Molly Oliver
- PlumBrake
- JIRAUSER619080
- Europe/Stockholm
- Yes
- No
Bonemealing Fern doesn't use up bonemeal
I have a Chemist on a village. I've traded with them to lock their job, zombified and cured them, took them away to a new village using boats. I gave them available brewing stand job sites, but they never took it. They just wander around aimlessly. They took the new beds I provided, but never the job sites, even after breaking and replacing.
I also have a Librarian with the same origins. After moving them to the new village, they took their job site for a while, but after a few days, they stopped working and decided to wander around aimlessly. It could be because they unlinked from their job site due to getting stuck, but they never bother to seek out that same job site again. Or perhaps they didn't unlink properly? Their behavior is similar to unemployed villagers.
This new village is a big one with 30+ villagers, but I made sure that the provided job sites are new and available. Other villagers in my village are working as intended with their respective job sites. It seems that for some villagers, they just gave up searching for job sites.
An easy way to fix this is to make employed villagers who haven't been working for many days to clear their linked job site (but not beds) and immediately make them link and seek job sites again.
I have a Chemist on a village. I've traded with them to lock their job, zombified and cured them, took them away to a new village using boats. I gave them available brewing stand job sites, but they never took it. They just wander around aimlessly. They took the new beds I provided, but never the job sites, even after breaking and replacing.
I also have a Librarian with the same origins. After moving them to the new village, they took their job site for a while, but after a few days, they stopped working and decided to wander around aimlessly. It could be because they unlinked from their job site due to getting stuck, but they never bother to seek out that same job site again. Or perhaps they didn't unlink properly? Their behavior is similar to unemployed villagers.
This new village is a big one with 30+ villagers, but I made sure that the provided job sites are new and available. Other villagers in my village are working as intended with their respective job sites. It seems that for some villagers, they just gave up searching for job sites.
An easy way to fix this is to make employed villagers who haven't been working for many days to clear their linked job site (but not beds) and immediately make them link and seek job sites again.
I have a Chemist on a village. I've traded with them to lock their job, zombified and cured them, took them away to a new village using boats. I gave them available brewing stand job sites, but they never took it. They just wander around aimlessly. They took the new beds I provided, but never the job sites, even after breaking and replacing.
I also have a Librarian with the same origins. After moving them to the new village, they took their job site for a while, but after a few days, they stopped working and decided to wander around aimlessly. It could be because they unlinked from their job site due to getting stuck, but they never bother to seek out that same job site again. Or perhaps they didn't unlink properly? Their behavior is similar to unemployed villagers.
This new village is a big one with 30+ villagers, but I made sure that the provided job sites are new and available. Other villagers in my village are working as intended with their respective job sites. It seems that for some villagers, they just gave up searching for job sites.
An easy way to fix this is to make employed villagers who haven't been working for many days to clear their linked job site (but not beds) and immediately make them link and seek job sites again.
Or better yet, an item that makes it possible to manually link each villager to a job site/bed/bell?
I have a Chemist on a village. I've traded with them to lock their job, zombified and cured them, took them away to a new village using boats. I gave them available brewing stand job sites, but they never took it. They just wander around aimlessly. They took the new beds I provided, but never the job sites, even after breaking and replacing.
I also have a Librarian with the same origins. After moving them to the new village, they took their job site for a while, but after a few days, they stopped working and decided to wander around aimlessly. It could be because they unlinked from their job site due to getting stuck, but they never bother to seek out that same job site again
. Or perhaps they didn't unlink properly? Their behavior is similar to unemployed villagers.This new village is a big one with 30+ villagers, but I made sure that the provided job sites are new and available. Other villagers in my village are working as intended with their respective job sites. It seems that for some villagers, they just gave up searching for job sites.
An easy way to fix this is to make employed villagers who haven't been working for many days to clear their linked job site (but not beds) and immediately make them link and seek job sites again.
Or better yet, an item that makes it possible to manually link each villager to a job site/bed/bell?I have a Chemist on a village. I've traded with them to lock their job, zombified and cured them, took them away to a new village using boats. I gave them available brewing stand job sites, but they never took it. They just wander around aimlessly. They took the new beds I provided, but never the job sites, even after breaking and replacing.
I also have a Librarian with the same origins. After moving them to the new village, they took their job site for a while, but after a few days, they stopped working and decided to wander around aimlessly. It could be because they unlinked from their job site due to getting stuck, but they never bother to seek out that same job site again, or other available job sites. Perhaps they didn't unlink properly? Their behavior is similar to unemployed villagers.
This new village is a big one with 30+ villagers, but I made sure that the provided job sites are new and available. Other villagers in my village are working as intended with their respective job sites. It seems that for some villagers, they just gave up searching for job sites.
Update: this still happens on the latest version, but I've found a fix. If I restart the Minecraft app, those villagers will attempt to seek job sites again. And if they unlink from the job site, they may never attempt to find job sites again, unless I restart the app again. My village is at 50+ villagers now, and this behavior seems to only happen on newer villagers that I've taken from another village (after zombifying and curing). Old villagers are working as intended, and will seek new job sites if they unlink.
I have a Chemist on a village. I've traded with them to lock their job, zombified and cured them, took them away to a new village using boats. I gave them available brewing stand job sites, but they never took it. They just wander around aimlessly. They took the new beds I provided, but never the job sites, even after breaking and replacing.
I also have a Librarian with the same origins. After moving them to the new village, they took their job site for a while, but after a few days, they stopped working and decided to wander around aimlessly. It could be because they unlinked from their job site due to getting stuck, but they never bother to seek out that same job site again, or other available job sites. Perhaps they didn't unlink properly? Their behavior is similar to unemployed villagers.
This new village is a big one with 30+ villagers, but I made sure that the provided job sites are new and available. Other villagers in my village are working as intended with their respective job sites. It seems that for some villagers, they just gave up searching for job sites.
Update: this still happens on the latest version, but I've found a fix. If I restart the Minecraft app, those villagers will attempt to seek job sites again. And if they unlink from the job site, they may never attempt to find job sites again, unless I restart the app again. My village is at 50+ villagers now, and this behavior seems to
only happen on newer villagers that I've taken from another village (after zombifying and curing). Old villagers are working as intended, and will seek new job sites if they unlink.I have a Chemist on a village. I've traded with them to lock their job, zombified and cured them, took them away to a new village using boats. I gave them available brewing stand job sites, but they never took it. They just wander around aimlessly. They took the new beds I provided, but never the job sites, even after breaking and replacing.
I also have a Librarian with the same origins. After moving them to the new village, they took their job site for a while, but after a few days, they stopped working and decided to wander around aimlessly. It could be because they unlinked from their job site due to getting stuck, but they never bother to seek out that same job site again, or other available job sites. Perhaps they didn't unlink properly? Their behavior is similar to unemployed villagers.
This new village is a big one with 30+ villagers, but I made sure that the provided job sites are new and available. Other villagers in my village are working as intended with their respective job sites. It seems that for some villagers, they just gave up searching for job sites.
Update: this still happens on the latest version, but I've found a fix. If I restart the Minecraft app, those villagers will attempt to seek job sites again. And if they unlink from the job site, they may never attempt to find job sites again, unless I restart the app again. My village is at 50+ villagers now, and this behavior seems to mostly happen on newer villagers that I've taken from another village (after zombifying and curing). Old villagers are working as intended, and will seek new job sites if they unlink.
I have a Chemist on a village. I've traded with them to lock their job, zombified and cured them, took them away to a new village using boats. I gave them available brewing stand job sites, but they never took it. They just wander around aimlessly. They took the new beds I provided, but never the job sites, even after breaking and replacing.
I also have a Librarian with the same origins. After moving them to the new village, they took their job site for a while, but after a few days, they stopped working and decided to wander around aimlessly. It could be because they unlinked from their job site due to getting stuck, but they never bother to seek out that same job site again, or other available job sites. Perhaps they didn't unlink properly? Their behavior is similar to unemployed villagers.
