Tavish McEwen
- ProNoob135
- pronoob135
- Europe/Stockholm
- Yes
- No
Not positive if it's a bug, but the sound is pretty quiet. [Android LG G Vista]
Upon loading a world, redstone components update. The redstone may change based on an unloaded chunk, causeing it to turn off when it should be being powered by something in the unloaded chunk next to it. To reproduce: make a long line of Redstone with repeaters, power
I,e end, then stand at the other end and lower your render distance. Then reload the world. The redstone will turn off, then turn back on as you load the component powering it.Upon loading a world, redstone components update. The redstone may change based on an unloaded chunk, causeing it to turn off when it should be being powered by something in the unloaded chunk next to it. To reproduce: make a long line of Redstone with repeaters, power one end, then stand at the other end and lower your render distance. Then reload the world. The redstone will turn off, then turn back on as you load the component powering it.
Upon loading a world, redstone components update. The redstone may change based on an unloaded chunk, causeing it to turn off when it should be being powered by something in the unloaded chunk next to it. To reproduce: make a long line of Redstone with repeaters, power one end, then stand at the other end and lower your render distance. Then reload the world. The redstone will turn off, then turn back on as you load the component powering it.
Upon loading a world, redstone components update. The redstone may change based on an unloaded chunk, causeing it to turn off when it should be being powered by something in the unloaded chunk next to it. To reproduce: make a long line of Redstone with repeaters, power
one end, then stand at the other end and lower your render distance. Then reload the world. The redstone will turn off, then turn back on as you load the component powering it. This affects all redstone components that I a m aware of, including pistons. It tends to break contraptions as one half may update while the other is unloaded, often sending redston contraptions into a clock.
Upon loading a world, redstone components update. The redstone may change based on an unloaded chunk, causeing it to turn off when it should be being powered by something in the unloaded chunk next to it. To reproduce: make a long line of Redstone with repeaters, power
one end, then stand at the other end and lower your render distance. Then reload the world. The redstone will turn off, then turn back on as you load the component powering it. This affects all redstone components that I am aware of, including pistons. It tends to break contraptions as one half may update while the other is unloaded, often sending redston contraptions into a clock.Upon loading a world, redstone components update. The redstone may change based on an unloaded chunk, causeing it to turn off when it should be being powered by something in the unloaded chunk next to it. To reproduce: make a long line of Redstone with repeaters, power
one end, then stand at the other end and lower your render distance. Then reload the world. The redstone will turn off, then turn back on as you load the component powering it. This affects all redstone components that I am aware of, including pistons. It tends to break contraptions as one half may update while the other is unloaded, often sending redstone contraptions into a clock.
Works as intended, quasi-connectivity was not added to PE. (Unfortunatly D
Works as intended, quasi-connectivity was not added to PE. (Unfortunatly D
Confirmed
This should not be fixed.
Couldn't you just add a JSON tag that disables the unrendering? Would make said models less optimized, but would be necessary for said maps.
@Tavish McEwen: Realms Alpha build 4 is no longer supported on this tracker.
Confirmed to affect 0.14.3 on iPhone 6+ (iOS 9.3.2).
Tavish McEwen MC-108 (Quasi connectivity) is resolved as intended for PC, but it was a bug, now that pe has the observer, that behaviour is removed.
Tavish McEwen: Are you saying that DPE should work as long as there are 2 ticks and 0 ticks delays respectively but currently doesn't? If so that's MCPE-15607, not this one.
This very bug has been introduced very recently to 0.15.9 and 0.15.90.7. Contraptions that were working flawlessly in 0.15.8 now occasionally malfunction.


















Yep, Affects 1.8.8 too.
Happened to me on a cavers delight world
Confirmed!
The Pigmen in my house disappeared after killing them 3 times.
Can be used to duplicate items.
Confirmed for 0.13.0 build 3 (Android 5.1.1)
No, lava can start a fire on the sign of there is an available air block, but otherwise it will hold it back. Besides, there is still water to deal with.
Confirmed for 0.13.0 build 5 on Android LG G Vista
Confirmed for 0.13.0 b5 LG G Vista android 5.1.1
It was resolved, but it reappeared in 0.13.0.
I don't currently have 0.13.1, but the bug seems to be gone in 0.14.0 b1
On my friends 1.9 server, hardly any mobs were spawning, raised the view distance to 10, and it was fixed. ive never seen this bug in 1.8 but I only played single player back then.
