As already stated 1.3.x wasn't really that much of an update, however it did help quite a bit on the PC with beginning to stabilize redstone and bandwidth usage making the game more 'multi-player' friendly. Overall I don't think it will take 4J that long to get this done, a month at most.
Personally I'd rather see the 1.4 update which is a BIG update and will bring forth alot of things that we want such as anvils, book enchantments, beacons, witches, carrots, potatoes, and much more, but we have to take the steps 1 at a time.
I really hope they work on a new method of handling passive mobs, this 'if they can't move more then 20 blocks in a direction is really kinda dumb, with most maps having some type of mountain, animals are constantly getting stuck on them, usually leading to mountain terrain altering to allow the animals to move abouts on it. Personally I'd REALLY like to see them bring forth name tags, and tagging animals would prevent them from despawning, but I doubt that will happen.
1.3 brought the rest of what I liked to have, namely the side ways logs & upside down placement.
Also with the pc single player suffered for that multiplayer change. They basically made single player into a multiplayer session. I do understand why they did that. At least we will not have to worry about that on the xbox version
There are many things I wouldn't mind seeing; ender chest being one of them, as well as anvils. being able to place trap doors upside down I guess. Maybe pulling forward those other farming stuff, that would be nice.
1.4 on the pc ruined it for me for a little while on the pc... I couldn't play it as the fps contiued to drop drastically. didn't get to pick it back up till 1.6 which toned it down enough that I could play the pc edition. Seems like 1.7 I will need optifine to play.
Anyway seeing enchantment books would be nice along with the anvil I mentioned... The possibilities are endless. For all I know they might bring horses forward, which I guess isn't a bad idea, but not look forward to them at the moment. would be nice if you can reclaim saddles though...
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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 really hope they work on a new method of handling passive mobs, this 'if they can't move more then 20 blocks in a direction is really kinda dumb, with most maps having some type of mountain, animals are constantly getting stuck on them, usually leading to mountain terrain altering to allow the animals to move abouts on it. Personally I'd REALLY like to see them bring forth name tags, and tagging animals would prevent them from despawning, but I doubt that will happen.
The 'passive MOBs won't despawn if they can't move more then 20 blocks in a direction' was put in so that penned animals for farms won't despawn.
Personally, I'm not a fan of being forced to tag all my penned animals, or not being able to veture much past 120 blocks from them.
Modifying the passive despawn algorithm to allow 20 block pathing while ignoring precarious drops (ie, ocelot or chicken pathing) for animals would take care of the animals stuck on cliff faces or steep slopes after awhile as players venture away from them and back again.
personally i don't like animals getting stuck on mountains and eating up all the passive mob spots cause they can't move, kill them and they are back again on the same bloody mountain before you can exit the biome and your back to square one....with extreme hills and mountains around the corner lets see how your views are then.
Animals should behave JUST like the PC, in that so many are placed every so many chunks, you loose them or kill them and your gona need to wait a good long while before new ones will spawn. I personally can't stand how passive mobs work on the 360, and I think the can't move more then 20 blocks in a direction was a stupid move on their behalf. I can understand them implementing this at first because many pasive mobs would walk into ravines and or drop into caves below, but the passive mob ai has since gone through some good changes and they just arn't willing to make that plunge anymore.
Of course I think also that they broke mine cart system also to appease a few roller coaster builders which really es me off, but I guess thats life. Just wish there were more people complaining that it should be an option then for the speed boost to be forced upon us
Tagging isn't a big deal, and don't see whats so hard about it other then making the tags, click on the animal, and give it a name if you so choose, and then its guaranteed not to despawn. Besides the current system fails from time to time even now, with animals disappearing even thou they are in a 1x1 confined area,
personally i don't like animals getting stuck on mountains and eating up all the passive mob spots cause they can't move, kill them and they are back again on the same bloody mountain before you can exit the biome and your back to square one....with extreme hills and mountains around the corner lets see how your views are then.
Animals should behave JUST like the PC, in that so many are placed every so many chunks, you loose them or kill them and your gona need to wait a good long while before new ones will spawn. I personally can't stand how passive mobs work on the 360, and I think the can't move more then 20 blocks in a direction was a stupid move on their behalf. I can understand them implementing this at first because many pasive mobs would walk into ravines and or drop into caves below, but the passive mob ai has since gone through some good changes and they just arn't willing to make that plunge anymore.
