I'm having problems with my friend's not showing up on the game's you can join section. It's also not letting me connect when friend's send me game invites. I've already cleared my system cash, double checked my internet connection, and had my friend's do the same. please help.
My brother has that sometimes too. I'm not sure if it's your internet (though you did check that, so chances are it isn't that), Xbox Live issues, or game glitches. It could be that those friends are in their friends's worlds & have allow friends of friends off.
Xbox Live issues, or game glitches. It could be that those friends are in their friends's worlds & have allow friends of friends off.
That's the thing. They have the friends of friends on, and are waiting for me to accept their invite. I accept their invites, but it constaly says that conection to the server was lost. Thats when I rest my internet turn off my xbox360 and wait 30 seconds. I restart and cheack the internet conection. That comes up with an exalent conection.
I then load minecraft and check the play or join a friend section. Which the play section shows up with the worlds I've created, but a blank section for the join a friend section. Even though my friends are still on and playing minecraft. I can get on the rest of my online games with them and have no problems. Its only minecraft that wont let me do any thing but creat worlds and play single player.
Everytime I exit&save my world and start it up again, I get a new starting chest in a slightly different spot by the starting area with different common materials/items. I always take everything including the chest and it respawns when I re-enter the game.
Everytime I exit&save my world and start it up again, I get a new starting chest in a slightly different spot by the starting area with different common materials/items. I always take everything including the chest and it respawns when I re-enter the game.
This is how the Bonus Chest feature is apparently intended to work. It will continue to respawn a new chest if you take the old one. If you no longer want a new chest to spawn, just leave the old one sitting there (empty if you like) and it will prevent new ones from spawning whenever you re-enter the world. I don't really understand why it has been programmed that way, but 4J have confirmed that it is doing what it is intended to do... so, it's not technically a bug.
The map Seeds they did not provide this and a person provided me with the seed number from the save after telling me how to get this file, then they updated showing the seeds from then on, this was provide by a moderator I dont remember who they were. They were a very big help
The secound
I was looking at this because my file size changed during rename during the times of corruption when renaming a file would take it from 23mb down to 9mb
This felt was strange because I though during the renaming the data might have been getting lost in a copy array in memory and would explain for the file difference in size
This Reason being the last now file warning to overwrite being your problem and every one elses is
They don't change the name on the .bin file now they just change the name with in the file this is just useless I looked in to this because after renaming the world it asked me if I wanted to overwrite the save file on my usb stick wait they have to different names, so I thought.
After a closer look I found that in fact the file name was not changing at all this was why.
In the older version they renamed the files with a "t" or a "v" form the original "s" thus allowing for renaming of the file and name.
The six digits appear to be HHMMSS as a time stamp
Examples below:
SaveYYYYMMDDHHMMSS.bin TaveYYYYMMDDHHMMSS.bin <- new name VaseYYYYMMDDHHMMSS.bin <- new name
Now when you save the file always remains SaveYYYYMMDDHHMMSS.bin with the name still stored inside the file
Now with the remaning it is not renaming there is no reason to rename as the file name stays the same
They change the last 6 digits I dont know why the last six could be very imprtant and this is why they only changed the S to a T or V before I dont know
Some of this must also be connected to the contents of the file itself and to its location (hard drive or USB). I can rename the file on the HDD after playing it for a time and then save a second backup of it on the USB under the new name. By doing it this way, it does not attempt overwrite the original backup on the USB, so it is recognizing it as a changed and, therefore, different file and a string of copies of the same file can exist on the USB as sequenced backups over time). The problem seems to arise when you try to save a second copy of the same file (under any name) onto the hard drive. A message generally appears about something being corrupted and then in the end the gamesave file on the hard drive gets erased. The backup copy on the USB is generally OK and can subsequently be copied onto the hard drive after the original gamesave goes bye-bye. As I said, I suspect this is somehow related to a security feature that prevents the downloading and sharing of gamesaves owned by other people. I haven't pushed my luck with it further since my main purpose for wanting to copy the file is only for having a recent backup in case the original/main gamesave file becomes corrupted.
