This is exactly what happened, I just tried it with a different world and it did it again. I dont understand why though, I did not save when it happened and yet when I went back to the xbox that had the update the world was still messed up. Is there any way to fix this
Perhaps the easiest way to explain it is. Say TU10 adds something to the save that TU9 doesn't understand. While loading the game TU9 sees this, so it decides (incorrectly) that the save is damaged and the seed is no good. At which point during the load it uses a new seed to generate the overworld, losing all prior work when it does an immediate save as part of that loading.
The better way to fix this bug would be the same way they did with Magic The Gathering card game (not the 2013 one). One TU forced a complete re-download of the Magic The Gathering Arcade game wich was a whole new package and then future TUs went against that. So if you have the old MtG XBLA Game, and get say TU3 it says DL MtG XBLA Game v1.1 and then TU4+ go against the new XBLA package.
So as an example they could make a TU11 that forces a download of a new Minecraft XBLA game package. Which would be Mincecraft combined with that fix and any others. After that TU12 would only go against the media ID for the v1.1 package whereas TU11 would still be on the system forcing v1.0 package people to re-download.
That would solve a lot of the potential crossing, assuming they don't break the code in future TUs. Not sure how feasible that is since MtG (not 2013) was one of the only games I know of to do that.
At the very least they should be making it so TU11 won't load worlds created on TU12 and later without destroying them. Then again this bug has existed since day 1, but I wasn't feeling particularly like posting till they released that extreme error in judgment called TU9.
Then again we've no idea since they've not acknowledged the issue.
So as an example they could make a TU11 that forces a download of a new Minecraft XBLA game package. Which would be Mincecraft combined with that fix and any others. After that TU12 would only go against the media ID for the v1.1 package whereas TU11 would still be on the system forcing v1.0 package people to re-download.
That would solve a lot of the potential crossing, assuming they don't break the code in future TUs. Not sure how feasible that is since MtG (not 2013) was one of the only games I know of to do that.
At the very least they should be making it so TU11 won't load worlds created on TU12 and later without destroying them. Then again this bug has existed since day 1, but I wasn't feeling particularly like posting till they released that extreme error in judgment called TU9.
Then again we've no idea since they've not acknowledged the issue.
EDITs for typos and such.
I can see them going with the entire redownload for T11. It would make the most sense with the disc version coming out at the same time... forcing both base versions to the same level and, perhaps, finally facilitating some level of map sharing (?? - I know... being an optimist here).
There are still huge lag spikes in the nether. About every 10 minutes of so.
Pressure plates stay activated without pressure on them. They need to be removed and placed again for them to work. (I just keep checking my traps to see if they are stuck on)
Piston doors aren't consistent (one block retracting slower than the others while being wired the exact same, with no repeaters)
Getting stuck in Lilly pads while walking over them.
I assume all of these have been mentioned. Sorry if this is the case.
So on the xbox I didn't go far to get some bones. When I came back and went up-stairs, I saw a creeper and it blew up my house. My house was well lighted up and there was only one way to go upstairs and I didn't even have the door open.
There is one section of 1x4 on my map that turns stone into gravel and a couple blocks down the line are turned into coal ore. It's clearly happening because it's our rail system...and the gravel is laying perfectly on the ocean floor.
Breaking a block that breaks instantly counts as no uses.
from the wiki, but I have broken torches (a block that breaks instantly) as well as grass (the tall one that breaks instantly) and it has decreased the durability of my sword.
Also, when PVP is off, attacking someone with a sword (and I assume the same is true with any tool) will still lose durability (my sword broke when I was "attacking" my friend [for fun]). This may be intended, but it just doesn't make much sense to me.
After placing an Item Frame in The End, I can not place them or Paintings in the Overworld any more. Reloading map and restarting the Xbox had no effect in this issue.
Perhaps the easiest way to explain it is. Say TU10 adds something to the save that TU9 doesn't understand. While loading the game TU9 sees this, so it decides (incorrectly) that the save is damaged and the seed is no good. At which point during the load it uses a new seed to generate the overworld, losing all prior work when it does an immediate save as part of that loading.
