CallMeChris
- CallMeChris
- JIRAUSER623695
- Europe/Stockholm
- Yes
- No
The Bug
If an entity is on a non-full block (I.E a wither skeleton)
(Example)the mobs speed is limited heavily on how fast the entity can runHow to reproduce
- Build a floor made out slabs (Easiest to test, but more block can be used.)
- Summon a fast running mob (I.E. A mob that runs faster than a spider when
mad- Allow it to chase you
→
The mob is heavily limited in how fast it can run
Walk on a full block so the mob ends up on a full block→
The mob now runs at normal speed.
UPDATE: I have since found out that there is a set speed on the block for how fast they can run, trying a slower mob (E.G. zombie) does not limit their speed.
The Bug
If an entity is on a non-full block (I.E a wither skeleton) the mobs speed is limited heavily on how fast the entity can run.
How to reproduce
- Build a floor made out slabs (Easiest to test, but more blocks can be used.)
- Summon a fast running mob (I.E. A mob that runs faster than a spider when angered.)
- Allow it to chase you
→
The mob is heavily limited in how fast it can run
Walk on a full block so the mob ends up on a full block
→
The mob now runs at normal speed.
UPDATE: I have since found out that there is a set speed on the block for how fast they can run, trying a slower mob (E.G. zombie) does not limit their speed.
The Bug
If an entity is on a non-full block (I.E a wither skeleton) the mobs speed is limited heavily on how fast the entity can run.
How to reproduce
- Build a floor made out slabs (Easiest to test, but more blocks can be used.)
- Summon a fast running mob (I.E. A mob that runs faster than a spider when angered.)
- Allow it to chase you
→
The mob is heavily limited in how fast it can run
Walk on a full block so the mob ends up on a full block
→
The mob
now runs at normal speed.UPDATE: I have since found out that there is a set speed on the block for how fast they can run, trying a slower mob (E.G. zombie) does not limit their speed.
The Bug
If any mob is on a non full block, the speed of that entity will be limited compared to them walking on full blocks. This could've been implemented as a way to fix
MCPE-47075.How to reproduce
- Build a floor made out slabs (Easiest to test, but more blocks can be used.)
- Summon any mob
- Allow it to chase you
→
The mob is heavily limited in how fast it can run
UPDATE: I have since found out that there is a set speed on the block for how fast they can run, trying a slower mob (E.G. zombie) does not limit their speed.
Blocks that are shorter than fullblocks limits mobs/entities speedBlocks that are shorter than full limits how fast a mob can run
Blocks that are shorter than full blocks limits how fast a mob can run
The Bug
If any mob is on a non full block, the speed of that entity will be limited compared to them walking on full blocks. This could've been implemented as a way to fix
MCPE-47075.How to reproduce
- Build a floor made out slabs (Easiest to test, but more blocks can be used.)
- Summon any mob
- Allow it to chase you
→
The mob is heavily limited in how fast it can run
UPDATE: I have since found out that there is a set speed on the block for how fast they can run, trying a slower mob (E.G. zombie) does not limit their speed.
The bug
Attempting to provoke and endemite
,while being invisible will cause it to remain neutral, theirfore becoming basically passive whilethe playeris invisible. Causing players to be able to kill it without it noticing.
Stepsto reproduce:1. Spawn or find an endermite
.
2. Have the invisibility effect.
3. Attempt to provoke it.→
The endermite does not re
laliate.
The bug
Sometimes when selecting certain buttons in menu's, selecting a button can leave the other also selected. This mainly happens out of game but can happen during gameplay too.
How to reproduce
- Click a button, then leave the menu you are on
→Sometimes more than 1 button is selected.
Note: This doesn’t affect the newer updated menus.
Original description
Moto Z Play Droid - Some times in menus if I select a button, it leads me to another menu or dialouge, and when I exit the dialouge/menu it has the butoto pressed highlighted. Multiple buttons can be highlighted at the same time.
The Bug
When creating a double chest, there is a missing bit of the hitbox, allowing players to hit through chests.
To Reproduce:
- Create a Double Chest
in the air- Create another Double chest below it
.- Put contents in the second Double Chest
- Aim your crosshair in the middle and
openattempt to open the Double chest→
The Double chest below gets opened.
