Melon farm is on left, pumpkin farm on right. Identical builds (observer looking down at stem, downward pistons next to observer, redstone on top. Observer sees stem grow (pumpkin/melon grow), activates piston to harvest. Pumpkin farm works with or without roof, melon farm only works without roof.
My test worked, but when I increased the tick speed to 1000 on a creative copy of my survival world, my pumpkin farm produced hundreds of pumpkins but my melon farm didn't produce anything. While both farms are adequately lit (both have lanterns next to the glass that encases the side of the farm, the difference between my test and the copy is that the farms have a roof over them. The roof seems to be the problem - the melon farm seems to only want to work if it's daylight providing the light source
just tested in a creative world - seems to be fixed
I've noticed that my alternate melon farm, that doesn't use an observer to detect melon growth, is still working. In this farm there is nothing above the stem, instead I'm running redstone power through the space where the melon can spawn, so when it does it activates a piston above the melon. The issue is definitely putting the block above the stem, but only for melons, not for pumpkins
I believe this may have started in 1.17, although not sure which release. I noticed my pumpkin farms were accumulating crops, but the melon farms weren't. I assumed I was out of the range of the melon farm but in the range of the pumpkin farm, but after further, recent testing, realized this is not the case.
Lately I have noticed that my pumpkin farms are working correctly, but the melon farms of the same design are not. Melons will not grow under observers/pistons but pumpkins will. To reproduce, plant a pumpkin stem under a downward facing observer, place downward facing pistons adjacent to all four sides of the observer where the pumpkin can grow with redstone placed on the observer and pistons. Create same set up for melon. Pumpkins will grow, the change in stem position will activate the observer and the piston will activate harvesting the pumpkin. The melon farm should work the same way but isn't. I am currently in Bedrock 1.18.2 on PC. I originally thought I was just in the range for the pumpkin farm to work, but just out of range for the melon farm, but further testing (setting tick speed to 1000) confirms the issue for the melon farm.
I think a large portion of my problem was that I used MCC ToolChest to delete explored but undeveloped fringes of my world prior to the update. While most of the chunks loaded fine, in one specific region a large portion didn't regenerate. I finally found a solution - I created a new temporary survival world (my original world is survival) with the same seed and other options (fire spread, show coordinates, etc). After creating it I changed it to a creative world and teleported to the region that was missing chunks in the original world. I used screenshots of a map from the original world that showed the missing areas (they appear black on the map) to reveal the chunks of the new world. Once I revealed all of those chunks, I exited the temporary world and changed it back to survival (I think this may be an important step, but maybe not). I closed Minecraft, opened the original world in MCC ToolChest, and used the merge feature to combine the temporary world with the original world. After saving the merged file, I reopened the original world and the chunks were there. This did not negatively impact my ability to earn achievements and also allowed new ore generation (I noticed copper in the recovered chunks). This worked well for me mostly because the missing chunks had not been developed in any way - any progress in developed chunks would have been lost.
On a side note - something I noticed: I had removed a LOT of chunks (entire regions) the day before the update. Most of them were fine after the update. The ones that had a problem were more recently explored - any that hadn't been entered in a long time were not affected. Elapsed time since the last visit seemed to play a MAJOR role in whether the chunk had problems regenerating.
still exists - 1.16.221
If the guardian notices you they will swim out of the air block that they believe is water and fall. I've added "windows" in my guardian farm so they can see me and continue their fall. I've also added water source blocks above magma blocks to pull them down to their death. They still fight this, but with the windows they eventually get all the way down the kill chamber. I'd rather use a trident killer so I can increase the volume of prismarine shards by holding a looting III sword, but as of now this is the only method that channels them into a single area so they can be killed and shards collected. I'll hit them with my sword through the windows to get the looting benefit, but it's still a very slow process. Makes building with dark prismarine or sea lanterns very challenging
Maybe a more user friendly or capable search feature would be more applicable than pointing out that it exists. I've reported multiple bugs over the past two years, only one of which turned out to be unique. Each time that it wasn't, and the ticket was resolved as a duplicate, it turned out that there was a long list of duplicate reports. When you have upwards of a dozen duplicate reports, maybe the takeaway should be that your search feature is awful.
I'm sure it would save a lot of time for everyone involved if the search feature worked. You wouldn't have to resolve duplicate tickets and the user wouldn't have to resubmit, in a new comment on a different thread, the issues that they are observing.
Breaking a block of netherack that is on fire does not eliminate the fire on top of it, just makes it invisible.
