Since C++ uses 32 bits for integers, it makes sense that it would be -2^31, or in other words, where all the bits are 0 as the response for the ping (pong?) may not have been received. (Just a theory)
Unfortunately, Auldrick's workaround requires a one block gap between each segment, meaning that trading halls would have to have a two block gap between each villager.
On a world on a different machine than what I am currently using, I took a screenshot of my design. Note that these screenshots were taken on the 23rd of October last year (the issue was present back then), in the (most likely the) latest version, from a structure block.
There is a piece of string which the observer is detecting. The villager will be ejected onto the closed trapdoor (which is considered safe, unlike its open state), thus causing an update to the string which the observer will detect, powering the piece of redstone dust at the back. The repeater will read this signal and extend it, which will power the trapdoor and drop the villager into the cell. I remember testing with no repeater for no delay; however, the shorter pulse occasionally left the villager still on top of the trapdoor; it is likely, though, that the repeater delay could be shortened from four ticks while maintaining the functionality. (Note that with this design, the trapdoor will also pulse open after the villager has dropped down, due to the string being updated again.
Another important thing to note is that, in some orientations, villagers may be stuck on the sides of the open trapdoors; this can be fixed by hinging the trapdoor on a different block.
For those of you who are interested in the full design of my trading hall segment, here is a screenshot (literally the one above but uncropped) showing it (note that the pressure plate is waterlogged):
Once experienced my items floating quite high up; relogging put them back on the ground again. I agree with GoldenHelmet's theory of client-side agreement, since my items were quite high up and I was going at a high velocity when I died.
I am able to fix this issue by having a spare workstation around, so that the villager has a profession before being zombified. If I don't let the villager link to a workstation, sometimes it's still able to enter a minecart, but sometimes it can't.
Edit: Also, when I leave the area that a currently curing zombie villager is in (that hasn't been traded with nor cured before) and then return, it stays a zombie villager and takes the normal amount of time to cure, but upon being cured it offers no discounts.
It's a ghost piston–i.e. exists on the server, but not on your client. Can be powered and push/pull block, and when it pushes or pulls, pushes/pulls the player as well, but after that, you can walk through it and everything.
b) Provide a discount, but do not provide minor discounts for the curing of other villagers; or
c) Provide a discount, provide one or two minor discounts for the curing of other villagers, then do not provide any additional minor discounts for the curing of other villagers.
This can be really frustrating for new players, as they would waste a golden apple and a splash potion.
It actually teleports them to Y level 512, or sometimes 32767, for some reason.
A way to get shulkers through safely is to make them extend into the end portal from above. By having a minecart with the shulker in it be aligned mostly above the end portal, but partially above the bedrock as so to not fall into the end portal (a trapdoor works great), and them breaking the minecart, the shulker will align onto a block above, if any. Then letting the shulker target the player and extend into the portal will teleport it correctly.
Testing this again, in a new creative world, resulted in the shulker teleporting to Y 32767 above the world spawn. However, I have been able to get shulkers to teleport to the overworld via the above method in a pure survival world, and in creative copies of that world.
Can confirm in Windows 10 1.19.1 for Shulkers. This was in a fresh, new 1.19.1 Creative world.
However, in my Survival world the Shulkers would teleport to Y512 instead of Y32767.
I found a workaround (at least for Shulkers), however: Instead of putting them in a Minecart sitting in the End Portal, attach them to a block above the End Portal and let them extend below into it by targeting you. This only worked for me if I had been to world spawn previously in that session (i.e. you send the Shulkers through after visiting spawn–no relog in between)
However, this workaround only worked for me in my Survival world (created in 1.14.x), and in Creative copies of it. When I tried it in the fresh Creative world (from the first paragraph), they teleported to Y32767 regardless of how I sent them through.
For anyone interested in how I got Shulkers through into the Overworld in my Survival world, in case this method may work for you, I have attached a video (shulker_transportation.mp4) of this method. (Please make backups of your world before attempting this!)
Happened to me as well... Open Laughing smile can not be found in the Mouths section of Character Creator anymore.
