There is an issue with the new launcher causing mobs, most noticeable zombies, to move slowly as though lagging - but the actual problem isn't lag. It is a very inconsistent bug that behaves differently across survival, creative, and 1.5.2 and 1.6.1. I believe the bug was introduced with the new launcher as I've never seen it before.
If you DO or DO NOT have this bug, please let me know and I’ll update the OP with anything you find out. I have already reinstalled Minecraft so I’m quite curious as to whether this is just me, or everybody having this issue.
1.5.2 Creative
Zombies
Attack some zombies with any weapon. They will each be knocked back and damaged like normal, but will walk super slow in a step/stop/step/stop fashion for 2-6 seconds. After that time, half of the zombies will walk smoothly and normally to attack you while the rest will stand still and forget you exist. Other sources of damage like fire and falling do not trigger this bug.
Spider
They can’t climb when I’m on a tower. They jump a little, but don’t climb.
Creeper
Same stop/step behavior as zombies.
1.5.2 Survival
No buggy behavior as far as I can tell. I'll play in 1.5.2 until 1.6.2 comes out so I'll update the OP if it the bugs come out.
1.6.1 Creative
Here’s the fun stuff. Build a villager and a house on a tower zombies can’t get up. Now spawn a bunch of zombies. Wait a few minutes. Destroy the building, letting the villager drop. And watch everybody run at superspeed to make up for the time the zombies were trying to climb to the villager but couldn’t.
Sometimes the zombies do the same thing when chasing me. Once they start the laggy stop/step/stop/step movement, jumping, flying or otherwise becoming unpathable causes them to slow down, then speed up once I hit the ground. Note that standing on a tower instead of flying sometimes works better to produce the bug.
Unlike 1.5.2 creative, 1.6.1 creative zombies don’t always chase me when I hit them, especially if I spawned them.
1.6.1 Survival
Zombies are buggiest when pathing to villagers they can’t reach, going so far that they never speed up when (slowly) chasing me, not registering being hit or knocked back instantly, and so forth.
Otherwise, creepers take t0o long to blow up, skeletons have reduced fire rate, and nearly always become laggy (stop/step/stop/step) when I am on a tower 2 or 3 high they cannot get to… and speed up proportional to how long they tried to get me on my tower once I get off my tower.
This bug comes and goes but is worst during zombie sieges. This bug seems to be accompanied by, though this could be a coincidence, blocks not registering that they have been broken until a few seconds after being broken. The exact time it takes for the blocks to break and drop as an item varies between 3-10 or more seconds after being broken once.
Villagers, horses, and all other mobs suffer this bug at around the same time. Horses are only affected while not being ridden.
Conclusion: the more I look at this bug the weirder it gets, the less consistent it seems, and the more confused I am. Hopefully I’ve given enough information that the programmers can figure out where in the code the bug is. I haven’t figured out the new official bug reporting system, and don’t know how to explain it in a short paragraph, so if anyone else does report it let me know and I’ll try to figure out how to vote it up.
If anyone finds a video explaining/showing the bug, let me know so I can put the link here.
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Some aspects of this bug in 1.6.1 were first brought up in the thread:
http://www.minecraft...n-singleplayer/
If you DO or DO NOT have this bug, please let me know and I’ll update the OP with anything you find out. I have already reinstalled Minecraft so I’m quite curious as to whether this is just me, or everybody having this issue.
1.5.2 Creative
Zombies
Attack some zombies with any weapon. They will each be knocked back and damaged like normal, but will walk super slow in a step/stop/step/stop fashion for 2-6 seconds. After that time, half of the zombies will walk smoothly and normally to attack you while the rest will stand still and forget you exist. Other sources of damage like fire and falling do not trigger this bug.
Spider
They can’t climb when I’m on a tower. They jump a little, but don’t climb.
Creeper
Same stop/step behavior as zombies.
1.5.2 Survival
No buggy behavior as far as I can tell. I'll play in 1.5.2 until 1.6.2 comes out so I'll update the OP if it the bugs come out.
1.6.1 Creative
Here’s the fun stuff. Build a villager and a house on a tower zombies can’t get up. Now spawn a bunch of zombies. Wait a few minutes. Destroy the building, letting the villager drop. And watch everybody run at superspeed to make up for the time the zombies were trying to climb to the villager but couldn’t.
Sometimes the zombies do the same thing when chasing me. Once they start the laggy stop/step/stop/step movement, jumping, flying or otherwise becoming unpathable causes them to slow down, then speed up once I hit the ground. Note that standing on a tower instead of flying sometimes works better to produce the bug.
Unlike 1.5.2 creative, 1.6.1 creative zombies don’t always chase me when I hit them, especially if I spawned them.
1.6.1 Survival
Zombies are buggiest when pathing to villagers they can’t reach, going so far that they never speed up when (slowly) chasing me, not registering being hit or knocked back instantly, and so forth.
Otherwise, creepers take t0o long to blow up, skeletons have reduced fire rate, and nearly always become laggy (stop/step/stop/step) when I am on a tower 2 or 3 high they cannot get to… and speed up proportional to how long they tried to get me on my tower once I get off my tower.
This bug comes and goes but is worst during zombie sieges. This bug seems to be accompanied by, though this could be a coincidence, blocks not registering that they have been broken until a few seconds after being broken. The exact time it takes for the blocks to break and drop as an item varies between 3-10 or more seconds after being broken once.
Villagers, horses, and all other mobs suffer this bug at around the same time. Horses are only affected while not being ridden.
Conclusion: the more I look at this bug the weirder it gets, the less consistent it seems, and the more confused I am. Hopefully I’ve given enough information that the programmers can figure out where in the code the bug is. I haven’t figured out the new official bug reporting system, and don’t know how to explain it in a short paragraph, so if anyone else does report it let me know and I’ll try to figure out how to vote it up.
If anyone finds a video explaining/showing the bug, let me know so I can put the link here.