Yiannis Siakaris
- JonnyBoyGr
- jonnyboygr
- Europe/Stockholm
- Yes
- No
When trying to take off with elytra and rockets or just fall and activate them by pressing space, the elytra open for a second and close without interacting with them. That can cause death and item loss as the elytra close mid flight. Also when taking even minimum amount of damage, they deactivate and you can die from falldamage. That makes elytra absolutely unsafe and some minor damage midair like a flying arrow can cause death. Please fix it as flying is a very important feature. Also elytras deactivate after comming in contact with a unloaded chunk. You take damage there as well
When trying to take off with elytra and rockets or just fall and activate them by pressing space, the elytra open for a second and close without interacting with them. That can cause death and item loss as the elytra close mid flight. Also when taking even minimum amount of damage, they deactivate and you can die from falldamage. That makes elytra absolutely unsafe and some minor damage midair like a flying arrow can cause death. Please fix it as flying is a very important feature. Also elytras deactivate after comming in contact with a unloaded chunk. You take damage there as well.
The video issues the two problems above as well as the invisible pancake elytra bug. You can see that right after i take off, the elytra deactivate altough i dont press space to close them. also when you hit a wall, your elytra close (that might not be a bug but the fact you gonna tace damage again after you fall is dangerous).
When trying to take off with elytra and rockets or just fall and activate them by pressing space, the elytra open for a second and close without interacting with them. That can cause death and item loss as the elytra close mid flight. Also when taking even minimum amount of damage, they deactivate and you can die from falldamage. That makes elytra absolutely unsafe and some minor damage midair like a flying arrow can cause death. Please fix it as flying is a very important feature. Also elytras deactivate after comming in contact with a unloaded chunk. You take damage there as well.
The video issues the two problems above as well as the invisible pancake elytra bug. You can see that right after i take off, the elytra deactivate altough i dont press space to close them. also when you hit a wall, your elytra close (that might not be a bug but the fact you gonna tace damage again after you fall is dangerous).
When trying to take off with elytra and rockets or just fall and activate them by pressing space, the elytra open for a second and close without interacting with them. That can cause death and item loss as the elytra close mid flight. Also when taking even minimum amount of damage, they deactivate and you can die from falldamage. That makes elytra absolutely unsafe and some minor damage midair like a flying arrow can cause death. Please fix it as flying is a very important feature. Also elytras deactivate after comming in contact with a unloaded chunk. You take damage there as well.
The video issues the two problems above as well as the invisible pancake elytra bug. You can see that right after i take off, the elytra deactivate altough i dont press space to close them. also when you hit a wall, your elytra close (that might not be a bug but the fact you gonna tace damage again after you fall is dangerous).
https://www.youtube.com/watch?v=h6xZZSC2vgc
Edit: Its propably lag, but not server , game or internet lag, as everything else is on sync. I saw that the elytra have a delay betwin pressing the space and activating, enought to make yoy touch ground and deactivate them again.
When trying to take off with elytra and rockets or just fall and activate them by pressing space, the elytra open for a second and close without interacting with them. That can cause death and item loss as the elytra close mid flight. Also when taking even minimum amount of damage, they deactivate and you can die from falldamage. That makes elytra absolutely unsafe and some minor damage midair like a flying arrow can cause death. Please fix it as flying is a very important feature. Also elytras deactivate after comming in contact with a unloaded chunk. You take damage there as well.
The video issues the two problems above as well as the invisible pancake elytra bug. You can see that right after i take off, the elytra deactivate altough i dont press space to close them. also when you hit a wall, your elytra close (that might not be a bug but the fact you gonna tace damage again after you fall is dangerous).
https://www.youtube.com/watch?v=h6xZZSC2vgc
Edit: Its propably lag, but not server , game or internet lag, as everything else is on sync. I saw that the elytra have a delay betwin pressing the space and activating, enought to make yo
ytouch ground and deactivate them again.When trying to take off with elytra and rockets or just fall and activate them by pressing space, the elytra open for a second and close without interacting with them. That can cause death and item loss as the elytra close mid flight. Also when taking even minimum amount of damage, they deactivate and you can die from falldamage. That makes elytra absolutely unsafe and some minor damage midair like a flying arrow can cause death. Please fix it as flying is a very important feature. Also elytras deactivate after comming in contact with a unloaded chunk. You take damage there as well.
The video issues the two problems above as well as the invisible pancake elytra bug. You can see that right after i take off, the elytra deactivate altough i dont press space to close them. also when you hit a wall, your elytra close (that might not be a bug but the fact you gonna tace damage again after you fall is dangerous).
https://www.youtube.com/watch?v=h6xZZSC2vgc
Edit: Its propably lag, but not server , game or internet lag, as everything else is on sync. I saw that the elytra have a delay betwin pressing the space and activating, enought to make you touch ground and deactivate them again.
When trying to take off with elytra and rockets or just fall and activate them by pressing space, the elytra open for a second and close without interacting with them. That can cause death and item loss as the elytra close mid flight. Also when taking even minimum amount of damage, they deactivate and you can die from falldamage. That makes elytra absolutely unsafe and some minor damage midair like a flying arrow can cause death. Please fix it as flying is a very important feature. Also elytras deactivate after comming in contact with a unloaded chunk. You take damage there as well.
The video issues the two problems above as well as the invisible pancake elytra bug. You can see that right after i take off, the elytra deactivate altough i dont press space to close them. also when you hit a wall, your elytra close (that might not be a bug but the fact you gonna tace damage again after you fall is dangerous).
https://www.youtube.com/watch?v=h6xZZSC2vgc
Edit: Its propably lag, but not server , game or internet lag, as everything else is on sync. I saw that the elytra have a delay betwin pressing the space and activating, enought to make you touch ground and deactivate them again.
Edit 2: I can sonfurm that it happens a lot more frequent with unbreaking than not. Without the enchantement it fails about every 80-100 take-offs but with unbreaking it fails every 2nd - 3rd try.
When trying to take off with elytra and rockets or just fall and activate them by pressing space, the elytra open for a second and close without interacting with them. That can cause death and item loss as the elytra close mid flight. Also when taking even minimum amount of damage, they deactivate and you can die from falldamage. That makes elytra absolutely unsafe and some minor damage midair like a flying arrow can cause death. Please fix it as flying is a very important feature. Also elytras deactivate after comming in contact with a unloaded chunk. You take damage there as well.
The video issues the two problems above as well as the invisible pancake elytra bug. You can see that right after i take off, the elytra deactivate altough i dont press space to close them. also when you hit a wall, your elytra close (that might not be a bug but the fact you gonna tace damage again after you fall is dangerous).
https://www.youtube.com/watch?v=h6xZZSC2vgc
Edit: Its propably lag, but not server , game or internet lag, as everything else is on sync. I saw that the elytra have a delay betwin pressing the space and activating, enought to make you touch ground and deactivate them again.
Edit 2: I can sonfurm that it happens a lot more frequent with unbreaking than not. Without the enchantement it fails about every 80-100 take-offs but with unbreaking it fails every 2nd - 3rd try.
