Jesse Kohn
- Entity_Brute97
- JIRAUSER515708
- Europe/Stockholm
- Yes
- No
During rainstorms, If a item gets thrown in lava, it bounces off of the lava, which gives the rain enough time to
soukit before it burns.During rainstorms, If a item gets thrown in lava, it bounces off of the lava, which gives the rain enough time to extinguish it before it burns.
During rainstorms, If a item gets thrown in lava, it bounces off of the lava, which gives the rain enough time to extinguish it before it burns.
Update: One way to fix is to prevent items from bouncing on the lava so that the lava can burn the items during rainstorms
(more like a parity change from java)
During rainstorms, If a item gets thrown in lava, it bounces off of the lava, which gives the rain enough time to extinguish it before it burns.
Update (6/??): One way to fix is to prevent items from bouncing on the lava so that the lava can burn the items during rainstorms
(more like a parity change from java)
Update No. 2 (9/28): I did this in 1.16.40 and now all non-netherite items burn from the lava in the rain as expected (due to a change where items no longer bounce off of the lava), so this should be marked as "fixed" from 1.16.20 if possible.
Say you have the Pigstep disc in your First Jukebox somewhere in your house, and you have a Second Jukebox somewhere else in the house, what should be happening is the First Jukebox should stop its content and let the Second Jukebox play its content. No instead, the First Jukebox continue playing its content and the Second starts its content.
Original Description: When Jukebox #1 has a music disc inserted, you can insert another music disc in Jukebox #2.
Say you have the Pigstep disc in your First Jukebox somewhere in your house, and you have a Second Jukebox somewhere else in the house,
what should be happening is the First Jukebox should stop its content and let the Second Jukebox play its content. No instead, the First Jukebox continue playing its content and the Second starts its content.Original Description: When Jukebox #1 has a music disc inserted, you can insert another music disc in Jukebox #2.
Say you have the Pigstep disc in your First Jukebox somewhere in your house, and you have a Second Jukebox somewhere else in the house, and you insert a different music disc. What should be happening is the First Jukebox should stop its content and let the Second Jukebox play its content. No instead, the First Jukebox continue playing its content and the Second starts its content.
Say you have the Pigstep disc in your First Jukebox somewhere in your house, and you have a Second Jukebox somewhere else in the house, and you insert a different music disc in the Second Jukebox. What should be happening is the First Jukebox should stop its content and let the Second Jukebox play its content. No instead, the First Jukebox continue playing its content and the Second starts its content.
Music Issue #2Multiple Music Discs Playing (Updated)
New Detailed Steps to reproduce:
- Join any World
- Turn on any additional controller(s)
- Press any button then the + button afterwards
- Push the Skip Button, the non-account player should join the world
- Notice the Yellow join message
Expected Result: The join message should be "Username(2) joined the game"
Actual Result: The join message is ""Null" joined the game"
A Null is a Username that has no characters and cannot be interacted with using commands. I have seen this behavior in a different game before and have not seen it since then. And turns out this issue happens not just player 2, but also on players 3 & 4 (4th player not tested since I don't have 4 controllers
).
Old Description: When I wanted my cousin to play splitscreen together, when she joined the yellow text said " joined the game", what it should be saying is "(Username)(2) joined the game" where as "Username" is replaced with anything.
Old Steps to reproduce:
- Join any world
- Turn on a Second Controller
- Press + Twice
- Press the skip button
- The Join message should appear yellow
Expected Result: The yellow message should say "(Username)(2) joined the game"
Actual Result: The yellow message says " joined the game"
This issue is also causing multiple issues, such as them not appearing in the commands, username(2) not appearing in the pause menu, etc.
This didn't happen in 1.14.60 or earlier, just in 1.16.
Splitscreen Multiplayer Issue(s)
New Detailed Steps to reproduce:
- Join any World
- Turn on any additional controller(s)
- Press any button then the + button afterwards
- Push the Skip Button, the non-account player should join the world
- Notice the Yellow join message
Expected Result: The join message should be "Username(2) joined the game"
Actual Result: The join message is ""Null" joined the game"
A Null is a Username that has no characters and cannot be interacted with using commands. I have seen this behavior in a different game before and have not seen it since then. And turns out this issue happens not just player 2, but also on players 3 & 4 (4th player not tested since I don't have 4 controllers
).
Old Description: When I wanted my cousin to play splitscreen together, when she joined the yellow text said " joined the game", what it should be saying is "(Username)(2) joined the game" where as "Username" is replaced with anything.
Old Stepsto reproduce:
- Join any world
Turn on a Second Controller- Press + Twice
Press the skip button- The Join message should appear yellow
Expected Result:
The yellow message should say "(Username)(2) joined the game"Actual Result:
The yellow message says " joined the game"This issue is also causing multiple issues, such as them not appearing in the commands, username(2) not appearing in the pause menu, etc.
This didn't happen in 1.14.60 or earlier, just in 1.16.
(10/7) I'm redoing this whole ticket and will attach a screenshot of this.
New Summary: Any and EVERY single guest splitscreen player doesn't show up as <playername>(1) and instead shows as "" in the commands or < > in the pause menu.
How to reproduce:
- In any world with the splitscreen player...
- Go to the pause menu or type /kill<space>
Expected Result: Player name should be: <playername>(1)
Actual Result: Player name is: <NULL> or ""
As you may know, Thorns enchanted on Armor is suppose to damage anyone who dares attacking you with it on you. This is not the case with Vindicators with banners (Vindicator Captains) as it is immune to your spiky armor. AKA, Vindicator Captains don't take damage from Thorns armor.
To Reproduce:
- Enchant any piece of armor with Thorns (put it on afterwards)
- Summon a Vindicator Captain using the following command:
/Summon vindicator ~~~ minecraft:spawn_as_illager_captain- Go in survival mode (if your in creative)
- Punch the Vindicator Captain (if it doesn't attack you right away)
- Notice the Damage Sound from the Vindicator Captain
Observed Result: The Vindicator Captain doesn't take damage, nor makes the damage sound.
Expected Result: The Vindicator Captain takes damage like any other mob.
This only effects the Vindicator Captain, the normal Vindicator takes damage just fine, with no problem.
As you may know, Thorns enchanted on Armor is suppose to damage anyone who dares attacking you with it on you. This is not the case with Vindicators with banners (Vindicator Captains) as it is immune to your spiky armor. AKA, Vindicator Captains don't take damage from Thorns armor.
To Reproduce:
- Enchant any piece of armor with Thorns (put it on afterwards)
- Summon a Vindicator Captain using the following command:
/Summon vindicator ~~~ minecraft:spawn_as_illager_captain- Go in survival mode (if your in creative)
- Punch the Vindicator Captain (if it doesn't attack you right away)
- Notice the Damage Sound from the Vindicator Captain
Observed Result: The Vindicator Captain doesn't take damage, nor makes the damage sound.
