Kelp Does Not Have An Age System
Kelp on bedrock edition does not have any form of age system in place, this make it so all kelp plants always grow to maximum height (if they can). Making it so every piece of kelp in the oceans in 15 blocks tall, and there is no different height plants.
On java edition, when ever you plant/break a piece of kelp, it will get a random age from 0 to 25, and this determines how much more kelp can grow above that piece. this makes kelp look much better in the oceans, and balances kelp farms.
It could also be argued that this would help with performance a bit, as kelp stops growing sooner![]()
Attached you can see an image of bedrock oceans where all kelp grows to the same height, and an image from java showing the age system on the right, and that all kelp stop growing at different heights!
Created Issue:
Kelp Does Not Have An Age System
Kelp on bedrock edition does not have any form of age system in place, this make it so all kelp plants always grow to maximum height (if they can). Making it so every piece of kelp in the oceans in 15 blocks tall, and there is no different height plants.
On java edition, when ever you plant/break a piece of kelp, it will get a random age from 0 to 25, and this determines how much more kelp can grow above that piece. this makes kelp look much better in the oceans, and balances kelp farms.
It could also be argued that this would help with performance a bit, as kelp stops growing sooner
Attached you can see an image of bedrock oceans where all kelp grows to the same height, and an image from java showing the age system on the right, and that all kelp stop growing at different heights!
Confirmed on Windows 10, Minecraft Bedrock 1.9.0.
On bedrock edition kelp can only ever grow 15 blocks tall (and it will always grow that tall if it can MCPE-42575) Where as on java edition, kelp can grow up to 25 blocks tall naturally.
I have also noticed this. I have a fully automatic kelp farm in my survival world and with the update 1.14 (i am really Sure that it was 1.14) it didn't grow as fast as before. Then I found out that some kelp stopped growing very early even when I used bone meal. So not every kelp stopped growing at the same hight so I thought that they had fixed MCPE-42575. But silent whisperer said in the newest bugrock of the week episode that bedrock Edition doesn't have an age system for kelp. In my survival world I placed kelp in my kelp farm and used bone meal on it and broke it and did the same thing again until it grew very high. I did this on every block in my kelp farm where I had kelp. But then it still didn't produce as much kelp as before the update.
So they might have fixed MCPE-42575 and also made kelp grow much slower.
But I never got kelp that grows at least 15 blocks high by using the bone meal trick.
Kelp is supposed to grow 2-25 blocks high.
Kelp seems to have a limit to how many times you can grow it with bonemeal before it stops responding. If you break and replant then you can grow it with bonemeal again. The limit in my testing is a randomly generated number roughly between 30 and 70. This behavior is discussed in the comments to MCPE-57330 and may be caused by the same bug that causes natural growth to stop, but it is not clear to me that bonemeal fueled growth should be limited even if limiting natural growth is intended behavior (perhaps as a fix to MCPE-42575).
Through testing and using an NBT viewer I have determined that the reason kelp stops responding to bonemeal in a kelp farm is because the kelp block below the one that is broken can be randomly assigned age=25, and Kelp does not grow beyond age=25.
When you break a kelp block that is growing on top of another kelp block, the block below the one broken is assigned a random age. The random age should be from 0 to 24, per the wiki and to match Java. However, the current Bedrock behavior assigns a random age from 0 to 25.
I have uploaded a test world that demonstrates this bug. It contains 8 copies of a bonemeal-fueled kelp farming machine, each placed in a separate chunk for easier examination of chunk data. It also contains a line of command blocks. The command blocks place new kelp blocks in each machine when activated by the stone button. To run each machine, flip the lever on the front. Each machine will run for a different amount of time, but eventually each will stop growing kelp even though the dispenser filled with bonemeal continues to fire. When every machine has stopped growing kelp, examine the chunk data and you will see that all of the single kelp blocks remaining have age=25.
Probably this bug is the result of an attempt to fix MCPE-42575, but the random age assignment was mistakenly coded to be 0-25 instead of 0-24.
Note that in comparison to MCPE-57330, which focuses on natural kelp growth stopping despite age<25 because of missing/incomplete block updates, the farm setup I have used here continuously forces block updates because the piston is fired by the same clock circuit as the dispenser. Because of the bug described by MCPE-57330, the farms in the test world I have uploaded may stop growing for short periods of time and then resume. To verify that the plants all end up at age 25 eventually, you should let the farms run for several minutes after growth appears to stop.
Thank you for your report!
However, this issue is Working as Intended.
The report you have submitted is working as intended: Kelp plants have a maximum "age" or height of 25 blocks and are assigned a random age when planted or broken. See MCPE-42575.
Please note, that mechanics of the game may change between updates.
Things such as graphics, sounds, world creation, biomes, redstone, villagers, and animals may not work the same in current versions.
Full Version History – Snapshot Version History – Feature Requests and Suggestions
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki


Yeah i've about farming it's doesn't work anyone because it was broken.
This seems like a good post for the feedback site, not the bug tracker.
The implementation is different on Bedrock from Java, but that does not mean it is a bug. In the same regard, the fact that Guardians spawn in just 25 spots is not a bug. Or strongholds generating more commonly beneath wells. These are just differences.
The more I think about it, the more I like the idea of implementing this change, but still, this discussion should probably happen on the feedback site.
Why are you need put feedback it will be rejected for reason it was confirmed i've noticed it doesn't work like half grown.
This was actually fixed in 1.14.0, but the fix had some problems detailed in
MCPE-60156andMCPE-57330. These have been fixed in the 1.15.0.55 beta.