[MCPE Helper] Aspergerian
- Aspergerian
- aspergerian
- America/New_York
- Yes
- No
I'm not sure if this was intentional or not, but the SunriseandSunsetpatterns on PE arefrom NorthtoSouth respectivelyjust like in the PC Beta version as opposed to East to West which is the current pattern on Console and PC. If this wasn't intentional, then I'm letting you know this is the current pattern as of now.Previously, the issue was concerned about the Sunrise/Sunset cycle being from North/South respectively, instead of East/West.
However, the real issue may be that the "X" and "Z" coordinates may be flipped/warped; the "Z" (supposedly "X") coordinates (positive/negative-wise) are also mirrored.
The "f" position may also be affected as well (completely rotated 90° clockwise).
Sunrise and Sunset patterns are similar to PC Beta."X" and "Z" coordinates are mirrored; "f" position is rotated 90° clockwise.
Still an ongoing issue (unless proven otherwise) in 1.0.0.
Previously, the issue was concerned about the Sunrise/Sunset cycle being from North/South respectively, instead of East/West (that may still be the case if the coordinate system is indeed correct).
However, the real issue may be that the "X" and "Z" coordinates may be flipped/warped; the "Z" (supposedly "X") coordinates (positive/negative-wise) are also mirrored.
The "f" position may also be affected as well (completely rotated 90° clockwise).
I was told that the map direction & default placement on an item frame was bugged, so this could be invalid or something.
Update:
-Apparently according the mini-map mods I've used, the sun rising is pointed to the North instead of East, and the sun setting is pointed to the South instead of the West.
-The same could be said with the F3 mods, they say the exact same thing.
Beta Build 3 is affected.
Affects 1.0 Beta Build 6.
(I have noticed that seeing as how the pumpkin stub texture faces northwest, the north direction also indicates the sun/moon rising)
Affecting 1.0.2.
Affecting 1.0.3.0.
Affects 1.0.4.0.
I'm beginning to wonder if this issue is more for "older" devices.
As of 1.0.4.1, the game included a shorter render distance option (4 chunks) for "older" devices.
Despite my device being a Galaxy Note 5, the game gave me the "4 chunks" option.
If this is the case, then please close down this issue.
Affecting 1.0 Beta Build 2 (laggy even with 10+ chunks).
1.0 Beta Build 3 is affected. (Still somewhat laggy with 10+ chunks)
Affecting 1.0.0 (using a Note 5, and a render distance of 10-14 chunks, the FPS is roughly 15-20).
Affecting 1.0.3.0 (Perhaps certain devices have a limit for how much they can handle).
Upon entering a Jungle, Spruce Forest, or Roofed Forest, theframeratedrops heavily when the render distance isset between 10-14 chunks. This is also affected in both survival and creative, and it forces me lower the render distance down to 6-8 chunks, which becomes annoying from time to time.When approaching a Jungle, Spruce Forest, Cold Taiga, or Roofed Forest, the FPS drops heavily when the render distance is higher than 10+ chunks.
This forces me to lower the render distance down to 4-8 chunks for the game to be less intense.
Spruce/Jungle/Roofed Forests are really laggy.FPS drops heavily when approaching a Spruce Forest, Jungle, Cold Taiga, and Roofed Forest.
When approaching a Jungle, Spruce Forest, Cold Taiga, or Roofed Forest, the FPS drops heavily when the render distance is higher than 10+ chunks.
This forces me to lower the render distance down to
4-8 chunks for the game to be less intense.When approaching a Jungle, Spruce Forest, Cold Taiga, or Roofed Forest, the FPS drops heavily when the render distance is higher than 10+ chunks.
This forces me to lower the render distance down to 5-8 chunks for the game to be less intense.
When approaching a Jungle, Spruce Forest, Cold Taiga, or Roofed Forest, the FPS drops heavily when the render distance is higher than 10+ chunks.
This forces me to lower the render distance down to 5-8 chunks for the game to be less intense.
FPS drops heavily when approachinga Spruce Forest, Jungle, Cold Taiga, and Roofed Forest.FPS drops heavily when approaching biomes with lots of trees.
When approaching a Jungle, Spruce Forest, Cold Taiga, or Roofed Forest, the FPS drops heavily when the render distance is higher than 10+ chunks.
When approaching a biome with lots of trees (Jungle, Spruce Forest, Cold Taiga, or Roofed Forest) , the FPS can drop heavily when the render distance is higher than 8-10+ chunks.
Zombie Villagersspawn only as 'Farmer' type.The only Zombie Villagers that naturally spawn are the "brown-robed" ones.
