Desko
- Desko
- JIRAUSER474857
- America/New_York
- Yes
- No
As of Java Edition 1.15, experience orbs drop immediately once a mob is killed, rather than shortly after once its corpse despawns. However, the behavior in Bedrock Edition has not been updated to match.Per the recent announcement, this qualifies as a vanilla-parity issue.
Summary:
Mobs should drop experience points the moment they are killed, rather than when their corpse despawns.
Steps to reproduce:
- Find the nearest mob.
- Kill it via a method that would register as a player's kill.
Observed results:
While loot drops immediately, experience points don't until the mob's corpse has despawned.
Expected results:
Experience points should drop immediately, matching Java behavior from snapshot 19w46a onwards.
Summary:
Mobs should drop experience points the moment they are killed, rather than when their corpse despawns.
Steps to reproduce:
- Find the nearest mob.
- Kill it via a method that would register as a player's kill.
Observed results:
While loot drops immediately, experience points don't until the mob's corpse has despawned.
Expected results:
Experience points should drop immediately, matching Java behavior from snapshot 19w46a onwards.
Summary:
Mobs should drop experience points the moment they are killed, rather than when their corpse despawns.
Steps to reproduce:
- Find the nearest mob.
- Kill it via a method that would register as a player's kill.
Observed results:
While loot drops immediately, experience points don't until the mob's corpse has despawned.
Expected results:
Experience points should drop immediately along with loot, matching Java behavior from snapshot 19w46a onwards.
Summary:
Mobs should drop experience points the moment they are killed, rather than when their corpse despawns.
Steps to reproduce:
- Find the nearest mob.
- Kill it via a method that would register as a player's kill.
Observed results:
While loot drops immediately, experience points
don'tuntil the mob's corpse has despawned.Expected results:
Experience points should drop immediately along with loot, matching Java behavior from snapshot 19w46a onwards.
Summary:
Mobs and players should drop experience points the moment they are killed, rather than when their corpse despawns or disappears.
Steps to reproduce:
- Find the nearest mob or a volunteering player.
- Kill it/them via a method that would register as a player's kill, e.g. a direct attack or a kill by a tamed wolf.
Observed results:
While loot drops immediately, experience points aren't dropped until the mob's corpse has despawned.
Expected results:
Experience points should drop immediately along with loot, matching Java behavior from snapshot 19w46a onwards.
Summary:
Living variants of Coral use stone sounds, when coral sounds have already been implemented in the game and are used for honeycomb blocks. The only coral-related blocks that should be using stone sounds are the dead variants and Coral Blocks.
Cause:
This is a rather simple mistakein blocks.json. Replacing the "sound" : "stone" lines with "sound" : "coral" for the appropriate blocksfixes it.Summary:
Living variants of Coral use stone sounds, when coral sounds have already been implemented in the game and are used for honeycomb blocks. The only coral-related blocks that should be using stone sounds are the dead variants and Coral Blocks.
Cause:
Coral in question does not have the correct sounds assigned in blocks.json. Replacing the "sound" : "stone" lines with "sound" : "coral" for the appropriate blocks.
This does have a limitation: the dead variants of wall-hanging coral fans use the same ID as the regular variants, and are separated via data values, so they would need to be separated to fix this.
Patrols and trader spawn at unexpected times upon leaving certain biomes
Patrols and traders spawn at unexpected times upon leaving certain biomes
Summary
Upon leaving certain biomes after extended trips (Nether and End for both, Mushroom Fields and variants for Patrols only),
there is a tendency forPatrols and wandering traders to spawn within significantly shorter timeframes than intended (often seconds) uponthe player enteringsuitablespawning conditions.Steps to reproduce
Go to the Nether or End, optimally in a world that's at least 100 minutes old so that patrols can spawn. Mushroom Fields also workfor Patrols, but traders can still spawn there.Spend at least 10 minutes in the biome or dimension, optimally more to give patrols/traders a higher chance of spawning.Go back to the Overworld.
Observed behavior
Patrols and tradersspawnsooner than normal. My theory is that the game is continuing their spawn attempts, as intended, but whenever the spawns would have succeeded in other biomes, the game appears to remember that and wait until the player is in a suitable biome/dimension to allow spawning. This will need further testing to prove or disprove, however.Expected behavior
Patrols and tradersshould continue to spawn at the normal rate.Summary
Upon leaving certain biomes after extended trips (Nether and End for both, Mushroom Fields and variants for Patrols only), Patrols and possibly wandering traders that fail the spawn probability check but not the biome check will spawn immediately as soon as the player enters a suitable biome. Note that only one patrol will spawn when the player returns
Steps to reproduce (Patrols)
- Place a repeating command block and a Nether portal.
