villages are mergeing after exit and save iron golem farms broken. I built tangotek's iron golem farm design and it worked perfectly untill i exited and saved then upon reloading the game all villages had meged back into one village and the farm was then broke. please add to bug list 4j-steve
Well this is intended and not a bug. i am pretty sure that tango even states that when the chunks are unloaded it breaks the spawner And you have to take out the doors and start the process over again. This is the only downside to the super iron golem farms.
I have already mentioned this and no one has replied, but has anyone else have trouble throwing Eyes of Ender to find the stronghold? I've tried Survival, Creative, and Adventure.
I was able to find a stronghold just fine....
But that was a world made pre TU 19, and I'm only 95% sure I tested the ender pearls after the update.
I can say that the pearls seemed to have a limit on uses....
Are we supposed to be able to re-use the same pearl forever, or do they actually have a limit?
After a few throws, they'd simply not work anymore.
(I even turned on flight to see what was going on, and it was impossible to get them after too many uses)
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In the future I would prefer thorough playtesting. At the moment, we can't play at all due to redstone, mob and freeze bugs. This means we have to wait until the fix patch to get a decent game going.
With proper pre-release playtesting, we may have to wait an extra month for the update, but we can at least play our old worlds as they are in the meantime.
I realise the updates are free DLC, but that doesn't make it fair to use us as your unwilling beta testers, possibly ruining our worlds in the process.
Game is unplayable
I was planning on buying an xbox one in december. But when this new update came out I held off to wait for bug fixes. So far nothing. Now the xbox one has gone back up in price and I haven't played minecraft in a month. I still check for bug fixes. I want to go back, but i only have one world and it freezes and I have lots of auto farms that now need to be completely rebuild after the pistons shuffled up.
So 4j has decided to ignore the claims that witches not spawning in the huts is a bug and left this out of the patch that was sent to Microsoft. If it's not a realistic option on consoles then tell us, but don't sit there and make up some BS on how it is working as intended. Terrible update, terrible way to submit bugs via a forum that they rarely update and let the community know what is going on, terrible past month of minecraft. While I hate restarting the MONTHS of work that I put into my world on Xbox, it seems worth it to play on PC where the game is updated properly. There are 40 pages of bugs submitted for one update. This is nothing short of a joke. Thanks 4j.
So 4j has decided to ignore the claims that witches not spawning in the huts is a bug and left this out of the patch that was sent to Microsoft. If it's not a realistic option on consoles then tell us, but don't sit there and make up some BS on how it is working as intended. Terrible update, terrible way to submit bugs via a forum that they rarely update and let the community know what is going on, terrible past month of minecraft. While I hate restarting the MONTHS of work that I put into my world on Xbox, it seems worth it to play on PC where the game is updated properly. There are 40 pages of bugs submitted for one update. This is nothing short of a joke. Thanks 4j.
While this seems like a bit of a rant, I do have to agree. I took the time to screenshot witches spawning in huts in version 1.6.4 after 4jsteve stated that this wasn't possible and didn't receive any kind of response. The only bugs added to the list on this forum were from the first guy who posted and that was done over the course of two weeks. Makes you question how much effort they really are putting into the console editions of minecraft.
Are saplings supposed to drop from trees while in Adventure mode, because if they are then there's a bug that's keeping them from doing so. Chopped a tree down and watched as the Leaf blocks despawned and no saplings dropped.
Rollback Post to RevisionRollBack
Link RemovedWIP 128x 64x, SEUS support, Mod support in the pipeline TEKKIT, FTB, the more support the more mods!
Are saplings supposed to drop from trees while in Adventure mode, because if they are then there's a bug that's keeping them from doing so. Chopped a tree down and watched as the Leaf blocks despawned and no saplings dropped.
do you have tile drops enabled if not goto settings, options, and click tile entity drops. hopefully that works for you.
Well this is intended and not a bug. i am pretty sure that tango even states that when the chunks are unloaded it breaks the spawner And you have to take out the doors and start the process over again. This is the only downside to the super iron golem farms.
yes. but i did add a chunk loader to the farm. ie. items going through nether portal every 5 seconds or so. does that still not matter? does exiting unload chunks?
That's an issue that persists all the way through 1.8.2 so don't expect to see that changed anytime soon. As a workaround use solid blocks for the corners.
I've run into a strange issue with villagers in my latest game.
They were mating fine, and then we built a couple of door palace villager spawner things. The first one, everything proceeded as normal. Then we built another, and now the villagers are regularly in mating mode but never 2 together, so they don't produce any offspring. Constantly all running around with hearts over their heads but never facing each other, even though they are often standing right next to each other, or all piled into one house. We've tried taking down one of the spawner door palaces and building another farther away, building other kinds of fake houses, building or taking down real houses, taking the doors off some of the real houses, trading with some of them in case willingness is an XBox feature now, though I thought it was just PC, all sorts of things. No luck. It's been several days and they're just wandering around with hearts over their heads but never getting any offspring, even if they're all clustered in one house. We've tinkered further so that they stop hyper-clustering in a new village center and instead seem to be wandering around normally. We've been consistently in the chunk.
The other event that coincided with the great baby drought was a zombie attack that came from…well we don't know where, but we came upstairs from our mine and saw a pile of zombies fighting the iron golems. Even though we saw no zombie villagers, at least 6 of our villagers disappeared after the attack, and since then, no joy.
Looks like alot of things were fixed, patch has been sent over to M$ for certification, but sadly looks like witch huts did NOT get fixed, or at least its not on the list. If this is the case I'm going to be rather angry. Many of us here have posted links to farms showing that witches can be efficiently farmed via witch huts, others provided links to wiki supporting how they should work, ect.
