mojira.dev

A. Matulich

Assigned

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Reported

MC-264834 Crops grow at night without block light if sky light >=9 Works As Intended MCPE-171322 Bee nests spawning in oaks without flowers around Duplicate MCPE-146260 Axolotls leaving water don't pathfind back Duplicate MCPE-129620 No mob cap on converted drowned from zombie spawner Confirmed MCPE-118741 Player first spawns underwater and starts drowning Duplicate MCPE-91884 Converted drowned no longer equip with tridents Works As Intended MCPE-91348 Seed picker appears blank Cannot Reproduce MCPE-46407 Iron golem spawn distribution excludes some areas Cannot Reproduce MCPE-46256 Villages die out and become empty ghost towns Cannot Reproduce MCPE-45526 /locate command doesn't locate nearest structure Fixed MCPE-30451 Invisible blocks while digging Cannot Reproduce MCPE-30428 Blocks occasionally disappear, revealing underground structure Duplicate

Comments

To the extent that information on minecraft.net is "official", we have this Block of the Month article on the composter, which says that dead bushes cannot be composted because they are "too dead". Therefore, this ticket should be closed as "Works as intended."

I always found it nonsenical that things containing bones (fish, steak, mutton, and bones themselves) cannot be converted to bone meal in a composter, but that article unquivocally says that they cannot.

Why should hardness and blast resistance be the same, or even proportional? Otherwise there isn't any need for two separate attributes. Blast resistance could simply be tied to hardness.

It makes sense that something hard and brittle would have less blast resistance than something just as hard and tough (not brittle).

In the real world, hardness is resistance to deformation, and brittleness is how easily something fractures when subjected to deformation forces. Blast resistance is simply how well something can absorb energy. Usually energy is absorbed by deformation or dissipated by breaking into small pieces after sufficient deformation.

Real world example: On the Moh's hardness scale, glass and quartz are harder than iron, but glass and quartz are more brittle than iron. Iron, therefore, would resist blasts better, by deforming plastically to absorb energy.

Minecraft has its own hardness scale that doesn't really mirror real world properties. However, it makes perfect sense to me that cobblestone (a rather soft stone) would have a high blast resistance. I would say, the softer the substance, the higher its blast resistance should be.

Why is this ticket even still open? The corresponding Java ticket MC-111378 was already closed long ago as "won't fix". This one should be resolved accordingly.

Clarified title of ticket based on Moderator comment.

This happened to me in a survival flat world with no flowers anywhere whatsoever. While building an oak forest around my home base, I was surprised to see bees at some point. Two bee nests had spawned, but with no flowers anywhere in the entire world.

THIS ISN'T A BUG, IT'S A FEATURE.

The original seed 1669320484 reported in this ticket still has repeating features, but they are no longer easily visible from the surface. This seed spawns you about 50 blocks away from a couple of endless rows of trees. One such row ends in a village at 274,72,120 in a snowy biome. You can find endless underground canyons; just teleport yourself to -35,21,-355 and to 0,0,-1264.

Another repeating seeds in 1.18.12 is 289849025, which shows evidence of repeating decorations on the small island at 640,*,40. Or fly up to 1000,150,-260 and you'll see rows of uniformly-spaced trees.

For all these seeds, Chunkbase shows canyons and geodes as repeating features. The seed in this ticket description also had repeating dungeons, so the same may still be true.

It's clear that there are still repeating seeds in 1.18.12. So I recommend closing as "won't fix" as has already been done with the corresponding Java Edition ticket MC-111378. This isn't a bug, and it certainly isn't a problem. The seeds are rare, but interesting.

So, would someone resolve this ticket as "won't fix"?

You should be able to have 8 players (including the host) on your home network. At least that's how it worked in older versions. I haven't tried it in a while; typically it's just me and my son playing.

What happens if the host tries this command?

/setmaxplayers 8

Of course, the host would have to drop out of survival mode to do that. Try it on a test world.