Expected Result: The Vindicator Captain takes damage like any other mob.
This only effects the Vindicator Captain, the normal Vindicator takes damage just fine, with no problem.
As you may know, Thorns enchanted on Armor is suppose to damage anyone who dares attacking you with it on you. This is not the case with Vindicators with banners (Vindicator Captains) as it is
immuneto your spiky armor. AKA, Vindicator Captainsdoesn'ttake damage from Thorns armor.To Reproduce:
- Enchant any piece of armor with Thorns (put it on afterwards)
- Summon a Vindicator Captain using the following command: /Summon vindicator ~~~ minecraft:spawn_as_illager_captain
- Go in survival mode (if your in creative)
- Punch the Vindicator Captain (if it doesn't attack you right away)
- Notice the Damage Sound from the Vindicator Captain
Observed Result: The Vindicator Captain doesn't take damage, nor makes the damage sound.
Expected Result: The Vindicator Captain takes damage like any other mob.
This only effects the Vindicator Captain, the normal Vindicator takes damage just fine, with no problem.
(WAI) Thorns not working on Vindicator Captains
As you may know, Thorns enchanted on Armor is suppose to damage anyone who dares attacking you with it on you. This is not the case with Vindicators with banners (Vindicator Captains) as it is
immuneto your spiky armor. AKA, Vindicator Captainsdoesn'ttake damage from Thorns armor.To Reproduce:
- Enchant any piece of armor with Thorns (put it on afterwards)
- Summon a Vindicator Captain using the following command: /Summon vindicator ~~~ minecraft:spawn_as_illager_captain
- Go in survival mode (if your in creative)
- Punch the Vindicator Captain (if it doesn't attack you right away)
- Notice the Damage Sound from the Vindicator Captain
Observed Result: The Vindicator Captain doesn't take damage, nor makes the damage sound.
Expected Result: The Vindicator Captain takes damage like any other mob.
This only effects the Vindicator Captain, the normal Vindicator takes damage just fine, with no problem.
(I can confirm this that thorns only damages most mobs at random, so this should be marked as WAI)
As you may know, Thorns enchanted on Armor is suppose to damage anyone who dares attacking you with it on you. This is not the case with Vindicators with banners (Vindicator Captains) as it is
immuneto your spiky armor. AKA, Vindicator Captainsdoesn'ttake damage from Thorns armor.To Reproduce:
- Enchant any piece of armor with Thorns (put it on afterwards)
- Summon a Vindicator Captain using the following command: /Summon vindicator ~~~ minecraft:spawn_as_illager_captain
- Go in survival mode (if your in creative)
- Punch the Vindicator Captain (if it doesn't attack you right away)
- Notice the Damage Sound from the Vindicator Captain
Observed Result: The Vindicator Captain doesn't take damage, nor makes the damage sound.
Expected Result: The Vindicator Captain takes damage like any other mob.
This only effects the Vindicator Captain, the normal Vindicator takes damage just fine, with no problem.
Bug Type: Softlock
Summary: If the Ender Dragon somehow got to the overworld, and goes under the bedrock, the time stops
timeon you.How to Reproduce:
1. Normal Terrain:
a. Find a ocean at 0, 0
b. Summon an Ender Dragon with /summon
c. Be in Survival
d. Have the flowing water move the Ender Dragon down
e. If your lucky, you'll stop time
2. Superflat Terrain:
a. Create a pillar with any block at 0, 0
b. Place some water on the pillar
c. Destroy the pillar
d. Do steps b to e from 1.
Observed Result: All Mobs freeze in place, you can't go to your inventory, items dropped disappear, items on the ground can't be picked up, you can't change gamemodes, gamerules, etc. and when you leave the world you get stuck at the saving screen, etc, etc.
Expected Result: Nothing happens.
I'm literally am playing Switch right now with my account signed in and I'm not having any issues ingame. it's most likely a multiplayer issue, because it's not an issue in single player (that is, if you are exiting the software).
Summary: When running a specific command with @e via the chat window, the game freezes on you. Don't worry, if your patient enough, the lag will disappear after a few seconds.
How to reproduce:
- Run a affected command with @e with lots of entities on screen
Observed Result: The screen freezes for a few seconds
Expected Result: The screen shouldn't freeze
Affected Commands (comment if there's more Commands affected):
/effect, /execute
It was not like this before 1.16.20, 1.16.21, or 1.16.40, and it doesn't happen on other devices.
Summary: When running a specific command with @e via the chat window, the game freezes on you. Don't worry, if your patient enough, the lag will disappear after a few seconds.
How to reproduce:
- Run a affected command with @e with lots of entities on screen
Observed Result: The screen freezes for a few seconds
Expected Result: The screen shouldn't freeze
Affected Commands (comment if there's more Commands affected):
Very bad: /effect, /execute
Not as bad: /tp
It was not like this before 1.16.20, 1.16.21, or 1.16.40, and it doesn't happen on other devices.
Chat lag (Singleplayer)
Summary: When running a specific command with @e via the chat window, the game freezes on you. Don't worry, if your patient enough, the lag will disappear after a few seconds.
How to reproduce:
- Run a affected command with @e with lots of entities
onscreenObserved Result: The screen freezes for a few seconds
Expected Result: The screen shouldn't freeze
Affected Commands (comment if there's more Commands affected):
Very bad: /effect, /execute
Not as bad: /tp
It was not like this before 1.16.20, 1.16.21, or 1.16.40, and it doesn't happen on other devices.
Summary: When running a specific command with @e via the chat window, the game freezes on you. Don't worry, if your patient enough, the lag will disappear after a few seconds.
How to reproduce:
- Run a affected command with @e with lots of entities in the world
Observed Result: The screen freezes for a few seconds
Expected Result: The screen shouldn't freeze
Affected Commands (comment if there's more Commands affected):
Very bad: /effect, /execute, /replaceitem
Not as bad: /tp
It was not like this before 1.16.20, 1.16.21, or 1.16.40, and it doesn't happen on other devices.
Summary: If you replace the Pillagers weapon with a weapon other than a bow or a crossbow, the Pillager doesn't do a melee attack like Vindicators and instead shoots like skeletons.
If you replace the skeletons or strays weapon with the crossbow, the skeleton/stray doesn't charge the crossbow and just sits their doing nothing.
