mojira.dev

MoldySpore

Assigned

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Reported

MC-77519 Villagers will not walk or farm across lilypads Incomplete

Comments

@Dandamannnn: Same. I am still getting heavy lag during night cycles. And if the number of zombies gets up high enough my TPS still starts to dip into the danger zone, even if they are only locking onto villagers in the currently loaded chunk where a single player resides.

1.7.1 seems like it is going to be getting released without a fix for this bug, and that is really disappointing. Until this bug is fixed additional content is kinda a second thought for me, since nights (a huge part of the game) are turned off to avoid severe lag on my server.

@Aikar: as far as I know, this effects single player games as well.

@Ezekiel: Sure, but I'm unclear on how this could ever be considered fixed if the fix comes from outside Mojang in the form of a modded server that would need to be running? Nothing other than an official bug patch should close this issue...right? If that is the case, people saying it was "fixed" in forge are only causing confusion, since that isn't an official Mojang fix (such as in the snapshots). That was all I was trying to point out.

Nobody is allowed to call this fixed until we get an official fix from Mojang. Workaround does NOT = FIXED. The fact that this bug is still "unassigned" boggles the mind. My server has had no nighttime for months now in order to avoid this bug. Starting to get old...

@Ville Selkämaa: That is nice in creative mode where nothing is spawning below. But there are almost always random zombies that spawn under towns and those zombies have no path to anything. Also, there should be no reason to do a ghetto fix like this, since the problem has already been tracked down, yet Mojang has yet to even assign this game-crippling bug to anyone.

Really surprised this has gone on this long without a fix or a public acknowledgement from them. Getting tired of having no daylight cycle on my server :\

@Alethia Grace Cyrus: Minecraft is only able to run single-threaded, meaning it only runs on 1-core on multicore machines. Perhaps in a small world in single player the lag is less evident, but any server with a moderately sized map shows this bug. It doesn't matter how amazing the server is in terms of specs. Eventually the TPS value will show the issue, even if there is no actual evidence of it on players who are connected to the server. Chunks that contain villagers have the biggest problem, since the easiest way to see the bug is to have a massive village and get a massive amount of zombies to spawn outside of the village. Once the zombies lock on, if there is no way for them to reach their targets it immediately pegs 1-core of the server it is running on.

This isn't so much about good computers vs bad computers. And Mojang is a good enough company where I am sure they test things on a multitude of platforms. This is about poorly optimized code, as Markku outlined above. Regardless if you feel the impact or not, there is a real issue with the core game code, and is a serious problem for server administrators such as myself. Even if you don't see changes visually inside of minecraft, it will be putting unnecessary strain on your CPU because of this.

Also, Mojang was already directly notified about this bug after a prominent YouTuber had an event ruined because of it. I believe Dinnerbone was informed directly. Most likely why the status is now "Confirmed" instead of just "Community Confirmation".

My friends have all given up on my server which really bums me out

You could always do what I did, which is just set the new gamerule DoDaylightCycle to false. Then set the time at around sunset! Perpetual sunset makes everyone on my server 😃

On another note, I can't believe this is still unassigned. Been a reported bug since early June and still nothing out of Mojang. Surprising since this is such a big bug.

I can also confirm. There don't even need to be any zombies in the immediately viewable area. It seems as soon as you enter a village that contains any number of villagers, at night, TPS immediately starts dropping. My TPS goes from 20 down as low as 10.5. If I do a /day to immediately make it daytime, while standing in the village motionless, I can watch my TPS start to rise steadily as the number of zombie entities drops (Again, this isn't even zombies in the area, just existing in the chunks that are loaded at the time).

Riding a cart or running away from the village has the same effect, where TPS will steadily increase as the distance from the village increases, and vice versa.

Turning off the day/night cycle with the new "/gamerule DoDaylightCycle" command eliminates this issue, as the server never goes into night mode and starts spawning a ridiculous amount of zombies.

As some new commenters do not bother to read older comments, a link back to the buried earlier comment with my analysis (in short, the reason is already known):
https://mojang.atlassian.net/browse/MC-17630?focusedCommentId=84646&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-84646

That is some good troubleshooting, and totally makes sense. The code may not be "optimized" because it was probably never meant to handle this number of zombies with this far of a path-finding range. It was meant to handle the original siege mechanic introduced back in beta. Just needs some updating or a new way to handle this number of entities with such a huge range to lock onto villagers/players.

That being said, it is a huge problem and I hope that it gets addressed soon by Mojang. Not having a night cycle on a survival server kinda sucks.