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.
Thanks to Alchemilla for running the previous thread.
The Thread is read Daily and all bugs will be noted.
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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
1) Prior to this last update, I could break a mindcart with my fist. However, it now seems that this operation requires a pickaxe.
2) The increase in minecart speed now causes the carts to very frequently overshoot the first unpowered power rail in a two-way stop and go station set up: detector rail, powered rail, powered rail, powered rail, regular rail, powered rail, powered rail, powered rail, detector rail). (NOTE: Since the cart does not stop in the correct spot, the only way to get going again at all is to break the cart and reset it on the track in the right spot. Having to now use a pickaxe for this is REALLY a big annoyance)
3) As I reported on the TU12 thread, lag-related issues like blocks continually reappearing when mined have returned. TU12 was blessedly free of such issues for me; but TU13 has brought them back with a vengeance. The mining animation now seems to "strobe" in a way that is very irritating to my eyes.
4) In newly created worlds, there has been huge increase in the number of village farms generating with leaking wheat fields. However, I am not getting the water and lava reappearance issues near the world edge that I reported with TU12 (thank you) - Are these two elements somehow related?
ETA: 5) Noticed this one while walking back to my home base in the ME World - Chests are visible through solid block walls when you are some distance away. The effect disappears as you get closer.
Is the mining animation a bit offset too far? As when mining, example pick axe you see it do the animation quickly as if not attached to anything. This is in 1st person view. It is like a floating tool doing its' animation. Was that intended?
Also noticed that the animation for placing blocks is a bit slower than was before, if not looking like when placing block; it appears as if you are breaking a block before you. Or is placing and breaking block same animation. Either way it is still a bit sluggish than before.
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My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
Haven't had a lot of time yet to play the TU13 patch but have a few ongoing bugs to report.
1) Still experiencing very dark patches/lighting issues when slabs are placed on the top-half position. Some small improvements were made in TU13 but they are random and don't show often.
2) When mobs are in a pen (fenced in) or trapped (in a mob spawner trap that uses blocks and glass panes to force them into a 1x1 area) they are still able to push through into open space. They will pop back into the confined area they should be in when you hit them or sometimes they will return when you bump into them, but the mobs are able to move you (push you back) when they push through these barriers into the room you are standing in. Had a mob push me 5 blocks away from my point of origin.
3) Mobs disappear into solid blocks when in a 1x1 area (trap). Sometimes they are pushed into solid blocks but will also just move into them. Jumping up and down causes them to reappear in the 1x1 area. Requires the ceiling height where I am jumping to be 3 blocks high for the trick to make them reappear to work.
Will keep playing and report anything else soon. Cheers!
All my signs are apparently going through an approval process even though am playing offline but still connected to XBOX LIVE. Also, some signs of mine have been censored for no apparent reasons.
1) Lag in splitscreen. Second player not part of XBL Gold. When either person opens any menu.
2) Reset of second player options and skin. (Goes to Tennis Steve first login of day) Creeper skin also shows up in favorite menu repeatedly even though its not used (Later removed when options and skin is set back to it was)
3) When in flowing water. Kind of under it but head isn't under the water, you get Air bubbles going down. Shows blue in the world when partially out of water when using it to go up or down a water fall (Caves, mountains, etc).
Edit:
4. You can see chests behind walls at 20+ blocks away. (Only if they are against walls)
5) Iron doors still make open sounds when you use the left trigger. (Only does it when there is nothing in your hand)
6) Animals able to ghost out of fences, but when hit or far enough they go back into the pen. Eg: 5 sheep in a 10x8 fence pen and they "walk" out of it, but end up going back in. Noticed this in TU12.
4.) mobs still have the spazzmatic head spinning thing going on when they are around you
5.) no sound for ghast fireballs
6.) no sound for fire charges use or being shot out of a dispenser
7.) not sure if this a bug but redstone blocks burn out and you have to keep hitting them to keep them going out, is that the way it is supposed to be?
4.) mobs still have the spazzmatic head spinning thing going on when they are around you
5.) no sound for ghast fireballs
6.) no sound for fire charges use or being shot out of a dispenser
7.) not sure if this a bug but redstone blocks burn out and you have to keep hitting them to keep them going out, is that the way it is supposed to be?
