To explain what youre seeing: that is a TNT entity. It was pushed through a portal at the moment it blew up in some past version, rendering it stuck like that. You can move them around with fishing rods. They’re a neat little novelty item to have.
If you want to get rid of it however, try running a command to kill any primed tnt entities.
This seems like block lag. Including a world download might be helpful, as it could then be investigated as to whether this is the case.
I’m not sure i understand your issue. Could you send a video showing how to replicate the bug?
Do you have the hopper minecart on a powered activator rail? If not, then it might be what is sucking all the items out, as it isn't locked.
I can confirm that this is the case. I joined my sister’s world (hosted from her iPhone) with my android phone, and neither of us could see the other’s skin.
I have just realized that that was not my screenshot. However, it shows the bug very well.
I have found that in the latest version, an android device can connect to a world hosted on an IOS device, but IOS cannot join android hosted worlds.
I have noticed this. I think the relative sea level code was implemented incorrectly or not at all.
I am unsure. I will check and get back to you.
I have attached the screenshot to the report. As you can see, the dust is not pointing into th block behind the repeater.
I have found that the signal transmits through blocks that aren’t directly powered. For example, an armor stand on top of a redstone lamp will change pose if the lamp is powered through a block. Many other things that dont even conduct redstone also work, the strangest of which have to be the dragon head and TNT.
I have found that if the component the armor stand is on is activated, the armor stand will change state, even if the component is being powered indirectly. This includes stuff like lamps, repeaters (which arent pointing into the stand, by the way), and even the dragon head. Are the trapdoors being powered? That might explain why the armor stands are reverting.
I’ve seen it happen here and there, but I Haven’t tried to intentionally reproduce it in 1.17. I’ll check and let you know.
Ive found this issue as well; and discovered that any orientation works as long as there is a block adjacent to the tip of the cluster. Useful for building though, so this is one of the better bugs I’ve encountered.
Hi. Sorry for not getting back. I havent been able to test this in the latest version due to not having a lot of free time. I remember seeing it happen a bit more recently, but i will try to test it in the newest version. As for the steps to reproduce, here they are:
1)build a staircase using stair blocks (note: might be directional)
2) build a roof above the staircase, again using stairs, but upside down this time) such that there is a 2 block gap between stairs that occupy the same x and z coords.
3) sprint up the stairs
4) attempt to sprint back down
Expected results: the stair tunnel would not be traversible, as the players hitbox is 0.6 blocks in width, causing the upside down stair that is located 2 blocks above and one block in front of the stair you are attempting to climb to block your movement.
Observed results: you can sprint up the stairs just fine, but you cannot go back down.
This happened for another friend. Th player cap was shown to be -2billion or something.
This appears to be a form of client-server desynchronization. The server thinks you are still on the strider, while your client thinks you are elsewhere. You cannot break blocks further than 5 blocks away because the server calculates your reach based on your server-side position.
This is still a problem. It Affects the most recent 1.18 beta on android 7.0