Ever since villages were added. The Blacksmith building, this one, has no chest in it. It's supposed to, but it never does. I've made dozens of worlds with villages and I've never found the loot chest in a Blacksmith building.
Gonna guess it's a bug.
That has not been added yet... Although I suspect it may be added when trading comes about....
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.
Hey guys, I've been creating a few semi-automatic farms using water streams to collect wheat/pumpkins/melons, but for some reason it is not working as it should.
When using water to harvest stuff, part of the crop just disappears, forcing me to harvest everything with my hands.
I've built two different semi-automatic farms using water to harvest wheat, and I always end up losing a small amount of seeds instead of gathering more.
For example, in my first farm, I had 60 blocks of wheat, and after collecting it with water, I received only 45. After that I decided to harvest the wheat using my hands, and from the 60 blocks of wheat I got 82 seeds.
In my second farm, the same problem. 120 blocks, used water stream to harvest, got only 94 seeds. Then, harvested the same farm with my bare hands and got 145 seeds.
And in my third farm, the problem is a lot more visible: I built an automatic pumpkin/melon farm, which you can read about here in my signature link, I made a tutorial for the Minecraft Forum; This farm is really huge, there are 6 at each side of a small corridor where all the crop is taken by the water stream. Or at least it should be - the last two farms at the end of the corridor never get ANY pumpkin or melon, unless someone's there looking directly at the crop.
TL;DR: When using water streams to harvest stuff, I lose around 30% of the crop instead of getting more seeds/wheat.
So I wanted to know if anyone else is having the same issue...
The new patch released on January 30th, 2013 for Xbox 360 makes old gamesaves unplayable. Unable to mine/build, and game crashes 20 seconds after map loads. Is there any way to fix this? Could this have something to do with the file size? (19 MB)
My old worlds work fine, what I'm having problem with is the day/night cycle. it's freezing while the rest of the game moves on as if nothing is wrong.
Have you tried building a new portal? Mine is still freezing, but when I built a new portal I was able to get in that and then, when I died, I was able to get in the old portal again.
Sadly, when I exited the game without saving and came back in, the old portal went back to freezing.
I'd run with the new portal, but I've spent quite a bit of time building a structure around the original one . . . would kind of like to keep that one running. :/
On a side note, I've got a wall of cobblestone two squares away from my Portal in the Nether . . . I wonder if it's "too close" and that is somehow messing it up?
UPDATE: The "too close" issue seemed to be what was causing the problem. I made a second portal to the nether, went in there and found my first portal, moved all of the cobblestone 2 blocks away from the portal instead of 1, and now I can enter and exit the nether just fine, again.
On a related note, some of my attempts to build a new portal into te Nether were problematic. I ended up building 4, before I got a real stable one:
1st one - worked, but was killed by a ghast before I could fix anything, when I tried to go back in, the portal froze the game again.
** turned to Peaceful mode at this point**
2nd one - built close to the same place, but the portal that formed inthe nether was either hovering, or right on the very edge of a floating island, because, when I stepped out, I fell right into Lava.
3rd one - froze immediately, upon entering the portal . . . based on the placement of the others, I'm wondering if it's "counter portal" was formed in or "too close" to the big stack of Netherrack that was very near were the othe portals formed.
4th one - everything worked fine (though I was VERY close to the edge of a drop into lava, again, when I came out). I moved my cobblesrone from being too close to the first Portal, and now I have entered and exited several times, with no issues.
I also was clearing my Xbox cache and deleting then reinstalling the latest TU inbetween each attempt.
I've got a couple bugs for TU8. All of them are lingering ones from TU7. All of them occur in all types of play (i.e. single player, multi-player, etc.). I'm unsure whether or not they would occur in an online environment as i haven't played online in a while due to our wonky ISP.
~No sound when water hits lava source blocks and turns them into obsidian.
~Animals still disappearing from their pens when the player goes to another portion of the map for any amount of time. In the tutorial, the sheep for the breeding tutorial never appear to begin with. Eventually, all the other pairs were gone although other animals did spawn in them, which is amusing allbeit not the intended occurrence.
~Blocks appearing/reappearing is happening, but at a much lower rate. Often after we've been on for a few hours. Maybe a RAM/temp cache issue?
