"Ticking block entity" NullPointerException Game crash 64 Pistons in 1 chunk
This crash occurs when 64 pistons in one chunk either retract or extend.
See also MC-108358 (32 pistons in one chunk).
To reproduce the crash you can use the attached structure file, one has 100, the other 63 pistons (add 1 to make it crash and make sure that build is in one single chunk).
Just flick the lever once or twice, and the game will crash.
Screenshots of my crash output attached, crash log by Panda4994 who could confirm it attached as well, the 64 pistons in one chunk I assumed are confirmed now by Xavom.
Linked Issues
is duplicated by2
Created Issue:
"Ticking block entity" Game crash Pistons NullPointerException
This crash occurs when many pistons (~50+, will figure out the minimumnumber) retract. To reproduce the crash you can use the attached structure file. Just flick the lever twice, and the game will game crash.
Will figure out more details asap.
This crash occurs when many pistons (~50+, will figure out the minimumnumber) retract. To reproduce the crash you can use the attached structure file. Just flick the lever twice, and the game will game crash.
Will figure out more details asap.This crash occurs when many pistons (~50+, will figure out the minimum number) retract.
To reproduce the crash you can use the attached structure file.
Just flick the lever twice, and the game will game crash.Will figure out more details asap.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50+, will figure out the minimum number) retract.
To reproduce the crash you can use the attached structure file.
Just flick the lever twice, and the game will game crash.Will figure out more details asap.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50, it seems the more pistons ,the more likely it crashes) retract.
It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case forMC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever twice, and the game will game crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50, it seems the more pistons
,the more likely it crashes) retract.
It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case forMC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever twice, and the game will game crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50, it seems the more pistons, the more likely it crashes) retract.
It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case forMC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever twice, and the game will game crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50, it seems the more pistons, the more likely it crashes) retract.
It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case forMC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever twice, and the game willgamecrash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50, it seems the more pistons, the more likely it crashes)
retract.
It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case forMC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever twice, and the game will crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50, it seems the more pistons, the more likely it crashes) either retract or extend.
It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case forMC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever twice, and the game will crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50, it seems the more pistons, the more likely it crashes) either retract or extend.
It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case forMC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever twice, and the game will crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50+?) either retract or extend it seems the more pistons, the more likely it crashes.
For me it does not crash with 63 pistons, but with 64 it does; can someone please confirm if this is the general case for them as well?It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case for
MC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever twice, and the game will crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50+?) either retract or extend it seems the more pistons, the more likely it crashes.
For me it does not crash with 63 pistons, but with 64 it does; can someone please confirm if this is the general case for them as well?It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case for
MC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever once or twice, and the game will crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50+?) either retract or extend it seems the more pistons, the more likely it crashes.
For me it does not crash with 63 pistons, but with 64 it does; can someone please confirm if this is the general case for them as well? (I added a structure file with the same build, just only 63 pistons; test that, flick lever several times, if it does not crash, add 1 additional piston, flick lever again once or twice.)It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case for
MC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever once or twice, and the game will crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50+?) either retract or extend it seems the more pistons, the more likely it crashes.
For me it does not crash with 63 pistons, but with 64 it does; can someone please confirm if this is the general case for them as well? (I added a structure file with the same build, just only 63 pistons; test that, flick lever several times, if it does not crash, add 1 additional piston, flick lever again once or twice.)It also seems the amount of pistons for the game to crash need to be in the same chunk
, as it was the case forMC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever once or twice, and the game will crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50+?) either retract or extend it seems the more pistons, the more likely it crashes.
For me it does not crash with 63 pistons, but with 64 it does; can someone please confirm if this is the general case for them as well? (I added a structure file with the same build, just only 63 pistons; test that, flick lever several times, if it does not crash, add 1 additional piston, flick lever again once or twice.)It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case for
MC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever once or twice, and the game will crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50+?) either retract or extend
it seems the more pistons, the more likely it crashes.
For me it does not crash with 63 pistons, but with 64 it does; can someone please confirm if this is the general case for them as well? (I added a structure file with the same build, just only 63 pistons; test that, flick lever several times, if it does not crash, add 1 additional piston, flick lever again once or twice.)It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case for
MC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever once or twice, and the game will crash.Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.
Screenshots of my crash output attached.
This crash occurs when many pistons (~50+?) either retract or extend.
For me it does not crash with 63 pistons, but with 64 it does; can someone please confirm if this is the general case for them as well? (I added a structure file with the same build, just only 63 pistons; test that, flick lever several times, if it does not crash, add 1 additional piston, flick lever again once or twice.)It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case for
MC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever once or twice, and the game will crash.
Will figure out more details asap, or maybe somebody else can contribute to it as I only got few time.Screenshots of my crash output attached.
This crash occurs when many pistons (~50+?) either retract or extend.
