noob1884
- noob#1
- JIRAUSER522895
- Europe/London
- Yes
- No
2 issues
Key
Summary
Status
Reporter
Assignee
Created
Soul speed does not work on soul soil with Server Authoritative Movement off
Cannot Reproduce
Added Attachments:
Added Attachments:
Added Attachments:
Changed Description:
I tried running on soul sand in two different diamond boots, one with soul speed 2 frost walker and the other with soul speed two depth strider on dry land in a 200 block long tunnel and neither worked. The speed was the same as wearing no boots.
Other players in my server also report that the 'drag' from not having soul speed has gone too.
I tried running on soul soil (editted) in two different diamond boots, one with soul speed 2 frost walker and the other with soul speed two depth strider on dry land in a 200 block long tunnel and neither worked. The speed was the same as wearing no boots.
Other players in my server also report that the 'drag' from not having soul speed has gone too.
Changed Summary:
Soul Soil / Speed No Longer Works!


Hi Spud,
Hope you're doing well. Lori said that you were 'aware of me' which kinda spooked me out (more now I see who you are) but hi anyways. I have some context, emotion and observations for you that I hope will help get this issue sorted.
I can confirm that this has happened three times now in the past couple of months, playing on server versions 1.14 and now on 1.16 (aternos). I've lost awesome sharpness 4 , unbreaking 3 and now a very cheap mending villager (just so you get a picture of how bad this is) and the mending villager despawned on the very day that I opened my shop to start selling books (due to a bulk order for mending).
Okay, now that the background is out of the way, I must say that I did suspect that there was some pruning cap or something, as a few hours before I returned to the village, another team managed to also get a (more expensive) mending villager. Note that in between this time, I had visited the 'village' (of 11 villagers), bought 2 mending books and then gone off to build by shop and visited the nether a couple of times before returning.
There is no way for my issue to be attributable to hostile mobs as the area (enclosed area in a ravine, slabbed ceiling and floor and sealed walls - only access is bubble column) is too well lit for that and I have stayed there for minecraft months (so regional difficulty not an issue) to test whether there are any hostile spawns.
There has been a long time between the previous incidents and this one (approx 4 real weeks playing daily - except sundays).
But yes, the other team's got their mending villager from a naturally spawned or bred villager that was repeatedly reassigned a workstation to get the desired trade. That was the same method that I used but using a different type of source villager.
I have read through the other incidents and thought that this additional factor might help you guys get closer to the issue.
a few of us have noted this too, some on consoles and some on mobile devices. Will be telling peopple to see if they can identify a pattern. for us on a server atm it seems like a pulse in the gameplay, as if loading chunks (not generating) as you are moving.
I still have to compare with realms but hopefully some people will fill in any observations there
Hi, I must say that I don't have this issue on win10 and have subsequently remembered that I did move Minecraft over to my SD card at one point as memory was getting crammed, so device might actually be the issue. I have just got my 'better mobile device' out of quarantine so will soon look into whether I have the same problem on that platform or it is, as you say, device dependent. Just..have..to..buy..minecraft... for the 7th time :/
There are other requirements for restocking and depending on the villager there may be some other requirements to optimise them that not many people are aware of.
I have to agree with helmet on this one and I've been fighting them in a soul sand valley on hard. A shield is useful and then... well I'll just say that there are other legit things that you can do to 'manage' the situation.
Thanks for that info Saumya but still doesn't help those mobile players. Imagine my 90k xp /hr gold farm with this issue when I was playing on a server. Those unabsorbed xp orbs were causing serious lag.
I suspect that although this could be related to desync, and moving up and down (+/-10y) and around and around (on the x and z too) for want of a better description seemed to help.
you might want to check your light levels with foxynotail's light level resource pack. It might be one spot somewhere and you can remove it once you've checked it. Just do a search for it on google or something as he has a website where you can get all that stuff from.
Sorry to comment on an already 'closed' issue but I did a nether fortress a couple days ago and killed approximately 70-80 wither skeletons (server, hard, basalt delta fortress, i.e., seriously tough) and none of them dropped skulls. I was using a looting III netherite sword and noticed the following drops:
coal + bones
sword + bones
just bones with a puff of smoke as if something else despawned but that could have been my imagination
I'm pretty sure that the two bones is where a skull should have dropped, plus.. just 2 bones for looting 3?!? I have some suspicions around other netherite stuff too but I'll do more checking before I report those. This, of course, cannot be repeatedso I thought I had better get a comment if there is one to get that explains it.
sorry for extra edit but forgot to say that is was on a server running 1.16.2(.003) I think at the time with win10 client 1.16.2.003 (there might be another 0 in that)
Didn't see this until today and probably my bad also for not reporting it previously but I did used to get this issue at that time but just did the restart. I will keep my eye out for it now that I'm using win10 again
I believe that the discount was 50-80% with villager 1.0 as I was saying to Helen recently. I think you should have some old mc versions to check on that.
I was thinking that this issue was part of a facade until hero, gossip and popularity were implemented. So glad I saw this since Helen isn't allowed to say anything much.
