Can confirm.
Once the elytra reaches zero durability, it no longer exists in the game. It gets deleted. Visually it may still appear as though the player is wearing it but it cannot be unequipped but another elytra or chestplate can be placed over it in the slot.
To reproduce:
Create a world in creative
Equip yourself with an elytra and place a chestplate in your hotbar
Give yourself multiple stacks of rockets to fly
Change the gamemode to survival, turn difficulty to peaceful, and turn on keep inventory
Activate the elytra and use the rockets to fly
Fly in a vertical direction as to give yourself more time to see the problem when falling. Reaching 3000 blocks high is a good point to be.
Continue flying until the elytra is depleted of durability
Once you have depleted the durability, the elytra will not turn into the broken elytra texture but rather will simply remain at zero durability. This however is a visual glitch and in reality there is no elytra anymore. This can be seen by attempting to swap the elytra with the chestplate in your inventory.
Observed result:
When the elytra reaches zero durability, it simply gets deleted and no longer exists physically even if visually it is still present.
Expected result:
Once the elytra reaches zero durability, it becomes a broken elytra that can be unequipped and repaired at a later time. It should not be deleted or vanish in any case.
Please note that I am unable to reproduce this in 1.18.30 on iOS while crouching or sprinting. However, the fire animation is still very fast when I am burning but only when looking at my character from inside of my inventory on iOS. I have attached a video showing this. It looks sped up but it is real time.
In the aim of providing more information, I would like to add that after updating to 1.18.30, I began getting intense lag spikes every few seconds. This is on an iPhone 8 running iOS 14.8.1. In addition, it takes place not in a new world full of caves and cliifs, but rather this happens in a brand new FLAT WORLD. There is practically nothing in this world as it was just created and yet, while the player moves around, the player experiences massive lag spikes where the screen can freeze for milliseconds or up to a full second in my experience.
To reproduce :
Create a new flat world in creative on an iPhone 8 running iOS 14
Place blocks and build random structures while flying or running around.
Observe the constant and obtrusive lag spikes every few seconds making play near impossible.
Observed results:
While playing in the least intensive type of world (flat), the game constantly gets lag spikes that make the game nearly impossible to play.
Expected results :
The player should not experience game disrupting lag spikes every few seconds while playing. This applies for all supported devices.
When using structure blocks to copy and paste builds/structures, trapdoors are not copied over accurately when the structure is rotated or mirrored. It is less noticeable when the trapdoors are on the horizontal, but very noticeable when vertical as their position completely changes from it’s origin.
To reproduce:
1. Create a flat world in creative.
2. Use the /give @s command to get a structure block
3. Get snow blocks from your inventory and create a platform that is 7x7 by 1 high.
4. Get a locator map and open it.
5. Align the arrow representing the player to point South which is the bottom of the map.
6. Build a wall out of snow blocks on the South side of the platform that is 5 blocks high, 7 blocks wide and 1 block deep.
7. Place 5 spruce trapdoors on the wall and 5 spruce trapdoors on the floor in any direction as long as it is the same for all of them.
8. Flip each of the trapdoors to be vertical.
9. Place the structure block on the bottom right corner of the platform when facing the wall (North-West corner).
10. Open the command block and name the structure "Test1".
11. Change the three numbers on the left of the screen to 7.
12. Press the "Save" button at the bottom of the screen..
13. Change the top drop down menu to "load".
14. Change the first number (Next to the red X) to 9 to offset the structure.
15. Either rotate or mirror the structure using the slider or button labeled in the structure block menu options.
16. Press the "Load" button at the bottom of the screen..
17. Exit the structure block.
18. Observe that the newly placed structure’s trapdoors are not in the correct position and were rotated incorrectly during the process.
Observed results:
Trapdoors are not rotated properly when the structure block is used and that the player has selected that the structure be rotated or mirrored.
Expected results:
When using a structure block, the entire structure is properly copied and pasted and the trapdoors that are pasted are rotated or mirrored in the same manner that the player choose to rotate or mirror the entire build.
Please update description to the following if possible:
Description:
Endermen in all dimensions regularly stop being hostile towards a player after being aggroed by the player. This can happen after a second or a few seconds. It should also be noted that this is related to endermen teleportation as it is when they teleport that they loose their aggression towards the player.
While most obvious in the nether (as you hit the endermen once and it is usually never seen again after it tps) it can be observed in other circonstances.
This makes collecting ender pearls especially tedious and painful as the endermen rarely remains aggored long enough at a player for the player to be able to kill it.
To reproduce:
Create a flat world in creative mode
Give yourself netherite armour for protection, a stack of enchanted golden apples, and a stack of endermen spawn eggs.
Make sure you are wearing the armour and then switch the gamemode to survival.
Once in survival, eat an enchanted golden apple to not die from endermen attacks.
Now, spawn one endermen on the ground using the endermen egg.