How to reproduce (for Pillagers):
- Summon a Pillager
- Use the command: /replaceitem entity @e[type=pillager] slot.weapon.mainhand 1 air
- Have the Pillager shoot a Villager
Observed Result: The Pillager Shoots like a skeleton
Expected Result: The Pillager charges at the enemy like Vindicator do
How to reproduce (for skeletons/strays)
- Summon a skeleton/stray
- Use the command:
- For skeletons: /replaceitem entity @e[type=skeleton] slot.weapon.mainhand 1 crossbow
- For strays: /replaceitem entity @e[type=stray] slot.weapon.mainhand 1 crossbow
- Be in survival mode
Observed Result: The skeleton/stray holds the crossbow weirdly
Expected Result: The skeleton/stray uses the crossbow like the Pillagers do
If the Pillager and skeleton/stray issues need to be in separated bug reports, I'm more than happy to do that, I was unsure of that.
Summary: If you replace the Pillagers weapon with a weapon other than a bow or a crossbow, the Pillager doesn't do a melee attack like Vindicators and instead shoots like skeletons.
If you replace the skeletons or strays weapon with the crossbow, the skeleton/stray doesn't charge the crossbow and just sits their doing nothing.
How to reproduce (for Pillagers):
- Summon a Pillager
- Use the command: /replaceitem entity @e[type=pillager] slot.weapon.mainhand 1 air
- Have the Pillager shoot a Villager
Observed Result: The Pillager Shoots like a skeleton
Expected Result: The Pillager charges at the enemy like Vindicator do
How to reproduce (for skeletons/strays)
- Summon a skeleton/stray
- Use the command:
- For skeletons: /replaceitem entity @e[type=skeleton] slot.weapon.mainhand 1 crossbow
- For strays: /replaceitem entity @e[type=stray] slot.weapon.mainhand 1 crossbow
- Be in survival mode
Observed Result: The skeleton/stray holds the crossbow weirdly
Expected Result: The skeleton/stray uses the crossbow like the Pillagers do
If the Pillager and skeleton/stray issues need to be in separated bug reports, I'm more than happy to do that, I was unsure of that since they're similar.
(INVAILD) Pillagers shoot arrows with non-bow weapons/skeletons don't use crossbows correctly
Summary: If a mob dies and gets healed at the exact same frame, they start shaking weirdly in red. They cannot get killed again in this state.
How to reproduce (Warning: it doesn't work everytime
,and there's other ways to reproduce too):
# Summon a vindicator
# Name the vindicator "Johnny"
# Use the command: /effect @e[type=vindicator] resistance (any amount) 255
- If on 1.16.40, summon a zoglin. If on 1.16.100.55 beta, summon a horse.
- On the frame before the zoglin/horse dies, throw a splash potion of healing II on the enemy
Observed Result: The mob shakes in a weird way in red and cannot get killed without /kill.
Expected Result: A. The mob ignores the healing and dies, or B. The mob ignores death and comes back without the weird shaking and being red.
It works with most of the mobs, but some may require a different setup than others.
Summary: If a mob dies and gets healed at the exact same frame, they start shaking weirdly in red. They cannot get killed again in this state.
How to reproduce (Warning: it doesn't work everytime, and there's other ways to reproduce too):
- Summon a vindicator
- Name the vindicator "Johnny"
- Use the command: /effect @e[type=vindicator] resistance (any amount) 255
- If on 1.16.40, summon a zoglin. If on 1.16.100.55 beta, summon a horse.
- On the frame before the zoglin/horse dies, throw a splash potion of healing II on the enemy
Observed Result: The mob shakes in a weird way in red and cannot get killed without /kill.
Expected Result: A. The mob ignores the healing and dies, or B. The mob ignores death and comes back without the weird shaking and being red.
It works with most of the mobs, but some may require a different setup than others.
Summary: If a mob dies and gets healed at the exact same frame, they start shaking weirdly in red. They cannot get killed again in this state.
How to reproduce (Warning: it doesn't work everytime, and there's other ways to reproduce too):
- Summon a vindicator
- Name the vindicator "Johnny"
- Use the command: /effect @e[type=vindicator] resistance (any amount) 255
- If on 1.16.40, summon a zoglin. If on 1.16.100.55 beta, summon a horse.
- On the frame before the zoglin/horse dies, throw a splash potion of healing II on the enemy
Observed Result: The mob shakes in a weird way in red and cannot get killed without /kill.
Expected Result: A. The mob ignores the healing and dies, or B. The mob ignores death and comes back without the weird shaking and being red.
It works with most of the mobs, but some may require a different setup than others.
Summary: If a mob dies and gets healed at the exact same frame, they start shaking weirdly in red. They cannot get killed again in this state.
How to reproduce (Warning: it doesn't work everytime, and there's other ways to reproduce too):
- Summon a vindicator
- Name the vindicator "Johnny"
- Use the command: /effect @e[type=vindicator] resistance (any amount) 255
- If on 1.16.40, summon a zoglin. If on 1.16.100.55 beta, summon a horse.
- On the frame before the zoglin/horse dies, throw a splash potion of healing II on the enemy
Alternative Steps:
1.
Observed Result: The mob shakes in a weird way in red and cannot get killed without /kill.
Expected Result: A. The mob ignores the healing and dies, or B. The mob ignores death and comes back without the weird shaking and being red.
It works with most of the mobs, but some may require a different setup than others.
Summary: If a mob dies and gets healed at the exact same frame, they start shaking weirdly in red. They cannot get killed again in this state.
How to reproduce (Warning: it doesn't work everytime, and there's other ways to reproduce too):
- Summon a vindicator
- Name the vindicator "Johnny"
- Use the command: /effect @e[type=vindicator] resistance (any amount) 255
- If on 1.16.40, summon a zoglin. If on 1.16.100.55 beta, summon a horse.
- On the frame before the zoglin/horse dies, throw a splash potion of healing II on the enemy
Alternative Steps:
1.
Observed Result: The mob shakes in a weird way in red and cannot get killed without /kill.
Expected Result: A. The mob ignores the healing and dies, or B. The mob ignores death and comes back without the weird shaking and being red.
It works with most of the mobs, but some may require a different setup than others.
Summary: If a mob dies and gets healed at the exact same frame, they start shaking weirdly in red. They cannot get killed again in this state.
How to reproduce (Warning: it doesn't work everytime, and there's other ways to reproduce too):
- Summon a vindicator
- Name the vindicator "Johnny"
- Use the command: /effect @e[type=vindicator] resistance (any amount) 255
- If on 1.16.40, summon a zoglin. If on 1.16.100.55 beta, summon a horse.
- On the frame before the zoglin/horse dies, throw a splash potion of healing II on the enemy
Observed Result: The mob shakes in a weird way in red and cannot get killed without /kill.
Expected Result: A. The mob ignores the healing and dies, or B. The mob ignores death and comes back without the weird shaking and being red.
It works with most of the mobs, but some may require a different setup than others.
Summary: If a mob dies and gets healed at the exact same frame, they start shaking weirdly in red. They cannot get killed again in this state.
