As some new commenters do not bother to read older comments, a link back to the buried earlier comment with my analysis (in short, a possible reason is already known): Summed up in this comment.
Workaround: Using Forge (files.minecraftforge.net) or the snapshot 13w39a+
For clarity, let me rewrite this:
Now:
This bug appears when a large number of zombies cannot successfully calculate a safe path to their target. Severe lag in either single or multiplayer results as well as time moving jumping forward/backward. The only work-around is to kill the zombies, create a path for them, or switch to peaceful mode. Avoiding the night by sleeping may also work. This is especially noticeable around villages due to the number of zombie that appear and their intended targets (villagers) not being reachable.
Was:
While protecting a village (building walls and putting torches up) a zombie siege event occurs, very often, causing extreme lag.
Could be conflicting code between zombie generation and villager reaction exacerbating each other. The more villagers, the more zombies, the more lag.
----------- From MC-18865 ----------------------------------------------------------------
I am not sure if all these factors are actually relevant, but here we go:
/gamerule mobGriefing false
Hard difficulty
Villagers inside a house
Zombies trying to break in (difficulty is set to hard, so they would try to break the door, but /gamerule doesn't let them)
These things MIGHT be related to the issue. I get really bad delay on picking items, killing mobs and even brewing.
NOTE: this is on SINGLE PLAYER, clearly an internal server problem.
NOTE2: when I kill all the zombies, the delay is gone. There is probably something wrong with the new zombie system as well.
---------------------------------------------------------------- ----------------------------------------------------------------
Emphasized the analysis of Markku:
As some new commenters do not bother to read older comments, a link back to the buried earlier comment with my analysis (in short, the reason is already known):
https://bugs.mojang.com/browse/MC-17630?focusedCommentId=92590&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-92590
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Please force a crash by pressing F3 + C for 10 seconds while ingame and attach the crash report here.
---- Minecraft Crash Report ----
// There are four lights!
Time: 6/13/13 12:13 PM
Description: Manually triggered debug crash
java.lang.Throwable
at atl.k(SourceFile:1227)
at atl.T(SourceFile:654)
at atl.d(SourceFile:610)
at net.minecraft.client.main.Main.main(SourceFile:85)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bcm['lorenmj'/74580, l='MpServer', x=2818.60, y=67.62, z=1683.58]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 02 - largeBiomes, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-40,64,248), Chunk: (at 8,4,8 in -3,15; contains blocks -48,0,240 to -33,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 1534141 game time, 1799140 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 147 total; [ru['Sheep'/74782, l='MpServer', x=2802.53, y=69.00, z=1607.03], rt['Pig'/74783, l='MpServer', x=2812.47, y=69.00, z=1615.84], tm['Skeleton'/74763, l='MpServer', x=2787.56, y=63.00, z=1720.06], rj['Bat'/74762, l='MpServer', x=2794.41, y=34.06, z=1725.53], rj['Bat'/74761, l='MpServer', x=2797.75, y=34.10, z=1724.25], to['Spider'/74760, l='MpServer', x=2787.28, y=21.00, z=1722.16], tr['Zombie'/74764, l='MpServer', x=2787.50, y=20.00, z=1738.50], ta['Creeper'/74755, l='MpServer', x=2786.00, y=49.00, z=1691.47], rj['Bat'/74754, l='MpServer', x=2788.25, y=23.10, z=1690.75], sp['entity.MinecartChest.name'/74753, l='MpServer', x=2787.50, y=29.50, z=1693.50], rt['Pig'/74752, l='MpServer', x=2793.84, y=68.00, z=1667.13], tm['Skeleton'/74759, l='MpServer', x=2788.16, y=63.00, z=1698.69], rj['Bat'/74758, l='MpServer', x=2791.31, y=42.10, z=1704.16], tr['Zombie'/74757, l='MpServer', x=2794.84, y=38.00, z=1699.28], rj['Bat'/74756, l='MpServer', x=2785.25, y=23.10, z=1697.41], tm['Skeleton'/74808, l='MpServer', x=2825.50, y=24.00, z=1734.50], tm['Skeleton'/74809, l='MpServer', x=2828.50, y=24.00, z=1735.50], rt['Pig'/74810, l='MpServer', x=2822.59, y=63.00, z=1743.88], ru['Sheep'/74811, l='MpServer', x=2815.09, y=63.00, z=1761.97], rx['Squid'/74567, l='MpServer', x=2805.52, y=54.35, z=1669.52], tu['Villager'/74569, l='MpServer', x=2811.40, y=65.00, z=1664.82], tu['Villager'/74568, l='MpServer', x=2807.31, y=65.00, z=1678.47], tr['Zombie'/74571, l='MpServer', x=2833.30, y=63.00, z=1675.30], rt['Pig'/74802, l='MpServer', x=2828.47, y=68.00, z=1637.31], tu['Villager'/74570, l='MpServer', x=2821.09, y=65.00, z=1670.50], tr['Zombie'/74803, l='MpServer', x=2825.31, y=64.00, z=1643.00], tr['Zombie'/74573, l='MpServer', x=2834.27, y=63.00, z=1676.08], tr['Zombie'/74804, l='MpServer', x=2826.25, y=64.00, z=1643.63], tr['Zombie'/74572, l='MpServer', x=2834.03, y=63.00, z=1675.30], rt['Pig'/74805, l='MpServer', x=2825.28, y=65.00, z=1634.53], ru['Sheep'/74806, l='MpServer', x=2821.97, y=63.00, z=1697.78], tr['Zombie'/74575, l='MpServer', x=2835.08, y=63.00, z=1675.47], tr['Zombie'/74574, l='MpServer', x=2833.30, y=63.00, z=1676.08], rt['Pig'/74807, l='MpServer', x=2820.75, y=63.00, z=1726.59], rt['Pig'/74576, l='MpServer', x=2806.22, y=65.00, z=1637.66], ru['Sheep'/74577, l='MpServer', x=2800.81, y=66.00, z=1641.53], tr['Zombie'/74578, l='MpServer', x=2815.03, y=64.00, z=1639.25], tu['Villager'/74579, l='MpServer', x=2817.09, y=65.00, z=1651.50], tr['Zombie'/74581, l='MpServer', x=2833.30, y=63.00, z=1677.28], tr['Zombie'/74582, l='MpServer', x=2820.35, y=63.00, z=1688.94], tm['Skeleton'/74785, l='MpServer', x=2804.50, y=13.00, z=1704.50], rj['Bat'/74784, l='MpServer', x=2804.47, y=38.00, z=1627.81], tr['Zombie'/74787, l='MpServer', x=2820.38, y=63.00, z=1691.53], rj['Bat'/74786, l='MpServer', x=2817.00, y=35.06, z=1697.56], ta['Creeper'/74789, l='MpServer', x=2806.50, y=39.00, z=1724.50], tr['Zombie'/74788, l='MpServer', x=2820.41, y=63.00, z=1692.44], tm['Skeleton'/74791, l='MpServer', x=2813.50, y=24.00, z=1763.50], ta['Creeper'/74790, l='MpServer', x=2806.50, y=39.00, z=1726.50], ru['Sheep'/74847, l='MpServer', x=2859.47, y=68.00, z=1629.34], rt['Pig'/74834, l='MpServer', x=2830.66, y=63.00, z=1762.78], tm['Skeleton'/74835, l='MpServer', x=2837.63, y=63.00, z=1764.38], ta['Creeper'/74832, l='MpServer', x=2832.44, y=36.00, z=1739.97], tm['Skeleton'/74833, l='MpServer', x=2841.50, y=15.00, z=1746.50], rt['Pig'/74831, l='MpServer', x=2835.31, y=63.00, z=1717.81], ru['Sheep'/74830, l='MpServer', x=2836.69, y=63.00, z=1694.22], ru['Sheep'/74829, l='MpServer', x=2837.50, y=63.00, z=1653.19], ta['Creeper'/74828, l='MpServer', x=2835.50, y=69.00, z=1633.50], rt['Pig'/74827, l='MpServer', x=2838.81, y=68.00, z=1634.50], ru['Sheep'/74876, l='MpServer', x=2884.66, y=64.00, z=1627.25], rt['Pig'/74877, l='MpServer', x=2896.31, y=67.00, z=1617.78], ru['Sheep'/74878, l='MpServer', x=2893.06, y=65.00, z=1629.16], ru['Sheep'/74879, l='MpServer', x=2886.56, y=66.00, z=1643.66], rt['Pig'/74873, l='MpServer', x=2886.25, y=65.00, z=1623.78], rt['Pig'/74874, l='MpServer', x=2880.84, y=68.00, z=1617.06], rt['Pig'/74875, l='MpServer', x=2881.56, y=65.00, z=1629.63], rt['Pig'/74870, l='MpServer', x=2891.72, y=67.00, z=1615.13], rt['Pig'/74871, l='MpServer', x=2890.53, y=68.00, z=1610.31], rt['Pig'/74864, l='MpServer', x=2879.06, y=64.00, z=1759.91], rt['Pig'/74865, l='MpServer', x=2872.78, y=64.00, z=1745.16], ru['Sheep'/74861, l='MpServer', x=2877.13, y=67.00, z=1632.06], ru['Sheep'/74860, l='MpServer', x=2867.28, y=65.00, z=1637.44], rt['Pig'/74863, l='MpServer', x=2873.78, y=63.00, z=1740.25], rt['Pig'/74862, l='MpServer', x=2876.47, y=66.00, z=1649.31], rt['Pig'/74859, l='MpServer', x=2880.06, y=67.00, z=1633.03], rt['Pig'/74858, l='MpServer', x=2877.34, y=68.00, z=1615.16], ru['Sheep'/74849, l='MpServer', x=2855.22, y=64.00, z=1649.38], ta['Creeper'/74848, l='MpServer', x=2848.50, y=71.00, z=1620.50], rt['Pig'/74851, l='MpServer', x=2852.09, y=63.00, z=1735.16], ru['Sheep'/74850, l='MpServer', x=2848.94, y=63.00, z=1710.97], tr['Zombie'/74896, l='MpServer', x=2896.50, y=50.00, z=1673.50], rt['Pig'/74722, l='MpServer', x=2774.94, y=70.00, z=1637.25], rj['Bat'/74723, l='MpServer', x=2773.63, y=33.10, z=1648.47], sn['item.tile.dirt'/74720, l='MpServer', x=2777.41, y=68.13, z=1634.50], bcm['lorenmj'/74580, l='MpServer', x=2818.60, y=67.62, z=1683.58], sn['item.tile.dirt'/74721, l='MpServer', x=2778.38, y=67.13, z=1635.13], tr['Zombie'/74726, l='MpServer', x=2783.50, y=38.00, z=1696.50], sp['entity.MinecartChest.name'/74727, l='MpServer', x=2776.50, y=13.34, z=1754.50], to['Spider'/74724, l='MpServer', x=2779.50, y=19.00, z=1682.50], ta['Creeper'/74725, l='MpServer', x=2780.41, y=51.00, z=1676.00], rt['Pig'/74747, l='MpServer', x=2792.53, y=71.00, z=1605.22], rt['Pig'/74882, l='MpServer', x=2881.47, y=65.00, z=1632.53], ru['Sheep'/74746, l='MpServer', x=2793.31, y=70.00, z=1609.47], ta['Creeper'/74883, l='MpServer', x=2888.50, y=41.00, z=1656.31], rt['Pig'/74745, l='MpServer', x=2798.38, y=70.00, z=1606.63], rt['Pig'/74880, l='MpServer', x=2893.50, y=64.00, z=1644.53], rt['Pig'/74744, l='MpServer', x=2795.69, y=70.00, z=1610.66], rt['Pig'/74881, l='MpServer', x=2887.03, y=64.00, z=1633.09], sp['entity.MinecartChest.name'/74751, l='MpServer', x=2790.50, y=25.50, z=1678.09], sn['item.tile.dirt'/74750, l='MpServer', x=2788.44, y=70.13, z=1641.13], rn['Horse'/74749, l='MpServer', x=2785.78, y=73.00, z=1649.91], ta['Creeper'/74884, l='MpServer', x=2882.50, y=64.00, z=1661.50], tm['Skeleton'/74748, l='MpServer', x=2798.53, y=70.00, z=1623.16], rt['Pig'/74885, l='MpServer', x=2882.13, y=63.00, z=1672.16], rt['Pig'/74743, l='MpServer', x=2790.88, y=71.00, z=1605.13], tm['Skeleton'/74741, l='MpServer', x=2788.41, y=40.00, z=1604.31], ta['Creeper'/74696, l='MpServer', x=2783.31, y=62.00, z=1605.44], rj['Bat'/74698, l='MpServer', x=2768.84, y=35.10, z=1634.44], sn['item.tile.dirt'/74699, l='MpServer', x=2773.53, y=68.13, z=1637.22], sn['item.tile.stonebrick'/74700, l='MpServer', x=2770.75, y=68.13, z=1638.63], sn['item.tile.dirt'/74701, l='MpServer', x=2770.13, y=68.13, z=1635.56], sn['item.tile.dirt'/74702, l='MpServer', x=2769.28, y=68.13, z=1638.47], sn['item.tile.dirt'/74703, l='MpServer', x=2771.50, y=68.13, z=1636.75], sp['entity.MinecartChest.name'/74694, l='MpServer', x=2770.50, y=22.50, z=1608.50], tm['Skeleton'/74695, l='MpServer', x=2770.84, y=20.00, z=1615.31], sn['item.tile.dirt'/74713, l='MpServer', x=2776.31, y=68.13, z=1636.88], sn['item.tile.dirt'/74712, l='MpServer', x=2779.09, y=68.13, z=1635.63], sn['item.tile.dirt'/74715, l='MpServer', x=2775.41, y=68.13, z=1634.53], sn['item.tile.dirt'/74714, l='MpServer', x=2778.31, y=68.13, z=1637.88], sn['item.tile.dirt'/74717, l='MpServer', x=2779.31, y=69.13, z=1634.00], sn['item.tile.dirt'/74716, l='MpServer', x=2775.75, y=69.13, z=1635.50], sn['item.tile.dirt'/74719, l='MpServer', x=2776.22, y=68.13, z=1635.56], sn['item.tile.dirt'/74718, l='MpServer', x=2779.88, y=68.13, z=1636.88], sn['item.tile.dirt'/74705, l='MpServer', x=2773.44, y=68.13, z=1638.88], sn['item.tile.dirt'/74704, l='MpServer', x=2770.66, y=68.13, z=1638.88], sn['item.tile.dirt'/74707, l='MpServer', x=2770.50, y=68.13, z=1637.69], sn['item.tile.stonebrick'/74706, l='MpServer', x=2773.25, y=68.13, z=1638.88], sn['item.tile.dirt'/74709, l='MpServer', x=2771.88, y=67.13, z=1638.25], sn['item.tile.dirt'/74708, l='MpServer', x=2769.00, y=70.13, z=1635.53], sn['item.tile.dirt'/74711, l='MpServer', x=2779.47, y=68.13, z=1634.84], sn['item.tile.cloth.white'/74710, l='MpServer', x=2779.03, y=68.13, z=1636.88], rt['Pig'/74664, l='MpServer', x=2749.31, y=70.00, z=1671.84], rt['Pig'/74665, l='MpServer', x=2744.03, y=70.00, z=1671.03], tb['Enderman'/74662, l='MpServer', x=2739.44, y=37.00, z=1657.97], tr['Zombie'/74660, l='MpServer', x=2739.50, y=37.00, z=1656.50], rt['Pig'/74659, l='MpServer', x=2748.06, y=70.00, z=1613.97], sp['entity.MinecartChest.name'/74656, l='MpServer', x=2751.50, y=42.50, z=1608.50], to['Spider'/74682, l='MpServer', x=2756.28, y=64.00, z=1706.72], to['Spider'/74681, l='MpServer', x=2757.28, y=64.00, z=1708.56], tr['Zombie'/74680, l='MpServer', x=2757.50, y=37.00, z=1705.50], tn['Slime'/74679, l='MpServer', x=2753.30, y=37.00, z=1689.06], rn['Horse'/74678, l='MpServer', x=2753.81, y=68.00, z=1656.03], ta['Creeper'/74677, l='MpServer', x=2755.28, y=42.00, z=1633.03], ta['Creeper'/74676, l='MpServer', x=2753.50, y=42.00, z=1640.50], tm['Skeleton'/74675, l='MpServer', x=2758.78, y=70.00, z=1626.41], rn['Horse'/74674, l='MpServer', x=2758.16, y=71.00, z=1620.53], rj['Bat'/74673, l='MpServer', x=2753.25, y=23.10, z=1621.41], sp['entity.MinecartChest.name'/74672, l='MpServer', x=2753.50, y=42.50, z=1606.50]]
Retry entities: 0 total; []
Stacktrace:
at bcj.a(SourceFile:284)
at atl.b(SourceFile:1789)
at atl.d(SourceFile:619)
at net.minecraft.client.main.Main.main(SourceFile:85)
-- System Details --
Details:
Minecraft Version: 13w24a
Operating System: Mac OS X (x86_64) version 10.8.4
Java Version: 1.6.0_45, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 91524376 bytes (87 MB) / 392253440 bytes (374 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 2366 (132496 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: No suspicious classes found.
IntCache: cache: 0, tcache: 1, allocated: 3, tallocated: 69
Launched Version: 13w24a
LWJGL: 2.9.0
OpenGL: NVIDIA GeForce 9400M OpenGL Engine GL version 2.1 NVIDIA-8.12.47 310.40.00.05f01, NVIDIA Corporation
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1743 (97608 bytes; 0 MB) allocated, 10 (560 bytes; 0 MB) used
Note that I did upgrade to 13w24a. During testing, just before I did the crash report, a small Zombie Siege was occuring with only a few zombies. When I originally reported this issue there tended to be 10-20 zombies on Easy, so that seems to have changed with the new update. That said, the lag is still occuring even with only a few zombies.
I will set the level to normal and try again on the next night and submit a new crash report to see if anything changes.
On normal level now. I counted at least 12 zombies involved in the siege. Only way to get anything done is kill the zombie or wait excruciatingly long for the sun to rise.
Here's the report:
---- Minecraft Crash Report ----
// Sorry :(
Time: 6/13/13 2:04 PM
Description: Manually triggered debug crash
java.lang.Throwable
at atl.k(SourceFile:1227)
at atl.T(SourceFile:654)
at atl.d(SourceFile:610)
