Yes I understand all of this but since when did sharpness add durability damage?
also, zombie villager rates are off, on hard mode when a zombie kills a villager, they're supposed to turn into a zombie villager 100% of the time. That is not the case.
My guess would be since sharpness was added in the first place. To me, a diamond sword, and a diamond sword with sharpness v, is like having a butter knife and a machette. One is meant to cut through things easier, period. I've always assumed it does extra damage to durability really.
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Found a new bug that is happening with beds and relating to the time to go to sleep.
When trying to get into bed the timing is off... it now takes the clock another visual cycle before you stop getting the warning message about sleeping at night. It used to be bed time was just before the line separating day and night went straight up. Now it won't let you try until the line is straight up. Small issue, but changed behaviour.
The other issue is that when you try to click on the bed to sleep it won't always let you enter the bed. Found this happened on single player and multi-player. Watched while I was able to sleep and my friend kept clicking on the bed but could not enter it. Took about 15 seconds before he could enter his bed. This has happened to me many times now on single player.
That's kinda your own fault. You knew there was a crash issue (since you reported it twice) so you should have been more mindful of saving often. There is also an Autosave feature you can utilize.
The crashes are generally preceded by lag, so when you start to notice things getting choppy: Save your game, exit to the Dashboard, and restart MC. That should give you a few extra hours before lag kicks in again.
There's a bug that when a mob dies the item they drop goes on the floor and teleports somewhere nearby
Yeah, that's been kicking around for the last few updates.
I've deduced that what seems to be happening is the mob will initially drop the item(s) on the deathblow, and then drop them "again" when they despawn. Since they are usually 2-3 blocks away (further with Knockback) the "re-dropped" items appear to jump or teleport to another location.
It's actual not a big hassle if you follow the trajectory of the killed mob.
I don't know why but no matter what I do slimes won't spawn. I will keep checking swamp biome but I can't find any even in slime chunks
Edit: They are spawning just at a much lower rate
Question though, how full was the moon? If you're in the swamps, slimes spawn at higher rates when the moon is full/fully lit. If half full, half rate spawn. If empty/dark, no slimes.
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Minecraft Forum Moderator of Console Sections, MCPE, and Other Platforms
Yeah, that's been kicking around for the last few updates.
I've deduced that what seems to be happening is the mob will initially drop the item(s) on the deathblow, and then drop them "again" when they despawn. Since they are usually 2-3 blocks away (further with Knockback) the "re-dropped" items appear to jump or teleport to another location.
It's actual not a big hassle if you follow the trajectory of the killed mob.
Not saying it shouldn't be fixed though...
This is a bug still even in the computer version 1.8.1 as seen in some videos, not sure if it has been fixed as of 1.8.3 though
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As long as he doesn't decapitate us, we'll be safe...
Is it me or is the UI really slow when moving inventory into chests or furnaces? The cursor seems to really drag. I noticed it was slow for the potion brewer a couple of updates ago, but the UI seems to be slowing down across the board making it a little frustrating to use. Anyone else experience this?
Is it me or is the UI really slow when moving inventory into chests or furnaces? The cursor seems to really drag. I noticed it was slow for the potion brewer a couple of updates ago, but the UI seems to be slowing down across the board making it a little frustrating to use. Anyone else experience this?
Yup. Constantly. A few times I almost grew a beard trying to put gold ingot in a furnace. Not to mention the snail speed of looking up and down..
Is it me or is the UI really slow when moving inventory into chests or furnaces? The cursor seems to really drag. I noticed it was slow for the potion brewer a couple of updates ago, but the UI seems to be slowing down across the board making it a little frustrating to use. Anyone else experience this?
Out of interest have you tried increasing the Interface sensitivity in the controls menu?
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Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Blaze spawners STILL stop working after some time. Sometimes quickly, sometimes slowly.
2x2 jungle trees wont grow?? Theres more than enough headroom for them to grow and I've had them grow there before, but now they wont grow. Isolated 1x1 jungle trees WILL grow.
In reply to PucePlatypus, yes. Seed numbers change with the latest big update. When i say "big update", i mean when they add "new" content, not just bug fixes. So take a number from an early TU and put it in now, it will definitely be different.
