Raqbit
- JustRamon
- justramon
- Europe/Stockholm
- Yes
- No
When you
fire TNT and there is a lot of mob noise you will hear no TNT explode-sound.Steps to Reproduce:
1. Make a box of bedrock/obsidian and place tnt in it.
2. Spawn a lot of sheep inside the box.
3. ignite the tnt and close the box (with bedrock).
4. No tnt-explode soundWhen you ignite TNT and there is a lot of mob noise you will hear no TNT explode-sound.
Steps to Reproduce:
1. Make a box of bedrock/obsidian and place tnt in it.
2. Spawn a lot of sheep inside the box.
3. ignite the tnt and close the box (with bedrock).
4. No tnt-explode sound
For some weird reason this beacon doesn't update when using / setblock (Location in beam) stained_glass (data value).
It worked before, but for some reason it did not this time.
Edit: The beacon was glitched out.
It wasn't updating at all. I was able to break the beacon base and the beacon block without deactivating the beacon beam. Also, it wasn't updating when placing stained glass in the beam...
/testfor and a fill clock doesn't work that well together on multiplayer./fill clocks + /testfor commands causes a lot of lagg.
I made a map that uses a lot of commandblocks and fillclocks. The map is now in Beta and there are several Beta testers that are testing this map. One problem I found, was that the map really laggy is on servers. I suggested
usingmore ram, but even 3gb of ram and 2-3 players online would have a lot of lagg. Recently Qmagnet(https://www.youtube.com/user/theqmagnet) said in his Diversity DevCom(https://www.youtube.com/watch?v=FpkCp8gbAt4) (Arround 09:09) that running testfor commands with a fillclock will cause a lot of lagg on multiplayer servers. And I don't think that's intended. I think it has to do with the /testfor command being slow, and that it can't finish before having to run again. So I think this is the thing that causes lagg on my map. I really need this getting fixed, cause my map is almost inpossible to play now(with all the lagg).Steps to reproduce:
On multiplayer:
1. Make a fill clock:
Commands:
Top: fill ~ ~-1 ~ ~ ~-1 ~10 redstone_block,
1 air block in between,
Bottom: fill ~ ~1 ~ ~ ~1 ~10 clayNow place a redstone block in the middle and the clock will start running. To stop the thing, power the top command block.
2. Add a lot of /testfor commands to it.
Thanks for your time,
-JustRamon
PS: This map was made (and is being made) on a Realm. On the Realm we didn't have any lagg. I don't know if this is because that server has a lot of ram, or that those servers are magical
I made a map that uses a lot of commandblocks and fillclocks. The map is now in Beta and there are several Beta testers that are testing this map. One problem I found, was that the map really laggy is on servers. I suggested them to use more ram, but even 3gb of ram and 2-3 players online would have a lot of lagg. Recently Qmagnet(https://www.youtube.com/user/theqmagnet) said in his Diversity DevCom(https://www.youtube.com/watch?v=FpkCp8gbAt4) (Arround 09:09) that running testfor commands with a fillclock will cause a lot of lagg on multiplayer servers. And I don't think that's intended. I think it has to do with the /testfor command being slow, and that it can't finish before having to run again. So I think this is the thing that causes lagg on my map. I really need this getting fixed, cause my map is almost inpossible to play now(with all the lagg).
Steps to reproduce:
On multiplayer:
1. Make a fill clock:
Commands:
Top: fill ~ ~-1 ~ ~ ~-1 ~10 redstone_block,
1 air block in between,
Bottom: fill ~ ~1 ~ ~ ~1 ~10 clayNow place a redstone block in the middle and the clock will start running. To stop the thing, power the top command block.
