Blaze still not spawning properly in the nether from blaze spawners.
Issue can be temporarily resolved by exit/save change to peaceful, exit/save change back to easy/normal/hard
I found a bug with spiders in the new update. When spiders that spawn at night and they live till morning, they have bubble particles floating above them like they have a potion effect and there will be no witches around. I've seen two spiders like this.
I have now noticed that spiders can spawn with random potion effects. I just seen one that had spawned and it was invisible.
I was wondering if you could be a little more specific with the
"Fixed an issue with village generation." in the wiki change logs? did this fix village mergeing or the way that villagers breed? Im just curious. please and thank you
1.) I'm still immune to harming potions from witches. I've tested this on multiple worlds and none of them can hurt me with harming (poison and weakness works, though).
2.) Update on my Wither issues. Spawn a Wither in creative while invisible. It shouldn't attack you. Hit it once and it should attempt to attack once or twice, but with no aim. Hitting it more will cause more aimless attacks.
3.) I'm having some issues with hurting the Ender Dragon. She seems to be almost completely immune to all damage except arrows, and even then she can take no damage from them. I try hitting her with anything else and all she does is flash red. This displays for only the hitter as I had someone test it with me--they saw red while I didn't, and her health never dropped.
I have found out why blaze spawners are "not working." If the mob limit for the type of spawner has been reached, no new mobs will spawn from the spawner. While I understand the logic behind that (And that I may have mentioned how MaxNearbyEntities wasn't working and that mobs could go beyond the limit) it seems that that should be undone? People are complaining about spawners "not working" when in fact this was a change made on purpose.
I suggest you keep MaxNearbyEntities AS IS (It is useful and prevents op spawning devices) I think you should remove the mob spawning limit caused by spawners. It only causes confusion. It was never a problem before TU21 because mobs where spawning beyond the limit. It seemed normal. Now that the limit is recognized, people don't like it.
On a side note, I really think all entity limits should be increased. The consoles can handle them fine, and if not on Xbox 360 or PS3, AT LEAST increase them greatly on PS4 and Xbox One.
In trying to control this i covered most of my nether fortress in lava to raise the light value and create less area for blaze to spawn.
While this greatly reduced the numbers of roving gangs of blaze as was the case previously to my lava coverage, it still did not seem to help the number of blaze that the spawner would spawn.
Being on console i cannot < or simply do not know how > check the actual nearbly mob count, but i find it hard to believe that there are so many other blaze in the nether after the spawner spawns 3-5 blaze that it cannot spawn more.
Originally your explanation made sense, but after painstakingly eliminating the issue of nearby mobs and still encountering the issue of the spawner failing to spawn blaze after 3-5 blaze i can only come to the conclusion that something is broken and not a purposeful change.
The spawner appears broken, and the only thought i can come up with for it being due to a purposeful change is that
when the spawn rules for blaze were changed from only spawning from a spawner to then spawning throughout the nether naturally
they intended to eliminate the spawners entirely.
If the change was made from blaze only spawning from a spawner to also being able to spawn randomly in the world was intended to change the mob type to a randomly occurring mob ONLY then it should have been noted in changelogs, spawners removed from all seeds post update
and announced broken for all seeds previous.
This was not done.. id say thats why people dont like it... on a game based around rules that everyone knows and uses to understand and play the game to their enjoyment it makes it incredibly frustrating when the rules are changed and just left up in the air as to what the change actually is.
I can understand the need for cap limits but be clear as to what they are, and what the spawning rules are.
I found a bug with spiders in the new update. When spiders that spawn at night and they live till morning, they have bubble particles floating above them like they have a potion effect and there will be no witches around. I've seen two spiders like this.
I have now noticed that spiders can spawn with random potion effects. I just seen one that had spawned and it was invisible.
This is intended. During a fuller moon on hard mode, spiders can spawn with random status effects.
In trying to control this i covered most of my nether fortress in lava to raise the light value and create less area for blaze to spawn.
While this greatly reduced the numbers of roving gangs of blaze as was the case previously to my lava coverage, it still did not seem to help the number of blaze that the spawner would spawn.
Being on console i cannot < or simply do not know how > check the actual nearbly mob count, but i find it hard to believe that there are so many other blaze in the nether after the spawner spawns 3-5 blaze that it cannot spawn more.
Originally your explanation made sense, but after painstakingly eliminating the issue of nearby mobs and still encountering the issue of the spawner failing to spawn blaze after 3-5 blaze i can only come to the conclusion that something is broken and not a purposeful change.
The spawner appears broken, and the only thought i can come up with for it being due to a purposeful change is that
when the spawn rules for blaze were changed from only spawning from a spawner to then spawning throughout the nether naturally
they intended to eliminate the spawners entirely.
If the change was made from blaze only spawning from a spawner to also being able to spawn randomly in the world was intended to change the mob type to a randomly occurring mob ONLY then it should have been noted in changelogs, spawners removed from all seeds post update
and announced broken for all seeds previous.