Original Description
i wasnt gonna report this because it wasnt that much of a problem...but i kept hitting the middle of the chest and nothing happens...no opening of the chest or anything, except that you can hit things and mine things behind the chest persay a cobblestone block.The Bug
When creating a double chest, there is a missing bit of the hitbox, allowing players to hit through chests.
To Reproduce:
- Create a Double Chest at least 1 block above ground
- Create another Double chest below it
- Put contents in the second Double Chest
- Aim your crosshair in the middle and attempt to open the Double chest
→
The Double chest below gets opened.
Original Description
i wasnt gonna report this because it wasnt that much of a problem...but i kept hitting the middle of the chest and nothing happens...no opening of the chest or anything, except that you can hit things and mine things behind the chest persay a cobblestone block.
Sometimes, XP orbs hover around a player constantly, instead of being absorbed as they should. In some cases, the player can be so distracted
and/or blindedby them that they don't notice hazards like ravines or lava.Cause
XP orbs on the client only sync positions with corresponding entities on the server when they are first loaded. As a result, whenever XP orbs move there is a chance that their client and server positions will diverge. This often happens when they collide with blocks or other entities, and since 1.16.220 it happens whenever they touch water with non-zero liquid_depth because the client-side orbs are no longer moved by water currents (
MCPE-120829). If the client and server positions become separated by too much then players can't absorb the orbs when they appear to be close enough. In this situation, the client-side orbs can follow the player for very long distances, and they cannot be destroyed (by fire, lava, explosions, or the void).Workarounds
- Use a command like /tp @e[type=xp_orb] @s to teleport all the floating orbs in all ticked areas to your position, so that you should immediately absorb them. (Or, to give them to another player, use the command tp @e[type=xp_orb] <gamertag>, specifying the gamertag of the player.)
- Try moving around the area where the orbs originally dropped or you first saw them, including moving vertically if there are surfaces that invisible orbs could be lying on.
- To resync the orbs, save & quit then reload the world, or go to a different dimension, then come back.
If you hear the tinkling bell sound of an orb being absorbed, you'll know that you found one, even if you didn't see any.
The bug
Sometimes, XP orbs hover around a player constantly, instead of being absorbed as they should. In some cases, the player can be so distracted
and/or blindedby them that they don't notice hazards like ravines or lava.How to reproduce:
1. Spawn a bunch of XP orbs (can be spawned using /summon, killing mobs, XP bottles, etc.)
2. Walk near those orbs→
Notice how some follow you but do not get absorbed
Cause
XP orbs on the client only sync positions with corresponding entities on the server when they are first loaded. As a result, whenever XP orbs move there is a chance that their client and server positions will diverge. This often happens when they collide with blocks or other entities, and since 1.16.220 it happens whenever they touch water with non-zero liquid_depth because the client-side orbs are no longer moved by water currents (
MCPE-120829). If the client and server positions become separated by too much then players can't absorb the orbs when they appear to be close enough. In this situation, the client-side orbs can follow the player for very long distances, and they cannot be destroyed (by fire, lava, explosions, or the void).Workarounds
- Use a command like /tp @e[type=xp_orb] @s to teleport all the floating orbs in all ticked areas to your position, so that you should immediately absorb them. (Or, to give them to another player, use the command tp @e[type=xp_orb] <gamertag>, specifying the gamertag of the player.)
- Try moving around the area where the orbs originally dropped or you first saw them, including moving vertically if there are surfaces that invisible orbs could be lying on.
- To resync the orbs, save & quit then reload the world, or go to a different dimension, then come back.
If you hear the tinkling bell sound of an orb being absorbed, you'll know that you found one, even if you didn't see any.
The bug
The door opening/closing sounds are random, instead of there being a specific closed/open sounds per action, the sound is totally randomised with around a 50/50 probability of it playing one of the sounds. This was changed in Minecraft Java Edition.
Original description
I've recently switched consoles, from PS3 to Xbox.
In the PS3 version, the door and gate open (creak) and close (ker-chunk) sounds followed the "open" and "close" actions of the door. I got very used to this audio feedback when quickly navigating through openings.
