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Update: I apologize for the confusion with my previous response. After spending more time testing the recent versions, I am currently not noticing the issue occurring anymore.

I would like to continue play-testing for a few more days, particularly during extended sessions on The Hive’s Murder Mystery mode, which was previously a reliable reproduction environment for me.

Since the issue was non-deterministic, I’d like to confirm that it remains absent before concluding that it has been resolved. I will provide another update after further testing.

Still present in recent versions, including the latest releases.

The Hive has recently added a note to their support documentation indicating that this issue may be related to a Minecraft client bug where server resource packs do not always load correctly, which can result in missing custom gameplay sounds. More information can be found here: https://support.playhive.com/ui/

Based on current observations, this still appears to be a client-side issue rather than a server-side problem, as it occurs across sessions and cannot be directly resolved by server developers. Further investigation would be appreciated.

Present on Xbox Series X as well.

Fixed in the latest preview.

Can confirm. Am experiencing in my own game as of v26.0.

The spammy sounds from the strider are particularly present with their “tempt” sounds that happen when they become attracted after a player pulls a warped fungi on a stick, and their “panic” sounds that play after they have taken damage from a player or block.

To temporarily circumvent the issue in my own survival world (because it was making traveling with striders extremely annoying), I made a resource pack that mutes all of their panic and tempt sounds. I will attach the resource pack here to the report.

For any Mod or QA looking to reproduce the issue;

  1. Spawn a strider

  2. Pull a warped fungi on a stick in front of the strider or hit the strider with your hand

  3. Listen to the sounds the strider makes

Observed Results:

The sounds the strider plays when tempted or when panicking after taking damage are extremely spammy.

Expected results:

The sounds the strider plays when tempted or when panicking after taking damage should not play repeatedly in a spammy sequence.

No longer a present issue in neither the main game or preview edition. Feel free to mark closed.

“Works as intended” then gets fixed in a preview 9 months later… 🤣🤣🤣🤣

@Baslod I can confirm that this bug is indeed still existent in recent versions. As a workaround to the game crashing, download the .mcpack, manually move it to your resource_packs folder, then launch the game. On IOS the directory path would be On My iPhone → Minecraft → games → com.mojang → resource_packs

Attempting to install the resource pack to your game by tapping on it in your files app and launching it to the game does indeed seem to crash the game. Whether this crash has any relation to the bug I’ve reported in this ticket or not I am currently uncertain of at this time.

After a deeper investigation into this issue, I have theorized another potential cause; I believe the Xbox cloud may not have a functioning pack cache folder inside of the encrypted Minecraft GDK folder (Windows and other platforms all do in their Minecraft folders). For Mojang to fix this, they would have to go to the LocalCache folder visible in the Minecraft GDK folder, and create folders in the LocalCache folder following this file-path: LocalCache -> minecraftpe -> packcache -> resource

This would finally allow the game to save downloaded server packs/cached data and ONLY require them to be redownloaded after a game reinstallation. 

Players CANNOT create this filepath or the folders themselves on Xbox as the folder for the Minecraft GDK build is completely encrypted, whereas the folder for the old UWP build was not. 

@gumdropolotl would you additionally mind letting me know where I can find the xbl profile cache files on windows? 

Can confirm. Issue is present on Windows and IOS but not Xbox consoles. 

This issue is due to/caused by conflicts between the Xbox cloud syncing system and local saves, similar to the issue that caused corrupted worlds after the October 5th, 2022 Minecraft Xbox performance update (MCPE-162920). The game is prioritizing cloud data over locally cached files, causing it to redownload cached data/server & realm resource packs every time it’s restarted.

It may also be mistakenly flagging downloaded packs as temporary and not correctly syncing them to the Xbox cloud.

As of yesterday, I am no longer able to reproduce this issue, or at least as consistently as I used to be. While there are still some occasional frame drops as skinpacks load in while loading this section of the dressing room after a game restart, they are nowhere near as extreme, long lasting, or consistent as they were when I first reported this issue. It seems like a fix was rolled out from the server side, thank you Mojang. 

I took a look at my clip I attached to this report on April 4th, 2024, and was able to notice that at the start of the clip, my crosshair did indeed seem to briefly cross contact with the head of an enderman in the very far distance (at least 20 blocks away). This would make GoldenHelmet’s theory about enderman instantly becoming aggravated by a player’s crosshair briefly pointing at their head correct. The way to fix this would indeed be to increase the amount of ticks a player has to look at an enderman for in order for the endermen to become aggravated, as it seems like it can sometimes be instantaneous, and they can become aggravated almost instantly after the player’s crosshair comes in contact with their head. 

I would additionally like to add on to this report that the more owned skinpacks you have, the longer/worse the freezes occur when loading classic skins after a game restart

Not sure why you’re quoting Hive community manager when there’s a literal screenshot under my ticket with the label “Hive community manager” right underneath the username Splodg3r, and a comment directly from that user stating that their developers have determined the bug to be within the Minecraft client, on a public forum of theirs that you can literally view yourself, but each to their own I guess? And why would he report the issue directly to Mojang? He is the community manager, he doesn’t manage server development and I’m almost positive a sound related bug that isn’t in anyway game-breaking isn’t something their developers are necessarily gonna be leaping in priority to report to Mojang when they have a variety of other server related bugs they have to work through that can be a bit more problematic on the player experience on their server. The entire goal of my report was to bring the issue to Mojang’s attention as it’s already been confirmed CLIENT SIDED, not server sided, started directly after a game update, and has been confirmed out of the server developers’ controls. I will see if I can somehow reproduce the issue in a multiplayer realm and comment back here with reproduction steps if successful. Thanks 

This report is valid. The Hive’s community manager has confirmed that their developers determined the bug to be within the Minecraft client itself, and as I’ve stated, the bug started after 1.20.0. I’ve also gotten varying reports of the issue being present across multiplayer realms where a large amount of players are present with custom entities/models and would appreciate if this report could be re-opened. Thank you

This bug is highly likely related to memory, as the Hive’s community manager has stated, and is possibly related to custom entities/modes, more-specifically, when a large amount of custom entities/models collide with a large amount of players at once. The game’s engine/memory may become overloaded and not know to respond, so as a result, custom sounds begin to cut-out in a chain-reaction esque effect.

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