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.
[media][media][media]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.
Rather than getting a notice that this issue is present in every weekly snapshot over the last three years, it might be better if we could just get a notification when the issue is actively being processed by developers. Then we'll get a single "we/Mojang think it might be fixed in snapshot X" rather than a field report equivalent to "we were hoping it was accidentally fixed by some other changes in this snapshot but it didn't work out that way".
So perhaps Mojang can temporarily lock this issue, and just re-open it when They believe something may have changed? Thanks.
Just happened to me, first time. v1.8.8 with launcher 1.6.13. Solution to remove _tmp extension from servers.dat was successful.
Might have been due to network drop at some critical moment. I left a server, opened a local creative world, closed, and attempted to go back to server. I was not due to rapid clicking on Refresh. My network had gone down. Refreshed the network connection and then found I had no server list.
When I opened the creative world a chunk was missing. I couldn't move into it. I exited the game, restarted, and the chunk was back. Then I moved to multiplayer. That's never happened to me. I understand that's probably not related but two kinds of funkiness at the same time is an unusual coincidence.
So shouldn't this be re-opened? Or since the original issue was fixed should this be a new issued against 1.8.8?
Saw this again in v1.8.8 production. While riding in a boat I came to doc in the structure shown in attached images. Opened the trap door while in the boat and it refused to close. Exited boat (surprise I didn't teleport somewhere else) and trap door closed immediately. I'm just reporting this in case someone stumbles by and will try to report again if I can reproduce it.
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.
Still in 1.8.8 Production/vanilla, no plugins, SSP, Overworld.
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.
There are way too many comments off-topic and about other bugs. In order to keep the developers focused on this one issue, I'm hoping people will keep comments focused - though really there's nothing more to discuss on this until it's fixed.
This is Not about density, we see this happening with just a few entities. The AI (gathering) issues are already documented in other tickets. This is not about glitching - whether the snap-back type or getting locked into fences, though it's probably related. Technically, while it's in the subject, this also has nothing to do with "suffocating", since that's just a consequence of where some entities happy to reload.
This is only about entities which are in one location when a chunk unloads, and somewhere else when the chunk reloads. That's very simple and it's easy for the developers to see for themselves. After a couple years this ticket doesn't need any more analysis. Thanks for your time.
@Alejandro - as a software developer who writes this kind of stuff every day, I'll confirm for you that the method I described is exactly how we do things - we unload software in the exact opposite order of loading. For example, you walk into your room, boot your system, start your game, and play. Then you stop playing, turn off the game, shutdown the system, and leave the room. It goes 1,2,3,4, then 4,3,2,1. Anything other than that is either impossible or problematic. The order I proposed suggests that for loading, solid objects get placed first, movable objects second and Then that movable things can start moving - once the solid objects are firmly in place mobs won't move into/through them. For unloading, mobs need to stop moving before solid blocks are removed. Otherwise when everything comes back their location will be where a block was and they'll suffocate when blocks reload.
As to your statement "Otherwise you would find dead chicken, cows, even villagers everywhere sofocating in walls and stuff" - that's exactly the problem that needs to be fixed. That's what this whole thing is about. 🙂
And all that said, obviously Mojang knows their own code and doesn't need us to analyse it - but then again this issue has been around for 2 years now so I'm not sure what kind of nudge they do or don't need anymore. 😉
That makes me think about this as being a rather simple matter - probably complicated by the realities of the code. When unloading a chunk, I'd think the order should be 1) stop all entity/block actions, 2) unload entities (mobs, animals), 3) unload blocks. When loading, do the opposite: 1) load blocks, 2) load entities, 3) activate entity actions. As to actions across chunks, any action that involves another chunk needs to get put into a hold queue until the other chunk is loaded. So an active mob in a chunk that was just loaded shouldn't be able to move into the first block of the next chunk until that other chunk is itself fully loaded and active. Doesn't that solve the problem?
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.
I just re-checked 1.7.10, verified that the problem exists there, then loaded 14w30c and verified that the problem does NOT exist there. I went back and forth a couple times (resetting each world since downgrading is problematic) and testing slightly differently. It looks to me like this one is fixed.
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.
+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