Some of this must also be connected to the contents of the file itself and to its location (hard drive or USB). I can rename the file on the HDD after playing it for a time and then save a second backup of it on the USB under the new name. By doing it this way, it does not attempt overwrite the original backup on the USB, so it is recognizing it as a changed and, therefore, different file and a string of copies of the same file can exist on the USB as sequenced backups over time). The problem seems to arise when you try to save a second copy of the same file (under any name) onto the hard drive. A message generally appears about something being corrupted and then in the end the gamesave file on the hard drive gets erased. The backup copy on the USB is generally OK and can subsequently be copied onto the hard drive after the original gamesave goes bye-bye. As I said, I suspect this is somehow related to a security feature that prevents the downloading and sharing of gamesaves owned by other people. I haven't pushed my luck with it further since my main purpose for wanting to copy the file is only for having a recent backup in case the original/main gamesave file becomes corrupted.
I like to have a choice if my game save dose not go in the direction I want I can revert so i so dont spent all my time ripping it all appart
or if I have a maze I can have it go in two differnt directions
1. Enchanted pickaxes with unbreaking (III) don't make a sound when they break.
2. Iron ore does not yield XP when mined. But do give XP when smelting, personally I'd think it more logical to give XP on both occassions as one person can mine it and another smelt it but that's beyond the scope of this thread I guess.
3. Gold ore does not yield XP when mined.
There is a reason that Iron and Gold do not give you XP when they are mined.
When you mine Coal, Diamonds, Lapis, and Redstone they drop heir item. That means you cannot mine them again to get more experience. When you mine Iron and Gold, they do not drop their respective ingots, they drop the actual ore block. If they gave experience, you could just keep placing them over and over and mine them each time to get XP.
I'm guessing it was far simpler to just make them not give XP when mined and just making them give the XP when they're smelted since they need to be smelted to be used.
On a different topic, I'm surprised at the amount of things reported on here that aren't actually bugs but just the way the game works.
Save and autosave work when the splitscreen player has an item in the enchantment table, upon reloading that save the item in the enchantment table is gone/poof/dissappeared/joined another dimension.
Interesting bug... something different for a change. I'll try to test it out. Just a clarification, are you talking about physically reloading the save as in having exited the game and re-entering... or just resuming the game after it pauses to save?
I do see an obvious workaround - the autosave does now provide a warning that it's about to kick in which would allow enough time for any players using an enchanting table to either complete their enchantment or remove the item from the table before the save takes place.
Aye talking about physically reloading or continueing the next day, not about pausing the game and resuming it. The save feature actually has a protection built in for the host where it will postpone the autosave untill the enchantment is done, furnance is closed, chest exited, crafting table is exited most likely to prevent data corruption\loss issues like this one. It be interesting to know if the bug is related solely to splitscreen or also to multiplayer participants.
OK, I tested this out and found:
1. Autosave - Will not kick in while Player 1 is using an enchanting table; but will kick in without warning if overdue when Player 1 closes the enchanting table. However, since it does not cause the game to be exiting, the game will resume with Player 2 still standing before an open enchanting box and the item to be enchanted will remain in the slot in that box.
2. Player 1 manually Saves and Exits while Player 2 is using an enchanting table (which automatically kicks Player 2 from the game) - Upon Player 2 re-entering the game, the enchantment table is closed and the item is found in Player 2's inventory. If the item had already been enchanted but not yet removed from the table, the item that returns to Player 2's inventory is enchanted. If the enchantment had not yet been selected, the item that returns to Player 2's inventory is not enchanted.
Sorry, no other dimension involved that I could see. The only thing that I thought might not be working as intended was the fact that the "autosave" warning message did not appear when Player 1 closed the enchantment table after the autosave was overdue.
The way to reproduce it is as follows:
1. Start game in online, survival (normal) with two players on the same xbox (splitscreen).
2. The host player saves (either manually or auto) when the second player has an item in the enchantment table (not yet enchanted).
