When placing a block next to a door, the door will open, even if your cursor wasn't on it (this was the case even back in TU7). If you want an example, in this thread there's a video and around the 13:00 mark you can see where he places a block and the door opens unexpectedly. http://www.minecraftforum.net/topic/1679266-did-this-ever-happen-to-you/
When placing a block next to a door, the door will open, even if your cursor wasn't on it (this was the case even back in TU7). If you want an example, in this thread there's a video and around the 13:00 mark you can see where he places a block and the door opens unexpectedly. http://www.minecraft...-happen-to-you/
had that happen before... but not on a door, it was a trap door. As if it updated or something, but then I noticed something minuet about it. There was briefly a 3d wire frame of the trap door when before and after I changed it back to open position. Similar to what you would see in the flickering torch one, but was not the hit box, or well not that I know of, it was the whole trap door wire frame.
Kinda like how the nether brick stairs shows in the crafting menu, haven't checked to see if that was fixed yet. Like a shadow of the wire frame in a way only the lines showing no texture. For about 1 second I believe.
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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.
I have noticed that in several of my seeds, animals tend to spawn on the side of a cliff on a 1x1 space. I climb the mountain and kill them all only for them to respawn on the mountain again.
I'm not sure if this is a bug but I cannot seem to keep animals either in a 10x10+ fenced in pen nor in a room with a door with no escape or anywhere really... Someone suggested that I create a pen where they spawn but also doesn't work, although a bit difficult when they spawn on the side of a mountain. =P Maybe I just don't know how animals are supposed to work?
Also as someone in a post above said, creating a new seed resets Leaderboard stats.
One more thing, surface spiders attack during the day when not provoked.
Thank you for your time, I'll continue to look for bugs to help out for the next TU. =)
Tested the save thing last night UpUp. Althought I didn't get lag right after the save, it did seem to give me some lag later on. (Never had lag block bug before).
I was digging underground, where I have made my 'base'. I must have excavated 1000+ blocks, which are now in chests, so this may have also caused the lag. (But never has done before)
Anyhow, the rain save thing did seem to give me lag every now and then. This could be a coincidence, but as I said, I've not had any lag for at least 6 months. The Rain is the only thing I can blame it on tbh.
Tested the save thing last night UpUp. Althought I didn't get lag right after the save, it did seem to give me some lag later on. (Never had lag block bug before).
I was digging underground, where I have made my 'base'. I must have excavated 1000+ blocks, which are now in chests, so this may have also caused the lag. (But never has done before)
Anyhow, the rain save thing did seem to give me lag every now and then. This could be a coincidence, but as I said, I've not had any lag for at least 6 months. The Rain is the only thing I can blame it on tbh.
Thanks Ragnarock1982. Every bit of information helps. I'll keep playing with it. After a long period of time, I did get some blocks reappearing when the sun was shining. It seems to be much rarer for it to happen that way though. I am still consistently getting blocks reappearing right after saving in the rain.
I have noticed that in several of my seeds, animals tend to spawn on the side of a cliff on a 1x1 space. I climb the mountain and kill them all only for them to respawn on the mountain again.
One workaround is to place a block of glass on the 1 x 1 space after you kill the stranded animal. It might look a little funky, but it does prevent more animals from spawning in that spot. In some spots, it is possible to make the cliffside absolutely shear by mining away the single-block columns. In other spots, it's possible to create/mine escape routes for the animals by terraforming the mountains a little bit.
Been playing offline single player as of late thanks to our wonky ISP. So all these are offline.
~I can confirm the door sounds in splitscreen, but it is also happening when playing single player.
~The chests are doing that funky soul opening, closing thing again. While in the chest, it closes and when leaving the chest inventory the chest itself will reopen and close. This happens with both large and small chests.
~Blocks are playing peek-a-boo. Unfortunately, reappearing blocks does create some laggishness, even in single player.
~Rain is lagging us in single player. The lag is exactly like the multiplayer, splitscreen lag. This includes the resulting crafting table issues of no ingredient markers even though we clearly have the ingredient in our inventories.
~I can confirm animals taking random damage from jumping. I watched a sheep kill itself by simply jumping up and down in the corner of a fenced in area. The creeper near him stood there and watched, too. I should ask him for a statement... ~_^
~I already posted about the no sound when making obsidian, but i will reiterate it again now that we have a TU8 thread. While the sound isn't necessary, it's eerily creepy to not have it, too.
