Splash Potion durations change depending on how far from yourself or the target the splash potion lands.
Thank you, I did not think this was a bug I thought is was just was I thinking and thanks for clearing it up.
I also want to Thank You for not damaging my map in the last two updates I am going back now and fixing the things that do not belong such as the track on the glow stone as well, I did not do this another player had. Giving me a chance to fix this rather then popping and de-spawning the parts is a far better option now. I know it will take a while to find every thing it will be found and fixed though and I like this approach far better.
since TU10 zombie pigmen randomly attack me. i walk up to them and give them hugs now, just to check on things.. i gave one a hug, everything was fine.. i went into my netherrack smelting room to grab some brick, i came out and it attacked me.. this happens regularly.. 85% of the pigmen are fine with me, but that one is a jerk.. when i fight back, everyone gets riled up.. now, i don't mind fighting pigmen, but i really want to fight ghasts.
since TU10 zombie pigmen randomly attack me. i walk up to them and give them hugs now, just to check on things.. i gave one a hug, everything was fine.. i went into my netherrack smelting room to grab some brick, i came out and it attacked me.. this happens regularly..
Not sure if it's a glitch or what, but if I mine a block made out of 2 nether brick half slabs on top of each other with my silk touch pickaxe I get one nether brick half slab back, and if I use my normal pickaxe I get both back.
The CREEPER/TNT explosion lag seems to be related to a game that is "Online" .....Offline with splitscreen it is not an issue....
So... you semi fixed it..... I'll take 50%... Patiently waiting for the other 50% of this fix, so that I don't get ambushed while fighting a creeper on my server. Seems players are affected by lag but other mobs are not.. When the lag stops you realize you were apparently getting beat up by a zombie the entire time... Endermen will kill you almost everytime..
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ok not to be a complainer piston ally now removed from my maze now as it has now been disabled. I can no longer smash players with multiple pistons on a time delay any more. The maze is survival not trolling, it is the players choice the path they take not mine I don't make it for them.
Are these items considered cheating, is this why they are being disabled.
I thought this was cool when I saw this so I build it and no you can have this either
No more fire charge machine gun either tried that it does not work either one shot is stops. it this because of Obamas, "Anti Assault Rifle" campaign with the ATF.
Again I am bringing this up
No more Rapid fire "Arrow Machine Gun either" can have that might poke out an eye!
Now we have people hold poles on how we are going to play the game and have fun as well why don't they play the game they want to and let us play our game the way we want to...
This game is becoming an "Act of Congress" mixed in with the "Queens, Lord Chancellor and Magistrate"..
people don't like getting killed by rapid firing items don't complain you don't have to play with that person. It was survival. you don't want water or ice in hell then don't it put there! don't make the vender add code to prevent people from doing it just because some one put it in your world, keep a back up and kick the player. I don't let very many people in my worlds and I never save after they have been in them...
Joey is farming XP that should not be allowed then why have spawn cages so you can build traps. please when people come to my map and say that is cheating I kick then and block them I save their first message and block communications, done for ever I don't want to here about it, you asked to come to my world. When I come to your world I empty pockets and leave and take nothing with me what is yours is yours what's mine is mine..
All this these extra rules add over head to the code, and cause more bugs up on bugs and more bugs.
since TU10 zombie pigmen randomly attack me. i walk up to them and give them hugs now, just to check on things.. i gave one a hug, everything was fine.. i went into my netherrack smelting room to grab some brick, i came out and it attacked me.. this happens regularly.. 85% of the pigmen are fine with me, but that one is a jerk.. when i fight back, everyone gets riled up.. now, i don't mind fighting pigmen, but i really want to fight ghasts.
i love you zombie pigman, please be nice!
