From melee *and* projectiles, magic, etc.
Not completely. The player also doesn't trigger vibrations when damaged from other sources like falling, fire, and instant harming.
This may be resolved in 22w11a with the new `max-chained-neighbor-updates` server property, which seems to allow only a certain number of these rapid-fire updates when the game is catching up.
I may be interpreting the server property incorrectly though, in which case this still isn't resolved. No testing has been done yet.
Wait, was this reopened? The issue was fixed, because fish don't spawn this low underground anymore. The resolution is currently "Cannot Reproduce."
@slicedlime I can't check the exact seed anymore (the world generation has changed too much), but I haven't seen anything like this since. I'd say it's fixed.
[Confirmed for 1.18]
This seems to happen if the server's view-distance is too high when a player joins the game. When my server's view-distance was on 32, nobody but me (the host) could join it. When I restarted with view-distance on 2, my friends connected instantly. When on 10, they connected, but it took a while.
It seems like the client is trying to load chunks using the server's render distance instead of the client's render distance, making less performant computers simply time out before they can finish loading everything. This is just a guess, though. See "timeout.mp4" for a video demonstration where the server render distance was high and the client couldn't handle it.
The server log shows the client connecting successfully, but then disconnecting due to a timeout:
[20:14:42] User Authenticator #14/INFO: UUID of player $name is $uuid
[20:14:42] [Server thread/INFO]: $name[/$ip] logged in with entity id 1349 at (-42.23815943064836, 64.0, -14.355652072409232)
[20:14:42] [Server thread/INFO]: $name joined the game
[20:14:43] Netty Server IO #9/INFO: Received secret request of $name (12)
[20:14:43] Netty Server IO #9/INFO: Sent secret to $name
[20:14:46] [VoiceChatPacketProcessingThread/INFO]: Successfully authenticated player $uuid
... the player sits frozen and nothing happens for a bit ...
[20:15:04] [Server thread/INFO]: $name lost connection: Timed out
[20:15:04] [Server thread/INFO]: $name left the game
[20:15:04] [Server thread/INFO]: Disconnecting client $name
[20:15:05] [VoiceChatPacketProcessingThread/WARN]: Failed to read packet from /$ip
Note this is using the Simple Voice Chat mod for the Fabric mod loader, hence the extra logs. It doesn't seem to make a difference, however.
It isn't. Fish spawn high enough that they don't spawn in underground waterfalls anymore. I'd mark this as resolved.
Confirmed for 21w16a with Caves&Cliffs preview datapack. Stuttering is consistent and severe.
This also applies to the Floating Islands world preset.
Confirmed 21w11a.
I can reproduce this, but only on occasion.
They simply don't make a sound before exploding. They still glow and perform their animation, but no hissing.
Video: https://streamable.com/c3xl6x Pay attention to the first time the creeper gets near me. It stops walking and starts its animation, but does not hiss.
Can confirm in 21w11a.
Confirmed for 1.16.3
This affects all types of villagers, and workstations that were placed by villagers. They pathfind to the highest accessible block aligned to the workstation's xz coordinates. I linked additional images and details in MC-202083
@Galaxy_2Alex I don't see how that resolves this issue—aren't villagers supposed to ignore inaccessible workstations anyway?
Also, if I'm understanding what you mean, that isn't what's causing the issue. See here in an isolated environment:
[media]With the block above the smithing table, it cannot access the workstation.
[media]With the block above removed, it pathfinds just fine to it and claims the job.
[media]If the workstation is completely inaccessible, the villager does not try to pathfind to it and successfully ignores it.
The issue remains.
The eternal bug
Returning to this bug report:
I described the bug poorly, sorry if there was confusion. This report is a duplicate of MC-12363.
Seems to be whenever the item's NBT updates.