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.
Ok here goes, hope i type this right seed is -2202219280285744285
You should find one location I know for sure around x -370 and z -428. Your looking for sand thats in the water. the depth is probably alot different then mine since my map is so heavily changed, most of the sea bed has been raised to 1 deep and the nearest land besides the small island you will see has been pushed back over 128 blocks. I've also got a massive hollowed out area under neath where you will heading.
Its odd that you can't reproduce it as I've tested it on different seeds and seem to find areas that do this quite often. If you still have problems reproducing I can show you on my map exactly the steps needed.
Another odd thing is because we have hollowed out straight to bedrock, the 'map borders' seems to be constantly shifting. I've got glass in the walls of the borders where lava and water streams keep coming in at random places. Any none stone/dirt/sand is required to stop it from reappearing each load however it will after a load or two select another different location to go.
If i don't hollow any more land it 'don't' do the above, but sand is always replaced no matter what.
Leaves mine with silk touch pick cannot be stacked with leaves mined with shears.
This is normal, leaves shouldn't be collected with silk touch, because it's never as efficient. Leaves collected with silk touch often stack oddly because of each leaves separate ID, some are decaying while others are not. You're better off sticking with shears.
I had one chick/duck, three sheep, three lambs, and five cows disappear while I was mining. I was mostly on Lvl 44 (small step to 43) but I went to x: 83, z: -175 on my map.
On another note: I had three calves born at nearly the same time, and one escaped while I was changing to doors from fence gate. All six parents followed that one calf. So I killed the two forlorn calves and chased the over parented calf back inside.
I found another bug...: Sheep do not seem to be growing there wool back in my survival peaceful game in the swamp biome, it has been 5 days. ( I am not sure if it is due to the gamemode, biome ,difficulty etc... ). There is tall grass and normal grass for the sheep to eat and they are in a large enough pen.
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.
Sorry, this just isn't correct. I have multiple maps - some ancient, from the original release, some created for each new title update. On all of them I don't even bother breeding because I can kill all the passive mobs in one large area, walk away, and come back in a few minutes and there are between 4-8 of each variety. Sometimes there are too many to even count. I know this affects breeding and spawning in other areas - it's really just disappointing. Before "de-spawning" was introduced, it was a challenge to even find newly spawned passive mobs as you killed off existing ones. Now the worlds are just constantly overrun with them.
Sorry, this just isn't correct. I have multiple maps - some ancient, from the original release, some created for each new title update. On all of them I don't even bother breeding because I can kill all the passive mobs in one large area, walk away, and come back in a few minutes and there are between 4-8 of each variety. Sometimes there are too many to even count. I know this affects breeding and spawning in other areas - it's really just disappointing. Before "de-spawning" was introduced, it was a challenge to even find newly spawned passive mobs as you killed off existing ones. Now the worlds are just constantly overrun with them.
Well I can not speak for anything before 1.7.3, but I do know now is not even comparable with that version... Albeit a small difference... I was running into many many more when around in 1.7.3 than I am now. Of course then they would be practically in caves and such, even sometimes wandering further down. But never had a problem with them spawning on any of the maps I have played in that version. I still don't have trouble with them spawning, as it is a little less than before, even now that they despawn (if that is true that they didn't in 1.7.3). It is just now that they don't wander into caves as much as they did before or other areas. The passive behavior is different, that much I do know. So even if by a smaller amount, still makes it seem like more due to the current behavior they have now.
Back then they also just spawned on grass itself not really biome specific as it appears to be now. I can lay grass down in a desert now and no animal will truly spawn, unless that was changed in the most recent patch. Back then i could do the same thing and get herds spawning. Also back then there was no breeding... This is just what I have noticed, so in my point of view it is true in what I am saying. I do run into herds now, but they are not as many as it was...
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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 found another bug...: Sheep do not seem to be growing there wool back in my survival peaceful game in the swamp biome, it has been 5 days. ( I am not sure if it is due to the gamemode, biome ,difficulty etc... ). There is tall grass and normal grass for the sheep to eat and they are in a large enough pen.
Not a bug. This was a feature that was introduced to the PC later than version 1.0... and version 1.0 is about where the Xbox is currently at.
