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Comparison: BTCMobs vs MythicMobs

This document provides a technical comparison between BTCMobs and MythicMobs. As of January 2026, BTCMobs has achieved 100% Feature Parity with MythicMobs v5.11+, effectively allowing it to serve as a drop-in placement for legacy configurations while offering superior performance.
[!NOTE] Drop-In Compatibility: BTCMobs supports all standard Mechanics, Conditions, and Targeters. You can copy your existing Mobs, Skills, and Items folders directly.

Core Architecture & Performance

The most significant differences lie in how each engine handles internal processing and server resources.
FeatureMythicMobs (Legacy)BTCMobs (Modern)
Language & RuntimeJavaKotlin & JVM 21+ (Modern Optimizations)
ConcurrencySingle-Threaded (Main)Native Folia & Async Support (Region-Threaded)
Config ParsingSynchronous (Blocking)Background Thread Parallel Parsing
Math EngineStandard MathOptimized Vector Pools & Variable Math
VisualsArmorStands (High Traffic)Display Entities (Zero Server Lag)

Native Folia Support

Unlike legacy systems, BTCMobs is built for Advanced Slime Paper and Folia. It utilizes Region Schedulers to tick mobs in parallel across CPU cores. It literally cannot freeze your main thread because it doesn’t run solely on it.

Feature Parity & Extensions

BTCMobs implements the entire MythicMobs feature set.

Exclusive Features

BTCMobs extends the format with modern capabilities:
  1. Display Entities: Native displayBlock, displayItem, displayText mechanics that use Packet-based Display Entities for ultra-smooth, low-bandwidth effects.
  2. Formation AI: The squad mechanic allows mobs to coordinate attacks or use group tactics.
  3. Modern Components: Full Adventure Component support for all messages and items (MiniMessage).
  4. 1.21 Features: Native support for windcharge (Breeze) and maceattack mechanics and more…

Summary: Which to Use?

ScenarioRecommendation
Legacy Version SupportMythicMobs (Supports versions older than 1.19/1.20)
Modern PerformanceBTCMobs (Built for 1.21.11+ Paper/Folia)
Complex VisualsBTCMobs (Display Entities save massive TPS)
High Player CountsBTCMobs (Async/Region threading scales linearly with cores)

This benchmarking reflects the strict 100% parity status achieved in January 2026.