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Minecraft Forum Moderator of Console Sections, MCPE, and Other Platforms
In reply to PucePlatypus, yes. Seed numbers change with the latest big update. When i say "big update", i mean when they add "new" content, not just bug fixes. So take a number from an early TU and put it in now, it will definitely be different.
That's a dubious answer.
Seeds only change if the content update effects world generation in any way (adding new biomes, new structures, etc.). The last content update didn't drastically change seed generation except that now Witch huts can be found swamps.
Deleting the Title Update file removes a LOT of world generation options; It essentially reverts the game back to TU8 or 9. That is why loading a seed with the TU file deleted generates a visually different seed.
As to Puce's issue... I have never had that happen to me so I'm not sure what can be done about it. Sorry.
The memory leak problem persists. After playing for a while frame rates begin to drop and get worse over time. Haven't had any crashes as a result but once I notice the frames slowing I usually save and exit. If I save while this is happening it takes much longer for the game to save and while on the saving screen the scrolling tutorial world background moves very slowly. Thankfully hasn't crashed while saving but I was afraid it would a couple of times due to the very slow movement of the progress bar.
Out of interest have you tried increasing the Interface sensitivity in the controls menu?
I played around with the sensitivity settings and that helps, but there is cursor lag when you first move the cursor in the inventory area. It takes a moment for the cursor to come up to speed. Sometimes it's reasonable but sometimes the lag is very frustrating. I didn't have to adjust the sensitivity in previous updates. I just used the default and it was fine. Thx!
Found a new bug that is happening with beds and relating to the time to go to sleep.
When trying to get into bed the timing is off... it now takes the clock another visual cycle before you stop getting the warning message about sleeping at night. It used to be bed time was just before the line separating day and night went straight up. Now it won't let you try until the line is straight up. Small issue, but changed behaviour.
The other issue is that when you try to click on the bed to sleep it won't always let you enter the bed. Found this happened on single player and multi-player. Watched while I was able to sleep and my friend kept clicking on the bed but could not enter it. Took about 15 seconds before he could enter his bed. This has happened to me many times now on single player.
When playing single player the issues are now gone. The bed behaviour and clock timing just suddenly started working normally again. Makes no sense. Haven't played multi-player yet to see if both issues are still occurring, but will before the end of the week.
The memory leak problem persists. After playing for a while frame rates begin to drop and get worse over time. Haven't had any crashes as a result but once I notice the frames slowing I usually save and exit. If I save while this is happening it takes much longer for the game to save and while on the saving screen the scrolling tutorial world background moves very slowly. Thankfully hasn't crashed while saving but I was afraid it would a couple of times due to the very slow movement of the progress bar.
Single player survival on hard.
I have experienced this behaviour as well but it comes and goes depending on the update and didn't matter what level of difficulty I was on. Its fixed and then it breaks, and then its fixed again. The game just slows down over time. It usually gets to the point where I have no choice but to exit and restart and then it is fine. In a couple of cases I had to completely exit the game (back to the console home screen) and relaunch it to clear up the memory problems. There's definitely a leak somewhere. I notice it more when having been in the nether a lot or when farming hostile mobs for a while. Otherwise the sluggishness isn't too bad (again depending on the TU I was playing).
I recently added about 150 item frames in my world and noticed a frame rate drop, but assumed I was pushing limits of the console. It causes a choppiness when moving around certain ways. Debating about whether to take them down or live with it.
My guess would be since sharpness was added in the first place. To me, a diamond sword, and a diamond sword with sharpness v, is like having a butter knife and a machette. One is meant to cut through things easier, period. I've always assumed it does extra damage to durability really.
New bug - Sleepy Time
Found a new bug that is happening with beds and relating to the time to go to sleep.
That's kinda your own fault. You knew there was a crash issue (since you reported it twice) so you should have been more mindful of saving often. There is also an Autosave feature you can utilize.
The crashes are generally preceded by lag, so when you start to notice things getting choppy: Save your game, exit to the Dashboard, and restart MC. That should give you a few extra hours before lag kicks in again.