When
spawned, the only Zombie Villager type that appears is a 'Farmer' type. No other Zombie Villager type appears (aside from zombies/husks killing the villagers).I believe this has been around for quite some time (0.16 perhaps),
anddespite there being 5 (hopefully 6 soon) types of Zombie Villagers, the only type that spawns is the 'Farmer'.When naturally spawned, only the "brown-robed" Zombie Villagers will appear, the other 4 types don't.
I believe this has been around for quite some time (0.16 perhaps), despite there being 5 (hopefully 6 soon) types of Zombie Villagers.
Still a problem for me (only the brown-robed Zombie Villagers spawn, the other 4 types don't).
Changed the title to clarify the issue.
Also changed the description to be more specific.
Manuallyset sensitivitywas slowwhen creating/joining a world.Pre-set sensitivity is sluggish when creating/joining a world.
Affects 1.0.4.1.
Affecting 1.0.3.0 (still sluggish).
Affects 1.0.4.0.
Not sure if this still an issue in 1.0.2 (pre-set sensitivity still having a sluggish behaviour?)
Affecting 1.0.0 (sensitivity is somewhat noticably slower when entering/creating a world, when re-adjusting the sensitivity, it's much faster than before).
Still affecting 1.0 Beta Build 2.
To put it short, the sensitivity is kinda bugged.
Even now it's still an on-going issue for me
Pre-set sensitivity is sluggishwhen creating/joining a world.Sensitivity is sluggish turning rapidly.
When
joining/creating a world, the sensitivity (set to 70) felt very slow (like roughly 20). The sensitivity was still at 70 and only changed when it was re-updated.Reproduction:
- (Recommended) Set sensitivity on high (70-100 preferably) .
When trying to turn rapidly, the sensitivity is a bit stuttered, not completely smooth. Touch controls are more noticeable.
Sensitivity is sluggish when turning rapidly.
Sensitivity is sluggish/jerky when turning rapidly.Sensitivity is sluggish/jerky when turning rapidly.
Sensitivity is sluggish/jerky when turning rapidly, and can occasionally stutter.
Sensitivity is sluggish/jerkywhen turning rapidly, and can occasionally stutter.Screen can be very twitchy at times.
Reproduction:
-(Recommended)
Set sensitivity on high(70-100preferably).
When trying to turn rapidly, the sensitivity is a bit stuttered, not completely smooth. Touch controls are more noticeable.Reproduction:
-Create/join a world.
-Wait a while (preferably when it rains/snows).At some point, the screen can be very twitchy when trying to turn. Touch controls are more noticeable.
Screencan bevery twitchyattimes.Screen gets very twitchy sometimes.
Affects 1.0.4.1.
However you need to be elevated off the ground (or build upwards a little) for this to happen.
Affects 1.0.4.11.
Bats, blazes, and ghasts also produce a similar effect as well.
Affects 1.0.5.0.
As the title says, if you try to fish a chicken(survival or creative), it wouldstart to 'fly' (make hurt soundsand jumprepeatedly while the bobber is attachedto the chicken, causing thechickento take an increase of altitude until you let go).(NOTE: This was tested in 1.0.0.0, however there was no way to put the version number, so instead I was forced to put 0.17.0.2).
If you try to fish a chicken or a bat, they'll start to 'fly away' (make hurt sounds repeatedly while the bobber is attached, causing them to take an increase of altitude until you let go).
(NOTE: This was tested in 1.0.0.0, however there was no way to put the version number, so instead I was forced to put 0.17.0.2).
Fishing a chicken causesit to 'fly'.Fishing a chicken or bat causes them to 'fly away' whilst 'being hurt continuously'.
If you try to fish a chicken or a bat, they'll start to 'fly away' (make hurt sounds repeatedly while the bobber is attached, causing them to take an increase of altitude until you let go).
(NOTE: This was tested in 1.0.0.0, however there was no way to put the version number, so instead I was forced to put 0.17.0.2).
Fishing a chicken, blaze or bat causes them to 'fly away' whilst 'being hurt continuously'.
Fixed as of 1.0.4.1.
Using a map in the Overworld causes extremelag.Using a map in the Overworld causes extreme FPS drops.
For 1.0.4.1, I should mention that from time to time, it does lag very badly when near oceans/deep oceans, and (sometimes) forests.
It lags less, but is still noticeable when approaching either of these locations.
Update:
-Still affected in 1.0 Beta Build 2.
Update:
-Affects 1.0 Beta Build 3.
Affects 1.0 Beta Build 4.