This new village is a big one with 30+ villagers, but I made sure that the provided job sites are new and available. Other villagers in my village are working as intended with their respective job sites. It seems that for some villagers, they just gave up searching for job sites.
Update: this still happens on the latest version, but I've found a fix. If I restart the Minecraft app, those villagers will attempt to seek job sites again. And if they unlink from the job site, they may never attempt to find job sites again, unless I restart the app again. My village is at 50+ villagers now, and this behavior seems to mostly happen on newer villagers that I've taken from another village (after zombifying and curing).
Oldvillagers are working as intended, and will seek new job sites if they unlink.I have a Chemist on a village. I've traded with them to lock their job, zombified and cured them, took them away to a new village using boats. I gave them available brewing stand job sites, but they never took it. They just wander around aimlessly. They took the new beds I provided, but never the job sites, even after breaking and replacing.
I also have a Librarian with the same origins. After moving them to the new village, they took their job site for a while, but after a few days, they stopped working and decided to wander around aimlessly. It could be because they unlinked from their job site due to getting stuck, but they never bother to seek out that same job site again, or other available job sites. Perhaps they didn't unlink properly? Their behavior is similar to unemployed villagers.
This new village is a big one with 30+ villagers, but I made sure that the provided job sites are new and available. Other villagers in my village are working as intended with their respective job sites. It seems that for some villagers, they just gave up searching for job sites.
Update: this still happens on the latest version, but I've found a fix. If I restart the Minecraft app, those villagers will attempt to seek job sites again. And if they unlink from the job site, they may never attempt to find job sites again, unless I restart the app again. My village is at 50+ villagers now, and this behavior seems to mostly happen on newer villagers that I've taken from another village (after zombifying and curing). Most of the other villagers are working as intended, and will seek new job sites if they unlink.
I have an animal pen built using stone brick walls and a wooden fence, but the animals kept gathering around the wooden fence, getting stuck. It seems that their AIthinksthey canget out that way, but they can't,and so they freeze in place. Even if tempted with food, some of them remain on the wooden fence, getting stuck.Mobs such as cows and villagers occassionally get stuck on wooden gates. It could be a coincidence, but these gates have dirt path blocks underneath. It seems they think that they can move over there, but they can't as the gate is closed. So they just freeze in place forever.
Animal pens using stone brick walls and a wooden fence will cause animals to getstuckinthe wood fenceMobs getting stuck on wooden gates
Additionally, zombies shouldn't be able to pick up leads either, I often see persistent zombies with leads as wandering traders spawn and die in caves. And also, their Llamas don't despawn after the trader is killed.
Glow squids spawn in cave waters, and zombies spawn there as well. Glow squids will die as they get out of water, and then zombies will pick up their ink sac, which means they can't despawn. Eventually, more and more persistent zombies will spawn underground, and it gets noticeably laggy.
In Java, zombies and their variants (husks, drowned, baby/villager) will not pick up glow ink sac, but this is not the case in Bedrock. Please fix soon!
As a side note, zombies shouldn't be able to pick up leads either, I often see persistent zombies with leads as wandering traders spawn and die in caves. And also, their Llamas don't despawn after the trader gets killed.
I
've cured a (new) cleric villager more than 5 times from zombification. They trade 1 emerald for 1 nether wart, but they still trade 1 emerald for 6 rotten flesh. I alsohave older 1.15 farmer villagers who trade 1 emerald for 16 eggs, and after curing, they still ask for 16 eggs. Other older 1.15villagers like my toolsmith havethis issuetoo. Note that I don't consider the temporary "rumor" discounts given to multiple villagers after curing, I waiteduntil the rumor effect goes away.I have old 1.15 villagers with old trades, such as farmers asking 16 eggs for one emerald. These are villagers obtained before the parity update that matches Bedrock trades to Java trades. Some of their trades, such as the egg one, are completely unaffected by zombie discounts. Other old villagers like my toolsmith has this issue as well, some of the trades are completely unaffected by any discount mechanics. Newer villagers that I obtained are working as intended.
Note that I haven't traded with them for a long time, so the supply & demand mechanic shouldn't take effect. They are also using beds and job sites to restock.
Still happens on 1.17. That Cleric villager still asks more than one rotten flesh for an emerald. But other trades like nether warts are working as intended, they only ask for one nether wart. Other Cleric villagers don't have this issue and will ask for only one rotten flesh. These Clerics are the newer versions that attempts to match Java's trades, where they can trade a lot more than old 1.15 villagers.
Old 1.15 villagers where they can only trade up to 5 times, such as my farmers, still asks 16 eggs for an emerald, unaffected by zombie discounts.
Overall, there are some bugs in zombifying and curing villagers that may be worth exploring. There's also
MCPE-130623that could rarely happen.
Update: this bug still happens on the latest version (1.17.30). I have fletchers who have been zombified and cured five times. They should be buying one stick for one emerald permanently. After waiting for the temporary rumor discounts to go away, sure enough, they buy one stick. But eventually, they started to ask for 4 and 7 sticks. Their other trades seem to be unaffected and working as intended. Keep in mind that they are using available job sites and beds right next to them, and I haven't traded with them for a very long time, so the supply & demand mechanic shouldn't take effect.
Also, my old farmers from 1.15 are still asking 16 eggs for one emerald, unaffected by zombie discounts.
Update: those "other cleric villagers" that I mentioned in my comment are now starting to ask for 7 rotten flesh for one emerald. This shouldn't happen, as I've never traded with them for a long time, and they've been zombie cured five times. These guys came from another village after zombie cured 5x, most of my villagers are like that. It seems like my fletchers and cleric are asking higher prices after I updated the game to 1.17.30, but it could be just a coincidence.
I have old 1.15 villagers with old trades, such as farmers asking 16 eggs for one emerald. These are villagers obtained before the parity update that matches Bedrock trades to Java trades. Some of their trades, such as the egg one, are completely unaffected by zombie discounts. Other old villagers like my toolsmith ha
sthis issue as well, some of the trades are completely unaffected by any discount mechanics. Newer villagers that I obtained are working as intended.Note that I haven't traded with them for a long time, so the supply & demand mechanic shouldn't take effect. They are also using beds and job sites to restock.
I have old 1.15 villagers with old trades, such as farmers asking 16 eggs for one emerald. These are villagers obtained before the parity update that matches Bedrock trades to Java trades. Some of their trades, such as the egg one, are completely unaffected by zombie discounts. Other old villagers like my toolsmith have this issue as well, some of the trades are completely unaffected by any discount mechanics. Newer villagers that I obtained are working as intended.
Note that I haven't traded with them for a long time, so the supply & demand mechanic shouldn't take effect. They are also using beds and job sites to restock.
Inconsistent villager discounts after curing from zombificationOld villagers from 1.15 have trades unaffected by discounts
Ever since I'm playing 1.17.30, I've been encountering strange, incorrect weather effects, on rare occassions:
-It's raining and the clouds aren't black (meaning it's not a thunderstorm), but despite that hostile mobs and lightning are spawning.
-It's not raining, I save & quit, then load my save file. Suddenly the clouds are black and it's raining heavily, and yet there's no hostile mobs and lightning. Bees and villagers are going out as if it's not raining. I tried to sleep, but when I wake up the cloud is still black and raining. Reloading the save file doesn't change the weather. I tried reloading again for the second time in another area, and suddenly the weather is clear.Ever since I'm playing 1.17.30, I've been encountering strange, incorrect weather effects, on rare occassions:
-It's raining and the clouds aren't black (meaning it's not a thunderstorm), but despite that hostile mobs and lightning are spawning.
-It's not raining, I save & quit, then load my save file. Suddenly the clouds are black and it's raining heavily, and yet there's no hostile mobs and lightning. Bees and villagers are going out as if it's not raining. I tried to sleep, but I can't sleep until the clock is nighttime, as if there's no rain. When I wake up, the cloud is still black and raining. Reloading the save file doesn't change the weather. I tried reloading again for the second time in another area, and suddenly the weather is clear.
