Dave Fritz
- dcfritz1
- dcfritz1
- America/New_York
- Yes
- No
Passive mobs (specifically cows, sheep, pigs, turtles, llamas, mules) are despawning - these are all mobs that have been bred. It doesn't seem to be a location issue, donkeys, horses, and skeleton horses that are in the same area (part of a barn but different stables) are not despawning
When opening a world, if the nether portal spans more than one chunk, the portal frame generates, but the nether interior only generates in one of the chunks. In order to fix the portal must be broken and reset. The portion of the portal that is not lit will not transport the player to another dimension, but the portion that is lit still works as normal.
Additional note - if you try to relight the portion that is not active the obsidian will catch fire and the active portion of the portal will go out. At this point you can put the fire out and relight the portal.
Not sure if this is a related issue or a separate bug (since I seem to report bugs and get informed it's a duplicate I'm going to try this route this time)
I am seeing my armor stands render incorrect texture (randomized) when wearing armor. I have not seen this on stands that aren't equipped, but I don't have many/any of those in my survival world that I normally come across. In my castle build I have a few places with multiple "guards" and a hallway of art and suits of armor that I pass frequently.
The entire armor stand (under the armor) can render as magenta, white, transparent, brown, or a hodge-podge of other items:
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I am seeing my armor stands render incorrect texture (randomized) when wearing armor. I have not seen this on stands that aren't equipped, but I don't have many/any of those in my survival world that I normally come across. In my castle build I have a few places with multiple "guards" and a hallway of art and suits of armor that I pass frequently.
The entire armor stand (under the armor) can render as magenta, white, transparent, brown, or a hodge-podge of other items as the texture:
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I am seeing my armor stands render incorrect texture (randomized).
The entire armor stand (under the armor) can render as magenta, white, transparent, brown, or a hodge-podge of other items as the texture:
![]()
I am seeing my armor stands render incorrect texture (randomized).
The entire armor stand (under the armor) can render as magenta, white, transparent, brown, or a hodge-podge of other items as the texture:
![]()
I am seeing my armor stands render incorrect texture (randomized).
The entire armor stand (under the armor) can render as magenta, white, transparent, brown, or a hodge-podge of other items as the texture:
![]()
![]()
I am seeing my armor stands render incorrect texture (randomized).
The entire armor stand (under the armor) can render as magenta, white, transparent, brown, or a hodge-podge of other items as the texture:
![]()
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Same issue here. Saved in the nether - I was working on building a bridge over a lava lake but had to step away for a while. When I tried to go back to the game it won't finish generating the world. Left it on all night to see if that would work and it never generated.
IT'S FIXED! Update loaded just now and I can open my old world again!
Same - constant crashes are deleting all hopper minecarts in my builds, despawning certain passive mobs such as mules, llamas, cows, turtles, pigs, sheep (but not dyed sheep) but not horses, donkeys, or skeleton horses. Also, my villagers don't disappear, they just become unlinked from their workstations. Since I have 56 villagers in my trading hall this becomes a huge issue when I have to relink them all by breaking workstations and replacing them (they won't refresh trades if the work station isn't right next to them). I'm on Windows 10 version 1.14.30
1.14.30 - my bug report got switched to this, but this isn't what's happening. My world crashes and multiple things disappear. I'm actively staying out of the Nether so that as much as possible will update when 1.15 comes out. Only certain passive mobs despawn - cows, sheep (but seemingly not dyed sheep), pigs, mules, turtles, and llamas so far. Horses, donkeys, and skeleton horses have not despawned. I'm also having issues with ALL of my hopper minecarts in my world disappearing even when an entire build is in a single chunk. Lastly, villagers in my trading hall are unlinking from their work stations. These have only become a problem in the past few days.
On windows 10 platform also - having same issue among other things. FWIW - I saw the turtles spawn, so I know I'm breeding them on the beach they spawned on
I have this issue also. My only solution has been to change the difficulty from normal to easy then back. It doesn't count as a cheat so it doesn't affect achievements. Immediately after that I get a ton of slime spawns for about 2 minutes and then nothing again. As far as I can tell I've lit up the surrounding caves. I'm in a swamp biome and it's possible slimes are spawning in a nearby slime chunk (which is what I was guessing is happening)
Not sure if this is helpful - I originally had two turtles, one spawned on a beach, the other I lured from a different beach. I bred them, the one from the other beach became "pregnant" but would not lay eggs. Three more turtles randomly spawned so I killed the turtle that wouldn't lay eggs (I know, not particularly logical, but I was frustrated). I trapped the three new turtles in a pen on the beach they spawned on. I bred two of them, one becoming pregnant. It wouldn't lay eggs and the other never became willing to breed with the third until I hit him. I was then able to breed that one with the third. I then had a total of four turtles, two who are pregnant but won't lay eggs (even though I've hit them). The original turtle is still around, trapped in his own pen. I can't do anything with him because I don't have a second turtle in that pen. The other turtle that wasn't pregnant despawned, leaving me with two pregnant turtles in that pen. I can't remember if I hit that turtle again to successfully reset him, I probably did. The first turtle may still be stuck on bred but not pregnant as I don't believe I ever hit him, which would explain why he hasn't despawned.
