Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Im sure you've heard this before but Id really like to see the Ad hoc bug addressed. I bought a second console for it and the only thing we can do is creative and even that is full of bugs, you have to reset every now and agian to play constant.
- Hopper/Dropper bug? I made a setup where 4 droppers are dropping an item into a hopper line in a certain order. (And yes I did put a delay of 1 tick between each droppers , even if without a delay , it is supposed to work , because the items are released in order.) And even if I put the items in the right order , with a delay of 1 tick between each droppers , the 3rd item is always taking the place of the second one...
Edit : Seems like putting the droppers facing upward fixes the issue ...
Sorry for not knowing all about redstone , I've never played the PC version so ... and it works now , with 1 tick between each one ... and by the way , if droppers wait 2 ticks after receiving a redstone pulse to dispense (if that's what you are talking about) , all droppers will wait the same 2 ticks , so if I put for example 1 tick of delay between each one , the 1st one will dispense after 2 ticks , 2nd one 3 ticks , 3rd one , 4 ticks ... etc. And I just changed the droppers orientation to make it works , so it was not a timing issue. If you are talking about droppers waiting 2 ticks before dispensing another item , this is not the issue in my case , because it's made to dispense only one item when I push a button.
Ive found a issue, if you string together to many sticky piston w/ redstone block attached to them and cut them on and off repeatedly a bug appears were the piston will get stuck, the texture will glitch, and if you proceed to cut it back off it will spawn a duplicate redstone block. i tried to solve this problem by replacing them with repeaters but this caused another issue were the redstone line wont turn off unless its broken and replaced.
* large quantities of filled chests and/or entities in an area generates lagging issues causing npcs and items to glitch/jitter when moving, most noticable riding a minecart or horse/donkey when the affected areas chunks are active, which visibly causes the minecart/horse to jump ahead 3-4m in between brief pauses, effectively making running normally beside it actually faster o.O, this type of lag has no effect on other areas of gameplay, just on entities moving in the world.
* if the host exits and saves while a mob is being pushed into a block (doesnt seem to effect villagers) with nothing on the other side or bottom, once the game is reloaded the game respawns the mob inside the block, sometimes causing it to pop through fences/walls, with nothing below the mob will typically fall into that area, first noticed this on my cow farm (fences 2 high + roof because of mobs climbing fences glitch), but is extremely recreatable on my mob grinder design.
* after multiple sessions, and/or extended play, client hangs at saving and/or randomly crashes (not clearing RAM properly after?), this has been around for a while
* if a MOB is placed in a minecart, and the game is reloaded, the minecart tends to disappear but MOB remains stationary unless pushed?.
* when stacking 2 pistons, placing a 1/2 slab behind the top one & a solid block on the top with dust on the 1/2 slab powered by a solid block with a torch underneath, the bottom piston still gets power untill the top solid block is destroyed & power is reset (overreactive BUD?).
* after multiple sessions, and/or extended play, client hangs at saving and/or randomly crashes (not clearing RAM properly after?), this has been around for a while
Ive noticed this recently to but it seem worse than ever.
ye, everything i mentioned has gone through extensive testing before posting, for the entity lag, go ~200 blocks away, save & exit, restart MC and stay atleast ~150 blocks away so the chunks dont reload xD
i have ~370,000 items compacted into a 4 chunk radius (2x2)... its so bad that when u throw an ender pearl u can watch it jump, n it takes like 10 seconds to hit >.<
for the saving issue, just reset MC every once in a while, by actually closing it out completely, seems different based on the save aswell, newer worlds dont seem as bad.
as for redstone, try this, place a block somewhere, place a piston on the side of the block, and place a redstone torch on the top o.O abit overreactive >.<
I think i found a way around the adhoc issue. i found a method that works on accident but has a bit of constraint to it, If you back up your system via CMA then format the system, then restore the system w/o signing back into PSN. When you open Minecraft the system will auto assign you a username In mycase it was User287, Connect Vitas via Adhoc and problem solved. The restraint being you cant log back in unless you want to go through it all again. One thing i think i should mention is that both systems were originally using the same PSN.
