This is not a bug. It is not keyboard compatible, despite what the the splash text might say. XBLA games are designed with the intent to use the 360 controllers. There are no games that support a mouse and keyboard on the 360, and there are some on the PS3, to expect it to be keyboard/mouse compatible, or calling it a bug is kind of dumb, sorry. Nowhere does it say that you can use this, and it was never advertised as being a feature.
This is not a bug. It is not keyboard compatible, despite what the the splash text might say. XBLA games are designed with the intent to use the 360 controllers. There are no games that support a mouse and keyboard on the 360, and there are some on the PS3, to expect it to be keyboard/mouse compatible, or calling it a bug is kind of dumb, sorry. Nowhere does it say that you can use this, and it was never advertised as being a feature.
Actually, you should read the Development Guidelines within the Microsoft Xbox 360 SDK. It is correct to call it a bug when the input is supported on one screen partially. Further, there are games with full keyboard support in play as well as menus on the 360, but only MENUS and GUI elements are covered by the 360 SDK's listed technical requirements. It is within that context being that this is a MENU with associated GUI elements and already has partial support of the keyboard on that screen (fully working on all prior screens). There is no mention of a mouse or during play until you brought those things into the conversation.
Actually, you should read the Development Guidelines within the Microsoft Xbox 360 SDK. It is correct to call it a bug when the input is supported on one screen partially. Further, there are games with full mouse and keyboard support in play as well as menus on the 360, but only MENUS and GUI elements are covered by the 360 SDK's listed technical requirements.
Well, it's still not a bug. It was designed with a controller in mind, the crafting menus were streamlined from the pc. Yes, technically, you could possibly use a keyboard, but the game wasn't designed this way. Same goes for the pc version, you can use a controller, but it's not the best way.
Oh, I thought you had taken screenshots with the ingame one, but you don't have to upload them to fb if you're taking pictures of the tv. Just use something like imgur, or flickr etc.
That is weird since that used to be a problem in previous versions but fixed in this update. This arrangement works fine for me now with TU12 so it was an appreciated fix.
1. When building a mob grinder above height 128... no mobs are spawning. Not sure if this is a bug or not for the xbox version.
2. In my mob grinding I'm using water to push the mobs to a central hole in the floor. If I add the water before I full close up the room, and then close up the room where there is no outside light, the water acts as a lighting source. When I remove the water, the room gets darker. Then when I re-add the water, the water doesn't illuminate the room.
3. I've been using Stone Bricks to build my mob grinder and as reported earlier, in what suppose to be a completely dark room, there is some phantom light source keeping the room lit. (I would take a screenshot, but I don't want to connect my Xbox to Facebook).
I'm using the mob grinder design as shown here:
Seed: -3097604674553730611
Screenshot (taken with camera on phone.. sorry):
Got some screen caps of the red stone bug I'm experiencing. The track in the back was in place before the latest up date. The block in front on the right I added to show that the torch now won't power the rails.
Here is a second shot to show that it is independent of what material the torch is put on.
Lastly, here's what happened when I took away the nearest torch on the the track and then replaced it (hoping the track would light back up again). Note the track that was lit is now dark.
Until I tried to replace the torch on the end of that track, the powered rail all worked. There were no issues. Now the powered rail sections at the end don't work. This was the same through the rest of my world. But after a few minutes using the rail with mine carts (especially riding in them) the sections powered in this manner would randomly turn off.
Any ideas anyone? Would this have to do with the "problems" being caused by the rail cart speed?
I mean I suppose this is more of an aesthetic issue for me than anything else, but I could definitely see where this might cause some more serious problems for red stone users in other places.
Got some screen caps of the red stone bug I'm experiencing. The track in the back was in place before the latest up date. The block in front on the right I added to show that the torch now won't power the rails.
Here is a second shot to show that it is independent of what material the torch is put on.
Lastly, here's what happened when I took away the nearest torch on the the track and then replaced it (hoping the track would light back up again). Note the track that was lit is now dark.
Until I tried to replace the torch on the end of that track, the powered rail all worked. There were no issues. Now the powered rail sections at the end don't work. This was the same through the rest of my world. But after a few minutes using the rail with mine carts (especially riding in them) the sections powered in this manner would randomly turn off.
Any ideas anyone? Would this have to do with the "problems" being caused by the rail cart speed?
I mean I suppose this is more of an aesthetic issue for me than anything else, but I could definitely see where this might cause some more serious problems for red stone users in other places.
Actually has nothing to do with the minecart system... It is the torch itself.
While testing torches and pressure plates they have behavior that is different than before the update. I actually didn't know that putting a torch on a block would power the block. In a way what you were doing might have been taking advantage of a bug. I do know how you could fix your rail line though that is rather simple. Just below the middle strip have empty spot where the power rails are and put a torch on the side of a block, or on top of a block. It is a matter of direction when determining where the power would go.