Well I can not speak for anything before 1.7.3, but I do know now is not even comparable with that version... Albeit a small difference... I was running into many many more when around in 1.7.3 than I am now. Of course then they would be practically in caves and such, even sometimes wandering further down. But never had a problem with them spawning on any of the maps I have played in that version. I still don't have trouble with them spawning, as it is a little less than before, even now that they despawn (if that is true that they didn't in 1.7.3). It is just now that they don't wander into caves as much as they did before or other areas. The passive behavior is different, that much I do know. So even if by a smaller amount, still makes it seem like more due to the current behavior they have now.
Back then they also just spawned on grass itself not really biome specific as it appears to be now. I can lay grass down in a desert now and no animal will truly spawn, unless that was changed in the most recent patch. Back then i could do the same thing and get herds spawning. Also back then there was no breeding... This is just what I have noticed, so in my point of view it is true in what I am saying. I do run into herds now, but they are not as many as it was...
I think some of the difference you might be seeing Tamorr is due to the fact that any animals not able to adequately move do not despawn and, therefore, they eat up some of the the spawn cap. In pre-1.8.2 worlds, all the animals would despawn, so new ones might appear to be spawning at a faster rate than they do currently. However, I think the actual system set spawn rate and mob caps were reset in the 1.8.2 bug fix to the same values as was previously set when all the animals were despawning.
I can lay grass down in a desert now and no animal will truly spawn, unless that was changed in the most recent patch. Back then i could do the same thing and get herds spawning.
That is a real shame if they changed that. Not being able to create new spawn areas just limits creativity. I'd love to be able to make mycellium patches for spawning mooshrooms - etc.
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...
on my game i can get cows, pigs, sheep, and chickens to fallow me. sometimes i have to switch seed/wheat back into the main inventory then back into hotbar and it works. just the other day i was making a farm for my sister, i had 3 pigs 2 cows fallowing me at the same time, aswell as getting 2 chickens to fallow me with seed. not to say there wont be problems or some xboxs acting diffrent. try to move your seed/wheat around see it that works. most of the time i do not have a problem.
Graphics glitch with tall grass the graphics are offset from the grass location
Fence gates make extra sounds when stacked on top of eachother
Fence gates can be placed sideways while attached to fences
No. 2 - On my world, the hitbox for tall grass is definitely right on the tall grass, so I'm not sure what you mean by this.
No. 4 - Fence gates are meant to do this. From the Wiki: "When placed, fence gates will automatically face towards the player, regardless of any other fences around it."
Not a bug. This was a feature that was introduced to the PC later than version 1.0... and version 1.0 is about where the Xbox is currently at.
I think some of the difference you might be seeing Tamorr is due to the fact that any animals not able to adequately move do not despawn and, therefore, they eat up some of the the spawn cap. In pre-1.8.2 worlds, all the animals would despawn, so new ones might appear to be spawning at a faster rate than they do currently. However, I think the actual system set spawn rate and mob caps were reset in the 1.8.2 bug fix to the same values as was previously set when all the animals were despawning.
hmm... at least that answers one thing I had an inkling for... I kinda thought they despawned before that. the person I was quoting was basically saying they didn't and it was added that they despawn... Which I figured was not true... uncertain since it has been soooo long since that version for me...><
Still thought I believe the same in what I say. Sure they spawn faster in the prior edition, but still is slightly noticeable in the difference. But like you say it could be the illusion of the matter. I really don't know for sure unless 4J says something bout' it. Although I just hope when they put in wool regrowth they down the spawn a little like by half in the very least. We need more reason to actually create a farm.
Also hopefully they can fix the glitching through fence upon saving, as well the animals jumping too much when they hit fence. Only time will tell..:D
on my game i can get cows, pigs, sheep, and chickens to fallow me. sometimes i have to switch seed/wheat back into the main inventory then back into hotbar and it works. just the other day i was making a farm for my sister, i had 3 pigs 2 cows fallowing me at the same time, aswell as getting 2 chickens to fallow me with seed. not to say there wont be problems or some xboxs acting diffrent. try to move your seed/wheat around see it that works. most of the time i do not have a problem.