at net.minecraft.client.main.Main.main(SourceFile:85)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bcm['lorenmj'/219722, l='MpServer', x=2832.41, y=70.62, z=1675.02]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 02 - largeBiomes, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-40,64,248), Chunk: (at 8,4,8 in -3,15; contains blocks -48,0,240 to -33,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 1605089 game time, 1870088 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 153 total; [ta['Creeper'/219963, l='MpServer', x=2855.50, y=65.00, z=1636.50], ru['Sheep'/219962, l='MpServer', x=2851.88, y=64.00, z=1653.25], ru['Sheep'/219961, l='MpServer', x=2859.78, y=66.00, z=1634.25], rj['Bat'/219967, l='MpServer', x=2846.95, y=16.07, z=1745.53], tr['Zombie'/219966, l='MpServer', x=2842.56, y=46.00, z=1718.19], tr['Zombie'/219965, l='MpServer', x=2848.00, y=44.00, z=1714.72], rt['Pig'/219964, l='MpServer', x=2851.81, y=63.00, z=1709.31], sn['item.tile.stonebrick'/219697, l='MpServer', x=2803.88, y=52.13, z=1678.13], ta['Creeper'/219938, l='MpServer', x=2824.56, y=73.00, z=1625.00], sn['item.tile.stonebrick'/219696, l='MpServer', x=2803.53, y=51.13, z=1679.44], tm['Skeleton'/219939, l='MpServer', x=2838.38, y=63.00, z=1653.84], rt['Pig'/219936, l='MpServer', x=2825.06, y=71.00, z=1599.22], sn['item.tile.stonebrick'/219699, l='MpServer', x=2803.88, y=53.13, z=1677.63], sn['item.tile.stonebrick'/219698, l='MpServer', x=2803.13, y=52.13, z=1679.09], rt['Pig'/219937, l='MpServer', x=2824.53, y=64.00, z=1641.34], sn['item.tile.stonebrick'/219701, l='MpServer', x=2802.13, y=54.13, z=1677.88], tr['Zombie'/219942, l='MpServer', x=2833.30, y=63.00, z=1675.30], sn['item.tile.stonebrick'/219700, l='MpServer', x=2803.13, y=53.13, z=1677.13], tr['Zombie'/219943, l='MpServer', x=2833.30, y=63.00, z=1676.18], sn['item.tile.stonebrick'/219703, l='MpServer', x=2801.81, y=55.13, z=1677.13], ru['Sheep'/219940, l='MpServer', x=2837.50, y=63.00, z=1655.22], sn['item.tile.stonebrick'/219702, l='MpServer', x=2801.84, y=55.13, z=1677.88], ru['Sheep'/219941, l='MpServer', x=2846.06, y=63.00, z=1679.13], sn['item.item.flint'/219705, l='MpServer', x=2803.63, y=61.13, z=1677.44], tr['Zombie'/219946, l='MpServer', x=2838.97, y=47.00, z=1720.63], sn['item.tile.dirt'/219704, l='MpServer', x=2802.25, y=58.13, z=1679.88], tr['Zombie'/219947, l='MpServer', x=2830.84, y=49.00, z=1725.72], sn['item.tile.dirt'/219707, l='MpServer', x=2803.13, y=62.13, z=1676.13], tr['Zombie'/219944, l='MpServer', x=2833.30, y=63.00, z=1677.72], sn['item.tile.dirt'/219706, l='MpServer', x=2803.13, y=61.13, z=1677.13], tr['Zombie'/219945, l='MpServer', x=2834.06, y=63.00, z=1676.25], rj['Bat'/219950, l='MpServer', x=2835.75, y=26.10, z=1732.25], tu['Villager'/219709, l='MpServer', x=2807.50, y=65.00, z=1678.66], rt['Pig'/219951, l='MpServer', x=2847.94, y=64.00, z=1751.97], tu['Villager'/219708, l='MpServer', x=2811.31, y=65.00, z=1672.38], tu['Villager'/219711, l='MpServer', x=2820.50, y=65.00, z=1670.50], rt['Pig'/219948, l='MpServer', x=2837.03, y=63.00, z=1716.88], tr['Zombie'/219949, l='MpServer', x=2838.50, y=25.00, z=1728.50], sn['item.item.flint'/219710, l='MpServer', x=2803.53, y=64.13, z=1674.63], rt['Pig'/219923, l='MpServer', x=2828.88, y=71.00, z=1627.47], tr['Zombie'/219925, l='MpServer', x=2820.31, y=63.00, z=1688.41], tr['Zombie'/219924, l='MpServer', x=2821.84, y=63.00, z=1688.31], tr['Zombie'/219927, l='MpServer', x=2820.72, y=63.00, z=1689.13], tr['Zombie'/219926, l='MpServer', x=2820.31, y=63.00, z=1690.16], rj['Bat'/219928, l='MpServer', x=2818.45, y=27.34, z=1731.43], tm['Skeleton'/219904, l='MpServer', x=2804.56, y=37.00, z=1621.84], tm['Skeleton'/219905, l='MpServer', x=2807.50, y=38.00, z=1626.50], rt['Pig'/219906, l='MpServer', x=2801.53, y=70.00, z=1624.53], rt['Pig'/219907, l='MpServer', x=2814.69, y=66.00, z=1635.63], rn['Horse'/219908, l='MpServer', x=2801.66, y=69.00, z=1637.91], rt['Pig'/219909, l='MpServer', x=2815.75, y=66.00, z=1634.31], rj['Bat'/219910, l='MpServer', x=2811.25, y=36.10, z=1719.63], rt['Pig'/220006, l='MpServer', x=2905.19, y=64.00, z=1633.97], rt['Pig'/220007, l='MpServer', x=2905.94, y=64.00, z=1734.13], rt['Pig'/220005, l='MpServer', x=2899.84, y=69.00, z=1602.16], rt['Pig'/220000, l='MpServer', x=2899.81, y=65.00, z=1630.50], rt['Pig'/220001, l='MpServer', x=2890.09, y=64.00, z=1639.06], rt['Pig'/219989, l='MpServer', x=2891.94, y=67.00, z=1615.03], ru['Sheep'/219718, l='MpServer', x=2836.34, y=63.00, z=1675.50], tr['Zombie'/219719, l='MpServer', x=2834.95, y=63.00, z=1676.31], sn['item.tile.dirt'/219716, l='MpServer', x=2800.13, y=48.13, z=1681.88], rt['Pig'/219991, l='MpServer', x=2888.16, y=64.00, z=1628.94], rt['Pig'/219990, l='MpServer', x=2892.81, y=67.00, z=1611.50], sn['item.tile.dirt'/219717, l='MpServer', x=2801.56, y=48.13, z=1680.13], sn['item.tile.dirt'/219714, l='MpServer', x=2800.88, y=47.13, z=1680.88], sn['item.tile.dirt'/219715, l='MpServer', x=2800.88, y=48.13, z=1681.88], tu['Villager'/219712, l='MpServer', x=2819.97, y=65.00, z=1665.16], ta['Creeper'/219713, l='MpServer', x=2805.50, y=22.00, z=1695.50], rt['Pig'/219997, l='MpServer', x=2887.25, y=64.00, z=1632.88], rt['Pig'/219996, l='MpServer', x=2893.50, y=64.00, z=1644.53], rt['Pig'/219999, l='MpServer', x=2874.22, y=66.00, z=1639.28], rt['Pig'/219998, l='MpServer', x=2882.66, y=65.00, z=1632.50], rt['Pig'/219993, l='MpServer', x=2892.13, y=65.00, z=1626.16], ru['Sheep'/219992, l='MpServer', x=2885.09, y=64.00, z=1627.06], tr['Zombie'/219720, l='MpServer', x=2834.11, y=63.00, z=1675.38], ru['Sheep'/219995, l='MpServer', x=2886.31, y=66.00, z=1643.50], ru['Sheep'/219994, l='MpServer', x=2898.81, y=64.00, z=1632.31], tr['Zombie'/219721, l='MpServer', x=2835.90, y=63.00, z=1675.30], rt['Pig'/219974, l='MpServer', x=2867.66, y=67.00, z=1599.88], rt['Pig'/219975, l='MpServer', x=2873.25, y=69.00, z=1611.50], rj['Bat'/219968, l='MpServer', x=2839.84, y=17.44, z=1749.99], rt['Pig'/219969, l='MpServer', x=2859.88, y=64.00, z=1755.16], rt['Pig'/219980, l='MpServer', x=2874.78, y=64.00, z=1657.19], ta['Creeper'/219981, l='MpServer', x=2867.50, y=64.00, z=1649.50], rt['Pig'/219982, l='MpServer', x=2865.22, y=64.00, z=1739.50], rt['Pig'/219983, l='MpServer', x=2878.97, y=63.00, z=1737.06], tr['Zombie'/219976, l='MpServer', x=2870.50, y=68.00, z=1618.50], ru['Sheep'/219977, l='MpServer', x=2879.91, y=67.00, z=1633.94], ru['Sheep'/219978, l='MpServer', x=2883.88, y=64.00, z=1627.09], rt['Pig'/219979, l='MpServer', x=2875.69, y=67.00, z=1632.38], tr['Zombie'/219817, l='MpServer', x=2764.91, y=72.00, z=1621.50], rn['Horse'/219816, l='MpServer', x=2756.03, y=70.00, z=1619.97], rt['Pig'/219819, l='MpServer', x=2760.97, y=69.00, z=1641.94], to['Spider'/219818, l='MpServer', x=2760.72, y=71.00, z=1623.28], tn['Slime'/219821, l='MpServer', x=2763.25, y=23.00, z=1699.78], ru['Sheep'/219820, l='MpServer', x=2767.88, y=69.00, z=1646.13], ta['Creeper'/219823, l='MpServer', x=2756.50, y=64.00, z=1723.50], tb['Enderman'/219822, l='MpServer', x=2767.41, y=64.00, z=1708.94], ta['Creeper'/219813, l='MpServer', x=2760.50, y=24.00, z=1615.50], tr['Zombie'/219815, l='MpServer', x=2767.59, y=62.00, z=1611.09], sp['entity.MinecartChest.name'/219814, l='MpServer', x=2753.50, y=42.50, z=1606.50], ta['Creeper'/219833, l='MpServer', x=2780.50, y=73.00, z=1599.50], sp['entity.MinecartChest.name'/219834, l='MpServer', x=2770.50, y=22.50, z=1608.50], rt['Pig'/219835, l='MpServer', x=2775.31, y=71.00, z=1632.59], tm['Skeleton'/219836, l='MpServer', x=2780.50, y=36.00, z=1694.50], rj['Bat'/219837, l='MpServer', x=2781.17, y=37.79, z=1691.41], tm['Skeleton'/219838, l='MpServer', x=2778.50, y=29.00, z=1698.50], ta['Creeper'/219839, l='MpServer', x=2776.97, y=37.00, z=1700.31], ta['Creeper'/219780, l='MpServer', x=2762.05, y=18.11, z=1619.34], tr['Zombie'/219802, l='MpServer', x=2763.73, y=67.00, z=1684.42], rj['Bat'/219881, l='MpServer', x=2800.25, y=32.00, z=1724.75], tm['Skeleton'/219880, l='MpServer', x=2798.50, y=33.00, z=1726.50], ru['Sheep'/219882, l='MpServer', x=2798.16, y=63.00, z=1755.22], rj['Bat'/219877, l='MpServer', x=2789.80, y=39.22, z=1706.04], rj['Bat'/219876, l='MpServer', x=2786.83, y=47.10, z=1693.25], tn['Slime'/219879, l='MpServer', x=2793.31, y=34.00, z=1726.50], rt['Pig'/219878, l='MpServer', x=2799.31, y=63.00, z=1703.13], tr['Zombie'/219873, l='MpServer', x=2785.50, y=48.00, z=1692.97], rj['Bat'/219872, l='MpServer', x=2788.93, y=38.32, z=1685.01], rj['Bat'/219875, l='MpServer', x=2793.59, y=38.00, z=1704.20], rj['Bat'/219874, l='MpServer', x=2787.25, y=40.10, z=1696.75], ru['Sheep'/219900, l='MpServer', x=2801.56, y=69.00, z=1602.69], tr['Zombie'/219901, l='MpServer', x=2800.50, y=73.00, z=1632.11], tr['Zombie'/219902, l='MpServer', x=2797.89, y=33.60, z=1608.30], tm['Skeleton'/219903, l='MpServer', x=2801.56, y=37.00, z=1621.97], ru['Sheep'/219896, l='MpServer', x=2815.81, y=70.00, z=1601.19], ru['Sheep'/219897, l='MpServer', x=2802.53, y=69.00, z=1607.53], ru['Sheep'/219898, l='MpServer', x=2804.81, y=69.00, z=1601.09], ru['Sheep'/219899, l='MpServer', x=2806.88, y=70.00, z=1606.88], rt['Pig'/219893, l='MpServer', x=2804.09, y=69.00, z=1597.53], rt['Pig'/219895, l='MpServer', x=2803.44, y=69.00, z=1605.03], rt['Pig'/219854, l='MpServer', x=2793.41, y=71.00, z=1599.50], sp['entity.MinecartChest.name'/219844, l='MpServer', x=2776.50, y=13.34, z=1754.50], ta['Creeper'/219843, l='MpServer', x=2778.50, y=35.00, z=1727.50], bcm['lorenmj'/219722, l='MpServer', x=2832.41, y=70.62, z=1675.02], tm['Skeleton'/219841, l='MpServer', x=2768.50, y=64.00, z=1700.50], tm['Skeleton'/219840, l='MpServer', x=2778.50, y=36.00, z=1696.50], to['Spider'/219870, l='MpServer', x=2782.72, y=38.00, z=1685.66], rj['Bat'/219871, l='MpServer', x=2786.31, y=40.10, z=1692.75], ta['Creeper'/219868, l='MpServer', x=2778.60, y=35.69, z=1690.49], ta['Creeper'/219869, l='MpServer', x=2792.50, y=38.00, z=1683.94], to['Spider'/219866, l='MpServer', x=2791.16, y=38.00, z=1683.72], to['Spider'/219867, l='MpServer', x=2788.56, y=38.00, z=1684.34], ta['Creeper'/219864, l='MpServer', x=2798.50, y=22.00, z=1693.50], to['Spider'/219865, l='MpServer', x=2789.50, y=29.00, z=1694.50], sp['entity.MinecartChest.name'/219862, l='MpServer', x=2787.50, y=29.50, z=1693.47], tm['Skeleton'/219863, l='MpServer', x=2795.50, y=22.00, z=1694.50], rt['Pig'/219860, l='MpServer', x=2799.13, y=69.00, z=1618.06], sp['entity.MinecartChest.name'/219861, l='MpServer', x=2790.50, y=25.34, z=1679.38], tr['Zombie'/219858, l='MpServer', x=2788.06, y=72.00, z=1610.56], tr['Zombie'/219859, l='MpServer', x=2791.56, y=71.69, z=1633.28], rt['Pig'/219856, l='MpServer', x=2787.75, y=71.00, z=1605.09], rt['Pig'/219857, l='MpServer', x=2798.19, y=70.00, z=1606.84]]
Retry entities: 0 total; []
Stacktrace:
at bcj.a(SourceFile:284)
at atl.b(SourceFile:1789)
at atl.d(SourceFile:619)
at net.minecraft.client.main.Main.main(SourceFile:85)
-- System Details --
Details:
Minecraft Version: 13w24a
Operating System: Mac OS X (x86_64) version 10.8.4
Java Version: 1.6.0_45, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 148640944 bytes (141 MB) / 420380672 bytes (400 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 4811 (269416 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: No suspicious classes found.
IntCache: cache: 0, tcache: 1, allocated: 3, tallocated: 69
Launched Version: 13w24a
LWJGL: 2.9.0
OpenGL: NVIDIA GeForce 9400M OpenGL Engine GL version 2.1 NVIDIA-8.12.47 310.40.00.05f01, NVIDIA Corporation
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1967 (110152 bytes; 0 MB) allocated, 14 (784 bytes; 0 MB) used
On normal level now. I counted at least 12 zombies involved in the siege. Only way to get anything done is kill the zombie or wait excruciatingly long for the sun to rise.
Here's the report:
---- Minecraft Crash Report ----
// Sorry :(
Time: 6/13/13 2:04 PM
Description: Manually triggered debug crash
java.lang.Throwable
at atl.k(SourceFile:1227)
at atl.T(SourceFile:654)
at atl.d(SourceFile:610)
at net.minecraft.client.main.Main.main(SourceFile:85)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bcm['lorenmj'/219722, l='MpServer', x=2832.41, y=70.62, z=1675.02]]
Chunk stats: MultiplayerChunkCache: 441
Level seed: 0
Level generator: ID 02 - largeBiomes, ver 0. Features enabled: false
Level generator options:
Level spawn location: World: (-40,64,248), Chunk: (at 8,4,8 in -3,15; contains blocks -48,0,240 to -33,255,255), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 1605089 game time, 1870088 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 153 total; [ta['Creeper'/219963, l='MpServer', x=2855.50, y=65.00, z=1636.50], ru['Sheep'/219962, l='MpServer', x=2851.88, y=64.00, z=1653.25], ru['Sheep'/219961, l='MpServer', x=2859.78, y=66.00, z=1634.25], rj['Bat'/219967, l='MpServer', x=2846.95, y=16.07, z=1745.53], tr['Zombie'/219966, l='MpServer', x=2842.56, y=46.00, z=1718.19], tr['Zombie'/219965, l='MpServer', x=2848.00, y=44.00, z=1714.72], rt['Pig'/219964, l='MpServer', x=2851.81, y=63.00, z=1709.31], sn['item.tile.stonebrick'/219697, l='MpServer', x=2803.88, y=52.13, z=1678.13], ta['Creeper'/219938, l='MpServer', x=2824.56, y=73.00, z=1625.00], sn['item.tile.stonebrick'/219696, l='MpServer', x=2803.53, y=51.13, z=1679.44], tm['Skeleton'/219939, l='MpServer', x=2838.38, y=63.00, z=1653.84], rt['Pig'/219936, l='MpServer', x=2825.06, y=71.00, z=1599.22], sn['item.tile.stonebrick'/219699, l='MpServer', x=2803.88, y=53.13, z=1677.63], sn['item.tile.stonebrick'/219698, l='MpServer', x=2803.13, y=52.13, z=1679.09], rt['Pig'/219937, l='MpServer', x=2824.53, y=64.00, z=1641.34], sn['item.tile.stonebrick'/219701, l='MpServer', x=2802.13, y=54.13, z=1677.88], tr['Zombie'/219942, l='MpServer', x=2833.30, y=63.00, z=1675.30], sn['item.tile.stonebrick'/219700, l='MpServer', x=2803.13, y=53.13, z=1677.13], tr['Zombie'/219943, l='MpServer', x=2833.30, y=63.00, z=1676.18], sn['item.tile.stonebrick'/219703, l='MpServer', x=2801.81, y=55.13, z=1677.13], ru['Sheep'/219940, l='MpServer', x=2837.50, y=63.00, z=1655.22], sn['item.tile.stonebrick'/219702, l='MpServer', x=2801.84, y=55.13, z=1677.88], ru['Sheep'/219941, l='MpServer', x=2846.06, y=63.00, z=1679.13], sn['item.item.flint'/219705, l='MpServer', x=2803.63, y=61.13, z=1677.44], tr['Zombie'/219946, l='MpServer', x=2838.97, y=47.00, z=1720.63], sn['item.tile.dirt'/219704, l='MpServer', x=2802.25, y=58.13, z=1679.88], tr['Zombie'/219947, l='MpServer', x=2830.84, y=49.00, z=1725.72], sn['item.tile.dirt'/219707, l='MpServer', x=2803.13, y=62.13, z=1676.13], tr['Zombie'/219944, l='MpServer', x=2833.30, y=63.00, z=1677.72], sn['item.tile.dirt'/219706, l='MpServer', x=2803.13, y=61.13, z=1677.13], tr['Zombie'/219945, l='MpServer', x=2834.06, y=63.00, z=1676.25], rj['Bat'/219950, l='MpServer', x=2835.75, y=26.10, z=1732.25], tu['Villager'/219709, l='MpServer', x=2807.50, y=65.00, z=1678.66], rt['Pig'/219951, l='MpServer', x=2847.94, y=64.00, z=1751.97], tu['Villager'/219708, l='MpServer', x=2811.31, y=65.00, z=1672.38], tu['Villager'/219711, l='MpServer', x=2820.50, y=65.00, z=1670.50], rt['Pig'/219948, l='MpServer', x=2837.03, y=63.00, z=1716.88], tr['Zombie'/219949, l='MpServer', x=2838.50, y=25.00, z=1728.50], sn['item.item.flint'/219710, l='MpServer', x=2803.53, y=64.13, z=1674.63], rt['Pig'/219923, l='MpServer', x=2828.88, y=71.00, z=1627.47], tr['Zombie'/219925, l='MpServer', x=2820.31, y=63.00, z=1688.41], tr['Zombie'/219924, l='MpServer', x=2821.84, y=63.00, z=1688.31], tr['Zombie'/219927, l='MpServer', x=2820.72, y=63.00, z=1689.13], tr['Zombie'/219926, l='MpServer', x=2820.31, y=63.00, z=1690.16], rj['Bat'/219928, l='MpServer', x=2818.45, y=27.34, z=1731.43], tm['Skeleton'/219904, l='MpServer', x=2804.56, y=37.00, z=1621.84], tm['Skeleton'/219905, l='MpServer', x=2807.50, y=38.00, z=1626.50], rt['Pig'/219906, l='MpServer', x=2801.53, y=70.00, z=1624.53], rt['Pig'/219907, l='MpServer', x=2814.69, y=66.00, z=1635.63], rn['Horse'/219908, l='MpServer', x=2801.66, y=69.00, z=1637.91], rt['Pig'/219909, l='MpServer', x=2815.75, y=66.00, z=1634.31], rj['Bat'/219910, l='MpServer', x=2811.25, y=36.10, z=1719.63], rt['Pig'/220006, l='MpServer', x=2905.19, y=64.00, z=1633.97], rt['Pig'/220007, l='MpServer', x=2905.94, y=64.00, z=1734.13], rt['Pig'/220005, l='MpServer', x=2899.84, y=69.00, z=1602.16], rt['Pig'/220000, l='MpServer', x=2899.81, y=65.00, z=1630.50], rt['Pig'/220001, l='MpServer', x=2890.09, y=64.00, z=1639.06], rt['Pig'/219989, l='MpServer', x=2891.94, y=67.00, z=1615.03], ru['Sheep'/219718, l='MpServer', x=2836.34, y=63.00, z=1675.50], tr['Zombie'/219719, l='MpServer', x=2834.95, y=63.00, z=1676.31], sn['item.tile.dirt'/219716, l='MpServer', x=2800.13, y=48.13, z=1681.88], rt['Pig'/219991, l='MpServer', x=2888.16, y=64.00, z=1628.94], rt['Pig'/219990, l='MpServer', x=2892.81, y=67.00, z=1611.50], sn['item.tile.dirt'/219717, l='MpServer', x=2801.56, y=48.13, z=1680.13], sn['item.tile.dirt'/219714, l='MpServer', x=2800.88, y=47.13, z=1680.88], sn['item.tile.dirt'/219715, l='MpServer', x=2800.88, y=48.13, z=1681.88], tu['Villager'/219712, l='MpServer', x=2819.97, y=65.00, z=1665.16], ta['Creeper'/219713, l='MpServer', x=2805.50, y=22.00, z=1695.50], rt['Pig'/219997, l='MpServer', x=2887.25, y=64.00, z=1632.88], rt['Pig'/219996, l='MpServer', x=2893.50, y=64.00, z=1644.53], rt['Pig'/219999, l='MpServer', x=2874.22, y=66.00, z=1639.28], rt['Pig'/219998, l='MpServer', x=2882.66, y=65.00, z=1632.50], rt['Pig'/219993, l='MpServer', x=2892.13, y=65.00, z=1626.16], ru['Sheep'/219992, l='MpServer', x=2885.09, y=64.00