On the side of a block the torch is suppose to direction power outward when leading a trail of dust, it doesn't power the block placed on in that way. if a block was place above that same torch, then it will be powered.
I really don't know much on the standing torch just a bit about the ones attached to a block. I always understood it being under the block would power it...O_o
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.
Actually has nothing to do with the minecart system... It is the torch itself.
While testing torches and pressure plates they have behavior that is different than before the update. I actually didn't know that putting a torch on a block would power the block. In a way what you were doing might have been taking advantage of a bug. I do know how you could fix your rail line though that is rather simple. Just below the middle strip have empty spot where the power rails are and put a torch on the side of a block, or on top of a block. It is a matter of direction when determining where the power would go.
On the side of a block the torch is suppose to direction power outward when leading a trail of dust, it doesn't power the block placed on in that way. if a block was place above that same torch, then it will be powered.
I really don't know much on the standing torch just a bit about the ones attached to a block. I always understood it being under the block would power it...O_o
Like I said, for my self it was mainly an aesthetic thing because the torches not only powered the rail but also dimly lit the area and gave it a nice mood look at night.
I'll take a look at possibly putting the torch under the separator tonight. Currently to fix the problem I simply removed the block in the separator wall and put a torch there level with the track.
Oh and as far as the mine cart speed issue goes, I myself have mixed feelings. I like that you can actually have a more "scenic" ride (though I think it is still a little slow even for that) and I'm all for trying to get the console and PC versions to sync up, but for the purpose of crossing large distances I agree it is too slow. And the roller coasters are fun too.
So may I propose a compromise? What if you allowed for two mine cart speeds and made it a map host option (like fire spreads) AND/OR making a "high speed" mine cart. Maybe make it like the crafting of a standard mine cart but have to use gold and/or red stone dust in addition to/instead of iron.
What we found:
(All found/tested in offline, survival not creative, peaceful/easy/normal, single/multi player (1-4), silver/gold member mixes, tutorial and random seeds)
~Villagers all want to be/live in the same small house and will not go to another house if the one they are trying to enter is full. Do you have a seed for a world you are seeing this in?, Is it after a Zombie siege?. It may be that the village doesn't have any houses with doors in it.
Tutorial world. Plus, every seed we tested, but i cannot get on the XBox to look up the exact numbers at this point in time. I haven't been playing much more since i originally posted since we've been so busy with school starting, etc. The tutorial world should be enough though since 4J Studios created it.
One more thing. A visual bug. When standing within one block of water or lava (eye level), the screen turns blue/red as if you're standing in the water/lava, but you don't take damage/drown. This happens in the tutorial as well as all other seeds.
Good luck and thank you again for the update.
Rollback Post to RevisionRollBack
~My problem is a simple one: I'm severely allergic to stupid.~
Like I said, for my self it was mainly an aesthetic thing because the torches not only powered the rail but also dimly lit the area and gave it a nice mood look at night.
I'll take a look at possibly putting the torch under the separator tonight. Currently to fix the problem I simply removed the block in the separator wall and put a torch there level with the track.
Oh and as far as the mine cart speed issue goes, I myself have mixed feelings. I like that you can actually have a more "scenic" ride (though I think it is still a little slow even for that) and I'm all for trying to get the console and PC versions to sync up, but for the purpose of crossing large distances I agree it is too slow. And the roller coasters are fun too.
So may I propose a compromise? What if you allowed for two mine cart speeds and made it a map host option (like fire spreads) AND/OR making a "high speed" mine cart. Maybe make it like the crafting of a standard mine cart but have to use gold and/or red stone dust in addition to/instead of iron.
Just a thought.
not sure of it being an option, but the power rails would have to be used everywhere in order to get to pre-tu12 speeds or close to it. In other words the cart itself is pc equivalent, but the power rails are not pc equivalent. Since it would take your entire track filled with power rails to get high speeds that even the pc can do. yes the pc has higher speed, but by default the carts are the same. Now that the cart speed has been adjusted, now only if the power rails actually work as intended, as a booster. They do not boost all that much, and to get that kind of boost you would have to only use those type of rails; Ironic I think... unsure...
I don't mind the new speed, just would be nice if I didn't have to cover my tracks with that much gold in order to have a fast ride.
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.
Though nowhere near as big of a deal as the "chunks that never load" issue, I have noticed another that, at least on a couple worlds I've played, is fairly consistent.
When placing a ladder on the top-most accessible block in a shaft, all lighting at that block seems to get blocked / turned off until further updates to the lighting in that area are made (placing / removing torches, etc.).
not sure of it being an option, but the power rails would have to be used everywhere in order to get to pre-tu12 speeds or close to it. In other words the cart itself is pc equivalent, but the power rails are not pc equivalent.
