This, extremely annoying; also i loaded a 1.8 world and now the desert i live in is covered in snow, i don't know if they made this on purpose because of christmas or something as a joke but it's not funny at all and it's annoying
This is an unavoidable consequence of the additions of more new biomes to the game between 1.8.2 and 1.0.1 because the worlds are generated using a seed string. A similar climate change occurred between the 1.7.3 and 1.8.2 updates. If you generate a new 1.0.1 world using the same seed string as your 1.8.2 world, you will see that a snow biome of some sort generates in the same coordinates as your desert generated in 1.8. This is not a unique problme ot the XBox. Similar climate change problems occurred on the PC when the new biomes were being added.
I believe we have one more round of these climate changes to go since jungles will be added in a future update. As a result, I'm just keeping my old world on hold for now until after the 1.2.3 climate change happens. Who knows, your desert might just revert back to desert when that update hits.
My main issue that I've noticed since I first played, but hasn't been an issue until recently, is that certain sounds seem to have a really short range in the XB:360 version of the game. Ghasts were the first example. At first I thought they removed the sounds to be more kid friendly, then I got close to a ghast and proceeded to turn down my TV... It's a bit irritating with Music disks because I have to be really close to hear them. If I go across the room to brew a potion, I can hardly hear it if at all. It sucks if you want to listen to a track while doing some building or brewing or mob farming. Even still, it's been a fairly minor issue. Now, however, I have a build where I'm incorporating note blocks for a temple (and this issue goes double for any blocks designed as a notification). My concern is that when all is said and done, the note blocks might be almost pointless because I won't be able to hear them beyond a very short range. I've checked through settings to make sure it isn't a matter of sound settings or something of the like, and this has been the same with different TVs. I've also searched around here some and not really found anything, so if it's something I can fix on my end, that'd be great. If not, it'd be awesome if there was some fixes to extend those ranges.
A couple side notes with the ghasts: Because of the low sound range, you don't get much warning about them, and once you get in close, you get blasted by the loud sounds, even on low volume... it can be a little surprising.
Other note, they seem to have really high spawn rates right now, very annoying if you have a portal you haven't build around yet.
A fix to the problem with the max drop I am really tired of farming my wheat in portions instead of hitting a lever and collecting the 180 wheat and however many seeds and then they despawn and i only get around 75>
My main issue that I've noticed since I first played, but hasn't been an issue until recently, is that certain sounds seem to have a really short range in the XB:360 version of the game. Ghasts were the first example. At first I thought they removed the sounds to be more kid friendly, then I got close to a ghast and proceeded to turn down my TV... It's a bit irritating with Music disks because I have to be really close to hear them. If I go across the room to brew a potion, I can hardly hear it if at all. It sucks if you want to listen to a track while doing some building or brewing or mob farming. Even still, it's been a fairly minor issue. Now, however, I have a build where I'm incorporating note blocks for a temple (and this issue goes double for any blocks designed as a notification). My concern is that when all is said and done, the note blocks might be almost pointless because I won't be able to hear them beyond a very short range. I've checked through settings to make sure it isn't a matter of sound settings or something of the like, and this has been the same with different TVs. I've also searched around here some and not really found anything, so if it's something I can fix on my end, that'd be great. If not, it'd be awesome if there was some fixes to extend those ranges.
A couple side notes with the ghasts: Because of the low sound range, you don't get much warning about them, and once you get in close, you get blasted by the loud sounds, even on low volume... it can be a little surprising.
Other note, they seem to have really high spawn rates right now, very annoying if you have a portal you haven't build around yet.
Not sure if this has been reported yet but... when I loaded my world, it changed biomes. It was a forest biome before, and now it's a taiga biome, which is the biome I hate the most so now I don't even want to play on that world anymore. Also, minecarts don't function the same anymore. Basically, the minecart won't travel up a minerail slope with the amount of powered rails we placed, but before it used to be able to? Again, not sure if these glitches have been reported, but thought I'd mention them.
Not sure if this has been reported yet but... when I loaded my world, it changed biomes. It was a forest biome before, and now it's a taiga biome, which is the biome I hate the most so now I don't even want to play on that world anymore. Also, minecarts don't function the same anymore. Basically, the minecart won't travel up a minerail slope with the amount of powered rails we placed, but before it used to be able to? Again, not sure if these glitches have been reported, but thought I'd mention them.
