mojira.dev

Jarod

Assigned

No issues.

Reported

MCPE-52673 LAN game visible but Unable to connect to world. error Duplicate MCPE-26834 Monostable circuit doesnt push block away Incomplete

Comments

Just wanted to let people know that I've sort of found a slight fix. All I did was turn off Auto Cloud Save Backups for Minecraft on the Switch and it works much more smoothly for me. The only time I notice the annoying loading bars returning is if I linger on Minecraft's main menu for too long or look in the Minecraft marketplace. I haven't tested online with friends yet but single player wise it's been working great. I've tested single player like this for about a Week now and I haven't been experiencing the loading bars at all except for the aforementioned Main menu/marketplace.

They are not tied.
Render distance(client side) has no affect on it, but the view-distance( server standalone) does have an affect on the way mobs spawn. I just tested to double check if the open to lan render distance(client host) had an affect on the mob spawn and it did not. It keeps the default chunk's sent at 10.

I tested to see a night with view-distance at 2 gave me one zombie with the server, I tried open to lan and SP and set the render distance to 2 and still got lots of mobs. Thing to note here is if you start the server up while night it will spawn a healthy amount of mobs but as the days go on it will get to a point where you wont see any. The main thing here isn't the mobs lose 10 or 20 every now and then, this bug makes it so it pretty much doesn't spawn anything. (with this bug I can go cave mining without torches and not have to worry)

If there is a SSP reduction by etho's trap(which you should link to where he is saying so) via a certain distance it is a different problem, this bug is directly the problem of view-distance on the standalone server. For all I know it could be related but the bug report here is to inform Mojang of the server bug which is pretty annoying for server hosts who which to have high population servers but want the lower the RAM and network overhead(which it does a lot).

There are special cases like redstone which operate beyond the view-distance sent by the server, the problem is mobs are the same so they are trying to spawn in these unloaded areas. Unlike redstone though mobs will keep spawning in these areas.

I don't know what about my writings made you think that I said so.

I can confirm this behavior in SSP too. Does there have to be a different report for SSP?

This was what made me think you were, I am not arguing just trying to get things straight.

This only does effect SMP, SSP spawns are perfectly fine to me when at low loaded chunks. This problem that is described above is a problem that was introduced in beta 1.6 (May 26, 2011) by the addition of forcing the view distance of every client user. With that said, open to lan does not reduce this view distance (only host client side view distance unless this has changed recently).

I just said what the problem was, mobs have a fixed spawn distance and the server view distance when lower then 9 will spawn the mobs in the chunks that are not loaded since they are the perfect conditions for the mob to be in(very low light level) so they spawn in the unlit unloaded chunks.

Mob spawning:
How the mob spawning works is they can spawn up to 128 blocks away this is unchanged and the problem. Mobs will still try to spawn in unloaded chunks which are more then 128 blocks away, now you may think doesn't that mean the view distance can be 8 ( 16 x 8 = 128 ), problem there is mob spawn will be better but still suffer from this problem over time since the chunk you stand on is + or - 16. Mobs do not abide by loaded chunks they abide by how far they are from the player.

The problem:
With the spawning in mind we will look to why the mobs do not despawn(which is similar to your problem but not the same). When they spawn in the unloaded chunks the server can no longer see them to update them, this is the same as when you are saying the ticks are not updating your ice. Your problem is something else as your chunk is loaded but not updating. If it is not loaded then it is doing the right thing and not updating. Back to the mobs, if the server does not check the these unloaded chunks they do not despawn and quickly fill up.

This is described in the original bug report, I have slightly expanded on the issue here and hopefully it is a little clearer. I'm not arguing with you Marios either I just don't think your ice problem is related to mob spawning and server view distance and the mob spawn is not effected in SSP because the client is purely in control over the loaded chunks and mobs are limited in that respect.

To recreate this problem:
Get the separate server change the view-distance in the sever-properties to 4 and then start the server, join the server and set your client view distance as far as you can. You can see the sun and moon and no fog but only 4 chunks are loaded, now roam around and wait for night you will see a very limit amount of mobs.

SSP automatically compensates for the lower view distance, when you have the standalone server forcing a view distance the server does not compensate mob spawning like in SSP.

The "Open LAN" feature is not affected by this bug since you cannot change server view distance only client view distance. (unless the client(host) render is tied with server view distance)
Really this only does affect the server, not to mention this has been a bug since beta so the aptly named server in the thread name was fine.

The main problem is not about the ticks(@Marios - you should open a new bug report for that, since your problem is different in this case), the problem is that mobs will spawn in unloaded chunks when the server's view distance(in the config) is set below the default. The server still tries to spawn mobs in the normal chunks preferring the unloaded since light level is probably 0 when unloaded.

I do not get lower spawn rates while playing SSP, I do not know how you confirmed it being lower in SSP and if it was when you activated Open to lan then that is classed as SMP not SSP.

This would be amazing if it was fix it has been a problem since mid beta... 😞