3. Exit the game.
4. Load the game.
5. The item player two had in the enchantment table will be gone.
That is precisely one of the tests I did (with the exception of being offline since I don't currently have access to my son's online gamertag since he is away from home right now) and the item player two had in the enchantment table was returned to his inventory. Depending on whether or not he had accepted a proposed enchantment, the item in his inventory may have been enchanted or not yet enchanted... but it was always there. I actually tested it multiple times and in multiple scenarios... and each time any sort of save with an exit and re-enter of the game was done while Player 2 had an item in an open enchantment table, the item was returned to Player 2's inventory when Player 2 re-entered the game and the enchantment table box was closed. I have no reason to suspect that checking an online game will make any difference, but I could be wrong. However, someone else will have to test that aspect of it.
IMPORTANT ETA: OK, I'm tenacious. I got my son to get allow me to log in under his Live gamertag and reran a test using him as Player 1 and my offline profile as Player 2. However, I did not have online game checked. I first ran the test in normal and, guess what, the item disappeared completed as you said it would. I ran it again in peaceful and, guess what, the item also disappeared. The game did not have to be physically online and it did not matter what survival difficulty was used - The only difference between my tests now and before was that Player 1 was a Live gamertag rather than a local offline profile.
ETA ETA: Oops, just thought of another difference that I didn't fully eliminate this morning. I didn't test the difference between a "save and exit" vs. a "save" and then "exit without saving." Will check this one out more later tonight when I get back home again and let you know.
FINAL ETA: OK, I did finally get the bug to occur using 2 offline profiles, so the issue has nothing to do with the online status or the Live gamertags. The trigger is clearly an "exit without saving" after initially just saving the file.
I found a bug where I had an iron door stuck open. I would push the button and nothing would happen then I push it again and it stays in the open position.
MINOR:
So i was mining and i noticed on my HDTV that there was an occasional block that would pop up in the corner but before i noticed there was when i mining around my maps i thought it was just a mob of some sort. After knowing it was not a mob i started to think it was my eyesight. Then i had a vision check which i thought it was and since i needed once every year i did it and they said everything was normal so that idea was trashed. Then i started to test my ideas and went to my testing world as you see above and placed a massive line of stone and ores and everything that would be found in creative when mining. The glitch happens so fast that there is no time to take a screenshot so i started to test with EVERYTHING IN THE GAME where i come to the above pic.
If you look at the top of the pic just to the right of the redstone repeaters you will see a bottle of xp in the distance. Now this does not just happen in 3rd person but it also happens in 1st person. That bottle you see comes from the exact center of the map. x0 y0 z0
This was taken at a spot that i was working on testing out designs on that contains lava and fire of some sort which is at x285 z-319 at the spot you see me standing.
If you make or drop or throw any item in the game you can see it in a split second so fast that it sometimes dont register which i believe is supposed to happen but you can see it on the off chance such as the above screenshot.
MAJOR:
So i love doing cool tricks and stuff and i am always looking to better my worlds with as many space/item/time saving tips and tricks.
But i was watching some videos on some neat ways to do stuff and i had found one of Etholabs videos. Now this is one of a dozen people who i follow on youtube cause they have this prank wars thing going on but i started to go back to some older vids looking for neat things to do when i saw this part and i attempted to copy it in my test world.
***NOTE: THE PART OF THE VIDEO THAT IS ABOUT THE TOWER STARTS AT 22:14.***
I did it exactly as etho did and the chests glitched. They are visually still there even though they blew up. In the desc of that video you see the guude guys vid reply to it and you can see that he breaks the block that was supposed to be broken and all the stuff comes down. But in my test world and 1 of my survival maps, at the same exact height that etho had. The boxes visually glitched. The boxes were there visually but not physically. The only way to fix this issue was to save/exit and come back.
After repeating this over 30 times. Yes that means there were 30 towers of gravel/sand and a massive series of pistion setups that i could trigger them all to run. They all did it. The image below is from one of the early tests. The left one is gravel the right is sand. In the image this was the result of only 2 towers of which you see.
