CarJem Generations
- CarJem
- carjem
- America/New_York
- Yes
- No
The Color of Biome Blocks No Longer Works:
2013-11-25_17.41.17.png=Snapshot
2013-11-25_17.41.17.png=1.7.2The Color of Biome Blocks No Longer Works:
2013-11-25_17.41.17.png=Snapshot
2013-11-25_17.42.16.png=1.7.2
It will Render glitch and when you get out you get back to where you where. I was teleporting the entity the Mine cart was riding into unloaded chunks
TP Bug WhenRidinga Minecart or BoatRiding another enityTP Bug When a Minecart or Boat is riding another enity
I use this seed as following(-6792163393614890917) and at the coordinates X:177 Y:64 Z:714 there is a monument there in 15w40b but in 15w41b it's not there and guardians will not even spawn. Tried to make a new world in 15w41b and the monument was not even there and guardians were not spawning. Tried some other monuments that were in 15w40b and they all weren't there in 15w41b.
SORRY
Please Ignore!!! I had Generate Structures Weirdly turned off
Hostile mobs will not despawn even when out of range. Perhaps when they spawn the persistence tags value is 1.
UPDATE: I disabled multiplayer an that seemed to unload anything of render distance. Perhaps the question is should Multiplayer have every Chunk always loaded.
Ex. When you have a keyboard key held down and enter an interface(inventory, chest) the leave with the key still held(or just started to hold it) when you are back in control of the player the key you are holding will not reflect on the game until you repress it.
Scenario: Holding W and Ctrl when leaving the players inventory.
Expected: The player should start sprinting and moving forward
Actual Result: The player is standing still and is not sprintingXBOX ONE BETA - Responsiveness in this case was as expected when using a controller.
WINDOWS 10 (CONTROLLER) - Responsiveness isn't even close to what XB1 produced as a result.
If you need a better explanation, I be happy to provide footage of some examples. Please take note of this as I believe that this is a critically overlooked feature to be ported from Java Edition.
Ex. When you have a keyboard key held down and enter an interface(inventory, chest) the leave with the key still held(or just started to hold it) when you are back in control of the player the key you are holding will not reflect on the game until you repress it.
Scenario: Holding W and Ctrl when leaving the players inventory.
Expected: The player should start sprinting and moving forward
Actual Result: The player is standing still and is not sprinting
XBOX ONE BETA - Responsiveness in this case was as expected when using a controller.
WINDOWS 10 (CONTROLLER) - Responsiveness isn't even close to what XB1 produced as a result.If you need a better explanation, I be happy to provide footage of some examples. Please take note of this as I believe that this is a critically overlooked feature to be ported from Java Edition.
Ex. When you have a keyboard key held down and enter an interface(inventory, chest) the leave with the key still held(or just started to hold it) when you are back in control of the player the key you are holding will not reflect on the game until you repress it.
KEYBOARD(WINDOWS 10/ANDROID):
Scenario: Holding W and Ctrl when leaving the players inventory.
Expected: The player should start sprinting and moving forward
Actual Result: The player is standing still and is not sprintingXBOX ONE BETA - Responsiveness in this case was as expected when using a controller.
WINDOWS 10/ANDROID (CONTROLLER) - While the sensitivity seems to be fixed, a behavior where something like holding down a button like L or R would not cycle continuously through the hot bar slots and instead only press once.
MOUSE(ANDROID) - Up until this point it has been impossible to implement a mouse API. However in Android release 8(codename OREO) an API was added for all public app developers. Not a bug just pointing it out.
If you need a better explanation, I be happy to provide footage of some examples. Please take note of this as I believe that this is a critically overlooked feature to be ported from Java Edition.
To Reproduce:
1. Start a world in Creative.
2. Fill your hot bar with items
3. Use Pick Block on something that is not in your hot bar
4. Item will be picked and another item will also vanish
5. Open Inventory
6. Result
7. If you do not get result, repeat Step 3 - 6 until you get the result. I can also provide footage.
This report is a revisited ticket of
MCPE-25778. My original Wording was admitting quite confusing, so I'll be very blunt this time:Let's say you are holding the forward key down (or pointing the stick forward etc.) your player will move forward. Then you open your inventory (chest, etc.) and back out with those keys still held, the expected result is that you would continue moving forward again, instead you don't move until you repress the key.
