Changing baby zombies hitboxes actually breaks drowing/lava blade traps which rely on mobs swimming up through a block of air.
That wasn't the sort of knock on I was talking about, The change to baby zombie hitboxes will most likely hit the PC eventually so this style of mob trap would have to change.
I was thinking more along the lines of code knock ons.
I always see the changes to things such as this as a good thing - Change breeds creativity
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I'd like to second the request for more complete change logs. It seems all to often some changes are made that are not mentioned anywhere in the change logs, which at times can lead to a lot of confusion because there is no official announcement to reference. As an example, when the Minecart limit was first added in TU20, it was not mentioned at all in the logs and this caused a flood of posts on this forum and many others with people questioning why they suddenly could not place more minecarts, and the community had to work to determine the actual limit. I understand there are a lot of things to address, but omitting changes from the change log just doesn't make much sense, especially when much less significant changes are listed. If the log mentions a texture change for a single block in a single texture pack, its seems odd that a fundamental change like placing a limit on minecarts would be a complete surprise.
I noticed how similar to the piston glitch, slabs places on the side of another occasionally place lower than the other slab, even though air is the only other block there. Like the piston glitch, this lasts for 3-10 attempts of placing the block. Then back to normal.
Also, Giant Zombies STILL CAN'T SPAWN. While this has been overlooked because it can only be accessed by an outer program, YOU were the ones who implemented this into the game, therefore it deserves a fix.
Well... an option to disable endermen their block moving abilty would be a great code knock on for starters... I.e. split out the /gamerule mobGriefing false command so that each mob type can be toggled.
1.) Zombies and skeletons still burn when exposed to a light level of 13 or more in the End.
Also occurs on the PC - Not a bug
2.) The odd X-ray thing in the End still works.
Can you be more specific?
3.) Ghasts still seem way too common.
I've had reports of this and I'll need to look into it
4.) Everything but spiders spin continually on top of fences.
As far as I can see on PC (1.6.4) mobs also do that.
5.) Chickens still can jump out of pens.
Bane of my life at the moment - It's been reported quite often but every time I've setup pens with chickens they never escape.
6.) The Wither will still attempt to attack players in Creative mode, but will fire off in a random direction instead.
Did you mean to say it won't attack players in creative? - In Creative the Wither will target nearby passive mobs and head towards them.
7.) It also attacks players on...uh sight, even if they are using host invisibility or potions.
Invisibility Potions in general didn't work too well prior to 1.7 I believe - I'll look into this though
8.) The Nether's music is too loud compared to the Overworld's.
Not a priority at the moment but I'll look into audio levels.
9.) Lapis blocks are...wait, I like the old texture more.So do I :D, It's a quick fix to be added to the default pack though.
10.) Endermen, pigmen, and spiders will attack a player if hit in Creative mode.
A slight nuisance if you manage to hit one - But again not a huge priority at the moment.
11.) Witches' harming potions deal no damage.
Tested on our end just now - Harming potions seem to be working correctly.
12.) As such, I'm unsure if the death message from a witch still says that you died from whatever named item you were holding.
It currently says you have been killed by magic.
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2.) It is in my large post in the previous bug thread. It is not a priority as it does nothing beneficial or detrimental.
5.) I tried recreating it in TU20 myself to no avail. I don't know why they do that in the only world where they're penned up (the fence measures 4 long and 3 wide if that helps).
6.) It was in the Nether with mobs shut off. The Wither would just aimlessly fire at nothing with less frequency than usual.
11.) I swear, it's my world making mobs wacky. It just stood there taking potion after potion and even tested it with multiple witches in two dimensions.
12.) I'll look into this whenever I host my maps again. Last time it happened the message read, "[Player name] with slain by witch using Selson's Bow."
I'll check in with 6, 11, and 12 when I get on later and report back. It may be just that world.
(Also, what's up with with the End burning thing? What causes that and why?)
If possible could you provide the seed/Coordinates of where this is happening?
Hey there, sorry for the late reply.
I've succesfully replicated this glitch by creating a new map in creative mode using the seed from my original world.
