Steps to reproduce: place a bunch of copper blocks in a grid with 4 block spacing between, place a bunch of doors in a similar grid. Wait and watch oxidation rates.
Observed: doors oxidize much slower
Expected: they'd oxidized at similar rates, since they're spaced out the same.
1. Start a raid
Results
Game crashes when first wave of pillagers spawn
Next
1. Vist ocean monument
2.Defeat guardian(s)
Result
Game crashes when monument is past renderd distance
Temporary fix. Load the game in peaceful. It will end the raid. My game crashes during raids also. I did this and it fixed it but will crash if you start another raid.
could you have possibly burnt in your screen?
how about making it 2x2 would be frustratingly hard to hit. Already not a fan of glass panes and iron bars because of that
Can confirm, still an issue. I cant upload the video because the size is too large. The steps are simple: generate a new superflat world, create a large grid of single copper blocks and doors with 4 blocks of space in between (5 meter center to center distance). Make the grid size large enough that you can see trends instead of just individual randomness. Either wait or use the tick rate/randomTickSpeed commands. If your sample size is large enough you'll see plain as day: when most of the individual blocks have oxidized completely the doors will still be in a mixed state, with a large percentage (~20-40% in my testing) still untouched by oxidation.
This is especially problematic since doors must be crafted using ingots, and as such always start out completely unoxidized.