I copied my existing 1.17 world into the latest beta. Note: The world has existed since 1.13. The copy opens but I quickly notice that I cannot mine place or interact with blocks properly. When I try to mine the block disappears without sound or particles and the block will reappear after a minute or so. I can enter the space where that block used to be but if I am in the space occupied by the block when it reappears I will start to drown. If I try to place something in the space the missing block will almost immediately reappear instead of waiting. I cannot usually place an object anywhere but I’ve found that if I spam the place button it will sometimes work. It is difficult to interact with chests or blocks such as the crafting table; trying to usually results in nothing happening. Please note: I did not remember experiencing any of these issues prior to 1.18.0.25 when I made test upgrades of my old world.
I did find the block lag went away once when I ‘mined’ into a deep slate cave and moved around attempting to place torches. The way I came in had sealed back up but for a few minutes I was able to move place and mine like normal. Eventually however the block lag returned and no amount of spamming the torch placement seemed to work.
Related issues
Attachments
Comments


I tried again with version 1.18.10.20 when it came out and the issue was still there. I tried to upload a short vide from my Xbox but was told the file size limit is 10 mb. I’ve never uploaded from my Xbox before so I’ll try and see if there is something I can do to bring down the file size.
My worlds original seed is -2063693165 (I’ve been playing it since 1.13

I trimmed my clip down to 15 seconds but it’s still too big. Unfortunately I can’t find a way to reduce the reselotiin or pixel size which I think would help tremendously.

I found I could change resolution on new clips so I recorded one of those and uploaded it.
in the clip the behavior was slightly different in that some blocks stayed broke after a short lag and some didnt

Update: I wanted to see what would happen so I put on a pair of elytra wings and equipped some rockets (not easy since it’s hard to open chests where I have them store, plus rockets don’t reliable go off for me when I try to launch) and flew off to unexplored chunks. I found some chunks that I had only explored since 1.17 went out, specifically a village, that I interacted with and I found I was now able to do everything as normal. It seems the lag affected centered around my home base which I had founded in 1.13 which was very close to spawn. I returned home hoping my world was working properly now but was disappointed to find I still was experiencing issues albeit everything seemed to be much less then before.

Update part 2: I was sorting through my saves to remove some of the copies I’ve made recently and I noticed a backup of my world I made over a year ago (14 months) before the 1.17 betas and I decided to try opening that in 1.18. The world updated fine and though I didn’t make any comprehensive tests I did not note the problems I reported above. Whatever made my world objectionable occurred later. I will see if I can find other not as old copies to try though usually I remove them to save space and remove clutter

I narrowed the start of problems between two backups. One labeled as a backup made 5/31 and the other a backup made 6/13. The latter cannot be opened without block lag but the 5/31 backup opens just fine. I’d consider restarting from the 5/31 backup but I can already see several changes that I’m reluctant to restart without

Unless I miss my guess the 5/31 backup is from before the 1.18 blocks were put under the experimental toggle which I did not turn on in this world despite upgrading to all the betas until late July when injury kept me away from my Xbox for over two months.

Was finally able to download 1.18.10.21 (my Xbox refused to pick it up for 16 hours) and tried to reconvert my saved copy of my world and it still exhibited the problem. I also checked some of my previous attempts and they also still not worked.

Today I decided to try the nether and then going to an area I haven’t visited much in a while (a mushroom island I connected to via nether portal) and I found both the end and the previously explored island did not have any problems.
I have the theory now that the bug is somehow related to my spawn point but I’m not sure how. My base is within three or for chunks of spawn. I tried walking from there outwards but I didn’t find the edge of the bug zone.

I’m very sorry your report was overlooked. We ended up tracking this after the 1.18.0 release at MCPE-149214. It is fixed in the 1.18.2 Hotfix.

I was going to leave a comment that my issue sounded similar to MCPE 149214. To test I traveled to a nearby but not too close xp farm where there are very few mobs from the conversion loaded. When I did so there seemed to be no or little lag.
Any idea how long until this comes to the beta? Kinda anxious to plat on my world normally and I don’t switch between the beta and the release version on Xbox.

Other users on the Mojira Discord are saying the fix is also in the .10 beta.

