DrownedZombie
- drownedzombie01
- drownedzombie01
- Asia/Manila
- Yes
- No
Pillagers are slightly taller than the vindicator and evoker, making their height different
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from them
Pillagers are slightly taller than the vindicator and evoker, making their height different from them.
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Pillagers ate taller compared to other illagersPillagers are taller compared to other illagers
Pillagers are slightly taller than the vindicator and evoker, making their height different from them.
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Pillagers are slightly taller than the vindicator and evoker, making their height different from them.
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How to Reproduce
1. Spawn pillager and vindicator/evoker
2. Put them near each other
Pillagers are slightly taller than the vindicator and evoker, making their height different from them.
Observed Results
Pillagers do not have the same height as the vindicator and evokerExpected Results
Pillagers should have the same height as the vindicator and evoker
Pillagersare taller compared to other illagersPillagers do not have the same height as the vindicator and evoker
Pillagers are slightly taller than the vindicator and evoker, making their height different from them.
Observed Results
Pillagers do not have the same height as the vindicator and evokerExpected Results
Pillagers should have the same height as the vindicator and evokerNote: Mainly focus on the 'head' of the witch, ignore the hat.
Note
Pillagers are slightly taller than the vindicator and evoker,making their height different from them.Observed Results
Pillagersdo not have the same heightasthe vindicator and evokerExpected Results
Pillagersshould have the same heightasthe vindicator and evokerNote: Mainly focus on the 'head' of the witch, ignore the hat.
Note
The height of the pillagers are not exactly like the villagers, zombie villagers, wandering traders, witches, and the illagers (vindicator and evoker).
Observed Results
The pillagers height doesn't match the height of the villagers and other villager-like mobsExpected Results
The pillagers height should match the height of the villagers and other villager-like mobsNote: Mainly focus on the 'head' of the witch, ignore the hat.
Note
Pillagers do not have the same height as the vindicator and evokerPillagers do not have the same height as the villagers and all villager-like mobs
The height of the pillagers are not exactly like the villagers, zombie villagers, wandering traders, witches, and the illagers (vindicator and evoker).
Observed Results
The pillagers height doesn't match the height of the villagers and other villager-like mobsExpected Results
The pillagers height should match the height of the villagers and other villager-like mobsNote: Mainly focus on the 'head' of the witch, ignore the hat.
Note
Pillagers do not have the same height asthevillagers and all villager-like mobs
Pillagers do nothave the same heightasvillagers and all villager-like mobsPillagers do not match their height to the height of villagers and all villager-like mobs
Still affects 1.12.0.4 and possibly the next upcoming beta as well.
Added I screenshot of me on the Java edition comparing the heights of all villager-like. I apolozigize that I put the FOV to Quake Pro.
The height of the pillagers are not exactly like the villagers, zombie villagers, wandering traders, witches, and the illagers (vindicator and evoker).
Observed Results
The pillagers height doesn't match the height of the villagers and other villager-like mobsExpected Results
The pillagers height should match the height of the villagers and other villager-like mobsNote: Mainly focus on the 'head' of the witch, ignore the hat. Height of the zombie villagers may not be a bug because it might be intended because it exist in other platforms.
The height of the pillagers are not exactly like the villagers, zombie villagers, wandering traders, witches, and the illagers (vindicator and evoker).
Observed Results
The pillagers height doesn't match the height of the villagers and other villager-like mobsExpected Results
The pillagers height should match the height of the villagers and other villager-like mobsNote: Mainly focus on the 'head' of the witch, ignore the hat.
Height of the zombie villagers may not be a bug because it might be intended because it exist in other platforms.
Affects 1.14.0.1
Pillagers do not match their height to the height ofvillagers andall villager-like mobs
Pillagers do not match their height tothe height of all villager-like mobspillager height is insconsistent with the heights of all villager-like mobs
pillager height is insconsistent with the heights of all villager-like mobsPillager height is inconsistent with the heights of all villager-like mobs
The height of the pillagers are not exactly like the villagers, zombie villagers, wandering traders, witches
, and the illagers (vindicator and evoker).Observed Results
The pillagers height doesn't match the height of the villagers and other villager-like mobsExpected Results
The pillagers height should match the height of the villagers and other villager-like mobsNote: Mainly focus on the 'head' of the witch, ignore the hat.
The height of the pillagers are not exactly like the villagers, zombie villagers, wandering traders, witches (except fo the hat) and the other illagers.
Observed Results
The pillagers height doesn't match the height of the villagers and other villager-like mobsExpected Results
The pillagers height should match the height of the villagers and other villager-like mobs
Pillager heightis inconsistent with the heights of all villager-like mobsThe height of the pillager is inconsistent with the heights of all villager-like mobs
It looks out of place to be honest.
I think I meant was the ravager's biting animation sometimes doesn't work when a villager, iron golem or a player is close to them.
