Someone did a whole video on this if you want to see the actual data itself - https://www.youtube.com/watch?v=jpKbooL43Ns
Our realm too. Andriod, iOS, Xbox, switch, and Win10. Doesn't seem to be a rhyme or reason to it. Some portals work fine but the ones nearby dump your thousands of blocks away. One example is an Overworld portal at 3300 -3000 which before the update went to the correct location now is spitting you out at -400 -400 in the nether (no didn't get those positive/negatives wrong). Another player went in their portal only to end up 2000 blocks away from where he expected to come out.
Appears this update includes the "Infinite Improbability Drive" from the Hitchhiker to the Galaxy series Never know where you are going to end up. 😉
Additional info:
Not experimental mode.
On Win 10
This is a realm world, but confirmed on local worlds as well
If they move off the block to a top slab they burn.
This issue has returned. confirmed on Realms using 1.5.3
[media]We also have been having the same issue on the 77th Combine. We've tracked to see if it's during the auto save period (it's not from what we can tell), specific time (can happen all day, at night, or even be fine for a few days), specific user (happens sometimes to same user, but usually there doesn't seem to be a pattern), or region (people can be any number of places and the issue can happen).
Only constant is it happens when player signs out. It appears to roll back to whatever the most recent chunk block save was. Sometimes this is just a few seconds, other times it may be a few minutes. We will lose items if they were removed from our inventory or e-chests, or duplicated them if we picked them up (either from existing chests of from existing placed blocks).
Our players are on Windows 10, Android, and iOS. Far as i know we currently don't have any XboX One players to test against.
Issue is also not always consistent. Sometimes I won't have any chat lag. Other times I will type a whole sentence and hit send before i'm even seeing half of it on the chat window. Doesn't seem to matter if there is 2 player sin the realm or a full realm with 10 people. It does seem to be there more often than not.
Issue appears to still be happening in 1.1. Newly generated 1.1 world still generating empty "shell" monuments. They appear fully form but are completely void of elder guardians or items.
Some additional information from testing. Water source has different heights depending on surrounding water blocks.
Single water block, surround on 4 sides - water is 3 pixels from the top. Bobber sits well within the water source block, not activating tripwire in block above
Single water source in complete 3x3 box - water is 2 pixels from top. Again bobber fully sits within source block
Single source block with water blocks on corners will raise the bottom source block to the full block pixel height. Bobber will be floating between blocks. Assumption is tripwire would be activated but unable to test due to water removing string.
Single source block with solid blocks in corners (vs water source) revert to 2 pixel height (as seen in last comparing image.
Not sure if this is expected behavior or not.
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This was with testing the Win10 version. Assumption is other PE version similar effected.
This is also related to a similar issue effecting worlds in Realms that grow too large it seems. REALMS-333
But the issue only seems to be contained within the mob spawners themselves. Other light sources do not seem to be effected (at least as far as I can tell). If i turn off a red stone light, and log out and back in it stays off and the area around it stays dark. Only when it (or some other light source) is in proximity of a mob spawner does this appear to be an issue. Wouldn't that be in this ticket and not a general lighting issue?
As we have no F3 option, I can't tell when the issue is happening what the actual light situation is. If it's just a lighting glitch that isn't reporting right (although not sure why Mob spawners would cease/continue to work if this was the case) or if the issue is actually changing the lighting levels country to the light sources available.
All torches removed inside area. this is the image after logging out and back in. As you see all area is lit up, but no light sources are in area.
Redstone lamps all off. Only source of light in room. Room appears dark when lamps turned off but no spawns. Logging out and back in shows this image.
Issue is not fixed. however is wider effected than reported. Issue is two fold -
1. Spawner will not spawn even if dark. When this issue is happening removing light sources (torches, redstone lights, etc) the room will appear dark. however login out of the realm and back in will show that even though all lights are off/gone, room is sitll completely lit up. I've attached an example image of this. Notice all redstone lights are off but room is completely lit up. Other areas do not seem to be effected.
