mojira.dev

Zathulu

Assigned

No issues.

Reported

MC-193576 Tnt does not damage player on server Invalid MC-177510 Wither skull afk farm; tame wolf kills, rare drops only with owner present Awaiting Response MC-135130 Render distance lag Fixed MC-134574 Trident enchantment glint/glow Duplicate MC-134569 Falling particles cause lag Duplicate

Comments

I've attached another debug report with vanilla added for clarity. Though I noticed the "is modded" tag is still unknown. So I left the original on for comparison. I'm unsure what the reasons are behind the unknown response, so if I need to do something else just let me know.

Thanks! 

Sorry, I may have been using optifine on the first debug. The sever and launcher are vanilla. I'll re-run the debug on vanilla 1.16.3

I'm not sure if it matters, but during the debug I did the following:

Placed tnt and directly ignited, resulting in no damage taken.

Then placed tnt and ignited indirectly by lighting the adjacent block, resulting in death.

Respawned, waited a moment and stopped debug.

Server updated to 1.16.3, still present.

Server updated to 1.16.2, issue still present.

That was the issue. Here's a text document with playerdata, no items.

[media]

Having a problem getting that. Not sure what the issue is? Does the playerdata folder in the server contain the same info? If so, I can attach that if you have an NBT program.

I assume it may be that the info is too much to run the command? My ender chest is filled with named and colored shulker boxes of items. I know that is also tied to playerdata.

[14:34:11] Netty Server IO #4/ERROR: io.netty.handler.codec.EncoderException: String too big (was 741731 bytes encoded, max 262144)

[media]

Added a longer video that contains all info in one shot

No datapacks, just vanilla minecraft

Issue resolved 1.13.2

Yep. See new screenshots.

Evidently this is also related to DoMobSpawning. Disabling causes tick speed to return to normal. The attached screenshots are with DoMobSpawning set to true. Render distance is also a factor though. I know the code for spawning is directly related to render distance, but should changing it by a factor of 1 really cause the same lag as 23?

It seems that flowing water is not yet a feature for water loggable blocks. I wondered the same thing myself, but I'm guessing that would be a bit more complex. 

However, you can place your cross hairs over an entity while typing the command and their target id will appear.

That is because @e[type=zombie] is referring to all zombies, not just one.

I'm going to say this is working as intended. Just basic water spread mechanics. 

I assume this is related to the data blocks that are included with the generated structure. So it spawns the same mob every time, rather than randomly giving them equipment.

Sorry to post a duplicate. I couldn't find another bug reported about it. Didn't search the correct phrase I suppose. Is it possible to delete a bug report?