(If anyone else experiences this, please reply. I don't know if any of the devs are aware of this)
Affects 1.0 Beta Build 5 (slightly improved, but still pretty bad with the FPS).
Affects 1.0 Beta Build 6 (1.0.0.7).
It's worth noting that as of 1.0.0.7, this bug has gotten much more worse, to the point where 128x128 maps are barely usable (60FPS down 15-30 FPS). At max 256x256 maps are where the FPS just drops to the single digits.
There's also a weird phenomenon with the world generation rendering when using a map whilst moving.
The rendering starts to slow down when the player is holding out a map, and after a while, you'd have to force render by getting close to the end of the rendering view.
Affecting 1.0.0
Affecting 1.0.2.
Affecting 1.0.3.0.
Affects 1.0.3.
Affects 1.0.4.0.
It seems render distance may be somewhat involved;
The lowest settings (4-10 chunks) are fine, however 12-14+ chunks combined with biomes that are resource intensive (jungles, forests, oceans, etc.) drops the FPS very badly.
Using a map in the Overworld causesextreme FPS drops.Using a map in the Overworld causes intense FPS drops.
Using a mapin the Overworldcauses intense FPS drops.Using a map/explorer map causes intense FPS drops.
When holding/using a map in the Overworld, the FPS counter starts to drop significantly low, when not holding out the map, the FPS counter instantly jumps back up. This doesn't affect the Nether or the End in any way, only the Overworld is affected.
Update: Explorer Maps are also affected as well.
Using an extended map/explorer map causes intense FPS drops and delays chunk generation.
Seems mostly stable, a bit of lag though with certain map extensions.
Affecting 1.0.0 (I think Windows 10 doesn't have this issue, but the mobile version does (Android and iOS)).
Affecting 1.0.2.
Affecting 1.0.3.0.
Affects 1.0.4.0.
Affects 1.0.4.1.
Affects 1.0.4.11.
I think this is fixed for 1.2.0.2.
It moves, but not as far.
Splash Screen Text goes out-of-place whenzoomed.Splash Screen Text goes out-of-place when changing the GUI Scale.
Splash Screen Text goes out-of-place when changing the GUI Scale. (Mobile)
Splash Screen Textgoes out-of-place when changing the GUI Scale. (Mobile)Splash Screen Text looks out-of-place when changing the GUI Scale. (Mobile)
Splash Screen Text looks out-of-place when changing the GUI Scale.(Mobile)
In a creative flat world, I used spawn eggs to spawn one zombie horse and one skeleton horse. I then watched them for 5 minutes, moving only to keep them both in view at all times. I didn't see either of them take damage or act like they had taken damage. [MCPE Helper] Aspergerian how many of these did you spawn? Did you build/dig anything to confine them in the creative flat world? Did you interact with them? Did you let your device go to sleep and turn it back on? I presume you did not use /summon to spawn the horses. Ah.... nevermind, I left the game running as I typed all of that <<< and as I typed, the Zombie horse died...
CONFIRMED on Samsung Galaxy S6 (SM-G920W8), Android 6.0.1
Steps to reproduce: spawn a zombie horse or a skeleton horse from a spawn egg in a creative flat single player world. Follow it around for a while (first one died about 6-7 minutes, second took about 12, third about 6-7 happened during daytime and night time all in the same creative flat world). They will eventually die, as far as I can tell without ever showing or sounding that it was getting hurt. Each turned red, then fell over and there was the puff of smoke like dying, just no sound.
[MCPE Helper] Aspergerian, Ocelots do spawn. Found in seed 65183.
[MCPE Helper] Aspergerian: It did indeed get fixed.
Revised title per [MCPE Helper] Aspergerian's comment.
Tested at the locations shown in the screenshots, and this bug appears to be fixed as of 1.0.0. (Probably fixed in 1.0 beta build 4, as stated by [MCPE Helper] Aspergerian.)
[MCPE Helper] Aspergerian Are you sure skeleton horse traps aren't spawning? In 1.0.0 (or was it 0.16, I can't remember...) skeleton horse traps were made a whole lot more rare than they used to be. It took me a really long time testing to get one to spawn, last time I checked during the 1.0.0 beta... are you absolutely certain they aren't spawning in 1.0.0 at all?
[MCPE Helper] Aspergerian as the author of the ticket you can update the affected versions of it.
Thanks [MCPE Helper] Aspergerian. That means it still affects 1.0.4.0.
Reopening per [MCPE Helper] Aspergerian's comment.
