[Mod] LateLag
- LateLag
- kkoh4cker
- Etc/GMT+3
- Yes
- No
The game crashes when I move a block next to water using a piston/sticky piston. Here's an image showing how you can test it (also works with flowing water)Sorry, nevermind. It happens WHENEVER I move a block using a piston, not only when it's next to water, which has already been reported by another user.
[Fixed] Tridents are positioned weirdly in the player's hand
[Fixed in 1.13] Tridents are positioned weirdly in the player's hand
It only shows the head for EVERY entity besides t
ile entities and the trident.I use a Samsung Galaxy J5 2016.
(It occurs in 1.6.0.1, but there wasn't an option avaiable)
It only shows the head for EVERY entity besides the trident and some things like paintings and item frames.
I use a Samsung Galaxy J5 2016.
It only shows the head for
EVERYentity besides the trident and some things like paintings and item frames.I use a Samsung Galaxy J5 2016.
It only shows the head for every entity model besides the trident and some things like paintings and item frames.
I use a Samsung Galaxy J5 2016.
All entities like players and mobs arepartialy invisibleAlmost every entity is partially invisible
Almost every mob and entity is partially invisibleEvery mob and entity is partially invisible
It only shows the head for every entity model besides the trident and some things like paintings and item frames.I use a Samsung Galaxy J5 2016.
For those who are still affected after the 1.6.0.30 Beta Update:Please comment your device information that is displayed at the top of the screen in the game. Please give the device model and GPU model.
This got fixed in my device, but I realized that some people are still having this issue. Please leave your device information in the comments below.
For those who are still affected after the 1.6.0.30 Beta Update:Please comment your device information that is displayed at the top of the screen in the game. Please give the device model and GPU model.
The chicken wings should have a smooth animation, but they
teleport instead. It looks like I'm lagging.The chicken wings should have a smooth animation, but they seem to have only 3 frames. It looks like I'm lagging.
The chicken wings should have a smooth animation, but they seem to have only 3 frames. It looks like I'm lagging.
Affects parrots and shulkers (when opening the shell to attack) as well.
The chicken wings should have a smooth animation, but they seem to have only 3 frames. It looks like I'm lagging.
Affects parrots and shulkers (when opening the shell to attack) as well.Some of the mob animations have a low framerate, which results in them looking really clunky. It doesn't look like their limbs are moving, it looks like they're teleporting.
I've noticed that it affects these mobs:
-Chicken (Flapping wings)
-Parrot (Flapping wings)
-Shulker (Opening/Closing shell)Probably has something to do with keyframes turning into regular frames instead.
Chicken flapping animation is clunkySome mob animations have a low framerate
Some of the mob animations
have a low framerate, which results in them looking really clunky. It doesn't look like their limbs are moving, it looks like they're teleporting.
I've noticed that it affects these mobs:-Chicken (Flapping wings)
-Parrot (Flapping wings)
-Shulker (Opening/Closing shell)Probably has something to do with keyframes turning into regular frames instead.
Some of the mob animations are broken, as keyframes are being used as regular frames instead.
Affected mobs (may be incomplete):
-Chicken (Flapping wings)
-Parrot (Flapping wings)
-Shulker (Opening/Closing shell)
Some of the mob animations are broken
, as keyframes are being used as regular frames instead.Affected mobs (may be incomplete):
-Chicken (Flapping wings)
-Parrot (Flapping wings)
-Shulker (Opening/Closing shell)Some of the mob animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
-Chicken (Flapping wings);
-Parrot (Flapping wings).
-Shulker (Opening/Closing shell).
Some of the mob animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
-Chicken (Flapping wings);
-Parrot (Flapping wings).
-Shulker (Opening/Closing shell).Some of the mob animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
- Panda (Rolling);
- Parrot (Every animation);
- Piglin (Dancing);
- Shulker (Opening/closing shell);
- Squid/Glow Squid (Tentacles);
Notes: Most of these issues started when their animations were made data driven.
Some of the mob animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
Panda (Rolling);- Pa
rrot (Every animation);- P
iglin (Dancing);Shulker (Opening/closing shell);- S
quid/Glow Squid (Tentacles);Notes: Most of these issues started when their animations were made data driven.
Some of the mob animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
- Fox (Pouncing)
- Panda (Rolling);
- Parrot (Every animation);
- Piglin (Dancing);
- Shulker (Opening/closing shell);
- Squid/Glow Squid (Tentacles);
Notes: Most of these issues started when their animations were made data driven.
Some of the
mobanimations are broken. The queries aren't providing a smooth flow, causing choppy animations.Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
- Fox (Pouncing)
- Panda (Rolling);
- Parrot (Every animation);
- Piglin (Dancing);
- Shulker (Opening/closing shell);
- Squid/Glow Squid (Tentacles);
Notes: Most of these issues started when their animations were made data driven.
Some of the entity animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
- Fox (Pouncing)
- Panda (Rolling);
- Parrot (Every animation);
- Piglin (Dancing);
- Shulker (Opening/closing shell);
- Squid/Glow Squid (Tentacles);
- 2D projectiles (Following the camera movement)
Notes: Most of these issues started when their animations were made data driven.
Some of the entity animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
- Fox (Pouncing)
- Panda (Rolling);
- Parrot (Every animation);
- Piglin (Dancing);
- Shulker (Opening/closing shell);
- Squid/Glow Squid (Tentacles);
- 2D projectiles (Following the camera
movement)Notes: Most of these issues started when their animations were made data driven.
Some of the entity animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
- Fox (Pouncing)
- Panda (Rolling);
- Parrot (Every animation);
- Piglin (Dancing);
- Shulker (Opening/closing shell);
- Squid/Glow Squid (Tentacles);
- 2D projectiles (Following the camera rotation)
Notes: Most of these issues started when their animations were made data driven.
Some of the entity animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
- Fox (Pouncing)
- Panda (Rolling);
- Parrot (Every animation);
- Piglin (Dancing);
- Shulker (Opening/closing shell);
- Squid/Glow Squid (
Tentacles);- 2D projectiles (Following the camera rotation)
Notes: Most of these issues started when their animations were made data driven.
Some of the entity animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
- Fox (Pouncing)
- Panda (Rolling);
- Parrot (Every animation);
- Piglin (Dancing);
- Shulker (Opening/closing shell);
- Squid/Glow Squid (Every animation);
- 2D projectiles (Following the camera rotation)
Notes: Most of these issues started when their animations were made data driven.
Some of the entity animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
- Fox (Pouncing)
- Panda (Rolling);
- Parrot (Every animation except dancing);
- Piglin (Dancing);
- Shulker (Opening/closing shell);
- Squid/Glow Squid (Every animation);
- 2D projectiles (Following the camera rotation)
Notes: Most of these issues started when their animations were made data driven.
Some of the entity animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
- Fox (Pouncing)
- Panda (Rolling);
- Parrot (
Every animation except dancing);- Piglin (Dancing);
- Shulker (Opening/closing shell);
- Squid/Glow Squid (Every animation);
- 2D projectiles (Following the camera rotation)
Notes: Most of these issues started when their animations were made data driven.
Some of the entity animations are broken. The queries aren't providing a smooth flow, causing choppy animations.
Affected mobs (may be incomplete):
- Chicken (Wings);
- Ender Dragon (Every animation);
- Fox (Pouncing)
- Panda (Rolling);
- Parrot (Wings);
- Piglin (Dancing);
- Shulker (Opening/closing shell);
- Squid/Glow Squid (Every animation);
- 2D projectiles (Following the camera rotation)
Notes: Most of these issues started when their animations were made data driven.