I've been transporting a TON of villagers on boats + leads (each boat has two villagers). I have a ton of villagers in a field, they're all in boats, and every boat is full and has two villagers. I went away from that field, and when I go back, some villagers are able to escape from their boats, wandering around. This has happened multiple times on 1.17.30, but I've never encountered this bug on previous versions.
Within that field, there are no job sites or beds nearby, although sometimes I'll put my bed and sleep nearby. I always sleep during night/thunderstorm, so they should be safe. The boat itself is also intact and not destroyed, so I usually push them back into the boat if they start wandering around. This might be unrelated, but their trades and jobs have been locked, and they've been zombie cured 5x.
Most of the time I put villagers on boats, but this glitch might also occur on other mobs as well.
I've been transporting a TON of villagers on boats + leads (each boat has two villagers). I have a ton of villagers in a field, they're all in boats, and every boat is full and has two villagers. I went away from that field, and when I go back, some villagers are able to escape from their boats, wandering around. This has happened multiple times on 1.17.30, but I've never encountered this bug on previous versions.
Within that field, there are no job sites or beds nearby, although sometimes I'll put my bed and sleep nearby. I always sleep during night/thunderstorm, so they should be safe. The boat itself is also intact and not destroyed, so I usually push them back into the boat if they start wandering around. This might be unrelated, but their trades and jobs have been locked, and they've been zombie cured 5x.
Most of the time I put villagers on boats, but this glitch might also occur on othermobs as well.I've been transporting a TON of villagers on boats + leads (each boat has two villagers). I have a ton of villagers waiting in a field, they're all in boats, and every boat is full and has two villagers. I went away from that field, and when I go back, some villagers are able to escape from their boats, wandering around. This has happened multiple times on 1.17.30, but I've never encountered this bug on previous versions.
Within that field, there are no job sites or beds nearby, although sometimes I'll put my bed and sleep nearby. I always sleep during night/thunderstorm, so they should be safe. The boat itself is also intact and not destroyed, so I usually push them back into the boat if they start wandering around. This might be unrelated, but their trades and jobs have been locked, and they've been zombie cured 5x.
This glitch seems to happen when I slowly approach that field, with about 10% chance. As that area is being loaded, the villagers can somehow get out of their boats.
Most of the time I put villagers on boats, but this glitch might also occur on other mobs as well.
I've been transporting a TON of villagers on boats + leads (each boat has two villagers). I have a ton of villagers waiting in a field, they're all in boats, and every boat is full and has two villagers. I went away from that field, and when I go back, some villagers are able to escape from their boats, wandering around. This has happened multiple times on 1.17.30, but I've never encountered this bug on previous versions.
Within that field, there are no job sites or beds nearby, although sometimes I'll put my bed and sleep nearby. I always sleep during night/thunderstorm, so they should be safe. The boat itself is also intact and not destroyed, so I usually push them back into the boat if they start wandering around. This might be unrelated, but their trades and jobs have been locked, and they've been zombie cured 5x.
This glitch seems to happen when I slowly approach that field, with about 10% chance. As that area is being loaded, the villagers can somehow get out of their boats.
Most of the time I put villagers on boats, but this glitch might also occur on other mobs as well.
Update: tested on 1.17.34, and it seems that this glitch has been fixed in this version. So far, they don't seem to be getting out of boats anymore, but it could be a coincidence. I'll update this post if I ever encounter this bug again.
I've been transporting a TON of villagers on boats + leads (each boat has two villagers). I have a ton of villagers waiting in a field, they're all in boats, and every boat is full and has two villagers. I went away from that field, and when I go back, some villagers are able to escape from their boats, wandering around. This has happened multiple times on 1.17.30, but I've never encountered this bug on previous versions.
Within that field, there are no job sites or beds nearby, although sometimes I'll put my bed and sleep nearby. I always sleep during night/thunderstorm, so they should be safe. The boat itself is also intact and not destroyed, so I usually push them back into the boat if they start wandering around. This might be unrelated, but their trades and jobs have been locked, and they've been zombie cured 5x.
This glitch seems to happen when I slowly approach that field, with about 10% chance. As that area is being loaded, the villagers can somehow get out of their boats.
Most of the time I put villagers on boats, but this glitch might also occur on other mobs as well.
Update: tested on 1.17.34, and
it seems that this glitch has been fixed in this version. So far,they don't seem to be getting out of boats anymore, but it could be a coincidence. I'll update this post if I ever encounter this bug again.
I've been transporting a TON of villagers on boats + leads (each boat has two villagers). I have a ton of villagers waiting in a field, they're all in boats, and every boat is full and has two villagers. I went away from that field, and when I go back, some villagers are able to escape from their boats, wandering around. This has happened multiple times on 1.17.30, but I've never encountered this bug on previous versions.
Within that field, there are no job sites or beds nearby, although sometimes I'll put my bed and sleep nearby. I always sleep during night/thunderstorm, so they should be safe. The boat itself is also intact and not destroyed, so I usually push them back into the boat if they start wandering around. This might be unrelated, but their trades and jobs have been locked, and they've been zombie cured 5x.
This glitch seems to happen when I slowly approach that field, with about 10% chance. As that area is being loaded, the villagers can somehow get out of their boats.
Most of the time I put villagers on boats, but this glitch might also occur on other mobs as well.
Update:
tested on 1.17.34, and they don't seem to be getting out of boats anymore, but it could be a coincidence. I'll update this post if I ever encounter this bug again.Steps to reproduce [by [Mod] EVGENSYPERPRO]:
- Load the world MCPE-142983.mcworld
.
- Enter the Nether portal (it is built nearby).
- Exit the nether.
- See how some of the horses got out of the boats.
- Load the world MCPE-142983.mcworld
.
- Teleport to coordinates 0 100 0.
- Teleport to coordinates 218.04 78.12 10001.09.
- See how some of the horses got out of the boats.
Observed results:
Mobs can get out of boats under some circumstances.Expected results:
Mobs without the player's help should not leave the boats.I've been transporting a TON of villagers on boats + leads (each boat has two villagers). I have a ton of villagers waiting in a field, they're all in boats, and every boat is full and has two villagers. I went away from that field, and when I go back, some villagers are able to escape from their boats, wandering around. This has happened multiple times on 1.17.30, but I've never encountered this bug on previous versions.
Within that field, there are no job sites or beds nearby, although sometimes I'll put my bed and sleep nearby. I always sleep during night/thunderstorm, so they should be safe. The boat itself is also intact and not destroyed, so I usually push them back into the boat if they start wandering around. This might be unrelated, but their trades and jobs have been locked, and they've been zombie cured 5x.
This glitch seems to happen when I slowly approach that field, with about 10% chance. As that area is being loaded, the villagers can somehow get out of their boats.
Most of the time I put villagers on boats, but this glitch might also occur on other mobs as well.
Update: Still a big issue in the latest version (1.18.2). I was out exploring in the overworld, and when I came back, my villagers are somehow getting out of their boats!
Steps to reproduce [by [Mod] EVGENSYPERPRO]:
- Load the world MCPE-142983.mcworld
.
- Enter the Nether portal (it is built nearby).
- Exit the nether.
- See how some of the horses got out of the boats.
- Load the world MCPE-142983.mcworld
.
- Teleport to coordinates 0 100 0.
- Teleport to coordinates 218.04 78.12 10001.09.
- See how some of the horses got out of the boats.
Observed results:
Mobs can get out of boats under some circumstances.Expected results:
Mobs without the player's help should not leave the boats.
This issue has been on the game for a very long time. I have various player-made villages with a bell on the overworld surface, and Wandering Traders seem to always spawn in the caves underground, below that bell. It gets much worse in 1.18, as they can spawn very deep underground, over 64+ blocks below that bell.
