gruva
- gruva
- gruva
- Europe/London
- Yes
- No
1 snow block when mined with a shovel gives 2 snowballs (1 snow block when mined with silk touch)
8 snow layers when mined with a shovel gives 1 snowball whether the shovel has silk touch or not.Not much of an issue, just seems like unexpected game play as 8 snow layers is the same as one snow block.
To reproduce, replace a vine (the vine must have no block behind it) with a carpet in a way that would result in a floating, unsupported carpet. A carpet item will drop, but the block carpet will still appear to be there. This carpet acts particularly strangely, inheriting properties from the block east of it, and entities will pass straight through it.
sometimes profit spiders do not attack you even in front of you. Please fix it
Steps to reproduce
place carpet
place boat on carpetI think the boat should sink onto the
boat as it is an entity.
Steps to reproduce
place carpet
place boat on carpetI think the boat should sink onto the carpet as it is an entity.
minecraft 1.10.0 not booting up or getting very low FPS












The hit box extends to 0,0,0
Replicated it on win 10
water prioritises flowing down, so it will flow towards a hole before spreading out.
With the changes in the codebase I would assume that the variable/ID for doors has changed and that the villagers have not been redirected to the new var.
Can confirm that this is still an issue, in 1.2.9 this sort of spawning is not consistent with Java Edition. In JE golems need a 4 high space of 'none solid' blocks to spawn in and a solid surface to spawn on. Half slabs are not seen as solid blocks by JE so the golems can spawn in and on upper half slabs. From what I have experienced in BE the golem is able to spawn in solid blocks but I think it needs 2 blocks none solid blocks as 'head space' in the head block and the block above.
I did check on JE before posting this just in case I had not noticed the lighting before. I specified the repeater and comparator as the redstone torch does give off light in JE. Most average users don't know about lighting updates and will happily not have any lighting near the redstone but will then get hit by the lag without knowing what the cause is (case in point well known youtuber Mumbo Jumbo). This behaviour increases the number of possible lighting updating components by a factor of 3. BE may have a better code base etc etc but these are still unneeded updates which lack parity and will be causing strain on peoples worlds.
I have been testing this too and I found that simply more mods spawn under skylight (not that they need skylight). I get 7 mobs in an area without skylight and then 7 more where there is skylight. added a picture for context.
For more context I have been using kill command to kill all mobs in the tick range, then running the area for a few minutes. In this time I usually get 7 in the no skylight areas within 10-20s then the rest of the time the next 7 spawn in the skylight area. If there is no skylight access I max out at 7 mobs 'underground', with the skylight I get a total of 14 mobs, 7 'underground' and 7 on the open platform.The glowstone is set 20 blocks above the top platform to block skylight and to allow the light levels to defuse by time they get to the top platform. I have the time set to midnight and have run the same experiment about 20 times and have got consistent results. Link to a gif of this
This is probably linked to https://bugs.mojang.com/browse/MCPE-21856 as I assume that slimes share the same mobcap as the other mobs. Have you tried lighting all the caves in the tick range to focus the spawns?
Have you tested this in different orientations? i.e. is the dismount tended towards east for example?
:/ does this thread need to be split into to passive mobs and hostile mobs? The spawning stuff for sheep and all that is pretty different to the general mob spawning we're talking about here.
I'd suggest that this is related to this report https://bugs.mojang.com/browse/MCPE-21856
What commands have you tested this with?
Can confirm this in 1.2.9 too. It is very easy to test and may add to the issue of villagers wandering from villages.
The piston changing to stone is a known thing but not 100% sure it's already been reported.
Some stuff with mob spawning has changed in 1.2.10, it might not address this issue fully but it might be worth running some of your tests again.
so far the only real difference I can see is that the spawning area has been affected by the simulated tick range update. Sorry for the extra notifications.
the player is 0.6 wide and the door is just under 0.2 thick, it will be twices as difficult to get through a 1 wide gap with a door than it would be just the one wide gap.
As much as I'd like to see this feature in Bedrock Engine I'm pretty certain it's intended behaviour.
I noticed something like this while using the clone command but mine still spawned mobs.
For me the video didn't cover any depth, the only conclusion I could see in it was that you get more spawns in hard mode then normal or easy.
Could you post a picture of the setup?
Here are my tests and findings https://youtu.be/5y2Jnwi3hKE
Yes, this was tested for structures only.
In the structures they also spawned on the glass or open fence gates.
The other report is for Mobs i.e. all mobs passive or monster. Either way it all relates to the same mechanics about mob density and mob caps.
Can confirm for Win10 too, but wearing elytra
Still present in 1.2.13
Wow Unicorns come to minecraft
, do you have any texture packs installed?
Could you say a bit more about this issue, like how the glitch might be replicated and what the result is.
This is probably a duplicate of https://bugs.mojang.com/browse/MCPE-32268, Seems you're both using J3 mobiles.