2. Add a lot of /testfor commands to it.
Thanks for your time,
-JustRamon
PS: This map was made (and is being made) on a Realm. On the Realm we didn't have any lagg. I don't know if this is because that server has a lot of ram, or that those servers are magical
I made a map that uses a lot of commandblocks and fillclocks. The map is now in Beta and there are several Beta testers that are testing this map. One problem I found, was that the map really laggy is on servers. I suggested them to use more ram, but even 3gb of ram and 2-3 players online would have a lot of lagg. Recently Qmagnet(https://www.youtube.com/user/theqmagnet) said in his Diversity DevCom(https://www.youtube.com/watch?v=FpkCp8gbAt4) (Arround 09:09) that running testfor commands with a fillclock will cause a lot of lagg on multiplayer servers. And I don't think that's intended. I think it has to do with the /testfor command being slow, and that it can't finish before having to run again. So I think this is the thing that causes lagg on my map. I really need this getting fixed, cause my map is almost inpossible to play now(with all the lagg)
.Steps to reproduce:
On multiplayer:
1. Make a fill clock:
Commands:
Top: fill ~ ~-1 ~ ~ ~-1 ~10 redstone_block,
1 air block in between,
Bottom: fill ~ ~1 ~ ~ ~1 ~10 clayNow place a redstone block in the middle and the clock will start running. To stop the thing, power the top command block.
2. Add a lot of /testfor commands to it.
Thanks for your time,
-JustRamon
PS: This map was made (and is being made) on a Realm. On the Realm we didn't have any lagg. I don't know if this is because that server has a lot of ram, or that those servers are magical
I made a map that uses a lot of commandblocks and fillclocks. The map is now in Beta and there are several Beta testers that are testing this map. One problem I found, was that the map really laggy is on servers. I suggested them to use more ram, but even 3gb of ram and 2-3 players online would have a lot of lagg. Recently Qmagnet(https://www.youtube.com/user/theqmagnet) said in his Diversity DevCom(https://www.youtube.com/watch?v=FpkCp8gbAt4) (Arround 09:09) that running testfor commands with a fillclock will cause a lot of lagg on multiplayer servers. And I don't think that's intended. I think it has to do with the /testfor command being slow, and that it can't finish before having to run again. So I think this is the thing that causes lagg on my map. I really need this getting fixed, cause my map is almost inpossible to play now(with all the lagg)(on multiplayer)(while it is a multiplayer map D
.
Steps to reproduce:
On multiplayer:
1. Make a fill clock:
Commands:
Top: fill ~ ~-1 ~ ~ ~-1 ~10 redstone_block,
1 air block in between,
Bottom: fill ~ ~1 ~ ~ ~1 ~10 clayNow place a redstone block in the middle and the clock will start running. To stop the thing, power the top command block.
2. Add a lot of /testfor commands to it.
Thanks for your time,
-JustRamon
PS: This map was made (and is being made) on a Realm. On the Realm we didn't have any lagg. I don't know if this is because that server has a lot of ram, or that those servers are magical
I made a map that uses a lot of commandblocks and fillclocks. The map is now in Beta and there are several Beta testers that are testing this map. One problem I found, was that the map really laggy is on servers. I suggested them to use more ram, but even 3gb of ram and 2-3 players online would have a lot of lagg. Recently Qmagnet(https://www.youtube.com/user/theqmagnet) said in his Diversity DevCom(https://www.youtube.com/watch?v=FpkCp8gbAt4) (Arround 09:09) that running testfor commands with a fillclock will cause a lot of lagg on multiplayer servers. And I don't think that's intended. I think it has to do with the /testfor command being slow, and that it can't finish before having to run again. So I think this is the thing that causes lagg on my map. I really need this getting fixed, cause my map is almost inpossible to play now(with all the lagg)(on multiplayer)(while it is a multiplayer map D
.
Steps to reproduce:
On multiplayer:
1. Make a fill clock:
Commands:
Top: fill ~ ~-1 ~ ~ ~-1 ~10 redstone_block,
1 air block in between,
Bottom: fill ~ ~1 ~ ~ ~1 ~10 clayNow place a redstone block in the middle and the clock will start running. To stop the thing, power the top command block.
