Jfarf_Gl
- JFarf_Gl
- jfarf_gl
- Europe/Stockholm
- Yes
- No
Bad performance in 1.13.x+Bad server side performance in 1.14
Pillager patrols are still spawning in trees in 1.14.4. This affects both standard pillagers and captains. It looks like they are spawning on solid blocks in the trees, and are ignoring the leaves when spawning, rather than spawning on the leaves themselves.
How to reproduce: Play the game. After a while, pillager patrols will spawn, and occasionally will spawn in trees. I live in a jungle and it's extremely obvious this happens, and very annoying when I'm getting shot from trees that I have to break to get to the pillager.
It's clear other people are still having this issue:
https://www.reddit.com/r/Minecraft/search?q=pillager+tree&restrict_sr=on
I updated
MC-142360, and the mod told me to create a new ticket, so here it is.
This happens in single player, and on a server, both using Spigot software and Paper, as well as the vanilla server.
Confirming for 1.13.1, even though it's light years better than in 1.13. Redstone is still begging for optimization, especially Redstone Dust updates. They were already painful before, but since the flattening, they are agonizingly sluggish.
It seems like your issue isn't exactly with chunk loading but rather chunk rendering, client-side. The chunks actually load correctly, but take forever to render, or never do unless you walk close or right into them in order to see them. When you fly with Elytra you can see them appear in a more or less random checkerboard pattern. Chunk rendering is still very clunky. Although it isn't affecting speed directly, it still falls into the "bad performance" category, for sure.
durward2003 and Jfarf_Gl, you have a different issue (MC-149518) which has not been fixed yet.
Jfarf_Gl This is a more complex issue that couldn't be solved by just assigning someone and starting working on an afternoon. Issue is known but involves more than just dealing with Nether portals themselves.
Progress on this issue has already been made on 1.14.2 pre-releases where the cost for loading already generated chunks has been significantly decreased.


















Robert, this is happening to me too. It consistently fails at 9.5%, then the Realm won't upload.
Just an update, I tried again after half an hour and it worked. Might have been a server issue.
I'm getting the exact same issues in my 4 year old 1.12.2 world. World size is ~300MB so I can't attach, sadly.
Matthew, I posted a few of the logs. In latest.log, the screenshot attached is the one from the log. All three times, my game crashed as soon as I quit the world and the logs aren't picking them up.
Hmm. Well regardless, performance is still absolutely massacred when I do manage to load in, making my world basically unplayable :/
It's not just
MC-132073, the issues are persistent well beyond the initialization of the existing world. I'm attaching my world to this comment in a Google drive folder. If you download the save and teleport to 120, 81,1273, you'll get a good idea of the performance woes.https://drive.google.com/open?id=10Q6nVFBvznfYhJ58C8naqS4W4QqDxwek
Kumasasa [Mod] md_5 [Mojang] Searge (Michael Stoyke) This issue has not been resolved at all. Why is it marked as resolved? My world is still unplayable. I have it uploaded to a Google Drive folder – if you send me an email to share it with, I can add you as a collaborator to download the world.
Again, this issue is not resolved, please do not mark it as such. This is still a game breaking update for server owners and single player owners alike.
Early Reflections – Is this initial chunk conversion lag-inducing only for the initial conversion for anyone, or for everyone? Meaning, if I download my (large) server world, fly all around it and deal with the lag for hours on end while the chunks are updated in 1.13, then re-upload it, will that prevent other people from getting the same lag? There has to be a better way for Mojang to handle this upgrade.
Same here, even after initial chunk population and a very generous amount of time standing in the same chunks, I'm still not seeing the same performance as in 1.12.2, even not near oceans. 1.13 Pre Release 7. Again, I can send my world file, it's already uploaded into a Google Drive folder, just say the word and I will add an email as a collaborator.
I have my world uploaded, I just need an email to share it with.
I'm going to try out this tool tonight and will report back. I have a pretty large world, so it may take a while!
Update – World is about 530,000 chunks. I allocated 5 Gigabytes of RAM and it crashed about half an hour in, at about 55% progress. Trying it with 12 gigabytes allocated, but...this doesn't look like it's going to be the one-all-be-all solution.
After allocating a whopping twelve gigs of RAM, world conversion worked (never seemed to go above six gigabytes, for anyone concerned).
I will test performance tonight and report back. World conversion ('optimization') definitely worked in terms of completing all of the chunks, as the second time I ran it the same 530,000 chunks only took about 10 minutes. As for if this actually reduces lag/increases TPS, I will report back on that tonight.