How to reproduce (Warning: it doesn't work everytime, and there's other ways to reproduce too):
- Summon a vindicator
- Name the vindicator "Johnny"
- Use the command: /effect @e[type=vindicator] resistance (any amount) 255
- If on 1.16.40, summon a zoglin. If on 1.16.100.55 beta, summon a horse.
- On the frame before the zoglin/horse dies, throw a splash potion of healing II on the enemy
Observed Result: The mob shakes in a weird way in red and cannot get killed without /kill.
Expected Result: A. The mob ignores the healing and dies, or B. The mob ignores death and comes back without the weird shaking and being red.
It works with most of the mobs, but some may require a different setup than others.
Summary: If a mob dies and gets healed at the exact same frame, they start shaking weirdly in red. They cannot get killed again in this state.
How to reproduce (Warning: it doesn't work everytime, and there's other ways to reproduce too):
- Summon a vindicator
- Name the vindicator "Johnny"
- Use the command: /effect @e[type=vindicator] resistance (any amount) 255
- If on 1.16.40, summon a zoglin. If on 1.16.100.55 beta, summon a horse.
- On the frame before the zoglin/horse dies, throw a splash potion of healing II on the enemy
Alternative Steps:
- Have a repeating command block set to any tick delay with the command: /replaceitem entity @e[type=!player] slot.weapon.offhand 1 totem
- Summon any mob in a cage (except for withers and ender dragons)
- Ignite the floor the mob is standing with fire
- As soon as the mob dies, do /kill on the mob you chosen
Observed Result: The mob shakes in a weird way in red and cannot get killed without (another) /kill.
Expected Result: A. The mob ignores the healing and dies, or B. The mob ignores death and comes back without the weird shaking and being red.
It works with most of the mobs, but some may require a different setup than others.
Summary: If a mob dies and gets healed at the exact same frame, they start shaking weirdly in red. They cannot get killed again in this state.
How to reproduce (Warning: it doesn't work everytime, and there's other ways to reproduce too):
- Summon a vindicator
- Name the vindicator "Johnny"
- Use the command: /effect @e[type=vindicator] resistance (any amount) 255
- If on 1.16.40, summon a zoglin. If on 1.16.100.55 beta, summon a horse.
- On the frame before the zoglin/horse dies, throw a splash potion of healing II on the enemy
Alternative Steps:
- Have a repeating command block set to any tick delay with the command: /replaceitem entity @e[type=!player] slot.weapon.offhand 1 totem
- Summon any mob in a cage (except for withers and ender dragons)
- Ignite the floor the mob is standing with fire
- As soon as the mob dies, do /kill on the mob you chosen
Observed Result: The mob shakes in a weird way in red and cannot get killed without (another) /kill.
Expected Result: A. The mob ignores the healing and dies, or B. The mob ignores death and comes back without the weird shaking and being red.
It works with most of the mobs, but some may require a different setup than others.
Edit of October 7th: I've attached a video that shows the glitched Zoglin as shown to give you a better understanding of this bug. Idk If this is WAI thou.
Summary: If there are any present minecarts in the world and you do /kill @e[type=minecart], the minecarts drop themselves despite mob loot is OFF.
How to reproduce:
- Turn mob loot OFF
- Summon a few minecarts (it works with most of the minecart variants) with /summon minecart
- Use /kill @e[type=minecart]
Observed Result: The minecarts drop there contents
Expected Result: The minecarts d
on't drop there contentsSummary: If there are any present minecarts in the world and you do /kill @e[type=minecart], the minecarts drop themselves despite mob loot is OFF.
How to reproduce:
- Turn mob loot OFF
- Summon a few minecarts (it works with most of the minecart variants) with /summon minecart
- Use /kill @e[type=minecart]
Observed Result: The minecarts drop there contents
Expected Result: The minecarts shouldn't drop there contents
Summary: When typing in the search bar in your inventory, it works, right?The issue is, once you've typed in what you want, you cannot change it to something else. For example, if I typed in "creeper spawn egg" and then if I wanted it to be "skeleton spawn egg", it goes back to being "creeper spawn egg". The only way to put it back to default is to save and quit every time (which gets annoying when you have to do this a hundred times).
How to reproduce:
- Load a world
- Open your inventory in creative
- Look for the search bar in the recipe book
- Type something in
- Close your inventory and back
- Try changing the text to something else
- Close your inventory and back (again)
Observed Result: It goes back to where it was before it was changed.
Expected Result: It should be the text you had before you exited your inventory.
It never happened before 1.16.20, 1.16.21, or 1.16.40, and it doesn't happen on other devices either.
This should be marked as WAI because I didn't realize there was a button to clear the text bar with.
Summary: When typing in the search bar in your inventory, it works, right?
The issue is, once you've typed in what you want, you cannot change it to something else. For example, if I typed in "creeper spawn egg" and then if I wanted it to be "skeleton spawn egg", it goes back to being "creeper spawn egg". The only way to put it back to default is to save and quit every time (which gets annoying when you have to do this a hundred times).
How to reproduce:
- Load a world
- Open your inventory in creative
- Look for the search bar in the recipe book
- Type something in
- Close your inventory and back
- Try changing the text to something else
- Close your inventory and back (again)
Observed Result: It goes back to where it was before it was changed.
Expected Result: It should be the text you had before you exited your inventory.
It never happened before 1.16.20, 1.16.21, or 1.16.40, and it doesn't happen on other devices either.
(Parity) XP levels have a limit of 24791(Invalid) XP levels have a limit of 24791
Duplicate of
MCPE-96089andMCPE-100911, say it with me, no one wants duplicates. Search before reporting.
Summary: When you are near a ocean, you can have Corals placed on waterlogged slabs just fine. However, Coral Fans die instantly if you even place them down.
Better Summary: When you place any Corals on a waterlogged slab, it will not die. ✔ However, if you place any Coral Fans on a waterlogged slab, it instantly dies. ❌
Steps to reproduce:
- Place a full block
- Place a slab at the height where you can place blocks like flower pots, break the full block
- Waterlog the slab
- Now place any alive Coral on the slab ----> Works just fine, will not die ✔
- Break the Coral and replace it with any alive Coral Fan ----> Dies instantly ❌
Expected Result: The Coral Fan stays alive like the Coral does.
Actual Result: The Coral stays alive, but the Coral Fan dies instantly
This issue is different from MCPE-61166 where translations of existing translations are not correctly translated (unless I've created this ticket by mistake, of course).
In the main menu there are splash texts that appear randomly after reloading the main page from any world. What's the issue?
In other languages other than English, It doesn't get translated at all!
let me take "See you next Friday or so!" splash text for example. It's fine in English, but not for any other language.