Steps to Reproduce:
- equipt elytras (unbreaking elytras have better chance to reproduce the bug)
- take some rockets
- press space/jump and right click/use the rockets
Observed Results:
Sometimes, although the rocket seems to be used, you wont take off. You will observe yourself being slighly "pulled" up but not really tacking off. If you press space/jump once or twice right after the rocket failed, you can still gain your boost back and finally take off.Expected Results:
When you jump and use the rocket, you should be boosted to the air or the direction you are facing and take off completly.Notes: Taking off is much more dificult on mobile. A change similar to the one done to Java edition that gives more time to use the rocket when activating elytras, might help the problem or even minimize the bug's consequences
In soulsand valleys, you can rarely find the bone structures. I have only located 3 in a entyre biome; and its a big one! Please fix that as nether fossils shouldn't be that rare. I have researched several valleys and I can say for sure they are rare. Also soulsand valleys as biomes are quite rare!
In soulsand valleys, you can rarely find the bone structures. I have only located 3 in a entyre biome; and its a big one! Please fix that as nether fossils shouldn't be that rare. I have researched several valleys and I can say for sure they are rare. Also soulsand valleys as biomes are quite rare
!In soulsand valleys, you can rarely find the bone structures. I have only located 3 in a entyre biome; and its a big one! Please fix that as nether fossils shouldn't be that rare. I have researched several valleys and I can say for sure they are rare. Also soulsand valleys as biomes are quite rare
has been resolved!
There is a clear diference betwin the colors of the java snapshot and bedrock beta nether. On java the colors are more saturated, the fog is brighter and with diferent color (tested on warped forest where on bedrock is blue, on java is more magenta [no night vision] ), crimson nylium looks more red on java (on bedrock looks red with gray spots where netherack apears to be in the nylium), colors feel colder in general meaning there is a lack of that vibrant red the nether should have! That ruins a lot the feel of the nether as it makes living in the dimension be unwanted compaired to java. Please fix that if possible. If you need help recreating this, try night vision on warped forest; it's the biome where the diference is more noticable.
Edit: This issue has to do with the monitor type. Please mark it as invalid/work as intended and resolved.
Nylium generates on the surface of the bottom of lava lakes and under the bedrock sealing, where warped or crimson forests should be. That helpfull in specifing where a biome ends but thats not the way it suposed to be and for that reason i consider it a bug. (ps : that also happens on soulsand valleys and basalt delats after i did some searching)
Nylium generates under lava lakeson a forest biome.Nylium generates under lava lakes and nether sealing bedrock.
Nylium generates on the surface of the bottom of lava lakes and under the bedrock sealing, where warped or crimson forests should be. That helpfull in specifing where a biome ends but thats not the way it suposed to be and for that reason i consider it a bug. (ps : that also happens on soulsand valleys and basalt delats after i did some searching)
On crimson and warped forsets: Nylium and wart blocks generate below the lava on lava lakes and below the bedrock on the ceiling from around Y=32 to Y=28 the terrain seems normal with only netherrack and magma. after Y=28 nylium (and rarely wart blocks) generate like in normal terrain.
On basalt delats: The basalt generating on the seiling is only 3 blocks thick. On java it can reach the bedrock of the seiling and can contain "blobs" of blackstone near that level. Also glowstone generates in the roof, something that isn't on java. "lava lake floor" generation is in full parity.
On soul sand valleys: Glowstone also generates on the roof of the biome (like in a normal nether waste for example), something that has been removed from java.
Nyliumgeneratesunder lava lakes andnetherceilingbedrockNew nether blocks generate under lava lakes and the ceiling
I know that ghasts are intended to spawn frequently on soulsand valleys but they spawn very frequenly on wastes as well, and considering wastes are bigger than other biomes, ghasts spawn a lot in a big part of the nether.
has been resolved!
Sometimes around your world you can see flowing water or lava that have stoped flowing before intendet or cant drain. I dont think you can recreate such a bug, but they appeart to exist only in natural generated lava and water. Especialy in cave water and lava and nether "lavafalls". Although thats because inevitable chunk loading issuses, the fact that makes this bug annoying, is that you cant drain properly this water/lava if you dont replace it all with a solid block. Removing the sorse block, wont uptade the flowing part.
Sometimes around your world you can see flowingwaterorlavathat have stoped flowing before intendet or cant drain. I dont think you can recreate such a bug, but they appeart to exist only in natural generated lava and water. Especialy in cave water and lava and nether "lavafalls". Although thats because inevitable chunk loading issuses, the fact that makes this bug annoying, is that you cant drain properly this water/lava if you dont replace it all with a solid block. Removing the sorse block, wont uptade the flowing part.Steps to Reproduce:
- Try to locate a waterfall (in a ravine or cave) or a lavafall (in the nether)
Observed Results:
The flow will sometimes stop in chunk border leaving things like shown in the photos belowExpected Results:
The flow of the liquids should continue until they meet phisical barriers (blocks, water/lava pools, ect)
Notes:
On Java edition, naturally generated water/lava sources only start flowing after the chunk is generated for the first time. On bedrock, the flowing part is already there when generating, making me think that's the cause of the bug.
Lava and waterdon't flow properlyNaturally generated liquids don't flow properly
- enter the nether
- travel off to a distance
after some time you will see that lava and glowstone don't emmit light. they will start to emmiting back again after a while (no player interaction with the chunk). that means the lighing loads slower than the terrain
you should see the lighing to be there properly.
edit: thry to place your own lighing source down. you will see that the lighing effect doesn't load imediatly, but it loads from chiunk to chunk. ( very noticebale when removing the light source.
- enter the nether
- travel off to a distance
after some time you will see that lava and glowstone don't emmit light. they will start to emmiting back again after a while (no player interaction with the chunk). that means the lighing loads slower than the terrain
you should see the lighing to be there properly.
edit: thry to place your own lighing source down. you will see that the lighing effect doesn't load imediatly, but it loads from chiunk to chunk. ( very noticebale when removing the light source.