The better way to fix this bug would be the same way they did with Magic The Gathering card game (not the 2013 one). One TU forced a complete re-download of the Magic The Gathering Arcade game wich was a whole new package and then future TUs went against that. So if you have the old MtG XBLA Game, and get say TU3 it says DL MtG XBLA Game v1.1 and then TU4+ go against the new XBLA package.
So as an example they could make a TU11 that forces a download of a new Minecraft XBLA game package. Which would be Mincecraft combined with that fix and any others. After that TU12 would only go against the media ID for the v1.1 package whereas TU11 would still be on the system forcing v1.0 package people to re-download.
That would solve a lot of the potential crossing, assuming they don't break the code in future TUs. Not sure how feasible that is since MtG (not 2013) was one of the only games I know of to do that.
At the very least they should be making it so TU11 won't load worlds created on TU12 and later without destroying them. Then again this bug has existed since day 1, but I wasn't feeling particularly like posting till they released that extreme error in judgment called TU9.
Then again we've no idea since they've not acknowledged the issue.
EDITs for typos and such.
thanks for all the info but is there anything at all i can do on my end or am i just screwed
1. Every time I save my game each 15 minutes, after it saves, there's a lag which rarely (let's estimate 1 out of 20 times) freezes.
2. When I join a game online, the xbox freezes. This is because the host kicks you the moment you join their game (you can tell by trying to join the game again after you turn your xbox again)
There's about 2 ticks / 1 redstone tick of lag on chunk boundaries. It never got fixed for me after the update that was supposed to fix it. It did become less common after being "fixed," but now it happens all the time again.
Too much TNT going off near me abrubtly freezes my Xbox on rare occasion. Blast protection enchantments also amplify the damage taken from TNT for me. Edit: Actually, maybe it's all around nerfed. I took them off, & I was like a ragdoll. In other worlds, with slightly better armor, I can survive way more. Maybe it's just iron armor being weaker.
Oak wood slabs ghost on the screen for a second sometimes.
Creepers blow up from large distances even if you run away.
Mobs, including you, can phase through walls when pistons activate / you get out of bed sometimes. It has gotten me killed by a creeper once recently.
Arrows shot at low trajectories w/ low charge over the edge of a block will not get shot away from you, but hit you instead. This will then cause your wolves to attack you if they're nearby.
Blocks reappear after being mined. It's happened to me ever since it was fixed for players who had it happen.
Pistons activate / deactivate rapidly when adjacent to steadilly powered redstone dust. It only seems to happen if lots of repeaters w/ a lot of delay transfer the signal to the redstone dust.
Villages spawn w/ gravel roads, an elevated well, & no buildings.
Error recieved when starting up Minecraft from dashboard. It doesn't happen on second attempt though, so it's a minor issue.
Lighting issues w/ lots of decaying trees & huge mushrooms being farmed.
A guy had a dungeon appear randomly in his cave house.
I know how to reproduce that invisible chest glitch. Boot up a world that used to have the dark chest + game crash glitch. Then, travel outside of the render distance of where you witnessed the dark chests when the glitch occured. I noticed that unlike most people who had that issue, I was blessed with the game not crashing until after I broke one of those dark chests or fought a creeper / enderman (what that had to do w/ it is a mystery to me, but it crashed the game. Those mobs can alter terrain if that had something to do w/ it). After a day, the world would boot up again. This allowed me to observe that only chests within the render distance of where you last saved appeared dark. When you return to the area & reload the chunks where the chests used to be dark, they may be invisible as well as the signs now.
Arrows on the back of a block destroy paintings on the opposite side. At least they used to (I haven't tested it recently).
Slimes seem to spawn higher than they should. I used to see them close to the surface. Now, I recently explored a cave & around level 40, I heard tons and tons of slimes that sounded like they were just on the other side of the wall. There's a few sections blocked off that I plan to explore soon, but I wouldn't be surprised to find some bizzare thing like a slime dungeon (who knows what kind of glitch this is?).
Silk touch pickaxes don't play the breaking sound & mine the last block w/ silk touch.
TNT doesn't always blow you or TNT away, or nearly as much as it generally does anyways, resulting in TNT cannons destroying themselves, etc.
