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    posted a message on Slime Farm
    Quote from ToastyCactus

    This is not true, you don't need to wait 2 days for anything to spawn, and slimes will now spawn up to Y:40.

    First, make sure you're actually in a slime chunk, then light up any caves around you. Stand at least 24 blocks away from the pad, and if spawn rates are still slow, try going to the surface and killing off some passive mobs. You will get them eventually.


    Lighting up the caves isn't really necessary and you'd have to do way too much work as they can spawn pretty far away from you. Passive mobs don't affect hostile mob spawns on the xbox. Passive(animal) and hostile mobs have their own separate limits.

    As long as you find a slime chunk you'll be good to go. Don't dig out a massive area until you've found a slime otherwise you'll probably be wasting your time. You can use your world seed and a "program" to find slime chunks although it could be considered "cheating". Here is a slime chunk finder, just be aware that because of the 1000 world size your world only goes to -500 to 500 (on x and z).
    Posted in: MCX360: Discussion
  • 1

    posted a message on MCXBLA OFFICIAL KNOWN BUGS LIST [TU9/10]
    Quote from Thelek

    sounds like the host did not have the "Allow Friends of Friends" box checked.


    Even still if the host invites you it should let you in, it just doesn't make sense otherwise.
    Posted in: MCX360: Discussion
  • 2

    posted a message on Torches produce light when held
    When you hold a torch they emit as much light as if they were placed on a wall. This would allow better cave exploration without having to constantly throw down torches just to see.

    It could be implemented as a unplaceable lamp instead, which would only be used for "held light".

    It would also be awesome for dropped/tossed torches to make light, but I could see that being to taxing on the system.
    Posted in: MCX360: Suggestions
  • 1

    posted a message on A fix for animals stuck on cliff tops clogging up animal spawn limits.
    Referencing this thread in the general discussion section.


    According to the loading screen "hints" animal mobs currently will not despawn if they cannot move more than 20 blocks in one direction. The problem with this is that animals that spawn on the ground can move enough to despawn so what ends up happening is almost all the animals either spawn in small surface caves or get stuck on cliff edges (Like so:and not despawn (as they can't move). With the already fairly small mob limit breeding animals is hard enough, but paired with these ^ animals it's almost impossible to have more than 10-15 farm animals.


    So my suggestion is a different despawn "mechanism" so circumvent these issues.

    Ideas:
    1. Make it so feeding an animal wheat/breeding it tames it and the baby animal just like wolves, then make it so any non tame animals can despawn regardless of how much they can move.

    2. When you breed animals the baby animal forces a "wild" (untamed) animal to despawn. This would enable us to breed decent amounts of animals without having to hunt 20 wild ones and hope they haven't respawned by the time you get back to your farm.

    3. A craftable "collar" or "brand" that when applied to animals tames them. A collar could be made from leather and a brand could be a tool made from iron and have x uses like shears. (credit to User
    kingtut313")
    Posted in: MCX360: Suggestions
  • 1

    posted a message on I found out why almost all the animals are on cliff edges
    It's been a major pain on my world that you won't see any animals in the forest/plains but you'll see 15 of em on on cliff (on various single blocks). (Like so: I've been wondering why on it they seemed to only spawn there and I finally have the answer:

    According to one of the "hints" that pop up while loading/saving "animals that cannot move more than 20 blocks in one direction won't despawn". So the reason all the animals are up on the cliff faces is because there they can't move at all and therefor don't despawn, while animals that spawn on the ground can move and eventually despawn.



    I'm not sure if there's any way for 4J to make a workaround or not, but I'd love to see one. Maybe all animals that haven't been tamed/mated will despawn? That way you can keep your pets and farm animals but the cliffhangers won't clog up your animal mob limit.
    Posted in: MCX360: Discussion
  • 2

    posted a message on Mushroom Farm Tutorial
    I saw a post asking about farming mushrooms so I figured I'd post mine. Sadly I don't have a capture card so its pictures, but here you go!
    Posted in: MCX360: Discussion
  • 1

    posted a message on 1.7.3 update set for July
    Is it just me or does that sound pretty awful? Two months to port a small already made update? Really?
    Posted in: MCX360: Discussion
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