The video issues the problem using a fire.
my observations in 1.16.0.58 from the biggest and more common biome to the smallest and rarest
- nethe wastes (very very big)
- basalt deltas (normal)
- crimson and warped forests (rare)
- soulsand valleys (very very small)
my observations in 1.16.0.63
- soulsand valleys
and warped forests (big)basalts deltas (normal)nether wastes (small and rare)crimson forests (verysmall)(testings have been done in multyple seeds in both betas)
my observations in 1.16.0.58 from the biggest and more common biome to the smallest and rarest
- nethe wastes (very very big)
- basalt deltas (normal)
- crimson and warped forests (rare)
- soulsand valleys (very very small)
my observations in 1.16.0.63
- soulsand valleys (very very big)
- warped forests (big)
- basalts deltas (normal)
- nether wastes (small and rare)
- crimson forests (very small)
(testings have been done in multyple seeds in both betas)
my observations in 1.16.0.58 from the biggest and more common biome to the smallest and rarest
- nethe wastes (very very big)
- basalt deltas (normal)
- crimson and warped forests (rare)
- soulsand valleys (very very small)
my observations in 1.16.0.63
- soulsand valleys (very very big)
- warped forests (big)
- basalts deltas (normal)
- nether wastes (small and rare)
- crimson forests (very small)
(testings have been done in multyple seeds in both betas)
The bug is that the biomes are still not distributed as intendet. Waroed forests are supposed to be teh rarest of them all and I found more warped forests in all the seeds i tried than crimson forests. soul sand valleys are too mashive and continue forever in some cases.
the spawn percentages i know are:
- nether wastes ~32.55
- crimson forest ~23.41
- soulsand valleys ~17.33
- basalt deltas ~17.17
- warped forests ~9.55
my observations in 1.16.0.58 from the biggest and more common biome to the smallest and rarest
- nethe wastes (very very big)
- basalt deltas (normal)
- crimson and warped forests (rare)
- soulsand valleys (very very small)
my observations in 1.16.0.63
- soulsand valleys (very very big)
- warped forests (big)
- basalts deltas (normal)
- nether wastes (small and rare)
- crimson forests (very small)
(testings have been done in multyple seeds in both betas)
The bug is that the biomes are still not distributed as intendet. War
oed forests are supposed to be teh rarest of them all and I found more warped forests in all the seeds i tried than crimson forests. soul sand valleys are too mashive and continue forever in some cases.
the spawn percentagesiknow are:
- nether wastes ~32.55
- crimson forest ~23.41
- soulsand valleys ~17.33
- basalt deltas ~17.17
- warped forests ~9.55
my observations in 1.16.0.58 from the biggest and more common biome to the smallest and rarest
- nethe wastes (very very big)
- basalt deltas (normal)
- crimson and warped forests (rare)
- soulsand valleys (very very small)
my observations in 1.16.0.63
- soulsand valleys (very very big)
- warped forests (big)
- basalts deltas (normal)
- nether wastes (small and rare)
- crimson forests (very small)
(testings have been done in multyple seeds in both betas)
The bug is that the biomes are still not distributed as intendet. Warped forests are supposed to be the rarest of them all and I found more warped forests in all the seeds i tried than crimson forests. soul sand valleys are too mashive and continue forever in some cases.
the spawn percentages I know are:
- nether wastes ~32.55
- crimson forest ~23.41
- soulsand valleys ~17.33
- basalt deltas ~17.17
- warped forests ~9.55
my observations in 1.16.0.58 from the biggest and more common biome to the smallest and rarest
- nethe wastes (very very big)
- basalt deltas (normal)
- crimson and warped forests (rare)
- soulsand valleys (very very small)
my observations in 1.16.0.63
- soulsand valleys (very very big)
- warped forests (big)
- basalts deltas (normal)
- nether wastes (small and rare)
- crimson forests (very small)
(testings have been done in multyple seeds in both betas)
The bug is that the biomes are still not distributed as intendet. Warped forests are supposed to be the rarest of them all and I found more warped forests in all the seeds i tried than crimson forests. soul sand valleys are too mashive and continue forever in some cases.
thespawn percentages I knoware:
- nether wastes ~32.55
- crimson forest ~23.41
- soulsand valleys ~17.33
- basalt deltas ~17.17
- warped forests ~9.55
my observations in 1.16.0.58 from the biggest and more common biome to the smallest and rarest
- nethe wastes (very very big)
- basalt deltas (normal)
- crimson and warped forests (rare)
- soulsand valleys (very very small)
my observations in 1.16.0.63
- soulsand valleys (very very big)
- warped forests (big)
- basalts deltas (normal)
- nether wastes (small and rare)
- crimson forests (very small)
(testings have been done in multyple seeds in both betas)
The bug is that the biomes are still not distributed as intendet. Warped forests are supposed to be the rarest of them all and I found more warped forests in all the seeds i tried than crimson forests. soul sand valleys are too mashive and continue forever in some cases.
the normal biome distribution percentages that Im aware of are:
- nether wastes ~32.55
- crimson forest ~23.41
- soulsand valleys ~17.33
- basalt deltas ~17.17
- warped forests ~9.55
my observations in 1.16.0.58 from the biggest and morecommonbiometo the smallest and rarest
- nethe wastes (very very big)
- basalt deltas (normal)
- crimson and warped forests (rare)
- soulsand valleys (very very small)
my observations in 1.16.0.63
- soulsand valleys (very very big)
- warped forests (big)
- basalts deltas (normal)
- nether wastes (small and rare)
- crimson forests (very small)
(testings have been done in multyple seeds in both betas)
The bug is that the biomes are still not distributed as intendet. Warped forests are supposed to be the rarest of them all and I found more warped forests in all the seeds i tried than crimson forests. soul sand valleys are too mashive and continue forever in some cases.
the normal biome distribution percentages that Im aware of are:
- nether wastes ~32.55
- crimson forest ~23.41
- soulsand valleys ~17.33
- basalt deltas ~17.17
- warped forests ~9.55
Soulsand Valleys are very big with crimson forests following right behind. wastes that are supposed to be the dominant biome, appeasr to be very small. Distributuion is correct, biome size isn't tho
The chieseled netherbricks have a much briter texture than the normal netherbricks and the cracked netherbricks dont blend with the normal netherbricks as texture and brick alighnment
The one video shows the chieseled texture is brighter than the netherbrcks. That might have to do with the border this block has?!
The secons shows where the etxure diferenciates in briteness compared to the block hitbox. The very left side of the cracked block is darker than the other part of it. reversed thing goes of the normal netherbrick
On java edition you can hear some
slight sounds when you are onthe nether (Marked as "biome name" ambience loop) or on water (ambient underwater loop) that make the game feel more alive. Do not confuse them with the cave ambient or the rare nether ambience. They are allunder the loop categorymeaning theyplay all the time in thenether (corespondin biomes)andwater. Those sounds don't exist in the BedrockOn java edition you can hear some ambient sounds when you are on caves, oceans or nether that make the game feel more alive. The cave sound for the overworld seem to have been added and finnaly fixed. The ones that are under the "loop" category they must play all the time in the oceans and nether. Those sounds don't exist in the Bedrock. Nether the other ambient sounds (like additions, moods ect) for the oceans and the nether.
More info about all the abient sounds can be found here: https://minecraft.gamepedia.com/Ambience
On java edition you can hear some ambient sounds when you are on caves, oceans or nether that make the game feel more alive. The cave sound for the overworld seem to have been added and finnaly fixed. The ones that are under the "loop" category they must play all the time in the oceans and nether. Those sounds don't exist in the Bedrock. Nether the other ambient sounds (like additions, moods ect) for the oceans and the nether.
There are some spooky sounds tho playing at random times, but still they don't replave the loop ambient sounds
More info about all the abient sounds can be found here: https://minecraft.gamepedia.com/Ambience
On java edition you can hear some ambient sounds when you are on caves, oceans or nether that make the game feel more alive. The cave sound for the overworld seem to have been added and finnaly fixed. The ones that are under the "loop" category they must play all the time in the oceans and nether. Those sounds don't exist in the Bedrock. Nether the other ambient sounds (like additions, moods ect) for the oceans and the nether.