I have noticed that it is impossible to use cross save over 3g. Probably because since multiplayer over 3g is not possible they disable all psn/network functionality on 3g instead of simply disabling multiplayer but keeping cross save (and trophy stuff) working.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
I wonder if anyone else has noticed a bug related to items dropping in too large of a radius when breaking blocks? They also seem to be glitching through blocks.
It's getting really annoying, to be honest, I keep losing coal. :/
Yes, that seems to be part of a bigger entity bug, I notice it more when I'm around my storehouse chunks (~370,000 items), can literally break a piece of sugarcane n have it jump like 5blocks, rly bad throwing an ender pearl for me there, can watch it jump n takes like 5sec for it to land, u can follow it n watch it ^^
1. Level Number does not fade out properly with the User Interface (Since Launch)
2. Tooltips now stay opaque and do not fade out with the User Interface (Introduced in 1.18)
From Report:
I think that fully translucent UI especially in a small screen like
the Vita is important since there's not much screen real estate compared
to a PC monitor or an HDTV.
Another importance of translucent UI is to avoid "Burn In" on the
original Vita's OLED screen. Solid static shapes on an OLED screen can
accelerate wear of the screen since wear is put unevenly. This is
important for a game where you will put hours and hours into.
Just to let you know , there are many things that are wrong with the new terrain generation algorithm. First , I do not know if it is intended or not but the border of the map is a lot less smoother than it was before. It literally cuts the biomes in half instead of ending the biome slowly and putting water. Second , extreme hills or other hilly variants of certain biomes do not get a lot higher than y=100 , and are usually very flat. Finally , you do not get the same terrain while generating the exact same map with the exact same seed multiple times. I will put screenshots of 2 exact same locations generated using the exact same seed , but with enormous differences in terrain generation.
There are probably more things that needs to be improved but these are the 3 main issues for me.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Im sure you've heard this before but Id really like to see the Ad hoc bug addressed. I bought a second console for it and the only thing we can do is creative and even that is full of bugs, you have to reset every now and agian to play constant.
- Lightning bug (See image)
- Hopper/Dropper bug? I made a setup where 4 droppers are dropping an item into a hopper line in a certain order. (And yes I did put a delay of 1 tick between each droppers , even if without a delay , it is supposed to work , because the items are released in order.) And even if I put the items in the right order , with a delay of 1 tick between each droppers , the 3rd item is always taking the place of the second one...
Edit : Seems like putting the droppers facing upward fixes the issue ...
try a 2-tick delay? droppers wait 2 redstone ticks before dispensing an item.. not one.
Sorry for not knowing all about redstone , I've never played the PC version so ... and it works now , with 1 tick between each one ... and by the way , if droppers wait 2 ticks after receiving a redstone pulse to dispense (if that's what you are talking about) , all droppers will wait the same 2 ticks , so if I put for example 1 tick of delay between each one , the 1st one will dispense after 2 ticks , 2nd one 3 ticks , 3rd one , 4 ticks ... etc. And I just changed the droppers orientation to make it works , so it was not a timing issue. If you are talking about droppers waiting 2 ticks before dispensing another item , this is not the issue in my case , because it's made to dispense only one item when I push a button.
Ive found a issue, if you string together to many sticky piston w/ redstone block attached to them and cut them on and off repeatedly a bug appears were the piston will get stuck, the texture will glitch, and if you proceed to cut it back off it will spawn a duplicate redstone block. i tried to solve this problem by replacing them with repeaters but this caused another issue were the redstone line wont turn off unless its broken and replaced.
* large quantities of filled chests and/or entities in an area generates lagging issues causing npcs and items to glitch/jitter when moving, most noticable riding a minecart or horse/donkey when the affected areas chunks are active, which visibly causes the minecart/horse to jump ahead 3-4m in between brief pauses, effectively making running normally beside it actually faster o.O, this type of lag has no effect on other areas of gameplay, just on entities moving in the world.
* if the host exits and saves while a mob is being pushed into a block (doesnt seem to effect villagers) with nothing on the other side or bottom, once the game is reloaded the game respawns the mob inside the block, sometimes causing it to pop through fences/walls, with nothing below the mob will typically fall into that area, first noticed this on my cow farm (fences 2 high + roof because of mobs climbing fences glitch), but is extremely recreatable on my mob grinder design.