The seed is -5951899162460092788
There's a village 50 or so blocks from spawn, to the right side of the ocean, where you can do it.
Here are a few of the areas where the glitch happens
Actually this whole area in a 5x5 radius is 'glitched'.
By the way, I've noticed you don't need to put a chest on top of another in this area. Placing a single chest on the sand and breaking it is enough.
Hope that helps!
I've succesfully replicated this glitch by creating a new map in creative mode using the seed from my original world.
The seed is -5951899162460092788
There's a village 50 or so blocks from spawn, to the right side of the ocean, where you can do it.
Here are a few of the areas where the glitch happens
Actually this whole area in a 5x5 radius is 'glitched'.
By the way, I've noticed you don't need to put a chest on top of another in this area. Placing a single chest on the sand and breaking it is enough.
Hope that helps!
I was able to replicate it also based off your post. It seems to happen across a much bigger section of the world than 5x5. It reaches from the very southwest block of the entire world all the way to -225, 65, 80. It only happens on y level 65. It happens to any block that contains extra tile data. Not all chunks within that region are affected though. It seems to occur in "strips" of many chunks. Which makes me think it has something to do with generation/chunk loading during exploration.
A note to 4J: A similar thing was happening to me after the new chunk format was used. Since the previous four block types in every 4x4x4 block area is stored, chests kept reappearing after being destroyed. This was also the cause of the new duplication glitch and chests resetting. Would you or someone at 4J mind explaining why the new chunk format is used and what benefit it has over the old chunk format?
EDIT: After some more messing around, I can confirm that this has to do with the new chunk format. As you may know, the blocks section in the new chunk format only changes when a NEW block id is present within a 4x4x4 cube. If I place any block other than the ones already there (so if i placed lapis, sponge, lever, etc) the glitch GOES AWAY in the 4x4x4 cube. But as soon as I remove it and bring it back to the original block types, the bug returns. THIS IS BECAUSE OF THE NEW CHUNK FORMAT. If you could please explain a bit more of how the block section in the new chunk format works, we could find a fix much quicker. (I understand most of the new chunk format, but I'm still confused about some things.)
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I have found out why blaze spawners are "not working." If the mob limit for the type of spawner has been reached, no new mobs will spawn from the spawner. While I understand the logic behind that (And that I may have mentioned how MaxNearbyEntities wasn't working and that mobs could go beyond the limit) it seems that that should be undone? People are complaining about spawners "not working" when in fact this was a change made on purpose.
I suggest you keep MaxNearbyEntities AS IS (It is useful and prevents op spawning devices) I think you should remove the mob spawning limit caused by spawners. It only causes confusion. It was never a problem before TU21 because mobs where spawning beyond the limit. It seemed normal. Now that the limit is recognized, people don't like it.
On a side note, I really think all entity limits should be increased. The consoles can handle them fine, and if not on Xbox 360 or PS3, AT LEAST increase them greatly on PS4 and Xbox One.
Hopper mine carts were originally a suggestion for the PC when the update first rolled around.
I was referring to Xbox features.
@4JSteve the "X_Ray thing" he was referring to has to do with standing in lava with fire resistance. You are able to see things in a very weird "predator" style way.
I don't know if this is a bug but you can't place doors on half slabs and upside down stairs and there is a frame rate issue that seems to happen when breaking blocks
That wasn't the sort of knock on I was talking about, The change to baby zombie hitboxes will most likely hit the PC eventually so this style of mob trap would have to change.
I was thinking more along the lines of code knock ons.
I always see the changes to things such as this as a good thing - Change breeds creativity
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
I hate to be "that guy", but can everyone with a suggestion please post in the Suggestions section? Please?
1.) Zombies and skeletons still burn when exposed to a light level of 13 or more in the End.
2.) The odd X-ray thing in the End still works.
3.) Ghasts still seem way too common.
4.) Everything but spiders spin continually on top of fences.
5.) Chickens still can jump out of pens.
6.) The Wither will still attempt to attack players in Creative mode, but will fire off in a random direction instead.
7.) It also attacks players on...uh sight, even if they are using host invisibility or potions.
8.) The Nether's music is too loud compared to the Overworld's.
