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.
Mining Animation is incorrect - We are aware of this issue and we are looking at ways to improve this.
Disabling "Fire Spreads" causes fire to never extinguish.
Passive mobs continue walking when they are more than 32 blocks away.
Random water source blocks when water is being dispensed - As shown by Mumbo Jumbos Mob farm.
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Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
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endermen in the end don't seem to be spawning as much as they should.
Can you please make it so the spawn chunk is never unloaded? This not working is causing lots of problems. (please respond to this one, some sort of acknowledgement on this would be awesome, is it something you guys can look into, is it not possible, anything would be nice.
and lastly minecraft on xbox one seems to crash quite often which sucks cause I keep losing hours of work as autosave causes way too much lag and I often forget to save for hours at a time.
Monster spawn in Nther messed up i have 2 blaze farm that dont spawn blazed i put the game in creative kill 5 monster try to put a egg and say to many monster in the nether this bug is annoying me blaze farm wont work anymore !!!! fix this !!!
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Wither skeletons spawn out side of fortresses. This makes it harder to find withers
Mobs do not spawn above y 128 in the nether. If you make a platform out of blocks that mobs can spawn on, they do not spawn. I'm not talking about the bedrock ceiling. This is a PC version feature, so please do not tell me its NOT.
Raise the passive mob count or just put each mob in a their own category. Right now pigs,sheep and cows are all in one category and it makes it really difficult to build farms. I'm fairly sure that the Xbox one can handle the high mob count. Please make it at least 100 mob cap for each animal or more.
Wither skeletons spawn out side of fortresses. This makes it harder to find withers
Raise the passive mob count or just put each mob in a their own category. Right now pigs,sheep and cows are all in one category and it makes it really difficult to build farms. I'm fairly sure that the Xbox one can handle the high mob count. Please make it at least 100 mob cap for each animal or more.
I agree with the passive mob cap on console, it is very hard to have multiple farms in one world. Raising the cap is a good idea but on another firm I read a clever solution make it so that if you try to breed a mob or spawn one from an egg that it force unspawns a mob in the world as long as it isn't with in a 20 by 20 area. That way the random mobs wouldn't affect the the farms we build.
So I run a server with severall players in it. I caught one of them trying to duplicate. Which they could never do it. So ran some tests either it wouldnt work. I look in their chest theyre filled on diamonds emeralds gold iron. I think duplication finally got fixed either that bugged, or my server hates cheater hehe.
when I use leads on horses and donkeys not sure of other mobs, they can't follow me up blocks I have to find a path where they only have to walk straight or down. right now when I come to a place where they need to go up even 1 block I have to take the lead off and push them up the block then re lead them
Had a boat I'd left on the ground (not in water), after reloading the game when I jumped in it, it sank into the ground one block. So I had to get out and dig it back up.
The pistons are facing towards the outside. Then I have two pistons pushing that line back and forth. About once a day, one of the pieces of cobblestone (specifically the one in the middle) will disappear. No idea what's causing this, but it's been happening ever since the horse update.
I've been testing a theory on the multi-player game I play with a couple of friends it seems that the host is the spawn point for slimes can anyone confirm if this is true?
my issue is if I leave my console on and I AFK FOR 5 hours or more then it brings me to the dashboard. I do this overnight at my iron farm, but n the morning I've gained nothing. My console is set to always be on and never shut off. Thought I'd mention that even tho it's not officially shutting off.
4J Steve, Villager mechanics are quite messed up. The game does NOT seem to take a census based on the radius of the village, instead it seems to base breeding and villager number totally on those villagers that are within 16 blocks of doors belonging to that village.
I get the feeling your going to say that its based on 1.8 behavior, and if that is the case you need to stop mixing and matching versions, 1.8 villager behavior, ai and straight down to the way villages are created and doors are added were radically different from those of pre 1.8, which means pretty much that we have totally fubared and near impossible to work village mechanics, including the way villagers behave.
All I am doing is creating a village, adding 10 doors to it, on one side, once that is done, linking to another 11 doors on the other side, which allows me to perfectly center my village where i want, and thus know exactly where iron golems are going to spawn. I am using 8 additional villagers that are NOT within 16 blocks of the doors, but are located more towards the center of the village i created. I have tried positioning them at the same Y as the doors, as well as the villagers which are detecting the doors, yet these 8 additional villagers are never used in village population counts, thus no iron golems ever show up.
Furthermore placing villagers closer to the doors will cause them to breed until the door cap is reached, even thou within the village center there is more then enough villagers to already reach that cap.
Please look into this and let me know what you find.
Looking for confirmation on possible tick speed changes after coming from the nether. Can anyone confirm what I am seeing?
