I'm fairly sure it's based on the total area available for the animals to walk, not just in one single direction. In other words, your 8x8 area is 64 blocks of walking area, which is way more than 20. I've not had animals despawn from pens that have an area less than 20.
Then an area of 20 is just plain dumb, that would cause them to glitch through the fence more...O_o a 20 block area is pretty small. Of course that also doesn't explain why the other two in that fenced in area do not despawn...O_o
A 4x5 pen max according to what you are saying... Which actually means less... Think the fence area is half a block So in essence the area has to be 4x3 in order to not have despawning... which you can imagine is way too small for a herd. 4x5 is too small for a herd. I just hope they fix the way mobs spawn and despawn... Right now like the person said below it is all a bit out of whack... and still needs a bit of work, but not one of my primary concerns at least, as I still keep on digging...lol
The mob spawning is just completely borked. There's really no point to breeding since they raised the spawn rate (back in TU6?). I have areas with 0 passive mobs, then wander over a hill to find them SWARMING everywhere.
No they do not spawn as much as 1.7.3 or earlier... it is actually a bit less than that... otherwise I would be seeing a whole lot more spawning in maps I play...They did raise it back, but still less than what it was originally.
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If an animal can't move more than 20 blocks in any direction, it shouldn't despawn.
So, an 8x8 pen should work and stop animals from despawning. In an 8x8 pen, the animal cannot move more than 20 blocks in any direction.
I know that's what padware said, but in the very same thread I was doing my own testing. I created different size pens from 3x3 to 7x7 and it was only the 7x7 pens where I started to lose animals. All numbers are the size of the fence, so the roaming area is 2 smaller than this (7x7 fence = 5x5 roaming area = 25 blocks). That said, I haven't experimented with different shapes of pen, just squares - I was happy just to find that I was actually able to keep animals from despawning at all.
I know that's what padware said, but in the very same thread I was doing my own testing. I created different size pens from 3x3 to 7x7 and it was only the 7x7 pens where I started to lose animals. All numbers are the size of the fence, so the roaming area is 2 smaller than this (7x7 fence = 5x5 roaming area = 25 blocks). That said, I haven't experimented with different shapes of pen, just squares - I was happy just to find that I was actually able to keep animals from despawning at all.
I have a pen that is 15 blocks long by 15 blocks wide. That means at it's only 17 blocks wide.
My animals have never, ever, ever despawned. I've been on my world for close to a month and a half now and the animals have been in that pen the whole time.
Not sure this has been reported or not but still getting a weird replacement bug. We use water ALOT, but not really how you think, what we do is generally find an island that is kinda in the corner of the map, expand it to around 50 by 50 and shape it so it kinda looks natural. Next we begin pushing back surrounding land by sinking the nearby land so that its 1 level below the sea, we do this so that no matter where we are on our island its at least 128 blocks to the nearest land. This prevents hostile spawns near us, and sets up the first phase for our efficient mob spawners.
Next we 'raise' any sea so that its 1 level deep everywhere, this makes hollowing out under alot easier, and traversing the water easier as well. This is where it gets weird. We do this raise with dirt, there are 4 of us so while the task its tedious, its light weight and goes pretty fast. Now if we look around all we see is a nice clean dirt floor ocean. Save and exit, reload and many many many places are replaced with patches of sand/clay. There are new lily pads where there never was, and trees growing where there wasn't.
Now if you find some 'resources' under where this replacement takes place, mine them and replace with 'stone', when the game does this replacement it will replace that stone with the resource that you mined, you can 'duplicate' diamonds this way very easily, or any other resource you want. Replace the sand it put again with dirt, and the replacement will take place again.
I hope this makes since I can easily show this in my map if needed. We've tested it multiple times in various different chunks. At first we thought it only happened at the edge of the map but this isn't true.
If possible could you provide the world seed and coordinates?