Language Fixed? Fixed Version Suggested Translate Chinese Simplified ❌ 下周五左右见! German (Deutsch) ❌ Wir sehen uns net Freitag oder so! Dansk ❌ Vi ses næste fredag eller deromkring! Please feel free to edit the table if it feels off or needs more translation info. I'm not a professional at this type of stuff. And DO comment if it affects more versions/devices.
Currently Affecting Devices: Nin. Switch, IOS
This issue is different from MCPE-61166 where translations of existing translations are not correctly translated (unless I've created this ticket by mistake, of course).
In the main menu there are splash texts that appear randomly after reloading the main page from any world. What's the issue?
In other languages other than English, It doesn't get translated at all!
let me take "See you next Friday or so!" splash text for example. It's fine in English, but not for any other language.
Language Fixed? Fixed Version Suggested Translate Chinese Simplified ❌ 下周五左右见! German (Deutsch) ❌ Wir sehen uns net Freitag oder so! Dansk ❌ Vi ses næste fredag eller deromkring! Please feel free to edit the table if it feels off or needs more translation info. I'm not a professional at this type of stuff. And DO comment if it affects more versions/devices.
Splash Texts of the Main Screen isNOTtranslatedAT ALLSplash Texts of the Main Screen is not translated at all
Currently Affecting Devices: Nin. Switch, IOS
This issue is different from MCPE-61166 where translations of existing translations are not correctly translated (unless I've created this ticket by mistake, of course).
In the main menu there are splash texts that appear randomly after reloading the main page from any world. What's the issue?
In other languages other than English, It doesn't get translated at all!
let me take "See you next Friday or so!" splash text for example. It's fine in English, but not for any other language. Also don't forget it affects all splash texts, not just the "targeted" splash text.
Language Fixed? Fixed Version Suggested Translate Chinese Simplified ❌ 下周五左右见! German (Deutsch) ❌ Wir sehen uns net Freitag oder so! Dansk ❌ Vi ses næste fredag eller deromkring! Japanese (日本語) ❌ 次の金曜日かそうよ! Nederland (Dutch) ❌ Tot volgende week vrijdag of zo! Please feel free to edit the table if it feels off or needs more translation info. I'm not a professional at this type of stuff. And DO comment if it affects more versions/devices.
Currently Affecting Devices: Nin. Switch, IOS
This issue is different from MCPE-61166 where translations of existing translations are not correctly translated (unless I've created this ticket by mistake, of course).
In the main menu there are splash texts that appear randomly after reloading the main page from any world. What's the issue?
In other languages other than English, It doesn't get translated at all!
let me take "See you next Friday or so!" splash text for example. It's fine in English, but not for any other language. Also don't forget it affects all splash texts, not just the "targeted" splash text.
Language Fixed? Fixed Version Suggested Translate Chinese Simplified ❌ 下周五左右见! German (Deutsch) ❌ Wir sehen uns net Freitag oder so! Dansk ❌ Vi ses næste fredag eller deromkring! Japanese (日本語) ❌ 次の金曜日かそうよ! Nederland (Dutch) ❌ Tot volgende week vrijdag of zo! Indonesia ❌ Sampai ketemu Jumat depan atau lebih! Please feel free to edit the table if it feels off or needs more translation info. I'm not a professional at this type of stuff. And DO comment if it affects more versions/devices.
Currently Affecting Devices: Nin. Switch, IOS
This issue is different from MCPE-61166 where translations of existing translations are not correctly translated (unless I've created this ticket by mistake, of course).
In the main menu there are splash texts that appear randomly after reloading the main page from any world. What's the issue?
In other languages other than English, It doesn't get translated at all!
let me take "See you next Friday or so!" splash text for example. It's fine in English, but not for any other language. Also don't forget it affects all splash texts, not just the "targeted" splash text.
Language Fixed? Fixed Version Suggested Translate Chinese Simplified ❌ 下周五左右见! German (Deutsch) ❌ Wir sehen uns net Freitag oder so! Dansk ❌ Vi ses næste fredag eller deromkring! Japanese (日本語) ❌ 次の金曜日かそうよ! Nederland (Dutch) ❌ Tot volgende week vrijdag of zo! Indonesia ❌ Sampai ketemu Jumat depan atau lebih!
Please feel free to edit the table if it feels off or needs more translation info. I'm not a professional at this type of stuff. And DO comment if it affects more versions/devices.Currently Affecting Devices: Nin. Switch, IOS
This issue is different from MCPE-61166 where translations of existing translations are not correctly translated (unless I've created this ticket by mistake, of course).
In the main menu there are splash texts that appear randomly after reloading the main page from any world. What's the issue?
In other languages other than English, It doesn't get translated at all!
let me take "See you next Friday or so!" splash text for example. It's fine in English, but not for any other language. Also don't forget it affects all splash texts, not just the "targeted" splash text.
Language Fixed? Fixed Version Suggested Translate Chinese Simplified ❌ 下周五左右见! German (Deutsch) ❌ Wir sehen uns net Freitag oder so! Dansk ❌ Vi ses næste fredag eller deromkring! Japanese (日本語) ❌ 次の金曜日かそうよ! Nederland (Dutch) ❌ Tot volgende week vrijdag of zo! Indonesia ❌ Sampai ketemu Jumat depan atau lebih! Here's another example: "Let's danec!". Please note, that the following translations are not aceratr
Please feel free to edit the table if it feels off or needs more translation info. I'm not a professional at this type of stuff. And DO comment if it affects more versions/devices.
Currently Affecting Devices: Nin. Switch, IOS
This issue is different from MCPE-61166 where translations of existing translations are not correctly translated (unless I've created this ticket by mistake, of course).
In the main menu there are splash texts that appear randomly after reloading the main page from any world. What's the issue?
In other languages other than English, It doesn't get translated at all!
let me take "See you next Friday or so!" splash text for example. It's fine in English, but not for any other language. Also don't forget it affects all splash texts, not just the "targeted" splash text.
Language Fixed? Fixed Version Suggested Translate Chinese Simplified ❌ 下周五左右见! German (Deutsch) ❌ Wir sehen uns net Freitag oder so! Dansk ❌ Vi ses næste fredag eller deromkring! Japanese (日本語) ❌ 次の金曜日かそうよ! Nederland (Dutch) ❌ Tot volgende week vrijdag of zo! Indonesia ❌ Sampai ketemu Jumat depan atau lebih! Here's another example: "Let's danec!". Please note, that the following translations are not ac
eratrPlease feel free to edit the table if it feels off or needs more translation info. I'm not a professional at this type of stuff. And DO comment if it affects more versions/devices.
Currently Affecting Devices: Nin. Switch, IOS
This issue is different from MCPE-61166 where translations of existing translations are not correctly translated (unless I've created this ticket by mistake, of course).
