/summon Zombie with big followrange crashes the server
When I activate the command:
/summon Zombie ~ ~1 ~ {CanPickUpLoot:0,CustomName:LumberjackZombie,CustomNameVisible:1,PersistenceRequired:1,Equipment:[{id:258},{id},{id:},{id},{id:298}],Attributes:[{Name:generic.followRange,Base:1000},{Name:generic.attackDamage,Base:0},{Name:zombie.spawnReinforcements,Base:0}]}
it freezes the server. Also happens in 14w21b.
If I start the server again, it takes about 2 sec to freeze again. I can only close the server by stopping the proces in task manager.
To stop it from crashing, I start the server and then quickly type /kill @e
that works if I do it at the start, but a few seconds later it would freeze.
I dont know what the problem is with this command.
Just thought I'd report it.
In the attachments are 3 crash logs. At least 2 are from 14w21b. Not sure about the third one. They are deffinitely all about this crash, not an earlyer crash.
Have fun,
- Pieter Voors
Environment
Windows 7
Latest Java (as of 2-4-2014)
Linked Issues
is duplicated by7
Created Issue:
/summon Zombie with some tags crashes the server
When I activate the command:
/summon Zombie ~ ~1 ~ {CanPickUpLoot:0,CustomName:LumberjackZombie,CustomNameVisible:1,PersistenceRequired:1,Equipment:[{id:258},{id},{id:},{id},{id:298}],Attributes:[{Name:generic.followRange,Base:1000},{Name:generic.attackDamage,Base:0},{Name:zombie.spawnReinforcements,Base:0}]}
it freezes the server. Also happens in 14w21b.
If I start the server again, it takes about 2 sec to freeze again. I can only close the server by stopping the proces in task manager.
To stop it from crashing, I start the server and then quickly type /kill @e
that works if I do it at the start, but a few seconds later it would freeze.
I dont know what the problem is with this command.
Just thought I'd report it.In the attachments are 3 crash logs. At least 2 are from 14w21b. Not sure about the third one. They are deffinitely all about this crash, not an earlyer crash.
Have fun,
- Pieter Voors
Environment
Windows 7
Latest Java (as of 2-4-2014)
/summon Zombie withsome tagscrashes the server/summon Zombie with big followrange crashes the server
relates to
is duplicated by
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I think you can close this as it is like at MC-60182 also it throws strange errors out
WARNING! Do not test this in your normal world, please create a new one
Perform this command:
/summon Guardian ~ ~ ~ {Attributes:[{Name:generic.followRange,Base:1000}]}
This will cause
-
- 14w25b Error 1
- 14w25b Crash
(I summoned it in a river but it seems not to be necessary to be in a river) - In 14w26b will cause these:
[22:00:40 INFO]: Client> [22:00:40] [Server thread/ERROR]: Tried to setBlockAndData(minecraft:torch/0) but it's an invalid state. Defaulting to minecraft:torch[facing=up] instead (minecraft:torch/5) [22:00:54 INFO]: Client> [22:00:54] [Server thread/ERROR]: Tried to setBlockAndData(minecraft:furnace/0) but it's an invalid state. Defaulting to minecraft:furnace[facing=north] instead (minecraft:furnace/2)
Also when you summon one riding a witherskull:
(I did this in a superflat world)/summon Guardian ~ ~1 ~ {Riding:{id:WitherSkull,direction:[]},Attributes:[{Name:generic.followRange,Base:1000}]}you should copy this in a commandblock
"14w25b Error 2" happens
*Also the shooting animation doesn't appear when the attacked mob is too far away
[Mojang] Searge (Michael Stoyke) in MC-60182
Don't do that or assign more memory to your server instance.
Duplicate of MC-60182
Duplicate of MC-60182.
The various mob pathfinding changes in the 1.9 snapshots are likely the causes of these bugs.
This is an issue present in all versions that use generic.followRange. You're asking the server to perform much heavier calculations the higher you increase the value, so it's only natural that the more work you ask it to do the longer it takes to do that work.
@haschischtasche I'm saying that increasing followRange has always been a problem, and the act of doing so is a duplicate of MC-60182. The report he linked (MC-94438) covers mob AI issues in 1.9.
Why is this marked as a duplicate? Spawning a zombie with 1000 follow range (as highlighted in MC-60182) would crash it, but that large amount is never needed, since mobs won't move at all while outside your render distance (which can only go up to 32 chunks, or 512 blocks). A much smaller value of 160 is much more practical for making a map where hostile mobs spawn at a distance and come towards you. This doesn't crash or cause lag in 1.8.9, even if applied to a ton of mobs, but in the 1.9 snapshots it causes lag even if only put on a handful of mobs, rendering the game unplayable. So something changed, thus taking out a useful feature of allowing mobs to follow players from large distances.
Plus, it's totally broken a map that I've been working on for nearly a year.
Duplicate of MC-60182. Don't use such a high followRange.
Edit:
I am trying to trace the bug. The following command still crashes my server:
/summon Zombie ~ ~1 ~ {CustomName:LumberjackZombie,CustomNameVisible:1,Attributes:[{Name:generic.followRange,Base:1000},{Name:generic.attackDamage,Base:0}]}/summon Zombie ~ ~1 ~ {CustomName:LumberjackZombie,CustomNameVisible:1}doestn't crash
/summon Zombie ~ ~1 ~ {CustomName:LumberjackZombie,CustomNameVisible:1,Attributes:[{Name:generic.attackDamage,Base:0}]}This works just fine so I'm guessing it is the Huge followRange that is crashing the server.
Hope I helped
Don't do that or assign more memory to your server instance.