Jeffrey
- MindBlown
- mindblown
- Asia/Manila
- Yes
- No
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form drops in the space behind the piston head. Which should not happen because the shulker box is pushed in the opposite direction.
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form drops in the space behind the piston head. Which should not happen because the shulker box is pushed in the opposite direction.Please fix it so the contraption I built can work. Thanks
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item formdrops in the space behind the piston head. Which should not happen because the shulker box is pushed in the opposite direction.Please fix it so the contraption I built can work. Thanks
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form [sometimes] drops in the space behind the piston head. Which should not happen because the shulker box is pushed in the opposite direction.Please fix it so the contraption I built can work. Thanks
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form [sometimes] dropsin the space behindthe piston head.Whichshould not happen because the shulker box is pushed in the opposite direction.Please fix it so the contraption I built can work. Thanks
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form [sometimes] drops where the piston head is. This should not happen because the shulker box is pushed in the opposite direction.Please fix it so the contraption I built can work. Thanks
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form [sometimes] drops where the piston head is. This should not happen because the shulker box is pushed in the opposite direction. PISTON1.png is the ideal result.Please fix it so the contraption I built can work. Thanks
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form [sometimes] drops where the piston head is. This should not happen because the shulker box is pushed in the opposite direction. PISTON1.png is the ideal result.Please fix it so the contraption I built can work. Thanks
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form [sometimes] drops where the piston head is. This should not happen because the shulker box is pushed in the opposite direction. PISTON1.png is the ideal result.Edit: affects all blocks that have a chance to drop items. (Melons and pumpkins, leaves, etc)
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form [sometimes] drops where the piston head is. This should not happen because the shulker box is pushed in the opposite direction.PISTON1.png is the ideal result.Edit: affects all blocks that have a chance to drop items. (Melons and pumpkins, leaves, etc)
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form [sometimes] drops somewhere in the space where the piston head is. This should not happen because the shulker box is pushed in the opposite direction.
PISTON1.png is the ideal result.Edit: affects all blocks that have a chance to drop items. (Melons and pumpkins, leaves, etc)
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form [sometimes] drops somewhere in the space where the piston head is. This should not happen because the shulker box is pushed inthe opposite direction.
PISTON1.png is the ideal result.Edit: affects all blocks that have a chance to drop items. (Melons and pumpkins, leaves, etc)
When pistons break shulker boxes. The shulker box (item form) sometimes goes above or below the piston head if the adjacent blocks are non full blocks (ex.hoppers) instead of being broken and pushed forward.
What Should Happen:
When a piston pushes a shulker box, the shulker box should break and the item form is pushed towards where the piston is facing.What Happens Instead:
When the shulker box is broken by the piston, the item form [sometimes] drops somewhere in the space where the piston head is. This should not happen because the shulker box is pushed in PISTON1.png is the ideal resultEdit: affects all blocks that have a chance to drop items. (Melons and pumpkins, leaves, etc)
Pistons and shulkerboxesShulker boxes have random momentum and direction when broken by pistons
What should happen:
When the redstone torch activates the repeater should receive a pulse like the one on the right.What happened:
When the torch reactivates, the repeater did not receive a pulse.[This has been a a bug since 1.0.0]
A falling edge monostable curcuit is a device that sends a very short pulse after the button deactivates.
What should happen:
When the redstone torch activates the repeater should receive a pulse like the one on the right.What happened:
When the torch reactivates, the repeater did not receive a pulse.[This has been a a bug since 1.0.0]
A falling edge monostable curcuit is a device that sends a very short pulse after the button deactivates.
What should happen:
When the redstone torch activates the repeater should receive a pulse like the one on the right.( as shown in the video)What happened:
When the torch reactivates, the repeater on the left circuit did not receive a pulse.[This has been a a bug since 1.0.0]
When the player falls from a great height in survival mode with a parrot mounted on the
mshoulder they do not receive any fall damage. I first noticed thiswhen I was playing in survival and fell in a ravine.When the player falls from a great height in survival mode with a parrot mounted on their shoulder they do not receive any fall damage. I first noticed this when I was playing in survival and fell in a ravine.
When the player falls from a great height in survival mode with a parrot mounted on their shoulder they do not receive any fall damage. I first noticed this when I was playing in survival and fell in a ravine.
Steps to reproduce:
-Tame a parrot.
-Let it mount on your shoulder.
-Jump off from a high place
[Note that the parrot does not dismount]
Doesn't matter if you do it from creative or pure survival. The results will be the same.
When the player falls from a great height in survival mode with a parrot mounted on their shoulder they do not receive any fall damage. I first noticed this when I was playing in survival and fell in a ravine.
Steps to reproduce:
-Tame a parrot.
-Let it mount on your shoulder.
-Jump off from a high place
[Note that the parrot does not dismount]
Doesn't matter if you do it from creative or pure survival. The results will be the same.When the player falls from a great height in survival mode with a parrot mounted on their shoulder they do not receive any fall damage. I first noticed this when I was playing in survival and fell in a ravine.
Steps to reproduce:
-Tame a parrot.
-Let it mount on your shoulder.
-Jump off from a high place[Note that the parrot does not dismount]
Doesn't matter if you do it from creative or pure survival. The results will be the same.
When the player falls from a great height in survival mode with a parrot mounted on their shoulder they do not receive any fall damage. I first noticed this when I was playing in survival and fell in a ravine.
Steps to reproduce:
-Tame a parrot.
-Let it mount on your shoulder.
-Jump off from a high place[Note that the parrot does not dismount]
Doesn't matter if you do it from creative or pure survival. The results will be the same.When the player falls from a great height in survival mode with a parrot mounted on their shoulder they do not receive any fall damage. I first noticed this when I was playing in survival and fell in a ravine.
Steps to reproduce:
-Tame a parrot.
-Let it mount on your shoulder.
-Jump off from a high place[Note that the parrot does not dismount]
Doesn't matter if you do it from creative or pure survival. The results will be the same.
When the player falls from a great height in survival mode with a parrot mounted on their shoulder they do not receive any fall damage. I first noticed this when I was playing in survival and fell in a ravine.
Steps to reproduce:
-Tame a parrot.
-Let it mount on your shoulder.
-Jump off from a high place[Note that the parrot does not dismount]
Doesn't matter if youdo itfrom creative orpuresurvival. The results will be the same.When the player falls from a great height in survival mode with a parrot mounted on their shoulder they do not receive any fall damage. I first noticed this when I was playing in survival and fell in a ravine.
Steps to reproduce:
-Tame a parrot.
-Let it mount on your shoulder.
-Jump off from a high place[Note that the parrot does not dismount]
Doesn't matter if you started the world from creative or survival. The results will be the same.
Have you tried this in the latest versions?
I found a spider dungeon and fought a group of spiders but I did not take damage. I was on pure survival no cheats whatsoever.
I'm not sure what triggers this but in case it helps:
-I was wearing a diamond helmet with blast protection 4 and respiration 3, the rest are unenchanted iron armor.
When shulker boxes are placed by dispensers above a hopper, the shulker box is not placed upright.
I'm not sure if this is considered a bug or it is intended by the devs. But this does not ha
appen in Java edition. The shulker box would stay upright when placed by a dispenser.
When shulker boxes are placed by dispensers above a hopper, the shulker box is not placed upright.
I'm not sure if this is considered a bug or it is intended by the devs. But this does not happen in Java edition. The shulker box would stay upright on the hopper when placed by a dispenser.
When shulker boxes are placed by dispensers above a hopper, the shulker box is not placed upright.