~Ghasts have it in for me. ;-) No, really. Built a nether portal in the overworld in close (ish) relation to where the nether fortress used to be in the tutorial (well played, 4J, well played) and entered the nether in a cavern of sorts. (Maybe it was 10 blocks high, 25 blocks long, and 25 blocks wide.) There were four ghasts waiting for me. This may not be a bug, but four should not have spawned together in a cavern that small. I play on easy so if there is any nerfing for the difficulty level, it wasn't present. Unless this was the nerf, to which i would say "All Hail the players on Hard!".
~Was doing some gardening in a fenced in area when night came, heard an enderman, and watched a grass block disappear out of the ground just outside the fence. Never saw the enderman even though i looked for him and got my sword out. I haven't encountered an enderman that close since so i don't know for sure if this was an invisible mob issue or not.
Will add more if/when i come across them.
After TU7, i decided to only play in the Tutorial until we have jungle biomes. After that, updates will likely be content changes and not world generation so we will be able to make seeds and really invest in them. I am extraordinarily grateful for the work 4J Studios is putting into this project and i understand we get free content other game owners would have to pay for as add-ons, DLC, etc. I also understand the work which goes into any programming. It's hard and is work most often unrecognized by the communities the work is being produced for. Thank you, 4J.
Edit: Literally a spoiler with a bug. I think it's a bug anyway even though it's not a big one by a long shot, but you never know when something small might be contributing to a bigger problem.
Kids were on a two hour delay today so we filled those hours with some MC. Went into my tutorial save (on easy) and figured it was time to fill the map in. Not to mention getting the remaining bonus chests/discs. Noticed i was no longer being marked for the amount out of 12 discs i've collected. Don't know if that is intended after an exit and save. Regardless, i found and obtained the swamp house chests and the "tree house" chest. Good times. There was no bonus chest in the mushroom biome. Again. Was this changed with TU8? Or still a bug? We saved and came back in on peaceful. Found the nether fortress, blaze spawners, and nether wart. (Thank you 4J!) Explored the whole fortress and did not find a nether fortress bonus chest. Like the mushroom biome chest, was this supposed to happen this way? I've never found the 12th chest so i have no idea whether or not that is working correctly.
Hey guys, I've been creating a few semi-automatic farms using water streams to collect wheat/pumpkins/melons, but for some reason it is not working as it should.
When using water to harvest stuff, part of the crop just disappears, forcing me to harvest everything with my hands.
I've built two different semi-automatic farms using water to harvest wheat, and I always end up losing a small amount of seeds instead of gathering more.
For example, in my first farm, I had 60 blocks of wheat, and after collecting it with water, I received only 45. After that I decided to harvest the wheat using my hands, and from the 60 blocks of wheat I got 82 seeds.
In my second farm, the same problem. 120 blocks, used water stream to harvest, got only 94 seeds. Then, harvested the same farm with my bare hands and got 145 seeds.
And in my third farm, the problem is a lot more visible: I built an automatic pumpkin/melon farm, which you can read about here in my signature link, I made a tutorial for the Minecraft Forum; This farm is really huge, there are 6 at each side of a small corridor where all the crop is taken by the water stream. Or at least it should be - the last two farms at the end of the corridor never get ANY pumpkin or melon, unless someone's there looking directly at the crop.
TL;DR: When using water streams to harvest stuff, I lose around 30% of the crop instead of getting more seeds/wheat.
So I wanted to know if anyone else is having the same issue...
Thanks
So that water bug is still there... hmm... I have only experienced it when laying track... the powered rails is what "vanished" was destroyed as if it were lava, but doesn't happen to all items, just a small portion, I also lost a bit of redstone, but that didn't matter as much as the powered rail. Lost a few redstone torched dealing with water as well, among other things... It is safe to say this is a bug since I do not thing it was intended for water to destroy items like lava does, even if a small portion...
Hey guys, I've been creating a few semi-automatic farms using water streams to collect wheat/pumpkins/melons, but for some reason it is not working as it should...
Like all things in Xbox Minecraft, there seems to be hard coded restrictions. The number of items floating around waiting for you to pick them up is limited. I expanded my wheat farm and saw the same thing. As new items were harvested, the first items harvested despawned.
I'm confident this has to do with limited xbox memory, since Minecraft must keep track of every floating item, its position, movement and provide seperate 5 minute time out values.