The stonecutter is not retextured in the following official texture packs:
- Candy (last tested in 1.0.5.3... thanks [MCPE Helper] Aspergerian
) - Cartoon
CityFixed as of 1.5.2Festive Mash-up 2016Fixed as of 1.1.0.9.PlasticFixed as of 1.5.2- Chinese Mythology Mash-up (last tested in 1.1.0.9)
Untested:
- Adventure Time Mash-up
- Fallout Mash-up
- Greek Mythology Mash-up
- Skyrim Mash-up
- Steampunk
- Any of the Marketplace partner packs
[MCPE Helper] Aspergerian & Youcef Guenaoua... This bug has been fixed in 1.0.4.1, but villagers that originally naturally spawned in 1.0.4.0 will still act incorrectly due to a mistake made in the behavior JSON in that version. The fix in 1.0.4.1 cannot be applied retroactively to these villagers, unfortunately. Here is a full scenario list:
Scenario list for villager behavior in 1.0.4.1:
Affected by MCPE-20022 (can't trade) & being unable to harvest crops even if brown-robe:
All zombie villagers from 1.0.3 & 1.0.4.0 that weren't originally villagers that are cured in any version.
Affected only by MCPE-20012 (harvests crops even when it shouldn't):
A villager that naturally spawned in 1.0.4.0.
Acts as intended:
All villagers & zombie villagers that spawned naturally or unnaturally in 1.0.4.1.
Any villager that spawned in 1.0.3.
A villager that unnaturally spawned in 1.0.4.0.
A villager that naturally spawned in 1.0.3 that was converted to a zombie villager and then cured in 1.0.4.0.
A villager that unnaturally spawned in 1.0.3 or 1.0.4.0 that was converted to a zombie villager and then cured in 1.0.4.0.
[MCPE Helper] Aspergerian, just in case you don't know, spiders & undead mobs are supposed to be immune to poison. The ender dragon is also supposed to be immune to all status effects. Knowing this, could you list the valid cases of tipped arrows not working that are left in 1.0.4.1?
[MCPE Helper] Aspergerian Just to clarify, the bug is fixed when using the vanilla resource pack? If so, then it makes sense that the bug wouldn't be fixed for existing resource packs that modify that part of the GUI. I think this fix was merely a revision to the GUI JSON files in the vanilla resource pack.
EDIT: Yep, just checked for myself, and the bug is definitely fixed with the vanilla pack.
[MCPE Helper] Aspergerian, the first 2 things apply to the potion effects in general, and the 3rd doesn't fit under what this bug report is about, so I'll re-resolve this issue as WAI again, as the behavior described in this issue works as expected.
The witch-potion oddity you described has been reported as MCPE-20239; the regeneration-not-working-on-undead-mobs behavior is WAI; and finally, the instant-health-arrow thing was previously reported as MCPE-19631.
[MCPE Helper] Aspergerian, if there's an issue with the volume of the thunder, that would be a separate bug. This bug was about thunder sounds not existing at all at ground level.
[MCPE Helper] Aspergerian, we're currently unable to reproduce this issue. Could you please provide repro steps?
[MCPE Helper] Aspergerian Did you test it with villagers from 1.0.4.11 or newly-spawned ones in 1.0.5.0? I haven't tested it in 1.0.5.0 yet, but will soon. Re-opening ticket.
Reopening, per [MCPE Helper] Aspergerian's comment.
Confirmed, thanks to [MCPE Helper] Aspergerian for the help
This was originally reported in MCPE-10218 and was closed as Fixed in 0.14.0 Beta 3. [MCPE Helper] Aspergerian reported it happening again in 1.0 Beta Build 2. Then Moe reported it again in 1.11.4 and created this ticket since the earlier one hadn't been reopened. Then last December Brian reported it happening again in 1.14. Those reports were all on the earlier ticket, so this ticket doesn't appear to have corroborations by other people, but in fact there are some.































































So, the maps on PE are actually rotated (North is actually East and South is actually West)?
Can confirm with using the Samsung Galaxy Note 5, the glitch occurs when using the Plastic, Faithful, Soartex Fanver, or any texture pack that's available. However, when switching back to the default vanilla texture, only then the glitch stops entirely.
Only on the default one.
Can confirm using a Samsung Galaxy Note 5.
Affects on 0.15.90.7.
(Edit) The bug comes every now and then, Skeletons and Strays are affected and when they appear they'll sometimes hold a fishing rod.