Not just random leaves, but sometimes logs are part of the random spawn also. Generally approximately 8x1x8 (tall and long, but not deep)
I have seen this happen in my world on Bedrock 1.14.30 on Windows 10 PC
edit - I just had a "wall" of dirt and sand appear. I've seen the leaves spawn all throughout the world, I first thought it was just a weird spawn. The latest leaves and now this wall of dirt (I counted this time, it's 16 tall, 10 wide and 1 deep) spawned in and around my base. This is a single player world. It would not be possible to build this as the blocks of sand are floating. It doesn't despawn either, I have to manually take it down
present in 1.16.0.57 Beta
I built a villager breeder that sends baby villagers immediately to the nether. A few things have been happening (1.16.0.57):
Not a game-breaker yet, but definitely tedious.
More support for it being a chunk border issue - I built a stable with six stalls. The animals in two of the stalls disappeared, the others did not. I went back and checked the chunk borders - the four stalls that the animals remained were all within a chunk border - the two where they disappeared were across from each other and spanned two chunks. So it seems the issue lies in how the game is saving data - the because of the order in which it saves mobs are disappearing. A similar thing seems to happen on some of my crashes - sometimes I get a duplicate item, sometimes it disappears completely. If I place an item and then the game crashes the item disappears, if I pick up the item and then the game crashes it duplicates. In that case the surroundings save before the entity or inventory - so the duplicate happens because my inventory hasn't saved yet, but the surroundings have so the item (for example a bed) is on the ground and in my inventory when I reopen the game. Probably a similar issue to this
Going to see if I can find a new thread or if I need to start one - turtles lay eggs and the eggs eventually hatch, but the baby turtles disappear if you go more than 24 blocks away from them (I have a turtle farm with a 2 high wall around the area the turtles breed and eggs hatch with a fence above that and a hopper minecart under the sand that is supposed to collect the scutes when the turtles grow). If I feed the babies seagrass they grow into adults and don't disappear. If I walk away without doing that the babies disappear
According to https://minecraft.gamepedia.com/Spawn#Despawning it's a bug:
In Bedrock Edition, entities with persistence do not despawn naturally. Entities are given persistence in the following situations:
problem still present in 1.16.0.59 beta
The problem I have been having for quite a while is the same as Jayson Durkee - originally the game crashed when I tried to enter the nether after sending a bunch of baby villagers through a portal (it put me into a space already occupied by solid blocks when I restarted). That hasn't happened again, but if I want to breed villagers for use in a farm (iron farm, trading center, etc.) I have to send one baby in, follow it in, and then return to the overworld for another baby villager. If I send in more than one between my visits only one will actually make appear in the nether. If a wandering trader, cat, or some other entity slips in before the baby, the baby won't show up, only the entity that goes in first - similarly, if a wandering trader and a llama go through a portal only the one who went through first appears in the nether. It seems to always be the first mob and only that mob. I haven't confirmed the other direction, although somehow magma cubes are coming out of the nether into the overworld periodically
Also applies to treasure maps. However, I unintentionally was running and jumping with the hotbar spot holding the map chosen (unable to see it) and it would flash visible very briefly once in a while. The off hand does not seem to do this as I'm still carrying my regular locator map in that hand. I can't get the flashing to last long enough, often enough, or consistent enough to determine what makes it flash visible or to read the map effectively
they fixed it a couple betas ago. When they release 1.16 it will be fixed. Each beta is a little smaller than the last - just fixing bugs at this point. No release date announced yet, but shouldn't be too much longer
Seems to be fixed in 1.16.0.63 beta
not wearing a cape. Elytra is not visible in 1.16.0.63 beta. Didn't realize I was flying because the elytra wasn't showing. Deactivated it (had jumped from an end city to take off), fell, and thankfully landed on the island below without dying.
Hoping a moderator can explain - how can the fix exist in 1.15.0.51 beta but the problem persist in 1.16.0.66 beta?