Also, I may be mistaken but an Eyes piece has gone missing as well. It's like "Standard Brows" but with eyebrows the width of those in "Dots-Brows". I previously had this piece on a character and cannot find it anymore, when looking at screenshots from previous versions. It also reset my eye colour. Here's my character before all the breaks:
With the skin base tones being out of whack and now this, I'm considering turning my old screenshots into a classic skin somehow.
@TheEpikBoi How can BetterRenderDragon be used to launch MC with DX12 on Intel GPUs? Whenever I try BRD 1.3.4 on MC Preview 1.20.30.20, MC Preview opens and BRD injects but then MC Preview is stuck on the loading screen and frozen with BRD unresponsive. How do you do it?
Since C++ uses 32 bits for integers, it makes sense that it would be -2^31, or in other words, where all the bits are 0 as the response for the ping (pong?) may not have been received. (Just a theory)
Unfortunately, Auldrick's workaround requires a one block gap between each segment, meaning that trading halls would have to have a two block gap between each villager.
On a world on a different machine than what I am currently using, I took a screenshot of my design. Note that these screenshots were taken on the 23rd of October last year (the issue was present back then), in the (most likely the) latest version, from a structure block.
There is a piece of string which the observer is detecting. The villager will be ejected onto the closed trapdoor (which is considered safe, unlike its open state), thus causing an update to the string which the observer will detect, powering the piece of redstone dust at the back. The repeater will read this signal and extend it, which will power the trapdoor and drop the villager into the cell. I remember testing with no repeater for no delay; however, the shorter pulse occasionally left the villager still on top of the trapdoor; it is likely, though, that the repeater delay could be shortened from four ticks while maintaining the functionality. (Note that with this design, the trapdoor will also pulse open after the villager has dropped down, due to the string being updated again.
Another important thing to note is that, in some orientations, villagers may be stuck on the sides of the open trapdoors; this can be fixed by hinging the trapdoor on a different block.
For those of you who are interested in the full design of my trading hall segment, here is a screenshot (literally the one above but uncropped) showing it (note that the pressure plate is waterlogged):
Once experienced my items floating quite high up; relogging put them back on the ground again. I agree with GoldenHelmet's theory of client-side agreement, since my items were quite high up and I was going at a high velocity when I died.
Potentially a duplicate of MCPE-121025.
Only works on layers other than the bottom layer of the portal. Updating any one of the illegal Portal tiles from any side causes them all to break.
Working as intended–1.18 added large ore veins for Iron and Copper, where you can find the raw ore blocks. Refer to https://minecraft.fandom.com/wiki/Ore_vein
This is because of
MCPE-153541.Duplicate of
MCPE-153541.Working as intended.
Please refer to https://minecraft.fandom.com/wiki/Iron_Golem#Provocation_by_players.
Working as intended–on BE, when flying with Elytra in Creative, pressing space/jump lifts you up. Refer to https://minecraft.fandom.com/wiki/Elytra#Flying.
I am able to fix this issue by having a spare workstation around, so that the villager has a profession before being zombified. If I don't let the villager link to a workstation, sometimes it's still able to enter a minecart, but sometimes it can't.
Still affects 1.18.30
Edit: Also, when I leave the area that a currently curing zombie villager is in (that hasn't been traded with nor cured before) and then return, it stays a zombie villager and takes the normal amount of time to cure, but upon being cured it offers no discounts.
Affects 1.18.30
It's a ghost piston–i.e. exists on the server, but not on your client. Can be powered and push/pull block, and when it pushes or pulls, pushes/pulls the player as well, but after that, you can walk through it and everything.
The wiki is not a 100% reliable source of information.
Nonetheless, the wiki states "In Bedrock Edition the elder guardian inflicts any unafflicted player within range immediately", in the second sentence of "Inflicting Mining Fatigue" (https://minecraft.fandom.com/wiki/Elder_Guardian#Inflicting_Mining_Fatigue).
You need to put the repeater facing the block that the redstone torch is on. AFAIK that's always how it's been, even in Java.
That is not a bug; please use https://feedback.minecraft.net/hc/en-us to provide feedback as this is a bug tracker.
