Stephen R Hudson
- Cruddly
- cruddly
- Europe/Stockholm
- Yes
- No
A minecart is on a circular track that is fully inside the 12x12 spawn chunks, at the outside range.
When the
player is the right distance away so that the far edge of the track passes through their 'lazy chunks' (13 chunks away from players locstat), massive lag is induced by the recheckGaps routine moving the cart into and out of these lazy chunks.A minecart is on a circular track that is almost fully inside the 12x12 spawn chunks, at the outside range.
When the cart passes into the spawn 'lazy' chunks area (7 chunks from spawn chunk) and the player is ALSO at the extreme 'render range' for these spawn lazy chunks containing the cart, massive lag is induced by the recheckGaps routine moving the cart into and out of these lazy chunks.
A minecart is on a circular track that is almost fully inside the 12x12 spawn chunks, at the outside range.
When the cart passes into the spawn 'lazy' chunks area (7 chunks from spawn chunk) and the player is ALSO at the extreme 'render range' for these spawn lazy chunks containing the cart, massive lag is induced by the recheckGaps routine moving the cart into and out of these lazy chunks.
Thus there is a 2 chunk thick oval, close to render range, around the affected lazy chunks where the player will experience massive lag.
A minecart is on a circular track that is almost fully inside the 12x12 spawn chunks, at the outside range.
When the cart passes into the spawn 'lazy' chunks area (7 chunks from spawn chunk) and the player is ALSO at the extreme 'render range' for these spawn lazy chunks containing the cart, massive lag is induced by the recheckGaps routine moving the cart into and out of these lazy chunks.
Thus there is a 2 chunk thick oval, with a radius close to render range, around the affected lazy chunks where the player will experience massive lag.
A minecart is on a circular track that is almost fully inside the 12x12 spawn chunks, at the outside range.
When the cart passes into the spawn 'lazy' chunks area (7 chunks from spawn chunk) and the player is ALSO at the extreme 'render range' for these spawn lazy chunks containing the cart, massive lag is induced by the recheckGaps routine moving the cart into and out of these lazy chunks.
Thus there is a 2 chunk thick oval, with a radius close to render range, around the affected lazy chunks where the player will experience massive lag.
This also applies to redstone circuits.
A minecart is on a circular track that is almost fully inside the 12x12 spawn chunks, at the outside range.
When the cart passes into the spawn 'lazy' chunks area (7 chunks from spawn chunk) and the player is ALSO at the extreme 'render range' for these spawn lazy chunks containing the cart, massive lag is induced by the recheckGaps routine moving the cart into and out of these lazy chunks.
Thus there is a 2 chunk thick oval, with a radius close to render range, around the affected lazy chunks where the player will experience massive lag.
This also applies to
redstone circuits.A minecart is on a circular track that is almost fully inside the 12x12 spawn chunks, at the outside range.
When the cart passes into the spawn 'lazy' chunks area (7 chunks from spawn chunk) and the player is ALSO at the extreme 'render range' for these spawn lazy chunks containing the cart, massive lag is induced by the recheckGaps routine moving the cart into and out of these lazy chunks.
Thus there is a 2 chunk thick oval, with a radius close to render range, around the affected lazy chunks where the player will experience massive lag.
This also applies to other entities that move into and out of the lazy chunks, such as items in a water stream.
Part of this issue is the mystery tick lag. I had no automation setup, no other tasks consuming CPU etc. It's pretty close to a virgin world.
Left the spawn chunks for many hours. When i returned, I found no plant growth, no animal growth, no leaf decay. SMP server, manually set world spawn point to 0,0.
Left the spawn chunks for many hours. When i returned, I found no plant growth,
noanimal growth,noleaf decay. SMP server, manually set world spawn point to 0,0.Left the spawn chunks for many hours. When i returned, I found that no: plant growth, animal growth, leaf decay, or redstone activity had occurred in my absence. SMP server, manually set world spawn point to 0,0.
Hmm, I am guessing that the server.properties file setting spawn-protection controls this, because I reduced it upon reading on the wiki that it merely forbids users access to chests and redstone devices in that zone. I guess the wiki is wrong in this aspect?
Left the spawn chunks for many hours. When i returned, I found that no: plant growth, animal growth, leaf decay, or redstone activity had occurred in my absence. SMP server, manually set world spawn point to 0,0. This unrelated to the server.properties spawn-protection setting.
Nope, I increased the spawn-protection and still have this issue. My pumpkins didn't grow in the few days of real time i was down at the local village.
Left the spawn chunks for many hours. When i returned, I found that no: plant growth, animal growth, leaf decay, or redstone activity had occurred in my absence. SMP server, manually set world spawn point to 0,0. This unrelated to the server.properties spawn-protection setting. Aspects of this probably related to doDaylightCycle=false. Now that doDaylightCycle is true, getting outrageous tick times from 1 chicken farm, 1 pumpkin farm (using a 2 on 1 bud setup, so not many pistons at once), and 1 silo system with about 10 droppers on a clock. Second crash report included. Pre-2.
Left the spawn chunks for many hours. When i returned, I found that no: plant growth, animal growth, leaf decay, or redstone activity had occurred in my absence. SMP server, manually set world spawn point to 0,0. This unrelated to the server.properties spawn-protection setting. Aspects of this probably related to doDaylightCycle=false.
Now that doDaylightCycle is true, getting outrageous tick times from 1 chicken farm, 1 pumpkin farm (using a 2 on 1 bud setup, so not many pistons at once), and 1 silo system with about 10 droppers on a clock. Second crash report included. Pre-2.
