Connor Johnston
- drcataclysm
- drcataclysm
- Europe/Stockholm
- Yes
- No
An active redstone signal does not effect the direction of the center rail in an X-shaped rail arrangement.
Note: Two differing curve arrangements would not be sufficient for full functionality in this situation, therefore a new solution may be required if this
bugis to be addressed.An active redstone signal does not effect the direction of the center rail in an X-shaped rail arrangement.
Note: Two differing curve arrangements would not be sufficient for full functionality in this situation, therefore a new solution may be required if this issue is to be addressed.
Tested in singleplayer only.
As a player travels further away from spawn point, ice blocks, entities, and water all appear jittery when the player is moving or turning.
To reproduce, teleport to an X or Z coordinate of ±2 000 000, however it is still somewhat noticeable at a distance of ±100 000.
Note: Bug does not appear in 13w37b.
Entity/water rendering becomes noticeably jittery after ±40 000. Exclusive to 13w38. This is NOT a duplicate of MC-3718
Entity/water rendering becomes noticeably jittery after ±40 000. Exclusive to 13w38 and 13w39. This is NOT a duplicate of MC-3718
NOTE: This is NOT a duplicate of
MC-3718. Do not mislabel it without proper explanation!As a player travels further away from spawn point, ice blocks, entities, and water all appear jittery when the player is moving or turning.
To reproduce, teleport to an X or Z coordinate of ±40 000. This is the minimal distance I notice it. To notice it further, just travel further away.
NOTE: The bug listed in
MC-3718is in regards to several texture and positioning effects that have appeared since the Minecraft Beta 1.8.This bug was non-existent up until Minecraft Snapshot 13w38a. It may be similar to
MC-3718, but it certainly is not a part of it, sinceMC-3718has been around longer.This bug is probably a result of recent changes to the graphics.
Declaring this bug a duplicate of
MC-3718will only render it unattended when it may, in fact, be more easily fixed thanMC-3718.This remains unfixed as of 13w39a.
NOTE: This is NOT a duplicate of
MC-3718. Do not mislabel it without proper explanation!As a player travels further away from spawn point, ice blocks, entities, and water all appear jittery when the player is moving or turning.
To reproduce, teleport to an X or Z coordinate of ±40 000. This is the minimal distance I notice it. To notice it further, just travel further away. Normally I would not be concerned, but 40 000 is not a very large distance on big servers.
NOTE: The bug listed in
MC-3718is in regards to several texture and positioning effects that have appeared since the Minecraft Beta 1.8.This bug was non-existent up until Minecraft Snapshot 13w38a. It may be similar to
MC-3718, but it certainly is not a part of it, sinceMC-3718has been around longer.This bug is probably a result of recent changes to the graphics.
Declaring this bug a duplicate of
MC-3718will only render it unattended when it may, in fact, be more easily fixed thanMC-3718.This remains unfixed as of 13w39a.
NOTE: This is NOT a duplicate of
MC-3718. Do not mislabel it without proper explanation!As a player travels further away from spawn point, ice blocks, entities, and water all appear jittery when the player is moving or turning.
To reproduce, teleport to an X or Z coordinate of ±40 000. This is the minimal distance I notice it. To notice it further, just travel further away. Normally I would not be concerned, but 40 000 is not a very large distance on big servers.
NOTE: The bug listed in
MC-3718is in regards to several texture and positioning effects that have appeared since the Minecraft Beta 1.8.This bug was non-existent up until Minecraft Snapshot 13w38a. It may be similar to
MC-3718, but it certainly is not a part of it, sinceMC-3718has been around longer.This bug is probably a result of recent changes to the graphics.
Declaring this bug a duplicate of
MC-3718will only render it unattended when it may, in fact, be more easily fixed thanMC-3718.This remains unfixed as of 13w39
a.NOTE: This is NOT a duplicate of
MC-3718. Do not mislabel it without proper explanation!As a player travels further away from spawn point, ice blocks, entities, and water all appear jittery when the player is moving or turning.
To reproduce, teleport to an X or Z coordinate of ±40 000. This is the minimal distance I notice it. To notice it further, just travel further away. Normally I would not be concerned, but 40 000 is not a very large distance on big servers.
NOTE: The bug listed in
MC-3718is in regards to several texture and positioning effects that have appeared since the Minecraft Beta 1.8.This bug was non-existent up until Minecraft Snapshot 13w38a. It may be similar to
MC-3718, but it certainly is not a part of it, sinceMC-3718has been around longer.This bug is probably a result of recent changes to the graphics.
Declaring this bug a duplicate of
MC-3718will only render it unattended when it may, in fact, be more easily fixed thanMC-3718.This remains unfixed as of 13w39b.
Pets' following behavior glitchy- possibly due to unrendered chunks behind player.