There are some spooky sounds tho playing at random times, but still they don't replave the loop ambient sounds
More infoabout all the abient sounds can be found here: https://minecraft.gamepedia.com/AmbienceOn java edition: you can hear some ambient sounds when you are on caves, oceans or nether that make the game feel more alive. The cave sound for the overworld seem to have been added and finnaly fixed.
The ones that are under the "loop" category they must play all the time in the oceans and nether. Those sounds don't exist in the Bedrock. Neither the other ambient sounds (like additions, moods ect) for the oceans and the nether.
On bedrock edition: There are some ambient sounds wich play at random very very rare, but still those are just a few nether sounds. Oceans don't even have that kind of rare ambient "noises"
More info about all the abient sounds can be found here: https://minecraft.gamepedia.com/Ambience
On java edition: you can hear some ambient sounds when you are on caves, oceans or nether that make the game feel more alive. The cave sound for the overworld seem to have been added and finnaly fixed.
The ones that are under the "loop" category they must play all the time in the oceans and nether. Those sounds don't exist in the Bedrock. Neither the other ambient sounds (like additions, moods ect) for the oceans and the nether.
On bedrock edition: There are some ambient sounds wich play at random very very rare, but still those are just a few nether sounds. Oceans don't even have that kind of rare ambient "noises"
More info about all the abient sounds can be found here: https://minecraft.gamepedia.com/Ambience
On java edition: you can hear some ambient sounds when you are on caves, oceans or nether that make the game feel more alive. The cave sound for the overworld seem to have been added and finnaly fixed.
The ones that are under the "loop" category they must play all the time in the oceans and nether. Those sounds don't exist in the Bedrock. Neither the other ambient sounds (like additions, moods ect) for the oceans and the nether.
On bedrock edition: There are some ambient sounds wich play at random very very rare, but still those are just a few nether sounds. [FIXED IN 1.16.210.50] Oceans don't even have that kind of rare ambient "noises" [STILL RUNNING]
More info about all the abient sounds can be found here: https://minecraft.gamepedia.com/Ambience
On java edition: you can hear some ambient sounds when you are on caves, oceans or nether that make the game feel more alive. The cave sound for the overworld seem to have been added and finnaly fixed.
The ones that are under the "loop" category they must play all the time in the oceans and nether. Those sounds don't exist in the Bedrock. Neither the other ambient sounds (like additions, moods ect) for the oceans and the nether.
On bedrock edition:
There are some ambient sounds wich play at random very very rare, but still those are just a few nether sounds. [FIXED IN 1.16.210.50] Oceans don't even have that kind of rare ambient "noises" [STILL RUNNING]
More info about all the abient sounds can be found here: https://minecraft.gamepedia.com/Ambience
On java edition: you can hear some ambient sounds when you are on caves, oceans or nether that make the game feel more alive. The cave sound for the overworld seem to have been added and finnaly fixed.
The ones that are under the "loop" category they must play all the time in the oceans and nether. Those sounds don't exist in the Bedrock. Neither the other ambient sounds (like additions, moods ect) for the oceans and the nether.
On bedrock edition: On the nether you can only hear mood sounds! On water you don't hear any sounds at all! Not even the splash sound when submerging! Loop ambience and loop additions give a lot of caracter in the game and should be missing! (for devices with limited storange, you should be able to download the sounds from marketplace, like music discs).
More info about all the abient sounds can be found here: https://minecraft.gamepedia.com/Ambience
On java edition: you can hear some ambient sounds when you are on caves, oceans or nether that make the game feel more alive. The cave sound for the overworld seem to have been added and finnaly fixed.
The ones that are under the "loop" category they must play all the time in the oceans and nether. Those sounds don't exist in the Bedrock. Neither the other ambient sounds (like additions, moods ect) for the oceans and the nether.
On bedrock edition: On the nether you can only hear mood sounds! On water you don't hear any sounds at all! Not even the splash sound when submerging! Loop ambience and loop additions give a lot of caracter in the game and should be missing! (for devices with limited storange, you should be able to download the sounds from marketplace, like music discs). [nether aspect of the bug is fixed -> 1.16.210.53]
More info about all the abient sounds can be found here: https://minecraft.gamepedia.com/Ambience
On java edition: you can hear some ambient sounds when you are on caves, oceans or nether that make the game feel more alive. The cave sound for the overworld seem to have been added and finnaly fixed.
The ones that are under the "loop" category they must play all the time in the oceans and nether. Those sounds don't exist in the Bedrock. Neither the other ambient sounds (like additions, moods ect) for the oceans and the nether.
On bedrock edition:On the nether you can only hear mood sounds! On water you don't hear any sounds at all! Not even the splash sound when submerging! Loop ambience and loop additions give a lot of caracter in the game and should be missing! (for devices with limited storange, you should be able to download the sounds from marketplace, like music discs). [nether aspect of the bug is fixed -> 1.16.210.53]
More info about all the abient sounds can be found here: https://minecraft.gamepedia.com/Ambience
On java edition: you can hear some ambient sounds when you are on water/oceans or nether that make the game feel more alive.
The ones that are under the "loop" category they must play all the time in the oceans and nether. Those sounds don't exist for Bedrock. Neither the other ambient sounds like additions and moods exist for the nether and water.
On bedrock edition: On water you don't hear any ambient sounds at all. Not even mood sounds (like in caves or in "pre 1.16.210.51" nether).
On beta 1.16.210.51 most nether sounds where added (with 1.16.210.53 adding them for mobile as well) but it is still missing exactly 16 ambient sounds.
- Nether Wastes is missing 1 (mood5),
- Warped Forest is missing 10 (mood 5-9 and creak 1-5) and
- Basalt Deltas is missing 5 (ground 4 and active 1-4).
More info about all the abient sounds can be found here: https://minecraft.gamepedia.com/Ambience
Loop ambience soundsdon't playin the nether and waterAmbience sounds missing in the nether and water.
Striders dont spawn as common as they are supposed to. I haven't located more than 1 natural strider in a whole lava lake. I also found 4 in a lava collum / lava-fall.
Also when riding a strider, the strider will bump his giand head around, but you will stay stationary like you where in a minecart.
Striders dont spawn as common as they are supposed to. I haven't located more than 1 natural strider in a whole lava lake. I also found 4 in a lava collum / lava-fall.
Striders spawn very rarelyand annimation error
- summon a zombified piglin in a world made and loaded before 1.16
The zombified piglin looks like a pigman
The zombified piglin should have its own texture, which is similar to the piglin.
Zombified piglins appear as pigmans (old worlds)
Loot chests have always the smae loot when pickingLoot chests have always the same loot when picking
- find a loot chest from a random generated structure. Do not open it
- ctrl+middle click it so you get a "+DATA" chest
- place the DATA chest and open it
- open the naturally generated chests
you will see they have the same content despite the existance of the loot table
the chests should have diferent loot since the DATA chest carries the loottable's data and not the specific chest's loot. The loottable chests worked fine before this beta.
