mojira.dev

Caleb Eden

Assigned

No issues.

Reported

MCPE-159736 Duplicating Stackable Armor When Equipping From Hotbar Fixed MCPE-87641 Looting doesn't affect drowned tridents Incomplete MCPE-85881 Achievements not in language files Incomplete MCPE-56349 Undead mobs don’t burn on top of bottom slabs Duplicate MCPE-42451 Sound stops after screen time limit on iOS Cannot Reproduce

Comments

I have attached the demonstration video to the bug report, as well as the Add-On I used for the video.

On my realm, I just tried to rename an item to say §b1 Diamond§r/Quarter Stack, and the whole thing turned into hashtags (and by whole thing I mean all the way up to the 35 character limit), despite the fact that I had another item renamed just before it that didn't get censored because the "Half Stack" part of it had green text. I also had a sign a few months ago where the word "you" got censored, but this could be related to @Zemnmez's observation where strings of certain lengths can cause the first word to be censored. 

@AM71113363 while I agree that connection speed might have something to do with this in some cases, it seems odd that everyone's connections were fine up until about a year and a half ago. From personal experience, this has happened to me playing on a server running on the same computer I was playing on, reducing connection speed to basically nothing. That being said, the fact that it started happening all of a sudden in 1.12.0 does possibly suggest something changed with how multiplayer games communicated with the clients, especially when multiple packets are being transferred within a short span (either quickly due to insta-mine/fast block placing, or double due to the server telling the client whether unbreaking was used). I didn't see anything that stood out in the 1.12.0 changelog that seems related to this, but does anyone know of changes around that time with multiplayer games "talking" to each other in a way that these packets could get lost that they didn't before?

While I agree that it’s a fairly minor exploit in comparison to many other game mechanics, things should be brought to parity as much as possible, as the devs have made it clear that this is one of their main goals for the future of the game. If indeed baby villagers and nitwits have a similar structure in the vanilla behavior pack, then nitwit zombie villagers should also have this similar definition like baby zombie villagers. 
Here’s how the Minecraft wiki describes the java mechanics:

In Java Edition, if the villager is not locked to a profession (i.e by trading with it once), the villager is unemployed unless it was a nitwit, in which case it remains a nitwit; if it was locked to a profession it will keep both that profession and trades.

Although I have not personally tested with nitwits, I know that on Java edition, the zombie villagers have different textures based on biome and profession (like regular villagers), but on Bedrock, we have no indication to the profession of the zombie villager, just the biome layer. Perhaps it is simply randomized for those that don't have locked trades, which should change to have parity with Java in that the zombie villagers have professions and keep the professions once cured even if they haven't been traded with.

I do not believe this is a piston-specific problem. While I was having a problem with my piston-powered gravity doors, I had a pillar of concrete powder that I put to convert to concrete. I would mine the bottom block (which had converted to concrete), hoping the whole thing would just fall in order and the stack of concrete powder would convert to concrete. I was disappointed when half of it popped off the top of the stack still as powder, making me have to repeat the process several times.

Doing some further investigation, I pillared up on some gravel and then used my fortune shovel to convert it to flint for a bunch of flint+steel. After just a block or two, it's like the gravel started reappearing where I had already mined it and pushed me off the top. I think the problem might be some discrepancy between whether the gravity block should exist as a solid block or falling entity at the point when the block below it moves or gets destroyed.

I second @shannon as well. As @kurt said, Minecraft is not designed to be played in one chunk. I think everyone can agree on it. However, although it may not seem like a graphically demanding game, its codebase is based on the old pocket edition, so it is not without its flaws.

The reason chunk boundaries are such a problem are because the worlds are stored by the game according to their chunks. When the world is saving, the device can only do so much at a time, so it saves chunks, or possibly groups of chunks/regions in a sequence, as it cannot capture the whole world in one instant. So let's say its order is A then B then C. We will assume for this example that the villager/minecart/horse/dog/whatever is in chunk B. The game saves chunk A and in the instant before chunk B gets saved, the entity moves into chunk A, which the game assumes had already been accounted for. By the time B is saved, the entity is fully into the previously saved chunk. By the time the game finishes saving B, C, etc, there is a possibility that several entities have wandered into chunks where the game did not properly save them.

As shown by the Affected Versions list, this problem is nothing new, however something in the 1.16 update has amplified the frequency with which it occurs. There are many bugs relating to entities and redstone on chunk boundaries. The best we can do it spread the word and hope Mojang finds a solution.

That repeater is powering itself to create an infinite loop of redstone power. You'll need something similar to https://www.youtube.com/watch?v=XmZLgWo9uww for it to work

Have you tried building a second portal inside the nether at the corresponding coordinates to properly link the portals up?

Also, how far apart are the portals in the overworld?

For the tick speed problem, I'm not sure why a different biome would make a difference. Have you tried to replicate the bug in another world?

As far as the mycelium not turning to dirt when it is dark, this was a bug that they patched in 1.16; it isn't supposed to die with a lack of light.

I second Jasiebl. I have librarians for every enchantment before 1.16 and the trident ones from after 1.16. The old ones still lock out after 2 trades, but the new ones take longer to lock. (Additionally, they still don't sell curses - MCPE-84906)

Items despawn after 5 minutes of being in loaded chunks.

I heard it's just a limitation of Bedrock edition that the game cannot specify blocks that generate above biomes (something to do with compatibility with lower end devices)

This is still occurring on my 1.16 realm. Not fixed with the 1.16 release.

Mob spawning and despawning has been completely revamped in 1.16. There is now a spherical (kind of donut shaped) range around the player where mobs will spawn. Outside it, they will despawn and closer to the center, they cannot spawn that close to the player. All mob farms have to be redesigned for these new mechanics.

It is supposed to link to Minecraft on the App Store, but the link is broken. You will need to manually go to the App Store and update Minecraft.

This is a new structure, the ruined portal, added in 1.16 to give an in-game hint about how to access the nether. This is working as intended.

I think a more accurate title for this post would be: "Marketplace resource packs by Minecraft not updated to 1.16" because other resource packs do work with the new update.

Even though the default game mode may be survival, your personal game mode could be creative. To switch back, join the game and use the following command to change back to survival:

{{/gamemode c @s }}

Just to clarify: All items are supposed to be destroyed by cactus. A unique property of netherite/ancient debris is its ability to not burn (unlike every other item). It is supposed to float in lava, but this mechanic is not working on Realms and servers.