I've been fighting this error for 4 years. After 4 years I read this, I have thousands of textures, nowhere in the Microsoft, rtx, or any other docs is this stated I've seen. IS THIS REALLY the limit of Bedrock? Mojang please optimize texture atlas so each texture is only added one time regardless of usage. Adding the same texture over and over for each block usage to the terrain.atlas is a major issue. Fixing this one issue would allow RTX and other HD packs to better work around this limit. Without fixing this I have a total block limit too.
From the RTX Discord Channel by (Jason)
""Resource Pack Fallback. Low Memory. Textures will have a reduced level of detail" notifications are likely caused by the resource pack stack exceeding the terrain atlas dimensions. It is not due to a pack's size in bytes. Minecraft loads every value from .texture_set.json
files into a single terrain atlas.Any included textures must fit within a 16384 px × 16384 px (72 ppi) area. (268 million pixels). The atlas is arranged in order from smallest to largest texture dimensions, then sorted by name alphabetically. The texture images are aligned to the upper-left and placed side-by-side.
Keep these constraints in mind when creating HD textures, lengthy flipbook animations or large UV layouts. Minecraft creates the terrain atlas from the texture sources provided in the resource pack's terrain_texture.json
file. The game will attempt to load a .texture_set.json
file in the path specified by a block's textures
property in the terrain atlas JSON data. If the texture set (or texture image) is found, the texture(s) will be placed in the terrain atlas.
Any reference to a texture in the .texture_set.json
file will append the texture image to the atlas. For example, if different texture set files reference a common texture, that texture will be repeated in the terrain atlas."
NOTE: This is the total of ALL RP Addons applied. So if you have 100 million pixels in 1 addon for blocks, then another 300 million in 3 other addons and they are all on. Then you have 400 million total.
NOTE: This is for each atlas. All RP add-ons applied are combined, so all block textures in all add-ons are added to terrian.atlas. All item textures in to an item.atlas. Enties in to an entity.atlas. So each atlas has it's own 268 million pixel limit. So the chart before is for each atlas.
NOTE: I was able to FIX my RP after 4 years.
To help you out here are some estimated numbers
[media]Don't forget about the padding overhead. Default (8 pixels) Per texture. Not sure if this is per side so total (32 pixel overhead)
2 Tasks are not easy when trying to fix this. With chatgpt I created these 2 python script tools to help you fix these issues. (BACKUP FIRST)
1) Batch converting png images (INPLACE/OVERWRITE) to 72dpi (and subfolders)
https://github.com/Outlandishly-Crafted/OLC-Convert-Images-to-DPI-72-All-Subfolders-Tool
2) Counting all the texture pixels by folder/atlas. (Blocks, Entity, Item, Particle)
https://github.com/Outlandishly-Crafted/OLC-Texture-Pixel-Counter-Tool
Before: (Cage is almost gone, can't even see any hair on bear)
[media]Blockbench: Full Quality
[media]After getting total block textures under the 268million pixel limit.
[media]I tested this pack in exp mode on my higher end system with no bugs or issues.
Windows 10, 3090 Founders, Ryzen 9 3900x, 48gb ddr4.
Suggesting this is a custom blocks with geos issue on lower end systems.
Having this issue currently. On many worlds across many addons. I'm an addon developer. Can't click past it. Game breaking! PC/Windows 10/Highend
There errors seem to be generated by my butterflies move to block Ai. Which also explains why it's being spammed every tick to the logs.
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Fixed: I had added in a item in the list for move to block behavior for butterflies, which then spammed the logs every tick of every entity doing that behavior causing 117gb of logs. lol
Please update this error message to mean something helpful. Please limit behavior log events to one per second/game start NOT one per tick for all of that type of entity NOT every single entity. I had a good thousand butterflies spawn, it seems all sending log events ever tick.
Please give a warning to user when log files are more than 100mb in total size.
This seems less related to logs issues and more related to this one error being spammed. Any hints on what the error means? Started on Dec 14th. I have backups from then but would loss a lot of work and time rebuilding the last 2 weeks. Vs just fixing this error. I had NO issues in game, everything was working correctly!!
