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Question for everyone posting crash reports here: Did you increase then render distance in the settings? Please include information about the render distance, simulation distance and if you assigned more RAM to the game via start parameters in the launcher.

If you can't load into a world without this issue, let me know if changing the default launch parameter `-Xmx2G` to `-Xmx4G` or `-Xmx8G` in the launcher will allow you to load into your world again.

The attached log file does not contain a stack trace of the exception that was reported. Please attach a complete log file including the full crash report with stacktrace so that we can try to reproduce the reported issue.

Is this still an issue in the latest snapshot?

The issue is marked as fixed in the next snapshot. Using snapshots comes with the risk of things being broken sometimes. Hotfixes are only made for problems that prevent proper testing of snapshots, so in this case I recommend you use the previous snapshot until the next one is out.

Do you have an example where this still happens? I've not seen it anymore in my test world, but I'm testing with a limited set of blocks and setups.

Please attach the world save or send it to me in some way. The problem seems to be an issue related to the scoreboard and I can't reproduce it without your save.

The JVM was granted a limit of 3GB of memory (-Xmx3000m) and the Windows task manager is not a reliable tool to measure the memory usage of Java processes running in that VM. Unless the process runs out of memory over time, this is not a bug.

This can happen with world saved in some of the snapshots released during February or early March. In more recent snapshots it should fix itself by either leaving the world and re-entering it or by teleporting away at least twice the view distance and then teleporting back.

If this issue still happens in the latest snapshot, with worlds saved in 1.13.x, please leave a note here.

If it happens with world saved in snapshots before 19w13a, do not comment on this issue unless the steps outlined above are not solving the issue.

@unknown could you send me the world that you used in your test that produced the `latest.log` file? If it's not too large you should be able to pack the world (zip) and attach it to this bugreport.

If anyone can still reproduce this in the latest snapshot, please send me a copy of the world. I can't reproduce it with any of my test worlds.

I could not reproduce the reported memory consumption. In my test the memory used by caching the classes was a few MB. Caching data in the way it's done in LaunchClassLoader is a technical requirement for the class loader to work in the intended way.

Apart from that, please do not report issues with the assumption that something is still the case in the most recent or in upcoming version based on observing something in an older version. If you report an issue for a version, make sure you tested that the reported behavior actually exists in that version. If your report starts with "Don't know if this still happens" or "For newer versions it's probably still exists" please reconsider sending it in the first place.

Can you provide some proof that "takes up gigs of ram for modpacks" is actually the case?

Please disable all resource packs and send me the log files if you are still getting crashes. Right now it's hard to tell from the log files if it's an issue directly related to VBO or caused by the texture pack you are using (Ragecraft Faithful 64x64), the log file indicates a corrupt or malformed metadata file in the resource pack.

You also wrote in one of the files that you have an Intel(R) HD Graphics GPU. It would be very helpful if you could find the model (for example HD 1000 or HD 4000 or whatever model you have installed).

Please provide more information. I need to know what graphics card you are using, the driver version that is installed on your system, the operating system (type and version) and the log file from a crashed instance of the game.

Could not reproduce it with the current development version. Please send me feedback if this is still an issue in the next released version.

Some of these behaviors are now WAI, others should be fixed in the next version:

  • Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not

That's now WAI

 

  • Dispensers facing a solid block shoot through it. Affects all items thrown by players and fire charges (Fireworks have been passing through blocks since they got added, don't change that please)

This should be fixed now

 

  • Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks

That's now WAI

 

  • Shulkers aren't affected because they can't be stuck in a block (teleport away)

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  • Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents

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The observer block will now be moved in the off-state.

Could someone clarify what the old behavior was and what is different now. I'm trying to understand the problem better before attempting a fix for it. Try to ELI5 me on this one, because I have a hard time seeing a problem in the current behavior.

For now I'll remove the glint effect from the icon in the inventory, so it'll behave similar to shields. In a future update we'll implement proper glint support for custom rendered models and then we can add the effect to both tridents and shields.

WAI, it's now achieved via @e[type=!player,limit=1,sort=random]

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