- Set the command block's command to /kill @e[type=Pillager] and set it to always be active.
- Make a behavior pack and copy the vanilla spawn rules for the Patrols.
- Change it to spawn the patrols every 60 seconds for normal difficulty, instead of 600-660, and change the spawn chance to 100.
- Change the normal difficulty's world age filter to 0.
- Load the behavior pack into the world and ensure the difficulty is set to normal.
- Wait for the command block to print the kill message, then enter the portal.
- Wait 90 seconds in the Nether, then return to the Overworld.
- The command block should print that it has killed more pillagers.
Steps to reproduce (Traders)
As wandering trader spawns are not data-driven yet, it'll be much more difficult to reproduce, but still theoretically possible. I haven't had the time to test it yet, however, and I can't fully confirm if it's suffering from the same issue.
- Make sure the world you're using to test it is at least 20 minutes old.
- Repeat steps 1 and 2, but change the command's target to all wandering_trader entities.
- Wait for the command block to print the kill message, then enter the Nether portal.
- Leave the game for a couple of hours. Traders have a random chance of spawning every 20 minutes which goes up after each of the first two spawn failures, so it's best to wait as long as possible before going back to the overworld.
- Cross your fingers and hope the command block prints a message.
Observed behavior
Patrols and traders spawn immediately once the player exits the biome/dimension.
Expected behavior
The spawn attempts done in the Nether should completely fail, and spawning should continue as normal once the player returns to the overworld.
Patrolsand tradersspawnat unexpected times upon leaving certain biomesPatrol and trader spawns that "succeed" in invalid biomes are delayed, rather than cancelled
Summary
Upon leaving certain biomes after extended trips (Nether and End for both, Mushroom Fields and variants for Patrols only), Patrols and possibly wandering traders that fail the spawn probability check but not the biome check will spawn immediately as soon as the player enters a suitable biome. Note that only one patrol will spawn when the player returns, though I haven't confirmed if this is the case with traders.
Steps to reproduce (Patrols)
- Place a repeating command block and a Nether portal.
- Set the command block's command to /kill @e[type=Pillager] and set it to always be active.
- Make a behavior pack and copy the vanilla spawn rules for the Patrols.
- Change it to spawn the patrols every 60 seconds for normal difficulty, instead of 600-660, and change the spawn chance to 100.
- Change the normal difficulty's world age filter to 0.
- Load the behavior pack into the world and ensure the difficulty is set to normal.
- Wait for the command block to print the kill message, then enter the portal.
- Wait 90 seconds in the Nether, then return to the Overworld.
- The command block should print that it has killed more pillagers.
Steps to reproduce (Traders)
As wandering trader spawns are not data-driven yet, it'll be much more difficult to reproduce, but still theoretically possible. I haven't had the time to test it yet, however, and I can't fully confirm if it's suffering from the same issue.
- Make sure the world you're using to test it is at least 20 minutes old.
- Repeat steps 1 and 2, but change the command's target to all wandering_trader entities.
- Wait for the command block to print the kill message, then enter the Nether portal.
- Leave the game for a couple of hours. Traders have a random chance of spawning every 20 minutes which goes up after each of the first two spawn failures, so it's best to wait as long as possible before going back to the overworld.
- Cross your fingers and hope the command block prints a message.
Observed behavior
Patrols and traders spawn immediately once the player exits the biome/dimension.
Expected behavior
The spawn attempts done in the Nether should completely fail, and spawning should continue as normal once the player returns to the overworld.
Summary
Upon leaving certain biomes after extended trips (Nether and End for both, Mushroom Fields and variants for Patrols only), Patrols and possibly wandering traders that fail the spawn probability check but not the biome check will spawn immediately as soon as the player enters a suitable biome. Note that only one patrol will spawn when the player returns,
though I haven't confirmed if this is the case with traders.Steps to reproduce (Patrols)
- Place a repeating command block and a Nether portal.
- Set the command block's command to /kill @e[type=Pillager] and set it to always be active.
- Make a behavior pack and copy the vanilla spawn rules for the Patrols.
- Change it to spawn the patrols every 60 seconds for normal difficulty, instead of 600-660, and change the spawn chance to 100.
- Change the normal difficulty's world age filter to 0.
