[Mojang] Matthew Gatland
- mgatland
- mgatland
- Europe/Stockholm
- Yes
- No
Problem:
Our minecraft server is running slowly and using 100% CPU, even when no players are online.
What happened:
We built an ice road in the End.
While riding boats along this road, the server started to use a lot of CPU and run slowly. (Down to 1 tick per second!)
The lag continued after we returned to the main dimension.
After we all logged off, Minecraft continued to use 100% of the server's CPU until we restarted it. Our server normally uses very little CPU when no players are online.
Restarting the server fixes it. Returning to the end makes the problem start again.
I have attached profiler results. These were recorded when I was in the main dimension. Note that the End dimension is still at 91%. Most of this comes from 'chunkSource' and 'tickPending'.
Steps to reproduce:
Download our world here: https://www.dropbox.com/s/86sm43xd6cpg0xo/end-lag-test-world.zip?dl=0
Go to the End.
Teleport to -3853 106 0
Ride a boat back towards 0 0 0 (or just run and jump about 30 jumps)
You should notice some lag (i.e. a slow server tick rate in the F3 debug info) after a few seconds. The lag might come and go a few times each minute.
You can now use /debug start and /debug stop to record what is slow with the profiler.
If you return to the main dimension (/tp 0 64 0), you will see that the lag continues. The profiler will show that the lag is coming from DIM1 (the End).
Problem:
Our minecraft server is running slowly and using 100% CPU, even when no players are online.
What happened:
We built an ice road in the End.
While riding boats along this road, the server started to use a lot of CPU and run slowly. (Down to 1 tick per second!)
The lag continued after we returned to the main dimension.
After we all logged off, Minecraft continued to use 100% of the server's CPU until we restarted it. Our server normally uses very little CPU when no players are online.
Restarting the server fixes it. Returning to the end makes the problem start again.
I have attached profiler results. These were recorded when I was in the main dimension. Note that the End dimension is still at 91%. Most of this comes from 'chunkSource' and 'tickPending'.
Steps to reproduce:
Download our world here: https://www.dropbox.com/s/86sm43xd6cpg0xo/end-lag-test-world.zip?dl=0
Go to the End.
Teleport to -3853 106 0
Ride a boat back towards 0 0 0 (or just run and jump about 30 jumps)
You should notice some lag (i.e. boat position being reset every few seconds, or a slow server tick rate in the F3 debug info if running a local server) after a few seconds. The lag might come and go a few times each minute.
You can now use /debug start and /debug stop to record what is slow with the profiler.
If you return to the main dimension (/tp 0 64 0), you will see that the lag continues. The profiler will show that the lag is coming from DIM1 (the End).
In non-nether dimensions, beds explode in the nether wastes biome, but not other nether biomes
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Fish spawn rates are too high in rivers
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is duplicated by
Villagers cannot be summoned without "Profession" and "Level" tags setVillagers cannot be summoned with a specific type unless you also specify a profession
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This is a feature request
Dolphins with NoAI:1btakes damage underwater againDolphins with NoAI:1b can drown
Water / Lava doesnt moveplayerunless they move firstWater / Lava doesnt move entities unless they move first
Items struggling to move upsoul sandbubbleelevatorSome items get stuck at the bottom of a soul sand elevator
is duplicated by
Some items get stuck at the bottom ofasoul sand elevatorSome items get stuck at the bottom of soul sand elevators
duplicates
Some entities cannot be seen when on the edge of the screenA dragon head on an armor stand is invisible if not fully in view.
A dragon headon an armor stand is invisible if not fullyin view.A dragon head is invisible if the entity wearing it is not in view
Hi everyone,
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This bug is currently being worked on by [Mojang] Matthew Gatland, but keep in mind that it's currently the weekend, so you may need to wait a while for the fix to be available in the next pre-release.
The bug
The Foxes spawned in a plains/river biome and not in the snowy taiga.
