Dan Bryant
- d4n13
- d4n13
- America/Chicago
- Yes
- No
@Sammy, Typo... corrected... s/12.2.2/12.1.2/g
Depending on the settings for "Render Distance" and "FOV", the player could be attacked by a Ghast that is "invisible".
Reproducible:
- Very rare given that Ghasts are very rare in game now.
Steps to reproduce:
1) Set "Render Distance" to far.
2) Set "FOV" to short.
3) Run around nether.
4) Watch skies for fireballs without any visible Ghast in site.Retry changing "Render Distance" (1) and "FOV" (2) to find the most offending setting.
Expected / Desired behavior:
- Ghasts should have their attack distance truncated to some fraction of the players field of view.
Rationale:
- Phone hardware is varied, and it is important to allow players to lower render distance and FOV to increase performance. Leaving the Ghast attach range where it is would penalize those that don't have top notch HW.
Attachments:
- None, given that the Ghast spawn rate is so low.
Depending on the settings for "Render Distance" and "FOV", the player could be attacked by a Ghast that is "invisible".
Reproducible:
- Very rare given that Ghasts are very rare in game now.
Steps to reproduce:
- Set "Render Distance" to far.
- Set "FOV" to short.
- Run around nether.
- Watch skies for fireballs without any visible Ghast in site.
Retry changing "Render Distance" (1) and "FOV" (2) to find the most offending setting.
Expected / Desired behavior:
- Ghasts should have their attack distance truncated to some fraction of the players field of view.
Rationale:
- Phone hardware is varied, and it is important to allow players to lower render distance and FOV to increase performance. Leaving the Ghast attach range where it is would penalize those that don't have top notch HW.
Attachments:
- None, given that the Ghast spawn rate is so low.
Depending on the settings for "Render Distance" and "FOV", the player could be attacked by a Ghast that is "invisible".
Reproducible:
- Very rare given that Ghasts are very rare in game now.
Steps to reproduce:
- Set "Render Distance" to far.
- Set "
FOV" to short.Run around nether.- Watch skies for fireballs without any visible Ghast in site.
Retry changing "Render Distance" (1) and "FOV" (2) to find the most offending setting.
Expected / Desired behavior:
- Ghasts should have their attack distance truncated to some fraction of the players field of view.
Rationale:
- Phone hardware is varied, and it is important to allow players to lower render distance and FOV to increase performance. Leaving the Ghast attach range where it is would penalize those that don't have top notch HW.
Attachments:
- None, given that the Ghast spawn rate is so low.
Depending on the settings for "Render Distance" and "FOV", the player could be attacked by a Ghast that is "invisible".
Reproducible:
- Very rare given that Ghasts are very rare in game now.
Steps to reproduce:
- Set "Render Distance" to far.
- Set "FOV" to short.
- Run around nether.
- Watch skies for fireballs without any visible Ghast in site.
Retry changing "Render Distance" (1) and "FOV" (2) to find the most offending setting.
Expected / Desired behavior:
- Ghasts should have their attack distance truncated to some fraction of the players field of view.
Rationale:
- Phone hardware is varied, and it is important to allow players to lower render distance and FOV to increase performance. Leaving the Ghast attach range where it is would penalize those that don't have top notch HW.
Attachments:
- None, given that the Ghast spawn rate is so low.
On other editions, rabbits seem to run, well as fast as a rabbit. On MCPE they seem to lumber around at speeds making them easier to catch. Even when I hit them with my fist, they hop at a very slow speed.
I'd expect a panicked rabbit to be faster than a panicked cow.
Beta Text Line1: v0.15.90 alpha build 1 GuiScale-5
Beta Text Line2: LGE Nexus 5, Adreno (TM) 330, Android 6.0.1
Dan Bryant I am afraid I can't reproduce this on any device. You sprint after autojump, nothing breaks your sprint if you hold the buttons.
Did you try without the controller? It might be controller issue - not supporting two buttons pressed
maybe.
Do not compare the functionality across platforms.
When I tested this on Nexus 5, iPad Mini, Win 10 with auto jump on, my sprint never broke after jump, unless I release the forward arrow.
Dan Bryant, The best way to avoid getting new invisible stacks of stuff is to ensure you always have at least one empty inventory slot. When you are picking up important stacks make sure you have enough slots.
Dan Bryant, nice use of formatting on this one ![]()
Hey Dan Bryant, I've resolved as won't fix for now. Probably doesn't work as intended, but the alternative (reducing Ghast attach distance based on render & FOV) seems exploitable.
This happens to me all the time in 0.12.3 on my HTC Nexus 9, Android 5.1.1. rplatham do you know if these invisible stacks can corrupt memory? From what I've seen when examining my level, the inventory is stored using NBT format and the invisible stacks look just like any of the others (no sign of corruption).
Dan Bryant, I've been able to get at stuff using the anvil in 0.12.3. However, someone I know has had issues as of 0.13 where picked-up stuff would truly disappear (instead of "overflowing").