The shield looks normal in the first person view and in the main hand. However, in the offhand (in third person view) it is upside down. See attached images, compare both pictures.
Offhand Shield in third person view is upside down
[Reopened] Offhand Shield in third person view is upside down
[Reopened]Offhand Shield in third person view is upside down
The Night Vision effect given by Confuit Power affects the playeranywhereThe Night Vision effect given by Confuit Power affects the player even when they're not underwater
The Conduit Power effects gives the player night vision, haste and water breathing. However, these should only affect the player underwater
. The night vision effect affects the player even when they are outside of the water.The Conduit Power effects gives the player night vision, haste and water breathing. However, these should only affect the player underwater, while on Bedrock, they work even when the player isn't.
The Night Vision effect given byConfuit Power affects the player even when they're not underwater
This has been fixed in 1.5. When you get the update, it will be fixed.
The latest 1.11.0.1 Beta added the functionality of climbing ladders and vines using the jump button, but doing so is actually faster than moving forward. The player climbs them a
tscaffolding speed, which is a bit faster.The latest 1.11.0.1 Beta added the functionality of climbing ladders and vines using the jump button, but doing so is actually faster than moving forward. The player climbs them a bit faster than scaffolding speed.
Climbing ladders/vinesusing the jump button is faster than moving forwardClimbing ladders/vines is faster than climbing scaffolding
Original
Climbing ladders/vines using the jump button is faster than moving forward
The latest 1.11.0.1 Beta added the functionality of climbing ladders and vines using the jump button, but doing so is actually faster than moving forward. The player climbs them a bit faster than scaffolding speed.
Original
Climbing ladders/vines using the jump button is faster than moving forward
The
latest 1.11.0.1 Beta added the functionality of climbing ladders and vines using the jump button, but doing so is actually faster than moving forward. The player climbs them a bit faster than scaffolding speed.Original title/description:
Climbing ladders/vines using the jump button is faster than moving forward
The latest 1.11.0.1 Beta added the functionality of climbing ladders and vines using the jump button, but doing so is actually faster than moving forward. The player climbs them a bit faster than scaffolding speed.
Current issue:
The climbing speed for moving forward has been increased to match the climbing speed for pressing jump, which isn't correct. It should've been the opposite.
Original
title/description:Climbing ladders/vines using the jump button is faster than moving forward
The latest 1.11.0.1 Beta added the functionality of climbing ladders and vines using the jump button, but doing so is actually faster than moving forward. The player climbs them a bit faster than scaffolding speed.
Current issue:
The climbing speed for moving forward has been increased to match the climbing speed for pressing jump, which isn't correct. It should've been the opposite.
Original summary/description:
Climbing ladders/vines using the jump button is faster than moving forward
The latest 1.11.0.1 Beta added the functionality of climbing ladders and vines using the jump button, but doing so is actually faster than moving forward. The player climbs them a bit faster than scaffolding speed.
Current issue:
The climbing speed for moving forward has been increased to match the climbing speed for pressing jump, which isn't correct. It should've been the opposite.
Steps to reproduce (on mobile)
- Have a pillager/ravager spawn egg in your inventory;
- Touch it and move to another slot
Steps to reproduce (on Windows 10)
- Have a pillager/ravager spawn egg in your inventory
- Open the full inventory and shift-click the spawn egg
What should happen:
The egg stays the same color all the time.What actually happens:
The egg displays a brown texture without any dots while it's being moved.Notes:
From: DrownedZombie
ravager.entity.json
"geometry": { "default": "geometry.ravager" }, "render_controllers": [ "controller.render.ravager" ], "spawn_egg": { "base_color": "#757470", "overlay_color": "#5b5049"vindicator.entity.json
"geometry": { "default": "geometry.vindicator.v1.8" }, "spawn_egg": { "texture": "spawn_egg", "texture_index": 39Steps to reproduce (on mobile)
- Have a pillager/ravager spawn egg in your inventory;
- Touch it and move to another slot
Steps to reproduce (on Windows 10)
- Have a pillager/ravager spawn egg in your inventory
- Open the full inventory and shift-click the spawn egg
Expected Results:
The egg stays the same color all the time.Observed Results:
The egg displays a brown texture without any dots while it's being moved.Notes:
From: DrownedZombie
ravager.entity.json
"geometry": { "default": "geometry.ravager" }, "render_controllers": [ "controller.render.ravager" ], "spawn_egg": { "base_color": "#757470", "overlay_color": "#5b5049"vindicator.entity.json
"geometry": { "default": "geometry.vindicator.v1.8" }, "spawn_egg": { "texture": "spawn_egg", "texture_index": 39
[Fixed in 1.13] Moving Pillager and Ravager Spawn eggs from a slot to another displays a different color
Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-Compound Creator: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Cauldron: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Composter: Doesn'temit light, should be shaded (Both in the inventory and in the world);
-All mob skulls: Doesn't emit light, should be shaded (Inventory only);
-Conduit: Emits light. It shouldn't be shaded (World only);
-Item Frame: Doesn't emit light. Should be shaded (World only);-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.
Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-Compound Creator: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Cauldron: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Composter: Doesn emit light, should be shaded (Both in the inventory and in the world);
-All mob skulls: Don't emit light, should be shaded (Inventory only);
-Conduit: Emits light. It shouldn't be shaded (World only);
-Item Frame: Doesn't emit light. Should be shaded (World only);-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.
Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-Compound Creator: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Cauldron: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Composter: Doesn emit light, should be shaded (Both in the inventory and in the world);
-All mob skulls: Don't emit light, should be shaded (Inventory only);
-Conduit: Emits light. It shouldn't be shaded (World only);
-Item Frame: Doesn't emit light. Should be shaded (World only);
-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-Compound Creator: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Cauldron: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-All mob skulls: Don't emit light, should be shaded (Inventory only);
-Conduit: Emits light. It shouldn't be shaded (World only);
-Item Frame: Doesn't emit light. Should be shaded (World only);-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.
An update: The developers fixed the composter, maybe the same thing could be done for cauldrons and compound creators? They seemed to have similar issues.
Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-Compound Creator: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Cauldron: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-All mob skulls: Don't emit light, should be shaded (Inventory only);
-Conduit: Emits light. It shouldn't be shaded (World only);
-Item Frame: Doesn't emit light. Should be shaded (World only);-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.
An update: The developers fixed the composter, maybe the same thing could be done for cauldrons and compound creators? They seemed to have similar issues.
Some blocks are missing theirshadingsSome blocks are missing their lighting
Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-Compound Creator: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Cauldron: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-All mob skulls: Don't emit light, should be shaded (Inventory only);
-Conduit: Emits light. It shouldn't be shaded (World only);
-Item Frame: Doesn't emit light. Should be shaded (World only);
-Shield: Doesn't emit light (but is bright when dropped). Should be shaded (Both in the inventory and dropped), held shield works properly;-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.
An update: The developers fixed the composter, maybe the same thing could be done for cauldrons and compound creators? They seemed to have similar issues.
Some blocks are missing theirlightingSome blocks are missing their shading
Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-Compound Creator: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Cauldron: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-All mob skulls: Don't emit light, should be shaded (Inventory only);
-Conduit: Emits light. It shouldn't be shaded (World only);
-Item Frame: Doesn't emit light. Should be shaded (World only);
-Shield: Doesn't emit light (but is bright when dropped). Should be shaded (Both in the inventory and dropped), held shield works properly;-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.
