Panda
- Panda
- panda
- Europe/Stockholm
- Yes
- No
Minor typo in the main report, but it makes it confusing. You labeled the code which should be "block.java" "level.java".
1. Add an extra method to Block.java which should get called for random ticks instead of the normal update method.
On default this method should just call the other one. So normal behavior stays the same.Level.java[…] /** * Performs a random update tick on a block. */ public void randomTick(Level level, int x, int y, int z, Random rand) { this.updateTick(level, x, y, z, rand); } [...]
It should be this:
1. Add an extra method to Block.java which should get called for random ticks instead of the normal update method.
On default this method should just call the other one. So normal behavior stays the same.Block.java[…] /** * Performs a random update tick on a block. */ public void randomTick(Level level, int x, int y, int z, Random rand) { this.updateTick(level, x, y, z, rand); } [...]
Thanks.
Redstone dust causes immense amounts of lag on servers (including local SinglePlayer "servers"), and here's why (deduced from the game code, as well as a mod I wrote to help track down some redstone querks):
Except for a redstone dust block updating (at least) 23 blocks around it, every time it is placed or receives any sort of update, apparently, redstone dust also DOES NOT directly de-power, as you'd expect. Instead, it continually loses 1 signal strength until it's "satisfied" and a check fails, meaning it doesn't need to update anymore. The 15 signal strength levels it needs to lose (one-by-one, mind you), each time causing at least 23 block updates, all happening within 1 gametick (1/20th of a second, around 15 * 23 = 345 block updates in total) cause a lot of unnecessary calculations to be done. Not only that, but this example only involved one piece of redstone dust. Imagine the same happening with a line, or even a grid. There it's even worse, since the dust blocks update each other again and again multiple times in 1 single game tick, so that a line of 15 redstone dust can easily amount to around 2,500 block updates in total.
Each calculation is independently quite quick and simple, but any calculation run 2,500+ times in a 1/20th of second, where a lot of other calculations also need to run in that short time frame, is heavy, to say the least.
I suggest rewriting the redstone dust update code, as it is quite simple and will reduce a whole load of lag on any server with redstone clocks running.
Redstone dust is a horrible lag causer, and it does so in one of the most unnecessary ways in the entire game.
Here is a short clip demonstrating (using my mod, as mentioned above) how 1 piece of redstone dust alone causes 15 * 23 = 345 block updates when de-powering:
https://www.youtube.com/watch?v=T3bST3JGgas
Final note: The "Affected Version/s" field only allows set versions, and only the most recent ones, however, this "bug" has existed ever since redstone dust was added to the game, all the way back in Alpha 1.0.1.
Possible solutions
Meri Diana to clarify my original comment, I never stated that items were effecting chunk loading, but the other way around
Panda the loss of items I experienced may, or may not be related to ghost blocks. I thought it worth mentioning here since this loss of items has happened to me several times in 1.9-pre2 and each time there were ghost blocks nearby. There is more to that story but this is not bug report to post it in. This has been difficult to recreate and never happens when I need it to. So to stay on topic, chunk loading seems to be causing ghost blocks, and dropped items behavior as well. In the pictures you will see I was testing if ghost blocks can effect item movement. This took a total of 3 minutes. I used 3 wool items in a water stream: 1 yellow, 1 red, and 1 blue. I moved away from the test area by 100 to 150 meters and returned. I did this several times and each time took a screen shot. I noticed I did not see the blue wool anywhere in the test area. I dropped into the water stream to pick them up but the blue wool item never came into my inventory. After I restarted the world there still was no blue wool item anywhere.
5 Screen shots:
http://imgur.com/a/UGHNd
Panda please stop updating this issue, it is resolved and intended
Panda you can stop updating this ticket, it's intended behaviour
Timothy Miller - Every bug is a bug and it should be fixed, (unless [Mojang] Jeb (Jens Bergensten) says its a won't fix), it doesn't matter how important or hard it is to fix.The more game-breaking ones are of course prioritised (like MC-111645), but for most issues the votes count is the way to sort them.
About the resolution of the bug itself - it's a little more complicated then that, go watch Panda's video if you haven't.
sorry for the unnecessary bug updates, the syntaxes never work the first time
I've had this problem for quite a while. However it seems to trigger when there is too many things/block/something in the world you open. However when you open a new map there are no problems. (Though the nyan seed did freeze after a while.
Respectfully, this is a garbage reason to exclude this function. It happens on one day in a 365 day period, so the novelty of getting them is limited. Furthermore, pumpkins on their own aren't obtainable as far as I'm aware from Carved Pumpkins or Jack o'Lanterns due to either of the items not providing pumpkin seeds required to renew your stock. Carved Pumpkins themselves by design (and by extension, Jack o'Lanterns) have to be made by shearing them, which drops the pumpkin seeds already.
Legitimately the only practical use you can get out of these drops (besides the decorative) is making Iron Golems and Snow Golems, which on their own do not provide anything that you wouldn't be already able to get to craft them in the first place (Iron Ingots and Snow Blocks respectively.) I sincerely implore Mojang to reopen this issue and give a serious look into re implementing this feature, as it largely affects nothing that's lobbied against it as detrimental to game-play.
Dyes are functionally useless in a Nether-only world. They would only be applicable to signs from Nether trees, which practically affects nothing. Iron Golems is a more valid concern, but consider that in order to achieve this, you require Piglin Bartering and killing enough Halloween-applicable mobs that wear a Carved Pumpkin/Jack o'Lantern in order to get an Iron Golem.
From there, you have a limited use-case to use Iron Golems as either bodyguards or bait. Neither of these justify removing them as drops on a holiday based on their impact, especially since in the end, the reason they were removed have nothing to do with either of these. The fact that this change was made before 1.16 where it would make a functional impact is even more a reason why it had no standing being removed when it did.