I tamed, tethered and rode a horse and it still despawned. I had it in a proper sized pen, untethered and I took the saddle off. And then it despawned.
EDIT: I found it walking around outside the pen. I don't know how it got out but its not despawned.
there are almost no redstone issues fixed. Jeb doors still don't work, sometimes redstone lamps aren't updating when hooked up to a daylight sensor and it becomes night and causes a lighting glitch when it becomes day again, heavy weight pressure plates don't go stronger than 1 piece of redtsone, and I'm not sure if this is intended but minecarts with hoppers only take 1 item out of a chest at a time
Yeah, something's fundamentally wrong or changed with the redstone mechanic in MC. Ticks are off or the delays of action by pistons or repeaters are inconsistent. A managed to get my 3x3 door to work sometimes, but not other times. Where as before it was consistent regardless of anything going on in the world. Lag, other players in game, etc. Redstone is still broken outside of the most cursory contraptions and its difficult to say at this point whats causing it.
Its really, really sad too. I just watched several of my favorite youtubers announce they're done making tutorial videos for console versions of MC, because of these botched updates. Apparently they're losing subscribers like a fire-sale, and getting down-voted into oblivion for things that worked fine weeks ago, but now don't. Don't get me or any of them wrong, MC is a great game, but these last two updates have been game breaking abominations.
Of course updates are expected to bring change, and with it some bugs, but these last two have brought nothing but broken gameplay, for myself and countless others. After a little over a month of not playing at all, because redstone was rendered completely useless, I find the wait for this latest fix wasn't worth it. Everything needs to be redesigned, many from the ground up, and so far I haven't been able to find any explanation as to whats changed about redstone. Are ticks longer, are delays calculated correctly & consistently? Does redstone behave differently with transitions between the nether and over world? Many say yes to this. Do pistons actuate faster or slower? Lots of speculation, with no answers.
Edit: spelling and a final note:
I would wager a lot that redstone, and the machines it allows players to create is the highpoint of MC, or they'd be playing any one of the numerous clones. Right. So toying with redstone, let alone rendering it useless and inconsistent for extended periods of time. That would be in my opinion, the quickest and most reliable way to lose players.
Blaze spawners are now broken. You can reset the nether to get them working again but as soon as you exit and reload the world they are broke again. It was better the way it was. At least you could set up a blaze xp farm before.
There is a Spawning/Mob Cap issue in the Nether.
I just did about 4 hours of extensive exploring of the Nether in a brand new world. It seems that whatever changes 4J made to the hostile mobs, (temporarily fixing the Wither Skeleton spawning mechanics and/or addressing the Blaze Spawner problem), has caused all hostile mobs in the Nether to spawn to maximum capacity at all times. I don't know if the Blaze Spawners are actually "broken", or if the code is not allowing them to spawn due to mob cap being reached so quickly.
1. Blazes are spawning in and around the Nether Fortress in very large numbers. I ran down one of those long hallways, turned around, and before I could get half-way back, I was greeted by 3 Blazes. The Blaze's natural spawn rate ought to be about 1/3 of what it is now.
2. Wither Skeletons, (and regular Skeletons), are also spawning in high numbers in the entire Fortress. However, the odds of a Wither Skeleton dropping its Skull is rare. By my tests, approximately 1-in-40 using a plain Diamond Sword, (1-in-20 with Looting III). So, this isn't too bad.
3. There also seems to be an increased number of mobs in the rest of the Nether. When entering the Nether in Creative, I have not been able to spawn any Blazes, Skeletons, Zombie Pigmen, Magma Cubes, or Ghasts. Attempting to use any of those Spawn Eggs displays, "The maximum number of hostile mobs has been reached."
4. Ghasts! Please consider looking into tweaking their behavior for the console on the next update. The Nether on the 360 is limited in size and not infinite like the PC. Ghasts can lock onto you up to 100 blocks away, which is about 1/3 the 360's entire Nether! With the addition of Wither Skeletons and everything else going on, getting shot at from that distance when you least expect it is awful. At least consider lowering their spawn cap. Thanks.
5. Horses seem to be working now. Although I scouted my world looking for more of them in the Plains Biomes, and was having some difficulty. So I switched to Creative and got the all-too familiar mob cap message: "Cows, Pigs, Sheep, and Cats" ... Now with NEW Horses, too! They're magically delicious! Please consider revising and/or re-arranging this mob cap group. Bats got their own group. I'm curious what that cap is.