2. Add a lot of /testfor commands to it.
Thanks for your time,
-JustRamon
PS: This map was made (and is being made) on a Realm. On the Realm we didn't have any lagg. I don't know if this is because that server has a lot of ram, or that those servers are magical
I made a map that uses a lot of commandblocks and fillclocks. The map is now in Beta and there are several Beta testers that are testing this map. One problem I found, was that the map really laggy is on servers. I suggested them to use more ram, but even 3gb of ram and 2-3 players online would have a lot of lagg. Recently Qmagnet(https://www.youtube.com/user/theqmagnet) said in his Diversity DevCom(https://www.youtube.com/watch?v=FpkCp8gbAt4) (Arround 09:09) that running testfor commands with a fillclock will cause a lot of lagg on multiplayer servers. And I don't think that's intended. I think it has to do with the /testfor command being slow, and that it can't finish before having to run again. So I think this is the thing that causes lagg on my map. I really need this getting fixed, cause my map is almost inpossible to play now(with all the lagg)(on multiplayer)(while it is a multiplayer map D: ).
Steps to reproduce:
On multiplayer:
1. Make a fill clock:
Commands:
Top: fill ~ ~-1 ~ ~ ~-1 ~10 redstone_block,
1 air block in between,
Bottom: fill ~ ~1 ~ ~ ~1 ~10 clayNow place a redstone block in the middle and the clock will start running. To stop the thing, power the top command block.
2. Add a lot of /testfor commands to it.
Thanks for your time,
-JustRamon
PS: This map was made (and is being made) on a Realm. On the Realm we didn't have any lagg. I don't know if this is because that server has a lot of ram, or that those servers are magical
I made a map that uses a lot of commandblocks and fillclocks. The map is now in Beta and there are several Beta testers that are testing this map. One problem I found, was that the map really laggy is on servers. I suggested them to use more ram, but even 3gb of ram and 2-3 players online would have a lot of lagg. Recently Qmagnet(https://www.youtube.com/user/theqmagnet) said in his Diversity DevCom(https://www.youtube.com/watch?v=FpkCp8gbAt4) (Arround 09:09) that running testfor commands with a fillclock will cause a lot of lagg on multiplayer servers. And I don't think that's intended. I think it has to do with the /testfor command being slow, and that it can't finish before having to run again. So I think this is the thing that causes lagg on my map. I really need this getting fixed, cause my map is almost inpossible to play now(with all the lagg)(on multiplayer)(while it is a multiplayer map D: ).
Steps to reproduce:
On multiplayer:
1. Make a fill clock:
Commands:
Top: fill ~ ~-1 ~ ~ ~-1 ~10 redstone_block,
1 air block in between,
Bottom: fill ~ ~1 ~ ~ ~1 ~10 clayNow place a redstone block in the middle and the clock will start running. To stop the thing, power the top command block.
2. Add a lot of /testfor commands to it.
Thanks for your time,
-JustRamon
PS: This map was made (and is being made) on a Realm. On the Realm we didn't have any lagg. I don't know if this is because that server has a lot of ram, or that those servers are magical
PS2: If you look at the screenshots you can see the commands, and the screenshots of the commandblocks. Almost all the commandblocks at the fillclock are testfor commandblocks
I made a map that uses a lot of commandblocks and fillclocks. The map is now in Beta and there are several Beta testers that are testing this map. One problem I found, was that the map really laggy is on servers. I suggested them to use more ram, but even 3gb of ram and 2-3 players online would have a lot of lagg. Recently Qmagnet(https://www.youtube.com/user/theqmagnet) said in his Diversity DevCom(https://www.youtube.com/watch?v=FpkCp8gbAt4) (Arround 09:09) that running testfor commands with a fillclock will cause a lot of lagg on multiplayer servers. And I don't think that's intended. I think it has to do with the /testfor command being slow, and that it can't finish before having to run again. So I think this is the thing that causes lagg on my map. I really need this getting fixed, cause my map is almost inpossible to play now(with all the lagg)(on multiplayer)(while it is a multiplayer map D: ).
Steps to reproduce:
On multiplayer:
1. Make a fill clock:
Commands:
Top: fill ~ ~-1 ~ ~ ~-1 ~10 redstone_block,
1 air block in between,
Bottom: fill ~ ~1 ~ ~ ~1 ~10 clayNow place a redstone block in the middle and the clock will start running. To stop the thing, power the top command block.
