I will be updating this page soon with attachments relating to the issue. It's hard getting footage when PlayStation can't save a recording after your game crashes.
Xbox One and Xbox One S players experience a de-sync issue, possibly an overflow issue with commands, while playing Multiplayer hosted by any console or device.
We cannot confirm TWO devices: Nintendo Switch and Mobile.
It is multiple, considering that it can happen on consoles, even if it doesn't affect Windows 10.
Striders and Ghasts seem to be broken entirely in terms of their code, as I tried using Ghasts in a multiplayer world, and it freezes up the server completely until the client kills them (either by you or command console). It is weird to see how they break the world and the nether, though.
I had already reported this when I first updated the game to 1.17.30.
Refer to the MCPE-142329 ticket since it describes it in full detail and if you want to support that instead!
Minecraft worlds are connected towards a mainframe, namely a server that simulates and renders specific entities or chunks to the client, which the player is run by. It mainly affects multiplayer but can impact solo play with different conditions. Other players, which are different players running a client, put more pressure on the server part of a Minecraft world, causing it to render the same line of code across all players running a client. However, the server part works with the client to simulate entities and other interactions, such as mobs, block entities, interactable items, and environmental interaction (mining or building). THAT part is what I'm mentioning within the ticket.
To summarize, by "server," I mean the part of the Minecraft world that works separately with the client, like dedicated servers, but more built-in for the multiplayer experience without setting one up. Instead, the server part of the world renders chunks and adds to the client what to simulate. As a result, the client is more based on the player, and more players equal more pressure on the server. Hence, I mentioned tick areas and block entities because they put pressure on the server for simulating specific code, interface, storage, etc., onto the server for the client to run. And with command blocks trying to apply execution commands for mobs, it creates even more pressure on the server.
What I am saying within this ticket is that the server portion is becoming more unoptimized over time as the versions progress. I have used the same general number of command blocks from 1.17.20 - 1.17.34 within tick areas, so I am mentioning the issue. Maybe it is related to the client, although client lag is more related to FPS drops than server lag (meaning tick slow down, mob freezing, or server freezing).
I can give more clarifications and details about the general gist of what I'm experiencing. But, my system is not cooperating at its best since it keeps running into issues outside of the application.
This is not a bug declared by the changelog, and I do think this change isn't necessarily significant either since it ruins some command executions.
If you want to help create a change for this, I recommend voting for this particular valuable feature for command block users.
If you want to help create a change for this, I recommend voting for this particular valuable feature for command block users.
If you want to help create a change for this, I recommend voting for this particular valuable feature for command block users.
If you want to help create a change for this, I recommend voting for this particular valuable feature for command block users.
I read the changelog. The bug that even I thought was a bug was previously not intended as a feature. Instead, this bug was not supposed to happen, apparently from a bug report MCPE-74281. Sorry if that ruins much of your commands. It does destroy some of the functions I previously had and have to change. If you want that change to happen, maybe suggest it under the "Feedback" in feedback.minecraft.net.
I read the changelog. The bug that even I thought was a bug was previously not intended as a feature. Instead, this bug was not supposed to happen, apparently from a bug report MCPE-74281. Sorry if that ruins much of your commands. It does destroy some of the functions I previously had and have to change. If you want that change to happen, maybe suggest it under the "Feedback" in feedback.minecraft.net.
You guys can set this as a duplicate, and I just found the bug on the bug tracker. Unfortunately, I couldn't find it earlier.
The bug appears on all bedrock platforms since it relates to your profile. So the simple fix of reinstalling within a beta version, equipping it, and installing the public version won't work unless you have access to the BETA, which simply not many can.
I want to add that when I tested out all animations, the main animations for tools when breaking blocks feel slower and wonkier than normal. That suggests that when trying to fix specific issues, they messed up rendering code and animations for the player, and most of the items feel incomplete or messy when used. It is quite an annoying bug indeed. This happens on all platforms.
UPDATE: I found more possible reasons and notable changes while working on the same world that kept getting corrupted after time and time. The constant crashing that your world gets occurs after an extended period, and the higher storage the world is, the worst it will get. Due to this, you are going to experience what is called a "resource crash." These crashes happen due to the source code or resources that cannot load due to inexplicable reasons. That means resources that were trying to load will possibly corrupt after constant crashes. Even after periods of loading the world after crashing, those crashes will later be consequential. They will perhaps corrupt your world due to saving issues, due to those resources and variables being no longer available. If your world disintegrates, then reset the data on Windows 10 using the replacing level.dat method. However, this is not preventable on console (namely PS4).
The resources after backing up will continue, but after some time, the world will eventually corrupt regardless of backups and successive playthroughs. What happens is because of those crashes and the limit bedrock holds. Even when using a copy of the leading world, it is doomed to corrupt, so copies are not the solution. However, it is best to save a copy in your backup over time. Ensure you still have the main world, as it is the primary source for all of your copies when accessing due to corruption. If that world corrupts, your copies will no longer work.
Large worlds overall have this issue primarily. Regardless of trying to go back and getting things done, Minecraft prevents you from even playing the world. It is the most game-breaking bug caused due to those crashes, and the game needs stable fixes to do so. I do not fully know what causes these crashes, as they happen at random. If any developer is reading this, please address this immediately, as this could happen to anyone's world. It tells us that the game is incredibly broken internally and unstable.
In conclusion, if you have a multiplayer world. PLEASE tell everyone not to explore very far, regardless of any event. If you are playing solo, this is regarded to you as well. DO NOT attempt to go far. That will increase the size of your world. If you are a host of a realm, this could happen to your domain as well, but it will be less frequent. The crashing could happen at random, even while you are AFK (I have crashed multiple times from just being AFK in one spot). Limit your exploration, stay relatively close and not too far from each other in your worlds. If you want to keep your world alive, try your best to limit your world size.
If you are planning to explore, make sure whatever that event is, such as woodland mansion hunting, that you are prepared and not to get sidetracked. You may want to limit how far those mansions are. Do not go regularly exploring unless you want the right spot for your house.
Simple Rundown: Minecraft Bedrock, after frequent resource error crashes, will consequently prevent your world from running and will not be accessible. Your world will no longer save those resources that are either corrupt or missing. Once you do not see that "Saving" screen, it means your world is now corrupted. Follow the instructions above if you want to prevent it as much as possible.
I have found something strange when finding out the reasons for those corruptions. When applying packs, packs render many corrupted resources or missing ones, probably due to some weird save issues that the client or servers are trying to find. It will either crash or put you on the same screen shown above in those screenshots being "Disconnected due to world corruption. Try reopening your world or restoring to a previous backup." I'm not sure if it is based on those resources alone that it keeps on doing that corruption or chunk related data related to the level.dat files.
From what I can conclude, primary resources seem to corrupt at times, which could happen randomly. The world can save, and not even correctly save. It is possibly due to huge worlds. I have never experienced this before, recently now twice with two separate worlds. It is essential to use backups, from what I have now learned. I do dearly wish they can come up with a bugfix shortly.
Prevent your worlds from being above 1GB. It seems it is relevant from what I have seen that Bedrock cannot fully get those resources, especially at its peak. That means to limit your exploration and continuously, after saving the world, back it up. I have learned this the hard way twice, and it is heartbreaking, mostly if it happens on Christmas Eve and on your birthday (both of which DID happen).
For now, we'll have to wait and see how Mojang will fix the data corruption. Please keep yourselves in check and have a nice day!
P.S. If you want me to send in screenshots, I could do so, but it will take up much of my time, so doing so will take a while.
The information will be shortened to help with the confirmation soon. It should be done by later this week when I finish its shortened version.