This appears to be a problem on 1.16.0.66 beta for treasure maps. Lately all treasure maps are pointing to the same location for me even though I've found that treasure and destroyed the treasure chest. The sunken ship or underwater buildings where I find the treasure maps can be over 1000 blocks away from the map location.
exists in bedrock 1.16.0.67 beta
In tests last night I travelled over 6000 blocks in one direction, found multiple sunken ships and underwater ruins - all maps pointed to the same buried treasure that I'd already found that was 300 blocks from my spawn point
Still exists in 1.16.0.67 beta - I travelled over 6000 blocks and all maps I found referred to a buried treasure I'd dug up approximately 300 blocks from my spawn location. As a suggestion on identifying the problem and generating a solution, the game seems to be generating a map that is for the closest buried treasure to spawn as opposed to the closest to the location the map was found.
This appears to be fixed in the betas, so it will likely work in the next full release. However, I don't think I've seen any villagers selling the Soul Speed enchantment, but that might be intentional.
Not fixed. Still present in 1.16.0. How do we get this changed from resolved? It needs reopened
Still present in 1.16.1 hotfix. A small fraction of the guardians seem to fall in air, but eventually the mob cap is hit and they're all floating. If I save, quit, and reopen the world they will stop floating in air, but this means I have to do this every minute or so. If I leave the chunk and return they are also reset and fall.
Problem is worse in a realm - leaving the realm and returning does not solve the problem. Leaving the chunk despawns the floating guardians, but the new ones that spawn just do the same thing.
Just to be sure - I built a 1x1 opening about 30 blocks off the ground. I put unbreaking 3 (and mending) on my elytra (not sure if this matters). I took a couple stacks of rockets and worked on this achievement. It took a long time to go through the opening - once I went through but the elytra deactivated even though I did not make contact with the opening. I finally went through again and the elytra stayed active - I don't know how fast 40 m/s is, but I wasn't going slow. The achievement didn't register. I could keep trying, but I don't think I can go through the opening going any faster. Based on this I don't believe the achievement works for 1.16.10 hotfix
I've gone through a few more times - with different heights, different approach distances, activating a firework right before I went through so I would be accelerating to make sure I was going fast enough and nothing has worked yet.
I have been having this problem for quite a while. On the positive side, the villagers don't lose their profession, so if you break all the workstations associated with that profession and take the time to place them one by one (place, look to see who connects, break the station, place it by that villager) you can reset everything. Not bad when you have two clerics, a little bit of a problem in a building with 16 masons (each with a different color terracotta trade), and a real PItA for a library with 35 librarians. Since my village has 60 villagers spread out over multiple buildings I haven't even tried to rework their beds, although this hasn't created an issue since it doesn't affect the restocking of trades.
Was going to use lava to move blazes in my blaze farm and discovered this bug. Went into creative and spawned in some zombified piglins and found the lava wouldn't move them either. Not only do they not get pushed by the lava, they just stand there - they don't even try to move on their own. Thought that seemed odd, maybe that's part of the bug?
Did something happen in the last day or two? All my treasure maps had been pointing to the same place for a long time. Tonight, on a whim, while doing some layout work in a creative version of my world I noticed a shipwreck I hadn't explored before. Since I was in creative I decided to look at the treasure map and for the first time in months, it pointed to a unique place. I tested it in survival and it still pointed to the new location. I then traveled to another shipwreck that I hadn't bothered looting because I was waiting for this to be fixed and that map also pointed to a new location. Did I get lucky or was this fixed?
I wonder if copying the world at least temporarily corrects the problem. Not only do I periodically make a creative copy to try things out, I'm constantly downloading and replacing the world on the realm (I play with my kids, but when they're not on I download it to minimize unnecessary lag and up the render distance). Maybe this is a workaround until the fix is finalized? Maybe creating a copy is the process to activate the fix?
I did a little more testing - here's what I found:
It seems that the issue is fixed, but if you want to use maps from areas that were explored less recently you will need to reset the chunks, otherwise, the map would have already been generated with the chunk and will point to the point near spawn. Any maps found in newly explored areas are generating correctly.
This was all done with a survival world that is a few months old and a creative copy that I made of that world today.
I have no idea how recently this was fixed - some chests in explored chunks may work if the fix was earlier than 1.16.20. I haven't bothered with buried treasure maps recently, but on a whim, I did last night as I was exploring new areas and found a sunken ship and was pleasantly surprised it provided a unique chest I hadn't found before.
Still a problem in 1.16.2
@graham Bourke - for clarification, if the coordinates are divisible by 16 those would be the northern or westernmost block of the chunk. As an example 32, 68, 64 to 47, 68, 79 would encompass a chunk with the first coordinate being the northwest corner. I used to have issues with everything despawning but now I start every build that includes villagers, mobs, or minecarts by placing blocks on those borders to make sure nothing will cross into another chunk and haven't lost anything since.
@thecrafter06 - based on my experiences you're probably correct. The first few times I noticed this I didn't connect it to returning from the nether, but recently I've noticed that when it happens I just returned from the nether
Still exists in 1.16.100
Breaking a block of netherack that is on fire does not eliminate the fire on top of it, just makes it invisible.