- Load the behavior pack into the world and ensure the difficulty is set to normal.
- Wait for the command block to print the kill message, then enter the portal.
- Wait 90 seconds in the Nether, then return to the Overworld.
- The command block should print that it has killed more pillagers.
Steps to reproduce (Traders)
As wandering trader spawns are not data-driven yet, it'
ll bemuch more difficult to reproduce, but stilltheoretically possible. I haven't had the time to test it yet, however, and I can't fully confirm if it's suffering from the same issue.
- Make sure the world you're using to test it is at least 20 minutes old.
- Repeat steps 1 and 2, but change the command's target to all wandering_trader entities.
- Wait for the command block to print the kill message, then enter the Nether portal.
- Leave the game for a couple of hours. Traders have a random chance of spawning every 20 minutes which goes up after each of the first two spawn failures, so it's best to wait as long as possible before going back to the overworld.
- Cross your fingers and hope the command block prints a message.
Observed behavior
Patrols and traders spawn immediately once the player exits the biome/dimension.
Expected behavior
The spawn attempts done in the Nether should completely fail, and spawning should continue as normal once the player returns to the overworld.
Summary
Upon leaving certain biomes after extended trips (Nether and End for both, Mushroom Fields and variants for Patrols only), Patrols and possibly wandering traders that fail the spawn probability check but not the biome check will spawn immediately as soon as the player enters a suitable biome. Note that only one patrol or trader will spawn when the player returns, however, traders will spawn regardless of if one is already present near the area.
Steps to reproduce (Patrols)
- Place a repeating command block and a Nether portal.
- Set the command block's command to /kill @e[type=Pillager] and set it to always be active.
- Make a behavior pack and copy the vanilla spawn rules for the Patrols.
- Change it to spawn the patrols every 60 seconds for normal difficulty, instead of 600-660, and change the spawn chance to 100.
- Change the normal difficulty's world age filter to 0.
- Load the behavior pack into the world and ensure the difficulty is set to normal.
- Wait for the command block to print the kill message, then enter the portal.
- Wait 90 seconds in the Nether, then return to the Overworld.
- The command block should print that it has killed more pillagers.
Steps to reproduce (Traders)
As wandering trader spawns are not data-driven yet, it's much more difficult to reproduce, but still possible.
- Make sure the world you're using to test it is at least 20 minutes old.
- Repeat steps 1 and 2, but change the command's target to all wandering_trader entities.
- Wait for the command block to print the kill message, then enter the Nether portal.
- Leave the game for a couple of hours. Traders have a random chance of spawning every 20 minutes which goes up after each of the first two spawn failures, so it's best to wait as long as possible before going back to the overworld.
- Cross your fingers and hope the command block prints a message.
Observed behavior
Patrols and traders spawn immediately once the player exits the biome/dimension.
Expected behavior
The spawn attempts done in the Nether should completely fail, and spawning should continue as normal once the player returns to the overworld.
Summary
The Protection enchantment does not apply its defense boost on most magic-based attacks that bypass the normal armor damage reduction.
Type of Damage Protected? Instant Damage Poison Wither Fatal Poison Dragon's Breath Evoker Fangs Original description
When my inventory have a full diamond armor with protection iv, and i drink a poison potion, it affected me with default damage. but in java edition, if you wearing full armor with protection enchants and you drink a poison potion, it will damage you sometime (i mean heart will affected sometimes)
poison effect will affected when you wearing armor with protection enchantsProtection enchantment doesn't provide extra defense against magic attacks
Redstone dust does not have a dot state
@Desko Yes, still doesn't work ):
"
Desko added a comment 19/May/20 5:04 AM edited
Not being able to use the pancape in stable versions isn't a bug or an account issue; the pancape is only meant to be used within Beta versions as a testing tool for those that don't own other capes.
Being able to use it in release and hotfix versions, on the other hand, is a glitch." On MCPE-79008
bugsbugsbugs and Desko you guys aren't wrong, this was introduced in 1.16 for java. Hopefully this comes to bedrock soon as I play both Java and Bedrock.
Desko: I have removed your edits to the description. It's not allowed to expand the scope of a bug report once it has been confirmed. If it's actually the same bug, the players will be fixed anyway when the devs give us a fix for the mobs. If it isn't the same bug, then it needs to be tracked independently.





This works as intended. Locator maps aren't supposed to show the direction that players are facing when in the nether; they just spin, like compasses.
