ModsFinder

Too Many Entities

by Discusser

Too Many Entities hides mobs beyond a set limit so that mob farms render fewer entities and run with higher frame rates.

FabricForgeNeoForgeClient-side onlyMIT LicenseOpen source1.19.2 – 26.2

What it does

Each entity type can be capped on the client. Once the number of visible entities of that type reaches the limit, the mod stops rendering the rest while they keep existing in the world. The default limit is 64, and it can be applied globally or set separately for each entity type, such as five cows. The mod is most useful on mob farms, where hundreds of mostly unimportant entities can be hidden to recover frames.

The mod is published for Fabric, Forge and NeoForge across 20 release versions, covering 1.19.2 – 26.2, under the MIT License, with source code and an issue tracker public. Architectury API and Cloth Config API are required on every loader, and Fabric API is also required on Fabric. Entity Culling and Mod Menu are optional; Mod Menu lets a player change limits without restarting the game, and an Entity Culling option can be toggled for extra performance.

Key features

  1. Per-type entity limits

    A maximum visible count can be set for each entity type, so one crowded mob does not hide everything else.

  2. Global limit

    A single cap can be applied to all entity types at once, with 64 as the starting value.

  3. Hidden, not removed

    Capped entities are only hidden from rendering, so they remain in the world and keep their behavior.

  4. Entity Culling option

    When Entity Culling is installed, a toggle lets the two mods work together for additional frame rate gains.

Compatibility

Latest build for each game version and loader.

26.x4 of 4 versions with builds
26.21.2.4Not availableNot available
26.1.21.2.4Not availableNot available
26.1.11.2.4Not availableNot available
26.11.2.4Not availableNot available
1.21.x10 of 10 versions with builds
1.21.111.2.4Not available1.2.4
1.21.101.2.4Not available1.2.4
1.21.91.2.4Not available1.2.4
1.21.81.2.4Not available1.2.4
1.21.71.2.4Not available1.2.4
1.21.61.2.4Not available1.2.4
1.21.51.2.0bNot available1.2.0b
1.21.41.2.0bNot available1.2.0b
1.21.11.2.0Not available1.2.0
1.211.1.2Not available1.1.2
1.20.x3 of 3 versions with builds
1.19.x3 of 3 versions with builds
ReleaseBetaAlphaNot available

Only full game releases are shown. This mod publishes no snapshot builds.

Requirements

Dependencies declared by the latest file for each loader.

Required 2

Fabric APILightweight and modular API providing common hooks and intercompatibility measures utilized by mods using the Fabric toolchain.
Required
Cloth Config APIConfiguration Library for Minecraft Mods
Required

Optional 2

Entity CullingUsing async path-tracing to hide Block-/Entities that are not visible
Optional
Mod MenuAdds a mod menu to view the list of mods you have installed.
Optional

Use cases

Mob farms

Farms that produce hundreds of entities can be kept visually manageable while the farm keeps running.

Cow-heavy areas

Large herds can be capped so that only a chosen number is drawn on screen at any time.

Who it’s for: Players with frame rate problems in areas that hold many entities, particularly mob farms. The mod runs on the client alone, so single-player players and players joining servers can install it without involving the server owner.

How it compares

Full comparison

Sound Culling is a client-side mod released under the MIT License and is open source, with files for 1.20.1 – 26.3. Fix Attack Lag is a server-side mod that needs to run on the server, with a different license and no open source code. Too Many Entities is client-side only, so it targets rendering rather than server processing.

ModLoadersGame versionsEnvironmentUpdated
Too Many EntitiesFabric, Forge and NeoForge1.19.2 – 26.2Client-side only2026-08-06
Sound CullingFabric, Forge and NeoForge1.20.1 – 26.3Client-side only2026-10-15
Fix Attack LagForge and NeoForge1.20.1 – 1.21.1Server required, client optional2026-03-18

Questions

Does Too Many Entities need to be installed on the server?

No. It is installed on the player's side alone, so servers need nothing.

Why are some entities still missing after enabling the mod?

By default the mod does not hide extra entities. Turning on the global cap in the settings, or adjusting counts per type in the Entity tab, is needed for capping to take effect.

Which loader does Too Many Entities need Fabric API on?

Fabric API is required on Fabric. Architectury API and Cloth Config API are required on every loader.

In the catalog

Too Many Entities is one of 3,545 Optimization mods on ModsFinder, and one of 2,575 Optimization mods for Fabric. 13,894 mods support Minecraft 26.2.

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What the author says

This mod allows you to hide extra entities in order to reduce lag, especially with mob farms. The mobs still exist in the world, they are just not visible. In order to use the mod, you first have to configure a maximum entity limit (which can either be set per entity type, or globally). By default, this is set to 64…
Discusser, on the Modrinth page

Official listing

Owner
Discusser
Published
2024-07-15
Updated on Modrinth
2026-08-06
Facts verified
2026-10-15

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