To reproduce (this will occur in both creative and survival):
Expected result:
Maybe a more user friendly or capable search feature would be more applicable than pointing out that it exists. I've reported multiple bugs over the past two years, only one of which turned out to be unique. Each time that it wasn't, and the ticket was resolved as a duplicate, it turned out that there was a long list of duplicate reports. When you have upwards of a dozen duplicate reports, maybe the takeaway should be that your search feature is awful.
I'm sure it would save a lot of time for everyone involved if the search feature worked. You wouldn't have to resolve duplicate tickets and the user wouldn't have to resubmit, in a new comment on a different thread, the issues that they are observing.
still exists - 1.16.221
If the guardian notices you they will swim out of the air block that they believe is water and fall. I've added "windows" in my guardian farm so they can see me and continue their fall. I've also added water source blocks above magma blocks to pull them down to their death. They still fight this, but with the windows they eventually get all the way down the kill chamber. I'd rather use a trident killer so I can increase the volume of prismarine shards by holding a looting III sword, but as of now this is the only method that channels them into a single area so they can be killed and shards collected. I'll hit them with my sword through the windows to get the looting benefit, but it's still a very slow process. Makes building with dark prismarine or sea lanterns very challenging
I think a large portion of my problem was that I used MCC ToolChest to delete explored but undeveloped fringes of my world prior to the update. While most of the chunks loaded fine, in one specific region a large portion didn't regenerate. I finally found a solution - I created a new temporary survival world (my original world is survival) with the same seed and other options (fire spread, show coordinates, etc). After creating it I changed it to a creative world and teleported to the region that was missing chunks in the original world. I used screenshots of a map from the original world that showed the missing areas (they appear black on the map) to reveal the chunks of the new world. Once I revealed all of those chunks, I exited the temporary world and changed it back to survival (I think this may be an important step, but maybe not). I closed Minecraft, opened the original world in MCC ToolChest, and used the merge feature to combine the temporary world with the original world. After saving the merged file, I reopened the original world and the chunks were there. This did not negatively impact my ability to earn achievements and also allowed new ore generation (I noticed copper in the recovered chunks). This worked well for me mostly because the missing chunks had not been developed in any way - any progress in developed chunks would have been lost.
On a side note - something I noticed: I had removed a LOT of chunks (entire regions) the day before the update. Most of them were fine after the update. The ones that had a problem were more recently explored - any that hadn't been entered in a long time were not affected. Elapsed time since the last visit seemed to play a MAJOR role in whether the chunk had problems regenerating.
Lately I have noticed that my pumpkin farms are working correctly, but the melon farms of the same design are not. Melons will not grow under observers/pistons but pumpkins will. To reproduce, plant a pumpkin stem under a downward facing observer, place downward facing pistons adjacent to all four sides of the observer where the pumpkin can grow with redstone placed on the observer and pistons. Create same set up for melon. Pumpkins will grow, the change in stem position will activate the observer and the piston will activate harvesting the pumpkin. The melon farm should work the same way but isn't. I am currently in Bedrock 1.18.2 on PC. I originally thought I was just in the range for the pumpkin farm to work, but just out of range for the melon farm, but further testing (setting tick speed to 1000) confirms the issue for the melon farm.
I believe this may have started in 1.17, although not sure which release. I noticed my pumpkin farms were accumulating crops, but the melon farms weren't. I assumed I was out of the range of the melon farm but in the range of the pumpkin farm, but after further, recent testing, realized this is not the case.
I've noticed that my alternate melon farm, that doesn't use an observer to detect melon growth, is still working. In this farm there is nothing above the stem, instead I'm running redstone power through the space where the melon can spawn, so when it does it activates a piston above the melon. The issue is definitely putting the block above the stem, but only for melons, not for pumpkins
just tested in a creative world - seems to be fixed
My test worked, but when I increased the tick speed to 1000 on a creative copy of my survival world, my pumpkin farm produced hundreds of pumpkins but my melon farm didn't produce anything. While both farms are adequately lit (both have lanterns next to the glass that encases the side of the farm, the difference between my test and the copy is that the farms have a roof over them. The roof seems to be the problem - the melon farm seems to only want to work if it's daylight providing the light source
Melon farm is on left, pumpkin farm on right. Identical builds (observer looking down at stem, downward pistons next to observer, redstone on top. Observer sees stem grow (pumpkin/melon grow), activates piston to harvest. Pumpkin farm works with or without roof, melon farm only works without roof.
I did another test and found that if I removed and replanted the melon stems the farm worked again. I don't know if this means the issue is resolved or not, but this solution corrected the problem