2. Add a lot of /testfor commands to it.
Thanks for your time,
-JustRamon
PS: This map was made (and is being made) on a Realm. On the Realm we didn't have any lagg. I don't know if this is because that server has a lot of ram, or that those servers are magical
PS2: If you look at the screenshots you can see the commands, and the screenshots of the commandblocks. Almost all the commandblocks at the fillclock
are testfor commandblocksI made a map that uses a lot of commandblocks and fillclocks. The map is now in Beta and there are several Beta testers that are testing this map. One problem I found, was that the map really laggy is on servers. I suggested them to use more ram, but even 3gb of ram and 2-3 players online would have a lot of lagg. Recently Qmagnet(https://www.youtube.com/user/theqmagnet) said in his Diversity DevCom(https://www.youtube.com/watch?v=FpkCp8gbAt4) (Arround 09:09) that running testfor commands with a fillclock will cause a lot of lagg on multiplayer servers. And I don't think that's intended. I think it has to do with the /testfor command being slow, and that it can't finish before having to run again. So I think this is the thing that causes lagg on my map. I really need this getting fixed, cause my map is almost inpossible to play now(with all the lagg)(on multiplayer)(while it is a multiplayer map D: ).
Steps to reproduce:
On multiplayer:
1. Make a fill clock:
Commands:
Top: fill ~ ~-1 ~ ~ ~-1 ~10 redstone_block,
1 air block in between,
Bottom: fill ~ ~1 ~ ~ ~1 ~10 clayNow place a redstone block in the middle and the clock will start running. To stop the thing, power the top command block.
2. Add a lot of /testfor commands to it.
Thanks for your time,
-JustRamon
PS: This map was made (and is being made) on a Realm. On the Realm we didn't have any lagg. I don't know if this is because that server has a lot of ram, or that those servers are magical
PS2: If you look at the screenshots you can see the commands, and the screenshots of the commandblocks. Almost all the commandblocks at the fillclock have testfor commands in them.
In 1.9.2, they added the feature of hoppers being able to pull items out of blocked chests. However, comparators don't give output.
Video Proof:
https://www.youtube.com/watch?v=JNRTYOqBneUHow to reproduce:
Get 2 chests, fill them with items,
put a solid block on top of one of them
put comparators facing away from them.While some older reports of this got "resolved" by marking it as intended, isn't a bit weird that now items can go through chests with blocks on top, you still can't get a signal out of them?
In 1.9.2, they added the feature of hoppers being able to pull items out of blocked chests. However, comparators don't give output.
Video Proof:
https://www.youtube.com/watch?v=JNRTYOqBneUHow to reproduce:
Get 2 chests, fill them with items,
put a solid block on top of one of them
put comparators facing away from them.While some older reports of this got "resolved" by marking it as intended, isn't a bit weird that now items can go through chests with blocks on top, you still can't get a signal out of them?
In 1.9.2, they added the feature of hoppers being able to pull items out of blocked chests. However, comparators don't give output.
Video Proof:
https://www.youtube.com/watch?v=JNRTYOqBneUHow to reproduce:
1. Get 2 chests, fill them with items,
2. Put a solid block on top of one of them
3. Put comparators facing away from them.
4. One will give signal, while the other won't.While some older reports of this got "resolved" by marking it as intended, isn't a bit weird that now items can go through chests with blocks on top, you still can't get a signal out of them?
In 1.9.2, they added the feature of hoppers being able to pull items out of blocked chests. However, comparators don't give output when they are blocked & have items in them.
Video Proof:
https://www.youtube.com/watch?v=JNRTYOqBneUHow to reproduce:
1. Get 2 chests, fill them with items,
2. Put a solid block on top of one of them
3. Put comparators facing away from them.
4. One will give signal, while the other won't.While some older reports of this got "resolved" by marking it as intended, isn't a bit weird that now items can go through chests with blocks on top, you still can't get a signal out of them?
Comparators don't give output when they have a solid block on top.





I fixed it by relogging so I think I can't give a world download with the glitch.
But it has happend multiple times.
Hmm, that's true. I don't want to harm anyone either. If it's intended I'll close this issue.
Same problem, I am using Manjaro Deepin and Oracle Java. When alt-tabbing a couple of things happen:
The thing I've been doing to get out of this weird behaviour is the following:
Having the exact same issue, with flite installed on Arch Linux.