I'm not sure if this is considered a bug or it is intended by the devs. But this does not happen in Java edition. The shulker box would stay uprightonthehopper whenplaced by a dispenser.When shulker boxes are placed by dispensers above a hopper, the shulker box is not placed upright.
Configuration is shown in the video. The shulker box sticks to the piston head when it is placed by a dispenser.
I'm not sure if this is considered a bug or it is intended by the devs. But this does not happen in Java edition. The shulker box would stay upright on the hopper when placed by a dispenser.
Bottom of shulker boxdoes notconnect withhoppers.Shulker box is not dispensed upright on hoppers
What Should Happen:
When mobs are near a creeper explosion they should get damaged and/or killed.
What Happened Instead:
The mob near the creeper explosion in water appears to be damaged but is actually not.
Steps to Reproduce:
-spawn a creeper and another mob in the same space.
-place water where they are standing.
-summon lightning near them to turn the creeper into a charged creeper.
(optional) -decrease the health of the other mob.
-ignite the creeper.
You'll notice that the mob appears to be damaged, but it should be dead because the damage dealt by the creeper increases the closer it is to a mob.
I searched for a duplicate but didn't find any. This issue has been around for a long time but I just thought it got fixed at some point, but turns out it's still here.
What Should Happen:
When mobs are near a creeper explosion they should get damaged and/or killed.
What Happened Instead:
The mob near the creeper explosion in water appears to be damaged but
is actually not.
Steps to Reproduce:
-spawn a creeper and another mob in the same space.
-place water where they are standing.
-summon lightning near them to turn the creeper into a charged creeper.
(optional) -decrease the health of the other mob.
-ignite the creeper.
You'll notice that the mob appears to be damaged, but it should be dead because the damage dealt by the creeper increases the closer it is to a mob.
I searched for a duplicate but didn't find any. This issue has been around for a long time but I just thought it got fixed at some point, but turns out it's still here.
What Should Happen:
When mobs are near a creeper explosion they should get damaged and/or killed.
What Happened Instead:
The mob near the creeper explosion in water appears to be damaged but cannot die from the explosion. This only happens when they are in water but does not happen if they are both on land.
Steps to Reproduce:
-spawn a creeper and another mob in the same space.
-place water where they are standing.
-summon lightning near them to turn the creeper into a charged creeper.
(optional) -decrease the health of the other mob.
-ignite the creeper.
You'll notice that the mob appears to be damaged, but it should be dead because the damage dealt by the creeper increases the closer it is to a mob. This bug prevents players from farming mob heads, please fix this.
(I searched for a duplicate but didn't find any. This issue has been around for a long time but I just thought it got fixed at some point, but turns out it's still here.)
What Should Happen:
When mobs are near a creeper explosion they should get damaged and/or killed.
What Happened Instead:
The mob near the creeper explosion in water appears to be damaged but cannot die from the explosion. This only happens when they are in water but does not happen if they are both on land.
Steps to Reproduce:
-spawn a creeper and another mob in the same space.
-place water where they are standing.
-summon lightning near them to turn the creeper into a charged creeper.
(optional) -decrease the health of the other mob.
-ignite the creeper.
You'll notice that the mob appears to be damaged, but it should be dead because the damage dealt by the creeper increases the closer it is to a mob. So the husk should be dead as it is in the same spot as the creeper. This bug prevents players from farming mob heads, please fix this.
(I searched for a duplicate but didn't find any. This issue has been around for a long time but I just thought it got fixed at some point, but turns out it's still here.)
What Should Happen:
When mobs are near a creeper explosion they should get damaged and/or killed.
What Happened Instead:
The mob near the creeper explosion in water appears to be damaged but cannot die from the explosion. This o
nly happens when they are in water butdoes not happen if they are both on land.
Steps to Reproduce:
-spawn a creeper and another mob in the same space.
-place water where they are standing.
-summon lightning near them to turn the creeper into a charged creeper.
(optional) -decrease the health of the other mob.
-ignite the creeper.
You'll notice that the mob appears to be damaged, but it should be dead because the damage dealt by the creeper increases the closer it is to a mob. So the husk should be dead as it is in the same spot as the creeper. This bug prevents players from farming mob heads, please fix this.
(I searched for a duplicate but didn't find any. This issue has been around for a long time but I just thought it got fixed at some point, but turns out it's still here.)
What Should Happen:
When mobs are near a creeper explosion they should get damaged and/or killed even in water.
What Happened Instead:
The mob near the creeper explosion in water appears to be damaged but cannot die from the explosion. This of course does not happen if they are both on land.
Steps to Reproduce:
-spawn a creeper and another mob in the same space.
-place water where they are standing.
-summon lightning near them to turn the creeper into a charged creeper.
(optional) -decrease the health of the other mob.
-ignite the creeper.
You'll notice that the mob appears to be damaged, but it should be dead because the damage dealt by the creeper increases the closer it is to a mob. So the husk should be dead as it is in the same spot as the creeper. This bug prevents players from farming mob heads, please fix this.
(I searched for a duplicate but didn't find any. This issue has been around for a long time but I just thought it got fixed at some point, but turns out it's still here.)
Could you provide a screenshot or video of YOUR jeb door? Contraptions made for legacy console and java are not always compatible for bedrock.
When 2 wide trees are grown using dispensers nothing happens.
STEPS TO REPRODUCE:
-plant a 2 by 2 tree using spruce saplings.(don't grow it yet)
-place a dispenser
pointingto the2 by 2saplings and fill it with bonemeal.-activate the dispenser via redstone clock.
When 2 wide trees are grown using dispensers nothing happens.
STEPS TO REPRODUCE:
-plant a 2 by 2 tree using spruce saplings.(don't grow it yet)
-place a dispenser next to the saplings pointing towards them and fill it with bonemeal.
-activate the dispenser via redstone clock.
Note that when the player uses bonemea on the saplings, it grows, however it does not when grown with the dispenser.
Please fix this bug, it makes automatic tree farms next to impossible.
That is intended. Like signs, banners can be attached to each other.
Strays are missing their clothing texture.
Spawn a stray to see the glitch. This also affects PE as shown in the photo I provided
Newly spawned boats float in air. Every type of boat is affected. But when they are pushed or after relogging they are now on the ground.
Edit: they wil properlyl fall on the ground when placed above rails. They also float above trapdoors and carpets.
They changed that so its always an arrow.
Were you standing on the center of the X?
That's what I always do and it works fine. You need to be facing north on the map and have 1 pixel extra on the top part of the X.
Tapping on TNT with any sword enchanted with fire aspect makes the TNT activate.
Steps to Reproduce:
-enchant any sword with fire aspect
-place one TNT on the ground
-tap the TNT using the fire aspect sword
-the TNT will ignite (in PE)
I've checked the wiki just in case it was an exclusive feature but nothing there says that it can be activated using a sword.
I discovered this in my survival world while decorating using TNT (great idea) and accidentally tapped it with my fire aspect sword. Then I tested it in a creative world and had the same results.
Tapping on TNT with any sword enchanted with fire aspect makes the TNT activate.
Steps to Reproduce:
-enchant any sword with fire aspect
-place one TNT on the ground
-tap the TNT using the fire aspect sword (or right click in Windows 10)
-the TNT will ignite (in PE)
I've checked the wiki just in case it was an exclusive feature but nothing there says that it can be activated using a sword.
I discovered this in my survival world while decorating using TNT (great idea) and accidentally tapped it with my fire aspect sword. Then I tested it in a creative world and had the same results.
Honestly it doesn't matyer wether it is resolved as "won't fix" since it wont affect the amount of xp the player gets and xp removed when enchanting or dying.
Thank you for your report!
However, this issue has been closed as a Duplicate ofMCPE-33152.Please add a vote and any new information to the main ticket, which will be updated accordingly.
