-
Bug
-
Resolution: Incomplete
-
None
-
1.16.0.59 Beta, 1.14.60 Hotfix, 1.16.20, 1.16.40 Hotfix
-
None
-
Confirmed
-
Windows
-
426960
PendingTicks aren't processed outside of simulation distance. This can allow players to keep generating more and more pendingTicks in a chunk outside of simulation distance until the game crashes whenever that chunk is loaded. It then would require a third party program to remove. This however takes some time. The most noticable effect would be an incredibly large world size.
Players could encounter this while being AFK at a farm and not realising that they are still half-loading another redstone contraption, which could easily produce pendingTicks and make the world unusable.
I would expect the game to stop the amount of pendingTicks scheduled from exceeding a certain amount, or for pendingTicks to be processed outside of simulation distance.
Steps to reproduce:
- place lots of dispensers containing a lava bucket on the edge of simulation distance (more dispensers means you generate them faster, so do lots to speed things up)
- put them on a fast clock
- afk for a while and then note the large increase in your world size
There are other ways to produce pendingTicks, but this is one of the simplest.
- relates to
-
MCPE-47212 Villagers continue breeding past the bed count
- Reopened
-
MCPE-50175 Some Corrupt Chunks | Redstone & Water Delay | Seems like lag but only affects certain chunks
- Resolved