Ravagers sometimes don't use the bite animation when attacking
, video below will show an example of it:Ravagers sometimes don't use the bite animation when attacking. If I am not making things clear for you, then
Ravagers sometimes don't use the bite animationRavager damages players or villagers, but sometimes the animation isn't playing
Ravagers sometimes don't use the bite animation when attacking. If I am not making things clear for you, thenSometimes the ravager does not use it's headbutt animation when they are very close to their target.
Ravagerdamages players or villagers, but sometimes the animation isn't playingRavager sometimes don't use their headbutt animation to players or villagers when they are very close to them
This should have veen confirmed.
Ravagersometimes don't use their headbutt animation to players or villagers when they are very close to themRavager headbutt animation is very slow
Sometimes the ravager does not use it's headbutt animation when they are very close to their target.Ravager headbutt/bite/ram animation is very slow that sometimes the ravager does not use it's headbutt animation when they are very close to their target.
@Kevin Kaito Okada I just realized that in Bedrock, pillagers load their crossbows while in Java, they don't.
When you tamed a llama or a trader llama, the "Open" button shows up. Even without sneaking, the button will always show.
When you tamed
allama oratrader llama, the "Open" button shows up. Even without sneaking, the button will always show.When your tamed llama or trader llama is killed, the "Open" button shows up. Even without sneaking, the button will always show.
The vex mob uses bow animation when the
re is aplayer or villagernearby.The vex mob uses bow animation when they engaged themselves to attack the player or villager.
The vex mob uses bow animation when they
engaged themselvesto attacktheplayerorvillager.The vex mob uses bow animation when they are about to attack a player, villager, iron golem, and wandering traders.
The vex mob uses bow animation when they are about to attack a player, villager, iron golem, and wandering traders. They were not like this before.
Vex uses "bow animation" when attacking
Vex uses"bow animation"when attackingVex uses bow/crossbow animation when attacking
The vex mob uses bow animation when they are about to attack a player, villager, iron golem, and wandering traders. They
were not like this before.The vex mob uses bow/crossbow animation when they are about to attack a player, villager, iron golem, and wandering traders. They should be using the attack animation of the vindicator.
Is related to the issues I made. See
MCPE-44029andMCPE-46220
The wing animation of the
Phantom mob is slown down. This bug exist in 1.8 betas up to 1.11 betas.The wing animation of the phantom mob is slown down as the particles of the phantom isn't slown down. This bug exist in 1.8 betas up to 1.11 betas.
The wing animation of the phantom mob is slown down
as the particles of the phantom isn't slown down. This bug exist in 1.8 betas up to 1.11 betas.The wing animation of the phantom mob is slown down, previously before 1.8, they flap their wings in the correct speed. This bug was never fixed from 1.8 to 1.11
The wing animation of the phantom mob is slown down, previously before 1.8, they flap their wings in the correct speed. This bug was never fixed from 1.8 to 1.11
reproduce
1. Spawn Phantom
2. Cage the phantom or use command block "/tp" always active and repeat
3. Observe the wings of the Phantom
Affects 1.11.0.8
Phantomscanslowly flap their wings
@Kevin Kaito Okada I was thinking the same thing, I had to make a duplicate of it and update both this and the duplicate.
@Kevin Kaito Okada I was thinking the same thing, I had to make a duplicate of it and update both this and the duplicate.
@Kevin Kaito Okada It is now marked as Community Consensus.
Worried pandas use to shake and cover their faces. Currently they rock up and down and they don't cover their faces.
Steps to Reproduce
1. Spawn a 'worried' panda
2. Use /weather thunder
After you do this, observe the worried panda's animationsWorried pandas use to shake and cover their faces. Currently they rock up and down and they don't cover their faces.
Steps to Reproduce
1. Spawn a 'worried' panda
2. Use /weather thunderObserved results
Worried panda normally sits and rock back and forth.Expected results
The worried panda would shake and cover their faces like they should do.
Worried pandas use to shake and cover their faces. Currently they rock up and down and they don't cover their faces.
Steps to Reproduce
1. Spawn a 'worried' panda
2. Use /weather thunderObserved results
Worried panda normally sits and rock back and forth.Expected results
The worried panda would shake and cover their faces like they should do.
@[Minecraft] Mega_Spud (Jay Wells) Issue at MCPE-39975 should be forward-resolved towards a newer ticket (Which is this ticket) and this ticket should be reopened as a seperate issue of MCPE-39975. That issue was edited (MCPE-39975). Should be similar to how
MCPE-45750was a newer ticket ofMCPE-44681.
Pandas sits straight up and they're bodies aren't slanted. The other pictures show 2 weak pandas sitting while facing to me.
Pandas sits straight up and they're bodies aren't slanted. The other pictures show 2 weak pandas sitting while facing to me. You may notice a difference.