If you have not, you might like to make use of the search feature before making a new ticket, as it's likely that the issue has been reported already.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Feedback – 📖 Game Wiki
:Crashing And Black::Skeletons don't drown:
:Skeletonsdon't drown:
:Skeletons don't drown:
Hello,
When i leave my game my screen goes black!Also my game keeps on crashing.
please fix this Mojang.
Thanks.
Blazeroll6.
Skeletons don't drown in water they now just sink and stay on the bottom.
Edited by ~Jeffery
Skeletons don't drown in water they now just sink and stay on the bottom.
Edited by ~Jeffery
Skeletons don't drown in water they now just sink and stay on the bottom.
Edited by [Helper~Jeffery]
Skeletons don't drown in water they now just sink and stay on the bottom.
Edited by [Helper~Jeffery]
Skeletons don't drown in water they now just sink and stay on the bottom.
Edited by ~Jeffrey
Skeletons don't drown in water they now just sink and stay on the bottom.
Edited by ~Jeffrey
Skeletons don't drown in water they now just sink and stay on the bottom.
Edited to show the previous description.
@ [~Ayden rollins]
I edited the description so it's not confusing to make it WAI. Do not change the description if it is WAI. If you found another bug, just create a new ticket.
Sometimes observers activate when unloaded chunks are reloaded. However, it is random if the player is still in the world and just left the chunks.
How to Reproduce:
-place any redstone component in front of an observer
(Components that visually show activation are recommended; pistons, lamps ,etc.)
-exit the world or go far away from the observer
-re-enter that world
You'll notice that the redstone component will activate. This should not happen as it makes redstone contraptions with observers unreliable.
Edit: After further testing, this bug seems to happen when powered redsrone dust is in front of the observer face. But not with other components like droppers.
Sometimes observers activate when unloaded chunks are reloaded. However, it is random if the player is still in the world and just left the chunks.How to Reproduce:
-place any redstone component in front of an observer
(Components that visually show activation are recommended; pistons, lamps ,etc.)
-exit the world or go far away from the observer
-re-enter that world
You'll notice that the redstone component will activate. This should not happen as it makes redstone contraptions with observers unreliable.
So, before I begin, I'd like to apologize for my past behavior on the bug tracker, I've gotten frustrated before and acted irrationally. I've avoided the tracker for several months now and I feel ready to come back and put the past behind me.
Recently I created avillager breeder using potatoes. Now, all crops should work, that being wheat, carrots, POTATOES, and beetroot.
After the potatoes grew, I expected the farmer villager to break the crop and replant it, except that didn't happen. Even after loading it for around 30 minutes, nothing happened.
I've been in contact with the breeder design via Twitter, and I can confirm that the breeder is built correctly and that nothing is interfering (no nearby villagers/village/doors). I had traded quite a bit with the all the villagers in the breeder to make sure my villager score and their willingness is up, and after all that I was sure as hell that my score wasn't negative.
When trading with them, I thought maybe breaking the potatoes myself would fix it, perhaps it was a chunk loading error or something, but it was this that confirmed my suspicions that this was indeed a bug.
The farmer picked up the potatoes and planted them back, and, after making sure the area was loaded while the potatoes grew, they didn't break the grown crops.
I ended up replacing the villagers (making sure to kill them with lava), and changed out the potatoes for carrots, and sure enough, after bonemealing one just to find a quick result, the new farmer broke and replanted the crop.
The villagers have not breed due to another bug (Bedrock is just filled with bugs and weird mechanics that have no reason to differ with Java huh. *saltiness intensifies*), but this report is for the potatoes, not the breeding.
So, if this detailed explanation isn't enough, I don't know what is. I am almost sure that this is a bug, below I have the twitter conversation and the tutorial linked.
FIRST THREAD: https://twitter.com/Schmedricks27/status/1022976226523209728
SECOND THREAD: https://twitter.com/Schmedricks27/status/1025826236365303808
TUTORIAL: https://www.youtube.com/watch?v=zQnvGsVj-hE&t=0s&index=29&list=PLv0ngaVTZt4HGuq-IbONrSnvwc4NAp16o
Thanks for any response you may provide.
UPDATE: The carrots did not work either, they broke one the first one, then they didn't break the rest unless I got them started, as to which then they only broke a few before I had to break another one. This bug needs to be fixed asap as it applies to a huge part of the game.
UPADATE: NOTHING WILL WORK THIS NEEDS TO BE FIXED.
Recently I created a villager breeder using potatoes. Now, all crops should work, that being wheat, carrots, POTATOES, and beetroot.
After the potatoes grew, I expected the farmer villager to break the crop and replant it, except that didn't happen. Even after loading it for around 30 minutes, nothing happened.
I've been in contact with the breeder design via Twitter, and I can confirm that the breeder is built correctly and that nothing is interfering (no nearby villagers/village/doors). I had traded quite a bit with the all the villagers in the breeder to make sure my villager score and their willingness is up, and after all that I was sure as hell that my score wasn't negative.
When trading with them, I thought maybe breaking the potatoes myself would fix it, perhaps it was a chunk loading error or something, but it was this that confirmed my suspicions that this was indeed a bug.
The farmer picked up the potatoes and planted them back, and, after making sure the area was loaded while the potatoes grew, they didn't break the grown crops.
I ended up replacing the villagers (making sure to kill them with lava), and changed out the potatoes for carrots, and sure enough, after bonemealing one just to find a quick result, the new farmer broke and replanted the crop.
The villagers have not breed due to another bug, but this report is for the potatoes, not the breeding.
So, if this detailed explanation isn't enough, I don't know what is. I am almost sure that this is a bug, below I have the twitter conversation and the tutorial linked.
FIRST THREAD: https://twitter.com/Schmedricks27/status/1022976226523209728
SECOND THREAD: https://twitter.com/Schmedricks27/status/1025826236365303808
TUTORIAL: https://www.youtube.com/watch?v=zQnvGsVj-hE&t=0s&index=29&list=PLv0ngaVTZt4HGuq-IbONrSnvwc4NAp16o
Thanks for any response you may provide.
UPDATE: The carrots did not work either, they broke one the first one, then they didn't break the rest unless I got them started, as to which then they only broke a few before I had to break another one. This bug needs to be fixed asap as it applies to a huge part of the game.
UPADATE: NOTHING WILL WORK THIS NEEDS TO BE FIXED.
Recently I created a villager breeder using potatoes. Now, all crops should work, that being wheat, carrots, POTATOES, and beetroot.
After the potatoes grew, I expected the farmer villager to break the crop and replant it, except that didn't happen. Even after loading it for around 30 minutes, nothing happened.
I've been in contact with the breeder design via Twitter, and I can confirm that the breeder is built correctly and that nothing is interfering (no nearby villagers/village/doors). I had traded quite a bit with the all the villagers in the breeder to make sure my villager score and their willingness is up, and after all that I was sure as hell that my score wasn't negative.
When trading with them, I thought maybe breaking the potatoes myself would fix it, perhaps it was a chunk loading error or something, but it was this that confirmed my suspicions that this was indeed a bug.
The farmer picked up the potatoes and planted them back, and, after making sure the area was loaded while the potatoes grew, they didn't break the grown crops.
I ended up replacing the villagers (making sure to kill them with lava), and changed out the potatoes for carrots, and sure enough, after bonemealing one just to find a quick result, the new farmer broke and replanted the crop.
The villagers have not breed due to another bug, but this report is for the potatoes, not the breeding.
So, if this detailed explanation isn't enough, I don't know what is. I am almost sure that this is a bug, below I have the twitter conversation and the tutorial linked.
