Hang on - "All users need to leave the Beta" - what the absolute **** $£~@:
[media]!!!!!!!!!!!!!
What the hell do we have user accounts on Windows for then which has been available since the last century (sounds epic huh lol) and beyond. The fact that Windows reserves disk space so that individual users can have a personalized "space" on a single PC (e.g. a family PC, company workstation, etc) makes a damn mockery of the update system implemented by the devs. However, I also know that the system MS uses by way of unifying Xbox/Windows 10 sucks too so maybe its not all down to the devs.
EDIT: This may help - my daughter joined us playing the Beta and she is part of my family (obviously) in the Windows family section. Thing is she joined the game on her laptop NOT my PC and her laptop is on a different router a mile down the road.
Could the fact she is listed as family on my PC (even though she has no available log in) and the fact she joined the BETA program on a separate PC is locking my PC to the Beta because of the Windows family connection? If this is the case it would be a simple codefix...
NOTE: Reason I mention this is in the past I have never had a problem leaving the Beta its only now this has happened.
Have left Beta in Windows 10 using the 3 variants ...1) Uninstall 2) Rejoin and uninstall and 3) Powershell commands (admin) - have also left the Beta on Android (as its on the same router/Network as my Win 10) and checked Xbox One which is on the release version and still can't get the release version 1.16 in Windows 10.
Hoping it may resolve over next 24 hours as demand for the download eases with the amount of successful installations....
Thanks for the great detective work and clarification of what's happening with the game mechanics. I've counted the total number of workstations in my base and it's at least 66 but this is spread out in a multi-layered way but because my base has villagers with beds and jobsites it's probably trying to make a big village with a hard to track boundary. This could possibly explain why my farmers who tend their crops in two 9x9 areas (1 farm above the other) have high outputs on some days and very little on others. They can be looking into space at their jobsite virtually all day, I can harvest a crop and suddenly they go bananas and start harvesting. And I love thunderstorms because it's the only time they fully harvest the full 9x9 area....perhaps it's the linking and non linking that is causing this....(noting your observation that the list is remade every time to the player relogs...) - Many thanks once again!
No I don't get a problem with other workstations and linking (not even with the librarians). I can break any one of the 9 lecturns, replace it - and the corresponding librarian will link straight back to it. It just seems to be the placing of too many barrels in the trading hall that affects the general linking to ANY workstation. As long as I haven't got a glitched gamesave, if I break the fisherman's barrel, they will just continue to link to one of the other 50+ or so barrels in my base away from the hall (see the EDIT note above), but in time they will link. What I actually do is break ALL 50+ barrels first and place the fisherman's barrel so they link up, then replace all the other 50 which is damn crazy. This is why there is only ONE fisherman in my base lol. Please also note that I haven't a clue as to why the other 50 barrels in my base don't affect the linking (they are 5+ lower on the Y coordinate), but placing say 10 more barrels within a few blocks of the villagers feet does??? I think the conflict of the player needing to use certain workstations (i.e. barrels for storage, grindstones for disenchanting, looms for banner creation, etc) alongside the mechanic of unemployed villagers wanting to naturally link to the players workstations is a recipe for disaster. and I'm hoping Bedrock gets the parity Java code (released in a recent snapshot) that will prevent villagers from linking to workstations they cant path-find to. But this is beyond here as this is for bug tracking not suggestions.
Affects 1.16.0.66
Got three parrots back to base by using elytra (well I used the elytra not the parrots 😉....), but the red one - THE RED ONE!!!! It just flies upwards and always above your position therefore making it impossible to interact with (Note: The parrot is tamed). Haven't had a blue one spawn yet so cant report on that one..
Not sure if this will help but my latest observations are that multiple barrels in the vicinity of a trading hall completely screws with their linking AI - see MCPE-79433. I've included a short video of it happening.
Whats really weird is the fact that it was fixed by removing the barrels. I'm stumped that barrels should even cause this issue and even moreso that it was fixed by removing them. Furthermore, there are barrels only 25+ blocks away in my base (however they are 5-7 lower on the Y coordinate).
If anyone else can replicate this it would be useful I feel
I really need to stop writing essays - sheeesh!
EDIT: Although I am using only one villager, 1.16.0.63 has made the farmers MUCH more efficient with their time yielding far more crops collected per day!!!
Not sure - I stopped using food sharing and use hopper-minecart under soil for wheat and a contraption by Fizz Cannon for potatoes/carrots which basically "steals" anything the villager tries to plant so the farm never breaks.
Although I backup twice a day, I tend not to keep an audit trail longer than 2 weeks so dont have a world backed up in 1.16.0.55 that uses the sharing mechanic. Im really sorry!