Stare at the endermen to make it aggro towards you.
Hit the endermen with your fist to keep it from hitting you.
Continue to do this until the endermen teleports.
Turn and look around to see where the endermen has teleported to.
The endermen will either have unaggroed or if he is still aggro, repeat step 7 to 9 until he unaggroes from you. (This should not take long)
Observe that the endermen has unaggroed from the player.
Repeat process to see that it is not simply a one off occurrence.
Note that the endermen can seemingly unaggro from the player at any distance.
Observed results:
The endermen often unaggroes from the player after teleporting. This can happen at any distance from the player.
Expected result:
The endermen should not unaggro from the player moments after having been aggroed by a player and as long as it has not despawned from being outside the simulation distance.
In addition to pushing mobs back as the original report says, xp orbs also interfere with mob ai and pathfinding (mobs collide with xp). Rather, in my experience, mob ai is not aware of the presence of the xp orb and mobs become stuck in some instances. Perhaps this can be added to the original report.
What happened in my case was that I was in a cave. I killed a zombie and that zombies xp orb fell in a 1x1x1 water (was a dripstone cave). However, I moved far enough away in a straight line that the xp was not able to come to me. Then, a second zombie came along but it fell into that water. However, when it attempted to walk to the front of the block (at which point it would jump out of the water) it got stuck. This was as the xp orb was stuck between the zombie and the block. At this point the zombie basically did not know what to do. The ai acted as if it was still trying to move forward but had no idea that there was an xp orb in its way. The zombie basically froze, no jumping, no major twitching either. The xp orb kept the zombie from advancing and essentially created a gap that the zombie dis not recognize how to move around.
This still happens in 1.18.12.
I have attached a link to the video I took.
https://drive.google.com/file/d/1L5JW-u4BUIplw3W_24fCN-SJUtCJPX91/view?usp=drivesdk
Can confirm, strongholds now generate property in 1.18.10
Affects 1.18.10. Seed 996142647.
I believe the description should be updated to reflect all the blocks in which a player can erroneously respawn. From what I just experienced in 1.18.10 players can also respawn from a bed in an upper slab. Rather than being placed on top of said slab, I respawned inside of it next to the bed.
I can confirm sound lag in 1.18.2. As i mined for up to a minute without stopping using efficiently 4 on stone, the block sounds were up to a full block breaking sound cycle behind where they should be, and upon stopping I heard an extra sound of a block being broken even though I had stopped.
z-fighting screenshots of azalea (saplings things) with azalea leaves on top. Very annoying visual bug that hurts my eyes when passing by them.
Can confirm in 1.18.2 on iOS.
I have observed this happening most notably to Villagers and horses when I was exploring my world.
Have experienced this in 1.18.2 on iOS and will add my seed and coords below in hopes of it getting fixed.
Seed: -710775694
Coords: -125, 98, 453
To reproduce create new world using provided seed above and tp to provided coords.
Observe almost an entire chunk size missing from the aquifer.
Screenshots have been added as well.
Happening in a 1.18.2 world on iOS.
Seed: 141420457
Coords: 162, 67, 577
To reproduce:
1. Create a world using provided seed
2. Teleport to provided coordinates
3. Observe problematic see grass/ water generation
Screenshots have been attached (The two where the player is holding an enchanted iron sword)
Can confirm in 1.18.2. This is one of those bugs that would be so simple to fix and would provide players with the opportunity to make more lag friendly melon and pumpkin farms using the moss mechanics not sticking to slime and honey, rather than using a million pistons. It may be a parity bug now but Bedrock needs this to be rectified. Plants being able to be places onto mycelium was recently fixed so it would only be natural that this follows.
Should the resolution then not be "works as intended" rather than "fixed" as fixed does not indicate that it is meant to happen and rather suggests that it was not intended. The java one says works as intended and therefore I would think this report should match it so that anyone who may search this in the future may immediately see that it is intended mechanics rather than needing to go to the java report to find answers.
This took place on my world in newly loaded chunks in 1.18.2 on iOS where a water spring generated inside an ice spike. *While the link provided in the initial report indicates a fix was brought to the frequency of their generation, it does not indicate clearly whether or not it is intended. Therefore I added my experience, and ultimately, more clarity is required from the devs to either open or keep this report closed.
seed: 141420457
coords: 287, 73, 695
Screenshot was added (the one with diamond pick in hand)
This is present in 1.18.2 on iOS. Title should be updated to remove experimental mode as it has since been released into the main version of the game/ was already there idk
I have added a screenshot.
seed: 141420457
coords: 259, 67, -671
I just tested it again and it happens 100% in a local, single player world, in 1.18.31 on iOS. The elytra simply reaches 0 durability and then cannot be unequipped. It just bugs out and you can’t replace it with another elytra nor put on a chestplate.so basically when it runs out, you just fall from the sky and die.