If implementing everything as I suspect in the para above, I hope that subsequent overrides do not get bugged as well, e.g., hero discount over curing discount reverts to curing once hero expires and that the remaining curing time is as if the hero never overrode it, i.e., the hero time IS deducted.
That way you do not get infinite discounts, you do have to do something positive to reinitialise curing discount and effectively 'roll the dice' again. I believe that this would be an engaging and well received method of doing things imho.
@Blobs2 ZloyXP actually has a working basalt farm of this type at the moment on the truly bedrock server. I think if you look up his twitch and youtube you will be able to chart and appreciate the sheer amount of work that went into capturing the ghasts and figuring out how to get them aligned, etc.
The sheer effort and perseverance that it takes to get such a farm working has earned feature status for the ghast farm don't you think?
There does, however, appear to be an issue for those thinking they could take shelter under basalt but since the wither no longer works for obsidian farms - perhaps.... ghast fireballs could be made more powerful in the overworld only (1201?).
The only thing is that I don't remember encountering hints that there is existing code that might enable this behaviour thus far but it would seem to be the ideal compromise.
I'm idling at c29% what kind of specs are you talking about on your system. RAM, cpu cores, gpu (integrated?) avg 26% in the menus
i have 8GB Ram, quad core (AMD), integrated dual GPU (ancient)
Apologies in advance to anyone who's feathers I ruffle with my comment preface but here we seem to have another example of 'nerf Bedrock' because some things seem to be different than Java Edition. Please consider that the two versions are fundamentally different and have different balance issues. I think that I now have to preface a lot of my comments in this way since drowned features were pre-nether update.
I can only comment on Bedrock as, like many millions of others, I've never owned or played Java Edition and would prefer bugs to be fixed rather than allowing changes to be introduced through the 'bug' door.
Ok, now on to the meat of the comment.
While I recognise the fact that there does seem to be an issue with the looting effect, the issue of heavy drops is recognised on Bedrock Edition as a useful fact of life.
I think the original armour drops complaint is a 'works as intended' since true bedrock players would know what to do with the armour drops.
Is it possible that the above tests could be run over a longer period (min 10, 000 actual drowned) to see what the long rate is? I'm thinking that the drops might be loaded to give a few early drops and then even out in the long term (per run) to cater for players that do not want to have to build elaborate farms just to get a few tridents.
From what I'm seeing in the preceding comments, the moment that you can farm efficiently, you can literally provide for a whole community and from a server or realm point of view, it removes the need for duplicate farms, thereby reducing the number of lag machines as a by-product in efficient communities.
By efficient communities, I mean those communities that have efficient economies. An efficient economy (imho) is one wherein player production is diverse enough for each member or team to produce what the others need.
In QA, I assume that all these relations will ensure that the fix is a quality one and that nthing is missed.
Please stop using the bug tracker to shape bedrock. The wiki says that piglin brutes detect chests opening through walls at up to 16 blocks away. There are ways around this if you do your research right. Please stop trying to make this a baby's game (a lot of us are getting really angry with this kind of stuff in the various discords).
It seems to me that everyone forgets that Java also has 'features' that were once called bugs. It may be that Java left it out this time and I'm not sure as to when the Java community's opinion became the consensus of the bedrock community or even when it overrode it.
PS sorry for the roasting but all we want is bugs fixed properly rather than changes messing up our gameplay.
Actually guys, this is NOT fixed. The code alteration has had a knock-on effect on other community beloved features, namely, signs and buttons and broke them.
Previously mobs would see signs and buttons as full blocks and would walk over them even if there was nothing below them and now they will not. Please either revert this fix or correct these new issues before this issue gets into the wild as the backlash will undoubtedly be bigger than some of the recent ones as pretty much every mob farm in bedrock relies on one or the other feature (except, perhaps, guardian farms)
Many thanks
a noob
I tested this for 3hrs with 20+ different configurations in a deep warm biome (created via mcctoolchest) in survival mode with no results. By configurations I mean with pure sand; surrounding, with coral blocks; with gravel blocks; with coral and then with fans at one block away as a primer; and more besides, plus variations of the preceding configurations.
Each test was carried out using a dispenser to dispense the bonemeal and each dispensation session consisted of 3 bonemealing attempts for a total of 30 bonemealing attempts per test. No configuration was counted as a configuration unless the bonemeal was consumed. I think a 3hr, approx 1.5GB video should be on my pc somewhere if you want to see it (don't remember if I was recording for sure now but I conducted these tests on the same day as the bug was submitted here - discussed in analysing minecraft discord mobs and item farms).
This test was conducted on windows 10 edition
nvm, i did another video while i was there...
Hi, I do believe that you need to enable the loopback functionality in your firewall so that minecraft can see your server. That involves somehow enabling ip 127.0.0.1 I think. Either the mods here will tell you more or you could try Professor Valko's blog on setting up BDS or even foxynotail's guide on setting it up with his tools - he hosts truly bedrock which is the bedrockers' answer to hermitcraft
either way, good luck
I have to thank Golden Helmet for finding me this report as I was sure that there must be a few hundred by now since this is such an important game feature for any serious minecraft player.