There's a bug that when a mob dies the item they drop goes on the floor and teleports somewhere nearby
Yeah, that's been kicking around for the last few updates.
I've deduced that what seems to be happening is the mob will initially drop the item(s) on the deathblow, and then drop them "again" when they despawn. Since they are usually 2-3 blocks away (further with Knockback) the "re-dropped" items appear to jump or teleport to another location.
It's actual not a big hassle if you follow the trajectory of the killed mob.
Not saying it shouldn't be fixed though...
Question though, how full was the moon? If you're in the swamps, slimes spawn at higher rates when the moon is full/fully lit. If half full, half rate spawn. If empty/dark, no slimes.
This is a bug still even in the computer version 1.8.1 as seen in some videos, not sure if it has been fixed as of 1.8.3 though
I'm not sure if this is intended or not, but it's annoying either way.
Zombies can still summon other zombies while mob spawning is turned off.
Stay fluffy~
Is it me or is the UI really slow when moving inventory into chests or furnaces? The cursor seems to really drag. I noticed it was slow for the potion brewer a couple of updates ago, but the UI seems to be slowing down across the board making it a little frustrating to use. Anyone else experience this?
Yup. Constantly. A few times I almost grew a beard trying to put gold ingot in a furnace. Not to mention the snail speed of looking up and down..
Out of interest have you tried increasing the Interface sensitivity in the controls menu?
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Blaze spawners STILL stop working after some time. Sometimes quickly, sometimes slowly.
2x2 jungle trees wont grow?? Theres more than enough headroom for them to grow and I've had them grow there before, but now they wont grow. Isolated 1x1 jungle trees WILL grow.
In reply to PucePlatypus, yes. Seed numbers change with the latest big update. When i say "big update", i mean when they add "new" content, not just bug fixes. So take a number from an early TU and put it in now, it will definitely be different.
That's a dubious answer.
Seeds only change if the content update effects world generation in any way (adding new biomes, new structures, etc.). The last content update didn't drastically change seed generation except that now Witch huts can be found swamps.
Deleting the Title Update file removes a LOT of world generation options; It essentially reverts the game back to TU8 or 9. That is why loading a seed with the TU file deleted generates a visually different seed.
As to Puce's issue... I have never had that happen to me so I'm not sure what can be done about it. Sorry.
The memory leak problem persists. After playing for a while frame rates begin to drop and get worse over time. Haven't had any crashes as a result but once I notice the frames slowing I usually save and exit. If I save while this is happening it takes much longer for the game to save and while on the saving screen the scrolling tutorial world background moves very slowly. Thankfully hasn't crashed while saving but I was afraid it would a couple of times due to the very slow movement of the progress bar.
Single player survival on hard.
I played around with the sensitivity settings and that helps, but there is cursor lag when you first move the cursor in the inventory area. It takes a moment for the cursor to come up to speed. Sometimes it's reasonable but sometimes the lag is very frustrating. I didn't have to adjust the sensitivity in previous updates. I just used the default and it was fine. Thx!
When playing single player the issues are now gone. The bed behaviour and clock timing just suddenly started working normally again. Makes no sense. Haven't played multi-player yet to see if both issues are still occurring, but will before the end of the week.
I have experienced this behaviour as well but it comes and goes depending on the update and didn't matter what level of difficulty I was on. Its fixed and then it breaks, and then its fixed again. The game just slows down over time. It usually gets to the point where I have no choice but to exit and restart and then it is fine. In a couple of cases I had to completely exit the game (back to the console home screen) and relaunch it to clear up the memory problems. There's definitely a leak somewhere. I notice it more when having been in the nether a lot or when farming hostile mobs for a while. Otherwise the sluggishness isn't too bad (again depending on the TU I was playing).
I recently added about 150 item frames in my world and noticed a frame rate drop, but assumed I was pushing limits of the console. It causes a choppiness when moving around certain ways. Debating about whether to take them down or live with it.
TNT doesnt hurt endermen in the vicinity when blown up in water. The player receives knockback(not sure abt dmg) but endermen are unfazed.
That's not a bug.
Stay fluffy~