They are Functional Blocks, but not Building Blocks too? That doesn’t make sense when we have Doors and Fence Gates that are both Functional and Redstone.
Confirmed it happened
[media]I can confirm about this bug.
[media]This still happens to this day. You better patch it along with Country Lode Take Me Home.
Having a PC Launcher here, I can say that load times are slower than Java. Just trying to open up Settings while in the Main menu takes several seconds to load up. I also noticed that it lags other programs just being open compared to Java, where it rarely happens.
I would like to ask the devs why Java edition considers this as a WAI feature but not on Bedrock edition. How will you achieve parity with this?
Here are my findings:
Render 2- Speed 190
2024-08-25 14-44-40.mkv
Render 12- Speed 512- Spectator Fixed
2024-08-25 14-42-02.mkv
Render 12- Speed 512- Spectator did not Fix
2024-08-25 14-48-23.mkv
Yeah, this is the main crux with the mace. Based on when you time your hits, either you still perform damage and do a smash attack, but you also take damage (usually killing you with no protection) and have the wind burst effect or it fails, or you manage to kill the entity, smash attack activates, but the wind burst effect fails.
This is not about Wind Burst not negating fall damage. This is about successfully hitting the target but still ended up taking damage. The expected behaviour is that the smash attack should still trigger Wind Burst after killing the target. However, there are times where Wind Burst fail to activate (death screen does not show the character flying up), or the entity dying takes priority before Wind Burst activates.
The change log did not mention this at all. Thanks anyway.
Can confirm, here are my findings based on number of hits.
Smash attack from Mace at 10 Blocks high against a Zombie with a Full Set of Protection IV Netherite Armor:
Unenchanted: 8 Hits
Breach IV: 3 Hits
Density V: 3 Hits
Smite V: 10 Hits
Critical attack from Mace against a Zombie with a Full Set of Protection IV Netherite Armor:
Unenchanted: 31 Hits
Breach IV: 8 Hits
Density V: 31 Hits
Smite V: >110 Hits and it is still alive
For other circumstances against an unarmored zombie while performing a Critical Attack:
Fist: 15 Hits
Netherite Sword: 2 HIts
Smite V Netherite Sword: >15 Hits and it is still alive
Can confirm, here are my findings based on number of hits.
Smash attack from Mace at 10 Blocks high against a Zombie with a Full Set of Protection IV Netherite Armor:
Unenchanted: 8 Hits
Breach IV: 3 Hits
Density V: 3 Hits
Smite V: 10 Hits
For other circumstances against an unarmored zombie while performing a Critical Attack:
Fist: 15 Hits
Netherite Sword: 2 HIts
Smite V Netherite Sword: >15 Hits and it is still alive
The New Dispenser traps are also generating behind walls. This is in Pre-release 1 for 1.20.5
[media]Issue is apparent in mobile devices and even on PC on different browsers as I have tried Chrome, Edge, and Firefox to log-in.
Reduce the spawn rates for Ghasts in Soul sand Valley. It is not fun navigating or even spawning in that biome. You'll get pelted by at least 2 of them when you get there and more will spawn there. It doesn't help that you'll get slowed down by soul sand, making you easy targets for Ghasts and Skeletons.
I'm playing in 19w40a and I've managed to make a small village. This time, only the unemployed Villager doesn't go to the vacant bed. They go to the house with the vacant bed but as soon they go to the door, they open and then close it, and proceeds to wander away. This process basically loops, not even using the bed. It will only use the bed if I manage to trap the villager with a block as soon as they interact with a door. Now, even if they managed to use the bed this time, they'll proceed going to this loop behavior again.
Still apparent in 19w40a
[media]Still apparent in 19w40a. I removed the flowers in these areas and moved them someplace else.
They can also open on corners of the solid blocks if the topside is only covered by slabs.