This just happened to me. Version 1.12.0 on iPad.
Please consider re-opening this. Beacon particle effects are incredibly annoying, especially when they are on 100% of the time around one's base. And they causes considerable lag if you happen to have a redstone contraption running. It has nothing to do with dragons or dragon's breath.
yep, fixed for me
@joshua de ruiter: I have the same thing w/ purpur blocks. I have 8 of them that don't stack w/ other ones. However, they seem to me to be a similar but possible different issue then the torches/train tracks/red stone items/etc things that won't stack.
Why do I think it's different? With these other items, there is a workaround that Gabrielle De Matte recommended over in MCPE-32149 – throw all the items on the floor, and pick them up again, and low and behold, now they stack.
However, w/ the purpur blocks that workaround doesn't work. They are special somehow. Furthermore, I could swear (but not 100% sure) that the purpur blocks not stacking was an issue before this broader problem w/ other items not stacking cropped up. This is just a side note, there may be a couple things in play at the moment. The failure to stack other items is a much bigger irritant (for me anyway).
Not fixed for me in 1.2.16.
Fixed in 1.2.15 for me. Still wish for full restoration of classic UI to pre 1.2.13 functionality as it seems most classic UI users do. But this particular bug is gone.
https://www.dropbox.com/s/xthets69si4hi0j/mcpe-32347-world.zip?dl=0
It's 73Mb zipped.
I emptied out the player's inventory except for a handful of items you'd expect would stack, but dont (a couple unstackable torches, a couple unstackable ender chests).
cc @mega_spud
I could make one @mega_spud, and zip it up. Do you have a preferred place for me to put it? Note it's about 75 Mb.
Michael Gill: I complained about the stacking/combining issue in MCPE-32347, would help if you add a vote and comment to it, it currently has no votes/followers.
Re this bug: agree. Replacing 'topping up' of stacks with auto swapping was a mistake. They could have made much better use of double click then for topping up stacks, which is confusing and inconsistent as is.
It does happen with single player @mega_spud. It makes it pretty hard to aim.
Also, I have a fully loaded power 4 bow that no longer single shot kills most of the time – might be a new feature, not sure, but I used to be able to single shot kill most mobs with it.
Agree with comments above.
If you have a chest full of enchanted books, there is no way to see which one is which. If I have 2 picks in my inventory, there's no way to tell the silk touch one from the fortune one.
In general, as mentioned above, the change to the classic UI in 1.2.13 for touch screen users makes it incredibly unpleasant to organize chests, bordering on unplayable. Can't agree more w/ what Kristina wrote above. Put the old UI back, and then give us features we actually want. My feature list would be the same as hers:
1. move all the items of a given type to/from chest (eg. w/ a double tap)
2. craft full stacks instead of having to click hundreds of time (also w/ a double tap)
I get a strong feeling that nobody at Mojang actually plays the game w/ a touch interface. There's no way the changes in 1.2.13 would have gone out if someone on the inside was a touch UI user.
(I commented way above a few of times)
As of 1.2.11 (maybe 1.2.10, didn't check that closely) I've seen a lot of improvement in mob spawning. Caving is way too safe still, but I have had a few mobs sneaking up on my lately, esp. creepers.
Now that bedrock mob spawning rules are explained by the wiki, I was able to revamp my old grinder and get some activity from it. Not great, but I'm getting gun-powder again. The notion of the surface mob vs. cave mob was critical for me, and led me to open up the top of my mob-grinder to the sky, and lo and behold mobs started spawning after months of inactivity.
I started to tinker with that exposed platform in many ways to see if I could get it dark enough to allow spawns in daytime, but open enough to the sky for minecraft to treat it as 'surface' instead of 'cave'. Everything I did failed (dark glass, interleaved-but open light-baffle roofs, etc). That is, until I tried covering the enclosure back up and covering the roof with half slabs.
It would be hard to prove, since it goes against the wiki description of the spawn algorithm, but it seemed to me like the stone half-slab layer tricks mcpe into treating the spawn platform that is under the dark roof as 'surface' instead of 'cave'. This is anecdotal, would be hard to prove, but that's the way it looked. Everything else I did to darken the platform in daylight failed and cut off spawns.
If you've ever tried toggling peaceful mode to get a few spawns in your grinder, only to see them quickly dry up again, I would consider trying the trick above.
Over in The End, my enderman xp farm is still hobbled by the density cap, but it looks like that's a feature. It won't be of much use anymore except as a source of ender-pearls. But I've got skeleton and blaze xp farms that work ok, so not the end of the world.
Just built my first villager breeder. Saw the same thing – had one baby, but that's it.
UPDATE: I take it back. Something does seem off about villager generation, but in the end I can get 10 or so after adding tons of doors.
Almost no communication by the mojang team on this, despite it being the 4th highest voted issue.
It is very likely a dup of MCPE-29526. Adding those votes, it is the #2-most voted issue.
It is plausibly a dupe of MCPE-16292. If you count that, this is the highest voted issue.
Given the skepticism in this ticket's comments about MCPE-16291 not really being fixed, and the possibility that despawning relates to this, the frustration related to this issue is even higher.
Mojang: according to JIRA, this is one of the most, and arguably the most, frustrating issue to your loyal users. How's about a comment?
Probably related: MCPE-16292, and, as mentioned above, MCPE-21856.
I think this is related: MCPE-21856
Question for minecraft team:
Is it possible that part of the issue here is caused by using a world that was originally created using old pocket edition, pre-bedrock?
I've got 6 months or so on this world.
I'd be willing to bail and start fresh in a new world if it turns out worlds generated by bedrock edition produce better behavior in passive farms compared to worlds converted from old mcpe. I just don't want to start over and have the same issue recur once I've put another 6 months in.
As is now, spawn rates at my ender farm (far from the main island, out in the void) and mob grinder (high in the sky) are very low, they're almost barren. My gun powder, ender pearls, etc. will eventually run out, which makes it sort of pointless to continue playing in this world for me.
I’m having the same problem. My endermen farm is useless now.
After exploring new end islands using elytra the problem got a lot worse which supports the hypothesis’s that mobs don’t despawn after leaving chunks
Update: I restored an older save from before I went exploring end islands and visited my endermen farm. It worked ok in 1.2.5 but maxes out at 9 endermen in 1.2.6, then they stop spawning. If I kill one of them, a new one will spawn and take its place. I think something changed in 1.2.6.
Update 2: still applies in 1.2.7. Also, I visited my old mob grinder, my main source of gunpowder, and it has almost no activity anymore.
I'm seeing this too. Especially in the End.
(OP here) I've tested this in a couple worlds where I had stacks of unstackable leaves, and they all stack now. Looks like this is fixed from my POV.