mojira.dev

Toby Vaughn

Assigned

No issues.

Reported

MCPE-25430 No "Sprint" controller mapping. Duplicate MCPE-25429 Converted world spawners do not spawn anything. Cannot Reproduce MCPE-18941 1.0.0.0 beta build 3 won't load on Pantech phone Duplicate MCPE-8907 White wool + bonemeal appears in crafting list; wastes bonemeal. Cannot Reproduce MCPE-8906 No way to retrieve a boat to let a pet out. Works As Intended MCPE-8896 Can only dye white wool, incl. option to dye wool white. Works As Intended MCPE-8895 Mobs won't exit boat, even pet wolf. Works As Intended

Comments

I wanted to be clear that the Xbox One beta was also affected, since this issue was added prior to release on that platform.

Present in Xbox beta of 1.2 (1.2.0.20).

This is even an issue with the new Xbox 1.2 beta (build 1.2.0.20).

This is even more noticeable on the 1.2 Xbox beta (build 1.2.0.20), since it works in the old Console Edition in Survival just fine. In 1.2 beta it doesn't work at all in survival.

Still an issue in 1.2 beta build 7 (1.2.0.22).

Still a problem with 1.2 beta builds 5 and 6.

Still a problem in beta build 4.

I have the same "Synching pack with server" crash, but it happens for me with any world, including a freshly created one, but only if I'm connected to the internet. It is very consistent; if I disconnect after I press "create" or the world name, but before the "synching" message, I can load the world fine, as long as I get to the "generating" message before reconnecting. Obviously, this is a problem for any multi-player scenario.

I have been having this issue since 1.1.4, and it is still present in 1.2.0.9 (1.2 beta build 3).

I'm running on a Samsung Galaxy Tab 2 A with Android 7.0.

I have uninstalled all add-ons, and even uninstalled and reinstalled the app, to no avail.

I'm experiencing this wifi-only crash loading a world in version 1.0.5.3 (beta) with a Samsung Galaxy Tab A running android 6.0.1. My other devices running android 4.1 and 4.2 seem fine. Both new worlds and old, application and external storage, mash-up and vanilla, with or without global resources, if I have wifi on when I try to load the world, it crashes.

Started affecting my Pantech P8010 (ARM 7, v71 running Android 4.1.2) as of 1.0.0.0 build 3.

Confirmed. Still in 0.14.1.

Yes, the issue still appears in 0.13.1.

Yes, this still happens in 0.12.1. It's admitedly low priority, but it still happens.

I am still gettig it too, occasionally, even though I'm pretty sure I cleared all my old boats from the water by now. I currently have well over a dozen boats stored, and I've destroyed at least that many more. I'm playing on survival.

I would guess that the behavior is not completely "random", per se, as I believe I've had it happen more frequently in direct proportion to the number of boats I've had out on the water. I did not know at first how to break down and retrieve a boat, so I simply left many of them in makeshift docks on the water. During that time I suddenly found myself in boats all the time. Now that I know how to retrieve my boats, I have been progressively getting them out of the water, and the problem has been progressively becoming more rare. This may seem "obvious", but I thought it was worth saying.

I would recommend testing this by putting lots of boats in the water (a couple dozen, maybe) across a wide area (maybe 50 x 50 chunks), then boat or walk around the center of this area. I usually boat by just leaving my fingers on the paddle arrows, not by "pumping" them to increase speed, and I suspect the problem may be that one of my fingers is pointing in the general direction of a boat off in the distance, and the "board" code is being triggered inappropriately. Note that it happens, though, even if my thumbs (on the paddle buttons) seem to be completely over nothing but water, and thus could not actually be over a boat, even in the distance. Walking is the same, as the issue seems to come up when I'm just cruising along in the same direction with my fingers not swiping across the screen significantly.

Also, for what it's worth, I almost always have split and lefty controls off, maximum render, and third-person view off, with all other graphic enhancements ("particles" in PC parlance) on.

I'm having the same problem on a Samsung Galaxy Tab 2 running Android 4.2.2 on a Wi-Fi Direct connection.

There is still an issue around this in 0.11.1 (after 1st "Secret Friday Update"); here's a report:

1. Go into game with split off and the default medium button size.
2. Open/create any world: you will have greater number of buttons (7 on my Samsung Galaxy Tab 2, 10.2").
3. From world, go into options and turn on split controls.
4. Exit options: number of hotbar buttons stays at the greater amount.
5. Do pretty much anythything that interrupts program:
a) exit game,
b) use taskbar to go to homepage,
c) switch to another application,
d) let device timeout and blank screen.
6. Rejoin game: number of buttons will be reduced (to 5 on my tablet).
7. Go back into options and turn off split controls.
8. Exit options: number of buttons stays at lesser number.
9. Do anything listed in step 5 and rejoin: number of buttons goes back up.

I can understand if it is a design decision to allocate more lower screen space for a second thumb with split controls on; however, there seems to be an issue with requiring a game interrupt before this change takes effect. Based on the comments (and jammin' attached video [grins]), I think it would be preferable to stick to the greater amount of buttons with or without split controls, which would be my preference as well. One can always move their second thumb up on the screen a little to avoid the hotbar, jmo.

Logged new issue ( MCPE-8907 ) to address minor waste of bonemeal issue.

Logged new issue ( MCPE-8906 ) to address concerns.