This is why I also proposed the option of having a "High Speed" minecart.
Since it would take your entire track filled with power rails to get high speeds that even the pc can do. yes the pc has higher speed, but by default the carts are the same. Now that the cart speed has been adjusted, now only if the power rails actually work as intended, as a booster. They do not boost all that much, and to get that kind of boost you would have to only use those type of rails; Ironic I think... unsure...
But they acted just like a booster before. If an empty mine cart passed over a single block of powered rail, it would give the mine cart a certain exit speed but that speed could be increased by either going down hill or going over more powered rail. Now with an empty mine cart the speed seemed capped at some value. (a cart that "got away" from you never moved as fast as a cart that you road in)
I found that the empty carts would go about 5-8 blocks depending on the entrance speed of the cart when powered by one block of powered rail.
With a rider, the cart would go 16-20 blocks.
And the speed was always boosted then linearly decreased. At least that is what I always experienced. Now it seems capped at some max speed but you still have the same energy before. i.e. as a rider you still go for 16-20 blocks but the first two thirds of the ride is at a constant speed, which makes it feel IMO very fake. Like the mine carts are somehow subject to their own special version physics that doesn't match up to what the rest of the world is held to.
In the couple of worlds I've been in, placing nothing but powered rail did make you go faster than placing single powered sections spaced out.
This is why I also proposed the option of having a "High Speed" minecart.
But they acted just like a booster before. If an empty mine cart passed over a single block of powered rail, it would give the mine cart a certain exit speed but that speed could be increased by either going down hill or going over more powered rail. Now with an empty mine cart the speed seemed capped at some value. (a cart that "got away" from you never moved as fast as a cart that you road in)
I found that the empty carts would go about 5-8 blocks depending on the entrance speed of the cart when powered by one block of powered rail.
With a rider, the cart would go 16-20 blocks.
And the speed was always boosted then linearly decreased. At least that is what I always experienced. Now it seems capped at some max speed but you still have the same energy before. i.e. as a rider you still go for 16-20 blocks but the first two thirds of the ride is at a constant speed, which makes it feel IMO very fake. Like the mine carts are somehow subject to their own special version physics that doesn't match up to what the rest of the world is held to.
In the couple of worlds I've been in, placing nothing but powered rail did make you go faster than placing single powered sections spaced out.
That last bit is what I was referring to as ironic... Since it really shouldn't have to be that way with powered rails. Doesn't mean it will change, but those type of rails should not have to be put in use as the only rail to get that speed boost. At least that is my opinion...
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.
When jumping on crops the effect of it sometimes doesn't work
That's supposed to happen friend
I'm just mentioning it cause it didn't used to do that before the update, and its kinda annoying when you don't see the edge and hit it and your boat just explodes into wood pieces without warning.
Ok, so when I go down into my mine for a while then come back up, my door on my house will just be sitting on the floor as if someone had broken it.( I play by myself.) Is anyone else having this issue?
This is not a bug. It is not keyboard compatible, despite what the the splash text might say. XBLA games are designed with the intent to use the 360 controllers. There are no games that support a mouse and keyboard on the 360, and there are some on the PS3, to expect it to be keyboard/mouse compatible, or calling it a bug is kind of dumb, sorry. Nowhere does it say that you can use this, and it was never advertised as being a feature.
Well, it's still not a bug. It was designed with a controller in mind, the crafting menus were streamlined from the pc. Yes, technically, you could possibly use a keyboard, but the game wasn't designed this way. Same goes for the pc version, you can use a controller, but it's not the best way.
Upload them to fb, then rehost them on an image sharing site like imgur.com
Oh, I thought you had taken screenshots with the ingame one, but you don't have to upload them to fb if you're taking pictures of the tv. Just use something like imgur, or flickr etc.
That is weird since that used to be a problem in previous versions but fixed in this update. This arrangement works fine for me now with TU12 so it was an appreciated fix.
1. When building a mob grinder above height 128... no mobs are spawning. Not sure if this is a bug or not for the xbox version.
2. In my mob grinding I'm using water to push the mobs to a central hole in the floor. If I add the water before I full close up the room, and then close up the room where there is no outside light, the water acts as a lighting source. When I remove the water, the room gets darker. Then when I re-add the water, the water doesn't illuminate the room.
3. I've been using Stone Bricks to build my mob grinder and as reported earlier, in what suppose to be a completely dark room, there is some phantom light source keeping the room lit. (I would take a screenshot, but I don't want to connect my Xbox to Facebook).
I'm using the mob grinder design as shown here:
Seed: -3097604674553730611
Screenshot (taken with camera on phone.. sorry):
Here is a second shot to show that it is independent of what material the torch is put on.
