mojira.dev

GoldenHelmet

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We are only able to track one issue in each report. Since the issue of boats kicking players out is also reported at MCPE-184506, please refocus this report the boat moving up slowly if you can still reproduce that behavior.

I was not able to reproduce this in my test world. Does it only occur in multiplayer or on a specific server or world?

Thank you. I can see now that the issue occurs when a firework flies out of simulation distance. The visual firework is also suspended in mid-air. This seems related to MCPE-178258.

Here is what I think is happening: firework particle emitters must have their positions determined by an interpolation of the server-side position and client-side (model) position of the firework. When the firework flies out of simulation distance, it continues to be ticked server-side (MCPE-178258), so it's server-side position continues to update. However, the client does not update the firework model's position because the firework is too far away (related to MCPE-101102). As the server-side position gets farther and farther ahead of the model position in the direction of motion, the interpolated particle emitter position moves farther and farther behind to compensate for the apparent acceleration. In other words, with each tick the client "thinks" the firework must be moving faster because its server-side position is farther from its model position, and it infers from this that the model must have been farther behind at its previous update, and therefore it updates the emitter to be farther behind.

Part of the problem here may be that client model positions are themselves interpolated instead of updated directly (MCPE-179969, MCPE-151881), so the firework particle emitter positions are a second-order interpolation.

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However, this issue is Invalid.

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Thank you for your report!
However, this issue is Invalid.

This is a technical support issue; this site is for bug reports only. We do not have the resources to provide you with technical support.
Please contact Community Support for assistance and refer to this ticket by providing a link. You may also want to review the security and privacy settings for your XBbox/Microsoft account, as there could be a setting there that blocks the connection.

Quick Links:
πŸ““ Bug Tracker Guidelines – πŸ’¬ Community Support – πŸ“§ Mojang Support (Technical Issues) – πŸ“§ Microsoft Support (Account Issues)
πŸ““ Project Summary – ✍️ Feedback and Suggestions – πŸ“– Game Wiki

I cannot reproduce this. Are you using any resource packs?

Thank you for your report!
However, this issue is Working as Intended.

The report you have submitted is working as intended: MC-30767.

Please note, that mechanics of the game may change between updates.
Things such as graphics, sounds, world creation, biomes, redstone, villagers, and animals may not work the same in current versions.

Full Version History – Snapshot Version History – Feature Requests and Suggestions

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I have updated your report summary to better describe the issue.

This book is not glitched. Enchanted books have always been able to hold any enchantments regardless of what equipment they can be applied to.

You can use my xp orb desync patch addon to reprdouce this bug. This bug affects any resource pack whose manifest includes a "dependency" section. When you add a resource pack that has a dependency, it automatically adds the associated behavior pack and disables achievements without warning the player or giving an option to decline.

  1. Import

[media]
  1. Got the the "Create New World" screen, click on "resource packs", and apply the "XP Orb Desync Patch - Resources" pack.

  2. Tap/click the "Create World" button.

  3. Open the world settings menu and check the "cheats" toggle.

This was reported at MC-92017, so I have resolved as a duplicate.

Signs and banners are much more resource demanding than other blocks you could use to block water like buttons and fence gates because they have to check the tile entity nbt data to determine how to render. I would guess that this check is not optimized, e.g. the game could be reading the entire tile entity list for each sign the chunk on each tick. Chests have the same issue, which is tracked at MCPE-137537.

I cannot reproduce cured zombie villagers not changing profession or refreshing trades. I suspect the trouble you are having is actually descrbied by MCPE-73804: in Bedrock Edition, unlike Java, villagers can only link to workstations if they first join a village, and a village requires at least one bed.

As I said above, if you have specific steps to cured zombie villager villagers starting out trade-locked, please provide them. The video you attached shows a cured villager that is not trade-locked; it could change professions and refresh trades if you would place down a bed and a workstation.

This has been reported several times before but not followed up fully: MCPE-138795, MCPE-136090, MCPE-94530, MCPE-47143, mostly because it has been confounded by or conflated with other issues, including MCPE-73804, MCPE-48712, and probably also MCPE-42348.

It is not clear to me why you would expect zombie villagers to become unemployed when cured. Is it because they appear to have no profession as zombie villagers? That is itself a bug (MCPE-42348). Zombie villagers spawn naturally with professions. And for good reason: as it is now, they only get trade discounts if they had a profession before being cured (MCPE-124958).

It is also not clear to me why how this issue negatively impacts gameplay. You can change a cured zombie villager’s profession the same as any other villager. If you could give steps to specifically reproduce a cured-and-never-traded-with zombie villager having its profession locked, then that would clearly be a bug (regression of MCPE-48712).

Removed the β€œFixed” label. If you think this is fixed please comment. I just checked on iOS and it looks to me like the double space is still there.

Confirmed based on attached picture.

I tried and was not able to reproduce this. Can provide more detail about the exact steps you are following (which buttons you press on which screens) and whether the world is converted from the old Switch Edition and/or has any non-default options or packs enabled?

I tried and was not able to reproduce this. Can provide more detail about the exact steps you are following (which buttons you press on which screens) and whether the world is converted from the old Switch Edition and/or has any non-default options or packs enabled?

⚠️ Please do not mark issues as private, unless your bug report is an exploit or contains information about your username or server.

This was fixed according to the 1.16.0.63 beta changelog:

  • Villagers will now harvest crops regardless of what crop amounts they have in their inventory MCPE-67694