One little thing that I'm not sure if others have mentioned, or if it's meant to be part of the game generally, but I keep having issues with breading animals. Sometimes they'll bread fine, other times, they won't.
Now, I know that you need to wait around 2 minuets between breading animals, but, I've left my animal pens alone allot longer then that and been near them multiple times, but they still refuse to bread, they simply stand there with the hearts popping and nothing happens. This has mainly been noted happening in a world that was generated before the latest update, but it's also happened to me in newer worlds. I've exhausted allot of wheat trying to get them to bread to no avail. :/
If anyone knows anything about this, it'd be appreciated.
I'm really not having a problem with this. I get the pair I want to breed right together side by side and both following the wheat (or wheat seeds) in my hand. Then I quickly feed it to one and then immediately feed it to the other, stand back, and voila... I honestly have gotten a baby every single tme... chickens, sheep, cows, and pigs... in old worlds and in new ones... no difference. I haven't tried breeding any wolves since I have too many tamed ones as it is and don't want any more around.
Hey, I'm not sure if this is intended, but I've noticed skins with animations (specifically zombie ones) don't have view bobbing enabled while you're using it. I'm just kinda used to having view bobbing but I'd like to use skins with animations at the same time...
I realize the AI of villagers doesn't get "upgraded" until a much later update, but is it possibly one of the things 4J studios is thinking of pulling forward? Here's our latest buggy event.
While moving villagers from a village without a well to a village with a well, the villagers would randomly "jump" to the top of the wall in the walkway i had built for them. Problem with that is, the walkway was 2, 3, and 4 blocks tall everywhere. There was no way for the villagers to escape. I was overly cautious in building that walkway so in spots where i thought the villagers could escape, i added blocks and or ceilings. The walkway was one direction using blocks and fences like this --> (where the stick thing is the fence). It would be when the villagers were going over these that they would suddenly be on the wall next to them or the ceiling above them. I originally thought it was the disappearing/reappearing block bug in conjunction with the AI of the villagers, but passive mobs (cows, sheep, etc.) were doing it at times, too. Could this be an issue with the fences? I only ask because on the PC version, i can move villagers just fine this way. My PC experience is also what causes me to question the current AI of villagers. Thanks in advance!
I was playing: a post TU7 map, single player, peaceful, survival, without host options.
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~My problem is a simple one: I'm severely allergic to stupid.~
I realize the AI of villagers doesn't get "upgraded" until a much later update, but is it possibly one of the things 4J studios is thinking of pulling forward? Here's our latest buggy event.
While moving villagers from a village without a well to a village with a well, the villagers would randomly "jump" to the top of the wall in the walkway i had built for them. Problem with that is, the walkway was 2, 3, and 4 blocks tall everywhere. There was no way for the villagers to escape. I was overly cautious in building that walkway so in spots where i thought the villagers could escape, i added blocks and or ceilings. The walkway was one direction using blocks and fences like this --> (where the stick thing is the fence). It would be when the villagers were going over these that they would suddenly be on the wall next to them or the ceiling above them. I originally thought it was the disappearing/reappearing block bug in conjunction with the AI of the villagers, but passive mobs (cows, sheep, etc.) were doing it at times, too. Could this be an issue with the fences? I only ask because on the PC version, i can move villagers just fine this way. My PC experience is also what causes me to question the current AI of villagers. Thanks in advance!
I was playing: a post TU7 map, single player, peaceful, survival, without host options.
Definitely related to the how the animals are doing it. So probably something to do with fences, unsure, but is the most likely. On the other note the villagers at the same version level, the only difference was that the villagers wander even further on the pc edition if they escape...>< That is when they were first introduced. The time they learn to open doors, is the time they better know to stay close to the village...lol
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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.
So i keep finding the torch issue that started back in tu3.
I had just found the stronghold on my map when i came to this library i looked up to see the torches attached to nothing yet again. This time i was alone.
So i keep finding the torch issue that started back in tu3.
I had just found the stronghold on my map when i came to this library i looked up to see the torches attached to nothing yet again. This time i was alone.
don't think strongholds were even in that update... but anyway I know what you mean... Not only that though, my recent stronghold walk around I noticed that many of the chest areas are just no chest, and the Library ones actually have them but flicker. What I mean is place a torch and the invisible chest will flicker briefly and go invisible again.