, z=1627.06], tr['Zombie'/219720, l='MpServer', x=2834.11, y=63.00, z=1675.38], ru['Sheep'/219995, l='MpServer', x=2886.31, y=66.00, z=1643.50], ru['Sheep'/219994, l='MpServer', x=2898.81, y=64.00, z=1632.31], tr['Zombie'/219721, l='MpServer', x=2835.90, y=63.00, z=1675.30], rt['Pig'/219974, l='MpServer', x=2867.66, y=67.00, z=1599.88], rt['Pig'/219975, l='MpServer', x=2873.25, y=69.00, z=1611.50], rj['Bat'/219968, l='MpServer', x=2839.84, y=17.44, z=1749.99], rt['Pig'/219969, l='MpServer', x=2859.88, y=64.00, z=1755.16], rt['Pig'/219980, l='MpServer', x=2874.78, y=64.00, z=1657.19], ta['Creeper'/219981, l='MpServer', x=2867.50, y=64.00, z=1649.50], rt['Pig'/219982, l='MpServer', x=2865.22, y=64.00, z=1739.50], rt['Pig'/219983, l='MpServer', x=2878.97, y=63.00, z=1737.06], tr['Zombie'/219976, l='MpServer', x=2870.50, y=68.00, z=1618.50], ru['Sheep'/219977, l='MpServer', x=2879.91, y=67.00, z=1633.94], ru['Sheep'/219978, l='MpServer', x=2883.88, y=64.00, z=1627.09], rt['Pig'/219979, l='MpServer', x=2875.69, y=67.00, z=1632.38], tr['Zombie'/219817, l='MpServer', x=2764.91, y=72.00, z=1621.50], rn['Horse'/219816, l='MpServer', x=2756.03, y=70.00, z=1619.97], rt['Pig'/219819, l='MpServer', x=2760.97, y=69.00, z=1641.94], to['Spider'/219818, l='MpServer', x=2760.72, y=71.00, z=1623.28], tn['Slime'/219821, l='MpServer', x=2763.25, y=23.00, z=1699.78], ru['Sheep'/219820, l='MpServer', x=2767.88, y=69.00, z=1646.13], ta['Creeper'/219823, l='MpServer', x=2756.50, y=64.00, z=1723.50], tb['Enderman'/219822, l='MpServer', x=2767.41, y=64.00, z=1708.94], ta['Creeper'/219813, l='MpServer', x=2760.50, y=24.00, z=1615.50], tr['Zombie'/219815, l='MpServer', x=2767.59, y=62.00, z=1611.09], sp['entity.MinecartChest.name'/219814, l='MpServer', x=2753.50, y=42.50, z=1606.50], ta['Creeper'/219833, l='MpServer', x=2780.50, y=73.00, z=1599.50], sp['entity.MinecartChest.name'/219834, l='MpServer', x=2770.50, y=22.50, z=1608.50], rt['Pig'/219835, l='MpServer', x=2775.31, y=71.00, z=1632.59], tm['Skeleton'/219836, l='MpServer', x=2780.50, y=36.00, z=1694.50], rj['Bat'/219837, l='MpServer', x=2781.17, y=37.79, z=1691.41], tm['Skeleton'/219838, l='MpServer', x=2778.50, y=29.00, z=1698.50], ta['Creeper'/219839, l='MpServer', x=2776.97, y=37.00, z=1700.31], ta['Creeper'/219780, l='MpServer', x=2762.05, y=18.11, z=1619.34], tr['Zombie'/219802, l='MpServer', x=2763.73, y=67.00, z=1684.42], rj['Bat'/219881, l='MpServer', x=2800.25, y=32.00, z=1724.75], tm['Skeleton'/219880, l='MpServer', x=2798.50, y=33.00, z=1726.50], ru['Sheep'/219882, l='MpServer', x=2798.16, y=63.00, z=1755.22], rj['Bat'/219877, l='MpServer', x=2789.80, y=39.22, z=1706.04], rj['Bat'/219876, l='MpServer', x=2786.83, y=47.10, z=1693.25], tn['Slime'/219879, l='MpServer', x=2793.31, y=34.00, z=1726.50], rt['Pig'/219878, l='MpServer', x=2799.31, y=63.00, z=1703.13], tr['Zombie'/219873, l='MpServer', x=2785.50, y=48.00, z=1692.97], rj['Bat'/219872, l='MpServer', x=2788.93, y=38.32, z=1685.01], rj['Bat'/219875, l='MpServer', x=2793.59, y=38.00, z=1704.20], rj['Bat'/219874, l='MpServer', x=2787.25, y=40.10, z=1696.75], ru['Sheep'/219900, l='MpServer', x=2801.56, y=69.00, z=1602.69], tr['Zombie'/219901, l='MpServer', x=2800.50, y=73.00, z=1632.11], tr['Zombie'/219902, l='MpServer', x=2797.89, y=33.60, z=1608.30], tm['Skeleton'/219903, l='MpServer', x=2801.56, y=37.00, z=1621.97], ru['Sheep'/219896, l='MpServer', x=2815.81, y=70.00, z=1601.19], ru['Sheep'/219897, l='MpServer', x=2802.53, y=69.00, z=1607.53], ru['Sheep'/219898, l='MpServer', x=2804.81, y=69.00, z=1601.09], ru['Sheep'/219899, l='MpServer', x=2806.88, y=70.00, z=1606.88], rt['Pig'/219893, l='MpServer', x=2804.09, y=69.00, z=1597.53], rt['Pig'/219895, l='MpServer', x=2803.44, y=69.00, z=1605.03], rt['Pig'/219854, l='MpServer', x=2793.41, y=71.00, z=1599.50], sp['entity.MinecartChest.name'/219844, l='MpServer', x=2776.50, y=13.34, z=1754.50], ta['Creeper'/219843, l='MpServer', x=2778.50, y=35.00, z=1727.50], bcm['lorenmj'/219722, l='MpServer', x=2832.41, y=70.62, z=1675.02], tm['Skeleton'/219841, l='MpServer', x=2768.50, y=64.00, z=1700.50], tm['Skeleton'/219840, l='MpServer', x=2778.50, y=36.00, z=1696.50], to['Spider'/219870, l='MpServer', x=2782.72, y=38.00, z=1685.66], rj['Bat'/219871, l='MpServer', x=2786.31, y=40.10, z=1692.75], ta['Creeper'/219868, l='MpServer', x=2778.60, y=35.69, z=1690.49], ta['Creeper'/219869, l='MpServer', x=2792.50, y=38.00, z=1683.94], to['Spider'/219866, l='MpServer', x=2791.16, y=38.00, z=1683.72], to['Spider'/219867, l='MpServer', x=2788.56, y=38.00, z=1684.34], ta['Creeper'/219864, l='MpServer', x=2798.50, y=22.00, z=1693.50], to['Spider'/219865, l='MpServer', x=2789.50, y=29.00, z=1694.50], sp['entity.MinecartChest.name'/219862, l='MpServer', x=2787.50, y=29.50, z=1693.47], tm['Skeleton'/219863, l='MpServer', x=2795.50, y=22.00, z=1694.50], rt['Pig'/219860, l='MpServer', x=2799.13, y=69.00, z=1618.06], sp['entity.MinecartChest.name'/219861, l='MpServer', x=2790.50, y=25.34, z=1679.38], tr['Zombie'/219858, l='MpServer', x=2788.06, y=72.00, z=1610.56], tr['Zombie'/219859, l='MpServer', x=2791.56, y=71.69, z=1633.28], rt['Pig'/219856, l='MpServer', x=2787.75, y=71.00, z=1605.09], rt['Pig'/219857, l='MpServer', x=2798.19, y=70.00, z=1606.84]]
Retry entities: 0 total; []
Stacktrace:
at bcj.a(SourceFile:284)
at atl.b(SourceFile:1789)
at atl.d(SourceFile:619)
at net.minecraft.client.main.Main.main(SourceFile:85)
-- System Details --
Details:
Minecraft Version: 13w24a
Operating System: Mac OS X (x86_64) version 10.8.4
Java Version: 1.6.0_45, Apple Inc.
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc.
Memory: 148640944 bytes (141 MB) / 420380672 bytes (400 MB) up to 1069416448 bytes (1019 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 4811 (269416 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: No suspicious classes found.
IntCache: cache: 0, tcache: 1, allocated: 3, tallocated: 69
Launched Version: 13w24a
LWJGL: 2.9.0
OpenGL: NVIDIA GeForce 9400M OpenGL Engine GL version 2.1 NVIDIA-8.12.47 310.40.00.05f01, NVIDIA Corporation
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1967 (110152 bytes; 0 MB) allocated, 14 (784 bytes; 0 MB) used
I can confirm this bug. It's happened to me twice, both on the 23 and the 24 snapshots.
http://youtu.be/qftPV85ncYk
Client:
---- Minecraft Crash Report ----
// Why did you do that?
Time: 2013/06/13 9:58 PM
Description: Manually triggered debug crash
java.lang.Throwable
at atl.k(SourceFile:1227)
at atl.T(SourceFile:654)
at atl.d(SourceFile:610)
at net.minecraft.client.main.Main.main(SourceFile:85)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Affected level --
Details:
Level name: MpServer
All players: 1 total; [bcm['RandarTheBold'/1843, l='MpServer', x=-308.49, y=66.62, z=572.78]]
Chunk stats: MultiplayerChunkCache: 420
Level seed: 0
Level generator: ID 00 - default, ver 1. Features enabled: false
Level generator options:
Level spawn location: World: (-162,64,236), Chunk: (at 14,4,12 in -11,14; contains blocks -176,0,224 to -161,255,239), Region: (-1,0; contains chunks -32,0 to -1,31, blocks -512,0,0 to -1,255,511)
Level time: 22384 game time, 22384 day time
Level dimension: 0
Level storage version: 0x00000 - Unknown?
Level weather: Rain time: 0 (now: false), thunder time: 0 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Forced entities: 100 total; [tr['Zombie'/1913, l='MpServer', x=-282.72, y=63.00, z=605.59], tm['Skeleton'/1912, l='MpServer', x=-287.66, y=15.00, z=609.06], tr['Zombie'/1915, l='MpServer', x=-280.97, y=62.00, z=610.31], tr['Zombie'/1914, l='MpServer', x=-284.03, y=63.00, z=604.88], tr['Zombie'/1917, l='MpServer', x=-276.94, y=61.81, z=621.42], rm['Cow'/1916, l='MpServer', x=-273.47, y=63.00, z=626.75], to['Spider'/1919, l='MpServer', x=-273.66, y=64.00, z=637.21], rm['Cow'/1918, l='MpServer', x=-282.72, y=65.00, z=628.31], tm['Skeleton'/1905, l='MpServer', x=-303.50, y=47.00, z=646.09], tm['Skeleton'/1904, l='MpServer', x=-291.50, y=53.00, z=621.88], rj['Bat'/1909, l='MpServer', x=-289.56, y=42.54, z=529.16], rj['Bat'/1911, l='MpServer', x=-283.63, y=54.60, z=596.41], tr['Zombie'/1910, l='MpServer', x=-285.50, y=16.00, z=606.50], to['Spider'/1896, l='MpServer', x=-305.75, y=64.00, z=536.50], tm['Skeleton'/1897, l='MpServer', x=-297.53, y=26.00, z=555.41], ta['Creeper'/1898, l='MpServer', x=-302.50, y=27.00, z=553.50], to['Spider'/1899, l='MpServer', x=-288.75, y=64.00, z=546.97], sn['item.tile.sandStone.default'/1900, l='MpServer', x=-301.91, y=64.13, z=571.09], rj['Bat'/1901, l='MpServer', x=-301.25, y=29.10, z=579.75], rj['Bat'/1902, l='MpServer', x=-297.25, y=26.10, z=582.75], rj['Bat'/1903, l='MpServer', x=-288.38, y=53.00, z=595.56], bcm['RandarTheBold'/1843, l='MpServer', x=-308.49, y=66.62, z=572.78], tm['Skeleton'/1893, l='MpServer', x=-290.69, y=42.00, z=536.44], to['Spider'/1894, l='MpServer', x=-288.66, y=64.00, z=542.25], sn['item.item.string'/1895, l='MpServer', x=-292.88, y=64.13, z=542.25], tm['Skeleton'/1883, l='MpServer', x=-332.06, y=69.00, z=629.03], tu['Villager'/1882, l='MpServer', x=-320.66, y=65.00, z=573.94], to['Spider'/1881, l='MpServer', x=-332.88, y=70.00, z=546.19], tm['Skeleton'/1880, l='MpServer', x=-323.53, y=66.00, z=548.94], to['Spider'/1887, l='MpServer', x=-307.47, y=66.00, z=631.53], rj['Bat'/1886, l='MpServer', x=-315.47, y=23.10, z=616.25], rj['Bat'/1885, l='MpServer', x=-303.53, y=20.57, z=522.38], tm['Skeleton'/1875, l='MpServer', x=-331.34, y=68.17, z=538.28], tm['Skeleton'/1874, l='MpServer', x=-324.50, y=65.00, z=493.50], tm['Skeleton'/1873, l='MpServer', x=-325.50, y=65.00, z=494.50], tm['Skeleton'/1872, l='MpServer', x=-346.50, y=65.00, z=583.50], to['Spider'/1879, l='MpServer', x=-333.73, y=70.00, z=544.25], tr['Zombie'/1878, l='MpServer', x=-321.69, y=66.00, z=548.02], tr['Zombie'/1877, l='MpServer', x=-322.59, y=67.00, z=548.06], to['Spider'/1876, l='MpServer', x=-331.34, y=68.00, z=538.28], ta['Creeper'/1866, l='MpServer', x=-361.50, y=70.00, z=607.50], ta['Creeper'/1867, l='MpServer', x=-357.94, y=70.00, z=610.31], rj['Bat'/1864, l='MpServer', x=-361.25, y=15.10, z=496.25], tr['Zombie'/1865, l='MpServer', x=-352.50, y=37.00, z=496.50], to['Spider'/1870, l='MpServer', x=-350.13, y=65.00, z=584.03], tm['Skeleton'/1871, l='MpServer', x=-350.19, y=65.00, z=582.63], tm['Skeleton'/1868, l='MpServer', x=-344.25, y=64.00, z=514.22], ta['Creeper'/1869, l='MpServer', x=-336.50, y=69.00, z=552.50], ta['Creeper'/1856, l='MpServer', x=-384.50, y=64.00, z=530.50], tm['Skeleton'/1857, l='MpServer', x=-384.50, y=69.00, z=615.50], tr['Zombie'/1841, l='MpServer', x=-338.94, y=68.00, z=600.63], tr['Zombie'/1840, l='MpServer', x=-333.44, y=65.00, z=593.38], ta['Creeper'/1842, l='MpServer', x=-304.59, y=64.00, z=603.06], tr['Zombie'/1836, l='MpServer', x=-312.91, y=64.00, z=577.69], tr['Zombie'/1837, l='MpServer', x=-314.56, y=64.00, z=576.34], tr['Zombie'/1838, l='MpServer', x=-332.53, y=65.00, z=594.31], tr['Zombie'/1839, l='MpServer', x=-331.97, y=65.00, z=593.41], nv['Experience Orb'/1832, l='MpServer', x=-310.24, y=65.17, z=577.25], tr['Zombie'/1833, l='MpServer', x=-305.06, y=64.00, z=578.94], tr['Zombie'/1834, l='MpServer', x=-303.03, y=64.00, z=577.28], tr['Zombie'/1835, l='MpServer', x=-315.74, y=64.00, z=573.84], sn['item.item.rottenFlesh'/1828, l='MpServer', x=-309.16, y=64.13, z=577.97], sn['item.item.doorWood'/1829, l='MpServer', x=-309.09, y=64.13, z=579.19], nv['Experience Orb'/1830, l='MpServer', x=-310.22, y=65.10, z=577.28], nv['Experience Orb'/1831, l='MpServer', x=-310.73, y=65.17, z=577.25], tr['Zombie'/1824, l='MpServer', x=-309.38, y=18.00, z=588.31], tu['Villager'/1825, l='MpServer', x=-311.75, y=64.00, z=585.38], tu['Villager'/1826, l='MpServer', x=-319.72, y=65.00, z=585.38], tr['Zombie'/1827, l='MpServer', x=-314.30, y=64.00, z=575.06], ta['Creeper'/1823, l='MpServer', x=-313.55, y=17.00, z=590.60], tr['Zombie'/1822, l='MpServer', x=-314.17, y=64.00, z=572.46], tr['Zombie'/1821, l='MpServer', x=-315.14, y=64.00, z=573.03], tr['Zombie'/1820, l='MpServer', x=-315.69, y=64.00, z=575.39], tr['Zombie'/1819, l='MpServer', x=-314.31, y=64.00, z=574.22], tr['Zombie'/1818, l='MpServer', x=-314.30, y=64.00, z=573.44], tu['Villager'/1817, l='MpServer', x=-312.47, y=65.00, z=573.63], tu['Villager'/1816, l='MpServer', x=-312.50, y=65.00, z=575.69], sn['item.tile.sandStone.smooth'/1815, l='MpServer', x=-308.22, y=62.13, z=573.44], sn['item.tile.sandStone.smooth'/1814, l='MpServer', x=-307.13, y=61.13, z=573.13], tu['Villager'/1813, l='MpServer', x=-318.14, y=64.00, z=592.86], tu['Villager'/1812, l='MpServer', x=-321.15, y=66.00, z=572.47], tu['Villager'/1811, l='MpServer', x=-321.44, y=65.00, z=577.66], tu['Villager'/1810, l='MpServer', x=-330.78, y=66.00, z=591.50], tm['Skeleton'/1942, l='MpServer', x=-244.13, y=66.00, z=495.59], ta['Creeper'/1943, l='MpServer', x=-250.50, y=37.00, z=537.50], rj['Bat'/1950, l='MpServer', x=-230.41, y=26.92, z=608.81], rj['Bat'/1951, l='MpServer', x=-240.16, y=40.00, z=606.25], tr['Zombie'/1949, l='MpServer', x=-234.50, y=65.00, z=499.50], tm['Skeleton'/1946, l='MpServer', x=-253.38, y=28.00, z=578.44], rj['Bat'/1947, l='MpServer', x=-240.25, y=40.10, z=606.53], ta['Creeper'/1944, l='MpServer', x=-246.50, y=37.00, z=538.50], rj['Bat'/1945, l='MpServer', x=-244.34, y=47.60, z=567.75], to['Spider'/1924, l='MpServer', x=-271.21, y=64.00, z=638.97], tm['Skeleton'/1923, l='MpServer', x=-273.50, y=64.00, z=645.50], tm['Skeleton'/1922, l='MpServer', x=-282.09, y=21.00, z=652.53], rj['Bat'/1921, l='MpServer', x=-272.25, y=24.10, z=648.34], rm['Cow'/1920, l='MpServer', x=-285.13, y=64.00, z=627.59], to['Spider'/1935, l='MpServer', x=-267.44, y=64.00, z=633.72], tr['Zombie'/1934, l='MpServer', x=-265.50, y=37.00, z=636.50], ta['Creeper'/1933, l='MpServer', x=-260.41, y=66.00, z=505.94]]
Retry entities: 0 total; []
Stacktrace:
at bcj.a(SourceFile:284)
at atl.b(SourceFile:1789)
at atl.d(SourceFile:619)
at net.minecraft.client.main.Main.main(SourceFile:85)
-- System Details --
Details:
Minecraft Version: 13w24a
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_21, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
Memory: 85770904 bytes (81 MB) / 314269696 bytes (299 MB) up to 1037959168 bytes (989 MB)
JVM Flags: 1 total; -Xmx1G
AABB Pool Size: 1523 (85288 bytes; 0 MB) allocated, 2 (112 bytes; 0 MB) used
Suspicious classes: No suspicious classes found.
IntCache: cache: 0, tcache: 0, allocated: 3, tallocated: 63
Launched Version: 13w24a
LWJGL: 2.9.0
OpenGL: ATI Radeon HD 5800 Series GL version 4.2.12002 Compatibility Profile Context 9.12.0.0, ATI Technologies Inc.
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Texture Pack: Default
Profiler Position: N/A (disabled)
Vec3 Pool Size: 1650 (92400 bytes; 0 MB) allocated, 17 (952 bytes; 0 MB) used
Block destruction is where it is most noticeable. Also if you watch the moon, it moves, then glitches back a few seconds, then moves forward, then glitches back a few seconds. It is unplayable. You pretty much have to SLOWLY kill the zombies or just AFK until the sun comes up.
I'm getting this sort of lag too, with entities mainly for me, but I did notice some block placing/breaking lag. I looked in my console and I keep getting this:
"Can't keep up! Did the system time change, or is the server overloaded?"
This only seems to happen when there are a lot of Zombies around, which is hard to avoid seeing as their range is roughly 64-80 blocks away (from my tests anyway) for both Players and Villagers now.
I get that message on servers where the time on the server is off. A quick ntpdate sync and it goes away, or configure NTP. Not sure what you'd do on a windows server since I don't use it, but probably similar.
I got that in the Launcher console playing single player, so I'm not really sure what I can do in that regard. It isn't affecting me too badly, but for others with lower end systems, I can only imagine how bad it may be.
The dev version is a server, with 1 client: YOU! So probably the time on your workstation is off. Use a network time server and you never have to set it again.

