mojira.dev

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MCPE-50542 Pistons are getting activated by inactive redstone dust Incomplete MCPE-34260 Witches do not drop potions they are holding 100% of the time Cannot Reproduce MCPE-33388 Water streams do not function, as water source block has no flow Duplicate MCPE-22923 Game Freezes Fixed MCPE-22733 Rabbits are too fast Cannot Reproduce MCPE-22340 Horses do not make it to nether Cannot Reproduce MCPE-21834 Using bone meal on 1 block grass or ferns does not consume bonemeal Fixed MCPE-21833 Triple fence gate does not align Works As Intended MCPE-21653 Trying to export a world to OneDrive causes a crash Cannot Reproduce MCPE-20281 Odd villager jobs/careers Cannot Reproduce

Comments

The water pit full of drowned is a common issue, caused by spawned zombies seeking shelter in small lakes, then getting converted to drowned because they are under water. I had a number of these. Cleaning these pools and covering them up (of filling them in) helps with getting mob spawns (that is until they spawn somewhere else to never de-spawn).

I think I have a consistent repro. This has to do with chunk borders. Attaching the setup. 6 beds, configured as Z=95:head side, Z=96:foot side. Employed villagers. Tripwire setup which keeps a redstone stone lamp on if the tripwire is triggered (requires manual reset by replacing redstone dust after each round). Nearby nether portal. Set the time to night, have villagers sleep. Make sure the lamp is off and circuit is intact. Go into nether, come back. Lamp will turn on. Replacing tripwire with solid blocks will cause villagers to take suffocation damage over time, and eventually die.

Attaching a screenshot of my setup. The first issue was seen when the beds were arranged to be beside walls. The second issue, which was the most problematic for me seems to be fixed in 1.12.0 (I have slabs on top of beds, replaced with dirt blocks to test the issue before the screenshot). Third one, I'm not sure under which conditions happen.

There are actually several issues here:

  • Villagers get into bed in incorrect orientations and slowly shift back to the normal sleeping position. This can cause them to suffocate if there are solid blocks nearby.

  • Sleeping villagers, upon load of the game, stand up in their beds, causing them to suffocate if there is a 2 high ceiling with solid blocks. Weirdly enough, in my case this only seems to affect villagers lying on bed that are set up in east (feet) to west (head) direction. However it could also be a chunk border issue as all the affected beds were in line.

  • A villager can directly, without other elements mentioned above, suffocate in the bed. Seen with a farmer, but this issue seems rarer than the other two (which repro every single time).

I can confirm this issue. When sleeping villagers are loaded (load game or travel through dimensions). They are loaded in weird positions, and slowly shift back into their normal sleeping position. during the process their head can end up in solid blocks even 2 blocks away from the bed.

No, this shouldn't turn into another Java version that is riddled with "feature" bugs. Yes the design above becomes bulkier one block, but it is still possible. I doubt any contraption "needs" this behavior, they may be slightly smaller with it, but they can be fixed when this bug is fixed. There are other ways to simplify contraptions like this without creating bugs on purpose. Funny enough, I had a suggestion for handling some of the quasi-connectivity disparity, a solid block that acts like redstone dust, which would keep the design in the screenshot compact even after the bug is fixed. You can find that suggestion here if you are interested. 

From the video, it does look like the extended (or extending) piston (middle top piston under the doorway) is getting pulled by the piston below it, which should not be possible. So there is likely an issue there. 

This seems to be fixed, thanks.

Based on your description and the screenshot, I think this is working as intended. The issue is not that the farmer is harvesting recently planted crops, it is rather that the crops pop out of the ground because there isn't enough light (They require light level of 8 if artificial, 5 if natural) to stay planted. The mechanics here can be a bit confusing however: The crop without enough light will only un-plant when it receives an update. In the farmer case, this is typically due to the crop getting updated because the farm land next to it was planted, which makes it look like the villager is harvesting them. This is actually a mechanic used in some fully automatic carrot and potato farms.

You can sacrifice one farmland to have light reach the other crops. Or if you have 3-high ceilings, you can place lights on top of these areas to have them grow the crops.

Please verify that your world can unlock achievements. The world settings UI would have an indication at the top if the world has achievements disabled. Achievements do get disabled on worlds where creative mode was turned on, or cheats were enabled even if you turn them off later. It is also disabled in world generated from templates.

Another possibility is if you aren't signed in to the game (bottom right corner in the main menu), the achievements won't unlock. 

This is working as intended. The mechanism in the video depends on a bug commonly known as quasi-connectivity as well as pistons retracting instantly. Neither exists in Bedrock, so that particular design is not going to work. There are however a number of different TFF designs out there that you can use. Attaching images of one that uses similar resources (no slime, no nether quartz).

Ok, so after experimenting around this a bit more: Witches only drop potions when killed by player (or tamed wolf). So my idea was flawed. When killed by player, they drop the potion they are holding sometimes. Wiki states it is dropped all the time for Bedrock, however that is not the case. So I suspect 100% drop was a bug in Bedrock, and got fixed to have similar drop rates to Java (I don't have enough samples to verify this yet), therefore it is working as intended. Since I've not seen this in the patch notes (sorry if I've been blind), so I'm hoping this issue can lead to confirmation of the change.

This is working as intended. You can replace the repeater with redstone dust to fix your door (you'll need the repeater set to 4 ticks on the path (instead of directly pointing to pistons so that the timings are correct). The bottom piston should have never extended before, because it wasn't getting any power (piston is transparent so it won't power the piston below, and the block beside the bottom piston is not powered). However due to a bug in Java and Legacy console editions commonly known as "quasi-connectivity", it was extending because "if it was one block above its current position it would have extended". Bedrock code base does not have this bug.

This feature is no in Bedrock code base yet. You can provide feedback for this request here: https://feedback.minecraft.net I believe there is already a suggestion about it in the commands section.

All I'm saying is there is a related fix in the changelog. I have no idea what will be in the actual update.

Beta 1.5.0.10 change log mentions a related fix: Guardians once again spawn in valid water source blocks

This is a bug in the legacy console editions and Java edition that is commonly labeled "quasi-connectivity". Bedrock edition does not have this bug, so this is working as intended.

You can fix your circuit in the first screenshot by replacing the repeaters facing the pistons with just redstone dust. Dust will connect to the top pistons, and power them, as well as power the blocks they are placed on which in turn will power the pistons below. 

 

I think this is fixed? I've not seen this issue in the recent versions.

As mentioned, this is working as intended. Mob Griefing rule, when disabled, prevents any mob from affecting the world or items in any way. Crops are part of the world, so they won't harvest them. Air above farmland is part of the world, so they won't plant. They will also not pick up items, regardless of what or who dropped the items. You can provide feedback and suggestions here: https://feedback.minecraft.net/

I believe this is working as intended. Iron golems do not function when underwater, they become passive entities. You can read more about iron golems here: https://minecraft.gamepedia.com/Iron_Golem

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