Very frequently, pets won't teleport to the player when the player moves far enough away, or even follow at all.
I believe this may be related to the way that chunks directly behind the player are unrendered to increase performance, as of 14w30. In 14w30b, it was possible to see the unrendered chunks behind the player by pressing F5. I noticed that when my pet, a cat in this instance, fell into the unrendered zone, it would disappear, and often stop following/teleporting to me entirely.
I first (actively) noticed it in 14w30b, and the faulty behavior seems to still exist in 14w30c.
Very frequently, pets won't teleport to the player when the player moves far enough away, or even follow at all.
I̶ ̶b̶e̶l̶i̶e̶v̶e̶ ̶t̶h̶i̶s̶ ̶m̶a̶y̶ ̶b̶e̶ ̶r̶e̶l̶a̶t̶e̶d̶ ̶t̶o̶ ̶t̶h̶e̶ ̶w̶a̶y̶ ̶t̶h̶a̶t̶ ̶c̶h̶u̶n̶k̶s̶ ̶d̶i̶r̶e̶c̶t̶l̶y̶ ̶b̶e̶h̶i̶n̶d̶ ̶t̶h̶e̶ ̶p̶l̶a̶y̶e̶r̶ ̶a̶r̶e̶ ̶u̶n̶r̶e̶n̶d̶e̶r̶e̶d̶ ̶t̶o̶ ̶i̶n̶c̶r̶e̶a̶s̶e̶ ̶p̶e̶r̶f̶o̶r̶m̶a̶n̶c̶e̶,̶ ̶a̶s̶ ̶o̶f̶ ̶1̶4̶w̶3̶0̶.̶ ̶I̶n̶ ̶1̶4̶w̶3̶0̶b̶,̶ ̶i̶t̶ ̶w̶a̶s̶ ̶p̶o̶s̶s̶i̶b̶l̶e̶ ̶t̶o̶ ̶s̶e̶e̶ ̶t̶h̶e̶ ̶u̶n̶r̶e̶n̶d̶e̶r̶e̶d̶ ̶c̶h̶u̶n̶k̶s̶ ̶b̶e̶h̶i̶n̶d̶ ̶t̶h̶e̶ ̶p̶l̶a̶y̶e̶r̶ ̶b̶y̶ ̶p̶r̶e̶s̶s̶i̶n̶g̶ ̶F̶5̶.̶ ̶I̶ ̶n̶o̶t̶i̶c̶e̶d̶ ̶t̶h̶a̶t̶ ̶w̶h̶e̶n̶ ̶m̶y̶ ̶p̶e̶t̶,̶ ̶a̶ ̶c̶a̶t̶ ̶i̶n̶ ̶t̶h̶i̶s̶ ̶i̶n̶s̶t̶a̶n̶c̶e̶,̶ ̶f̶e̶l̶l̶ ̶i̶n̶t̶o̶ ̶t̶h̶e̶ ̶u̶n̶r̶e̶n̶d̶e̶r̶e̶d̶ ̶z̶o̶n̶e̶,̶ ̶i̶t̶ ̶w̶o̶u̶l̶d̶ ̶d̶i̶s̶a̶p̶p̶e̶a̶r̶,̶ ̶a̶n̶d̶ ̶o̶f̶t̶e̶n̶ ̶s̶t̶o̶p̶ ̶f̶o̶l̶l̶o̶w̶i̶n̶g̶/̶t̶e̶l̶e̶p̶o̶r̶t̶i̶n̶g̶ ̶t̶o̶ ̶m̶e̶ ̶e̶n̶t̶i̶r̶e̶l̶y̶.̶
Tested while moving backwards so that the chunks did not unrender and this behavior still occurred.I first (actively) noticed it in 14w30b, and the faulty behavior seems to still exist in 14w30c.
Very frequently, pets won't teleport to the player when the player moves far enough away, or even follow at all.