I don't know if it was due to me being in creative easy or what, but I would normally think that would not matter, unless they separated the program several times in each difficulty or mode of the game, which means more space, so what I am thinking is not. Seems like there are a lot of invisible things at the moment throughout the game.
I even had a spot where I could not move to because supposedly there was a block there. It just would not let me step there for a moment. Then after a little while say like 10 minutes or so I was able to pass through that bit. When you play offline all the time it becomes odd to see these occurrences, since most usually was known to online play in the prior version..O_o That is what gets me. hmm... Well hopefully it will get fixed eventually, as I am sure they are looking into many things right now.
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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.
A few of my friends have had the issue as well, at times there is no issue at all (how I made the sheep farm in the first place) however, now that it's made, and organised, most of the time, nothing will happen, they'll do the dance and nothing happens, they just stand there... :/ getting rather annoying (need wool for an achievement in my lets play).
Well, I can't offer any more suggestions. What I'm doing seems to be working every single time. I'm not saying that there may not be a problem, just stating the precautions I take that do seem to work (as a possibie workaround).
In my most active world currently (which is the 1.0.1 tutorial world being played ongoing in survival mode) - I have 1 mating pair of cows, 1 of pigs, about 5 of sheep (dyed different colors), and 4 pairs of chickens. I also have some tamed wolves, but I don't want to mate them. So, at that amount, I'm obviously below any animal cap that might be affect this. As a precaution, I usually kill any of the grown up offspring before restarting the mating process. i don't tend to try to remate the parents until after the offspring are grown up... about 20 minutes.
As I said in my previous post, I make sure the mating pairs are standing together side by each before I start handing them out wheat. That way, there is no possibility that they will try to mate with the wrong mate and/or that too much time will go by between my giving wheat to the one and then the other. Breeding for me seems to be working perfectly.
I do have some of the animals despawning from some of the pen areas if I go away mining for a bit. Strangely, they only seem to despawn from the pens I've added on myself (even though I have copied 4J's design exactly). They don't despawn from the pens 4J created in the tutorial world.
I do also get some mixing of animals and the occasional "stray" that has respawned when I re-enter the game on the "wrong" side of the fences; and sometimes wild animals will also spawn inside the pens (which can make some of them get pretty overcrowded in a hurry when, for example, a pair of wild cows spawns in the same 5 x 5 pen as 3 of my sheep. To keep things flowing smoothly and prevent the animals from taking damage, the farm does require some culling and reorganizing from time to time.
By the way, isn't shearing baby sheep not meant to be possible? i've done it many times, but I'm sure we're not meant to be able to (unless I've miss read something.
I've never tried it. With sheep, I've always waited until the babies look grown up before shearing them. Then I kill the sheared one, leaving 2 unsheared of that color, which I then breed. I don't have a huge demand for any single color of wool, so I don't mind waiting the 20 minutes to let the babies grow up... that's usually when I go do my mining.
This has mainly been noted happening in a world that was generated before the latest update, but it's also happened to me in newer worlds. I've exhausted allot of wheat trying to get them to bread to no avail. :/
So i keep finding the torch issue that started back in tu3.
~pic snip~
I had just found the stronghold on my map when i came to this library i looked up to see the torches attached to nothing yet again. This time i was alone.
I think this torch quirk is here to stay. In both versions. The PC version just updated to 1.4.7 and there is still "floating" torches in a lot of places. *shrugs* I theorize since it doesn't seem to be any sort of game-breaking bug, the developers have left the torches be. Maybe as a sort of unintentional easter egg.
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~My problem is a simple one: I'm severely allergic to stupid.~
I hate to sound like this, but can 4J ever reply back to me. I don't even know how many tweets and posts I've made. Ever since 1.8. my friends and I just keep getting closer and closer to a perfect pvp game. First with 1.8 we got trust options, but then it turns out people couldn't open chests or doors, eat, or shoot arrows. Then with the last update we got the abilty to open chests and doors, but we still couldn't eat or shoot arrows and throw potions. Now we get even closer with the next update. They say you will be able to eat now, but I'm sure we still won't be able to shoot or throw. I'm sorry for sounding like this but you don't understand how many posts and tweets I've made with no reply. Even in a thread made by someone from 4J I still get no reply.
The way I'm reading it is TU8 is just going to be a bug fix update, I'd have rather they not released TU7 until it was ready instead of this crap we've been given.
As I said, there has been a bug fix update following every update so far. The "TU" numbering has really only started to be used beginning with TU7. Prior to that, the updates were generally referred to by the version numbers used by the PC that were roughly equivalent to the content of that particular title update.
