Affects Version/s: Minecraft 1.4.2, Minecraft 1.4.5, Minecraft 1.4.6, Minecraft 1.4.7, Snapshot 13w03a, Snapshot 13w04a, Snapshot 13w05a, Snapshot 13w05b, Snapshot 13w09b, Snapshot 13w09c, Snapshot 13w10a, Minecraft 1.5, Snapshot 13w11a, Minecraft 1.5.1, Minecraft 1.5.2, Minecraft 1.6.1, Minecraft 1.6.2, Minecraft 1.7.4, Minecraft 14w02c, Minecraft 14w03a, Minecraft 14w03b, Minecraft 1.7.9, Minecraft 14w20b, Minecraft 14w21a, Minecraft 14w21b, Minecraft 1.8, Minecraft 1.8.1-pre3, Minecraft 1.8.1, Minecraft 1.8.2-pre1, Minecraft 1.9.4, Minecraft 1.10, Minecraft 1.10.2, Minecraft 1.11.2, Minecraft 17w06a, Minecraft 1.12.2, Minecraft 17w43a, Minecraft 17w43b, Minecraft 18w03b, Minecraft 18w16a, Minecraft 1.13-pre2, Minecraft 1.13-pre3, Minecraft 1.13-pre6, Minecraft 1.13-pre7, Minecraft 1.13-pre8, Minecraft 1.13, Minecraft 18w31a, Minecraft 1.13.1-pre1, Minecraft 1.13.1-pre2, Minecraft 1.13.1, 1.14.4, 19w37a, 19w38b, 1.15.2, 20w06a, 20w07a, 20w20b, 20w21a, 1.16.1, 1.16.2, 1.16.3, 1.16.4, 20w49a, 20w51a
Fix Version/s: Snapshot 13w10b
Category:Chunk loading, Redstone
Sometimes repeater clocks may freeze due to the way tile ticks are saved and updated. Most cases of that already got fixed and it already got a lot better compared to when the issue was created. This happens when the repeaters are in different chunks.
- Move to a location outside of the spawn chunks. The spawn chunks are close to the location you are when you type /kill without having a bed spawn. Move far away from there.
- Hit F3 + G to show chunk borders.
- Build a repeater clock in such a way that the repeaters are located in two different chunks.
- Now move away from the clock in such a way that the chunk of one repeater is closer than the other. Move away until you can't see either of the repeaters anymore and maybe a little further to be extra sure. You can lower your render distance if you want to make this happening faster.
- Now move closer to your clock again. The clock is likely to be stuck now.
That happens because when you move away the chunks unload and so do the tile ticks of the repeaters. When you move closer again and the repeater that is in the chunk that was closer to you has a tile tick scheduled for turning on while the other has scheduled a tile tick for turning off, the chunk with the repeater that wants to turn on gets loaded first, the tile tick counts down and gets executed while the other repeater was not loaded the entire time and thus didn't yet turn off. Now both repeaters are turned on and the clock is broken.
This is certainly not easy to fix. I think in order to fix this, tile ticks need to be overhauled in general. A system where tile ticks can be "connected" so that if one of them is loaded, the other gets loaded as well might be an option.