(Note from [Mojang] Matthew Gatland: there are a few blocks of snowy taiga in the corner of the chunk where they spawned.)
How to reproduce
Seed: 5065972378046467357 Coordinates: /execute in minecraft:overworld run tp @s -1368.57 64.00 -9713.01 217.95 16.80
The Bug
Evoker Fangs do not Render inside a Spawner
Command to Replicate
/setblock ~ ~ ~ minecraft:spawner{SpawnData:{entity:{id:"minecraft:evoker_fangs"}}}
Reason for bug creation
Due to a comment by [Mojang] Matthew Gatland on MC-189565 he requested a new issue be raised for Evoker Fangs.
Probably intentional as per [Mojang] Matthew Gatland's comment in MC-203567.
May be intended due to [Mojang] Matthew Gatland:
"Having no animation is consistent with other inventory actions, e.g. repairing an item on the anvil"
If an invisible entity is within 3.5 meters of a mob, the mob will be able to notice it. This "Works As Intended" as stated by [Mojang] Matthew Gatland, in this comment.


I've attached a crash report.
Edit: removing the waterfalls didn't permanently stop the problem.
It seems to be fixed in 1.14.4!
I loaded up the same world and followed the same steps as before. I observed no lag while riding the ice road. The server never slowed down and the /debug stop file showed chunkSource as only 5% of the total.
WAI: You can only use bonemeal on warped or crimson fungi when it is on the matching (warped or crimson) nylium
Note that Wolves and Polar Bears are intentionally not included.
There is no sound called minecraft:entity.skeleton_horse.step in Minecraft.
You might be thinking of minecraft:entity.skeleton_horse.step_water
The fix will make all of the blocks in the description be regarded as solid, except ladders. These is a separate bug for ladder pathfinding.
The fix also makes waterlogged stairs, slabs etc be regarded as solid, not as water.
This bug is only about blocks that should be regarded as solid. I did not fix other pathfinding issues, e.g.
This sound is an unused file and is not part of the game. Subtitles describe what a sound means, i.e. "Turtle lays egg" or "Shulker shoots". An unused sound cannot have a subtitle because it has no meaning.
This sound is an unused file and is not part of the game. Subtitles describe what a sound means, i.e. "Turtle lays egg" or "Shulker shoots". An unused sound cannot have a subtitle because it has no meaning.
There is no such sound
This sound is not used in the game
I think the bug has been fixed at some point.
It is intentional that mobs can sometimes see invisible players up to a distance of 3.5 metres (or even further if the player is wearing armor).
It is intentional that mobs (except slimes) who are attacked by invisible players can see their attacker and fight back.
Fixed with
MC-172272This issue's description was replaced in 2018. The older comments, votes, screenshots, and the previous fix version are related to the old version of this issue, not to the issue with dragon heads on armor stands.
RedCMD thank you for the test world and benchmarks!
This will be fixed in the next snapshot. However, if your world already has corrupt areas (from being opened in 20w28a or 20w29a) those areas will unfortunately stay corrupted. This is because the original biome information has been overwritten.
I have marked this issue as fixed because:
I believe this issue was originally about a problem where an entity had to be touching a portal for more than one tick to be teleported. That bug is fixed.
There are still some issues that could be raised separately, with more specific repro steps:
1. If an entity is in a portal in a non-entity processing chunk, it will not teleport.
2. If an entity is moving fast, it can pass right through a portal without ever touching it and will not teleport (
MC-196556)3. Entities teleport though portals at the start of a tick (before they move) instead of at the end of a tick (after they move)
I think these wolves are affected by a bug which makes them stay wet forever and never shake the water off. This combines with
MC-105248(wet wolves are too dark) to cause this bug.Wow, this is quite exciting! Until the server crashes.
This is actually Working As Intended. Here's why:
In 1.16 lightning_bolt entities can be selected using commands.
Your command spawns lightning when any entity (including lightning) stands on a bone block.
So when you step onto a bone block, one lightning bolt is spawned.
