Peter Lusztig
- plusztig
- plusztig
- Europe/Stockholm
- Yes
- No
Entities randomly appear/disappear on multiplayer server between reconnections.
Meanwhile the server constantly shows warnings similar to these:
[13:40:38] [Server thread/WARN]: Keeping entity minecraft:chicken that already exists with UUID 329fecbe-624c-47b1-8c1c-f3b0531771e5
[13:40:38] [Server thread/WARN]: Keeping entity minecraft:villager that already exists with UUID e901c66d-0a68-4a40-98d5-27459404b081
Steps to reproduce:
- find a village, e.g. at (-459; 77; -925) position on seed 5000000123456
- summon 70 chicken
- summon 20 villager
- disconnect
- reconnect
After this the result is random.
- only 1 or 2 villagers/chickens are present
- none of the animals and/or villagers are present
- all entities are present
- all entities are duplicated (even my horse with diamond armor)
- etc.
Look at this animated gif:
https://www.dropbox.com/s/eq06ij1ryqm0ly7/MC_19w08a_Entities_diappear.gif?dl=0
I tested it with more seeds and more animals, and results were the same.
I also tested with previous versions, and 19w07a was still NOT affected!
Entities randomly appear/disappear on multiplayer server between reconnections.
Meanwhile the server constantly shows warnings similar to these:
[13:40:38] [Server thread/WARN]: Keeping entity minecraft:chicken that already exists with UUID 329fecbe-624c-47b1-8c1c-f3b0531771e5
[13:40:38] [Server thread/WARN]: Keeping entity minecraft:villager that already exists with UUID e901c66d-0a68-4a40-98d5-27459404b081
Steps to reproduce:
- find a village, e.g. at (-459; 77; -925) position on seed 5000000123456
- summon 70 chicken
- summon 20 villager
- disconnect
- reconnect
After this the result is random.
- only 1 or 2 villagers/chickens are present
- none of the animals and/or villagers are present
- all entities are present
- all entities are duplicated (even my horse with diamond armor)
- etc.
Look at this animated gif:
https://www.dropbox.com/s/eq06ij1ryqm0ly7/MC_19w08a_Entities_diappear.gif?dl=0
I tested it with more seeds and more animals, and results were the same.
I also tested with previous versions, and 19w07a was still NOT affected!
I tried to
Entities randomly appear/disappear on multiplayer server between reconnections.
Meanwhile the server constantly shows warnings similar to these:
[13:40:38] [Server thread/WARN]: Keeping entity minecraft:chicken that already exists with UUID 329fecbe-624c-47b1-8c1c-f3b0531771e5
[13:40:38] [Server thread/WARN]: Keeping entity minecraft:villager that already exists with UUID e901c66d-0a68-4a40-98d5-27459404b081
Steps to reproduce:
- find a village, e.g. at (-459; 77; -925) position on seed 5000000123456
- summon 70 chicken
- summon 20 villager
- disconnect
- reconnect
After this the result is random.
- only 1 or 2 villagers/chickens are present
- none of the animals and/or villagers are present
- all entities are present
- all entities are duplicated (even my horse with diamond armor)
- etc.
Look at this animated gif:
https://www.dropbox.com/s/eq06ij1ryqm0ly7/MC_19w08a_Entities_diappear.gif?dl=0
I tested it with more seeds and more animals, and results were the same.
I also tested with previous versions, and 19w07a was still NOT affected!
I tried to
Entities randomly appear/disappear on multiplayer server between reconnections.
Meanwhile the server constantly shows warnings similar to these:
[13:40:38] [Server thread/WARN]: Keeping entity minecraft:chicken that already exists with UUID 329fecbe-624c-47b1-8c1c-f3b0531771e5
[13:40:38] [Server thread/WARN]: Keeping entity minecraft:villager that already exists with UUID e901c66d-0a68-4a40-98d5-27459404b081
Steps to reproduce:
- find a village, e.g. at (-459; 77; -925) position on seed 5000000123456
- summon 70 chicken
- summon 20 villager
- disconnect
- reconnect
After this the result is random.
- only 1 or 2 villagers/chickens are present
- none of the animals and/or villagers are present
- all entities are present
- all entities are duplicated (even my horse with diamond armor)
- etc.
Look at this animated gif:
https://www.dropbox.com/s/eq06ij1ryqm0ly7/MC_19w08a_Entities_diappear.gif?dl=0
I tested it with more seeds and more animals, and results were the same.
I also tested with previous versions, and 19w07a was still NOT affected!
I tried to reproduce it in single player mode, but I couldn't.
Win 10
Java(TM) SE Runtime Environment (build 1.8.0_201-b09)
Java HotSpot(TM) 64-Bit Server VM (build 25.201-b09, mixed mode)Multiplayer server 19w08b,
however 19w08a was also affected
Win 10
Java(TM) SE Runtime Environment (build 1.8.0_201-b09)
Java HotSpot(TM) 64-Bit Server VM (build 25.201-b09, mixed mode)Multiplayer server 19w08b, survival
Hhowever 19w08a was also affected
Wandering trader spawns with 2 llamas holding them on lead.
