I'm not sure if it's only with me, but there are random air pockets underneath water, usually ranging from a small 2x4 to and 8x8 area...that's all I've seen so far and you are able to place and quickly pick up water anywhere and still be able to float in the spot you placed it previously. It's invisible to other players but not to the player that placed it down.
It seems to me that pet wolfs attack much slower and even sometimes they will just stop and look at the mob they are attacking until the player makes movement for the wolf to move or the player pushes one of the mobs.
I am finding the same problem. I was attacked multiple times by mobs and each time the wolfs leap up to attack but then seems confused and sat back down again. Didn't help at all!
On another note...
Are Ocelots able to kill chickens?
I have a 3x7 pen in which the fence is on the outer edges of this space, so effectively the chickens only have a 1x5 area to move around in. This makes it easy to gather the eggs without the need to enter the pen.
I have found that the Ocelots (wild cats) are able to attack through the fence and kill the chickens. I thought the fence would protect them. Is this not the case? I watched and the Ocelots seem to glitch halfway into the pen and then kill them.
In general there are a lot of issues with mobs glitching into and through blocks/fences. I have watched a herd of cows/sheep push each other right into solid blocks only to have them pop out again. It's not recognizing solid matter and behaving accordingly.
im not sure if this are bugs but i think they are, i was making a jungle tree farm in my skybase wich is on a plains biome i placed a dirt block and 8 block above a pile of 4 more dirt block so that the jungle trees were small but when i feeded the saplings with bone meal the dirt didnt stoped the growing of the jungle trees actually the leaves generated over the dirt blocks and sometimes there was jungle wood above the dirt blocks... also when i was cutting the jungle trees with a diamond axe with silk touch sometimes i hitted some leaves and instead of dropping jungle tree leaves it dropped oak leaves and this oak leaves didnt stack with the regular oak leaves.
Its not a bug, and it happens on the PC as well. You might try providing an area where its dark, and funneling the zombies through some area where you place an iron golem. The do prefer to spawn in the dark. There is no perfect way to avoid a zombie siege. Light levels do not stop them and yes they can spawn directly in a house.
The siege takes place at roughly midnight so you can 'sleep' through it and avoid them, or play on peaceful where zombie sieges cant't take place. You could also make the floors of houses out of half slabs, glowstone or glass (transparent) to prevent them spawning in houses. Remember that in hard mode they can break down doors. A zombie siege only ignores light levels, all other spawning conditions must still be meet.
A combination of the above tatics should help you defend the village.
Yeah I knew about all of the ways to prevent the zombie sieges but i was not sure if it was a bug for them to spawn in occupied buildings. I have had them spawn in areas that are extremely well lit as well as right in front of my face.
Since the update (TU13), placing torches between an enchanting table and the bookshelves around it seems to no longer reduces the level of enchants being offered by the table. That is, this after placing 4 torches on the floor between the table and the bookshelves, I'm still offered Level 30 enchants by the table. As a result, I've found I have to mine the enchanting table and place it away from all the bookshelves to get a Level 1 enchantment offered.
1) online: if a player catches fire and the fire is put out using a bucket of water, it may leave a source block where that player was put out. the source block can be picked up... but the source may reappear, while only being visible to the player who placed it in the first place. when the source is picked up yet again, a full bucket of water may appear in your inventory.
2) i use a bed next to glass blocks, after sleeping i end up inside the glass, as if its a ghost block or something. anyone else ever seen this?
My son was playing around with the new heights (the expanded ceiling), and built his first nether portal significantly above the clouds (in creative mode)
This created a matching nether portal near the ceiling in the nether (expected). However, when traveling back through this spawned portal from the nether side, the system did not go back to the original portal in the main world, but instead spawned a whole new portal on the ground.
It didn't matter how many times we broke the spawned portal, the system would continuously spawn new portals in and around the same area.
The coordinate mapping to have portals link together and be functional at all levels needs to be checked from both sides. There seemed to be nothing that we could do to be able to go from the nether back through the original active portal, but it became an interesting way to 'create' obsidian in single player mode.
(Go through top/'very high' active portal in Main world to the Nether, go back through from the nether to the Main world, break newly spawned portal at ground level and collect obsidian, return to the top 'still active' portal and repeat).
Either the ceiling in the Nether should be raised, or the vertical spawn zone mapping ratio should be compressed to half to compensate for the doubled ceiling height in the main world, or the lower mapping should overlap with the upper mapping, where there are 2 floors (one at just above bedrock , and one just above the old ceiling height) and 2 ceilings (one just below the old ceiling and one just below the new ceiling).
