Running 14w34b on a server on triangle.gs. I have been having issues with missing chunks ever since upgrading from 14w32d.
An observation: First off, it appears that this occurs most for me with a crafting bench. I can't replicate it with a furnace or chest or natural blocks (so far). It appears most often when the left side (my left) of the bench is at the point where it is both at the left side of my screen and has nearly vanished due to perspective - at the point where it is about to become a hidden surface.
I just noticed this today. Had a furnace "disappear" and clip the inside of my cave so that the trees outside were visible. It happened when the furnace was off in my "peripheral" vision - nearly off screen.
David - that's good to know. Are you able to (or have you already) add your observations to MC-17247? Perhaps also add your seed and coordinates of village(s) that are affected?
mad max - by any chance, do you also have issues with villagers constantly running? If so, I wonder if in your case the crowding and the speed are interrelated. It has been observed that the "always running" issue is potentially biome-dependent.
I have personally observed crowding in plains biomes as well as others.
Erin - that's an excellent point. My problem village is in a savanna. Just found a new village in the plains and I do not see the issue.
Oddly enough I think I might have a work-around. I have a skeleton spawner XP farm on my in which this has occurred. When arrows bunch up, I've dug a hole down 2-3 meters to let the arrows fall then cover the arrows back up. I think the entity count has dropped the next time I return and look in the direction of the buried arrows. Not a fix for the bug but might help with lag. Perhaps others can confirm.
That, of course, is not a very reasonable work-around if the arrows are distributed over a large area.
I'm hoping that with 1.8 as an OP I can "kill" the arrows via a command from time to time.
I will concede to the likes of Markku who has obviously had more experience testing this (I've only encountered it in a couple of villages when playing survival). I will mention that it's my recollection that a villager in a defined village (i.e. a collection of "valid doors") should be aware of the doors in the village, and not just a small portion of the village. Given that, is there any good reason why one couldn't have a villager simply choose, at random, a door to enter each night? I get the social behavior aspect of it, but it seems that could be re-balanced with a door picking algorithm so that such concentrations don't occur.
There is obviously a "spread" algorithm for players that ops can use for server games. Something similar (a dispersion algorithm) would be handy when having villagers determine what door to go to at night. Being a programmer myself, I know that it is far easier to say what to do than to actually do it (in particular when working with an algorithm that has been part of a program for some time) but this affects so many people for so long and the interest is so high, it seems like there should be more interest on the part of developers to fix it at some point. My village is largely useless as I can't trade with the villagers due to the chaos.
In my case, the village was naturally spawned. The structure I built was within a few meters of other naturally spawned buildings in the village - probably only 10-15 meters from the house I destroyed that was the original target of all the villagers. Any additional villagers were not "spawned" by me but were a result of breeding due to the additional doors. My building was most certainly considered part of the existing village due to the game's rules. When I tore down the original target home, all the villagers then swarmed to a single "corner" of my large cabin.
Correct. It doesn't matter the size of the house. The doors are the key. Please educate yourself here: http://minecraft.gamepedia.com/Tutorials/Village_mechanics if you are unsure about how to create additional housing and why you might do it. Particularly concentrate on the "Player-made Village designs" section which shows how to make large cabins of the sort I'm discussing.
What I'm doing is not the cause - the issue was there before I created my large house/cabin. I only saw the issue grow as the population grew due to the additional housing I created.
I have a village in which this happened and where I had created a large house with 72 doors. All the villagers crammed into one of the small houses which became so crowded I decided to destroy it to see what would happen. They, indeed, moved on and even moved into the large, 72-door house I had made. However, they all crammed into one small corner of the house. The issue is not just that they crowd into a single building but that they seem to gravitate to a specific geographic point as well.
This village in question also is affected by the issue where the villagers are constantly running and going in and out of buildings as if they are panicked. It makes for a very noisy situation when near the 72-door house.
This apparently is no longer an issue in 1.7.4! 🙂
Yes, I think it is a concern (two new pics attached to the issue). Ran 1.7.2 with 1.3.4 launcher just now and my friend in the white coat was wandering about outside in the dead of night. Maybe he felt secure by all my torches? 🙂
Seed: 4703063874724549443
Approx. coords where pics were taken: x:21 z:2362
Survival mode, vanilla Minecraft, moon directly overhead.
I have a village in the savanna where this is happening. Version 1.7.2 no mods. Seed 4703063874724549443 and coordinates around x:16 z:2362. Makes trading very difficult. Not only that but more than once my trade has been interrupted by the behavior. No rain, no zombies, broad daylight. Running in circles occasionally occurs but bumping into the offending villager solves that.
I can verify this - just encountered it the other day. Had a horse leashed to a post in a desert village. Did some errands, came back to hear my horse running into a cactus (that was out of reach of his leashed limit). I went to the spot where it was and the lead was nowhere to be seen and my horse completely un-tethered. (Not a case of an invisible lead!)
This sounds exactly like my issue. In my case it's a chicken coop where the chickens are in water that forces them into a hole where eggs are dropped. Any time I walk away from the coop I get a massive slowdown. I'll try the OpenAL files but ultimately I think a code change is what is needed. Jeroen, I appreciate your work and I hope it is used by the devs. Seems it would be a quick fix if they simply adopt your code.
EDIT
OpenAL did the trick - I have a blissfully, consistent framerate. That said, I would rather have a fix that allows the use of the 64-bit OpenAL drivers (and one that addresses the core issue).
I've noticed the issue in two places around my main residence. The first is as I approach my front door - next to it is a pen with many cows and sheep. Just inside is a large room with many torches. Sound stutters with a severe drop in FPS which eventually resolves after a few seconds.
The second place is very nearby my residence in a woods I planted. In this case, there aren't as many animals (other than perhaps a few chickens).
The issue seems to have started recently - not associated with any release but coinciding more with perhaps my chicken farm or the enlargement of my main room in my main residence (from 2 blocks to 5 blocks high and larger depth/width).
The issue is tightly tied to the two locations and occurs every time I approach them. I'd love to try the OpenAL fix, however, the link provided in the mincraft forum (http://connect.creativelabs.com/openal/Downloads/Forms/AllItems.aspx) now apparently leads to a broken page. If anyone has a suggestion of where to obtain the 64-bit OpenAL drivers, I'd appreciate it. Google seems to always lead me back to this broken page. Oh, and attempting to report the broken link using the "Contact" page on Creative Labs' web site results in... a 404 error. Jeez.
In the meantime, I may try slaying my chickens and cattle to see if the issue is indeed resolved with a reduction in noise.
EDIT
I slaughtered all my chickens but left my cattle. The issue was resolved completely. I then introduced a few chickens to my coop again and, wouldn't you know it, the issue came back. It also seems proportional to how many chickens I have, giving weight to the idea that at some point more sounds == more stuttering.
Suggestion - add an option to "clip" the number of concurrent sounds so that those of us with under-performing audio devices might be able to mitigate this issue.
I should mention - running vanilla. No texture packs/resource files. Just plain 14w34b. Perhaps it's triangle.gs' problem and not the snapshot as I've noticed a downgrade in performance lately.