In the main menu there are splash texts that appear randomly after reloading the main page from any world. What's the issue?
In other languages other than English, It doesn't get translated at all!
let me take "See you next Friday or so!" splash text for example. It's fine in English, but not for any other language. Also don't forget it affects all splash texts, not just the "targeted" splash text.
Language Fixed? Fixed Version Suggested Translate Chinese Simplified ❌ 下周五左右见! German (Deutsch) ❌ Wir sehen uns net Freitag oder so! Dansk ❌ Vi ses næste fredag eller deromkring! Japanese (日本語) ❌ 次の金曜日かそうよ! Nederland (Dutch) ❌ Tot volgende week vrijdag of zo! Indonesia ❌ Sampai ketemu Jumat depan atau lebih! Here's another example: "Let's danec!". Please note, that the following translations are not accurate and is subject to change.
Language Fixed? Fixed Version Suggested Translate Chinese Simplified ❌ 让我们丹! German (Deutsch) ❌ Let es dane! Dansk ❌ Lad os dansker! Japanese (日本語) ❌ デンマーク語をしよう! Nederland (Dutch) ❌ Laten we Dane! Indonesia ❌ Ayo ke Denmark! Please feel free to edit the table if it feels off or needs more translation info. I'm not a professional at this type of stuff. And DO comment if it affects more versions/devices.
The site bugged on me and if I remove the unneeded text the chart misbehaves so please ignore the unneeded text.
I'm not having this issue in 1.16.40 so please remove this from the affected versions.
Jesse Kohn: Please don't use messages that are similar to the ones used by helpers and moderators.






I have found out that you NEED to anger the piglins by punching one of them THEN drop the gold ingots and it should get earned.
If it still doesn't earn then Idk what else will.
The description should be more clear and these are the steps to reproduce
(old) So I did make a new account for my cousin, and the Second user's name did indeed show up in the chat. So this only happens with non-account users.
Don't you have soul soil underneath the flowing lava?
This also happens on consoles such as Xbox, PS4, and the Nintendo Switch. Not sure about PCs though.
If you didn't know there's an /locate command that you can run if you have cheats on.
Sorry about the delay, I meant rainstorms as while its raining.
Without the rain, the item does burn in the lava.
For now: when your hunger goes to 0 I'd suggest going into peaceful difficulty and back when it gets to 10.
Is mob griefing on? Or is it happening in survival worlds?
:(Why did I make this post then? Just for nothing...
(x)Cool is fine
custom blocks are addon blocks. Addons are created by many pc players that know how to mod.
There's more than what the description says
If you are in peaceful difficulty, when your holding some Crimson Fungus nearby any Hoglins they are not going follow you. Of course you can still bread them but they're not going care about you.
How to reproduce:
Observed Result: The Hoglins don't follow you
Expected Result: The Hoglins should follow you (even if they are hostile creatures, they should ignore survival players in non-peaceful difficulties)
This is the same problem with the nin switch, they seem to be taking they're time.
I did get it on my IOS kindle device but not the switch.
You need to press the X/Y button in the inventory screen now.
Nylium has to be silk touched with a pickaxe, not a shovel.
Nylium isn't a dirt object like mycelium.
Ok well this will have to wait until the weapon cooldown comes to bedrock. Glad you said something about that.
Is Mob griefing on?
Still affects 1.16.1 and possibly the 1.16.20.50 beta as well.
You have to download the Music Pack that is Free in the marketplace.
This happens on Switch as well, so I can confirm this happens on all bedrock platforms.
Happens on other consoles and possibly mobile devices as well, I wouldn't say that PCs are affected too because of how far they can see.
Don't forget that illagers also don't have banners on them.
There's a similar bug where if you assign a mob into the scoreboard it would show random numbers like -146028888063
Is mob griefing off? If it is, they will not pick up gold. Mob griefing needs to be on if you want the Piglins to pick up things.
In 1.16 you need to press the Y button to see what the recipe is now.
This was mentioned before, you should be using the search feature before REPORTING.
Ok, just to confirm, this only happens at random. It will take damage some of the time but not everytime.
Try adding some additional rails (at least 5 more), it might help getting the achievement more easier.
Can you provide more information? No one is going understand what happened, nor can't reproduce the issue.
Someone mentioned this before, you should be using the search feature before REPORTING.
Were you using any Texture Packs that causes that to happen, or were you using the Default Pack?
No one is going know how your game crashed. What I'm saying is, can you provide more information about the crash/issue?
Affects 1.16.20 Betas (1.16.20.50 & 52), 1.16 Full Release, and 1.16.1.
@Miguel Avelar It happens on IOS too, not just Android. Its probably not recommended to use an non-xbox controller on a tablet/phone.
Don't Copy/Duplicate your own reports; its not guarantee to be fixed with 2 reports that has the exact info:
MCPE-92280Idk if this is true, but for my understanding with the photos; their seems to be no outline for the fire. The fire does have a hitbox, but has no outline around it.
Java's range is 4 blocks, Bedrock's range is 5 blocks, MCPE's range shouldn't be 7 blocks and should be like Bedrock's range.
Well then why is the RTX map observer in the marketplace on other devices?
Don't duplicate your own issues with the same info:
MCPE-93085Its not going help get the issue fixed with 2 or more reports that have the same info
Duplicate of
MCPE-95621. Please do search to check if someone mentions a bug if you haven't yet.Can confirm it happens with Piglin Brutes and in 1.16.20.
After hearing the clip with loud pitch I can assume the normal nether bricks is the only nether bricks to have the new sound, all other nether brick blocks have the sound of normal stone or something else.
If that is the case try replacing the below blocks with leaves, as raids cannot spawn on those as well.
@Josiah Hungerford about the word "warped variants", I'm not seeing a Hoglin run away from any warped variants that's not a fungus. I can assume that a bug.
Tested it with hoglins and zoglins and both of them won't attack the player or won't zombified.
Must have heard the clip incorrectly, either way this needs fixed.
This has already been mentioned, please search before reporting.
I saw this on the English language as well and I thought about the same thing.
Can't believe they misspelled the word "dance"Every time my microsoft account disconnect I usually remote reconnect every time but with this bug in the game I'd better off just wait until the bug get's fixed otherwise I'd be getting a million account verify emails which I don't want.
Does the sword have any enchantments?
I don't understand why this happens, the only real reason It would show "Too Expensive" Is If the sword has at least 6 enchantments.
I ran a test on IOS and it didn't show the "Too Expensive" sign. I even tried it on all 3 anvils and in both survival and creative.
I also ran a test on a console (switch) but it had the same results as the IOS version, how is it happen on your survival world?
The sword was new, does it happen if it gets repaired?
