Tstu0001
- Cipheroid
- cipheroid
- Europe/Stockholm
- Yes
- No
After erasing every block in a world that has the old world type with commands:
*Teleporting the player in any location caused the game to assume the player was out of the world's boundary
*After teleporting, the player was trapped in invisible solid blocks in certain locations
*Screen became a solid white color after killing the player with commands
*Chunks began to reappear in seemingly random locations when reloading the world
After erasing every block in a world that has the old world type w
ithcommands:
*Teleporting the player in any location caused the game to assume the player was out of the world's boundary
*After teleporting, the player was trapped in invisible solid blocks in certain locations
*Screen became a solid white color after killing the player with commands
*Chunks began to reappear in seemingly random locations when reloading the worldAfter erasing every block in a world that has the old world type while using commands:
*Teleporting the player in any location caused the game to assume the player was out of the world's boundary
*After teleporting, the player was trapped in invisible solid blocks in certain locations
*Screen became a solid white color after killing the player with commands
*Chunks began to reappear in seemingly random locations when reloading the world
After erasing every block in a world that has the old world type while using commands:
*Teleporting the player in any location caused the game to assume the player was out of the world's boundary
*After teleporting, the player was trapped in invisible solid blocks in certain locations
*Screen became a solid white color after killing the player with commands
*Chunks began to reappear in seemingly random locations when reloading the worldAfter erasing every block in a world that has the old world type while using commands:
*Teleporting the player in any location caused the game to assume the player was out of the world's boundary
*After teleporting, the player was trapped in invisible solid blocks in certain locations
*The screen became a solid white color after killing the player with commands
*Chunks began to reappear in seemingly random locations when reloading the world
After erasing every block in a world
that has the old world type while usingcommands:
*Teleporting the player in any location caused the game to assume the player was out of the world's boundary
*After teleporting, the player was trapped in invisible solid blocks in certain locations
*The screen became a solid white color after killing the player with commands
*Chunks began to reappear in seemingly random locations when reloading the worldAfter erasing every block in a world (Old world type) with commands:
*Teleporting the player in any location caused the game to assume the player was out of the world's boundary
*After teleporting, the player was trapped in invisible solid blocks in certain locations
*The screen became a solid white color after killing the player with commands
*Chunks began to reappear in seemingly random locations when reloading the world
Since Nether portals create the most visible particles, multiple large Nether portals causes the game to lag significantly. I suggest that the game should limit the amount of rendered particles on the screen to prevent this issue.
Since Nether portals create the most visible particles, multiple large Nether portals causes the game to lag significantly. I suggest that the game should limit theamount ofrenderedparticleson the screen to prevent this issue.The game lags significantly when there are too many particles rendered at once. This issue will apply to anything that creates a significant amount of particles including large nether portals.
The game lags
significantlywhen there are too many particles rendered at once. This issue will apply to anything that creates a significant amount of particles including large nether portals.
The game lags when there are too many particles rendered at once. This issue will apply to anything that creates a
significantamount of particles includinglargenether portals.The game lags significantly when there are too many particles rendered at once. This issue will apply to anything that creates a large amount of particles including nether portals.
I assume I explained this issue wrongly, the real problem was tied to the limit world feature while using a large render distance.
Multiplayer worlds created by either laptop will produce an unable to connect to world error if either connect to each other. This problem also does not usually occur on mobile devices.
(Both use the same version of Minecraft Bedrock Edition)
Windows 10 Home
Google Chrome OS Version 62.0.3202.97
Something horribly wrong has broken the syntax for this command in beta.
It might possibly have been a side effect of other changes to commands or something else.
(Either way if this stays too long it might become a problem for mapmakers)Something horribly wrong has broken the syntax for this command in beta. Attempting to use "detect" functionality for /execute results in a syntax error no matter what you put in.
Could it possibly be a side effect from other bugfixes in earlier updates?
Something horribly wrong has broken the syntax for this command in
beta. Attempting to use "detect" functionality for /execute results in a syntax error no matter what you put in.Could it possibly be a side effect from other bugfixes in earlier updates?
Something horribly wrong has broken the syntax for this command in game. Attempting to use "detect" functionality for /execute results in a syntax error no matter what you put in.