In the Xbox version, I seem to get an "open" or "close" sound with 50/50 probability, completely unrelated to the actual operation of the door or gate.
The bug
The door opening/closing sounds are random, instead of there being a specific closed/open sound
sper action, the sound is totally randomised with around a 50/50 probability of it playing one of the sounds. This was changed in Minecraft Java Edition.Original description
I've recently switched consoles, from PS3 to Xbox.
In the PS3 version, the door and gate open (creak) and close (ker-chunk) sounds followed the "open" and "close" actions of the door. I got very used to this audio feedback when quickly navigating through openings.
In the Xbox version, I seem to get an "open" or "close" sound with 50/50 probability, completely unrelated to the actual operation of the door or gate.
The bug
The door opening/closing sounds are random, instead of there being a specific closed/open sound per action, the sound is totally randomised with around a 50/50 probability of it playing one of the sounds. This was changed in an earlier version of Minecraft Java Edition.
Original description
I've recently switched consoles, from PS3 to Xbox.
In the PS3 version, the door and gate open (creak) and close (ker-chunk) sounds followed the "open" and "close" actions of the door. I got very used to this audio feedback when quickly navigating through openings.
In the Xbox version, I seem to get an "open" or "close" sound with 50/50 probability, completely unrelated to the actual operation of the door or gate.
Duplicate of MCPE-36190
Plus your game is modified with optifine, making this report invalid.
The bug
When attacking a piglin, piglin brute or hoglin when invisible, that mob will not properly retaliate against the player. This is not an issue in 1.16.5.
How to reproduce:
1. Spawn or find any of the listed mobs
2. Have the invisibility effect
3. Attack it→
None of the mobs retaliate
Expected behvaior: The mobs attack the player immediately after the player hits them, like in 1.16.5. This has a mjor effect on bastions, as a player can simply drink an invisibility potion and kill the piglin brutes without them attack the player.
The bug
When attacking a piglin, piglin brute or hoglin when invisible, that mob will not properly retaliate against the player. This is not an issue in 1.16.5.
How to reproduce:
1. Spawn or find any of the listed mobs
2. Have the invisibility effect
3. Attack it→
None of the mobs retaliate
Expected behvaior: The mobs attack the player immediately after the player hits them, like in 1.16.5. This has a major effect on bastions, as a player can simply drink an invisibility potion and kill the piglin brutes without them attack the player.
The bug
When attacking a piglin, piglin brute or hoglin when invisible, that mob will not properly retaliate against the player. This is not an issue in 1.16.5.
How to reproduce:
1. Spawn or find any of the listed mobs
2. Have the invisibility effect
3. Attack it→
None of the mobs retaliate
Expected beh
vaior: The mobs attack the player immediately after the player hits them, like in 1.16.5. This has a major effect on bastions, as a player can simply drink an invisibility potion and kill the piglin brutes without them attack the player.The bug
When attacking a piglin, piglin brute or hoglin when invisible, that mob will not properly retaliate against the player. This is not an issue in 1.16.5.
How to reproduce:
1. Spawn or find any of the listed mobs
2. Have the invisibility effect
3. Attack it→
None of the mobs retaliate
Expected behavior: The mobs attack the player immediately after the player hits them, like in 1.16.5. This has a major effect on bastions, as a player can simply drink an invisibility potion and kill the piglin brutes without them attacking the player.
The bug
When attacking a piglin, piglin brute or hoglin when invisible, that mob will not properly retaliate against the player. This is not an issue in 1.16.5.
How to reproduce:
1. Spawn or find any of the listed mobs
2. Have the invisibility effect
3. Attack it→
None of the mobs retaliate
Expected behavior:
The mobs attack the player immediately after the player hits them, like in 1.16.5.This has a major effect on bastions, as a player can simply drink an invisibility potion and kill the piglin brutes without them attacking the player.The bug
When attacking a piglin, piglin brute or hoglin when invisible, that mob will not properly retaliate against the player. This is not an issue in 1.16.5.