Edit: a lot of loot chests of any structure have emty chests. when picking an unoppened chest of that kind the loot on the DATA chest always randomizes.
you can tell if a loot chest is empty by clrt-picking it, placing 2-3 of them down and cheking them. if the loot ismdiferent, the naturally generated chest should be empty.
- find a loot chest from a random generated structure. Do not open it
- ctrl+middle click it so you get a "+DATA" chest
- place the DATA chest and open it
- open the naturally generated chests
you will see they have the same content despite the existance of the loot table
the chests should have diferent loot since the DATA chest carries the loottable's data and not the specific chest's loot. The loottable chests worked fine before this beta.
Edit: a lot of loot chests of any structure have emty chests. when picking an unoppened chest of that kind the loot on the DATA chest always randomizes.
you can tell if a loot chest is empty by clrt-picking it, placing 2-3 of them down and cheking them. if the loot ismdiferent, the naturally generated chest should be empty.
has been resolved!
I just left beta and the two Character Creator- made skins I had with the pancape and the foundairs cape dissapeared and now I don't only have to remake the skins but the cape menu doesn't appear and I can't re-equipt my capes.
Pictures:
Char. CReator skins and capes dissapear after leaving betaCharacter creator skins and capes dissapear after leaving beta
I just left beta and the two Character Creator- made skins I had with the pancape and the foundairs cape dissapeared and now I don't only have to remake the skins but the cape menu doesn't appear and I can't re-equipt my capes.
Pictures:
I just left beta and the two Character Creator- made skins I had with the pancape and the foundairs cape dissapeared and now I don't only have to remake the skins but the cape menu doesn't appear and I can't re-equipt my capes.
Picture 1: the skins as they apear on my PC without the beta
Picture 2: the skins as they apear on my mobile with the beta
I just left beta and the two Character Creator- made skins I had with the pancape and the foundairs cape dissapeared and now I don't only have to remake the skins but the cape menu doesn't appear and I can't re-equipt my capes.
Picture 1: the skins as they apear on my PC without the beta
Picture 2: the skins as they apear on my mobile with the beta
Edit: a tip shown when generating a world says that: "every purchase made in beta is true and will stay after leaving beta, but that's not the case with the pancape. It might be intendet (ONLY for the cape) but that has't happen to me in any other beta. I had the cape from beta 1.15.0.56 and never faced that problem after leaving beta .
When you are on an old world (created before 1.16) zombies don't pickup any item you drop to them. Only dispenced items goes to theyr inventory. (The zombies was spawned in 1.16, but the world was made in 1.14)
When you edit your character's appearence, sometimes the shown annimations (equipting bottom, footwear, back item or cape) with get stack on a phase where they only look as shown in the pictures.
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures 1 and 2)
The character should be standing upright (normal pose) after changin any item from the 4 categories above. (See picture 3)
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures
1and2)The character should be standing upright (normal pose) after changin any item from the 4 categories above. (See picture
3)
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures 2 and 3)
The character should be standing upright (normal pose) after changin any item from the 4 categories above. (See picture 1)
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures
2and3)The character should be standing upright (normal pose) after changin any item from the 4 categories above. (See picture
1)
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures 1 and 2)
The character should be standing upright (normal pose) after changin any item from the 4 categories above. (See picture 3)
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures 1 and 2)
The character should be standing upright (normal pose) after changin any item from the 4 categories above and the animation ends. (See picture 3)
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures 1 and 2)
The character should be standing upright (normal pose) after changin any item from the 4 categories above and the animation ends. (See picture 3)
(Edit: The report is legit and it describes the problem coreclty. I may upload a video in the attachements that desribes the issue even better. I don't think the "Resolved" and "Incomplete" are the correct tags as I updated the issue and It desribes the problem better.)
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures 1 and 2)
The character should be standing upright (normal pose) after changin any item from the 4 categories above and the animation ends. (See picture 3)
(Edit: The report is legit and it describes the problem coreclty. I may upload a video in the attachements that desribes the issue even better. I don't think the "Resolved" and "Incomplete" are the correct tags as I updated the issue and It desribes the problem better.)
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures 1 and 2)
The character should be standing upright (normal pose) after changin any item from the 4 categories above and the animation ends. (See picture 3)
Videos show the animations getting stuck to a unnatural pose while others do not. Only specific animations from specific menus get stuck ass seen.
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures 1 and 2)
The character should be standing upright (normal pose) after changin any item from the 4 categories above and the animation ends. (See picture 3)
Videos show the animations getting stuck to a unnatural pose while other animations do not. Only specific animations from specific menus get stuck ass seen.
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright.
(See pictures 1 and 2)The character should be standing upright (normal pose) after changin any item from the 4 categories above and the animation ends.
(See picture 3)
Videos show the animations getting stuck to a unnatural pose while other animations do not. Only specific animations from specific menus get stuck ass seen.
It appeares to be a bug when a particle is part colided with a wall, it flickers from its regular color to white. You can reproduce it by killing a mob next to a block (glass)(thats how I found the bug)
Achient debrish generates exposed to lava and fire
- locate a lava lake under a nether waste biome (doesn't work on other biomes due to the bug
MCPE-74607)- run a fill command that replaces near lava with air (/fill ~20 32 ~20 ~-20 18 ~-20 air 0 replace lava)
- look for debrish
soon after (it may take some fill comands) you will find deprish exposed to air (previous lava from the lake)
you shouldn't find debrish as the debrish should not be exposed to air or lava
About fire, its random if it generates since fire is less common than lava in lava lakes, but it happened once as you can see on the photo.
- locate a lava lake under a nether waste biome (doesn't work on other biomes due to the bug
MCPE-74607)- run a fill command that replaces near lava with air (/fill ~20 32 ~20 ~-20 18 ~-20 air 0 replace lava)
- look for debrish
soon after (it may take some fill comands) you will find deprish exposed to air (previous lava from the lake)
you shouldn't find debrish as the debrish should not be exposed to air or lava
About fire, its random if it generates since fire is less common than lava in lava lakes, but it happened once as you can see on the photo.
has been resolved!
Nether fog when entering nether is white in all biomes
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures 1 and 2)
The character should be standing upright (normal pose) after changin any item from the 4 categories above and the animation ends. (See picture 3)
Videos show the animations getting stuck to a unnatural pose while other animations do not. Only specific animations from specific menus get stuck ass seen.
This bug issues the same problem as
MCPE-79528but is slitely improved so its no longer marked as incomplete. Please keep this report as the main report for the bug if no other similar reports exist.
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures 1 and 2)
The character should be standing upright (normal pose) after changin any item from the 4 categories above and the animation ends. (See picture 3)
Videos show the animations getting stuck to a unnatural pose while other animations do not. Only specific animations from specific menus get stuck ass seen.