I've run into a strange issue with villagers in my latest game.
They were mating fine, and then we built a couple of door palace villager spawner things. The first one, everything proceeded as normal. Then we built another, and now the villagers are regularly in mating mode but never 2 together, so they don't produce any offspring. Constantly all running around with hearts over their heads but never facing each other, even though they are often standing right next to each other, or all piled into one house. We've tried taking down one of the spawner door palaces and building another farther away, building other kinds of fake houses, building or taking down real houses, taking the doors off some of the real houses, trading with some of them in case willingness is an XBox feature now, though I thought it was just PC, all sorts of things. No luck. It's been several days and they're just wandering around with hearts over their heads but never getting any offspring, even if they're all clustered in one house. We've tinkered further so that they stop hyper-clustering in a new village center and instead seem to be wandering around normally. We've been consistently in the chunk.
The other event that coincided with the great baby drought was a zombie attack that came from…well we don't know where, but we came upstairs from our mine and saw a pile of zombies fighting the iron golems. Even though we saw no zombie villagers, at least 6 of our villagers disappeared after the attack, and since then, no joy.
A bug, or is there some way for us to fix this?
How many villagers are there in the world? Because the game caps-out at 50. After that... well, there is no after that - they just won't breed anymore (even if they still show hearts).
As for the zombies, that's called a "zombie siege" and will occur naturally on occasion.
That doesn't mean it doesn't look horrific. I've wandered around this world for hours, and only after going back to it following the update did I notice this. It stuck out like a sore thumb
I was just browsing through information about water behavior, and happened to notice that this was changed in Java version 1.7.2, which made it so Water, Ice, and Portals would be visible through each other. Considering TU19 brought us up to 1.6.4 equivalent and 1.7.2 is next in line, it will almost definitely be part of the next content update after the bug fix.
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I don't think there is anything they could do to fix it. it was the same before the update. If they changed it, you would see every individual source block of water (or it sounds like that would happen) in oceans, lakes and rivers.
Well this is intended and not a bug. i am pretty sure that tango even states that when the chunks are unloaded it breaks the spawner And you have to take out the doors and start the process over again. This is the only downside to the super iron golem farms.
But that was a world made pre TU 19, and I'm only 95% sure I tested the ender pearls after the update.
I can say that the pearls seemed to have a limit on uses....
Are we supposed to be able to re-use the same pearl forever, or do they actually have a limit?
After a few throws, they'd simply not work anymore.
(I even turned on flight to see what was going on, and it was impossible to get them after too many uses)
With proper pre-release playtesting, we may have to wait an extra month for the update, but we can at least play our old worlds as they are in the meantime.
I realise the updates are free DLC, but that doesn't make it fair to use us as your unwilling beta testers, possibly ruining our worlds in the process.
Game is unplayable
I was planning on buying an xbox one in december. But when this new update came out I held off to wait for bug fixes. So far nothing. Now the xbox one has gone back up in price and I haven't played minecraft in a month. I still check for bug fixes. I want to go back, but i only have one world and it freezes and I have lots of auto farms that now need to be completely rebuild after the pistons shuffled up.
in the swamps and created over 20 worlds and none appear
While this seems like a bit of a rant, I do have to agree. I took the time to screenshot witches spawning in huts in version 1.6.4 after 4jsteve stated that this wasn't possible and didn't receive any kind of response. The only bugs added to the list on this forum were from the first guy who posted and that was done over the course of two weeks. Makes you question how much effort they really are putting into the console editions of minecraft.
Link RemovedWIP 128x 64x, SEUS support, Mod support in the pipeline TEKKIT, FTB, the more support the more mods!
do you have tile drops enabled if not goto settings, options, and click tile entity drops. hopefully that works for you.
yes. but i did add a chunk loader to the farm. ie. items going through nether portal every 5 seconds or so. does that still not matter? does exiting unload chunks?
or water streams!
They were mating fine, and then we built a couple of door palace villager spawner things. The first one, everything proceeded as normal. Then we built another, and now the villagers are regularly in mating mode but never 2 together, so they don't produce any offspring. Constantly all running around with hearts over their heads but never facing each other, even though they are often standing right next to each other, or all piled into one house. We've tried taking down one of the spawner door palaces and building another farther away, building other kinds of fake houses, building or taking down real houses, taking the doors off some of the real houses, trading with some of them in case willingness is an XBox feature now, though I thought it was just PC, all sorts of things. No luck. It's been several days and they're just wandering around with hearts over their heads but never getting any offspring, even if they're all clustered in one house. We've tinkered further so that they stop hyper-clustering in a new village center and instead seem to be wandering around normally. We've been consistently in the chunk.
The other event that coincided with the great baby drought was a zombie attack that came from…well we don't know where, but we came upstairs from our mine and saw a pile of zombies fighting the iron golems. Even though we saw no zombie villagers, at least 6 of our villagers disappeared after the attack, and since then, no joy.
A bug, or is there some way for us to fix this?
How many villagers are there in the world? Because the game caps-out at 50. After that... well, there is no after that - they just won't breed anymore (even if they still show hearts).
As for the zombies, that's called a "zombie siege" and will occur naturally on occasion.
I was just browsing through information about water behavior, and happened to notice that this was changed in Java version 1.7.2, which made it so Water, Ice, and Portals would be visible through each other. Considering TU19 brought us up to 1.6.4 equivalent and 1.7.2 is next in line, it will almost definitely be part of the next content update after the bug fix.
"
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The Master Roleplayer was born...
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