Yeah I have lead everything except chickens... Which is the reason why I said that in the first place. And like I said it is something I must see for myself, I am just stubborn I guess about that... Hence seed testing, not to be confused with map generation...lol
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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.
Also hopefully they can fix the glitching through fence upon saving, as well the animals jumping too much when they hit fence. Only time will tell..
I'm not sure they can fix the glitching through fences. I think the issue is that a coordinate is not actually a single block, but a description of the intersection point of 4 blocks combined with the fact that the newer target box for fences makes it possible to stand on the same block as the fence. So, when you save and exit, the animal gets saved at a coordinate (intersection point) that can possibly respawn it on the block just outside and adjacent to the fence itself. The would have to have another dimension to the coordinates (i.e. a quandrant code), which (I suspect) would take up a lot more RAM overall... and more RAM is just something they don't have to work with.
I wonder if it was mentioned that you always drown when in water... That is when hungry, you can not swim up, whether it is still water or flowing... You just can't make it to the surface. I am use to playing on easy, so this is what I call a bug/glitch. There just is no chance for surviving underwater when underwater, at least early on when you do not have the stuff needed to create air bubbles.
This is also affecting pistons, mainly the sticky ones when holding a block underwater to not even attempt a quite push up through it. I think the water strength is just too strong in the flow as well.
With a switch you can get a piston to push through the water, but you can't get it to even go up once briefly through it. This is when a block is attached. I haven't tried without a block, which I might assume actually still works. It is with a block that doesn't all the time.
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'm not sure they can fix the glitching through fences. I think the issue is that a coordinate is not actually a single block, but a description of the intersection point of 4 blocks combined with the fact that the newer target box for fences makes it possible to stand on the same block as the fence. So, when you save and exit, the animal gets saved at a coordinate (intersection point) that can possibly respawn it on the block just outside and adjacent to the fence itself. The would have to have another dimension to the coordinates (i.e. a quandrant code), which (I suspect) would take up a lot more RAM overall... and more RAM is just something they don't have to work with.
Well maybe not right away, but is an idea for the future. Whom is to say they do not find another way around it. Of course it could be just tagged with the block itself, I mean look at half slabs... They are just cut in half, basically. And the code reads it that way. It could be possible if their was like a half tagged with the fence when placed. Like a thin wall in theory. which is pretty much is anyway up to half a block higher than that fence itself. The animal could be saved to be on 1 side or the other. 0,1... After all our character doesn't move from block to block, it is pretty precise.... Otherwise we would not see our character move so fluidly with the terrain, or even creep along the fence area.
This would be better left to when they optimize the code more though, just in case, so that if it does take too much ram they can narrow it down a bit and reduce how much it will take. It is all about how they decide to optimize the code really... But like I said this kind of thing would be more likely a future thing...:D
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.
Well maybe not right away, but is an idea for the future. Whom is to say they do not find another way around it. Of course it could be just tagged with the block itself, I mean look at half slabs... They are just cut in half, basically. And the code reads it that way. It could be possible if their was like a half tagged with the fence when placed. Like a thin wall in theory. which is pretty much is anyway up to half a block higher than that fence itself. The animal could be saved to be on 1 side or the other. 0,1... After all our character doesn't move from block to block, it is pretty precise.... Otherwise we would not see our character move so fluidly with the terrain, or even creep along the fence area.
This would be better left to when they optimize the code more though, just in case, so that if it does take too much ram they can narrow it down a bit and reduce how much it will take. It is all about how they decide to optimize the code really... But like I said this kind of thing would be more likely a future thing...
Hadn't thought about slabs. Animals are not the only things that glitch through the fences upon re-entry. I have a sniper platform surrounded by fences and, if I'm not careful about exactly where I'm standing when I exit the game, I wind up respawning on the grounwhen I re-enter... and there seem to usually be nearby when this happens... BOOM! (puts a different spin on "creeping along a fence.")