Confirmed that a 33x33 pool 1 block deep with a 2-block-deep hole in the middle (so the edges of the pool are 16 blocks from the hole) causes axolotls to get lost if they leave the water's edge. It seems axolotls require water at least 2 blocks deep within 16 blocks for pathfinding, and they ignore water 1 block deep. For a single 1x1 pool that is 2 blocks deep, axolotls can pathfind to it up to 16 blocks away, but on their own, they don't wander further than 8 or 9 blocks from that water.

I never thought the depth would make a difference. I just tested it. Even one single 2-block-deep column of water in my 1-block-deep pool is enough to prevent the axolotls from wandering off and dying. They seem to venture no farther than 16 blocks from the 2-block-deep water column.

The bug description still stands, though. Axolotls don't seem to recognize shallow water as something to return to.

I suspect if the 1-block-deep pool is extended more than 16 blocks from the 2-block-deep column, it is possible that axolotls who venture out of the pool would lose their way again. I have noticed by randomly placing axolotl spawn eggs that spawning an axolotl beyond 16 blocks of 2-block-deep water, they move off in a random direction and may never find their way to the water.

I don't know why this was resolved as "cannot reproduce". The behavior I described hasn't changed since village buildings were redesigned in 1.11. Zombies still gather outside village house doors in 1.18, because the houses are inexplicably designed with overhangs over the doors. The villagers can't get out, and if the door is inadvertently opened, you end up with dead or zombified villagers. A village iron golem can help, but sometimes they get suck (or spawn stuck inside a fenced-in area, or inside the leaves of a tree).

@Thomas Markwick: Yours was closed as a duplicate probably for the same reason mine was: We both created our tickets on an older version of Minecraft, and they became out of date. This is on a newer version. I experienced this with seed -204599536 in the 1.16.201 hotfix (which I reported in MCPE-118741), but that seed now generates differently in 1.18.2 (you spawn on top of a tree in a birch forest with no water nearby).

However, the seed 1865037485 in this ticket also no longer generates the same terrain at the spawn point in 1.18.2. You spawn on a snowy landscape with no water nearby.

Still happening in 1.18.2.

I noticed that several seeds in 1.17.40 have been removed but they are still perfectly valid; for example -513070979 for "Ocean Monuments Ahead" still generates several ocean monuments around the spawn point.

@Phoenix Franco, your comment has nothing to do with the Bedrock Edition seed picker, which is what this ticket is about. Please create a new ticket and describe the problem in detail: what you are observing and how others can reproduce it.

@Magdalena Wardack I have not seen this issue arise for some months. The laptop on which I observed it has been reformatted for Linux and no longer has Minecraft on it. I have not seen this issue on my new laptop that I got a year ago. Please close this ticket as no longer reproducible.

Wow. I just came across this old ticket. I thought my occasional animal losses was my fault. I've been playing an "island survival" game ("Ocean Monument Ahead" see from the seed picker) for nearly two years, since 1.14.

The first disappearance was a Mooshroom that I brought in by boat and lured with food into an enclosure. Then a Llama I had ridden and got from a wandering trader disappeared. Then a pig. And a sheep. And others. Most recent was a horse I had ridden, saddled, armored, and tied to a fence post. It was there for months, and now it's gone.

I thought maybe the "disappeared" had been hit by lightning or something. I wasn't aware that it could be a bug in Minecraft.

I suspect this happens when there is a game update. The number of updates does seem to correspond roughly to the number of animals I remember losing.

@Ninja Dankinate - I assume you are within 16 blocks of your spawner for it to spawn zombies. If you are too far away, the spawner doesn't work.

If it doesn't spawn zombies when you are in range, then yes you should file a ticket if this is reproducible. Be sure to include the seed and location of the spawner in question.

As of Bedrock Edition 1.17, lightning rods no longer redirect lightning bolts, neither when summoned by a Channeling trident, nor when summoned by a command. The lightning bolt hits the target, regardless of the distance to the lightning rod (which normally redirects lightning bolts within a 64 block radius, according to my tests).