Again you see the boxes but cant do anything to them and you can move right through them.
Below is the view of inside the box and me inside of one.
I found a bug where I had an iron door stuck open. I would push the button and nothing would happen then I push it again and it stays in the open position.
Not a bug.
I explained how to fix this a couple pages back. Someone else posted a video. It requires a very basic understanding of redstone. If you're not good with redstone Sethbling and GenerikB both have very good tutorials on their respective youtube channels.
EDIT - Im sorry. Reread your post and need to add: the aforementioned fix is for double doors. Was yours a single iron door? Theres currently a minor bug where a pressed button would sometimes not pop back out. See if thats happening to you.
Interesting, so apparently the bug doesnt occure when you do an exit and save but does occur when you save and then do a exit without saving. That surprises me as it means there is a difference between the save modes. Unless you were testing by doing a save and then doing save and exit which would over mean you'd do another save with a different status on the enchantment table.
It is very interesting. My initial tests were doing a "save and exit" (one step) and the item was returned to the crafting table. When I first tested with the Live gamertag, i did a "save" and then "exit without saving" and the item disappeared. When I thought about it more carefully last night, I tested the follwing "save and exit" (one step), "save" and then "save and exit" (redundant step) and both of these returned the item to the crafting table. Doing a "save" and then "exit without saving" caused the item to disappear. All saves were done after player 2 had opened the enchanting table and placed an item in the slot; that is, I did not test a "save" with the enchanting table closed and the an 'exit without saving" with the enchanting table open, since I would expect that one to take the world back to whatever point the last save had been done before the enchanting table was even opened. So, then I went back to both profiles being offline ones and got the same results. So, the "exit without saving" (after having just saved the world) seems to be the culprit.
The obvious workaround for now is to avoid the "exit without saving" button as much as possible. It's a bit of flip of what we were doing when the missing inventory bug was in the game. At that time, it was the "save and exit" that was the problem, so we were asked to "save" and then "exit without saving."
Back in TU7, when I first noticed my entire Mineshaft go missing in the Tutorial world, it was after having done an "exit without saving" - I'm now wondering if they are different expressions of the same issue... also wondering about missing blaze spawners, since it might make sense that people who scout out their nethers in creative mode might "exit without saving" to preserve the status of their world as being "created in survival mode."
Here are seven bugs i've experienced in MCX360E that i'm having rarely or often if not always for some.
1. Not knowing when too fast is really too fast: Water flying off the rear of the boats don't appear when i speed up over the safe (for the boat to stay intact when colliding on walls) speed. I'm sure a lot of players noticed this one. Criticality would be
2. Door echo? i dunno: Doors very often do twice the activation sound when i only open to get in my house then close it afterwards to go sleep making four activation sounds play instead of two. Not sure if any player had that? criticality:
3. Armor shoulder torn off inside: When i load a map and/or enter one the right shoulder of my current armor will be tilted inside and the character's own shoulder will remain normal causing it to bypass the graphic. This one is actually a less frequent occurance. criticality:
4. Underwater camera not working well at all: about 90% of the directions and height i look won't be hindered by the camera changing to underwater mode, making it look like i was using my diving goggles in the recreation center's swimming pool in my town during afternoon, which means clear like I wasn't submerged. I'm very sure almost all players experienced this if not everyone. criticality:
5. Completely friendly creeper count? One for me: I've had a creeper following me and not blowing up at all. Heck,i've attacked it and tried all sorts of way before it dies to get it back to normal such as sprint punching it,pushing it down a reclimbable 4 blocks deep fall,eluding it into falling down a water body which has downwards current and trapping it to drown,it didn't work,so i killed it with my Iron Sword. An X-tremely rare occurance. criticality?
