Also happens at X=255 pushing from the +x side to the -x side
Ender pearls in Bedrock Edition have no drag, as specified by the
"inertia": 1,
"liquid_inertia": 1
in the entity file.
I’ve reported a similar bug detailing a different setup with moving blocks. MCPE-224099
This is useful for counting stacked wind charges precisely.
I've only noticed this when the wind charges are going down and collide with a block. I suspect the issue is caused by a wind charge exploding and cancelling thr momentum of all other wind charges, causing them to fail thr collision check.
Skeletons do not start drowning instantly, and burning mobs automatically pathfind into water.
Isn't this because breezes will not attack when within 2 blocks of an enemy, an intended feature? Sitting in the same boat as a breeze surely puts you closer than 2 blocks.
Have you enabled the option to improve input response time? I've had it enabled once and it made the game unplayable in a few minutes. Disabling the option fixed it for me.
I have heard that they changed the way slime blocks work recently.
You likely were killed while stuck in the loading screen when moving to the overworld and retained only your maximum 7 levels of XP. There is also a bug where some entities spawn over world spawn at y=32767, which may have happened to your items but not your XP.
Does not affect glass panes with no connections, nor with only straight connections. Corner connections are bugged. Same for fences and iron bars. For these blocks, it appears that the hitbox used for the detection has been mistakenly set to the cursor/block outline you see when looking at a block.
Affects fence gates, even when open, treating them as a full block. This also happens outside of the box marked by the cursor/block outline.
Does not detect the hitbox extension of open shulker boxes.
The case with brewing stands appears to be particularly strange. It is not treated as a full block, because the player can stand just on the edge of the base hitbox, and successfully run /tp @s ~ ~ ~ true. However, moving towards the column causes the bug.
Possibly confirmed in 1.21.05. Built two large nether portals that lit and unlit quickly, framerate dropped slowly to about 2fps but only when looking at the portals. Breaking the portals did not stop the lag, nor did closing the world. Restarting the game fixes this.
EDIT: This issue was caused by the option that improves input response at the potential cost of performance.
Seems to be fine with burnable (destructible by fire) blocks such as planks
[media]Confirmed in 1.20.13. Smithing tables were used here.
[media]
For whatever reason TNT doesn’t have this issue.