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8j0KVEUciir2

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Reported

MC-38974 Sugar Cane + Light Source FPS issue Duplicate

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Same here; deep below the surface of a Mooshroom Biome bordering a very open Plains Biome and an Ocean Biome, no trees for quite a number of blocks. Which is not to say the two issues are separate. It could very well be a symptom of the same issue in both cases. But, I would be rather surprised if this somehow all led back to just leaves.

It is not just leads that show this kind of behaviour; if I use a water / hopper containment for an egg farm instead of using leads, similar phenomena occur when reloading the chunk. Specifically, chickens will start falling through the hopper top and end up inside of it. Any eggs they lay subsequently are no longer caught by the hopper and simply fall to the side (if there is room).

A reasonably straightforward I can think of would be to simply ensure that the loading of (passive) animals/mobs occurs after everything else has been loaded. To ensure that any leads they are attached to, any trap they are contained in and so forth actually is present whenever they are in fact loaded.

Try the following:

  • Pulse Generator hooked up to a command block that /summon's Skeletons into a trap/collection as described above.

  • Give it some time to generate a ridiculous number of skeletons (a couple of hundred, shouldn't take long with a sufficiently fast generator).

  • Provoke the Skeletons (either by standing amongst them with a level 5 Damage Reduction buff or some other fashion).

  • This should cause them to start firing their bows and eventually cause them to aggro on each other.

  • After some time, just despawn them by switching to Peaceful.

After I had performed that set up (in a superflat world, just to experiment with this bug), the phenomenon did trigger. Currently standing in that 1x1 hole I made for the skeletons, looking at a couple of stone blocks containing hundreds of arrows which do not despawn.

This to me suggests it is somehow linked to the volume of arrows; the number. ie; whenever the number of arrows that exist exceeds a certain amount, their despawning behaviour breaks.

Step 1: Single Player Survival, 1.7.2, default biomes, seed: -1532923692246250057
Step 2: At x: -74, y: 33, z: -268 you will find a Skeleton Spawner, build a 9x9 water based skeleton farm around this, dropping the skeletons through a central hole below the spawner into a 1x1 hole/trap.
Step 3: Eventually, the arrows shot by the skeletons should accumulate in the rocks surrounding the 1x1 hole and fail to despawn.

At least, that is what did it for me, in the exact seed and location I experienced it.

After experiencing severe FPS drop and eventually having it pinned down to the skeleton spawner I went into Creative and decided to simply clear the arrows and just by audio queue alone I could tell it was literally in the hundreds if not easily 1k+ arrows that had accumulated. At some point during the time I played this seed I ended up exploring the world (filling in a max level map, so, quite the distance away) and not even that caused the arrows to despawn.

Can we please see this re-opened or MC-32204 assigned? Because the issue is far from actually being 'Resolved', contrary to what the bug tracker suggests. 😉

Tried similar things and even that did not fully work for me; burning them off partially worked, reloading partially worked, filling the space up with blocks partially worked but ultimately, even the combination of such did not work to the full extent. Invisible, persistent arrows would remain (confirmed by audio queue – the arrows would still make their falling sound when the block they were stuck in was destroyed, just no arrows were visually shown). Please re-open, this does need to be addressed ASAP as Skeleton farms are amongst the most lucrative.

I feel we are no longer looking at merely client side FPS issues, actually. I'm just experimenting with a private server at the moment and these lag issues occur for the server as well. Average tick times increasing by a factor of 200% - 300% without any discernable cause and while being the sole active player.

If I then simply walk away from wherever it was I experienced these tick spikes, it returns to normal. Something that had been loaded obviously was causing a major spike. But, again, nothing visually apparent. Like the issue I reported (which turned out to be caused by persistent arrows, hundreds of blocks away from me), there seem to be entities which cause severe performance issues.

Something is quite peculiar about 1.7.2; I feel more testing was prudent before releasing it.

Meanwhile these persistent arrow entities are wreaking havoc for some of us who have the (unfortunate) luck of having built their base near a skeleton spawner. Going into Creative and simply burning everything off worked partially, as did reloading (although reloading left INVISIBLE persistent arrows for me, that I could not even burn away) but ultimately, I can only see a fix on a coding level resolving this.

Done.

Further investigation on my part revealed that it may in fact not be linked to the sugar canes; I noticed the similar FPS drops in other locations as well. Although in every single case I was looking in the same direction, slightly downward. After creating a copy of the saved data and using this copy to go on a wild Creative mode exploration spree I could find no explicit cause, not even when simply clearing everything with large quantities of TNT.

It is a setting in the Video settings. Used to improve visual quality.

1.7.2 here and still seeing it with the Minecart + Redstone approach. Personally, I would not be sad to see this one stay in actually, I mostly play Single Player Survival and it's a useful little gimmick to shave valuable time off when looking for dungeons. However, I can see how this is highly abusable in a multiplayer environment so in case it does end up being fixed (finally), I would personally completely understand.

Experiencing this issue as well with 1.7.2. Oddly enough, the lead that did break somehow not only broke, it simply vanished. It cannot have despawned, breaking should have caused it to fall into a system of water that I have leading into a hopper > chest and the lead simply did not end up in the chest. ie, somehow it simply vanished. Regardless, given the circumstances, I am inclined as well to suspect it being related to the (slow) loading of the chunk and the fence post(s) this lead was connected to.