Direct answer

Dense villager halls can spend tick time on pathfinding, brain sensors and searches for beds or workstations. Reduce the measured work without disabling trading or breaking iron-farm mechanics.

How to check it

  1. Use /spark profiler start --timeout 300 during the busy period. Compare a crowded trading hall with one hall unloaded while keeping other workload similar.
  2. Document how many villagers are active, whether they can reach their claimed points of interest, and whether nearby villagers are repeatedly searching or panicking.
  3. Check whether spikes coincide with work/sleep transitions, restocking or nearby golem farms. Those clues help identify the affected behavior.

What to change

  1. Avoid unnecessary pathfinding destinations: simplify walkable routes in halls designed for static trading while ensuring the game mechanics you use continue to work.
  2. Paper exposes world tick-rates.behavior.villager and tick-rates.sensor.villager options. Their identifiers and consequences can change; avoid blindly copying numeric “fast config” recipes.
  3. For server-wide decisions, measure the effect of reducing villager population or distributing dense halls, rather than turning off arbitrary AI features.

Software and version notes

Version and mechanics warning

Changing AI cadence can affect work, restocking, gossip or iron-farm behavior. Verify on the exact server version and plugins before production rollout.

Verify the result

Repeat the original trading/restocking and golem behavior tests. Record villager count, MSPT and any gameplay regression.

References