Lastly, here's what happened when I took away the nearest torch on the the track and then replaced it (hoping the track would light back up again). Note the track that was lit is now dark.
Until I tried to replace the torch on the end of that track, the powered rail all worked. There were no issues. Now the powered rail sections at the end don't work. This was the same through the rest of my world. But after a few minutes using the rail with mine carts (especially riding in them) the sections powered in this manner would randomly turn off.
Any ideas anyone? Would this have to do with the "problems" being caused by the rail cart speed?
I mean I suppose this is more of an aesthetic issue for me than anything else, but I could definitely see where this might cause some more serious problems for red stone users in other places.
Actually has nothing to do with the minecart system... It is the torch itself.
While testing torches and pressure plates they have behavior that is different than before the update. I actually didn't know that putting a torch on a block would power the block. In a way what you were doing might have been taking advantage of a bug. I do know how you could fix your rail line though that is rather simple. Just below the middle strip have empty spot where the power rails are and put a torch on the side of a block, or on top of a block. It is a matter of direction when determining where the power would go.
On the side of a block the torch is suppose to direction power outward when leading a trail of dust, it doesn't power the block placed on in that way. if a block was place above that same torch, then it will be powered.
I really don't know much on the standing torch just a bit about the ones attached to a block. I always understood it being under the block would power it...O_o
Like I said, for my self it was mainly an aesthetic thing because the torches not only powered the rail but also dimly lit the area and gave it a nice mood look at night.
I'll take a look at possibly putting the torch under the separator tonight. Currently to fix the problem I simply removed the block in the separator wall and put a torch there level with the track.
Oh and as far as the mine cart speed issue goes, I myself have mixed feelings. I like that you can actually have a more "scenic" ride (though I think it is still a little slow even for that) and I'm all for trying to get the console and PC versions to sync up, but for the purpose of crossing large distances I agree it is too slow. And the roller coasters are fun too.
So may I propose a compromise? What if you allowed for two mine cart speeds and made it a map host option (like fire spreads) AND/OR making a "high speed" mine cart. Maybe make it like the crafting of a standard mine cart but have to use gold and/or red stone dust in addition to/instead of iron.
Just a thought.
Tutorial world. Plus, every seed we tested, but i cannot get on the XBox to look up the exact numbers at this point in time. I haven't been playing much more since i originally posted since we've been so busy with school starting, etc. The tutorial world should be enough though since 4J Studios created it.
One more thing. A visual bug. When standing within one block of water or lava (eye level), the screen turns blue/red as if you're standing in the water/lava, but you don't take damage/drown. This happens in the tutorial as well as all other seeds.
Good luck and thank you again for the update.
not sure of it being an option, but the power rails would have to be used everywhere in order to get to pre-tu12 speeds or close to it. In other words the cart itself is pc equivalent, but the power rails are not pc equivalent. Since it would take your entire track filled with power rails to get high speeds that even the pc can do. yes the pc has higher speed, but by default the carts are the same. Now that the cart speed has been adjusted, now only if the power rails actually work as intended, as a booster. They do not boost all that much, and to get that kind of boost you would have to only use those type of rails; Ironic I think... unsure...
I don't mind the new speed, just would be nice if I didn't have to cover my tracks with that much gold in order to have a fast ride.
When placing a ladder on the top-most accessible block in a shaft, all lighting at that block seems to get blocked / turned off until further updates to the lighting in that area are made (placing / removing torches, etc.).
This is why I also proposed the option of having a "High Speed" minecart.
But they acted just like a booster before. If an empty mine cart passed over a single block of powered rail, it would give the mine cart a certain exit speed but that speed could be increased by either going down hill or going over more powered rail. Now with an empty mine cart the speed seemed capped at some value. (a cart that "got away" from you never moved as fast as a cart that you road in)
I found that the empty carts would go about 5-8 blocks depending on the entrance speed of the cart when powered by one block of powered rail.
With a rider, the cart would go 16-20 blocks.
And the speed was always boosted then linearly decreased. At least that is what I always experienced. Now it seems capped at some max speed but you still have the same energy before. i.e. as a rider you still go for 16-20 blocks but the first two thirds of the ride is at a constant speed, which makes it feel IMO very fake. Like the mine carts are somehow subject to their own special version physics that doesn't match up to what the rest of the world is held to.
In the couple of worlds I've been in, placing nothing but powered rail did make you go faster than placing single powered sections spaced out.
That last bit is what I was referring to as ironic... Since it really shouldn't have to be that way with powered rails. Doesn't mean it will change, but those type of rails should not have to be put in use as the only rail to get that speed boost. At least that is my opinion...
I'm just mentioning it cause it didn't used to do that before the update, and its kinda annoying when you don't see the edge and hit it and your boat just explodes into wood pieces without warning.