This bug issues the same problem as
MCPE-79528but is slitely improved so its no longer marked as incomplete. Please keep this report as the main report for the bug if no other similar reports exist, exept the prementioned one.
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck to a pose from the animation instead of standing upright. (See pictures 1 and 2)
The character should be standing upright (normal pose) after changin any item from the 4 categories above and the animation ends. (See picture 3)
Videos show the animations getting stuck to a unnatural pose while other animations do not. Only specific animations from specific menus get stuck as
sseen.This bug issues the same problem as
MCPE-79528but is slitely improved so its no longer marked as incomplete. Please keep this report as the main report for the bug if no other similar reports exist, exept the prementioned one.
- Enter the caracter creator
- Try editing the caracter by changing: Bottom (pants), Footwear (shoes), Back item (tail, wigns ect) or cape.
- Observe the animation that plays when you change any item from the above categories.
When the animation ends, the character will get stuck forever to an admiring pose instead of standing upright after a while. (See pictures 1 and 2)
Also the transition between the emote and the admiring position is very suddent. (See videos)
Finally the admiring position is missing from some emotes (top or outwhear) and is presented in wrong emotes (See videos)The character should be standing upright (normal pose) after some time.
The transition between the emote nad the admiring position should be smooth and more alive
The admiring position should be unique to some emotes and impluneted to some others.Videos show the animations getting stuck to a unnatural pose while other animations do not. Only specific animations from specific menus get stuck as seen.
This bug issues the same problem as
MCPE-79528but is slitely improved so its no longer marked as incomplete. Please keep this report as the main report for the bug if no other similar reports exist, exept the prementioned one.
When you try to generate a bee nest from a sapling with a flower next to it, the hive will always have no bees in it.
Steps to Reproduce:
place a sapling (oak or birch) next to a poppy (or any flower)- Bonemeal the sapling to grow
repeat the prosess until you get some trees with bee nestsObserved Results:
When the time is day and there is no rain, no bees will come out of any nestExpected Results:
Bee nests generated from a sapling can have 1-3 bees (From the official minecraft wiki)Notes: It might take some tryes to get a bee nest so be pacient and try again.
When you try to generate a bee nest from a sapling with a flower next to it, the hive will always have no bees in it.
Steps to Reproduce:
- Place a sapling (oak or birch) next to a poppy (or any flower)
- Bonemeal the sapling to grow
- Repeat the prosess until you get some trees with bee nests
Observed Results:
When the time is day and there is no rain, no bees will come out of any nestExpected Results:
Bee nests generated from a sapling can have 1-3 bees (From the official minecraft wiki)Notes: It might take some tryes to get a bee nest so be pacient and try again.
Sometimes whether is day or night, after returning from the nether, the lighting appears to fail, and blocks exept light sources appear dark even when they aren't supposed to.
Steps to Reproduce:
- Set spawn on the overworld
- Go to the nether (if you go for the first time, the bug have higher chances to appear)
- Stay a while in the nether so the overworld chunk unloads
- Return to overworld or die
You can also observe this at random times after sleeping or exploring new chunks on nether.
Observed Results:
Lighting fails to renderExpected Results:
Lighting should work fine after returning to the overworldScreenshots/Videos attached: Yes
Notes: This issue is to reopen the
MCPE-69037as it has's been fixed.
Lighting still fails to render very often (especially after returning from the nether)
I had a very fast horse for 3 days and we where like best friends (
). One moment, My game chrashed and when I joined back, my horse was missing and the only thing that was there was the lead knot. I was not ridding the horse and haven't interacted with him for the past day or so.
Steps to Reproduce:
- It happens at random when the game crashes
Observed Results:
When a crash occures in the game, a tamed hourse might dissapearExpected Results:
The hourse should dissapearScreenshots/Videos attached: Yes (One photo shows wher the horse was at last time interacted with it. Senond shouws the "cursed lead knot")
Notes: This is not the first time it happened. On the previous beta, another of my horsed desapeared while I was riding it and my game crashed.
My game chrashes mainly because of computer overheat so the crash has not to do with the beta (I guess).
- step on a soulsand valley (sim. distance to 6, hard difficulty)
- do /kill @e
- observe the ghasts, skeletons and enedermans
you will see that more endermans spawn than skeletons and ghasts
ghasts and skeletons should be spawing more than the enderman in the valleys
has been resolved!
Steps to Reproduce:
- Locate some natural spawned mobs on a realm
- leave the area by about 100+ blocks
- go back to the first area
Observed Results:
Every natural generated mobhasn't despawn andit isstill thereExpected Results:
The mobs should have despawned according to the new rules
Screenshots/Videos attached:1st picture is before travelling far, second is after returning.Notes: The mobs haven't been hurted, breeded or nametagged
Some mobs like creepers or endermans don't despawn on realms causing massive build-ups and occupying the mob cap
Steps to Reproduce:
- Locate some natural spawned mobs on a realm
- leave the area by about 100+ blocks
- go back to the first area
Observed Results:
Natural generated mobs like creepers didn't despawn and are still thereExpected Results:
The mobs should have despawned according to the new rulesScreenshots/Videos attached: Pictures show natturaly spawned creepers after executing the /tp @e[type=creeper] @s. Same applied to endermans.
Notes: The mobs haven't been hurted, breeded or nametagged
Mob despawning doesn'thappenon realmsMob despawning doesn't affect some mobs on realms
Striders are supposed to stride accross lava surface and not at the bottom of the lava lakes.
- Go above a lava lake
- Run the command /fill ~20 32 ~20 ~-20 16 ~-20 air 0 replace lava
- Repeat the step above in a few areas above lava lakes
You will see striders existing below the lava lakes and not in the surface, making striders look like spawing very very unfrequently.
Striders should spawn in lava surface and not below.
Photos and videos describe the issue better
Striders are supposed to stride accross lava surface and not at the bottom of the lava lakes.
Steps to Reproduce:
- Go above a lava lake
- Run the command /fill ~20 32 ~20 ~-20 16 ~-20 air 0 replace lava
- Repeat the step above in a few areas above lava lakes
Observed Results:
You will see striders existing/spawning below the lava lakes and not in the surface, making striders look like spawing very very unfrequently.Expected Results:
Striders should spawn in the lava surface and not in the lake's floor.Screenshots/Videos attached: Photos and videos describe the issue better
If you are in the water and you look at a glass wall which has air behind, youwillsee the water particles as it ws water. Its a minor bug, but I reportedit anyway.Standing on water will make the "underwater" particles appear like they are on places with air or glass
Steps to Reproduce:
- locate a sea on your world
- submerge to the Y=56 or below so you can start to see the particles
- create a glass cube or a sealed air cube
Observed Results:
The particles of the water appear like they are on the air/glass instead of only the surrounding waterExpected Results:
Particles shouldn't appear in such places and should stop rendering in non-water areas (like in java edition)
When you placing blocks with "a flow" and you pick up an item of the same type you place the placing stops and you can't continue placing. It is more noticable with planting crops on farmland. How to recreate: drop carrots on a line of farmland. get some carrots and start planting them without stop right-clicking. when picking up the carrots, the "placing flow" stops. Thats a very annoying bug so please fix it.
