This bug has returned, exists in 1.21.93
[media]This should bee marked works as intended.
Bee nests can be stacked to 64. Even with bees inside (or presumably other data), multiple of the exact same item will stack together. However, this stacking behavior is not (often?) observed in survival mode due to uniqueness of bees. This stacking can be observed by letting a bee into a bee nest, breaking it with silk touch, switching into creative, placing the filled nest into an item frame, and breaking the block supporting the item frame. This leaves the item on the ground, and when you pick it up, it will stack together with the other one in your inventory.
This is similar to renaming an item from “diamond” to “diamond “ in an anvil and being surprised it still works in a bundle because it doesn't stack with other of the seemingly same item.
This also affects wax level of chests, causing them to revert to unwaxed variants when they are not both waxed. This happens regardless of whether the waxed chest is the more or less oxidized of the two chests.
This seems to be intentional game design (from my single perspective). If you want them to return non-sorted items, place a chest that has a hopper below it. As long as a chest is empty, the golems will place the items in that chest. The only problem is that they will do this even if a nearby chest has a match (they place items in the first chest they can). Solution: place the “returned items chest” with hopper as far from the copper chest as possible.
Thank you for this report and workaround, it allowed me to share my feedback on the copper golem. I unfortunately still cannot comment though, as my test box always says “0/1500 characters”
Turn on the experimental toggle on world creation. They are there
Original reporter here: the hotfix 1.21.91 seems to have mostly fixed this problem!
Original/correct character data (including position, inventory, levels, and ender chest) is restored to split-screen functionality! I am on Xbox Series X. This fixed behavior is also true of preview 1.21.100.21
Adding guests intentionally still produces weird behavior. It has incorrect mapping between local guest accounts and usernames appearing in the top right corners as ‘MainUser (1)’ regardless of which guest account or in-game name. Additionally, actual names in-game seem to be “Player” and “Player(2)”, but also sometimes the correct guest account names: ‘MainUser(1)’ and ‘MainUser(2)’. Additionally, “Player” seems to still be the same PlayerID that all signed-in secondary users would get assigned during 1.21.90, which could have been used by accident by an unknowing secondary user who thought they were signed in.
Additional observation:
Sometimes, joining the world in guest accounts in certain orders causes a split-screen player to be added which is not controlled by or assigned to either active controller, forcing the user to join game again and have a useless player remaining onscreen, who can only be removed by kicking from the world players list menu. This is not entirely new to the 1.21.90 cycle.
Skins/Dressing Room are still mildly broken (all secondary users still get the middle skin as selected from maybe the first secondary user to join the world, but are often random default skins), but that is not new to the 1.21.90 cycle.
Some of this strange behavior differs between the 1.21.91 release version and the 1.21.100.21 preview.
For those still reading this, you can still sorta experience split-screen multi-player if you sign into a world via online connection from a separate device. You will join as a friend or via LAN, and you will have all of your stuff, which you can then put in a chest for the split-screen player to use. HOWEVER, do NOT EVER log off of a world when a guest account has items in its inventory, and don't try to collect or interact with pets. Guest accounts tend to change their “Player IDs” all the time, and when they do, everything you had on the previous iteration of the guest account will be locked in the save file forever. The only way to avoid this eventuality is to leave your items in a chest every time you are about to log off.
I also noticed the re-enabling of vibrant visuals, but didn't put two and two together until reading this.
Additionally, here is my link to a second video showing a re-enacting of what happened when I first noticed this bug. This demonstrates that the secondary player is not exclusively starting a fresh profile, but rather pulling from something in the level.dat or wherever. https://youtu.be/Z7l9nCkHIsg?si=Jc_Ggi6Rzulff5gL
This link above (or perhaps below) is my video documenting this issue. I am sorry to the community that I was too lazy to document this earlier, but I hoped it would just disappear like many other strange things in Preview Edition.
important to note: I am on Xbox Series X. Can anyone confirm this for other Xbox platforms?
Will the current 1.21.100.20 fix for this be able to lower world file sizes? My 5 year world has gotten up to 990 MB and does not sync with cloud anymore, and the file I had synced with cloud of the exact same world in March grew to 2.6GB and refused to update its cloud save ever again. All of my worlds were also stored in reserved space rather than my saved data file, which has caused a huge myriad of issues on my Xbox at large, even causing other games not to re-download save data.
Interestingly, this problem has also appeared for me specifically after my Xbox One X died in November and I got an Xbox Series X the following month. The “cloud sync failed due to quota”, however, has been around for over one year.
Note: changelog 1.21.100.20 says “Fixed an issue where Xbox cloud saves would grow excessively in size with each save. (MCPE-197900)”
I think this might also be related to Minecraft holding worlds in “Reserved Space” rather than the player’s data. My 980MB world didn't sync most of the time on my Xbox One X previously, and now the same on Xbox Series X. After I first imported all of my data onto this console in December it took up too much space for me to then play my other games, so I cleared local save data. This corrupted my world and the copy, but I was able to recover the file via uploading to Minecraft Preview Realms and extracting and zipping it on my iPhone. Now my world is taking a huge toll on my system again and I can't play Forza because Minecraft is using up all of the available “space for saved data” despite 1.1TB of free storage. This save data is seen in Manage Game and Add-ons. A 980MB world with two additional copies (this redundancy is necessary at this point) should cause 3.6GB of player save data, sure, but it should not cause 9.8GB of Reserved Space. The total storage in Minecraft’s settings isn't available during the current update, but I remember it being much closer to the 3.6 figure. On my installation of Minecraft Preview, I have 1 file of the same Minecraft world, but in the saved data menu, my profile only has 172MB of data while the Reserved Space has 4.2GB. At this point, I don't think worlds are stored in the player’s own saved data at all. They are just being held in the Reserved Space, which is why there are many reports online of trying to delete only the reserved space causing worlds to be deleted. This storage is also bloated in size compared to the world files that need storing, and it is happening the expense of every other game on the console. Additionally, the installation sizes of both Minecraft Preview and Minecraft in the Manage Game menus are inflated by the exact amount of storage taken by the Reserved Space.
I noticed this as well while clearing out an entire forest with the fill & replace command, not finding a single creaking heart out of over 100 trees.
This problem also occurs on iOS 16.5
[media]This video was made immediately after deleting all Website Data (cache) for Safari on my iPhone.
As of 1.21.90+, whenever a beacon beam changes color, it recalculates the color and changes it again after around one second. On single player, this presents itself as a very light color then the darker, more saturated, normal version.
On realms, this presents itself as two distinct colors showing from different timings, which means rendering the beacon color more often is absolutely possible.
[media]I hope the team is still aware of this issue and how it presents a major limitation keeping beacons from their full potential.
Still affects 1.21.94, Xbox Series X and iOS.