Confirm that Nether Fortress' are generating with some invisible chests as well. World generated in Android 0.12.1, and updated to 0.12.2, chests are still invisible. Like others, breaking the chests yield only the chest and throws wood chips while breaking... not the loot. Some chests in the fortress are visible, some are not... right now it's 2 visible 2 invisible.
EDIT: Corrected version.
I can confirm on Android 0.12.1 / 0.12.2 (nexus 5). My world was always survival, but the nether was first rendered when difficulty was EASY (not peaceful). I went to the nether and found wither, skeletons, magmas, ghasts, and blazes in two working blaze spawners. I went about building my structures in the nether killing all hostile mobs I found. Eventually all that was left is zombie pigmen. No new hostile mobs spawned (except blazes in spawners). I have now set the difficulty to NORMAL and found one magma spawn, but nothing since. Played probably 3 hours in the nether over many many chunks.
@Katten I'll start a fresh level on Android 0.12.2 (Nexus 5 / Marshmellow) and see if it reproduces. It will take me a while to get back to the nether starting from scratch.
@Katten I created a fresh world on 0.12.2 (Nexus 5 / Androd Marshmallow), and built it up till I got a portal and I found the same behavior. After wondering for about a half hour, I did eventually find one ghast, but still no magmas / skeletons / wither skeletons. Just zombie pigmen.
Difficulty is set to hard (next to hardest setting).
Am I possibly corrupting my worlds? Is copy/pasting the directory still an acceptable method of backup, or might this contribute to the issue?
Perhaps the behavior in MCPE is just intentionally different. In Console Edition (XBOX one) the sprinting seems to stay on, even when I stop against a one block obstacle. If I miss a jump in XBOX, I can just hit the jump button to continue sprinting. In MCPE, I have to jump then double tap forward to restart sprinting.
I agree that the "sprint particle while not sprinting" bug may be resolved, but the "sprint terminates too early" bug is still there. Perhaps one of the dups is a better discription.
I'm on Android Marshmallow with a Nexus 5 device.
I'm running MCPE 0.12.2 using a Moga BT-HID gamepad controller.
I can confirm that drowning / smothering some mobs produce no loot, but DOES drop whatever chance armor they may possess.
I did this by dropping a bunch of gravel on a bunch of pigmen. No nuggets or rotten flesh was produced, but I did get an enchanted helment.
[Mojang] MissMarzenia (Aleksandra Zajac), OK, So this may only happen with autojump off. I did confirm that it is not the controller since sprinting continues (autojump off) if I "make" the jump. But if I "miss" a jump, and bump up against an obstacle, THEN jump from a full stop, sprint goes off.
Anybody find a way to reveal the invisible inventory if it is NOT combustible? I've got a stack of building material that has gone invisible, and I can't build with it since I can't hold it to place.
Can confirm... Android Marshmallow, Nexus 5, MCPE 0.12.2.
-Go to Nether.
-Find pigmen under hanging gravel.
-Trigger gravelanche
-Find no loot (though you may get armor b/c of "always drops armor" bug).
The invisible item was cracked cobblestone. I eventually decided to simply use the stack up and make some stairs and slab with it. My concern is that I'm about to start mining obsidian and making a railway. I would hate for my obsidian or rail to disappear.
Also... suicide will generally come with a pretty high loss of XP, so I was hoping to avoid that.
I was hoping that long pressing a blank hotbar or something would release the hidden item.
Looks like feature requests go through the Forum. I've posted there as well.
If MODs / DEVs feel this is not a bug... feel free to close.
Yep... confirmed fixed... Thx
The official-ish wiki states that stone bricks can be crafted by other items.
Also... 0.12.3 allows stone bricks to be crafted in multiple ways.
@rplatham No problem... just thought I would log it so its in the database.
Confirmed on Nexus 5 Android 6.0.1
Beta Text Line1: v0.15.90 alpha build 1 GuiScale-5
Beta Text Line2: LGE Nexus 5, Adreno (TM) 330, Android 6.0.1
Confirmed on Nexus 5 Android 6.0.1
Beta Text Line1: v0.15.90 alpha build 1 GuiScale-5
Beta Text Line2: LGE Nexus 5, Adreno (TM) 330, Android 6.0.1
I think OP is referring to a side effect of MCPE-17203. If you get a duplication glitch on a bed (as 17203 is), the dupped bed won't drop when you try to pop it. It just breaks and goes away.
Confirmed on Nexus 5 Android 6.0.1
Beta Text Line1: v0.15.90 alpha build 1 GuiScale-5
Beta Text Line2: LGE Nexus 5, Adreno (TM) 330, Android 6.0.1
Also, a side effect of the bed duplication is that if you place the duplicated bed, it will break when you try to pop it instead of dropping a bed (see MCPE-17140).
Like @HyperbolicSlime , this nerfed what of what I was trying to do, but I found the bug less troublesome if I did the following things:
After doing that, the 13 villagers stay in their cells next to their block. Nothing I can do to fix bed assignments moving, but that is less of an annoyance to me. With this setup and 20 beds, I consistently get Iron Golems spawning after they get killed off by Endermen.