Does it still happen if you replace the torches? That'll make this easier to figure out, since if it does light it temporarily and the light sources are near the chunk border, it could be
MCPE-58182.Duplicate of
MCPE-48207.Zero tick farms were a bug (
MC-113809), and were fixed in 20w12a.If you previously used the anvil to repair the tools, then it increases the Prior Work Penalty, thus increasing the cost needed for future repairs and enchanting. This is likely what has increased the cost to the high amounts.
WAI. Beta versions can't connect to the featured servers.
That's not a bug. The functionality doesn't exist on Bedrock, so this would be considered a parity request.
Does this technically follow the criteria mentioned in https://www.reddit.com/r/Mojira/comments/g9rjfh/from_now_on_well_accept_bug_reports_about_certain/? If so, this should probably be reopened. I know it definitely fits within the second and third criteria since this functionality was added in JE 1.15, but I'm not sure if it falls within the first.
Also affects 1.14.60, albeit inconsistently. They'll usually immediately teleport out, but other times they'll choose to hang out there for a while, taking damage while doing so. Their current state (calm or aggro) does not impact their behavior.
By replacing line 110 to enderman.json with this code in the vanilla behavior pack, you can work around this bug.
}, { "test": "is_visible", "subject": "other", }Using one book at a time increases the penalty on the tool itself each time you add an enchantment to it, whereas combining books will increase the book's penalty. If your friend, say, bought a bunch of Protection II books from a villager and combined them together to max out the enchantment, that would result in an incredibly high penalty.
Any existing enchantments that were done with an enchantment table won't increase the penalty, but they will increase the level requirement. You can reset the penalty by repairing with a grindstone or the crafting interface, but keep in mind that this also disenchants your items (and gives you no compensation with the latter method).
Just to name an example of what an anvil enchantment might be with minimal penalty, combining a Mending book with an Efficiency V book on my main Bedrock world cost 5 levels, and putting that book, now with a penalty of 1, on a diamond axe enchanted with nothing but Unbreaking III and no work penalty cost 8 levels, totaling 13.
Seconding as WAI, this is the way they've always worked on all platforms.
It's not supposed to rain in deserts, but it should in savannas as far as I know. If you go deeper into the biome, does it start raining?
@Luke Kachelmeyer It might not be a bug but it does create parity issues with Java, where the particles don't start until you're in the biome, so it belongs here.
A world save or seed would be appreciated as well.
Certain parity issues are okay to post on the issue tracker. As the mods and Mega_Spud have determined, this is one of them.
If you use stereo headphones/speakers and follow the direction of the raid horn, then dig underground a decent ways, do you hear any illagers?
Duplicate of
MCPE-17893, which was resolved as Working as Intended.Just to be clear, you were copying a Locator Map, is that correct? Regular maps don't display markers.
It doesn't look like there's that many torches in the screenshots, though then again, I tend to go overboard. To be 100% sure:
Lodestones are already present in the game under experimental gameplay.
This is already being tracked at
MCPE-56036.No, even in Bedrock they don't always spawn. In my case, on one world, I had a Snowy Taiga outpost spawn without one.
They aren't bugs. Redstone does not behave the same way as it does on other versions. A feature request would fit this better.
Are you sure this is actually the case? Patrols only spawn every 10-12 minutes with an 80% chance of failure, so it could just be bad luck.
I've seen multiple reports and footage of this happening on Android as well, and it affects my PC. Doesn't appear to affect Xbox.
Duplicate of
MCPE-76180Duplicate of
MCPE-76180This is intended, Pigstep is supposed to be the only song that has a capital letter in its name
The old PS4 version wasn't Java edition, it was an entirely separate edition based on a different codebase (Console Edition). You should probably change the name of the issue and description to keep it accurate to the actual issue, since Bedrock doesn't support importing Java worlds.
Just to be clear, you HAVE tried manually updating through the Play Store, correct?
Could not reproduce in 1.16.0.59, cannot currently reproduce in 1.16.0.60. Are you 100% sure that "Fire Spreads" and doFireTick were enabled?
It seems that player-spawned iron golems lack the data in the behavior pack to wander within and defend villages. This is not the intended behavior.
Are you playing on Peaceful? On other modes, your health should normally regen if your hunger bar is at least 9 drumsticks and your saturation is high enough, but if you're playing on the Peaceful difficulty it'll always regen (along with your hunger bar).