My solution was to use a counter circuit to release one piston/water stream at a time. Each button press harvests the next section. as soon as the harvest comes to me I push the button again. Takes a bit longer but I'm getting 3 times the wheat as I was when doing it all at once.
UPDATE: The "too close" issue seemed to be what was causing the problem. I made a second portal to the nether, went in there and found my first portal, moved all of the cobblestone 2 blocks away from the portal instead of 1, and now I can enter and exit the nether just fine, again.
On a related note, some of my attempts to build a new portal into te Nether were problematic. I ended up building 4, before I got a real stable one:
1st one - worked, but was killed by a ghast before I could fix anything, when I tried to go back in, the portal froze the game again.
** turned to Peaceful mode at this point**
2nd one - built close to the same place, but the portal that formed inthe nether was either hovering, or right on the very edge of a floating island, because, when I stepped out, I fell right into Lava.
3rd one - froze immediately, upon entering the portal . . . based on the placement of the others, I'm wondering if it's "counter portal" was formed in or "too close" to the big stack of Netherrack that was very near were the othe portals formed.
4th one - everything worked fine (though I was VERY close to the edge of a drop into lava, again, when I came out). I moved my cobblesrone from being too close to the first Portal, and now I have entered and exited several times, with no issues.
I also was clearing my Xbox cache and deleting then reinstalling the latest TU inbetween each attempt.
So i was forced to start a whole new world since my other tu7 world did not have blaze spawners.
In tu7 farming animals was easy as giving them wheat or seeds for the chickens.
In tu8 they act like real parents should but when the child gets to adult then the crap hits the fan.
First off i have the video in the end of this post that will show you what i am saying here.
So i understand that the parents should hang with the child but then when that child grows up the parents are still hanging with it even if you manage to separate them. Now i did not show the seperation part cause that is about a 2 hour process and i dont want a video that long and i dont have editing software that works. So here is how it goes.
parent 1 and 2 are given wheat and a baby is then spawned shortly after. They will follow that baby everywhere it goes. After the time has passed for the baby to get to full adult the parents still follow it everywhere. Separating it does nothing cause as long as that baby is within 20 blocks of the parents the parents lock onto it like a creeper does to the player. The mob mentality for this is making it hard to control who is what. I dare not even start breeding my 4 wolves now if this is the future of my animals. Im not going to go fetching my wolves every 5 seconds cause they want to follow the pup instead of me.
The pig hopping in the corner when its shown is the child of the other 2 pigs.
The cow hopping in the corner when its shown is the adult of the other adult cow and both of them are the parent of the child.
The sheep are first round breeding so nothing is out of the ordinary with them but shortly after this video was taken the lamb was made full adult and i tried to breed one of the other 2 with it and got the same senerio as noted above where the parent of the first lamb is following the first lamb and the first lamb that is now the parent of the second lamb is following the second lamb while the second adult is following the first lamb again.
I hope everyone understands this cause its confusing trying to figure out who is who in this farming mess.
I've got a couple bugs for TU8. All of them are lingering ones from TU7. [snip]
~No sound when water hits lava source blocks and turns them into obsidian.
~Animals still disappearing from their pens when the player goes to another portion of the map for any amount of time. In the tutorial, the sheep for the breeding tutorial never appear to begin with. Eventually, all the other pairs were gone although other animals did spawn in them, which is amusing allbeit not the intended occurrence.
~Blocks appearing/reappearing is happening, but at a much lower rate. Often after we've been on for a few hours. Maybe a RAM/temp cache issue?
~Ghasts have it in for me. ;-) [snip]
~Was doing some gardening in a fenced in area when night came, heard an enderman, and watched a grass block disappear out of the ground just outside the fence. Never saw the enderman even though i looked for him and got my sword out. I haven't encountered an enderman that close since so i don't know for sure if this was an invisible mob issue or not.
Will add more if/when i come across them.
