ChaosNemisis
- ChaosNemisis
- chaosnemisis
- Europe/Stockholm
- Yes
- No
Frequently (but not always) when hitting any kind of hittable entity, such as a boat or a skeleton or enderman, or receiving damage from any mob or player, the game will freeze and become "Not Responding", and the user must kill the program with the Task Manager. No crash reports result.
HOWEVER, this bug does NOT occur when the glitch which causes the sound system to be disabled occurs, which happens frequently after restarting the game from this crash. This leads me to think it has to do with the sound when the player deals or receives damage.
This is extremely annoying to me as I have almost died multiple times to it on my survival multiplayer server, and when it happens once it tends to happen repeatedly, so I end up playing for like a minute between restarts at times.
EDIT:
Looking around on the internet, this appears to be a fairly rare bug, as I have only found two posts on the internet that seem to indicate similar behavior. It may be hard to reproduce. Editing in my system specs in more detail.
Java 1.8.0_77, Windows 10 PC.
Java 1.8.0_77, Windows 10 PC.
Lenovo Ideapad Y50, Windows 10 Pro, GTX 860M, 1080p screen. Intel Core i5 4200H
Frequently (but not always) when hitting any kind of hittable entity, such as a boat or a skeleton or enderman, or receiving damage from any mob or player, the game will freeze and become "Not Responding", and the user must kill the program with the Task Manager. No crash reports result.
HOWEVER, this bug does NOT occur when the glitch which causes the sound system to be disabled occurs, which happens frequently after restarting the game from this crash. This leads me to think it has to do with the sound when the player deals or receives damage.
This is extremely annoying to me as I have almost died multiple times to it on my survival multiplayer server, and when it happens once it tends to happen repeatedly, so I end up playing for like a minute between restarts at times.
EDIT:
Looking around on the internet, this appears to be a fairly rare bug, as I have only found two posts on the internet that seem to indicate similar behavior. It may be hard to reproduce. Editing in my system specs in more detail.EDIT 2:
More detailed steps to reproduce:1. Make sure the sound is working normally.
2. Spawn a bunch of boats.
3. Hit them until it freezes.Note: This is just one of many possible ways to reproduce the bug.
Java 1.8.0_
77, Windows 10 PC.
Lenovo Ideapad Y50, Windows 10 Pro, GTX 860M, 1080p screen. Intel Core i5 4200HJava 1.8.0_92, Windows 10 PC.
Lenovo Ideapad Y50, Windows 10 Pro, GTX 860M, 1080p screen. Intel Core i5 4200H
Frequently (but not always) when hitting any kind of hittable entity, such as a boat or a skeleton or enderman, or receiving damage from any mob or player, the game will freeze and become "Not Responding", and the user must kill the program with the Task Manager. No crash reports result.
HOWEVER, this bug does NOT occur when the glitch which causes the sound system to be disabled occurs, which happens frequently after restarting the game from this crash. This leads me to think it has to do with the sound when the player deals or receives damage.
This is extremely annoying to me as I have almost died multiple times to it on my survival multiplayer server, and when it happens once it tends to happen repeatedly, so I end up playing for like a minute between restarts at times.
EDIT:
Looking around on the internet, this appears to be a fairly rare bug, as I have only found two posts on the internet that seem to indicate similar behavior. It may be hard to reproduce. Editing in my system specs in more detail.EDIT 2:
More detailed steps to reproduce:1. Make sure the sound is working normally.
2. Spawn a bunch of boats.
3. Hit them until it freezes.Note: This is just one of many possible ways to reproduce the bug.
EDIT 3: Attempted updating LWJGL
Updating to LWJGL 2.9.3 from 2.9.1 had no effect.
Java 1.8.0_92, LWJGL 2.9.3, Windows 10 PC.
Lenovo Ideapad Y50, Windows 10 Pro, GTX 860M, 1080p screen. Intel Core i5 4200H
Attempting to delete a compound tag does not delete its children, attempting to delete a child merely changes the value to 0.
How to recreate:
'/summon ender_crystal ~ ~ ~'
'/data merge entity @e[type=ender_crystal,limit=1,sort=nearest] {BeamTarget:{X:100,Y:100,Z:100}}'
'/data remove entity @e[type=ender_crystal,limit=1,sort=nearest] BeamTarget'
'/data get entity @e[type=ender_crystal,limit=1,sort=nearest]'Notice the beam still exists, and the nbt still has the BeamTarget tag, with the appropriate unmodified children.
Attempting to remove the children simply 'zeroes' the values:
'/data remove entity @e[type=ender_crystal,limit=1,sort=nearest] BeamTarget.X'
Thus there is no way to remove the BeamTarget tag that I am aware of, aside from deleting the entity.
@Dominik Vogel for your application there is a workaround, for mine there is not, the bug breaks my workflow https://xkcd.com/1172/
Came here to post this bug. Can triple confirm, no workarounds.
You were correct, my problem is resolved.
My guess is that it was one of the "hit" sounds, which would explain why it only sometimes crashed my game, because it would only sometimes try to play that specific sound.
Thanks so much!
Would like to emphasize this is not just old commands as stated in the above comment. If a current command fails to for example find an entity with execute as/if/unless/at, it will spam the log and my live server log is now useless because i cannot see anything that is happening cause the text scrolls up so fast. disabling logAdminCommands and commandBlockOutput does not help.
Can confirm, also, this happens with a few other things.
for exampleincluding ender_crystal "Pos" nbt and area_effect_cloud 'Pos' nbt. Visuals do not update until relog.After further testing it seems I was mistaken saying "a few". I had thought that the BeamTarget visuals also did not update but that is incorrect. I also tested 'Pos' with item frames and paintings but it seems those are unchangable.@Kyrollos Youssef
Nevermind my previous comment, also verified for area_effect_cloud 'Pos" nbt tag.
EDIT: So that brings the total up to two other things besides banners. ender_crystal 'Pos' and area_effect_cloud 'Pos'
I'm confused by what you mean by it's 'not supported'. So bugs related to using the 'data merge entity' command at all are not allowed here?
That's true but why would the game rewrite it rather than remove the beam animation? Seems unintuitive.
Deleted my comments because they were unhelpful, turns out im an idiot =P
Been doing some testing on the following statement in hopes of finding a workaround.
"The reason is, that the first as sub-command only runs for all entities, if it can successfully run the next sub-command in line (not including the final run command, except for nested executes, as those get optimized into one execute...) for each of those entities."
It seems that this is slightly in error, if I have multiple if sub-commands following an as, it seems that it must be able to run all of them successfully for each entity, not just the following one. something like execute as @e if [true] if [false] run [command] does not run [command] for any @e.
I have tested this in 17w49a, bug still present =(
when i made this report in 2017, i didn't expect people to maintain it for 7 years
i could've blocked the emails, but i didnt because i was kindof curious how long it would go on
thank you all for putting more work into this than i could've imagined