mojira.dev

Sickle Inc

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Reported

MCPE-57330 Kelp Growth is much slower than it used to be Fixed

Comments

Still isn't fully working right

1.16.100.57

Android- Samsung Galaxy S9+

 

It was partially fixed-

It no longer is overlapping with the Hotbar, but now the text is blocked by the Level number

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This looks like it may be the same bug that was reported a Month later in: 

MCPE-61625

Other Observations:

 Changing out the glass panes with Solid Glass Blocks will "fix" the bug. As long as Bees are surrounded with full blocks, they will act like I expected them to.

• Bees on the bottom teir of my farm, even with glass panes, will work as-intended, but the ones in the top teir with a similar pen set up, will become stuck.

     -I think this is due to the celing on the bottom being 2 blocks thick. Since I tested putting an extra layer of blocks on the top, and the Bees didn't get stuck. Once I removed the extra layer, within a minute, several of the bees were stuck again.

• One thing to note, in 1.14, once a Bee was stuck, if you reloaded the world, it would still be in the same stuck position.

Having tested it in 1.16, when reloading the world, the bees now reset as if they were never stuck. But they will slowly all become stuck again

Speculation:

So what I Think is going on, is that the Bees are trying to Path Find through the partial blocks.

Silentwisperer has a video demonstrating this at Timestamp 0:56 : https://youtu.be/kDaQECQoHiw

 

I'll attach some screenshots of my farm, showing the stuck bees, as well as showing the farm when I put a second layer of block on the top

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Hi! I went ahead and tested it and yep, it still isn't working.

Android: Samsung Galaxy S9+

Confirmed Affected Versions:

1.16.100.56

1.16.100.57

Steps to Reproduce:

  1. Build a Bee farm, using Glass Panes or Fences as the pen walls (or any block of that similar type, partial blocks I think)

  2. Place Bees, Beehive, and flowers inside the pen.

  3. Wait several minutes for the Bees to get stuck floating

Observed Result:

When surrounded by certain blocks, Bees will fly against the blocks and become stuck there. They will infinitely hover in the same spot, never returning to the hive.

Expected Result:

When inside a pen made from Any block, bees should continue to pollinate and go in/out of the beehive. Following the same behavior that they do if they are surrounded by full blocks

Here you go: 

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I'm not fully sure if the link to the test world will work or not, if it doesn't then let me know. But I got the world set up as you requested. All the kelp has ceased growing with the 3 setups. One with 10 plants, one single plant, and one single plant that was bonemealed till it stopped.

 

I did want to add, that the bonemealed kelp would also restart to grow as long as you updated it after it stopped, by placing a block above the highest grown piece of kelp. Not sure if I made that clear enough in my other post. But thats why it seems to be effected by the same bug, and may not just be because of the interaction with kelp age.

 

 

@Umija5895M

Version: 1.16.0.55

Kelp growth still has some growth issues.

 

(All kelp was replaced just to make sure there was no carryover of the bug from previous updates)

 

The main problem is mostly the same as it was before. Kelp will stop growing after a few times of being harvested.

 

But, theres a slight difference this time. The kelp will more consistently continue to grow if you place a block above it to update the kelp. When before, updating the kelp would only Sometimes cause the kelp to continue to grow, but for the most part, the kelp would never grow again till replanted.

 

The easiest way to reproduce this is to have a kelp farm setup but only for a single kelp. After several harvests from the piston, or by hand, the kelp will grow once, and then completely Stop growing until the block is updated. And if it is harvested again, it will grow one block, but get stuck at the same height it was at previously.

 

I posted something a few updates ago on this thread saying I thought it was fixed, but I think the reason  I thought that was because I tested it using the basic kelp farm where 1 kelp making it to 3 high would fire off All the pistons. The pistons would then update any stuck kelp, and keep the farm running.

 

But after testing it for a longer period of time, the farm did break, and all the kelp ceased growing at either 1 or 2 high.

 

Now, I noticed that Bonemeal also causes Kelp to get stuck, and at least for me, it seemed that bonemealing kelp would actually run into this bug much faster than just turning the random tick speed up to 200 and letting it naturally grow. 

