@jamestm2070 I looked at your video, you're sure there are no texture or behavior packs active? Because the bad omen affect isn't even popping up, which is a common issue with a lot of outdated packs. And have you tried setting up an area away from an established village to test it?
Then they should have it listed under the resin brick section in the official release log instead of under the resin clump section, as is shown in the screenshot
It says resin clumps can be used to trim armor, not resin bricks
What resource or behavior packs do you have active? Everyone in the communities I'm a part of that have had this issue found it was caused by packs.
Observed result: Wind charges launch a player without armor 2.5 blocks into the air, and less than 1 block when wearing full netherite armor.
Expected result: When a wind charge is thrown straight down when a player isn't wearing armor, the wind charge should launch the player a minimum of 8 blocks in order to get the achievement "Who Needs Rockets?"
Steps to recreate bug
Start a new world in creative
Place down a single block, a stack of two blocks with a slab on top, and a stack of 3 blocks
Throw the wind charge at your feet to jump onto the 2.5 high stack, but not the 3 high.
Put on full netherite armor.
Throw a wind charge at your feet, and it won't launch you high enough to get over 1 block.
After doing some troubleshooting I have some information that helps. First, both foxynotail's 1 player sleep v1.2.0 & bedrock tweaks larger phantoms cause the bad omen to disappear without giving the raid omen effect. So my guess is other behavior packs are causing the same issue.
Also, the way to get raid omen is different than it was to get a raid. "Raid Omen appears when a player with Bad Omen enters a one chunk radius surrounding a chunk with a villager and a claimed bed, bell or job site. The effect has a duration of 30 seconds."
That's from the wiki. So the villager has to be in the same chunk as a claimed bed, work station, or bell. Which means chunk alignment on farms is a must. And villages with odd terrain potentially can't start a raid without moving beds and workstations around.
In order to fix the corrupted gateway that kicks you to the middle of the main island, you have to respawn and kill the dragon until the gateway is reset, which depending on how many gates you already have open, and which one is corrupted, could be up to 20 times.
This sounds like a duplicate of MCPE-178843. I left comments and pics there. Player customized skins are not loading correctly, I'm updated to the current version. This isn't an issue on my Xbox one, but is an issue on my android.
I'm on mobile, bedrock addition, and am having the same issue with edited skins. I added screenshots of my game. Any skin I downloaded from the marketplace displays as expected. Any edited skins only displays as the base character. I demonstrated having a different skin and different clothes selected makes no difference in the displayed character. Both of the "Steves" shown in the selection screen were previously edited, and now display as Steve.
I haven't experienced this bug naturally, but have created it accidentally a couple of ways. It sounds like either corrupted gate data, or there are no valid spawn spots within the search radius of the destination gate. In order to reset the gate, the dragon must be killed enough times to reset the data for that gateway. Up to 20 times.
Steps to recreate
Create a world, go to the end, kill the dragon
Enter the gateway using ender pearls.
Clear a 20x20x20 area around the gate, including the bedrock. This is over kill in my experience, but it's easy to do in creative
Go through the return gateway.
Enter the center island gateway again. You should be teleported to the lowest valid block at 0,0
I don't remember the exact steps for the second way I recreated the bug, but I was using structure blocks to move both the destination gateway and the center island gateway around. This corrupted the link between them, and I had to reset them both by killing the dragon 20 more times. One thing that I know can corrupt that link is trimming outer islands on the end, using amulet or other world editing tools
With the release of 1.20.60, and the resolution of MCPE-173386, the two servers I play on has stopped experiencing this bug. Can someone do some testing, as we believe both of these bugs were caused by the same issue.
Yesterday a member of a server I play on used a nether portal at bedrock in the overworld, with render distance at the server max (32 chunks) and the game froze. When she loaded back into the world, she was free falling, and had to be teleported by an admin. Pic for reference, notice the y level. This bug still seems to be aggravated by render distance, I advise a render distance of 20 or less, after the experimenting done on servers
In the world where I first experienced this, my pen was set on block below the grass block level, with a log underneath the fence, so they aren't getting stuck on the fence, or trying to dig the block underneath the fence itself.
I've almost recreated this bug, but I can't quite on Xbox. But from what I've found so is that it is an extension of MCPE-146959. Everyone that has experienced this bug on the couple servers in play on were on PC with render settings above 25 chunks. I'll post the video I have trying to recreate it with a 16 chunk render distance. I got the extremely long loading screen, and popped a totem like I had suffocated, then was immediately teleported back to the nether.
This was on a dedicated server, it happened while I was playing on an Android phone and while playing on an Xbox 1
I would assume it's something with the hit boxes, since the children can jump onto a bed with glass covering it and walk through it.
@jamestm2070 and you didn't have anything active in your personal global resources when you opened up the new world? I'm asking because the only way I could recreate the raid omen going away immediately after it was activated was with packs. And it would be great if someone found another way to recreate it.