Steps to Reproduce:
- fill an area with farmland (a big one)
- throw carrots on top of the farmland
- fill you inventory with something else except one hotbar slot
- set your gamemode on survival
- plant the carrots you are picking up in the farmland by not letting the using-placing button
Observed Results:
some blocks will get skiped and not be filled with a carrot when you pick up a new one.Expected Results:
all the farmlands should have carrots and no "bald" spots should appear when you pick an item up.
Cats dont give you gifts on the morning, dont lay on you when sleeping and untamed cats rarely get near you when holding fish and standing still. I dont know if thats a parity missing or if they are coded this way, but i remember on older versions those things happened.
EDIT: I think its not longer happening...
Cats dont give you gifts on the morning, dont lay on you when sleeping and untamed cats rarely get near you when holding fish and standing still. I dont know if thats a parity missing or if they are coded this way, but i remember on older versions those things happened.
EDIT: I think its not longer happening...Cats dont give you gifts on the morning, dont lay on you when sleeping and untamed cats rarely get near you when holding fish and standing still. I dont know if thats a parity missing or if they are coded this way, but i remember on older versions those things happened.
has been resolved!
When you ligh up a creeper with a flint and steel and then teleport away (I did telepoer 1000 blocks away) you can still hear loudly the creeper explosion sound as it was produced 1 block from you.
Edit: This is no longer an issue from my observations
I have
seenthat you can't see nametags of any kind when you are on water or on lava.From the comments:
Steps to Reproduce:
- Join a
friend (or a stranger) on a world- Get them near you
- Have your eye level inside a liquid
Observed Results:
You cannot see their nametag regardless of whether they are sneaking or not.Expected Results:
Youcansee their nametag.I have noticed that you can't see nametags of any kind when you are on water or on lava.
Steps to Reproduce:
- Join a world with another player
- Get them to stand near you out of any liquid (water or lava) and start sneaking and unsneaking
- Have your eye level inside a liquid and try to look at them
Observed Results:
You cannot see their nametag regardless of whether they are sneaking or not.Expected Results:
You should be able to see their nametag.
- make a hole with a hight of 2-3 blocks AND a few blocks above that limit. See [4.] for better results
- save and quit. rejoin the world after you are in the menu
- check out where you appeared to be on the world
- (recommendation) make a vertical hole on the base of a tall mountain as described above for better observation.
you will see that you appear above that hole (maybe not directly where you left on the X and Z coordinated but near). on the top of the mountain if you use the 4. step
you sould appear back in, exaclty where you left , no matter what was the space you had above your head.
has been resolved!
I tried to add an addon on my realm wich adds more structures but when I try to generate new terrain in the realm (not generated in world creation that is) the structures don't generate!
Steps to Reproduce:
1. Download an add-on that adds structures or new ores in minecraft (I tried https://mcpedl.com/rocks-plus-addon/ )
2. Create a world with the add-on (activate experimental) and add the world to the realm
3. Make sure the realm has the add-on (behavior and resorces) as well
Observed Results:
The structures appear only in the terrain generated in the world creation and they dont generate on new terrain!
Expected Results:
The structures should generate in newly loaded terrain since the add-on is added to the realm




















































you should walk towards the monument until the map starts to fill with color. its not wrong, you haven't load it yet. turn your player so the white arrow faces the monument, then start walking in that direction. eventualy you will find it.
Try filling up the description as the "bee spawn bug" can't really specify the bug... who did this bug happened? What should we do to recreate it?
This happens all the time... i thought its a joke where you are like a zombie, but its clearly a bug and its annoying
upvote the original bug here
MCPE-58861I know that. My issue is that the elytras deactivte after taking off. To recreate this, stand on a tall pillar you built, walk off the pillar so you fall and press space when falling to activate the elytra. you will se after pressing space ONLY ONCE to activate them, they will deactivate after a second. The more frequent case of them deactivating is when you take of from ground. Pressing doble space and then rightclicking a rocket, feels like you take of but after you move up 10 blocks, you lose boost and fall back down. If thats because i press false space, then elytra takeoff is a feature that needs parity from java, since there elytras activate from the first space. If the game fails there, the solution now it to spam rockets and spaces until you take of. Please improve it or make it similar to java because its much harder on phones....
It happens a lot in multyplayer worlds and on realms. I know this might be lag, but it should be easyer to takeoof and fly because of that same thing. I don't know, It might be only me. I'll try to atach a video showing my srugle, maybe that will help!
Ok thanks. I'll try to separate my requests from the bugs i find...
I did... Still they are pretty rare and also soulsand valleys as biomes are rare
Antheny, that is when it happened to me!
Elizabeth, of cousre its the same.. its a bug that happens on all devises and worlds. Vote this report so it gets resolved quicker...
I believe the emote should be positioned with the head and not the body sinve thats's from where you look at another player. also the transition from regular to emote body is no smooth at all and its just a suddent change.
Golden helmet. the bug you mentioned as tracked is outdated.... Please update the version because it says it happens on 1.11 and 1.12 but it happens on 1.14 and 1.16 betas as well!
Edit the post so it says its on 1.16.0.60 as well because i noticed it in the newest beta as well
Edit the post so it says its on 1.16.0.60 as well because i noticed it in the newest beta as well
Edit the post so it says its on 1.16.0.60 as well because i noticed it in the newest beta as well
This cape appeared for some Bedrock players in character creator cape page.
It can be equipped via the cape select screen on Bedrock Edition beta versions. When an elytra is worn with the cape, it is not visible.
This cape was a placeholder available only in beta versons. (FROM THE ORIGINAL MINECRAFT WIKI)
yeah i guess you are right.... I didn't understand the term "actionbar". Sorry for bothering
I am using a texture pack form 1.16 but with the same texture packs on a 1.16 world the zombified piglins look allright.
If you are talking about the ravanger launcher that mumbo jumbo showed on his video, you need a shield
The record works for me.... But i play on window 10. Try the other discs and if none of them plays, update the issue with "all the other discs play as normal"
That's how it is supposed to be... Its a dead horse.. Read the wiki ! https://minecraft.gamepedia.com/Skeleton_Horse
The igloo its considered a temple. Derert temple, jungle temple, which hut and igloo are all under the temple locate command. That's a parity request, not a command related bug.
If your friend has op you should turn off "commandblockoutput" as well.
shattered savanna is better with the vibrant green... it feels more shattered (because of the bug, bad pun)! No problem if it gets fixed since its a bug, but I think that its better with the saturated green.
thats exacly what resistance is supposed to do... make any mob and player more resistant up to "immortal" with every level increase. try giving yourself strength 5 or higher or do the /effect @e[type:!player] clear
try using mcpe toolchest to convert from java to bedrock. But i think you will see bugs as java nd bedrock are quiet diferent. also hermitcraft worlds are about 2GB and a mobile cna't afford all that.
