Compared to Java Edition, knockback buffs are actually less powerful in Bedrock. So maybe this report should be resolved working as intended.
Buffs | Bedrock knockback | Java knockback |
---|---|---|
0 | 2 | 2 |
1 (knockback 1 or sprinting) | 2.625 | 3.5 |
2 (knockback 2 or [knockback 1 + sprinting]) | 5 | 6 |
3 (knockback 2 + sprinting) | 7 | 9 |
The totem does not save you because the player does not have damage immunity after the totem activates, and there are 4 end crystals exploding. The first crystal makes you activate the totem, the second crystal kills you, and the third crystal destroys your items (MCPE-166987). You can reproduce this with TNT as well:
We can only track 1 issue per report. Since (MCPE-170242) already tracks cooldown not applying to the knockback enchantment, I am updating this report to describe only the disparity with not-touching-ground knockback.
Thank you for your report!
We're tracking this issue in MCPE-225818, MCPE-167938, and MCPE-170242 so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Thank you for your report. In order to confirm a bug in the game we need to know how to reproduce the issue. Is this something that happens in specific circumstances, or did it only happen once?
We are tracking this issue at (MCPE-201856).
Based on (MCPE-227053), this may only occur if the daylight detectors are unloaded at night and then reloaded within 50 the seconds after βnoonβ in the gameβs daylight cycle.
This occurs for any time-of-day from 6001 to 6999 (which corresponds to between noon and 1 p.m.). When you set time to 54050, it is the same as setting it to 6050.
The mer files you have attached for the deepslate and normal ores are not identical. The deepslate iron ore has emissive values of 1-3 across the entire "iron" part, while the normal iron ore has emissive values of 0 almost everywhere and a few pixels that have emissive value of 1. The in-game image matches what I would expect based on the mer files. The discrepancy is, therefore, an issue with the pack that should be taken up with the pack's creator.
The emissive channel in the MERS maps for these is set to 128. It should probably be less than 20.
We do not have enough information to find the cause of this issue.
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This issue is being temporarily resolved as Awaiting Response. Once the requested information has been delivered, the report will be reopened automatically.
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This sounds like (MCPE-185944), which was fixed in 1.21.40. Have you updated your Minecraft app to the current version through an official platform store?
Thank you for your report!
We're tracking this issue in MCPE-182886, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as invalid. Please take a look at the parent ticket (MCPE-182886) and see if an explanation is provided there in the description of the ticket or in the comments for why this issue is invalid.
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A single villager, bed, workstation, and 5-block tall tower are sufficient to reproduce this.
This occurs because the playerβs feet are within the 6-block activation radius of behavior.trade_interest, while the playerβs eyes are not within the 6-block radius. It may be a simple client-server disagreement if the client uses player feet position and the server uses player eye position. Player positions are referenced as eye level in the world save and server-side functions like mob spawning radius, but they are referenced as bottom-of-feet position in the client coordinate display and teleport commands.
[media]Falling blocks are entities. Most devices can handle only a few hundred entities before noticeably lagging.
Vanilla worlds do not generate anywhere close to 30,000 suspicious sand or gravel within view distance of any single player.
This issue is no different than any other kind of spam attack. There are hundreds of ways to do this kind of thing in Minecraft.
All mobs can ride in minecarts. The issue you mentioned (MCPE-161197) is about boats and does apply to happy ghasts because it based on mobs' collision, not a list of mob names.
It is not difficult to remove a happy ghast, or any other large mob, from a minecart. You put it on an activator rail, and power the activator rail. Or you leash it. Tutorials for happy ghast docking stations are easy to find, if you need help with the mechanics.
The change to make large mobs unable to fit in boats is already unpopular because it makes transporting mobs like horses and pandas across water much more difficult. If the ability to trap large mobs in minecarts were removed, it would ruin a lot of creative builds like docking stations, mob traps, ravager-based crop farms, and ghast blasters.
SiKongSky: please make a separate report for rails since this report has already been confirmed.
We are tracking this issue at MCPE-220950.
Does this only occur on the realm? Or only on one specific world? Are you using any addons or texture packs?
The cause of this issue is a missing underscore in the name of the yellow tail parrot component group in the tropical fish entity behavior definition.
\entities\tropicalfish.json line 505 reads
It should be