This was not done.. id say thats why people dont like it... on a game based around rules that everyone knows and uses to understand and play the game to their enjoyment it makes it incredibly frustrating when the rules are changed and just left up in the air as to what the change actually is.
I can understand the need for cap limits but be clear as to what they are, and what the spawning rules are.
I tested my theory by spawning blazes in one spot in the nether up until the mob limit. When I stood near a spawner, the flames went off but nothing spawned. I went back and killed two blazes, and low and behold, two blazes spawned from the spawner. The "MaxNearbyEntities" tag detects the number of mobs in a 16 block radius by default and won't spawn any more blazes if there are 6 or more blazes nearby.
Rollback Post to RevisionRollBack
Universal Minecraft Editor
UNLEASH YOUR CREATIVITY, MOD YOUR WORLD IN SECONDS LEARN MORE: MCMODTOOL.COM
1. You CAN'T place 2 saplings next to each other, doing so deletes the other. Placing diagonal saplings and one in the middle deletes BOTH outer saplings, resulting in the inability to grow large Jungle Trees.
2. Bonemeal doesn't grow grass and flowers unless next to a player-placed block.
3. Sometimes, placing an item frame will cause it to glitch out and spasm on the block, then disappear.
4. Chunk loading glitches in Multiplayer.
5. Lag when breaking a block with an item frame on it. Frame remains hovering for up to ten seconds after breaking.
Also, blazes have been spawning in places where they are not supposed to be, like 100 blocks away from a spawner
This is intended.
Update on my witch issue: It seems that only certain worlds grant me witch immunity, as I finally was killed by one in a different world while egging five on to fight for my own amusement. Two worlds with immunity and one without so far.
Fishing O_O I know this is small but have you guys tried fishing lately?? the lure floats WAY above the water. still able to fish however I find it harder.... :/ I somewhat liked fishing but now its just poop.
This contains all confirmed and unconfirmed bugs for MCXB360E. This thread allows other users to list bugs they have experienced, offer and view solutions and workarounds.
Pistons are not placing correctly - Standing 2/3 blocks away (Depending on the direction) from the piston will allow the piston to be placed correctly.
Blaze spawners do not work. My most recent map (started after the last title update) has a fortress on the edge of the map. Because of this it is rather small so I decided to half slab it with the exception of the blaze spawner rooms and one other room which is well over 16 blocks away. One, maybe two blazes will spawn around the blaze spawner regardless of time spent there and that's it. The room that doesn't contain a spawner on the other hand spawns them and both skeleton types constantly and consistently.
Added note - Some blazes are actually spawning outside of the Fortress. They always spawn in the same spots (under two specific bridges, on netherrack).
I tested my theory by spawning blazes in one spot in the nether up until the mob limit. When I stood near a spawner, the flames went off but nothing spawned. I went back and killed two blazes, and low and behold, two blazes spawned from the spawner. The "MaxNearbyEntities" tag detects the number of mobs in a 16 block radius by default and won't spawn any more blazes if there are 6 or more blazes nearby.
Funny because i disproved your theory by making it impossible for nearly anything to spawn near by, and when traversing the nether fortress only encounter the odd blaze vs the MANY large groups that used to be present..if i find less than six TOTAL in the entire fortress
id say that there are less than 6 in a 16 block radius.
regardless of how many blaze there are elsewhere the spawner still only spawns one or two cycles < 3-7 blaze> and then fails to spawn additional mobs until the world is set to peaceful, saved, then reset back to normal.
if your theory was sound, after killing the initial cycle of blaze in the trap new blaze should spawn as the nearby mob count would immediately drop.
this does not happen in my game.
i did something similar < i used lava to light up pretty much all of the fortress > and pretty much same deal.. i even rebuilt my funnel trap out of netherbrick instead of the cobble stone that it was and still only get 3-7 blaze before the spawner stops working. however wither skeletons now spawn in the funnel when possible < when player is outside the spawn detection radius >
i also get the occasional blaze spawning outside the fortress as well. it really seems as if the spawners are broken/disabled.
if disabling them was a deliberate move it would be nice for some sort of notification of this so people could start coming up with a work around VS waiting for an update.
horse leads bug out when you attach them to a post they dissapear half the time requiring a restart to be able to see or use them again
earlier today i found one sitting beside the horse that it had been attached to tied to the fence.. kinda defeats the purpose of tying it to something if the lead is going to glitch out and break lol
Issue can be temporarily resolved by exit/save change to peaceful, exit/save change back to easy/normal/hard
I have now noticed that spiders can spawn with random potion effects. I just seen one that had spawned and it was invisible.
The difficult we do immediately. The impossible takes a little longer.
2.) Update on my Wither issues. Spawn a Wither in creative while invisible. It shouldn't attack you. Hit it once and it should attempt to attack once or twice, but with no aim. Hitting it more will cause more aimless attacks.
3.) I'm having some issues with hurting the Ender Dragon. She seems to be almost completely immune to all damage except arrows, and even then she can take no damage from them. I try hitting her with anything else and all she does is flash red. This displays for only the hitter as I had someone test it with me--they saw red while I didn't, and her health never dropped.