6. The world is underwater!!: Going down a water surrounded ladder into a not-so-well enclosed dry hole
down a long ladder will way always result (at least to me) in having the underwater cam which caused me to not know there was a walking powder keg getting ready to blow me up in one shot (which it did) because there was fog as if i was really submerged making the view limited. This one always happen to me. criticality: as heck
7. Look mom, I'm sitting while i'm standing!!: The character will have his hands forward after i leave a boat but still bobbing when i walk,making the character look like half-undead or a
corrupt version of the Marley's Ghost skin or just plain zombie skin variants
and it happens almost all the time to me. criticality:
Take note: 5. Only occurred one time to me,and it was fun to mess with the creeper until i loaded the game and got blown by a fastly priming version of the creeper due to lag that shouldn't be here since i was offline.
I hope i pointed a good bunch of solvable bugs here,they are tested by me and i know a bug when i see one,often.
Minecraft XBOX360 for the win... Ain't no one's gonna avert me from preferring it.
I really could care less about the game bein' backwards a few updates, I'd rather play it with friends than on my weak LAN.
Is there any solution (apart from wait for 4J to fix it) to the nether portal crash, never had an issue with it until today?
Yes, I've described the cause and procedure to correct it several times already on various threads in the "Help & Support Section." You need to build a new portal in the overworld a loong, looong, looooong way away from you first portal (that has likely been disabled by a "stuck" ghast fireball). What you want is for the game to generate a second, new portal in the nether. Then, once you're in the nether, you can destroy your first portal and either rebuild it and light it again while in the nether or exit the nether via your second portal and, once back in the overworld, try re-entering the nether from you first overworld portal (which will cause a new portal to generate in the nether in the first location).
Interesting, so apparently the bug doesnt occure when you do an exit and save but does occur when you save and then do a exit without saving. That surprises me as it means there is a difference between the save modes. Unless you were testing by doing a save and then doing save and exit which would over mean you'd do another save with a different status on the enchantment table.
Sadly, DrA, it seems we weren't quick enough in working this issue out. Judging by the TU9 changelog, it won't get fixed this time round.
Is there any solution (apart from wait for 4J to fix it) to the nether portal crash, never had an issue with it until today?
Never had it happen personally. But I heard someone fixed it by building a second portal in another chunk, entered the nether, found the first portal, mined all the netherrack within a few blocks from it, and used it to return to the surface. Said both portals worked fine after that.
Heres A Bug For Yah!
a sign will randomly be blanked out, i typed in this is MY stuff and it got blanked, i put it in again and it didnt work, saved and quit, tried again and it worked, its ana annoying little bug, on that needs to be SQUASHED.
I found a bug from TU8:
When you place glowstone in a hole, if there is drop able item there and the item is forced up, it just floats there and you can't pick it up until you destroy the glowstone. Hope this helps make the game better.~
Heres A Bug For Yah!
a sign will randomly be blanked out, i typed in this is MY stuff and it got blanked, i put it in again and it didnt work, saved and quit, tried again and it worked, its ana annoying little bug, on that needs to be SQUASHED.
I think I know how to fix this; simply place a torch or light source in front of the sign and the words should re-appear. That usually works for me.
My brother has that sometimes too. I'm not sure if it's your internet (though you did check that, so chances are it isn't that), Xbox Live issues, or game glitches. It could be that those friends are in their friends's worlds & have allow friends of friends off.
I then load minecraft and check the play or join a friend section. Which the play section shows up with the worlds I've created, but a blank section for the join a friend section. Even though my friends are still on and playing minecraft. I can get on the rest of my online games with them and have no problems. Its only minecraft that wont let me do any thing but creat worlds and play single player.
This is how the Bonus Chest feature is apparently intended to work. It will continue to respawn a new chest if you take the old one. If you no longer want a new chest to spawn, just leave the old one sitting there (empty if you like) and it will prevent new ones from spawning whenever you re-enter the world. I don't really understand why it has been programmed that way, but 4J have confirmed that it is doing what it is intended to do... so, it's not technically a bug.
