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CaptainStarbuck

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WEB-6317 Error in popular Ore Distribution info for 1.18 Confirmed MC-86108 Memory increases, doesn't decrease with high entity count Awaiting Response MC-55467 Client lag when redstone timer is at max chunk render distance Duplicate MC-45347 Enhancement: Allow enchantments to horse armor Invalid MC-33316 Iron golem disappeared Duplicate MC-26793 Random crashes in demo Duplicate

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+1 on 20w19a : I have completely new constructions in different worlds with similar behaviours. I've tried many different kinds of walls with fences, all solid blocks, half blocks together and staggered, and a combination of a fence in the ground-level block with a full/solid block above that - the idea so far has been to allow the golem to spawn in a block with a fence or other partial block next to it but to try to get it to keep away from the higher solid block. Golems continue to spawn partially in walls.

The golems are also getting stuck in solid blocks on their side as they're flowing in water. So with a typical iron farm the golem spawns then starts to float away, but it will get stuck in the walls bordering the water flow.

 

HTH

I need to apologize. I am just now seeing that the original report here was for Bedrock but I'm running Java. So this is a confirmation that the issue was/is not Bedrock-only.

 

FWIW, I think I found my bees. The simply flew far away and I just happned to find them as I was adventuring across the ocean to the North-West of my base. Of course, how do I know those were my bees? I don't, but I found a group of them just off the ocean in a desert with no nests, so I'm making a big assumption that this group of bees without a home came from my base.

 

So my best guess on this now is that the bees are losing interest like other mobs occasionally do, and then they're flying Northwest, sort of like mobs used to do when they huddled in a corner of any enclosure.

 

HTH

Confirming same undesirable behaviour in 1.16 / 20w13b. I've reconfigured the border of this trap many times with same results:

Golems are spawning inside half-slabs which are on top of glass/transparent blocks.

They spawn half-in glass blocks, no slabs involved.

They spawn partially in wood and take damage.

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Java 1.15.2 + Spigot

I have a couple bee areas. One with all nests, one all hives (collectively 'homes'). There are many more homes than bees. There are plenty of homes for existing and newly bred bees. The area under and around the homes is densely populated with flowers. Campfires are protected from horizontal And vertical entry. The bees have no obvious reason to go anywhere other than from home to flowers a few blocks away and back. I have not seen a bee die or despawn. I have No berries anywhere in the area. But I do see them flying away, maybe about 50 blocks. And after doing other game activities I frequently come back to find very few left.

So far I have three theories:

1) They may be getting slowly hit and killed by torches. I use a lot of pumpkins but there torches everywhere as well for complete mob spawning coverage.

2) They may get into a loop of damage when near water, constantly dipping down/up until death. I have not seen this, just guessing.

3) They may be despawning when there is no player in range, maybe on reaching a mob cap for bee count?

My immediate plan, move all existing bees from nests to hives, build a glass wall around the whole thing, and then setup redstone for auto-harvesting.

I really like having bees flying all around. I hope that either a bug is fixed or that we get some insight into what else is required in the environment to keep them alive.

Windows 8.1 Java 1.8, v1.8.8, SSP, vanilla.

I get this often, not all the time.
Always happens while/after saving The End : Might be a clue that I've never been to The End in this world.
No, I will not disable anti-virus.

[13:15:56] [Server thread/INFO]: Stopping server
[13:15:56] [Server thread/INFO]: Saving players
[13:15:56] [Server thread/INFO]: Saving worlds
[13:15:56] [Server thread/INFO]: Saving chunks for level 'Europa'/Overworld
[13:15:56] [Server thread/INFO]: Saving chunks for level 'Europa'/Nether
[13:15:56] [Server thread/INFO]: Saving chunks for level 'Europa'/The End
java.io.IOException: Stream Closed
at java.io.RandomAccessFile.seek0(Native Method)
at java.io.RandomAccessFile.seek(Unknown Source)
at anh.a(SourceFile:315)
at anh.a(SourceFile:255)
at anh$a.close(SourceFile:236)
at java.util.zip.DeflaterOutputStream.close(Unknown Source)
at java.io.FilterOutputStream.close(Unknown Source)
at anj.b(SourceFile:140)
at anj.c(SourceFile:124)
at auc.c(SourceFile:37)
at auc.run(SourceFile:30)
at java.lang.Thread.run(Unknown Source)
[13:16:45] [Client thread/INFO]: Stopping!
[13:16:45] [Client thread/INFO]: SoundSystem shutting down...
[13:16:45] [Client thread/WARN]: Author: Paul Lamb, www.paulscode.com

Adding info: I experienced the described lag in a village. I was able to sit in that village with hundreds of villagers for a couple hours, and memory follows the well-behaved pattern of moving between 65% and 80% usage. I moved about 10 blocks away, and memory slowly rose to 99%/4GB. The sitting location now was not the same as the one described earlier. It's possible that I crossed into another chunk and/or came within range of a farm that's another couple chunks away, and that's what triggered the memory consumption. My view is currently 5 chunks and that's about the right range to the far with a lot of mobs.

I'll experiment with increasing/decreasing the chunk range and watching mob counts.

