So, I think I got Steve into a bit of a situation.
Me and a friend thought it would be a good idea to fill a superflat world with water. It turns out some interesting things start to happen. Movement itself isn't laggy, but the water spreads at a snail-like pace. When I would sprint-fly into chunks, it actually let me venture under where the ground would be. Normally, the chunk would load and force me aboveground. But, if I do this while swinging wildly, it apparently clears out a little space, leaving me glitched halfway into the unbreakable layer of bedrock. You are restrained to the single block area, but can ascend out of it at any time.
I'm not starting this thread to complain about glitches, this is obviously a lag-induced bug. Not to mention, this was player-induced lag. I just thought it was a funny occurrence and felt it would be fun to post here and watch people go 0_o
Well you can still fly/jump out of it. You just can't walk through any surrounding bedrock. And no, you can't fly into the void either... I tried
eh oh well the void isn't of much interest to me anyway, just a bunch of smoke and mirrors... Too dark to see really what is there...lol Seriously though the void is something that never crossed my mind since for me it is all about building with the terrain, and since the void really doesn't have terrain, well I am pretty sure you get the picture there...
It is nice to know that you can jump/fly out of it though, was wondering bout' that...lol
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
Haha that's crazy. When I was using water on my test world (made a 144x144 block square) to test different mob grinder designs and their efficiency given perfect conditions. I used the trick where you fill one side with source and then a perpendicular side with source blocks and it auto fills in.I did notice some pretty crazy water lag and chunks loading weird but nothing this strange ahaha good find.
Haha that's crazy. When I was using water on my test world (made a 144x144 block square) to test different mob grinder designs and their efficiency given perfect conditions. I used the trick where you fill one side with source and then a perpendicular side with source blocks and it auto fills in.I did notice some pretty crazy water lag and chunks loading weird but nothing this strange ahaha good find.
That's exactly what I did. First I just made a little diagonal line, just because, maybe 10 blocks long. Then I noticed it filled in everything between the coordinates. So I said "Hmmmm.." and tried to fill in the whole map. I missed the opposite corner, but it still would've made around a 860 x 750 square. We probably waited on it to fill for 30 minutes or so. At that point it was only 1/4 full, if that, and we were getting pretty bored so we gave up on it and left.
And I thought filling an area with water on Dwarf Fortress was slow and laggy. DF has nothing on MC's water physics. xD
It's not exactly player lag it's something weird. I found that the "lag" for lack of a better word was only present while the water was updating (spreading) and disappeared completely when finished. Also OP and I (him more so) took it to the extreme. If you fly straight up in the centre where my grinder is located in the middle of the 144x144 square there are maybe 6 blocks past the perimeter that get drawn in which leaves me to believe that 150-160ish is the draw distance for XBox, so I filled that and well the OP is crazy and tried to flood the map lol
It's not exactly player lag it's something weird. I found that the "lag" for lack of a better word was only present while the water was updating (spreading) and disappeared completely when finished. Also OP and I (him more so) took it to the extreme. If you fly straight up in the centre where my grinder is located in the middle of the 144x144 square there are maybe 6 blocks past the perimeter that get drawn in which leaves me to believe that 150-160ish is the draw distance for XBox, so I filled that and well the OP is crazy and tried to flood the map lol
LOL always believed Nosejob was a little unbalanced.
I built an underground grinder based on Ethos's version (6 stories tall) and lit the cavern up pretty well. It did increase choppiness in that part of my map. At first I thought it was lighting calcs. your story about the water made me think perhaps that had something to do with it. (Not to mention the grinder is underground - under an ocean).
One thing I did notice with my grinder (I used half-slabs, different types alternating each level so I could see inside but it would still be black inside) is that when pack spawning occurs or you have a lot of mobs I'm one place bumping into each other choppiness does occur.
I have a theory that it maybe the collisions of all the mobs hit boxes boing into each other mixed with the game code constantly checking the spawning pads trying to spawn mobs.
Skimming threads I do say this brought a smile to my face. I've encountered a few lag induced issues of my own, more so when my friend and myself are destroying the surface of a world laid out with TNT in creative. I come back to find myself buried in the ground sometimes, or we try to see who's xbox will freeze first.