This is not a bug why pi$$ off pig men then later try to go hug them that it like poking a stick in an ant bed and going to stand next to it and saying I don't know why they are so mad all I want to is be there friend and hug them, next time try Andro for the ant bed or leave them alone
^^^
SMH at everything else....... but rapid firing dispenser mechanisms/pulsars STILL work.
no they shut down I am trying to figure out why right now, it seems that when the flaming machine gun starts up the piston tunnel shuts down, I am in my scrap yard watching it happen right now.
and I am playing in off line write now mode to get them to work
ok with one timer unloaded the timers continue to run and don't shut down when I load up the other timer one will shut down
This problem occurs online or offline I thought at first this might just be a offline issue it seems to happen on both.
This time with both clocks running I just shunted the load and then started it with a reload and started both loads up to see what would happen they both ran for 3.20 and locked the Xbox up solid.
so once the timer is set in to motion it should stay in motion,This almost seems is if it as reached a limit on redstone or a on a "do while '==' $f=0 while ($f == 0) loop" that should never be less than or greater than 0 because $f=0 and some how it is, when you start the next clock with a load it, the first timer expires becomes less than or grater than "0". it almost seems like memory is getting trampled or a global variable for redstone clocks is screwed.
so after looking at this all night long with out resolution I logged on to a production sever and began to play some very simple code while running tops
I have figured out the redstone clocks have to have a time limit or reserved memory is being eaten up and not cleared, this would explain why the xbox360 locks up, or a clock just stops. I just let these loops below fly with now limits and they went wild hogging up server resources after the fifth loop clock was started
<?php
$g = 1;
$a = 5;
$f = 0;
do{
echo $f;
printf($g + $a);
}
while ($f == 0);
?>
Dual Xeon Sever 16 gigs Ram Red hat ran 7 min before hitting server limits of 5
On a production web server
Load Averages: 4.21 3.78 0.23
Load Averages: 4.98 4.48 4.10
Server shut down the clocks scripts and moved to normalize it self
Load Averages: 2.18 3.01 1.83
This would be the same as the Xbox shutting off all but one of the clocks.
so in short what I was able to create on a server was close to what is happening on the Xbox I know they are not the same OS. This was just to see if I could create a run away loop and get the same results as the xbox
I was on the ground and waiting when with in ten block of each machine when one then came to a stop then the next last it locked up
Just my thoughts on it, it has been a long time since I have coded up much any more.
I cant use one clock for everything the maze is over 100 x 100 blocks I would need 10 repeaters just to get to the main clock.
Ill double check tonight but after TU10 all my pulsars and clocks failed... (Shutdown/Locked Up) I restarted them all last night and no problems yet.. will double check tonight
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This is for TU10 since a new thread isn't here yet:
Edges of oak wood slabs ghost on screen for a few seconds sometimes.
Skeletons are not always on top of spider jockeys (they can be in sitting position below the spider & flicker between there & on top where they should be).
Playing online multiplayer (as guest) any creeper explosions cause the game to hang for significant periods (as with TU9)
Splash potions work for inconsistent periods of time. From an 8 minute speed potion, the spash potion read 6 minutes, but on throwing, the time tended to come up as 3-5 minutes and be used up strangely rapidly. I tried to test it properly with a stop watch but life kept happening. This may have occured with TU9 also, but didn't pick up on it until just this last play session (I make speed splash potions then dose everyone when we wake up in the morning.)
Sound for breaking tool does not play (multiple users reported)
Seems like sound for experience does not always play when taking smelted materials from furnaces (eg nether bricks) which I don't think ever causes the sound. (my sound system is playing up though)
As for the sound of tools breaking, I am starting to notice that if the tool is enchanted it won't make a sounds when it breaks but if it isn't enchanted it will make a sound. Not completely sure if this is 100% accurate but it is something i have been noticing recently now that I pay some attention to it. I will keep testing this as I go to see if this is an accurate assesment.
Redstone Clocks and Pulsars are failing... they lock up or quit working... never happened before...
It seems to be hit and miss.... One pulsar has yet to fail though.. But all clocks lock up eventually..
