Rob DeWolf
- Robified
- robified
- Europe/Stockholm
- Yes
- No
When we go over a certain number of players, the client server list will list the server as "Offline", and the Console will show:
ERROR io.netty.handler.codec.EncoderException: String too big (was 32770 bytes encoded, max 32767)
This happens for every refresh of the client-side server list, when the server is being pinged.
Tried removing the motd to reduce bytes being sent, and it still replicates. Players can still connect, but it appears offline to them, no matter how often they refresh.
Side-note: Server is now running Spigot, but the error replicates. The fact that this happened in vanilla is what matters.
When we go over a certain number of players, the client server list will list the server as "Offline", and the Console will show:
ERROR io.netty.handler.codec.EncoderException: String too big (was 32770 bytes encoded, max 32767)
This happens for every refresh of the client-side server list, when the server is being pinged.
Tried removing the motd to reduce bytes being sent, and it still replicates. Players can still connect, but it appears offline to them, no matter how often they refresh.
Side-note: Server is now running Spigot, but the error replicates. The fact that this happened in vanilla is what matters.
This is NOT about chat messages being too long, and kicking people out. This is only when the client pings the server in the Multiplayer list. Server shows as "Can't connect", and no information is taken. Console then immediately shows the error.
Structure blocks
do not save using strictly relative coordinates. It now demands a corner block, which wasn't the case before. I was always able to userelative coordinates to determine my structures.Also, loading doesn't work unless you hit load twice, when using strictly the structure name. You must hit load twice, as the first press only updates the structure name to be prefixed with "minecraft:"
Structure blocks issue an error when using strictly the structure size coordinates. It now demands a corner block, which wasn't the case before. I was always able to use the structure size, and it would outline it when I hit detect.
It now says it is unable to detect it, but it still saves it anyway, when I try. Saving structures that were built pre-18w22c, seems to cause it to take forever to save, when it used to be instantaneous in previous snapshots. After the initial re-write, it then saves it instantly.
Also, loading doesn't work unless you hit load twice, when using strictly the structure name. You must hit load twice, as the first press only updates the structure name to be prefixed with "minecraft:"
StructureBlocksdon't save when using relative coordsStructure blocks give false error, refuse to detect
Rob DeWolf being in creative mode doesn't mean you have cheats enabled. Logging out and back in to a LAN world removes cheats meaning you won't be able to pick block + control on blocks. Is this what you were experiencing Rodrigo Fernandez
It's not about chat though. This is simply when the client pings the server for server data in the Multiplayer list. It doesn't kick anyone out, like the one you think this is a duplicate of. It allows people to join, but the server itself appears offline with the message "Can't connect".
I can confirm this is happening in Vanilla 1.12.2.
Set a score of an armor stand outside of spawn chunks, either with the default scoreboard command, or preceded with execute @p: In both instances, once the chunk becomes unloaded, the armor stand completely loses its score.
Version 1.12.2 also affected. Seems a bit more sporadic, though. Tags seem to be retained (I'm assuming since it's stored differently), but scoreboard values are lost.
Can also confirm this as of Minecraft 18w07c. Items will spawn in specified coordinate (relative or fixed), but will immediately drop to the ground.
/summon item ~ ~2 ~ {NoGravity:1b,Age:-32768,PickupDelay:32767,Item:{id:"minecraft:emerald",Count:1b}}Still bugged in 18w09a.
This is heavily affecting me as well. Everything was fine, until I hit jungle.
Not a question if my rig can handle it. Even though I'm running a server off my computer (with only one other person on while we switch to 1.13), I have:
i7-8700k @ 4.7Ghz
1080 GTX
As soon as I got in jungle (more specifically a temple), my FPS dropped from hundreds to 20.
I had the same issue for snapshot 18w15a. This seems to be resolved in Minecraft 18w16a.
I would try again OP, and CreeperMagnet!
If that changes again, I'll update here.
This is still happening for me in 1.12.2. I haven't tested it in the new snapshots (as I'm in the process of rewriting all of my other commands).
However, it is very sporadic. My use case: armor stand that has a score that relates to a certain players score, and protects an area around it for vanilla land claim protection.
When I TP to and from the area, load/unload, whatever, it sometimes retains the score. However, at random times, it just forgets everything all together, and then prompts the error message I have set when the person isn't "the owner". Upon debugging, the armor stand lost all scores it had, which is why it thinks the player is no longer the owner.
Annoying, but it takes some time to happen, as it appears to be sporadic.
It happens at random points, but I expect that the randomness of this isn't expected behaviour.
Confirmed for 18w22c.
When attempting to save structures, it no longer works, unless you save twice. This may have to do with how it updates the name to minecraft:<structure name>, which it didn't do before.
Also of note: when saving structures using relative position (usually detected using corner blocks), without the accompanying corner block, it is unable to detect anything. This wasn't the case before, as I have been able to save large structures without corner blocks.
Confirmed for 18w22c.
Structure blocks do not save, unless you hit the save button twice. May have to do with the fact that it updates the name with minecraft:<structure_name>, only after pressing save once.
Another note: when using relative coordinates in the save structure block (instead of manually placing a corner block), it is unable to detect the structure. This wasn't the case before, as I have used that feature to maximize my saving, without having to count blocks.
Also experiencing this. Thought it was weird when I saw pufferfish jolting forward. Checked out other mobs, same thing. Ran /debug, and now running 9-10 TPS, when I was hitting 19+ before (server is nearing completion, so no other players on atm).