Personally I think this could be used a rare feature
Can confirm, every now and then grass, and flowers will spawn incorrectly on sand or gravel (or float in the air).
Yes, this has been around the Beta for a while now. They would also spawn inside the walls and floor and proceed to suffocate.
I had a similar problem too, this started in the beta for me (sensitivity was manually put to 70, when loading a world it feels like 30 but the sensitivity was still at 70).
Still affects 0.16.0.
Can confirm, in 0.16.1 no ocelots seem to spawn, even in a 2,000+ block sized jungle. I looked everywhere, double checked, triple checked, stayed in the area for a couple of hours, difficulty set to 'Hard', no signs of ocelots anywhere. I think it's similar to how Strays didn't spawn in snowy biomes before they were fixed.
Can confirm, ocelots do not seem to appear anywhere in a jungle, big or small. Even when I've checked the area over and over again, no ocelots spawn AT ALL.
Confirmed on Samsung Galaxy Note 5 (custom font/texture for buttons, icons, numbers, and words become distorted if higher than x16 resolution).
Every undead mob doesn't make them.
Yes, they're also missing more sounds again (player hurt sounds are made) in the 1.0/0.17.0.1 Beta.
It also hurts/kills all other mobs.
I think it's fixed.
Affects 1.0 Beta.
I believe in 1.11, the GUI issue was fixed when breaking the renamed blocks.
Can confirm, it's missing for me too.
Please re-open this issue, I've spotted mobs that spawn within jungle bushes and ice from icy plains.
Currently affects 1.0 Beta Build 2.
Affects 1.0 Beta Build 2.
I think 1.0 Beta Build 2 fixed this.
This is fixed in 1.0 Beta Build 2 I think.
(I don't know if using the Fortune enchantment is meant to work on flowers, if so then this technique still works for 1.0 Beta Build 2)
Affects 1.0 Beta Build 2.
Currently affects 1.0 Beta Build 2.
Music hasn't been properly added yet (not by default anyway).
It's fixed I think.
Affects 1.0 Beta Build 2.
How is this WAI? I re-call seeing the Ender Chest named as "Ender Chest" when opened. So it should also work with the Trapped Chest as well.
Oh, okay then.
Update:
-Affects 1.0 Beta Build 2.
Affects 1.0 Beta Build 2.
With Beta Build 3, this should be fixed.
Currently affects 1.0 Beta Build 3.
Not to often, but every now and then ghasts apparently spawn and immediately suffocate to death.
This includes undead mobs as well. They are missing their walking/rattling sounds.
Affects 1.0.0.1
Affects Beta Build 4 (default8.png re-appears, but doesn't really function).
Using a Note 5, only when settings are somewhat low that the game is fine. But near trees causes the FPS counter to cut in half (or lower), forcing me to lower the render distance significantly, and even then the FPS hovers roughly at 30-40-ish when near large forest biomes.
I think 1.0 Beta Build 4 fixed this (please reply if otherwise).
Build 3 or 4 fixed this I think.
Now affects 1.0.0.2
They spawn with diamonds now
(Build 3 or 4 fixed this)
Try the seed FINAL, there should be a couple of diamonds waiting
Not sure if it's intentional or not. They recently fixed creepers making idle sounds, but not ocelots (or at least not yet) :/
Yeah, I already made a bug report earlier on (Build 1) saying the same thing (
MCPE-18427).The lava texture for Pocket/Windows 10 changed in 0.14.2 (the still/flowing animation are very noticeable if looked at carefully).
Which ones specifically?
This was fixed in Build 3 (or 4) I think.
Bug fix list mentioned (fixed rabbits spawning exponentially) or something like that.
Hoes are only enchanted with 'Unbreaking' (Java = Unbreaking, Mending, and Curse of Vanishing).
http://minecraft.gamepedia.com/Hoe
Affects 1.0.0.7.
Build 5 (or 6?) fixed this. (Noted that Java's 1.11 update changed the drops from Elder Guardians. They now drop WET sponges instead of DRY sponges).
Creepers, Ghast's fireballs, Wither's projectiles, etc., all make the new blast sounds. I think this is working as intended, but not entirely sure myself.
That was a bug from the Java version, and this was fixed in the earlier builds of 1.0. So this should work as intended.
Yeah, I recall eckoxsoldier asking about the logo being updated, I don't know if this is a bug or if it's intended :/
Personally, I think the Ender Maps look way different than the ones in Java, which is more descriptive and has more color displayed.
Yeah I noticed that as well, that's been around for a long time now (0.12 and before perhaps?).
