*.newAi.goalSelector.goalTick.pathfind took too long
Entities pathfind processing can make servers falling behind under some circumstances. This has especially observed with pillagers, but also with zombies. Every time, killing the said entities solves issue.
First time this has been observed with pillagers: with a dozen of villages loaded (breeder, iron farms). Pillagers can never reach the villages, and start running around, dancing, looking in all directions. And consistent lag starts to build up until you kill the pillagers. Lag can start with only 10 pillagers, and is worsened resulting in chunks not loading once you reach 100 pillagers. Killing all the pillagers immediately solves this issue and server is running smoothly again.
Second time this has been observed with zombies under a strange configuration with lightning not updating near torches (screenshots). This repetitively caused server crashing upon exceeding maximum tick delay. Once again, killing the zombies solved the issue.
Having a profiling running, it appears that
*.newAi.goalSelector.goalTick.pathfind
is taking too long to proceed and makes the server falling behind or crashing. In both situations, the mobs were trying to reach an unreachable goal (either vilages or player).
Created Issue:
Processing pillagers can make servers falling behind
Server can fall behind just because of pillagers processing. Once you have a consistent lag over time, killing all the pillagers solve the issue. This happens on multiplayer, with a dozen of villages loaded (breeder, iron farms). Pillagers can never reach the villages, and start running around, dancing, looking in all directions. And consistent lag starts to build up until you kill the pillagers. Lag can start with only 10 pillagers, and is worsened with chunks not loading once you reach 100 pillagers. Killing all the pillagers immediately solves any issue.
Server can fall behind just because of pillagers processing. Once you have a consistent lag over time, killing all the pillagers solve the issue. This happens on multiplayer, with a dozen of villages loaded (breeder, iron farms). Pillagers can never reach the villages, and start running around, dancing, looking in all directions. And consistent lag starts to build up until you kill the pillagers. Lag can start with only 10 pillagers, and is worsened with chunks not loading once you reach 100 pillagers. Killing all the pillagers immediately solves any issue.
Server can fall behind just because of pillagers processing. Once you have a consistent lag over time, killing all the pillagers solve the issue. This happens on multiplayer, with a dozen of villages loaded (breeder, iron farms). Pillagers can never reach the villages, and start running around, dancing, looking in all directions. And consistent lag starts to build up until you kill the pillagers. Lag can start with only 10 pillagers, and is worsened with chunks not loading once you reach 100 pillagers. Killing all the pillagers immediately solves any issue.
Processing pillagers can make servers falling behind*.newAi.goalSelector.goalTick.pathfind took too long
Server can fall behind just because of pillagers processing. Once you have a consistent lag over time, killing all the pillagers solve the issue. This happens on multiplayer, with a dozen of villages loaded (breeder, iron farms). Pillagers can never reach the villages, and start running around, dancing, looking in all directions. And consistent lag starts to build up until you kill the pillagers. Lag can start with only 10 pillagers, and is worsened with chunks not loading once you reach 100 pillagers. Killing all the pillagers immediately solves any issue.Entities pathfind processing can make servers falling behind under some circumstances. This has especially observed with pillagers, but also with zombies. Every time, killing the said entities solves issue.
Server can fall behind just because of pillagers processing. Once you have a consistent lag over time, killing all the pillagers solve the issue. This happens on multiplayer, with a dozen of villages loaded (breeder, iron farms). Pillagers can never reach the villages, and start running around, dancing, looking in all directions. And consistent lag starts to build up until you kill the pillagers. Lag can start with only 10 pillagers, and is worsened with chunks not loading once you reach 100 pillagers. Killing all the pillagers immediately solves any issue.
*.newAi.goalSelector.goalTick.pathfind took too long and can make servers falling behind
Entities pathfind processing can make servers falling behind under some circumstances. This has especially observed with pillagers, but also with zombies. Every time, killing the said entities solves issue.
Server can fall behind just because of pillagers processing. Once you have a consistent lag over time, killing allthepillagerssolve the issue. This happens on multiplayer,with a dozen of villages loaded (breeder, iron farms). Pillagers can never reach the villages, and start running around, dancing, looking in all directions. And consistent lag starts to build up until you kill the pillagers. Lag can start with only 10 pillagers, and is worsenedwithchunks not loading once you reach 100 pillagers. Killing all the pillagers immediately solvesanyissue.Entities pathfind processing can make servers falling behind under some circumstances. This has especially observed with pillagers, but also with zombies. Every time, killing the said entities solves issue.
