mojira.dev

Quijx

Assigned

No issues.

Reported

MC-108629 All structure blocks use same random value for structure integrity and LootTableSeed when powered at the same time Confirmed MC-62655 Cubic player selector always finds player if there are more than 31 Entities around Fixed MC-59626 Arrows lose their Punch enchantment property when unloaded Fixed MC-55172 Mobs do not spawn at the heights 16, 32, 48, 64, 80... (Multiples of 16) Fixed MC-1893 If you sneak, buckets will place water/lava/lily pads at the position you would point at if you wouldn't sneak. Fixed

Comments

@Frank I am also using the 1.15 versions, Arch Linux with KDE. For me, the glitches only appear in fullscreen if the Setting "Allow applications to block compositing" (under Settings -> Hardware -> Display and Monitor -> Compositor) is disabeled. However, they are still much less frequent than when not in fullscreen. With the option enabled, the glitches are completely gone in fullscreen for me. However that introduces some other annoyances such as the clock on the second monitor not updating or not being able to click on the Minecraft icon in the bottom bar after switching out without going out of fullscreen first.

For me the bug is also fixed, even in old worlds.

I have noticed the more solid blocks are inside the bottom most chunk-sections of the loaded region, the less is the lag. So if the bottom 16 layers are filled with solid blocks the lag almost gone, if not completely. If they are empty the lag is the strongest. And if the bottom 6 layers are filled, the lag is somewhere between both.
Like "ShadowofElements" I also noticed that the lag is gone if the gamerule doMobSpawning is set to "false".
Also the lag does not only involve the laggyness of mobs but also the flowing speed of fluids and lots of other things. This is caused by the slow tick rate of the internal server. So I think the bug title is kind of inappropriate.

Tutorial to test the tick rate of your internal server:
You can test the tick rate by typing "/debug start", waiting a couple of seconds and then type "/debug stop". Now divide the displayed number of ticks by the number of seconds. If there is there is no lag, the value should be somewhere around 20 ticks/second. The lower the number is, the more lag you have.

You have to enable a trigger objective before it can be set by /trigger.
Do do that you must type /scoreboard players enable @p someObjective.
Now /trigger will work even if you haven't set the objective with "/scoreboard players set @p someObjective 0".
A trigger objective will be disabled for the specific player once you called /trigger, so you have to enable it every time if you want to give someone the permission to change the trigger value.

What I think this bug really is, is that if you call /trigger while neither the objective has an assigned value nor it has been enabled, the error message will be "Invalid trigger name someObjective" instead of "Trigger someObjective is not enabled".
The second bug is that if you set the value of a trigger objective with "/scoreboard players set @p someObjective 0" the trigger gets somehow enabled. Though this only works the first time.

Confirmed with Windows 7 64bit (Laptop) German keyboard layout
(in case anyone with a non German keyboard does not know where the "<" key is located):
http://i.imgur.com/U5uECug.png