Same issue here. Realm got laggy after we grew a ghast up from a baby. I can confirm moving the friendly ghasts away from my camp (so I cannot see them) helped.
Can confirm still present in v1.19.10
I have the same gpu and the same issue and still no idea on how to fix it, very sad
Please, i make some short video.
And if it is data packs bug are they fixing it??
Yes i actually think someone twitted about this bug to
I have mob head drops double shulker shells and coordiante data packs from Xisumavoid but i tested in a world without and still there is a bug
Ok there is the screenshot of me in 20w49a In a world that was created in 1.15.2 and upgraded to the snapshot and you can see that the squid is droppuing nothing but xp just like all of the other passive mobs
Ok i will
Thank you
I meant the bedrock addition sorry about that. But yes I have been having this problem for quite a while
I bought the game yesterday for my Nintendo Switch, it keeps giving me the "something went wrong" error anytime I try connecting my Microsoft account.
EDIT: I managed to fix my issue, I think. First, I deleted Minecraft's software/save data/cloud save from my Switch. Then I redownloaded the game, but this time I put it on the Switch's hard drive instead of my micro SD. Now it lets me sign with the microsoft account and play online, but it showed me an error message about the Marketplace.
pls help
After longer testing I am certain that the price of Tools is calculated with picked enchant level in mind (which is between 5-19). Just like being unlucky when enchanting at lv 15 and just getting unbreaking 2, he will still have a high price for it, while other villagers offer "lucky" enchants with Sharpness 2, Unbreaking 2, Knockback 1 for the same price.
Basically, some villagers pick "Lv 15 Enchantment" and get Unbreaking 2, but still want 16 emeralds for it.
Other villagers also pick "Lv 15 Enchantment" and get Sharpness 2, Unbreaking 2, Knockback 1 and also want 16 emeralds for it.
Because the price is not related to "overall enchantments" and their "worth" but simply by the picked enchantment level.
Although one sword is significantly better than the other, the enchantment cost was the same, and thus the price is also the same.
In the example of Knockback 1, one villager needed "Lv 18" for example, and wants 18 Emeralds, and the other one just needed "Lv 17" and wants 17 Emeralds.
This is how I understand how their price is related to enchants. I couldnt explain it otherwise with the results of my experiments.
You are saying that when a villager picks a book the book's prize can fluctuate although it is the same book. In your example Aqua Affinity, which has an Enchantment level of 1, has a price of 15 emeralds for one librarian, and a price of 7 for another (or the trades were reset, same thing).
Fluctuating prices for enchanted items are normal (see Enchanted Armor, Tools and Weapons), but not the topic of this report. The report is talking about fluctuations although the enchant is the same. Which, in fact, is normal, as you can see here: https://minecraft.gamepedia.com/Trading#cite_note-book-java-7
Else "Mending", for example, would always cost a certain number. While many people know that mending's cheapest price is 10, and can go up to 38 when trusting the Wiki (Explanation: Mending is a level 1 enchant => Price fluctuates between 5 and 19 => Mending is a "treasure enchantment => Price doubles => Mending can fluctuate between 10 and 38).
Thus, your "bug report" is not a bug. Fluctuating prices for the same enchant on a book are intentional.
But if you mean that a villager that sells i.e Aqua Affinity to you for 15 emeralds, but you decide to reset his trades by destroying and replacing the Workstation until you get Aqua Affinity again, youre expecting no other price than 15 emeralds... How exactly are you expecting him to remember this price? There is no seed for prices like there is for enchanting for example. Thats why people always reset villager trades to get a certain enchantment cheaper. The price always is chosen random with the few conditions cited in the link.
I checked pages 1 and 2 and didnt see any similar issues. I just found out page 3 has 2 issues that describe mine perfectly, making this a duplicate.
Mending works like this: When collecting an XP orb, it will be given to one of your currently held mending items (so up to 6 if you have full mending armor + holding a mending item in main- and offhand). Thus, the chance a certain wanted item to be chosen can go as low as 1/6. If the chosen mending item is already fully repaired, the XP will be added to your XP bar, otherwise it will repair your item.
This works as intended. You seem to expect something different to happen though. I assume you expect the game to select an item, check if it needs repairing, and if not, instead of adding the XP to the XP bar, check for a different held item and repeat the process until either an item was repaired, or, if no item needs repair, finally add it to the XP bar.
Switch doesn't support that kind of stuff. Maybe switch2 will in the future.