An update: The developers fixed the composter, maybe the same thing could be done for cauldrons and compound creators? They seemed to have similar issues.Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-Compound Creator: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Cauldron: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-All mob skulls: Don't emit light, should be shaded (Inventory only);
-Conduit: Emits light. It shouldn't be shaded (World only);
-Item Frame: Doesn't emit light. Should be shaded (World only);-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.
Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-Compound Creator: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-Cauldron: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-All mob skulls: Don't emit light,should be shaded (Inventoryonly);
-Conduit: Emitslight.It shouldn'tbe shaded (World only);
-Item Frame: Doesn't emit light. Should be shaded (World only);-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.
Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-Compound Creator: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-All mob skulls: Don't emit light, should be shaded (Inventory only);
-Conduit: Emits light. It shouldn't be shaded (World only);
-Item Frame: Doesn't emit light. Should be shaded (World only);-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.
Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-
Compound Creator: Doesn't emit light, should be shaded (Both in the inventory and in the world);
-All mob skulls: Don't emit light,should be shaded (Inventoryonly);
-Conduit: Emits light. It shouldn't be shaded (World only);
-Item Frame: Doesn't emit light. Should be shaded (World only);-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.
Every block that doesn't emit light must be shaded, but some aren't. Here is a list of every block that should or shouldn't be shaded, and where it needs work:
-All mob skulls: Don't emit light, should be shaded (Inventory only);
-Conduit: Emits light. It shouldn't be shaded (World only);-Dragon Egg: It's a strange one. Doesn't emit light, it isn't shaded in the inventory and is bright when held or dropped, just like other blocks and items that emit light. I genuinely don't know what is right or wrong about this item.
relates to
Ringing a bell plays it's animation to the wrong direction
[WAI] New villagers generate insane overhangs
[Fixed] Loom plays output sound even when there is no output
This is not a bug.
The End Crystal model should have two glass cubes surrounding the core, but recently, one of them was remove
ed.
Seems to be fixed in 1.11.0.3 beta.
The new
plainsvillage generate fishing cottages, which contain fences that should be waterlogged. However, they don't generate with water.The new villages generate fishing cottages, which contain fences that should be waterlogged. However, they don't generate with water.
[Fixed] Fences inside of fishing cottage don't generate waterlogged
This also causes the clouds to not give effects to any entity.
[Fixed in 1.13] Lingering potion particles don't disappear
Acacia and Dark Oak Leaves are treatedasthe same blockAcacia and Dark Oak Leaves are treated like the same block
Steps to reproduce (You can swap the leaves, it'll work the same way):
- Place Dark Oak Leaves on the ground
- Remove it from the inventory
- Pick Acacia Leaves and put it somewhere in your inventory (not in your hand)
- Pickblock the previously placed block
What should happen:
The dark oak leaves are properly picked as any other block.What atually happens:
The acacia leaves are put in your hand and the name "Dark Oak Leaves" is displayed above.Steps to reproduce (You can swap the leaves, it'll work the same way):
- Place Dark Oak Leaves on the ground
- Remove it from the inventory
- Pick Acacia Leaves and put it somewhere in your inventory (not in your hand)
- Pickblock the previously placed block
What should happen:
The dark oak leaves are properly picked as any other block.What atually happens:
The acacia leaves are put in your hand and the name "Dark Oak Leaves" is displayed above.
[Kinda resolved, since Java Edition 1.14.3 added this functionality back] Players can still repair and disenchant items through the inventory
[Kinda resolved, since Java Edition 1.14.3 added this functionality back]Players can still repair and disenchant items through the inventory
The problem is that this functionality literally shouldn't be there, that's why the grindstone has been added.
[Fixed] Sleeping Villagers Offset
Holding a stonecutterand campfirewith fancy graphics disabled displays a gray texture around the blade
Steps to reproduce:
- Disable Fancy Graphics;
- Pick a Stonecutter
/campfireand put it in your hotbar;- Hold it.
What should happen:
The stonecutter/campfireshows the correct animationWhat actually happens:
There is a gray/orangetexture around the blade.Steps to reproduce:
- Disable Fancy Graphics;
- Pick a Stonecutter and put it in your hotbar;
- Hold it.
What should happen:
The stonecutter shows the correct animationWhat actually happens:
There is a gray texture around the blade.
[Fixed in 1.13] Holding a stonecutter with fancy graphics disabled displays a gray texture around the blade
This happens because of a bug with Random Tick Speed. See
MCPE-41225.
The Loom textures are broken since snapshot 19w12a. Even though the model got fixed, the textures broke:
-The top texture is
rotated tothe wrongside;
-The bottom texture is the same as the top one.The Loom textures are broken since snapshot 19w12a. Even though the model got fixed, the textures broke:
-The top texture is facing the wrong direction;
-The bottom texture is the same as the top one.
The new potion textures have brighter colors, which causes them to not match the particles. This can be fixed by either making the particles brighter or making the potions
brighter.The new potion textures have brighter colors, which causes them to not match the particles. This can be fixed by either making the particles brighter or making the potions darker.
It shou
dldn't be classified as a chest, since it really isn't one.
[Fixed] Barrel is classified as a chest in the Creative inventory
Player hitboxis too smallPlayer hitbox doesn't match the model
Steps to reproduce:
- Place anything a
s a ceiling(Lily pads are more noticeable);- Fly (or jump)
in a way that youhit your head.Observed results:
The playerwill clipabout 3 pixels,lily padsevendisplayslower thanthe player'sline of sight.Steps to Reproduce:
- Place anything above you (Lily pads are more noticeable, you'll need to be underwater);
- Fly (or jump) and hit your head.
Observed results:
Your head will clip through the ceiling, and lily pads are displayed lower than your line of sight.
Steps to reproduce:
- Set the gamemode do survival;
- Start mining the composter
Expected results:
The breaking animation matches the composter model.Observed results:
The breaking animation is displayed as if the composter was a full block.Steps to reproduce:
- Set the gamemode do survival;
- Start mining the composter
Expected results:
The breaking animation matches the composter model.Observed results:
The breaking animation is displayed as if the composter was a full block.
@David P. Howard you were aware of the risk when joining the beta program, stop whining.
Just confirmed. Nether wart doesn't get used and the awkward potion isn't made.
Breaking stairshave a weird illuminationBreaking stairs and hoppens displays the block darker in some spots
The bug
A few blocks are darkened while they're being broken in survival mode. This can affect a single face, a single element, or even the full model.
Steps to Reproduce
- Place or find any blocks from the list below
- Ensure the conditions are met (if there are any)
- In survival mode, start breaking the block
Affected block Condition(s) Affected element(s) All trapdoors Must be open and
Facing north or southTop and bottom faces Enchanting table Any Book Lightning rod Any Entire model Both pistons If extended, it only
occurs when breaking
the main blockPiston arm Cocoa pod Any Stem Observed Results:
Certain elements are darkened.Expected Results:
The model remains consistently lit.Screenshots/Videos attached: Yes
Notes:
Original Description:
When I'm breaking stairs in the new version, it shows a weird illumination, look at the image:
(It says 1.2.20.2, but the latest beta 1.5.0.0 isn't avaiable to select)
Breakingstairs and hoppers displays the blockdarker in some spotsBreaking certain blocks will darken some spots in their models
The bug
A few blocks are darkened while they're being broken in survival mode. This can affect a single face, a single element, or even the full model.