This can also be seen when holding the mouse down (trigger, etc.) to place, break or interact with blocks, when you swap hot bar slots, the input stops and you will have to repress the mouse/trigger again to start breaking,placing or interacting again.
This has been an issue for as long as I can remember, it's not new. Hopefully this issue is easier to understand than my last report.
This report is a revisited ticket of
MCPE-25778. My original Wording was admitting quite confusing, so I'll be very blunt this time:Let's say you are holding the forward key down (or pointing the stick forward etc.) your player will move forward. Then you open your inventory (chest, etc.) and back out with those keys still held, the expected result is that you would continue moving forward again, instead you don't move until you repress the key.
This can also be seen when holding the mouse down (trigger, etc.) to place, break or interact with blocks, when you swap hot bar slots (using the mouse wheel), the input stops and you will have to repress the mouse/trigger again to start breaking,placing or interacting again.
This has been an issue for as long as I can remember, it's not new. Hopefully this issue is easier to understand than my last report.
This report is a revisited ticket of
MCPE-25778. My original Wording was admitting quite confusing, so I'll be very blunt this time:Let's say you are holding the forward key down
(or pointing the stick forward etc.)your player will move forward. Then you open your inventory (chest, etc.) and back out with those keys still held, the expected result is that you would continue moving forward again, instead you don't move until you repress the key.This can also be seen when holding the mouse down
(trigger, etc.)to place, break or interact with blocks, when you swap hot bar slots (using the mouse wheel), the input stops and you will have to repress the mouse/triggeragain to start breaking,placing or interacting again.This has been an issue for as long as I can remember, it's not new. Hopefully this issue is easier to understand than my last report.
This report is a revisited ticket of
MCPE-25778. My original Wording was admitting quite confusing, so I'll be very blunt this time:Let's say you are holding the forward key down your player will move forward. Then you open your inventory (chest, etc.) and back out with those keys still held, the expected result is that you would continue moving forward again, instead you don't move until you repress the key.
This can also be seen when holding the mouse down to place, break or interact with blocks, when you swap hot bar slots (using the mouse wheel), the input stops and you will have to repress the mouse click again to start breaking,placing or interacting again.
This has been an issue for as long as I can remember, it's not new. Hopefully this issue is easier to understand than my last report.
Input Errors and Inputs not Updating (Keyboard and Mouse)
Alexis Carter: In the case of your skin pack, the problem is an error in your en_US.lang file. The lines for the localized skin names should start with "skin.CustomPACK", but you have them as "skinpack.CustomPACK". If you correct that, it should fix your problem. Note: Don't change the entry for the pack's localized name, that one is correct.
[Mod] ManosSef: I had similar results in early development of my own custom skin pack. My problem disappeared before I could figure out exactly what I did wrong, but it was something wrong in the pack structure or JSON files. You might want to download Alexis' pack and compare it with your own. (Don't forget to edit the en_US.lang file as described above.)
CarJem Generations: That's a different bug, which we're tracking as MCPE-32089. You might like to upvote and comment there. Note that you can remove a skin pack (in Windows 10) by navigating to the com.mojang folder, opening subfolder skin_packs, and deleting the folder for the skin pack you want to remove. Having a way to delete it in-game sounds like a feature request. You may want to suggest it on the Feedback site.






1.7.2
Yes, I have been testing this and it still is effected on 0.17.0.2
I would like this issue to be reviewed as I have recently done in-game tests with the /testfor command. The results conclude that this bug is an issue.
I believe this is intentional according to the Build 9 change log:
Tweaked the UI in the settings screen
In fact I feel that the biggest complaint about the ui is it being too small, stretching the Settings menu makes it better.
Better Explanation: On Java if you hold a Key before leaving the inventory, it will trigger when you leave (For example holding forward(w)) This inconsistency has constantly bugged me and many other players who had played Java extensively.
I can confirm that while custom skin packs show up again in the latest beta (1.14.0.2 BETA), they don't remain applied on game restart. Not to mention that nowhere in storage has a "skin packs" section to allow us to remove the skin packs.