On the plus side, the spawn rate of hostile mobs in the Overworld seems to be correct. The appearance of Witches is not as common as Zombies or Skeletons. This seems to be in accordance with 13w42a/b and Java 1.7.2. In Creative mode, all Overworld hostile mob Spawn Eggs appear to be working as they should.
1.) Animals now can "jump" on top of fences when too many are too close together. This has broken multiple of my farms and is worse than them phasing through things from before. This seems to affect only old worlds as I could not replicate it in a new world.
2.) Even though the mine cart limit is 40, my old world with only 1 mine cart will not allow more than a total of 10.
3.) I misunderstood how the End bug worked and gave semi-incorrect information. If a 3x or larger3 platform is built at the lowest point, anything connecting to the platform above it will be invisible when viewed from underneath, except for the outer ring of the platform.
4.) It took me multiple hits to defeat the Ender Dragon after her health hit zero. Each hit made a player hurt sound, but she eventually died.
5.) I'm not sure if this is a bug or not, but the Wither will attack invisible mobs and players, including those being made via host privileges, regardless if it had seen them prior to becoming invisible.
6.) The Wither will fly to attack mobs, but not players until hit.
7.) Yet another Wither bug. If a world with the Wither's health bar is exited, the bar will remain in any other world for a few moments, name, health, and all.
8.) Mobs will spawn on rails, even if the block above it occupied by a trap door. This never used to happen and now has broken my Nether rail systems (I have a very controlled spawn).
9.) If nothing else, Nether Brick burns indefinitely in the Nether.
Im having a problem placing minecarts as well in my world. Sometimes it lets us and other times it says the cap is reached even though we have no minecarts down. Started after the update.
The Meaning of Life, the Universe, and Everything.
Location:
England
Join Date:
9/1/2013
Posts:
59
Location:
Yorkshire UK
Xbox:
x Mataeus x
Member Details
Insane spawns in Nether (it's at the cap all of the time meaning you can't build blaze farms / combat zones).
Redstone updates seem way off - pistons seem slow to extend / retract, i.e. the timing between those two states, as if the ticks are off. This breaks some delicate contraptions which rely on timing, such as doors and bridges using repeaters. (I've checked the builds to ensure the repeaters aren't locked due to that new mechanic)
Animals are climbing over fences due to trying to walk in the same spot instead of phasing through each other.
Camnwe have TU18 back, just with hoppers, droppers and activator rails? :'(
First off, thanks 4J for getting the bug fix update out so quickly! I'm happy the update came through and most things are working fine.... BUT blaze spawners aren't working for me now. I have two blaze spawners that will NOT spawn a single blaze... Instead they are spawning everywhere else. Both blaze spawner blocks have flames and the spinning mob inside, indicating they are active but will not spawn anything!
They were working amazingly before the update and I realllllly don't want to reset the nether AGAIN! Rebuilding blaze farms and portal hubs every time the game updates isn't my definition of fun. :/
I've tried - restarting the game, restarting the system, placing blocks around the spawner and opening it back up, taking down torches within 30 blocks (I know it's excessive), killing all mobs around me... Still no spawns coming from the monster spawner block
I can confirm the same problem. It isn't the space, the lighting, etc., as others have suggested. I used the same farm style (either Mumbo's or someone else's...they're very similar). I push the mobs out of the 8 block range that would prevent additional spawner mobs from appearing, and until TU20, could get dozens into a crusher. When I first came to the spawner, after running a good distance from my portal, about a dozen appeared in the spawner, and then it completely stopped. killing the first dozen didn't help...no further spawns occurred.
From messing around with it, it does appear to be an issue with the number of mobs present on the map affecting the spawn rate of the spawner. As I ran to it, mobs had yet to spawn up to the mob count limit, so it spawned a dozen. But after a minute, the outside mobs reached the mob limit and stopped the spawner.
Spawners should never be limited to the mob cap limit...instead, the spawner should essentially remove other outside mobs up to the mob cap if that's needed to control lag issues.
On TU19, there was a change that actually allowed about twice as many mobs to spawn off the spawner, and as pocassium said, it was working beautifully. It would get visually choppy from so many mobs, but let me reach level 30 effectively. (I'm okay with the graphics lag...the 360 is old hardware!)
I imagine some purists would argue that you shouldn't use farms to get xp, but the joy of minecraft is building such machines so you can go build something else with the newly enchanted armor and tools. I hope 4J would agree and tweak the spawner back to the way it was.
