Direct answer
Mob caps govern natural spawning opportunity; they are not a direct “FPS” slider. A lower cap can change survival gameplay and farm yields, so check population distribution before tuning.
How to check it
- On Paper inspect
/paper mobcapsfor world-wide counts and/paper playermobcaps <player>for an individual player. - Compare players near farms, nearby caves and other dimensions. An apparently “slow farm” may simply compete with already-spawned mobs.
- Record performance separately with spark. High mob caps can contribute to entity work, but the reported cap alone does not prove a tick bottleneck.
What to change
- Check
bukkit.ymlspawn limits and world-specificconfig/paper-world-defaults.yml/ world overrides instead of changing unrelated spigot settings. - Paper’s
entities.spawning.per-player-mob-spawnsaffects whether limits are counted per player or server-wide. This is about distribution and should be tested with multiple players. - Adjust only the affected category and world after taking a backup of configuration. Avoid blanket reductions when the real cost comes from a farm retaining existing mobs.
Software and version notes
Version and mechanics warning
These controls concern natural spawning. Plugin-generated entities, spawner mobs and other sources may be counted differently depending on their settings.
Verify the result
Repeat cap commands and confirm survival spawning, farms and average/peak MSPT remain acceptable with a realistic player distribution.