Seems fixed so far in 1.8





To recreate: place a glowstone, stand on it, press F3 and view BL value.
title.wood.acacia.name=Cedar Planks
(from my custom EN_AU lang file, all other translates working properly - not a built-in language file - sorry, my bad)
If we could all guarentee that our Internet connections were always available, I wouldn't care less, but ISPs are completely out of the player control and such outages thus impact our gameplay with this new, and wonderful, feature.
If it was the minecarts, I would be expecting several things that aren't present:
#1 Lag in the chunks they are in. Doesn't happen. It's weird, there's a definite boundary where I get this issue, and that boundary is at the edge of my dense automation zone (spawn chunks). That is, I can be just one chunk away from 'error zone', still surrounded by automation, and have no issues.
#2: A gradual increase in lag time as I added the minecarts over time. Didn't happen. Just one day this was a none issue, the next day, a major issue out of nowhere with no special activities or events the day before.
Memory: Already doubled it from my previous usage. It claims to have allocated just 33% of the memory I have given it.
Java: oh! Thanks for the heads up, I will do so.
Updated Java, some interesting updates. #1: Server still threw the same none-crash error as first reported BEFORE I had logged in. #2: Client locked after loading a few blocks (not chunks) the first few times, seems ok now. (I am not in the spawn chunks at the moment, indeed, outside the regular 'error zone').
The Null HTHEME error was probably due to my configuring Game Booster to kill the Windows themes service. I reconfigured it, that error seems to have gone away. I have slashed the storage minecarts, killed the Iron Foundry chained village iron farm and reduced some automation, but the problem is still occurring.
The client log contains entries like this:
[19:00:01] [Client thread/WARN]: Unable to play unknown soundEvent: minecraft:none
...
[19:17:48] [Client thread/WARN]: Something's taking too long! 'root.tick.level.chunkCache.recheckGaps' took aprox 594.549324 ms
Also getting this problem in 1.7.9, resolution involves either reverting to a backup copy and pasting changes via mcedit (or just re-doing the work) or deleting the chunk from the current world and pasting in construction from a backup. Without deleting the chunk using MCEdit, it generates continual errors as players or mobs attempt to move into the bad chunk.
When it reported:
Chunk file at 4,7 is in the wrong location; relocating. (Expected 4, 7, got 11, 15)
it actually was 4,7 and should have been kept at 4,7, not relocated!
This has happened a number of times now, very annoying and requiring many hours of rework to resolve.
Resolved. See
MC-56177- Massive lag induced by carts on players lazy chunk fringe.Persistant errors in a newly created 14w30c vanilla world.
Me too. I am using a custom resource pack, whereas the OP was vanilla, and I am on Windoze.
Vid of the peony flash on double tall grass breaking.
14w30c vid of peony flash on double tall grass breaking.
I'm getting 100+ FPS on an i7-2600K beast, and still getting both placement and breaking delays from my local server on 14w31a. Placement delay at least shows a wirefarm 'selection grid' of the block (like selecting an invisible block). Arguably less frequent.
The block updates correctly on either:
or
While a broken block is erroneously present, player can move through it.
A newly created, previously unentered Nether dimension
Part of this issue is the mystery tick lag. I had no automation setup, no other tasks consuming CPU etc. It's pretty close to a virgin world.
These 2 crashes were probably triggered by removing a number of doors from a village. HTH.
Seems a bit better in 14w32d, but still getting the x-ray effect and short delay, at a minimum, on breaking. Touch wood, I haven't had a long delay like before. For me, it is mainly affecting block removal, not placement.
There also seems to be an issue with custom acacia doors, insofar as there is no _inner file, and the applied transparency seems hard-coded? Shouldn't these 'thin' blocks with transparency (doors / trapdoors) just be simple extrusions not requiring an inner face?
Sounds like the ticking_entity problem
Still an issue in 32d. Activating a lever on the top of an upside down slab breaks the lever.
An extrusion of a supplied custom model...
The OreSum Server is set to achingly rock hard, and zombies are happily smashing down doors. This guy offed himself about 6-8 blocks down the staircase from me. Damage from his blast was pretty normal I think; smashed a stone or stone brick block in every direction & popped a few levers off walls. There are other examples in other environments as well, this is just the most obvious as I was AFK and was returning when I heard him banging...
yes, me too for pre-release. Albeit at reduced frequencies.
Still happening in pre-1
Still in pre2, also affects redstone
Are you using a 'keep-loaded' portal chucker?
Its a mechanism you can construct.
I repeated the add / delete doors process that caused issues before (now running pre2) and it worked just fine.
I strongly disagree with you. The entire point of I18N is to make it accessible in other languages. My example is fairly trivial, but a Chinese user should be able to enter /杀 @e[类=鸡]. As we have these strings in the L12N file, there is no reason why they can't be parsed before being handed to the core. Speakers of other languages shouldn't have to learn English in order to use commands.
Also happening in 1.8
Very random, obviously the chances are low, even for the more common books. It has only happened once, although I regularly breed villagers and unlock their tiers - especially librarians. Again, because of the random percentages involved, I expect it to be quite some time before I reproduce it. I euthanised the villager in question, he had no books on offer that I didn't already have.
From what I know of the mechanics, it would only affect Librarians and their books, as that is the only item class that is capable of being offered multiple times on different tiers, ergo requires a specialised check just for this instance.