FIRST THREAD: https://twitter.com/Schmedricks27/status/1022976226523209728
SECOND THREAD: https://twitter.com/Schmedricks27/status/1025826236365303808
TUTORIAL: https://www.youtube.com/watch?v=zQnvGsVj-hE&t=0s&index=29&list=PLv0ngaVTZt4HGuq-IbONrSnvwc4NAp16o
Thanks for any response you may provide.
UPDATE: The carrots did not work either, they broke one the first one, then they didn't break the rest unless I got them started, as to which then they only broke a few before I had to break another one. This bug needs to be fixed asap as it applies to a huge part of the game.
UPADATE: NOTHING WILL WORK THIS NEEDS TO BE FIXED.Recently I created a villager breeder using potatoes. Now, all crops should work, that being wheat, carrots, POTATOES, and beetroot.
After the potatoes grew, I expected the farmer villager to break the crop and replant it, except that didn't happen. Even after loading it for around 30 minutes, nothing happened.
I've been in contact with the breeder design via Twitter, and I can confirm that the breeder is built correctly and that nothing is interfering (no nearby villagers/village/doors). I had traded quite a bit with the all the villagers in the breeder to make sure my villager score and their willingness is up, and after all that I was sure as hell that my score wasn't negative.
When trading with them, I thought maybe breaking the potatoes myself would fix it, perhaps it was a chunk loading error or something, but it was this that confirmed my suspicions that this was indeed a bug.
The farmer picked up the potatoes and planted them back, and, after making sure the area was loaded while the potatoes grew, they didn't break the grown crops.
I ended up replacing the villagers (making sure to kill them with lava), and changed out the potatoes for carrots, and sure enough, after bonemealing one just to find a quick result, the new farmer broke and replanted the crop.
The villagers have not breed due to another bug, but this report is for the potatoes, not the breeding.
So, if this detailed explanation isn't enough, I don't know what is. I am almost sure that this is a bug, below I have the twitter conversation and the tutorial linked.
FIRST THREAD: https://twitter.com/Schmedricks27/status/1022976226523209728
SECOND THREAD: https://twitter.com/Schmedricks27/status/1025826236365303808
TUTORIAL: https://www.youtube.com/watch?v=zQnvGsVj-hE&t=0s&index=29&list=PLv0ngaVTZt4HGuq-IbONrSnvwc4NAp16o
Thanks for any response you may provide.
UPDATE: The carrots did not work either, they broke one the first one, then they didn't break the rest unless I got them started, as to which then they only broke a few before I had to break another one. This bug needs to be fixed asap as it applies to a huge part of the game.
UPADATE: NOTHING WILL WORK THIS NEEDS TO BE FIXED.
Edited by Jeffrey
Farmer Villagers Breaking Potatoes Not Working (UPDATE; CARROTS TOO, PROBABLY EVERYTHING BECAUSE THIS PLATFORM IS BROKEN BEYOND BELIEF)
UPDATE; I am not longer cooperating with the Bug tracker due to their lack of response and ability to trust and understand the information given. I will leave this post open for the hope that someone more sensible will see this post. Goodbye Bug Tracker, I truly never regained faith in you, and now you are essentially dead to me.
Recently I created a villager breeder using potatoes. Now, all crops should work, that being wheat, carrots, POTATOES, and beetroot.
After the potatoes grew, I expected the farmer villager to break the crop and replant it, except that didn't happen. Even after loading it for around 30 minutes, nothing happened.
I've been in contact with the breeder design via Twitter, and I can confirm that the breeder is built correctly and that nothing is interfering (no nearby villagers/village/doors). I had traded quite a bit with the all the villagers in the breeder to make sure my villager score and their willingness is up, and after all that I was sure as hell that my score wasn't negative.
When trading with them, I thought maybe breaking the potatoes myself would fix it, perhaps it was a chunk loading error or something, but it was this that confirmed my suspicions that this was indeed a bug.
The farmer picked up the potatoes and planted them back, and, after making sure the area was loaded while the potatoes grew, they didn't break the grown crops.
I ended up replacing the villagers (making sure to kill them with lava), and changed out the potatoes for carrots, and sure enough, after bonemealing one just to find a quick result, the new farmer broke and replanted the crop.
The villagers have not breed due to another bug, but this report is for the potatoes, not the breeding.
So, if this detailed explanation isn't enough, I don't know what is. I am almost sure that this is a bug, below I have the twitter conversation and the tutorial linked.
FIRST THREAD: https://twitter.com/Schmedricks27/status/1022976226523209728
SECOND THREAD: https://twitter.com/Schmedricks27/status/1025826236365303808
TUTORIAL: https://www.youtube.com/watch?v=zQnvGsVj-hE&t=0s&index=29&list=PLv0ngaVTZt4HGuq-IbONrSnvwc4NAp16o
Thanks for any response you may provide.
UPDATE: The carrots did not work either, they broke one the first one, then they didn't break the rest unless I got them started, as to which then they only broke a few before I had to break another one. This bug needs to be fixed asap as it applies to a huge part of the game.
UPADATE: NOTHING WILL WORK THIS NEEDS TO BE FIXED.
Edited by Jeffrey (pfft helper)
UPDATE; I am not longer cooperating with the Bug tracker due to their lack of response and ability to trust and understand the information given. I will leave this post open for the hope that someone more sensible will see this post. Goodbye Bug Tracker, I truly never regained faith in you, and now you are essentially dead to me.
Recently I created a villager breeder using potatoes. Now, all crops should work, that being wheat, carrots, POTATOES, and beetroot.
After the potatoes grew, I expected the farmer villager to break the crop and replant it, except that didn't happen. Even after loading it for around 30 minutes, nothing happened.
I've been in contact with the breeder design via Twitter, and I can confirm that the breeder is built correctly and that nothing is interfering (no nearby villagers/village/doors). I had traded quite a bit with the all the villagers in the breeder to make sure my villager score and their willingness is up, and after all that I was sure as hell that my score wasn't negative.
When trading with them, I thought maybe breaking the potatoes myself would fix it, perhaps it was a chunk loading error or something, but it was this that confirmed my suspicions that this was indeed a bug.
The farmer picked up the potatoes and planted them back, and, after making sure the area was loaded while the potatoes grew, they didn't break the grown crops.
I ended up replacing the villagers (making sure to kill them with lava), and changed out the potatoes for carrots, and sure enough, after bonemealing one just to find a quick result, the new farmer broke and replanted the crop.
The villagers have not breed due to another bug, but this report is for the potatoes, not the breeding.
So, if this detailed explanation isn't enough, I don't know what is. I am almost sure that this is a bug, below I have the twitter conversation and the tutorial linked.
FIRST THREAD: https://twitter.com/Schmedricks27/status/1022976226523209728
SECOND THREAD: https://twitter.com/Schmedricks27/status/1025826236365303808
TUTORIAL: https://www.youtube.com/watch?v=zQnvGsVj-hE&t=0s&index=29&list=PLv0ngaVTZt4HGuq-IbONrSnvwc4NAp16o
Thanks for any response you may provide.
UPDATE: The carrots did not work either, they broke one the first one, then they didn't break the rest unless I got them started, as to which then they only broke a few before I had to break another one. This bug needs to be fixed asap as it applies to a huge part of the game.
UPADATE: NOTHING WILL WORK THIS NEEDS TO BE FIXED.
Edited by Jeffrey
UPDATE; I am not longer cooperating with the Bug tracker due to their lack of response and ability to trust and understand the information given. I will leave this post open for the hope that someone more sensible will see this post. Goodbye Bug Tracker, I truly never regained faith in you, and now you are essentially dead to me.