Of course I think also that they broke mine cart system also to appease a few roller coaster builders which really es me off, but I guess thats life. Just wish there were more people complaining that it should be an option then for the speed boost to be forced upon us
but don't you see that if it became your way people could never have animal farms? some people may end up starving in game because of this. the reason 4J made it like this is pretty much for farming and a showcase (all colored sheep). if a mountain is bothering you, then blow it up. i mean, like you said, its those tiny mountains that keep the animals. so you wont have a hard time taking it down. even if you were to do it by shovel. (trust me ive taken allot of mountains down by iron shovels) if its a tiny mountain like you proclaimed it should at the most take 30 minutes to take down and thats over exaggerating. i can take down tiny mountains in about 15 minutes (still over exaggerating).
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but don't you see that if it became your way people could never have animal farms? some people may end up starving in game because of this. the reason 4J made it like this is pretty much for farming and a showcase (all colored sheep). if a mountain is bothering you, then blow it up. i mean, like you said, its those tiny mountains that keep the animals. so you wont have a hard time taking it down. even if you were to do it by shovel. (trust me ive taken allot of mountains down by iron shovels) if its a tiny mountain like you proclaimed it should at the most take 30 minutes to take down and thats over exaggerating. i can take down tiny mountains in about 15 minutes (still over exaggerating).
Seriously that's your answer blow up a mountain so that animals work the way they should in the first place? Comeon I expected a bit more then that. So thats your answer, ruin the view so that animals won't get stuck, lol. And as we get more and more extreme biomes your gona do the same to those too then huh? I guess you prefer superflats and or plains, in fact lets ask 4J to remove mountains and hills because as animals get trapped on them people can stave right? We should just have plains and flat type terrains, cause we don't want animals getting to places they will get stuck in, and people will starve!
If people starve because they are too stupid to manage their live stalk in the first place then so be it. The can't despawn if can't move more then 20 blocks isn't the right one here. Animals should be scattered in chunks at map creation time, and not despawn at all in the first place. If animals are killed then you'll have to wait till they do spawn again which should be awhile. Animals shouldn't be spawning like freaking crazy all abouts you. One should have to go searching for them to establish their farms.
When you think about it, it means that 'farms' are much more valuable now because they contain a resource thats not outright so easy to attain, hell kill 3 cows and in 15 seconds those cows are back. Theres really no reason to have any type of meat farm at all since they spawn so bloody fast, the exception being wool as it is in a different class. Its totally stupid that should I kill such animals on the mountain that before I get to the bottom of the mountain they are already spawned back and stuck once again.
Seriously that's your answer blow up a mountain so that animals work the way they should in the first place? Comeon I expected a bit more then that. So thats your answer, ruin the view so that animals won't get stuck, lol. And as we get more and more extreme biomes your gona do the same to those too then huh? I guess you prefer superflats and or plains, in fact lets ask 4J to remove mountains and hills because as animals get trapped on them people can stave right? We should just have plains and flat type terrains, cause we don't want animals getting to places they will get stuck in, and people will starve!
If people starve because they are too stupid to manage their live stalk in the first place then so be it. The can't despawn if can't move more then 20 blocks isn't the right one here. Animals should be scattered in chunks at map creation time, and not despawn at all in the first place. If animals are killed then you'll have to wait till they do spawn again which should be awhile. Animals shouldn't be spawning like freaking crazy all abouts you. One should have to go searching for them to establish their farms.
When you think about it, it means that 'farms' are much more valuable now because they contain a resource thats not outright so easy to attain, hell kill 3 cows and in 15 seconds those cows are back. Theres really no reason to have any type of meat farm at all since they spawn so bloody fast, the exception being wool as it is in a different class. Its totally stupid that should I kill such animals on the mountain that before I get to the bottom of the mountain they are already spawned back and stuck once again.
first off it was just a suggestion, i dont see why animals got your panties riding up yours. yes i do suggest ruining the view because if your having that much of a problem with a simple animal then your gonna have to do drastic measures. and to add to that, what kind of view would be on a tiny mountain? it isnt high enough to have a good view. i have a tiny mountain right next to my house, ive been up there, the view on the ground is better. how long have you even had the game because i remember back when these animals did spawn the way your asking, many many people complained about this on the mc forum then a couple weeks later 4J fixed it. ever since then mobs have been spawning like no tomorrow, the topics about them spawning too little dissipated into the forums only to become a memory. if destroying a mountain isnt your style then just destroy/add enough blocks to where they will despawn, its that simple. and unless your parents give you some kind of time limit on your xbox it shouldnt take long to do.