Changed render controller, didn't help
Compress texture to 1.5 MB at 1024x1024 didn't help.
Removing texture completely didn't help.
Removing Attachable completely didn't help.
Renaming Identifier in the BP Item file generates a new error too as well as previous.
12:48:03[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:48:03[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:holdable_flowers_a
Renaming Identifier in the RP Item file doesn't solve issue or change the error to the new identifier!
Deleting the RP item, BP item and attachable doesn't fix it. I'm running out of ideas.
Deleting all the related holdable flowers made the problem much worse.
If I load an unrelated world and addon I get NO log errors. So it must be an issue in the addon above.
I've added the BP item, RP item and Attachable and RP RC json files. I'm working in 1.16.0, NO EXP.
Location, size and type of image file. It is large but uncompressed right now, I had planned to develop at full quality so around 4mb then compress files at end based on device category.
[media]I have to fix this. On nvme drives on high-end system it's not noticeable but it prevents me from using my logs. Simply open and close of the world causes a 40mb log.
Here is a common error I'm seeing I haven't seen before and don't understand. I'm posting a lots of them so you can see these are were written to log at once then again and again 1,434,312 (1.4 million times) which created a 40 MB log file.
NOTE: This error does NOT show up in the GUI on screen!
Error generates regardless if held, in inventory or not. No other 3d items generate errors, I have over 50 from pets, weapons but only the flower is an issue.
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
12:03:50[Item][inform]-Unknown item during Deferred ItemDescriptor resolution: olctd:item.holdable_flowers_a
These are the only other log entries which I just haven't had time to address. These shouldn't be an issue.
12:03:45[Commands][warning]-Function clear_replace_settings failed to load correctly with error(s):
12:03:45[Commands][warning]-Error on line 3: command failed to parse with error 'Syntax error: Unexpected "olctd:3d_settings": at "clear @s >>olctd:3d_settings<< 0 99"'
12:03:45[Commands][warning]-Error on line 4: command failed to parse with error 'Syntax error: Unexpected "olctd:3d_settings": at ".hotbar 8 >>olctd:3d_settings<< 1 0"'
12:03:46[Animation][error]-Error: can't find animation mini_game_fly_fishing_cast_reset_waiting_5sec
12:03:49[Effects][error]-particles/thrown_dirt.particle.json | ParticleEffect::_extractComponents | minecraft:particle_motion_collision | ParticleMotionCollisionComponent | collision_radius | required field does not exist
Please delete ticket, issue was in the manifest min verison.
Here is more information
Bridge Code showing Stackable on and custom hitboxes
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Block Bench showing 1 hit box
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Here is in game showing the collision box is stackable but the hit boxes are NOT stackable. This means only small circular entities can have stuff stacks as there is not way to get long tables or long items to work currently. This causes lots of issues for making stuff that the player can walk on or jump on to. The HITBOX do have interacts but now the collision box doesn't if hitbox is included. You can see the shadow where the collision box is vs the hitboxes. Also why doesn't the shadow follow the hitboxes too? It's very illogical.
You can see here
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As you can see in the video instead of the particles shooting from the dragon's mouth flying across the player body which is setup as an attachable. The dragon overhead flying is a full entity riding the player with a similar bone layout and setup and works fine. But the attachable dragon riding on the shoulder of the player then starting their animation loop doesn't, Instead the attachable dragon shoots the particle from the player mounting bone (I assume as it looks like it's coming from the shoulder/upper_arm instead of the locator.
This should instead be shooting from the mouth of the attachable dragon. NOT the players mounting point. Please pass the attachable locators to the attachable RP logic so this works correctly.
I've included a screen cap showing this working correctly in blockbench as well.
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I can't continue my game development until you fix this bug!
This bug is current in 1.20.60 please address. Also applies to entities as well as player.
We're trying to set entities and player so they can't die, but this breaks them. Using a higher min for entities solved some issues but issues with player are still there.