Recently I created a villager breeder using potatoes. Now, all crops should work, that being wheat, carrots, POTATOES, and beetroot.
After the potatoes grew, I expected the farmer villager to break the crop and replant it, except that didn't happen. Even after loading it for around 30 minutes, nothing happened.
I've been in contact with the breeder design via Twitter, and I can confirm that the breeder is built correctly and that nothing is interfering (no nearby villagers/village/doors). I had traded quite a bit with the all the villagers in the breeder to make sure my villager score and their willingness is up, and after all that I was sure as hell that my score wasn't negative.
When trading with them, I thought maybe breaking the potatoes myself would fix it, perhaps it was a chunk loading error or something, but it was this that confirmed my suspicions that this was indeed a bug.
The farmer picked up the potatoes and planted them back, and, after making sure the area was loaded while the potatoes grew, they didn't break the grown crops.
I ended up replacing the villagers (making sure to kill them with lava), and changed out the potatoes for carrots, and sure enough, after bonemealing one just to find a quick result, the new farmer broke and replanted the crop.
The villagers have not breed due to another bug, but this report is for the potatoes, not the breeding.
So, if this detailed explanation isn't enough, I don't know what is. I am almost sure that this is a bug, below I have the twitter conversation and the tutorial linked.
FIRST THREAD: https://twitter.com/Schmedricks27/status/1022976226523209728
SECOND THREAD: https://twitter.com/Schmedricks27/status/1025826236365303808
TUTORIAL: https://www.youtube.com/watch?v=zQnvGsVj-hE&t=0s&index=29&list=PLv0ngaVTZt4HGuq-IbONrSnvwc4NAp16o
Thanks for any response you may provide.
UPDATE: The carrots did not work either, they broke one the first one, then they didn't break the rest unless I got them started, as to which then they only broke a few before I had to break another one. This bug needs to be fixed asap as it applies to a huge part of the game.
UPADATE: NOTHING WILL WORK THIS NEEDS TO BE FIXED.
Edited by Jeffrey
UPDATE; I am not longer cooperating with the Bug tracker due to their lack of response and ability to trust and understand the information given. I will leave this post open for the hope that someone more sensible will see this post. Goodbye Bug Tracker, I truly never regained faith in you, and now you are essentially dead to me.
Recently I created a villager breeder using potatoes. Now, all crops should work, that being wheat, carrots, POTATOES, and beetroot.
After the potatoes grew, I expected the farmer villager to break the crop and replant it, except that didn't happen. Even after loading it for around 30 minutes, nothing happened.
I've been in contact with the breeder design via Twitter, and I can confirm that the breeder is built correctly and that nothing is interfering (no nearby villagers/village/doors). I had traded quite a bit with the all the villagers in the breeder to make sure my villager score and their willingness is up, and after all that I was sure as hell that my score wasn't negative.
When trading with them, I thought maybe breaking the potatoes myself would fix it, perhaps it was a chunk loading error or something, but it was this that confirmed my suspicions that this was indeed a bug.
The farmer picked up the potatoes and planted them back, and, after making sure the area was loaded while the potatoes grew, they didn't break the grown crops.
I ended up replacing the villagers (making sure to kill them with lava), and changed out the potatoes for carrots, and sure enough, after bonemealing one just to find a quick result, the new farmer broke and replanted the crop.
The villagers have not breed due to another bug, but this report is for the potatoes, not the breeding.
So, if this detailed explanation isn't enough, I don't know what is. I am almost sure that this is a bug, below I have the twitter conversation and the tutorial linked.
FIRST THREAD: https://twitter.com/Schmedricks27/status/1022976226523209728
SECOND THREAD: https://twitter.com/Schmedricks27/status/1025826236365303808
TUTORIAL: https://www.youtube.com/watch?v=zQnvGsVj-hE&t=0s&index=29&list=PLv0ngaVTZt4HGuq-IbONrSnvwc4NAp16o
Thanks for any response you may provide.
UPDATE: The carrots did not work either, they broke one the first one, then they didn't break the rest unless I got them started, as to which then they only broke a few before I had to break another one. This bug needs to be fixed asap as it applies to a huge part of the game.
UPADATE: NOTHING WILL WORK THIS NEEDS TO BE FIXED.
Edited by Jeffrey
toches+ fluidsTorches can't replace water sources
You can't no longer place torches in fluids.
This might be intentionally, but this removes a very usefull "feature" that allowed players to remove easily lava and water sources that generated in caves while mining.
To reproduce:
-place a water source
-place a torch in the same block as the water
-the torch won't place
Edited by Jeffrey
The model of the Shulker clips through blocks when it is spawned and is attached underneath a block.
Original Description:
This bug is following today and it affect in 1.9.0.3.
Shulker'sSwitch Shell Animation ErrorThe shulker's model clips through blocks
Have yoi yried pressing z to pen up the mob effects?
Have you tried pressing z to pen up the mob effects?
Jeffrey, Please do not make comments like that, they are not helpful in getting the issue resolved any faster. Thanks.
@Jeffrey Please make sure the comments are written respectfully to the other players. I can imagine someone might experience a technical issue / texture glitch in this way. We are aware of texture glitches with enderman and drowned especially if the game has been suspended.
Jeffrey Yep, that's exactly what the site does that I linked above, it makes it even easier to work out though ![]()
danial The issue is that the portals need to be aligned, so you need to calculate where to build them so they work as you want them to. The links I gave above will help you find the information you need.
Thank you, Jeffrey. That was actually the changelog entry I was looking for. I think I missed it because I was searching for "maps", not "map".
So the problem here is that the wiki is out of date. The player marker no longer changes to a dot, and it was the dot that changed size, not the pointer, so this works as intended.
UPDATE; I am not longer cooperating with the Bug tracker due to their lack of response and ability to trust and understand the information given. I will leave this post open for the hope that someone more sensible will see this post. Goodbye Bug Tracker, I truly never regained faith in you, and now you are essentially dead to me.
Recently I created a villager breeder using potatoes. Now, all crops should work, that being wheat, carrots, POTATOES, and beetroot.
After the potatoes grew, I expected the farmer villager to break the crop and replant it, except that didn't happen. Even after loading it for around 30 minutes, nothing happened.
I've been in contact with the breeder design via Twitter, and I can confirm that the breeder is built correctly and that nothing is interfering (no nearby villagers/village/doors). I had traded quite a bit with the all the villagers in the breeder to make sure my villager score and their willingness is up, and after all that I was sure as hell that my score wasn't negative.
When trading with them, I thought maybe breaking the potatoes myself would fix it, perhaps it was a chunk loading error or something, but it was this that confirmed my suspicions that this was indeed a bug.
The farmer picked up the potatoes and planted them back, and, after making sure the area was loaded while the potatoes grew, they didn't break the grown crops.
I ended up replacing the villagers (making sure to kill them with lava), and changed out the potatoes for carrots, and sure enough, after bonemealing one just to find a quick result, the new farmer broke and replanted the crop.
The villagers have not breed due to another bug, but this report is for the potatoes, not the breeding.
So, if this detailed explanation isn't enough, I don't know what is. I am almost sure that this is a bug, below I have the twitter conversation and the tutorial linked.
FIRST THREAD: https://twitter.com/Schmedricks27/status/1022976226523209728
SECOND THREAD: https://twitter.com/Schmedricks27/status/1025826236365303808
TUTORIAL: https://www.youtube.com/watch?v=zQnvGsVj-hE&t=0s&index=29&list=PLv0ngaVTZt4HGuq-IbONrSnvwc4NAp16o
Thanks for any response you may provide.
