First of all, you should be using a dedicated server for one variant of the bug. Probably best to try when no one else is using the server. Read on to find a way to reproduce it in singleplayer.
Build a basic item transporter mockup within a few chunks of the world spawn (these are the spawn chunks, which generally remain loaded even if no one is there). Build a dropper pointing into a hopper pointing into anything with a decent inventory like another dropper, hopper, chest, etc. Fill the dropper to the brim with stacks of 64 for testing purposes, then hook it up to a clock (a period of about a second works well). Observe how with each tick of the clock, an item is put in the hopper, which will subsequently pass it on.
Now leave the game. Wait for a few minutes, then rejoin. Inspect the inventory of the hopper that receives items from the dropper. Instead of alternating between being empty and containing a single item, it will be filled with a multitude of items depending on how long you waited. The hopper is active again at that point, working hard to get rid of the items. The redstone clock and dropper continued to function the whole time, whereas the hopper simply stopped a short time after disconnecting.
If you've emptied the destination inventory immediately before leaving and checked it immediately after returning, you'll find as many items as would transfer in a minute plus a few to account for the time you've wasted, suggesting the hopper cuts out after one minute.
Going to the Nether (and probably the End as well) for a few minutes has the same effect. This also works using the integrated server (i.e. singleplayer). Moving far away from the spawn but staying in the Overworld, so the setup would be unloaded if it weren't for being in the spawn chunks, doesn't trigger the bug.
Edit: I read up on spawn chunks. According to the wiki, they do unload one minute after the last player enters another dimension (it says nothing about disconnecting). But that can't be true because the redstone and dropper are still active. It also says something about certain events not being processed in spawn chunks when nobody is in range. Why would hoppers specifically pause when all the other redstone keeps working? Not that I'm all that happy with some of the other things purported to pause, but this is even of the same category as things that don't pause. The wiki claims that hoppers are processed normally, by the way, but what does it know.
I tested 1.7.9 both ways. I only tested 1.7.10-pre4 and 14w26b (and now the newer versions that I have added) in singleplayer.
I used two hoppers in the build shown on my screenshots. The hopper pointing down can be anything else. I used a chest when I tested singleplayer. Doesn't really matter, as long as its inventory is large enough not to fill up in an instant. The redstone dust adjacent to the hoppers doesn't affect them. Obviously, if it did, you'd expect problems before and after disconnecting, too! Just to confirm I also built it with a rotated clock so only the dropper has any kind of contact, which didn't change anything.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The method net.minecraft.world.WorldServer.updateEntities()
stops updating entities and tile entities (even in spawn chunks) once no player has been in the world (or rather the dimension) for 15 seconds.
Attachments
Comments 8
@unknown: Hoppers are tile entities. I suppose similar rules apply to those. But while I'll buy that as an explanation, I won't buy it as an excuse. It's reasonable to expect that if clock-driven droppers continue to function, so should hoppers. (I would extend this to any closely-related mechanisms.) Before I reported this bug I'd built a simple machine based on that premise, only to find it malfunctioning because most of its items ended up in the first hopper. It had some constraints on item rate and the distribution of items which were nicely met as long as it activated and deactivated as a whole, so this was a nasty surprise.
The reason I just now only added 16w41a is that redstone as a whole is broken in 16w42a. I didn't feel like adapting my clock. Undoubtedly 16w42a is also affected but strictly speaking I haven't tested it.
Can someone please check, if this still applies to 1.15.2 or the latest 1.16 development snapshot (currently that is 20w07a)?
This is the bug that causes iron farms and the like to stop functioning despite being in the spawn chunks. I feel maybe it isnt too major of a bug, but I really want it fixed. Because all the back to when iron farms were first added, the bug was still there. Chunk loading was a part of all of these farm designs, even when the iron farm was in the spawn chunks.
I believe this bug should be a bigger priority, because entity ticking should not stop after a player changes dimension or leaves the game. It does not seem intentional, nor should it be.
Thank you for your report!
After consideration, the issue is being closed as Working as Intended.
Please note, that mechanics of the game may change between updates.
Things such as graphics, sounds, world creation, biomes, redstone, villagers, and animals may not work the same in current versions.
Full Version History – Snapshot Version History – The official Minecraft feedback site
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support (Technical Issues) – 📧 Microsoft Support (Account Issues)
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
I'm not sure this is a resolution, but it could give some insight. If a player enters another dimension, the spawn chunks process everything for one minute, and then they stop processing entities while continuing to process everything else (e.g. redstone clocks).
That said, I'm not sure what's going on in your circumstance, because it doesn't appear to use any entities.