The "Can't keep up" message throws also if dedicated server & client running on the same machine in high lag situations, so it is an indicator for lag.
You are right. I noticed I was getting these too last night during a lag/zombie siege event.

I'm getting really severe lag like this in snapshot 13w25c and not even having to deal with any sieges. I'm just mining! It's throwing the 'can't keep up' message very often whether I'm breaking a block or just walking around. Using Windows 7 64 bit, most recent version of Java.

More info on the recent lag in SP:
Tested lag using the old launcher, worked fine.
Tested lag using the new launcher and release 1.5.2, worked fine.
Tested lag using the new launcher and the snapshots from 13w25a, b, and c, all had the same lag problems.
May or may not be useful but eh. xD
This has been happening since snapshot 13w23b for me, when they changed how Zombies function. I too am not dealing with Villages/Villagers, just alone in a cave or on the surface.
I haven't tested the village again in a while, and I still don't get the block lag, but the timing message is now coming up more than normal. I can always feel when it is happening, then I look over to the console and see that it has happened.
Perhaps this is more related to a lighting recalculation or gravity? You might try the dump and submit it here when this happening.
From older bug report on block lag closed as duplicate of this (seems to make sense to put it all in one place):
I've been getting this at times too. Attaching a world save in case it helps with replication. I'm in a desert blacksmith, the chest in there my inventory has some dirt and sand blocks. I can place them without a problem, but on breaking them, they reappear for about a second before disappearing and dropping an item. I have rebooted my PC and used a different MC account, but with both the lag persists. Non-default settings in this world are largeBiomes generator, gamerule naturalRegeneration false, scoreboard objective deathcount, displayed in slot_0. The scoreboard and regen were set using NBTExplorer rather than commands, but I was able to play for quite a while after doing so without lag. The other lag I've noticed is the moon rising a bit then getting set back, resulting in time passing more slowly. I'm getting a framerate of about 50fps, and I can't see from Shift-F3 what's causing the lag.
Edit: using snapshot 13w24b
The forced crash report showed that there were quite a lot of zombies about. I opened up the world in MCEdit and deleted all nearby entities and the lag disappeared. I don't know how to be more selective and delete only zombies to check it was them and not any of the other entities, or anything unrelated that also gets modified by MCEdit (it relights modified chunks, I have no idea what other changes might've occured) but, erm... could it be related to 49 zombies converging on a village?
For me it seems related to the new zombie code (other zombies are attracted when one is attacked and villager reaction to a siege). I didn't have an incredible number of zombies, but everything else happens: time goes off, the moon snaps back. One time a villager just spun in a circle at incredible speed. I placed a block near him and he stopped and ran inside. Seems definitely related to the new zombie code, but probably more in relation to villages and block placement during a siege.
Sorry, last attempt was incomplete upload. I'm not sure if it's relevant, but I was playing on normal, so the zombies couldn't get to villagers because they couldn't break doors. Also, two of the doors were two blocks above ground level (generated that way) so zombies couldn't path in/villagers couldn't path out anyway.
This is happening to me too! I made a giant wall around the village I'm protecting and zombies are lining up on the outside causing the villagers to go crazy. I agree. It's probably related to the villagers reactions in relation to the sieges. All I know, is that if 1.6 is released with this bug people that are farming villagers or live in a village are going to be mad.

Still having this problem in the 1.6 pre-release. I don't believe this will be fixed before 1.6 is released so I guess the most I can do is offer a temporary 'solution.'
Since this problem is linked to too many zombies spawning during sieges, the best way to deal with it is to set the difficulty to 'Peaceful' until day. Not optimal but it'll have to do until this is addressed and fixed.
I don't have any lags with that.
I'm at Cisco Live this week. Not sure if I will get time to test this, but I will try ASAP with the pre-release and see if any other bug fixes fixed this. I saw nothing in the release notes that would have affected this bug, but you never know how a bug fix might cascade and 'fix' some other issue. More to follow when I can get a moment to check the right conditions. I have a map with 4 villages somewhat near each other so I can test this phenomenon fairly easily.
more to follow..
Just loaded up the attached world save in the pre-release, there's still just as much lag.
agreed. I just confirmed in my save. The lag is crazy. time can't keep up. the moon snaps back. zombies multiply, villagers go crazy. Still there in 1.6 prerelease.
I have this same issue, but mine does not involve a village. When I hit a zombie and all his friends come to join the party my game freezes. I have to (alt)+(tab) to get swap to the load screen and then back to the pause screen. I then can save and quit, to reload which fixes the problem (until the zombies agros again)
It's so bad, I've paused playing the game until it can be fixed (or I buy a souped up turbo PC to play on)
This is happening to me (dedicated server, version 1.6.1) with a village I've been renovating. Every single night the village is mobbed by 10–15 zombies and immediately the server starts lagging to the point that the game is unplayable. The day/night cycle stops, crops don't grow, furnaces stop smelting; mobs barely move, take an entire second to register they've been hit, moonwalk or slide backwards.
iStat is showing no higher CPU usage than usual from Java, but the server is crying for mercy. It takes about 20 seconds to even shut the server down from issuing the stop command. Other applications are unaffected. I don't understand what's going on.
How can I force a server crash? Or do I have to load the world in singleplayer to get a crash report?

Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Yes, it applies to 1.6.1. How do I update the affected versions? JIRA is really difficult to use.

Unfortunately only the creator can, or a moderator.
Thanks. What is the requirement to have this marked as confirmed? Seems like multiple people are having the same problem. Can I attach an affected world?
I've attached the world where I'm having this problem, pruned down to just the village. It's currently in the midst of a zombie siege and the spawn is set to the middle of the village for ease of demonstration.
I've also discovered more information about the bug. There are two buildings with the doors blocked off by dirt here because villagers are stupid and think sunrise = safe. If you find the two barricaded houses and break the dirt blocking their doors, the game will suddenly fast forward for a couple of seconds and everything will run as normal. Seems the bug is triggered when the zombies can't find a path to the villagers.
I haven't tried loading it in single-player, so be sure to try the dedicated server jar if single-player doesn't manifest the bug.

I'd like a minor clarification; do the zombie/lag problems possibly start before midnight (e.g. observe the moon position on the sky to know midnight), or at exactly or very soon after midnight? (As a background for this question, the real zombie sieges were supposed to start at midnight (if at all during that night), and spawned rapidly (in few seconds) up to 20 extra zombies in or near one location in the village.)
Just trying to figure out whether this is related to the actual zombie siege event, which has been broken (i.e. never happens) for quite a while, or if that bug (MC-7432) has been finally fixed without being marked so by Mojang (and giving, as usual, another bug in its place), or if this is "only" related to normal zombie spawning. Note, normally spawned zombies and siege spawned zombies are just the same ones and behave the same way in or near village doors and/or villagers.
EDIT: I can not check/confirm the status of MC-7432 myself until MCP catches up... With as large changes to zombies as this bug indicates, checking the source code is the only way to be certain.
I notice someone already updated the 1.6.1. sorry, been at cisco live 2013 in orlando this week - at the same location as Minecon will be this year ironically. 🙂
In my testing zombie hordes occasionally got as large as 10 or more and was well past the midnight timeframe.
Although the lag would occur even at times that only a few zombies (<5) showed up.
I've had this issue and I believe that it is caused when zombies cannot find a clear path to user/villager. I cannot upload a save file to prove this as I have a data cap but when in open space a large number of zombies (8) caused no lag to me. When I stood on a 4x4 area (just me no mobs) surrounded in lava, the lag exploded. Mobs barely moved, the moon jumps back and forth. I am playing in the 1.6.1 release and have had the issue since around 13w23b or around there. It is incredibly tedious to me that it has been an issue for so long and there has been non public recognition of it from Mojang despite it being a huge issue. I can however attach a screenshot to show what I mean.
This doesn't really prove much but it is to show that when stood here and the zombies cannot reach me safely it causes incredible lag of all sorts. When I jump off it, the game 'catches up' and goes turbo for a few seconds as it tries to get to real time.
We are having the same problem on our server, though it has nothing to do with the sieges. Every night our server peaks real bad which cause block lag. Whenever we kill off the zombies or they die at daybreak the server cools down and the block lag disappear.
Edit: We're on 1.6.1
Not sure how the peaceful mode plays into this since no mobs were generated when I play on peaceful. The bug appears when zombies are generating and attacking villagers, so those conditions must be met. No lag occurs when I am on peaceful in the middle of village at any time during the night. I tried twice, two nights with two different villages on peaceful. No lag was experienced.

Just vote it up. I haven't had this issue, therefor I won't vote it. If you have had this issue, vote for it.
I can't vote since I reported it, so please all commenters/watchers, vote!
Hopefully this is resolved soon as it is really preventing me from enjoying the game. Quite a number of votes also.
I uploaded a video that may help show off this bug in action. Note that it isn't going to show Villagers/Villages, as it happens regardless it seems, if you are in one or not. Thanks to some people that commented about the whole "unreachable path-finding lag", I tried it out myself and the issue seems to be the problem people are having. You can try it out for yourself if you'd like, using whatever methods you want, I just wanna help out and get this bug fixed, it is very annoying. Not the best video but it will do enough I hope, I'm not a professional or anything.
On my issue report for it (which was on a server and didn't involve a village at all) https://mojang.atlassian.net/browse/MC-20740 it has a screenshot of the profiling done, a long with a link to how to view the profiling report.
According to profiling of minecraft_server.jar using mcp for mappings, it has the "net.minecraft.src.EntityAIAttackOnCollide.updateTask()" as taking the most time.
in that particular task it basically does the zombie path finding, which they can now do from 80 blocks away.

@Loren: You might want to adjust the issue title, as it seems (according to other comments) that it is not related to the actual zombie sieges, but to zombie's path finding in general (or at least when related to attacking or something).
@Jack: 3 weeks and 20 votes? Pfft. Check the most popular issues -list; more than half a year old issues and 395 votes and still there.. or MC-3, just as old with 77 votes and source code for fix is provided, still there... However, I have noticed that recently introduced bugs tend to get fixed soon(er) than the old ones, and this one is quite severe too, so I think there is hope.
After some troubleshooting i tried yesterday im fairly sure there is an issue with the zombies. I cant really confirm one way or the other if it has to do with zombies trying to get to villagers, or zombies trying to get to a player, or just zombies being zombies. I can agree that something is certainly wrong here and it is effecting the quality of play for a lot of people. Whatever the issue is causes the server, or the client in single-player scenarios, to become overworked or overloaded whenever the issue arises. Blocks reappear when broken, it takes a number of seconds to pick up a broken block, monsters behave strangely, attacking monsters is extremely sluggish, taking damage is extremely sluggish, and pretty much any other "lag" type of effect occurs during the issues discussed here. Please make this a priority, thanks mojang!
I noticed this on the server I run for some of my friends. It made the game unplayable at night time because our base is centered on an npc village. I tested it in single player and got the same results. I'm not trying to advertise, but I made a video that covers more of the issues if anyone's curious. http://youtu.be/hEcINIdVEtI
I am having this same problem. I am on a mid-to-low end computer and it makes the game unplayable. If I change to peaceful, lag disappears. Please vote on this so it will shoot up the charts and maybe get fixed by 1.6.2 because, as is, MC is almost unplayable on anything other than peaceful. 😞
It makes sense that having a large number of entities that track targets over four times as far away than they used too would cause problems. With villages they also have multiple targets to consider. Guess I'm just going to forget my plans of living in a village.

@Preston: both assumptions might be valid, but, iirc, zombies at least used to target only one thing at a time, so the villager count should not affect. Of course, Mojang could have changed it.
The rapid large lag sounds more like classical O(N^2) (or worse) mistake in some overall algorithm.
Since MCP for 1.6.1 has arrived, I might take a look during weekend.
@Markku If you want to see where, i have taken a screenshot of the profiling on my server where i have drilled right down from the onUpdate task for EntityZombie to the hash itself:
This is a major issue for SMP. Villages are ghost towns because the lag is unbearable. Tick spikes to 300+ and everything goes slow-mo. Leaving a village chunk area instantly removes the lag.
Everyone vote! My server can't even start up because 1000's of zombies
As a work around you can bring it up in peaceful, kill the zombies, then restart in normal. 🙂 ? maybe??

crazyman, use mcedit to delete all entities?

Read this comment instead:
https://mojang.atlassian.net/browse/MC-17630?focusedCommentId=92590&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-92590
— Old stuff below —
I was able to dig it down enough to confirm that the reason is at least partially the large maximum pathing range for zombies. "Partially", because while the zombies are the only ones doing the large distance pathing, and that path searching is the cause of the symptoms, the large range in itself is not "incorrect".
Testing
When I limited maximum pathing range value (or at least the value that affects the range) to only 16, everything worked smooth, CPU load around 10%-15% (pretty much the same as at day time/no zombies, with or without the change). If I allowed it to be as normal, I got various range values upto about 100, and even my somewhat beefy system started showing the described issues (only for Minecraft, though), with CPU load around 25%-30%. (For reference, I made the limit at PathNavigate.getPathSearchRange(), so it affected all kinds of pathing. I noticed there are more call paths with large ranges than what is shown in the profiler reports.)
Wiping existing monster and adjusting zombies' "extra" range attribute to a humble 2, and getting a new bunch of zombies, that also seemed to help with things, but then the zombies didn't come rushing to the village. (Well, perhaps for the best, as the small village is butchered in the first night even without the "real" zombie sieges and in normal difficulty. Even if the doors won't break, zombies are able to hit enough through doors to eventually kill the villagers, especially when one of the villagers inside get infected.)
Nerd-talk
The real issue seems to have been there all the time, but the new larger zombie pathing max range reveals the problems.
The pathing system (PathFinder and below) is somewhat, say, badly optimized. They work basically O(range^2) (every nerd goes "gotcha" at that), if not worse, as the algorithm apparently wants to store every location in the range for each new path search, and stores those points in a quite naive solution of a map. Or more correctly, two maps, the other being inside java.util.HashSet, used by the first map implementation. Both start with initial size of 16, and the large distances typically store more than 40,000 points to the maps (for each path search!), so there is another (edit: big-oh issue) efficiency issue there from the multiple re-growths... At least, the helper data structures should be pre-allocated with the estimated needed full size (edit: per search, unless reusing PathFinder instances). The IntHashMap should perhaps use a bit more advanced implementation (though I did not even try to analyze usage patterns, the current implementation could be just fine).
Without analyzing the actual path search algorithm, I just wonder why it has to store so many points, even when the zombies are already in 5-6 block's distance from their target. Sure, there could be a "backdoor" tens of blocks away, but while looking for that backdoor, typically only a minor share of points need to be considered before the typical case of either "no path at all" or "already found shortest possible" can be resolved.
Also, even without touching the current pathfinder, a crude optimization might be to reduce the calls to the full pathfinding. When the target is near, use a simpler and more limited path finder (or simply restrict the range of the current implementation to few more than the direct distance to target), and only call the full path finder and full range when the target is further away or the simpler version doesn't give results. And when the algorithm(s) decide that there are no paths, perhaps no need to call it again every second or so.. Currently it seems to be called with the full "power" unnecessarily often.
As I don't know if the path finder does or doesn't do it, this may be unnecessary speculation: it might be possible to optimize the routine to work around both entity and its target greedily, thus quickly finding out if there are no paths at all. Villagers are often closed in relatively small houses, and the zombies could be blocked in traps. (The current routine might already do something like that. But certainly doesn't feel like it.)
There are plenty more of optimization possible, even radical ones, but I think it would be best to do the easier ones first, as they should already be enough to solve this issue.
@Markku nice testing. Yeah, the profiling basically gives up after a while, i guess it notices that there is recursiveness happening, notices it occurs quite a few times, then simply gives up going any deeper. It is interesting to see that the issue has always been there too.

I didn't notice recursion (though there could be at some low level, I didn't check so carefully). The profilers may look like showing recursion, due to the obfuscated code having several methods with the same name (but different parameters).
Have you tried this testing with the 1.6.2 pre-release snapshot that they will be releasing on Monday? according to Dinnerbone there are 3 hidden fixes, would be interesting to see if they have fixed it without saying they fixed it (highly doubtful though).

I spend plenty enough time and effort to find/fix bugs Mojang doesn't, to not waste more looking for things "hidden" on purpose. Considering the extra time it takes to prepare each new version (even if MCP would always be ready for new versions), when it comes to doing things at source code level, I only work on a small subset of versions, typically the official releases. Also, that kind of "test if it has been fixed" should be reserved for cases where Mojang can not ensure the issue is fully fixed (and tells about such situation here). Otherwise the issue is either resolved (fixed/wont fix/intended/etc) or kept open, simple as that.
However, I think I will notice/can check whether this is fixed (or at least improved enough) even without looking into the code or using other tools, as the symptoms were quite clear even in the game. The easiest, no-interpretation needed -way for me was to kill a few zombies from a bunch of 20ish and see if the xp-orbs would get collected properly, though there are other quite obvious symptoms.
That's what i meant, no in-depth checking, since that would be insanely difficult without MCP mappings. I mean, i could update my server and have the whitelisted people on it update their clients, and it would take us all of about 2secs to test it, hell, i could tell if it is fixed just by looking at the server screen on my client, if it drops from 1.5secs to 0.3secs then it is most likely fixed.

From MC-20765:
Maybe this can help:
Something's taking too long! 'root.levels.paradise.tick.entities.regular.tick.ai.newAi.goalSelector.goalTick.pathfind' took aprox 261.523724 ms
Something's taking too long! 'root.levels.paradise.tick.entities.regular.tick.ai.newAi.goalSelector.goalTick' took aprox 262.027559 ms
Something's taking too long! 'root.levels.paradise.tick.entities.regular.tick.ai.newAi.goalSelector' took aprox 262.307236 ms
Something's taking too long! 'root.levels.paradise.tick.entities.regular.tick.ai.newAi' took aprox 262.701753 ms
Something's taking too long! 'root.levels.paradise.tick.entities.regular.tick.ai' took aprox 262.92655 ms
Something's taking too long! 'root.levels.paradise.tick.entities.regular.tick' took aprox 263.271346 ms
Something's taking too long! 'root.levels.paradise.tick.entities.regular' took aprox 467.872884 ms
Something's taking too long! 'root.levels.paradise.tick.entities' took aprox 468.349919 ms
Something's taking too long! 'root.levels.paradise.tick' took aprox 473.432748 ms
Something's taking too long! 'root.levels.paradise' took aprox 473.944583 ms
Something's taking too long! 'root.levels' took aprox 474.510017 ms
Something's taking too long! 'root' took aprox 476.359478 ms
Only during nighttime.