Uh, I’m trying my world in 1.18.10.22, released the same day as the hot fix and it is most definitely not fixed in this version. I try to mine blocks , they disappear, and then they either come back or take a long time before they drop. I tested this both in a copy of my world I attempted last beta version and in a fresh attempt this version.

I went back and tried again today and still experienced the issue. Please note the release notes for 1.18.10.22 did not mention the bug that was resolved. They did not mention several bugs.

Reopening. Would it be possible to get a copy of the affected world?

I tried it on 1.18.10.24 when it came out today. Things were better but there was still a noticeable delay between when I’d break a block and when it would take effect; a second or so. On the plus side blocks would very rarely come back unless I very quickly tried to place some other block in its place before it finally broke.
im on Xbox. I’ve never downloaded a copy of my world, I would need some instructions. Please note that the game says my world size is around 280mb and your bug system limits me to 10mb so instructions will have to deal with that as well.

Oh, and would you want the pre-converted copy or the copy from after it was converted?

Both would be helpful.
I wonder if you built something specific that might have produced a lot of pending ticks in-between the unaffected copy and the first affected copy? Something involving a lot of redstone or flowing water.

I’ll see if I can figure out what I added. It can’t be much since they are only about a week apart. I think I made the uncorrupted copy before I started using the first of the 1.18 betas (the ones with the switch to turn on 1.18 features which I never enabled on this world). The second I made after I had been using it a week or so—still without the 1.18 switch enabled. I’ve contemplated large red stone builds but seldom do them though I do have one or two items that are using water flowing mechanics I can think of. One is using pistons, sand, and a kelp farm combined with bamboo for fuel as an xp farm. It’s seldom on though and I think I’ve had it since the early 1.17 betas. The other thing I may have completed around then was a triple spawner farm I found and made with a trident grinder and water stream to flow the items over chests for sorting—I think it un likely though because this is 500 or so blocks away from spawn and when I visit there I don’t experience block lag, only near spawn where my main base is.
oh, and I’ve only ever played on Xbox not pc and I don’t know how to extract my world files or once that’s done how to compress them down to 10mb (from 270mb) or get around the limit the bug tracker enforces. Instructions would be appreciated.

I checked my world copies and though they were further apart then I thought (20 days instead of 7) I also found they weren’t that different from each other—the principle difference being work I had started improving a skeleton farm near spawn by deactivating it with torches and tearing up its water elevators to make room for a 1.17 compatible trident-grinder and improving its return rate. The other farms I thought I was working on were already done in each.
However! I accidentally made a discovery. I have several large pens around my base stuffed with mobs, chicken cow pig sheep and rabbit pens all stuffed full of mobs. In course of checking for differences I happened to stroll near my chicken pen where I picked up maybe a couple stacks of eggs (yes that many chickens) and I noticed the block lag seemed to go away! I was able to push buttons without much delay and trying to mine blocks did not involve much wai for drops nor any blocks coming back! I recalled the bug this had been marked a relation of mentioned a large number of mobs/entities so i decided to cull some of my farms so they did not have so many. I proceeded to trim the farms down to 6-8 mobs each and when I was done no more block lag! I was able to break blocks right away with little perceptible lag, no returning blocks, and I was able to push buttons and pressure plates. I tried this same thing on last weeks attempt to convert the world and the lag went away there too after I trimmed a couple farms down!
This is great news. I don’t know if it’s permanently fixed or will come back when/if I breed the farms back up again. I can still upload copies of the worlds for you to examine if you wish once I know how to get them off my Xbox and to you.
If everything continues to work I will make a formal upgrade of my world soon and apply the workaround I discovered.

Sorry, when I asked for a copy of the world I had confused your report with one where the user said they had already transferred it PC using Realms. If you can't do that it's ok. It sounds like you figured out the source of lag around your base. I'm glad the world is working well again.
We can resolve this report "cannot reproduce" if you are satisfied, unless you want to troubleshoot recreating the lag with a specific number or kinds or mobs/dropped items. If it's just a result of having hundreds of entities loaded in one area then it wouldn't be a bug. However if there is a specific trigger we may be able to confirm a bug.