Pandas sits straight up and they're bodies aren't slanted. The other pictures show 2 weak pandas sitting while facing to me.
You may notice a difference.Pandas sits straight up and they're bodies aren't slanted. The other pictures show 2 weak pandas sitting while facing to me. The other pictures shows the position of the 2 pandas sitting.
Pandas sits straight up and they're bodies aren't slanted. The other pictures show 2 weak pandas sitting while facing to me. The other pictures shows the position of the 2 pandas sitting
.Pandas sits straight up and they're bodies aren't slanted. The other pictures show 2 weak pandas sitting while facing to me. The other pictures shows the position of the 2 pandas sitting in a different angle.
Pandas sits straight up and they're bodies aren't slanted. The other pictures show 2 weak pandas sitting while facing to me. The other pictures shows the position of the 2 pandas sitting in a different angle. 2 extra others with normal pandas sitting facing to me.
Pandas sits straight up and they're bodies aren't slanted. The other pictures show 2 weak pandas sitting while facing to me. The
other pictures shows the position of the 2 pandas sitting in a differentangle. 2 extra others with normal pandas sitting facing to me.Pandas sits straight up and they're bodies aren't slanted. The other pictures show 2 weak pandas sitting while facing to me. The difference is that their 'shoulders' aren't visible, making them sitting straight up.
Pandas sits straight up and they're bodies aren't slanted.
The other pictures show 2 weak pandas sitting while facing to me.The difference is that their 'shoulders' aren't visible, making them sitting straight up.
Pandas sits straight up and they're bodies aren't slanted. The difference is that their 'shoulders' aren't visible, making them sitting straight up.Sitting pandas sits straight up and they're bodies aren't slanted. The difference is that their 'shoulders' aren't visible, making them sitting straight up. The head is of the panda is slightly looking down and not straight.
Sitting pandas sits straight up and they're bodies aren't slanted. The difference is that their 'shoulders' aren't visible, making them sitting straight up. The head is of the panda is slightly looking down and not straight. They use to sit differently in 1.8 of Bedrock.
Relates to
MCPE-45807since both panda positions are the same.
Sitting pandassit straight up, and they're bodies are not slantedSitting pandas has a different position
Sitting pandas sits straight up and they're bodies aren't slanted. The difference is that their 'shoulders' aren't visible, making them sitting straight up. The head is of the panda is slightly looking down and not straight. They
use tosit differently in 1.8 of Bedrock.Sitting pandas sits straight up and they're bodies aren't slanted. The difference is that their 'shoulders' aren't visible, making them sitting straight up. The head is of the panda is slightly looking down and not straight. They sit differently in 1.8 of Bedrock.
Rolling pandas
jitters or shakes when rolling and doesn't move legs when rolling.Rolling pandas doesn't move legs when rolling. Although they do move there legs a little.
Rolling playful pandajitters anddoesn't move legs when rolling
Rolling pandas doesn't move legs when rolling.
Although they do move there legs a little.
Rolling pandas doesn't move legs when rolling. In version 1.8, they use to move their legs while rolling, now they roll without leg movement.
Steps to reproduce (on mobile)
- Have a pillager/ravager spawn egg in your inventory;
- Touch it and move to another slot
Steps to reproduce (on Windows 10)
- Have a pillager/ravager spawn egg in your inventory
- Open the full inventory and shift-click the spawn egg
Expected Results:
The egg stays the same color all the time.
Observed Results:
The egg displays a brown texture without any dots while it's being moved.
Notes:
From: DrownedZombie
ravager.entity.json
"geometry": { "default": "geometry.ravager" }, "render_controllers": [ "controller.render.ravager" ], "spawn_egg": { "base_color": "#757470", "overlay_color": "#5b5049"
vindicator.entity.json
"geometry": { "default": "geometry.vindicator.v1.8" }, "spawn_egg": { "texture": "spawn_egg", "texture_index": 39
@DrownedZombie you do know that pillagers can accidently attack other illagers?
@DrownedZombie: i didn't add a single attachment to this report.
@DrownedZombie I know.
@DrownedZombie Because the reporter TRANSLATED it to english. Don't you have any common sense?
@DrownedZombie Earlier i said that this should be closed as Invalid. Well I have edited my comment to say that this should be closed as Cannot Reproduce.
Hana that issue is MCPE-45932
DrownedZombie That was the only fixed version i could select at the time
DrownedZombie: Please clarify for me: Is the bug you're describing associated with breaking a bed that leaves the villager with no village, or just with no bed? If you break the last or only bed in a village, that might destroy the village and the villager should start looking for a new village to belong to. If the village isn't destroyed, the villager should claim another bed if one is available, or should start wandering to help it find one. The behaviors are different for the two cases. The last time I tested it (which was in the 1.11 Betas), a villager looking for a new village walked or ran continuously in a nearly straight line, but one who only needed a new bed wandered normally, pausing and changing direction frequently.