Steps to Reproduce
- Place or find any blocks from the list below
- Ensure the conditions are met (if there are any)
- In survival mode, start breaking the block
Affected block Condition(s) Affected element(s) All trapdoors Must be open and
Facing north or southTop and bottom faces Enchanting table Any Book Lightning rod Any Entire model Both pistons If extended, it only
occurs when breaking
the main blockPiston arm Cocoa pod Any Stem Observed Results:
Certain elements are darkened.Expected Results:
The model remains consistently lit.Screenshots/Videos attached: Yes
Notes:
Original Description:
When I'm breaking stairs in the new version, it shows a weird illumination, look at the image:
(It says 1.2.20.2, but the latest beta 1.5.0.0 isn't avaiable to select)
The bug
A few blocks are darkened while they're being broken in survival mode. This can affect a single face, a single element, or even the full model.
Steps to Reproduce
- Place or find any blocks from the list below
- Ensure the conditions are met (if there are any)
- In survival mode, start breaking the block
Affected block Condition(s) Affected element(s) All trapdoors Must be open and
Facing north or southTop and bottom faces Enchanting table Any Book Lightning rod Any Entire model Hopper Any Bottom cubes Both pistons If extended, it only
occurs when breaking
the main blockPiston arm Cocoa pod Any Stem Observed Results:
Certain elements are darkened.Expected Results:
The model remains consistently lit.Screenshots/Videos attached: Yes
Notes:
Original Description:
When I'm breaking stairs in the new version, it shows a weird illumination, look at the image:
(It says 1.2.20.2, but the latest beta 1.5.0.0 isn't avaiable to select)
I made a resource pack that fixes this and other issues:
http://www.mediafire.com/file/jrjy6k61jbl72yy/FixedVanilla.mcpack/file
Steps to reproduce:
- Place iron bars on the ground;
- Surround it with more iron bars in all four sides.
Observed results:
The middle bit turns invisible, resulting in a big gap that shouldn't be there.Expected results:
The middle bit stays the same.
Extra:
This is probably caused by the feature that does the exact same thing to glass panes (which is intended behavior), however, it shouldn't do that since it isn't a 3D model, but actually flat textures.
[Fixed in 1.13] Some pixels in the middle of the iron bars turn invisible when surrounded
[Fixed] Tamed Tuxedo Cats still use their old textures
I think that the book thing is intentional, if you look at Java Edition you'll notice that it behaves the same way.
relates to
Here is a list of every UI item outline that needs to be updated (may be incomplete):
-Enchantment Table - Lapis Lazuli outline;
-Brewing Stand - Potion outline;
-Horse - Horse Armor outline (already covered here:MCPE-43234).
-Player armor - Helmet and chestplate, already covered here: MCPE-44592.See attached images for comparison.
Notes: A fix was attempted, but the new textures are unused (see MCPE-151909)
Here is a list of every UI item outline that needs to be updated (may be incomplete):
-Enchantment Table - Lapis Lazuli outline;
-Brewing Stand - Potion outline;
-Horse - Horse Armor outline (already covered here:MCPE-43234).
-Player armor - Helmet and chestplate, already covered here: MCPE-44592.See attached images for comparison.
Notes: A fix was attempted, but the new textures are unused (see MCPE-151909)
Here is a list of every UI item outline that needs to be updated (may be incomplete):
- Enchantment Table - Lapis Lazuli outline;
- Brewing Stand - Potion outline;
Horse - Horse Armor outline(MCPE-43234). Fixed in 1.17.0- Player armor - Helmet and chestplate (MCPE-44592)
See attached images for comparison.
Notes: A fix was attempted, but the new textures are unused (see MCPE-151909)
Here is a list of every UI item outline that needs to be updated (may be incomplete):
- Enchantment Table - Lapis Lazuli outline;
- Brewing Stand - Potion outline;
Horse - Horse Armor outline(MCPE-43234). Fixed in 1.17.0Player armor -Helmet and chestplate(MCPE-44592)See attached images for comparison.
Notes: A fix was attempted, but the new textures are unused (see MCPE-151909)
Here is a list of every UI item outline that needs to be updated (may be incomplete):
- Enchantment Table (Lapis Lazuli outline);
- Brewing Stand (Potion outline);
Horse(MCPE-43234). Fixed in 1.17.0- Player armor (Helmet and chestplate, MCPE-44592)
See attached images for comparison.
Notes: A fix was attempted, but the new textures are unused (see MCPE-151909)
relates to
Here is a list of every UI item outline that needs to be updated (may be incomplete):
Enchantment Table(Lapis Lazuli outline);- Brewing Stand (Potion outline);
Horse(MCPE-43234). Fixed in 1.17.0- Player armor (Helmet and chestplate, MCPE-44592)
See attached images for comparison.
Notes: A fix was attempted, but the new textures are unused (see MCPE-151909)
Here is a list of every UI item outline that needs to be updated (may be incomplete):
Enchantment Table (Lapis Lazuli outline); Fixed in 1.20.20- Brewing Stand (Potion outline);
Horse(MCPE-43234). Fixed in 1.17.0- Player armor (Helmet and chestplate, MCPE-44592)
See attached images for comparison.
Notes: A fix was attempted, but the new textures are unused (see MCPE-151909)
So
em of the houses in the new desert villages have slabs as ceilings, and that makes some villagers spawn with their heads clipping through the ceilings.Some of the houses in the new desert villages have slabs as ceilings, and that makes some villagers spawn with their heads clipping through the ceilings.
Some o
fthe houses inthenewdesertvillages have slabs as ceilings, and that makes some villagers spawnwiththeir headsclippingthrough the ceilings.Sometimes villagers spawn on top of beds, and since the desert houses aren't tall enough, the villagers spawn clipping their heads through the ceiling.
The Illager Banner has an undetailed texture with flat colors instead of looking like it's made of actual banner designs.
See pictures for comparison. The default banners have a more detailed texture with a different color palette.
Update by [Mod] LateLag:
Steps to Reproduce:
- Enter a Nether Portal;
- Once you've been teleported, drop an item without moving out of the portal;
- Return to the original dimension;
- If the bug is not triggered, try again.
Observed Results:
The dropped item disappears and can't be recovered.**
Expected Results:
The item appears on the other side.**
Screenshots/Videos attached: No
Notes: Any item can be affected by this issue, not only enchanted ones.
Original Description:
I was playing the game normally when I accidentally threw my Diamond Sword throught a Nether Portal, and when I travelled throught the Portal, the Sword Disappeared. I travelled back and nothing changed. Lost my sword. There was a Villager in the Nether right in the Portal, but as far as i know, Villagers can't take Swords.
I don't now if this makes any difference, but the Sword was with a Custom Name; Mending; Fire Aspect II; Unbreaking III; Sharpness V; and Looting III.
Magikey Magiclavum - They should also sell explorer maps after they have been unlocked by trading: https://minecraft.gamepedia.com/Trading#Cartographer.
[Mod] LateLag - Can you confirm if Fletchers are still selling maps in the latest version? In the loot tables I can't see any references to maps in their trades. Could this be a result from older Villagers that were converted to V2 Villagers, perhaps? (If you create a new world, do Fletchers sell maps then?)
[Mod] LateLag Right. It got fixed
[Mod] LateLag It seems that its an issue only for Windows 10. I might make a separate issue for that. See MCPE-51321.
Update by [Mod] LateLag:
Steps to Reproduce:
- Load a Crossbow;
- Shoot;
Observed Results:
The Crossbow appears loaded in the hotbar.
Expected Results:
The Crossbow displays the proper unloaded texture.
Screenshots/Videos attached: Yes
Notes:
Original Description:
Crossbows in the hotbar stays loaded although it is actually unloaded.
Update by [Mod] LateLag:
Honeycomb Blocks have incorrect block placement sounds.
Observed Results:
Honeycomb blocks have the same sounds as stone.