@Kumasasa: Not as much as the JVM-profiler results, as those 'root.levels..' informations are not as easy to track into the code. Anyway, that '...goalTick.pathfind' happens to correspond to method World.getPathEntityToEntity(), which uses the PathFinder that I considered to be the "bad" (or at least worst) part of the problem reasons. So at least everything seems to point to the same direction and gives more trust that I found the right spots.
The culprits are now known, the task that remains is to decide which of them to change and how.
Tested the new snapshot.
Nothing has changed.
If they can't reach you: 100% cpu usage and lag
Still not fixed in 1.6.2 release.
My normal framerate is 30-40 fps, sometimes over 50 - even when loading chunks. The zombies drove it down to 5, often as low as 3.
I don't fully understand the zombie siege mechanic, but the wiki says it happens only with larger villagers (I've two villagers in two houses), so I guess this was just a few zombies that by the end turned into over a dozen. The first three walked back and forth around my house, ignoring a new door I added to try to get them in where I could fight them without endangering the villager.
The night before, I had the same sort of thing happen. I quickly associated the lag with zombies trying to path to a place they couldn't reach, and, not one of my most genius moments, unblocked the door thinking to block it in a new way or try to kill the zombies. While it was still too laggy for me to do anything productive, the zombies waltzed right past me to kill one of the villagers then ate my brains. I was annoyed; it took forever to find a village to begin with and I started with only three villagers, plus when I flew back the zombies were gone so I couldn't even heal the one who died.
While I hope you'll clear up the lag soon, I also hope you'll consider letting players turn off the zombie siege mechanic via the options menu. Since before Beta I've been learning how to make properly lit and protected areas, and now I've got villagers to protect, so the idea of having baddies spawn inside my well-defended perimeter just rubs me the wrong way... and being able to fight them (if I'm not down mining) or avoid the night (if I use a bed every single night) is insufficient.
I think we shouldn't include the zombie siege mechanic in it, that mechanic has been in place since beta 1.8 at least, and back then it didn't cause any issues at all, i think the biggest problem just comes right down to the new distance they can detect from and to an extent the 'call my buddies' feature.
Personally i like and have always liked the zombie siege mechanic, makes you come up with new ways to protect your villagers, i've often thought of a piston mechanism that blocks off all the doors at a certain time of the night, though you can't fully be guaranteed the stupid villagers have gone into any of the houses.
Yes, some players really like that ("force me to play differently, yay") and some don't ("seems out-of-keeping with MC mob behavior, boo"), which is why I suggest it be changed to an optional mechanic. (I'm active in the modding community and could get a mod easily enough to just turn it off, but I don't think a mod ought to be necessary - this should be a option in vanilla Minecraft.)
But yeah, like I said, though I at first assumed it was a zombie siege, I looked it up on the wiki and it doesn't seem to be. I think you're right about it being a combination of new factors, as it certainly wasn't doing this before the horse update.

Once this issue is fixed, or hopefully will be, such an option as to 'turn off' the zombie pathfinding mechanic won't be needed.
My server is too having the same issue:
Quad Xeon 4.2Ghz quad core system with 18GB ram.
Top indicates Java isn't using that much more CPU than normal and we have MySQL and Minecraft installed on SSD and minecraft runs from a 10GB ramdisk. This kind of lag shouldn't happen, this server borders on supercomputing.
I can also confirm that it is a null pathing issue. When a zombie agros a player or villager and cannot find a route, whether it be one zombie or 100, the server lags.
I'm going to assume and go out on a limb, not being a java expert but a PHP, C++ expert that the issue lies in too much CPU time being taken to find a new route.
A simple fix for this would be for a zombie to try to find a route once or twice, if that fails, it either attempts to find another target, despawns, or idles as an ambient monster.
Please fix this asap, as many server owners like myself are very much considering rolling back to 1.5.

Alethia and Ray:
The actual village/zombie siege is not the reason for this - that feature is not currently even working at all (haven't been for quite a while). Though if it did work, things would be just as much worse.
This is simply badly designed/coded path finding combined with just as badly designed AI calling that path finding too often (for example, because it doesn't even try to remember the previous result and check if that would still be usable).
Michael:
No need to guess, I already did the checking/testing part to confirm it is the combination of calling path finding too often and the path finding algorithm being quite unoptimized. Also, what you describe as a "simple fix" is not a fix, but a workaround, causing its own problems (though certainly minor compared to what the current situation causes). I have already explained some real fixes (and also workarounds) in an earlier comment: https://mojang.atlassian.net/browse/MC-17630?focusedCommentId=84646&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-84646
Please vote this up. 1.6.2 has still not fixed this issue.

No point in adding a comment about voting up; it is only noticed for some minutes on the activity stream (if anyone bothers to scroll on the few pages it is visible to see that in the first place), and so far, having high votes does not seem to have much correlation with the order Mojang fixes things. The best avenue to lure more votes (if one really thinks the vote count matters) is forums; a thread in suitable section can be bumped up occasionally, and will have much more visibility after each activity.
All that a vote-asking comment achieves is to bury possibly useful comments in the collapsed comment section, which Mojang apparently does not read much (if at all, judging from an issue where suitable fix was waiting, and Mojang didn't use (and as it happens, subsequently failed in fixing the bug)).
People vote things up when they find a bug annoying enough to get their full attention, exactly as it should be. This bug is already among those with vote counts increasing the fastest. Amazingly fast, really, just compare against some of the top voted entries which are among the oldest issues (practically as old as this Mojira), and are still only at 20-150 votes level. Sure some few have gathered few hundred votes, but apparently for now effect. Out of top 12 issues, at least 3 have fixes or at least tested significant improvements in their comments (and two of those have had them for months, and also a fourth issue but with a bit laborous fix), yet nothing happens...
Got this out of the log file. Never had this issue before 1.6
And before you even say it, its not my PC.
So I've found a way to sorta control the CPU a bit better, it's using the /gamerule command to just make it always day. The CPU is still higher than normal, but it's more manageable and I get fewer complaints from the players on my server. We don't have nightfall for now, but it's a trade off we've agreed is better than the CPU being 100%.
/gamerule doDaylightCycle false
/time set 6000 (I think that's the one for mid day).
At least on my server night time is when the CPU uses up all the cores on my server and I'm completely at 100% CPU usage. Doing the always day thing I'm still in the 80% to 100% mark for 1 core, but rarely goes into other cores.
I run a small to medium sized dedicated bukkit server and for over a week I've been tearing my hair out trying to figure out why my server lags in 1.6 where in 1.5 it did not. I juggled my plugins around, enabling, disabling, updating them. I ended up deciding to just run vanilla for a while thinking it was bukkit, but I got the same lag on vanilla. It only happens at night and I have suspected it was the zombie AI. So this past week I've been keeping the sun frozen in the sky because if I don't night will last 15-20 min with the stars jumping around. Also I have tried to switch hosts and that didn't help at all.
Came across this post just now. Decided to really test zombie AI to see if it was the issue. With nobody on my server, and me in creative, I spawned in 50 zombies, switched to survival, ran around a little bit then messed with their path tracking by blocking myself in. With only myself online, the stars were jumping around and I had quite a bit of entity lag.
I'm glad I found this bug report and I hope this helps! ~Troy

As some new commenters do not bother to read older comments, a link back to the buried earlier comment with my analysis (in short, the reason is already known):
https://mojang.atlassian.net/browse/MC-17630?focusedCommentId=84646&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-84646

Improvement (a.k.a. partial fix)
MCP naming (and a bit of my own)...
EntityAIAttackOnCollide
...
private int rePathingDelay; // field_75445_i
// part of FIX:
private double pathedTargetX; // Leaving these uninitialized, evul me.
private double pathedTargetY;
private double pathedTargetZ;
private boolean previousPathingOk = false; // Not really needed here, but an idea for future...
...
public void updateTask() {
EntityLivingBase var1 = this.attacker.getAttackTarget();
this.attacker.getLookHelper().setLookPositionWithEntity(var1, 30.0F, 30.0F);
// OLD:
// if ((this.forcePathing || this.attacker.getEntitySenses().canSee(var1)) && --this.rePathingDelay <= 0) {
// this.rePathingDelay = 4 + this.attacker.getRNG().nextInt(7);
// this.attacker.getNavigator().tryMoveToEntityLiving(var1, this.speed);
// }
// NEW:
double targetDistanceSq = this.attacker.getDistanceSq(var1.posX, var1.boundingBox.minY, var1.posZ);
if (this.rePathingDelay > 0)
--this.rePathingDelay;
if (this.forcePathing || this.attacker.getEntitySenses().canSee(var1)) {
boolean repath = false;
double targetMovement = var1.getDistanceSq(pathedTargetX, pathedTargetY, pathedTargetZ);
// Only do a new path search if enough time has passed from the previous search, and the target has moved:
if (rePathingDelay <= 0) {
if (targetMovement >= 1.0D) {
repath = true;
}
}
// Ensure an occasional pathing if it would not be happening otherwise (e.g. to work when world
// changed, or to work around any other unnoticed needs, or effects of future changes in code):
if (!repath && rePathingDelay <= 0 && this.attacker.getRNG().nextInt(200) == 0) {
repath = true;
}
if (repath) {
previousPathingOk = this.attacker.getNavigator().tryMoveToEntityLiving(var1, this.speed);
pathedTargetX = var1.posX;
pathedTargetY = var1.boundingBox.minY;
pathedTargetZ = var1.posZ;
this.rePathingDelay = 4 + this.attacker.getRNG().nextInt(7);
// A longer delay for longer distances, or if the pathing failed
if (targetDistanceSq > 256.0D) { // > 16 blocks
if (targetDistanceSq > 1024.0D) { // > 32 blocks
this.rePathingDelay += 8;
} else {
this.rePathingDelay += 16;
}
} else if (!previousPathingOk) {
this.rePathingDelay += 24;
}
}
}
this.attackTick = Math.max(this.attackTick - 1, 0);
double var2 = (double) (this.attacker.width * 2.0F * this.attacker.width * 2.0F + var1.width);
// if (this.attacker.getDistanceSq(var1.posX, var1.boundingBox.minY, var1.posZ) <= var2) {
if (targetDistanceSq <= var2) {
...
With the above changes, the CPU load gets some peaking when loading a world (as both villagers and zombies will all do AI decisions and pathing again), but it stabilizes in 10-15 seconds to idle levels (for me 10%-12%). The CPU load can still occasionally peak at high values (for me 15%-20%) for 1-2 seconds. The overall average level is much nicer, and observable "lag" was almost totally gone.
The peaks come when the target(s) move and all zombies (that targeted the moving entity) will repath for a moment. In case of a continuously moving target (like fleeing villager/player), the load and lagginess can still be there (though seemed to be helped a bit). However, in a typical case, such situation can not continue for long (villager dies or all involved entities move out of range, player kills zombies, etc.). And also, typically, in such case there is a path from zombie(s) to target, and the lag has been problem with there is no path.
The biggest problem seemed to be with the villagers just standing inside their homes while zombies bash the doors, and the above change handles that situation just fine.
Feedback is welcome, especially if anyone is able to test those modifications with a less beefy (or more heavily loaded) system.
EDIT2: My bad for the part below.
The other change I had made was in the world; the zombies were not without path..
The optimization part below is still a valid one, but doesn't solve anything. The distance squared is apparently just as correct as distance for the algorithm used.
EDIT: Even bigger improvement (a.k.a. a real bug and real fix)
Although this alone makes a huge difference (even bigger/better than the above one) and works also when a bunch of zombies are chasing villager(s), I recommend having both sets of changes.
The real bug is that the method is adding squared distances, and then also comparing those borked values with other squared distances. Can't do that! (It is okay to compare two squared distances to each other, though, as the square-function is monotonic). Changing the calculations to use normal distance (i.e. calculating square roots) made the path finding method work much more efficiently. They still do occasionally produce large point sets (when the zombies are still far away) as expected, but with the fix, when they are near the target, the point set sizes stay less than couple hundred (instead of the non-fixed 40000+).
(This method would be better named (in MCP) as findPath() as that is what it does.)
PathFinder.addToPath()
private PathEntity findPath(Entity entity, PathPoint startPoint, PathPoint endPoint, PathPoint size, float maxDistance) {
startPoint.totalPathDistance = 0.0F;
//startPoint.distanceToNext = startPoint.distanceSquaredTo(endPoint);
startPoint.distanceToNext = startPoint.distanceTo(endPoint); // FIX
...
for (int var9 = 0; var9 < optionsCount; ++var9) {
...
//float var11 = var7.totalPathDistance + var7.distanceSquaredTo(var10);
float var11 = var7.totalPathDistance + var7.distanceTo(var10); // FIX
if (!var10.isAssigned() || var11 < var10.totalPathDistance) {
//var10.distanceToNext = var10.distanceSquaredTo(endPoint);
var10.distanceToNext = var10.distanceTo(endPoint); // FIX
...
And just an optimization, though might actually work for worse, I didn't profile any better than by watching CPU-load, which didn't change in any observable amount, and by console log showing that the game stopped doing tons of grows:
IntHashMap
...
// Just changing the initial size to something that reduces the number of grows to
// a tiny fraction.
private transient IntHashMapEntry[] slots = new IntHashMapEntry[128]; // Was 16
...
private int threshold = 96;
...
private Set keySet = new HashSet(128);
Conclusion
Although I consider the issue fixed with those changes, it would still be good to get some feedback, especially confirmations from those who can test them.
P.S. This is not the only issue with the same math mistake, doing +/- with squared distances. See MC-7200. EDIT2: that other issue actually is a bug, while this one apparently wasn't.
EDIT2: Back to square two.

And affects 1.6.2.
Markku, if you can get me the .jar with that I'd be happy to help test. I have a server right now we're mercifully needing a fix for.
I would also suggest to make it so that the mob would path away randomly before attempting to find another route if the player hasn't moved. That way, if it is a route error, the new location should solve it.
Also, does this apply to villagers too? I've noticed that villagers seem to love steps.. They will literally just walk up and down steps all day and night if they are indoors (like in a chapel or library) . I would suggest the same thing there in that routing as well... If they can't find an endpoint for what they are wanting to go (null route) their endpoint should change or they should path elsewhere and reattempt the route (say max 3 attempts before picking another block to path to).

No .jar's from me, that is against the rules. (No mods either, but someone else who is already good at doing mods is free to apply those changes and create one.)
I haven't noticed that zombies wouldn't find a path when (at least) one exists, so the random step away is (afaik) not needed. The added random extra call to find path (from current spot) already handles cases where a new path appears (and many kinds of other oopsies). (Note, other mobs have somewhat short search range, so they may fail to notice a path that looks obvious for players, but zombies, with their new large search range, can find their ways around quite well.)
I didn't check how the changes affect the quality of found results, as it seemed to work correctly, although inefficiently, before. It is possible that the changes could at least help with other weird behaviors, but I do not want to try and tackle several issues at once.
...
Uh oh, I am not unable to get it back to laggy when reverting my changes.. Wanted to test a thing... Unfortunately, that leaves my latter "fix" less certain. (It doesn't break anything, but was it really the fix, or did I do something else...) Sigh...

Improved improvement (a.k.a. partial fix)
The real problem lies in doing pathfinding when there is no path to find, and it seems the quest to find a real optimization to the pathfinding algorithm (assuming A*) to detect unreachable situations has difficulty level beyond "just a weekend hobby", so I added an additional optimization to the decision making process for when to start finding a path - or more correctly, when not to start one with the full range.
If a full large distance path finding has just failed, a temporary restriction is added to only do shorter distance searches for next few searches, assuming that they would mostly fail just like before. This additional restriction was alone quite efficient, but it works wonders with the earlier optimizations. The number of consecutive full searches to be shortened I found by trial and error. It might be possible to allow a bit more, but it is quite slow to test/profile it.
...
private int rePathingDelay; // field_75445_i
// part of FIX:
private double pathedTargetX;
private double pathedTargetY;
private double pathedTargetZ;
private boolean previousPathingOk = false; // Not really needed here, but an idea for future...
private int fullRangeSearchDelay;
...
public void updateTask() {
EntityLivingBase var1 = this.attacker.getAttackTarget();
this.attacker.getLookHelper().setLookPositionWithEntity(var1, 30.0F, 30.0F);
// OLD:
// if ((this.forcePathing || this.attacker.getEntitySenses().canSee(var1)) && --this.rePathingDelay <= 0) {
// this.rePathingDelay = 4 + this.attacker.getRNG().nextInt(7);
// this.attacker.getNavigator().tryMoveToEntityLiving(var1, this.speed);
// }
// NEW:
double targetDistanceSq = this.attacker.getDistanceSq(var1.posX, var1.boundingBox.minY, var1.posZ);
if (this.rePathingDelay > 0)
--this.rePathingDelay;
if (this.forcePathing || this.attacker.getEntitySenses().canSee(var1)) {
boolean repath = false;
double targetMovement = var1.getDistanceSq(pathedTargetX, pathedTargetY, pathedTargetZ);
// Only do a new path search if enough time has passed from the previous search, and the target has moved:
if (rePathingDelay <= 0) {
if (targetMovement >= 1.0D) {
repath = true;
}
}
// Ensure an occasional pathing if it would not be happening otherwise (e.g. world changed
// or any other unforeseen/future issue):
if (!repath && rePathingDelay <= 0 && this.attacker.getRNG().nextInt(200) == 0) {
repath = true;
}
if (repath) {
// If not allowed to do full range search (to reduce load), adjust range now...
AttributeInstance rangeAttr = null;
double originalRange = 16.0D; // Just a common default, will be corrected when needed.
if (fullRangeSearchDelay > 0) {
// Adjust range to bit more than current distance to target, or 16, whichever is greater:
rangeAttr = this.attacker.func_110148_a(SharedMonsterAttributes.followOrPathRange);
originalRange = rangeAttr.func_111126_e();
double dist = Math.sqrt(targetDistanceSq);
if (dist <= 8.0D)
dist = 8.0D;
if (dist > originalRange)
dist = originalRange;
rangeAttr.func_111128_a(dist);
} else {
rangeAttr = this.attacker.func_110148_a(SharedMonsterAttributes.followOrPathRange);
originalRange = rangeAttr.func_111126_e();
}
// Do the deed:
previousPathingOk = this.attacker.getNavigator().tryMoveToEntityLiving(var1, this.speed);
// If the range was adjusted, restore it now (and decrease the counter):
if (fullRangeSearchDelay > 0) {
fullRangeSearchDelay--;
if (originalRange > 40.0D)
originalRange = 40.0D;
rangeAttr.func_111128_a(originalRange);
}
pathedTargetX = var1.posX;
pathedTargetY = var1.boundingBox.minY;
pathedTargetZ = var1.posZ;
this.rePathingDelay = 4 + this.attacker.getRNG().nextInt(7);
// A longer delay for longer distances, or if the pathing failed
if (targetDistanceSq > 256.0D) { // > 16 blocks
if (targetDistanceSq > 1024.0D) { // > 32 blocks
this.rePathingDelay += 8;
} else {
this.rePathingDelay += 16;
}
} else if (!previousPathingOk) {
this.rePathingDelay += 24;
}
// If the path search failed with full range or if we're close already,
// use limited search range for a while:
if (!previousPathingOk || targetDistanceSq <= 256.0D) {
if (fullRangeSearchDelay <= 0) {
fullRangeSearchDelay = 4 + this.attacker.getRNG().nextInt(4);
}
}
}
}
this.attackTick = Math.max(this.attackTick - 1, 0);
double var2 = (double) (this.attacker.width * 2.0F * this.attacker.width * 2.0F + var1.width);
// if (this.attacker.getDistanceSq(var1.posX, var1.boundingBox.minY, var1.posZ) <= var2) {
if (targetDistanceSq <= var2) {
...
Naturally, some parts of the code above could be made cleaner if there was suitable support in the rest of codebase. For example, adjusting that search range temporarily has at least two ways to make it a "one liner".
But at least it should be a good starting point for Mojang to make a better version.
I can confirm this is a Zombie problem.
Check out these Timings from spigot...
I typed /timings on, and then hit /butcher before spawning 150 entities of one type, then /butcher, then another 150 of another type, etc... These are the results:
http://aikar.co/timings.php?url=5876186
Vio Event
21.64% ** tickEntity - EntityZombie
0.08% ** tickEntity - EntitySkeleton
0.08% ** tickEntity - EntityEnderman
0.08% ** tickEntity - EntityPigZombie
0.21% ** tickEntity - EntityCaveSpider

The comment right before Znt's (which used to be conveniently the last one and easy to see and read... well apparently not) already tells the problem has been analyzed, issue is in pathfinding, and zombies just happen to stress it the most. The comment even shows a fix.. there is no reason to add "confirms" or statistics any more.
The only comment we now need is "fixed" by Mojang. Or constructive feedback for the changes I have shown. I have the files open and world setup ready, so it is still easy to adjust the changes.
I can confirm this. I run a E3-1245v2 server with about 40 players on. At the end of 1.5.2 I never came under 19TPS. Now in 1.6 I have many lag spikes. Usually I run at 20 tps but then a few zombies get stuck and I get a massive spike which lasts until they are dead. Here is a short sample of such a spike.
http://aikar.co/timings.php?url=5882102
Note that there are only 1000 activated entities. I used to run double that amount without any problems.
I can also confirm. There don't even need to be any zombies in the immediately viewable area. It seems as soon as you enter a village that contains any number of villagers, at night, TPS immediately starts dropping. My TPS goes from 20 down as low as 10.5. If I do a /day to immediately make it daytime, while standing in the village motionless, I can watch my TPS start to rise steadily as the number of zombie entities drops (Again, this isn't even zombies in the area, just existing in the chunks that are loaded at the time).
Riding a cart or running away from the village has the same effect, where TPS will steadily increase as the distance from the village increases, and vice versa.
Turning off the day/night cycle with the new "/gamerule DoDaylightCycle" command eliminates this issue, as the server never goes into night mode and starts spawning a ridiculous amount of zombies.
As some new commenters do not bother to read older comments, a link back to the buried earlier comment with my analysis (in short, the reason is already known):
https://mojang.atlassian.net/browse/MC-17630?focusedCommentId=84646&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-84646
That is some good troubleshooting, and totally makes sense. The code may not be "optimized" because it was probably never meant to handle this number of zombies with this far of a path-finding range. It was meant to handle the original siege mechanic introduced back in beta. Just needs some updating or a new way to handle this number of entities with such a huge range to lock onto villagers/players.
That being said, it is a huge problem and I hope that it gets addressed soon by Mojang. Not having a night cycle on a survival server kinda sucks.