Could it possibly be a side effect from other bugfixes in earlier updates?
Something horribly wrong has broken the syntax for this command in game. Attempting to use "detect" functionality for /execute results in a syntax error no matter what you put in.
Could it possibly be a side effect from other bugfixes in earlier updates?
Something has broken the syntax for this command in game.
Attempting to use "detect" functionality for /execute results in a syntax error no matter what you put in.
Could it possibly be a side effect from other bugfixes in earlier updates?
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly. A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly. A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly. A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen if chunks generate too slowly.spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen if chunks generate too slowly.spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen if chunks generate too slowly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happenifchunksgenerate too slowly.spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if the chunk generates too slow!
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if
the chunk generates too slow!spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if you use it! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed or even a simple timer.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly. A workaround
such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if you use it! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed or even a simple timer.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if you use it! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed or even a simple timer.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to
work, this breaks them entirely. Players may fall to their deaths and complex commandscanbreak easily from this.For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if you use it! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed or even a simple timer.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate, this breaks them entirely. Players may fall to their deaths and complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if you use it! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed or even a simple timer.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate, this breaks them entirely. Players may fall to their deaths and complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it
canstill happenregardless if you useit! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executedor even a simple timer.Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate, this breaks them entirely. Players may fall to their deaths and complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks [18 seconds and annoying] to temporairly . I used a special command to generate a portal on player if bedrock is detected at y=0. However there seems to be side effects such as spreadplayers )
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate, this breaks them entirely. Players may fall to their deaths and complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks [18 seconds and annoying] to temporairly . I used a special command to generate a portal on player if bedrock is detected at y=0. However there seems to be side effects such as spreadplayers )
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate, this breaks them entirely. Players may fall to their deaths and complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily fix this. I used a special command to generate a portal on player if bedrock is detected at y=0. All of which is slow and cumbersome.)
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate,
this breaks them entirely. Players may fall to their deathsandcomplex commands break easily from this.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily
fixthis. I used a special command to generate a portal on player if bedrock is detected at y=0. All of which is slow and cumbersome.)Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure where the player was just teleported to will instead generate nothing. For function files that require teleporting to operate, players may fall to their deaths while complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily workaround this. I used a special command to generate a portal on player if bedrock is detected at y=0. All of which is too slow and cumbersome.)
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure where the player was just teleported to will instead generate nothing. For function files that require teleporting to operate, players may fall to their deaths while complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily workaround this. I use
da special command to generate a portal on player if bedrock is detected at y=0. All of which is too slow and cumbersome.)Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure where the player was just teleported to will instead generate nothing. For function files that require teleporting to operate, players may fall to their deaths while complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily workaround this. I now use a special command to generate a portal on player if bedrock is detected at y=0, which requires I use effects to stop players from dying. All of which is too slow and cumbersome to deal with.)
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure where the player was just teleported to will instead generate nothing. For function files that require teleporting to operate, players may fall to their deaths while complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily workaround this. I now use a special command to generate a portal on player if bedrock is detected at y=0, which requires
I useeffects to stop players from dying. All of which is too slow and cumbersome to deal with.)
I found an issue relating to this bug,
MCPE-56402that spreadplayers causes the entire internal server to lag immensely and go towards 3 ticks per second.Perhaps this issue is partially a result of it
Seems to make this issue much more worse.
When making an addon, I found an annoying issue relating to mobs. When using minecraft:addrider to add a mob on a horse, certain mobs will not spawn on the horse even when there is nothing stopping them from doing so. This applies to wither skeletons, pigmen, and possibly some other mobs in the game.
Common mobs such as Skeletons and Zombies work fine for minecraft:addrider
I used the correct definitions and names to spawn them, yet the only indication they existed was a single sound they play. It seems the game removes them immediately when they spawn, however I am in normal difficulty. This should not happen.
As seen in this image, I set up Skeleton Horses to have Zombie Pigmen always ride them. Everything is correctly set up, as using zombies works fine.
Something has definitionally gone wrong here.When making an addon, I found an annoying issue relating to mobs. When using minecraft:addrider to add a mob on a horse, certain mobs will not spawn on the horse even when there is nothing stopping them from doing so. This applies to wither skeletons, pigmen, and possibly some other mobs in the game.
