[Mojang] Aron Nieminen
- degussa
- degussa
- Europe/Stockholm
- Yes
- No
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.5.0
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.5.0
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.5.0
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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is duplicated by
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
Added Assignee:
Johan Bernhardsson
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.6.1
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.7.0
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[Mojang] Aron Nieminen
Added Fixed Versions: 0.7.1
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Added Fixed Versions: 0.7.4
Added Fixed Versions: 0.8.0 beta build 2
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Works As Intended. See the comment by [Mojang] Aron Nieminen in MCPE-261.
You are free to walk around on the surrounding blocks [of the world border]
Works As Intended. See the comment by [Mojang] Aron Nieminen in MCPE-261.
You are free to walk around on the surrounding blocks [of the world border]
If you kill a cow, it will spawn a random* animal (*Mob types have different probabilities). The rules aren't that direct though, but rather; if you free up enough "animal slots", a bunch of of a certain type will spawn. I've begun looking at this bug anyway.
I'm not sure if the title and the description is the same issue. The description text is how it's intended. When you light a TNT, it isn't a tile anymore, but an entity that's affected by gravity. A clarification on the title text would be great.
You are correct, this is a bug. And your English is fine
.
Yeah, that's exactly what happens
. Closing this as "Works as intended".
This is unfortunately no "weird bug", it's just the level that's become a bit corrupt. The problem is that the seed has for some reason been written incorrectly, and for as long as we have seed-based client generation (I've some plans on changing it), it wont fix itself. Unfortunately there is no perfect solution to worlds like this (unless you know the exact seed), but a few non-optimal ones. For instance, one "solution" is to send it back and forth between two devices, both times choosing "Quit and copy map". Then the map will look like the rightmost screenshot for all players (if you have any way of choosing seed, you could probably find one that looks good, since all buildings are saved). In current nor next update, there is no way to "fix" those worlds ingame. Next update will hopefully make levels slightly more robust however, but that ain't helping your world.
This is actually (sort of) a bug and not intended behaviour.
You are free to walk around on the surrounding blocks, but a player shouldn't be able to get lost up there. In an older version, player was reset when he loaded the map again, but it seems that code didn't make it when the save file format was rewritten. I will add something similar to it again now though.
Moving this over to
.
MCPE-303, even though I enjoyed reading the description on this oneThis might be solved in the next update (and with "solved" I mean that the game is playable, but at least one world might be missing), so let's wait and see.
Can only place on top of fences now (in the code it looked like I actually went out of my way to implement this bug in the first place
).
If you can get hold of one of these crashing worlds (documents folder of the app, then games/com.mojang/minecraftWorlds/your_level_name), zip that folder and send it to aron@mojang.com.
Sound asset was missing in iOS version.
Thanks for sending the worlds!
@Eelco de Lang, yeah, I basically picked this cause had comments trying to figure things out. I acknowledged your report though, and left a comment about it
.
@Do:
MCPE-51was marked as fixed, and this bug still occured, so I would say they were differentThis is a problem with the settings framework. For now, solved by just not disabling toggle buttons at all on iOS.
Excellent bug report!
I must have missed it, but solved the same issue when I saw
MCPE-422. Closing this as duplicate.This special case is not a bug. The game writes additional data to keep track of what's changed to save network traffic. This super-flat map most likely missed this modification data and "only" had the terrain bytes set.
I'm deleting the link to
MCPE-344. Even though the result is the same, the causes are different in those two cases.This is fixed for 0.5.0 Android, but unfortunately didn't make it in time for iOS. But it's included in next update for all devices.
You are actually sneaking
. This was an Xperia Play-only feature for 0.5.0. Touch the left "touchpad" to enter/exit sneak mode. When in sneak mode, you can't fall off blocks, so it's easier to build on [l]edges.
This should be thought about again, since it's (from now on) probably the same issue as all the "world isn't saved" issues. It used to be a separate issue (and that one is fixed), but it seems to be one left.
New input code (used to handle signs) messed up the Xperia Play buttons.
Sorry about this, for some reason it seems I always removed the armor part before putting on a new, like in a furnace (or I didn't see the missing armor, cause I have a gazillion!).
Fixed for 0.6.1 (it's almost finished).
Now just hope we are lucky with the approval process on iTunes. Android users will hopefully get the update today.
Does it always happen? Has it happened on more than one world? I can't seem to reproduce it, but will continue looking after 0.6.1 is sent in.
This should be split into two bugs. The first one (sand/gravel disappears) was something that was noticed before the relase, but unfortunately not in time so it was only fixed for the different Android versions.
You won't find a pattern, because it was actually pseudo-random.
. It never showed up during development though, only in the release
.
The floats-above-snow part is the same behaviour as in PC Minecraft, so I will mark this as resolved.
This is hopefully fixed for 0.6.1 (available for Android users at this moment
)!