Anyone have an easy way to check for TPS without using a plugin?
Okay everyone, after running the optimization, I can confirm that, for my world at least, performance is heaps and bounds better. It's a night and day difference before and after the optimization. I did get a lot of errors in the log when I flew around the world (a few oceans, some extreme hill biomes, some plains), now attached as "latest-after-optimization.txt". I did notice a bit of stuttering here and there, and again quite a bit of errors in the log, but I can say that my world will definitely be more than playable in 1.13 now.
Edit – after playing around a bit more, world is still quite playable and much better than before, but there are some bad lag spikes as mentioned by @ZhangYu
Update - in 1.13 I'm still averaging only about 16TPS in most areas, with the occasional bad lag spikes here and there. Can post more information as needed (and, again, a world download that nobody has provided me an email to send to).
Another update - I re-uploaded the "optimized" world to my Java Realm and....it's not good at all. Incredibly laggy, nobody can even use an elytra now, mobs will be on fire for 3-4 minutes before dying because we are going as low as ONE tick per second...it's not good at all. Performance is much worse in multiplayer, borderline unplayable. I'm incredibly frustrated since I'm on a Realm so reverting isn't possible.
I moved my spawn chunks to the middle of nowhere which did help with the lag slightly, but that's a pretty awful workaround because (a) it's still really laggy and (b) all of our farms are in spawn chunks.
We only had two people on at a time yesterday....I can't imagine if we tried having eight people on the Realm at once. It probably would have crashed.
Lots of people on Reddit posting about poor performance in 1.13 worlds both old and new. Looks like 1.12.2 worlds were hit hard in particular, but brand new 1.13 worlds are seeing lower performance than they should be as well.
Edit – Best example I can use right now: I have a command block set (probably 70 or so blocks) to remove all of the snow from my castle area. The commands all follow this format (updated for 1.13):
/fill 350 91 1550 400 102 1600 minecraft:air replace minecraft:snow
I hit one button and all 70 or so command blocks turn on and remove all of the snow in my area. In 1.12.2, this happened seamlessly, for almost an entire extreme hills biome. Absolutely no stuttering while the commands are being run. In 1.13, running these command blocks one time will drag the entire server to a halt. Again, there could be 8 people on the 1.12.2 server, all in different areas, while I run that command and it has literally zero noticeable impact on performance. On my 1.13 Realm, same exact world, I can be the only one online and the same exact commands being run grinds the server to a halt.
@EarlyReflections Thanks for that informational write-up! I can deal with the lag in the case of that snow removal command being run as it's very situational and doesn't last very long.
The issue is that there is still high levels of lag in general, and chunk loading seems to be very bad. Everybody on my server has reported lots of issues with chunks not loading in (sometimes I'll have chunks in front of me NOT load in, but other chunks behind those ones, farther from me, load). Trying to fly around is impossible; the only way we've been able to play in 1.13 is by having everyone explore the same chunks together, and even then there's still lots of lag.
There has to be more Mojang can do to optimize this update.
I'm having this issue as well. Downloaded and optimized the world, yet Realms still crashes for everyone on my server. There also have been a lot of issues for us connecting to Realms lately in general.
Confirming poor optimization and (arguably worse?) chunk loading for 18w30b. I just attached a screenshot of another example of the poor chunk loading – there has to be less than 30 blocks in this chunk yet it refuses to load until I disconnect and reconnect multiple times. Screenshot is of a chunk in the End.
TPS is still very low as well, nowhere near 20.
Lag seems to be better in 18w31a, but chunk loading is still in a very bad state right now.
Tickrate is much better in 1.13.1, however it's still not close to where it used to be, and chunk loading is still abysmal. Attaching more screenshots of the chunk loading issues I'm having – currently I can't even get half of my mountain to load in.
Confirmed for 1.13.1.
I uploaded a video showcasing how bad the lag is. Block updates are incredibly glitchy right now, and when a block is broken, the entire server lags (shown in video).
Confirming for 1.13.1...
Can confirm this bug for 1.14.
I can confirm this on my vanilla server, too.
Keeping entity minecraft:[insert one of many entities here] that already exists with UUID"
I also believe this causes the tick lag leading to:
"Server Watchdog/FATAL A single server tick took 60.00 seconds (should be max 0.05)"
and crashing.
Even when I increased the max tick time well past 10 minutes the server will crash (meaning it's already crashed without Watchdog).
This one is a seriously nasty bug.
