yup confirmed in 1.4.2
I hope this doesn't become the kind of bug that sticks around for years
This is a known bug and is fixed with 1.5 beta.
Changelog:
Sneaking and jumping into water no longer prevents jumping or swimming upwards
This is a known bug and is fixed on 1.5 beta.
Changelog:
Fixed water not rendering when viewed at certain angles near the surface.
Seems to be related to MCPE-34169.
Might be that MCPE-34169 isn't limited to treasure maps.
First of all, the seed is useless in reproducing the issue. The seed has nothing to do with enchantment rolls.
Secondly, THIS IS NOT A BUG. This is how the game works. You can get any combination of enchants on enchanted books. When using an anvil, you will only get the compatible enchants on your item.
If you don't believe me, look at the first screenshot on this Minecraft wiki article (from Java edition): https://minecraft.gamepedia.com/Enchanted_Book
Image: https://minecraft.gamepedia.com/File:Enchanted_Book_4x.PNG
Same with trapdoors. Used to be that the trapdoor item texture was different depending on wether it was open when you broke it, but I'm not sure if that's fixed now.
Quasi-connectivity is just another bug that people liked so much that it sort of became a feature or intended mechanic. Bedrock doesn't have that "bug." This is like the nether height limit being 128, instead of 256 like in java, which "fixes" a mistake in the game but prevents people from making use of the top half of the nether like on java edition.
sound-translation => transliteration
Anyway, yeah these all sound like they were translated using google translate or something. Also, ocelot is spelled correctly as 오셀롯.
Is this unexpected behavior?
Why would you expect a dolphin on land to lead you to a ruin? I would consider that a bug if it did.
^
This is in the changelog for 1.5 beta.
Items will no longer get stuck in flowing water source block
Not sure if this would count as a bug. I can't see any reason not to have the game stop sneaking when opening the inventory.
Happens to me all the time on singleplayer
The creeper skin should not look like an actual creeper. That will cause problems like making players confuse players for mobs, making the hitbox weird for the player, or making animations extremely glitchy. The zombie skin changing back was probably a balancing update to make it possible to distinguish between players and actual zombies, making it more "fair" in certain situations.
It's a skin. It doesn't affect the player model. Why should it?
This is because of the rule that mobs riding other mobs cannot pass through nether portals.
This is quite annoying as it often results in death - e.g. when jumping off a cliff in the nether above a lava ocean trusting that fireworks will boost you only to fly into lava and die with extremely valuable gear in your inventory.
What I've noticed is that it's like the bow animation and eating animation are "swapped." You eat at the side of the screen while you use the bow on the center. My game has been switching between being normal and being like this, and both animations has been broken or fixed together.
I have no idea why, but for some reason on my world, it is nearly impossible to find any mobs on surfaces near my base (1 mob per 5 nights or so in a large area). There isn't a lot of lighting or anything that should prevent spawns, and I was surprised by how frequent mob spawns were on a new world. Simulation distance was set to max, so mobs getting "stuck" outside of simulation distance affecting the cap is probably not the problem. I haven't figured out an explanation to this strange behavior.