How to reproduce:
1. Spawn or find any of the listed mobs
2. Have the invisibility effect
3. Attack it→
None of the mobs retaliate
A note: This has a major effect on bastions, as a player can simply drink an invisibility potion and kill the piglin brutes without them attacking the player. This was not an issue in 1.16.5 and
The bug
When attacking a piglin, piglin brute or hoglin when invisible, that mob will not properly retaliate against the player. This is not an issue in 1.16.5.
How to reproduce:
1. Spawn or find any of the listed mobs
2. Have the invisibility effect
3. Attack it→
None of the mobs retaliate
A note: This has a major effect on bastions, as a player can simply drink an invisibility potion and kill the piglin brutes without them attacking the player. This was not an issue in 1.16.5 and
The bug
When attacking a piglin, piglin brute or hoglin when invisible, that mob will not properly retaliate against the player. This is not an issue in 1.16.5.
How to reproduce:
1. Spawn or find any of the listed mobs
2. Have the invisibility effect
3. Attack it→
None of the mobs retaliate
A note: This has a major effect on bastions, as a player can simply drink an invisibility potion and kill the piglin brutes without them attacking the player. This was not an issue in 1.16.5 and I believe this issue caused
MC-229169andMC-229246.
The bug
When attacking a piglin, piglin brute or hoglin when invisible, that mob will not properly retaliate against the player. This is not an issue in 1.16.5.
How to reproduce:
1. Spawn or find any of the listed mobs
2. Have the invisibility effect
3. Attack it→
None of the mobs retaliate
A note: This has a major effect on bastions, as a player can simply drink an invisibility potion and kill the piglin brutes without them attacking the player. This was not an issue in 1.16.5 and I believe this issue causedMC-229169andMC-229246.The bug
When attacking a piglin, piglin brute or hoglin when invisible, that mob will not properly retaliate against the player. This is not an issue in 1.16.5 and below.
How to reproduce:
1. Spawn or find any of the listed mobs
2. Have the invisibility effect
3. Attack it→
None of the mobs retaliate
Note: This has a major effect on bastions, as a player can simply drink an invisibility potion and kill the piglin brutes without them attacking the player. This was not an issue in 1.16.5 and I believe this issue caused
MC-229169andMC-229246.



happens in 1.17.10
Can confirm in the latest 1.17.11 update
I’m unable to reproduce this in 1.17.11. Pressing the add friend button opens the UI normally now so I think this ticket can be closed.
This is a duplicate of
MCPE-33801which is working as intended.Confirmed in 1.17.11
Confirmed in 1.17.11
Can confirm in 1.17.11. Also I would like to request ownership of this ticket as the owner of this ticket is my old deleted account and this ticket doesn't get updated anymore.
Happens in 1.17.11, 1.17.30.22.
Try digging the dirt up, its probably just buried.
Happens in 1.17.11
I think this is invalid. The grass is a setting from optifine through a setting when using it.
Can confirm on xbox and win 10.
Can confirm on xbox.
Duplicate of MCPE-50467
Don't duplicate your own reports (
MCPE-139141), that report was close as awaiting response and will reopen once you reply.Are you using any resource packs?
Duplicate of
MC-129235Requesting ownership of this ticket, as the owner of this ticket is my old deleted Jira account.
Duplicate of
MCPE-139680Plus this is a duplicate of
MC-14800.Can confirm, this is not an issue in 1.17.11 or 1.17.30.22.
Duplicate of
MCPE-97295Please provide a screenshot with your F3 debug screen enabled.
Your game is outdated. If you can reproduce in 1.17.1 vanilla (no spigot servers or optifine) recreate this issue.
Please provide a screenshot with your F3 debug screen enabled and if possible the seed and coordinates to reproduce the issue.
Can confirm in 1.17.11.
Can confirm in 1.17.11.
Those death messages are intentional, plus data packs invalidates a report making this report invalid.
Can confirm.
This is also an issue with players, if I lock myself in a small place in survival then spawn a patrol captain, that patrol captain becomes completely neutral towards me and won't attack me until I either let the pillager out or hit it.
Can confirm.
Please don't intentionally duplicate issues in hope to get another reopened.
You can request for it to be reviewed in the mojira discord, but duplicating it is pointless and only wastes the time of other helpers/mods.
