Mine don't break when they try to follow. The issue is when I reload the area in some way. Most often by nether portal or just opening the world to play. The lead will break and lay on the ground and ill find an allay suddenly in front of me. I'm about to put them in a box because this is actually getting really annoying. I tether them to keep them out of the way while I'm doing things other than resource gathering, which is what I use them for, amd its incredibly difficult to get them back on the lead with the mobile interface. I took a screenshot of what this looks like for me. The Allay holding a stick should be tethered to the dark oak fence post, but isn't, the lead is on the ground a little distance away, and the fence still shows a lead attached.
[media]Finally I found where this issue was being tracked!
Yasyn9934 gave pretty much all the detail. The GUI just doesn't let you do anything once you pull one item from the furnace. You have to close it and reopen it to do anything, at which point it just repeats. I found a workaround for now, but this needs fixed. Its incredibly aggravating.
I agree with FiromLP. I REALLY think it needs to just be reverted to what it was prior to the update. There was nothing wrong with it.
It does not register double taps as whole stacks anymore, which is good, however crafting one item at a time is incredibly slow now, as it will not register your taps if you go too fast for it....which is not that fast. The prior mechanic allowed you to tap as fast you wanted while only returning one item per tap. Touch and hold returning half stack to a stack (i really haven't watched closely enough, i think it was half stack) incrimates is fine though. That's what it needs to be.
Is there an update on this? Furnace mechanics are still broken and its really annoying to have to close the interface and reopen it to do a second task with it....also I now have enough spruce fences to choke a horse. Please tell me this is being worked on, crafting has slowed down immensely because I'm carefully hitting the button to avoid crafting STACKS...
I recently started having this issue. I had frogs and Allay wandering off, but it hadn't happened with any other mob for me. Still annoying the tie the mobs back up though. Allay are a pain to leash on PE.
@ptoepfer12 They are tracking the furnaces on a different issue, I think. Alongside the broken crafting mechanics. Pop over to issue MCPE-163736 and have a look. 🙂
I commented this on another reported issue with this update as well. Touch and hold will still have the desired effect of a whole stack of items when crafting, but I've accidently gone through a few stacks of blocks because I tap in rapid succession when I am counting out how many I need and I just wind up using the entire stack after the interface registers a double tap. Its annoying when I need the materials and have to go get more because I got robbed by a crafting table.
On the other hand, I won't have to craft trap doors or walls for a while... Please revert this, it's really becoming an issue. It was fine the way it was.
I agree with Marc Morin here in the comments. Being forced to use a scroll bar on touch interface in just not practical. Another thing happening to me with this change is I am using whole stacks of items while crafting now, because I got used to clicking really fast to get the amount I need or touch and hold for the whole stack, but the interface now uses the whole stack of items when you double click/tap. I think I've lost about 3 full stacks of logs and planks to this function, but I've got trap doors for days now.
Please either revert it or find a happy medium, this is actually aggrevating and not touch screen friendly right now
I am experiencing this as well actually, I'm on mobile so it's a little difficult to get a proper shot of it happening. Basically what I'm personally seeing, the scenario being a one block space for mob collection/disbatch for my mob grinder, is before whatever update it was the orbs would just get p
[media][media]ushed around at the mobs' feet until they got collected by me standing in front of the space, or just drifted/got pushed out of the spot, still getting picked up by me standing in the same spot. Now, however it feels like the collision velocity got cranked up somewhat because in that same one block space scenario I stated above, the orbs now just get launched behind me to just out of collection range and I have to do a loop to pick up what is sitting behind me. I have no idea if this is a legit bug in the collision mechanics or if it's intentional, but I don't remember the orbs flying around the way the currently do.