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Redstone Clocks and Pulsars are failing... they lock up or quit working... never happened before...
It seems to be hit and miss.... One pulsar has yet to fail though.. But all clocks lock up eventually..
Yup.. they are easy to reset but it is still a pain, seems automating things with clocks is now not an option....I'm sure it will get fixed... eventually.
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Animals are still not spawning in their pre-tu9 numbers and they still manage to glitch themselves out of fences. At least they aren't randomly dying anymore.
Ok I think this has happened for several updates now, but from what I can tell, when the world is first loaded, wolves (at least tamed wolves) start with low health and then eventually gain it back. I loaded a world and I happened to be in my basement underneath my dog house and I heard a bunch of whining as if they were almost dead.
Animals are still not spawning in their pre-tu9 numbers and they still manage to glitch themselves out of fences. At least they aren't randomly dying anymore.
I hate to say this deleting you cache may resolve the issue, this also may reset you leaderboard stats. I am not sure though.
it fixed my animal problem they don't jump 3 meters high any more, and don't stray out of the of the fences
Hello I think this is a bug and sorry if it has been reported already, but I was trying to break a block and all I was getting was the first stage of breaking a block. Sometimes I would get to about stage five, but then it would reset to stage one. This would happen in both my world and a friend world.
Below is a picture with two bugs I found in one circuit.
1. The piston coming out from the output of an instant T-Flip Flop does not receive a block update (Meaning it will stay on and not turn off when it is supposed to [meaning when the button is pushed] or vice-versa) ;however, I can place a repeater coming out from the output which causes the piston to update when it is supposed to meaning it will turn on or off (this defeats the purpose of this being an instant T-Flip Flop).
2. This instant T-Flip Flop will not work properly if facing in the East or West directions because the downward facing piston to the left of the upward facing piston will not turn on then off; however, if this instant T-Flip Flop is facing in the north or south directions the piston to the left of the upward facing piston will turn on then off.
I also want to Thank You for not damaging my map in the last two updates I am going back now and fixing the things that do not belong such as the track on the glow stone as well, I did not do this another player had. Giving me a chance to fix this rather then popping and de-spawning the parts is a far better option now. I know it will take a while to find every thing it will be found and fixed though and I like this approach far better.
Project Aztec Server Stats: Rage Quits - 132 Deaths - 311 Survivors - 13, 11:36
i love you zombie pigman, please be nice!
it's separation anxiety...
So... you semi fixed it..... I'll take 50%... Patiently waiting for the other 50% of this fix, so that I don't get ambushed while fighting a creeper on my server. Seems players are affected by lag but other mobs are not.. When the lag stops you realize you were apparently getting beat up by a zombie the entire time... Endermen will kill you almost everytime..
Are these items considered cheating, is this why they are being disabled.
I thought this was cool when I saw this so I build it and no you can have this either
No more fire charge machine gun either tried that it does not work either one shot is stops. it this because of Obamas, "Anti Assault Rifle" campaign with the ATF.
Again I am bringing this up
No more Rapid fire "Arrow Machine Gun either" can have that might poke out an eye!
Now we have people hold poles on how we are going to play the game and have fun as well why don't they play the game they want to and let us play our game the way we want to...
This game is becoming an "Act of Congress" mixed in with the "Queens, Lord Chancellor and Magistrate"..
people don't like getting killed by rapid firing items don't complain you don't have to play with that person. It was survival. you don't want water or ice in hell then don't it put there! don't make the vender add code to prevent people from doing it just because some one put it in your world, keep a back up and kick the player. I don't let very many people in my worlds and I never save after they have been in them...
Joey is farming XP that should not be allowed then why have spawn cages so you can build traps. please when people come to my map and say that is cheating I kick then and block them I save their first message and block communications, done for ever I don't want to here about it, you asked to come to my world. When I come to your world I empty pockets and leave and take nothing with me what is yours is yours what's mine is mine..
All this these extra rules add over head to the code, and cause more bugs up on bugs and more bugs.