But I do appreciate Mojang fixed this issue in 1.16.0.63 so that farmers harvest no matter how full their inventory which I guess would fix the issue. However, from a real life perspective this makes no sense because how can a farmer harvest if his pockets, silos, haybarns, storage areas are full? So the original mechanic that Mojang had, whereby the farmer stops harvesting when inventory is full is more true to life.
The issue on Bedrock is actually quite complicated and goes beyond the mechanic that Mojang fixed. Namely, that in a 2 villager food sharing system it is extremely difficult to prevent the "catcher" from catching ALL food that is thrown. What eventually happens is that the catcher's inventory exceeds the throwers and then the mechanic is such that the thrower doesn't need to throw food anymore thus breaking the farm. This isn't actually a bug and Im sorry for that. But the reason I reported it as a bug was that I manually emptied the catchers inventory by putting tilled soil in his area and stealing his planted crops. But then the thrower would sometimes throw food and sometimes not but I couldnt monitor exactly what was happening as there are no commands on Bedrock currently (that I am aware of, e.g. /testfor works on entity counts but not inventory counts) that could let me know what was going on with the mechanics and inventories...
I know this isn't the place for suggestions but a fool proof way of fixing the issue totally would be that a farmer would fill any available chests/barrels in the area once his inventory is full and this would be a better reflection of what happens in real life....
HTH
Daniel - if your using a lot of barrels to store items in next to your villagers, consider using chests instead as I have logged an issue in MCPE-79433 that has a video showing this strange behaviour
Have reported this to BD Craft and they are looking into it
Affects 1.16.0.63 and I'm also using BDCraft Vanilla
EDIT: Deactivating Shaders (ESBE 2G) and BDCraft Vanilla and using stock Mojang vanilla textures makes the loom UI work fine without crashing the game so must be an issue with either of the 3rd party add ons though its looking like BDCraft seems to be the problem (my favourite pack too 🙂...)
EDIT 2: Just tried with Shaders and Chroma Hills HD in 1.16.0.63 and no crashes as yet but I did have an update to packs (not sure which) 2 days ago, so......
Edit 3: Just realised, this is for Xbox One (which I use) but am reporting on Windows 10, sorry - not sure whether to open another ticket if its a 3rd party problem
Cycling workstations didn't produce any results in a positive or negative way. De-installed MC wiping all my current worlds (unintentionally I might add but read on....) and turned to my export files (I do 1-2 daily exports+3 in game backups) and had to go back to 16/05/20 (3 days ago) to find a file where villagers would link to workstations no problem. 3 of the villagers were cured and came from my other base so am at odds to isolate what caused the error....am gonna keep curing and bringing them over and see what happens...but at least I know in 1.16.0.61 we get particles, link ups, refreshing trades but somehow something can get glitched along the way.
Thats interesting and thanks for the speedy response. What I'll do is cycle through all workstations in the game and see if they change trades. NOTE: They are all cured/master level librarians so this should be interesting (or heartbreaking 🙂...)
NOTE: In a creative world I summoned 30+ villagers - zombified and cured them and everything worked as normal so.....??
Mine link to beds (although you get the occasional false link up where sparkles emanate from bed but not a villager), however, NOT to workstations at one of my bases. Affects 1.16.0.61 but not sure if it affected previous *.60 Beta as we can't play previous version to test and provide more info.
I have 2 bases 200+ blocks apart on X axis; in 1 base the villagers used to link OK but sent them via Nether to other base and thats when non-linking was noticed. Have had lots of crashes when using portals in previous Beta and not sure if the bug is caused by the crashes causing loss of data or its a flaw in the villager/village coding in current Beta. It would be useful to load backups into previous beta versions (akin to Java) to maybe isolate problems and to have more testing commands e.g. bed count (or any block count) in a certain radius, villagers linked to beds/workstations count, cats that prefer salmon over cod (silly, I'm sorry!), etc so we could be more accurate in providing reliable info for the devs.
In previous Beta, I noticed that villagers that couldn't pathfind to a bed/workstation would at random times cycle through all beds/workstations in the village until they could link to the bed/workstation in their little cubicle and once this happened it seemed to work fine and was a cutesy way of solving the immediate non link up problem. I've been trying to emulate this in the latest Beta but am failing to do so with the result that my trading is now on hold.
Im gonna start a new world in creative to test to try and isolate where the problem occurs...