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I noticed that Zombies and Skeletons aren't affected by Damage potions
This is working correctly.
Zombies and Skeletons take damage from the Splash Potion of Healing
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If possible could you provide the world seed and coordinates?
We are storming right now and keep loosing power but will provide seed and coords as soon as possible. It happens on most any world seeds, it seems to occur in 'some' locations you would really need to do a big replacement of sand to dirt to find the areas. once you do find an area however you can take advantage of it.
Any resources in that area can be duped sorta kinda, what you do is mine the resources and the put it back as 'stone', save n quit, and it will replace the dirt with sand again as well as all resources will be 'restored'.
You can rinse and repeat this over and over. It also seems to effect some other blocks as well, for example bricks are replaced by 'dirt'. We've been experimenting with these areas to get some....sometimes cool other times not replacements.oh one other thing, the sand-> dirt MUST be in water, not sure if depth effects it or not. Best way is level a large area making sure its 1 deep water, make sure its a complete dirt floor, save/exit when you come back you should find 'patches' of sand. If not, try checking that your near the edge of the map and in a swamp biome.
We are storming right now and keep loosing power but will provide seed and coords as soon as possible. It happens on most any world seeds, it seems to occur in 'some' locations you would really need to do a big replacement of sand to dirt to find the areas. once you do find an area however you can take advantage of it.
Any resources in that area can be duped sorta kinda, what you do is mine the resources and the put it back as 'stone', save n quit, and it will replace the dirt with sand again as well as all resources will be 'restored'.
You can rinse and repeat this over and over. It also seems to effect some other blocks as well, for example bricks are replaced by 'dirt'. We've been experimenting with these areas to get some....sometimes cool other times not replacements.
oh one other thing, the sand-> dirt MUST be in water, not sure if depth effects it or not. Best way is level a large area making sure its 1 deep water, make sure its a complete dirt floor, save/exit when you come back you should find 'patches' of sand. If not, try checking that your near the edge of the map and in a swamp biome.
Also is this being done in Creative or Survival?
Maybe a Survival world that has been in creative before?
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Minecraft Xbox 360 edition is not worth playing anymore. Iron tools are equal to stone in durability and damage, so there is no longer a point in using iron.
Completely false. I have tested iron picks vs. stone picks extensively. They've mined the amounts stated in the Wiki... every single time. On average, unbreaking enchantments increass the durability of the pick by the Wiki number times the Level of Enchantment +1 - which is what they are supposed to do. Iron swords definitely do more damage on average than stone swords. You are probably just more aggressive with a stone sword, so you're getting more critical hits with it than the iron ones.
Maybe a Survival world that has been in creative before?
Its been seen to happen both. We do use creative to get 'ice' since we can't legally claim it at this point in time. It happens regardless of saving in creative or survival. I'll have a seed and cords for you soon as the family heads to bed.
I guess forcing a nether wart to spawn was too much to ask for. Just spent hours searching for a nether wart because the fortress only had blaze spawners. Also, there is a bug where it a mob is a certain distance from you, you can mine blocks behind it, but you can't hit it.
my dad had 2 bugs/glitches first one lava went through stone and killed him second he fell through stone into lave and the stone was somehow solid again
Experience orbs are still buggy, you don't collect all of them, if there is a massive amount. Also some occasionally don't appear. I've tested this by going on the PC and throwing Bottle o' Enchanting for a while and collecting the XP on the ground, I got to about level 34. After doing this on the Xbox for roughly the same amount of time, I only got to about level 20. Not a major bug for normal XP collecting, but this affects XP farms, smelting XP, and mining XP a bit.
*edit- I've been told this is due to the entity limit within the game.
Completely false. I have tested iron picks vs. stone picks extensively. They've mined the amounts stated in the Wiki... every single time. On average, unbreaking enchantments increass the durability of the pick by the Wiki number times the Level of Enchantment +1 - which is what they are supposed to do. Iron swords definitely do more damage on average than stone swords. You are probably just more aggressive with a stone sword, so you're getting more critical hits with it than the iron ones.