 

I'm not sure how bonemeal used to work, but I know that in Java, bonemealing kelp will make it grow infinitely. It bypasses the age system and so if you have a 100 block tall farm, the kelp will reach the top of it if you kept bonemealing the bottom kelp.

 

So either this not working in Bedrock is also just caused by the bug halting all growth for kelp, or there may also be a parity issue with Bonemeal accounting for kelp age. Which could be a separate issue... but it is still at least semi relevant because it is being affected by this bug.

 

Here are my testing setups:

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1.15.0.55

This update seems to have fixed kelp? 

I need to test the rates... but for now, kelp doesn't stop growing at 1 block high, even at high random tick speeds. And growth rates seem to be decent.

 

Anyways... thank you everyone for the work you've put into this bug report

Did they change it so that Kelp has a chance to reroll to an age of 25 when the kelp above it is broken? The last Id checked, Kelp age rolls are between 0-24(on Java at least), meaning you always get a guaranteed kelp height of at least 2. And depending on how you set up your farm(assuming observer above piston for needing 3 high kelp to activate), if at least 1 of the kelp you have reaches higher than 3 blocks, then it will break and reset all of the kelp. Which should lead to a very very low chance of them ever all stopping at 2 blocks high.

 

It probably isn't the root of the problem, and it may have been changed already.... but on the wiki it says that the Random Block Tick speed on bedrock is about 3 times slower than on Java. So if both versions have a 14% chance for kelp to grow when given a block tick, then already just that would lead to bedrock having a significantly slower kelp growth since it's only updating blocks 1/3rd the rate Java would be

Android: Samsung Galaxy S9

Versions: 1.14.2.50

 

I have a similar bug, and Ive had it ever since the first Beta update with Bees.

 

But oddly, it only happens to bees that are on the top level of a bee farm design I made. A bunch of them just float above the flowers and are all syncronized doing the same motion. They get stuck, and dont move, or if they are pushed, they fly back to the same spot and continue being stuck in that spot.

 

Although, All the bees on the bottom level beehive as they should, entering and exiting the hive when it is available.

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Was that a recent change? And if not... then something has definitely been changed since the jump from 1.13 beta to 1.14 beta.

I'm using the same farm, same place, same world. The only difference was the update.

After making a backup world  to test it in creative, I needed to set random tick speed to 20-25 to get about the same rates that I used to before these updates.

 

With about 1 hour of playtime(within generated chunk  distance) I only got about 20 kelp drops in total. And that was with 40 separate kelp plants in my farm. 

 

Pretty sure that it is some kind of bug or unintended change. 

Versions: 1.14.0.1 - 1.14.0.6 

Platform: MCPE Samsung Galaxy S9+

Worlds: Local Worlds, both Creative and Survival.

Issue: Mobs spawn on any blocks, including Transparent blocks like Leaves and Glass.

This causes hostile mobs to constantly be spawning on the tops of trees, making areas that were originally safe, now extremely dangerous.

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On my local worlds. Both in Survival and Creative

Thank god I'm not the only one with this issue.... 

Phone: Galaxy S9+

Version: Currently 1.14.0.6

Version since bug: 1.14.0.1

Ever since 1.14.0.1 this has been happening. I have an Island that I've completely made spawnproof, and it was working as such throughout all of the 1.13 beta. Hostile Mobs seem to ignore Most spawning conditions, including: Artificial Light level(torches, etc), Distance to player, and Type of block they spawn on. 

Something to note, this only seems to happen specifically during the night. Anytime during the day or rain, mobs will not spawn. So it seems that the daylight is still being respected. But not any kind of torch light. 

They also are spawning on leafs of trees(seems that they spawn on almost any transparent block). I get a bunch of Zombies and creepers dropping out of the sky because of this. 

And they Definitely aren't obeying the spawn radius rules. I had a creeper spawn 5 blocks from me in front of my face and promptly blow up. 

This doesn't seem to happpen in caves though. At least so far nothing has spawned in the caves Ive lit up. 

Though, when the caves are dark, it does seem like maybe some things are wrong? In a spawner farm, I noticed that mobs like spiders were spawning even though the only place for them to spawn was on moving water. Up until now Id never had this happen, though Im not sure if it was possible, it may have been.

I think that just about wraps up my observations... but please fix it, its made going out on my Safe island, kind of hell... with creepers and such everywhere they shouldnt be.