I̶ ̶b̶e̶l̶i̶e̶v̶e̶ ̶t̶h̶i̶s̶ ̶m̶a̶y̶ ̶b̶e̶ ̶r̶e̶l̶a̶t̶e̶d̶ ̶t̶o̶ ̶t̶h̶e̶ ̶w̶a̶y̶ ̶t̶h̶a̶t̶ ̶c̶h̶u̶n̶k̶s̶ ̶d̶i̶r̶e̶c̶t̶l̶y̶ ̶b̶e̶h̶i̶n̶d̶ ̶t̶h̶e̶ ̶p̶l̶a̶y̶e̶r̶ ̶a̶r̶e̶ ̶u̶n̶r̶e̶n̶d̶e̶r̶e̶d̶ ̶t̶o̶ ̶i̶n̶c̶r̶e̶a̶s̶e̶ ̶p̶e̶r̶f̶o̶r̶m̶a̶n̶c̶e̶,̶ ̶a̶s̶ ̶o̶f̶ ̶1̶4̶w̶3̶0̶.̶ ̶I̶n̶ ̶1̶4̶w̶3̶0̶b̶,̶ ̶i̶t̶ ̶w̶a̶s̶ ̶p̶o̶s̶s̶i̶b̶l̶e̶ ̶t̶o̶ ̶s̶e̶e̶ ̶t̶h̶e̶ ̶u̶n̶r̶e̶n̶d̶e̶r̶e̶d̶ ̶c̶h̶u̶n̶k̶s̶ ̶b̶e̶h̶i̶n̶d̶ ̶t̶h̶e̶ ̶p̶l̶a̶y̶e̶r̶ ̶b̶y̶ ̶p̶r̶e̶s̶s̶i̶n̶g̶ ̶F̶5̶.̶ ̶I̶ ̶n̶o̶t̶i̶c̶e̶d̶ ̶t̶h̶a̶t̶ ̶w̶h̶e̶n̶ ̶m̶y̶ ̶p̶e̶t̶,̶ ̶a̶ ̶c̶a̶t̶ ̶i̶n̶ ̶t̶h̶i̶s̶ ̶i̶n̶s̶t̶a̶n̶c̶e̶,̶ ̶f̶e̶l̶l̶ ̶i̶n̶t̶o̶ ̶t̶h̶e̶ ̶u̶n̶r̶e̶n̶d̶e̶r̶e̶d̶ ̶z̶o̶n̶e̶,̶ ̶i̶t̶ ̶w̶o̶u̶l̶d̶ ̶d̶i̶s̶a̶p̶p̶e̶a̶r̶,̶ ̶a̶n̶d̶ ̶o̶f̶t̶e̶n̶ ̶s̶t̶o̶p̶ ̶f̶o̶l̶l̶o̶w̶i̶n̶g̶/̶t̶e̶l̶e̶p̶o̶r̶t̶i̶n̶g̶ ̶t̶o̶ ̶m̶e̶ ̶e̶n̶t̶i̶r̶e̶l̶y̶.̶
Tested while moving backwards so that the chunks did not unrender and this behavior still occurred.I first (actively) noticed it in 14w30b, and the faulty behavior seems to still exist in 14w30c.
Very frequently, pets won't teleport to the player when the player moves far enough away, or even follow at all.
I̶ ̶b̶e̶l̶i̶e̶v̶e̶ ̶t̶h̶i̶s̶ ̶m̶a̶y̶ ̶b̶e̶ ̶r̶e̶l̶a̶t̶e̶d̶ ̶t̶o̶ ̶t̶h̶e̶ ̶w̶a̶y̶ ̶t̶h̶a̶t̶ ̶c̶h̶u̶n̶k̶s̶ ̶d̶i̶r̶e̶c̶t̶l̶y̶ ̶b̶e̶h̶i̶n̶d̶ ̶t̶h̶e̶ ̶p̶l̶a̶y̶e̶r̶ ̶a̶r̶e̶ ̶u̶n̶r̶e̶n̶d̶e̶r̶e̶d̶ ̶t̶o̶ ̶i̶n̶c̶r̶e̶a̶s̶e̶ ̶p̶e̶r̶f̶o̶r̶m̶a̶n̶c̶e̶,̶ ̶
a̶s̶ ̶o̶f̶ ̶1̶4̶w̶3̶0̶.̶ ̶I̶n̶ ̶1̶4̶w̶3̶0̶b̶,̶ ̶i̶t̶ ̶w̶a̶s̶ ̶p̶o̶s̶s̶i̶b̶l̶e̶ ̶t̶o̶ ̶s̶e̶e̶ ̶t̶h̶e̶ ̶u̶n̶r̶e̶n̶d̶e̶r̶e̶d̶ ̶c̶h̶u̶n̶k̶s̶ ̶b̶e̶h̶i̶n̶d̶ ̶t̶h̶e̶ ̶p̶l̶a̶y̶e̶r̶ ̶b̶y̶ ̶p̶r̶e̶s̶s̶i̶n̶g̶ ̶F̶5̶.̶ ̶I̶ ̶n̶o̶t̶i̶c̶e̶d̶ ̶t̶h̶a̶t̶ ̶
w̶h̶e̶n̶ ̶m̶y̶ ̶p̶e̶t̶,̶ ̶a̶ ̶c̶a̶t̶ ̶i̶n̶ ̶t̶h̶i̶s̶ ̶i̶n̶s̶t̶a̶n̶c̶e̶,̶ ̶f̶e̶l̶l̶ ̶i̶n̶t̶o̶ ̶t̶h̶e̶ ̶u̶n̶r̶e̶n̶d̶e̶r̶e̶d̶ ̶z̶o̶n̶e̶,̶ ̶i̶t̶ ̶w̶o̶u̶l̶d̶ ̶d̶i̶s̶a̶p̶p̶e̶a̶r̶,̶ ̶a̶n̶d̶ ̶o̶f̶t̶e̶n̶ ̶s̶t̶o̶p̶ ̶f̶o̶l̶l̶o̶w̶i̶n̶g̶/̶t̶e̶l̶e̶p̶o̶r̶t̶i̶n̶g̶ ̶
t̶o̶ ̶m̶e̶ ̶e̶n̶t̶i̶r̶e̶l̶y̶.̶
Tested while moving backwards so that the chunks did not unrender and this behavior still occurred.I first (actively) noticed it in 14w30b, and the faulty behavior seems to still exist in 14w30c.