As for the biome shift that is normal for the terrain generation got changed, and it will change again when they add jungle.
I have also experienced what you are talking about with minecarts, although I thought nothing of it since that was in creative mode. So if it was not due to creative then that I have to say is problematic. Means also that powered rails are semi-useless up steep slopes...O_o
Usually a few will be enough for a small-medium, and a few more for a certain section more of the slope. However as it is now we almost need a power rail for each up section of slope, or so it seems. That makes no sense to me as it is like nitro to give a boost, but yet up hills it doesn't?! Well not enough, not even to normal speed which I would expect in the very least when going up slopes. Oh well...hmm...
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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.
Don't know if this has been mentioned already but, if you're in survival mode and fly (via the host privileges) then double tap A to stop flying and then double tap A to fly again before hitting the ground, you take damage according to how far you dropped.
Isn't in the first post, but surely someone has mentioned the way sunlight/moonlight comes through "the wall at worlds end) when you are in caves underground, it's pretty lame.
I actually think it gives those caves a cool effect.
Random empty blocks in the end wall. Maybe a bug? More of a massive annoyance.
So the story behind this is that i was working on a tunnel system that would span wall to wall and a transit tunnel that would go around the map along the wall. Well my track takes up the outside of the tunnel right along the wall so that way people who join me can use the inside wall to dig.
Well as i started to work my way around the edge i started to dig and i will find these water-filled holes in random spots along my path. The only thing that works is to have a bucket available and i find these things a lot. As i am digging and i lay down my torches and rails i will find these spots and the water will take out both my torches and rails. These happen almost every 1 in 10-20 blocks going at the same y level along the wall.
Random empty blocks in the end wall. Maybe a bug? More of a massive annoyance.
(snip - photo)
So the story behind this is that i was working on a tunnel system that would span wall to wall and a transit tunnel that would go around the map along the wall. Well my track takes up the outside of the tunnel right along the wall so that way people who join me can use the inside wall to dig.
Well as i started to work my way around the edge i started to dig and i will find these water-filled holes in random spots along my path. The only thing that works is to have a bucket available and i find these things a lot. As i am digging and i lay down my torches and rails i will find these spots and the water will take out both my torches and rails. These happen almost every 1 in 10-20 blocks going at the same y level along the wall.
I have encountered lava that will flow from the world edge boundary into the world, so I think you're encountering the same phenomena with water. Since I couldn't place a block in the edge wall to stop the lava flow, my solution was to be sure to build at least one block in from the world edge (i.e. such that I could fill in with blocks as needed in order to stop lava from flowing into my construction site. (NB: This was in a very early world - 1.6.6 or 1.7.3, so I don't think it's a new thing with TU7).
I have noticed that when I am mining a block or placing an item (i.e. torch) and then removing it, that block or item will respawn even though I already claimed it back to my inventory. This has not happened in the Nether, only the main world.
Why can't you place a ladder on a glowstone block anymore? Bug?
There also seems to be a bug with placed signs dissapering once in a while in Creative mode.
On the PC in their update to 1.0, glowstone's classification was changed from "stone" back into "glass." Therefore, the same was likely done on the XBox with TU7. By design, you cannot place ladders on a "glass" block.
By signs disappearing, I assume you mean the text from signs. Because it runs through the Live network, Microsoft filters out any words and phrases that it deems to be unacceptable. It's been awhile since I have it happen to me, so I don't remember exactly whether the sign is supposed to just gs blank or whether the text is supposed to replaced by some sort of notice.
If you physically mean the sign is disappearing, this could be an indication that lava is nearby. Within a certain distance, lava will burn up signs even through a solid stone or cobblestone wall.
I'm pretty sure they did, but if they added the ability for zombies to break doors down on HARD mode, it's bugged. I had a zombie and a creeper outside my house, which was probably thinking, "That's a very nice everything you have there," the zombie did not break my door down. That was an iron door. I immediately fought my way over to my forge which had a wood door. Same result. Please disregard post if the ability for breaking doors down was not yet added, I'm just pretty sure it was, because they added zombie sieges.
