mojira.dev

Perry M

Assigned

No issues.

Reported

MC-173058 Overzealous frustrum culling in specific chunks Duplicate MC-167065 Sliding down side of Honey Block no longer maintains sprint momentum (Since pre-release 2) Cannot Reproduce

Comments

My friend experienced this bug on nintendo switch. They tried to do some of the suggestions here, but they couldn't even open chat, the moment any button was clicked it would crash. Eventually all they did was start the game, wait for it to crash, start the game again wait for it to crash again, over and over and over again. It took 15-30 minutes of attempts before this bed-lock issue resolved itself.

I believe the fix is simply waiting for the in-game time to eventually become daytime. For some reason, the day-night cycle is retained even though the game crashes rather than exits, while other data, like player position is only saved periodically (which I believe is what causes the issue in the first place). Once it is daytime in the game, it successfully kicks you out of the bed (as it would do if you were to lie there waiting for other players to sleep all night long).

I'd like to add that the time it takes to resolve this will vary greatly depending on what time of night (in-game) the problem started, and how long it takes your device to restart the game.

To reduce the amount of duplicate tickets, the technical term for this issue is frustrum culling. (Searching that phrase did not feature this ticket in the list).

After retesting I don't believe this can be intentional, the momentum alternates and is not consistent at all with the effect observed when throwing items against honey.

Step by step:

  1. I sprint beside the honey blocks.

  2. Upon contact with the honey, I instantaneously drop momentum to walk pace (field of view drops).

  3. Continuing to hold shift, I accelerate again and resume sprint (field of view increases). This is the part that makes no sense.

Items on the other hand start sliding with the thrown momentum and decelerate to a point as one might expect. In fact items behave correctly whereas the player does not. 

As a side note, the instant drop in momentum also drops the field of view, which is unpleasant on the eyes. 

Keybounce, my point about zombie sieges was not that they can be safe, that players shouldn't need to protect them unless they hang around for long periods of time. The player can be distant from a village, not even knowing it exists and it gets besieged. It makes no sense what so ever that these villages even exist in the first place if they get wiped out so easily without player intervention. They NEED defences of their own, generated the same time, or at least villagers should be able to defend themselves against multiple zombies before being taken out. It has no balance at all.

Back when villages were besieged, half of the villages I came across were baren, and they're hard to find as it is. The fact that mobs get stronger the longer you stay there means an initial defence strong enough to overcome a couple of sieges would be a perfectly reasonable generation. This should be implemented before sieges are reinstated.

I do hope the siege isn't fixed before villages are granted a superior defence. Currently, even in the minecraft world it is simply illogical for any villages to exist in the first place (how on earth would they when a single night is fatal?). It would make more sense for fences, walls, better lighting to become part of village generation. On top of this, one iron golem isn't enough for a night of defence, half the village will still be wiped out because the golem can only move so fast.

The new difficulty system could work well here though. Perhaps any village should be able to outlast the first x nights that the player spends there. The difficulty will then increase the longer the player hangs around and he/she will then have to take action to protect the village.