As for your opinion on TU7, that is your opinion and you can keep it. Personally, I've only discovered about 3 individual new bugs that are not potentially related to older bugs or that are not likely to just be different manifestations of the same bug; and I am very much enjoying the added features and really enjoyed having them over the Christmas school break when I was again looking after my friends' children.
I think this torch quirk is here to stay. In both versions. The PC version just updated to 1.4.7 and there is still "floating" torches in a lot of places. *shrugs* I theorize since it doesn't seem to be any sort of game-breaking bug, the developers have left the torches be. Maybe as a sort of unintentional easter egg.
When floating torches occur in a stronghold upon terrain generation (i.e. not torches that I've placed and that remain floating after I destroyed them) and since the phenomena occurs on the PC and on the XBox, isn't it possible that this is an intended feature of the game designed to make places like strongholds and abandoned mineshafts a little "creepier" without being overtly so?
30 pages of people complaining about bugs suggests that they didn't do a very good job with the latest update, yes it is my opinion and no I wont keep it to myself, why should I? the game is broke for a lot of people yet all we hear off 4J is some concern about blocks reappearing after being mined (thats been happening since the game was released which they decided to blame lag even though people said it was happening offline).
actually no. Maybe turned into this, but the one in this version is quite different. The ones before if you waited a while the block would eventually disappear. This new one the blocks stay put, and don't disappear until you save & exit, or update the block; the easiest way being something you can not place, as any block you would place would have the same behavior.
The earlier one also sometimes doesn't drop the item as if it did reappear it was meant to be there, which is imo lag. Now the new one actually drops an item all the time, but the block still reappears and doesn't go away till updated.
So there is a difference between the two. Now this is not saying that the two might or might not be connected, it is just saying each is different and has their own side effects. However I believe they don't relate in the programming, and it is just merely just something else causing this new one.
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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.
30 pages of people complaining about bugs suggests that they didn't do a very good job with the latest update, yes it is my opinion and no I wont keep it to myself, why should I? the game is broke for a lot of people yet all we hear off 4J is some concern about blocks reappearing after being mined (thats been happening since the game was released which they decided to blame lag even though people said it was happening offline).
Many of those posts report the same bugs over and over again. Some don't actually report bugs, but rather represent misunderstandings about where the PC updates were actually at when they were at 1.0.1... and others just keep coming back with flaming statements... making the thread longer... and some of them are posts by 4J gathering more information on some of the bugs reported (not just the blocks reappearing one). I said you could keep your opinion. People believe things not supported by the facts all the time and you're entitled to do the same if you wish... that is different than telling you to keep it to yourself. The fact is the game is not broken for me. It still loads and runs reasonably well and I can still play it and enjoy it.
I'm really not having a problem with this. I get the pair I want to breed right together side by side and both following the wheat (or wheat seeds) in my hand. Then I quickly feed it to one and then immediately feed it to the other, stand back, and voila... I honestly have gotten a baby every single tme... chickens, sheep, cows, and pigs... in old worlds and in new ones... no difference. I haven't tried breeding any wolves since I have too many tamed ones as it is and don't want any more around.
While moving villagers from a village without a well to a village with a well, the villagers would randomly "jump" to the top of the wall in the walkway i had built for them. Problem with that is, the walkway was 2, 3, and 4 blocks tall everywhere. There was no way for the villagers to escape. I was overly cautious in building that walkway so in spots where i thought the villagers could escape, i added blocks and or ceilings. The walkway was one direction using blocks and fences like this -->
I was playing: a post TU7 map, single player, peaceful, survival, without host options.
Definitely related to the how the animals are doing it. So probably something to do with fences, unsure, but is the most likely. On the other note the villagers at the same version level, the only difference was that the villagers wander even further on the pc edition if they escape...>< That is when they were first introduced. The time they learn to open doors, is the time they better know to stay close to the village...lol
I had just found the stronghold on my map when i came to this library i looked up to see the torches attached to nothing yet again. This time i was alone.
don't think strongholds were even in that update... but anyway I know what you mean... Not only that though, my recent stronghold walk around I noticed that many of the chest areas are just no chest, and the Library ones actually have them but flicker. What I mean is place a torch and the invisible chest will flicker briefly and go invisible again.
