mojira.dev

noob1884

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Reported

MCPE-103255 Fortune 3 doesn't seem to be working correctly Incomplete

Comments

This bug will be especially grevious for those using foxynotail camera account pack, i.e., the Truly Bedrock content creators, including yes... silentwisperer. Let's sit back and enjoy a new episode of the week...

Having also read the claims around desynching, I have to agree with Chris here. One key to this bug is that it links to the mini-animation (running, crouching, etc) seen in the top corner. If that animation is showing, everything done during that time in terms of y distance travelled (I leave that open as I haven't looked at +ve vs -ve contributions) appears to be bundled together.

As per my comment on MCPE-108459, although you may be travelling by means of scaffold or have your fall interrupted by a water source, you will still take damage and even die consistently. This behaviour is observed with BDS on 1.17.10.04

This bug affects all kinds of falling.  Found in bds so far.   When running down stairs, when climbing down scaffolding (imagine having to climb down from y=215 three blocks at a time....).  It would seem that there is no check on conditions related to y transitions (as best as I can describe the experience) or the fall damage is not switched off when on scaffolding, etc.

 

Note, also tried jumping from y=215, through water (assumed fall damage to be reset at water source) set at 20 blocks above landing point only to die on landing consistently. however, when jumping from 20 blocks above landing point I do have a heart left, seeming ruling the basic fall damage calculation out of the equation.

I forgot to say that this bug affects 1.17.2 and 1.17.10 so far

Noticed that this is still happening randomly.   Can only add that the hive is south facing but also noticed a few times when returning to the chunk (not checked if I'm at the chunk boundary actually...  but will edit for that when I get a chance)

 

Yes, that seems to be what is happening to me - this is in BDS 1.17.10.  Even after I walk it in, it then comes back out and sticks there.  Next experiment will have to be dropping the flower down one more I think.

Update:  the bee goes back into its hive after dropping the flower down by one block.  It seems to me that you need a clear path to the block under the hive / nest which must be air as that appears to be the entrance, i.e., they seem to enter from underneath rather  than the hole at the front.  I'll leave to the mods to decide whether to put that down as a new bug.

 

Aha, so THIS is the culprit!  My workaround to this bug is to ctl+alt+del and cancel.  Your mouse will then come back and be able to interact with other tabs.  However, you are lucky because for me, minimizing means that my client will disconnect from any online game

I also noticed this couple days ago after a long absence.  When minimising especially, it wil disconnect you from realms - that has always been consistent but now when tabbing I had that this week.

 

I just got reminded about it by a java player that won't play bedrock because they are so annoyed by this bug.

 

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I believe I have found a workaround for this bug.  Throw an item through the portal, e.g., cooked porkchop (worked for me) or a boat and you will pick it up when you get to the other side.  You should only have to do this trick once and the portal will work fine again until whatever the issue is causes the portals to desync again.

 

I've only done this a few times since I discovered it so let us know if it doesn't work for your situation

If this is ocurring as follows - you end up at the same overworld coordinates, try throwing an item in first to make sure that you end up at the correct co-ordinates.  It works for nether portals as they are experiencing that behaviour

I have to thank Golden Helmet for finding me this report as I was sure that there must be a few hundred by now since this is such an important game feature for any serious minecraft player.

 

I was just testing activator rails on a single block wide rail with 3 block drops on either side.  I was deposited onto the track instead of on one side or the other.

 

On mentioning this on the AM discord I was told that some new 'fix' seems to have been carried out without apparent awareness / consideration of the mechanics involved.  Perhaps the ghost of lean manufacturing on the haunt?

 

i am also informed that a button placed over the drop seems to be the current workaround.  Many thanks to golden helmet for informing me of arch thunder's workaround for this (yet to be tried).  I'll update if there is anything to add to this

nvm, i did another video while i was there...

I tested this for 3hrs with 20+ different configurations in a deep warm biome (created via mcctoolchest) in survival mode with no results. By configurations I mean with pure sand; surrounding, with coral blocks; with gravel blocks; with  coral and then with fans at one block away as a primer;  and more besides, plus variations of the preceding configurations. 

 

Each test was carried out using a dispenser to dispense the bonemeal and each dispensation session consisted of 3 bonemealing attempts for a total of 30 bonemealing attempts per test.  No configuration was counted as a configuration unless the bonemeal was consumed.  I think a 3hr, approx 1.5GB video should be on my pc somewhere if you want to see it (don't remember if I was recording for sure now but I conducted these tests on the same day as the bug was submitted here - discussed in analysing minecraft discord mobs and item farms).