@MoldySpore
The number of zombies isn't the main problem; even a small group of them is enough to double the CPU load (of my machine). Any more than that merely makes the observed symptoms worse without increasing CPU load as much, as things start to sort of accidentally self-regulate. I.e. CPU load does not increase linearly by the number of zombies.
The pathfinding method itself is difficult to optimize in the way necessary (just google "A* pathfinding unreachable" or such); solutions do exist, but they are quite advanced stuff. That is why I approached the problem at the higher level, trying to reduce the calls to pathfinding and/or to reduce the range.
Time to cleanup my earlier comments into one, I guess, people really do not bother reading older comments and see this is already pretty much solved and is now only waiting for Mojang.

(Could a moderator link this comment to the description instead of the old analysis-only one, please.)
Combining the relevant information from earlier comments...
Short version: its all analyzed and fixes/improvements provided.
The long and technical version...
I have been able to debug/analyze this issue to be because of the rapidly increasing calculation cost of path finding as the maximum range increases, and specifically in the situation where the target is unreachable. Zombies were changed to have much larger range than before, and they have a habit to specifically target unreachable targets; the villagers in their houses with doors closed.
The related code does not have bugs, per se, but more like design issues, inefficient implementations, and lacks necessary optimizations.
Testing
When I limited maximum pathing range value (or at least the value that affects the range) to only 16, everything worked smooth even with tens of zombies in the village, CPU load around 10%-15% (pretty much the same as at day time/no zombies, with or without the change). If the maximum range attribute was the now normal 40, the path finding algorithm got various range values upto about 100 , and even my somewhat beefy system started showing the described symptoms even with a small group of zombies, with CPU load around 25%-30%. (For reference, I made the limit at PathNavigate.getPathSearchRange(), so it affected all kinds of pathing. I noticed there are more call paths with large ranges than what is shown in the profiler reports, so that is why made the change in that method; it covers them all.)
Wiping existing monsters and adjusting zombies' "extra" range attribute to a humble 2, and getting a new bunch of zombies, that also seemed to help with things, but then the zombies didn't come rushing to the village. (Well, perhaps for the best, as the small village is butchered in the first night even without the "real" zombie sieges and in normal difficulty. Even if the doors won't break, zombies are able to hit enough through doors to eventually kill the villagers, especially when one of the villagers inside get infected.)
Nerd-talk
The real issue seems to have been there all the time, but the new larger zombie pathing max range reveals the problems.
The pathing system (PathFinder and below) is unoptimized. It works basically O(range^2) (every nerd goes "gotcha" at that), if not worse. Especially when the target is unreachable, when the used algorithm has to search through all the possible reachable locations. The unreachable case is a challenging one, perhaps best left for a larger rewrite of the whole pathfinding and movement system (as there are other pathing/movement issues, like MC-4644 and MC-3923).
The search locations are stored in a quite naive solution of a map. Or more correctly, two maps, the other being inside java.util.HashSet, used by the first map implementation. Both start with initial size of 16, and the large distances typically store more than 40,000 points to the maps (for each path search!), so there is another efficiency issue from the multiple re-growths... At least, the helper data structures should be pre-allocated with the estimated needed full size per search, unless reusing PathFinder instances. The IntHashMap should perhaps use a bit more advanced implementation (though I did not even try to analyze usage patterns, the current implementation could be just fine).
Minor potential optimization
Not tested/profiled, but judging from the testing log-spam, this should do good to reduce grows (and thus reallocations+copying) (Using MCP/own namings as usual):
IntHashMap
...
// Just changing the initial size to something that reduces the total number of grows to
// a tiny fraction what it was.
private transient IntHashMapEntry[] slots = new IntHashMapEntry[128]; // Was 16
...
private int threshold = 96;
...
private Set keySet = new HashSet(128);
Optimization to reduce pathing overall
Since working the (apparently A*) pathfinding algorithm to work nicely with unreachable case (or very long ranges) is a way too large and complex change for now, these changes solve the issue by reducing calls to pathfinding or the maximum range when possible.
Basically, it checks for situations like: target hasn't moved (so likely, the old path is still ok); full range search just failed (or could not move) (so likely, a new search soon after would also likely fail); target is close (so the zombie has probably already followed a long path, no need to seek far routes anymore); the longer the distance to the target, the less likely it is that the path to be followed in near future would change (so re-search the path less often)...
It will both dynamically increase the delays between calls to pathfinding and restrict to use smaller ranges more often than full ranges. On top of that, it will still occasionally do a full range pathfinding anyway, just to catch possible mistakes in those optimizations or to handle some possible issues caused by other changes in future.
Some of the optimizations are enough even alone, but of course, they work even better together. With these changes, the CPU will only occasionally get minor short-time peaks (for me, additional 2%-8% for about a second every 10-20 seconds), but not really that noticeable in game (at least on my single-player system, ymmv).
EntityAIAttackOnCollide
...
private int rePathingDelay; // field_75445_i
// part of FIX:
private double pathedTargetX;
private double pathedTargetY;
private double pathedTargetZ;
private boolean previousPathingOk = false; // Not really needed here, but an idea for future...
private int fullRangeSearchDelay;
...
public void updateTask() {
EntityLivingBase var1 = this.attacker.getAttackTarget();
this.attacker.getLookHelper().setLookPositionWithEntity(var1, 30.0F, 30.0F);
// OLD:
// if ((this.forcePathing || this.attacker.getEntitySenses().canSee(var1)) && --this.rePathingDelay <= 0) {
// this.rePathingDelay = 4 + this.attacker.getRNG().nextInt(7);
// this.attacker.getNavigator().tryMoveToEntityLiving(var1, this.speed);
// }
// NEW:
double targetDistanceSq = this.attacker.getDistanceSq(var1.posX, var1.boundingBox.minY, var1.posZ);
if (this.rePathingDelay > 0)
--this.rePathingDelay;
if (this.forcePathing || this.attacker.getEntitySenses().canSee(var1)) {
boolean repath = false;
double targetMovement = var1.getDistanceSq(pathedTargetX, pathedTargetY, pathedTargetZ);
// Only do a new path search if enough time has passed from the previous search, and the target has moved:
if (rePathingDelay <= 0) {
if (targetMovement >= 1.0D) {
repath = true;
}
}
// Ensure an occasional pathing if it would not be happening otherwise (e.g. world changed
// or any other unforeseen/future issue):
if (!repath && rePathingDelay <= 0 && this.attacker.getRNG().nextInt(200) == 0) {
repath = true;
}
if (repath) {
// If not allowed to do full range search (to reduce load), adjust range now...
AttributeInstance rangeAttr = null;
double originalRange = 16.0D; // Just a common default, will be corrected when needed.
if (fullRangeSearchDelay > 0) {
// Adjust range to bit more than current distance to target, or 16, whichever is greater:
rangeAttr = this.attacker.func_110148_a(SharedMonsterAttributes.followOrPathRange); // field_111265_b
originalRange = rangeAttr.func_111126_e();
double dist = Math.sqrt(targetDistanceSq);
if (dist <= 8.0D)
dist = 8.0D;
if (dist > originalRange)
dist = originalRange;
rangeAttr.func_111128_a(dist);
} else {
rangeAttr = this.attacker.func_110148_a(SharedMonsterAttributes.followOrPathRange); // field_111265_b
originalRange = rangeAttr.func_111126_e();
}
// Do the deed:
previousPathingOk = this.attacker.getNavigator().tryMoveToEntityLiving(var1, this.speed);
// If the range was adjusted, restore it now (and decrease the counter):
if (fullRangeSearchDelay > 0) {
fullRangeSearchDelay--;
if (originalRange > 40.0D)
originalRange = 40.0D;
rangeAttr.func_111128_a(originalRange);
}
pathedTargetX = var1.posX;
pathedTargetY = var1.boundingBox.minY;
pathedTargetZ = var1.posZ;
this.rePathingDelay = 4 + this.attacker.getRNG().nextInt(7);
// A longer delay for longer distances, or if the pathing failed
if (targetDistanceSq > 256.0D) { // > 16 blocks
if (targetDistanceSq > 1024.0D) { // > 32 blocks
this.rePathingDelay += 8;
} else {
this.rePathingDelay += 16;
}
} else if (!previousPathingOk) {
this.rePathingDelay += 24;
}
// If the path search failed with full range or if we're close already,
// use limited search range for a while:
if (!previousPathingOk || targetDistanceSq <= 256.0D) {
if (fullRangeSearchDelay <= 0) {
fullRangeSearchDelay = 4 + this.attacker.getRNG().nextInt(4);
}
}
}
}
this.attackTick = Math.max(this.attackTick - 1, 0);
double var2 = (double) (this.attacker.width * 2.0F * this.attacker.width * 2.0F + var1.width);
// if (this.attacker.getDistanceSq(var1.posX, var1.boundingBox.minY, var1.posZ) <= var2) {
if (targetDistanceSq <= var2) {
...
(EDIT: oopsie, seems the case of occasionally forced pathing isn't necessarily full range if using the above code as is. However, it is a trivial change to force full range, too.)
(EDIT2: added the MCP-naming for the followOrPathRange attribute in comments.)
The above code is written with readability before local optimizations, and naturally, some parts of it could be made cleaner if there was suitable support in the rest of the codebase. For example, adjusting that search range temporarily has at least two ways to make it a "one liner" (and stateless/multi-thread safe).
Also, that temporary adjustment of maximum range attribute is a possible source for a nasty permanent error, so I would definitely do some changes to that, for example by giving that range as a parameter to the pathfinding methods (instead of them picking it up from the entity). (Practical example: I managed to make one test world a "persisting CPU bomb" when I had a tiny mistake in that code. That is, even after fixing the code and restarting minecraft, visiting that world put the game on its knees, and even after leaving and entering another world, Minecraft continued to choke until restarted. Had to delete that world. Thus, I recommend keeping that " if (originalRange > 40.0D) originalRange = 40.0D; " unless changing to other mechanism to deliver the change of the max range forward.)
But at least that code should be a good starting point for Mojang to make a better version.
I finally made this happen in SP. It did not cause block lag or FPS lag, but entities stuttered, and falling items would glitch a lot, as well as taking forever to fall. Mobs such as creepers move between fazes of slow, laggy movement and hyper-speed, such as moving so fast they appear to be teleporting and creepers blow up instantly. The way to make this bug occur easily is to get a group of zombies (i had 15-25) to chase you, and then tower up 2 or 3 blocks. This seems to happen most at 2, when the zombie constantly push at each other as they crowd around the base of the tower.
My favorite server qt.qubetubers.com just upgraded to 1.6 (waiting for mobcatcher to be released). Finally they upgraded. I warned the mods about the zombie issue. A day later they disabled zombies altogether until the issue is fixed. I encouraged them to all vote for this bug.
This bug is annoying, specially on slower PCs. There was a zombie dungeon on my SP world and blocked it off leaving just 1 block high hole. and then after some 5 zombies had spawned the world went into a endless loop - the sun was rising and jumpin back. and DEV log was spammed with the warning: "Can't keep up! Did the system time change, or is the server overloaded?"
Why is this bug still unassigned? I can't even run my server until they come out with a fix and it's been over 2 weeks...
I think a good solution would be to try for a radius of 16, then if it can't find a way do reverse pathing for the full radius from the player to zombies. that should take care of the situations with a player on a 2 block stack.
@Michael, it's been more like a month. My friends have all given up on my server which really bums me out. Good thing the Steam sale happened at the same time. I've been enjoying Tropico 4 for my sandbox gaming itch.
So, Mojang stays silent about what seems to be a critical bug, having solution code written for them already.
Could any of them at least comment here so we know they are following the issue?
My friends have all given up on my server which really bums me out
You could always do what I did, which is just set the new gamerule DoDaylightCycle to false. Then set the time at around sunset! Perpetual sunset makes everyone on my server 😃
On another note, I can't believe this is still unassigned. Been a reported bug since early June and still nothing out of Mojang. Surprising since this is such a big bug.
You could always do what I did, which is just set the new gamerule DoDaylightCycle to false.
I did that actually, and set the time to noon. It helps a lot, but overall gameplay is still really laggy and people stopped logging in. We started a new world for horses and if I roll back to 1.5 the horses/armor/new stuff will all disappear forever.

The always-day -trick only keeps zombies out from the surface; they can still spawn in otherwise dark places, like tunnels/caves under/near the village. If there is no path (short enough) from those dark places to the villager, the situation is still the same.
Better plant some torches/lava in any such dark places near (= 40 block distance from) any place with player activity, more so if there is both players and villagers...
And, since it is already buried behind other comments, here is link to the comment with analysis and code fixes: https://mojang.atlassian.net/browse/MC-17630?focusedCommentId=92590&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-92590
Seriously though why is this still unassigned? This is the biggest issue out there in terms of affecting gameplay. Never mind it being highlighted as one of the top 10 issues on Mojang's own bug tracker, GenerikB a Youtube Partner with 350k+ subscribers highlighted this issue. It also affected a Mindcrack UHC. It's understood Dinnerbone watches this so why is it still left untouched?
I must add that yes, it affects only villagers. I found a zombie spawner away from the village, and it works just fine.
@Vindicar this is demonstrably untrue. Build yourself a three block high tower near that zombie spawner, stand on top of it and tell me the game doesn't lag. It has already been esbalished multiple times that the problem is in the zombies' pathfinding AI. Look at the other comments. There's even a disassembly of the pathfinding routine with a fix that mostly solves the problem.
@Eris. Unteresting. But my statement above is based on my observations. Maybe it's a heisenbug.
The range isn't 40, although the code says that, i believe the 40 in the code is for when they can't see you by line of sight. The zombies can pathfind from ~75 blocks away by line of sight.
Tested this in my test world with a long tunnel i made between me and the zombie that stretched 80 blocks, had an iron door holding the zombie back, i placed the zombie while in creative mode, set levers every 10 blocks from the zombie, and then started testing.
Got to 70 blocks and the zombie could still get to me, got to 80 and by that time, the zombie had often despawned, went to 75 and there was a lower chance of the zombie despawning and it could still track me.
@Ray
I can confirm this. A friend and I had made a 20-block tall tower to snipe mobs from, and while running from about 100 blocks away to the tower I picked up a zombie. By the time I was at the top of the tower, the zombie was at the edge of my render distance (normal+40, I was using optifine) and was still tracking me. He walked all the way to the base of the tower until he was unable to get closer. The tower was in the middle of a field, and there were no obstructions between me and it.

Ray and Chris:
Yes, my bad, the range is indeed larger than 40, I even wrote about the larger distances into the analysis comment, but forgot... I did not analyze how it exactly gets calculated or what it exactly affects, but I saw values up to around 100 while they were finding paths to villagers. And IIRC, that is for the distance limit from a path-point to the target; there can be additional distance from the zombie to that path-point. I'll check this more accurately later today, as I also just got an "idea" of a situation that might still make zombies lag with my proposed changes.
And, since it is already buried behind other comments, here is link to the comment with analysis and code fixes: https://mojang.atlassian.net/browse/MC-17630?focusedCommentId=92590&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-92590
This is secondhand information, but should at least be comforting to the people following this bug:
http://www.reddit.com/r/mindcrack/comments/1j224u/uhc_xii_episode_6/cbac5ad
TL;DR: This bug basically ruined the Mindcrack Ultrahardcore event, and a prominent youtuber sent it to DInnerbone, who is now aware of the extent of the bug.
The zombie-related lag doesn't seem to be just about unreachable targets anymore. I'm a little stumped.
I'm playing Canopy Carnage (the original), and I'm down in 1-block-high water (about five blocks up from bedrock) outside the island. Zombies are pouring in from all over the place - they smell me from a long ways away, and I can't kill them faster than they show up. I set up a little wood hut in the water, a few dozen blocks from the shore, with a place I can stand out of their reach to kill them when their numbers get too big.
But the lag has been bizarre. First, it lags when I'm up out of reach - expected. Then, it lags when I'm in the water and zombies are coming toward me - what? Then, it stops lagging when I jump onto the platform and can move on dry ground, or at least the lag has a distinct swing into "I can move!" until I get inside and put my barrier back up.
Is it difficult for zombies to path through water? That's the only thing I can think of that could explain what I'm seeing. Anyone else have any ideas?

Alethia, could you attach a screenshot (or few) of that setup of yours, so I can try to reproduce? I can sure make platform etc., but sometimes its the little details that matter. Also, coordinates are a must (otherwise I might build my version just out of the reach of something that causes the issues), and relevant settings.
This is definitely an issue on my server - to the point where I have required players to light extreme distances around anywhere they keep villagers. I am considering removing Zombies altogether as well until this gets fixed.
Markku, I attempted your fix and it worked but I have uncovered a new bug. When provoked in Survival mode, a Baby Zombie will move at really fast speeds. Any ideas?
How is this still unassigned!? It has 133 votes!
@David Wood baby zombies are naturally fast to begin with, it isn't a bug.
@Ray Herring I know they are fast but I'm talking ridiculously fast. I'd reckon about 200 blocks per second fast
The part on the left is flush with the water, while I'm standing two or three blocks above the water level. I'm just past the deep spot where you can jump off the starting platform without dying. When I was testing it last week, the lag was horrible except when either I'd killed all the zombies or I was standing on the platform that is flush with the water.
This is the Canopy Carnage map (Super Hostile series).
P.S. This might be connected, given it's about pathing and water: A creeper blew a hole near the beach and water flows into the hole; there are easy ways to jump out of the hole on the non-water side. I noticed more than once that if I were near the hole and caught a zombie's attention, he would turn away from me and go into the hole. I got a whole pool party going, and nobody seemed in a hurry to get out and attack me, even if I was well within aggro range.
P.P.S. Oh, settings. I generally use most of the faster settings - Max FPS, Fast graphics, no view bobbing, decreased or minimal particles, etc. I also have the view distance at Normal or occasionally one lower (though I hate that as it makes it impossible to see the sun). I don't believe I have any mods at present... once the lag gets solved I hope to get back to my regular set of HarvestCraft, Metallurgy, Biomes o' Plenty, and a few incidentals.