2. When issue is occurring, adding light sources to a room will not light up the area. Once again the room will appear to be lit up, but logging out and back will show that the room is now dark. I don't have an image of this as mobs keep appearing and attacking.
This issue does not happen all the time. However on our realm (and the previous realm before the reset shortly after 1.0 release) was having this issue. When it is occurring it appears to effect all spanners at the same time, locking the lighting of the room till "Something" resets and the lighting in spawn rooms once again start working again. Cause and fix of issue is currently unknown.
Also to note - when spawners are working properly, logging out and back in still shows correct lighting inside a spawn room. (aka if lights are off it is dark, if lights are on it is light)
Pho - the 0.35*n formula is for the max villagers population, not the floor. From my understanding there is no minimum required for villager breeds so long as the cap has not been reached.
That being said, the limited space recognizing houses could account for the cap to being reached by only a couple villagers. 5 doors would have a max of just 2-3 Villagers. The only countrary evidence to this is that I was able to breed previously (in 1.0) and then they stopped. I still have two Villagers in the same area as before (the baby ones escaped and then died by zombies). The number of doors have not changed. But for some reason now they refuse to breed even with food. Is anyone able to see if villager reputation is at fault, or a way to see what doors are active from within MCPE?
I had villagers breeding until couple of them died. Looks like the reputation of the village goes down and at that point they stop breeding. Then as some always die, they eventually all will be gone.
We need a way to increase the reputation to bring back up the value so they can start breeding again. On PC this is done by trading, but that isn't an option on PE.
Note: I am giving wheat to the villagers and have plent of valid houses, and it work initially, but after the deaths no amount of food would allow them to breed. Also my first successful breeding session was after curing two zombie villagers so the minimum number value doesn't seem to be applicable or at least there's some other variable.
I'm able to partially confirm this. I was in a field with 2 endermen. Looking straight at both of them, well within the 64 block endermen observe radius, and they refused to acknowledge my presence. Eventually they teleported away beyond my range. This has also been confirmed by others on our realm.
I've also had plenty of endermen attack me when looking at them. It appears there is something wrong with the detection being watching mechanism that throws them off. No items were blocking view, and no transparent blocks were in the way.
May be intentional: Have noticed that in "warm" environments (hills, plains, etc) top snow melts (but not snow/ice blocks). Top snow does not appear to melt in cold environments (ice plains, etc) regardless if snowing or not.
Of possible relevance: http://www.minecraftforum.net/forums/minecraft-discussion/survival-mode/2640790-killed-armor-almost-destroyed-by-skeleton-while?page=2
Could it be that there is code to allow for spawning on snow for Strays (and therefore Skeletons)? Thus only when you start having torches down and clean blocks available would non-skeletons spawn. I know for a fact that Skeletons and Strays can spawn on snow. Don't know about other mobs.
I believe this issue isn't what it first appears to be.
I'm in a realm where originally only Skeleton's and Stray's were spawning in the ice plains. I have since built a fairly large structure and lite up most of the area. I've also taken care to kill the Skeleton's and Stray's that are not being automatically killed when at Sunrise due to armor. And since doing this I now have seen creepers, spiders, and zombies also appear.
I believe the issue to be due to the apparent higher than normal spawn levels of Stray's and Skeletons, and that they often will spawn with protective armor. If left alone, they will stay, and the following night another larger number of Skeleton/Stray's spawn, again with a % with protection. Between their ranged attack causing it difficult to kill them in large numbers, and this (seemingly) higher spawn level, it appears that the overall mob level quota gets reached, allowing for no more spawns, and therefore no more zombies, creepers, or spiders to be able to spawn. Does anyone know if this assumption is correct? Do ice plains allow for higher level of spawns? Or is it that both skeletons and strays have different levels that can be reached, eventually blocking off any other type of mob?
100% Confirm. Doesn't matter if it's a blocking being pushed into a Moss block or the piston directly. It's treats as a solid stone block unlike it's Java counterpart.