 

This test was conducted on windows 10 edition

Actually guys, this is NOT fixed.  The code alteration has had a knock-on effect on other community beloved features, namely, signs and buttons and broke them.

 

Previously mobs would see signs and buttons as full blocks and would walk over them even if there was nothing below them and now they will not.  Please either revert this fix or correct these new issues before this issue gets into the wild as the backlash will undoubtedly be bigger than some of the recent ones as pretty much every mob farm in bedrock relies on one or the other feature (except, perhaps, guardian farms)

 

Many thanks

a noob

Please stop using the bug tracker to shape bedrock.  The wiki says that piglin brutes detect chests opening through walls at up to 16 blocks away.  There are ways around this if you do your research right.  Please stop trying to make this a baby's game (a lot of us are getting really angry with this kind of stuff in the various discords).

 

It seems to me that everyone forgets that Java also has 'features' that were once called bugs.  It may be that Java left it out this time and I'm not sure as to when the Java community's opinion became the consensus of the bedrock community or even when it overrode it.

 

PS sorry for the roasting but all we want is bugs fixed properly rather than changes messing up our gameplay.

In QA, I assume that all these relations will ensure that the fix is a quality one and  that nthing is missed.

Apologies in advance to anyone who's feathers I ruffle with my comment preface but here we seem to have another example of 'nerf Bedrock' because some things seem to be different than Java Edition.  Please consider that the two versions are fundamentally different and have different balance issues.  I think that I now have to preface a lot of my comments in this way since drowned features were pre-nether update.

I can only comment on Bedrock as, like many millions of others, I've never owned or played Java Edition and would prefer bugs to be fixed rather than allowing changes to be introduced through the 'bug' door.

Ok, now on to the meat of the comment.

 

While I recognise the fact that there does seem to be an issue with the looting effect, the issue of heavy drops is recognised on Bedrock Edition as a useful fact of life. 

 

I think the original armour drops complaint is a 'works as intended' since true bedrock players would know what to do with the armour drops.

 

Is it possible that the above tests could be run over a longer period (min 10, 000 actual drowned) to see what the long rate is? I'm thinking that the drops might be loaded to give a few early drops and then even out in the long term (per run) to cater for players that do not want to have to build elaborate farms just to get a few tridents.

 

From what I'm seeing in the preceding comments, the moment that you can farm efficiently, you can literally provide for a whole community and from a server or realm point of view, it removes the need for duplicate farms, thereby reducing the number of lag machines as a by-product in efficient communities. 

 

By efficient communities, I mean those communities that have efficient economies.  An efficient economy (imho) is one  wherein player production is diverse enough for each member or team to produce what the others need.

 

 

I'm idling at c29% what kind of specs are you talking about on your system.  RAM, cpu cores, gpu (integrated?) avg 26% in the menus

i have 8GB Ram, quad core (AMD), integrated dual GPU (ancient)

@Blobs2  ZloyXP actually has a working basalt farm of this type at the moment on the truly bedrock server.  I think if you look up his twitch and youtube you will be able to chart and appreciate the sheer amount of work that went into capturing the ghasts and figuring out how to get them aligned, etc. 

 

The sheer effort and perseverance that it takes to get such a farm working has earned feature status for the ghast farm don't you think?

 

There does, however, appear to be an issue for those thinking they could take shelter under basalt but since the wither no longer works for obsidian farms - perhaps....  ghast fireballs could be made more powerful in the overworld only (1201?).   

 

The only thing is that I don't remember encountering hints that there is existing code that might enable this behaviour thus far but it would seem to be the ideal compromise.

 

 

I believe that the discount was 50-80% with villager 1.0 as I was saying to Helen recently.  I think you should have some old mc versions to check on that.

I was thinking that this issue was part of a facade until hero, gossip and popularity were implemented.  So glad I saw this  since Helen isn't allowed to say anything much.

If implementing everything as I suspect in the para above, I hope that subsequent overrides do not get bugged as well, e.g., hero discount over curing discount reverts to curing once hero expires and that the remaining curing time is as if the hero never overrode it, i.e., the hero time IS deducted. 

That way you do not get infinite discounts, you do have to do something positive to reinitialise curing discount and effectively 'roll the dice' again.  I believe that this would be an engaging and well received method of doing things imho.

Didn't see this until today and probably my bad also for not reporting it previously but I did used to get this issue at that time but just did the restart.  I will keep my eye out for it now that I'm using win10 again