As Wandering Traders are killed underground, persistent Trader Llamas and Zombies carrying leads will accumulate below your base, which will cause lag at 100+ mobs. (See
MCPE-102302and MCPE-125111)
Please force Wandering Traders to spawn close to the bell. It seems like the Y-range spawn can get ridiculously far from the bell. I'm not sure why the Wandering Traders aren't spawning close to the bell, itcould bebecausethereare some decorations and clutter around that bell.This issue has been on the game for a very long time. I have various player-made villages with a bell on the overworld surface, and Wandering Traders seem to always spawn in the caves underground, below that bell. It gets much worse in 1.18, as they can spawn very deep underground, over 64+ blocks below that bell. It consistently spawns on that spot, never on the surface of my village.
As Wandering Traders are killed underground, persistent Trader Llamas and Zombies carrying leads will accumulate below your base, which will cause lag at 100+ mobs. (See
MCPE-102302and MCPE-125111)There are various complaints of players unable to find Wandering Traders around their base, and this bug could be the reason. If they always spawn deep underground, players won't notice.
Please force Wandering Traders to spawn close to the bell. It seems like the Y-range spawn can get ridiculously far from the bell. I'm not sure why the Wandering Traders aren't spawning close to the bell, it could be because there are some decorations and clutter around that bell.
This issue has been on the game for a very long time. I have various player-made villages with a bell on the overworld surface, and Wandering Traders seem to always spawn in the caves underground, below that bell. It gets much worse in 1.18, as they can spawn very deep underground, over 64+ blocks below that bell. It consistently spawns on that spot, never on the surface of my village.
As Wandering Traders are killed underground, persistent Trader Llamas and Zombies carrying leads will accumulate below your base, which will cause lag at 100+ mobs. (See
MCPE-102302and MCPE-125111)There are various complaints of players unable to find Wandering Traders around their base, and this bug could be the reason. If they always spawn deep underground, players won't notice.
Please force Wandering Traders to spawn close to the bell. It seems like the Y-range spawn can get ridiculously far from the bell. I'm not sure why the Wandering Traders aren't spawning close to the bell, it could be because there are some decorations and clutter around that bell. I've tried giving the trader more room to spawn near that bell, but it doesn't work.
Updated to 1.18.2 and a big issue with touch controls appeared. Sometimes, pressing the forward button does nothing. This will often prevent the character from running or moving, leading to game overs. I use the default touch controls with maximum button size.
Try to move while looking around, and try to move diagonally. Or just play the game and fight mobs.
You should be able to reproduce the problem easily. Sliding the forward button too far will also force you to look around, stopping your movement. All this makes the game very difficult to play on mobile right now.Updated to 1.18.2 and a big issue with touch controls appeared. Sometimes, pressing the forward button does nothing. This will often prevent the character from running or moving, leading to game overs. I use the default touch controls with maximum button size.
Try to move while looking around, and try to move diagonally. Or just play the game and fight mobs. Sometimes the forward button will fail to work. Sliding the forward button too far will also force you to look around, stopping your movement. All this makes the game very difficult to play on mobile right now.
Update: I'm still on 1.18.2, but somehow the touch controls are working again, and I can no longer reproduce this bug. The only settings I've changed is render distance, as the cap is reduced in 1.18 mobile to 12 chunks. I was using 16 render distance in 1.17, and after upgrading my world to 1.18, dropped it to 10 eventually.
Regarding the "sliding the forward button too far will force you to look around" issue, this has been going on since 1.15 and can be considered intended behavior, but it's undesirable as it'll stop your movement.
Updated to 1.18.2 and a big issue with touch controls appeared. Sometimes, pressing the forward button does nothing. This will often prevent the character from running or moving, leading to gameovers. I use the default touch controls with maximumbuttonsize.Try to move while looking around, and try to move diagonally. Or just play the game and fight mobs. Sometimes the forward button will fail to work. Sliding the forward button too far will also force you to look around, stopping your movement. All this makes the game very difficult to play on mobile right now.
Update: I'm still on 1.18.2, but somehow the touch controls are working again, and I can no longer reproduce this bug. The only settings I've changed is render distance, as the cap is reduced in 1.18 mobile to 12 chunks. I was using 16 render distance in 1.17, and after upgrading my world to 1.18, dropped it to 10 eventually.
Regarding the "sliding the forward button too far will force you to look around" issue, this has been going on since 1.15 and can be considered intended behavior, but it's undesirable as it'll stop your movement.These terrible, buggy touch controls have been affecting most mobile players, and I do hope they get fixed soon! Future touch controls should have buttons that are very customizable (size, position, opacity of each button).
Steps to reproduce:
1. Have blocks on your hand
2. Move around with the dpad, try to also move while looking around, etc.Observed results:
Sometimes, tapping the dpad will place blocks (or attack if you have sword, break blocks etc)Expected results:
The area around the dpad shouldn't be able to be used to place blocks. It should only be used for movement.----
‐-----------------------------------------------------Steps to reproduce:
1. Move forward with dpad
2. While holding down the forward button, slide your finger away from the dpadObserved results:
The player will suddenly stop moving and will be forced to look around.Expected results:
The player should still be moving even if the fingers are a tad bit away from the arrow buttons.It may be worth noting that my current button size setting is maxed, and yet these issues still persist.
Unplayable touch controlsafter 1.18.2. Cannot move forward sometimes, not running, etcD-pad mobile touch controls will place blocks/attack if you use it, and may stop moving
These terrible, buggy touch controls have been affecting most mobile players, and I do hope they get fixed soon! Future touch controls should have buttons that are very customizable (size, position, opacity of each button).
Steps to reproduce:
1. Have blocks on your hand
2. Move around with the dpad, try to also move while looking around, etc.Observed results:
Sometimes, tapping the dpad will place blocks (or attack if you have sword, break blocks etc)Expected results:
The area around the dpad shouldn't be able to be used to place blocks. It should only be used for movement.----
‐-----------------------------------------------------Steps to reproduce:
1. Move forward with dpad
2. While holding down the forward button, slide your finger away from the dpadObserved results:
The player will suddenly stop moving and will be forced to look around.Expected results:
The player should still be moving even if the fingers are a tad bit away from the arrow buttons.It may be worth noting that my current button size setting is maxed, and yet these issues still persist
.These terrible, buggy touch controls have been affecting most mobile players, and I do hope they get fixed soon! Future touch controls should have buttons that are very customizable (size, position, opacity of each button).
Steps to reproduce:
1. Have blocks on your hand
2. Move around with the dpad, try to also move while looking around, etc.Observed results:
Sometimes, tapping the dpad will place blocks (or attack if you have sword, break blocks etc)Expected results:
The dpad buttons, and the area around the dpad shouldn't be able to be used to place blocks. It should only be used for movement.----
‐-----------------------------------------------------Steps to reproduce:
1. Move forward with dpad
2. While holding down the forward button, slide your finger away from the dpadObserved results:
The player will suddenly stop moving and will be forced to look around.Expected results:
The player should still be moving even if the fingers are a tad bit away from the arrow buttons.(It may be worth noting that my current button size setting is maxed, and yet these issues still persist on all devices)
These terrible, buggy touch controls have been affecting
mostmobile players,and I dohope they get fixed soon! Future touch controls should have buttons that are very customizable (size, position, opacity of each button).Steps to reproduce:
1. Have blocks on your hand
2. Move around with the dpad, try to also move while looking around, etc.Observed results:
Sometimes, tappingthe dpad will place blocks(orattackif you have sword, break blocksetc)Expected results:
The dpadbuttons, and the area around the dpad shouldn't be able to be used to place blocks. It should only be used for movement.----
‐-----------------------------------------------------Steps to reproduce:
1. Moveforwardwith dpad
2. While holding down theforward button, slide your finger away from the dpadObserved results:
The player will suddenly stop moving and will be forced to look around.Expected results:
The player should still be moving even if the fingers are a tad bit away from the arrow buttons.(It may be worth noting that my current button size setting is maxed, and yet these issues still persist on all devices)
These terrible, buggy touch controls have been affecting all mobile players, I really hope they get fixed soon! Future touch controls should have buttons that are very customizable (changing size, position, opacity of each button, adding more buttons etc).