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personally i don't like animals getting stuck on mountains and eating up all the passive mob spots cause they can't move, kill them and they are back again on the same bloody mountain before you can exit the biome and your back to square one....with extreme hills and mountains around the corner lets see how your views are then.
Animals should behave JUST like the PC, in that so many are placed every so many chunks, you loose them or kill them and your gona need to wait a good long while before new ones will spawn. I personally can't stand how passive mobs work on the 360, and I think the can't move more then 20 blocks in a direction was a stupid move on their behalf. I can understand them implementing this at first because many pasive mobs would walk into ravines and or drop into caves below, but the passive mob ai has since gone through some good changes and they just arn't willing to make that plunge anymore.
Passive MOBs not despawning if they can't move more than 20 block IS just like the PC version. My suggestion above would solve your basic complaint whenever you wandered over 130 blocks away from the MOBs trapped on mountains/hills/cliffs. Granted, they'd still be trapped there if they happened to spawn in that location and you were too stubborn to leave the area to allow them to despawn, and it wouldn't prevent new MOBs from spawning there... but it would solve the basic complaint.
A rule could also be implemented upon spawning that prevents MOBs from spawning in areas where they cannot move more than 20 blocks away.
Tagging isn't a big deal, and don't see whats so hard about it other then making the tags, click on the animal, and give it a name if you so choose, and then its guaranteed not to despawn. Besides the current system fails from time to time even now, with animals disappearing even thou they are in a 1x1 confined area,
Well since anvils have yet to be implemented on the 360... it is a bit of a big deal, because as of right now, players cannot tag MOBs.
I'm glad we are getting news, but it keeps feeling like 4J is understaffed when it comes to the separation of the different ports (the way the twitter feed says about taking down the whole setup for Microsoft, or vice-versa insinuates it). Just hoping they can get bigger space, more people, to devote the proper time to the project(s) since Minecraft has done well enough to allow them to afford that sort of thing.
Again, glad, but hoping they can get working on efficiency, mostly due to seeing other small indie staffs doing hirings after success of a product to keep the pace up on updates/etc.
I'm glad we are getting news, but it keeps feeling like 4J is understaffed when it comes to the separation of the different ports (the way the twitter feed says about taking down the whole setup for Microsoft, or vice-versa insinuates it). Just hoping they can get bigger space, more people, to devote the proper time to the project(s) since Minecraft has done well enough to allow them to afford that sort of thing.
Again, glad, but hoping they can get working on efficiency, mostly due to seeing other small indie staffs doing hirings after success of a product to keep the pace up on updates/etc.
yeah i too do hope they get more staff. also i haven't seen that signature in a long time though i doubt it will happen i really hope it does. EDIT- oh yeah i forgot they already added it in the PC version
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Passive MOBs not despawning if they can't move more than 20 block IS just like the PC version. My suggestion above would solve your basic complaint whenever you wandered over 130 blocks away from the MOBs trapped on mountains/hills/cliffs. Granted, they'd still be trapped there if they happened to spawn in that location and you were too stubborn to leave the area to allow them to despawn, and it wouldn't prevent new MOBs from spawning there... but it would solve the basic complaint.
A rule could also be implemented upon spawning that prevents MOBs from spawning in areas where they cannot move more than 20 blocks away.
Well since anvils have yet to be implemented on the 360... it is a bit of a big deal, because as of right now, players cannot tag MOBs.
Passive mobs DO NOT DESPAWN at all on the PC version the exception is squids.
The rule that you mentioned would work nicely, they should not be able to spawn in an area if they can't despawn in the first place, that is a really good idea, you should tweet it to 4J. kudos.
Passive MOBs not despawning if they can't move more than 20 block IS just like the PC version. My suggestion above would solve your basic complaint whenever you wandered over 130 blocks away from the MOBs trapped on mountains/hills/cliffs. Granted, they'd still be trapped there if they happened to spawn in that location and you were too stubborn to leave the area to allow them to despawn, and it wouldn't prevent new MOBs from spawning there... but it would solve the basic complaint.
A rule could also be implemented upon spawning that prevents MOBs from spawning in areas where they cannot move more than 20 blocks away.
Well since anvils have yet to be implemented on the 360... it is a bit of a big deal, because as of right now, players cannot tag MOBs.
that wouldn't work anyway. cire360 has mentioned that not being true so I won't mention the pc disappearing thing.