I was just testing activator rails on a single block wide rail with 3 block drops on either side. I was deposited onto the track instead of on one side or the other.
On mentioning this on the AM discord I was told that some new 'fix' seems to have been carried out without apparent awareness / consideration of the mechanics involved. Perhaps the ghost of lean manufacturing on the haunt?
i am also informed that a button placed over the drop seems to be the current workaround. Many thanks to golden helmet for informing me of arch thunder's workaround for this (yet to be tried). I'll update if there is anything to add to this
If this is ocurring as follows - you end up at the same overworld coordinates, try throwing an item in first to make sure that you end up at the correct co-ordinates. It works for nether portals as they are experiencing that behaviour
I believe I have found a workaround for this bug. Throw an item through the portal, e.g., cooked porkchop (worked for me) or a boat and you will pick it up when you get to the other side. You should only have to do this trick once and the portal will work fine again until whatever the issue is causes the portals to desync again.
I've only done this a few times since I discovered it so let us know if it doesn't work for your situation
I also noticed this couple days ago after a long absence. When minimising especially, it wil disconnect you from realms - that has always been consistent but now when tabbing I had that this week.
I just got reminded about it by a java player that won't play bedrock because they are so annoyed by this bug.
Aha, so THIS is the culprit! My workaround to this bug is to ctl+alt+del and cancel. Your mouse will then come back and be able to interact with other tabs. However, you are lucky because for me, minimizing means that my client will disconnect from any online game
Yes, that seems to be what is happening to me - this is in BDS 1.17.10. Even after I walk it in, it then comes back out and sticks there. Next experiment will have to be dropping the flower down one more I think.
Update: the bee goes back into its hive after dropping the flower down by one block. It seems to me that you need a clear path to the block under the hive / nest which must be air as that appears to be the entrance, i.e., they seem to enter from underneath rather than the hole at the front. I'll leave to the mods to decide whether to put that down as a new bug.
Noticed that this is still happening randomly. Can only add that the hive is south facing but also noticed a few times when returning to the chunk (not checked if I'm at the chunk boundary actually... but will edit for that when I get a chance)
This bug affects all kinds of falling. Found in bds so far. When running down stairs, when climbing down scaffolding (imagine having to climb down from y=215 three blocks at a time....). It would seem that there is no check on conditions related to y transitions (as best as I can describe the experience) or the fall damage is not switched off when on scaffolding, etc.
Note, also tried jumping from y=215, through water (assumed fall damage to be reset at water source) set at 20 blocks above landing point only to die on landing consistently. however, when jumping from 20 blocks above landing point I do have a heart left, seeming ruling the basic fall damage calculation out of the equation.
I forgot to say that this bug affects 1.17.2 and 1.17.10 so far
Having also read the claims around desynching, I have to agree with Chris here. One key to this bug is that it links to the mini-animation (running, crouching, etc) seen in the top corner. If that animation is showing, everything done during that time in terms of y distance travelled (I leave that open as I haven't looked at +ve vs -ve contributions) appears to be bundled together.
As per my comment on
MCPE-108459, although you may be travelling by means of scaffold or have your fall interrupted by a water source, you will still take damage and even die consistently. This behaviour is observed with BDS on 1.17.10.04it is on a server so you'll need an aternos account to download it. I have golden helmet in my dms so i could probably link it up for him to download for you if that's ok?
works ok in single player
Hi guys, finally managed to get this download sorted out.
The link is:
now removed as it appears to be an issue with bds and not the world itself or any add-ons that it uses as per the next comment.
Please note that it didn't happen in a new world (only tested that in single player) but this world was upgraded
I just opened the world in single player and went to the same soul soil run and it worked fine with a set of soul speed boots I had left in a chest for testing.
However, in BDS (1.17.31.01 linux) I still have the same issue, so will try reinstalling the server and will try again. I won't upload the sp world until after that step.
There was no change after reinstalling the server. I then restarted the server to no avail. I then uploaded the copy that I had downloaded and successfully opened in single player but that didn't work either.
However, I did find a differentiator. Soul sand works ok. I didn't have a soul sand path, so I had nowhere to test it but laying new soul sand worked fine, however, soul soil is definitely bugged. Even laying new soul soil makes no difference.
With the above in mind, I'm going to remove the uploaded file from the online drive since I suspect that this issue should now be reproducible on any linux bds server at the very least.
Yes, can confirm that the issue goes away with server authoritative movement switched on. However, this setting has proved dangerous in the past (players being dragged back into situations they thought they escaped from, etc) and soul soil was working perfectly prior to 1.17.30 with client authoritative movement on.
BDS-4965does seem relative and I can can confirm that one tooThis bug will be especially grevious for those using foxynotail camera account pack, i.e., the Truly Bedrock content creators, including yes... silentwisperer. Let's sit back and enjoy a new episode of the week...