Yes, please. All of this. In addition:
- Pressing LT on a iron door with an empty hand will sound as if it opened/closed
- Opening or closing a wooden door, fence gate or trapdoor with an empty hand will sound as if it opened/closed twice
-Enderman teleport sound is only played when avoiding water, arrows or fishing rods, and not when teleporting to the player, away from the player or avoiding splash potions, ender pearls, eggs, fire charges and snowballs
- Missing sound for redstone torches burning out
- Missing sound for pressure plates being triggered (supposed to click)
- Missing sound for TNT being triggered
- Incorrect sound for big slimes jumping and landing
- Missing sound for small and tiny slimes landing
- Missing sounds for snow golems throwing snowballs
- Missing sound for chickens laying eggs
4JSteve, I greatly appreciate all of the bug fixes in TU13, but I honestly don't understand why such low priority has been placed on repairing sound effects issues (especially the blatant ones like xp orbs and doors) which you are already aware of (as evidenced by the previous thread). These bugs are particularly disturbing to many players, myself included. I know that you and the whole team at 4J are obviously very busy, but I would really like to impress upon you how important these issues are to me and others. I sincerely wish and request that the team would consider just taking a bit of time to fix, at least, the more obvious sound issues. Thanks.
I'm not sure if this is a bug, or if it's related to the new TP that was released, but yesterday, as I was playing with the new TP active, my mining speed was slower than usual.
Also, while in Creative mode, while flying, if your sprinting on the ground, there's no sound. There was sound prior to TU12's release, but afterword, there was no sound. There still isn't.
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Link RemovedWIP 128x 64x, SEUS support, Mod support in the pipeline TEKKIT, FTB, the more support the more mods!
Unsure if intended or not, or whether it is a bug or not...
This concerns skins, and the menu they are in. There is no way to select favorites directly, or am I missing something? Don't know what these are based on, but my favorites section does not update with current ones I select most often. It remains at a few select ones that I originally used to fill out the favorites selection. Is there a maximum to have on the list? Or way to add? It is not apparent either way, not obvious....
Rollback Post to RevisionRollBack
My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
The Tool Swing Animation in First Person View seems to be laggy or has changed somehow making it look Slower. I wonder if this change was intentional to make the Plastic Texture Pack work, or if it was an attempt at an improvement. Either way, it reminds me too much of Castleminer Z, enough to make me want to stop playing till it's fixed or explained.
In TU13 while watching the clock I noticed that you cannot go to sleep as early as you could in previous releases. It used to be that when the clock read 1 animation before being directly centered on night/day (sunset?), if I waited about 8 seconds I could then sleep.
Now you cannot sleep until after the clock has passed the centered position and even then it will not let you sleep at the same time each night. It has trouble recognizing that it is night and keep displaying the "cannot sleep" message. I have sat there clicking on the bed non-stop and the delay before it lets me sleep is not consistent, where as before TU13 I could always go to sleep at the precise same time each night.
Only if you saved a copy to another disk/storage option. If you did, it should be just a simple matter of copying it back over the current save. If not there's not much you can do.
I notice that I have a lot of lag spikes at random moments, I was in creative mode and flying around and hit a lag spike flying around in a forest. This also happened to me in survival.
Are we suppose to be able to create a portal in creative mode on flatland, as for me on a TU8 flat world for some reason I am not able to get a end portal to activate. This is in single player, and obviously flat worlds don't come with one. I was able to make them before in TU12 on a multiplayer flat world, so I don't understand why I am not able to make one now on this one. I never made one in this world before, so that isn't the problem. I could understand if there was one already in the world, but not when there isn't.
Don't the end eyes direct you toward the portal area, or well should in my opinion. I can't throw them anyhow for obvious reasons, since this world did not come with a stronghold due to it being a flat world.
Rollback Post to RevisionRollBack
My First World, always getting back to is a pleasure I enjoy with each new update that brings in more things to add in.
I don't know if this as already been mentioned but after the tu13 the game freezes every time I try to leave the end, it doesn't matter if I leave via portal or death, it still happens,.
Thanks to Alchemilla for running the previous thread.
The Thread is read Daily and all bugs will be noted.
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
2) The increase in minecart speed now causes the carts to very frequently overshoot the first unpowered power rail in a two-way stop and go station set up: detector rail, powered rail, powered rail, powered rail, regular rail, powered rail, powered rail, powered rail, detector rail). (NOTE: Since the cart does not stop in the correct spot, the only way to get going again at all is to break the cart and reset it on the track in the right spot. Having to now use a pickaxe for this is REALLY a big annoyance)
3) As I reported on the TU12 thread, lag-related issues like blocks continually reappearing when mined have returned. TU12 was blessedly free of such issues for me; but TU13 has brought them back with a vengeance. The mining animation now seems to "strobe" in a way that is very irritating to my eyes.
4) In newly created worlds, there has been huge increase in the number of village farms generating with leaking wheat fields. However, I am not getting the water and lava reappearance issues near the world edge that I reported with TU12 (thank you) - Are these two elements somehow related?
ETA: 5) Noticed this one while walking back to my home base in the ME World - Chests are visible through solid block walls when you are some distance away. The effect disappears as you get closer.
Also noticed that the animation for placing blocks is a bit slower than was before, if not looking like when placing block; it appears as if you are breaking a block before you. Or is placing and breaking block same animation. Either way it is still a bit sluggish than before.
