My test environment was a survival (normal terrain) realm, Windows 10, not the owner, no add-ons (both realm and client-wise). The world is about 1.3GB and is almost two years old, though this issue has dated back earlier than when I reported.
Both REALMS-9191 and REALMS-9231 are reproducible for me in the same world.
This is still reproducible with
<- Way Out
Image also attached,
Did you activate the pack under Settings > Global Resources?
Seems fixed for Realms - they now show up in the same order every time (though I'm not quite sure how it's ordered).
To add on, the circuit as shown in the book is still valid, but only on the Java edition of the game, because it requires that sticky piston spit out their blocks, which is a Java-only feature (MC-5726). Sticky pistons not doing so on Bedrock is also currently working as intended (MCPE-36986), hence this circuit will not work on Bedrock.
Redstone on the MCPE/Bedrock Edition couldn't even be placed on the ground until late 2015.
Still an issue in 1.17.10.
Still an issue in 1.17.10.
Still an issue in 1.17.10.
I have got this to happen once, via the behaviour that you describe as the blaze holding its charged, which can be considered MCPE-45311/MCPE-89026. By having the blaze fire once, getting out of range, then getting back into range for the blaze to then fire twice immediately, I was able to observe the third fireball going backwards at a slow speed, which then disappeared upon contact with the floor. I was not able to reproduce this again subsequently, and I think part of this is because the first time round, the second fireball seemed to actually fire downwards, which I also observed with skeletons while testing MCPE-89026 (the arrow would sometimes land right below the skeleton on the floor when they shot in the case of MCPE-89026).
This is still reproducible in 1.17.10.
What this ticket is saying is that when you move out of the range of a skeleton that is actively targeting you, and move within range again after a while (even after it has stopped looking for you), the skeleton will instantly shoot at you. What differs from ghasts as described in MCPE-45311 is that the skeleton does not visually show that it is still "charged", which is like what you observed.
I'd think the underlying cause is the same, so resolving as a duplicate instead may be feasible.
We're using MCPE-129901 as the main ticket to track this issue, so this ticket is being resolved and linked as a duplicate. Thank you for your report though!
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, do use the search feature to see if the issue has already been reported.
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The Beta 1.17.10.22 changelog includes this change:
Fixed a legibility issue with some Japanese font characters
Does this fix the issue?
If you access the website and get something similar to the following page:
Then the website is working perfectly fine. If you are referring to the description, a description is not required for the website to work properly.
Your hotbar shows that you have an activator rail. Powered rails have yellow on its sides.
Click the blue text:
If you somehow still can't click it, download it from the attachments or use this:
Simply click the blue link and it should download automatically.
On a side ntoe, it is listed as "MAY NOT WORK" when you look at the pack description because I wasn't sure if the only issue was the toggle. Others have since confirmed that enabling the toggle works.
I believe that @unknown's issue would actually already be covered by MCPE-121708, so I am requesting it to be relinked as such.
Also, I initially confirmed the report as my initial test on the beta found no dungeons, while another device on 1.17.0 running the same seed and same coordinates contained dungeons. In subsequent tests, however, I was able to find dungeons in other seeds, and creating a new world with the same seed from the positive test yielded dungeons, hence my confirmation would be void as I could not reproduce it consistently.
@unknown could you provide the seed where dungeons generate?
Removing 1.17.0 from affected versions because this issue is not present in that version. Repeating the teleportation in 1.17.0.23 beta yielded no dungeons.
At least on the one Realm that I play on, the issue as originally reported (i.e. text disappears after chunk reload/relog) has stopped occuring for at least a few weeks. Text may still disappear immediately after exiting the sign GUI (REALMS-3491/REALMS-2514), but if the text stays on, it is still there after relogging.