Update to previous:
World in previous ticket became unable to enter Nether through main base Nether Portal (Portal 1). Game crashed a dozen or more times trying to travel through this portal. Travelled in Overworld to different base and used NP there no problem (Portal 2). Travelled in Nether to the corresponding NP that was synced to Portal 1 in main base and found a stationary cat with its tail poking out of the portal tiles. The cat left the game abruptly (through no choice of its own) and haven't had a problem with my world since in the last 24 hours (fingers crossed). All cats in my main base have been tamed and sat to avoid further entity problems whereby if I reach the cat cap no more will spawn.... HTH
Beta 1.16.0.60. Game crashes repeatedly going through Nether Portal irrespective of entities passing through. Using an 8 x world file backup system to roll back to try and work out cause/trends. Game crash = full game crash and not crashing to game start menu.
Observations:
1) Single mobs can go in at one end and not appear at other (havent tried multiple). Examples are horses, villagers, etc. Random; sometimes success, sometimes not. Sometimes game crashes, sometimes not.
2) Game crashes 1½ seconds after entering Portal on OW side. World file size is around 180MB. Seem to get more crashes after 180MB is exceeded. Game runs a compression algorithm after saving (nice btw) but not sure if world size is a factor as regards crashing.
3) Multiple events: Redstone circuits (permanent on), auto composters (while working), comparator clocks, etc seem to cause the game to crash more when entering Nether Portals.
After a crash, reloading the world that crashed - causes one or more mobs to disappear from the world, villagers in hall, sheep in pens, etc forcing me to delete world and use backups. Some mobs that disappear are on chunk boundaries however, other mobs that are also on chunk boundaries NEVER disappear (non nametagged)...HTH
Using Bedrock Beta 1.16.0.60 Win 10 PC
Date as of message:
Attempt 1: Mating+love hearts (they may have been in love first - I dunno 😉) - female goes stationary on beach - no eggs layed - nudged her into water. Tried to breed again - male (I guess) takes grass but female won't take grass so she must still be in egg laying sequence but no eggs layed. Took advice above and punched female (sorry!), who then goes swimming in water but returns to same beach where she mated to lay an egg. Almost as if something was reset.
Attempt 2: Not sure if same pair of turtles, but breeding was successful first time with all sequences running as normal, sand flicking, etc and female lays egg normally.
Since this attempt, the beach has in excess of 5+ adults hanging around but there are two eggs on the beach secured by walls but not sure if this attracts them or not as I dont have code.
I would suggest interacting with female, nudging, punching gently, digging sand blocks around her, etc , etc to reset something if you are having problems. Also, you may have to follow turtles to make sure they are on their "home" beach.
All events on same beach - all under 2 hours of play.
Affects 1.16.0.60 as well but will try and help.
I own Pure BDCraft and BD Vanilla. The error occurred after multiplayer game with my son, whereby yesterday downloaded packs were allowed via checkbox (i.e. let users agree to download packs prompt). So today I have both texture packs from BD Craft being selectable in Resource Packs (and no doubt they will be fine for me) but there are 2 ghost versions of BD Craft saying "pack is missing". I would think its a permissions thing or a partially downloaded file that the vendor of the pack allows for shared use which may explain why the sun was square in the multiplayer game but in my own solo worlds the sun is round. This may or may not help here but am only providing this information so it may trigger something the devs know that I dont...etc...
Affects Win 10 too (persistence). Also is random which makes it hard to track. You can send two villagers through ok, but send another set later and one or more will despawn/vanish randomly. Have also had existing name-tagged villagers despawn in base after returning from Nether, but again this is random. A temporary fix is that I always save game before sending through mobs/going exploring new Nether biomes - and reload if I lose any. Not perfect but ok as we are in Beta...
@ Auldrick @ Leonardo:
Firstly, thanks for your input and replies:
@ Auldrick: Sorry I blew a fuse, the fact that my son couldn't update also kinda triggered me. As regards User Accounts I was referring to Windows 10 and software outside of Minecraft but thanks for explaining how Minecraft integrates into the Windows 10 way of doing things. I didn't know that.
@ Leonardo: I also have 2 MS accounts on my machine (I wish I didn't but the reason was because years ago MS used to have Family Accounts and I wanted to separate horror adult content from my kids, etc. However, they are now adults and playing the adult content I was originally protecting them from (Resident Evil, etc) smiles - plus I have my sons account on there to when we were setting up his laptop...
@ Auldrick and Leonardo: My son managed to solve both his problem and my problem simultaneously.
Summary: All members of my family un-enrolled from the beta program on their Xbox's/Windows 10 laptops/PC's, etc. My son also removed his account from the Insider Program on his laptop. He removed all other family accounts from his laptop and I removed his account from my PC. Once we did this and uninstalled Minecraft - (we didn't use powershell commands this time) and re-installed from the Marketplace both my sons's laptop and my PC installed the release version 1.16.0. Hope this helps others.
@ Leonardo and Auldrick - Once again many thanks!