@[Mod] Tails
Is that using the cannon specs I uploaded? It can be somewhat misleading since the cannon appears to fire, but not all three rows of dispensers are going off (I believe the side dispensers go off, or the bottom only, not both; I can't remember which way it goes, since I deserted the project for others some time ago as a result of this bug, to be resumed when it was fixed). No offense - just wondering. If it really is fixed, great!
Can we get some feedback from the mods on whether this has been/is being addressed, and when we might see a fix for it?
What Garrett Cotta says about the lighting might just be onto something. The castle tower which has been giving me so much grief has alternating top-half and bottom-half slabs as ceilings/floors, and stairs used to make arrow-slit-like windows with corner stairs used so that the wall is only half-thickness. It could be possible that that is screwing around with the lighting engine and causing the game to lag each time it lights the world. Perhaps something to do with the transparency/lack-thereof of slabs?
This sounds like it might be valid especially because it is only within the confines of the tower that the problem is ridiculously evident. Elsewhere, it only happens from time to time, though sometimes it will "follow" me around even after I leave the tower, forcing me to restart the client to clear it (which doesn't even always work).
I have uploaded the requested crash report. I went to a world which I have had extensive problems with this bug on (and yes, some worlds are worse than others) and was able to trigger this bug within less than a minute of loading the world. The bug is easiest to reproduce when the game is lagging some other way already (like it was when I forced this crash, since it was still loading nearby chunks), but the problem occurs even when the game is not lagging (just less frequently).
I have also attached another crash report where I set my render distance to short and waited for everything to load (Chunk Updates: 0). I triggered the bug without issue simply by placing blocks. It now happens on that particular world every time I place a block inside one particular tower of my castle. I'll attach the world data if someone will tell me which particular files I'll need to upload (I normally just copy the whole folder for a given world, but you can only upload individual files here, and it's way too big anyways).
It is, by the way, still an issue in 1.5.1
I have uploaded the requested crash report. I went to a world which I have had extensive problems with this bug on (and yes, some worlds are worse than others) and was able to trigger this bug within less than a minute of loading the world. The bug is easiest to reproduce when the game is lagging some other way already (like it was when I forced this crash, since it was still loading nearby chunks), but the problem occurs even when the game is not lagging (just less frequently).
Not necessarily a duplicate, because I'm powering my dispensers from below, and he specifically states that the problem only affects blocks on top of the dispenser, not blocks beneath it; however, I am seeing symptoms which closely match his.
My guess is that the same code is responsible in some way, perhaps behaving itself differently in 1.5.1 (when I had my problem) than in 1.5 (when he claims to have had his).
I have uploaded a schematic of the cannon, as well as screenshots. The schematic isn't perfect, since MCEdit doesn't recognize all the 1.5 blocks properly yet.
In case you were wondering: no, I did not use any mods/utilities to build this cannon or do anything to my world save, etc, etc - this is entirely a manual project done in vanilla Minecraft.
Your Radeon may be able to handle it, but a lot of people who really enjoy Minecraft aren't big gamers otherwise, so they don't have that sort of hardware. I, for one, am running Intel integrated graphics, at least for now. Even with a three-year-old processor's integrated graphics, Minecraft runs fine except for this...it's not a graphics-heavy game, so this kind of slowdown seems to indicate an oversight of some sort that's causing the game to be affected way more than it should.
Also, see what people like James Hall have said (above). Skyrim should be harder on the hardware than Minecraft.