Maybe I have too much red-stone activity going on in my 'test' creative world... But I've noticed a problem with the sticky pistons... at least when they are daisy chained together.
Basically I'm getting inconsistent chained contraction retraction, I believe that there is a timing glitch in the redstone that causes this behavior, but here is what I have observed:
An Extended Piston cannot be push/pulled (locked in place).
This causes a lot of pistons in a chain to lock up (not extend) because there is an extended piston in its push path. (break the space that is causing the blockage, and the piston does indeed extend)
It also causes a lot of sticky pistons to break their connection to another extended piston when they retract.
Not sure if this is by design/intentional or not.
So, to try and accommodate for this 'feature?', I wired a vertical stack (pushing up) of sticky pistons to extend from the bottom up, and retract from the top down, making use of a couple of AND gates, an RS Latch, a bunch of repeaters, mostly in sequence and often set with a delay, and a huge scafolding to run the two separate redstone components up and down the stack of pistons.
Needless to say, not a very basic circuit.
What I noticed is that the initial extend seemed to execute correctly, but retraction was inconsistently breaking connections with random sticky pistons in the chain, which of course make problems with future extensions, etc.
I'm not sure if this is a redstone timing issue... maybe there is a flaw in my wiring somewhere (didn't seem like it for testing purposes though). Maybe I just have too much redstone crap running in the background, or maybe the behavior of the pistons is not working as intended as I described from above?
I'll run some more tests when I get a chance... probably do horizontal stack as it is easier to wire... and thinking about it, I can probably improve on my design above... I'm thinking I may be able to simplify it and I might not need the RS Latch and AND Gate logic and running an extra wire bottom to top.
Silk touch doesn't work on ice. Whether using an axe or pick, you wont get ice.
And efficiency IV on shovels and axes doesn't really make a difference vs efficiency I. Seems to be the same breaking speed. On the PC version, having an efficiency IV shovel will break 3-4 blocks of sand, dirt or gravel with one swipe, while on XBox it breaks one at a time; which is really annoying when trying to dig lots of sand for glass.
GAME BREAKER: Any time i die on a certain survival world i have, the xbox COMPLETLY locks up which forces me to have to turn the console off and back on. Not sure what else i could say that would be helpful. ive definitly spent more time in this world than any other survival ive ever made, and ive been playing on it consistantly since title update 9. its only on that specific survival, and it never happened before TU13.
I've also been experiencing the "game freezes when you die" bug. Hostile mobs, fall damage, lava, or suffocation, it didnt matter. When I died, the game froze every time. It also didnt matter what world I was in. The Overworld, the Nether, and the End all freeze when I die. As you can imagine, this is a serious problem. Even just losing 10 mins of progress is a pain, because at least when you die, you can reclaim your items. But this can potentially make entire sessions of mining pointless.
It's not my fault a zombie pigman cornered me when I only had 1 heart left! <=(
Not sure if this is a bug or just typical annoying behavior of redstone dust....
when connecting a path of redstone dust to a block or a piston or something that I'm trying to get redstone power to, I have to have the path go straight at the device, I can't (always) approach the device from an angle (90 degrees off). Additionally, once a path is established, if I try to branch the redstone at the point right before the block, the redstone path is redirected away from the block that I had been supplying power too.
Obviously, this can be worked around by really careful planning and placement, and backing everything up by a block... but it is annoying.
---------------------------------------
Regarding sticky pistons... I did some more testing on a vertical stack of sticky pistons positioned to push/pull from their tops.
Extending the pistons one at a time starting from the bottom, does seem to work, but retracting a sticky piston only seems to pull the sticky piston that it is attached to, on not the next block in the chain.
Basically:
Retracting them from the top down causes 1 to pull to 2, then 2 pulls to 3, but leaves 1 abandoned in its place and does not pull it to the space immediately above 2 (this bond breaks).
When there's chests on the other side of a thin wall from me, about 30 blocks away from me, I can see chests through the wall. (The wall is cobble and its with natural tex pack)
I also tend to notice that my gamma setting is resetting itself. It remains on the setting, but isn't showing the correct brightness until i move to the option again.
I've seen this but can't speak to the size. It almost felt like it might have been 1x1
I am finding the same problem. I was attacked multiple times by mobs and each time the wolfs leap up to attack but then seems confused and sat back down again. Didn't help at all!
On another note...
Are Ocelots able to kill chickens?
I have a 3x7 pen in which the fence is on the outer edges of this space, so effectively the chickens only have a 1x5 area to move around in. This makes it easy to gather the eggs without the need to enter the pen.
I have found that the Ocelots (wild cats) are able to attack through the fence and kill the chickens. I thought the fence would protect them. Is this not the case? I watched and the Ocelots seem to glitch halfway into the pen and then kill them.