DrownedZombie: I have just tested this in 1.13.0.17 (not 1.13.0.7) and pillagers did respawn in an outpost. (It was at noon, though I'm not sure light level matters.) Do you actually have this problem in 1.13.0.17? Are you sure you have mob spawning turned on, are not in peaceful difficulty, and are 24 to 54 blocks away from the outpost area?
Also, as this issue was also reported for the 1.12 release, we will leave the ticket open until 1.13 is released. Otherwise, people playing 1.12 could become confused and upset when they see the issue marked as "Fixed" but it isn't fixed for them.
Removing the 1.15.json / 1.16.json / 1.17.json file under your .minecraft/assets/indexes/ folder will likely fix this issue. See also DrownedZombie's comments here.
If this doesn't work, then try re-installing the entire minecraft.
The bug
It seems like for some users, some textures have not been updated properly. This affects the following:
- Single chests (render with old texture)
- Double chest (render with missing texture)
- Iron golems (render with missing texture, see
MC-166322) - Shields/Banners with patterns (render with the one before banners used the alpha-channel, see
MC-166062) - Enchanted glint (resource pack format version 4, see
MC-166056) - Activated conduits (see,
MC-166192) - Hair texture of the hoglins (the red/green pixels, see
MC-173248) - Zombies (uses the endermen texture)
- Panorama (Not being updated to the latest panorama of the latest version of Minecraft)
Additionally, after some updates some sounds don't seem to have been downloaded correctly for some users. This might affect language files too.
Original description
Instead of the texture of a large chest, I saw a black and pink texture. With a single chest, this does not happen.
This problem always arises.
I do not use any resourcepacks and shaders.
Please provide some steps to reproduce the issue. As DrownedZombie already noted, vindicators are supposed to be able to break down doors, while other illagers are not.
I can't seem to reproduce this. Does this happen consistently, Haukur Smári Jóhannesson? Could you please update your GPU driver first, you can find the driver here. After that, test it, if this still happens; please attach a video with the F3 menu open demonstrating this issue.
DrownedZombie, the reporter is not using a modded version, see the crash report in the ticket.
DrownedZombie it can't affect zombiefied piglins since they don't have "hat" layer, but this still affect baby zombie villagers (for example: swapm and snow type)
I think it's likely that the next snapshot will mainly focus on fixing this and
MC-175988, though I might be wrong.
You are probably right DrownedZombie. 20w13b will most likely just be a transition snapshot that will only fix a few bugs (including these) and then 20w14a will come with content again.
As DrownedZombie said, this was removed in 18w08b.
Removed deep warm ocean biomes, warm oceans can only be shallow now
See changes in the blog post: https://www.minecraft.net/en-us/article/minecraft-snapshot-18w08a
@DrownedZombie, you can add that yourself if you want to.
DrownedZombie, are you sure that this is a feature request? I just think that this is an oversight
DrownedZombie, the bastion loot has been tweaked. It won't contain netherite gear anymore.![]()
DrownedZombie Yes, after the loading animation it's visible. But not during the animation.
The bug
When using a Totem of Undying, a red or blue tint can be seen around the screen when in F5 mode regardless of enabled resource packs. This does not happen in 20w21a and previous snapshots.
The red tint occurs whenever there are no more items left in the inventory after using a Totem of Undying while the blue tint happens whenever there are items left after using the same item. The original message from DrownedZombie is shown below:
Well, whenever I am out of totems, I get the red tint, and [whenever] I have totems left in my hotbar, I end up getting the blue tint.
Causes
This bug might be caused by the experimental rendering changes that have been implemented in the snapshot.
It might also affect only certain graphics cards, so please make sure to attempt reproduction and then write down the results in the Comments section. If successful, please check graphics card specifications by pressing F3 + C for 10 seconds and then attaching the crash report here.
Affected graphics cards
This section will be removed if all graphics cards are affected. The list of affected graphics cards so far is shown below:
- Intel(R) HD Graphics 4000 GL version 4.0.0 - Build 9.17.10.2932, Intel
- GeForce GTX 1060/PCIe/SSE2 GL version 4.6.0 NVIDIA 419.67, NVIDIA Corporation
- GeForce MX150/PCIe/SSE2 GL version 4.6.0 NVIDIA 391.35, NVIDIA Corporation
How to reproduce
General procedure
- Press F5 to switch from first-person view to third-person view.
- Obtain a Totem of Undying and then hold it in the main hand or offhand slot.
- Use the following command below to teleport 24 blocks high and then die from fall damage:
/tp ~ ~24 ~
Red tint
Make sure there are no other items in the inventory before the player dies from fall damage.
→
You will notice a red tint after using the item.
Blue tint
Make sure there are other items left in the inventory before the item is used.
→
You will notice a blue tint after using the item.