Tested this too can confirm. https://thumbs.gfycat.com/BossyFeistyLcont-size_restricted.gif
Just a little comment for the future if anyone is monitoring the ticket, but it seems that drowned will be added to the surface spawn cap. If the current issues are not addressed then adding another mob to that cap which wouldn't be so easy to clear up might just make general spawning worse for people. Just saying.
Can confirm, added a java image for reference.
This is almost certainly a replication of https://bugs.mojang.com/browse/MCPE-31481
Try removing any block over the lava.
Same on Win10 edition
Are there any specific ways to replicate this?
I play Win10 often and I've never had drops 'vanish' on me.
I had a similar issue, turned out to be a graphics driver issue, rolled back the driver and the issue vanished.
This is a duplicate of https://bugs.mojang.com/browse/MCPE-21856
Confirmed in Win10 too. The new block is a ghost block.
Thank you for your report!
However, this issue is a Duplicate of
MCPE-31481.If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
Confirmed, I spent too long looking at this, I have the feeling it has something to do with pulling from an inventory then the hopper getting locked.
Do you have any steps to replicate this issue?
Please don't create new reports to highlight old bugs, it just makes finding the real issues more difficult by adding clutter.
If you'd actually like a proper response to this you should add a little more detail. like does it happen on all worlds etc.
Thank you for your report!
However, this issue is Invalid.
Please put only one bug report in each ticket. It is very difficult to keep track of bugs when they are not in their own tickets, and it is easier for you to make multiple tickets than for the mods to separate them.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
Also make sure you search your bugs before reporting it as a new bug.
Humm, showing a picture of something invisible, might be here sometime. All I can say is that I can't see your issue, would you explain it a little more?
Slabs in Bedrock don't block light, s it's logical that they would burn under them. Pretty sure this is works as intended.
As a note, the village radius is a minimum of 32 in bedrock (you can still see this in the NBT data), but I do agree that the wander distance from the village centre is much reduced
This is currently how mob spawning works, not sure I like it but ¯_(ツ)_/¯
The hostiles only despawn in light levels 7 or higher (if I remember correctly), Matt did a big thing and updated the wiki with a lot of info on this.
Writing to Notch won't really get you anywhere as he's no longer involved in the game at all. Could you post some pictures of the issue, and maybe some steps to replicate it?
You're replying on a bedrock bug, the 1.13 snapshots are java.
Yeah pretty certain this is works as intended, not nice but that's bedrock.
Ok this isn't a fix but it is more information on this bug https://youtu.be/pt3RyyJnQYU
yes this does look like a dupe
I've not been able to replicate this issue, would you be able to upload a world file where this is happening?
This has to be WAI as each shulker box should have a different ID so the game can identify what contents it should have.
to be honest, I did a few slime tests related to another bug and I have been seeing slime spawns at high light levels on pumkins. Could this be a time of day issue? I'll run a few more tests to see if I can replicate.
ok got you, the slime spawn in swamps have a different set of spawning rules to those in slime chunks. Lighting up swamp land will block the slime spawn in swamps.
he slime chunks not spawning may be related to a different slime related bug which will be addressed in 1.9.
testing what though? we know what the mechanics are, it's just not what everyone wants. also we know that the mechanics are being considered for an overhaul.
It's on the Wiki, https://minecraft.gamepedia.com/Spawn
just look for the bedrock subheadings
Feels like the blast power of the heads has been massively nerfed, a trapped wither in cobble can't even break out.
Thank you for the extra detail, it has helped someone else get their game back up and running properly.
Sounds like you're hitting the hard cap of 200 mobs in the loaded world. If 200 mobs get loaded then you can expect zero new spawns.
Can confirm, I can't see any exploits with this but it is clearly a bug. After brewing the empty bottle it won't stack with other empty bottles so it's clear that the nature of the bottle has changed during the brewing.
https://streamable.com/m467j as an example from another player, getting low, low fps
Items take 5 minutes to despawn if they're being ticked (loaded/not too far from the player). If you think they despawned much faster than this then could you give us some more details on the conditions that made this happen? Otherwise this ticket will be closed as invalid.
Was it a water bottle?
Sadly it sounds like you got caught up in an error from a week or so ago. Somehow xbox players got entered into the betas whether they'd opted in or not. Your world is not likely to be playable until 1.11 releases fully. Personally I have no idea how this issue came about but there were a good few apologies from some of the devs on this at the time.
Not sure it's been commented here yet, but, the spawning has changed. Mobs now spawn in a sphere around the player. Everything else remains the same.
Not really, you still have the density caps to deal with.
@Theresa no one called it a fix, I just commented that it'd changed. If it had been considered a fix then this bug report would have been closed.
@dcn, no spawn radius was the full ticking area. And mobs don't despawn unless the light level is 7 or higher.
That is what happens in java so....
My point was that the spawning in java happens all over the place within the loaded area around a player but mobs outside 128 blocks despawn instantly (in java). 64 to 128 they're just immobile. I'm not saying this is good for bedrock as the distance of 44 blocks is painfully small but it is a similar set up as java, at least what I can see of it currently. This is why I'd assume it's WAI.