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    posted a message on Are farmers broken in 1.2 ?
    Quote from markhudy»

    Built new villagers from zombie villagers and brown coats working ... mostly. Carrot farmer plants and feeds hungry villager. Potato farmer plants, never feeds. Making progress.


    Good to know. Would you confirm wheat/beet seeds sharing if you catch or notice it? Thank you
    Posted in: Discussion
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    posted a message on Are farmers broken in 1.2 ?

    You will need to replace them with the new villagers and hungry villagers which I forgot to mention earlier. Either you want to do it and deal with only one problem if it doesn't affect your auto farms -or- wait for the next fixes.


    Make yourself useful and report bugs at bugs.mojang.com. There are some exisiting tickets you can make a comment about it. It would help push bug fixes especially conversion issue as of right now.


    Farmer behavior may have something to do with the conversion. Who knows. Good luck.

    Posted in: Discussion
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    posted a message on Disable Autosave (Xbox One)

    Auto Save is not a problem-free. Bring back toggle for it on Xbox. It reduces the chance of crash and lag significantly. Also, roll-back is the key for some reasons.


    Or, at least add timer; 10, 30, and 1 hour interval something like that.


    You should have create thread for each/fewer suggestion. Your title is no longer relevant based on your first comment. :(


    G'day


    Posted in: Suggestions
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    posted a message on Crop, redstone, moving mincart become inactive when it's out of player's range ( from Console Edition to Bedrock )
    Quote from Saitama979»

    Yeah I just looked it up



    • Added '/tickingarea' command to create areas that still update when no players are there

    Shouldn't this negate this issue of chunks in limbo?

    At least ones that you chose?


    Thank you for reminding me that. I remember I was reading it in planned version on Wiki. Ticking area was mentioned. That should solve the players' creation that is bigger than the default ticking area in creative and survival with cheats on.

    This thread was about the shrinking ticking area after converted worlds from CE(Xbox) to Bedrock in default. Just to help spread the awareness, should they ever run into the problem with their creation not running properly.
    Posted in: Discussion
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    posted a message on Crop, redstone, moving mincart become inactive when it's out of player's range ( from Console Edition to Bedrock )

    To be honest with you, I don't even remember or read that diagram provided by Wiki before. It doesn't look precise. I would bet myself If I measure it on PC. That diagram is incorrect. The line should start after the center chunk's border. I may be wrong about how it is coded in PC. Which page is it in? I can't find it. :-)

    Posted in: Discussion
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    posted a message on Crop, redstone, moving mincart become inactive when it's out of player's range ( from Console Edition to Bedrock )

    I kinda am confused by your question in the last part. But, I think you mean if a player is wandering inside blue chunk in any direction ( like you asked 2 blocks toward northwest ). The radius will not change and those stars across the chunks are still inactive.


    The radius changes by moving from chunk to the other chunk. Remember, the chunk size is 16x16 which means you add 16 blocks in front and minus 16 blocks behind at a time. Moving northwest from the center chunk(blue) will activate those 3 stars across chunk area as if you are moving the "radar".

    Posted in: Discussion
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    posted a message on Crop, redstone, moving mincart become inactive when it's out of player's range ( from Console Edition to Bedrock )

    I made chunk grid that measures active chunk area around the player. Blue represents chunk center. Active chunk area may not be 100% accuracy in multiplayer. I tried 2 players splitscreen. The size hasn't change.

    Posted in: Discussion
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    posted a message on Missing areas on old maps after the better together update?

    I might have a workaround. I helped my friend recovered his. I haven't hear from him the difference between the worlds' file size yet. He got his big castle and auto farm builds back that were gone by new chunk generation. As of now, do NOT delete worlds from COnsole Edition.

    Posted in: Discussion
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    posted a message on Are farmers broken in 1.2 ?
    Quote from markhudy»

    Are farmers currently broken? My guys are not planting or harvesting.



    I replaced them with the new villagers and it worked like a charm after the conversion. However, there is a bug. Brown-coated villager will share wheat/ beet SEEDS with the other brown-coated villager.


    Did you convert your CE world to Bedrock?

    Posted in: Discussion
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    posted a message on Crop, redstone, moving mincart become inactive when it's out of player's range ( from Console Edition to Bedrock )

    Yes, you are right about the limbo and save to the disk part. My main concerning is that the radius is smaller than I expected. It has nothing to do with the infinite worlds or active chunks parallel with the infinite world.


    After I investiaged more today. I confirmed the radius of active chunk is 5, count from the center chunk where a player is standing on. 16x5=80 blocks or 64 blocks without center. You get 144 blocks long/wide and the diagonal area is lower than that. Also, interestingly, the active chunk area in height is more than 256 blocks. I flew all the way up and the minecarts were continued moving.


    I don't know if this matches PE/ WIN10. Any one confirm?