In general there are a lot of issues with mobs glitching into and through blocks/fences. I have watched a herd of cows/sheep push each other right into solid blocks only to have them pop out again. It's not recognizing solid matter and behaving accordingly.
Yeah, the single fence not protecting livestock is frustrating. The best defense I've found is double row of fences/gates, like an airlock.
Yeah I knew about all of the ways to prevent the zombie sieges but i was not sure if it was a bug for them to spawn in occupied buildings. I have had them spawn in areas that are extremely well lit as well as right in front of my face.
2) i use a bed next to glass blocks, after sleeping i end up inside the glass, as if its a ghost block or something. anyone else ever seen this?
This created a matching nether portal near the ceiling in the nether (expected). However, when traveling back through this spawned portal from the nether side, the system did not go back to the original portal in the main world, but instead spawned a whole new portal on the ground.
It didn't matter how many times we broke the spawned portal, the system would continuously spawn new portals in and around the same area.
The coordinate mapping to have portals link together and be functional at all levels needs to be checked from both sides. There seemed to be nothing that we could do to be able to go from the nether back through the original active portal, but it became an interesting way to 'create' obsidian in single player mode.
(Go through top/'very high' active portal in Main world to the Nether, go back through from the nether to the Main world, break newly spawned portal at ground level and collect obsidian, return to the top 'still active' portal and repeat).
Either the ceiling in the Nether should be raised, or the vertical spawn zone mapping ratio should be compressed to half to compensate for the doubled ceiling height in the main world, or the lower mapping should overlap with the upper mapping, where there are 2 floors (one at just above bedrock , and one just above the old ceiling height) and 2 ceilings (one just below the old ceiling and one just below the new ceiling).
I'm back!
My old account: http://www.minecraft...0242-vxelerate/
Basically I'm getting inconsistent chained contraction retraction, I believe that there is a timing glitch in the redstone that causes this behavior, but here is what I have observed:
An Extended Piston cannot be push/pulled (locked in place).
This causes a lot of pistons in a chain to lock up (not extend) because there is an extended piston in its push path. (break the space that is causing the blockage, and the piston does indeed extend)
It also causes a lot of sticky pistons to break their connection to another extended piston when they retract.
Not sure if this is by design/intentional or not.
So, to try and accommodate for this 'feature?', I wired a vertical stack (pushing up) of sticky pistons to extend from the bottom up, and retract from the top down, making use of a couple of AND gates, an RS Latch, a bunch of repeaters, mostly in sequence and often set with a delay, and a huge scafolding to run the two separate redstone components up and down the stack of pistons.
Needless to say, not a very basic circuit.
What I noticed is that the initial extend seemed to execute correctly, but retraction was inconsistently breaking connections with random sticky pistons in the chain, which of course make problems with future extensions, etc.
I'm not sure if this is a redstone timing issue... maybe there is a flaw in my wiring somewhere (didn't seem like it for testing purposes though). Maybe I just have too much redstone crap running in the background, or maybe the behavior of the pistons is not working as intended as I described from above?
I'll run some more tests when I get a chance... probably do horizontal stack as it is easier to wire... and thinking about it, I can probably improve on my design above... I'm thinking I may be able to simplify it and I might not need the RS Latch and AND Gate logic and running an extra wire bottom to top.
Not on my PC version it don't.
And efficiency IV on shovels and axes doesn't really make a difference vs efficiency I. Seems to be the same breaking speed. On the PC version, having an efficiency IV shovel will break 3-4 blocks of sand, dirt or gravel with one swipe, while on XBox it breaks one at a time; which is really annoying when trying to dig lots of sand for glass.
It's not my fault a zombie pigman cornered me when I only had 1 heart left! <=(
when connecting a path of redstone dust to a block or a piston or something that I'm trying to get redstone power to, I have to have the path go straight at the device, I can't (always) approach the device from an angle (90 degrees off). Additionally, once a path is established, if I try to branch the redstone at the point right before the block, the redstone path is redirected away from the block that I had been supplying power too.
Obviously, this can be worked around by really careful planning and placement, and backing everything up by a block... but it is annoying.
---------------------------------------
Regarding sticky pistons... I did some more testing on a vertical stack of sticky pistons positioned to push/pull from their tops.
Extending the pistons one at a time starting from the bottom, does seem to work, but retracting a sticky piston only seems to pull the sticky piston that it is attached to, on not the next block in the chain.
Basically:
Retracting them from the top down causes 1 to pull to 2, then 2 pulls to 3, but leaves 1 abandoned in its place and does not pull it to the space immediately above 2 (this bond breaks).