What I am saying won't work is the same rule that stops them from despairing; for spawning will not work. You see if you had that kind of spawning behavior, there would be hardly any spawns at all, which would bring back what happened a while back where people complained the animals were not spawning. Animals spawn in jungles sometimes, but with this they would not spawn at all. Maybe ocelots would on occasion, as they appear to have a different spawn behavior, but no passive would spawn much there. Same goes for mountains half the time.
Sure it wouldn't be to the degree of what originally happened, but it would be a bit problematic. What would be better would be a 2x2 or a 3x3 check in order to spawn. Then maybe it might cut at least most the passives spawning on the 1x1 down....
Anyway besides that, I guess I'll just await to see what they change.
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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.
What I am saying won't work is the same rule that stops them from despairing; for spawning will not work. You see if you had that kind of spawning behavior, there would be hardly any spawns at all, which would bring back what happened a while back where people complained the animals were not spawning. Animals spawn in jungles sometimes, but with this they would not spawn at all. Maybe ocelots would on occasion, as they appear to have a different spawn behavior, but no passive would spawn much there. Same goes for mountains half the time.
Sure it wouldn't be to the degree of what originally happened, but it would be a bit problematic. What would be better would be a 2x2 or a 3x3 check in order to spawn. Then maybe it might cut at least most the passives spawning on the 1x1 down....
I don't see why it wouldn't work... There are far more areas where MOB's can move more than 20 blocks than there are areas where they can't.
It would just prevent MOB's from spawning inside most buildings, penned/fenced areas, and on steep hillsides that they cannot climb/get down from. It would leave their spawn cap alone, which would move a greater density of MOBs in flatter/open areas and fewer spawns in largely inaccessible areas.
But if it were an issue, the developers could reduce the passive MOB Spawn Cycle to occur more frequently.... I think it is currently once every 20 seconds or once every 400 game ticks (at least, it appears to be on the PC)?
Passive mobs really require a kinda totally unique approach to handling on the xbox, but only on new spawns imho. Basically on the PC 1 in every 10 chunks will contain a group of passive animals, which will NOT despawn, and count again the animal population, once a certain population is reached no new generated mobs will result in new chunks. Both wolves and ocelots count against this population, unless they are aggressive and thus are treated as a hostile mob and will despawn governed by the same rules as hostile mobs. Durring chunk generation passive mobs can spawn on just about any non transparent block, ie NOT just grass.
At first animals on the 360 were willing to take great plunges and would be found at the bottom of caves and ravines, so I can could understand the willingness to implement despawning routines. However now passive mobs arn't so willing to take fall damage and or wander into caves or dark areas. Anyhow You are correct Greg in that every 400 game ticks a passive mob can spawn, and this is where the xbox version begins to encounter issues. On the PC its mostly based on loaded chunks around the player which averages to around 17x17 chunks, which usually results in new animal spawns about 1x every hour to 5 to 6 hours depending. You are kinda punished on the PC for killing off all your animals, and its usally faster to visit new chunks to find animals rather then waiting for new ones to spawn.
Now the issue is that the xbox version keeps all chunks loaded and the more chunks loaded the more likely new animals will spawn, providing the cap hasn't been reached already. In fact try this, create a new world fly around in creative to load a good number of chunks, then return to a fairly flat area and fly up about 40 blocks or so from the ground, watch how often animals will spawn and despawn. This 'cycling' has to use a fair bit of cpu time and imho could be spent better elsewhere. I think 4j needs to 'drop' the chunks loaded constant go go strickly with a constant of 17x17 around a given player, as well as implement no-despawn on animals, but thats just my two cents worth.
The current situation on Xbox seemed to arise from something stupid that 4J did way back in TU5 I think it was. They lowered the spawn rate of animals which would have made sense if breeding was also in, but they didn't bring breeding in. Made the game unplayable. In reaction to the hate, 4J raised the spawn rate but also brought breeding in, and so it stayed ever since.
Ideally the spawn rate would be lowered again, which would make capturing and breeding animals a fun part of the early game.
i think it was around TU8 or so. all i can remember is breeding and host options were added around the time of the little animal spawn problem
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Wow... Just wow.. That's one loaded teaser pic by 4J.
Yeah, that looks like a trip wire hook. Also in the Jungle temple image it really looks like Quartz. There also appears to be Pumpkin pie in the Desert temple image.
So.. Potatoes, Carrots, Pumpkin pie, cobblestone walls and Desert villages.. (Behind the temple if you look closely.) and oh yeah.. Anvils!(It's likely we'll get some of the stuff that goes with anvils.) That's quite a bit being brought forward.