Steps to reproduce:
Tap the d-pad with two fingers. A player's thumb will often create two touches on the d-pad.Observed results:
Two touches on the d-pad will force the player to place blocks, attack, break blocks, etc. This makes playing the game very difficult on mobile, as you'll often place blocks accidentally as you move around with the d-pad, attack villagers and golems, etc.Expected results:
The d-pad arrow keys, and the area around the dpad shouldn't be able to be used to place blocks, attack, etc. It should only be used for movement.----
‐-----------------------------------------------------Steps to reproduce:
1. Move with dpad
2. While holding down the arrow keys, slide your finger away from the dpadObserved results:
The player will suddenly stop moving and will be forced to look around.Expected results:
The player should still be moving even if the fingers are a tad bit away from the arrow buttons.(It may be worth noting that my current button size setting is maxed, and yet these issues still persist on all devices)
These terrible, buggy touch controls have been affecting all mobile players, I really hope they get fixed soon! Future touch controls should have buttons that are very customizable (changing size, position, opacity of each button, adding more buttons etc).
Steps to reproduce:
Tap the d-pad with two fingers. A player's thumb will often create two touches on the d-pad like so.Observed results:
Two touches on the d-pad will force the player to place blocks, attack, break blocks, etc. This makes playing the game very difficult on mobile, as you'll often place blocks accidentally as you move around with the d-pad, attack villagers and golems, etc.Expected results:
The d-pad arrow keys, and the area around the dpad shouldn't be able to be used to place blocks, attack, etc. It should only be used for movement.----
‐-----------------------------------------------------Steps to reproduce:
1. Move with dpad
2. While holding down the arrow keys, slide your finger away from the dpadObserved results:
The player will suddenly stop moving and will be forced to look around.Expected results:
The player should still be moving even if the fingers are a tad bit away from the arrow buttons.(It may be worth noting that my current button size setting is maxed, and yet these issues still persist on all devices)
These terrible, buggy touch controls have been affecting all mobile players, I really hope they get fixed soon! Future touch controls should have buttons that are very customizable (changing size, position, opacity of each button, adding more buttons etc).
Steps to reproduce:
Tap the d-pad with two fingers. A player's thumb will often create two touches on the d-pad like so.Observed results:
Two touches on the d-pad will force the player to place blocks, attack, break blocks, etc. This makes playing the game very difficult on mobile, as you'll often place blocks accidentallyasyou move around with the d-pad, attack villagers and golems, etc.Expected results:
The d-pad arrow keys, and the area around the dpad shouldn't be able to be used to place blocks, attack, etc. It should only be used for movement.----
‐-----------------------------------------------------Steps to reproduce:
1. Move with dpad
2. While holding down the arrow keys, slide your finger away from the dpadObserved results:
The player will suddenly stop moving and will be forced to look around.Expected results:
The player should still be moving even if the fingers are a tad bit away from the arrow buttons.(It may be worth noting that my current button size setting is maxed, and yet these issues still persist on all devices)
These terrible, buggy touch controls have been affecting all mobile players, I really hope they get fixed soon! Future touch controls should have buttons that are very customizable (changing size, position, opacity of each button, adding more buttons etc).
Steps to reproduce:
Tap the d-pad with two fingers. A player's thumb will often create two touches on the d-pad like so.Observed results:
Two touches on the d-pad will force the player to place blocks, attack, break blocks, etc. This makes playing the game very difficult on all mobile devices, as you'll often place blocks accidentally when you move around with the d-pad, attack villagers and golems, etc.Expected results:
The d-pad arrow keys, and the area around the dpad shouldn't be able to be used to place blocks, attack, etc. It should only be used for movement.----
‐-----------------------------------------------------Steps to reproduce:
1. Move with dpad
2. While holding down the arrow keys, slide your finger away from the dpadObserved results:
The player will suddenly stop moving and will be forced to look around. This sudden stop tends to cause a lot of deaths when you're trying to run away from mobs, parkouring, etc.Expected results:
The player should still be moving even if the fingers are a tad bit away from the arrow buttons.(It may be worth noting that my current button size setting is maxed, and yet these issues still persist on all devices)
These terrible, buggy touch controls have been affecting all mobile players, I really hope they get fixed soon! Future touch controls should have buttons that are very customizable (changing size, position, opacity of each button, adding more buttons etc).
Steps to reproduce:
Tap the d-pad with two fingers. A player's thumb will often create two touches on the d-pad like so.Observed results:
Two touches on the d-pad will force the player to place blocks, attack, break blocks, etc. This makes playing the game very difficult on all mobile devices, as you'll often place blocks accidentally when you move around with the d-pad, attack villagers and golems, etc. This also happens on the JUMP button.Expected results:
The d-pad arrow keys, and the area around the dpad shouldn't be able to be used to place blocks, attack, etc. It should only be used for movement.----
‐-----------------------------------------------------Steps to reproduce:
1. Move with dpad
2. While holding down the arrow keys, slide your finger away from the dpadObserved results:
The player will suddenly stop moving and will be forced to look around. This sudden stop tends to cause a lot of deaths when you're trying to run away from mobs, parkouring, etc.Expected results:
The player should still be moving even if the fingers are a tad bit away from the arrow buttons.(It may be worth noting that my current button size setting is maxed, and yet these issues still persist on all devices)
Molly Oliver: I was not able to reproduce that in a flat world under 1.16.210, but that may just be because it's rare and only occurs in certain areas. Can you be more specific? Do you mean specific biomes, for example, and if so which ones? Does it miss once and then work the next time you try, and if so how sure are you that you didn't simply aim wrong? Or does it simply not work for some ferns no matter how many times you try? Most importantly, what version and platform are you playing on?
Molly Oliver That sounds more like MCPE-117852.
Molly Oliver: You seem to be at least trying to come to a meeting of the minds now, so I'll try to work with you. However, as stated in our guidelines and FAQ, which I have repeatedly pleaded with you to read, the bug tracker is not where this conversation belongs, it belongs on the MCPE Mojira subreddit. I would be happy to discuss all of this at length with you there, but please be patient with me as I do not keep a constant watch on Reddit posts. If you prefer, you can start a discussion with us on the Mojira Discord (also linked in our documentation), but note that I don't monitor Discord normally.
It's critical that you learn how to use the site properly. I realize our documentation is long and boring, but if you don't learn it we might eventually have to remove you from the site. Practically every genuine bug affects many people, so if we don't get helpful input from you, we'll get it from somebody who understands how the site works. In other words, if you don't want to be bothered reading our documentation, that's fine, but in that case we don't need your input.
(Edited January 10 to correct the name of the subreddit.)
Steps:
Observed:
Flipped chests will be found every so often. It's simply a chest in the wrong direction.
Expected:
Chests should not point towards the walls of Nether Fortresses.
I have this issue too on Android. It seems everyone has this issue. Please fix!
I'd also like to add that rarely, in certain areas, bonemealing fern does not result in large fern, even if there's open space above.
I hope that this is fixed soon, zombifying villagers have become difficult if zombie villagers don't zombify 100% of the time in hard mode, which is the expected result.
Update: even if there's no leashed iron golem, it can still happen. It seems that villagers are trying to move forward and treat that tall 1x1 fence as something that they can pass through, but they can't. So they just get stuck and unlink from their job sites. I sure wish that there's a way to easily assign job sites/beds/bells to villagers in survival, like a pointer stick.
That's intended, it has been that way for a while
Not sure, but it seems to be a similar bug, yes
Not sure if related, but I have a similar issue (
MCPE-128666)I have a Chemist on a village. I've traded with them to lock their job, zombified and cured them, took them away to a new village using boats. I gave them available brewing stand job sites, but they never took it. They just wander around aimlessly. They took the new beds I provided, but never the job sites, even after breaking and replacing.
