mojira.dev

Lance Caraccioli

Assigned

No issues.

Reported

MCPE-51309 Nether Portal Linking (w/ minimalist example) Incomplete

Comments

If this "Works As Intended" then perhaps we could revisit the intentions. Many people would be voting up this bug if it were still possible.

This appears to be occurring in 1.14, is there a regression?

The fact that villagers, passive mobs, iron golems, and armor stands take up space in an already very low mob cap (for realms especially) is a serious user experience bug. Please fix this Mojang as it's killing all of the big projects in our realm.

Please close this as "won't fix". Raid farms are an enjoyable part of the game.

TLDR

Pillagers fail to spawn at outposts

  • Bedrock 1.13.1

  • Associated with realm lag

    • realm lag is directly correlated to the number of members that are online.

Details

When there are multiple members on the realm (confirmed 9 users) spawning in general (all mobs) stops functioning properly which appears to be associated with server lag. I spent a few hours outside of a pillager outpost (2 chunks away) waiting for a spawn last night and pillagers refused to spawn.  This morning I logged on when no one else was on the realm and pillagers immediately started spawning.

I can confirm that acacia leaves are stuck in chests. Breaking the chest drops the leaves, but if the player picks them up then the player can not remove the leaves from their inventory either. This becomes a critical problem should a player pick up enough to fill up a large portion / all of their inventory completely (Which is not unheard of while building a raid farm).

I have stone from an 80x80x60 massive project that will not smelt as of 1.13. "place and re-mine" is not a practical resolution in my case. Are there any other workarounds worth exploring?

This is a serious bug that breaks a number of trident killer designs. Especially problematic is the previously unbreaking design where you could throw tridents on stationary blocks in front of pistons and never have to rethrow them. Please fix this with a patch fix ASAP as it has a serious impact on game play and existing mob/XP farms.

I echo the same experience as others in this thread. This is a seriously bad bug that makes traveling through the realm not only impractical, but dangerous. Please fix this one first as a patch update to 1.13 as it has the largest impact on the game play and waiting months for a fix will literally turn people away from the game altogether.

I had a related experience. Went into nether portal, was suffocated before the screen loaded, totem of undying saved me, appeared in the overworld portal briefly, was immediately sent back to the nether, loading screen took forever and exited in the nether in a random location 600 blocks away from the portal.

  1. Tested the latest beta (1.13.0.9) and can confirm witch spawning in the same creeper farm has stopped. (awesome)

  2. Spiders do still spawn. Hopefully that will be fixed, but if that is intentional then the wiki should likely be updated.

Just tested this in the latest beta (1.13.0.6) and it's definitely still an issue although the 1.13.0 wiki article claims it should be fixed.

For creeper farms Witches are the most problematic MOB and should have higher priority (regarding spawning prevention). Obviously two tall MOBs should not spawn, but also, based on the Wiki I believe spiders should be blocked from spawning under a trap door as only 1.8 block vertical clearance is available. "Spiders spawn in the Overworld in 3×3×2 space on solid block(s) (they only need 1 solid block beneath)".