I should also mention this is a huge issue on BDS because any drawn shapes will stick around after a player leaves, meaning they will not be able to rejoin.
The locator bar can be disabled with the locatorbar gamerule.
Observed TPS drop when the bottom of the ghast touches the ground:
[media]Testing shows that the trident’s hit “margin” is not expanded fully when on the ground and/or if it gets velocity after landing. When used in a trident killer, the larger “margin” is needed to hit mobs through trapdoors, since trapdoors are thicker than the hurtbox of tridents, but less thick than the expanded 0.3 block margin. This is why they worked in the past – the 0.3 margin was always active.
Proposed solution:
Use the trident’s spawn time as the start of the margin expansion instead of anytime it gets velocity.
Still affects 1.21.83.
This also affects elytras not taking durability damage in survival, and the player gets hungry far less often – perhaps only when they take damage.
This is working as intended. @minecraft/server-net can only be added to BDS instances.
One theory about this is that the raycast uses the center of the head as its origin, which works great for most entities. However, since the first-person view of the player is slightly above the center of the head, the raycast is further down than it should be.
This is likely due to the new "orientation" state that the crafter uses. Crafter cannot be rotated or mirrored by structure blocks, the /structure command, or by the Structure Script API Object.
Affects 1.21.1.
Hi there, let me shed some light on this issue. First off, this not only affects /setblock, but it also affects Block.setPermutation() in the Script API. Second, instead of only observers, this bug affects any block that receives or transmits redstone power.
Additional Video:
[media]Simpler steps to reproduce:
1. Open a world and place down a redstone block.
2. Place a repeater so that it is powered by the redstone block.
3. Change the "cardinal_direction" state of the repeater using either the /setblock command or the Script API.
4. Remove and replace the redstone block, watching as the repeater turns on and off while facing the wrong direction.
Expected results: When changing the direction, facing_direction, orientation, cardinal_direction, etc., of a block that can be powered by or emits redstone, the changed block updates where it receives and emits redstone power.
Observed results: When changing the direction, facing_direction, orientation, cardinal_direction, etc., of a block that can be powered by or emits redstone, the changed block does not update where it receives or emits redstone power.
The video I've added is a reproduction in my creative world. I've also reproduced this (before 1.16.221 when it was a wrong warp) on a Realm. It's reproducible every time you get the pearl in the right spot. On a new singleplayer world, this did the wrong warp (ie. I was teleported to 100, 50, 0 in the overworld) but didn't crash.
Advanced Automation is one of the best places to test things (most importantly lag) for Realms. We're a tech server that's been running on the same realm world for nearly two years now and have taken large steps to reduce lag while working on the world. It's a given to most of the players that the world will always be a little laggy. Simulation distance 10 brought standard lag that has new effects like fairly common block lag with non-instabreak blocks, slower redstone (gameticks have slowed down–my guess is around 10-15 gt/s), and restricted flight due to slower chunk loading (aside from it being more difficult to take off, even when being the only player on I reach unloaded chunks every 200 blocks or so). NinjaPigeon is correct when he says the lag is about 15-20% worse than normal even when staying in the same area (not loading new chunks). My internet runs over 200mbps download and 50mbps upload speed so the lag I experience is nearly all from the server.
I believe the best long term and agreed-upon solution is to give Realms owners the ability to change the world simulation distance between 4, 6, 8, and 10. Before that's implemented, setting Realms to simulation distance 6 would be the best solution to reduce lag while keeping the larger spawn/despawn radii. We as a server love that you're working on higher simulation distances for Realms, thank you!
Started as of 1.16.200 for me. I'm on a Lenovo yoga730 (NVIDIA GeForce GTX 1050). The game simply displays the red launch screen, stops responding, and crashes.
Edit: It successfully (with a bit of stuttering) launched once. Upon bringing the tab back into focus (normally goes into the white loading screen) the app crashed.
Also, I did get an outdated driver note when it launched.
Joshua Eerkes I don't think so. It's possible, but I think it's just because ender pearls can't take you through the dimension loading screen. It is notable that they will still teleport you if you go to another dimension and come back.
Enchanted items often overlay with your hotbar
Should be added to the post: Armor stands shift towards positive x upon reload, but only once.
Fixed in 1.21.100 stable
Fixing a crash with the DebugDrawer when used too early in the client joining a world (such as inside the playerSpawn event).