Because 1.14.0.30 wasn't a beta. It was a finalized release, sent as an update for all players. 1.16.0.59 Beta and 1.16.0.60 Beta are, as the names imply, incomplete, unfinished beta versions, and you have to join the game's open beta test program to test it as they aren't ready for the general public.
I'd think this would be a bug if it didn't happen.
Also a parity break from Console Edition, which uses 1.11's exhaustion rates.
You DID press the right mouse button, correct?
The issue is also much less pronounced with brightness set to max, and more pronounced with it set to the minimum. As one might expect considering Nede Krug's comment, this doesn't affect it when smooth lighting is off.
Tested on wood stairs.
None of the 1.16 platforms have raytracing, but Xbox does have RenderDragon (and has had it for a few updates along with the PS4 version). As far as I know, this is the only rendering bug in the beta that doesn't affect both rendering engines.
While this doesn't appear to be the case thanks to the disappearing items and respawning crystal/bars, there is a possibility that the Ender Dragon could have destroyed the staircase itself if it wasn't made out of obsidian, end stone or one of the other materials it can't break. However, seeing as other stuff seems to have reset, I doubt that's the case.
Just realized after making this as I really should've used the search button, but this is a duplicate of the closed
MCPE-28055. Should that be reopened and this merged into it?Also, as mentioned in my report, it relates to
MC-149060.The world's probably been corrupted. You might be able to fix it if you can find some way to transfer the save off the console, then open it in a program like Universal Minecraft Editor.
Occurs on Windows 10 (also on 1.14.60) with extended play sessions, and it seems to make certain other elements jittery as well. Observed with hand animations for movement and hotbar switching, but NOT the camera itself during the former, and oddly enough, it partially affects the Brewing Stand GUI once the sprinting issue kicks in. In Win10 at least, once it begins, it goes on and off sporadically, with it starting in either a few seconds or a couple minutes and stopping minutes later, and it can be prematurely stopped by opening the inventory or using blocks that open a GUI. However, the issue will begin to persist again after a minute or so (or less). Relogging has the same effect, so the only long-term solution is to restart the app, which fixes the issue for an uncertain amount of hours. This may become more noticeable when repeatedly suspending and unsuspending the game, but more testing is needed.
Can you be a little more specific? Which particles are you talking about? There's not enough information in your report to identify the issue.
Can you provide a world save or pictures of the bases (with smooth lighting OFF and brightness set to 0) just to help ensure that they are lit up correctly? A single block on the floor with a light level of 7 and enough space around it could cause mobs to spawn there.
Not being able to use the pancape in stable versions isn't a bug or an account issue; the pancape is only meant to be used within Beta versions as a testing tool for those that don't own other capes.
Being able to use it in release and hotfix versions, on the other hand, is a glitch.
The scare mechanics still aren't in Bedrock yet. As of now, the following is still required
I believe the 1.16 betas reduced the requirements a bit, but either way, once you have these, golems should start spawning randomly.
While this may be a parity issue that doesn't fit within the issue tracker's parity guidelines (it's before Buzzy Bees), Mojang still considers this a notable enough issue that it has an ADO, meaning they're tracking it on their internal issue tracker.
You aren't supposed to use wither roses to brew potions of decay. They can only be found in cauldrons in witch huts.
Have you tried the shaders on the RTX beta to diagnose if it's a rendering engine issue? The Xbox One and PS4 versions use a different rendering engine than the other versions called RenderDragon, and while they plan on implementing it across all platforms soon they need to finalize things and make sure everything works. The RTX beta uses it, so see if the shaders work on there.
If your files were deleted when you reset your device and you don't have a backup of your save data, I'm sorry, but there's not much you can do. Minecraft saves games locally, on the device, and doesn't feature any sort of cloud save system outside of Realms.
Patrols can spawn in villages, provided the village is large enough. If the player is in a village, the patrols will always spawn 48 blocks away on Bedrock, the farthest they normally spawn. While Mojang and the mods would have to judge this one, considering the age of this parity break I don't believe it falls under Mojira's guidelines.
Just to be sure, the doInsomnia gamerule is on, the difficulty isn't peaceful and you aren't in a mushroom fields or snowy tundra biome, correct? If any of these conditions are the case, it'll also prevent phantoms from spawning.
This seems to happen every once in a while for jockeys that lose their mount. Their AI stops functioning and they just stand in place. Doesn't always happen though.
Deleting the game removes all of your save data, including worlds. There is no way to get them back without specialized recovery tools, and even then, they'll likely be overwritten at least partially by newer data saved onto your PC.
