Forced crash report.
You're right. Sorry, I'm still new at this game.
Changed Difficulty to Peaceful but no change: water behaves normally now but repeaters still locked up.
Yet more info: Seems the Difficulty is already set to 'Easy,' and yet there are Creepers and Endermen prowling about. As I understand it, these mobs are not supposed to be present (or at least, visible) in Difficulty: Easy?
More info: this time the redstone repeaters fail to upate at all, even whilst other parts of the scene animate normally. Interestingly, the water blocks update even at a (much more reasonable) distance, with the water 'flowing' continuously from those valves which are stuck open (because the repeaters won't update). This new behaviour is shown in the following video: https://docs.google.com/file/d/0B_DqKqLT946KUWJxVE1PYXJEc00/edit?usp=sharing
I cannot get this to repeat the earlier behaviour of groups of water blocks failing to update, thanks to the repeater problem. Just guessing here, but when large numbers of groups of animated items are involved, all this 'simultaneous' action tends to overwhelm MC's internal machinery perhaps? The cavern in these videos is huge and contains lots of critters, each of which is animated separately. As these seem to receive priority render-wise, possibly there's little left in reserve to animate lower-priority items such as user-created stuff. I'm just speculating here, me not knowing anything about Minecraft's (rather remarkable) internals.
As a test, I'm going to run this again with Difficulty set from 'Hard' to 'Peaceful,' to reduce the numbers of animated items (critters) and see if this makes any difference. On the flip side, the issue with falling groups of water blocks was a problem with Difficulty set to Hard as well, but now it's the repeaters giving me fits and not the water blocks, and so reducing the number of animated items may not make any difference. I'll let you know.
Manually-forced crash report, as requested.
This video shows a short pulse racing away to the far end of the tunnel and returning about 24 seconds later, crossing the near bridge and then racing off again:
https://docs.google.com/file/d/0B_DqKqLT946KLURwckpfQ0QyaHM/edit?usp=sharing
This one shows what was originally a 100-200 ms pulse stretched to several seconds' duration by virtue of my character flying through one of those weirdly-lighted areas in the tunnel just as the pulse raced through:
https://docs.google.com/file/d/0B_DqKqLT946KaGM1b01wRzZKazQ/edit?usp=sharing
And finally, this (rather longish) video shows these patches of source-less lighting, the jagged boundary between light and dark in one part of the tunnel, how the pulse 'resets' the lighting behaviour back to Normal most of the time and, at the very end, the pulse as having been stretched considerably. I cut off the recording early, but the pulse duration had increased to about 12 seconds:
https://docs.google.com/file/d/0B_DqKqLT946KNDllWkNOTlV5T0k/edit?usp=sharing
The first patch of source-less light can be seen at around 0:22.
The sharp, jagged boundary between light and dark can be seen clearly at 1:29.
Thanks for looking into this. I really appreciate it.
Please note that I've since removed the Powered Rails due to the apparently intended behaviour of minecarts stopping once they're out of view.
Thanks, Kumasasa,
They're much larger than 10 MiB, unfortunately, but definitely under one gig. I'll upload them to my Google Drive and post the link.
This behaviour is intended? Truly? Why?
I noticed this very recently after launching an empty (stock generic) minecart down 1200 m of powered rails. Once the cart had disappeared from view, it stopped moving - unless I went after it. But, when my character rode in the cart, it completed the trip normally (as might reasonably be expected of a real minecart), bounced off the end-block and returned to its launch point, as expected.
As a follow-up experiment I placed Detector Rails at 100 m intervals over the full length of the tracks, ran Redstone alongside them back to the launch point and then terminated the circuit with a Redstone Lamp just for lulz. The lamp winked three times, not the twelve it would have had the minecart not had this surprising and inexplicable behaviour.
I do wish you would fix this. This behaviour may be intended, as you said but, quite honestly, it is indistinguishable from a real bug.
@Chick3n - This has been a problem since 1.2.5 and it still hasn't been fixed? Oh my! How is it that Mojang hasn't the time to fix what seems to me to be a fairly significant bug, but yet has time to add new features like horses, horse armour, etc (which have introduced new bugs, if I'm to believe some of the other bug submissions here)?
This does not bode well. Not at all. Somebody's not minding the store.