Alethia:
Does the pool party effect work if you're on the land side of the hole? If it does that only when you're on the water side of it, the effect could explained by the combination of two mechanisms. I think the pathing does not consider any difference between flowing and static water, and may try to create the path through the flowing water (which won't work well, especially when zombies are pushing each other). As the zombie can not advance, the movement routine may stop it after a while... just to retry a moment later, the same way as before.
A better screenshot would have been taken away from the platform (showing its shape), but I think I can get it done with the text description now. I did have also something similar, but iirc, zombies always managed to path to (the spot under) me, no matter where I was until climbed quite a bit high on a ladder-pole.
David Wood:
No frigging idea; my fix shouldn't touch anything that changes speed, let alone specifically baby zombies, but... Are you sure you fiddled with the right attribute (field_111265_b is range, field_111263_d is speed) at all spots? Hmm, though if there was such mistake, then it should probably affect adult zombies, too.
Anyway, I can not test things more until weekend.
Here is a video that I recorded that demonstrates the issue occurring in different circumstances. I left the activity monitor and console open to show when lag began to occur. https://www.youtube.com/watch?v=8rh-qTdBoY4
It's been over a month since the release of 1.6 and the appearance of this bug and still not assigned ? What the hell is going on ? 1 MONTH ! Of a critical gameplay bug srsly
I recently played Minecraft on my friend's computer. Now, my computer is one I bought in college for a hefty sum (took up the majority of $1000 check I got), special built by my dad and brother who worked at a computer-assembling company and who I assume had to know what they were advising me on at the time, and it has been upgraded in various ways over the years... and until a few months back I did think it was running Minecraft pretty decently, and I could survive Super Hostile maps and all that. Then it started to bog down a bit - enough to make me more shy around creepers, until then my favorite prey - and then this update comes in with a giant road block that just knocks me down to molasses: Unplayable (Unless You Like Pain).
But on my friend's computer - not sure how old, but it's newer than mine - Minecraft plays, if not like a dream, then like waking up from a nightmare. The zombie lag is still noticeable, but it's noticeable the other way around: Zombies seem to move really really fast for a short time when I hop onto a place they can track me after being in a place they couldn't. (Haven't seen how it works on villagers yet.) But if I'm staying in places where I can walk around (the Canopy Carnage shore, out of the water), I can fight and kill, I can sense my environment, things aren't out of sync with their sound files, and it's like I'm playing the normal game. It's a refreshing breeze compared to my normal game lately.
So I suppose it's possible that the Mojang team has current computers that make the zombie lag seem less of a pressing issue? I don't know what percentage of players are experiencing crippling lag but maybe it's just not affecting the more modern stuff. I was glad to hear on this site that so many others were experiencing it (not that I want others to suffer like I am, but rather that hey, it wasn't my computer being awful, it was actually the game!), but maybe it's not as widespread as it seems? (Even knowing that the number who report a bug are only a small fraction of those who experience it.)
Anyway, I did notice on his computer that the "zombie pool party" part of the tracking worked just the same as on my computer, only I wasn't having lag so I could honestly enjoy it. Step in the water: They head to the pool. Step onto land: They head for me. Step back into the water: They head for the pool on the other side of me. I could stand outside the pool (in the water) and kill the zombies (not killing the villager zombies) and they couldn't get to me. The only time this really bit me in the butt was when I had to kill a skellie who was on the land side of the conga line, and when the zombies were in the pool I ran past them to kill the skellie and got jumped instantly in a way that seemed way too fast - which is how I figured out that something was going on with their speed once I got on shore. Still not sure of the effect but there were times I saw baby zombies sprint a lot faster than even baby zombies normally sprint, and I also saw regular zombies move very fast sideways too... it's not entirely concurrent with them being able to find me, but seems related in some way.
@Alethia Grace Cyrus: Minecraft is only able to run single-threaded, meaning it only runs on 1-core on multicore machines. Perhaps in a small world in single player the lag is less evident, but any server with a moderately sized map shows this bug. It doesn't matter how amazing the server is in terms of specs. Eventually the TPS value will show the issue, even if there is no actual evidence of it on players who are connected to the server. Chunks that contain villagers have the biggest problem, since the easiest way to see the bug is to have a massive village and get a massive amount of zombies to spawn outside of the village. Once the zombies lock on, if there is no way for them to reach their targets it immediately pegs 1-core of the server it is running on.
This isn't so much about good computers vs bad computers. And Mojang is a good enough company where I am sure they test things on a multitude of platforms. This is about poorly optimized code, as Markku outlined above. Regardless if you feel the impact or not, there is a real issue with the core game code, and is a serious problem for server administrators such as myself. Even if you don't see changes visually inside of minecraft, it will be putting unnecessary strain on your CPU because of this.
Also, Mojang was already directly notified about this bug after a prominent YouTuber had an event ruined because of it. I believe Dinnerbone was informed directly. Most likely why the status is now "Confirmed" instead of just "Community Confirmation".
I have a gaming computer and decent network and I have this problem. So this is not hardware related problem. I get this at nights:[WARNING] Can't keep up! Did the system time change, or is the server overloaded?
This started happening when I blocked all the paths to my villagers.
I have a village that I created near my home area, so this bug really messes up my play. I'm on peaceful for the time being, but is there any way I can disable the spawning of zombies alone?
See, this is why (or at least a large part of why) vanilla Minecraft ought to have spawn rates in the options menu (or at least in a config file). When a monster has behavior that is harming our normal gameplay in some fashion, we ought to be able to turn that monster off - or drastically reduce spawn rates, or maybe even turn the monster passive - until such time as the problem is fixed.
At present, the only way I know to do this is to install Mo' Creatures (a giant mod for such a little feature) and turn off zombie spawns... or, similarly, there's a Mob Spawn Control mod, but it's a bit unwieldy (albeit versatile: You can set which mobs appear in which biomes and how often, which is really nice... I've even set Blazes to show up in the Biomes o' Plenty Volcano biome, and you could conceivably make the world a lot more dangerous by adding Ghasts, or give yourself a harder time with food by changing animal spawn rates (decrease, eliminate, or just make them only spawn in a few select biomes), or even have hordes of zombie pigmen running around).
So there are certainly ways to mod yourself out of zombies until the lag plague is past. But really, this ought to be core Minecraft stuff - we shouldn't have to resort to mods for something this obvious.
I'm sure Mojang would love to take your feature request into consideration on its own ticket as is appropriate use of JIRA.
Oh, sorry, I'm too used to the forums. Was mostly trying to convey to John Peaden there that disabling zombies is possible through two mods (and probably more I'm not aware of), which could help him continue enjoying the game as we wait for the update.
Is this site the place where such suggestions actually make it to Mojang? I've posted on a couple places before where people said that Mojang would see them, and then other people said no, Mojang doesn't actually pay any attention to the site, so I basically gave up on the idea of contacting them at all. But this site is new to me.
Ah yes, I didn't mean to divert this in any way by asking about disabling zombies, but I thought I'd get a better response here seeing as others would know exactly why I need to disable zombies. I will try the Mo' Creatures mod while waiting for an update. And yeah, it would be nice if there were game rules that handled each mob separately, as opposed to just one that disables all mobs (or some other form of doing it). Giving users more ways to work around glitches while waiting for an update (nearly one month now) would be a good thing. (edit: I downloaded the Mob Spawn Control mod, and that is currently a good temporary fix to this problem, as it lets you disable zombie spawning without being required to change anything else.)
The most cumbersome thing about this glitch for me is the zombies moving at nearly the speed of light once a path is found to their target (usually a villager). Even if I could somehow play with the lag, that makes it impossible, because I can't open a door to my village without 10 zombies literally pouring in at once.
Guys watch this. This is a temporal hotfix.
http://www.youtube.com/watch?v=xgmCF2gAmjI
@Ville Selkämaa: That is nice in creative mode where nothing is spawning below. But there are almost always random zombies that spawn under towns and those zombies have no path to anything. Also, there should be no reason to do a ghetto fix like this, since the problem has already been tracked down, yet Mojang has yet to even assign this game-crippling bug to anyone.
Really surprised this has gone on this long without a fix or a public acknowledgement from them. Getting tired of having no daylight cycle on my server :\
Long before DocM started dealing with Zombies I had developed this solution
https://www.flickr.com/photos/antofthy/9345065373
I placed these around the edges of my artificial trading village and the zombie counts were kept very manageable. Since then I replaced the fences with carpet as per DocM's solution, to reduce pathing lag even further.
And sure it does not help much with zombies trapped underground, unless you create a path from underground caves to the surface, and lit up most of the caves, but it does make a big difference, especially if you live next to a desert, as I was in this situation.
So zombies path normally across trapdoors even if the doors are open?
It strikes me that you shouldn't have to do a full thing like that. Just make the entrance to the village be a lava-trapdoor pit that the villagers can't go out of (I assume you mean that placing carpets in mid-air doesn't lag zombies but does stop villagers from getting through? or is it that villagers won't walk into lava pits?). You could even make multiple entrances with the same sort of trap.
What about the sort of entrance I saw on a Let's Play once - where it's about four columns of water that the player can walk through without dying but kills mobs before they get inside? I'm not entire sure on the mechanics but it looked pretty neat, and any entrance that'd drown/suffocate zombies before they could get inside, yet technically didn't prevent them from attempting to walk inside, should solve part of the problem, yeah?
That water entrance is just to stop mobs, nothing about preventing lag. It is also slow for the player to get through. There are other better open mob-proof entrance designs.
The zombie lag bug is triggered by zombies failing to find a path to a villager. It causes them to continuously look for and failing to find alternative paths.
That is not to say that a zombie will find a path that they can actually use to reach a villager! And that is the key to these zombie lag mitigation methods (and even some new zombie sorting techniques).
So things that will cause zombies to fail to find a path.....
solid block walls, fences, fence gates, iron doors, extended piston heads
While things zombies think is a path but does not let them through. That is zombies will generally try to use them and either mob at the blockage, or fall though.
open trapdoors (as a floor above a pit - must be two wide, or baby zombies get over)
Closed trapdoors (as a door) in a 2 block high doorway
floating carpet (no roof needed, neither villagers or zombies will jump up, you can)
snowblocks
one block of cactus with string on top and space to jump up.
a 8 block fall
Anything else?
Confirmed on my server as well, definitely not a hardware/network issue with 3.0ghz quad core plenty of ram and gigabit. I'm surprised this isn't the highest voted issue as of writing as this bug is a real game stopper and prevents us from enjoying the night. Does indeed only occur when zombies can't reach a valid target, both villagers and players alike. Really sad that just a handful of zombies can cause constant "Can't keep up! ..." messages but a mountain of TNT does not (at least on our server)
If you are running Forge then update to the latest version. It fixes this problem.
I can confirm that. Forge fixes the problem. Vanilla can't run more than 8 zombies without hitting 100% CPU usage. With Forge I could spawn tens of zombies and not go more than 10-20% over the normal usage. Sad that modders have to fix what Minecraft devs did not.
Forge fixes the problem.
This prevents vanilla clients from joining though, correct?
I don't think so.

It is my understanding that it does prevent it.
A vanilla client can join a (naked) forge server. That's what I'm currently doing. I still get some lag when zombies can't reach a target and "Can't keep up! Did the system time change, or is the server overloaded?" entries but overall, it's much better.

Ok, great.

I dunno about you guys but I had severe problems with this lag which made living in villages pretty much unbearable. I just tested with the new snapshot, 13w36a, in creative in a village, spawned over 20 zombies and had absolutely no lag.

@Sciger
Did you remember to "block" the doors (e.g. by placing a block in front of or behind doors) so that zombies have no path to villagers inside houses? (Note, zombies do not consider the door to be a blocking thing.. they happily search their paths through doors).

@Markku
Yes, I did block all the doors with a single solid block to prevent them from banging on the door. I started getting tiny bits of lag at about 30 zombies, not enough to affect gameplay all that much.
Well this problem look like it is now a non-issue with the 1.7 snapshots. At least in first reports being seen on the forums.

Can I resolve this as fixed?
I, and probably others, would appreciate it being left open until the full release of 1.7 as it may crop up again and most servers will not use snapshots to test - true information on whether it's fixed or not will come from use en masse.
I'm still experiencing this in snapshot 13w36a, single player.
1. Spawn a villager in a sealed room.
2. Spawn a bunch of zombies.
3. Observe significant drop in tick rate using /debug start, /debug stop.
4. Kill the villager.
5. Observe recovery of normal tick rate using /debug start, /debug stop.
@Ezekiel - No, It's really hasn't been fixed, only by mods. Please assign this to Dinnerbone/Jeb please, it's gone on for too long without a fix and hasn't even been picked up by the developers. Unless it has been fixed AND implemented, please do not make this 'resolved'
For me, snapshot 13w36b seems to mitigate CPU issues somewhat. But it might need some more work.

I will leave this open.
Nobody is allowed to call this fixed until we get an official fix from Mojang. Workaround does NOT = FIXED. The fact that this bug is still "unassigned" boggles the mind. My server has had no nighttime for months now in order to avoid this bug. Starting to get old...

I'm allowed to call this fixed if people say it has been fixed.
@Ezekiel: Sure, but I'm unclear on how this could ever be considered fixed if the fix comes from outside Mojang in the form of a modded server that would need to be running? Nothing other than an official bug patch should close this issue...right? If that is the case, people saying it was "fixed" in forge are only causing confusion, since that isn't an official Mojang fix (such as in the snapshots). That was all I was trying to point out.
just watch the mindcrack server episodes
they had lots of problems, too
docm for example fixed it by placing a villager nearby to catch them all, but the villager is behind carpets, for the zombie ai this looks like there is a way through them and so they just don't stop running against it and a huge crowd is building up
I think if there is no way in for the mobs the server just keeps searching and searching for a way in because you got in there, too probably a non-ending loop...
btw. if they track you and the only way in (for example) a fenced area is through 2 carpets on top of each other (not stacked but the top one in the air) they would even try to catch you or a villager if there is a cactus on the ground

Moldy, I know forge is a workaround, however I am referring to these:
Well this problem look like it is now a non-issue with the 1.7 snapshots. At least in first reports being seen on the forums.
I dunno about you guys but I had severe problems with this lag which made living in villages pretty much unbearable. I just tested with the new snapshot, 13w36a, in creative in a village, spawned over 20 zombies and had absolutely no lag.
Seeing as I can't reproduce this, I'm leaving it to the community to tell me when to resolve this. However, as I said I'm leaving this open.
Confirmed in snapshot 13w36b using world save "Ultra NormalCore" attached above.
@mod look at this thread pls: http://www.spigotmc.org/threads/new-1-6-zombies-lag-hard.3598/
the thread creator has posted a link to bukkit statistics of his server and they clearly show that there is a huge lag caused by the zombies
EDIT:
@btw. the description contains a link to a much more detailed analysis/description of these design issues -> it's a comment on this page
quote:
Emphasized the analysis of Markku:
As some new commenters do not bother to read older comments, a link back to the buried earlier comment with my analysis (in short, the reason is already known):
https://mojang.atlassian.net/browse/MC-17630?focusedCommentId=92590&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-92590
@Aikar: as far as I know, this effects single player games as well.
yes, this effects single player as well because of the internal server which was added some versions ago to make the lan game option
it's just with more players wider areas are loaded and so the server has to compute probably even more for the zombie ai
Nasty one , Unplayable , needs to be resolved pronto , not only server lag but lag in general in SP huge lag spikes when night comes upon me , block lag etc and for those with comments " download new drivers etc" don't it's clear that mojang has updated the game without properly testing it , Sanny.

@not telling: You might want to read the description, and the comments linked in it, better...
It sure is coding problem, not about the machine. This has been confirmed well enough, both by coders (me, analyzing the reason), and users with powerful enough PCs. I also have a powerful enough PC; even during those heavy testing nights, total system CPU load was less than 40% (and that includes a badly working virus scanner adding its own load) etc.. Yet it still gets insanely quirky for me, too.
If you don't get the symptoms (with enough zombies, doorways blocked, etc.), you're most likely "doing it wrong".
Posting things like "fix this in version x.x.x", "fix this now" etc. will not help and does not get anything done. If you have useful information to provide like some of the posts above, please provide.
Saying over and over again "assign this to a dev" does not help. Just because the ticket is not assigned does not mean they are not aware of it, and does not mean they are not looking for a solution. Many issues are not assigned until marked as fixed to keep people from spamming the devs through various venues.
These posts will be muted as they provide nothing to the conversation and only clutter up the conversation and hide useful information.
Nobody is claiming that a workaround is a final solution, or that resolutions to the issue will be in the form of a mod.
Remember, you're not the only ones experiencing the issues found on the JIRA. The mods and devs play the game too. I am experiencing the same issues on my vanilla server and have been watching this thread closely.
I was able to slightly alleviate this issue by lighting & walling-off one of the closer villages, then putting a lava trap at the only entrance. This seems to keep the zombie count in-check, although some get stuck UNDER the village and never follow a clear path to the surface. To handle this, I tried to block off any underground paths. I've been logging server CPU utilization and it goes up more slowly relative to MC server uptime than before.
Talven, by votes, this is ranked #4 out of 2,455 open issues, so there's no doubt the DEVs are aware of it. I've got a feeling most people are more annoyed by the lack of acknowledgement rather than the bug itself. Simply shifting it from "open" to "in progress" and/or assigning it to somebody would be a nice gesture to the server admins that are forced to spend their time dealing with it.

@Alethia Grace Cyrus
Sorry for the delay on this response, I have actually been playing the game.. rare thing, these days, due to busy work and too buggy game. And been playing that Canopy Carnage, in fact. Thought to try and reproduce the other bugs you mentioned, but ended up noticing that the particular map doesn't suffer so badly of the issues I hate the most for the time being (except zombie spawning/aggro thing), so, I started playing that map 🙂
But I think I could not get that exact problem of yours (i.e. zombies, water, platform...) I did notice some weird behaviour related to water, but I had different "base" setup. However, I did see some other zombie AI quirks...
All in all, I think whatever you and/or me are seeing (in addition to zombie-lag) are separate bugs. Of course, it will be easier (read, possible) to debug those once/if this issue is first resolved.
@Alethia and @Omega
About those super-fast baby zombies (and faster normal zombies). I have experienced that, too, but more like Alethia explained it. Sounds get out of sync (often getting several delayed sounds in one bunch, which makes it louder), and mobs seem to have trouble moving but then suddenly speed the distance as if they had been moving all the time and catch up with the reality.
Some playing is possible, but no chance for doing anything which risks being in the reach of monsters; few seconds of lag and "zoom", a baby zombie appears out of nowhere...
I didn't bother studying that issue more; I'll wait for the pathing thing to be optimized first, as the fast moving mobs may very well be just side-effect of the related lag.
good example and explanation on yt:
http://www.youtube.com/watch?v=l33lC2sepBk
I found a good seed on flatland with a double village right next to spawn and a second village not far away. I'm busy upgrading the village and having fun, but I'm too scared to even turn difficulty on at all. This bug is seriously impacting my ability to enjoy regular gameplay, and I'm having to turn to weirder stuff just to enjoy Minecraft at all.
Peaceful wouldn't be so painful if it were easy to turn hunger on and regen off, and difficulties above peaceful would be doable if I could just turn off zombies, or set an option to have zombies ignore villagers. Sigh.
Thanks for giving it a shot, Markku. (By the way, is your name Finnish?) I do think the weird zooms are related to the current lag and they'll probably be gone when it's solved. At least they're amusing 🙂
Briefly my snapshots upgraded to what it called 1.6.4. I was excited to check for the existence of the bug and it appeared.
Later, my snapshot downloader reverted it to 13w38a. This also was affected by the bug. (code upload/naming snafu?)
Either way both versions were affected in my testing. If someone could confirm that would be great. I will leave the affected versions with the 1.6.4 and 13w38a notation.
Please test this with 13w38a or higher and comment with your results. I just ran a test on my server and did not get the spike with 50 zombies trying to path to an unreachable villager... processor usage only hit 20% for me.
Going to chime in and comment on this again as i haven't for a while.
I tested the existence of this bug in the previous snapshot 13w37b, and found very interesting results.
Zombies can no longer detect you from a range greater than 40, the same goes with the detection of villagers, it's possible the 80 range was a bug since if you examine the 1.6 code, it is supposed to have been 40 blocks from the looks of it.
I also found through the killing of quite a few zombies, that their social aspect had been reduced to the point where they didn't always call for help (at least, help never came from zombies that were more than 60 or so blocks away), and rarely did they spawn new ones when i killed one.
Ray Herring, I think the zombie social behavior was toned down a bit in 13w38a (at least for the 1st night test). It was causing a lot of troubles even in SSP, slowing down the pace of all mobs. For example: in a frame, a creeper moves towards me 3 or 4 block away; next frame, "You're dead" screen. It happened because there was a pack of zombies nearby slowing down the pathfinder of all mobs.
But still, I'd like the zombie duplication behavior were removed or improved (if not yet): a zombie approaches, you hit or kill it with a sword, another zombie spawns at the same spot where the 1st one was, when not right in front of your face or behind you catching you off guard. I don't mind if a zombie calls for help and a new zombie spawns as long as it happens at different spot outside the 24m-safe range.
13w38c showing some promise, however, I don't believe the actual bug is fixed. I got a few ticks of the moon snapping back and also the "system can't keep up message."
Can anyone confirm?
Seems to be fixed in 13w38c: nights are still laggier than days, but it's not noticeable anymore, at least on a decent server.
Thank you for the confirmations, as many as were experiencing this I would like to get a few more reports as to if the issue still exists, but looks like we are on the road to closing this.
Personal Note: So far on my server I haven't had to despawn mobs or swap day/night recently, and haven't noticed any nighttime specific lag.
@Talven81
I just tested on 13w38c, and even with a horde of 300 zombies the lag was no more than with 300 of any other entity. Looks pretty much fixed to me.
okay for people using intel processors still having issues with 1.6.2 i strongly recommend download new drivers from intel , i no longer have these symptoms , all gone can be near a village no matter night or day without any lag , and all this with playing on hard , i do not know if the new laucher fixed it for me or new drivers from intel but the issue is gone in 1.6.2 and in newest snapshots 1.6.3/4 , issue seems to be fixed , Regards Sanny.
Pic of my setup.
I'm using an Intel Mac Book Air with:
1.8 GHz Intel Core i7
4GB 1333 MHz DDR3
In 1.6.2:
I put a villager in glass blocks (unreachable) and put about 30 zombies in a tank near it. They would try to get to him, but fail. It is only a small area, so no lag. As soon as I allow the zombies out of their tank and (Seemingly) another path out in the world, the lag hits.
I did exactly the same in 13w38c: result no log noticeable.
Just tried this in snapshot 13w39b
Seems like it is fixed! 😃
This is still happening when the zombies are tracking a player (me) in 13w39b
http://www.mcbbs.net/thread-178553-1-1.html
(in Chinese but i translated some important parts into English)
I tested it on 13w39b server and bukkit 1.6.2, the problem both existed
@Matt Enloe
Problem exists in both a normal server and in Bukkit/Craftbukkit. However, Spigot has fixed this problem.
Soniji said he tested this in 13w39b.
Right, I'm talking about if anyone claims that it's been fixed (he said it hasn't) they need to test it reliably in a server environment on a larger size. It was marked resolved before it was actually fixed.
I've got 30 zombies jostling for a door that's been blocked off with dirt and I'm not seeing a significant drop in performance. That means no time jumps, no block reverts, no delayed reaction when I hit a mob. This issue is no longer present in 13w39b. It's fixed. It can be closed. Stop saying it's not.
If you're expecting a large group of zombies to have no performance effect AT ALL, you're asking for the impossible.
I tested a little minigame on my server with 4 people and it was pretty much unplayable because of this bug
@Eris It is still present. Your situation might be different, but I definitely am getting huge amounts of block lag and mob lag when theree are a bunch of zombies trying to get to me in an unreachable place.
It may not be present or as noticeable in a single-player server. However, I would like to see some testing done in a multiplayer Ultra Hardcore-like situation. This bug has created serious lag in the form of super-fast mobs and shortened days/nights during Ultra Hardcore matches in 1.6.2, where you have multiple people caving in various areas around a server at the same time (see Mindcrack Season UHC 12 on Youtube for an extreme example). I would suggest some of us get together to test this type of setup in laboratory conditions using the latest snapshot and in 1.6.2 (for control) before we rush to conclusions about this bug being fixed.
Another test.
32 Zombies with one unreachable target but no lag at all in 1.6.2! Of course it also happened in 13w39b.
[media]This is the way that I did in the first test(only with one zombie
Anybody have any idea?
For sakes people! Yes it's being tested in server environments as well, quit asking.
And Soniji, your screenshots indicate that you are using FML with Optifine, Rei's Minimap, etc. You should really use a vanilla environment before complaining about bugs.
RE:Anon Ymus
It is not really matter beacuse the calculation was only working on the server but i can try one with no mods.
This time I didn't use any mods, but the result was still the same.
[media]If you just put them on the floor it will cause lag
[media]but if you put them in the sky, there will be no lag at all
(maybe it is much easier to pathfinding with only a few blocks?
I made a video in vanilla 13w39b showing off the bug having a big impact on my map:
http://youtu.be/9RZxKt-yMgU
Alright Talvin. No need to get angry. I take the hint. While I've read the previous comments it seems I'm a bit of a bull in a China shop here so I'll withdraw from the discussion.

