really? make you feel better? like you are special and a big man? congratz, you just like 90% of the interwebz
you're* lol. couldn't resist you left that one wide open.
@OP. i haven't had any problems like this so far. if you have an old save of the world maybe try deleting the one thats freezing, re-installing the patch then playing from that save.
if piston elevators are allowing you to glitch through usually slowing them down will help. otherwise you may have to rebuild it entirely.
glass ceilings are a good option. also ice will work. think that may cast a shadow. spider webs as well and that would look like a cloud.
the biome shifts, door changes, and slower minecarts that people bring up were all expected, the faster minecarts were the real bug and were traveling faster than they were supposed to and causing lots of glitches especially in multiplayer. both the doors and minecart fixes where in the change logs.
Part of the "culture" around this game is constant change. For many people, the updates just can't come fast enough. There is a consequence, however. They can't continually be adding new stuff... without changing some other things around first to accommodate the stuff. This update, there were major changes made to the programming architecture of the game in order to accommodate not only an increased build height but also texture packs and mash-up packs. That a lot of the older worlds are having some issues with loading is probably not all that surprising.
Does the game still freeze when you create a new TU12 world? If not, then perhaps report the issue on the Official Bugs Thread (checking first to see whether or not someone else has already reported it so the thread doesn't get too cluttered with repeated reports). You will probably find that you're not alone and someone else has already reported the bug. Then, try playing in a new TU12 world until 4J release a bug fix for this update, because If it is a bug, it isn't going to just disappear magically on its own. It will just have to wait until a bug fix comes out. Hassling the developers about bugs that have already been reported doesn't help them get a bug fix out any quicker. In fact, it probably slows the process down since they have to continually stop their work to respond to the complainers demanding instantaneous fixes.
Also, some things in this update were bug fixes for issues reported on the bugs thread for earlier updates. The changes to how doors behave falls into that category. Sometimes, fixing a bug causes some inconvenience as other things have to be manually adapted to the change. Sometimes, fixing a bug creates another bug or makes a previously minor bug into a larger issue... and that's just the nature of programming.
The biome switch-arounds are nearly inevitable I believe, as with the update cliffs (the end of previously generated land; prior to generation update) without smoothing the land around, high chance of messing up stuff)
Rollback Post to RevisionRollBack
QUOTE ME OR I WILL LIKELY NOT REPLY!
If I helped you in any way, press that green arrow in the lower right hand corner of my post!
Part of the "culture" around this game is constant change. For many people, the updates just can't come fast enough. There is a consequence, however. They can't continually be adding new stuff... without changing some other things around first to accommodate the stuff. This update, there were major changes made to the programming architecture of the game in order to accommodate not only an increased build height but also texture packs and mash-up packs. That a lot of the older worlds are having some issues with loading is probably not all that surprising.
. . .
Also, some things in this update were bug fixes for issues reported on the bugs thread for earlier updates. The changes to how doors behave falls into that category. Sometimes, fixing a bug causes some inconvenience as other things have to be manually adapted to the change. Sometimes, fixing a bug creates another bug or makes a previously minor bug into a larger issue... and that's just the nature of programming.
Good change is always welcome. Bad change never is. If the update needed more time to cook, then they should have left it in the oven a while longer. There is no excuse for mucking up things that already worked fine. When converting data to a more robust format, it is always possible to do so without sacrificing any part of it. For example, since the game under TU11 knows which biomes belong where for any existing world, it is possible to incorporate whatever rules it uses into the data-conversion process to ANVIL--which is supposed to (finally) keep track of biomes in the user's data files themselves. That's not to say it's easy, or quick to design and implement the proper conversion tools. Programming is hard. It's the nature of the beast, and never an excuse for failures.
Good change is always welcome. Bad change never is. If the update needed more time to cook, then they should have left it in the oven a while longer. There is no excuse for mucking up things that already worked fine. When converting data to a more robust format, it is always possible to do so without sacrificing any part of it. For example, since the game under TU11 knows which biomes belong where for any existing world, it is possible to incorporate whatever rules it uses into the data-conversion process to ANVIL--which is supposed to (finally) keep track of biomes in the user's data files themselves. That's not to say it's easy, or quick to design and implement the proper conversion tools. Programming is hard. It's the nature of the beast, and never an excuse for failures.