Stone generation lags sometimes compared to older updates, so I've had to add leeway to the timing of my stone generator. This is acceptable, but it'd be nice to see this fixed.
So on the xbox I didn't go far to get some bones. When I came back and went up-stairs, I saw a creeper and it blew up my house. My house was well lighted up and there was only one way to go upstairs and I didn't even have the door open.
Mobs glitch through walls. I've seen it quite a few times, including me doing it. It generally happens when pistons go off or the time shifts to day.
There are still huge lag spikes in the nether. About every 10 minutes of so.
I am also experiencing this issue quite extensively, and more consistently. Appears at random intervals. Is this a common bug now? I should not though that my Nether is a regenerated one.
this is a game breaking bug that i come across, was messing with fire charges and dispensers, fired a ton off then saved and exited, when i reloaded all the fire charges are still there and not despawning, the frame rate drops down to 2-3, can hardly move when close to them, cant find a away of getting rid of them
here is a conformation of that bug please listen and watch closely, thank you for your time
seem to be getting alot of glitched fences at present, mainly happens when its dark, hence the dark pictures
I've seen this in a lit up area of a mineshaft. It only lasted a moment though, when I walked past it, then turned to look, it was gone.
A friend and I both have an issue with accepting an invite when Minecraft has yet to start up. If we accept it while at the dashboard, it shows a notification that we don't have the full version and need to buy the game to play with others. We've never license transferred it, we both are using the same Xbox that we bought it on. It's not a huge deal, but an inconvenience that's been around for a while, so I figured I'd mention it here.
Rollback Post to RevisionRollBack
The good people, they always die. And the bad people do too...But the weaker people, the people like me, WE have inherited the Earth. -Morgan Jones
I've seen this in a lit up area of a mineshaft. It only lasted a moment though, when I walked past it, then turned to look, it was gone.
A friend and I both have an issue with accepting an invite when Minecraft has yet to start up. If we accept it while at the dashboard, it shows a notification that we don't have the full version and need to buy the game to play with others. We've never license transferred it, we both are using the same Xbox that we bought it on. It's not a huge deal, but an inconvenience that's been around for a while, so I figured I'd mention it here.
I can confirm this. The Xbox edition seems to get confused when accepting invites from the dashboard rather than in game.
I have a glitch where cave spiders appears to be invulnerable to enchanted weapons.
Arrows fired at a cave spider from a Power II enchanted bow will bounce off the spider model (as happens when you shoot at other player models in creative mode). The spider model will flash red as if it were taking damage but apparently no damage is taken. I have shot the same spider with 5 fully charged shots and not kllled it.
Cave spiders hit with a Knockback II sword do not suffer the knockback effect.
(Been clearing a mineshaft/ravine combo with 3 cave spider spawner within a 40 block radius.)
When I kill the ender dragon the "ending credits" dont appear, it appears only the "grass block backround" but the actual letters that tell you the credits never appear, its just an empty grass block and if you wait until the credits end and you dont do anything you will respawn INSIDE the end portal (yes the black thingy) and you WILL NOT be able to go back to your world unless you kill yourself. Once I tried killing myself by jumping to the void and I started dying like in Y:-28,300 or something like that.
PLEASE fix the bug in where the right door opens by itself when you put a pressure plate in front of it. I want to use double doors but this bug makes that the door is always open when not powered.
When you open your inventory, sometimes the item in the first slot in the hotbar jumps to your inventory (like when you press Y on it) by itself (this bug has almost killed me many times while fighting creepers)
PLEASE fix the bug in where the right door opens by itself when you put a pressure plate in front of it. I want to use double doors but this bug makes that the door is always open when not powered.
There are several work-arounds for this. Some guy posted a fix where you place the plates but only one pressure plate does anything other is for looks. I have a way so that both are operational. But yeah, do a search I'm sure someone has posted one of the fixes.
Rollback Post to RevisionRollBack
Check it out for awesome tutorials and constant content!
PLEASE fix the bug in where the right door opens by itself when you put a pressure plate in front of it. I want to use double doors but this bug makes that the door is always open when not powered.
The better way to fix this bug would be the same way they did with Magic The Gathering card game (not the 2013 one). One TU forced a complete re-download of the Magic The Gathering Arcade game wich was a whole new package and then future TUs went against that. So if you have the old MtG XBLA Game, and get say TU3 it says DL MtG XBLA Game v1.1 and then TU4+ go against the new XBLA package.
So as an example they could make a TU11 that forces a download of a new Minecraft XBLA game package. Which would be Mincecraft combined with that fix and any others. After that TU12 would only go against the media ID for the v1.1 package whereas TU11 would still be on the system forcing v1.0 package people to re-download.
That would solve a lot of the potential crossing, assuming they don't break the code in future TUs. Not sure how feasible that is since MtG (not 2013) was one of the only games I know of to do that.
At the very least they should be making it so TU11 won't load worlds created on TU12 and later without destroying them. Then again this bug has existed since day 1, but I wasn't feeling particularly like posting till they released that extreme error in judgment called TU9.
Then again we've no idea since they've not acknowledged the issue.
EDITs for typos and such.
I can see them going with the entire redownload for T11. It would make the most sense with the disc version coming out at the same time... forcing both base versions to the same level and, perhaps, finally facilitating some level of map sharing (?? - I know... being an optimist here).
Pressure plates stay activated without pressure on them. They need to be removed and placed again for them to work. (I just keep checking my traps to see if they are stuck on)
Piston doors aren't consistent (one block retracting slower than the others while being wired the exact same, with no repeaters)
Getting stuck in Lilly pads while walking over them.
I assume all of these have been mentioned. Sorry if this is the case.
from the wiki, but I have broken torches (a block that breaks instantly) as well as grass (the tall one that breaks instantly) and it has decreased the durability of my sword.
Also, when PVP is off, attacking someone with a sword (and I assume the same is true with any tool) will still lose durability (my sword broke when I was "attacking" my friend [for fun]). This may be intended, but it just doesn't make much sense to me.
thanks for all the info but is there anything at all i can do on my end or am i just screwed
2. When I join a game online, the xbox freezes. This is because the host kicks you the moment you join their game (you can tell by trying to join the game again after you turn your xbox again)
I've seen it w/ some nether fences too.
Mobs glitch through walls. I've seen it quite a few times, including me doing it. It generally happens when pistons go off or the time shifts to day.
I am also experiencing this issue quite extensively, and more consistently. Appears at random intervals. Is this a common bug now? I should not though that my Nether is a regenerated one.
here is a conformation of that bug please listen and watch closely, thank you for your time
Project Aztec Server Stats: Rage Quits - 132 Deaths - 311 Survivors - 13, 11:36
I've seen this in a lit up area of a mineshaft. It only lasted a moment though, when I walked past it, then turned to look, it was gone.
A friend and I both have an issue with accepting an invite when Minecraft has yet to start up. If we accept it while at the dashboard, it shows a notification that we don't have the full version and need to buy the game to play with others. We've never license transferred it, we both are using the same Xbox that we bought it on. It's not a huge deal, but an inconvenience that's been around for a while, so I figured I'd mention it here.
I can confirm this. The Xbox edition seems to get confused when accepting invites from the dashboard rather than in game.
Arrows fired at a cave spider from a Power II enchanted bow will bounce off the spider model (as happens when you shoot at other player models in creative mode). The spider model will flash red as if it were taking damage but apparently no damage is taken. I have shot the same spider with 5 fully charged shots and not kllled it.
Cave spiders hit with a Knockback II sword do not suffer the knockback effect.
(Been clearing a mineshaft/ravine combo with 3 cave spider spawner within a 40 block radius.)
PLEASE fix the bug in where the right door opens by itself when you put a pressure plate in front of it. I want to use double doors but this bug makes that the door is always open when not powered.
When you open your inventory, sometimes the item in the first slot in the hotbar jumps to your inventory (like when you press Y on it) by itself (this bug has almost killed me many times while fighting creepers)
There are several work-arounds for this. Some guy posted a fix where you place the plates but only one pressure plate does anything other is for looks. I have a way so that both are operational. But yeah, do a search I'm sure someone has posted one of the fixes.