I also have a Librarian with the same origins. After moving them to the new village, they took their job site for a while, but after a few days, they stopped working and decided to wander around aimlessly. It could be because they unlinked from their job site due to getting stuck, but they never bother to seek out that same job site again. Or perhaps they didn't unlink properly? Their behavior is similar to unemployed villagers.
This new village is a big one with 30+ villagers, but I made sure that the provided job sites are new and available. Other villagers in my village are working as intended with their respective job sites. It seems that for some villagers, they just gave up searching for job sites.
An easy way to fix this is to make employed villagers who haven't been working for many days to clear their linked job site (but not beds) and immediately make them link and seek job sites again.
Or better yet, an item that allows players to manually link each villager to a job site/bed/bell?
This issue has been around for a while and is still happening in the latest update, hope it gets fixed
Unsure if that's a duplicate. It's not that the mobs won't pathfind over lanterns, it's more that they're forced to pathfind over it, causing them to get stuck.
Quite far, several hundred blocks at least. There are no blocks of interest, such as job sites and beds, that link these villages together. I understand village mechanics. Job blocks are available and easily accessible to villagers. They're not nitwits.
There are no angry particles or green particles at all (except during mingling time where they try to link to bells), they don't attempt to find new job sites, and behave similarly to unemployed villagers, even though I provided beds and available job sites close to them.
Update: New village at 40+ villagers now. It seems that after several Minecraft weeks, my Chemists finally started working as intended. Same goes for the Librarian. But another Librarian with similar origins lost their job and behave like unemployed villagers again. And a new Librarian I moved here has this same issue again. This issue can last for several Minecraft weeks.
I'm not sure what's causing this issue. For some villagers, they seemingly just gave up searching for job sites. Maybe they didn't unlink properly from their previous sites, but I'm unsure. I'm not certain what fixed this issue either.
Update 2: The Librarian that stopped working finally linked to a lectern, after several Minecraft weeks. I decided to break the lectern, and smoke particles came out, but when I placed another lectern, they don't have green particles. Again, they just wander around aimlessly, sometimes interacting with bookshelves, but never attempt to find new job sites. It might take many more days before they decide to find job sites again
Update 3: Got a farmer and stone mason from another village. The farmer is working as intended, and even if I break his job site, he'll immediately try to seek another. But not the stone mason. Again, they'd wander around aimlessly, and it takes a lot of time before they decide to find a job site. I sure wish that they'd just take the job site that I put right next to them.
This is still happening in Minecraft Bedrock Android's latest version (1.16.221). You don't even need to travel to other dimensions, although the issue is much more common if you do so. I was wandering around in the overworld, on non-flat survival mode, and when I went back to my base, dark spots can happen. By breaking and replacing my lanterns, the lighting issue is fixed. Restarting the game also helps. But it's rather dangerous though, as hostile mobs may spawn. The base is quite large with many light sources and whatnot.
[MCPE Mod] Auldrick: Sorry, that was a mistake- it turns out there was something above it, a string.
As of 1.16.221 you can still bonemeal fern and grass without consuming bonemeal. Happens on Android.
Update 4: I figured out what fixed the issue. Strangely, if I save and quit while being close to the villager who wanders around aimlessly, restart the app and play again, that villager will seek and work on job sites. But again, if I break that job site and place a new one, that villager will behave like unemployed villagers again, wandering aimlessly. This might go on until I decide to restart the app again.
Not all villagers have this behavior. The new farmer I got is working 100% as intended, constantly seeking new job sites if they get unlinked. Could it be because of the village's large size? It seems that so far, only the newer villagers I brought from far away have this issue.
That's completely intended and not a bug. Villagers will pick a random nearby bed every time it's unlinked from previous bed. Just break the next bed, and hopefully it'll link to that intended bed.
It could be that the intended bed has been taken by another villager, maybe from the breeder, and if so, it gets complicated. You'll have to get rid of whoever's trying to take that bed, or switch the beds around somehow, by breaking and replacing multiple beds. I sure wish that there's a way for players to manually link villagers to beds, bells and job sites, it gets pretty painful.
I tried placing multiple bells, and the same result occurs: As other villagers try to link to the bell and fail, it seems to cancel out mingling during mingling hours. Even if I place bells on each of the sectors for the various villagers, they don't seem to mingle if other villagers can't reach that specific bell.
Still happens in 1.16.221, but not as much. Vexes in Bedrock seems to be less aggressive overall compared to Java's.
On the latest version (1.16.221 Android), when riding a horse with shield, you'll automatically block frontal attacks with shield. In previous updates however, the shield doesn't take as much space in the screen. But now, it takes over half of the screen and horse + shield becomes unplayable.
Still happens on 1.16.221. Can be easily tested on Woodland Mansion seed, Vindicators chase you very slowly on the carpets.
Still happens on 1.16.221 Android. Horses and other similar mountables treat block falls as if they're halved (40 block fall is considered 20 block fall), that's intended. But no matter how high, they won't take amy damage when ridden.
Can confirm that it still happens on 1.17.0 Android
Doesn't work on Bedrock, only in Java. Hope that parity changes will allow moss to be bonemealed on sand/gravel!
Still happens sometimes on 1.17 Android, even if you don't go into other dimensions. The lighting issue is not always as abrupt as the above screenshots. Sometimes, spots can appear darker than usual even though there's a lantern above. It's almost as if the lantern isn't working. And it seems that it happens more often on specific spots of the base, areas that don't have direct access to sunlight.
Happens on 1.17.10 as well. I was on creative mode, lighting up a bunch of caves in a world. As I go back and forth, I noticed some unusually dark spots here and there, even though I've placed a lantern/torch there already. I didn't go to other dimensions, I'm simply going back and forth in the overworld, lighting up caves with hundreds of lanterns and torches.
Try to light up every single area, including the middle part. Could be related to
MCPE-69037as I also had mobs spawning in my base due to unusually dark spots. Incorrect lighting can happen if you travel from other dimensions, but it could also rarely happen simply from wandering around in the overworld.I've encountered this bug before when zombie villager discounts got added in Minecraft. I was zombifying and curing villagers in the middle of the night, close to dawn. And after curing, one of my villagers changed professions, even though I've traded with him and thus locked the job.
Happens on the recent 1.17.10 caves and cliffs experimental feature. Everything below y=0 is stone, along with some ores, but no deepslate. Deepslate generates somewhere around y=0, but it doesn't go lower.
The new glow ink sac made zombie persistence more common, as glow squids tend to die in caves. In Java, zombie variety mobs cannot pick up glow ink sac, but this is not the case on Bedrock edition, and I hope that gets fixed.
Wandering traders spawning and dying in caves can also accumulate zombies carrying leads, and a lot of trader llamas that don't seem to despawn.
I was trying to terraform deserts with moss, but it turns out you also cannot convert sand/gravel into moss in Bedrock edition. I hope this gets fixed soon.
I decided to copy my world, and set it to creative, to see what's causing lag around my base. Here are some of the things I found:
-A cave with water containing a bunch of persistent drowned with armor. Zombies with armor must have drowned here, and the new drowned picked up the armor worn previously, causing persistence.
-A ton of trader llamas underground, and zombies holding leads. All that collision with 30+ llamas and zombies are causing a bit of lag.
-Zombies holding arrows, bone, gravel, slime, glow ink sac, etc. Somehow skeletons etc are dying in caves.
I think the solution is obvious: simply allow zombies (and all their variants) to despawn even if they're holding items, or equipping new armor. Maybe if they're actually holding something valuable, they can have persistence, if that check doesn't cause lag? Also, trader llamas that players haven't interacted with should just despawn eventually.
Edit: as of 1.18, zombies are also carrying Azalea material in lush caves. Water destroys lush cave stuff, and zombies will pick them up, causing persistence upon generation.