Makes me wonder what impact super-large, water-based mob grinders has on player lag.
It's not so much the water itself causing the lag. In creative mode, when you hold the left trigger, placing water source blocks from one point to another, the blocks between those coordinates are filled in.
When you do this across nearly the whole map, the game is trying to generate thousands of source blocks at once, and render flowing water effects at the same time. At this point, your CPU will say, "GAHHH! WTF R U DOIN BRO!?" and frantically scramble to keep up, like a kitchen staff on Mother's day.
It's not so much the water itself causing the lag. In creative mode, when you hold the left trigger, placing water source blocks from one point to another, the blocks between those coordinates are filled in.
When you do this across nearly the whole map, the game is trying to generate thousands of source blocks at once, and render flowing water effects at the same time. At this point, your CPU will say, "GAHHH! WTF R U DOIN BRO!?" and frantically scramble to keep up, like a kitchen staff on Mother's day.
Between your ALU and flooding whole maps, I'm pretty sure your XBox hates you ahaha
Back in the day of the RROD Xbox360's, it would maybe have been more like *ACTIVATING RROD IN 3.. 2... 1...*
My first 360 RRoD'd. x_x Since I've had a slim, it hasn't even had to run the protective shutdown program. Eventually I want to crash the console with a single redstone contraption. That's my ultimate goal. After which I'll have to build a nice gaming PC and buy Minecraft again to continue the journey.
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Retired StaffMe and a friend thought it would be a good idea to fill a superflat world with water. It turns out some interesting things start to happen. Movement itself isn't laggy, but the water spreads at a snail-like pace. When I would sprint-fly into chunks, it actually let me venture under where the ground would be. Normally, the chunk would load and force me aboveground. But, if I do this while swinging wildly, it apparently clears out a little space, leaving me glitched halfway into the unbreakable layer of bedrock. You are restrained to the single block area, but can ascend out of it at any time.
I'm not starting this thread to complain about glitches, this is obviously a lag-induced bug. Not to mention, this was player-induced lag.
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Retired StaffWell you can still fly/jump out of it. You just can't walk through any surrounding bedrock. And no, you can't fly into the void either... I tried
Probably the shock. That tends to happen when you're gone from the waist down.
eh oh well the void isn't of much interest to me anyway, just a bunch of smoke and mirrors... Too dark to see really what is there...lol Seriously though the void is something that never crossed my mind since for me it is all about building with the terrain, and since the void really doesn't have terrain, well I am pretty sure you get the picture there...
It is nice to know that you can jump/fly out of it though, was wondering bout' that...lol
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Retired StaffThat's exactly what I did. First I just made a little diagonal line, just because, maybe 10 blocks long. Then I noticed it filled in everything between the coordinates. So I said "Hmmmm.." and tried to fill in the whole map.
And I thought filling an area with water on Dwarf Fortress was slow and laggy. DF has nothing on MC's water physics. xD
LOL always believed Nosejob was a little unbalanced.
I built an underground grinder based on Ethos's version (6 stories tall) and lit the cavern up pretty well. It did increase choppiness in that part of my map. At first I thought it was lighting calcs. your story about the water made me think perhaps that had something to do with it. (Not to mention the grinder is underground - under an ocean).
I have a theory that it maybe the collisions of all the mobs hit boxes boing into each other mixed with the game code constantly checking the spawning pads trying to spawn mobs.
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Retired StaffIt's not so much the water itself causing the lag. In creative mode, when you hold the left trigger, placing water source blocks from one point to another, the blocks between those coordinates are filled in.
When you do this across nearly the whole map, the game is trying to generate thousands of source blocks at once, and render flowing water effects at the same time. At this point, your CPU will say, "GAHHH! WTF R U DOIN BRO!?" and frantically scramble to keep up, like a kitchen staff on Mother's day.
Between your ALU and flooding whole maps, I'm pretty sure your XBox hates you ahaha
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Retired StaffAnd TNT, you can't forget about that.
My first 360 RRoD'd. x_x Since I've had a slim, it hasn't even had to run the protective shutdown program. Eventually I want to crash the console with a single redstone contraption. That's my ultimate goal.
:-)