~I can also confirm baby animals are still being followed by the parents, even after grown and bred themselves. It's a bit of a vicious cycle since it makes some passives literally roam in circles. I don't know if this helps, though, but the parent animals who are still following their "offspring" don't seem to be despawning even if the baby despawns so maybe there is something in that, too.
~Speaking of, animals are still despawning if you get too far away from them. It doesn't seem to matter how they're contained. For us, animals have despawned from pens made of fences as well as walls made of various block types. This includes structures the game mechanics would recognize as being indoors.
~Cave spiders ate miracle gro. 'Nuff said.
Can anyone tell me if the amount of ghasts in the nether is intended? It just seems there are too many in any given area. I mean, it could be because i hate them, but it still seems there are too many. We have also found them "stuck" in small caverns and caves, but, again, i don't know if that is normal either. Until potions were introduced, i almost never went into the nether on anything but peaceful, so the habits and rituals of ghasts is unknown to me. Any information with this would be helpful.
Happy mining!
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~My problem is a simple one: I'm severely allergic to stupid.~
Thanks Ragnarock1982. Every bit of information helps. I'll keep playing with it. After a long period of time, I did get some blocks reappearing when the sun was shining. It seems to be much rarer for it to happen that way though. I am still consistently getting blocks reappearing right after saving in the rain.
If you read the patch notes, 4j specifically mentioned that the block re-appearing bug was due to server-side lag. (i.e. the server got so busy that it allowed the client to get out-of-sync; when the server got around to being unbusy, it was unliaterally saying "no, the world is this way now!" - causing blocks to re-appear.
It stands to reason, therefore, that anything you can do to cause a great deal of server computing would create the same lag issues. For instance, we already know that calculating the flow dynamic of a lot of water will cause the server to completely freak (c.f. nose-job's story about trying to flood a superflat world and being able to glitch into bedrock while running.) Since each update has added more and more things that the server needs to track (e.g. villager ai, vine growth, additional mobs, etc.) It further stands to reason that it should be that much easier to overload the server computing processes.
One workaround is to place a block of glass on the 1 x 1 space after you kill the stranded animal. It might look a little funky, but it does prevent more animals from spawning in that spot.
half slab should also work and look a little less strange
If you read the patch notes, 4j specifically mentioned that the block re-appearing bug was due to server-side lag. (i.e. the server got so busy that it allowed the client to get out-of-sync; when the server got around to being unbusy, it was unliaterally saying "no, the world is this way now!" - causing blocks to re-appear.
It stands to reason, therefore, that anything you can do to cause a great deal of server computing would create the same lag issues. For instance, we already know that calculating the flow dynamic of a lot of water will cause the server to completely freak (c.f. nose-job's story about trying to flood a superflat world and being able to glitch into bedrock while running.) Since each update has added more and more things that the server needs to track (e.g. villager ai, vine growth, additional mobs, etc.) It further stands to reason that it should be that much easier to overload the server computing processes.
half slab should also work and look a little less strange
Missed reading the update notes... I'll have to check that out. I can avoid them somewhat on my system by not saving during rainstorms; so I guess what I'm asking is whether or not some of the incidences of this might be avoided if autosave were programmed to not save during a rainstorm but wait instead until after the rain stops?
I'm unsure if this has happened to other players, but lately when i'm creating massive amounts of stone brick from smooth stone (27-35 stacks of 64 (36 stacks are the max amount a person can hold in their inventory at a time, but i leave one slot open to prevent the bricks from getting kicked from the inventory) or 1,728-2,240 blocks) I've had MC freeze up the xbox so severly that i had to restart it, if i just held down the A button to mass create the blocks and it then ran out of usable material. I've not had it happen if i slowed down when i got below a stack of 64 smooth stone.
This has also happened likewise when i convert sand into sandstone (i use sandstone as walls in the one map i'm working on in survival to create a legit midieval style keep/village, just to be a little different than all the bland stone brick/cobblestone walls you see). I'd love if someone else can confirm that this has happened to them also, it only takes about 3-4 minutes to completely convert 2,240 blocks of smooth stone to stone bricks.
Missed reading the update notes... I'll have to check that out. I can avoid them somewhat on my system by not saving during rainstorms; so I guess what I'm asking is whether or not some of the incidences of this might be avoided if autosave were programmed to not save during a rainstorm but wait instead until after the rain stops?
I admit I'm reading a lot into theri statement, but here's the quote:
Fix for an issue causing blocks to reappear after being destroyed when the server is busy.