Bubble Direction is inconsistent withmaterial typeBubble Direction is inconsistent with actual mechanics







No, I can assure you it probably NOT a duplicate of
MC-3718. The bug I am referring to IS NEW.IT ONLY EFFECTS 13w38, AND NOT any earlier version as you have apparently claimed this to be a duplicate of. THEREFORE, it MAY ACTUALLY BE UNRELATED TO THE BUG YOU CLAIMED IT A DUPLICATE OF!
Edit: What you linked is a well-known bug. What I am detailing is a bug that appears to be unrelated. Labeling this as a duplicate to a bug that it is not related to will only serve to have the bug ignored.
This also seems when attempting to /summon Fireballs
Steps to guarantee generation of massive lag (effective in 16w05b):
1. Create new creative mode superflat world.
2. Build a container containing a villager that cannot escape but outside zombies can still see the villager.
3. /time set night
4. Spawn (with egg or /summon) 10 zombies about 20 blocks away from the villager. Zombies start tracking to and walking towards villager.
5. Before the zombies come within 5-10 blocks of the villager, pour water around the villager.
6. The game will begin lagging horribly to the point where a player in survival wouldn't be able to accomplish anything.
7. Continue spamming water for even more lag!
@Tom Grey
It doesn't surprise me that causes lag, too. I just tried to think of the simplest and easiest way to guarantee a reproduction of the lag.
Also confirmed it is still present in 16w07a but as @Early Reflections mentioned, it is to a lot lesser degree. But it is still not as good as pre-15w47c versions.
As what @bob just stated above, you can reproduce the issue with the End portal by jumping UP into the portal from underneath it.
Portals are still very screwy and not ready for a full release yet.
Earlier I mentioned summoning a villager, and having a few zombies track it while pouring water buckets around it as a means to cause lag. I did just this in Minecraft 1.9-pre2 - it was causing noticeable (almost unplayable) lag and I used F3+C to force crash as instructed in this thread. Attached to this post is the subsequent crash report.
Without heavy lag control plugins, vanilla SMP is unplayable. Why hasn't this been properly fixed yet?
I agree that arguing with real physics isn't usually best, but given that Minecraft is a game that a large amount of children play, it might be frustrating to science teachers when their students might mistake Minecraft's mechanics for real world mechanics. I'd hate to be teaching a physics class and have to tell them that Minecraft is doing something wrong.
My argument for visually reversing the bubbles for soul sand was basically "If a bubble stream is flowing downwards, that would indicate the material is more dense than the surrounding water above, and thus a person would find it easier to float upwards in a higher density stream" ....which is, well, just reversed mechanics for consistency.
It's a little better, but still pretty rough. And using any redstone contraptions (or other things that result in multiple block updates, like Sponge usage) in even semi-complex areas can completely kill my FPS with a GTX 1060 and i7-7700 to a range of 5-10 FPS
@Rikard Herlitz, The reason I thought redstone/water might be part of this is because of the following:
If the redstone lag does deserve a separate bug report, I think the above information is useful to know as the redstone lag is also proportional to nearby geometry... though you may know this already
I also confirm that the multiplayer server I dev for has been experiencing these issues. Chunk loading and sever tickrate starts lagging after awhile when chunks are loaded/unloaded, and allocated RAM appears to stay at 100%, until a reboot which fixes it all.
I'd rather not be rebooting every 30-60 minutes
Confirmed affects 1.14.1
Why is this marked as "Works as intended"? What exactly was wrong with caching multiplayer chunks on the client side if the client's hardware and render distance was good enough to allow it? What's the point of having vast new terrain generation in 1.17 if the server(s) you're playing on can't handle a render distance beyond 10 because render distance and simulation distance aren't detached in any way.
This actively makes game worse, and as an earlier commenter noted "it degrades the quality of the game for players that play on low render distance servers."