This was fixed in the 1.16.100.54 beta, you don't have access to betas, so therefore you'll have to wait for the full release of 1.16.100
If It's a online game (for example, servers) then that's intended. If It's a solo offline game then you should be able to pause the world.
Duplicate of MCPE-84901, please search before reporting.
Affects 1.16.40
@Hahaha It's a bug, and it relates to the bug on Java
MC-176615too.Affects 1.16.21, 1.16.40, 1.16.100.54 beta, and 1.16.100 release (November)
Duplicate of
MCPE-79465, please search before reporting.The bug was fixed in 1.16.100.54 beta, so you'll have to wait for the full release of 1.16.100
Affects 1.16.40 and 1.16.100.54 beta
Relates to the bug on Java but that one got fixed, hasn't made it to Bedrock yet.
Duplicate of
MCPE-98961, please search before reporting,saves bug report space.1.16.21 in only for Nintendo Switch, are you on 1.16.20 or 1.16.40?
This is happening on 1.16.40, would you update the effected versions?
@michael bramble that's not true that this is invalid, plus your NOT a moderator. It's a critical bug.
Are you on peaceful difficulty? If so they can't exist in that difficulty. Try changing the difficulty to easy.
Like I said, they were both similar so I had to, good to know.
I had something similar happen to me, a solo player. I spawned 2 withers next to each other, wither no. 2 somehow attacked wither no. 1, wither no. 1 started attacking wither no. 2, and then both withers started flying up and will NEVER stop attacking each other until one of the withers got defeated, which is IMPOSSIBLE. It happens frequent if theirs hundreds of withers at once.
It happens to all platforms that support controllers, not just PS4.
I came across this once on my switch, and I saw something like 7500/7600 gamerscore even thou it's not possible.
Does this report
MCPE-21416explains why the minecarts are despawning randomly?I think the (Elder) Guardian death message is incorrect as well (I don't have java so it's just a prediction.
The current death message: <player> was slain by (Elder) Guardian
What it should be (prediction): <player> was shot by (Elder) Guardian
Since the soul sand valley has soul sand and soul soil and the basalt delta has basalt on they're celling's I think it would make sense if the walls also had the appropriate blocks on they're walls.
Affects 1.16.40
Duplicate of
MCPE-95621, please search (top right comer of your screen) before reporting please.Duplicate of
MCPE-100031, search from the top right corner before reporting bugs please.Affects 1.16.40 and with books too.
Same thing on Switch, Switch has guest accounts as well.
For the double dragon eggs, it's already mentioned at MCPE-51345 (please search for bugs at the top right corner).
For the additional XP, is the dragon dropping the XP after every dragon death?
@Dani Bshiri Java have different mechanics than Bedrock, if both are able to crossplay with each other, you'll have unexpected results.
This is WAI (Working As Intended) as of right now.
That's definitely not correct, it should only drop the XP on it's 1st death, not when it's been killed twice.
Doesn't seem to happen on 1.16.40 and not sure about the resource packs part.
This report is for PlayStation 4 only, if your having issues on Nintendo Switch please go to here: MCPE-95651
You have to go through the profile to see the achievements screen.
This is WAI as of right now.
Affects Version/s mean what Version the bug/issue is occurring on (for example,
1.16.0.60or 1.16.100.56 betas).We understand that 1.16.100.56 has many issues currently, but it doesn't help the fact that they should be in separated bug reports.
Affects 1.16.100.56 beta.
This is fixed for the blackstone walls, but this is not resolved for the border wall yet. Just found this out a while ago.
Duplicate of
MCPE-41651, please search for bugs before REPORTINGThe linked report has already been resolved as "Cannot reproduce" and you have to download the free music pack from the marketplace.
Shoot, I thought it was a parity issue, not a bug.
Does this still occur to this day? (September)
Can confirm, it happens on EVERY device, not just IOS. It also affects EVERY type of arrow.
Can confirm, but on Nintendo Switch there's a 30 character limit in the text bar which makes it IMPOSSIBLE to type in the structure file itself.
Duplicate of
MCPE-84790. Please search for bugs before reporting (at the top right corner).The "0 hour" counter is fixed in 1.16.100.(??), if you can access betas, you should be able to see the fix.
Edit: If the new beta doesn't help, would you make sure it's not a brand new Microsoft account?
The only way I think is best is to turn on cheats, change your gamemode back to survival and turn back off cheats. While you will no longer be able to acquire anymore achievements, you can still play the game pure vanilla.
Does this happen in local connection (aka, offline connection) game? If not, that's your workaround for now.
Edit: Duplicate of MCPE-34846. Search for bugs at the top right corner PLEASE.
Duplicate of MCPE-100700. Say it with me, search to prevent duplicate bug reports.
Duplicate of
MCPE-96089, search before reporting please.Duplicate of
MCPE-84790. In the future, you may like to use the search feature to see if any bugs were mentioned yet.Would you make sure that it's not the controller itself (see if it has any dust under the controller stick)?
Duplicate of
MCPE-100881, search before reporting.Does this still occur to this day?
Does this still occur to this day?
This isn't just a beta bug, I'm also having this issue in the current live version (1.16.40, 1.16.60 or 1.16.50)
MCPE-69271Reported this issue first, meaning this is a duplicate. Search before reporting please.Are you able to provide more info on how this is encountering? For example:
Steps to reproduce: Bullet list
Observed Result: Small paragraph on what is happening in the game
Expected Result: Small paragraph on what should be happening in the game
If your not going to include what I said in September, PLEASE leave a little video here so it can be confirmed.
Just found out it now happens a lot if there's a massive repeating command block "library" in the world. If there's a chance it happens on other devices, just comment.
Affects 1.16.100.57, PS4 hotfixes, IOS 1.16.50, etc..
Does your PS4 still freezes to this day?
Can you give more info on this issue? Or better yet, a screenshot?
Duplicate of
MCPE-88185Occurs in 1.16.40
Doesn't seem to happen when you kill it with a sword so I will add the creative gamemode in.
Is this still occurring on the current version?
Is this still happening in the current version?
As @GoldenHelmet stated in May, is this still happening on the latest version?
Is this still confirmed as valid in 1.16.40 (1.16.61 for PS4, 1.16.50 for IOS)?
Can confirm, but fells more as a feature request than a actual bug.
Affects the current live version (1.16.40).
Please contact the website owner about this issue instead of here.
Issue will be closed as INVALID.
This isn't just a IOS bug, it will happen on other devices too.
Duplicate of
MCPE-84790.The duplicate reports for
MCPE-84790is spreading like 'wildfire', please prevent anymore duplicates if possible.Duplicate of
MCPE-95754only if it is crashing. If it's not, then just ignore this comment.@Jonathan Hanzel the bug tracker staff decides if it's a bug or not, not yours.