Common mobs such as Skeletons and Zombies work fine for minecraft:addrider
I used the correct definitions and names to spawn them, yet the only indication they existed was a single sound they play. It seems the game removes them immediately when they spawn, however I am in normal difficulty. This should not happen.
As seen in this image, I set up Skeleton Horses to have Zombie Pigmen always ride them. Everything is correctly set up, as using zombies works fine.
(It seems that all equine mobs are affected by this regardless of variation. I have no idea if pigs and other ridable mobs are affected by this too. This needs more testing.)
Swapping the "type" causes portals to no longer work as intended. Chunks would refresh immediately and nothing else happens. No crashes or warnings as it appears that the portal is attempting to teleport to itself. It is weirdly an unintended and effective way of trapping a player in a single dimension without any server plugins or datapacks.
Swapping the "type" causes portals to no longer work as intended. Chunks would refresh immediately and nothing else happens. No crashes or warnings as it appears that the portal is attempting to teleport to itself. It is weirdly an unintended and effective way of trapping a player in a single dimension without any server plugins or datapacks.
Another thing to mention is that Nether dimension works in the Overworld dimension except with complete removal of fog and the addition of stars.
I kind of like it.![]()
Swapping the "type" causes portals to no longer work as intended. Chunks would refresh immediately and nothing else happens. No crashes or warnings as it appears that the portal is attempting to teleport to itself. It is weirdly an unintended and effective way of trapping a player in a single dimension without any server plugins or datapacks.
Another thing to mention is that Nether dimension works
in the Overworld dimensionexcept with complete removal of fog and the addition of stars.
I kind of like it.Swapping the "type" causes portals to no longer work as intended. Chunks would refresh immediately and nothing else happens. No crashes or warnings as it appears that the portal is attempting to teleport to itself. It is weirdly an unintended and effective way of trapping a player in a single dimension without any server plugins or datapacks.
Another thing to mention is that Nether dimension here works except with complete removal of colored fog and the addition of shiny stars.
I kind of like it.
Swapping the "type" causes portals to no longer work as intended. Chunks would refresh immediately and nothing else happens. No crashes or warnings as it appears that the portal is attempting to teleport to itself. It is weirdly an unintended and effective way of trapping a player in a single dimension without any server plugins or datapacks.
Another thing to mention is that Nether dimension here works except with complete removal of colored fog and the addition of shiny stars
.
I kind of like it.Swapping the "type" causes portals to no longer work as intended. Chunks would refresh immediately and nothing else happens. No crashes or warnings as it appears that the portal is attempting to teleport to itself. It is weirdly an unintended and effective way of trapping a player in a single dimension without any server plugins or datapacks.
Another thing to mention is that Nether dimension here works except with complete removal of colored fog and the addition of shiny stars
and that there is both Nether and Overworld music playing. I kind of like it.
Swapping the "type" causes portals to no longer work as intended. Chunks would refresh immediately and nothing else happens. No crashes or warnings as it appears that the portal is attempting to teleport to itself. It is weirdly an unintended and effective way of trapping a player in a single dimension without any server plugins or datapacks.
Another thing to mention is that
Nether dimension here works except with complete removal of colored fog and the addition of shiny stars
and that there is both Nether and Overworld music playing. I kind of like it.Swapping the "type" causes portals to no longer work as intended. Chunks would refresh immediately and nothing else happens. No crashes or warnings as it appears that the portal is attempting to teleport to itself. It is weirdly an unintended and effective way of trapping a player in a single dimension without any server plugins or datapacks.
Another thing to mention here is that the Nether has the complete removal of colored fog and the addition of shiny stars
and Overworld music is possible to play when entering the portal in the Nether.
Swapping the "type" causes portals to no longer work as intended. Chunks would refresh immediately and nothing else happens. No crashes or warnings as it appears that the portal is attempting to teleport to itself. It is weirdly an unintended and effective way of trapping a player in a single dimension without any server plugins or datapacks.