Is there a way to tell the number of mobs/entities are in the vicinity? I don’t know if I can give an exact count, some of the mobs are hard to count visually. I can try doing experiments where I kill mobs in just one pen and tell you how many I kill before lag goes away but I’m not sure how many I’m starting with. I think the rabbits would be hardest to count since they hop around so much.
please note I had been opening copies of my world in the beta but I hadn’t kept any of them because I knew the underground adding of new caves was still in flux. I only started having problems in the last few betas (1.18.10.20) when the world gen was locked to its final state. Only then did I start experiencing lag in my copies and it affected my backup copies too going back to June/July. It’s too bad I didn’t save those ones I did test upgrades on. Something in that final version led to the block lag , the only question is if keeping my mobs low has too be permanent or if increasing under the new version will be ok.

So I did some experiments. I found that my chickens had about 5 stacks of eggs lying around (the amount in the fifth stack varied) and removing just those came pretty close to solving the lag. Seperately I tried these things each on separate copies that seemed to resolve the lag:
killin 40 of about 48 chickens (along with egg collecting, couldn’t be helped)
50 of about 60 rabbits
these thing did not seem to solve it:
20 of about 26 pigs
20 of about 30 cows
in addition I had around 10 horses two tamed llamas and a wandering trader and his llamas I found in a hollo space I did not touch. And not too far away we’re my greenhouses with probably 20 bees total (it’s hard to count when they keep popping in and out of hives where there are no easy ways to tell how many are in each).
So I had somewhere around 200+ mobs in a 4-8 chunk radius. Killing somewhere north of 25-30 mobs seemed to clear up the lag.
I made a final copy where I performed all of the above and am now going to try and go forward with that one.

I suppose I could put all my chickens on some hoppers to help with the egg laying but seems pretty pointless outside of an automatic farm. Maybe if there was some other way to collect them. (The upcoming Allay mob perhaps? Though no idea where to keep ‘em.

Sorry for my delays responding to you. You can get a running count of entities loaded with scoreboard commands in a creative mode copy of the world.
/scoreboard objectives counts dummy counts
/scoreboard setdisplay sidebar counts
Place a command block and set to repeat, always active, with the command: /scoreboard players reset entities counts
Place a command block against the other in the direction the arrows are pointing toward and set to chain, conditional, always active, with the command: /execute @e ~~~ scoreboard players add entities counts 1
That may reveal that you have more entities loaded then you think. Trader llamas left behind underground, and hidden zombies/drowned have caused issues for some people. 200 mobs does not seem like too entities, however if they are packed tightly and colliding a lot that might cause more lag. I am also curious if eggs specifically cause more lag than other entities (compare MCPE-111547).

Ok. I’ll try them out and tell you what I see.
side note on my copy I was going forward with: disaster struck today. I had logged out last night after a long mining session last night without putting my spoils away. After I logged in today to put them away and I didn’t notice anything at first but when I went to equip one of my horses with some diamond horse armor I found I discovered all my mobs were gone! I thought I heard about this bug but I guess I thought I was safe since I hadn’t encountered it before now. All I found near my base were a few bees that I presume were in their hives at the point that all the other mobs were deleted. Unfortunately I didn’t make a backup today and if I go back to the last backup I’m going to have to lose all my work from the last few days. I wouldn’t be adverse to finding and rebuilding most farm mobs except for some of my horses that were difficult for me to obtain particularly the skeleton horse and obtaining a starter pair of rabbits took forever. Oh well I’ll figure it out. Oh darn it all my pets are gone too! @#$!

Ok. I entered the commands for counting entities. It took me a while because there were a few words missing that I had to figure out (right after I figured out how to get a command block). In particular I found everywhere you said entities I had to replace with @e instead. Eventually I figured it out and I got something to display but it was odd. The scoreboard disposed myself with a shifting count around 249 mobs and then many other ‘players’ whose names were a series of numbers and it would scroll through them, usually with the same count as me but not always. I tried to take a screenshot (attached) but a curious thing happened after I did. The usual hud disappeared replaced by a never ending wave in the middle of the screen consisting of a series of shifting blocks going left to right. I took a screenshot of that too (attached). I then experienced controller problems and had to leave the game to resolve them. When I game back the game loading screen replace everything but was stuck at a game loading screen for a really long time. When it came back after 10 minutes or so it was still displaying all the counts but now most of the blocks were invisible (3rd attached). I think I did something broke the game. At this point I tried to exit and again got the waveform and it did not display the menu for a long time until Minecraft crashed.