I wouldn't call job site blocks workbenches. People usually use that term to refer to crafting tables since that was what they were called in Minecraft's prerelease phases. I usually just call them job blocks.
How many blocks are above the villager? A 1 or 2-block high roof won't be enough to protect it from lightning.
I don't have any advice and hope that an update fixes it, but opening up your favorite world on a beta is an incredibly bold move. I'm sure an update'll probably rescue your world, but I'd make occasional backups from now on, especially when using betas.
Could have been the behavior pack. Normally those just fail to load the broken files though. Usually I just copy the world manually using the world settings.
How much RAM does your device have? Higher resolution resource packs use significantly more than lower res, so your Android device might not have enough to support the packs.
You can make an endless number of worlds on the world creation screen for free, you just need to pay for maps and realms on the marketplace. That won't change.
Also, this is a bug tracker. Feature requests are better suited for the feedback site at feedback.minecraft.net.
I'm aware, but still. This, and everything else you've put on the bug tracker belong on the feedback site.
Are you using a resource or behavior pack made for 1.14? Those will cause the game to fall back to the pigman model, as my own worlds from 1.14 without them don't exhibit that.
Plans changed during development. As of Java Edition 20w12a, fire on Soul Sand becomes Soul Fire and Bedrock mirrors the behavior properly, as intended.
Have you loaded the world without a resource pack? Something's locking the world to 1.14's base game version, so it's falling back to the old models.
That's because it's called a zoglin.
I believe that the Wither being able to spawn inside bedrock is considered a bug on Java Edition, so while some bugs have been made into features (quasi-connectivity, zero tick sticky pistons) I don't see that happening here considering how overpowered it is.
The horn is currently there as a temporary workaround to the Glowing effect that bells normally apply to nearby raiders when rung. Since the Bedrock edition's current rendering engine doesn't support the effect, it's been postponed, presumably until sometime after RenderDragon is finalized on the other platforms (currently it's only available on the Xbox One and PS4 ports, barring the Win10 RTX betas). To give Bedrock Edition a way to track raiders through walls, the horn sound plays periodically from one of the raider's locations instead, and you can use the stereo effect to locate where the sound is coming from. Not the most elegant solution, but an important one nonetheless as it helped during the three times the game decided to spawn raiders underground on my current survival world.
To give a tl;dr to what everyone is saying: TLauncher is a cracked launcher; Mojang doesn't support it nor other pirated versions of the game. They only support legally bought versions of the game.
Yep. Just happened as I was prepping for the Ender Dragon. One of them spawned just after I left the Nether, the other spawned a little after.
Yes, but have you tried it without any resource packs whatsoever? I haven't tried it, but it at all may be causing the world's base game version to lock at 1.14's for compatibility reasons.
The Wither is able to destroy Netherite blocks in the Java edition as well. The difference here is that the Wither fires the blue-colored Dangerous Wither Skulls significantly more often, which is the attack he can use to break it.
The Xbox One and PS4 ports use a different rendering engine as of 1.13, so most shaders designed for other platforms won't work on it. You'll have to wait for the devs of the shaders to update it to support RenderDragon.
You're a couple of betas behind; the animation issues you're describing were already patched.
I was able to accidentally reproduce this for traders after two extended trips to the end on a survival world. The first time, a trader immediately spawned in the stronghold after I returned, and after going back to the end immediately after and exploring a little more, I returned to find that a second trader had spawned relatively close to the first one. After a little more experimentation I was able to confirm that the bug does affect them just as it does with Patrols.
Was able to reproduce a second time (accidentally). I described it in more detail in
MCPE-79808, but it happened after returning from two extended visits to the End (first to fight the Dragon, second after exploring an End City).The latest beta release for all platforms is 1.16.0.63. Make sure you're using that, as bug reports made for older betas (apart from the W10 RTX ones) are invalid.
Just because it's on the wiki doesn't mean it's intended. Any user is able to edit the wiki, so it's just noted that it's possible to break them, not confirmed that it's intended. We'd need someone from Mojang to confirm whether it's intended or not.
If JE's behavior is intended, this should also be updated to affect Piglins. Ones that spawn with swords will never have theirs break, but ones with crossbows do.
The only people on the issue tracker from Mojang are the ones with [Minecraft] and [Mojang] in their names. Mojang can't manage the entire public issue tracker on their own, so there are members of the community that help out to maintain the place.