As DrownedZombie already said, this is not a valid parity issue since it has been present in the game before Buzzy Bees.
For more information about this, please take a look at this post on our subreddit.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki
DrownedZombie mark my issue to incomplete.
Thank you DrownedZombie I didn't think of using carved pumpkins
DrownedZombie. Why is this feature request? this literraly a bug. Please Reopen
This is a duplicate of MC-140954, as stated above by DrownedZombie.
This has been used by exploits (MCPE-37343), as [Mod] LateLag, Euwill Eusebio and DrownedZombie said, these include potential of bad actors camouflaging as a block and even very large model (larger than size accepted by average players). But as I found out preventing this from being usable besides Marketplace Partners is infuriating, voting this feedback from Minecraft Feedback for our fix is welcome (I've voted that Feedback too btw).




































The video explains the ravager damaging the villager with the biting animation. Then they attack the villager for the 2nd time without using their biting animation.
Trader llamas attack hostile mobs in a different way.
On Java they go after illagers and zombies. On Bedrock/MCPE trader llamas will only attack if the wandering trader is being attacked.
It effects version 1.11.0.3
1.11.0.3 got released and the traders now drink the invisibility potion but they use it when a hostile mob is near, so you maybe right.
I see no outposts so it's an illager patrol.
Sometimes I see a villager who is "try" to walk towards a bed even though there was a villager sleeping in it's bed and the villager (who tries to walk towards an occupied bed) tries to "push" the sleeping villager. Does this happen to you as well?
@[MCPE Mod] Auldrick No, I am not basing my own complaint in comparison with Java. Previously before 1.8, the wings of the phantom flaps in the correct speed, and now they flap their wings slowly.
I can only confirm that they don't splash regeneration potions.
This relates to a bug in Java.
Functionality was not added yet for both Java and Bedrock.
Also they only stay in one place and will not form a circle.
@o62 Yes, but even if is turned that on, the bottom texture of the leash is still like that.
@o62 You don't understand huh? Try it for yourself or zoom in. Clearly it is offset.
It happened to me once in 1.9 with the old default texture, but when I apply a texture pack, all of a sudden the mob's weapon (vindicator's axe) was directly in its hand.
Did you separate them from where they spawn? Cause I don't think turtles will breed unless they are in their "Home Beach". Sorry the only thing I know is breeding turtles.
Affects thrown items and arrows
the sheperd only sells emeralds wool blocks and dye while the cartographer does sell those items.
Do they trade Woodland Explorer Maps? Have you tried trading with another Cartographer to get an Ocean Explorer Map? Cause they might trade a ocean explorer map.
It looks like it has no fancy graphics at all. Cause it doesn't have lighting of it.
Villagers in bedrock are missing stone and emerald badges. I don't know if it was intended for villagers in Bedrock to have 3 badges instead. The villagers in Bedrock edition only uses the iron badge as default.
@David their eyes are blue on Java on Bedrock it is green.
Those vindicators are naturally spawned ones right? Have you checked the player-spawned vindicators?
Even if it is closed as Invalid, this issue is related to the Java counterpart see
MC-139722Fixed in 1.11.0.5
It isNOT a bug because blast furnaces are blocks used to smelt ores and smeltable armor and tools only.
fixed for some people and affects for some other people too.
I can confirm that it the Toast easter egg isn't working.
Because the feature is not complete yet.
This is not a bug baby zombies can ride almost anything
Raids spawn near villages any area with at least one valid bed and a villager. Any area with beds and villagers registers as a village.
I also get that bug where ravagers in raids sometimes don't damage you.
Screenshot is upside down
Issue relates to the bug I reported where baby lazy pandas are floatin.
They can now go up to 6 like Java.
I don't understand at all.
I've tested it with a drowned/pillager/skeleton/stray, the shield blocks 100% damage when I tested it, meaning this is not a bug.
@LateLag Thanks for letting me know that it was intended, I really appreciate it.
Too bad we can no longer change a villager's profession even if they are leveled up. I'm having second thoughts about that being too OP.
@Chi Thanh I now understand what you are saying thanks to LateLag.
Have you tried the beta 1.11.0.7 to see if cats do spawn in player-created villages?
Did your game crash? Cause my game crashes when a mob touches the bell.
MCPE-42966Fixed in Beta 1.11.0.7 however it is not fixed for 1.10.
@David I can understand you. So what you are saying is that the players hold the bell like a sword correct? And it should look like an item right?
I think the villager hitbox is causing that to happen.
Ravagers (official name for illager beasts) are in WIP additional tweaks and behaviors are coming as of 1.11
Not fixed in 1.11.0.7 (I mean effects 1.11.0.7)
Also I also named a vindicator, Johnny to make the vindicator attack my parrot even though the parrot is invulnerable cause it is on my shoulder. Mainly focus on the vindicator's arm animation.