If I right click on one of the llamas with a lead, it will attached to it, however the trader still holds the llama, so I can't pull it. That's OK.
When I right click again to detach the lead, the lead becomes invisible in my hand. When I place an other item to that slot, it sudden
tly becomes visible.Wandering trader spawns with 2 llamas holding them on lead.
If I right click on one of the llamas with a lead, it will attached to it, however the trader still holds the llama, so I can't pull it. That's OK.
When I right click again to detach the lead, the lead becomes invisible in my hand. When I place an other item to that slot, it suddenly becomes visible.
Steps to reproduce:
- Find a trader with llamas (I dug a hole below him to stand still)
- First day there is a visible lead on llamas, that trader holds, so you can't attach a lead to the llama
- However the next day after sleeping, this lead disappear, so you can attach your lead to the llama
- Detach the lead and it becomes invisible
![]()
- Seeking in the inventory it's still invisible
![]()
- However if I place another thing to that slot, it becomes visible again
![]()
In a village with 5 villagers, all the villager throw heart particles. Constantly, in every 3-4 seconds. They're talking to each other, grasping each other's hands, however no childrens are borning at all.
They're constantly in love mode despite the fact, that it's a small village with 8 houses only, so there isn't too much workplaces here. This would be okay, but where are the childrens?
E.g.
![]()
and
![]()
In a village with 5 villagers, all the villagers throw heart particles. Constantly, in every 3-4 seconds. They're talking to each other, grasping each other's hands, however no childrens are borning at all.
They're constantly in love mode despite the fact, that it's a small village with 8 houses only, so there isn't too much workplaces here. This would be okay, but where are the children?
E.g.
![]()
and
![]()
Peter Lusztig could you send me the world that you used in your test that produced the `latest.log` file? If it's not too large you should be able to pack the world (zip) and attach it to this bugreport.
I recently learned that chunk loading/unloading is done in the idle time of the tick. As this issue probably happens on loading or unloading, it is likely that server lag has an influence on it.
Also Peter Lusztig writes about server lag and in their latest.log
there are quite a few "Can't keep up! Is the server overloaded?" messages.
[Helper] Johnibur If you got time for it, you could try to recreate it on your system by artificially causing server lag. A good way to do this is to set the random tick speed really high (e.g. /gamerule randomTickSpeed 10000000; good value needs to be found by experiment) and place at least one block that receives random ticks around the player (I usually use vines).
If it was possible to recreate it with this method, that would indicate that it's not so much the system that's important, but rather how much load is on it.
Hope this helps ![]()
I just noticed MC-108469 is not in the related issues, while it's an understood issue about disappearing entities. I'm not sure how closely the relation is, but it should definetly be in there.












After multiple disconnects/reconnects things are more stranger, however it seems random what happens. One of the followings after every reconnect:
Confirmed. While Vindicators and witches during a raid try to find a way to a fenced village and they move to water they're just spinning around there forever. Even when I attack them, they're just spinning and spinning. However only vindicators and witches, pillagers never do this.
Confirmed, even these dark spots can happen on places with torches.
Even you can see a secondary dark spot on the picture: the church has also a dark spot in spite of the torches...
However when I replace torches, these dark spots disappear.
Even monsters spawn on these dark places in spite of the torches!
At first connect many mobs were duplicated, however after a disconnect/reconnect everything was correct.
At first connect...
After reconnect
I attempted many disconnects/reconnects , but it seems to me that the first disconnect (and save) fixed somehow the entities.
OR: is the priest with the golden badge invisible again? I've never met this villager before, maybe it was always invisible? And how could the dog of an other player appear here suddenly?
In my crash report the affected entity is the ravager and not the rider, however the situation is very similar. During a raid I attacked a beast with my wolves, and suddenly the game crashed.
Entity Type: minecraft:ravager (aqt)
crash-2019-03-03_22.12.33-server.txt
Hi,
For me the issue happens 2 from 3 on multiplayer server. Several stop/restart can help to solve the problem.
My method to reproduce:
Just for sure, you can summon 50 chickens too, in an other fenced area, because on my server this issue affects mostly chickens.
If you notice a sitting cat with 2 heads, you can be sure, it's duplicated.
Even the villagers are often duplicated. Advance their tiers with trade and you can notice the difference: the duplicates have always one less tier than the original.
In some cases unfortunately the original villagers remain invisible, just the duplicates appear.
Since I run the server on the same computer as the client, maybe that's a performance issue, but I'm not sure. However the screen loads much slower than in 1.13.
HTH
@Johnibur that was a good question, so I tested it quickly.
I made a brand new server world with level-seed=5000000123456
I located the nearest village: (-460; 77; -930)
I summoned 10 cows and 100 chickens.
I disconnected/reconnected and the server already began to display the keeping entity for chickens, donkeys, llamas, creepers. etc.
I restarted the server, but the problem occured again.
Unfortunately the foxes killed many chickens, but cows are duplicated on 2. reconnect I think.