Does
MCPE-58861describe your issue? If so is your game up to date?Clones
MCPE-102241.Plus this is a duplicate of
MCPE-136757.Duplicate of
MCPE-139665Duplicate of MCPE-36190
Does your world have any addons enabled?
Can you send a video of this occuring?
Duplicate of
MCPE-109925Sounds like a duplicate of MC-153929.
Duplicate of MCPE-74879
Duplicate of MCPE-75905.
Can confirm this, here are some steps to reproduce:
The bug
Occasionally when the player enters the nether, chunks are not loaded properly and the chunk ends up corrupting to the point where the bedrock roof lowers as well as the contents of that chunk.
How to reproduce:
→
Sometimes the chunks end up lowering themselves into the void.
And a better title: When leaving the nether, sometimes chunks can fail to load properly resulting in them lowering into the void
Duplicate of
MCPE-108568Duplicate of MCPE-36190
This report is invalid, your game is modified. the current version is 1.17.1. Create a new ticket if you can reproduce in 1.17.1.
Still an issue in 1.17.1. Requesting this to be reopened.
See
MCL-16570for more information to fix this. If you bought minecraft bedrock however then this is a technical support issue, not a bug. Please go see Community support for more help.See
MCL-16570for possible solutions to your issue.See
MCL-16570for possible solutions to your issue.Can confirm.
As seen by my screenshots above, I'm also unable to reproduce. I have no resource packs enabled as seen in one of the screenshots. However, there might be a new issue as the play button no longer says "play beta".
Duplicate of MCPE-37425
Duplicate of MCPE-102971
Duplicate of MCPE-36190
Duplicate of
MCPE-140436.Duplicate of
MCPE-21416Duplicate of
MCPE-91418Duplicate of
MCPE-140436Duplicate of MCPE-18432
Still an issue in 1.17.11/1.17.40.20.
Requesting ownership as the owner hasn’t been active in over a year and this issue no longer gets properly updated.
Still occurs in 1.17.30/1.17.40.20.
Issue came back in 1.17.40.21.
This is intended. Mobs outside the simulation distance will lose all AI plus crops and items will not be loaded so items will not despawn nor will crops grow.
Occurs in 1.17.30/1.17.40.21.
Could you perhaps attach a video of the issue occuring and a screenshot with your f3 debug screen enabled? I cannot seem to reproduce this. The sugarcane part of this issue I believe is intended behaviour however.
Duplicate of
MCPE-21416Duplicate of
MC-236632Can confirm.
Relates to MC-198068 as the mobs repeatedly stop similar to that issue.
That's not how you craft leads. You need 1 slimeball and 4 string for the recipe, not leather.
Those are ruined portals that are buried underground, this is working as intended or a duplicate of
MC-216848.Duplicate of
MC-236632Can confirm, I haven't had time to report this so this is why I'm confirming this issue so fast.
Still an issue in the latest release 1.17.34 and 1.18.0.20 beta.
Duplicate of MCPE-140185
Also note that this is not the correct project to post this, this is the Minecraft Java edition project, not bedrock. For future reports please post this on that project instead.
Bamboo has been fixed in 1.17.30 as per
MCPE-64013.I cannot seem to reproduce this issue for fire in 1.18, I spawned a wither skeleton and they walk through fire just fine like java edition. Lava is affected still however.
This is actually a duplicate of
MCPE-104128.Can still confirm this in 1.17.41 and 1.18.0.24.
Still an issue as of 1.17.41. This hit both my mob farm and skeleton farm hard and I get little to no drops.
The nether stem textures are likely working as intended, see
MC-221172.Relates to MC-235027.
Requesting ownership since the owners account got deleted.
Requesting ownership of this issue since the owners account was deleted.
Duplicate of
MCPE-21416orMCPE-144208Duplicate of
MCPE-121068andMCPE-104872Duplicate of
MCPE-48036Can confirm this.
Duplicate of
MCPE-21416Confirmed on windows as well.
Can confirm.
Duplicate of MCPE-84023
@Brevort I updated the title and description to reflect that, thanks.