After TU7, i decided to only play in the Tutorial until we have jungle biomes. [snip]A
Went into my tutorial save (on easy) and figured it was time to fill the map in. Not to mention getting the remaining bonus chests/discs. Noticed i was no longer being marked for the amount out of 12 discs i've collected. Don't know if that is intended after an exit and save. Regardless, i found and obtained the swamp house chests and the "tree house" chest. Good times. There was no bonus chest in the mushroom biome. Again. Was this changed with TU8? Or still a bug? We saved and came back in on peaceful. Found the nether fortress, blaze spawners, and nether wart. (Thank you 4J!) Explored the whole fortress and did not find a nether fortress bonus chest. Like the mushroom biome chest, was this supposed to happen this way? I've never found the 12th chest so i have no idea whether or not that is working correctly.
I can confirm that the sound still cuts out when water hits lava. My animals, however, are not disappearing from the 4J constructed pens in the tutorial world. They have been relatively stable in these pens since TU7 came out. Animals are now staying relatively OK in similarly constructed pens in other worlds and in other areas of the tutorial world. I can confirm that blocks are still reappearing on me after TU8. The delays do appear to have been shortened, but the blocks do definitely reappear momentarily. I have experienced heavy ghast fire in the nether as well. Single dirt blocks are disappearing from the landscape (i.e. looks like enderman activity); however, this is also happening even on Peaceful mode when no endermen should be generating in the world.
To IamSelendis - The chest in the Nether in the tutorial world is no longer in the fortress since the fortress has moved. The chest, however, has stayed behind in it's old coordinates, which are now a small cave buried in the netherrack. This will make this chest near impossible for noobs to find without knowing the previous coordinates and making a map in the nether to locate those coordinates. The chest on the Mushroom Island does not generate IF the tutorial mode is left before the chunk the chest is located in is explored and the terrain in that area is fully generated. This was done intentionally by 4J apparently to encourage people to stay in the tutorial mode after being allowed to leave the main tutorial area. In the 1.8.2 tutorial, there were 3 chests programmed this way. In the 1.0.1 tutorial the Mushroom Island chest is the only chest programmed this way.
Kind of dumb that blacksmith chests haven't been added yet. They were added in 1.1 on the PC, which I believe we are currently equivalent to.
actually no we are equivalent to 1.01 not 1.1...lol Who would have thought that such a small number could be misread or well.. I guess forgotten in this case...>< This is one reason I prefer them using an actual update # than just saying TU#. Makes it easier to read and figure out where they stand till they reach the end of this segment.:(
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.
I could be wrong, but I'm pretty sure that dog won't attack hostile mobs anymore; I've attacked some near my dogs and they didn't do anything, and I just saw a video where a guy was attacking a spider with his standing dog literally right there and it didn't go after it.
I just started having this problem yesterday and it looks like at least one other person on here does as well. When I go into the Nether the Entering Nether screen just shows up with no loading bar and then it just freezes. The music plays for a few seconds and then that stops and the xbox freezes as well. It was working fine yesterday morning, but last night and this morning it doesnt work.
To IamSelendis - The chest in the Nether in the tutorial world is no longer in the fortress since the fortress has moved. The chest, however, has stayed behind in it's old coordinates, which are now a small cave buried in the netherrack. This will make this chest near impossible for noobs to find without knowing the previous coordinates and making a map in the nether to locate those coordinates. The chest on the Mushroom Island does not generate IF the tutorial mode is left before the chunk the chest is located in is explored and the terrain in that area is fully generated. This was done intentionally by 4J apparently to encourage people to stay in the tutorial mode after being allowed to leave the main tutorial area. In the 1.8.2 tutorial, there were 3 chests programmed this way. In the 1.0.1 tutorial the Mushroom Island chest is the only chest programmed this way.
Thank you. Fortunately, i have those coordinates, but i think i like the idea of the chest not being in the fortress now that you've told me that. I will keep it in mind about the mushroom bonus chest. It kind of sucks for the kids because they were building up defenses and supplies to go looking for the mushroom biome (about 3.5 hours work) when i told them to get ready for bed. Now, that i know, maybe we'll do a do over with this in mind. Thank you, again.
Rollback Post to RevisionRollBack
~My problem is a simple one: I'm severely allergic to stupid.~
That has not been added yet... Although I suspect it may be added when trading comes about....
-
View User Profile
-
View Posts
-
Send Message
Retired StaffWhen using water to harvest stuff, part of the crop just disappears, forcing me to harvest everything with my hands.
I've built two different semi-automatic farms using water to harvest wheat, and I always end up losing a small amount of seeds instead of gathering more.
