Lecrayen
- lecrayen
- lecrayen
- Europe/Stockholm
- Yes
- No
2 issues
Key
Summary
Status
Reporter
Assignee
Created
Changed Description:
1. I threw one egg into a pen and it gave birth to nothing
2. I threw a second egg into the pen and it gave birth to a single chicken
3. I threw a third egg, which hit the baby chicken I previously hatched, and that egg gave birth to 7 more baby chickensI was able to duplicate the issue and made a 10 second clip of it in creative mode as well. So it's not just a survival issue.
Added Attachments:

I've witnessed this problem on a large number of occasions, it isn't uncommon. There is not further information to give. I'm not kidding you.
That's a lot of work when the full version of pocket edition isn't even close to up to date yet
I read the wiki on chicken eggs and it says part of this feature is intended. The video shows 4 chickens being hatched which actually is possible, but the first case in which I witnessed it hatched 7 chickens, not 4 (which the wiki says is the maximum).
Indeed it does include the mode in the upper summary, but it's best to list all the details, as well as gamemode, in the description.
I don't believe they meant "scaling" as in the size of the arrow, more of the distance of the arrow relative to the center of the mob. For example, if you shoot a chicken, should the arrow be a whole block away while it's stuck?
Confirmed. Occurs on our server restarts and after just loading the mobs. They can be targeted again after them moving several blocks (usually like 10 blocks or so).
This issue is unresolved. I've been having this problem from 1.5 - now, it's still occurring frequently.
It's an issue for me, it alright if I post this here or should I extend the issue in a new issue thread?
I attempted turning off the firewall, adding a port exception for the server port (25565), and rebooting. None of which solved the problem or made it better.
In addition to this, the Administrator has rebooted the server on several occasions - and that did not assist in fixing the problem either. There are some servers you get Read Timed Out and some servers where there is nothing wrong. From my slight experience with java, it seems as if the client is put into an endless loop with the server, so the client is kicked.
After digging into the problem for a while and testing some things, I have come up with the following conclusion: The server receives information from the client PERFECTLY FINE other players on the server can see you moving just fine, and nothing is wrong from what they can see. The problem is that the server stops sending information to the client completely. This makes it so the client feels like nothing is happening - since the server hasn't sent a confirmation that your action has already occurred. This must mean that it's the client causing the time out error because it thinks you're no longer connected to the server.
Edit: This means that everything you do while you've been frozen actually does occur on the server side. If you place blocks, move around, etc, the server will act on them the same time that you do so. The server just doesn't tell you that you've successfully placed a block or opened a chest.
But wouldn't that mean that you've always been rendering everything with the integrated gpu?
Bump. Not fixed.
I haven't been experiencing the issue for the last couple hours. It may be an ISP issue - but the way the lag occurs is still very odd. When I start experiencing again, I will rerun and force crash.
Will do, the problem wasn't the -Xms, I actually use that regularly and have never had a problem (as you can tell, my processor is more than decent). I moved the modem and I haven't had any problems since. The issue could have been several problems, notably the modem was blocked from another computers wire's (faraday cage-like situation, possibly?). After moving it I have not had any problems
I'm not quite sure if it's completely fixed yet, will verify over next few days.