To reproduce (this will occur in both creative and survival):
Place a block of netherack.
Use flint and steel to light it on fire
Break the block of netherack
Fire will disappear.
Enter the space where the netherack was
player will catch on fire and take damage.
Attempt to drop an item onto the top of the block that the netherack occupied
item will disappear
Replace the block of netherack
fire will become visible again.
Expected result:
When breaking netherack the fire should no longer exist as there isn't anything to maintain the flame
The flame isn't visible so it should no longer cause damage.
Replaced netherack should not be on fire before the player (or another mob) ignites it in some way.
Still exists in 1.16.100
@thecrafter06 - based on my experiences you're probably correct. The first few times I noticed this I didn't connect it to returning from the nether, but recently I've noticed that when it happens I just returned from the nether
@graham Bourke - for clarification, if the coordinates are divisible by 16 those would be the northern or westernmost block of the chunk. As an example 32, 68, 64 to 47, 68, 79 would encompass a chunk with the first coordinate being the northwest corner. I used to have issues with everything despawning but now I start every build that includes villagers, mobs, or minecarts by placing blocks on those borders to make sure nothing will cross into another chunk and haven't lost anything since.
Still a problem in 1.16.2
I did a little more testing - here's what I found:
The maps that led to new buried treasure were found in chunks I explored for the first time in the last day or so. I tested this further by going into additional areas that I hadn't explored before today - all maps I found were unique
When I opened chests in underwater ruins or sunken ships in chunks I'd already explored all treasure maps pointed toward the same location - the closest treasure to my spawn point. I had saved a few sunken ships in those areas hoping maps in them would work once this issue was fixed. I also found an underwater ruin that I hadn't noticed before near a build I've been working on - the map inside pointed to the same location as the others
The underwater ruin was at 588,y,3132 in bedrock seed -1994924415
I used MCCToolchest to reset the chunk 36,195 that contained coordinate 588,y,3132 to see if the map would regenerate and if it did, would it point to the same point or a new location
when I returned to the game, the treasure map regenerated, but this time it pointed to a location with a buried treasure that was close to the underwater ruin where I found the map
It seems that the issue is fixed, but if you want to use maps from areas that were explored less recently you will need to reset the chunks, otherwise, the map would have already been generated with the chunk and will point to the point near spawn. Any maps found in newly explored areas are generating correctly.
This was all done with a survival world that is a few months old and a creative copy that I made of that world today.
I have no idea how recently this was fixed - some chests in explored chunks may work if the fix was earlier than 1.16.20. I haven't bothered with buried treasure maps recently, but on a whim, I did last night as I was exploring new areas and found a sunken ship and was pleasantly surprised it provided a unique chest I hadn't found before.
I wonder if copying the world at least temporarily corrects the problem. Not only do I periodically make a creative copy to try things out, I'm constantly downloading and replacing the world on the realm (I play with my kids, but when they're not on I download it to minimize unnecessary lag and up the render distance). Maybe this is a workaround until the fix is finalized? Maybe creating a copy is the process to activate the fix?
Did something happen in the last day or two? All my treasure maps had been pointing to the same place for a long time. Tonight, on a whim, while doing some layout work in a creative version of my world I noticed a shipwreck I hadn't explored before. Since I was in creative I decided to look at the treasure map and for the first time in months, it pointed to a unique place. I tested it in survival and it still pointed to the new location. I then traveled to another shipwreck that I hadn't bothered looting because I was waiting for this to be fixed and that map also pointed to a new location. Did I get lucky or was this fixed?
Was going to use lava to move blazes in my blaze farm and discovered this bug. Went into creative and spawned in some zombified piglins and found the lava wouldn't move them either. Not only do they not get pushed by the lava, they just stand there - they don't even try to move on their own. Thought that seemed odd, maybe that's part of the bug?
I have been having this problem for quite a while. On the positive side, the villagers don't lose their profession, so if you break all the workstations associated with that profession and take the time to place them one by one (place, look to see who connects, break the station, place it by that villager) you can reset everything. Not bad when you have two clerics, a little bit of a problem in a building with 16 masons (each with a different color terracotta trade), and a real PItA for a library with 35 librarians. Since my village has 60 villagers spread out over multiple buildings I haven't even tried to rework their beds, although this hasn't created an issue since it doesn't affect the restocking of trades.
I did another test and found that if I removed and replanted the melon stems the farm worked again. I don't know if this means the issue is resolved or not, but this solution corrected the problem