Redstone that costs nothing and redstone that costs everything

Performance & Lag Reviewed September 6, 2026 2 min read

Redstone is only expensive when it is running. The trouble is that a lot of common designs run permanently, twenty times a second, in a chunk somebody keeps loaded — and unlike a mob farm, there is nothing to see.

Cost by design

DesignCost
A door, a lamp, a leverNothing. It updates when you use it.
An observer watching a cropVery low. Observers only fire on change.
A repeater or comparator clockHigh. It updates continuously, forever.
A hopper clockHigh, and it also pays the hopper cost.
A piston loop or flying machine left runningVery high. Block updates are the most expensive kind.
Redstone dust in long linesModerate. Each dust update propagates to its neighbours.

Why clocks are the problem

A clock exists to do something repeatedly, so by definition it never stops. In a loaded chunk, a fast clock generates block updates every couple of ticks indefinitely, and each update touches its neighbours.

One clock is nothing. Twenty players each with a clock in their base, all in loaded chunks, is a measurable share of your tick — and no single one of them looks like a problem.

Finding them

  1. Profile and look for block-entity or redstone time

    Spark separates this out. Redstone high in the tree points at a specific chunk.

  2. Check the spawn chunks first

    The always-loaded area is where clocks do the most damage, because they run even when the server is empty.

  3. Ask before removing

    A clock is usually part of something the player built deliberately. Offering an observer-based alternative keeps the machine and the player.

Observers are the cheap answer to most clocks

An observer fires only when the block it watches changes. Replacing a repeater clock that polls with an observer that reacts usually keeps the same behaviour and drops the idle cost to zero.

Flying machines and item elevators left running are worse than they look

A piston-based loop generates block updates and moves entities every cycle. One abandoned in a loaded chunk can run for months. If your baseline load rose one day and never came back down, this is a candidate.