The mobs also have two sounds overlapping each other upon death, and that's also been around for a while too.
Is this planned to be fixed for the final release of 1.0, or for a future release?
This should be fixed (earlier builds?), the only problem now is them spawning in VERY small spaces (causing ghasts to suffocate almost everytime).
They do spawn, just look around a little and you'll find one eventually.
Apparently this affects baby hostile mobs as well.
Slime spawning depends on the moon phase.
As for the Nether height limit, it's working as intended (Java and Console's nether height limit is bugged, it's suppose to remain as 128 blocks high).
Affects 1.0.0.
This is fixed already in 1.0.0. (Beta Build 3 fixed it)
Affecting 1.0.0 (I don't know if Cave Spiders make these sounds as well or not).
This started happening in 0.16 (according to the wiki, it's an exclusive) but I don't know if it's confirmed to be a bug.
@WillyW This works as intended. Silverfish and endermites being suffocated was a bug from Java (and Console).
This is fixed in 1.0.0 (Beta Build 3 fixed it).
Is this still happening in 1.0.0? (It's also worth mentioning that skeleton horse traps don't spawn in thunderstorms, no matter the difficulty).
Affecting 1.0.0 (don't know if the iOS update of 1.0.1 still has this).
Similar to
MCPE-17686(affecting 1.0.3.0).Affects 1.0.0/1.0.1 (it seems that custom font with 32x32 resolution or higher gets bugged out. 16x16 custom font seems fine though).
Exactly what's wrong with them?
Looks fine to me, went to the Nether and the lava looks fine.
They don't seem gray to me. As of now, each one shows its own different colour (at least with the Xbox controller).
You mean this? https://bugs.mojang.com/browse/MCPE-15502
That feature isn't introduced yet. Hopefully they will in a future update though.
You think I haven't tried? I've looked everywhere within sight, I've even tried all 3 world types, on "Hard" difficulty as well.
Is this fixed in 1.0.2?
Affecting 1.0.2.
Affecting 1.0.2 (Wooden Stairs still have a 'stone' sound when placed/broken).
Affecting 1.0.2.
Similar to my bug report (MCPE-16688).
I've seen this happen in 0.14 (mainly with spiders).
I believe it's called "durability" when enchanting via commands. I was confused at first, but I got used to it.
Affecting 1.0.3.0.
Is this affecting 1.0.3.0?
Affecting 1.0.3.0.
Affecting 1.0.3.0 (villagers tend to slowly, but surely leave the village and wander off elsewhere).
Shouldn't this be fixed? (description was updated to fix the issue)
Affecting 1.0.3.0 (It only stops when updating/moving around the hotbar, otherwise it is still around for me).
Affecting 1.0.3.0 (swimming in lava does show the oxygen bar, but is this confirmed as a bug?)
Affecting 1.0.3.0.
I can't seem to reproduce.
Is this still happening for 1.0.2?
Can confirm for 1.0.3.0 (throwing an eye of ender is kinda stutter-ish).
I think this works as intended (I've yet to hear otherwise).
Very similar to
MCPE-8002.When trying to leave the boat, it quickly stops (back then, the boat used to slow down, and then player could jump off afterwards).
Affects 1.0.3.
Affects 1.0.3.
Now affects 1.0.3.
For me, the Eye of Enders' (depending on which axis) textures does stretch, as well as of the End Portal itself.
Tested using the Galaxy Note 5 with Android 6.0.1.
Affects 1.0.3.
Are you sure? It works just fine for me.
This happened earlier on
MCPE-18842This bug is back according to
MCPE-20032.Affects 1.0.4.0.
This was fixed.
Is this bug still around for you?
Is this issue still in affect? (I recall that Realms/Multiplayer had this issue addressed earlier on)
How bad is it in 1.0.4.0?
Affects 1.0.4.0.
Perhaps a few achievements are a bit buggy (or overall buggy for Multiplayer).
Not really any issues for me (using a Galaxy Note 5, Android 6.0.1) at the moment.
I can't seem to reproduce this for 1.0.4.0.
Spawned in at least 50 sheep in a 12x12 diameter fenced area, surrounded with more smaller-fenced areas.
Tried going to the Nether/End then coming back, tried leaving the loaded chunk far away into a new chunk then coming back, but nothing happened. All of them stayed in the same area.
Tried it now actually (chunk borders are a bit tricky to locate; had to turn off Fancy Graphics to see where the borders were located), I had a couple of zombies suffocate in a wall/escape (one zombie got pushed by another zombie) after I left and re-entered the world again.