Expected Results:
Honeycomb blocks should have the same sounds as coral blocks, which haven't been implemented at all.
Original description:
Honeycomb blocks have the same placing, breaking, and walking sounds as honey blocks
Update by [Mod] LateLag
Steps to Reproduce:
- Place a bee nest / beehive, a flower and spawn a bee near them;
- In survival mode, punch the bee and wait for it to sting you;
- Go back to creative mode and wait for it to enter the nest;
- Burn the nest and observe the bee for some time.
Observed Results:
The Bee leaves the nest and never dies naturally;
Expected Results:
The Bee dies after some time without its stinger.
Screenshots/Videos attached: No
Notes:
Original Description:
As cute and as harmless bees are. As much as i dont want them to die, there's an issue i need to report. IF you get stung by a bee currently the stinger is not on the bee anymore what indicates its stung someone and is going to die, however when the bee stings you it doesn't actually die. This is most likely a bug. Now this happened with a whole group of bees and none died when they all stung me. Hopefully you guys can fix this issue.
Kind regards,
Kyle
Update by [Mod] LateLag:
Steps to Reproduce:
- Open a world;
- Suspend the game;
- Reopen it and use any emote.
Observed Results:
The game crashes.
Expected Results:
The emote animation is played
Screenshots/Videos attached: No
Notes: By suspending the game, I mean letting it run in the background instead of fully closing it.
Original Description:
Whenever I play the wave emote in Minecraft the game crashes. Please fix this bug.
As [Mod] LateLag mentioned, only a small percentage of mobs can pick up armor and weapons.
The bug
Although the Piglin now holds weapons similar to a Vindicator, it still uses the player swinging animation which prevents smooth animation transitions.
Special thanks to [Mod] LateLag in this comment for discovering the bug:
They raise their arms like vindicators but the attack animation is still [that] of a player, meaning their arms [would not] smoothly transition from one location to the other.
The bug relates to MC-186102 which is resolved as Works As Intended.
How to reproduce
- Use the following command to obtain a strong Resistance effect:
/effect give @s resistance 300 127 true
- Use the following command to spawn a Piglin:
/summon piglin ~ ~ ~ {HandItems:[{},{id:"minecraft:golden_sword",Count:1b}],IsImmuneToZombification:1b} - Switch to Survival mode, and then have it attack the player.
→
The Piglin swings its arm similar to a player and then snaps back to hold its weapon similar to a Vindicator.
Update by [Mod] LateLag
The bug:
Newer spawn eggs such as the Piglins, Hoglins and Zoglins may appear different from their inventory icons when being held or dropped. This can be easily noticed in the Piglin Spawn Egg and both the Hoglin and Zoglin eggs, to a lesser extent.
Notes:
Original description:
The Zoglin spawn egg texture became Hoglin's spawn egg texture and Hoglin spawn egg texture became Zoglin's spawn egg texture Mojang must fix it..This problem is on Minecraft Pocket Edition.
[Mod] LateLag The report is a bit confusing, but it seems to be about collision. My report says that armour stands with "Marker" don't move at all, neither with "Motion", nor levitation, nor gravity, …
Update by [Mod] LateLag:
Steps to Reproduce:
- Have View Bobbing on;
- Set up two adjacent walls;
- Walk up to the corner;
- Start sprinting against it.
Observed Results:
The screen offsets a bit, even though you're not moving. This causes the cursor to not point towards its real position.
Expected Results:
The screen doesn't bob when the player is not actually moving.
Screenshots/Videos attached: Yes
Notes:
Original Description:
When breaking block and by sprinting between two blocks cursor goes to other block and breaking locks on block you were breaking before.
Wait... IonicEcko and [Mod] LateLag Where you on the beta? It only happens on the beta, not the full release.
Can confirm, meaning this can now be community consensus as [Mod] LateLag is a mod and is allowed to change it to community consensus.
Chungui23 It won't be Trashed. [Mod] LateLag would have done it if he felt it was necessary and it wasn't.
@[Mod] LateLag
I'm sure that this bug still exist in 1.16.100.58 and it effects both android and win10. That is, some tools and items cannot be seen in the recipe book. Take pickaxe for instance, only wooden pickaxe can be seen in the recipe book. Whenever you have iron bars and sticks in your inventory, iron pickaxe don't show up in recipe book. We can only craft those tools when we place the items in the correct pattern.
As well as what was told above, some other items, including concrete dust, cannot be crafted through recipe book. That bothers one of my friend who is in need of those building blocks.
Update by [Mod] LateLag:
Steps to Reproduce:
- Place water on the ground;
- Surround it with moss blocks.
Observed Results:
The water gets blocked and doesn't flow.
Expected Results:
The water flows through the blocks.
Screenshots/Videos attached: Yes
Notes: Even though water flows through moss blocks, they can't be waterlogged (coexist with a water source).
Original Description:
So, whenever I try to replace a block next to water with a moss block, the water flow starts to flow in the direction of the moss block, and the water bucket does not fix it. I can't provide any screenshot or video, because I am typing this on computer, and my platform is on Xbox.
but it connects with glass panel and grilles
[Mod] LateLag I'm pretty sure the bobbing animation is already there by default on the bow.
MC-212168 was fixed so I imagine it establishes a precedent for these types of bugs. It also used to work in earlier versions for note blocks as well (MC-136932). [Mod] LateLag stated in a comment in that issue that "other tickets regarding pickblock not saving block states were considered valid and fixed", so these are also valid issues by extension.
Update by [Mod] LateLag
Steps to Reproduce:
- Press any button on the d-pad;
- Move your finger to press other buttons on the d-pad.
Observed Results:
All buttons stay pressed, as long as you don't remove your finger.
Expected Results:
Only the currently pressed buttons are active.
Notes:
Original Description:
I have swapped jumping and sneaking, and when I'm trying to sprint while I jump, it only lets me jump while sprinting the first time, but when I try again the jumping botton gets stuck and I can't jump while I run and it's really annoying because running and jumping are essential.
Also, this makes flying with the elytra incredibly hard, and makes walking in general really really wacky, is really annoying to play with this bug.
This started happening in 1.18.20.21, didn't happen in previous beta.
If villages are prioritizing mountain sides as [Mod] LateLag suggests, that could be because they are using the same broken sea level check that was added to temples in 1.18.10 (see MCPE-148869). The "sea level" check causes witch huts to only generate where the terrain is above about Y = 80.
Update by [Mod] LateLag
Steps to Reproduce:
- Equip a cape;
- Create a world with the experimental Spectator toggle enabled;
- Switch to spectator mode using commands;
- Switch to third person view.
Observed Results:
The cape is visible.
Expected Results:
The cape is invisible.
Screenshots/Videos attached: Yes
Notes:
Original Description:
Idk
[Mod] LateLag, that's being tracked at MC-227965. ![]()
[Mod] LateLag this right screenshot one was in MCPE-170855
Update by [Mod] LateLag
Steps to Reproduce:
- Enchant any piece of armor with thorns;
- Get attacked by another mob.
Observed Results:
The armor equipping sound plays.
Expected Results:
The armor doesn't play the equipping sound at all.
Screenshots/Videos attached: Yes
Notes The thorns sound plays normally when the attacker takes damage, but it's obscured by the armor equipping.
This means that it controls basically every type of sound except for the ambient music, which is pretty much useless and redundant, as a "Main" slider already exists.
I don't agree that the Sound slider is useless. If I like the volume my music is set to but I need other game sounds to be louder, the Sound slider does exactly what I need without making me increase all the non-music sliders individually. (I do agree that Sound is redundant, but redundancy is not always useless; Main is also redundant, and in the same sense.)