Hadn't thought about slabs. Animals are not the only things that glitch through the fences upon re-entry. I have a sniper platform surrounded by fences and, if I'm not careful about exactly where I'm standing when I exit the game, I wind up respawning on the grounwhen I re-enter... and there seem to usually be nearby when this happens... BOOM! (puts a different spin on "creeping along a fence.")
yeah among other things... I mean you still fall through stairs and slabs when moving around placing blocks. Albeit usually in the corner of them or on the edge. I usually don't save on slabs for that very reason, unless there happens to be solid ground below them, as in slab on top of a full block. Found out the same very thing on my peaceful map, so at least I didn't get a explosive ending like you did...><
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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've built a mob grinder with a passage below (2x2 blocks space, 8 long, walls of glass, bottom & ceiling cobblestone, 2 water sources) that leads to a "sticky-piston-2x2-trapdoor" so i can wait till the room over the trapdoor and the passage fills up with mobs and then let them fall all together. Now if there are like 10 or more mobs in that "collecting tank" some of them start to glitch through the walls. I can hit them but at least they can't harm me.
Now if you save & leave the game while a mob glitched out and then load again the mob will be outside that "collecting tank".
In one or two occasions it happened even without saving & leaving the game.
It were always creepers except one time it was 2 creepers and a zombie.
(excuse my english as i'm no native speaker)
you did fine buddy, i dont see anything wrong with your english.
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Ok here goes, hope i type this right seed is -2202219280285744285
You should find one location I know for sure around x -370 and z -428. Your looking for sand thats in the water. the depth is probably alot different then mine since my map is so heavily changed, most of the sea bed has been raised to 1 deep and the nearest land besides the small island you will see has been pushed back over 128 blocks. I've also got a massive hollowed out area under neath where you will heading.
Its odd that you can't reproduce it as I've tested it on different seeds and seem to find areas that do this quite often. If you still have problems reproducing I can show you on my map exactly the steps needed.
Another odd thing is because we have hollowed out straight to bedrock, the 'map borders' seems to be constantly shifting. I've got glass in the walls of the borders where lava and water streams keep coming in at random places. Any none stone/dirt/sand is required to stop it from reappearing each load however it will after a load or two select another different location to go.
If i don't hollow any more land it 'don't' do the above, but sand is always replaced no matter what.
This is normal, leaves shouldn't be collected with silk touch, because it's never as efficient. Leaves collected with silk touch often stack oddly because of each leaves separate ID, some are decaying while others are not. You're better off sticking with shears.
1. Players don't lose hunger with Building and Mining Trust off.
2. Players can't throw or drink Potions with Building and Mining Trust off.
3. The game will sometimes crash during saving.
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I had one chick/duck, three sheep, three lambs, and five cows disappear while I was mining. I was mostly on Lvl 44 (small step to 43) but I went to x: 83, z: -175 on my map.
On another note: I had three calves born at nearly the same time, and one escaped while I was changing to doors from fence gate. All six parents followed that one calf. So I killed the two forlorn calves and chased the over parented calf back inside.
Sorry, this just isn't correct. I have multiple maps - some ancient, from the original release, some created for each new title update. On all of them I don't even bother breeding because I can kill all the passive mobs in one large area, walk away, and come back in a few minutes and there are between 4-8 of each variety. Sometimes there are too many to even count. I know this affects breeding and spawning in other areas - it's really just disappointing. Before "de-spawning" was introduced, it was a challenge to even find newly spawned passive mobs as you killed off existing ones. Now the worlds are just constantly overrun with them.
Well I can not speak for anything before 1.7.3, but I do know now is not even comparable with that version... Albeit a small difference... I was running into many many more when around in 1.7.3 than I am now. Of course then they would be practically in caves and such, even sometimes wandering further down. But never had a problem with them spawning on any of the maps I have played in that version. I still don't have trouble with them spawning, as it is a little less than before, even now that they despawn (if that is true that they didn't in 1.7.3). It is just now that they don't wander into caves as much as they did before or other areas. The passive behavior is different, that much I do know. So even if by a smaller amount, still makes it seem like more due to the current behavior they have now.
Back then they also just spawned on grass itself not really biome specific as it appears to be now. I can lay grass down in a desert now and no animal will truly spawn, unless that was changed in the most recent patch. Back then i could do the same thing and get herds spawning. Also back then there was no breeding... This is just what I have noticed, so in my point of view it is true in what I am saying. I do run into herds now, but they are not as many as it was...