UPDATE: The carrots did not work either, they broke one the first one, then they didn't break the rest unless I got them started, as to which then they only broke a few before I had to break another one. This bug needs to be fixed asap as it applies to a huge part of the game.
UPADATE: NOTHING WILL WORK THIS NEEDS TO BE FIXED.
Edited by Jeffrey
Interesting that you got the Roofed Forest M biome to generate properly in 1.4.2. Though your world may be an exception rather than the norm because this bug has been around since 0.11.0 as shown in this attached picture. And this guy's seed still has the bugged biome in 1.5.2.

Jeffrey that response was actually sent long ago (when 15.x was out). Jira for some reason takes a long time to post responses from Emails. His response was an email, I edited out the rest of the response email as it was just emails he had been seny from Jira with this topic.
Edited by Jeffrey
The model of the Shulker clips through blocks when it is spawned and is attached underneath a block.
Original Description:
This bug is following today and it affect in 1.9.0.3.
Jeffrey You are right. This is useful, however the way the dust appears here is the problem. So please update the report and change the title name. It happens in 1.13.0.6 also.












The java version does not have this issue, the shulker box (item) would be consistently pushed forward where the piston is facing. (It doesn't matter if the hopper is powered) Please fix this, its just a minor bug but very annoying when creating contraptions with shulker boxes.
The shulker box(item) sometimes drops in the same space as the piston head even when there is nothing blocking the shulker box (item) where the piston is facing. The hopper thing is not really a bug because it was not connected, just the placing of the shulker box (item). The first picture should happen consistently. This bug happens in PE as well, not just windows 10. I've tested it.
I think it is because the golems are underwater. When iron golems are underwater they are immobile.
I think they were trying to make a hidden torch key but did not know that redstone works differently in Bedrock Edition. I don't believe this is a bug.
This also happened before 1.4. Whenever I exit the game (properly), it causes the resource packs to be disabled when I re-enter the game.
Maybe your simulation distance was high? Increasing the render distance and/or simulation distance also increases the lag. Of course increasing the chunks to ten or even higher would make your game laggy.
This also happens in singleplayer. When you fly into a lava column you keep flying like getting stuck in cobweb. This doesn't happen with water though.
Maybe the seeds simply had no mineshafts in the mesa. This may not be a bug. Mesa biomes don't always generate mineshafts.
The bug is still in the game in version 1.4.2
The old and infinite world types have different seed generation. Most likely, you changed the old world to infinite. This causes the world to generate new types of terrain and that is why the chunks are divided.
Probably lag. I also experience this sometimes but it is either lag or I was placing the block where an entity is standing.
You should put an image so they see the problem.
The tridents dont disappear, they pass through the ground though.
If you are in the ocean then you really can't see outside since you won't have underwater vision.
who would use hoes to break blocks anyway?
That is not a bug. Building above the nether is not yet implemented. Java and Bedrock Edition do not have the exact same features. Please do more research before reporting bugs.
Did you check in the world settings if "tnt explodes" was ON? Maybe that option was turned off.
The structure blocks on mobile and console edition are not functional. I think this is intended by the developers.
Did you place water in the entire area or placed a layer of source blocks and let it flow down?
When you manually made the golem...did you place the jack o lantern last? Because you have to place the pumpkin last for it to work. Could you maybe add a short video on that?
Did you check in the video settings if "in game player names" was on?
Did you check if there were large amounts of entities, lighting and water updates or redstone activating nearby? Is your render distance and simulation distance set at a low distance? Please provide more information. It might be because of your game settings. Please check.
About the flying. There is a separate bug about flying slow.
Confirmed in MCPE beta 1.5 versions as well. Opening the inventory did not disable sneak mode before.
There should not be* non-air blocks* adjacent to the iron block T shape. See more info here about spawning iron golems.
Golem Spawning
Were you at least 40 blocks near the farm, or did you go somewhere far? The default simulation distance for Bedrock is about 4 chunks. Try to wait near the iron golem farm for about 15 minutes or more.(the link you sent was unavailable so I didn't see what you did)
Try pushing them into the ocean. I found that sea turtles lay eggs in different beaches when naturally spawned in infinite worlds.
Please provide more information.
I was also on 1.5.0.4.This did not happen to me. I use a samsung j2 prime and it worked just fine. I was able to test out the turtle eggs.Then I updated to 1.5.0.7 and still no crash.
See here
Check this Link about Iron Golem Spawning
Your video shows that you are spawning the golem incorrectly. The spaces under your golem was water. Water is a non air block and that is why the golem did not spawn. That seems to be working fine. Try to build an iron farm in a different world as it is made in a tutorial then wait for about 15 min. or more. If that does not work check if mob spawning is on because I play on 1.4.2 and my previous iron farm still spawns golems.
This has been around since repeaters were added and that was in 0.14.0. We are now in 1.4.2 and approaching 1.5
Confirmed on Windows 10 as wellThe tridents were changed so they now break armor stands in 1.5.0.7. But the trident should still land on the ground but it doesn't as shown in the video I added.
I am on 1.5.0.7 as well. How come I don't crash ?Click here to see
It seems to be fixed in 1.5.0.7 as well. Only the 1.4 versions seem to have the bug.
Confirmed on Windows 10 1.4.2. It seems to happen whenever you exit and re-enter the world while they are active and it's definitely NOT just a visual bug.
If this was done in creative mode then its not a bug. Try doing it it survival mode.
You cannot join realms when you're in beta, they even give a warning in the changelogs about this.
Yeah, I also have the same problem in Windows 10. It worked fine before I updated to 1.4
It is intentional that carved pumpkin can be used to spawn golems. But I'm not so sure about the regular faceless pumpkin.
Could you send a photo?
Are you sure it wasn't the slime at the back that caused damage?
The pumpkin has to be carved before you can use it for jack o lanterns. That is not a bug it is an intended feature. Use a shear on the pumpkin to carve it then use that for jack o lanterns.
The swimming works entirely different than the elytra[which suggests that you tested this in an earlier version]. The update aquatic has been implemented along with swimming animation which enables the player to swim in a 1x1 gap. But, what you showed may be a bug.
I am playing survival in 1.4.2 and this DOES NOT happen to me. I've managed to collect leather, rotten flesh and meat from all the mobs I killed. Did you check in your world settings if "mob drops" was on?
Okay, sorry about that then
No I did not use any commands. I cant make the parrot dismount for some reason even if I jump. [also a bug]
I tamed a parrot in survival and accidentally fell in a ravine but I did not take damage when it was on my shoulder, so I tested it in the world in the video and had the same result.
This also happened to me in Windows 10 1.4.2. I was trying to get wool from a sheep and it suddenly disappeared for about 2 seconds then reappeared.
If you are playing in the mobile versions and not on Windows 10 then you need to download the free music pack in the store.
That is an intended feature. When zombies convert into drowned they drop all items that they were holding and wearing. See more information here.
This also happens in Windows 10 in versions 1.2.13, 1.4.0 and 1.4.2
I don't think that feature has been implemented yet in 1.4.
Confirmed in 1.4.2 as well.
It's on Windows 10 1.4.2 as well.
Doesn't work in windows 10 1.4.2 as well.
Leave the world then open the world settings from the pencil icon of that world then turn the "entities drop loot" and/or "mob loot" on. It should work.
Yes, I think that the pushed item entity just randomly choose a place to drop.
I think that is intended. They made it so that it is easier to see underwater. You'll notice that the closer you are to the surface it looks brighter underwater and darker the deeper you are.
Have they added sounds for that ?
Yeah, this sometimes happen to me on windows 10 as well
Isn't this intended? I think this is because of the new water mechanics, when items are in water they will always float up.
