Annie Ellico
- Majellico
- majellico
- Europe/Stockholm
- Yes
- No
1.6.0 Android
Sensitivity 50
Captured something that happens every 30 seconds
Here with touch poi ters the screen warps looking down, most times upwards, sometimes the opposite direction I was looking
When
anitem sorting hoppers (as shown in the screenshot to sort redstone) has multiple item types (with the selected item type included) pass above it, the hopper will occasionally fail to suck in the selected item type from the group.Steps to Reproduce:
- Construct a single item sorter with a water stream as depicted in the screenshot with the top hopper set to sort an item type
- Confirm the top hopper only accepts the chosen item type
- Block the water steam
- Drop several of the chosen item type
- Drop several of another item type
- Unblock the water stream
Observed Results:
All items (included the chosen item type) pass over the hopper.
Expected Results:
Hopper sucks in the selected item type and the rest flow by.
This does happen most of the time
Screenshots/Videos Attached: Yes
Device: Asus ZenFone AR
Another video provided by Annie Ellico:
https://streamable.com/j1kho




When connected to a WIN10 local server with Android 0.15.4, a village was loaded with villagers spawning a certain level in the sky. I'm thinking abandoned villages are ones that are too low for the villagers to survive the fall.
Vanilla 1.2.11
Using exact coords don't help so it's not the tildes
Carpets do not prevent spawns as stated in 1.2.13 changelog
Android 1.2.13.60
This is related to MCPE-15793
World changes (e.g. user inputs) will activate repeaters one tick earlier. This is the reason the monostable works once.
Contraption for reproduction
Note that even with using an open fence post (with no hotbox) the box will end up inside the hopper. (Related: MCPE-31393)
(More appropriate report for my issue, sorry)
1.6.0 Android
Sensitivity 50
Captured something that happens every 30 seconds
Here with touch pointers the screen warps looking down, most times upwards, sometimes the opposite direction I was looking
Android 1.6.0
Sensitivity 50
Capture of issue
Fixed in 1.6.0
Whilst villages will not merge with others 64+m away vertically in 1.6.0, all villagers will move to the lowest villages population, effectively making 0 population villages for those above.
All villagers physically remain at their respective y-level but only count to the lowest villages in data
There's a difference with single player and Realms (at least, single player Android)
100 wither skeleton test SSP
Bow: 3 skulls
D Sword: 11 skulls
D Sword w/ Looting III: 6 skulls
Realm Results
Bow: 28 skulls
D Sword: 28 skulls
D Sword w/ Looting: 4 skulls
Skeleton bone drops seem to be fixed on my end. SSP 1.7 Update
Got more bones in 5 minutes of testing than 4 hours in 1.6.x
Distance from user inputs added
Use of slabs and trapdoor hitbox (
MCPE-13451) to limit the item's height whilst keeping most of it above the hopperStill occuring in 1.7.0
Getting similar results in SSP and SMP
The wither can be trapped in obsidian easily
CornerHard: Regarding JC's world, the Northern most chunk, which is also the only working chunk, is a taiga biome whilst the others are cold plains.
The reason slimes aren't spawning in the others is due to a different bug where only strays are able to spawn out of the hostile mobs in cold plains.
Receiving "world corruption" crashes after updating BDS to 1.14.1. World can resume normally; signs of rollbacks up to a minute prior to crash can be found.
This occurs randomly regardless of location or player count or activity (only player afk). No ticking areas are present. Server is a flat creative with little to no mobs.