Mega_Spud, from Mojang, has given this an ADO, meaning that it's listed on their private internal issue tracker for Bedrock, so while nobody at Mojang's made a formal statement, it's possible that Java's is the intended behavior. However, issues have been given ADOs before being closed as WAI, and nothing has been done by Mojang for the Java counterpart to the issue (crossbows breaking in the first place) so it's just as equally possible that Bedrock's is intended. We'll have to wait and see.
If you fell into the void, your stuff's completely gone. If the XP ended up falling into the portal (thanks to a bug patched in 1.16) or you collected it, it's gone too. The egg still should've been there if you hadn't already gotten it once, though.
Feature requests don't belong on this bug tracker. They belong on feedback.minecraft.net
This is normal. Add-ons designed for 1.14 or older will change the world's basegame version to match, as to not create compatibility issues.
Have you tried a peaceful cycle (change difficulty to peaceful, then immediately back to normal)? That'll reset the hostile mob cap for whatever area you're in.
Helmets have significantly less durability than the other parts of the set (followed by boots, then leggings, then chestplates). Unbreaking doesn't extend that durability, it just decreases the chance of whatever it's enchanted on from taking each point of durability that would be taken away normally. For armor with Unbreaking II, this is a 26% chance (27% if Bedrock rounds it up like Java, unsure which). You've probably just been unlucky, all things considered.
If you have Thorns on that helmet, that could do it as well. Each time the Thorns enchantment deals damage, it takes an extra 3-point durability penalty. With Unbreaking II you do get the normal 26% chance of not taking each of those 3 points, but it'll still wear your helmet out faster.
You're missing a bed.
Also, make sure the villagers have workstations that they can access.
Okay, here's my prediction as to what happened if the disconnect wasn't manual:
This should be the cause of what happened. Not necessarily a glitch, though it could be considered somewhat of an oversight.
This doesn't just affect poison, but all other sources of magic damage with the exception of Evoker fangs. Here's a list of magic damage sources that do not apply protection reduction correctly:
Check the achievement list. Achievement notifications don't happen in-game, so make sure that the achievements are actually missing first.
Cannot reproduce on 1.14.60.
@tutacat I think you're misunderstanding the issue a little. You should still be able to attack in the middle of the emote, the issue here is that it punches while the emote is still playing, instead of cancelling it out like it should do.
Confirmed in 1.14.60.
Are you sure the pack is compatible with 1.16?
This is a duplicate of
MCPE-63228--Nope, the glitch itself seems to be gone along with the secondary exploit/side-effect that went with it
I'm assuming the reopening is temporary, will this be marked as fixed once the full release comes out?
To clarify for those that are having trouble understanding it, "giant tree" in this post refers to the "matchstick" giant spruces that only spawn in Giant Tree Taigas, and "giant spruces" is the regular variant you get from growing 2x2 spruce saplings and should only spawn naturally in Giant Spruce Taigas.
WAI per https://www.minecraft.net/en-us/article/meet-wandering-trader
"We thought it would be neat if the Wandering Trader could travel from village to village, sometimes encountering the player in the wilderness."
"They can appear when you least expect it – either out in the overworld or occasionally in villages, appearing at the local gather site."
Worth mentioning that it would be illegal for Mojang to do #3 since they don't own the license to use it, and they wouldn't need to anyway once they port Update Aquatic's sounds over
If I recall correctly, the whole reason why the console editions don't have classic skins is because the console makers won't allow it. This is invalid, anyway, as it's a feature request.
The chance of finding a naturally spawned beehive has been drastically reduces in the 1.16 betas to match Java Edition. On the bright side, oak saplings grown near flowers also have a rare chance of spawning with a beehive and bees, matching Java Edition as well.
@Amphy2k It's also worth noting that some of the versions present there are straight up invalid and wouldn't belong on the ticket regardless as the parity break itself wasn't introduced until the 1.14 development versions. 1.13 releases and versions prior would be WAI. The only ones that would be considered valid that aren't present here are 1.14.0, 1.14.1 Hotfix, 1.14.20 Hotfix and 1.14.30 Hotfix, and even then, they would only be present for archival purposes.
The coding for the offhand is incomplete, and full functionality isn't planned until combat achieves parity across both versions.
@Jay Ambadkar Parity issues introduced in Buzzy Bees (JE1.15/BE1.14) and onward belong on the issue tracker, not the feedback site.
Are your friends using beta versions as well? Beta versions can only connect to servers and games hosted by other users with the same beta.
Ignore Rodrigo's comment, he's not actually a mod here (he's minimodding).