Keep in mind that minecraft is still a game, doesn't matter if it breaks the laws of physics
That is an intended feature, you can only place the* FIRST* pickle when clicking on an adjacent block but not the next pickles. See more here
Maybe like when placing blocks on the same block as tall grass?
Could you send a photo? Thanks
Was the frame highlighted or outlined when you clicked it? Maybe you were clicking on the water or the water was in the way.
Did you stay underwater long enough? Maybe the breath bar was not showing but you were still losing air.
I wouldn't really consider this a bug. There is just a delay when moving blocks, the game has to unload a block then load it in another location. If you ask me this poses no issue nor problems whatsoever. Even java has this split-second delay.
Oh really ? Sorry if I wasn't aware of that fact!
This happens sometimes to me [after fighting the wither though] whenever I leave the chunks and the wither is below half health his shield sometimes disappears and health no longer regenerates
I think that is intended. Pres and hold the item stack if you only want a certain amount, a green bar should appear above the item stack.
Could you provide more information or describe the bug?
I think you got it right. He was probably trying to combine all trident enchantments into one trident. However unbreaking and mending cannot be used on the trident again in 1.4. In the beta 1.5.0 it was possible to enchant tridents with them[mending and unbreaking].
Pretty neat for underwater builds though
Did you try removing the sponge? The water surrounding the air pockets may have turned to flowing water therefore not creating water sources because sponges remove water in a small range, you did use a sponge instead of a bucket to remove the water right?
Good thing I watched the video. I thought you meant that the proper trade amount of your renamed traded items were taken[which is normal]. But it was the items you purchased.
I also use pocket ui in my phone. This works for me. Press and hold the item in the chest, sometimes it is slow then press any slot in the other chest. The items no longer move automatically to the other chest, the player has to choose which slot the items will go.
Pleas add more information about the bug and maybe how to reproduce it other than XXX.
Please describe the bug more clearly.
Please describe the bug more clearly.
Did you open this world in a higher version like beta 1.5 ? Because sometimes if you use the latest version then downgrade some pf the newer blocks change to that "update" block
Sorry, I misunderstood. You meant that they dont appear for a while, right? I thought it was the short flash of the block when they are moved. My bad.
Try placing water on the sides of the obsidian.
Do you mean that kelp spawns in ocean biomes but they cant be obtained in the creative inventory?The previous title confused me. Could you provide a photo or steps to recreate it?
They haven't added those in 1.4.2 yet. See changelog for 1.4.2 and for 1.4.0
This is in touch controls, right? Don't just tap the fish, press and hold on the fish while holding a bucket.
Updating versions doesn't seem to be the cause. I tamed wolves in survival on 1.4.2 then copied the world in the same version, I entered the copied world all my pets[parrots, cats and wolves] wont stand up when I right click on them.
I think he should send a video link of how to build his farm, that way we can test whether the update caused the issue or there is something wrong with the farm configuration itself.
This also happens to me when I fly above carpets (about a block and a half or so) It sounds like I'm walking on the carpet but I'm not touching them and I move really slow as well.
As mentioned above, when you reach a really high altitude it will snow instead of rain.
This happens in Minecraft windows 10 1.4.2 as well. I only press right click on a crop once but it uses up two to three extra bone meal.
I had the same issue in PE as well. I have a pretty fast connection, but whenever I apply the texture pack it does not change the game texture. Only the textures made by minecraft worked for me.
Did the trident really decrease speed or stayed the same? Because tridents cannot be slowed down by water.
What do you mean? Did I accidentally put a random video?Yeah sorry about that, I wasn't aware that I also placed the video here. My bad.
Confirmed on Windows 10 as well. It seems to drop when waterlogged blocks or sea plants are broken.
In windows 10 and PE as well, threw an unenchanted trident at an armor stand in creative and survival. Armor stand drops as item but the trident disappears. As shown in the video I added above.
Oh, sorry. That was an accident. My bad.
Yeah, that shouldn't happen. Tridents are supposed to be unaffected by water.
Did you move or open a world file into the games folder ? Because this happened to me on windows 10 when I opened a .mcworld file that was made in an earlier version.
I saw a post that said they picked it up after they turned on "mob griefing". Maybe that's the cause? (Not sure though just saw it in a post)
Yeah, I think it's because crops are technically part of the terrain, so the game prevents them from harvesting and/or planting and picking up items dropped by players.
Did xp orbs appear as well? Because according to the wiki, in bedrock edition ender pearls drop along with the xp orbs. Enderman sometimes teleport at the last second when killed, so if they didn't drop xp orbs as well they must have teleported somewhere right before they turned to smoke. More details
Did it rain before they teleported?
Do you mean the face on the observer? Or the one with the red dot?
You are using touch controls right? I think that is intended.
That's why I mentioned that I don't know what triggered it. If you know something that may trigger this please say so.
What did you use to update the observer? Because there are some updates that the observer can't detect in bedrock edition.
I see. Thanks for the info.
Confirmed in windows 10 1.5.0.7 as well. However it seems to affect some hostile mobs like zombies. I did not notice this on all mobs.
Yeah, it seems that leaving the area with the active observers triggers it. However, it seems to be fixed in 1.5.0.7. I tried unloading the chunks, going to nether and leaving the world while the observers were active but they never got stuck.
I would like to clarify two things. First is that the creator of the post be the one to provide a video, image or any link to show the exact configuration of the farm so we may try to reproduce the bug. Secondly, about the manual spawning of golems. Make sure that there is nothing but air touching the T-shape iron block configuration to spawn the golem and place the pumpkin or jack o lantern last.
The breaking particle for the mob heads has always been same as soul sand. Don't know about the water particle though.
That feature only applies to Java and legacy console editions. Not all features of java are the same with bedrock edition. More about the arrows in the Minecraft Wiki
I believe that this is working as intended.
Affects 1.5.0.7 on windows 10.
I believe that is because the maximum duration you can get is 999999. Anymore beyond that will result in a failed command. Tested this in PE.
Feature not a bug.
Still affects 1.5.0.7. Dug out two adjacent slime chunks all the way to y=34. Went 30 blocks away, no slime spawned after around 15 minutes. Used the Slime Finder PE to locate the chunks.
This is fixed in 1.5.0.7 in Windows 10.
This also affects the bottom half of hoppers.
I have the city texture pack and I don't see any issues with the iron helmet. Is there a graphical glitch? If so please provide a photo of the iron helmet with the city texture pack on.
Please report just one bug in per ticket. Reporting multiple bugs in a single ticket makes it difficult for the devs to monitor existing bugs.
Did you close Minecraft or did you put it in the background? Closing minecraft without leaving a world properly causes the game to lose a few seconds/ minutes of gameplay data.
This sometimes causes tridents with loyalty to permanently get stuck in the chunks as well.
Did you sneak ?
This also happens in creative. When opening a book and quill the block I am pointing at breaks.
Is that the top half of the slab or the bottom half?
Those white blocks aren't clouds because the clouds in minecraft are not blocks but just a rendered image, the white blocks are probably tnt ghost blocks.
This also affects Windows 10. Drowned would spawn in the swamp that I was in while it was DAYTIME. About 30+ Drowned spawned while I was just swimming in the swamp.
What do you mean by "hand is down" ? Could you provide an image or video? This might be an intended feature, the riptide has a different animation when it is pulled back.
Some servers are not available if your are in beta.
Its only in the beta versions, if you are in the 1.4 version then drowneds wont spawn naturally. That is if you have not loaded that world in a previous beta.
I think this only happens sometimes. I found a roofed forest in 1.5.0.7 but the foliage was fine. Though I did create the world in 1.4.2
Same here. The book seems to face a little off to the right of the player.
