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.
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
Per-type entity limits
A maximum visible count can be set for each entity type, so one crowded mob does not hide everything else.
Global limit
A single cap can be applied to all entity types at once, with 64 as the starting value.
Hidden, not removed
Capped entities are only hidden from rendering, so they remain in the world and keep their behavior.
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
1.21.x10 of 10 versions with builds
1.20.x3 of 3 versions with builds
1.19.x3 of 3 versions with builds
Only full game releases are shown. This mod publishes no snapshot builds.
Requirements
Dependencies declared by the latest file for each loader.
Required 2
Optional 2
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
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.
| Mod | Loaders | Game versions | Environment | Updated |
|---|---|---|---|---|
| Too Many Entities | Fabric, Forge and NeoForge | 1.19.2 – 26.2 | Client-side only | 2026-08-06 |
| Sound Culling | Fabric, Forge and NeoForge | 1.20.1 – 26.3 | Client-side only | 2026-10-15 |
| Fix Attack Lag | Forge and NeoForge | 1.20.1 – 1.21.1 | Server required, client optional | 2026-03-18 |
Questions
Does Too Many Entities need to be installed on the server?
Why are some entities still missing after enabling the mod?
Which loader does Too Many Entities need Fabric API on?
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.
More from Discusser
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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…
Official listing
- Modrinth page
- modrinth.com/mod/too-many-entities
- Owner
- Discusser
- Published
- 2024-07-15
- Updated on Modrinth
- 2026-08-06
- Facts verified
- 2026-10-15
