mojira.dev

Thomas Kreeger

Assigned

No issues.

Reported

MCPE-51499 Unable to catch enchanted fishing rods. Cannot Reproduce MCPE-51497 Touch control button for "fish" is inconveniently located in center of screen. Cannot Reproduce MCPE-27950 Cannot use Nether or End portal when parrot is on your shoulder Confirmed MCPE-27946 Langoliers ate the leaves from my tree! Cannot Reproduce MCPE-27497 Help command closes chat window. Cannot Reproduce MCPE-19538 Deep ocean chunks slower to render than all other chunks. Duplicate MCPE-19537 Sound never resumes if incoming call overlay's game. Duplicate MCPE-19536 Touch movement controls glitch out and leave my character turned 180 and looking directly downward at the ground Duplicate

Comments

I would gladly run my game with extra logging or journalling enabled if the devs wanted to trace the issue.  I sounds like a thread safety issue and I would think adding extra logging to this that people could submit to the bug would go a long way towards fixing this.   I understand such trace level logging would affect performance greatly, but providing a setting to turn it on or off would prevent this from bothering people who aren’t losing mobs and let the rest of us who find the game unplayable without this bug being fixed to get to the bottom of the problem.

Okay, so I spent several in game days fishing yesterday, and I finally received an enchanted fishing rod.  Total of 5 nautilus shells, 8 lily pads, 9 bows, 7 saddles, 12 name tags, 11 enchanted books, and 9 stacks of cod, salmon, tropical, or puffer fish.  So it seems like this could all be bad RNG, but I wouldn't expect it to take over 700 casts to land an enchanted fishing pole.

Was going to report the same thing.  The llama's push the trader all over the place.  They should not be able to push the trader at all.  Also, those llama's are totally annoying, they constantly try crowd inside my structures instead of waiting outside, and they move so much.  I would expect them to act more like sheep and just graze in place or wander one or two block between grazing for a while.

Have noticed this since 1.12.  Consistent whenever game is suspended.  Currently on a multiplayer world local to my device.  iOS 12.4, iPad Pro 9.7 inch 80 or 128 GB available, no other apps running.

It might be that older iPads have degraded batteries that always trigger cpu throttling. Perhaps a switch to turn off the calculation would “fix” the problem from user’s perspectives.

Confirmed on Minecraft bedrock edition 1.2.2.3, iOS 10.3.3, iPad Pro. I'll tame a new parrot add and test with 1.2.3 and report back, but I doubt it has been fixed.

Confirmed Minecraft bedrock 1.2.3 edition

Still waiting for this to be fixed. On 1.2.3 iOS 10.3.3 iPad Pro. Have a parrot sitting on a saddled donkey. Can't interact with the donkey, and interacting with the parrot to "sit" does nothing.

Is the chunks to render distance ratio actually accurate for the iPad Pro? When I free up memory and restart Minecraft, 14 chunks is smooth as butter, before bedrock, 16 - 22 chunks was just as smooth. Perhaps the ratio shouldn't be the same across all types of devices.

Confirmed on 1.2.2. Creative and survival both bugged

Thanks Travis, that is what I thought too, last I looked the tablet had GPU benchmarks better than ps3 xbox 360 consoles so it should definitely have little problem with 14.

I paid a little more attention this weekend, and I noticed that when I shut the cover and the magnetic case locks the iPhone screen it seems to take a long time to wake up. Sometimes it comes back at render distance of 6 and I have to do the dance of reset, quit, then I get 14 chunks again.

I think that memory pressure might be tickling something to make the game think it doesn't have the resources to run more chunks. I know iOS expects apps to adapt and doesn't really let them know anything about other running apps, but it seems like basic model information should be good enough to bypass whatever the GPU throttling code thinks the tablet is capable of. I would expect the game to eventually render out to my max distance after resuming because it wouldn't be memory constrained as the foreground app.

The photo numbers are the order of events

Diamond shovel with efficiency III is like trying to shave with a chainsaw for 1.2.2. Seems a little too fast now, but better than click, click, click, click. I seem to recall something besides crops and dirt/gravel requiring repeated clicks, but I'm not certain now. I think it was glass blocks, which I'm kinda okay with them needing explicit clicks per block.

This may be related, but I have building with a sandstone slab roof and it only shows up at gray on maps, similar to the building next to it with stone slabs. I was hoping it would look sandstone colored (the beige version) on the map.

Still an issue on 1.2.2 iPad Pro iOS 10.3.3

Initial load display a maxed line with stops at 4, 5, and 6 chunks.

Close world, open settings reset video to default. Quit game.

Open back up, slider goes up to 14, but that still seems limited. Before 1.2, I could get a lot further on this device.

Confirmed on 1.2.2 iPad Pro, iOS 10.3.3

confirmed iPad 4 / iOS 10.2 / MCPE 1.0.1.

Also, the first time crossing a portal is usually quick, "Generating Terrain" dirt screen shows nearly immediately. Each time back through leaves the GUI frozen for more and more seconds until the dirt screen loads, and then the terrain progress indicates that it takes slightly longer and longer to complete.

If you wait a few minutes, before going through a portal, then it goes back to being quick again. Seems to be worse with local multiplayer for all players.

I have an iPad 4 and have noticed this on 1.0.0 and 1.0.1. If I'm in creative and flying over the ocean it is especially noticeable. In some cases, when I hit an unrendered chunk and cannot move forward, I've sat still for several minutes and waited for the world to render out to my distance settings, but it will just sit there for minutes without updating the view more than one or two chunks to the side. However if I continue trying to push forward, it will sometimes render dozens of chunks very rapidly but only out about 4 chunks ahead of me, then I have to wait again.

The problem becomes much worse if I'm hosting a game with my daughters over wifi. If we are in different dimensions it is almost impossible for any of us to do anything.

If there is land ahead of me, it seems to keep trying / succeeding in rendering out to my max distance.

Whenever walking into an unrendered chunk, the foreground items vibrate and all rendered chunks vanish until I move back into a previously rendered chunk.

I can see the circle outline that appears when a block is touched when this happens so I believe the on screen hit box for the movement arrows isn't intercepting some touches and letting the blocks beneath the movement arrows intercept the touch instead.