Here are my 10 cows:
for the 2nd server log
I counted at least 12 on this picture, however many of them didn't move yet, so they are not "separated"...
As I mentioned, it happened on a brand new world on multiplayer server.
2019-03-05-2.log.gz
HTH
@[Helper] Johnibur Attached.
server.properties
And the 1st server log, which already contains some keeping entity error after the teleport!
2019-03-05-1.log.gz
This "clickable" teleport coordinate function also needs some improvement, because I fell out of the world till I found the appropriate Y coordinate above the ground...
@[Helper] Johnibur you're fantastic!


I hope they fix this bug soon. According to your measure this event occurs even with render distance=6.
We're used to play on usual business laptops. These are not gamer machines, but MC worked fine till this time. But now even on a dedicated (business laptop) server the new version is very slow.
I don't understand why the duplication is related to speed of server. I think duplication is not acceptable at all. Neither on a slow server, nor on a fast one.
Again thank you for your measurement, I hope developers can use these results to fix it.
Cheers,
Peter
Hi Matthew,
Maybe you're interested in that our tests show these duplications are not related to paintings only.
This can happen in a brand new world without paintings.
See
MC-138871for more info.Regards,
Peter
My experience is that they will sit, but you have to wait some seconds. It's also true for wolves. As if the game were too slow.
It's also true for the other way when you try to wake up your wolves for example in a pillager attack. Right click on them, wait 5 seconds, and they will stand up. But don't click again on them, because they will sit down/stand up again to their original position.
Unfortunately this error occurs on a brand new world, too. So it's more complicated than simply deleting all duplicated entities, because they will be duplicated again and again.
See
MC-138871for more info about our tests.Regards,
Peter
@Jeff, I've never heard that relation between the light error and the Nether. However it can be true, who knows?

That's what the developers should fix.
About the dupes: your old PC is far more powerful than my business laptop.
However in single player I haven't had the problem, only in multiplayer. As @Johnibur found, the quantity of duplication seems to have correlation with the system lags.
However I noticed some duplicated entities in server log some years ago, but never so much, than in the current version.
My opinionis that the solution is not killing the dupes manually, but never create them.
Regards,
Peter
For me: opening a barrel caused this crash
crash-2019-03-13_20.18.19-server.txt
I would be happy if I could not reproduce it. Just yesterday I tried to kill all duplicated entities from earlier version, one by one. Whan all of the sudden all of my already checked and dupe-killed chickens were duplicated. Each of them, all of the 20 pieces.
However I noticed that much less duplicates appear in the recent versions, but it can!
Maybe because I hatched them from egg earlier? Or why only the chickens? Why not the cows, pigs or wolves? I don't know.
I killed all of them, and summoned 20 new.
@DaMaloma: unfortunately it's very easy to reproduce in fresh new world, with the latest snapshot, too. I mentioned earlier in an other ticket or in this one, I don't know.
5 minutes of playing is more than enough...
Lets see:
I attach the server.log: latest.log
However the server display only one instance of these entities above, these entities are already duplicated: e.g. lamas spit at the "invisible" wolves, they bark, etc.
Please try to reproduce it. It's quite easy.
It turned out from our previous measurements that maybe the server speed has some relation to duplications, I mean more lags means more dupes.
HTH,
Peter
Hi @[Mojang] Searge (Michael Stoyke),
It's a fresh new world, so it's not big (18MB), but max. 10MB is attachable here.
So here you can download:
https://www.dropbox.com/s/thpbgc6dcts5gc6/Test_Experimental.zip?dl=0
I hope it works, because I already deleted it before. Just I restored from Recycle bin.
@[Helper] Johnibur: I have a simple business laptop
Dell Latitude E5470
Processor: Intel(R) Core(TM) i5-6300U CPU @ 2.40GHz (4 CPUs), ~2.5GHz
Memory: 8192MB RAM
Video: Intel(R) HD Graphics 520
It's not a gamer machine, I know.
Yesterday evening I tested with the newest snapshot. I set view-distance to 10, so I tested it with deafult settings.
It was a bit more difficult to reproduce the bug. But it still exists!
The scenario and the seed was the same: fresh new multiplayer server world with the seed above. I had to wander around 10 minutes with many disconnects/reconnects, but finally 2 wolves were duplicated.
Latest log attached:
latest_10.log
For me in Pre-release 5 version: adult rabbits can't jump 1 block high. It tried to follow me when I held a carrot, but it cannot jump up 1 block of dirt. It was just jumping again and again, but it remained at the same place. Sad, because I tried to lead it to my village...
It can be a pathfinding issue, because sometimes they can jump successfully. Sometimes they remain in the air, but it's just a server lag.
Here is a video:
https://drive.google.com/file/d/1osGw9GbR5cCEjkcxC_r9pZfxs5bE1EPN/view?usp=sharing
If there is a block next to the place where rabbit wants to jump, then it won't succeed.
It can be very annoying, when it's sunset, and you're almost at your bed, but the rabbit is unable to jump 1 block high.