I took that to mean it was primarily server side. However, now that I think about it, it could happen client-side as well and your rain example is an obvious instance. If the client is too busy making animated textures happen, it might also get out of sync with the server, leading to the aforementioned "server-world-refresh" glitch.
I just refer to it as rubber-banding. It happens in MMOs frequently. You'll be running and then the client/server will sync and you're back to where you started.
hmm... Found out that when an enchanted pick breaks it makes no sound like all the other picks when they break.
I was using a stone pickaxe (enchanted), but no sound came from it when it broke... So I wonder if it is the same with all the other enchanted ones as well...O_o
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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.
hmm... Found out that when an enchanted pick breaks it makes no sound like all the other picks when they break.
I was using a stone pickaxe (enchanted), but no sound came from it when it broke... So I wonder if it is the same with all the other enchanted ones as well...O_o
Confirmed. I just broke my enchanted diamond pickaxe. No sound, but i know the the unenchanted ones are making the breaking sound.
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~My problem is a simple one: I'm severely allergic to stupid.~
Got a couple that may be bugs, but they may also be me unfamiliar with the game mechanics. I don't hang out in snow biomes often so tell me if i'm way off, k?
The mobs in the snow area aren't spawning on the snow, only under the trees where there is no snow covering the grass blocks. (I'm not talking snow blocks, but the snow layer which appears on blocks when it is snowing.) On the PC, i've seen aggressive mobs spawn on snow covered blocks so i'm unsure if this is intentional behavior on the XBox or not.
Speaking of snowing, zombies and skeletons are burning up at sunrise even when it is still snowing. Does the game not treat snowing like raining? Or have i just not seen them burning up while it was raining? I ask this because i know from the PC, agressive mobs spawn in the rain/snow like they do at night regardless of the time of day it begins raining/snowing; they never become passive or burn up at sunrise while it's raining/snowing. Is this now different on the XBox or have i stumbled upon a bug?
Rollback Post to RevisionRollBack
~My problem is a simple one: I'm severely allergic to stupid.~
Had an enchanted bow (Power I) break and reappear on me last night. Went to swap my other bow, and it wouldn't move to the open slot in my inventory hot bar. Pressed A on the open slot, and got a 64 stack of enchanted bows. Much to my disappointment, it reverted to a single, unused enchanted bow when I placed it back in inventory - but I'm not complaining!
Sorry just jumping on board with minecraft, just using TU8 and can't get the villagers to use any type of housing I build. Driving me nuts, is this a known bug?
http://www.minecraftforum.net/topic/1679266-did-this-ever-happen-to-you/
had that happen before... but not on a door, it was a trap door. As if it updated or something, but then I noticed something minuet about it. There was briefly a 3d wire frame of the trap door when before and after I changed it back to open position. Similar to what you would see in the flickering torch one, but was not the hit box, or well not that I know of, it was the whole trap door wire frame.
Kinda like how the nether brick stairs shows in the crafting menu, haven't checked to see if that was fixed yet. Like a shadow of the wire frame in a way only the lines showing no texture. For about 1 second I believe.
I'm not sure if this is a bug but I cannot seem to keep animals either in a 10x10+ fenced in pen nor in a room with a door with no escape or anywhere really... Someone suggested that I create a pen where they spawn but also doesn't work, although a bit difficult when they spawn on the side of a mountain. =P Maybe I just don't know how animals are supposed to work?
Also as someone in a post above said, creating a new seed resets Leaderboard stats.
One more thing, surface spiders attack during the day when not provoked.
Thank you for your time, I'll continue to look for bugs to help out for the next TU. =)
Tested the save thing last night UpUp. Althought I didn't get lag right after the save, it did seem to give me some lag later on. (Never had lag block bug before).
I was digging underground, where I have made my 'base'. I must have excavated 1000+ blocks, which are now in chests, so this may have also caused the lag. (But never has done before)
Anyhow, the rain save thing did seem to give me lag every now and then. This could be a coincidence, but as I said, I've not had any lag for at least 6 months. The Rain is the only thing I can blame it on tbh.
Thanks Ragnarock1982. Every bit of information helps. I'll keep playing with it. After a long period of time, I did get some blocks reappearing when the sun was shining. It seems to be much rarer for it to happen that way though. I am still consistently getting blocks reappearing right after saving in the rain.
