After more investigation, I discovered that impulse command blocks activating other impulse command blocks using the 'auto:1b' tag causes lag. Using chain command blocks instead doesn't cause lag.
Pre- and post-activation crashlog
Still happens in 15w45a.
Added new bug reports pre-activation and post-activation of the machine using 3GB.
Still happens with 2 and 3GB. Might be unrelevant to RAM usage. Adjusting gamerules such as logAdminCommands, commandBlockOutput or sendCommandFeedback do not affect this bug in any way.
The crash is from after I activated the contraption (meaning I force-crashed it when it started freezing). Do I take one before as well?
Crash report added to attached files
Well, in the project I'm working on, everybody who's playing will get FallingSand summoned above them, but since this bug got fixed, the FallingSand will not snap on to the nearest block grid, and will break when it hits a block that's mostly air. But, with the summoning, is it possible to do something like "execute @a ~ ~ ~ execute @p[r=0] ~ ~ ~" and make it snap on to the block grid?
For some mapmakers, the fix of this 'bug' will break their whole map with no fix being available.
Yes, I have been experiencing that with another project I've been working on.
EDIT: Misread, currently, because of this bug, summoning entities relative to anything, will summon it exactly at those relative location. There is not a single way to make it snap on.
The main problem is how the FallingSand doesn't snap on to the nearest block grid, like it did before 14w33a and earlier.
1] Map was generated in 14w18b
2] This is SSP: Although I sometimes put it on a server, the server-properties' Difficulty is 3
3] Answered some more questions above.
Hostile Mob spawning rate very low, not sure why....
Yes, but when using /execute @e[name="name"] ~ ~ ~ testfor @a[r=10]", shouldn't it output based on the testfor command. If it does (and it probably does), it should output based on the actual testfor command, so a power of two for two people, three for three, etc..
The reason I'm using entities is because when I want to copy/paste the domination point, all I have to do is replace all entity names and player names in the whole build with the new ones, instead of using all kind of different coords.
Yeah, I was making a domination point system, but then I discovered that it would only go up one at a time instead of two, which meant that it would've only output a signal of 1.
It happens to me as well, though it only appears to happen when you teleport at high speeds, or even a low speed. Dropping yourself through the teleportation hole whilst one or two blocks above won't cause teleporting issues.
EDIT: The title is false, although I redid my custom map to use another entity name, but the problem still occurred when the entity (with the adjusted name) is unloaded. It seems to me that entities having their scores changed often by command blocks have their scores reset when unloaded.