For me it does not crash with 63 pistons, but with 64 it does; can someone please confirm if this is the general case for them as well? (I added a structure file with the same build, just only 63 pistons; test that, flick lever several times, if it does not crash, add 1 additional piston, flick lever again once or twice.)It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case for
MC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever once or twice, and the game will crash.Screenshots of my crash output attached, crash log by Panda4994 who could confirm it attached as well.
"Ticking block entity" Game crash PistonsNullPointerException"Ticking block entity" NullPointerException Game crash 64 Pistons in 1 chunk
This crash occurs when many pistons (~50+?) either retract or extend.
For me it does not crash with 63 pistons, but with 64 it does; can someone please confirm if this is the general case for them as well? (I added a structure file with the same build, just only 63 pistons; test that, flick lever several times, if it does not crash, add 1 additional piston, flick lever again once or twice.)
It also seems the amount of pistons for the game to crash need to be in the same chunk, as it was the case forMC-108358.To reproduce the crash you can use the attached structure file.
Just flick the lever once or twice, and the game will crash.Screenshots of my crash output attached, crash log by Panda4994 who could confirm it attached as well.
This crash occurs when 64 pistons in one chunk either retract or extend.
See alsoMC-108358(32 pistons in one chunk).To reproduce the crash you can use the attached structure file, one has 100, the other 63 pistons (add 1 to make it crash and make sure that build is in one single chunk).
Just flick the lever once or twice, and the game will crash.Screenshots of my crash output attached, crash log by Panda4994 who could confirm it attached as well, the 64 pistons in one chunk I assumed are confirmed now by Xavom.
relates to
is duplicated by
relates to
is duplicated by
While the conditions of the crash that is recently occurring in the snapshots are quite similar, it is now a NullPointerException rather than an IllegalArgumentException.
The new bug is tracked in this ticket: MC-123304
I can confirm that, when I entered the attached worldsave, I did crash (see attached screenshot) when I activated one of the contraptions' buttons ,but upon re-entering, I could not reproduce that crash anymore. I triggered all buttons of all 3 contraptions which are in that worldsave, but the crash occurred solely when I entered the worldsave first.
Edit: For some reason I am able to crash again (sometimes).
Could any of the mods/helpers maybe download the worldsave and confirm that?
Should we maybe wait until the fix for MC-123304 is in the next snapshot, to see if this still occurs with these few pistons/this setup before you'd reopen the bugpost?
I got it on my to-watch-list and would test it in next snapshot.
I reopened this report because 64 != 8, but then I decided to leave it closed for now. If this still happens in the next snapshot even though the crash described in MC-123304 does not happen anymore, please comment here.
Replacing at least a 21x21 or so area of (non-facing ones only I think) block entities (e.g. changing enchanting tables into mob spawners) with different block entities will cause visual bugs based on what was first in that spot
There's actually already a report for this: MC-82703, just so you know.
Also, piston heads actually don't have a block entity - only the "in motion" piston block thing does (which is sometimes refered to as "block 36", but officially is minecraft:moving_piston). Unfortunately testing with that is currently not possible due to MC-123304.
Same stacktrace as MC-123304.
Could this have anything to do with light updates / involve the light engine, lightmap somehow?
Just a very wild guess, but I recall such lag issues with moving and set blocks or structures since many years, and excluding that (also due to fairly more recent changes with rendering) might help a bit (again, no guarantee).
Essentially something in the direction of MC-170010, but potentially I'm completely off here.
Edit: I just saw you got a glass floor, and glass can lag like crazy.
I got first hand experience with that from a relatively recent MC Infinity client with a glass floor dimension, as well as years ago with the Cubehamster/Sethbling map that we playtested back then before its release.
It spawns moving flying machines, and there was also lots of (dyed) glass involved; we fixed the lag back then by adding a roof over the gaming field, and the resulting darkness/shadow by giving the players nightvision.
When you try to reproduce the lag / FPS drop, maybe it'd be good to test in a redstone-ready world, no glass; you can also test with a layer of solid blocks above the testing ground..
Edit 2: There have been issues in the past if 64 blocks or more changed in one chunk in the same tick or something like that; I recall such issues, see e.g. MC-123304 (and MC-108358 was with 32).





I can confirm.
Also some people commented on the similar (fixed) issue
MC-108358about this behaviour.Can confirm using 64 pistons in 1 chunk.
crash report with java.lang.NullPointerException: Ticking block entity , similar to those that are already attached.
Thank you Xavom
Thanks for taking the time to report this so clearly!
I can only guess how much you few Java Devs have to do, thus it's just fair to try to help as much as possible within one's capabilities, so you can pinpoint it faster, and I'm very happy there are some people who are willing to contribute to make this process even faster
Thank you for fixing it so fast/before 1.13, have a good holiday.