Nothing has changed on my end, except upgrading to pre-5. Client side, everything seems fine except for eating food, and seeing mobs move slowly.
Also, restarted the server to clear up any issues that may have caused. Was at 9 TPS the moment I logged on.
Can confirm - running 1.13 - setting sendCommandFeedback to true returns the expected functionality.
However, as an admin, I'd like to have feedback hidden, but give players the ability to see sent messages again.
Tried what Michal had done, filling a single layer at 254 with stone. Then immediately with air after. This seems to update the sky light, and remove the dark patches on ground left over from /fill command.
Fabian, FPS on a client does not affect servers - unless they are both being run on the same machine.
I have this issue on my dedicated i7-7700k server (boost to 5GHz). No one on, and CPU idling at 90-100%, with nothing running except spawn chunks.
Will see if it's resolved later on today.
Any way of doing that on a server? Issue is still there - while I'm sure a cached data will reset it, I also don't want to delete the entire region file to fix it, if possible.
This will be a "Works as Intended".
Has been this way in Java Edition forever. @e selects ALL entities. Here are two ways around it:
Don't target players:
/kill @e[type=!player]
Or, don't target creative players:
/kill @e[m=!1]
This is a "Works as Intended".
Pigmen have an anger NBT data tag. You need to wait for them to despawn (don't go into the nether portal right away), or for their anger to go away. You can do this by building up a couple of blocks so they can't hit you.
Unless you can provide further info on why it's a bug...your description is just a regular feature of MC.
Bug still exists - version 1.14, vanilla.
When will this not be "Postponed", and actually fixed? It's been in the game since the beginning.
I have had some players have this problem to a greater extent than others. They set MC to be 64-bit, and removed all the JVM arguments other than setting available memory, and that seems to alleviate the issue.
This is still a bug in 1.14. Can you please fix this? Super annoying as an admin to see all of the command feedback.
Side note: The PRE-RELEASE states it has been fixed. If you are playing on Realms, you have NOT received the fix yet. Realms only runs full versions, not pre-releases. Don't report it as "still not working" if you're on Realms.
I have a full prod server on 1.14 right now, so I won't be able to test reliably myself. I hope it gets fixed soon, if it isn't already.
I did the force upgrade, and the only issues I have noticed is lighting at bedrock level near lava in the overworld is broken. It reports as 15 light level, even when the lava is behind a wall of blocks.
Is there are argument server owners can run to optimize the world? I know the forceupgrade and erasecache. Just wondering about the optimize.
Can confirm: if you execute the function/command as the armor stand itself, then it works. I use the system for a sethome/home system.
It broke during the 1.14 snapshots. But updating the data pack so that the armor stand executes the teleport, works. Someone told me to use that since when something is the target (as @s), it doesn't get unloaded from memory.
System now works again.
But if I tag a zombie using:
/tag @e[type=zombie,limit=1,sort=nearest] add Tagged
Then do:
/tag @e remove Tagged
It says "Removed from 1 entity".
—
@tryashtar This issue is different.
It IS tagging all entities. Not just thinking it did and returning all entities. If I specify a limit, it doesn't seem to be following it - specifically in /tag.
If I use /scoreboard the bug doesn't replicate. It will affect one entity. The issue is that even though I specify a limited area, it still tags all entities spanning the entire server.
/execute at @e[type=area_effect_cloud,distance=..5,tag=Point] run tag @e[limit=1] add Mob
That will tag all entities, even ones that are 32,000 blocks away. This shouldn't be happening. The bug you referenced may be related, but it's not the same bug. Mine is reporting all entities have been added, and they have been. Even when they shouldn't be.
Optifine is still in pre-release (thus the PRE) in the name - they have a Discord and spot where you can report bugs.
This happens when you have a single player world as survival, but open to LAN and activate creative through /gamemode creative.
Save your game, re-enter. Even though you're still in creative mode, the game doesn't recognize you are. Will copy the NBT data, but won't place it. Just reopen to LAN, and it will work again.
I'd consider this a bug, but mainly posting in case anyone runs into this, and finds this comment.
@Scuti
Fine to vent your frustrations, but Mojang HAS been listening to us. And until you're a developer (or are friends with a few), I'd really hold back on opening your mouth about how an update should be free of bugs.
When you have a game as complex as Minecraft, when you add things, sometimes other things break. Sometimes when you try and fix old bugs, you create new ones. Sometimes bugs happen to one person, but are not reproducible by the devs on their system. You can't fix a bug you can't see in action. And sometimes, there isn't enough time in the day to test and retest every single tiny interaction in the game - you rely on community consensus if the bug is large enough. There is a reason for the saying "54 bugs in the code, take one down, pass it around, 1458 bugs in the code..."
If you really want to complain, name one game in the past 10 years that has been an ABSOLUTELY perfect release. You can't. Because every game gets patched. Every game has bugs. No Man's Sky, Overwatch, Watchdogs, CyberPunk, Valorant, Minecraft, Skyrim (largely unpatched - left to the community to fix), even Pokemon and single player games have bugs and glitches.
Don't be an entitled brat. Mojang could easily amend their policies, and have you pay for every new content update.
Confirmed for 1.17.1.
In my case, it affects fireballs. Reflecting Ghast fireballs back at the Ghast (using commands), after modifying the Owner NBT, doesn't trigger Return To Sender, as I'd expect it to.
Still an issue in 1.18.2.
Still an issue in 1.19 pre-release 3.