Syech Muhammad Zakkarria Al Razi
- Haipaboi
- JIRAUSER635902
- Asia/Jakarta
- Yes
- No
I know most people don't play on old worlds anymore, but some people
elike me are kind of a hardcore nostalgist, I usually only play bedrock exclusively for this feature.Unfortunately there is a bug in old world types where if you are on water near the world border, you will not be able to jump up onto land at all.
This bug also affect ceartai
lobjects such as stairs where instead of automatically going upwards, you would have to manually jump up the stairs.I have teested this on multiple old worlds and this bug is consistent beetwee
en all of them, this bug will only happen in chunks near the world border.I know most people don't play on old worlds anymore, but some people like me are kind of a hardcore nostalgist, I usually only play bedrock exclusively for this feature.
Unfortunately there is a bug in old world types where if you are on water near the world border, you will not be able to jump up onto land at all.
This bug also affect ceartain objects such as stairs where instead of automatically going upwards, you would have to manually jump up the stairs.
I have teested this on multiple old worlds and this bug is consistent beetween all of them, this bug will only happen in chunks near the world border.
I know most people don't play on old worlds anymore, but some people like me are kind of a hardcore nostalgist, I usually only play bedrock exclusively for this feature.
Unfortunately there is a bug in old world types where if you are on water near the world border, you will not be able to jump up onto land at all.
This bug also affect ce
artain objects such as stairs where instead of automatically going upwards, you would have to manually jump up the stairs.I have te
ested this on multiple old worlds and this bug is consistent beetween all of them, this bug will only happen in chunks near the world border.
All current Java
and Bedrockversions
I've rewritten the report to be a lot more concise, the problem at hand was getting bloated around by attempts of a non-valid format and more. This should be more straightforward.
The report may look more like a feature request now, but this was always on the gray area between issue and change request.
Syech Muhammad Zakkarria Al Razi There's a difference between the game calling the event with a pitch/volume, and the game calling an event that has a pitch and volume defined. The latter is located in sounds.json and can be changed by resource packs. It's the former that's the problem.
Also, please calm down, while this is a long standing issue, it's one that has good reason to be the way it is. Many, and I mean MANY sound events are re-used, but called on a different pitch/volume to change the effect of the sound; fixing this pretty much means splitting up every single usage into its own sound event.

GOOD LORD, PLEASE FIX THIS ISSUE ALREADY! IT HAS BEEN 9 YEARS ALREADY!
Some sounds do not change pitch when you add in a {"pitch": 1.0}, but almost all of them STILL DOES! adding in {"min_pitch"} or {"max_pitch"} LITERALLY does NOT do anything at all.
This here does absolutely nothing. > {"entity.player.hurt": {"replace": true,"sounds": ["damage/hit1",
{"name": "damage/hit1","pitch": 1.0,"stream": true}]}
This actually works! > {"item.spyglass.use": {"replace": true,"sounds": ["item/spyglass/use",
{"name": "item/spyglass/use","pitch": 1.0,"stream": true}]}
Why does this only work for some sounds? Why is it VERY arbitrary? PLEASE just fix this already and give us the ability to change the pitch of all sounds through resource packs, we have been waiting patiently and you did ABSOLUTELY NOTHING.
I KNOW... I read the changelog and it is still dumb and confusing. Mojang is just refusing feedback at this point.
I NEED to know WHY this is the case, not be told that this is the case, because yeah, obviously.
Why isn't the player movement completely separate from the tick but SOMEHOW arbitrarily separate when the tick is higher than 20? This literally breaks any sort of consistency between the player and the actual tick rate, either REMOVE the player movement from the "/tick rate" command completely or make it also speed the player up for consistency.
Look, someone needs to say it: Mojang needs to actually listen to feedback. I'm tired of Mojang literally not doing so and so is literally every other redstoner when Mojang made Copper Bulbs "mOrE cOnsIstEnt".
If Mojang is willing to destroy a good redstone component for "cOnsIstEncY", then I expect Mojang to take actual consistency very seriously.