I think the problem may be because there is a huge, and I mean HUGE abandoned mineshaft that I still haven't explored the entirety of. The map is set to the "large" size and there are many chests in minecarts underground. I only had placed the second minecart made by me when the message appeared telling me the limit had been reached. The first minecart was still on the track where I had left it, so I picked it up, tried to place it again, and that darn message popped up. To go through an entire large sized underground and remove all minecarts is going to be one heck of a job. Question is...will that even fix it? Or is it a bug?
I've Been doing some experiments with both my Piston Problem and the Blaze Spawner Problem. I think the problem with the blaze spawners is that, the spawners won't spawn blazes when the natural mob cap is reached (I think It's 79 Mobs). This is why blaze spawners may appear to work for a short amount of time before abruptly stopping. Now the piston issue had to do with the way I was wiring, the way i had it set up my pulse extenders were outputting 22.5 ticks extension to the pulse, the problem lies in the half tick, this problem can be solved by placing a repeater at the last point of the redstone circuit where you connect to the piston
Nether portal bug related to resized worlds was not addressed.
I have an existing world I ported from the 360. In it, my base has a nether portal which sends me to a protected companion portal in the nether. This works as expected. When I expanded the world, however, things have broken. My base portal sends me to the expected location in the nether, but upon return I am sent to a newly generated overworld portal several hundred blocks from my starting location (including off the mapspace of the original entry point), and obviously nowhere near my base and its safe confines. Instead, I am at the mercy of the nether gods as to the time of day and actual location.
I tested this a few moments ago (TU20), with the following results:
(Superflat world; y-coordinate ignored)
1. Create 'classic' sized (MC360) map
2. Note coordinates (40, -230)
3. Create nether portal and enter nether
4. Note coordinates in nether (10, -80)
5. Return to overworld, note return coordinates (40, -230)
6. Save and exit
7. Resize map to 'small' and enter world
8. Note coordinates (40, -230)
9. Enter nether, note coordinates (10, -80)
10. Return, note coordinates (40, -230)
11. Save and exit
12. Resize map to 'medium' and enter world
13. Note coordinates (40, -230)
14. Enter nether, note coordinates (10, -80)
15. Return, note coordinates (70, -460)
16. Break new portal
17. Save and exit
18. Resize map to 'large' and enter world
19. Note coordinates (40, -230)
20. Enter nether, note coordinates (0, -30)
21. Recognize original nether portal is still active some fifty blocks away
22. Return through original nether-side portal (at 10, -80), note coordinates (90, -620)
23. Enter nether through either current overworld portal
24. Return through new nether portal (at 0, -30), note coordinates (40, -230)
My suspicion regarding this bug is that upon resizing, overworld coordinates change with respect to their nether complements, but whatever the case portal linking needs corrected. It should not be the case that an existing linked pair of portals might generate a new portal, and I'd really prefer to have stable linked portals so that I can place a usable one in my base.
I tested a bit further in my survival world by breaking and rebuilding my base's portal (after returning to the new one), but could not duplicate the four portal issue realized in step 23 above. Honestly, if I could just get my base's portal to work as a return portal from somewhere in the nether, I'd be happy.
I am now having issues where my redstone lighting does not update automatically. If I go and break/replace any piece of redstone in the line, it will correct itself and display the proper signal (+/-, based on the daylight sensor input).
Also, the redstone lamps are not generating light as they should. Sometimes the light will be "on" but not actually emit any light. This can also be manually corrected by placing a block to conceal where the light should be coming out of, then destroying that block.
Also, both of these issues are inconsistent. Sometimes the lights and redstone wiring function, other times they don't. It also varies what areas are impacted by this. For instance, the lighting on my exterior wall lights up, but all the interior lighting in the village does not.
But in both cases, having to manually correct daylight sensor pathways and redstone lamps defeats the purpose of these items - I am seeking automatic night lights.
In addition, I still experience a lag/delay every time the autosave box comes on. It is maybe .5-2 seconds in length, but it is horribly noticeable - mobs will stop moving, or if on a minecart, the game freezes for a moment.