Another thing to mention here is that the Nether has the complete removal of colored fog and the addition of shiny stars
and Overworld music is possible to play when entering the portal in the Nether.Swapping the "type" causes portals to no longer work as intended. Chunks would refresh immediately and nothing else happens. No crashes or warnings as it appears that the portal is attempting to teleport to itself. It is weirdly an unintended and effective way of trapping a player in a single dimension without any server plugins or datapacks.
Another thing to mention here is that the Nether has the complete removal of colored fog and the addition of shiny stars
Swapping the "type" causes portals to no longer work as intended. Chunks would refresh immediately and nothing else happens. No crashes or warnings as it appears that the portal is attempting to teleport to itself. It is weirdly an unintended and effective way of trapping a player in a single dimension without any server plugins or datapacks.
Another thing to mention here is that the Nether has the complete removal of colored fog and the addition of shiny stars, the overworld night sky that cannot be affected using time commands.
Using the end type with end terrain generation in other dimensions creates the dragon fight as
normal, similar to spawning an ender dragon with commands except the fight works, however killing the dragon crashes the game immediately. Attempting to enter the end portal also crashes the game upon entering inside which could be related or tied in some way toMC-184948which does not crash the game and has a much different response when entering.(20w21a) crash-2020-05-25_17.09.14-server.txtDescription: Colliding entity with block java.lang.NullPointerException: Colliding entity with block at any.a(SourceFile:2311) at bam.a(SourceFile:364) at bwk.a(SourceFile:44) at cei$a.a(SourceFile:864) at any.at(SourceFile:955) at any.a(SourceFile:644) at bam.h(SourceFile:114) at yw.a(SourceFile:627) at yw$$Lambda$3985/93031781.accept(Unknown Source) at bpa.a(SourceFile:591) at yw.a(SourceFile:420) at net.minecraft.server.MinecraftServer.b(SourceFile:893) at net.minecraft.server.MinecraftServer.a(SourceFile:832) at enr.a(SourceFile:89) at net.minecraft.server.MinecraftServer.run(SourceFile:691) at java.lang.Thread.run(Thread.java:745)Using the end type with end terrain generation in other dimensions creates the dragon fight as if it was in the end, similar to spawning an ender dragon with commands except the fight works, however killing the dragon crashes the game immediately causing the world to roll back. Attempting to enter the end portal also crashes the game upon entering inside which could be related or tied in some way to
MC-184948which does not crash the game and has a much different response when entering.It seems to matter if the end type is used. Using other types does not crash the game especially overworld.
(20w21a) crash-2020-05-25_17.09.14-server.txtDescription: Colliding entity with block java.lang.NullPointerException: Colliding entity with block at any.a(SourceFile:2311) at bam.a(SourceFile:364) at bwk.a(SourceFile:44) at cei$a.a(SourceFile:864) at any.at(SourceFile:955) at any.a(SourceFile:644) at bam.h(SourceFile:114) at yw.a(SourceFile:627) at yw$$Lambda$3985/93031781.accept(Unknown Source) at bpa.a(SourceFile:591) at yw.a(SourceFile:420) at net.minecraft.server.MinecraftServer.b(SourceFile:893) at net.minecraft.server.MinecraftServer.a(SourceFile:832) at enr.a(SourceFile:89) at net.minecraft.server.MinecraftServer.run(SourceFile:691) at java.lang.Thread.run(Thread.java:745)
Tstu0001 The wiki doesn't state that this as a feature. It's clearly a bug, golden hearts are suppose to be separate from regular hearts, golden hearts are always displayed above regular health, are temporary and disappear when taken enough damage.










Have you tried re-entering your world? Does it happen if you replace the block with the shadow? It looks cool though.
This might be a problem with your keyboard. Try using another one to see if the issue persists.
It could be a feature specifically for the version of game you are playing. Try checking here: http://minecraft.gamepedia.com/Health
Try asking the person to reset the world for the realm or play on a different device. It could be caused by block issues when playing multiplayer on different versions of minecraft.
This is not a bug and according to what you said, try minimizing your lag by:
*Turning the rendering distance to 8 chunks
*Turning anti-aliasing to 1
*Turning fancy graphics off
*Turning fancy leaves off
Looks like Steve has a case of Insomnia!