Do you have your difficulty on Hard? Cause raids are difficulty based:
Easy: 3 waves
Normal: 5 waves
Hard: all 7 waves
Or maybe you are talking about a different issue?
They will have sounds and animation in Version 1.11
I can hear the item.trident.return sound perfectly. Maybe the you threw your trident far away, because the return sound can only play when the trident is about to comeback.
Can confirm that while you are about to consume the chorus fruit it already has the cooldown animation. It should be using the cooldown after consuming the chorus fruit.
What platform?
Tridents with riptide can lose durability only when they hit a mob.
@Euwill Euseblo Does the trident 'Return' sound play from far away in Java?
That might be Intended.
Do you have your world to Peaceful? Cause hostile or boss mobs dont spawn in that Difficulty.
You can use ender pearls or chorus fruit to pass the y=1 level.
@Gary Tabar Maybe not cause getting effects from mobs and potions don't really fit. Also this is a bug.
Horse armor is the most noticeable one of all.
It is now (Possibly) Fixed in 1.11.0.8
It's only for Java I think.
Not a bug.
Fixed in Beta 1.11.0.8 the latest beta for Bedrock.
Affects 1.11.0.8
Actually it will change in a few seconds or hours you just wait until you get the cats and pandas jungle.
@LateLag
This is NOT a place to discuss about missing features. Nor this is a place to complain about.
Only vindicators and evokers can spawn in peaceful mode. Witches, illager beasts (ravager) and pillagers don't spawn on peaceful. And illagers can also attack villagers and iron golems in peaceful mode but not players
It is intended. Minecraft Bedrock or PE in Windows 10 ARE meant to be called Windows 10.
@Euwill Eusebio Maybe it is a bug. You may be right.
Possibly releated to
MCPE-43961It damages mobs by the blast of the firework not the firework itself.
This is NOT a bug, the textures were meant to be added in the game. Old textures will be a separate download and it is stated by Quinn Richter that Minecraft Classic Texture Pack will be on Marketplace on Tuesday, April 2nd.
In my understanding, villagers aren't directly looking at the block, and somehow they are look straight to nothing. I don't know if they were meant to be like that, but I think it needs to be fixed.
It looks out of place when in item form. But it looks normal in block form.
@David Ouin No it's not. They use to glow red when a mob gets hit with armor. Maybe you haven't noticed it and you just think it's intentional, well your wrong.
Actually shields were added in 1.10 along with the texture update. Cat textures were updated in 1.8.0 along with the new cat skins. The pufferfish bucket texture was like that as an exclusive feature to Bedrock.
Work as Intended, remember, not all differences between Java and Bedrock are bugs.
Smooth quartz is like a direct copy of the regular quartz cause they have the same textures.
Affects 1.11.0.9
I agree that Bone Meal, Lapis, Ink Sacs and Cocoa beans should have their functionality of being Dyes removed.
Affects 1.11.0.9 the latest beta for Bedrock 1.11
Conduits can only give you Water Breathing, Night Vision, and Haste status effects. There is no such thing as conduits giving players Suffocation Resistance so I find this as a bug.
Barrels are have different directions if you place it as a block, no it's not defaulting to being on its side when placed as a block. Only the barrel in the inventory is rotated.
Snow generates when you go to the height limit it, tridents with Riptide will only work if you are in water or in rain.
This is intentional unless if you made all the wandering trader's trades locked, they will despawn with the llamas.
It is intentional.
Is this feature parity?
@Zemnmez I apologize but both Bedrock and Java are completely different versions. Not all differences between platforms are bugs.
I did some testing with the others fireworks and it's not only the Creeper-shaped fireworks but ALL of them types of firework shapes are affected.
Patrols do spawn but there are conditions needed for the patrol to spawn.
Illager patrols spawn around 24–48 blocks away from player (or more than 48 block away from player if in village) in plains, taiga,desert, savanna, snowy taiga, and giant tree taiga, biomes, as well as their variants on sand, grass block, podzol, coarse dirt or on snow. Although villages can generate in snowy tundra, illager patrols cannot spawn there. They can also spawn in giant tree taiga biomes, although villages cannot generate there.
On Easy difficulty, illager patrols can only spawn at light level 0–7 on the surface. On normal and hard difficulty, illager patrol can spawn in any light level. Illager patrols spawn naturally after five in-game days, then after a delay between 5–6 minutes an attempt will be made to spawn an illager patrol (20% chance of success), repeating the delay and spawn attempts.
That's the reason why they're bodies are sunken. I also made a report earlier. See
MCPE-44267@[MCPE MOD] Auldrick It appears that I have no background apps running. I don't know if anyone is having this issue like me but to reproduce this, you must have a ghast near you preferably use a repeating command block and reproducing the actions shown in the attachments.