Maybe it is just because I use a rapid cobble production machine, and iron mines faster. New bug. I was spelunking through caves, and there was gravel on the ground, and as I stepped on it, I plunged into lava and died. Also, ghasts are still overspawning.
New Bug: If you hold seed in your hands chickens won't follow like they're suPposed to.
not a bug. This was just not implemented. On the pc this was not in until they had potatoes and carrots. So right now it is only wheat that will lead chickens...:D
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Maybe it is just because I use a rapid cobble production machine, and iron mines faster.
It may be causing you to get an erroneous impression of the iron and stone lasting the same... however, I can guarantee that, unenchanted, you are getting 132 blocks with the stone and 251 blocks with the iron every single time. With an Unbreaking I enchantment, both axes will last roughly twice as many blocks; Unbreaking II, roughly three times as many; and Unbreaking III between 3.5 times and 4 times as many. Whether or not this amount of variance on the Unbreaking III enchantment is intended for is a bug, I do not know.
not a bug. This was just not implemented. On the pc this was not in until they had potatoes and carrots. So right now it is only wheat that will lead chickens...
I think you flipped this one a bit. Wheat seeds will leads chickens, wheat leads the other passive animals. I have been finding that all the animals are following me reasonably well... at least as well as any on the PC videos I've watched.
It may be causing you to get an erroneous impression of the iron and stone lasting the same... however, I can guarantee that, unenchanted, you are getting 132 blocks with the stone and 251 blocks with the iron every single time. With an Unbreaking I enchantment, both axes will last roughly twice as many blocks; Unbreaking II, roughly three times as many; and Unbreaking III between 3.5 times and 4 times as many. Whether or not this amount of variance on the Unbreaking III enchantment is intended for is a bug, I do not know.
I think you flipped this one a bit. Wheat seeds will leads chickens, wheat leads the other passive animals. I have been finding that all the animals are following me reasonably well... at least as well as any on the PC videos I've watched.
didn't really flip it, just putting it the way I have seen it especially on the pc around when breeding came out, so that part is correct. I'll have to test n try. So if they have implemented it (pulled forward that), they didn't put it in the logs (unless I missed that part). Thanks though, will have to see for myself later...lol
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not a bug. This was just not implemented. On the pc this was not in until they had potatoes and carrots. So right now it is only wheat that will lead chickens...
Actually they did implement the chickens following seeds, I think the problem is that Radical924 is not waiting long enough for the chickens to follow. It seems like you have to get right up in their faces with seeds to get them to follow you.
Its been seen to happen both. We do use creative to get 'ice' since we can't legally claim it at this point in time. It happens regardless of saving in creative or survival. I'll have a seed and cords for you soon as the family heads to bed.
Thanks, I've been trying to reproduce using the method you posted with no luck so far.
Perhaps a map specific issue, I'll check this once I get the coordinates/seed.
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I can't remember if I posted this earlier or not but Animals seem to despawn in my world. I have had squid despawn, chickens despawn, etc... I know this isn't supposed to happen. (I even have the animals in a 19x19 space or smaller so they won't disappear in earlier updates.
Then an area of 20 is just plain dumb, that would cause them to glitch through the fence more...O_o a 20 block area is pretty small. Of course that also doesn't explain why the other two in that fenced in area do not despawn...O_o
A 4x5 pen max according to what you are saying... Which actually means less... Think the fence area is half a block So in essence the area has to be 4x3 in order to not have despawning... which you can imagine is way too small for a herd. 4x5 is too small for a herd. I just hope they fix the way mobs spawn and despawn... Right now like the person said below it is all a bit out of whack... and still needs a bit of work, but not one of my primary concerns at least, as I still keep on digging...lol
No they do not spawn as much as 1.7.3 or earlier... it is actually a bit less than that... otherwise I would be seeing a whole lot more spawning in maps I play...They did raise it back, but still less than what it was originally.
