Yes, can confirm that the issue goes away with server authoritative movement switched on. However, this setting has proved dangerous in the past (players being dragged back into situations they thought they escaped from, etc) and soul soil was working perfectly prior to 1.17.30 with client authoritative movement on.
BDS-4965 does seem relative and I can can confirm that one too
There was no change after reinstalling the server. I then restarted the server to no avail. I then uploaded the copy that I had downloaded and successfully opened in single player but that didn't work either.
However, I did find a differentiator. Soul sand works ok. I didn't have a soul sand path, so I had nowhere to test it but laying new soul sand worked fine, however, soul soil is definitely bugged. Even laying new soul soil makes no difference.
With the above in mind, I'm going to remove the uploaded file from the online drive since I suspect that this issue should now be reproducible on any linux bds server at the very least.
Hi guys, finally managed to get this download sorted out.
The link is:
now removed as it appears to be an issue with bds and not the world itself or any add-ons that it uses as per the next comment.
Please note that it didn't happen in a new world (only tested that in single player) but this world was upgraded
I just opened the world in single player and went to the same soul soil run and it worked fine with a set of soul speed boots I had left in a chest for testing.
However, in BDS (1.17.31.01 linux) I still have the same issue, so will try reinstalling the server and will try again. I won't upload the sp world until after that step.
works ok in single player
it is on a server so you'll need an aternos account to download it. I have golden helmet in my dms so i could probably link it up for him to download for you if that's ok?
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.
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
Hi, I do believe that you need to enable the loopback functionality in your firewall so that minecraft can see your server. That involves somehow enabling ip 127.0.0.1 I think. Either the mods here will tell you more or you could try Professor Valko's blog on setting up BDS or even foxynotail's guide on setting it up with his tools - he hosts truly bedrock which is the bedrockers' answer to hermitcraft
either way, good luck
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.
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...