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Cap mob catch up speed from TPS catchup
When TPS catchup kicks in from a large spikes, mobs run at super speed. see if we can mark the tick as hasnt had a delay, and run mobs as inactive ticks to improve experience on them not rushing and killing players.
Please I really need this fix
For now I re-labeled this as a feature issue instead of a bug. This is technically vanilla behavior, changing this for user experience is a plausible goal, tho not particularly something considerable as a bug.
Concerning it has not been touched/worked on since 2018, I marked this as a general low priority too. Will be revisited in regards to feasibility at a later date :+1: