Without even hinting at bugs--since that seems to be so touchy around here--can I get some feedback on the changes to gameplay that TU13 has brought upon us? I'm very concerned about what I have read so far, and I need to decide whether to continue waiting (I'm still at TU11) or accept TU13. Is is a better experience, or is it worse? I understand that I can't do texture packs without updating, so that's a known minus.
Without even hinting at bugs--since that seems to be so touchy around here--can I get some feedback on the changes to gameplay that TU13 has brought upon us? I'm very concerned about what I have read so far, and I need to decide whether to continue waiting (I'm still at TU11) or accept TU13. Is is a better experience, or is it worse? I understand that I can't do texture packs without updating, so that's a known minus.
I liked TU12 and so I would update to that if you could. The big issue people, and I, didn't like there was slower rails but lots of other good stuff. Seems like there are villager limits(I think?) 50 per map and that is kind of an issue. If you have several villages and try to build an iron golem then you can have a village populated with just 4 villagers. I liked having too many villagers better than having too few. I have started a new seed so I'm not 100% about these numbers here but it seems close to accurate in my experience.
*shrug* I don't do much in MC anyway, just build stuff. Now I'm creating a HUGE habitrail-type glass structure, and will be connecting the tubes with a rail & cart system. I haven't noticed anything good or bad about the new update.
Downloading it now, I'll (TRY) and get back to this thread. Although, I think people are just whining about nothing because of a few bumps in the update
My experience with TU13 has been somewhat mixed. The major issue I was having with TU12 (reappearing water and lava near the world edge continually wiping out my rails appears to have been fixed). However, the increase in Minecart speed (which everyone really wanted) has brought back an issue if my minecarts overshooting their mark at my 2-way stop and go stations... and now it requires a pickaxe to break the minecart and reset it on the proper rail. I really need to find a way to reliably get the cart to stop on the first unpowered power rail rather than coasting over it to stop on the second one. I've noticed some returning lag issues as well that were blessedly absent in TU12. To me, the lighting seems fine (although I don't have any redstone lamps in use in these worlds, so I can't speak to any issues with those).
I read that some animations, like mining, were slower. I could live with that, unless the actual process of mining is slower. Is it?
I'm glad to hear the cart speed is back. I've used an extra unpowered (power) rail in one place to stop the cart at another unpowered rail at 90 degrees to the first. It basically dumps the cart at the beginning of another track, complete with backstop block. It works very well. Before I added that extra unpowered rail, it would always keep going, and hit the 3 powered rails that do the initial acceleration, and I'd be off traveling again without wanting to.
I read that some animations, like mining, were slower. I could live with that, unless the actual process of mining is slower. Is it?
I noticed this last night. I wasn't sure if I was actually seeing a change in animation or just imagining things. Personally I don't mind it, actual mining speed seems unchanged.
I like to build large kingdoms and this low villager limit is kind of lame.
I have one kingdom with 30 buildings in the village and I'm now capped. They dont even use half of them. I got another about the same where I let them breed up about a 100 and it feels like a live town. Please give the option in the next update to toggle villager limits.
I like to build large kingdoms and this low villager limit is kind of lame.
I have one kingdom with 30 buildings in the village and I'm now capped. They dont even use half of them. I got another about the same where I let them breed up about a 100 and it feels like a live town. Please give the option in the next update to toggle villager limits.
Yea I didn't see the villager issue as a problem and I have had villages with the infinite loop so they would breed out of control. The village would have 200 villagers and 15 iron golems. But you can always eliminate excessive villagers but you can't do anything about a hard programed limit.
My minecarts moved faster than a slow amble! It was quite amazing! My switching station doesn't work right though. Haven't figured out why yet. It's like some of the wiring got switched up. I must investigate!
The mining animation is off a hair from what it used to be. Takes a couple minutes to get used to.
Were there changes to how redstone works? I seem to recall reading something about how a redstone wire going alongside rails will no longer power them. You may need to direct the wire into the rail? Investigation is the right idea.
The changed the icon for the default texture pack when loading up a world. Changed the swinging animation when hitting or using a lever, button etc.. That's all I know.
I like to build large kingdoms and this low villager limit is kind of lame.
I have one kingdom with 30 buildings in the village and I'm now capped. They dont even use half of them. I got another about the same where I let them breed up about a 100 and it feels like a live town. Please give the option in the next update to toggle villager limits.
Agree. The limit ruins our towns we were buliding. Pretty much ghost towns again. Hopefully the next update they raise the limit. Also hope they fix it so the villagers spread out. If one house has 2-3 villagers in it, they should automatically go to the next house instead of all trying to pack into one.
Agree. The limit ruins our towns we were buliding.
The limits keep the game running smoothly and not crashing.
The Xbox 360 only has 512MB of RAM. All of which probably isn't being used by the game since their is a background OS on at all times. That tiny, tiny, amount of RAM would run out very quickly if things were allowed to spawn in infinite numbers.
The limits keep the game running smoothly and not crashing.
The Xbox 360 only has 512MB of RAM. All of which probably isn't being used by the game since their is a background OS on at all times. That tiny, tiny, amount of RAM would run out very quickly if things were allowed to spawn in infinite numbers.
It wasn't crashing before in TU12. Instead of just fixing the breeding so it breeds based on doors and counted baby villagers, they just made a cap instead. Control the breeding better instead of a low cap that turns towns into ghost towns.
Agree. The limit ruins our towns we were buliding. Pretty much ghost towns again. Hopefully the next update they raise the limit. Also hope they fix it so the villagers spread out. If one house has 2-3 villagers in it, they should automatically go to the next house instead of all trying to pack into one.
I think that's very human of them. Bipeds are herd animals and tend to gather when threatened.
I think that's very human of them. Bipeds are herd animals and tend to gather when threatened.
If you think having 50 villagers all trying to cram into a 4x4 house while there is a huge town full of empty houses all around them makes sense, then ok. But just seems to ruin the town by not having the villagers making use of it except for the one corner house.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I liked TU12 and so I would update to that if you could. The big issue people, and I, didn't like there was slower rails but lots of other good stuff. Seems like there are villager limits(I think?) 50 per map and that is kind of an issue. If you have several villages and try to build an iron golem then you can have a village populated with just 4 villagers. I liked having too many villagers better than having too few. I have started a new seed so I'm not 100% about these numbers here but it seems close to accurate in my experience.
Stay fluffy~
I'm glad to hear the cart speed is back. I've used an extra unpowered (power) rail in one place to stop the cart at another unpowered rail at 90 degrees to the first. It basically dumps the cart at the beginning of another track, complete with backstop block. It works very well. Before I added that extra unpowered rail, it would always keep going, and hit the 3 powered rails that do the initial acceleration, and I'd be off traveling again without wanting to.
I noticed this last night. I wasn't sure if I was actually seeing a change in animation or just imagining things. Personally I don't mind it, actual mining speed seems unchanged.
I have one kingdom with 30 buildings in the village and I'm now capped. They dont even use half of them. I got another about the same where I let them breed up about a 100 and it feels like a live town. Please give the option in the next update to toggle villager limits.
Yea I didn't see the villager issue as a problem and I have had villages with the infinite loop so they would breed out of control. The village would have 200 villagers and 15 iron golems. But you can always eliminate excessive villagers but you can't do anything about a hard programed limit.
The mining animation is off a hair from what it used to be. Takes a couple minutes to get used to.
I'm back!
My old account: http://www.minecraft...0242-vxelerate/
Agree. The limit ruins our towns we were buliding. Pretty much ghost towns again. Hopefully the next update they raise the limit. Also hope they fix it so the villagers spread out. If one house has 2-3 villagers in it, they should automatically go to the next house instead of all trying to pack into one.
The Xbox 360 only has 512MB of RAM. All of which probably isn't being used by the game since their is a background OS on at all times. That tiny, tiny, amount of RAM would run out very quickly if things were allowed to spawn in infinite numbers.
It wasn't crashing before in TU12. Instead of just fixing the breeding so it breeds based on doors and counted baby villagers, they just made a cap instead. Control the breeding better instead of a low cap that turns towns into ghost towns.
I think that's very human of them. Bipeds are herd animals and tend to gather when threatened.
If you think having 50 villagers all trying to cram into a 4x4 house while there is a huge town full of empty houses all around them makes sense, then ok. But just seems to ruin the town by not having the villagers making use of it except for the one corner house.