No, it just has to not give them a block update. Then they won't change because they don't check if they are being powered, and there is even less lag upon loading a world. This bug does not occur in PC edition.
Confirmed for 0.15 realms alpha build 4
Pistons have different timeings in PE, that's why dpe's are broken, the monostable was based off quasi-connectivity(witch is not in PE) and the t-flip flop used 0 ticks, pistons cannot be 0 ticked in PE.
Works as intended, unless you mean that pistons ignore block updates. This is a different bug.
Works as intended, extended pistons are immoveable.
Works as intended.
Works as intended, quasi-connectivity was not added to PE. (Unfortunatly D: )
Works as intended, pistons cannot be 0 ticked in pe. D:
Confirmed, using any block other than a piston in the back crashes the game instantly. Breaking the invisible block in the front of the piston stops its weird behavior without crashing. Buggy state is preserved upon reloading world.
Works as intended, pistons cannot be 0 ticked in pe.
The crash is caused by another bug, when pistons push a slimeblock ring that wraps around behind the piston it bugs out.
Likely works as intended, pistons cannot be 0 ticked in pe.
Please do not report issues with modded clients to mojang. Please report them to the mod creator (i.e. blocklauncher)
Works as intended, quasi-connectivity is a bug (unfortunately D: )
Torch keys also use quasi-connectivity, forgot to mention them.
Quasi-connectivity has nothing to do with BUDs, BUDs are just made eaisier with quasi-connectivity. Quasi-connectivity is also used to power pistons in a MUCH simpler and smaller way, for example in a duel dpe you would only need 3 connections to power 6 pistons, but without quasi-connectivity each piston has to be powered separately. Also is the popular piston monostable, witch must be made wider in order to function without qc. Flying machines make for a whole category in themselves.
Confirmed for 0.15 b1
Confirmed for 0.15 b1
Here is a video demonstrating the bug. https://youtu.be/gqb_Hx1X3K8
Double piston extenders are broken due to longer piston timeings, mojang doesn't care about the circuits, but the blocks that make them. Dpe's were made by the Redstone community and are there for maintained by the Redstone community, who can give their input.
They cannot be tamed because they are already tamed, you can still saddle and ride them. From my testing the ones that are spawned by lightning/spawn eggs have this bug, but the ones that spawn when you get near one in survival can be saddled and ridden normally.
Please reopen this issue.
Confirmed for 0.15.0, this bug has broken nearly everything I have made at some point. Relogging useually changes the repeater length again.
This is a video demonstrating this bug : https://youtu.be/e-eI1FBWM8g
And here is another video: https://youtu.be/6Mlf1OZsI9s
Confirmed in 0.15.1 build 1.
in 0.15.1, fallingsand entities dissappear partway falling through a cobweb.
@PHO that's the same thing xD
Edit: Never mind that is very interesting...
Will do as soon as I am able to download the update. (on data)
The main issue (things breaking because they are partly unloaded while one part updates) would probably be fixed if
MCPE-15779(redstone not loading chunks) was fixed, but this "feature" doesn't really help anything and should be removed anyways.Will do as soon as I am able to download the update.
Done
Confirmed for 0.15.6
Mostly Affects realms, LAN worlds, and Xbox live, does not affect single player as much.
Duplicate of https://bugs.mojang.com/browse/MCPE-13983?jql=project%20%3D%20MCPE%20AND%20text%20~%20repeater
Duplicate of https://bugs.mojang.com/browse/MCPE-13983?jql=project%20%3D%20MCPE%20AND%20text%20~%20repeater, although it may be older.
Yes
This bug has been in the game since pistons were added, probably sooner. Yes the randomness is not a bug, but the fact that the dpe in images 3-4 work at all is.
I meant that this dpe should never work
May be the fact that pistons unpowering other pistons is not instant in PE, maybe this was improved/worsened in 0.15.9
This is only related to ghost blocks, rails are a different issue.
Confirmed for 1.10, probably 1.11.
Confirmed. Baby bees also attempt to pathfind through vertical corners and will remain until fully grown or distracted.
They have a strong tendency to wander northwest (if they don't find a flower or forget where their nest is located) which often results in losing bees when flowers are just out of reach in the southern direction.
Preferably the fog should blend between biomes like biome blend for blocks in the overworld(though much much more softly). Even better, it could be volumetric, but I assume that's wishful thinking.