I can't see anything on the video you attached... The quallity is very bad.
ad then tag java-parity than the tags mob, horse then
Actually, if it shakes when you die (like on java) the after-death screen will become jittery (like java again) and that was a bug that has been fixed my making death to not shake!
Some servers work in beta. depends on the server if it will allow you to join it.
Yes the beta background its supposed to be gray. It can swich to a nether background at any time, but thats not always happened
If you play on android, you can leave beta from playstore just as you did join. But you have to delete and reinstall minecraft so I recomend: Go in every world's settings and export them so you can get them back after you delete minecraft.
Finally. This is a bug tracking site, not a "help" site. Consider joining minecraft's discord server! People can help you there!
If you set the particles to minimal over to java, that's why they look diferent.
Well... the bug I saw its that a 1.16 iron farm on bedrock that uses 1.14 spawned villagers, won't work.
The zombies are newly spawndet but the world was created in 1.14
I tried it. It works with the same resorce packs on 1.16 unless the world you testing it was made in 1.14 (that was is case)
the farm is ment to work in 1.16 but it was created in 1.14 . The farm is right, the thing is that since its made in 1.14 world with 1.14 villagers it does not work (not sure if thats the reason, its just an assumption)
Not really.... I saw the percentage to be near 5% but i spawned 30 zombies and all picked up the items. If you say the percentage works only on anttural zombies, then I can confurm that the 1.16 zombie on my 1.14 world was also spawned by creative.
@[Helper] rqbby I think the report says everything about the bug.... THe pictures are perfect examples of the bug. If you want me to edit it, please mark it as awaiting responce.
All of the zombies I spawned had the abillity to do that. Does difficulty play any role? I had it on Hard.
I think is a very specific block that pillagers spawn in and that block has a Y value so if you rised the floor or removed it it won't spawn there. Shearch for raid farm tutorials to see a solution to the problem
OMG. Silent replied to my report. Im a big fan of your bugrock episodes. About this bug, thanks for the screenshots.
This is a bug report site. you should only report bugs. If you want to ask for something to be tweaked go to the feedback site... The tooltip (thats what the "annoying box" called) is intendet and its not a bug.
Thats the correct way of fungus to generate. Wiki article : "Applying bone meal to nylium causes fungi to appear nearby, similar to flowers on grass blocks. While fungi of both types do generate this way, they are more likely to be the same type as the nylium."^^
Please mark this issue as "Work as intendet"
I believe the bug is that he gets stack in the position forever. I understood the thing that he admires the new item but with 2 eseptions. 1. He does admire it forever without blinking or doing anything else other than standing still. 2. The transition between the animation and the "admiring pose is very quic and suddent. Its like a bug. Also the admiring position doen't always mach the emote before that.
Update: Nyliums, basalt/blackstone and soulsoil/soulsand generate on nether sealing under the bedrock
I believe I saw in the changelog, that on java, debris can't be xposed to air and lava. Im 100% about the air generation but not so sure about lava. I heard about it in 2-3 videos. If im mistaken the just edit out lava. But fire it might become a problem. athought rare, it can still be abbused in some way.
@Mega_Spud If I constanly have to get items directly to my inventory, I have to press shift. And when I wanna get items from two diferent tabs, it's kind of annoying to have ro leave the shift just for a split second. In addition somethimes the tabs get stuck after leaving shift.
There is no way as for now, you can build below y=0. Load a regular wolrd to dig, or build starting upwards. You can use the /fill command for terraforming
I was able to craft the banner BUT via the crafting table !!! Thats a wasted apple
@[Mod] IonicEcko I don't only loose the capes (That I dod not loose after leaving betas before 1.16.0.63) I loose my skins.... I installed the beta to my phone with the smae account i have on my pc (pc runs on the hotfix) just to test the skins and still nothing.... I had to recreate all of them...
I can sonfurm that it happens a lot more frequent with unbreaking than not. Without the enchantement it fails about every 80-100 take-offs but with unbreaking it fails every 2nd - 3rd try.
@[Mod] Jarl-Penguin Yes, Im on a realm
@Mike Furniss It's a bug that happens to also be a parity diference... Its not the way the game intended to generate the gold ore and thats why its a bug.... go play some minecraft and then come to say whats a request and whats a bug
@IonicEcko My apologies... I made a mistake and didn't look carefully throught my realm's add-ons. I have add-ons which prevends creeper and enderman griefing and are out-dated. aparently they messed up they despawning. Im very sorry for wasting time to the mods
. You can mark as invalid
What happens acctualy is that the fog blends the two diferent biome collors when you moving closer to biome border and changing biomes... On java thats prety ovbious if you move on block at a time or if you stop between two biomes.... On bedrock tho, due to diferent colors of the fog (compared to java) and the speed that this blend-change happens it seems like the fog just change instead of blend, very very slowly.
I think I discussed this with another mod and I told him yes. I did use some outaded add-ons and he marked the issue as invalid. so yeah i DID use behavior packs
The reason is because adding those sound will make the download "heavier" on some devices and mojang considers that putting those sounds is useless... Well, they add a lot to the experience and they shouldn't be sacrificed. Perhaps and idea is to exist like the music discs did before... optional download on mobile devices via the marketplace (they will be free to download of cource). On consoles and Win10 they should be there by default... That might not sound like parity for the edition but its the best so some of us who want them can have them. That's similar to the more sound settings in java.... If mojang things thats unfair since not all of us can have the same, just think of the marketplace music download option duh.
@Gabriel The nether sound have been fixed in 1.16.210 betas but yes, the ocean sounds are still missing!
I experience this bug a lot and I got so used to it that i exploit it by going in 1 block high places (it is painfull though). I also came to the conclusion that if you reactivate your elytra or leave the chunk youre in when this happens the bug goes away most of the times. I belive bug is the reverce of
MCPE-31896, were the hitbox doesnt change when flying or swimming to the corect 1 block high hitbox. Instead it changes after you stop swimming and flying and under conditions like coliding with walls.try flying up to the sky irl... you wont hear any rain because its not colliding with the ground thus it cant be heard. Its only logical that this is intended
I suggest adding all the previous versions that this happened, removing android from the platforms since its universal and making the description a litle more formal like:
[Briefly describe the bug here]
Steps to Reproduce:
Observed Results:
[Describe what happens]
Expected Results:
[Describe what should happen]
Screenshots/Videos attached: [please attach an image or short video]
Notes:
Reverting it back to 4 is the best solution for now I think... I belive that the sim distance should be per-realm and that the owner should be the one to set it.. sim10 happened to bee too much for all realms to have and the lag was unberable... But if people are able to tweak it most will go with sim4 or 6... So the few realms that have sim10 will have less lag! If still sim10 is too large to load on cloud, would sim8 be a better "max realm sim distance"? Maybe.. But a bigger sim distance is something we asked for long and the effort should't be scrapped!
You can reproduce this easily by drinking invisibility.. the ghast's range of site will be reduced and you wont have to rush out of range