Some of this must also be connected to the contents of the file itself and to its location (hard drive or USB). I can rename the file on the HDD after playing it for a time and then save a second backup of it on the USB under the new name. By doing it this way, it does not attempt overwrite the original backup on the USB, so it is recognizing it as a changed and, therefore, different file and a string of copies of the same file can exist on the USB as sequenced backups over time). The problem seems to arise when you try to save a second copy of the same file (under any name) onto the hard drive. A message generally appears about something being corrupted and then in the end the gamesave file on the hard drive gets erased. The backup copy on the USB is generally OK and can subsequently be copied onto the hard drive after the original gamesave goes bye-bye. As I said, I suspect this is somehow related to a security feature that prevents the downloading and sharing of gamesaves owned by other people. I haven't pushed my luck with it further since my main purpose for wanting to copy the file is only for having a recent backup in case the original/main gamesave file becomes corrupted.
I like to have a choice if my game save dose not go in the direction I want I can revert so i so dont spent all my time ripping it all appart
or if I have a maze I can have it go in two differnt directions
Project Aztec Server Stats: Rage Quits - 132 Deaths - 311 Survivors - 13, 11:36
When you mine Coal, Diamonds, Lapis, and Redstone they drop heir item. That means you cannot mine them again to get more experience. When you mine Iron and Gold, they do not drop their respective ingots, they drop the actual ore block. If they gave experience, you could just keep placing them over and over and mine them each time to get XP.
I'm guessing it was far simpler to just make them not give XP when mined and just making them give the XP when they're smelted since they need to be smelted to be used.
On a different topic, I'm surprised at the amount of things reported on here that aren't actually bugs but just the way the game works.
Interesting bug... something different for a change. I'll try to test it out. Just a clarification, are you talking about physically reloading the save as in having exited the game and re-entering... or just resuming the game after it pauses to save?
I do see an obvious workaround - the autosave does now provide a warning that it's about to kick in which would allow enough time for any players using an enchanting table to either complete their enchantment or remove the item from the table before the save takes place.
Someone was nice enough to post a video on the forums on how to achieve this. Now it can be used to fix it.
OK, I tested this out and found:
1. Autosave - Will not kick in while Player 1 is using an enchanting table; but will kick in without warning if overdue when Player 1 closes the enchanting table. However, since it does not cause the game to be exiting, the game will resume with Player 2 still standing before an open enchanting box and the item to be enchanted will remain in the slot in that box.
2. Player 1 manually Saves and Exits while Player 2 is using an enchanting table (which automatically kicks Player 2 from the game) - Upon Player 2 re-entering the game, the enchantment table is closed and the item is found in Player 2's inventory. If the item had already been enchanted but not yet removed from the table, the item that returns to Player 2's inventory is enchanted. If the enchantment had not yet been selected, the item that returns to Player 2's inventory is not enchanted.
Sorry, no other dimension involved that I could see. The only thing that I thought might not be working as intended was the fact that the "autosave" warning message did not appear when Player 1 closed the enchantment table after the autosave was overdue.
That is precisely one of the tests I did (with the exception of being offline since I don't currently have access to my son's online gamertag since he is away from home right now) and the item player two had in the enchantment table was returned to his inventory. Depending on whether or not he had accepted a proposed enchantment, the item in his inventory may have been enchanted or not yet enchanted... but it was always there. I actually tested it multiple times and in multiple scenarios... and each time any sort of save with an exit and re-enter of the game was done while Player 2 had an item in an open enchantment table, the item was returned to Player 2's inventory when Player 2 re-entered the game and the enchantment table box was closed. I have no reason to suspect that checking an online game will make any difference, but I could be wrong. However, someone else will have to test that aspect of it.
IMPORTANT ETA: OK, I'm tenacious. I got my son to get allow me to log in under his Live gamertag and reran a test using him as Player 1 and my offline profile as Player 2. However, I did not have online game checked. I first ran the test in normal and, guess what, the item disappeared completed as you said it would. I ran it again in peaceful and, guess what, the item also disappeared. The game did not have to be physically online and it did not matter what survival difficulty was used - The only difference between my tests now and before was that Player 1 was a Live gamertag rather than a local offline profile.
ETA ETA: Oops, just thought of another difference that I didn't fully eliminate this morning. I didn't test the difference between a "save and exit" vs. a "save" and then "exit without saving." Will check this one out more later tonight when I get back home again and let you know.