@The Another Rodrigo Arisa's a bot, not a person.
Rodrigo, your comment was deleted for a reason. You're minimodding.
Because bots aren't human. Arisa assigned community consensus automatically, and a human corrected that.
Dunno if this is WAI even if you're using a non-placeable/usable item, but normally crouching prevents interactable blocks like doors, crafting tables, etc. from being used to allow players to place blocks, use items, etc.
This was created in January of 2020, mods only normally do cleanup after one year. However, the Cannot Reproduce resolution is correct, since it can't be replicated in the latest release.
Also, Rodrigo, I'd recommend that you read the latest comment on
MCPE-83632.A couple of questions, just so this doesn't get resolved as incomplete.
These are just some things I've gotten from experience (apart from 1). Hope this'll help,
Yeah, I was going to point it out yesterday but forgot to, but the issue here is that tridents are using the wrong model. Instead of using the longer weapon model like other mobs do, they use the item model instead.
Fixed in 1.16.
AMD A12-9720P, with settings mostly maxed out on my PC CPU usage is 30%, which is mostly normal. Might just affect certain CPUs.
Piglins aren't supposed to be afraid of warped mushrooms, that's the Hoglin's thing. What they ARE supposed to be afraid of are zombified piglins and soul fire.
Sending a world will also work, since that can be more easily checked for dark spots.
The issue here doesn't seem to be that the layer isn't generating at all, but rather, it's generating in the wrong place. Mine up to y=~125 and you'll see what I mean.
I've had this happen before on 1.14. Have you tried walking away from it from a little bit? You don't need to unload the chunk.
Affects 1.16.0.
Can't reproduce on 1.16.0.
In addition to being posted in the wrong project this is working as intended.
I don't know if they completely patched it, as duplication exploits are considered to be security issues and are required to be made private on the issue tracker, but all evidence points to it being completely patched. This seems to be due to under-the-hood reworking of piston mechanics to fix some of their more severe issues. It IS fixed, as the old behavior was the bug, and a severe one at that.
Due to another bug that's already been reported on the tracker, villagers can despawn when crossing chunk borders. The only way to prevent that is to block off any access to said borders, or they'll despawn.
Can you send a copy of the skin?
Keep in mind, if you are using an add-on such as a resource pack or behavior pack, or have used one on the world, that's most likely the cause. The game will fall back to the old pigmen models if the resource pack hasn't been updated to fully support 1.16. Try temporarily removing the pack to see if that fixes it.
Voted for this. It doesn't affect my laptop's CPU as heavily but it's worth voting for nonetheless as it's clear that this is a huge issue for players with Intel
and ARM-based CPUs where it seems to be hitting the hardest.
Hi, I'm the host of the server. I've attempted to find a solution to the issue, and as stated before I initially had a theory that the issue was caused by or related to
MCPE-44815, but this doesn't seem to be the case. To bullet point the issues out:Because of this, I'm starting to think the issues have to do with the save itself, but that still makes the issue incredibly baffling. The server hasn't had any sort of crashes or errors since his last successful connection just before the issues started (and I know exactly when that happened as I was one of the players there at the time), so if the save is the cause, it'd have to have been caused by some sort of auto-save issue.
Duplicate of
MCPE-52593If you OPENED the treasure chest and didn't get a popup for the achievement, check in the menus just to make sure. You won't get a popup unless you have the Xbox app installed, as far as I'm aware.
An easy, albeit imperfect fix for this is hilariously simple: in skeleton.entity.json, move line 58 ("skeleton_attack" in animation controllers) up above line 55 ("bow_and_arrow"). This fixes the bow aiming animation to match strays' without breaking the melee attack animation.
Affects 1.16.1 and 1.16.2-pre1.
Also, slight correction. It was release 1.3, not Beta 1.3.
Per
MC-97106andMC-10929, this isn't. Protection is intended to protect against all forms of damage except hunger and void damage, and that includes potion/magic effects as well as, surprisingly, drowning and suffocation damage. I believe the latter two work on Bedrock since it's saved me on a few occasions, but I'll have to check again since I could be experiencing the mandela effect.Thanks for fixing that up Auldrick, I'll be sure to keep that in mind with any future reports I do. Hopefully I'll be able to actively maintain these again soon.
As for Josiah's remark, this is still valid for the issue tracker as it falls into the limited criteria for parity issues as established earlier this year as the parity break was introduced with the Buzzy Bees update.
Still affects all current versions.