Same, I can confirm that I am getting a lot of messages in the server console that the server is running 2,000+ ticks behind. Brand new vanilla 1.14.1 world. Lag spikes are causing a ton of rubber banding.
The lag spikes are extremely bad in 1.14. When a player tries to connect to my server, they can't connect until a few attempts have been made.
[ User Authenticator #2/INFO: UUID of player katona781 is 38918aa0-d0a9-4b8b-8876-31d99c662281
{textures=[com.mojang.authlib.properties.Property@1144c8ce]}[Server thread/INFO]: com.mojang.authlib.GameProfile@214776fc[id=38918aa0-d0a9-4b8b-8876-31d99c662281,name=katona781,properties=
,legacy=false] (/68.41.40.37:61504) lost connection: Disconnected
[Server thread/WARN]: Can't keep up! Is the server overloaded? Running 193767ms or 3875 ticks behind
[User Authenticator #3/INFO: UUID of player katona781 is 38918aa0-d0a9-4b8b-8876-31d99c662281
[Server thread/INFO]: katona781/[68.41.40.37:61683 logged in with entity id 1149 at (-407.30000001192093, 73.0, 202.01249998807907)
[Server thread/INFO]: katona781 joined the game
Can someone please pick this ticket back up?
I can confirm this as well, for 1.14.1. It's bad enough where the lag will cause the server to completely kick everybody until I restart it.
I can confirm this in 1.14.1. See 2019-05-14_18.35.09.png
World was created brand new in vanilla 1.14 on April 26th.
Definitely not a specs issue, my server is running on a 7700k dedicated to that server and nothing else.
For my world, everything has been fine from 1.14 release until today, where a bunch of chunks around the world got hit at once. I have a copy of the world with the glitch still present if a link to a download is helpful.
@garycousins I would recommend reporting it on the bug tracker link for Spigot you posted earlier, since md_5 isn't going to check this page for bugs also included in Spigot.
Valicon, the fix is listed as 1.14.2 Pre-Release 1, not 1.14.1. The bug is known to affect 1.14.1.
I can confirm this bug is still present in 1.14.2 pre1.
Confirmed for 1.14.2 pre-3. In first person, the fishing rod's line doesn't fully connect with the rod itself. This is not just an issue with my client, other colleagues have reported the same bug. This happens regardless of resource packs being installed or not. The rod's line does fully connect in third person. See the attached screenshots.
@Bitzerker I have been having the exact same sort of issue on my world that you're describing and from the screenshots. I was confused for the longest time why this was happening. I have a witch farm with a 40x40 stone roof overhead and underneath the middle of it, the sky light level is not 0, but the maximum light level.
I did clear the lighting cache when upgrading to pre-3 this morning, and I just logged on and headed to the same spot to take screenshots and it's fixed for me. If the issue comes back, I'll update this post with the screenshots.
I think this would warrant a separate bug post since this is more of an issue of lighting not updating rather than lighting suddenly not working like this current bug report details.
This is affecting me in 1.14.3 pre-3. I cleared my lighting cache and that fixed the issue, but it seems to have come back. See the attached screenshots.

I can confirm this bug is happening for multiple people in multiple different doors and fence gates in 1.14.2 pre-4. The bug is new to pre-4, so perhaps this is related to the one bug that was fixed this snapshot regarding clipping through blocks when travelling through a gateway portal in the End.
Mojang, please review the following video where I demonstrate how to replicate this:
https://youtu.be/5Qyj6Bd9TcQ
I can also confirm bug is still active in 1.14.2. Random mobs are disappearing from our world. A mending villager in a completely boxed off and slabbed area just disappeared on us in 1.14.2. Extremely frustrating.
I do see this message spammed in my console constantly:
Fetching addpacket for removed entity.
Mods, can you please re-open this ticket?
Is there a reason this is still unassigned? This is a huge issue for servers. Entering the nether or exiting causes huge lag spikes – upwards of 10 full seconds for my server running on an overclocked 7700K.
I have generated about 10 gigabytes worth of chunks looking for a Jellie cat in my world in 1.14.2. I thought I was going crazy. This cat absolutely does not spawn naturally – I can say that I have generated over 100 villages in my world at this point and the Jellie cat has not appeared once.
It looks like Goodtimeswithscar found Jellie in his latest video:
https://www.youtube.com/goodtimeswithscar
However, I'm still thinking that Jellie cats don't spawn during initial chunk generation, only as a passive mob after the fact (based on how the Jellie spawned in his video). Can anyone confirm if they've been able to find a Jellie cat this way? If so, the title of the bug report should be updated to reflect that Jellie cats don't spawn during initial village chunk generation.