Did you use it in a horse or a pig? A horse's saddle becomes invisible as well but not a pig's saddle.
Firstly, report ONE, just ONE bug per ticket.
Second, you are in 1.4.2 meaning the features you mentioned are not yet fully implemented.
Third, this is a bug tracking website not a feature request site.
Lastly, please do more research about the features added in your current version. 1.4.2 Changelog
I think that is intended. They changed the animation of the trident with riptide. Its now different from the bow and tridents without riptide.
Alright then. Could you please provide a photo or gameplay video so we can see the issue in action?
Can you please provide a video?I think this is because pistons in Bedrock Edition update slower.
That is intended by the devs. They made it so that the arrow will not change to a dot when far from the location in maps.
Turns out slimes do spawn, however the spawn rate is very low. I was building near the slime chunks I mentioned but only 4 to 6 after about 5 hours of build time.
They increased the spawn rate of slimes a few updates ago. Even if I was 30 blocks away, an average of 4 slimes would spawn. Don't know what caused the spawn rate to drop now though. Maybe because of the alarmingly high drowned spawn rate in 1.5.0.7?
Were you opped or could use cheats?
Is that not intended? Is the helmet supposed to be transparent?
Still affects the latest beta. The player does glide but the fireworks don't give a boost unless the player deactivates and reactivates the elytra mid-flight or on the ground.
Is that issue a bug? Because this is a bug tracking website.
This also affects Windows 10 1.5.0.7
Is that not intended? I always thought they made it so plants can be placed in water.
I don't think it is OP because it only works in rain or thunderstorms. Other than that the trident is pretty weak because it can't even kill a ghast.
Its not a bug because the translations are wrong. maybe you should request this in the feedback site.
Feature not a bug. They have not implemented that in 1.4.2 yet.
1.4.2 Changelog
That is intended. They changed the way pistons receive power since the better together update.
City texture pack also has this issue.
Still affects 1.5.0.10. Added photo above.
Could you provide a photo?
Does this happen without shaders? If not, then it might be caused by the resource pack and not the game itself.
Buried treasure do not generate with maps, ruins and shipwrecks are the ones that generate with the treasure maps. See more information in the Minecraft Wiki
I think the dolphin is supposed to be in water.
Were you using locator maps?
There is no option to adjust the particles in PE. Some features in java or console are not in PE.
Have you bought the game?
Did you find those maps nearby or far from the buried treasure? Certain treasure maps locate different buried treasures however they point to the closest treasure. Cartographers do not give treasure maps, only explorer maps.
I think that is intended.
That is intended, dolphins cannot be tamed, they only lead you to the nearest ruins, shipwreck or buried treasure. Also, I don't think leads can be attached to them.
As mentioned by Koen, depending on the mob, the spawning area must be appropriate, like having air blocks for hostile mobs with low light level or higher light level for most passive mobs. The player also needs to be 16 blocks near the spawner for it ti activate.
Affects Windows 10 as well. I spawned an adult villager but it sounded like a baby villager.
Did you check in the world settings if 'mob spawning' is turned on? I'm also playing in a survival world in 1.5.0.10 in Windows 10 but hostile mobs spawn normally at night.
Is this consistent? Because arrows have a random offshoot so it may cause the arrow to move a bit off from the player's aim.
Confirmed in Windows 10 1.5.0.10. Not sure if this is a bug though because bedrock and java have different features.
I don't seem to have the same issue, I'm also on Windows 10 in the latest beta. Could you add a photo without the shaders?
could you provide a video? It's very hard to understand the issue with just the picture.
Still affects 1.5.0.10 and 1.6.0.1 but it happens less in 1.6.0.1
I think that is intended, carpets can be placed on a water source so maybe its the same for the bubble columns.
I played on Windows 10 1.4.2 for a while before updating to the beta versions but I never experienced this bug. Are you sure your mouse is fine? (Or maybe someone is trolling you)
That is intended. Piston behavior is completely different in Bedrock edition to java. Please search instead for piston doors specific for PE or Bedrock edition.
That type of t flip-flop does not work in bedrock edition because the piston that pushes the block is chosen randomly. Use a dropper-hopper t-flip-flop instead, (the one with three droppers instead of two, Mumbo Jumbo has a video for that) as they work in bedrock edition as well.
I think this is working as intended. Spawn rates in Bedrock Edition is very low that's why there is a very small amount of mobs spawning.
Sorry, but I don't know how. But I think you should watch gnembon's explanation on mob spawning in bedrock edition.
You mentioned the world had a mod which you turned off, what mod was it? It might be caused by that as mentioned by Jonathan Hanzel.
This happens even without experimental mode on. I play on a survival world without experimantal mode and this happens on all slabs not only on the prismarine slabs.
This is intended. The new hunger and regen system has not yet been implemented in bedrock edition.
I think this is fixed, in beta 1.5.0.10 that is. But how did the bird get stuck on the donkey? As far as vanilla mob behavior goes parrots can only mount a player.
Just reinstall the game. Make sure that you have a copy of your game files because if you uninstall the game it deletes those.
Look in the touch settings and turn off 'invert y-axis'. That should fix it.
I dont think they added that feature yet.
The best way to make sure your portals are aligned is to get the x and z of the overworld and divide that by eight (since the default nether size is 8). The value you get from dividing the coords is the equivalent location in the nether. Y values are the same in both dimensions.
That is a feature. You can change the pose depending on the signal strength.
That is intended. Pistons and slime blocks can move tile entities like furnaces, chests etc. Except jukeboxes,beacons, and others with obsidian.
Was that a bug? I thought it was intended because the player isn't going through a portal when drinking milk.
I think it is better not to change this as it makes more sense because the player is drinking milk and not going through a portal.
(No offense, but it also doesnt show a 'shortcut' to the programming)
Seems to only affect the mobile versions. Couldnt reproduce in W10 as well
Quasi connectivity is a bug but the devs kept it in the game because java players used it for most contraptions. However that does not mean that it is an intended feature.
Still affects 1.6.0.1
Still affects 1.6.0.1
Could you provide a video? The trident does not have particles rather its an animation that can be seen in third person.
I think it takes a while before they spawn. The spawning starts when the player does not sleep in three game days but I dont think they spawn immediately, sometimes it just takes longer.
@[MCPE Mod] Auldrick The phantom HAS been added. The reporter was on an android tablet and the changelog for 1.6.0.1 states that phantoms will spawn AFTER 3 in-game nights without sleep.
If you are in 1.6.0.1 or any beta version you cannot join some servers or non beta players.
The barrier outline is only invisible in adventure mode. If you ARE in survival then this is working as intended.
@Thomaz Calazans Linhares Junior
It still affects PC windows 10 in 1.6.0.1. I've tested it.
@LateLag
That is because they are on adventure mode. If you look carefully when they play custom maps in adventure mode the outline is invisible but when they are in survival there is an outline.
@Delvin4519 I'm not disproving the bug. I simply meant that it did not happen to me. Yes I did check and it was a roofed forest M. Like I said I was on 1.4.2 when I made it and it WAS a new world meaning it MIGHT only affect those in 1.5.0.7
Water blocks are lower than a block. The bubble column is one block and since it is treated like a water source maybe carpets can also be placed as well.
The time they start spawning seems to be AFTER 3 days not IN 3 days. I tested this in my survival world and waited about 4 or five nights before I saw one spawn.
Did you leave MCPE in the background? I left the app in the backgroud and this happened to me as well. Signs and piston head were invisible but the rest of their part like the text and piston body was still seen.
Fixed in 1.6.0.1