mojira.dev

Kevin Anderson

Assigned

No issues.

Reported

MCPE-98729 In one world I created, blocked stopped dropping. Incomplete MCPE-11109 Surface lava and water pools are different with the same seed Cannot Reproduce MCPE-9752 Mouse Wheel doesn't always register Fixed

Comments

Is there another bug under which rubberbanding is being tracked? I would classify it as related to this bug (this fix introduced it) but I would also say it's not the same issue. Basically I'd like a public place to discuss it if necessary, as well as a clear place to point others who might want to file it. If they can't find it, they will keep filing new bugs!

As per my previous comment two up (link) the "rubberband" problem still exists in beta 7 on android.

It's partially fixed in 0.14b6 on android. Well, fixed in an earlier beta, but there's still an issue: it's a cheat. If you swipe up (or down) quickly with the option enabled, the screen actually goes OPPOSITE of what you want (it moves like the option isn't enabled) for a fraction of a second, then "rubberbands" back, and functions "correctly" for the rest of your swipe, no matter how long you are pressing on the screen.

Try it. Not completely fixed. That "rubberband" is a symptom of their fix I think. Doesn't work as well/smoothly as it did prior to them breaking this back in 0.12 beta.

Please install an earlier version on an android phone (I'm sure you have an earlier APK you can try). Invert the controls. Proceed to struggle. Now you will see why this bug will "make the game unplayable" as you say. For bonus points, play survival, wait until nighttime, and THEN do it. When the creeper/skeleton/whatever GETS you, and you are stuck looking at the floor/sky, you will REALLY understand.

That it's been ignored for 4 months makes it even worse.

And FYI, changing the state to "assigned" and showing us it actually is might help restore a bit of faith.

Fox, look at the filing date on this bug: July 30th. It's been broken at least that long and they haven't noticed. If you have some way to get them to notice, DO IT. They're not going to on their own obviously.

And they don't even know they're losing players, which is the really weird part here.

Still not fixed as of 0.13 build 3.

Confirmed still present in 0.13.0 alpha build 2 as well.

And I'll keep echoing others' comments as to just HOW critical this bug is. If anybody doubts it, imagine if it worked backwards for YOU, and they didn't fix it for 3+ months (this was introduced in the beta for 0.12). Now imagine our pain.

I am actively playing less because of this bug, and would NOT recommend the game in its current state because of it. I'm really only logging in to see if it's fixed. It isn't, so I stop playing immediately.

How about changing the label above from "awaiting confirmation" to something else, since the Confirmation Status right below it is "confirmed"? Maybe to "affecting large swaths of players" or "makes game unplayable to many" or something else equally dire, as that's true?

Doesn't seem to affect newly-created worlds, but old worlds still bugged, with 3 world creations. That doesn't mean it's fixed, as 3/4 of mine in 0.12.2 were fine, but 1 wasn't.

A fix that would fix broken spawners would be great for those invested in old worlds.

As of 0.12.3 on Win10, this doesn't seem to exist for terrain that I can tell. 3 more worlds with the same seed all came up identically (though slightly different from the screenshots here).

Still not fixed on 0.12.3 on Android with touch controls.

Please re-read my comments. 3/4 times the spawner worked. Once it did not. This is on 0.12.2, creative mode, TODAY, so it is unfortunately a "happens sometimes" bug. I have no doubt that it worked for you, but it definitely sometimes does not work. If you would like me to upload the world to dropbox or something so you can look at it, I will do so. Please let me know if that's what you would like.

And on a related note, if there is a difference on pocket, I would call that (or the way it generates on win10) a bug.

@Liam Last - See https://bugs.mojang.com/browse/MCPE-11109

Go south from spawn and find a rather large cave near a large oak. Follow the left wall and up to find a spawner. You will see the cobblestone in the cave but not an actual entrance to the spawner room. If you need more than that, please ask and I will annotate screenshots with instructions.

The problem is that I have made the world 4 times and the spawner has been disabled only once. Current version, today, windows 10 edition, creative mode. But the other 3 times it is functioning fine.

Good luck.