I've never understood the logic here, though after thinking about it I can finally offer a guess. I think people see this as a problem because of how the controls are labeled and grouped.
- First, the absence the separator bar below Sound (like the one below Main) causes confusion. The way I interpret the controls, Music and Sound are subcategories of Main, and Ambient/Environment, Blocks, Hostile Creatures, etc. are subcategories of Sound, but without a separator bar they look like they're at the same level as Sound (and Music). I can see this misinterpretation as making Sound look superfluous and somewhat justifying calling it "useless".
- Second, the label "Sound" furthers this misinterpretation and adds weight to the impression of redundancy. Every slider in this area controls sound, so labeling this one Sound is tantamount to not labeling it at all.
I would suggest that two things be changed to clarify that there's a three-level hierarchy among these controls:
- Rename the Sound control to Game Sounds (note the plural), and
- Insert a separator bar after it to show that Music and Game Sounds are a level unto themselves. Alternatively (maybe better), indent the sliders below Game Sounds to show that they're subcategories of it.
[Mod] LateLag, have I identified what is causing you to find Sound useless, and if so, do you now agree that my suggestions would be a better fix than whatever you had in mind? (I'm not sure what you had in mind, sorry.)
[Mod] LateLag This assertion is incorrect. Applying that reasoning would also render MCPE-157696 invalid. While bug reports solely concerning the addition of new commands may not be considered valid, the inclusion of a new parameter within an existing command certainly constitutes a valid parity issue. Additionally, MCPE-166214, MCPE-165278, and MCPE-172467 are also deemed valid.
[Mod] LateLag, the bottom face of normal quartz slab was not fixed along with this, as such, I have partially reverted your edit to the description. You would probably need to create a new issue for that.
This has been used by exploits (MCPE-37343), as [Mod] LateLag, Euwill Eusebio and DrownedZombie said, these include potential of bad actors camouflaging as a block and even very large model (larger than size accepted by average players). But as I found out preventing this from being usable besides Marketplace Partners is infuriating, voting this feedback from Minecraft Feedback for our fix is welcome (I've voted that Feedback too btw).













































































Look, this is intended behavior. And it's not working different, redstone dust on slabs NEVER powered the block next to it. You must use full (and non transparent) blocks.
I found a way to fix it, I went in the world files. Apparently, there was nothing wrong. I saw a document called "CURRENT" inside a file called "db". In that document, I saw the current manifest the world was using. I don't know what they do, but I thought it would be a great idea if I deleted the manifest (the current one, because there was a lot of manifests for some reason). It worked, when I entered the world again, it generated another manifest, deleted all the extra documents and now I can play my survival world again. I still have no idea WHAT happened, and WHY it did.
If you're having the same issue, feel free to try this. Might work!
On a Phone:
/ > storage > emulated > 0 > games > com.mojang > minecraftWorlds > RandomWorldCode > db > CURRENT (open as a text document)
OR
/ > sdcard > games > com.mojang > minecraftWorlds > RandomWorldCode > db > CURRENT (Open as text document)
On a PC:
C: > Users > YourUsername > Appdata > Local > Packages > Microsoft.MinecraftUWP_8wekyb3d8bbwe > LocalState > games > com.mojang > minecraftWorlds > RandomWorldCode > db > CURRENT (Open as text document)
IMPORTANT: ALWAYS HAVE A BACKUP OF YOUR FAVOURITE WORLDS, IN CASE SOMETHING BAD HAPPENS
https://bugs.mojang.com/plugins/servlet/mobile#issue/MCPE-30082 go to the comments, I said something that might be useful for you! You should give it a try...
I already have a lot of free space, but thanks for letting me know about these things
Don't worry my dude, I have absolutely no idea why you are still playing 1.2.2, but on the Update Aquatic Beta they fixed this. Now we must wait for the full release, so we can finally see transparent blocks through water!
Let me add some info here:
Not only tridents with Loyalty, I have tested it and when you throw a trident and it hits a mob, the trident just falls through the ground and never comes back.
This is intended. It looks better than the other editions, because it doesn't block your vision.
I reported this weeks ago, but still no response...
That's intended. In order to get the vanilla pack, you must extract the game files.
If you didn't get them while you could, you can't get them anymore. They were avaiable for a limited time, like the Minecon 2016 skin pack.
@Joshua yes I had. They also keep blinling, right?
Sure
For that, get the .apk file. If your file explorer has this feature to convert apps into .apk, it should be easy. If not, you'll have to either find another file explorer that does that OR get the .apk from the internet.
Once you get the .apk file for Minecraft, change the .apk extension to .zip and take a good look just like it was a normal file. Go to assets\resource_packs\vanilla. This is the file you'll need to extract. Now you have the file "vanilla", you can rename it and change the MANIFEST document (this is important)
(Btw, I use ES File Explorer)
Using this app, you can go in the Apps section, select Mimecraft and then click "backup". There will be a file backups\apps and there is Minecraft_1.X.X.X.apk
How the heck did you notice that?
Not all decisions between the two teams must be the same. This might be intentional.
Umm actually, this was fixed in 1.5.0 4. Are you sure you're doing everything right?
Trust me, it IS intended. If they didn't add any line of code for that, you would just see the inside of the cloud normally. Bit they added something in the game that makes it be invisible when you're inside.
No eating sound as well
Turtles aren't in this version. They are only in 1.5 beta versions.
Seriously? That's because of your device.
This is an intended feature.
I'm almost sure you're lying. Buying EVERY texture pack is insane.
I already reported this last month. This glitch affects all stairs, hoppers and other non-full blocks.
No, it got fixed in 1.5.0.10. In the changelog it said "Fixed water rendering issues", and when I went to my world it was working properly.
It happens with mobs too.
Are you using resource packs?
They start spawning in the 4th day.
No @Jeffrey, look at Java Edition. It doesn't show the outline but you are still blocked. That's the way that makes more sense, it should be like an invisible block.
Still affects 1.6.0.5
This is a feature from 1.5, undead mobs (zombies, husks, drowneds, skeletons, wither skeletons, skeleton horses, zombie horses, etc) sink to the bottom.
Just go find a new one. With infinite worlds, reset Nether/End is completely unnecessary.
Every time I try to get a Charged Creeper, I kill it accidentally...
Yeah, I reported it last month. Sadly it still didn't get a fix.
Actually, the autosave doesn't lag your game, since it saves automatically ALL THE TIME. If you think that the autosave ICON is lagging your game, you can disable it in Video Settings.
They stated in the changelog that this is a known issue and they'll fix it in later patches.
That is a problem with the shaders, not the game itself.
Let me explain: this isn't a bug with the sidebars, they're updating properly. The only problem is that the /scoreboard players add is acting like /scoreboard players set. When they fix the "add" tag, we'll be able to do things.
Also affects banners
Pandas as well, in ALL directions.
Uuhh you mean, sprinting and hitting other players at the same time? That has always been possible on all editions.
This is not a bug. Also, It's the Enchanted Apple, not Enchanted Golden Apple.
The panda is the one that needs fixing the most, because it can rotate it's head in all directions, not just in the Y and Z axis.
You can go up, just stop sneaking and go.
Still affects banners, they have different particles depending on where the block is placed (the directions are the same as your ticket said)
Also happens when the game gets a temporary panorama change like the one from Christmas 2017 or the one from Summer 2018.
Finally, fixed on 1.8.0.13 beta!