I guess my question is: Shouldn't we expect that at a point there is some kind of handling to flush out entities or distant chunks in order to keep enough memory available? Or is it defined behaviour that memory consumption will increase until it hits the limit and then we should expect to see lag? If I'm really asking the game to utilize all of the memory then I can't consider this a bug. But I'd hope that the game is smart enough to do garbage collection and other entity management to avoid simply running out of resources.

Thanks.

With JVM switches -Xms1500M -Xmx2G, I thought that's where the min/max is set. For old/new objects there's
-Xmn250M. The F3 showed progressive usage from about 20% with flickering changes of +2/-1, through 30%, 40%...100%. I got the log at about 95%. Which part of that would be 124MB?

I originally started at max 1GB and watched this pattern. Increased to 2 with same result, filed this ticket.

Yes: I increased max memory to 4GB with the same results: Entities at E: 10/530. I just sat in one spot, did absolutely nothing, and watched memory increase until eventually the game froze and returned 'Exception in thread "File IO Thread" java.lang.OutOfMemoryError: Java heap space'.

On restart I left the populated area, found an area with about 35 entities. With normal playing for about an hour usage increased into the 80% range. After leaving it sit with no activity it did drop to about 70% (2.8/4GB). Resuming normal activity with new cave on a newly discovered island, memory again increased over a period of about an hour until the game stopped responding.

On exit/resume I was able to play with memory not going above 80% - as expected it follows a pattern, going up to about 80 and then dropping back to 75 (3-3.5/4GB). So at this point the game is playable as long as I don't trip on whatever it is that causes the memory leak.

Yes: It does take longer to consume 4GB than 2, probably about twice as long.

May or may not be related - memory is not released on "Save and Exit Game" to exit a world - so going back into the game it's still pegged at 99%. Memory is only released on a full "Quit Game".

I'll be happy to load a debug version if you have logging which might help to trace the life-cycle of entities and other objects. Thanks.

Duplicate of MC-63784 - hard to blame drivers if the problem didn't exist in the immediately prior production release.

Yes, still happening in 14w30c.

Same experience. I just loaded 14w30c to re-test issues I reported on 1.7.x. I can walk around for a couple minutes after starting game but then it goes into a bad lag and FPS drops to zero. The pause lasts about 5 seconds, releases for a second, then resumes. In-game I'm in a village with a very high villager count and lots of farm animals, plus rain - so there are a LOT of entities. Tried with VBO on, and off, no change. Happy to change JVM flags or other settings as directed, but hesitant to load different drivers just for this.

Modified description and other headers. This is not a SMP issue, nor is it related to mods or data corruption. This seems to be a chunk memory release issue in the current version, perhaps related to locks.

This appears to be the same issue reported in MC-44801.
Also seems to be documented in this forum post:
http://forums.teamextrememc.com/index.php?/topic/22158-about-chunk-ticking-client-lag/
In that posting the hopper timer is specifically referenced as a cause of this symptom in 1.7. Falling water is also cited as another trigger, as are dispensers with buckets - I have all of these.

Google "minecraft chunk ticking" for many other reports of similar symptoms.

I just found the issue is due to a mob farm we have nearby to the lagging chunks. If I turn off the redstone timer (hoppers feeding into one another pushing redstone to activate a circuit), lagging elsewhere goes away. We only lag when the timer is running and we have moved away from it. If the client Render Distance is 6 chunks, the player lags when moving 6 chunks away from that timer. If the Render Distance is 16 chunks, the player lags 16 chunks away from the timer and not any closer! I'm guessing some code attempts to take chunks out of memory for a player when that player is out of range, but it's having a problem doing so. Does that help?

I just used MCEdit to delete a selection of contiguous chunks. On opening the game the chunks regenerate but the exact same chunks are still affected. I can attach a zip of the world for diagnostic if requested. Or - what else can I do to get a detail log of activity, memory consumption, entities, etc? I have saves of the world pre- and post- the MCEdit.

I just moved the world to my PC and get the exact same results in the exact same chunks when running unmodified vanilla 1.7.9.

Client and server upgraded. Description updated.

Just to be clear, this happens to me 100%, all the time, in SSP, on Windows 8/64. I get in the boat and ride. I get out and I get dumped back to where I got in (another ticket). When I swim back to the boat there is no interaction - it's an unbreakable, unmovable block. The only way to get the boat out of this condition is to exit game and come back in. At that point it comes back in about 20 blocks from where it was left (yet another ticket). In short, there's no point at all in taking a boat anywhere, so now I just swim. This started for me in v1.7. v1.6 was fine.

Also verifying for 1.7.4. Happens to me every single time I exit a boat. No fail. 100% easily reproducible. And in Survival.

Glad I found this. I see the exact same issue all the time in Windows with v1.7.4 in SSP. Thought it was a symptom of MC-162. Easy to reproduce here. Just entered game, got in my boat, rode, exited, lost access to it. Attaching dump.

Not sure if this is another manifestation of the same bug but when in 1.7.4 SSP when I exit a boat it usually becomes inaccessible. I can no longer get in it, I can't break it. If I exit and return it returns to a different location. (I have an enclosed pier and it always returns in a random location in water about 20 blocks away.) EDIT: This is described exactly in MC-44750

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