The commands I gave work--perhaps the command block setup was unclear. Here is a demo:
[media]You may want to run </gamerule commandblockoutput false> to stop the spam too.
When you put in the @e's you made every entity count every other entity, and that overloaded the system. I would delete that world and try again. "entities" is just a fake player name that is used to label the scoreboard entry. The only reason I can think of that it might not work is if the command blocks straddled a chunk border. You could try moving them.
249 does not seem like too many though, unless they are packed tightly causing a lot of collisions.
You could check for hidden trader llamas by putting [type = llama] after the @e in the second command block.

I’ll look at the demo however I can’t get on for several hours to retry the commands. All I can tell you is I tried typing them in exactly as you presented them and the game gave me syntax errors. It would prompt me with possible values which is where I came up with most of my changes. When the command block entries failed to do anything I entered them in chat to get the syntax and make corrections.
Is Xbox different then other platforms? I thought all bedrock platforms were the same other then some interaction methods.

Okay. Made a new creative copy and tried again. Still had to do some corrections on the first two standalone commands but I entered the command locks exactly as shown in the video. Thought it didn’t work right at first until I entered the game rule you told me about. Took a while for my Xbox to catch up but it eventually displayed correctly. See the screenshot I attached. There seem to have been around 250 entities around me. Not sure the rang but the total would fluctuate as i moved.. I killed some mobs and normal mob function seemed to come back after 20-30 kills still. I tried pruning all the mobs I did before and interestingly it stayed around 175 mobs. I also switched to peaceful to get rid of the hostile bobs and it went down to 140 or so. This is certainly more then what appears to be around my base I think so the must be quite a few underground llamas and underground traders within range…

Edit: for some reason I couldn’t attach the new screenshot with the counts. The Jiradashboard kept saying I was missing a token

For a quick count of llamas you could run /execute @e[type = llama] ~~~ say hi, and then count the "hi's". You could also put the [type = llama] into the other commands and use a separate player name (like "llamas") to run a llama counter.
As I said before, 250 entities is not a lot. It could be something like llama collisions or mobs unable to reach targets (MCPE-147882). Do you have zombies saved near villagers, perhaps? Or a ghast in a boat/minecart?

So I ran the ‘hi’ command on llamas and got a count of 8, which is 7 more then I knew about but doesn’t seem that high. I also counted the other mobs I knew were close to my base. Several were more then I expected but I still think short of the total the game thinks are nearby. I do not knowingly have any zombies nor any saved near my villagers which I think are out of range of my base (maybe 100 blocks or more).
I have long noticed a curious thing about passive mobs in my world since it’s beginning : a large number of them will continuously want to head north, that is in the negative z direction. They bunch up in the north edges of their paddocks and many are pushing in that direction constantly. Whenever they get out or are taken out without a leash or food enticement and I lose track I will invariably find them north of the base. I have an ocean/swamp north of me and they will bunch up on the shore unwilling to get in the water but still looking to go further north. It’s made recapture easy whenever they get out for some reason. It’s made exploring on horses annoying because unless I leash them they will be going north almost immediately after dismounting. Even when I leash them to a post, I will find mobs at the limit of the leash trying to go north. This is especially common in horses , sheep, and pigs. Cows will do so if I have a lot of them.

I was finally able to load the 1.18.10.26 beta two days after it was released and loaded a copy of my world from when the lagging occurred. Fortunately there was now no lag! Not sure what changed, I didn’t see any bug fixes listed that had an obvious tie-in. Will keep trying some other copies when I get time and try them in the next beta"probably

The changelog for 1.18.10.26 mentions the fix for MCPE-149214, which is the lag bug that was fixed in release in the 1.18.2 Hotfix. I guess they did not merge that into the .10 beta until this week, contrary to what some users on the Mojira Discord were reporting. I'm going to re-resolve this report as a duplicate. I'm glad your lag is gone.