I daresay it's a bug, based on the experience itself if not the testing I just did. Unlinking portals is one thing, but making my base's existing portal useless is something else entirely. I'd be annoyed but wouldn't consider it a bug if the nether side of my existing portal was recreated in a weird place, but instead the overworld site is recreated. I enter the nether from my base, and return to the overworld in a new location entirely. I broke my base's portal and rebuilt it, but it just returned me to the same fortified location in the nether *and* still sent me back to the distant overworld location.
Moreover, the testing I outlined shows that the behavior is strange indeed. A new overworld portal was generated after resizing to 'medium,' which is odd in and of itself, and a new *nether* portal was generated after resizing to 'large,' which inextricably linked not to the new overworld portal, but to the *original* overworld portal, and recall that the new nether portal was a mere 10x, 50z from the first.
As I said, if I can simply use the portal in my base to return from the nether -- wherever in tbe nether it sends me -- I'll be satisfied.
Anyway, the next thing I'll try will be using my base's portal, returning to the distant new portal, breaking my base's portal, reentering the nether through the distant new portal, breaking the nether side of that portal, and creating a new portal in the nether. When I return to the overworld, I'll destroy the original distant portal, return to my base, and rebuilt *its* portal. If that doesn't result in a linked portal which returns me to my base, please explain how this *isn't* a bug.
As it turns out, I'm building a new base, so hopefully its portal will properly link. We'll see. I have to collect about 50 stacks of iron for the super-mega-auto-smelt-sort-inator I'm designing, so it'll be a while.
No matter, how many times I have dismantled the new ones, or my original 2, and even moving them, when I return back from the nether I will come out a new portal!
I have had this problem as well, and it was stressful, because the new portal would always be located underground for me, but in a different place each time. And no other portals had been built in my world, either. Ended up having to start a new survival world :/
I too am experiencing the minecart limit message, given there are not minecarts on a rail when the message prompts, I hope it's a bug of sorts.
Also, there is an issue with dispensers and minecarts across large distances, i.e., across three or more maps. I have a setup where a dispenser will dispense a minecart onto a powered track upon activation, and this works wonderfully as long as I'm playing alone or have other players near me (within the same map) when I activate the dispenser. But when I'm on different map, about four maps away from another player in my world, the dispenser will drop the item rather than eject a usable cart that can be placed on a track. Despite placement of a minecart track, the dispenser acts as a dropper, dropping the item. Nothing changed besides the number of people in my world and their relative distance to whoever activates the dispenser filled with minecarts.
Why would the dispenser behave so differently depending on where other players are in my world?
I just uploaded one of my old worlds made it large reset the nether and when i spawned i noticed that my wolves had no collars and are stuck sitting down they even walk whilst sitting i have recorded a gameclip of this happening i will try to send it in a message on xbox
My old, transferred 360 save Crashes to the Xbox one dashboard when I press load. I would sync between my house and my girlfriends often. When i click the world it shows itself with the steampunk texture pack selected. Click load and the Xbox makes a buzz and crashes back to the dashboard. Is it a Bug?
Been in a brand new world since the latest bug fix and it seems witches now spawn very rarely or not at all. When I first started I would come across at least 2 or 3 a night now there are none. There are no slimes spawning and cant put bats on leads.
Confirming that blaze spawners no longer function. Which means I guess its a good time to work on improving my XP farm, but also that all my (glowstone-heavy) projects are gonna take a lot longer now that I have to find new sources in the nether.
Also noticed that horses do not despawn at all. Even the ones wandering aimlessly in the wild.
Two bugs, The one that bothers me most is the water source block glitch, i have a mob system that uses a dispenser to drop one source block and flush 5 spawning floors, random sources appear on those floors which floods the whole system basically and stops or limits spawning
Two i am clearing a 300x300 area in the nether and putting half slabs about 5 blocks up from bedrock, there are Wither skeletons and regular skeletons spawning, Now this one i am not really complaining so much about because if they spawn from floor to ceiling as long as there was a fortress there it will make my farm way better than the couple spots for wither skeletons and blaze to spawn, Oh and thats a side note i did not see any blaze spawn there just wither skeletons and regular