Maybe it's possible that since mobs/players actually spawn into the world on the 'corner' of a block, if they respawn again (next to a wall/barrier of sorts), they might be pushed towards into the wall/barrier (if another mob pushes them into it).
Although, I tried this a few more times and sometimes nothing happens and sometimes the mobs suffocate/escape.
So it would seem that this issue is in affect when the enclosure is near/at the chunk borders. Otherwise, if the enclosure is away from the chunk border or within the chunk itself, nothing should happen.
Not sure how else to clarify this, so sorry if it doesn't make too much sense.
So it looks like we're getting somewhere. It does seem that chunk borders are involved with this issue (with the mobs pushing each other and the enclosure located near said chunk borders).
Are you sure? Feather Falling works for me.
Just an update;
-Smite enchantment doesn't work for Husks & Zombies (works for all other undead mobs though).
Affects 1.0.4.0 (apparently this only happens when I fast-switch to a different slot, which makes the game think I'm press-holding the slot instead).
Affects 1.0.4.0.
Affects 1.0.4.0.
Affects 1.0.4.0.
Same issue as this one
MCPE-12281.I use an Xbox Wireless Controller (connected via bluetooth), and it works fine for me.
This is working as intended (anything your character does is shown in the survival inventory).
Can't reproduce this for 1.0.4.0.
Just tested it;
Aside from fences, it seems that stairs, slabs, grass paths, chests, hoppers, cauldrons, enchantment table, daylight-sensors, end portal frames, cake, and cobblestone/mossy cobblestone walls are affected as well.
Affects 1.0.4.0.
I had this issue as well.
I looked in the 'vanilla_music' folder, and noticed two files (manifest.json_old, and upgrade_report.log) had appeared.
I then tried to re-download the music and that seemed to have fixed the issue for me.
Same as this issue
MCPE-11555.Affects 1.0.4.0 according to
MCPE-20110.This isn't a bug.
For Android users, the game supports version 4.2 (Jelly Bean) or higher, anything less will not work.
Can confirm in 1.0.4.0;
There are lava source blocks that do not flow unless a block update occurs right next to them.
Is this still happening? (This used to happen frequently in jungles)
I assume you mean non-split touch controls for Touch users. The functionality is working as intended though.
Is this phenomenon still happening? (Based on the description saying this was on 0.15.2, this is likely outdated).
Confirmed in 1.0.4.0 (this only happens when a upper-half slab is above the leaf blocks).
Grass paths as far as I know aren't considered as 'full' blocks, like with tilled dirt, chests, etc.
Is this still in effect?
Can you provide a screenshot of this?
What was the render distance set to?
This occurs in both UI Profiles. This is likely WAI unless a developer says otherwise, although I'm not sure if it is.
Affects 1.0.4.0.
It's not only the Shulker Shell texture that's affected though.
-The Creative Inventory Icons (Iron Sword, Wheat Seeds, and Magnifying Glass) have not been re-textured for ALL the texture packs.
-The 'Steve' Head isn't re-textured for ALL texture packs (for "Plastic", the icon is re-textured, but isn't when placed).
-The Shulker Shell isn't re-textured for ALL texture packs, except for Candy.
-The Stonecutter isn't re-textured for the following texture packs; Plastic, City, Cartoon, Festive Mash-Up, and Candy.
-The Lingering Potion of Decay isn't re-textured for the Cartoon texture pack.
-The Dragon's Breath isn't re-textured for the Festive Mash-Up pack.
I believe these are all the errors I've noticed from the paid texture packs.
I made a list as to all the textures I've noticed were missing that I posted as a comment on
MCPE-19277.This is the list I posted just recently;
-The Creative Inventory Icons (Iron Sword, Wheat Seeds, and Magnifying Glass) have not been re-textured for ALL the texture packs.
-The 'Steve' Head isn't re-textured for ALL texture packs (for "Plastic", the icon is re-textured, but isn't when placed).
-The Shulker Shell isn't re-textured for ALL texture packs, except for Candy.
-The Stonecutter isn't re-textured for the following texture packs; Plastic, City, Cartoon, Festive Mash-Up, and Candy.
-The Lingering Potion of Decay isn't re-textured for the Cartoon texture pack.
-The Dragon's Breath isn't re-textured for the Festive Mash-Up pack.
The Ender Chests have been fixed as far as I know (I checked all of them and they have their own textures).
Please reopen this, I've tried inflicting Poison and Withered Tipped Arrows on all sorts of mobs, but they show no signs of being affected by said Tipped Arrows.
So this is affecting 1.0.4.0 then.