Do you mean "Can't"? And also this report is Incomplete since it only contains Ten words.
This report is Incomplete because it has no information.
Duplicate of
MCPE-84790Can perform and confirm this is true. Here's the steps:
Edit No. 1 (9/28): No command blocks are needed to perform this. With this note in mind, it's possible to do this in vanilla survival.
Edit No. 2 (10/23): Affects 1.16.200.51
This is invalid because it is not related to the Minecraft game.
Nintendo Switch: Controller tab is not affected in my experience. Update the graph when possible.
Relates to
, where your hand bobs despite if view bobbing is disabled.
MCPE-79380Are you still stuck in creative in that world to this day? (September)
Is this still an issue in the latest version?
It'll be VERY helpful if you would leave "Steps to reproduce" section in the ticket.
Mobs can kind of pathfind on chorus plants and chorus flowers,
Blazes spawn only if it's dark enough in the overworld, or in the nether.
I'm just going say, Ancient Debris placed on the ground is invincible to TNT, but Ancient Debris dropped on the ground isn't. Are you sure this is a feature request? I was certain it was a full bug.
I think its that they were trying to change the mining speed for stems to match Java's, but it was only the Hyphae that got it.
Not only the horizontal hitbox is too small, but also the vertical hitbox is too small.
I'm pretty sure the arms position is based on the arms position when using a bow.
It's Gamerscore not G-coins. Gamerscore isn't made to unlock more maps. If you want this to be a thing, please put this in Minecraft.net instead. (Feature request detected)
Duplicate of
MCPE-84790DO NOT duplicate your own reports, it doesn't help at ALL (
MCPE-101881)How many enchantments does the chestplate have? 6?
It might be helpful if you leave a screenshot/short video on this because the staff doesn't have a Switch to test this out.
@TheTAF109 Its perfectly fine when signed in to your Nintendo/Microsoft Accounts. It's still a issue when logged off/ being offline.
This is invalid because this site is for bug reports, not for feature requests. Please report this in minecraft.net (feature request detected)
Duplicate of
MCPE-92468, this bug was already fixed in 1.16.100.57 beta, so you'll have to wait for 1.16.100 to release.EVERY issue should be in separated tickets, NOT in ONE ticket.
Awaiting Response
Is this still an issue in 1.16.100 betas?
Since I now know how to attach files, I've attached a file here incase If It was needed.
Removed the unneeded versions from the ticket.
Also I play only on the default texture pack, not with the packs from the marketplace.
Are you EXACTLY on 1.16.50? If not, you'll need to update on that version as it has (or may have) fixed the crash your having.
Awaiting Response
Duplicate or Relates to
MCPE-100361The linked ticket is with Book and Quills missing from the Creative Inventory. Is this one with the Book and Quill (writable_book) missing from Commands?
Awaiting Response
Can you show a video of this issue? (I was going to do this but Idk how this is re-creatable)
This ticket is Invalid because it contains more than 1 bug(s).
Plus both of these bugs are Working as Intended.
I can't tell if it's the same issue on Nintendo Switch because I'm used to Bedrocks controls and not Legacy's, but I'll just throw this here just incase.
There are a few things you can try:
If these 4 things don't work, then Idk what to tell you.
Awaiting Response
@Paolo Lopez He's on Switch. There's no F1 button on Switch
This isn't a feature, Java has subtitled splash texts so why not Bedrock?
I think it's fine as it is. What if the Pillager at some point gets tired of holding their crossbow when not near their target?
Tuned down the title to not include too many Capital letters
Incase the ladder isn't enough for you I've attached a image with 5 additional blocks with this issue.
Just a side note: Fungi is actually called "Fungus" which makes no sense but will be tracked separated at a later date.
Does this still occur with Dark Oak Signs in 1.16.100.59?
Duplicate of
MCPE-100273Text from the Minecraft beta changelogs:
Most likely someone posted a screenshot of this. Also it's most likely a coding error that is making this happen.
@Mitchell Hurphy 1.16.20 released literally 2-3 months ago. There's no way you've accessed the beta version of 1.16.20 (unless you've used a time machine to access it).
If you want, you can disable this chat message by doing the following:
Go to settings > Head to the Accessibility tab > Toggle 'Enable Open Chat Message" OFF
Sorry to break this down for you, but issues related to the Far Lands are Invalid. The Far Lands is meant to be a glitchy place to be in. (Unless I've made this comment on purpose)
Text from the changelogs:
Maybe check your Graphics Card or your CPU to see if that's causing the issue?
DON'T duplicate your own reports
MCPE-102424plus both reports are duplicates ofMCPE-60019which has been automatically logged.@sandra suarez You will have to translate this text to understand what I'm talking about/Tendrás que traducir este texto para entender de lo que estoy hablando. The only way to join servers it you'll have to leave the beta which the instructions are listed in this website: https://help.minecraft.net/hc/en-us/articles/360040841471-How-to-Join-and-leave-a-Minecraft-Beta. If you prefer to stay in the beta then the only players you can join is players that are in the same beta version as you.
Can you show a screenshot of this?
Yep, definity a duplicate of
MCPE-84790Relates to MCPE-102350 with splash texts not translated.
Duplicate of MCPE-36190
Here's a workaround: Uninstall the pack then reinstall the pack. When you reinstall the pack, it will automatically have the updates.
Duplicate of
MCPE-84790@detrina C kofroth Well sorry, that's only for packs that are free. I didn't think about paid packs...
Duplicate of MCPE-36190
Seems to be a IOS only issue. Other devices seems to not be affected.
This is Invalid because it contains 2 or more bugs, please make separate bug reports for these multiple bugs.
A Moderator reported this issue first and is being tracked at
MCPE-68982You can't mix Crimson and Warped stems with all 6 logs either. (October 2020)
More info:
How to reproduce:
1. Stand on a shulker box
Observed Result:
Game crashes
Expected Result
Game doesn't crash
Please don't put words like "Fix this ASAP" and things like that in the bug report.
This sounds like a duplicate of an existing report, please try finding the report about this.
Oh and also, since your new, you may like to take a look at these Quick Links the moderators leave when they comment on resolved reports:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
Yep, definitely duplicates
MCPE-102530This is a feature request, please go to here: Feedback and Suggestions
It's not a issue if you have barley anything on the system (like minecoins, marketplace content, etc.,). Do you have too many worlds, realms, etc. on your system?
We're tracking this issue in MCPE-36190 so this report will be resolved and linked as a duplicate.
If you would like to make a vote and add any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
If the "Item that needs repaired" has mending, try having the item assume any XP orbs.
I've used up 78.4MB from just having 12 worlds currently.
I barley have any resource packs (1) and it has used up only 2.7MB currently.
I currently have no world templates so therefore it has used 0MB