    I am lucky since I built 6 auto farms vertically within 50x50. I could go on building few more floors without worry about it.

    Posted in: Discussion
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    posted a message on Crop, redstone, moving mincart become inactive when it's out of player's range ( from Console Edition to Bedrock )

    Active entities become inactive once it's out of player's range has been cut by half in radius of Console Edition. The radius is now 64 blocks. You may be experiencing problems with your redstone or big farm builds that is out of range. You will need to adjust the perimeter.


    If you want to confirm this; build a ping using minecart. A long row of carrot crop ( 70 blocks or longer ), stand at the end of row, and wait for an hour or over depending on the growth for better observation. A row of piston with the block next to it, use switch to power it and wait few seconds, then power off wait few seconds before you go check the marker where the blocks has not been pushed.


    What do you think of the decreased range?

    Posted in: Discussion
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    posted a message on Beacon Indicator Storage

    Yes, something like that in my setup. The trick is the downward signals. I am trying to make the wiring part smaller while basic comparator output and repeater lock setups remained intact. I realized now that depend on a player wants either horizontal or vertical storage and how high or long it is, might have to change the wiring part. It's not that hard to hook wire up in between.


    I am looking a way to make wire setup simplified and universally, only a player adjusting the marker where the chest and or hopper outputs the signal. The output will be split into 2 wires; one goes to the piston pushing stained glass into the beam and the other goes to the other piston retracting stained glass out of the beam.


    It's still WIP. I am an average redstoner. It will take some time for me to sort it out making it as compact as like those barometer lamp but bigger than that I expect.

    Posted in: MCXONE: Discussion
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    posted a message on Beacon Indicator Storage

    I built a working beacon indicator for storage. It contains 3 stained glass that each will change the color of the beam. For example: green is 'OK' (plenty of empty chests remaining), yellow is half way or nearing full, and red is last chest, few remaining chests, or full which is adjustable to your liking.


    After that, I searched for similar idea and better compact design. I can't find it. If there is one, can you help make it as compact as possible if you already know or point me in the right direction.


    This beacon indicator is great for specialty storage. Perhaps, go crazy build for each item storage but it may affects tilt-able storage.


    Thank you in advance

    Posted in: MCXONE: Discussion
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    posted a message on New food throwing mechanic

    That's strange. It has never happened to me after many updates, still I will keep my eye out on that. I could simply scoop the water block out, remove a slab, bring hungry villager out of booth's entrance, and have it replanting until its inventory is empty. Return everything back in booth. Small fix time comparing to working condition time. I do still think placing hungry villager above farmer's head or at least in different placement where it can't grab the food is problem-proofed in most case.


    Other thought, I could build tower with space between the floors should there ever a problem, I can switch to my old design that is more reliable to me or similar to Nathan's. That way I won't have to tear down the building.


    I thought MCPE is written in C++. I never play PC version which is written in JAVA that may be reason why I have not experiencing reset in inventory. Correct me if I am wrong that it did happen on console.


    Thank you for the warning.

    Posted in: MCXONE: Discussion
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    posted a message on New food throwing mechanic
    Quote from Cire360»

    I pretty much reverted back to Nathan's original design, only diff is I believe directly above the farmland he had a fence gate and then on top of that he had a half slab, I changed that half slab to a glass block and it works like a charm.


    Your fix looks awfully risky DataImprint, with the hungry villager in the stream that is carrying the food, I can see this not working eventually as the villager should be grabbing the food right out of the stream. It might work now but you should keep a close eye on it in the future, ie right after any patch, and I especially expect it to break when the better together update lands, but if its working for you right now, great.


    PS, no worries about getting off topic, i'm the op, and don't really care much about getting off topic, a conversation is a conversation in my eyes, so long as we are discussing things that are minecraft related, a mod may see things differently however.




    Hungry villager is carrying 8 stacks of wheat seed to the maximum, thus unable to pick food out of the stream. Beet seed is also optional. Similar to the way wheat farm works. It can't pick wheat up while harvesting and refilling inventory with the seed. I have had wheat and beet farms after patches for a long time. Nothing happens to the inventory with the except of a recent bug.

    But, you are right the patch/ bug can change its A.I. and inventory quantity, if applied, could cause it to pick up and even thought inventory is full. I don't know any other potential risk. How do you mean by that stuffed farmer should be grabbing the food? I thought we knew of farmer's use.

    That's what tests and setup like this are for and have my test worlds transfer to the new version when BTU lands. I am happy with it as I am continued finding a better way. Criticism is welcomed.

    Indeed, we got carried off into an off-topic conversation. I was afraid when the thread started to getting lost to somewhere. I had to cut off the conversation in a way. I am still somewhat new to the forum. I made 29 posts, well , this 30th post. Does that count as new? XD

    Posted in: MCXONE: Discussion
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