Why did you mark that as resolved, Jay? You didn't even test, did you?
They appear like this briefly and they all fall together. When they reach a block, one of them is placed and the others are dropped as items.
Yes, still happens. And I just read the comment again, sorry if I sounded rude.
Yeah, it has been fixed in one of the 1.7 betas, sorry for not mentioning it here
Still affects both of the devices I play on.
However, I've noticed something. Before the 1.9.0.5 beta, the fishes had white as their pattern color on mobile devices and black on PCs and Xboxes. Looks like all devices have white fishes now.
Pillagers are behind the Experimental Gameplay Toggle, they're not finished. Pillager Outposts, as well as all the other Village & Pillage related features will come in a later update. It's been confirmed that Pillager Outposts, new Villages, new Villagers and shields will be in 1.10, but there is currently no other confirmed feature.
That's not a bug
Yes, still affects 1.9 and 1.10 beta. I've updated the title and description to be more easy to understand.
Trident is also affected, It makes no breaking sound when hitting a mob but it plays the sound correctly when breaking blocks.
Axe can now be used to strip wood. It doesn't play any sound.
Shears play the sound correctly when breaking blocks.
Flint and steel plays the sound correctly when breaking blocks.
Fishing Rod doesn't lose durability when hitting a mob.
Sorry for all that, I just found the official way to get the resource/behavior packs. There are links to download them in minecraft.net/addons
Blocks that are at Y=127 and below render properly, 128 and above don't (also affects slime blocks)
This might have something related to the old build limit, which was 128 blocks (Y=0-127)
§m is not working as well
Every shulker box is affected, some of them are more noticeable. Seems like the code makes the texture have a darker color.
The orange looks more red because it's just a darker tone of the same orange as the one from the shulker box texture.
This has always been a thing, however, Jappa's new tuxedo cat texture has the top bits of the legs... white. I'm not sure why he did that, but I hope he changes his mind. On Bedrock, the new texture for the tuxedo cat actually has the top bits colored black.
@Krisna Mahendra you cleaely don't understand what I meant. Read it again, please.
@Krisna Mahendra that's not true at all. If you place a bed faxing north/south, the villager will fit in properly.
@Euwill Eusebio they don't do that in Java Edition. They get close, recharge and then shoot.
In Bedrock, they recharge, get close (sometimes they literally start pushing the target) and then shoot.
Can you give me proof please? That wouldn't make any sense at all, since:
1. The dye items would be useless;
2. Java Edition did remove that;
3. The new recipes for colored carpets and glass panes didn't include these items.
@Euwill Eusebio that doesn't mean it isn't a bug, since it should always have the same speed.
Is it really Windows 10 PC? Doesn't look like it.
@Antony Missine 1.9 is an old version and the issue already got fixed in the beta
How is that giving players more options? The new dye items are useless if the old ones can still be used.
@Euwill Eusebio the one on the left.
That happens in Java Edition as well.
@Euwill Eusebio that's another bug
This is probably caused by the fact that these eggs aren't textures of their own, they're pattern textures that change colors.
Ummm are you using a resource pack?
After all these years of being considered "Working as intended", they changed it in the latest beta (1.11.0.3). That's weird, it allowed for more possiblities.
Please update your description to say "Wrong animation", not "Wrong texture"
Hey Mega, I seem to not be finding ANY fishing cottage in the 1.11.0.3, so I won't be able to provide you a seed. Maybe it's a new bug?
Most of the village chests are still empty, even though the changelog said this got fixed.
@Matt Turner this has been fixed in the 1.11.0.1 beta, so you should see the fix coming to a full release soon.
That is intended behavior. Wandering traders were never supposed to restore trades, but all villagers were bugged before 1.11, they restored their trades automatically.
@[Minecraft] Mega_Spud (Jay Wells) may I ask why this is being tracked separately? Isn't it the exact same issue with the same reproduction method and same workaround?
Why isn't this marked as resolved? Seems like no one is having this issue anymore...
According to the changelog, this has been fixed in the 1.11.0.3 beta
You must download the Free Music pack from the marketplace, otherwise it won't work.
If you have realms you can upload a converted Switch world, download it from Windows 10 and playing there.
Affects 1.11 betas as well
@[Mod] tryashtar This isn't a bug. Buttons and pressure plates in Bedrock have their actual models as their inventory icons. Java Edition has separate models just to be rendered in the inventory.
That is intentional behavior
They haven't added these functionalities, and I think that not drinking the potion at the night time is intentional, since the trader only drinks the potion when there is a hostile mob next to it
I'm pretty sure BlockLauncher had this feature. This issue is invalid.
It's not a bug, the player naturally takes longer to break blocks when not on land. That means the minign speed will be longer when underwater, jumping, flying or on top of entities (boats included)
Have you tried turning on the Use Cellular Data in the "Profile" settings?
That's intentional, The new blocks are basically what the villagers use to work.
Seems to be fixed in 1.11.0.3 beta.
Seems to be fixed in 1.11.0.3 beta
Try creating a new world with cheats turned on and try to /locate any structure. If anything shows up, there isn't any issue.
Doesn't affect Windows 10 1.11.0.3 beta.
Do you have armor with mending on? If so, that's intended behavior. Read Marek Kedzierski's comment for more information about that.
I might know the reason, it's because there is currently a bug with the randomTickSpeed gamerule. It increases the ping significantly when set to high values.
That doesn't happen only to cacti, it affects most of the blocks that don't have full block/slab/stair sizes.
@Khamanei Ainsworth yes I know, before the 1.9 update it used to say "Killed [Player]" even though the player didn't get killed. In 1.9, we were able to kill players in creative mode. I'm not sure if this happened in 1.10 or not, but in 1.11 the command simply doesn't work and says that "No targets matched selector".
I'm using /kill @e[type=player]. Creative players won't die, only survival/adventure players will.
This has been fixed in 1.11 beta
I've gone through lots of seeds and in one of them, I found a savanna village and they had their correct skins. All the other biomes have plains villagers though.
Maybe that's a Pillager Patrol
Here's an update, although I wasn't finding any fishing cottage in plains village, I found one in a savanna. Here's the seed and coordinates:

Was the resource pack from the Marketplace? If so, you can edit the ticket to say which one you used and they'll fix that, since it's partnered.
Affects items as well, probably caused by the "bells bouncing off arrows" feature
This is actually how it looks in Java Edition, and it's because of the code for the walls. All of them use a single texture in all the sides. In that case, I'd prefer them to use the bottom texture instead.
@Kyle morley actually, entities.
@Ronaldo Ribeiro Soares patrols DO spawn continuously. Try the command /mobevent minecraft:pillager_patrols_event false and kill every pillager one more time. If they don't respawn, these were patrols. If they keep respawning, then it's indeed a bug.
@Jasper McCullosh the population is based around beds, not doors.
I know exactly what causes this. It's a problem with the pack, not the game. The pack manifest file must be version 1.2.6 or higher, otherwise it'll use the old horse model. 1.2.6 was when the model got updated.
Actually, Jappa should have fixed this. Java Edition's item always had the impulse command block and Bedrock had the repeating one.
@Euwill Eusebio bells deflecting arrows is intentional, but I can't say the same for the other entities
You're doing things wrong.
@[MCPE Mod] Auldrick you can see that it's clearly a bug, because the particles don't follow the wing movement anymore, they used to match perfectly, but now the particles are flapping more than the wings themselves.
Seems to have been fixed in 1.11.0.4
I've checked again in new chunks, they're generating normally. Sorry for this report!
