Fireworks which are pushed by water fly off into the distance at strange angles. If enough of these are launched (around 10 or so) the client will experience massive FPS loss and eventually become unresponsive. The client will not recover from this.
Set render distance to 4.
Reproduction steps:
1) Create a firework rocket with the following specification:
Flight Duration: 3
Large Ball
Magenta
Fade to Purple
Trail
Twinkle
2) Place some water so that it is flowing into an empty space
3) Launch 5 fireworks under the flowing water.
4) Watch as fireworks zoom off at a horizontal angle and explode in the distance (more than if they went vertical).
5) After 3-10 seconds the client will experience massive FPS loss.
From MC-82062:
Example command
/summon FireworksRocketEntity ~ ~1 ~ {LifeTime:99,Motion:[10.00,0.00,0.00],FireworksItem:{id:401,Count:1,tag:{Fireworks:{Explosions:[{Type:0,Flicker:0,Trail:0,Colors:[1234],FadeColors:[1234]}]}}}}
Code analysis by Marcono1234 can be found here.
Linked issues
is duplicated by 7
relates to 2
Attachments
Comments 26
Flowing lava does not have an effect on the fireworks.
While I have seen it happen a couple of times with steps and halfstep blocks, I cannot reliably reproduce it.
I seem to have run into this problem by using Craftbukkit server plugin.
If I create fireworks manually on a vanilla 1.4.6 client as rapidly as I can, it works.
But when I make the server create a few fireworks with little or no ticks between (0-5) they fire but the frame rate starts to drop when the particles increase. The client does not recover after the fireworks have stopped. (the sound stops but some of the trailing particles are still visibile, and change very slowly )
I know the server is not vanilla but the client is.
I ran a few test with Java Visual VM and in every one of them the thread "process reaper" stopped at the same time that the FPS drops, about 5 seconds after I start shooting fireworks.
Found the cause of the problem in my case. I made the fireworks too powerfull, somthing not possible without a server-mod or a water glitch maybe? ( threads running to long or somthing like that)
i dont think its water it the firework going out of the loaded chunks heres a vid where i use tnt and lunch the fireworks out of the loaded chunks skip to 1:50s http://www.youtube.com/watch?v=b4k6Kw0ouVM
I can confirm this is still occurring on the latest snapshot (13w03a).
Java Version: Java 7u11 (most recent update)
Minecraft Version: 13w03a
Operating System: Windows 7
It does not matter too much what colors or explosive upgrades are on each firework, as I had different settings that in the step 1 of the description above. The long flight duration (flight duration: 3) is what allows it to leave the loaded chunks. So as Spencer has already stated above, I feel it is because it left the loaded chunks, and not because of its contact with the water.
Video Proof: http://youtu.be/t-A27ErKMjQ
As soon as I launch the fireworks, I try to keep moving my mouse around, but the fps was too bad, and the game goes unresponsive to the point I had to restart it.
Can someone provide a new command to reproduce, please? Even if I replace "FireworksRocketEntity" with "fireworks_rocket", it doesn't work in 16w33a.
That would be MC-106099
Seems even if you only launch one firework at a time and wait for the boom, after 3 or so rockets the client will still hang.