Affects 1.11.0.9
I can confirm that the bottom texture of the smoker uses the top.
Affects 1.11.0.9 version
Also affects the first person view of the trident's position if it's counted.
@Gary Tabar I made an experiment yesterday and one spawned luckily the patrol captain is a vindicator.
@Liam (FezEmerald) ☚☻☛ This is a website for reporting bugs only. You can clearly see that in the confirmation status, that it has been confirmed.
Affects 1.11.0.10
I have never seen a vindicator or a pillager dropping a pickaxe before, even if the wiki said that they do drop pickaxes. It should definitely be fixed.
Fixed in beta 1.11.0.10 and is related to
MCPE-44700I think villagers spawn without a proffesion once a village spawns.
This site if for reporting bugs. Those features are possibly going to be added in a future version of Bedrock. Possibly 1.12. The bell feature is linked to the spectral arrow and the actually effect. Also I found out that vindicators can break doors if they are chasing a villager or a player, therfore that's not a bug.
There is one mob animation which is glitchy, and it is the vindicator's though it is not clunky. See
MCPE-43643I think that occurred before. Possibly in versions 1.6 I think.
@LateLag I didn't say anything about me really wanting the banner to be attached to the head.
Can anyone confirm this issue if you can reproduce it?
They are missing their overlay depending on what profession they have they'll fix it soon.
Did you use minecraft:test while using the command? In some betas, it now uses minecraft:example
Kelp and Seagrass are in the coral decorations category.
@Village & Pillage Report is incomplete, not all incomplete reports are invalid.
@Village & Pillage Please do not add screenshots. I think the screenrecordings we have all the information needed. Thank you.
They trade Woodland Explorer Maps once they are a Journeyman in the 6th trade slot.
@Village & Pillage Do you even know that illagers (pillagers evokers vindicators ravagers and illusioners) don't attack each other? Because this is a bug.
@Gary Tabar Try hitting the wandering trader in survival and see what happens when the trader llamas react. This is NOT the place to discuss missing features. I recommend go to the feedback website and put the glowing effect there. The glowing effect isn't apart of Village and Pillage, it was added since the Combat Update (Java 1.9) came out.
Edit (16/04/2019): See? This is a website for reporting bugs, everything you point out or Wattles is not welcome when it comes to bugs.
Works as intended. Crossbows cannot have bow enchantments like tridents cannot have sword enchantments and swords cannot have trident enchantments, each weapon has their own enchantment.
While I was fighting a raid (playing in betas of 1.11), I can easily get killed by the raiders cause of the lag spike making the raid hard for me and easier for the raiders.
I think it is intended, because the villagers were meant to spawn without a profession.I understand now, villagers don't properly recognize job sites not even ones that was placed by a player.
@Village & Pillage There's a download in the Marketplace for music in Minecraft. Also not all issues are invalid.
Seems like Bedrock is the only version to have skeletons with the old AI. The stray does hold the bow like they are charging it but there is no animation.
Duplicate of my report.
Did you go to settings and check if the Hide GUI is unabled?
Currently, raid captains don't give bad omen when killed by fireworks shoot by players (
MCPE-42852). Raid captains also don't give bad omen when killed by tamed wolves.Eventually it will change into the cats and pandas background or Village and Pillage background. Or I might be wrong, did the background change?
This time, the heads of sleeping villagers and sitting cats are now offset to their bodies.
Fixed in beta 1.12.0.2. However, this issue still exist in full release of 1.11.
@[MCPE Mod] Auldrick The 'Always Day' toggle does not correctly animate and does not shows the correct setting when you are pausing the game. This issue has already been fixed in beta 1.12.0.2
@Antony Missine putting an item in the offhand of an drowned in it's offhand won't crash your game.
I don't how but it happens to me too.
I've tested this, and I'll add something. Leather armor is actually using the default color when dropped by mobs, I don't know if you know that already.
Fixed in beta 1.12.0.2, campfires no longer be waterlogged, and the sponge will absorb the water before it gets to the campfire.
I don't know if anyone is getting this bug, but if no one else is getting this, then this might be closed a cannot reproduce or invalid.
@[Minecraft] Mega_Spud (Jay Wells) May I add some information about this bug? Well I found out thay the shield and trident are very offset for some reason, I found it on the inventory and the paper doll. Hopefully this might add some information.
I've tested this today and I have some extra information. If you trying ringing the bell near villagers while crouching, they will not run to their houses as the bell sound isn't making any sound.
The height for all villagers/illagers are 1.95 blocks. The height of the pillager isn't exactly 1.95 blocks, it is actually slightly taller than 1.95 blocks.
Possibly fixed in 1.12.0.2?
@Pratama Dimas I've updated the issue to have Normal Grass.
Still confirmed for 1.12.0.2.
This is a duplicate of
MCPE-44034It is intended as there is a chance that if you use bone meal underwater, coral will grow.