This is not a bug why pi$$ off pig men then later try to go hug them that it like poking a stick in an ant bed and going to stand next to it and saying I don't know why they are so mad all I want to is be there friend and hug them, next time try Andro for the ant bed or leave them alone
Project Aztec Server Stats: Rage Quits - 132 Deaths - 311 Survivors - 13, 11:36
SMH at everything else....... but rapid firing dispenser mechanisms/pulsars STILL work.
no they shut down I am trying to figure out why right now, it seems that when the flaming machine gun starts up the piston tunnel shuts down, I am in my scrap yard watching it happen right now.
and I am playing in off line write now mode to get them to work
ok with one timer unloaded the timers continue to run and don't shut down when I load up the other timer one will shut down
This problem occurs online or offline I thought at first this might just be a offline issue it seems to happen on both.
This time with both clocks running I just shunted the load and then started it with a reload and started both loads up to see what would happen they both ran for 3.20 and locked the Xbox up solid.
so once the timer is set in to motion it should stay in motion,This almost seems is if it as reached a limit on redstone or a on a "do while '==' $f=0 while ($f == 0) loop" that should never be less than or greater than 0 because $f=0 and some how it is, when you start the next clock with a load it, the first timer expires becomes less than or grater than "0". it almost seems like memory is getting trampled or a global variable for redstone clocks is screwed.
so after looking at this all night long with out resolution I logged on to a production sever and began to play some very simple code while running tops
I have figured out the redstone clocks have to have a time limit or reserved memory is being eaten up and not cleared, this would explain why the xbox360 locks up, or a clock just stops. I just let these loops below fly with now limits and they went wild hogging up server resources after the fifth loop clock was started
<?php $g = 1; $a = 5; $f = 0; do{ echo $f; printf($g + $a); } while ($f == 0); ?> Dual Xeon Sever 16 gigs Ram Red hat ran 7 min before hitting server limits of 5 On a production web server Load Averages: 4.21 3.78 0.23 Load Averages: 4.98 4.48 4.10 Server shut down the clocks scripts and moved to normalize it self Load Averages: 2.18 3.01 1.83 This would be the same as the Xbox shutting off all but one of the clocks.so in short what I was able to create on a server was close to what is happening on the Xbox I know they are not the same OS. This was just to see if I could create a run away loop and get the same results as the xbox
I was on the ground and waiting when with in ten block of each machine when one then came to a stop then the next last it locked up
Just my thoughts on it, it has been a long time since I have coded up much any more.
I cant use one clock for everything the maze is over 100 x 100 blocks I would need 10 repeaters just to get to the main clock.
Project Aztec Server Stats: Rage Quits - 132 Deaths - 311 Survivors - 13, 11:36
It seems to be hit and miss.... One pulsar has yet to fail though.. But all clocks lock up eventually..
now you see what I am talking about
Project Aztec Server Stats: Rage Quits - 132 Deaths - 311 Survivors - 13, 11:36
I hate to say this deleting you cache may resolve the issue, this also may reset you leaderboard stats. I am not sure though.
it fixed my animal problem they don't jump 3 meters high any more, and don't stray out of the of the fences
Project Aztec Server Stats: Rage Quits - 132 Deaths - 311 Survivors - 13, 11:36
1. The piston coming out from the output of an instant T-Flip Flop does not receive a block update (Meaning it will stay on and not turn off when it is supposed to [meaning when the button is pushed] or vice-versa) ;however, I can place a repeater coming out from the output which causes the piston to update when it is supposed to meaning it will turn on or off (this defeats the purpose of this being an instant T-Flip Flop).
2. This instant T-Flip Flop will not work properly if facing in the East or West directions because the downward facing piston to the left of the upward facing piston will not turn on then off; however, if this instant T-Flip Flop is facing in the north or south directions the piston to the left of the upward facing piston will turn on then off.
Note: These are all sticky pistons.