Build: 396272
Build Date: 2017-06-27
This issue is easily reproduced when using the old setting for a world. It is rare to have this issue in infinite worlds for some unknown reason. This could be an undeleted feature from an older version of Minecraft.
Nobody wants to address this issue?
This bug does not happen in Minecraft Java Edition.
Seriously, nobody is doing anything about this?
Welp, that is majong's bug tracker in a nutshell.
Me and my brother could not play multiplayer, because of this issue. OS updates did not fix the problem.
Yes, both use the same version of Minecraft Bedrock Edition.
The chromebook uses Minecraft as if is an android phone with laptop features. It definitely looks like a compatibility issue is going on somewhere.
This has caused many problems which make multiplayer more difficult to work with.
I just tested it on all devices including a gaming computer. Same outcome. Intense lag. Too many particles. At least have the particle render distance work to prevent a threshold of particles from appearing instead of having everything render within a certain radius.
This problem of too many particles being rendered is also the cause of multiple large nether portals causing the same framerate problems.
If the stars created by the end portal are considered particles, that might also explain the lag when you look towards the horizon of an end gateway portal.
The amount of particles were supposed to be regulated by the particle render distance, but it seems to only limit particles far away, which is not helpful.
Forcibly disabling Web Account Manager service solved the problem! I'll be reporting this to make sure nobody else has to encounter this in the future.
I see. That's some extreme inconsistency I see. I never noticed that has ever changed. I always assumed "minecraft:" would have been the standard even if its functionally makes no sense just like with entities. ([*cough]* bees don't do it though)
The identifiers for adding blocks in addons implies the same thing
Does this mean entities will eventually be disallowed that "minecraft" part too?
(It does make sense to have it available if addons have a chance to use it, but I'm seeing fractures like this and it makes documentation and possibly distinguishing between addons and minecraft much more confusing.)
I can confirm it breaks /setblock and /fill
Sometimes half or small sections of a structure will generate and other times it works correctly. What happens seems to be dependent on how fast chunks load and the complexity/size of the function file being used. This is not good at all for anything server related
Summoned entities also might be affected by this. I have not confirmed that yet.Confirmed! Entities are also affected by this!
I know that blocks set and filled outside of render distance's generated chunks are set to not work when "outside of the world", but there is no check in place to determine if the player is nearby where the blocks are supposed to be created.
It almost looks like it, but this is an entirely different issue. This is more of a conflict between functions and chunks not working well with each other than more of that bug.
Holy crap this bug is incredibly old. Since Nov 2019 and still present to today
I've tested this in multiplayer. The tick speed reduces to an unbearable crawl with the only way to recover is through killing all mobs with this behavior. The tick speed reaches to a minimum of 1 tick per second. Completely unplayable in a large server, but does not immediately crash fortunately.
There is also the issue of lack of documentation giving not enough information. I'm struggling to understand why the devs set up mobs to use strange names instead of what they should be indicated as.
There should have been more clarification on "entity_type" and the values that are acceptable.
Addons are getting more frustrating than fun to make now.
I uploaded it now. To demonstrate with the addon, you will hear a pigman sound when you spawn either a horse or a skeleton horse. With the zombie horse, it simply spawns a zombie riding it.
Hopefully this helps
This is happening to me too. I normally get 237 FPS when playing the snapshot, when loading chunks, the game slows to a crushing 12 FPS to 3 FPS. Much more than noticeable. It's practically unplayable when it happens, which lasts for about 8 seconds then returns to a playable framerate.
I've noticed this occurs when large groups of mobs in the Nether appear with the new spawn mechanics and reducing the render distance to less than 5 reduces the impact of these framerate drops.
In 20w09a, the performance drops are identical to 20w07a and lower for me
There seems to be some positive changes to performance 20w10a, but this issue is still noticeable.
I would honestly love Minecraft to use more of my GPU than a meager 32%
Edit:
In all snapshots, I found that pausing the game instantly stops the lag issues I have in game. In some instances it may lag immensely in the menu. Changing the render distance to any value stops the lag from there, but that is a temporary fix. The game will occasionally drop to an unplayable framerate regardless of what settings I change seconds to minutes after doing this. A small render distance and minimal settings does little to solve it.
The issue appears to have been fixed after 1.16 was released.