1) Still experiencing very dark patches/lighting issues when slabs are placed on the top-half position. Some small improvements were made in TU13 but they are random and don't show often.
2) When mobs are in a pen (fenced in) or trapped (in a mob spawner trap that uses blocks and glass panes to force them into a 1x1 area) they are still able to push through into open space. They will pop back into the confined area they should be in when you hit them or sometimes they will return when you bump into them, but the mobs are able to move you (push you back) when they push through these barriers into the room you are standing in. Had a mob push me 5 blocks away from my point of origin.
3) Mobs disappear into solid blocks when in a 1x1 area (trap). Sometimes they are pushed into solid blocks but will also just move into them. Jumping up and down causes them to reappear in the 1x1 area. Requires the ceiling height where I am jumping to be 3 blocks high for the trick to make them reappear to work.
Will keep playing and report anything else soon. Cheers!
2) Reset of second player options and skin. (Goes to Tennis Steve first login of day) Creeper skin also shows up in favorite menu repeatedly even though its not used (Later removed when options and skin is set back to it was)
3) When in flowing water. Kind of under it but head isn't under the water, you get Air bubbles going down. Shows blue in the world when partially out of water when using it to go up or down a water fall (Caves, mountains, etc).
Edit:
4. You can see chests behind walls at 20+ blocks away. (Only if they are against walls)
5) Iron doors still make open sounds when you use the left trigger. (Only does it when there is nothing in your hand)
6) Animals able to ghost out of fences, but when hit or far enough they go back into the pen. Eg: 5 sheep in a 10x8 fence pen and they "walk" out of it, but end up going back in. Noticed this in TU12.
1.) xp orb is too high pitched
2.) lava and obsidian no sound for colliding
3.) ender eyes thrown sound is incorrect
4.) mobs still have the spazzmatic head spinning thing going on when they are around you
5.) no sound for ghast fireballs
6.) no sound for fire charges use or being shot out of a dispenser
7.) not sure if this a bug but redstone blocks burn out and you have to keep hitting them to keep them going out, is that the way it is supposed to be?
Yes, please. All of this. In addition:
- Pressing LT on a iron door with an empty hand will sound as if it opened/closed
- Opening or closing a wooden door, fence gate or trapdoor with an empty hand will sound as if it opened/closed twice
-Enderman teleport sound is only played when avoiding water, arrows or fishing rods, and not when teleporting to the player, away from the player or avoiding splash potions, ender pearls, eggs, fire charges and snowballs
- Missing sound for redstone torches burning out
- Missing sound for pressure plates being triggered (supposed to click)
- Missing sound for TNT being triggered
- Incorrect sound for big slimes jumping and landing
- Missing sound for small and tiny slimes landing
- Missing sounds for snow golems throwing snowballs
- Missing sound for chickens laying eggs
4JSteve, I greatly appreciate all of the bug fixes in TU13, but I honestly don't understand why such low priority has been placed on repairing sound effects issues (especially the blatant ones like xp orbs and doors) which you are already aware of (as evidenced by the previous thread). These bugs are particularly disturbing to many players, myself included. I know that you and the whole team at 4J are obviously very busy, but I would really like to impress upon you how important these issues are to me and others. I sincerely wish and request that the team would consider just taking a bit of time to fix, at least, the more obvious sound issues. Thanks.
Also, while in Creative mode, while flying, if your sprinting on the ground, there's no sound. There was sound prior to TU12's release, but afterword, there was no sound. There still isn't.
Link RemovedWIP 128x 64x, SEUS support, Mod support in the pipeline TEKKIT, FTB, the more support the more mods!
This concerns skins, and the menu they are in. There is no way to select favorites directly, or am I missing something? Don't know what these are based on, but my favorites section does not update with current ones I select most often. It remains at a few select ones that I originally used to fill out the favorites selection. Is there a maximum to have on the list? Or way to add? It is not apparent either way, not obvious....
Also, it seems to me like TU13 caused more problems then fixed.
In TU13 while watching the clock I noticed that you cannot go to sleep as early as you could in previous releases. It used to be that when the clock read 1 animation before being directly centered on night/day (sunset?), if I waited about 8 seconds I could then sleep.
Now you cannot sleep until after the clock has passed the centered position and even then it will not let you sleep at the same time each night. It has trouble recognizing that it is night and keep displaying the "cannot sleep" message. I have sat there clicking on the bed non-stop and the delay before it lets me sleep is not consistent, where as before TU13 I could always go to sleep at the precise same time each night.
I'm back!
My old account: http://www.minecraft...0242-vxelerate/
Don't the end eyes direct you toward the portal area, or well should in my opinion. I can't throw them anyhow for obvious reasons, since this world did not come with a stronghold due to it being a flat world.