For example, in my first farm, I had 60 blocks of wheat, and after collecting it with water, I received only 45. After that I decided to harvest the wheat using my hands, and from the 60 blocks of wheat I got 82 seeds.
In my second farm, the same problem. 120 blocks, used water stream to harvest, got only 94 seeds. Then, harvested the same farm with my bare hands and got 145 seeds.
And in my third farm, the problem is a lot more visible: I built an automatic pumpkin/melon farm, which you can read about here in my signature link, I made a tutorial for the Minecraft Forum; This farm is really huge, there are 6 at each side of a small corridor where all the crop is taken by the water stream. Or at least it should be - the last two farms at the end of the corridor never get ANY pumpkin or melon, unless someone's there looking directly at the crop.
TL;DR: When using water streams to harvest stuff, I lose around 30% of the crop instead of getting more seeds/wheat.
So I wanted to know if anyone else is having the same issue...
Thanks
UPDATE: The "too close" issue seemed to be what was causing the problem. I made a second portal to the nether, went in there and found my first portal, moved all of the cobblestone 2 blocks away from the portal instead of 1, and now I can enter and exit the nether just fine, again.
On a related note, some of my attempts to build a new portal into te Nether were problematic. I ended up building 4, before I got a real stable one:
1st one - worked, but was killed by a ghast before I could fix anything, when I tried to go back in, the portal froze the game again.
** turned to Peaceful mode at this point**
2nd one - built close to the same place, but the portal that formed inthe nether was either hovering, or right on the very edge of a floating island, because, when I stepped out, I fell right into Lava.
3rd one - froze immediately, upon entering the portal . . . based on the placement of the others, I'm wondering if it's "counter portal" was formed in or "too close" to the big stack of Netherrack that was very near were the othe portals formed.
4th one - everything worked fine (though I was VERY close to the edge of a drop into lava, again, when I came out). I moved my cobblesrone from being too close to the first Portal, and now I have entered and exited several times, with no issues.
I also was clearing my Xbox cache and deleting then reinstalling the latest TU inbetween each attempt.
Hope this helps someone!
~No sound when water hits lava source blocks and turns them into obsidian.
~Animals still disappearing from their pens when the player goes to another portion of the map for any amount of time. In the tutorial, the sheep for the breeding tutorial never appear to begin with. Eventually, all the other pairs were gone although other animals did spawn in them, which is amusing allbeit not the intended occurrence.
~Blocks appearing/reappearing is happening, but at a much lower rate. Often after we've been on for a few hours. Maybe a RAM/temp cache issue?
~Ghasts have it in for me. ;-) No, really. Built a nether portal in the overworld in close (ish) relation to where the nether fortress used to be in the tutorial (well played, 4J, well played) and entered the nether in a cavern of sorts. (Maybe it was 10 blocks high, 25 blocks long, and 25 blocks wide.) There were four ghasts waiting for me. This may not be a bug, but four should not have spawned together in a cavern that small. I play on easy so if there is any nerfing for the difficulty level, it wasn't present. Unless this was the nerf, to which i would say "All Hail the players on Hard!".
~Was doing some gardening in a fenced in area when night came, heard an enderman, and watched a grass block disappear out of the ground just outside the fence. Never saw the enderman even though i looked for him and got my sword out. I haven't encountered an enderman that close since so i don't know for sure if this was an invisible mob issue or not.
Will add more if/when i come across them.
After TU7, i decided to only play in the Tutorial until we have jungle biomes. After that, updates will likely be content changes and not world generation so we will be able to make seeds and really invest in them. I am extraordinarily grateful for the work 4J Studios is putting into this project and i understand we get free content other game owners would have to pay for as add-ons, DLC, etc. I also understand the work which goes into any programming. It's hard and is work most often unrecognized by the communities the work is being produced for. Thank you, 4J.
Edit: Literally a spoiler with a bug. I think it's a bug anyway even though it's not a big one by a long shot, but you never know when something small might be contributing to a bigger problem.
So that water bug is still there... hmm... I have only experienced it when laying track... the powered rails is what "vanished" was destroyed as if it were lava, but doesn't happen to all items, just a small portion, I also lost a bit of redstone, but that didn't matter as much as the powered rail. Lost a few redstone torched dealing with water as well, among other things... It is safe to say this is a bug since I do not thing it was intended for water to destroy items like lava does, even if a small portion...