I've also only found disappearing villagers. I can confirm my server is also seeing this spam the console:
[Server thread/WARN]: Fetching addPacket for removed entity.
We've had villagers disappear from entirely closed off, slabbed, lit up rooms, so there is no chance any mobs killed the villagers. They appear to just be disappearing.
This is vanilla 1.14.2. No Spigot or Paper.
I was able to have a Jellie cat spawn in a village this morning by setting up the five villagers + five beds. This bug appears to just affect the initial chunk generation.
If this is intended, this bugs needs to be marked as intended so the wiki can be updated.
violine, I think this might actually be the glitch. Not just villagers, but certain entities don't want to render.
In my 1.14.2 world, I had a named cat that was sitting, leaded, inside of a fenced off enclosure. The cat disappeared on me about a week ago, so I thought it had to do with this glitch. However, this morning I noticed that the cat was back in the cage. It appears that the cat was just not being rendered?
I don't know if this is the same issue that others are having here, and like others have mentioned, this is extremely hard to troubleshoot. I will try to enclose some villagers on my world and try to determine if they're really being deleted, or if they're just not being rendered for anyone on my server.
This isn't an issue in 1.14.4, thanks for following up.
Hello, this bug is back for my server in 1.14.4. Running on vanilla server software, new pillagers are still spawning in trees. Please let me know if there's any way I can help reproduce this; I live in a jungle and patrols spawn in trees all the time. Very annoying.
Affects 1.15.2. Is there any update on this?
I would love it this were to be assigned and looked at. It's such an immersion breaking bug for something that pretty much everyone on the Java edition does - changes FOV.
This bug is happening to me as well, using both the vanilla client and OptiFine, and using vanilla server software and Paper. This only happens when another player is in a "bad" chunk as I show in this video:
https://youtu.be/4KWEhn3y-rw
Also, it doesn't appear to be strictly an FPS or render issue, as other players actually see the stuttering player rubber band. Watch my friend rubberband going back and forth through a chunk border in this video:
https://youtu.be/3-rpttcUIm4
We reduced the RAM allocated to the server and that didn't fix it.
Happens on 1.15.2 vanilla and Paper as well, it's been present since at least 1.14.4.
Entities do seem to be much more resource intensive in 1.15.2 than 1.14.4. A simple way we test on my server is to load an area of the overworld, kill all entities, and watch the performance drastically improve. Performance is also better in the Nether relative to the Overworld, especially compared to previous updates. The Nether has very few entities loaded in, relatively.
My FPS is anywhere from 35-50% of what it was in 1.14.4 on average, making the game borderline unplayable for many on my server.
Pardiac, Paper definitely fixes the bug, are you sure it's not just a low spec PC or another issue? You shouldn't need to change any settings in paper.yml.
When Paper patched the bug in 1.15.2 and my server updated to the version the patch was introduced in, the chunk stutter was greatly reduced (500+ms down to maybe 20ms) for every single person on my server.
Obviously Mojang needs to still fix this on their end because switching from Paper to any other type of server software (Spigot, Forge, Fabric, or Vanilla) makes my server completely unplayable for all 20 people who play on it.
Mojang pls fix
Leaving a comment here - it's also completely broken with a native SteamVR headset (Valve Index) with the same error.
This is happening with me with a Valve Index. SteamVR is set to point the OpenXR runtime to SteamVR and MSFS (which also uses OpenXR) works. Just Minecraft seems to be broken.
When I launch SteamVR then launch Minecraft from the desktop shortcut, with the launch parameters, the game loads up and I see the main menu in my Index, then it crashes. It crashes 100% of the time and I can't seem to get it to work at all.
I'm using the Windows 10 Edition of Minecraft, right from the Windows 10 store. I was previously in the RTX beta, but am currently opted out of any betas. I did just do a fresh install of MC Windows 10 Edition, same issue – immediate crashing after launching into my Valve Index, reproducible 100% of the time.
Is there even a VR team working on this or is the OpenXR implementation just an afterthought? Is this going to be abandonware? Not trying to be rude, but it seems to reliably crash for 100% of the people who try it, so I'm wondering how in the world something like this ever slipped past QA, if there even was QA for this...
Anyone know if today's beta fixes this yet?
Still unplayable on the Index. Is this ever going to get looked at? This is very frustrating.
Does the Paper patch no longer work on 1.18? This bug is back in full force on my 1.18.1 server and it's terrible.