Can confirm that some blocks have weird/wrong colors, and some don't even appear at all.
They do for me, maybe you're just unlucky (they don't spawn all the time, but they are there).
Okay, thank you
Can confirm as well.
Both in survival and creative inventory, the lilypads and vines have the same texture icon.
Lilypads when placed have the same texture as the icon.
Although for vines, it appears dark green as an icon but when placed, it gives off different shades (light yellow-green in swamps, but regular green in plains).
Most of the lag seems to occur in the Nether and partly in the Overworld;
Oak/Birch Forests = Somewhat Noticeable.
Jungles = Heavily.
Dark Oak Forests = Very Noticeable.
Oceans/Deep Oceans = Very Noticeable (Chunk updates are terribly slow).
Taigas/Cold Taigas = Very Noticeable (Cold Taigas are heavily affected).
The End isn't that much affected (slight FPS drop every now and then, but not horribly).
Is this still happening in 1.0.4.0?
I tested it again, all the mobs that aren't affected are the following;
-ALL undead mobs
-Spiders
-Cave Spiders
-Witches
-Ender Dragon
All the other mobs do show signs of being affected though.
Apparently there's an issue with the "Grass" texture (extra white pixels above the grass itself), but only when held though.
Almost all mobs seem to have knockback resistance upon death.
This never happened earlier on when 0.8 was still around, and now the only mobs that do not have knockback resistance upon death are horses, donkeys, mules, skeleton horses, and zombie horses.
This issue is outdated.
Is this still a problem for 1.0.3?
Affects 1.0.4.0.
Affects 1.0.4.0.
Affects 1.0.4.0.
All the gravity blocks (sand, red sand, gravel, dragon egg, anvil) are affected.
Affects 1.0.4.0.
Affects 1.0.4.0.
Affects 1.0.4.0.
Affects 1.0.4.0.
It seems this issue is for Controllers/Keyboard & Mouse users.
I tested with an Xbox Wireless Controller via Bluetooth on the Galaxy Note 5, it cannot detect past 5 blocks as opposed to 12 blocks with Touch controls.
Affects 1.0.4.0.
The buttons on item frames however have been rearranged (facing forewards instead of sideways).
Affects 1.0.4.0.
Affects 1.0.4.0.
Affects 1.0.4.0.
This affects all blocks/block entities that were re-named.
Affects 1.0.4.0.
Is this still happening in 1.0.4.0?
It seems that any mob/NPC that walks into a minecart makes it slightly move, but for a short time before it slows down and stops.
Affects 1.0.4.0.
Any mob that tries to walk into them start spinning and jumping around.
It's similar to walking into slabs.
Affects 1.0.4.0.
I believe item frames are affected as well.
Affects 1.0.4.0.
I can't reproduce this issue in 1.0.4.0.
So, invalid then?
It may be the texture pack itself.
Perhaps its mechanics are outdated?
I've checked it out a couple of more times, apparently they do emit the green particles, but not very often.
Affects 1.0.4.0
Not only are the particle textures different, but the sound also changed (thrown splash-potion sound instead of an explosion sound).
Affects 1.0.4.0.
So this is fixed then?
Is this still happening in 1.0.3/1.0.4.0?
Affects 1.0.4.0.
Affects 1.0.4.0.
They show up, but it's very faded and somewhat short.
Is this still a problem?
Still around, but don't know if this is WAI.
Affects 1.0.4.0
Some mobs do have this issue (zombie pigman, wither skeletons).
Relates to this issue
MCPE-19308Can't reproduce this in 1.0.4.0.
Tested in 1.0.4.0 with Easy difficulty.
The dragon does 'track' the player if within the vicinity of the island itself, but not if the spawn platform is far away from the island.
I don't know if raising the difficulty alters this behaviour though.
Is this still in effect for 1.0.4.1?
Nevermind, fixed as of 1.0.4.1.
Fixed as of 1.0.4.1.
I don't know if this works with zombie villagers from 1.0.3 and before though.
Fixed as of 1.0.4.1.
Fixed as of 1.0.4.1.
This is invalid.
Fixed as of 1.0.4.1.
Fixed as of 1.0.4.1.
This is working as intended.
Although items/blocks being flung at a far distance is a different bug altogether.
This phenomenon occurs for all biomes (snow/dry included).
I don't know if PE's lightning mechanics differ from the other versions, or if this is even a bug at all.
I'm using the "US" English, and the same message occurs as well.
However according to the Minecraft Wiki, the "<player> was stabbed to death" message is an exclusive to the Console version.