One workaround is to place a block of glass on the 1 x 1 space after you kill the stranded animal. It might look a little funky, but it does prevent more animals from spawning in that spot. In some spots, it is possible to make the cliffside absolutely shear by mining away the single-block columns. In other spots, it's possible to create/mine escape routes for the animals by terraforming the mountains a little bit.
~I can confirm the door sounds in splitscreen, but it is also happening when playing single player.
~The chests are doing that funky soul opening, closing thing again. While in the chest, it closes and when leaving the chest inventory the chest itself will reopen and close. This happens with both large and small chests.
~Blocks are playing peek-a-boo. Unfortunately, reappearing blocks does create some laggishness, even in single player.
~Rain is lagging us in single player. The lag is exactly like the multiplayer, splitscreen lag. This includes the resulting crafting table issues of no ingredient markers even though we clearly have the ingredient in our inventories.
~I can confirm animals taking random damage from jumping. I watched a sheep kill itself by simply jumping up and down in the corner of a fenced in area. The creeper near him stood there and watched, too. I should ask him for a statement... ~_^
~I already posted about the no sound when making obsidian, but i will reiterate it again now that we have a TU8 thread. While the sound isn't necessary, it's eerily creepy to not have it, too.
~I can also confirm baby animals are still being followed by the parents, even after grown and bred themselves. It's a bit of a vicious cycle since it makes some passives literally roam in circles. I don't know if this helps, though, but the parent animals who are still following their "offspring" don't seem to be despawning even if the baby despawns so maybe there is something in that, too.
~Speaking of, animals are still despawning if you get too far away from them. It doesn't seem to matter how they're contained. For us, animals have despawned from pens made of fences as well as walls made of various block types. This includes structures the game mechanics would recognize as being indoors.
~Cave spiders ate miracle gro. 'Nuff said.
Can anyone tell me if the amount of ghasts in the nether is intended? It just seems there are too many in any given area. I mean, it could be because i hate them, but it still seems there are too many.
Happy mining!
If you read the patch notes, 4j specifically mentioned that the block re-appearing bug was due to server-side lag. (i.e. the server got so busy that it allowed the client to get out-of-sync; when the server got around to being unbusy, it was unliaterally saying "no, the world is this way now!" - causing blocks to re-appear.
It stands to reason, therefore, that anything you can do to cause a great deal of server computing would create the same lag issues. For instance, we already know that calculating the flow dynamic of a lot of water will cause the server to completely freak (c.f. nose-job's story about trying to flood a superflat world and being able to glitch into bedrock while running.) Since each update has added more and more things that the server needs to track (e.g. villager ai, vine growth, additional mobs, etc.) It further stands to reason that it should be that much easier to overload the server computing processes.
half slab should also work and look a little less strange
Missed reading the update notes... I'll have to check that out. I can avoid them somewhat on my system by not saving during rainstorms; so I guess what I'm asking is whether or not some of the incidences of this might be avoided if autosave were programmed to not save during a rainstorm but wait instead until after the rain stops?
This has also happened likewise when i convert sand into sandstone (i use sandstone as walls in the one map i'm working on in survival to create a legit midieval style keep/village, just to be a little different than all the bland stone brick/cobblestone walls you see). I'd love if someone else can confirm that this has happened to them also, it only takes about 3-4 minutes to completely convert 2,240 blocks of smooth stone to stone bricks.
I admit I'm reading a lot into theri statement, but here's the quote:
I took that to mean it was primarily server side. However, now that I think about it, it could happen client-side as well and your rain example is an obvious instance. If the client is too busy making animated textures happen, it might also get out of sync with the server, leading to the aforementioned "server-world-refresh" glitch.
I was using a stone pickaxe (enchanted), but no sound came from it when it broke... So I wonder if it is the same with all the other enchanted ones as well...O_o
The mobs in the snow area aren't spawning on the snow, only under the trees where there is no snow covering the grass blocks. (I'm not talking snow blocks, but the snow layer which appears on blocks when it is snowing.) On the PC, i've seen aggressive mobs spawn on snow covered blocks so i'm unsure if this is intentional behavior on the XBox or not.
Speaking of snowing, zombies and skeletons are burning up at sunrise even when it is still snowing. Does the game not treat snowing like raining? Or have i just not seen them burning up while it was raining? I ask this because i know from the PC, agressive mobs spawn in the rain/snow like they do at night regardless of the time of day it begins raining/snowing; they never become passive or burn up at sunrise while it's raining/snowing. Is this now different on the XBox or have i stumbled upon a bug?