I'm not saying that programming failures should be a goal... I'm saying that programmers are human and make mistakes and it is common for humans to make more mistakes when they are correcting their previous mistakes under pressure of a deadline. It happens in ANY industry because people are still people... not machines.
I know I'm hard on these guys. That's because I used to be one of them. Well, not specifically, but I was in the trenches for a long while. I understand the challenges, and I also understand the work ethic. Major bugs were never acceptable. If any made it out the door, someone failed to do their job. It's not like glaring bugs can hide from developers, and then come out and say "Boo!" on the users' screens. If they weren't discovered, they weren't sought out--or worse, they were known, but allowed to slip through to save time/money.
For instance, how long would it have taken to discover the infinite breeding of villagers, if *anyone* familiar with the software had spent an hour or two testing its limits? How about silk touch not collecting glass, something that worked in TU11? Did anyone in-house try an enchanted pick on the different blocks even once? I'm not talking about hard-to-find rarities here. Such carelessness has to be called out.
you're* lol. couldn't resist you left that one wide open.
@OP. i haven't had any problems like this so far. if you have an old save of the world maybe try deleting the one thats freezing, re-installing the patch then playing from that save.
if piston elevators are allowing you to glitch through usually slowing them down will help. otherwise you may have to rebuild it entirely.
glass ceilings are a good option. also ice will work. think that may cast a shadow. spider webs as well and that would look like a cloud.
the biome shifts, door changes, and slower minecarts that people bring up were all expected, the faster minecarts were the real bug and were traveling faster than they were supposed to and causing lots of glitches especially in multiplayer. both the doors and minecart fixes where in the change logs.
Does the game still freeze when you create a new TU12 world? If not, then perhaps report the issue on the Official Bugs Thread (checking first to see whether or not someone else has already reported it so the thread doesn't get too cluttered with repeated reports). You will probably find that you're not alone and someone else has already reported the bug. Then, try playing in a new TU12 world until 4J release a bug fix for this update, because If it is a bug, it isn't going to just disappear magically on its own. It will just have to wait until a bug fix comes out. Hassling the developers about bugs that have already been reported doesn't help them get a bug fix out any quicker. In fact, it probably slows the process down since they have to continually stop their work to respond to the complainers demanding instantaneous fixes.
Also, some things in this update were bug fixes for issues reported on the bugs thread for earlier updates. The changes to how doors behave falls into that category. Sometimes, fixing a bug causes some inconvenience as other things have to be manually adapted to the change. Sometimes, fixing a bug creates another bug or makes a previously minor bug into a larger issue... and that's just the nature of programming.
Good change is always welcome. Bad change never is. If the update needed more time to cook, then they should have left it in the oven a while longer. There is no excuse for mucking up things that already worked fine. When converting data to a more robust format, it is always possible to do so without sacrificing any part of it. For example, since the game under TU11 knows which biomes belong where for any existing world, it is possible to incorporate whatever rules it uses into the data-conversion process to ANVIL--which is supposed to (finally) keep track of biomes in the user's data files themselves. That's not to say it's easy, or quick to design and implement the proper conversion tools. Programming is hard. It's the nature of the beast, and never an excuse for failures.
I'm not saying that programming failures should be a goal... I'm saying that programmers are human and make mistakes and it is common for humans to make more mistakes when they are correcting their previous mistakes under pressure of a deadline. It happens in ANY industry because people are still people... not machines.
For instance, how long would it have taken to discover the infinite breeding of villagers, if *anyone* familiar with the software had spent an hour or two testing its limits? How about silk touch not collecting glass, something that worked in TU11? Did anyone in-house try an enchanted pick on the different blocks even once? I'm not talking about hard-to-find rarities here. Such carelessness has to be called out.