Stay fluffy~
In trying to control this i covered most of my nether fortress in lava to raise the light value and create less area for blaze to spawn.
While this greatly reduced the numbers of roving gangs of blaze as was the case previously to my lava coverage, it still did not seem to help the number of blaze that the spawner would spawn.
Being on console i cannot < or simply do not know how > check the actual nearbly mob count, but i find it hard to believe that there are so many other blaze in the nether after the spawner spawns 3-5 blaze that it cannot spawn more.
Originally your explanation made sense, but after painstakingly eliminating the issue of nearby mobs and still encountering the issue of the spawner failing to spawn blaze after 3-5 blaze i can only come to the conclusion that something is broken and not a purposeful change.
The spawner appears broken, and the only thought i can come up with for it being due to a purposeful change is that
when the spawn rules for blaze were changed from only spawning from a spawner to then spawning throughout the nether naturally
they intended to eliminate the spawners entirely.
If the change was made from blaze only spawning from a spawner to also being able to spawn randomly in the world was intended to change the mob type to a randomly occurring mob ONLY then it should have been noted in changelogs, spawners removed from all seeds post update
and announced broken for all seeds previous.
This was not done.. id say thats why people dont like it... on a game based around rules that everyone knows and uses to understand and play the game to their enjoyment it makes it incredibly frustrating when the rules are changed and just left up in the air as to what the change actually is.
I can understand the need for cap limits but be clear as to what they are, and what the spawning rules are.
This is intended.
Stay fluffy~
This is intended. During a fuller moon on hard mode, spiders can spawn with random status effects.
Universal Minecraft Editor
LEARN MORE: MCMODTOOL.COM
stone slabs are mined easier with an axe, even to the point of adventure mode allowing you to break stone slabs with an axe
I tested my theory by spawning blazes in one spot in the nether up until the mob limit. When I stood near a spawner, the flames went off but nothing spawned. I went back and killed two blazes, and low and behold, two blazes spawned from the spawner. The "MaxNearbyEntities" tag detects the number of mobs in a 16 block radius by default and won't spawn any more blazes if there are 6 or more blazes nearby.
Universal Minecraft Editor
LEARN MORE: MCMODTOOL.COM
1. You CAN'T place 2 saplings next to each other, doing so deletes the other. Placing diagonal saplings and one in the middle deletes BOTH outer saplings, resulting in the inability to grow large Jungle Trees.
2. Bonemeal doesn't grow grass and flowers unless next to a player-placed block.
3. Sometimes, placing an item frame will cause it to glitch out and spasm on the block, then disappear.
4. Chunk loading glitches in Multiplayer.
5. Lag when breaking a block with an item frame on it. Frame remains hovering for up to ten seconds after breaking.
This is intended.
Update on my witch issue: It seems that only certain worlds grant me witch immunity, as I finally was killed by one in a different world while egging five on to fight for my own amusement. Two worlds with immunity and one without so far.
Stay fluffy~
This appears to be affecting droppers as well:
http://www.minecraftforum.net/forums/minecraft-xbox-360-edition/mcx360-discussion/2354740-why-is-it-that-droppers-r-not-going-down-the-way-i
Blaze spawners do not work. My most recent map (started after the last title update) has a fortress on the edge of the map. Because of this it is rather small so I decided to half slab it with the exception of the blaze spawner rooms and one other room which is well over 16 blocks away. One, maybe two blazes will spawn around the blaze spawner regardless of time spent there and that's it. The room that doesn't contain a spawner on the other hand spawns them and both skeleton types constantly and consistently.
Added note - Some blazes are actually spawning outside of the Fortress. They always spawn in the same spots (under two specific bridges, on netherrack).
Funny because i disproved your theory by making it impossible for nearly anything to spawn near by, and when traversing the nether fortress only encounter the odd blaze vs the MANY large groups that used to be present..if i find less than six TOTAL in the entire fortress
id say that there are less than 6 in a 16 block radius.
regardless of how many blaze there are elsewhere the spawner still only spawns one or two cycles < 3-7 blaze> and then fails to spawn additional mobs until the world is set to peaceful, saved, then reset back to normal.
if your theory was sound, after killing the initial cycle of blaze in the trap new blaze should spawn as the nearby mob count would immediately drop.
this does not happen in my game.
i did something similar < i used lava to light up pretty much all of the fortress > and pretty much same deal.. i even rebuilt my funnel trap out of netherbrick instead of the cobble stone that it was and still only get 3-7 blaze before the spawner stops working. however wither skeletons now spawn in the funnel when possible < when player is outside the spawn detection radius >
i also get the occasional blaze spawning outside the fortress as well. it really seems as if the spawners are broken/disabled.
if disabling them was a deliberate move it would be nice for some sort of notification of this so people could start coming up with a work around VS waiting for an update.
earlier today i found one sitting beside the horse that it had been attached to tied to the fence.. kinda defeats the purpose of tying it to something if the lead is going to glitch out and break lol