Could not reproduce on Android
Because that feature currently does not exist in Bedrock and PS4.
I think it's because you were using a sword , I've tried this before and mobs will not get damaged. If you are using a sword, then that might be the reason why you can't kill them.
Not a bug.
It's a duplicate of
MCPE-44780It affects all tools and armor too right?
The llamas are still leashed to the wandering trader even though the trader is gone. See
MCPE-44704@Village & Pillage It was English when I saw this. Also this is NOT a place to argue about it.
Work as intended. Baby zombies or baby drowned are meant to burn in daylight. This is a feature added in version 1.4 beta 1.2.20.1.
This issue is a duplicate of the issue
MCPE-44706Zombie villager sounds along with the wandering trader sounds currently exist in beta 1.12.0.2
Affects version 1.12.0.2
Bug reports should be English.
It might be intended.
It might be intended.
It's because of world generations that are causing this to happen. This might not be fixed possibly.
The sometimes wander into a cave system. In Java there's a feature where if you ring a bell a resonate effect will glow all nearby pillagers.
This issue is a feature parity. Some features are Java exclusive, they will eventually come in future versions of Bedrock.
It might be an enderman that is stealing your blocks (if one your buildings are made of blocks that an enderman can steal) or it might be your friends joining your world. Also it's not possible for a "strange mob" to exist.
could not reproduce.
@Ping actually it's different on Bedrock. Wandering traders can still use invisibility potions even if it's not night time. They also don't drink milk buckets to clear the effect. What you have said is possibly the functionality of how wandering traders work on Java.
You need the Minecraft music from the Marketplace in order to get music from music discs and other.
In the full release of the Bedrock Edition 1.11.0, a new panorama was added. Replacing the cats and pandas panorama.
It looks like it is impossible to craft somethings that are crafted by iron, including shields if I am wrong.
It might be intended. Unlike during regular rainstorms or snowstorms, the light level from the sky is treated as if it were 5 for the purposes of hostile mob spawning, which allows hostile mobs to spawn at any time of the day.
Duplicate of
MCPE-44590Fixed in beta 1.12.0.2 but not currently fixed in 1.11.
If a villager is all brown, those villagers are unemployed villagers meaning they don't have trades.
I think in the Java Edition villagers can detect the nearest workstation without a bed.
They will have functionality in a future update.
It's really difficulty to reproduce but it needs the player to be near the shepherd.
I think you should remove the 1.11.0 and 1.11.1 from the Affected Version/s. Because the floating villager heads are NOT in 1.11. Also this is a duplicate of
MCPE-44647Could not reproduce.
The feature of spawning pillager captains is a JAVA exclusive. That feature wasn't added yet to BEDROCK.
@[MCPE Mod] Celesian Yes, old zombie villagers still exist even in the latest beta of 1.12. The new zombie villagers can spawn naturally if a zombie has infected a villager.
Work as intended. The raids on the Bedrock Edition were suppose to be like that. Unless if this issue is a feature parity.
It happens to all tools and weapons in survival. When you use it, it somehow regains durability.
The llamas can despawn by making all of the wandering trader's trades disabled (locked).
Pillagers can spawn in outposts not only patrols.
It appears that the shadow on where the hitbox is placed is smaller than the mob itself. The small shadow is probably related to
MC-138766where some mobs has small shadows.@silentwisperer I think it's intended because the raids in Bedrock are different compared to Java's. If the raids in Bedrock where the same as Java, then all of the vindicators and pillagers will no longer drop random items.
I think the cauldron is missing fancy graphics. See
MCPE-43583.Tropical fish are common when they are color white.
@Glenaire Rachel Samson Apparently I've seen this before you reported it. And it is also a duplicate of
MCPE-43846Sadly all of the raid changes from Java did not make it to Bedrock, meaning that there is no illagers with banners on their heads or bell resonate effect (glowing effect).
@silentwisperer I also notice that if you put a ravager in a 4x4 fence and push them near the sides of the fence, the backside of the ravager will clip through.
Reports should be english, also you are in the wrong version I think, because the attachment shows the banner marker in the Java edition of Minecraft this is NOT the Bedrock edition. Or I might be wrong as this might be a request of adding features from Java to Bedrock.
The trader is invisible because they might have drank an invisibility potion.
Don't duplicate your own issues.
No. The feature wasn't added yet to Bedrock. It is still on Java.
Those sounds are only heard to console and Java.
Can confirm that grass turns into dirt when there is liquid on top of them. Also relates to
MCPE-45698It's also very bright.
Why is the description different from the title?
It relates to
MCPE-45689Fixed in beta 1.12.0.3
Appears to be fixed in beta 1.12.0.3 I guess?
pillagers don't break doors. Vindicators break doors and also make sure mobgriefing is on.
Reports should be english. Also this is a duplicate of
MCPE-44648