mojira.dev

Gabriel Dominiqc

Assigned

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Reported

MCPE-130742 world generated fires do not spread Confirmed MCPE-117801 RTX - Sunlight gradient not smooth when sun sets on body of water Incomplete MCPE-111378 Maps in item frames render through maps in hand - RTX Duplicate MC-206682 Floating dripstone tips are sometimes left behind from large dripstone pillars Fixed MCPE-60898 3 trapdoors to ruin all mob pathfinding Duplicate

Comments

In 1.18.2, this still seems to be the case. No random patterns or colours from breeding

I also have noticed this. If you want concrete stats, I have them in terms of blocks and pixels. Between jump height and speed, I prefer measuring jump height since I can provide pretty specific numbers in the form of blocks and pixels. 1 block = 16 pixels.

A donkey on Bedrock Edition has a jump height of slightly greater than 25 pixels, or 1 block and 11 pixels(2 pixels higher than Java edition). The equivalent of this would be to have a donkey jump from a large amethyst bud (5 pixels) onto two blocks. It cannot clear 1 block and 12 pixels (the height of an enchanting table on top of a block). I calculated that there should be around an 80% chance of bred donkeys being able to jump over that 1 block and 12 pixels(block+enchanting table). This does not happen, Therefore, the donkey's jump height never varies.

I bred mules using a horse that had a jump height of about 5 blocks and 1 pixel. All mules bred from that horse with a donkey had the same exact jump height of 2 blocks and 13 pixels(2 blocks and an end portal frame). The only way to obtain that result is if the random equine stats are the exact same as a donkey's.

I hope some attention gets brought to this. I really worked hard to get a good mule, I made hurdles to jump over and a redstone clock using a hopper minecraft to get decently precise speed measurements and finding out that it was capped like this and that I would have had the same result with a good jumper in the wild and any donkey was kinda discouraging.

I love Axolotl, Dragon Fish, and Shunji. Truly, I do. But boy do they get repetitive when you have an island base like I do. I really hope for a fix soon, it's a small quality of life change but one that can really impact player experience.
I really hope this one doesn't get ignored because the bug to fix is in the comments and not in the report.

I spotted this too! Found a fully intact shipwreck and the only chest it had was the map chest. It isn't too frequent thankfully, but it occasionally happens.

Can also confirm.

It also somehow created individual floating dripstone tips that, when another was placed beneath, immediately dropped the dripstone beneath it without falling with it. this should be a bug report on it's own, but since this is a step on the way to this bug, imma comment here first. gotta capture evidence. repeat the experience 'n all that

rephrasing: the long dripstone pillar can be broken further down, but it leaves the broken ones left behind on top untouched

It looks fixed on 1.16.50 on iOS.

This really needs some fixing. Tango Tek's Decked Out minigame is really suffering because of this bug. Ravagers are yet another mob that have that tendency of moving in -X and Z. I've had cow farms too doing this.---

It’s fixed? Awesome! That’s the first bug I followed that’s gotten fixed! 

I mean, it was kind of obvious it WAS going to get fixed, because it’s a huge deal. But still cool to see myself.

@KaiFireborn it is not. That’s a server issue. In basic singleplayer, netherite items won’t burn, yet ancient debris will. I would know since I threw in the first ancient debris I found in fire to test it. Then I checked for netherite in creative.

The blacked out leaves look terrible. Especially against the snow. And turning on fancy graphics reveals the very repetitive placeholder. Please fix this sometime soon. My base is in snowy plains and I’m trying to decorate...

Maybe this is connected to the Trapdoor hitbox bug

MCPE-13451

The hitbox is off so it causes a slight displacement in the texture maybe???