I can confirm that it still happens on the latest version (1.17.10). I was trying to make a chicken coop build using horn coral fans as chicken nests, but it didn't work. Unfortunately, a lot of the building videos you see online only work in Java, like placing lanterns and flower pots on trapdoors.
Steps to reproduce:
-Dig a 1x1 hole and place upper slab
-Fill it with water, creating a waterlogged slab block
-Place coral fan of any kind on top of the slab
Observed results: the coral fan dies.
Expected results: the coral fan should be able to live.
This is the build that I'm trying to make:
https://youtu.be/YJaWETTqj7A
Another example, a coral carpet build that is impossible to do in Bedrock:
https://youtu.be/-04hbLCINIo
Hope this gets fixed soon! There's a lot of cool builds in Java, such as placing lanterns and flower pots on trapdoors, but unfortunately these don't work on Bedrock edition.
In addition to that, placing coral fans on top of waterlogged slab blocks results in them dying on Bedrock edition, but not in Java. This makes coral carpet builds impossible in Bedrock.
Nope, that issue in
MCPE-104792is definitely working as intended. I'm aware of zombie discount mechanics. And I'm aware that at one point, discounts in Bedrock immediately results in villagers trading one carrot for one emerald, but that got changed in a later update to match Java, requiring 5x curing for that to happen. But that's irrelevant.So, I have farmer villagers from early 1.15, before zombie discounts are introduced. They still have old trades (16 eggs > 1 emerald). Immediately after the zombie discount update is introduced, I zombified and cured them 1x . They ask for one carrot for one emerald, which is working as intended at that point in time, but they still ask for 16 eggs for one emerald. Some trades seem to be unaffected by zombie discounts. Even after a later update, when zombie discounts got nerfed, some of those trades are still completely unaffected by zombie discounts.
Might be worth experimenting and playing around with zombie curing and villagers in general, as there are some bugs there.
MCPE-130623MCPE-115000MCPE-128666comes to mind.I've been playing 1.17.30, and the issue still persists. I got a butcher and shepherd from another village, zombie cure them 5x, and took them to my big village using boats. I gave them beds and job sites. They took the beds, but they ignore the job sites forever, behaving similarly to unemployed villagers. If I save & quit near them, and then load my save file, they'll immediately start working.
Four of my old 1.15 farmers stopped working entirely, possibly because they disconnected from their job sites at one point, they haven't been working for a very long time. These guys can't be fixed by restarting the app. I've also been trying to break inaccessible composters, to try to unlink them should they take it, but it's not working. They never took the nearby available composters no matter what. There's no angry and green particles at all. These guys are currently the only ones I'm having trouble with, as for the other 47 villagers in my village, the restarting trick works well.
I think villagers should try to link to the closest available job site appropriate for their job, and if they haven't been working, this check should happen more often (but not so much that it causes lag). Don't let them steal taken job sites, though!
That was a disposable creative world for me to test things, unfortunately I don't have it anymore. I haven't been able to reproduce this glitch either, but I'll let you know if I encounter it again, I've been playing a lot with villagers.
That screenshot in
MCPE-76993is exactly what happened to me.I know,
MCPE-45270is working as intended, though I'm hoping that villagers would just try to grab the available job site that is right next to them, it'll solve a lot of headache! Or perhaps an item that lets you manually link each villager to a point of interest.MCPE-79433 might be similar to my issue. I do have a big village with lots of unlinked job sites like barrels lying around, although they're spread apart and not packed in a small area. Will reloading the game fix the issue in MCPE-79433? I think you can reopen that ticket, it might be related to what I'm experiencing on 1.17.30 at the moment. Although, the four farmers I mentioned might have another problem entirely. Once they fixed zombie villager zombification on hard mode, I could safely try to zombify and cure these farmers, to see if that'll "restart" their AI.
I have 51 villagers in a big town, 47 of which are working after restarting app. I estimate that the town is about 240 x 240 blocks wide, with about 100 job site blocks scattered about, trying to stitch the entire village together with job sites and beds.
The butcher and shepherd I mentioned does not have angry particles nor green particles, they never try to link to a job site, unless I restart the app. Also, I'd rather not share this private world, sorry about this.
I hope this gets fixed soon! It's still happening on 1.17.32. I have a big 240 x 240 village with 54 villagers, and with over 100 job site blocks scattered around the village as decoration, it seems that some villagers will never link to any job site, no green particles or anger particles. Even though they already have locked jobs, they behave like unemployed villagers, just wandering around aimlessly.
Restarting the app seems to fix most villagers, after a restart they'll start working again, although some of my farmers will not seek a job site no matter what.
The Wither boss fight is laggy in 1.17, and it's even more laggy in 1.18. This is mostly because of hundreds of item entities floating around.
I'm not saying that Mojang should nerf Bedrock Wither! This boss is often praised for being challenging and more interesting than the Java counterpart, and is unfortunately the only challenge left for enchanted netherite players. However, the devs need to make floating item entities less CPU-demanding. Perhaps an option to render floating items as simple 2D sprites instead of spinning 3D models? Perhaps item entities shouldn't check for so many things every tick?
In the future, perhaps bosses shouldn't be so destructive to the environment, while still being a huge challenge to overcome, as floating item entities can cause extreme lag.
Thank you so much for all the hard work, by the way. After 1.18, Minecraft can finally compete with mods, maybe even exceed them someday. Feel free to take inspiration from popular mods as they're often a culmination of what players want in the game. Bedrock doesn't have mods, so it'd be great if vanilla Minecraft can surpass mods someday!
Some players use the Wither to help gather blocks, so I'm not sure that's the best solution. If blocks disappear, it will also delete difficult-to-renew blocks from worlds.
If possible, I think that the best solution is to make item entities less laggy, as this will also help reduce lag on other redstone farms as well. An option to render items as simple flat 2D sprites, instead of spinning 3D models, will help reduce lag. The item gather/clump mechanic can also have a larger radius. If possible, item entities should also not check for so many things every tick.
Hopefully the Bedrock betas can match the newest Java snapshots. I especially like that deepslate coal, copper, and emerald ore blocks (the silk-touched unsmelted form) can still be found in 1.18 Java survival!
This issue also makes deepslate coal/copper/emerald (the silk-touched unsmelted form) much harder to obtain in Bedrock edition. Hopefully this is fixed soon!
Hope this gets fixed soon before 1.18 drops! Java's coral-filled oceans look much better, and it's unfortunately missing in Bedrock.
Still seems to be an issue on the latest beta, coral chunks are missing. These coral reefs are beautiful, many players enjoy it and I'd rather not upgrade my worlds just yet until it's fixed! Corals are valuable in worlds as they're very difficult to renew.
Update: this is still an issue on the latest version (1.18)
Still a big issue in the latest version (1.18.2). I was out exploring in the overworld, and when I came back, my villagers are somehow getting out of their boats!
Can confirm that 1.18.2 still has this big issue. Wandering traders and llamas spawn in caves. Llamas detach from wandering trader either because he's killed, lava, water, dripstone, height etc. And then llamas start to build up as you play, leading to hundreds of persistent mobs and huge lag in your base after a while. Trader llamas that haven't interacted with the player should despawn.
It's also worth looking at MCPE-125111 as zombies underground will pick up llama leads and cause further persistence. Play long enough, and your base starts to get very laggy with hundreds of mob collisions underground. Zombies holding items should also despawn. Often they're just carrying junk like skeleton arrows, gravel, slime etc. Maybe if they're actually holding something valuable, they can have persistence, if that check doesn't cause lag?
Also, I have a village & bell in the surface, but wandering traders consistently spawn in deep underground caves below the bell, which will kill them and spawn more persistent llamas. The Y-range of the wandering trader bell spawn is messed up. See
MCPE-151591for details.This is a big problem that still affects the most recent version. Fireworks crossbows are unusable in Bedrock edition, as they don't explode on impact with blocks/mobs/etc like in Java. They are very important weapons in pvp and pve, and I really hope they fix this soon!