Personally I'd rather see the 1.4 update which is a BIG update and will bring forth alot of things that we want such as anvils, book enchantments, beacons, witches, carrots, potatoes, and much more, but we have to take the steps 1 at a time.
I really hope they work on a new method of handling passive mobs, this 'if they can't move more then 20 blocks in a direction is really kinda dumb, with most maps having some type of mountain, animals are constantly getting stuck on them, usually leading to mountain terrain altering to allow the animals to move abouts on it. Personally I'd REALLY like to see them bring forth name tags, and tagging animals would prevent them from despawning, but I doubt that will happen.
Also with the pc single player suffered for that multiplayer change. They basically made single player into a multiplayer session. I do understand why they did that. At least we will not have to worry about that on the xbox version
There are many things I wouldn't mind seeing; ender chest being one of them, as well as anvils. being able to place trap doors upside down I guess. Maybe pulling forward those other farming stuff, that would be nice.
1.4 on the pc ruined it for me for a little while on the pc... I couldn't play it as the fps contiued to drop drastically. didn't get to pick it back up till 1.6 which toned it down enough that I could play the pc edition. Seems like 1.7 I will need optifine to play.
Anyway seeing enchantment books would be nice along with the anvil I mentioned... The possibilities are endless. For all I know they might bring horses forward, which I guess isn't a bad idea, but not look forward to them at the moment. would be nice if you can reclaim saddles though...
The 'passive MOBs won't despawn if they can't move more then 20 blocks in a direction' was put in so that penned animals for farms won't despawn.
Personally, I'm not a fan of being forced to tag all my penned animals, or not being able to veture much past 120 blocks from them.
Modifying the passive despawn algorithm to allow 20 block pathing while ignoring precarious drops (ie, ocelot or chicken pathing) for animals would take care of the animals stuck on cliff faces or steep slopes after awhile as players venture away from them and back again.
Animals should behave JUST like the PC, in that so many are placed every so many chunks, you loose them or kill them and your gona need to wait a good long while before new ones will spawn. I personally can't stand how passive mobs work on the 360, and I think the can't move more then 20 blocks in a direction was a stupid move on their behalf. I can understand them implementing this at first because many pasive mobs would walk into ravines and or drop into caves below, but the passive mob ai has since gone through some good changes and they just arn't willing to make that plunge anymore.
Of course I think also that they broke mine cart system also to appease a few roller coaster builders which really es me off, but I guess thats life. Just wish there were more people complaining that it should be an option then for the speed boost to be forced upon us
Tagging isn't a big deal, and don't see whats so hard about it other then making the tags, click on the animal, and give it a name if you so choose, and then its guaranteed not to despawn. Besides the current system fails from time to time even now, with animals disappearing even thou they are in a 1x1 confined area,
Seriously that's your answer blow up a mountain so that animals work the way they should in the first place? Comeon I expected a bit more then that. So thats your answer, ruin the view so that animals won't get stuck, lol. And as we get more and more extreme biomes your gona do the same to those too then huh? I guess you prefer superflats and or plains, in fact lets ask 4J to remove mountains and hills because as animals get trapped on them people can stave right? We should just have plains and flat type terrains, cause we don't want animals getting to places they will get stuck in, and people will starve!
If people starve because they are too stupid to manage their live stalk in the first place then so be it. The can't despawn if can't move more then 20 blocks isn't the right one here. Animals should be scattered in chunks at map creation time, and not despawn at all in the first place. If animals are killed then you'll have to wait till they do spawn again which should be awhile. Animals shouldn't be spawning like freaking crazy all abouts you. One should have to go searching for them to establish their farms.
When you think about it, it means that 'farms' are much more valuable now because they contain a resource thats not outright so easy to attain, hell kill 3 cows and in 15 seconds those cows are back. Theres really no reason to have any type of meat farm at all since they spawn so bloody fast, the exception being wool as it is in a different class. Its totally stupid that should I kill such animals on the mountain that before I get to the bottom of the mountain they are already spawned back and stuck once again.
Passive MOBs not despawning if they can't move more than 20 block IS just like the PC version. My suggestion above would solve your basic complaint whenever you wandered over 130 blocks away from the MOBs trapped on mountains/hills/cliffs. Granted, they'd still be trapped there if they happened to spawn in that location and you were too stubborn to leave the area to allow them to despawn, and it wouldn't prevent new MOBs from spawning there... but it would solve the basic complaint.