First time this has been observed with pillagers: with a dozen of villages loaded (breeder, iron farms). Pillagers can never reach the villages, and start running around, dancing, looking in all directions. And consistent lag starts to build up until you kill the pillagers. Lag can start with only 10 pillagers, and is worsened resulting in chunks not loading once you reach 100 pillagers. Killing all the pillagers immediately solves this issue and server is running smoothly again.
Second time this has been observed with zombies under a strange configuration with lightning not updating near torches (screenshots). This repetitively caused server crashing upon exceeding maximum tick delay. Once again, killing the zombies solved the issue.
Entities pathfind processing can make servers falling behind under some circumstances. This has especially observed with pillagers, but also with zombies. Every time, killing the said entities solves issue.
First time this has been observed with pillagers: with a dozen of villages loaded (breeder, iron farms). Pillagers can never reach the villages, and start running around, dancing, looking in all directions. And consistent lag starts to build up until you kill the pillagers. Lag can start with only 10 pillagers, and is worsened resulting in chunks not loading once you reach 100 pillagers. Killing all the pillagers immediately solves this issue and server is running smoothly again.
Second time this has been observed with zombies under a strange configuration with lightning not updating near torches (screenshots). This repetitively caused server crashing upon exceeding maximum tick delay. Once again, killing the zombies solved the issue.
Having a profiling running, it appears that
Entities pathfind processing can make servers falling behind under some circumstances. This has especially observed with pillagers, but also with zombies. Every time, killing the said entities solves issue.
First time this has been observed with pillagers: with a dozen of villages loaded (breeder, iron farms). Pillagers can never reach the villages, and start running around, dancing, looking in all directions. And consistent lag starts to build up until you kill the pillagers. Lag can start with only 10 pillagers, and is worsened resulting in chunks not loading once you reach 100 pillagers. Killing all the pillagers immediately solves this issue and server is running smoothly again.
Second time this has been observed with zombies under a strange configuration with lightning not updating near torches (screenshots). This repetitively caused server crashing upon exceeding maximum tick delay. Once again, killing the zombies solved the issue.
Having a profiling running, it appears that
Entities pathfind processing can make servers falling behind under some circumstances. This has especially observed with pillagers, but also with zombies. Every time, killing the said entities solves issue.
First time this has been observed with pillagers: with a dozen of villages loaded (breeder, iron farms). Pillagers can never reach the villages, and start running around, dancing, looking in all directions. And consistent lag starts to build up until you kill the pillagers. Lag can start with only 10 pillagers, and is worsened resulting in chunks not loading once you reach 100 pillagers. Killing all the pillagers immediately solves this issue and server is running smoothly again.
Second time this has been observed with zombies under a strange configuration with lightning not updating near torches (screenshots). This repetitively caused server crashing upon exceeding maximum tick delay. Once again, killing the zombies solved the issue.
Having a profiling running, it appears that
*.newAi.goalSelector.goalTick.pathfindis taking too long to proceed and makes the server falling behind or crashing. In both situations, the mobs were trying to reach an unreachable goal (either vilages or player).
Happening again while I had a profiler running for some time. It appears that
root.tick.levels.world minecraft:overworld.tick.entities.regular.tick.minecraft:pillager.ai.newAi.goalSelector.goalTick.pathfindtook too long, and is the cause of the issue.
*.newAi.goalSelector.goalTick.pathfind took too longand can make servers falling behind
relates to
duplicates
Note that the zombies spawning in these conditions caused the server falling behind, and crash upon exceeding maximum tick, like described in MC-142782, but I don't know if it's related, although fixing the light like described above and killing those zombie fixed the server lag.

You see in this screenshot there is a lightning glitch with torches, which seems to be another issue that I have described in
MC-143654Just had the same situation with pillagers pathfinding during a raid. The party spawned on the top of a mountain and were stuck in a waterfall. This blocking was enough to lag the game.
Confirmed; Pillagers pillaging my TPS
Peter Sandelis Which version did you test it in?
Can you please check if that still applies to recent releases. 1.14.4 or 1.15-pre1?