9.) Lapis blocks are...wait, I like the old texture more.
10.) Endermen, pigmen, and spiders will attack a player if hit in Creative mode.
11.) Witches' harming potions deal no damage.
12.) As such, I'm unsure if the death message from a witch still says that you died from whatever named item you were holding.
Stay fluffy~
Likewise, baby zombie hitboxes are used for cool devices where only baby mobs can fit through. It's used for some redstone devices and puzzles.
"I hate to be "that guy", but can everyone with a suggestion please post in the Suggestions section? Please? ^_^"
You name me one suggestion made there that actually made it into the game and I will post craploads of suggestions...
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Stay fluffy~
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
5.) I tried recreating it in TU20 myself to no avail. I don't know why they do that in the only world where they're penned up (the fence measures 4 long and 3 wide if that helps).
6.) It was in the Nether with mobs shut off. The Wither would just aimlessly fire at nothing with less frequency than usual.
11.) I swear, it's my world making mobs wacky. It just stood there taking potion after potion and even tested it with multiple witches in two dimensions.
12.) I'll look into this whenever I host my maps again. Last time it happened the message read, "[Player name] with slain by witch using Selson's Bow."
I'll check in with 6, 11, and 12 when I get on later and report back. It may be just that world.
(Also, what's up with with the End burning thing? What causes that and why?)
Stay fluffy~
Hey there, sorry for the late reply.
I've succesfully replicated this glitch by creating a new map in creative mode using the seed from my original world.
The seed is -5951899162460092788
There's a village 50 or so blocks from spawn, to the right side of the ocean, where you can do it.
Here are a few of the areas where the glitch happens
X: -254 Y: 65 Z: 95
X: -254 Y: 65 Z: 94
X: -254 Y: 65 Z: 93
Actually this whole area in a 5x5 radius is 'glitched'.
By the way, I've noticed you don't need to put a chest on top of another in this area. Placing a single chest on the sand and breaking it is enough.
Hope that helps!
I was able to replicate it also based off your post. It seems to happen across a much bigger section of the world than 5x5. It reaches from the very southwest block of the entire world all the way to -225, 65, 80. It only happens on y level 65. It happens to any block that contains extra tile data. Not all chunks within that region are affected though. It seems to occur in "strips" of many chunks. Which makes me think it has something to do with generation/chunk loading during exploration.
A note to 4J: A similar thing was happening to me after the new chunk format was used. Since the previous four block types in every 4x4x4 block area is stored, chests kept reappearing after being destroyed. This was also the cause of the new duplication glitch and chests resetting. Would you or someone at 4J mind explaining why the new chunk format is used and what benefit it has over the old chunk format?
EDIT: After some more messing around, I can confirm that this has to do with the new chunk format. As you may know, the blocks section in the new chunk format only changes when a NEW block id is present within a 4x4x4 cube. If I place any block other than the ones already there (so if i placed lapis, sponge, lever, etc) the glitch GOES AWAY in the 4x4x4 cube. But as soon as I remove it and bring it back to the original block types, the bug returns. THIS IS BECAUSE OF THE NEW CHUNK FORMAT. If you could please explain a bit more of how the block section in the new chunk format works, we could find a fix much quicker. (I understand most of the new chunk format, but I'm still confused about some things.)
Universal Minecraft Editor
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I suggest you keep MaxNearbyEntities AS IS (It is useful and prevents op spawning devices) I think you should remove the mob spawning limit caused by spawners. It only causes confusion. It was never a problem before TU21 because mobs where spawning beyond the limit. It seemed normal. Now that the limit is recognized, people don't like it.
On a side note, I really think all entity limits should be increased. The consoles can handle them fine, and if not on Xbox 360 or PS3, AT LEAST increase them greatly on PS4 and Xbox One.
Universal Minecraft Editor
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I was referring to Xbox features.
@4JSteve the "X_Ray thing" he was referring to has to do with standing in lava with fire resistance. You are able to see things in a very weird "predator" style way.
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Snow golems don't create snow in plains biomes
WOW okay! Honestly did not think this would get noticed But all in all, that's awesome to hear!!!
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