A rule could also be implemented upon spawning that prevents MOBs from spawning in areas where they cannot move more than 20 blocks away.
Well since anvils have yet to be implemented on the 360... it is a bit of a big deal, because as of right now, players cannot tag MOBs.
Again, glad, but hoping they can get working on efficiency, mostly due to seeing other small indie staffs doing hirings after success of a product to keep the pace up on updates/etc.
Passive mobs DO NOT DESPAWN at all on the PC version the exception is squids.
The rule that you mentioned would work nicely, they should not be able to spawn in an area if they can't despawn in the first place, that is a really good idea, you should tweet it to 4J. kudos.
The troll can kiss my butt.
that wouldn't work anyway. cire360 has mentioned that not being true so I won't mention the pc disappearing thing.
What I am saying won't work is the same rule that stops them from despairing; for spawning will not work. You see if you had that kind of spawning behavior, there would be hardly any spawns at all, which would bring back what happened a while back where people complained the animals were not spawning. Animals spawn in jungles sometimes, but with this they would not spawn at all. Maybe ocelots would on occasion, as they appear to have a different spawn behavior, but no passive would spawn much there. Same goes for mountains half the time.
Sure it wouldn't be to the degree of what originally happened, but it would be a bit problematic. What would be better would be a 2x2 or a 3x3 check in order to spawn. Then maybe it might cut at least most the passives spawning on the 1x1 down....
Anyway besides that, I guess I'll just await to see what they change.
Huh, I stand corrected, I thought they did, but I guess they don't. Animal despawning seems to be unique to the XBOX/console versions.
I don't see why it wouldn't work... There are far more areas where MOB's can move more than 20 blocks than there are areas where they can't.
It would just prevent MOB's from spawning inside most buildings, penned/fenced areas, and on steep hillsides that they cannot climb/get down from. It would leave their spawn cap alone, which would move a greater density of MOBs in flatter/open areas and fewer spawns in largely inaccessible areas.
But if it were an issue, the developers could reduce the passive MOB Spawn Cycle to occur more frequently.... I think it is currently once every 20 seconds or once every 400 game ticks (at least, it appears to be on the PC)?
At first animals on the 360 were willing to take great plunges and would be found at the bottom of caves and ravines, so I can could understand the willingness to implement despawning routines. However now passive mobs arn't so willing to take fall damage and or wander into caves or dark areas. Anyhow You are correct Greg in that every 400 game ticks a passive mob can spawn, and this is where the xbox version begins to encounter issues. On the PC its mostly based on loaded chunks around the player which averages to around 17x17 chunks, which usually results in new animal spawns about 1x every hour to 5 to 6 hours depending. You are kinda punished on the PC for killing off all your animals, and its usally faster to visit new chunks to find animals rather then waiting for new ones to spawn.
Now the issue is that the xbox version keeps all chunks loaded and the more chunks loaded the more likely new animals will spawn, providing the cap hasn't been reached already. In fact try this, create a new world fly around in creative to load a good number of chunks, then return to a fairly flat area and fly up about 40 blocks or so from the ground, watch how often animals will spawn and despawn. This 'cycling' has to use a fair bit of cpu time and imho could be spent better elsewhere. I think 4j needs to 'drop' the chunks loaded constant go go strickly with a constant of 17x17 around a given player, as well as implement no-despawn on animals, but thats just my two cents worth.
Also Potatoes, emeralds, and carrot on a stick?
Not certain what the item in the first inventory box on the second picture is, maybe a tripwire hook?
check out 4J's latest tweet, but don't worry about the Mooshrooms ;-)
https://twitter.com/4JStudios/status/426718264572796928
Wow... Just wow.. That's one loaded teaser pic by 4J.
Yeah, that looks like a trip wire hook. Also in the Jungle temple image it really looks like Quartz. There also appears to be Pumpkin pie in the Desert temple image.
So.. Potatoes, Carrots, Pumpkin pie, cobblestone walls and Desert villages.. (Behind the temple if you look closely.) and oh yeah.. Anvils!(It's likely we'll get some of the stuff that goes with anvils.) That's quite a bit being brought forward.
Anvils!! Woot.
Whoah! I see pumpkin pie and nether quartz! There's also a sandstone village, and sideways logs.
Why are the X and Y tooltips different on the top screen?
The first image is from Xbox One.
AWSOME!!!! NOW I HAVE TO GO STARE AT THAT PICTURE AND ANALYZE EVERY LITTLE DETAIL!!!