Direct answer
An AFK player can keep chunks, entities and farm systems active. The main cost often comes from what is loaded around them, not from a stationary player packet.
How to check it
- List the farms and dimensions within simulation distance of the AFK position.
- Compare
/spark tpsand a profile with the player in the AFK position, then after they leave and the chunks are allowed to unload. - Check whether chunk loaders, plugins or force-loaded areas keep the farm active after the player disconnects.
Example: Compare a player AFK at a mob farm with the same player AFK in an empty lobby. The player count is identical, but the ticking workload can differ dramatically.
What to change
Move unnecessary AFK spots apart, set clear server AFK/farm policies and only reduce simulation distance after testing the farm mechanics. Address the specific loaded workload rather than kicking idle users automatically.
Software and version notes
Folia, Paper and modded servers handle region, ticket and ticking behavior differently. A plugin AFK tag alone does not guarantee chunks stop ticking.
Verify the result
Verify TPS and chunk/entity counts with the same concurrent players and confirm the intended farm still runs as allowed.