Yes it still does. I have a seed of -571837837 and have encountered this on windows 10 edition, and notably the spawners which are in error are DIFFERENT with this latest update (0.12.2) than in 0.12.1. In 0.12.1 we had a survival world in which at least two "real world" spawners worked, but at least one was blank. And ALL nether spawners encountered are blank.

So then I re-created it in creative for speed of getting to the nether and checking things out. At least one of the real-world spawners is dead, but the nether ones are active.

Go south from spawn, near two trees, and there's two cavern entrances there near the border with Savannah biome. Take the left one to a MASSIVE cave. Follow the left wall of the cave and up, and there will be a skeleton spawner. It'll be dead or alive. It was dead for me, but alive when it was created in 0.12.1. Put a nether portal near the swamp by there, and then head directly EAST to a fortress, and those spawners work.

I'll test further, but still, different results, different versions, but NOT all fixed.

So not completely fixed.

Edit: I've now re-created this world 2 more times, and while the spawner behavior is "sometimes yes, sometimes no" on the surface, the ones in the nether seem reliable... so far.

Interestingly, I think I've found another bug, in that "surface pools" of water and LAVA are random. IE: it's not the same for the same seed. Most other features are consistent, but surface lava and small "pools" of water aren't consistent. I'll search for another bug for this one (and/or file one) but if you use the seed above, and immediately turn left and cross the river (fly in creative, faster) and survey that spit of land, until you reach the main "tree line" of the forest biome to the south. On those plains (not much of plains, but still) not all the water is consistent between world creations, and sometimes you get surface (or 2 below the surface with a hole or two) lava pockets. ALL ON THE SAME SEED.

So it may be unrelated, but there's definitely things in world creation not tied to the seed, and it may be causing this issue too.

Yes it still does. I have a seed of -571837837 and have encountered this on windows 10 edition, and notably the spawners which are in error are DIFFERENT with this latest update (0.12.2) than in 0.12.1. In 0.12.1 we had a survival world in which at least two "real world" spawners worked, but at least one was blank. And ALL nether spawners encountered are blank.

So then I re-created it in creative for speed of getting to the nether and checking things out. At least one of the real-world spawners is dead, but the nether ones are active.

Go south from spawn, near two trees, and there's two cavern entrances there near the border with Savannah biome. Take the left one to a MASSIVE cave. Follow the left wall of the cave and up, and there will be a skeleton spawner. It'll be dead or alive. It was dead for me, but alive when it was created in 0.12.1. Put a nether portal near the swamp by there, and then head directly EAST to a fortress, and those spawners work.

I'll test further, but still, different results, different versions, but NOT all fixed.

So not completely fixed.

If I'm mining somewhere that's only 2 blocks high, if I logout there, I often then re-spawn above ground, directly above where I was underground. I presume the game is spawning me a half or 1 block above where I "actually" was, sees that I'm in something solid, and then moves me up until I'm not. This was on Android, survival single player.

This USED to happen prior to 12.1, but now it just takes half a heart of damage from me, and drops me down back onto the block I was actually standing on.

So now as I said above, it just gives me a half-heart of suffocation damage, and drops me back down. Something tells me that if dropping down would kill you, and/or lava, that this bug is generated. So it may be a result of "fixing" my old problem, since it doesn't happen anymore.

Well in response to rplatham's comment, obviously this option existed before "alternate" methods were available at all. I guess gamepads existed on android/iOS (and should work with them), but still, it was predominantly touch, and it definitely worked before. I'm GLAD it works with the mouse on PC, but obviously still a rather bad bug that it no longer works with touch.

Leon, you've basically isolated it. I know the Invert Y-axis switch works for mouse on win 10, you say it doesn't work for touch for win10, and everybody else (including myself) know that it doesn't work for touch for mobile platforms either. The problem is that the code path for input devices checks the switch, but the touch path doesn't. And it also means that the problem is in the cross-platform code, not in platform-specific code (that's also important).

If I had the source I'd fix it right now. Sadly, not a Mojang employee.

It's interesting to me Leon Geyser that this bug doesn't exist for me with Windows 10 with a mouse, by which I mean the feature works both ways. Can you clarify in your comment if this exists with touch or mouse for you with windows 10?