Kelp intermittently affected by bone meal
bonemeal stops working randomly from dispensers on kelp, thereby breaking kelp farms, etc
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kelp intermitently effected by bonemeal
bonemeal stops working randomly from dispensers on kelp, thereby breaking kelp farms, etc
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kelp intermitentlyeffected by bonemealKelp intermittently affected by bone meal
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Thank you for your report!
However, this issue is a Duplicate of MCPE-60156.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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There are a few separate reports of kelp not responding to bonemeal, see MCPE-60156.
Thank you for your report!
However, this issue is a Duplicate of MCPE-60156.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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I have updated MCPE-60156 with a test world for bonemeal-based kelp farms, which I used to verify that the random age assignment to kelp below when you break kelp above incorrectly includes age=25. (I figured out how to read the block states data; MCC Tool Chest PE includes a .txt integer-based export so you don't have to read hex. Convenient, but still tedious.) So, there are definitely 2 bugs here: one with block updates related to kelp growth, and one with the random age assignment when kelp is broken.
As Glenn pointed out in this comment above, manually firing pistons to force block updates will restart a kelp farm for a while, but eventually will not. The interaction of the 2 bugs explains why.
I have also been testing the difference in output between natural growth farm setups in which plants are next to each other and all pistons fire at once, versus the same number of plants each separated from each other and having its own piston. My thought is that the pistons all firing together over a line of plants is causing redundant block updates that interfere with each other in some way and magnify the bug. So far data is bearing that out–in some trials the 2 setups produce roughly the same, but in some the isolated plants produce 2-4x the kelp as the row.
This was actually fixed in 1.14.0, but the fix had some problems detailed in MCPE-60156 and MCPE-57330. These have been fixed in the 1.15.0.55 beta.
Thank you for your report!
We're actually already tracking this issue under MCPE-60156 so I've requested this report be resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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@Justin Schaller
Thank you for providing the screenshot. It shows that you are not in the beta version, and you're using a kelp farm design that worked before 1.14.0. This issue is covered in MCPE-57330, so I will have your report resolved as a duplicate.
If you'd like to understand the bug better, you may read Auldrick's revised description in MCPE-57330 and then my comments beginning here. The bug is not actually in pistons, but in the interaction between kelp and the water block it grows into. There is also a bug in the aging mechanic for kelp that causes bonemeal-based farms to get stuck, which is covered by MCPE-60156. Both of these bugs are fixed as of beta 1.15.0.55 and should be fixed in release version of 1.16, whenever that is ready.
@Sickle Inc thank you for the very detailed response. Would you be able to create a small test world with the 10-kelp farm, the single kelp farm, and the bonemeal kelp farm, each in a separate chunk, and each run until they have stoped working?
Re: bonemeal, I can tell you that bonemeal does not grow kelp beyond age=25 in 1.14.30. I doubt that was changed, because the changes that were (supposedly) made are detailed in the 1.15.0.55 changelog. If anyone wants to test bonemealing and whether bottom kelp is getting assigned age=25, you may use the test world that I uploaded to MCPE-60156.
Voldemort is back.
Sicke Inc's test world shows kelp stuck in 1.16.0.55 in exactly the same way it gets stuck in 1.14. The ages of the stuck kelp in the single farm are 5 and 6, and the ages of the stuck kelp in the manual bonemeal farm are 17 and 18. The ages in the 10-kelp farm vary.
I went ahead and opened the world in 1.14.30 just to push observers into the stuck kelp, and the observers "locked" in exactly the same way they do for kelp grown in 1.14.X. Since no other updates were made to the kelp, that indicates that the root problem is probably the same.
None of the stuck kelp is age=25, so the fix to the random age assignment may still be in place. That could be why farms work slightly better in 1.16. If someone wants to beta test with the world I made for MCPE-60156 then that could give us more information.
This issue is discussed in the comments to MCPE-57330, but it also has its own ticket at MCPE-60156.
Confirmed and updated based on test outlined in the description.
After testing 5 groups of 100 kelp for 1 minute each, I got a total of 64 growths instead of the expected 146. That's about a 3/7 chance of growth with each tick. That matches the realtime growth rate of kelp on Java, if the wiki is correct that Java kelp has a 14% chance of growth when ticked. So it's possible an unannounced parity change was made in 1.16.100.
In my tests I did not see any evidence that the kelp growth bugs from 1.14 had reverted (MCPE-57330 and MCPE-60156).
Something that might be affecting the output of larger farms apart from this issue, are the 1.16.0 changes to how items are pushed by pistons, and to the hopper collision box. I noticed in one old test world that kelp was getting stuck under the edge of a hopper, and under the pistons I used to break it, in ways that it did not in 1.14.
I don't think bonemeal works on kelp.
Do you have a clip of this working?
yes, attached above: working, and not working
I think I'm missing something here in either video they both looked the same and you have a odd point of view.
@Jeremy Rodriguez I also found your videos confusing; I think you may have uploaded the same video twice.
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 byMCPE-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.Resolving issues that were marked as fixed in the 1.15 and 1.16 Betas, now that 1.16.0 is being released.