Next tick, there are two entities on the bone block (one player and one lightning bolt) so two more lightning bolts are spawned.
Next tick, there are 4 entities on the bone block, so 4 more are spawned... you get the idea!
Fix by making the command ignore lightning:
/execute at @e[type=!lightning_bolt] if block ~ ~-1 ~ minecraft:bone_block run summon minecraft:lightning_boltI have fixed this but the fix does not include Evoker Fangs or Experience Orbs, which have a different cause and do not cause log spam. Please raise a separate issue for them.
After investigating, I see this as two separate issues. I have only fixed one of them.
I will update this issue to only describe the issue that was fixed. A moderator may want to reopen one of the duplicates that represents the other issue and ask for a new triage.
The issue that is fixed: When a structure loads, water sources in the structure spread into waterloggable blocks
The issue that is not fixed: When a structure is placed in water, water sources outside the structure spread into waterloggable blocks. (For example, when a shipwreck generates under water, its trapdoors become waterlogged.)
There was an example of the second case in the description. I removed it but it's here if you want to copy it to a new issue:
This is intentional, but it is the only exception to the rule. For any other item, a bundle should only fit 1 stack's worth.
Having no animation is consistent with other inventory actions, e.g. repairing an item on the anvil
'Fixed' as the new bundle UI makes this irrelevant
When we fix this, the fix will only apply to new bundles. If you keep a bundle from a previous snapshot you may see still this issue happen once for that old bundle.
This change was intended, so I'm closing this bug report as 'Works as Intended'.
However, we are interested in feedback on these changes. You can post feedback on the official Minecraft feedback site or in other online communities like the Minecraft subreddit.
Can you cause the corruption by putting chests inside chests over and over again, without using bundles?
Please raise a new issue with the repro steps from [Helper] clam lol's post and mark that it 'relates to' this one : )
I see similar numbers of panda spawns in 1.17 and 1.18 Pre-release 6, so I'm closing this as 'Cannot Reproduce'.
If you can find some clear evidence that panda spawning has changed between 1.17 and 1.18, please open an issue with a repro case that lets us see the difference between 1.17 and 1.18
The Goat Horn is meant to drop when the goat rams a Coal Ore. This was accidentally omitted from the change log. Nice work on spotting this mistake!
Thanks for the report.
This is Working as Intended for the initial implementation of Spectator Mode. See the changelog for details of what was intended in this version.
We have not included every feature from Java Edition and have chosen to focus on the parts of spectator mode that we hope will be most useful. In this case, we chose to disable the inventory completely as it was easier to do and that meant we could release Spectator Mode sooner.
If you have feedback on what should be added to Spectator Mode next, please post it on feedback.minecraft.net.
We're marking this as 'Works as Intended'. /kill @e will kill spectators in Java Edition so we have made it work in the same way in Bedrock Edition.
We are discussing this inside Mojang and might change this decision later. In Bedrock edition, /kill @e ignores creative players and it would make sense for it to also ignore spectators, but this would mean introducing a parity break with Java Edition.
I'm closing this as 'Works As Intended'. It is intentional that a new raid cannot be started during the victory celebration, and this matches the behaviour in Java Edition.
We know that this change nerfed raid farms. This was a natural side-effect of bringing raids closer to parity and was not a deliberate attempt to slow down raid farms.
Increasing parity is important for the future of the game. We care about farms and technical players, but in this case we think it is more important to bring villager systems to parity than to keep raid farms working with the same rates as before.
Our intention is to have 2 Sus Sand blocks in each Desert Well. The other disparities were already fixed in a previous release so the Desert Well in BE is already working as intended. I'm closing this as fixed.
Wandering Traders in the Villager Trade Rebalance should sell Mangrove Logs but should not sell Warped Stems or Crimson Stems.
The set of Logs they can sell should match the set of Saplings and Propagules they can sell.
To prevent confusion I removed the suggested fix from the description since we've chosen a different fix.