Not a bug. This was a feature that was introduced to the PC later than version 1.0... and version 1.0 is about where the Xbox is currently at.
I think some of the difference you might be seeing Tamorr is due to the fact that any animals not able to adequately move do not despawn and, therefore, they eat up some of the the spawn cap. In pre-1.8.2 worlds, all the animals would despawn, so new ones might appear to be spawning at a faster rate than they do currently. However, I think the actual system set spawn rate and mob caps were reset in the 1.8.2 bug fix to the same values as was previously set when all the animals were despawning.
That is a real shame if they changed that. Not being able to create new spawn areas just limits creativity. I'd love to be able to make mycellium patches for spawning mooshrooms - etc.
Graphics glitch with tall grass the graphics are offset from the grass location
Fence gates make extra sounds when stacked on top of eachother
Fence gates can be placed sideways while attached to fences
No. 2 - On my world, the hitbox for tall grass is definitely right on the tall grass, so I'm not sure what you mean by this.
No. 4 - Fence gates are meant to do this. From the Wiki: "When placed, fence gates will automatically face towards the player, regardless of any other fences around it."
hmm... at least that answers one thing I had an inkling for... I kinda thought they despawned before that. the person I was quoting was basically saying they didn't and it was added that they despawn... Which I figured was not true... uncertain since it has been soooo long since that version for me...><
Still thought I believe the same in what I say. Sure they spawn faster in the prior edition, but still is slightly noticeable in the difference. But like you say it could be the illusion of the matter. I really don't know for sure unless 4J says something bout' it. Although I just hope when they put in wool regrowth they down the spawn a little like by half in the very least. We need more reason to actually create a farm.
Also hopefully they can fix the glitching through fence upon saving, as well the animals jumping too much when they hit fence. Only time will tell..:D
Yeah I have lead everything except chickens... Which is the reason why I said that in the first place. And like I said it is something I must see for myself, I am just stubborn I guess about that... Hence seed testing, not to be confused with map generation...lol
I'm not sure they can fix the glitching through fences. I think the issue is that a coordinate is not actually a single block, but a description of the intersection point of 4 blocks combined with the fact that the newer target box for fences makes it possible to stand on the same block as the fence. So, when you save and exit, the animal gets saved at a coordinate (intersection point) that can possibly respawn it on the block just outside and adjacent to the fence itself. The would have to have another dimension to the coordinates (i.e. a quandrant code), which (I suspect) would take up a lot more RAM overall... and more RAM is just something they don't have to work with.
This is also affecting pistons, mainly the sticky ones when holding a block underwater to not even attempt a quite push up through it. I think the water strength is just too strong in the flow as well.
With a switch you can get a piston to push through the water, but you can't get it to even go up once briefly through it. This is when a block is attached. I haven't tried without a block, which I might assume actually still works. It is with a block that doesn't all the time.
Well maybe not right away, but is an idea for the future. Whom is to say they do not find another way around it. Of course it could be just tagged with the block itself, I mean look at half slabs... They are just cut in half, basically. And the code reads it that way. It could be possible if their was like a half tagged with the fence when placed. Like a thin wall in theory. which is pretty much is anyway up to half a block higher than that fence itself. The animal could be saved to be on 1 side or the other. 0,1... After all our character doesn't move from block to block, it is pretty precise.... Otherwise we would not see our character move so fluidly with the terrain, or even creep along the fence area.
This would be better left to when they optimize the code more though, just in case, so that if it does take too much ram they can narrow it down a bit and reduce how much it will take. It is all about how they decide to optimize the code really... But like I said this kind of thing would be more likely a future thing...:D
Hadn't thought about slabs. Animals are not the only things that glitch through the fences upon re-entry. I have a sniper platform surrounded by fences and, if I'm not careful about exactly where I'm standing when I exit the game, I wind up respawning on the grounwhen I re-enter... and there seem to usually be
yeah among other things... I mean you still fall through stairs and slabs when moving around placing blocks. Albeit usually in the corner of them or on the edge. I usually don't save on slabs for that very reason, unless there happens to be solid ground below them, as in slab on top of a full block. Found out the same very thing on my peaceful map, so at least I didn't get a explosive ending like you did...><