I'm pretty sure they did, but if they added the ability for zombies to break doors down on HARD mode, it's bugged. I had a zombie and a creeper outside my house, which was probably thinking, "That's a very nice everything you have there," the zombie did not break my door down. That was an iron door. I immediately fought my way over to my forge which had a wood door. Same result. Please disregard post if the ability for breaking doors down was not yet added, I'm just pretty sure it was, because they added zombie sieges.
zombie seiges were not added yet on the xbox version...O_o And since they are not neither is the door breaking thing...><
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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.
The following only happens with enchanted tools. When I have identical enchanted tools, like Pickaxe Efficiency I ant the one Im using wears out, I put the new one into the same quick select slot. When I close Inventory, the one that broke is back in my hand and the one I equiped is back in inventory. as soon as I mine the item braks again, I check inventory and the new one is back where it was before.
You can duplicate this by using one experienxe point on two tools so both have the same enchantment. When the first wears out press Y or move it into the same slot.
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Please actually read posts before responding, so you don't end up looking stewped.
The following only happens with enchanted tools. When I have identical enchanted tools, like Pickaxe Efficiency I ant the one Im using wears out, I put the new one into the same quick select slot. When I close Inventory, the one that broke is back in my hand and the one I equiped is back in inventory. as soon as I mine the item braks again, I check inventory and the new one is back where it was before.
You can duplicate this by using one experienxe point on two tools so both have the same enchantment. When the first wears out press Y or move it into the same slot.
I have also seen this bug happen, although in my case the items didn't have identical enchantments and weren't even in the same slot. One diamond pickaxe with Efficiency V and Unbreaking III in slot 1 of the hot bar, and a second new one with Efficiency V, Unbreaking III and Fortune III in slot 2. The first pickaxe broke, and I swapped something from my inventory into slot 1 and then switched to the other pickaxe in slot 2, dug a few blocks and noticed the other pickaxe had reappeared in slot 1. I was then able to use it for a while before it broke for good this time. I've seen this happen a few times now, but only with enchanted items, and only after using Y to swap something from my inventory into the slot vacated by the recently broken item.
I have a hunch it's to do with Unbreaking, and possibly some kind of spurious item update that happens when you use the quick move option.
OK, let me be more precise: The whole sign gets invisible at random times when placed empty, In most cases on stair blocks but also on other numerious blocks. They are visible for a while but disappear (invisible) after a while. And some times I have to place a sign several times due to the fact it gets invisible the first and/or second try. Known issue?
Thanks for clearing things up. Some invisibility issues has been reported already. I think this is the first one specifically mentioning signs, though.
Repeaters only working with dispensers when set to 3+ ticks & redstone wire running directly into it, or next to it.
Pistons are gubbed again :-( TU6 they worked fine for elevators, now in TU7 they seem to be hit or miss :-(
Bug in my redstone world, flatland. Animals don't spawn very often & when they do there are 4 or 5 total, can't farm chickens because I can only have 4 adults & 2 chicks at 1 time :[email protected] it's like there spawn is locked yet there are no other animals around. (as far as the eye can see)
Also not a bug, but why do we have mipmaps? There not needed, if you remove them the game looks cleaner & the FPS does not drop, that I can tell. (maybe for memory saving reasons?) & yes I have a Jtag, so I can test things also you locked all textures bar terrain.png :[email protected] will need to see about removing that so I can texture the hole game :-) oh & the items.png inside the default.xex file, is this used? The terrain.png one isn't.
This may not be a bug for for my brother, whenever he plays on his profile even on different controllers he always looks down he can't look in any other direction. The game works for me with no problems, only his profile. if anybody has some sort of answer for this problem place let me know. I've already thought of just making a new profile but if there is any other way that'd be great.
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This is an unavoidable consequence of the additions of more new biomes to the game between 1.8.2 and 1.0.1 because the worlds are generated using a seed string. A similar climate change occurred between the 1.7.3 and 1.8.2 updates. If you generate a new 1.0.1 world using the same seed string as your 1.8.2 world, you will see that a snow biome of some sort generates in the same coordinates as your desert generated in 1.8. This is not a unique problme ot the XBox. Similar climate change problems occurred on the PC when the new biomes were being added.
I believe we have one more round of these climate changes to go since jungles will be added in a future update. As a result, I'm just keeping my old world on hold for now until after the 1.2.3 climate change happens. Who knows, your desert might just revert back to desert when that update hits.
A couple side notes with the ghasts: Because of the low sound range, you don't get much warning about them, and once you get in close, you get blasted by the loud sounds, even on low volume... it can be a little surprising.