* after multiple sessions, and/or extended play, client hangs at saving and/or randomly crashes (not clearing RAM properly after?), this has been around for a while
* if a MOB is placed in a minecart, and the game is reloaded, the minecart tends to disappear but MOB remains stationary unless pushed?.
* when stacking 2 pistons, placing a 1/2 slab behind the top one & a solid block on the top with dust on the 1/2 slab powered by a solid block with a torch underneath, the bottom piston still gets power untill the top solid block is destroyed & power is reset (overreactive BUD?).
Ive noticed this recently to but it seem worse than ever.
ye, everything i mentioned has gone through extensive testing before posting, for the entity lag, go ~200 blocks away, save & exit, restart MC and stay atleast ~150 blocks away so the chunks dont reload xD
i have ~370,000 items compacted into a 4 chunk radius (2x2)... its so bad that when u throw an ender pearl u can watch it jump, n it takes like 10 seconds to hit >.<
for the saving issue, just reset MC every once in a while, by actually closing it out completely, seems different based on the save aswell, newer worlds dont seem as bad.
as for redstone, try this, place a block somewhere, place a piston on the side of the block, and place a redstone torch on the top o.O abit overreactive >.<
I think i found a way around the adhoc issue. i found a method that works on accident but has a bit of constraint to it, If you back up your system via CMA then format the system, then restore the system w/o signing back into PSN. When you open Minecraft the system will auto assign you a username In mycase it was User287, Connect Vitas via Adhoc and problem solved. The restraint being you cant log back in unless you want to go through it all again. One thing i think i should mention is that both systems were originally using the same PSN.
I have noticed that it is impossible to use cross save over 3g. Probably because since multiplayer over 3g is not possible they disable all psn/network functionality on 3g instead of simply disabling multiplayer but keeping cross save (and trophy stuff) working.
New bugs can now be reported to the Mojang Bugtracker.
https://bugs.mojang.com/browse/MCCE
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
good to know, but for some reason it wont let me post... lol but what about the axes being OP enough to break ALL slabs as fast as oak slabs?
I wonder if anyone else has noticed a bug related to items dropping in too large of a radius when breaking blocks? They also seem to be glitching through blocks.
It's getting really annoying, to be honest, I keep losing coal. :/
Yes, that seems to be part of a bigger entity bug, I notice it more when I'm around my storehouse chunks (~370,000 items), can literally break a piece of sugarcane n have it jump like 5blocks, rly bad throwing an ender pearl for me there, can watch it jump n takes like 5sec for it to land, u can follow it n watch it ^^
Standing on chests is really very spazzy and causes a bouncing/falling effect for a while before you fall or jump off.
I have reported a minor User Interface bug introduced in 1.18, and another long time interface bug since launch.
https://bugs.mojang.com/browse/MCCE-571
1. Level Number does not fade out properly with the User Interface (Since Launch)
2. Tooltips now stay opaque and do not fade out with the User Interface (Introduced in 1.18)
From Report:
4JSteve are you going to address the bugs that are reported in the bug tracker?
"There has been an awakening. Have you felt it?" - General Snoke
When you realize the Forge 1.9 installer has been released?!
[To compare: Forge 1.8 took a LONG time]
I support:
Possibly even more when I discover them
Just to let you know , there are many things that are wrong with the new terrain generation algorithm. First , I do not know if it is intended or not but the border of the map is a lot less smoother than it was before. It literally cuts the biomes in half instead of ending the biome slowly and putting water. Second , extreme hills or other hilly variants of certain biomes do not get a lot higher than y=100 , and are usually very flat. Finally , you do not get the same terrain while generating the exact same map with the exact same seed multiple times. I will put screenshots of 2 exact same locations generated using the exact same seed , but with enormous differences in terrain generation.
There are probably more things that needs to be improved but these are the 3 main issues for me.
Confirmed. The seed "npc" used to spawn you next to a ravine.
Now: next to roofed forest.
How do I know? Mine the wood log from the nearest tree. It gives dark oak.
"There has been an awakening. Have you felt it?" - General Snoke
When you realize the Forge 1.9 installer has been released?!
[To compare: Forge 1.8 took a LONG time]
I support:
Possibly even more when I discover them