I have a similar problem, my spawners are still working(I'm using Ethos' blaze farm) but blazes are spawning everywhere when they were not before. Does resetting the Nether fix that? I'd like to know before i waste my time finding out that it doesn't work.
PS Wither skeletons are now spawning after this update so you don't have to reset the Nether for just that.
Camnwe have TU18 back, just with hoppers, droppers and activator rails? :'(
Nooooooo!!!!! Consider the amount of redstone and hoppers you have in the loaded chunks. My item sorter is so large it's slowing the game down. Movement is normal, but the rate of ticks per second slow down to accommodate the large redstone build. I'm running over 600 hoppers and about 300 chests, and tick rate is about 4x slower than normal. And, that appears to be intended. Keep in mind the 360 has only half a gig of memory!
Controls bug: It's no longer possible to interact with interactive items such as doors and trapdoors when crouched (introduced horse update)
I think this is intended. doors and trapdoors can be affected by redstone charges, and therefore need to use the crouch function you use to open chests. Yes, there's no interface to open, but it's still the same principle. It's also nice in some circumstances, like when you're crouching over a trapdoor so you don't accidentally open it and fall through.
Facebook: The ability to post a screenshot to facebook has dissappeared (gamemode online, connected to xbox live
This has been gone a while.
Skeletons are spawning in the Nether:.Gamemode; survival, normal.online (1 player), normal skeletons are spawning in the nether.
This is intended, and you see it in the PC version. There is a small chance when the game is going to spawn a wither skeleton that it will spawn a regular skeleton instead.
Nether is a warzone: Seriously, i lost 25% durability on my full diamond armor set with unbreaking III on all pieces, spend 64 arrows and was fighting 6-7 blazes, 2-3 whiter skeletons, 3 ghasts and pigmen on top of that non stop... Went from level 0 to 21 in less then 3 minutes, way faster then with a spawner farm lol. Also got 2 wither skulls out of those 3 minutes... Had to retreat due to running out of arrows.
It's supposed to be dangerous. Try using invisibility or fire resistance potions, and enchanting your bow to get the infinity enchantment. The spawn rate for blazes does seem a bit extreme, though.
I've noticed every block burns infinitely in the nether. I can't remember if it always did this, but even bedrock and cobblestone fires never go out.
You're right. Every block now burns indefinitely. And no, they did not do this before the last update. I had thought this bug fix would fix it, but no. The nether is now completely out of hand. Battling near the fortress leaves all pathways burning forever, so to play it you need serious fire resistance, which is doable but potentially expensive.
I have not reset my nether, and don't really want to. Has anyone out there reset your nether since the last "bug fix" and if so, is the infinite block burning still happening? Thanks.
I'm having redstone issues still, the pistons I was working on work again. Now I have dispensers that won't dispense anything. The TNT that's connected to it blows up, but the dispensers just won't do anything. I went to the other place I used dispensers and they work perfectly. I've spent like an hour trying things to get it to work and exiting and restarting, but then I stick a piston beside one and it extends so I'm not to sure what's going on with it. One time I was just deleting single pieces of redstone and adding a repeater or redstone and it worked normally, but I couldn't get it to do it again. It would be amazing if you could fix this.
The Meaning of Life, the Universe, and Everything.
Location:
Texas
Join Date:
11/8/2013
Posts:
53
Location:
Texas
Minecraft:
RebornPheonix15
Xbox:
RebornPheonix15
PSN:
SilentPhoenix19
Member Details
4 things:
Why are command blocks in the game but not used? Are you guys planning on implementing them in the future? I have a good idea how it can be done, versus typing in the commands tediously like PC.
As I play Minecraft longer, there seems to be MAJOR frame lag and connection lag, is there possibly a memory leak that may of been overlooked?
Please add the ability to toggle downfall, endless raining happens a lot in my worlds, and rain can make frames drop badly.
PLEASE add writable books, they were supposed to be added in TU16 with Java 1.3. I know that a controller is tedious but there are ways around it, using Smartglass or by getting a controller keyboard. I know it was left out because of this, but I'm begging you, for the sake of map makers PLEASE add in book and quill. Giant rows of signs just look tacky. People write endless rows of signs in a lot of maps, that show that some people have the determination to write a book on a controller.
Stop blatantly solliciting a perma console ban, you are violating the TOS of your Xbox Live account and are indirectly promoting to do so. Commandblocks are not in the game, they have not been made available.
You realize that Steve told Opreyzelp that they were in the game on the last bug forum right? Stop jumping to conclusions with your stupidity.