That is not how redstone works. The repeater must power the block under that redstone torch, not the redstone torch itself.
I know, I have watched your video.
The repeater needs to go into the block UNDER the redstone torch, not into it.
Can confirm in Windows 10 1.19.20.
Villagers, after being cured either:
a) Do not provide a discount at all;
b) Provide a discount, but do not provide minor discounts for the curing of other villagers; or
c) Provide a discount, provide one or two minor discounts for the curing of other villagers, then do not provide any additional minor discounts for the curing of other villagers.
This can be really frustrating for new players, as they would waste a golden apple and a splash potion.
It actually teleports them to Y level 512, or sometimes 32767, for some reason.
A way to get shulkers through safely is to make them extend into the end portal from above. By having a minecart with the shulker in it be aligned mostly above the end portal, but partially above the bedrock as so to not fall into the end portal (a trapdoor works great), and them breaking the minecart, the shulker will align onto a block above, if any. Then letting the shulker target the player and extend into the portal will teleport it correctly.Testing this again, in a new creative world, resulted in the shulker teleporting to Y 32767 above the world spawn. However, I have been able to get shulkers to teleport to the overworld via the above method in a pure survival world, and in creative copies of that world.
Was unable to reproduce in Windows 10 1.19.10.
The video you uploaded was not of this bug.
Could you please upload a video of it as well as screenshots of the setup?
I set it up as you described in the description but was unable to reproduce this issue.
Can confirm in Windows 10 1.19.1 for Shulkers. This was in a fresh, new 1.19.1 Creative world.
However, in my Survival world the Shulkers would teleport to Y512 instead of Y32767.
I found a workaround (at least for Shulkers), however: Instead of putting them in a Minecart sitting in the End Portal, attach them to a block above the End Portal and let them extend below into it by targeting you. This only worked for me if I had been to world spawn previously in that session (i.e. you send the Shulkers through after visiting spawn–no relog in between)
However, this workaround only worked for me in my Survival world (created in 1.14.x), and in Creative copies of it. When I tried it in the fresh Creative world (from the first paragraph), they teleported to Y32767 regardless of how I sent them through.
For anyone interested in how I got Shulkers through into the Overworld in my Survival world, in case this method may work for you, I have attached a video (shulker_transportation.mp4
) of this method. (Please make backups of your world before attempting this!)
It creates an "anti-ghost" piston, where it exists on the server and not on the client, the opposite behaviour of regular ghost blocks.
Duplicate of MCPE-156289.
Also–this can be replicated by breaking while the piston is retracting as well. Windows 10.
This affects all items with NBT.
Is it because when you drop the bed, another bed item entity is nearby so you pick that one up instead?
Happened to me as well... Open Laughing smile can not be found in the Mouths section of Character Creator anymore.
Also, I may be mistaken but an Eyes piece has gone missing as well. It's like "Standard Brows" but with eyebrows the width of those in "Dots-Brows". I previously had this piece on a character and cannot find it anymore, when looking at screenshots from previous versions. It also reset my eye colour. Here's my character before all the breaks:
With the skin base tones being out of whack and now this, I'm considering turning my old screenshots into a classic skin somehow.
I believe the limit for textures in BE is 16384x16384 pixels (2^14).
@TheEpikBoi How can BetterRenderDragon be used to launch MC with DX12 on Intel GPUs? Whenever I try BRD 1.3.4 on MC Preview 1.20.30.20, MC Preview opens and BRD injects but then MC Preview is stuck on the loading screen and frozen with BRD unresponsive. How do you do it?
@TheEpikBoi TYSM, I can't seem to do it but hopefully this can be fixed in the next preview... I'm crossing my fingers!
@TheEpikBoi Managed to get it to work, TYSM! Sad this hasn't been fixed in this week's preview though...
Still bunched together as of 1.21.30.25 preview. Really unintuitive for creators.
Still an issue as of 1.21.40.22-preview.
Still an issue in Preview 1.21.40.25
Still an issue in 1.21.50.26. I have also noticed the `color` field in the render controllers for players, horses (v1, v2, v3), and guardian ghosts.
Is there another way to apply opacity in a render controller?
This has no in-game effects.