mojira.dev

Rich D

Assigned

No issues.

Reported

MCPE-38099 beacon effects not working Duplicate MCPE-37551 Husks randomly not taking fall damage Duplicate MCPE-36317 random freezing Invalid MCPE-35294 Drowned filling mobcap Duplicate

Comments

The issues are not about stacking villages in creative mode, most of the farms can be set up to work fine with nothing else in a flat world and only 1 player on.

As soon as it is on a realm or server with other players in a survival world it will just stop working due to the issues villagers have with unlinking beds and randomly chosing new workstations thousands of blocks away. 

The new trading was added to both versions at the same time but they do not work in the same way, this is much more of a bug than a parity issue. If you can trade for 6 enchanted books in one day in java but only once in bedrock then it's simply been coded differently by the two teams and thus one of them have created a bug.

Parity issues should be requests to bring a feature from one version to the other, such as sweeping edge, being able to push chests with pistons or being able to crouch under 1.5 tall gaps.

Also this isn't just a trivial difference it is a small part of a much bigger issue with villagers and villages just not functioning correctly in the bedrock edition right now. 

I think they are not supposed to be able to be pushed and pulled anymore... however this seems a different bug where anything pushed by a piston that should then convert to an item and be dropped is no longer dropping anything. If you place 2 scaffolding blocks on top of each other and push the bottom one then only 1 will drop and not 2

they won't despawn as they will be set as persistent if you interact with them so this is working exactly as it should.

The issue since Update aquatic is solely down to the Drowned. The spawn in any water block not just source blocks and can spawn with air above them. Unfortunately most world have pockets of water scattered around. When the Drowned spawn in these it will depend on if there is a solid block above them or not to determine if they are a cave or surface spawn. In many areas you will get both in the same pool as part of them are covered. Drowned will not die in sunlight as the water protects them. Most of these pools are generated so that mobs cannot get out of them so they never reach the surface. Its very easy to walk past these in your world and for the mob to target you but then be unable to get out. This will stop them from despawning as they will have the persistence tag after this. So after a while you will get 16 or more Drowned in one small area preventing spawns on the surface or in caves around that area. In oceans they will spawn on the bottom on the ocean and in water flood caves so again you still have the same issue. A density cap limit on them in other biomes other than oceans would solve the major issues that people are having, similar to how Ghasts have a limit in the nether or surface spawned creepers in the overworld.

Though I can see this could be considered a duplicate of the overall mop cap limits, this could be fixed very simply in the same way as ghasts in the nether or surface creepers have a fixed limit thus other types of mobs could be spawned in the same density area. Previously mobs could not spawn in water but now with the Drowned they can so it has drastically changed how the game runs on the long term and how mobs will appear. Setting the density cap to 2 Drowned surface spawns and possibly 4 cave spans would instantly solve the issue that has occured that is specific to the latest builds and not to older versions. The other idea that having a slider to increase mob cap would not help as instead of 16 Drowned you will end up with 100 Drowned all in the same place.

Happened to me in single player not on a realm at all... 2 villagers both of which I had just opened trading windows with but not actually traded so they had been interacted with but were spawned from spawn eggs.  Both within the area of 191,166,214 and 218,157,186 ... This is within a set tickingarea, used a portal at 244,169,324 leading to the nether at 30,70,42. Returned from nether to find them both instantly gone. But 6 other villagers in the same area were still there. This is on Xbox one 1.4.2 ... I have a feeling this might be related to the mobcap as have lots of other mobs both passive and hostile in the tickingareas and possibly am over the 200 limit even though most have been from spawn eggs, but has only just started to happen as I built more farms. Have also had a snow golom disappear which had been sheared of its pumpkin and name tagged recently. Oh and render distance 22 and simulation distance 10... But has happened at render distance 10 too

same here on xbox one too... just causes game to crash to dashboard. pistons work ok if not pushing block but as soon as you push a block it locks game and crashes out after 2 or 3 minutes