Here is what I noticed:
Playing in survival without anyone else in my game, I notice that when I come back to the overworld from the nether, my hopper clocks are running at about twice as fast. If I quit and save, then relaunch the world, the clocks are running at normal speed again.
I then decided to test it on something else. I put ten items to smelt in a furnace. They normally smelt at about 1 item every 10 seconds. The ten items took about 1 minute 40 seconds to smelt. I then went into the nether and returned. I immediately put ten items in the furnace and they looked to be smelting about twice as fast. All ten took about 50 seconds. I quit and saved, then relaunched the world and the furnaces were back to the original smelting speed.
I tested this on multiple worlds, including one just created for the test purpose, and got the same results.
I am playing in survival, nobody else on the server/in my world, autosave turned off.
i second this, having to dig next to lava for redstone dust is just not safe, or to find diamond and start mining only to be killed by falling lava is just not fair. but the anvil duplication glitch made it far more safer on hunting down extremely rare material. if you don't want to use it then don't but for those it helps then bring it back.
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
Can you please make it so the spawn chunk is never unloaded? This not working is causing lots of problems. (please respond to this one, some sort of acknowledgement on this would be awesome, is it something you guys can look into, is it not possible, anything would be nice.
and lastly minecraft on xbox one seems to crash quite often which sucks cause I keep losing hours of work as autosave causes way too much lag and I often forget to save for hours at a time.
Mobs do not spawn above y 128 in the nether. If you make a platform out of blocks that mobs can spawn on, they do not spawn. I'm not talking about the bedrock ceiling. This is a PC version feature, so please do not tell me its NOT.
Raise the passive mob count or just put each mob in a their own category. Right now pigs,sheep and cows are all in one category and it makes it really difficult to build farms. I'm fairly sure that the Xbox one can handle the high mob count. Please make it at least 100 mob cap for each animal or more.
I agree with the passive mob cap on console, it is very hard to have multiple farms in one world. Raising the cap is a good idea but on another firm I read a clever solution make it so that if you try to breed a mob or spawn one from an egg that it force unspawns a mob in the world as long as it isn't with in a 20 by 20 area. That way the random mobs wouldn't affect the the farms we build.
when I use leads on horses and donkeys not sure of other mobs, they can't follow me up blocks I have to find a path where they only have to walk straight or down. right now when I come to a place where they need to go up even 1 block I have to take the lead off and push them up the block then re lead them
piston, cobblestone, piston, cobblestone, piston, cobblestone.
The pistons are facing towards the outside. Then I have two pistons pushing that line back and forth. About once a day, one of the pieces of cobblestone (specifically the one in the middle) will disappear. No idea what's causing this, but it's been happening ever since the horse update.
I get the feeling your going to say that its based on 1.8 behavior, and if that is the case you need to stop mixing and matching versions, 1.8 villager behavior, ai and straight down to the way villages are created and doors are added were radically different from those of pre 1.8, which means pretty much that we have totally fubared and near impossible to work village mechanics, including the way villagers behave.
All I am doing is creating a village, adding 10 doors to it, on one side, once that is done, linking to another 11 doors on the other side, which allows me to perfectly center my village where i want, and thus know exactly where iron golems are going to spawn. I am using 8 additional villagers that are NOT within 16 blocks of the doors, but are located more towards the center of the village i created. I have tried positioning them at the same Y as the doors, as well as the villagers which are detecting the doors, yet these 8 additional villagers are never used in village population counts, thus no iron golems ever show up.
Furthermore placing villagers closer to the doors will cause them to breed until the door cap is reached, even thou within the village center there is more then enough villagers to already reach that cap.
Please look into this and let me know what you find.
Here is what I noticed:
Playing in survival without anyone else in my game, I notice that when I come back to the overworld from the nether, my hopper clocks are running at about twice as fast. If I quit and save, then relaunch the world, the clocks are running at normal speed again.
I then decided to test it on something else. I put ten items to smelt in a furnace. They normally smelt at about 1 item every 10 seconds. The ten items took about 1 minute 40 seconds to smelt. I then went into the nether and returned. I immediately put ten items in the furnace and they looked to be smelting about twice as fast. All ten took about 50 seconds. I quit and saved, then relaunched the world and the furnaces were back to the original smelting speed.
I tested this on multiple worlds, including one just created for the test purpose, and got the same results.
I am playing in survival, nobody else on the server/in my world, autosave turned off.
i second this, having to dig next to lava for redstone dust is just not safe, or to find diamond and start mining only to be killed by falling lava is just not fair. but the anvil duplication glitch made it far more safer on hunting down extremely rare material. if you don't want to use it then don't but for those it helps then bring it back.