@Soniji & others
The screenshots by Soniji show two different arrangements; one will "hit" the pathfinding issue hard, the other doesn't. The reason is not being on the floor or in the sky, but that the zombies are or are not in an tightly enclosed area. The problem is in the algorithm seeking for paths to the target (villager) all around, not just towards the target, as there could, for example, be a sort of hanging bridge that starts e.g. 40 blocks away and ends right on top of the villager.
When the zombies are in a small enclosed area (as in the sky screenshots; they are walled in that small platform), the pathfinding algorithm will quickly reach all possible places the zombies can get into and then stops. When not in small enclosed area (e.g. in a village in a normal map/world), the pathfinding algorithm will go further out (tens of blocks), and will rapidly (nerd-talk: at least O(N^2)) gather too much work (i.e. blocks/places to check).
This can be easily confirmed/tested in e.g. superflat world, single-player. Get time to night, difficulty normal. Create one 5x5 square "pen" with 2-block high walls (any solid block type is ok). Spawn a villager in that pen. Create another 2-block high wall around that pen, leaving just 2 blocks of free width between the inner and outer walls.
Spawn plenty of zombies in that area in between. Notice that CPU load isn't going ballistic.
Make a one block wide passage in the outer wall, giving zombies access to the rest of the world.. watch the CPU load jump up and observe other annoying symptoms of this issue manifest themselves.
(I tested with this method on my PC using MC 1.6.4.; CPU loads: with ~20 zombies and walls enclosed around 9-12%; outer wall with a hole around 20-24%. Do not let those "low" CPU load numbers mislead; all the symptoms are there. Having core i7 running a poorly multi-threaded application has its benefits, which in this case means that the rest of the system runs still completely smoothly, while a single core gets saturated and thus the application (MC) gets in trouble.)
However, if the above test shows no (significant) CPU load increase (when the zombies have access to rest of the world) in latest snapshot(s) in singleplayer mode, it indeed doesn't proof that the issue is fully "fixed", but it could be merely partially circumvented. For example, ensuring that the zombie pathfinding range stays moderately low will keep the pahtfinding load manageable, but not exactly "capped". Thus, servers could, with more active villages/zombies still get pushed harder than single-player.
Even my code changes earlier are merely multiple methods aiming to reduce the average search range used by zombies. They can still occasionally do full long range search, but the code tries hard to use mostly shorter ranges. This keeps the load lower, but doesn't ensure that it couldn't go too high, given enough active zombies.
@Markku
I just set up that test, and ran it in the server for 1.6.4 and 13w39b. Same zombies (probably anywhere between 25-40), walled in and not walled in. Ran the server and client both on the same laptop.
1.6.4:
Walls enclosed: 10-25%
Visual Slowdowns: No
Walls opened: 35-60%
Visual Slowdowns: Yes
13w39b:
Walls enclosed: 8-15%
Visual Slowdowns: No
Walls opened: 20-35%
Visual Slowdowns: No
So I guess there is still some CPU hogging, but it is not nearly intensive as it was before. Also, I got zero visual lag of any sort with the snapshot. (You know, aside from my computer running low on memory because I forgot to close Firefox while running both server and client. Closed Firefox, switched render distance to just a few chunks, ran tests again. Exact same results, but no memory slowdowns.)
@SWChris No feel free to participate, comments like the one above this one can be very useful. People trying to provide information to help solve the issue. My comment was not directed at you, or the majority of people here. There were a few posters that were spamming this topic, and those posts have been squelched.
I finally got to the point on my 1.7 map to create a villager for one of my quests... for those testing on a server I noticed some interesting lag, but after wiping mobs it did NOT solve the issue, a restart of the server seemed to. So for those testing, you may want to start with a fresh startup of your server to ensure it is not tainting the zombie testing results.
8 naturally spawning zombies attempting to reach a villager caused a 25tps increase on my system which is a huge improvement from before, where my server would nose-dive into the ground.
8 @ +25 tps
14 @ +60 tps
1.7 pre-release server is running smooth as can be. I've had hoards of zombies trying to reach my villager NPCs, and no lag at all. In fact old server ran about 10tps slower.
1.7.1 does not fix this issue. I think it has been fixed as far as villagers and zombies, but hostile mobs and players, it is still as laggy as ever. I am still getting the effect I showed in this video: http://youtu.be/9RZxKt-yMgU
Im my testing with ssp it there is an initial lag right when you switch from creative to survival from creative but after that its good...As for on a server i havent tested it
@Dandamannnn: Same. I am still getting heavy lag during night cycles. And if the number of zombies gets up high enough my TPS still starts to dip into the danger zone, even if they are only locking onto villagers in the currently loaded chunk where a single player resides.
1.7.1 seems like it is going to be getting released without a fix for this bug, and that is really disappointing. Until this bug is fixed additional content is kinda a second thought for me, since nights (a huge part of the game) are turned off to avoid severe lag on my server.
I'm not sure about client/server lag yet, but so far, 1.7.2 appears to consume more server CPU cycles. One client w/ a large chicken farm was causing 90% CPU (4-core i5 chip @ 3.4ghz) w/ 2clients connected. Haven't tested zombie pathing yet...
I am trying to being a 1.7.2 server online, having hardware issues. I am hoping to test 1.7.2 on a server this week if I can get past the issues. I'll post results when I can.
Been running a 1.7.2 server since the release and have had no problems with zombie lag so far. Tested multiple times with zombies close to the villagers and players or when the zombies that are farther away are "alerted" by the closer zombies. No noticeable lag is evident across the server. Just my input on the experiences I have had.
This is still a problem, it's not as bad as 1.6, but if you running a server the more people you have on the server the more you'll notice the lag, mainly at night. During day can still be a problem if people are in areas with crazy cave systems like the ones found in extreme hills.
I still see block lag, and even jittery skies from time to time.
it's more playable than in 1.6 days, but it's still an issue in 1.7.2
Stuart... this is not a forum for 'general lag' but for zombie pathing lag.
Loren.. same thing.
I have been seeing no issues with zombie pathing lag anymore either.
I'm not talking about general lag, my bug was closed as a dup of this bug. Previous comments have pointed out it is all mob tracking. People pick on zombies because there tracking range was increased in 1.6 so then this issue really became noticeable.
as I said the lag only hits when night comes and the mobs come out in force.. If I force an always day mod on, I never see any issues on my server cpu, if I allow night then I can see the cpu still spike from time to time (it was always maxed at 100% in 1.6).

@Anthony Thyssen
Quite likely, Stuart isn't talking about general lag, but the symptoms of this issue. And they just happen be so wide affecting that things can seem like "general lag". The details how day/night or player locations affect are quite revealing.
My current guestimate from the earlier comments is that Mojang managed to fix the path search range closer to the probably intended range of 40. (Previously it could get closer to 100). However, even that 40 can give some load (compared to 16 of other mobs), especially if there are enough affected zombies. I'll see once I get my hands on the MCP stuff of 1.7-series.
Finally able to setup a server, found a village. While the overall lag is improved during zombie/village interacting events I still get heavy lag. It isn't bad enough to take down the server and I haven't confirmed with a number of people logged in. I was the only one on and did experience heavy lag. The server is running 1.7.2 with no mods or plugins.
At night the CPU hangs around 18-25% usage spikes, but during a minecraft day, after the zombies have been killed it pegs at 16-19%. This indicates some optimizations, but the original bug has yet to be corrected.
Dell SC 1425: 4gb ram, Quad Intel(R) Xeon(TM) CPU 3.00GHz processors.

There will be still usage of CPU and RAM while this happens because the pathfinding for zombies needs to be calculated.
Dinnerbone did say that this issue wasn't 100% fixed, just letting you all know that.
I'd like to see this fixed as a priority. This bug has ruined my adventure map as I had to delete all my customised zombies or go round reducing their FollowRange attributes.
Thanks,
S

Is this still a concern in the current Minecraft version 1.7.4 / Launcher version 1.3.8 or later? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Here is an cool device by pi314159...... that uses this bug http://youtu.be/3h9sclayDzs
and explains it to. Minecraft: Time Dilation Generator
@Galaxy_2Alex: Yes, this is a concern in the latest Minecraft version.
It seems to be less prominent, but the lag still happens.
I still find this AI to be better suited to Skeletons or Spiders.
With Zombies, it's just too much with their tendencies to hoard.
I find this still as a major issue with zombies. I can almost not play the game during night around my base because of such massive lag I get from it. The mobs walking extremely stop-motion like and then run extremely fast often gets me instantly blown up by creepers. Maybe something with the zombie AI could tell the zombies that a certain target is not reachable after an amount of time has passed trying to reach them and they look for a player instead if one is in reach? Or the villagers could have an attribute that states if they are safe from zombies or not, if they are then zombies would not track them. I am running the 1.7.2 version of minecraft (not 1.7.4 because I am worried about chickens laying eggs and building up lag).
Can we get an update to the affected versions? As far as I can tell this is still an issue in 14w18b (that's the snapshot my server is running), but can someone confirm it's still in 14w20b?
just updated to 14w20b, will try to confirm. Idle CPU usage appears to be up vs. 14w11b. The GUI in windows still causes even more cpu utilization, but running with NOGUI helps... I seem to idle between 6 and 15% CPU, but it appears to be related to how the CPU is self-throttling. ie: it lowers it's clock speed, load goes up, runs at full speed again for a second, then it drops again. Rinse & repeat.
Can we get some tests comparing 1.5.2 (or whatever version was before this bug) and the latest snapshot? From what I hear, this problem keeps getting better, so I want to see results between now and before the bug, to see if it is at least close to the same, in which case this bug should be marked as solved.
Is this still an issue as of 14w31a? @Dinnerbone made pathfinding multi-threaded, which might address the performance of it.
I think it's actually worse in 14w31a, for my server anyway. I believe pathfinding is now causing the Watchdog thread to down the server. See MC-63590
I personally have not experienced the problem at all in extensive playtime on a local server since 1.7. I have not really monitored my CPU usage or housed a lot of players on my server, however.
@Anthony Martin I never really saw this issue before but I agree that it seems to be worse in this latest snapshot (14w31a). My server crashed and I believe it was caused by pathfinding threads going crazy. See MC-64662
Multithreaded pathfinding (while beeing nice) is not really a solution to the problem imo. All that does is to move it to another processor. (If you have one free to use)
The pathfinding in itself needs to be fixed somehow.

A simple multithreading is not really a solution to the problem, no reason to add "imo", its a fact. All multithreading does without improving the algorithm is to reduce to apparent lag by none to maybe 10x less (in best case, not likely happening), and the latter case only for those with high-end CPUs (and even those would be screaming for mercy). This issue was, at worst, like thousands times above the available computation resources, a few times improvement wouldn't make a slightest difference. Also, if the multithreading isn't controlled properly, it could in worst case bring the whole machine to "freeze", not just the Minecraft application. (I've experienced that a few times with my own stumblings when I first started with multithreaded programming, stupid OSes not protecting themselves from the situation.)
Even with the changes I proposed year ago, just adding multithreading on top of them would not bring a full solution. Multithreading can be part of the solution, though, especially when the pathing would be more like a limited priority "service", used by mobs, hopefully with some sanity in choosing which mobs get to use the service more, which less. With such a solution, otherwise poor coding would only cause issues of "monsters have really stupid pathing or refuse to move at all", instead of "Minecraft got superlaggy, (and thus monsters and players not moving at all) etc. etc."
DOnt know if this helps you guys, but for my vanilla server we sometimes get major lag when lots are on i find clearing the entities well the hostile ones helps this could be due to this zombie issue i never knew about it.
what i do is every 5 mins i send a command to server to set world to peacefull and then set back to hard
this removes all hostile mobs instantly and server runs alot better for it.
I thought it was all due to massive mob grinders but this makes alot more sence
if this helps you let me know

MC-46812 is not likely caused by this bug, as there is a mention that "none of the cores on the cpu reaches 100%". This bug will saturate one core easily, and if multi-threaded will saturate multiple cores (at which point the whole system will likely freeze). The mention of "when more than 1 player is on" might indicate some other root cause, too, although it could be so that the other player(s) tend to be close to a location with lots of zombies, whereas the reporter keeps sailing on the seas (and thus not that many zombies to be spawned around him).
MC-63590 talks about many lag causes, this zombie pathfinding being just one (large one). (And hint: the "root cause" for MC-63590 isn't lag or lag-bugs. Thus, even fixing this (and all the other lag issues), that issue would still be valid, even if it doesn't come up so often or at all for the time being.)
@unknown The tests that I have done with zombie pathfinding usually results in cant keep up messages. But I agree that it seems that if in fact MC-46812 occurs without any of the CPUs reaching 100%, it probably something else going on there.
When it comes to these "Lag" issues I think that it almost feels meaningless to categorize them by the messages / warnings or results they have. I mean there are so many issues slowing down the server right now that if someone reports something like "I get a cant keep up messages" or maybe reports mobs being slow or whatever, people will in the end have conflicting reports.
So in the end I feel that it is pointless to discuss what should be said to be the "single root" cause in bugreports like that as soon as the reports start to conflict.

Confirmed for
1.8.1-pre3 attached testworld

Reopened, thanks
Is this issue confirmed for 15w31b?
15w43a

Still in 16w06a
Same with zombie pigmen (MC-96803)

Please try this in the next snapshot (whichever version we release after 16w06a) and tell us if this is still an issue. We might have found a solution but can't be sure without more testing. So if you have a world that's heavily affected by this issue, your feedback will help us a lot to solve it.

The server I play on has been using 16w07b the past couple of days, and so far, server lag has not been present at any significant level that I have observed. (Server lag comparable to 1.8, only occurring when multiple resource-intensive tasks have been going on such as one player loading new chunks while another is near a massive redstone project and another is at an Enderman farm, and even then at rather minimal levels and nothing like it was for several snapshots.) If there are any specific situations that should be tested for, please let me know!

Please update the links to the comments in the description:
https://bugs.mojang.com/browse/MC-17630?focusedCommentId=92590&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-92590

And please update the "Summed up in this comment" (same link) as well

Is this the bug that makes the zombie pigmen freeze in mid-air while falling in snocrash's pigman farm? If so, then it's still present in 1.9.

Still in 1.9.1-pre3

Saw today's release fixing MC-100382, thought it might also fix this. But no, the zombie pigmans are still freezing in midair in 16w14a

Memory leaks (like MC-100382) can/could, after a while, cause lagging/slowdown/whatnot after they have taken all free memory (or they can more likely just crash the game), but this particular issue was observable even immediately after starting and loading into a world which was left during night. It didn't take but a moment for the zombies to get wild in their pathfinding efforts...
Note also, "freezing midair" was not a common symptom for this bug (if observed at all)... "rubberbanding" (for everything) and related issues were. That is, if you again notice that XP orbs seem to not get collected when should and occasionally "jump" a bit, other things teleporting various distances repeatedly, difficulty to activate doors or basically to do anything, things moving slowly (on the average, even if short-term movement is faster)... all those at situations where a number of zombies can be expected (or seen) to be around (e.g. in tunnels or at surface during night) and within aggro distance of you/villagers (and the aggro distance used to be surprisingly large). Especially, if removing all zombies (e.g. by switching to peaceful) immediately (well, after the queued activities are completed) solves the problems, this issue might be the reason. (I'm not sure how that particular memory leak would behave with such zombie-wipe; the description didn't give enough details.)

So do you think my zombie pigmans freezing in midair is a different issue? There's a bug MC-94554 which it might be instead, but that one is closed as a dupe of something else.

I do not know how Mojang has changed the pathfinding after I last looked at it, so these days... who knows, midair freezing could be caused by the same/similar reasons as in this bug. But it doesn't sound like it. Just my educated guess.
Anyway, the main point was that the memory leak case isn't really related to this issue at all (other than being also in pathfinding); memory leaks tend to affect the whole application (or in worst case the whole system), not just the function in which the leak happens.

Fixed for 16w15b! No lag!

@@unknown Can you confirm the fix ?
I have tested the issue. With a fast CPU it is not as prominent, but there is strong evidence to suggest it has been addressed.
See the video for my testing.

In 16w15b:
Either I have forgotten how to really make it happen... or the problem has been reduced into a non-issue.
At least a quick test with 10-15 zombies against one specially enclosed villager or a villager in a real village house didn't seem to cause any load/lag effects, and XP orbs moved nicely, too. Zombies' maximum aggro seemed to be a little bit less than before, but still significantly more than the very very old limit before this issue came up; perhaps the "40" has somehow been fixed to be literally that (at least the range seems to be closer to that than 75-100).
What I did notice quickly was that zombies still can hit through doors, and villagers got weird super-speed movements occasionally. Whether they have been given a running skill at some point (I haven't been playing/watching versions for a while now, until certain other annoying bugs get fixed (properly)), or whether that was some sort of lag-effect due to e.g. restricted amount of pathing allowed for all entities (sort of shared resource pool), no idea.
All in all, I'd say (sort of cautiously), that this is fixed.
I could not duplicate the exact time-lag effects even on older versions. I've upgraded computers and a whole lot has happened since then. I know it was most prominent on servers.
For a completely accurate test I need to duplicate the problem on the previous version, but as you say, that has been difficult to do.
I've been searching for the exact test scenario but haven't come up with it.

I have to point, I did not (and never did before) try real server stuff, only single player mode. And I haven't tested at all lately, when people occasionally said it has been improved/fixed/naaah...
But at least the old issue (which basically completely prevented me from playing at night) seems to be fully gone.
If there are other symptoms now, this issue would probably deserve a new ticket, which describes the new symptoms and new test methods.
Ah! I created the test incorrectly.
Here is likely a more accurate test:
old video
I am out of time for today. I will test soon.

That video has basically the needed stuff, although a "high-tech" version for it - switch/piston, extra zombie thing on the background. (I just open the path to the outside area by manually removing a block, instead of using switch and piston. Lazy me.)
I still cannot duplicate the issue in the older versions. Was the bug in the launcher?
I find that strange. Not that I'm sad about the bug being fixed.