I still cannot duplicate the issue in the older versions. Was the bug in the launcher?
I find that strange. Not that I'm sad about the bug being fixed.
Ah! I created the test incorrectly.
Here is likely a more accurate test:
old video
I am out of time for today. I will test soon.
I could not duplicate the exact time-lag effects even on older versions. I've upgraded computers and a whole lot has happened since then. I know it was most prominent on servers.
For a completely accurate test I need to duplicate the problem on the previous version, but as you say, that has been difficult to do.
I've been searching for the exact test scenario but haven't come up with it.
I have tested the issue. With a fast CPU it is not as prominent, but there is strong evidence to suggest it has been addressed.
See the video for my testing.
Finally able to setup a server, found a village. While the overall lag is improved during zombie/village interacting events I still get heavy lag. It isn't bad enough to take down the server and I haven't confirmed with a number of people logged in. I was the only one on and did experience heavy lag. The server is running 1.7.2 with no mods or plugins.
At night the CPU hangs around 18-25% usage spikes, but during a minecraft day, after the zombies have been killed it pegs at 16-19%. This indicates some optimizations, but the original bug has yet to be corrected.
Dell SC 1425: 4gb ram, Quad Intel(R) Xeon(TM) CPU 3.00GHz processors.
I am trying to being a 1.7.2 server online, having hardware issues. I am hoping to test 1.7.2 on a server this week if I can get past the issues. I'll post results when I can.
I'm using an Intel Mac Book Air with:
1.8 GHz Intel Core i7
4GB 1333 MHz DDR3
In 1.6.2:
I put a villager in glass blocks (unreachable) and put about 30 zombies in a tank near it. They would try to get to him, but fail. It is only a small area, so no lag. As soon as I allow the zombies out of their tank and (Seemingly) another path out in the world, the lag hits.
I did exactly the same in 13w38c: result no log noticeable.
Pic of my setup.
13w38c showing some promise, however, I don't believe the actual bug is fixed. I got a few ticks of the moon snapping back and also the "system can't keep up message."
Can anyone confirm?
Briefly my snapshots upgraded to what it called 1.6.4. I was excited to check for the existence of the bug and it appeared.
Later, my snapshot downloader reverted it to 13w38a. This also was affected by the bug. (code upload/naming snafu?)
Either way both versions were affected in my testing. If someone could confirm that would be great. I will leave the affected versions with the 1.6.4 and 13w38a notation.
My favorite server qt.qubetubers.com just upgraded to 1.6 (waiting for mobcatcher to be released). Finally they upgraded. I warned the mods about the zombie issue. A day later they disabled zombies altogether until the issue is fixed. I encouraged them to all vote for this bug.
As a work around you can bring it up in peaceful, kill the zombies, then restart in normal. 🙂 ? maybe??
I can't vote since I reported it, so please all commenters/watchers, vote!
Not sure how the peaceful mode plays into this since no mobs were generated when I play on peaceful. The bug appears when zombies are generating and attacking villagers, so those conditions must be met. No lag occurs when I am on peaceful in the middle of village at any time during the night. I tried twice, two nights with two different villages on peaceful. No lag was experienced.
I notice someone already updated the 1.6.1. sorry, been at cisco live 2013 in orlando this week - at the same location as Minecon will be this year ironically. 🙂
In my testing zombie hordes occasionally got as large as 10 or more and was well past the midnight timeframe.
Although the lag would occur even at times that only a few zombies (<5) showed up.
agreed. I just confirmed in my save. The lag is crazy. time can't keep up. the moon snaps back. zombies multiply, villagers go crazy. Still there in 1.6 prerelease.
I'm at Cisco Live this week. Not sure if I will get time to test this, but I will try ASAP with the pre-release and see if any other bug fixes fixed this. I saw nothing in the release notes that would have affected this bug, but you never know how a bug fix might cascade and 'fix' some other issue. More to follow when I can get a moment to check the right conditions. I have a map with 4 villages somewhat near each other so I can test this phenomenon fairly easily.
more to follow..
For me it seems related to the new zombie code (other zombies are attracted when one is attacked and villager reaction to a siege). I didn't have an incredible number of zombies, but everything else happens: time goes off, the moon snaps back. One time a villager just spun in a circle at incredible speed. I placed a block near him and he stopped and ran inside. Seems definitely related to the new zombie code, but probably more in relation to villages and block placement during a siege.
I haven't tested the village again in a while, and I still don't get the block lag, but the timing message is now coming up more than normal. I can always feel when it is happening, then I look over to the console and see that it has happened.
Perhaps this is more related to a lighting recalculation or gravity? You might try the dump and submit it here when this happening.
Confirmed on 1.12.1