Iron and Gold ores provide experience when you pick up smelted ingots from the furnace, not when they are mined.
Like all things in Xbox Minecraft, there seems to be hard coded restrictions. The number of items floating around waiting for you to pick them up is limited. I expanded my wheat farm and saw the same thing. As new items were harvested, the first items harvested despawned.
I'm confident this has to do with limited xbox memory, since Minecraft must keep track of every floating item, its position, movement and provide seperate 5 minute time out values.
My solution was to use a counter circuit to release one piston/water stream at a time. Each button press harvests the next section. as soon as the harvest comes to me I push the button again. Takes a bit longer but I'm getting 3 times the wheat as I was when doing it all at once.
The basis for the circuit design is here http://www.minecraft...esigns/#COUNTER You should get the idea.
Anyway is a bug, i hope 4J fixes it
So i was forced to start a whole new world since my other tu7 world did not have blaze spawners.
In tu7 farming animals was easy as giving them wheat or seeds for the chickens.
In tu8 they act like real parents should but when the child gets to adult then the crap hits the fan.
First off i have the video in the end of this post that will show you what i am saying here.
So i understand that the parents should hang with the child but then when that child grows up the parents are still hanging with it even if you manage to separate them. Now i did not show the seperation part cause that is about a 2 hour process and i dont want a video that long and i dont have editing software that works. So here is how it goes.
parent 1 and 2 are given wheat and a baby is then spawned shortly after. They will follow that baby everywhere it goes. After the time has passed for the baby to get to full adult the parents still follow it everywhere. Separating it does nothing cause as long as that baby is within 20 blocks of the parents the parents lock onto it like a creeper does to the player. The mob mentality for this is making it hard to control who is what. I dare not even start breeding my 4 wolves now if this is the future of my animals. Im not going to go fetching my wolves every 5 seconds cause they want to follow the pup instead of me.
The pig hopping in the corner when its shown is the child of the other 2 pigs.
The cow hopping in the corner when its shown is the adult of the other adult cow and both of them are the parent of the child.
The sheep are first round breeding so nothing is out of the ordinary with them but shortly after this video was taken the lamb was made full adult and i tried to breed one of the other 2 with it and got the same senerio as noted above where the parent of the first lamb is following the first lamb and the first lamb that is now the parent of the second lamb is following the second lamb while the second adult is following the first lamb again.
I hope everyone understands this cause its confusing trying to figure out who is who in this farming mess.
I can confirm that the sound still cuts out when water hits lava. My animals, however, are not disappearing from the 4J constructed pens in the tutorial world. They have been relatively stable in these pens since TU7 came out. Animals are now staying relatively OK in similarly constructed pens in other worlds and in other areas of the tutorial world. I can confirm that blocks are still reappearing on me after TU8. The delays do appear to have been shortened, but the blocks do definitely reappear momentarily. I have experienced heavy ghast fire in the nether as well. Single dirt blocks are disappearing from the landscape (i.e. looks like enderman activity); however, this is also happening even on Peaceful mode when no endermen should be generating in the world.
To IamSelendis - The chest in the Nether in the tutorial world is no longer in the fortress since the fortress has moved. The chest, however, has stayed behind in it's old coordinates, which are now a small cave buried in the netherrack. This will make this chest near impossible for noobs to find without knowing the previous coordinates and making a map in the nether to locate those coordinates. The chest on the Mushroom Island does not generate IF the tutorial mode is left before the chunk the chest is located in is explored and the terrain in that area is fully generated. This was done intentionally by 4J apparently to encourage people to stay in the tutorial mode after being allowed to leave the main tutorial area. In the 1.8.2 tutorial, there were 3 chests programmed this way. In the 1.0.1 tutorial the Mushroom Island chest is the only chest programmed this way.
actually no we are equivalent to 1.01 not 1.1...lol Who would have thought that such a small number could be misread or well.. I guess forgotten in this case...>< This is one reason I prefer them using an actual update # than just saying TU#. Makes it easier to read and figure out where they stand till they reach the end of this segment.:(
Thank you. Fortunately, i have those coordinates, but i think i like the idea of the chest not being in the fortress now that you've told me that.