Stop blatantly solliciting a perma console ban, you are violating the TOS of your Xbox Live account and are indirectly promoting to do so. Commandblocks are not in the game, they have not been made available.
EDIT: I found it walking around outside the pen. I don't know how it got out but its not despawned.
Yeah, something's fundamentally wrong or changed with the redstone mechanic in MC. Ticks are off or the delays of action by pistons or repeaters are inconsistent. A managed to get my 3x3 door to work sometimes, but not other times. Where as before it was consistent regardless of anything going on in the world. Lag, other players in game, etc. Redstone is still broken outside of the most cursory contraptions and its difficult to say at this point whats causing it.
Its really, really sad too. I just watched several of my favorite youtubers announce they're done making tutorial videos for console versions of MC, because of these botched updates. Apparently they're losing subscribers like a fire-sale, and getting down-voted into oblivion for things that worked fine weeks ago, but now don't. Don't get me or any of them wrong, MC is a great game, but these last two updates have been game breaking abominations.
Of course updates are expected to bring change, and with it some bugs, but these last two have brought nothing but broken gameplay, for myself and countless others. After a little over a month of not playing at all, because redstone was rendered completely useless, I find the wait for this latest fix wasn't worth it. Everything needs to be redesigned, many from the ground up, and so far I haven't been able to find any explanation as to whats changed about redstone. Are ticks longer, are delays calculated correctly & consistently? Does redstone behave differently with transitions between the nether and over world? Many say yes to this. Do pistons actuate faster or slower? Lots of speculation, with no answers.
Edit: spelling and a final note:
I would wager a lot that redstone, and the machines it allows players to create is the highpoint of MC, or they'd be playing any one of the numerous clones. Right. So toying with redstone, let alone rendering it useless and inconsistent for extended periods of time. That would be in my opinion, the quickest and most reliable way to lose players.
There is a Spawning/Mob Cap issue in the Nether.
I just did about 4 hours of extensive exploring of the Nether in a brand new world. It seems that whatever changes 4J made to the hostile mobs, (temporarily fixing the Wither Skeleton spawning mechanics and/or addressing the Blaze Spawner problem), has caused all hostile mobs in the Nether to spawn to maximum capacity at all times. I don't know if the Blaze Spawners are actually "broken", or if the code is not allowing them to spawn due to mob cap being reached so quickly.
1. Blazes are spawning in and around the Nether Fortress in very large numbers. I ran down one of those long hallways, turned around, and before I could get half-way back, I was greeted by 3 Blazes. The Blaze's natural spawn rate ought to be about 1/3 of what it is now.
2. Wither Skeletons, (and regular Skeletons), are also spawning in high numbers in the entire Fortress. However, the odds of a Wither Skeleton dropping its Skull is rare. By my tests, approximately 1-in-40 using a plain Diamond Sword, (1-in-20 with Looting III). So, this isn't too bad.
3. There also seems to be an increased number of mobs in the rest of the Nether. When entering the Nether in Creative, I have not been able to spawn any Blazes, Skeletons, Zombie Pigmen, Magma Cubes, or Ghasts. Attempting to use any of those Spawn Eggs displays, "The maximum number of hostile mobs has been reached."
4. Ghasts! Please consider looking into tweaking their behavior for the console on the next update. The Nether on the 360 is limited in size and not infinite like the PC. Ghasts can lock onto you up to 100 blocks away, which is about 1/3 the 360's entire Nether! With the addition of Wither Skeletons and everything else going on, getting shot at from that distance when you least expect it is awful. At least consider lowering their spawn cap. Thanks.
5. Horses seem to be working now. Although I scouted my world looking for more of them in the Plains Biomes, and was having some difficulty. So I switched to Creative and got the all-too familiar mob cap message: "Cows, Pigs, Sheep, and Cats" ... Now with NEW Horses, too! They're magically delicious! Please consider revising and/or re-arranging this mob cap group. Bats got their own group. I'm curious what that cap is.
On the plus side, the spawn rate of hostile mobs in the Overworld seems to be correct. The appearance of Witches is not as common as Zombies or Skeletons. This seems to be in accordance with 13w42a/b and Java 1.7.2. In Creative mode, all Overworld hostile mob Spawn Eggs appear to be working as they should.
2.) Even though the mine cart limit is 40, my old world with only 1 mine cart will not allow more than a total of 10.
3.) I misunderstood how the End bug worked and gave semi-incorrect information. If a 3x or larger3 platform is built at the lowest point, anything connecting to the platform above it will be invisible when viewed from underneath, except for the outer ring of the platform.