Other note, they seem to have really high spawn rates right now, very annoying if you have a portal you haven't build around yet.
This x1000
As for the biome shift that is normal for the terrain generation got changed, and it will change again when they add jungle.
I have also experienced what you are talking about with minecarts, although I thought nothing of it since that was in creative mode. So if it was not due to creative then that I have to say is problematic. Means also that powered rails are semi-useless up steep slopes...O_o
Usually a few will be enough for a small-medium, and a few more for a certain section more of the slope. However as it is now we almost need a power rail for each up section of slope, or so it seems. That makes no sense to me as it is like nitro to give a boost, but yet up hills it doesn't?! Well not enough, not even to normal speed which I would expect in the very least when going up slopes. Oh well...hmm...
I actually think it gives those caves a cool effect.
Me too. I like it... and it lets me know I'm near the edge of the world. Great place to build a base in the eerie light.
So the story behind this is that i was working on a tunnel system that would span wall to wall and a transit tunnel that would go around the map along the wall. Well my track takes up the outside of the tunnel right along the wall so that way people who join me can use the inside wall to dig.
Well as i started to work my way around the edge i started to dig and i will find these water-filled holes in random spots along my path. The only thing that works is to have a bucket available and i find these things a lot. As i am digging and i lay down my torches and rails i will find these spots and the water will take out both my torches and rails. These happen almost every 1 in 10-20 blocks going at the same y level along the wall.
I have encountered lava that will flow from the world edge boundary into the world, so I think you're encountering the same phenomena with water. Since I couldn't place a block in the edge wall to stop the lava flow, my solution was to be sure to build at least one block in from the world edge (i.e. such that I could fill in with blocks as needed in order to stop lava from flowing into my construction site. (NB: This was in a very early world - 1.6.6 or 1.7.3, so I don't think it's a new thing with TU7).
On the PC in their update to 1.0, glowstone's classification was changed from "stone" back into "glass." Therefore, the same was likely done on the XBox with TU7. By design, you cannot place ladders on a "glass" block.
By signs disappearing, I assume you mean the text from signs. Because it runs through the Live network, Microsoft filters out any words and phrases that it deems to be unacceptable. It's been awhile since I have it happen to me, so I don't remember exactly whether the sign is supposed to just gs blank or whether the text is supposed to replaced by some sort of notice.
If you physically mean the sign is disappearing, this could be an indication that lava is nearby. Within a certain distance, lava will burn up signs even through a solid stone or cobblestone wall.
zombie seiges were not added yet on the xbox version...O_o And since they are not neither is the door breaking thing...><
You can duplicate this by using one experienxe point on two tools so both have the same enchantment. When the first wears out press Y or move it into the same slot.
I have also seen this bug happen, although in my case the items didn't have identical enchantments and weren't even in the same slot. One diamond pickaxe with Efficiency V and Unbreaking III in slot 1 of the hot bar, and a second new one with Efficiency V, Unbreaking III and Fortune III in slot 2. The first pickaxe broke, and I swapped something from my inventory into slot 1 and then switched to the other pickaxe in slot 2, dug a few blocks and noticed the other pickaxe had reappeared in slot 1. I was then able to use it for a while before it broke for good this time. I've seen this happen a few times now, but only with enchanted items, and only after using Y to swap something from my inventory into the slot vacated by the recently broken item.
I have a hunch it's to do with Unbreaking, and possibly some kind of spurious item update that happens when you use the quick move option.
Thanks for clearing things up. Some invisibility issues has been reported already. I think this is the first one specifically mentioning signs, though.
Pistons are gubbed again :-( TU6 they worked fine for elevators, now in TU7 they seem to be hit or miss :-(
Bug in my redstone world, flatland. Animals don't spawn very often & when they do there are 4 or 5 total, can't farm chickens because I can only have 4 adults & 2 chicks at 1 time :[email protected] it's like there spawn is locked yet there are no other animals around. (as far as the eye can see)
Also not a bug, but why do we have mipmaps? There not needed, if you remove them the game looks cleaner & the FPS does not drop, that I can tell. (maybe for memory saving reasons?) & yes I have a Jtag, so I can test things also you locked all textures bar terrain.png :[email protected] will need to see about removing that so I can texture the hole game :-) oh & the items.png inside the default.xex file, is this used? The terrain.png one isn't.