Yes, the 2b2t videos are back! The server owner fixed the issues with the 1.19 update so I don't have any problem uploading videos about the server anymore. More info here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-KsKW6YgMEdM.html
2:56 Entity cramming being disabled when mobs are on vines is an intentional decision by Mojang. When players would climb vines, it was extremely annoying to deal with colliding with each other and pushing each other off, so entity collisions were entirely disabled on vines to combat this. No entity collisions means no way for entity cramming to cause damage. It actually reduces the lag that the chickens cause on the server-side quite significantly! The player's FPS is largely dependent on rendering, which is handled by the client, though. This trick to bypass entity cramming also works with ladders and the nether vines for the same reason!
I mean yeah, but server still has to tick all those chickens. Perhaps making permanent NMS entities and overriding certain behaviours (like, if the chicken has no block to move, it should stop doing anything) Would solve the server side of things. Or maybe only disable collisions for players on vines/ladders and no other entity, which I think is a better solution.
True, 'It's not a bug, it's a feature'. Paper has a builtin config to turn this feature on or off so the 'patch' was just setting a false to a true in paper config xD
You have the most sophisticated ways to lag a Minecraft server, and now on 1.19 you have more options than ever.. And they chose to lag it with chickens.
@@venturoes1912 I've never used sodium, that's good to know. I found the entity culling mod worked while lagging out servers with snowball machines. I would dig holes in the ground for people on smps and ask people to tp to me and then trap them indefinitely.
I was making the machines, we used Meteor's norender module to specifically not render chickens at all, even that that only helped to a point. The biggest machines would still wreck anyone that loaded them, regardless of hardware or mods.
Theres also "Entity Collision FPS Fix" which improves fps a ton around many entities due to not having the client calculate their collisions (because the server already handles that)
Having made recirculating chicken farms previously, I'm honestly surprised it took until now for 2B2T to do it. Within reason, they're good for an XP farm in addition to an easy food supply.
entity cramming is also how my personal favorite trap type to make on private servers works: minecart pits basically it's just 24 minecarts all on a single rail with nowhere to go, at the bottom of a pit. player or mob falls down pit, gets entity crammed near instantly upon hitting the minecarts you can then have a hopper below pick all the resulting items up and put them in a chest for later collection
too be fair, disabled entity cramming in front of a vine is not a bug. it is the same mechanic, that allowes hundreds of players climbing down the same ladder. its by design, not a bug.
Apparently, he said on one of his qsmp streams on twitch that he's working on releasing a 2b2t video some time soon. I think he said it's about another coordinate exploit or something, idk.
What causes the lag are the collision calculations. Technicaly they didn't fix a bug but blocked a feature where entities inside a vine/ladder/others don't collide
To clarify: The feature disables entity collisions on climbable blocks. As a side effect, this also disables entity cramming. This removes the "physics lag", which is a significant component of entity lag in cramped conditions, and helps the server. Not completely, since it still has to do other calculations like mob AI. However, the client must also render the chickens, and that causes a lot of lag regardless of collisions.
Folia is insane, I remember helping beta testing it, and the fact that the insane amount of data/bytes from how many chickens there are isn't crashing the server still baffles me.
2019: The year 2b2t made players fear Enchanting Tables 2020: The year 2b2t made players fear the Furnace 2021: The year 2b2t made players fear the Written Book 2022: The year 2b2t made players fear Maps 2023: The year 2b2t made players fear the Chicken
I remember finding one when I first joined a weekish ago, and it must have JUST started because there weren't enough chickens to lag me out, but enough to give me chicken as food. I remember crossing those chunks later and it just kept crashing me out LOL. Never knew why until I got my hands on a copy of the 2b-weekly
I use these on my survival worlds when I dont have infinity on my bow so I have to farm feathers. I knew it lagged and entity crammed but the vine trick and nether egg trap is very creative.
@@SalC1 That is true! People have forgotten a bunch of tricks and gamemodes that used to exist. Might be a cool series for someone to make, about minecrafts forgotten tricks.
I wish it was possible to see a graph of how many chickens are alive at any given time on the server over the years. Guarantee it would look insane rn.
Nice touch with the Nalbina Dungeons theme at the end. FFXII had some amazing orchestral compositions, and the Nalbina Dungeons were one of my favorite area music tracks.
I once had a massive auto chicken cooker in a 1.14 server, with 20 cooker modules, each holding about a hundred egg-laying chickens. Had a redstone timer that would activate the lava dispensers every 30 minutes or so. This was just one among many redstone machines/farms in the bowels of my Dark Fortress, all piped to a massive auto-sorting/storage system. I had to deactivate the chicken cooker when its produce clogged the entire hopper system, and an admin killed most of the chickens because it was lagging the server.
I remember seeing a reddit thread about how much an auto chicken farm automatically dispensing eggs would exponentially increase the chickens over time. This is the logical extreme of that lmao.
I've actually always considered the vine trick a feature (in the context of regular technical Minecraft), but in this situation I suppose it's fair to call it a bug.
btw, it's not a bug that they don't cram on ladders, weins and so on it's because this limitation was added so that too many entities wouldn't collide and if they're on something like a ladder, then colision is not calculated
NO WAY!! I had this EXACT same idea like 5 months ago, same design too! I actually got on 2b2t with a friend to do it, but at the time the server was on the 1.19 temp map so we left.. The world is a small place!
You know, chickens have been used in the past to lag or crash other minecraft severs. But this is the first time in a while that they have been used on a huge scale, especially on 2b2t
You know, using lag machines seems like a great way to defend your base as a deterrent. And remember those old furnace towers that banned upon being rendered?