Fixed in 1.11.0.4
This is intended behavior. The villagers will try to switch professions whenever needed. If you have spare smothing tables, they'll become tool smiths. If you got some extra barrels, they'll become fishers and etc. This can be prevented by assigning the correct job and leveling them up, that way they won't change professions even if you break their work station.
@David however, the pack manifest is probably 1.2.0 or something like that. Minecraft supports these old numbers, but the horse model will go back to the old one if the pack isn't set to 1.2.6 or higher.
@Nathan Arthur this isn't a disrespect in any way. Also, it's probably going to release in less than 2 months.
This is intended behavior, it would be really frustrating if someone had a fully leveled up villager and they changed their profession.
That is intended behavior. Ocelots can't be tamed anymore, they only trust you. They don't sit anymore, they just don't run away when you get close.
I wouldn't say this is a bug, this is exactly how things work. Igloos have a bed, a villager and even a work station, which isn't necessary for it to be considered a village.
Thanks for that David! Now I know what is happening.
Not a bug. The enhanced zombie villagers from Bedrock are intentional.
It used to work properly, but it deosn't anymore.
I'm pretty sure that's because of lingering potions, there is currently a bug where the particles never disappear when daylight cycle is disabled.
Could not confirm in Windows 10. The chests are there.
@Khamanei Ainsworth you can mine Lapis Lazuli with a stone pickaxe
@P not really, it LOOKS different but it isn't. When relogging it gets fixed, but can be broken again if you repeat the process.
Forgot to mention here, fixed in 1.11.0.5 beta. Also seems to have fixed ALL village structures with waterlogged blocks.
Fixed in 1.11.0.5 beta
@Junior Apanishile not true at all.
I was mistaken. Confirmed to be wrong.
I was mistaken, confirmed to be wrong.
Fixed in 1.11.0.7 beta - Thanks!
That was a really old bug that affected leather horse armor since 0.15, and then firework charges in 1.2 and leather armor in 1.10 (caused by the new textures). I'm really happy about this tiny fix!
Fixed in 1.11.0.7 beta
Fixed in 1.11.0.7 beta
This is intentional behavior. Notice how the texture got updated, even though it's still bright. Some things are different by design, look at the stripped spruce and dark oak logs for example.
The Nether Brick did get a new texture, so it won't be changing its tone anytime soon.
That is not a bug, it's parity related.
The reason why they are more pixelated in Bedrock is because they're inside of the same file as all the other particles. In Java Edition, the explosion particles are in a separate file.
You can't jump as well.
It's not only the Bedrock layer. The Y coords 1 and 2 are broken, they're acting like you're lower than you actually are (If you enable coordinates and you stand on top of Bedrock it'll say Y=0, even though it should be Y=1, happens to the layer on top of that as well). This causes a lot of other issues, like being able to fall through the world in specific cases or the shulker boxes being slippery.
Please update your description for the devs to figure it out easier
That is no longer an issue in 1.11.
Make sure the cat doesn't sit on the bed, they only bring you presents if they're standing up when you sleep.
@Theresa Mackillop you'll have to make the villagers claim beds as their own. When that happens, it gets considered a village and cats spawn around.
@Theresa Mackillop don't worry, they will. Just make sure that everyone has a bed.
Fixed in 1.11 beta (I think it was 1.11.0.4 or 1.11.0.5, I don't remember)
Are you in peaceful difficulty?
@cookiebuild3r it really does, but if you take a look at Java Edition's tridents, you'll notice that they are missing this as well, both item icon and held model. I guess it's not that easy...
Notice that when you sneak the player doesn't block immediately. That's probably what's happening to you, you press the button when the projectile has already been shot.
What particle was it? Because the "test" particles have been renamed to "example".
Could not reproduce
I might know the reason for that. Java and Console Editions handle animations in a different way. Every frame is displayed right after the one before. In Bedrock, they act like keyframes instead. One frame is shown, then there is a transition to another one, and so on.
This seems to be fully fixed in 1.11.0.7 beta.
@Jacob Hanson not true at all. Java always supported the ability to kill players in creative.
Works as intended, this has always been a thing.
The fence hitbox is of one block and a half just to make mobs unable to jump through it.
A workaround would be breaking the block below. I'm not sure if placing a carpet next to you and trying to go on top of it would work.
This has been fixed in one of the 1.11 betas
Do you have gamerule doInsomnia and doMobSpawning set to true?
Update: They're not 2D, but they're actually missing their sides, so we basically have two 2D cloud layers that are not connected.
That has always been in the game and I doubt it's really a bug. However, new villages are coming anyway, so this will be changed.
That is the player's shadow
Ummm this has ALWAYS been an intended behavior. I'm not sure which update introduced it, but it's pretty old.
This was made because they wanted the fence gates to match the height of the walls, so they look better.
Could not reproduce in Windows 10.
Could not reproduce in version 1.11.0.7
Seems to be fixed in 1.11 beta.
That's NOT a problem with lanterns.
Try interacting with them using food, one of the 1.5 betas said that any tamed animals that lost track of their owners would just sit down and wait for any player to give them food.
PS4 is NOT Bedrock. And this is intentional behavior. It doesn't use the arm animation, it's a different one.
Cats don't spawn in old villages, only in new ones. With the upcoming 1.11 update, cats will spawn per 4 villagers with beds claimed.
Could not reproduce on Windows 10 1.11.0.7 beta.
Works as intended.
Couldn't reproduce on Windows 10.
Chickens are having the same issue.
Relates to the issue I reported a long time ago, bubble columns break water mechanics completely. having two sources flow into a block above a column doesn't form another water source, it doesn't flow properly and using sponges will leave a few floating water blocks behind, that can only be removed by being replaced by something else.
Works as intended, waterlogged blocks in Bedrock are based in layers, Java Edition creates blockstates that look and behave like water but aren't real water.
@Shelly Hardic not true. The cat respawning mechanics have been added in 1.11, and there is nothing about cats in any of the 1.9 betas.
If it used the arm animation, it'd be there in BOTH legs. You can see the difference between theses animations, the leg just moves back and forth, but the arms not only do that, but they also rotate slightly.
Just connect to your account...
@Kyle morley that would be changing the animation speed. That's the only reason why newer packs work properly, even Java Edition's default lava looks to be slowed down in Bedrock.
Just saw Jay's tweets about this, it's being fixed in the next beta!
Why shouldn't the observer detect the second slab? That doesn't make ANY sense!
Do you have spare space?
Maybe their hitbox is too big. Does this affect java as well or is it just Bedrock?
@s doesn't work with command blocks because the block itself is executing the command, not YOU.
Is it just a visual glitch or does it affect the gameplay?
They don't detect just what they can see. They detect every updates that occur to the block they're facing.
Couldn't reproduce. They ALWAYS spawn. You probably didn't dig in the right place.
Works as intended. Fireworks weren't intended to damage when hitting entities.
Couldn't reproduce. However, I'll tell you that the coordinates are indeed a gamerule, but you don't need cheats enabled to enable or disable them, just like other gamerules like pvp, showdeathmessages, etc.
This has been fixed in one of the 1.11 betas.
Loot chests aren't always the same, they have nothing to do with the seeds. They randomly generate loot.
Fixed in one of the 1.11 betas
Also affects Java Edition
Not a bug.
Also happened to me once, but in a different setup. I built a hand made village, with all 13 villager professions + nitwit + unemployed + baby. All of the employed villagers had all of their trades unlocked, and I noticed that the unemployed wasn't there anymore. I noticed that there were two stone masons with all trades unlocked, even though I never even placed a second stonecutter. I have no clue of how to reproduce this.