I know that's what padware said, but in the very same thread I was doing my own testing. I created different size pens from 3x3 to 7x7 and it was only the 7x7 pens where I started to lose animals. All numbers are the size of the fence, so the roaming area is 2 smaller than this (7x7 fence = 5x5 roaming area = 25 blocks). That said, I haven't experimented with different shapes of pen, just squares - I was happy just to find that I was actually able to keep animals from despawning at all.
My animals have never, ever, ever despawned. I've been on my world for close to a month and a half now and the animals have been in that pen the whole time.
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4J StudiosIf possible could you provide the world seed and coordinates?
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4J StudiosThis is working correctly.
Zombies and Skeletons take damage from the Splash Potion of Healing
Twitter - @4JSteve
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We are storming right now and keep loosing power but will provide seed and coords as soon as possible. It happens on most any world seeds, it seems to occur in 'some' locations you would really need to do a big replacement of sand to dirt to find the areas. once you do find an area however you can take advantage of it.
Any resources in that area can be duped sorta kinda, what you do is mine the resources and the put it back as 'stone', save n quit, and it will replace the dirt with sand again as well as all resources will be 'restored'.
You can rinse and repeat this over and over. It also seems to effect some other blocks as well, for example bricks are replaced by 'dirt'. We've been experimenting with these areas to get some....sometimes cool other times not replacements.oh one other thing, the sand-> dirt MUST be in water, not sure if depth effects it or not. Best way is level a large area making sure its 1 deep water, make sure its a complete dirt floor, save/exit when you come back you should find 'patches' of sand. If not, try checking that your near the edge of the map and in a swamp biome.
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4J StudiosAlso is this being done in Creative or Survival?
Maybe a Survival world that has been in creative before?
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Completely false. I have tested iron picks vs. stone picks extensively. They've mined the amounts stated in the Wiki... every single time. On average, unbreaking enchantments increass the durability of the pick by the Wiki number times the Level of Enchantment +1 - which is what they are supposed to do. Iron swords definitely do more damage on average than stone swords. You are probably just more aggressive with a stone sword, so you're getting more critical hits with it than the iron ones.
Its been seen to happen both. We do use creative to get 'ice' since we can't legally claim it at this point in time. It happens regardless of saving in creative or survival. I'll have a seed and cords for you soon as the family heads to bed.
*edit- I've been told this is due to the entity limit within the game.
not a bug. This was just not implemented. On the pc this was not in until they had potatoes and carrots. So right now it is only wheat that will lead chickens...:D
It may be causing you to get an erroneous impression of the iron and stone lasting the same... however, I can guarantee that, unenchanted, you are getting 132 blocks with the stone and 251 blocks with the iron every single time. With an Unbreaking I enchantment, both axes will last roughly twice as many blocks; Unbreaking II, roughly three times as many; and Unbreaking III between 3.5 times and 4 times as many. Whether or not this amount of variance on the Unbreaking III enchantment is intended for is a bug, I do not know.
I think you flipped this one a bit. Wheat seeds will leads chickens, wheat leads the other passive animals. I have been finding that all the animals are following me reasonably well... at least as well as any on the PC videos I've watched.
didn't really flip it, just putting it the way I have seen it especially on the pc around when breeding came out, so that part is correct. I'll have to test n try. So if they have implemented it (pulled forward that), they didn't put it in the logs (unless I missed that part). Thanks though, will have to see for myself later...lol
Actually they did implement the chickens following seeds, I think the problem is that Radical924 is not waiting long enough for the chickens to follow. It seems like you have to get right up in their faces with seeds to get them to follow you.
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4J StudiosThanks, I've been trying to reproduce using the method you posted with no luck so far.
Perhaps a map specific issue, I'll check this once I get the coordinates/seed.
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