Mike Pontillo
- mpontillo
- mpontillo
- America/Los_Angeles
- Yes
- No
We have been playing Minecraft since 2012.
Over time, a large number of new items have been introduced. For example, new types of (non-cobblestone) stone now spawns, and new non-stackable wood products.Over time, this has led to an imbalance. That is, by exploring the same distance in a Minecraft world, one's inventory now fills up significantly faster.
Consequently, this leads to excessive backtracking to item storage areas, and takes away from the immersive Minecraft experience. Items such as the Shulker Box and concepts such as the Llama caravan could have mitigated this, but are somewhat cumbersome (or difficult to obtain). Thus, inventory sizes should be correspondingly expanded, and/or additional methods of easily carrying more items should be considered.
We have been playing Minecraft since 2012. Since then, a large number of new items have been introduced. For example, new types of (non-cobblestone) stone now spawns, and new non-stackable wood products.
Over time, this has led to an imbalance. That is, by exploring the same distance in a Minecraft world, one's inventory now fills up significantly faster.
Consequently, this leads to excessive backtracking to item storage areas, and takes away from the immersive Minecraft experience. Items such as the Shulker Box and concepts such as the Llama caravan could have mitigated this, but are somewhat cumbersome (or difficult to obtain). Thus, inventory sizes should be correspondingly expanded, and/or additional methods of easily carrying more items should be considered.
Upon starting a new dedicated server, the world is generated but crashes shortly after a connection attempt with:
A single server tick took 240.00 seconds (should be max 0.05)
Upon starting a new dedicated server, the world is generated but crashes shortly after a connection attempt with:
A single server tick took 240.00 seconds (should be max 0.05)(I increased the max tick time from 60 seconds to 240 second just in case, but it didn't help)
Upon starting a new dedicated server, the world is generated but crashes shortly after a connection attempt with:
A single server tick took 240.00 seconds (should be max 0.05)(I increased the max tick time from 60 seconds to 240 second just in case, but it didn't help)
I can reproduce this issue every time when I use a seed of 8675309. Changing the seed did seem to help.
Upon starting a new dedicated server, the world is generated but crashes shortly after a connection attempt with:
A single server tick took 240.00 seconds (should be max 0.05)(I increased the max tick time from 60 seconds to 240 seconds just in case, but it didn't help)
I can reproduce this issue every time when I use a seed of 8675309. Changing the seed did seem to help.
Minecraft Version: 21w05a
Minecraft Version ID: 21w05a
Operating System: Linux (amd64) version 4.15.0-117-generic
Java Version: 11.0.9.1, Ubuntu
Java VM Version: OpenJDK 64-Bit Server VM (mixed mode, sharing), Ubuntu
Memory: 2230357976 bytes (2127 MB) / 2621440000 bytes (2500 MB) up to 2621440000 bytes (2500 MB)
CPUs: 4
JVM Flags: 2 total; -Xms2500M -Xmx2500M
Player Count: 1 / 20; [aaw['BlackCat916'/316, l='ServerLevel [world] ', x=-165.50, y=63.00, z=-242.50]]
Data Packs: vanilla
Is Modded: Unknown (can't tell)
Type: Dedicated Server (map_server.txt)Minecraft Version: 21w05a
Minecraft Version ID: 21w05a
Operating System: Linux (amd64) version 4.15.0-117-generic
Java Version: 11.0.9.1, Ubuntu
Java VM Version: OpenJDK 64-Bit Server VM (mixed mode, sharing), Ubuntu
Memory: 2230357976 bytes (2127 MB) / 2621440000 bytes (2500 MB) up to 2621440000 bytes (2500 MB)
CPUs: 4
JVM Flags: 2 total; -Xms2500M -Xmx2500M
Player Count: 1 / 20; [aaw['<redacted>'/316, l='ServerLevel [world] ', x=-165.50, y=63.00, z=-242.50]]
Data Packs: vanilla
Is Modded: Unknown (can't tell)
Type: Dedicated Server (map_server.txt)
This worked for me to delete the floating fire charges on our server:
We were trying to create a redstone-powered sea pickle farm, and this bug prevents it from working.
I'm not sure what the expected behavior is here, but the farm would have worked if the sea pickles multiply onto neighboring coral blocks (with neighboring flowing water), but then the flowing water immediately causes the newly-created sea pickles to "wash away".
I have uploaded the world files to Dropbox.