mojira.dev

Delta Baryon

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Reported

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MC-306416 Happy Ghastlings Randomly Despawn Awaiting Response MCPE-217921 RTX Disabling Randomly Unconfirmed MCPE-187276 Multiple nether portals are created in Overworld when return from Nether. Awaiting Response MCPE-187271 Character Skins Cloning/Editing Improperly Duplicate MCPE-186542 Raytracing Disabled On System That Meets Requirements Cannot Reproduce MCPE-159355 Colored Torches "Randomly" Uncraftable Cannot Reproduce

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[media: Screenshot_2025-11-13_151457.png]
[media: Screen_Recording_2025-11-13_151854.mp4]

Took me a bit, but furthermore, an example and video of the camera clipping through blocks due to the RTX bug (and its cascading issues).

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Follow up, several of the visual issues triggered while trying to play with raytracing. The blinding white is caused by the game disabling RTX and switching to vibrant visuals, while the shadows are evidently caused by the game disabling RTX and switching to fancy graphics.

Some things came up and I forgot to record it (and unfortunately no longer own the chromebook), but I would like to confirm that the issue is still occurring with modern versions of Bedrock.

Further more, it has become a bit more inconvenient with some changes to the UI.

Steps to Reproduce the Issue

  1. Go to your settings and ensure you can change graphics settings in-game.

  2. Add an RTX resource pack and enable RTX.

  3. Create a new world with the resource pack. The world will be in either fancy graphics or vibrant visuals instead of RTX. Manually change it.

  4. Create a second new world with the same resource pack.

  5. Your graphics settings will not save upon opening, you will have to manually change it again.

  6. Exit the world and go back in.

  7. Sometimes, despite changing the settings for the individual world, RTX will still disable.

Observed Results

Graphic settings do not save regardless of if edited with the main setting menu or world menu, disabling itself.

Expected Results

Graphic settings save and RTX does not disable of devices that meet system requirements.

Additional Notes

Due to things not saving properly, visual artifacting will occur, causing strange shadows, the camera clipping through blocks, chunks of the world going black, textures not displaying properly, etc. Exiting and reentering the world does not consistently refresh the shaders. In general, this does make the game borderline unplayable.

Sure thing! When I initially sent the report I wasn’t sure what was causing it; I was mostly baffled hence just providing the steps I took before the issue.

I do have a bit more information now from messing around and have a clearer idea of what the steps potentially are. If I get a recording I'll provide that as well.

Steps to Reproduce

  1. Pick an open space without hazards to rehydrate a happy ghast.

  2. After rehydrating a happy ghast, tie the ghast(ling) to a fence post or an entity. If tying to an entity, ensure its a chained lead and the entity does not become a passenger.

  3. Sometimes, the lead will “pop.” It does not snap, no snapping audio plays. The lead will drop to the ground and will not be lost, but the ghast(ling) will begin to fly away.

  4. Unnamed/unharnessed ghast(ling)s, will fly out of the player's range, causing them to despawn (“disappear”).

Observed Results

Ghast(ling) does not stay tied to a lead. This does not happen consistently and will sometimes occur back to back to back or not at all. The leads will “pop” with both harnessed and unharnessed ghasts.

Expected Results

The ghast(ling) remains tied to the lead until a player unties it or the lead snaps (I.e. a creeper blows up what its tied to, the ghast(ling) dies, etc).

This issue happens to me repeatedly despite owning a copy of both versions of minecraft (and dungeons); not a DNS problem in my case. Signing back in and out doesn’t fix it, and it happens on both the Mojang website and a launcher.
Sometimes it recognises I own the game and things I haven’t set up a username yet, sometimes it claims I need to purchase it, other times it recognises I own the game and have an account but fails to load my skin library (with an additional issue of it sometimes not letting me change it without several attempts).

Trying to get around the issue with the website has little success and I often have to launch the game with a mod launcher (like Curseforge or Modrinth).

And then with dungeons, when everything cooperates and I launch the game, it fails to authenticate when I already have it opened and I have to sign in repeatedly until it decides to acknowledge I own it.

The launcher will also go and say my internet connection isn’t stable enough (instead of no connection altogether) despite having a latency of 8ms. Happens both when connected to an ethernet cable and on wifi. I even tried switching to my phone’s mobile data as it has better connection and the issue still occurs.

