Can anyone confirm that it's fixed?
For those saying that it's a nice challenge, well you can see it that way but I just see it as unimmersive and kinda going against the point and lore of the Deep Dark and Ancient City's in a way. To me at least it's not a matter of being too challenging necessarily. It would surely be nice to have a toggle but in the end something tells that since this is a bug, if it's ever fixed it'd probably be fixed for good, much like some other more or less popular bugs. And I mean, a bug is a bug, and on Bedrock you really shouldn't have high hopes for it. The priority would probably to fix it, then maybe they'll add such a toggle later on for all version. Fyi it apparently still affects 1.19.30.25.
Oh thank you SOOOOOOOOOOOOOOO much. I couldn't unsee it and I started worrying about the future of Bedrock Edition as a whole if things as small but irritating as this were not fixed.
Assuming I'm on board with the fact that Protection should protect against status effects, it shouldn't happen now. Not with how armor works on Bedrock Edition as opposed to Java. It'd just make it too overpowered. If Protection was to work against magic with the current system, you'll barely take any amount of Wither damage. There would be barely any challenge in the game. Let them change the armor system first before complaining about how "hArD" this bug makes the game, because if they fix it right now you would barely associate Minecraft with "hard" again.
Sharief, it's seriously not that hard to kill the Ender Dragon. You can it in Iron armor (heck, even no armor) if you know what you're doing. You don't even need to take down all the towers. Protection IV still really helps against both bosses since it protects against explosions, fall damage and melee. That bug, which I even thought was intentional at first, is really not that crucial against bosses. To me it's rather unintuitive that an enchantment put on armor would protect against a status effect. Evoker Fangs? Makes sense. End Acid? Probably. But literal poison? Seriously? It is valid that the issue might be with Java, not Bedrock. This makes Survival in Bedrock harder when it comes to magic and that is NOT a bad thing. Armor in Bedrock is already WAY too overpowered. You're essentially unbeatable if you have Protection IV. At the very least, this shouldn't change until armor behaves like it does on Java (when they add the 1.9 protection and toughness system to Bedrock), which will hopefully happen soon, because I don't like how easy the game makes itself. End Acid was an actual challenge and I liked that. Even the Warden will barely cause damage with the current armor system in Bedrock Edition, which allows for 96% damage reduction (the maximum) against literally everything (except magic) no matter how severe if you just have full Netherite or Diamond and one piece has Protection IV. Once that gets nerfed and rebalanced to match Java, then they should consider changing the way Protection works. Otherwise the game would just be too easy and too imbalanced for late game players. Please consider that.
This is invalid. World generation has actually slightly shifted around in 1.17. Dungeons, for instance, are no longer in the same spots. Bee Nests still do generate naturally; I've seen people opening up random seeds and finding them. Don't expect Seeds to be exactly the same after each update. Small changes like this happen almost always.
Ya ya, I know you were not complaining. Just expressing the fact that I'm very satisfied with the current status. Thanks for the information again, definitely useful!
I think it should be marked as resolved now. The loot tables are essentially identical. We really can't ask for more 🙂
@unknown, thank you very much for these observations. They likely just missed it while coding. This is very minor though. Can't really complain about it. Bastion Remnants are finally fair! I was waiting for the bug to be fixed to visit a Treasure Room near my Nether base. Now I'm much more likely to find Pigstep!
Fixed in 1.17.10!
Given that's how it works on Bedrock, this should be marked as WAI.
@unknown, now I get what you're saying. You're right, that's how it works on Bedrock Edition. Infested blocks on Bedrock Edition take the same time to break with any tool or with your fist, since they're not really stone anymore, but rather disguised "monster eggs". So if you mine an infested block with your fist, it takes as much time to break as with a pickaxe, and it takes half the time you need to break a stone block with your fist. So if you're using a pickaxe, it will take relatively longer to break, but if you're using your fist or any other tool, you will break it faster than regular stone.
6 months later, still waiting for a fix. Let's just hope it would be fixed when 1.17.0 releases.
A block that is physically placed in the world has completely different abilities and statuses compared to when it's in item/entity form. This is the case with everything. Buckets can hold lava and yet they burn when dropped into it. Crimson and Warped planks do not catch fire but they are still destroyed when dropped into fire. This is behavior that has been in the game for extremely long and that they've continued intentionally implementing, and within game logic it does make sense. Items exist as entities to allow you to pick up or transfer any objects and use them in their proper physical states. They aren't ment to retain the physical properties that they otherwise might have in their block/placed/"physical" form, but rather might have their own seperate properties depending on item. Netherite items don't burn because the developers wanted the player to have a solution to items burning in lava when dropped. They could have just prevented most gear from burning and it would have been logical since buckets can already hold lava, but they want dropped items to have seperate properties. I can understand if you want Netherite items to have the blast resistance property in dropped form, but I wouldn't call the lack of this an oversight. This is definitely a feature request.
Vibrations is not the most precise work, according to Kingbdogz. What they mean when they say vibration is significant physical motion or activity.
Vibrations in this case mean significant physical motion or activity. A Sculk Sensor, therefore, wouldn't detect the moo of a cow.
It happens to me occasionally, but always fixes itself.
This also occurs on PS4. Perhaps you should change the "affects platforms" part to include all the affected platforms? Also, a work around to this on PS4 is to uninstall the application (by hovering over it, clicking the options button on controller and selecting Delete) and then reinstall it. All of your files and data, including your worlds and trophies, will be retrieved once you reinstall, but keep a back up just in case. If you own a disc, inserting the disc automatically reinstalls the game. If you bought it from the PS store, you can retrieve it from the Game Library.
So, it's not just below Y = -30, and it doesn't always happen. Depends on what it replaces.
It's apparently fixed as of 1.20.70. To quote the changelog "Fixed players not unlocking 'The Beginning' trophy on PlayStation for defeating a Wither, even if they were close enough to the Wither".