FINAL ETA: OK, I did finally get the bug to occur using 2 offline profiles, so the issue has nothing to do with the online status or the Live gamertags. The trigger is clearly an "exit without saving" after initially just saving the file.
MINOR:
So i was mining and i noticed on my HDTV that there was an occasional block that would pop up in the corner but before i noticed there was when i mining around my maps i thought it was just a mob of some sort. After knowing it was not a mob i started to think it was my eyesight. Then i had a vision check which i thought it was and since i needed once every year i did it and they said everything was normal so that idea was trashed. Then i started to test my ideas and went to my testing world as you see above and placed a massive line of stone and ores and everything that would be found in creative when mining. The glitch happens so fast that there is no time to take a screenshot so i started to test with EVERYTHING IN THE GAME where i come to the above pic.
If you look at the top of the pic just to the right of the redstone repeaters you will see a bottle of xp in the distance. Now this does not just happen in 3rd person but it also happens in 1st person. That bottle you see comes from the exact center of the map. x0 y0 z0
This was taken at a spot that i was working on testing out designs on that contains lava and fire of some sort which is at x285 z-319 at the spot you see me standing.
If you make or drop or throw any item in the game you can see it in a split second so fast that it sometimes dont register which i believe is supposed to happen but you can see it on the off chance such as the above screenshot.
MAJOR:
So i love doing cool tricks and stuff and i am always looking to better my worlds with as many space/item/time saving tips and tricks.
But i was watching some videos on some neat ways to do stuff and i had found one of Etholabs videos. Now this is one of a dozen people who i follow on youtube cause they have this prank wars thing going on but i started to go back to some older vids looking for neat things to do when i saw this part and i attempted to copy it in my test world.
***NOTE: THE PART OF THE VIDEO THAT IS ABOUT THE TOWER STARTS AT 22:14.***
I did it exactly as etho did and the chests glitched. They are visually still there even though they blew up. In the desc of that video you see the guude guys vid reply to it and you can see that he breaks the block that was supposed to be broken and all the stuff comes down. But in my test world and 1 of my survival maps, at the same exact height that etho had. The boxes visually glitched. The boxes were there visually but not physically. The only way to fix this issue was to save/exit and come back.
After repeating this over 30 times. Yes that means there were 30 towers of gravel/sand and a massive series of pistion setups that i could trigger them all to run. They all did it. The image below is from one of the early tests. The left one is gravel the right is sand. In the image this was the result of only 2 towers of which you see.
Again you see the boxes but cant do anything to them and you can move right through them.
Below is the view of inside the box and me inside of one.
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Not a bug.
I explained how to fix this a couple pages back. Someone else posted a video. It requires a very basic understanding of redstone. If you're not good with redstone Sethbling and GenerikB both have very good tutorials on their respective youtube channels.
EDIT - Im sorry. Reread your post and need to add: the aforementioned fix is for double doors. Was yours a single iron door? Theres currently a minor bug where a pressed button would sometimes not pop back out. See if thats happening to you.
It is very interesting. My initial tests were doing a "save and exit" (one step) and the item was returned to the crafting table. When I first tested with the Live gamertag, i did a "save" and then "exit without saving" and the item disappeared. When I thought about it more carefully last night, I tested the follwing "save and exit" (one step), "save" and then "save and exit" (redundant step) and both of these returned the item to the crafting table. Doing a "save" and then "exit without saving" caused the item to disappear. All saves were done after player 2 had opened the enchanting table and placed an item in the slot; that is, I did not test a "save" with the enchanting table closed and the an 'exit without saving" with the enchanting table open, since I would expect that one to take the world back to whatever point the last save had been done before the enchanting table was even opened. So, then I went back to both profiles being offline ones and got the same results. So, the "exit without saving" (after having just saved the world) seems to be the culprit.
The obvious workaround for now is to avoid the "exit without saving" button as much as possible. It's a bit of flip of what we were doing when the missing inventory bug was in the game. At that time, it was the "save and exit" that was the problem, so we were asked to "save" and then "exit without saving."