Update: still a big issue on the latest version (1.18.12). The app restarting trick still works, but it might take several tries if you have too many job blocks around. My farmers are finally working again after several app restarts near them, they're finally seeking job sites. After a while they might stop working again (no particles), and I'd have to restart again, which is annoying.
I sure wish there's a tool to point villagers to beds, bells, and job sites in the future!
I hope that corner problem in that screenshot gets fixed somehow.
Anyway, I'm still having a lot of problems in 1.18 with singular mobs getting stuck on non-full blocks like gates, fences, glass panes, hanging lanterns etc. They just freeze in place, it seems like they're trying to get through gates and glass panes but can't, so they just freeze forever. This is not limited to cows etc, but villagers as well, which causes them to lose job sites and beds. This gets much worse in the 1.18 update, my villagers are getting stuck in places they were previously okay with, such as walls with glass panes, and a line of wooden gates.
There are also cases of Iron Golems and horses jumping repeatedly on carpets, causing them to freeze, and chickens not moving at all when surrounded with dead corals. This has been a bug for a long time.
Reply from [Mod] GoldenHelmet:
Mobs getting stuck on blocks line panes and fence posts is tracked at
MCPE-46805.I've reopened your report on dead corals (MCPE-128687) since it was not fixed by the fixed to pathing on partial blocks.
I've been trying to add this info to
MCPE-46911but it got deleted. I assumed that this issue is unrelated.Please read my comment again, and it's obvious that there is no attempt to chat with people like a forum. It's literally just a very detailed bug report meant to help the devs. This bug seems unrelated, but every time I search and make this topic, it leads to this page. And a bot says that I'm supposed to add the extra information here, so I did. This is new information not discussed in this thread yet. I've never had any issues reporting bugs in this site, until now. I'm honestly not sure what else you want me to do, can you please edit this entire comment chain to match what you want? All this back-and-forth is cluttering this thread.
I have a player-made surface village with a bell, and Wandering Traders are consistently spawning in the new caves over 64 blocks below that bell, in the exact same spot, several times. This is definitely not coincidental. I've given ample space for the Wandering Trader to spawn near the surface bell, but they never did. The Y-range of the Wandering Trader bell spawn is messed up and can spawn very far from the bell vertically. Before 1.18, they spawned in the caves a few blocks below that bell (which is undesirable) but after 1.18 it gets much worse, spawning even deeper. This issue has been going on for a long time, on a lot of my villages.
I'm aware that Wandering Traders can spawn underground. When I go caving, they can spawn nearby. The issue is that, when I'm on the surface on my village, the Wandering Trader should spawn close to the village center (bell). But instead, they kept clogging the caves underneath, creating hundreds of persistent trader llamas (
MCPE-102302) and zombies carrying leads (MCPE-125111) under your base, causing huge lag. This bug is also a big reason why some players can't seem to find Wandering Traders on their base.I'm on 1.18.32 android, opened my save and travelled to my city with lots of villagers, chests, animals, beacons etc. Suddenly there's a big lag spike, which eventually crashed and closed the game. I tried to open my Minecraft save again, and spawned in my city, which again froze & crashed the game (and this time it crashed the phone itself, forcing it to restart). The third time I opened Minecraft, I noticed that the GUI is larger for some reason. I tried to open that save again, and miraculously it worked without lag spikes or crashes. It doesn't seem like there's data corruption so far. Restarting the app fixed the GUI.
It seems like 1.18.32 has fixed this bug partially but not completely. The lag spikes and freezing can still happen, but fortunately it doesn't lead to world corruption, at least for me. Worlds with larger file sizes seem to crash more often, especially if it gets to the gigabytes. Personally I dislike non-renewable resources like Allays, dead bush etc because it forces you to explore new terrain and increase the file size further. Anyway, thank you devs for all the hard work, world corruption glitches are the worst.
Still happens on 1.18.32 android, and I'm on a single player world, not realms. I found a horse, I tame and equipped it with diamond horse armor, and the armor's not showing.
I've confirmed that it still happens on 1.18.32 and 1.19. My farner villagers from 1.15 are still asking 16 eggs for one emerald, unaffected by zombie curing discounts. My toolsmith's diamond hoe and pickaxe trade is unaffected by discounts. My armorer has a discount on diamond leggings, but not chestplate. I've made sure that it's unaffected by the supply/demand trading mechanic, and that they have job sites to restock.
I've confirmed that it still happens on 1.18.32, 1.19, 1.19.21, and now 1.19.30. I use a lot of job blocks for storage and decoration (barrels, composters, grindstone), and employed villagers will sometimes not work and just wander around without particles. I prefer using barrels as storage because chests seem to cause more lag.
I can confirm that this is still happening on the latest version 1.19.22, it looks broken just like the screenshot.
I've updated the issue; the buggy controls still persist on 1.19, and I hope they get fixed soon!
I've confirmed that "very long beard" is still unobtainable and bugged in 1.19.22.
MCPE-153498is also worth noting, it's a glitched character creator item.It seems that all the arrow buttons can place blocks; I've been pressing the left arrow button while building and sometimes the button will place blocks. And yes, building is very difficult in mobile right now. Sometimes my arrow buttons will place and break blocks as I hold it, sometimes I'll attack golems, sometimes I'll open/close trapdoors and flower pots. It's unplayable atm.
Edit: I've updated the issue, it seems that our thumbs will often create two touches on the d-pad arrows, which will force the player to place blocks, attack, etc. This terrible design creates many accidental inputs, making Minecraft very frustrating to play on all mobile devices right now.
Edit:
MCPE-156103seems to be the reason why it happens most with the right arrowMy villagers are getting stuck a LOT more in 1.19. I have a simple lantern build scattered on my city (three wood fences upwards, one to the side, and a lantern hanging from it), and ever since 1.19 my villagers kept deviating from paths and are getting stuck in the hanging lanterns. There are also simple gates (two gates with fences on the side) and villagers kept freezing in the gates. Hanging lanterns and closed gates should be treated as full blocks so that villagers won't try to get past them. There are also tons of issues with villagers stuck on trapdoors in 1.19.
Updated to 1.19 and I can confirm that this happens a lot. My villagers are now often stuck on trapdoors, and also hanging lanterns, closed gates etc. They don't seem to consider these as full blocks and would try to get past them and freeze in place forever.
It's very unplayable at the moment. Even if you fix this issue by changing the settings, sometimes your thumb will create two touches on the d-pad arrows, which will force the player to place blocks/attack, causing many accidental inputs. Building and playing the game becomes extremely hard as you'll place blocks/attack whenever you move. (See
MCPE-151107)And if you hold the arrow keys, and slide your finger away from the arrow keys, you'll suddenly stop moving. This causes a lot of deaths when trying to escape from mobs. We should still be able to move even if my thumb slides a tad bit away from the arrow keys.
Hopefully the new touch controls comes soon, along with full customization like size/position/opacity of each button, etc.
It still hasn't been fixed in the latest version, and I lost motivation playing Minecraft because of this. Many character creator items I use like shy blush is missing, and my character doesn't feel the same anymore. It's as if I lost my Minecraft identity, and I really hope this is fixed soon.
It's still a big issue as of 1.20. Minecraft mobile's controls are unfortunately still buggy & clunky compared to most mobile games out there, and this happens on multiple different devices
I've the exact same problem, and it happens on multiple browsers, devices, even incognito mode. I contacted Minecraft Support from the
WEB-1055solution, but all I get is an automated response telling me to migrate, even though I've always used a Microsoft account and never said that I use a Mojang Java account:"Thank you for contacting us for help with your Java Edition account.
As of September 19, 2023, Minecraft Support is no longer able to assist with Mojang/Minecraft log in or other account related issues as account migration has ended.
If you have migrated your Mojang/Minecraft account to a Microsoft account and need assistance, please contact Microsoft Support."