Noting this is observed in 1.21.11 Java Edition Servers with all mobs, not just passive. Tested with a copper golem, villagers, several chickens, squid, and an enderman—all were biased to scale blocks, with them only heading downhill when falling off blocks. Fish will also notably swim to the highest water source (waterfalls) regardless of whether they are salmon or not. This has led to several tropical fish deaths in my worlds. Squid, despite being intended to prefer deeper water, also swim to the surface and frequently suffocate on shorelines.

I had client-side mods enabled, so I’m not sure if that would be acceptable for recreation screenshots.

In any case—


Steps to Recreate:

  1. To be more visually obvious, create a fenced space with a slope, as seen in the original reporter’s image.

  2. The amount of mobs spawned does not matter. A higher number makes it easier to observe.

  3. With the game set to 20 ticks, the mob will pathfind to higher ground within under 10 seconds. Mob will only pathfind off said ground if a higher location can be located, it falls off, or another POI or behaviour takes priority (i.e. a villager navigating to stand on top of their workstation rather than beside it, then a meeting at the bell taking prioity to navigate off it. However, notably, they pathfind on top of the bell).

Expected Behaviour:

Pathfinding selects a random, valid location to wander within a radius unless another behaviour takes priority (i.e. a bee locating a flower after wandering and pathfinding to it). Mob memory prevents pathfinding to the same area repeatedly in situations where it is relevant (copper golems navigating to chests, villagers looking for work stations, etc).

Observed Behaviour:

Pathfinding is biased to higher altitudes (y-axis) even when navigating to locations based on behaviours. This leads to similar mobs crowding and pushing to get on top of the same spot they navigated to.

Possibly occurring due to hills and other elevated terrain containing more blocks (rather than air blocks), being a false positive for blockweights.

No, albeit there are still issues with ray tracing that are better suited to another bug report.

Sorry, misread that, specific to Bedrock not BDS.

Experiencing the same issue, except:

  • Skin models change to classic upon joining servers/realms as well from what I've seen.

  • The skin doesn't adjust to the model/changes properly, leading to gaps in the texture. The skins I use display fine on both classic/slim when I use them in Java (instead of only being made for slim), so I'm not sure why that's happening.

  • The workaround is no longer working (playing v1.21.51); I get a popup stating it's not a valid zip archive. It has been changed to .mcpack and I double-checked by unzipping it that I did everything right, so that's interesting.

What's described in the linked (MCPE-39609) issue is similar, but the offset does not appear to be the same.

I was looking for any duplicate reports but didn't come across that one. Thank you for mentioning it.

Ah, sorry! Sometimes I struggle to understand instructions. 

I've just tested Java Multiplayer, the issue does not occur in v1.21.1 Hotfix.

So far I've only seen it occur in Bedrock, and it's only been reported to occur in Bedrock. After quickly testing Java singleplayer, I am unable to replicate it.

I will attempt to test Java multiplayer at the earliest convenience. 

Note, this has been previously reported, but was closed. The original report says to create add a comment or create a new report.

Hey, this glitch is still occurring on Bedrock Multiplayer (v1.21.30). Not only survival but creative. This recently happened to a friend, however, the glitch only consistently occurred to players who weren't the owners of the world. The issue is very much unresolved.

Steps to Recreate The Problem:

  • Create a world on Bedrock v1.21.30.

  • Have a player join your world.

  • Create a Nether Portal and have them go through.

  • Have them return to the Overworld.

  • A second nether portal should appear within the chunk. If not, repeat with a different player.

  • Up to three portals can appear in this way. After three, destroying them will allow three more to appear.

Additional notes:

  • The owner of the world can sometimes trigger this glitch, but not always. As of now, I have not seen any connection that causes the owner of the world to trigger this glitch. 

  • There are no mods enabled in the following video. Only one player is using ray tracing (the owner).

  • In the following video, no experimental features are enabled.

Video is attached below.

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This happened to me multiple times in 1.21.23 Hotfix (Bedrock Edition, not Preview). I've had no issues recreating the bug and admittedly it has gotten me out of a few situations on a hardmode world.

I'm playing on Windows.

The same issue is occurring. I have the preview set to dedicated, however, it only detects my integrated graphics. Here's proof of my graphics settings and images of the debug text, along with the disabled button.

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The game is running on my dedicated graphics card. I've just double-checked.

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