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This is likely intended behavior, not a bug. In Bedrock Edition, pandas have a very strict breeding requirement: each panda must have at least 8 bamboo plants within a 5-block radius in order to enter love mode. If this condition is not met, feeding them bamboo will only make them sit and eat it, without triggering the breeding process.

The "love hearts" you saw might be a temporary feeding animation, but without the required 8 bamboo blocks nearby, they will not produce green sparkles or a baby. This is different from Java Edition, where pandas only need 1 bamboo within a 7×7×3 area. Please double-check if there are actually 8 bamboo plants around the pandas. If there are indeed 8 bamboos and they still don't breed, then it might be a real issue.

This is not a bug, but intended game mechanics. Glass is a non-conductive block (like slabs and stairs). Redstone dust on top of glass cannot power a piston underneath it. If you replace the glass with a solid block like dirt or stone, the piston will activate.

I strongly disagree with the reporter's suggestion. The current Bedrock Edition behavior is actually the correct and more logical one.

Think about it: when you break a chest, you are destroying the chest block, so the particles flying out should match the chest's orange/brown texture, not the light-colored oak planks. The Java Edition behavior feels like an outdated engine limitation or a placeholder, not a standard to strive for.

If the development team wants to fix this "Parity" issue, the better approach would be to update Java Edition to use the chest texture particles, rather than downgrading the visual quality of Bedrock Edition.

Please don't ruin the more realistic visual effects in Bedrock. Thank you!

Apologies for the slight misphrasing in my previous comment.

To be absolutely precise based on the game mechanics: 1 to 10 entities give Signal Strength 1, and you actually need exactly 11 entities to reach Signal Strength 2. (10 entities is still Signal Strength 1).

My core point remains exactly the same: a single entity giving Signal Strength 1 is completely intended behavior, not a bug. Thanks!

I think there might be a misunderstanding about how the Heavy Weighted Pressure Plate works.

According to the game mechanics, the Heavy Weighted Pressure Plate outputs a redstone signal based on the number of entities on it. Specifically, every 1 to 10 entities provide exactly 1 level of redstone signal.

Here is how the signal strength scales:

  • 1 to 10 entities = Signal Strength 1

  • 11 to 20 entities = Signal Strength 2

  • 21 to 30 entities = Signal Strength 3

  • ...and so on, up to 15.

Therefore, it is completely normal and intended for a single mob or entity to activate the plate and output a signal strength of 1. The plate does not require 10 entities to activate; 10 entities is just the threshold needed to reach signal strength 2.

This is the exact same mechanic as in Java Edition. I hope this clears up the confusion!