4.) It took me multiple hits to defeat the Ender Dragon after her health hit zero. Each hit made a player hurt sound, but she eventually died.
5.) I'm not sure if this is a bug or not, but the Wither will attack invisible mobs and players, including those being made via host privileges, regardless if it had seen them prior to becoming invisible.
6.) The Wither will fly to attack mobs, but not players until hit.
7.) Yet another Wither bug. If a world with the Wither's health bar is exited, the bar will remain in any other world for a few moments, name, health, and all.
8.) Mobs will spawn on rails, even if the block above it occupied by a trap door. This never used to happen and now has broken my Nether rail systems (I have a very controlled spawn).
9.) If nothing else, Nether Brick burns indefinitely in the Nether.
Stay fluffy~
Redstone updates seem way off - pistons seem slow to extend / retract, i.e. the timing between those two states, as if the ticks are off. This breaks some delicate contraptions which rely on timing, such as doors and bridges using repeaters. (I've checked the builds to ensure the repeaters aren't locked due to that new mechanic)
Animals are climbing over fences due to trying to walk in the same spot instead of phasing through each other.
Camnwe have TU18 back, just with hoppers, droppers and activator rails? :'(
I can confirm the same problem. It isn't the space, the lighting, etc., as others have suggested. I used the same farm style (either Mumbo's or someone else's...they're very similar). I push the mobs out of the 8 block range that would prevent additional spawner mobs from appearing, and until TU20, could get dozens into a crusher. When I first came to the spawner, after running a good distance from my portal, about a dozen appeared in the spawner, and then it completely stopped. killing the first dozen didn't help...no further spawns occurred.
From messing around with it, it does appear to be an issue with the number of mobs present on the map affecting the spawn rate of the spawner. As I ran to it, mobs had yet to spawn up to the mob count limit, so it spawned a dozen. But after a minute, the outside mobs reached the mob limit and stopped the spawner.
Spawners should never be limited to the mob cap limit...instead, the spawner should essentially remove other outside mobs up to the mob cap if that's needed to control lag issues.
On TU19, there was a change that actually allowed about twice as many mobs to spawn off the spawner, and as pocassium said, it was working beautifully. It would get visually choppy from so many mobs, but let me reach level 30 effectively. (I'm okay with the graphics lag...the 360 is old hardware!)
I imagine some purists would argue that you shouldn't use farms to get xp, but the joy of minecraft is building such machines so you can go build something else with the newly enchanted armor and tools. I hope 4J would agree and tweak the spawner back to the way it was.
PS Wither skeletons are now spawning after this update so you don't have to reset the Nether for just that.
Nooooooo!!!!! Consider the amount of redstone and hoppers you have in the loaded chunks. My item sorter is so large it's slowing the game down. Movement is normal, but the rate of ticks per second slow down to accommodate the large redstone build. I'm running over 600 hoppers and about 300 chests, and tick rate is about 4x slower than normal. And, that appears to be intended. Keep in mind the 360 has only half a gig of memory!
I've noticed every block burns infinitely in the nether. I can't remember if it always did this, but even bedrock and cobblestone fires never go out.
I think this is intended. doors and trapdoors can be affected by redstone charges, and therefore need to use the crouch function you use to open chests. Yes, there's no interface to open, but it's still the same principle. It's also nice in some circumstances, like when you're crouching over a trapdoor so you don't accidentally open it and fall through.
This has been gone a while.
This is intended, and you see it in the PC version. There is a small chance when the game is going to spawn a wither skeleton that it will spawn a regular skeleton instead.
It's supposed to be dangerous. Try using invisibility or fire resistance potions, and enchanting your bow to get the infinity enchantment. The spawn rate for blazes does seem a bit extreme, though.
You're right. Every block now burns indefinitely. And no, they did not do this before the last update. I had thought this bug fix would fix it, but no. The nether is now completely out of hand. Battling near the fortress leaves all pathways burning forever, so to play it you need serious fire resistance, which is doable but potentially expensive.
I have not reset my nether, and don't really want to. Has anyone out there reset your nether since the last "bug fix" and if so, is the infinite block burning still happening? Thanks.
You realize that Steve told Opreyzelp that they were in the game on the last bug forum right? Stop jumping to conclusions with your stupidity.
Stay fluffy~
Apparently YouTube and reading posts makes you a hacker now. Who knew? Microsoft better get to banning!!!
The features were added in the PC version 1.4.2 as proven by the Minecraft Wiki http://minecraft.gamepedia.com/1.4.2