimming and never drown
  • Brains running anything other than idle/rest (working, panicking, or modded custom activities) always tick at full rate
  • No vanilla objects are cached or reused — the mod only records "this target dead-ended" timestamps, so it cannot hand a mob stale navigation state

Compatibility

  • Lithium optimizes different layers (it makes each A* node evaluation cheaper; Pathfinder reduces how often and how deep A* runs). They can be used together.
  • The goal-selector hook uses MixinExtras @WrapOperation, so other mods wrapping the same calls chain cleanly instead of conflicting.
  • Pathfinder injects into PathNavigation.createPathPathNavigation.recomputePathBrain.tickMob.serverAiStep, and Level.setBlock.

Credits

This mod took heavy inspiration from Pathwright, a recent pathfinding optimization for Minecraft 26.1.2 mod.

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