I don't know if it was due to me being in creative easy or what, but I would normally think that would not matter, unless they separated the program several times in each difficulty or mode of the game, which means more space, so what I am thinking is not. Seems like there are a lot of invisible things at the moment throughout the game.
I even had a spot where I could not move to because supposedly there was a block there. It just would not let me step there for a moment. Then after a little while say like 10 minutes or so I was able to pass through that bit. When you play offline all the time it becomes odd to see these occurrences, since most usually was known to online play in the prior version..O_o That is what gets me. hmm... Well hopefully it will get fixed eventually, as I am sure they are looking into many things right now.
Well, I can't offer any more suggestions. What I'm doing seems to be working every single time. I'm not saying that there may not be a problem, just stating the precautions I take that do seem to work (as a possibie workaround).
In my most active world currently (which is the 1.0.1 tutorial world being played ongoing in survival mode) - I have 1 mating pair of cows, 1 of pigs, about 5 of sheep (dyed different colors), and 4 pairs of chickens. I also have some tamed wolves, but I don't want to mate them. So, at that amount, I'm obviously below any animal cap that might be affect this. As a precaution, I usually kill any of the grown up offspring before restarting the mating process. i don't tend to try to remate the parents until after the offspring are grown up... about 20 minutes.
As I said in my previous post, I make sure the mating pairs are standing together side by each before I start handing them out wheat. That way, there is no possibility that they will try to mate with the wrong mate and/or that too much time will go by between my giving wheat to the one and then the other. Breeding for me seems to be working perfectly.
I do have some of the animals despawning from some of the pen areas if I go away mining for a bit. Strangely, they only seem to despawn from the pens I've added on myself (even though I have copied 4J's design exactly). They don't despawn from the pens 4J created in the tutorial world.
I do also get some mixing of animals and the occasional "stray" that has respawned when I re-enter the game on the "wrong" side of the fences; and sometimes wild animals will also spawn inside the pens (which can make some of them get pretty overcrowded in a hurry when, for example, a pair of wild cows spawns in the same 5 x 5 pen as 3 of my sheep. To keep things flowing smoothly and prevent the animals from taking damage, the farm does require some culling and reorganizing from time to time.
I've never tried it. With sheep, I've always waited until the babies look grown up before shearing them. Then I kill the sheared one, leaving 2 unsheared of that color, which I then breed. I don't have a huge demand for any single color of wool, so I don't mind waiting the 20 minutes to let the babies grow up... that's usually when I go do my mining.
No wonder...
As I said, there has been a bug fix update following every update so far. The "TU" numbering has really only started to be used beginning with TU7. Prior to that, the updates were generally referred to by the version numbers used by the PC that were roughly equivalent to the content of that particular title update.
As for your opinion on TU7, that is your opinion and you can keep it. Personally, I've only discovered about 3 individual new bugs that are not potentially related to older bugs or that are not likely to just be different manifestations of the same bug; and I am very much enjoying the added features and really enjoyed having them over the Christmas school break when I was again looking after my friends' children.
When floating torches occur in a stronghold upon terrain generation (i.e. not torches that I've placed and that remain floating after I destroyed them) and since the phenomena occurs on the PC and on the XBox, isn't it possible that this is an intended feature of the game designed to make places like strongholds and abandoned mineshafts a little "creepier" without being overtly so?
actually no. Maybe turned into this, but the one in this version is quite different. The ones before if you waited a while the block would eventually disappear. This new one the blocks stay put, and don't disappear until you save & exit, or update the block; the easiest way being something you can not place, as any block you would place would have the same behavior.
The earlier one also sometimes doesn't drop the item as if it did reappear it was meant to be there, which is imo lag. Now the new one actually drops an item all the time, but the block still reappears and doesn't go away till updated.
So there is a difference between the two. Now this is not saying that the two might or might not be connected, it is just saying each is different and has their own side effects. However I believe they don't relate in the programming, and it is just merely just something else causing this new one.
Many of those posts report the same bugs over and over again. Some don't actually report bugs, but rather represent misunderstandings about where the PC updates were actually at when they were at 1.0.1... and others just keep coming back with flaming statements... making the thread longer... and some of them are posts by 4J gathering more information on some of the bugs reported (not just the blocks reappearing one). I said you could keep your opinion. People believe things not supported by the facts all the time and you're entitled to do the same if you wish... that is different than telling you to keep it to yourself. The fact is the game is not broken for me. It still loads and runs reasonably well and I can still play it and enjoy it.