@Christian Land
Thanks for testing this. This issue stems from the changes to transparent blocks in the 1.14 snapshot phase. Most were made solid, even glass. They could spawn and suffocate mobs. Glowstone and Sea Lanterns are indeed solid now. The changes were not accidental, they were intended. Jeb tweeted about it. Glass was reverted back when I and many other people voiced our disagreement. It appears it was the only reversion.
The whole point of this report is to show how the already limited spawn proofing options we had are now literally cut in half. I'm curious to hear the reasoning behind changing transparent blocks to solid. I've asked a few times before, but only faced silence. "It makes more sense" or "it's more coherent" have never been, and never will be, good answers. Mojang knows why we don't want the changes. We'd like to know why they want them so badly. Understanding helps accepting a lot more.
I don't think that changing core mechanics that we've had since forever is a very good idea. After playing for 8+ years, there are things we want to be able to count on, no matter what. When features/functionalities are removed, alternatives should be offered in return.
Thank you Mr. Fry!
The title should be changed to something broader like "Monsters spawning on transparent blocks" because they also spawn on Sea Lanterns, Ice, Glowstone, Trapdoors (top) etc. Basically, every transparent block that has a a full surface (i.e. no spawning on stairs).
Yes, the number of variables can be pretty big. Anyways, no problems!
OK. Log coming up. Maybe good to know: the game doesn't crash using the Java switch if alsoft.ini has been modified as above. Had to undo some stuff to make it crash again.
@Bartosz Bok
Yes, that fix "worked" for directional sound. Also had to add "hrtf = false" or else it sounded like through a steel trash can. Thank you.
Do you still need the launcher log, or just close the report? The log clearly says it couldn't open the sound system.
I can confirm @violine1101's observations. Mobs still do take damage when the piston extends, but not afterward.
@Bartosz Bok
Yes. I use the following Java argument
-Dorg.lwjgl.openal.libname="C:\openal_1.15.1\Win64\OpenAL32.dll"
Since 1.13.x, you're using OpenAL 1.17, which is totally broken. Sound panning doesn't work at all and sounds come out from all over the place. I voiced about this and Fry closed the ticket "Works as intended" saying "sound is subjective". I'm sorry but it's not "subjective" when something to the left of you sounds to the right, it's "objective" as "wrong for everybody". Game is literally unplayable without this switch. It's extremely irritating and it's impossible to locate sources of sounds (a mob to your left can be heard extreme right or vice-versa). I was also quite vocal about Mojang using completely broken third-party software in full releases.
Removing the argument makes the game run. But breaks the sound system fix and sound is all over the place again.
Confirmed for 19w11a
@Asteraoth
No. It went smoothly within the 2GB allocated that one time I retried it in 1.13.1.
@rockenroll4life
From what we saw in your recent Tweet, you already have a fix for this. We we also saw is that it's only for the 1.14 development phase. This bug is critical and game-breaking in many ways. Why should some people have to wait until a stable 1.14 release, months away from now, to benefit from that fix when it could be included into a minor 1.13.2 shortly? It would be welcome with open arms and huge relief.
This bug with the Cod AI is new to 1.13.x, and is a critical issue. It breaks the game. It's not a duplicate of MC-91621, which is 3 years old. Bugs this critical usually get fixed quickly because they're game-breaking. MC-91621 is not critical, it managed to live happily for 3 years, unassigned.
One of my friends on my server has a mob farm high up over an ocean and we can't go anywhere near it without bringing the server down its knees.
Please reopen this critical issue.
Confirming for 1.13.1, even though it's light years better than in 1.13. Redstone is still begging for optimization, especially Redstone Dust updates. They were already painful before, but since the flattening, they are agonizingly sluggish.
@@unknown
It seems like your issue isn't exactly with chunk loading but rather chunk rendering, client-side. The chunks actually load correctly, but take forever to render, or never do unless you walk close or right into them in order to see them. When you fly with Elytra you can see them appear in a more or less random checkerboard pattern. Chunk rendering is still very clunky. Although it isn't affecting speed directly, it still falls into the "bad performance" category, for sure.
Confirming for 1.13.1-pre1.
Some stuff definitely got better, such as chunk creation/loading. But something really bad also happened that hits the mspt really hard (probably entity collision management). I can't even make it go below 80, just by being around my base, but the average being around ~100. I could sometimes get ~60 in previous snapshots, which was already bad enough.
As reference, my average mspt in 1.12.2 is ~35, standing at the same exact place.
Confirming for 18w31a. Things got better. I do get more encouraging numbers. It's not there yet, but it's on the right track.
Confirming for 18w30b.
Confirming for 18w30a.
Thank you Maria!