Back in TU7, when I first noticed my entire Mineshaft go missing in the Tutorial world, it was after having done an "exit without saving" - I'm now wondering if they are different expressions of the same issue... also wondering about missing blaze spawners, since it might make sense that people who scout out their nethers in creative mode might "exit without saving" to preserve the status of their world as being "created in survival mode."
1. Not knowing when too fast is really too fast: Water flying off the rear of the boats don't appear when i speed up over the safe (for the boat to stay intact when colliding on walls) speed. I'm sure a lot of players noticed this one. Criticality would be
2. Door echo? i dunno: Doors very often do twice the activation sound when i only open to get in my house then close it afterwards to go sleep making four activation sounds play instead of two. Not sure if any player had that? criticality:
3. Armor shoulder torn off inside: When i load a map and/or enter one the right shoulder of my current armor will be tilted inside and the character's own shoulder will remain normal causing it to bypass the graphic. This one is actually a less frequent occurance. criticality:
4. Underwater camera not working well at all: about 90% of the directions and height i look won't be hindered by the camera changing to underwater mode, making it look like i was using my diving goggles in the recreation center's swimming pool in my town during afternoon, which means clear like I wasn't submerged. I'm very sure almost all players experienced this if not everyone. criticality:
5. Completely friendly creeper count? One for me: I've had a creeper following me and not blowing up at all. Heck,i've attacked it and tried all sorts of way before it dies to get it back to normal such as sprint punching it,pushing it down a reclimbable 4 blocks deep fall,eluding it into falling down a water body which has downwards current and trapping it to drown,it didn't work,so i killed it with my Iron Sword. An X-tremely rare occurance. criticality?
6. The world is underwater!!: Going down a water surrounded ladder into a not-so-well enclosed dry hole
down a long ladder will way always result (at least to me) in having the underwater cam which caused me to not know there was a walking powder keg getting ready to blow me up in one shot (which it did) because there was fog as if i was really submerged making the view limited. This one always happen to me. criticality:
7. Look mom, I'm sitting while i'm standing!!: The character will have his hands forward after i leave a boat but still bobbing when i walk,making the character look like half-undead or a
Take note: 5. Only occurred one time to me,and it was fun to mess with the creeper until i loaded the game and got blown by a fastly priming version of the creeper due to lag that shouldn't be here since i was offline.
I hope i pointed a good bunch of solvable bugs here,they are tested by me and i know a bug when i see one,often.
I really could care less about the game bein' backwards a few updates, I'd rather play it with friends than on my weak LAN.
Yes, I've described the cause and procedure to correct it several times already on various threads in the "Help & Support Section." You need to build a new portal in the overworld a loong, looong, looooong way away from you first portal (that has likely been disabled by a "stuck" ghast fireball). What you want is for the game to generate a second, new portal in the nether. Then, once you're in the nether, you can destroy your first portal and either rebuild it and light it again while in the nether or exit the nether via your second portal and, once back in the overworld, try re-entering the nether from you first overworld portal (which will cause a new portal to generate in the nether in the first location).
Sadly, DrA, it seems we weren't quick enough in working this issue out. Judging by the TU9 changelog, it won't get fixed this time round.
Never had it happen personally. But I heard someone fixed it by building a second portal in another chunk, entered the nether, found the first portal, mined all the netherrack within a few blocks from it, and used it to return to the surface. Said both portals worked fine after that.
*shrug*
EDIT - Dammit Upup. Beat me by a couple minutes.
a sign will randomly be blanked out, i typed in this is MY stuff and it got blanked, i put it in again and it didnt work, saved and quit, tried again and it worked, its ana annoying little bug, on that needs to be SQUASHED.
When you place glowstone in a hole, if there is drop able item there and the item is forced up, it just floats there and you can't pick it up until you destroy the glowstone. Hope this helps make the game better.~
I think I know how to fix this; simply place a torch or light source in front of the sign and the words should re-appear. That usually works for me.