Yes, this could as well have been marked "Works as intended" but I fixed it 0.6.1 anyway.
Hacked id/data items that get a red background won't get fixed until we change the way the items are rendered though (they are generated before-hand, to get the best FPS possible. It's really a huge boost for older devices).
It's correct that client didn't send Ready-packet, but it was because it (on iOS) shut down the socket at a very unfortunate moment before Ready was dispatched.
Ouch. This is fixed for 0.6.1; hopefully we are lucky in the queue so the update comes quick. If you really want to play multiplayer before, it seems you can connect to a server twice, before you need to restart the application.
The 0.6.1 update for Android is out in an hour or so, and fixes most (all?) of the issues with 0.6.0.
Many of the bad bugs are related in one way or another. This is probably just another version of the disconnect bug seen on iOS.
It would be great if the Android users with this issue could do an update to 0.6.1, and report back here.
In the mean-time (for both iOS and Android users); I suspect it's good to restart the application completely between "plays". 0.6.0 had a very unfortunate bug, making anything go haywire after two plays (that is, when you enter a game for the third time).
If you have 0.6.1, be sure to enter/exit the worlds a few times before deeming it to work (not work is faster
).
Ya, this is "intended" as in, "please don't hack/do that".
It will be fixed in the near future though, so I think it's a valid ticket.
They don't always spawn as babies (but adults), or they will sometimes never spawn at all?
Currently, it's 50% chance a newly spawned animal will be a baby.
That being said, this bug didn't reproduce on my device (and I haven't marked it as "resolved" yet). I did however fix a (at first seemingly unrelated) bug, that miiiight cause this. I would say it's 50/50. If 0.6.1 doesn't fix it, I will gladly look at it first thing tomorrow, after I get some hours sleep.
I will fix this today. Seems to have been alive for long enough.
For everyone interested in this. Paul Drews / Robert Bondar have already been onto it, but the bug starts doing its illdoings AFTER first play (e.g. when you go out to Start screen from inside the game).
This means, if you restart (i.e. closing the app completely before restarting) the application between each play your changes should be safe. With 'play' I mean a full session, before going out to start screen.
I can't guarantee this, but it seems to apply to iOS 6 only (I've tried on 4 devices where two had iOS 6.x and the other two 5.x or 4.x).
So, TL;DR: Until 0.6.1 has passed review; please CLOSE and restart the game between plays, and you should be able to play multiplayer + have your world changes saved.
Q: When will the update be out for IOS devices?
A: Hopefully very soon! It's submitted, and fingers crossed it gets through quickly.
Until 0.6.1 has passed review, iOS users should please restart the game between plays (that means, don't enter a world TWICE without closing/restarting the app) to avoid trouble with multiplayer or unsaved changes.
Thanks and great job! It IS 3.30 at night on a saturday, and is now fixed.
This device probably reports wrong pixel density. It will most likely be "fixed" in next version as in; you can change size of the buttons from an in-game options menu.
Now fixed!
In my tests, I've always been able to eat (with touch, xperia play, split controls, third person etc) even though I have to hold a couple of seconds. But the title of this ticket is correct, and the animation was missing.
I think it might be the same issue as
MCPE-2461. I can always eat when I test, but there's no feedback for a couple of seconds until you get the health.Ok, then I definitely reopen the ticket
. The fix will only be partial, as it fixes the animation, but not anything else.
If you actually couldn't eat before, you cant do it now either. Will look into it when I find a device where it happens.
Excellent, thanks for the help. Is fixed in 0.7.1 (it's already submitted, and hopefully we're lucky with the review since it's to fix bugs).
Items in the world lives for for 5 minutes, so this is as intended. Keeping the issue open for a while, to see if any odd reports about it comes in.
Yeah, you can/should now select the target slot, by clicking in the hotbar.
Perhaps we should add so that the hotbar slot "marker" automatically jumps to the next slot after you've selected an item for the current slot.
This wasn't really a bug, but a missing feature, but it's implemented for 0.8.0.
I presume this is in Multiplayer? Thanks for reminding me (it was originally a fix for Realms, but now we have a similar fix in the client, so they should be synched).
Until the fix is out, you can shoot by only hold down "button" for a short time before releasing. Then wait at least half a second before shooting again. (In single-player, you can hold down to fire many times as usual.)
Probably fixed for 0.8.0 beta 3 (at least if it was minecart related)
Probably fixed for 0.8.0 beta 3 (at least if it was minecart related)
Merging a few beta bug tickets. This is fixed.
Merging a few beta bug tickets.
This is fixed for 0.8.0 beta build 3 that should be out soon (like tomorrow), and your worlds should work again.
Thanks! This and a bunch of other bugs were fixed for 0.8.0 build 8 (that just might be a 0.8.0 release candidate!).