Dupe of
MCPE-155585?This report is incomplete. You haven’t given enough info to determine the cause of the issue.
To me I can see multiple issues with the resource pack. This issue is also invalid due to optifine being used, recreate this issue once your resource pack is fixed as well as this being reproducible in vanilla Minecraft.
This is an account issue, not a bug. As well as this issue being rather incomplete and very vague on what the problem is.
This report is invalid. This is a technical support issue, not a bug. I recommend visiting mojang support for further help on this issue.
This report is invalid, older minecraft versions are not supported. Recreate the issue if you can reproduce this in 1.19.1.
I can confirm this in both 1.19 & 1.19.1 pre 5.
Can confirm this in both 1.19 and 1.19.1 pre 5.
Duplicate of MC-161517
Can confirm this in 1.19/1.19.1 pre 6.
Can confirm this issue, though its quite small.
Can confirm this in both 1.19.10 & 1.19.20.23.
Does this issue still occur in 1.19/1.19.1 Pre 6? I was not able to reproduce this myself.
Based on the similarities of both reports, this one would duplicate
MC-252439. The owner of this ticket looks to be inactive as well so I don’t see a point in keeping this open.Please post a screenshot/video of the issue occurring without mods, if possible.
Can confirm this in the latest versions.
Can confirm.
Can confirm this 1.19.20.23.
Are you sure that the armor didn’t fall somewhere? Was there anything like a cactus or lava that was nearby that could’ve destroyed the armor?
This might be an issue with your resource pack. Turn it off and try reproducing the issue afterwards.
Duplicate of
MC-112780- see that issue for a possible resolution.Duplicate of
MCPE-153876Duplicate of MCPE-149197
Duplicate of MCPE-36190
I can still reproduce this in 1.20.30 & 1.20.40.22, I would like to request ownership of this report since this issue has not been updated in over 2 years but is still present.
Can still confirm this in 1.20.30 & 1.20.40.22.
Requesting back ownership of this issue since the owner is my old deleted account.
Requesting back ownership of this issue since the owner is my old deleted account.
Duplicate of MCPE-150757
I can't either as per my image.
Are you around villagers? If so this is a duplicate of
MCPE-175100.Duplicate of
MCPE-175100then.I got a little confused so sorry on my part, I couldn't reproduce what you described either.
I can confirm this in 1.20.40.23.
Duplicate of
MCPE-175116This has always been this way making this issue a feature request/invalid. The ability to locate those structures has never been a thing.
Please do not duplicate your own issues (
MCPE-175583).Duplicate of MCPE-35307 I think. If not its related.
Duplicate of
MCPE-175072I personally cannot reproduce this in the latest versions. There also aren’t any steps to go off of which might help in reproducing this issue.
Would you be able to upload the affected world for testing?
Source?
Duplicate of MCPE-150757
I am personally unable to reproduce this in 1.20.32.
This issue no longer affects cows but I can confirm this in 1.20.40 as well as 1.20.50.21. Requesting ownership if possible due to lack of updates plus the owner being inactive for over a year.
This report is invalid as your game is modified. Recreate the issue if you can reproduce in vanilla.
You need to place down a workstation (example: A lectern, Composter, Smithing table, etc).
Duplicate of
MCPE-176399This report is invalid. Simply stating that your game is laggy is not information enough for an issue to be diagnosed here. Recreate the issue if you find a specific cause for it. This report also looks to be a duplicate or partial duplicate of
MCPE-175113.Please stop changing the language to chinese. The bug tracker only supports english.
This report is invalid as it does not meet the parity criteria. Parity issues are only accepted for the 1.14 Buzzy Bees update (Bedrock) or above.
This would also be a duplicate of
MCPE-176365.Duplicate of
MCPE-174535Duplicate of MCPE-175528
Duplicate of
MCPE-185254Duplicate of
MCPE-185254Can confirm this in both the latest versions.
Duplicate of
MCPE-185254Pretty sure this is a duplicate of
MC-101579.Duplicate of MCPE-162130
This is definitely a duplicate of
MCPE-182594. The screenshots show the hp being stuck at 19.Duplicate of
MCPE-183157Duplicate of
MCPE-183157