Stone Red
- AzNqUkYsEvL
- aznqukysevl
- America/Los_Angeles
- Yes
- No
MCPE on iPhone is outdated. Still on 0.14.0 whereas the MCPE on Windows 10 is at 0.14.1.
So now the multiplayer doesn't connect between the iPhone and Windows 10.
MCPE should all be updated together so the cross-platform continues to work as advertised. Or allow newer versions to access older version worlds if the different platforms are not going to be updated together.
*edit: Hmm, the case entry was switched the resolve on 4/5/2016, but the version is still outdated. Any ideas when the 0.14.1 is planned to be released on the iOS?
MCPE on iPhone is outdated. Still on 0.14.0 whereas the MCPE on Windows 10 is at 0.14.1.
So now the multiplayer doesn't connect between the iPhone and Windows 10.
MCPE should all be updated together so the cross-platform continues to work as advertised. Or allow newer versions to access older version worlds if the different platforms are not going to be updated together.
*edit: Hmm, the case entry was switched the resolve on 4/5/2016, but the version is still outdated. Any ideas when the 0.14.1 is planned to be released on the iOS?
[MCPE Mod] Katten could you please tell us why you mark this type of case as "invalid"? I did put the time into typing out the details of this case, and posting it, so I would appreciate a bit of your time for a reply.
MCPE on iPhone is outdated. Still on 0.14.0 whereas the MCPE on Windows 10 is at 0.14.1.
So now the multiplayer doesn't connect between the iPhone and Windows 10.
MCPE should all be updated together so the cross-platform continues to work as advertised. Or allow newer versions to access older version worlds if the different platforms are not going to be updated together.
*edit: Hmm, the case entry was switched the resolve on 4/5/2016, but the version is still outdated. Any ideas when the 0.14.1 is planned to be released on the iOS?
[MCPE Mod] Katten could you please tell us why you mark this type of case as "invalid"? I did put the time into typing out the details of this case, and posting it, so I would appreciate a bit of your time for a reply.
Where do we report that problem? The description for MCPE clearly advertises the cross-platform feature (which now doesn't work).
still bugged in 15.7






Where do we report that problem? The description for MCPE clearly advertises the cross-platform feature (which now doesn't work).
Where do we report that problem? The description for MCPE clearly advertises the cross-platform feature (which now doesn't work).
This issue still occurs in 0.14.2. iOS and win10 mcpe
I think this is Works As Intended.
http://minecraft.gamepedia.com/Spawn_point#Despawning
As the page above details, mobs despawn after a certain distance from player.
This issue still occurs in 0.14.3. iOS and win10 mcpe
still bugged in 15.7
still bugged in 15.7
Please reopen. This bug still occurs in 0.15.8.
Actually, witch huts have never spawned ONLY witches. It's always been bugged ever since it came out.
Here's a related (but different case):
https://bugs.mojang.com/browse/MCPE-15882?jql=project%20%3D%20MCPE%20AND%20text%20~%20Witch
Still bugged in 0.15.8
I just made several new test worlds, all in flat world mode and with an artificial village. All villagers stopped breeding after reaching 30 count.
Unfortunately, I already deleted the test worlds, but it's quite easy to replicate a village. You could even just use a naturally generated village, and just add more doors to the houses and/or add more houses, as long as you stay in the max perimeter of the village as specified by the wiki.
You'll find the population always reaches 30 and no more.
https://www.youtube.com/watch?v=3ITX0clzpY0
Here's an example of how I had some of my test villages.
any updates on this issue?
Cool, thanks for testing.
Same thing happens on iphone and win10 of course.
Assuming that a chunk is 16 x 16 x 256, I made a village 20 x 20, then added more on each side in 20 block increments. so 40 x 40, then 60 x 60.
I waited about 1.5 hours for each village size to ensure it was properly detected.
Villager count stayed 30.
wow this bug is over 1 year old.
anyway still bugged in 0.15.10
Problem still exists in 0.15.10. Wow this one is an important one.
can a mod please add 0.15.10 to the affected versions list. thanks
yea it is difficult to replicate
i have few theories:
1) when i switch to nether
2) when there's not enough lighting
Atm, i stopped going to the nether because of another bug already reported...and i also lit the area a bit better. Seems the bug isn't returning after i do those two things.
shoot...both theories are wrong. it just happened again, even after good lighting, and I haven't gone to the nether.
I have about 30 pressure plates total in the world, but many many redstone circuitry. I wonder if it happens when there's alot of redstone updates.
http://www.minecade.com/forum/m/10639516/viewthread/27650106-pressure-platetripwire-bug-explained/post/last
This guy also explained the same exact problem. His second image shows the redstone dust still active when mobs are gone.
However, what I'm adding is that the buggy active dust does not power blocks as normal.
Should the confirmation status be changed to confirmed on this one?
Ok, so did more testing:
Exported world to iPhone 5 (which has much less tolerance for too many game ticks/redstone ticks), and during one of the massive game lags, all pressure plates were bugged as described above.
So it seems this happens when the server lags in some way.
Thanks for the update. Haven't had time to test it, yet. I'll post again when bug happens.
Since it's so difficult to be sure that the bug no longer exists, I would suggest leaving this bug report open for maybe a month after this date.
0.16.0 still bugged. please change to confirmed
Bug still occurs for 0.16.0
anyone alive?
Cool, thanks. Also it just happened to me again on 0.16.1
Do you think it's related to
MCPE-17871? It's not the same bug, but I guess both are related to pressure plates.did some more testing and wanted to add to the behavior description:
if you press the pressure plate, and walk/run around to any of the three adjacent blocks, the plate stays activated even though character/mob is well out of range of the hitbox of plate.
however, if you jump while on those 3 block, it deactivates the plate as usual, you can walk between the three blocks, and the plate won't activate until you stand within the hitbox to activate again.
Finally, if you go further than the adjacent blocks (2+ blocks away or jump up to one level up), to deactivate the plate, the hitbox returns back to normal and you can walk/run once again on the three adjacent blocks without activating the plate.
Hope that made sense.
Hey David Mendenhall. Yep, but i think you're referring more to
MCPE-17871.This one is about pressure plate creating a false signal. Pic shows mob is on plate, sending a signal to slime block, but slimeblock doesn't register it, keeping the torch on
still occurs 0.16.1
I don't know what mod aman4700 is doing...this bug still exists, and already reproduced. Furthermore, I've been following up with updates.
It takes quite some time for the community (myself included) to make these reports and follow up, and it feels a bit rude that mods falsely mark them as resolved so easily without testing, or at least finding out if the bug has been resolved.
Please keep this open until it is indeed resolved. If you have the title of a mod I believe you should also have the capability to test following the instructions, image, and comments we've taken the time to produce above. Thanks
unfortunately, I deleted the world after the above test. however, it should be quite easy to replicate from the screenshot. the white blocks on the diagonals are full blocks and have doors under them (to establish village). There are no doors in the center.
problem still occurs in latest version
This seems to have been fixed. Currently looking at 1.0.8
Thank you. Will report back if bug returns.
oh..well thanks. but how did you get the 1.1 version?
mine auto-updates and I guess i'm stuck on 1.0.8 atm