«Can't keep up! Is the server overloaded?»

Errors & Fixes Reviewed September 6, 2026 1 min read

This line is the server reporting that a tick took much longer than it should have. It is a symptom, not a diagnosis, and the number it gives you is the useful part.

What you are seeing

  • Can't keep up! Is the server overloaded? Running 2043ms or 40 ticks behind
  • It appears in bursts, or steadily during play.

Why it happens

A tick should take 50 ms. When one takes far longer, the server prints this and skips ticks to catch up — which is why the world visibly jumps. The reason can be a slow plugin, too many entities, a garbage collection pause or heavy disk work.

What to do

  1. Look at when the messages appear

    At startup and during a large world save they are normal and not worth chasing. During ordinary play they are not.

  2. Check whether the durations are similar

    Repeated messages of a similar length at regular intervals point at garbage collection pauses. Wildly varying durations point at workload — plugins, entities or chunk generation.

  3. Profile during the messages

    /spark profiler start, let several of them appear, then stop. The report names what consumed the time.

How to confirm it worked

The messages stop appearing during normal play, and tps stays above 19.5 with a typical number of players online.

Worth knowing

A handful of these lines after a restart is expected — the server is loading chunks and plugins at once. Only sustained messages during play indicate a real problem.