The longer a session is played, the longer it takes to open the creative menu. I had one world loaded for hours, came back and every time I tried to open the creative menu, it took a good 4-5 seconds to open. In that time, the game was completely frozen. I did get disconnected from LIVE and the game was switched to offline mode, so maybe that has something to do with it? This happens on all my worlds, new or old. I have a world from pre-TU6 and TU21 and it still happens on both.
I have had similar lag/freezing issues since TU19, however, I think it is related to map changes rather than time spent in the game. For example, I can spend hours roaming around and just exploring a seed without experiencing any problems, but as soon as I start placing/removing blocks, spawning/killing mobs, or anything else that registers a change in the world, the lag becomes progressively worse.
It has to be related to changes rather than time because a couple times I have had the lag start after much less than an hour when placing a large number of blocks in a short period of time while in creative mode. So far the only way to solve the problem is save and quit, then exit Minecraft entirely and restart the game, reloading the world isn't enough because the memory needs to be cleared out.
The only thing that seems to make sense is a memory leak, or some other kind of exponential memory consumption; basically, the more I build, the more often I have to save, dashboard, and loading everything again. I have a feeling the same issue is present in the Xbox One version, but the big difference is that the One has 8GB of memory instead of 512MB so it doesn't get consumed anywhere near as fast an on the 360.
1. When you are in range of an active beacon the effects wear off.Example: when standing on active beacon with speed boost (ect.) the beacon will count down to 0 wait about 2-3 seconds and then reactivate with the speed boost (ect.). Then proceed to count down again to 0 ect. (creating a zoom in out effect)
2. TNT is very laggy when exploding and creates weird animation (flicking of TNT)
3. When Tile Drops are off and you drop and item from your hand or dispenser ect. The Item will not despawn. (Turn Tile drops on and they will despawn)
4. You can spawn mobs from eggs even though mob spawning is off.
5. When you are flying and touching the ground there isn't any leg movement In 3rd person.
6. When fire spread is off and there is a fire the fire will never go out. (You can hit it to make it go out or turn fire spread back on)
The fire not going out can create some weird things in worlds and can confuse people
This is correct behavior. In order to automate it you will need to connect 3 hoppers to a furnace. The 1st hopper goes onto the top, of the furnace and contains fuel, be it sticks, wooden tools, planks, wood, coal, lava buckets, ect. The Back and sides of the furnace will feed in whatever you want to smelt. Finally a hopper can also be placed below a furnace to pull items out that have been smelted. I believe this also pulls out empty buckets of lava that were used for fuel as well, but its been awhile since i set up a total automated vanilla furnace system. There are several tutorials for doing this which can be found on youtube and other popular minecraft sites, google is your friend.
No the lava buckets dont go into the fuel section and you cant put any thing in through the sides of the furnace. Not ores, not fuel, not anything. And The fuel doesnt go into the fuel spot, it goes into the ingredients spot.
I was wondering if you could be a little more specific with the
"Fixed an issue with village generation." in the wiki change logs? did this fix village mergeing or the way that villagers breed? Im just curious. please and thank you
is anyone able to give some insight on this or are you still worried about blazes? enderman xp Is faster and safer than blaze farming anyway
This also happens on the PC, so i expect the answer from 4J will be this is standard behavor. I'm unsure if it was fixed in higher versions on the PC, but I do know it happens for sure on PC version 1.6, and have never tested it on 1.7 or 1.8.
I have 3 tamed horses and 1 donkey all on the same post with leads been playing for a few weeks now on this new level and it has not happened to me even once so idk what to tell you.
I have 3 tamed horses and 1 donkey all on the same post with leads been playing for a few weeks now on this new level and it has not happened to me even once so idk what to tell you.
You are referring to going into the neither and returning correct? It is entirely possible that 4J fixed this issue, but it still exists within 1.6 for the PC, unsure about other versions as I just don't use horses that often and usually pen them rather then tie them.
is anyone able to give some insight on this or are you still worried about blazes? enderman xp Is faster and safer than blaze farming anyway
I think he was referring to village mergers when a certain number of villages was reached within an area they all 'merged' together. I remember posting a bug report awhile back, while constructing a "Iron Titan", that after around 16 to 20 villages was reached they all 'merged'. This also happened if you saved/reloaded the world with say 10 villages stacked on top of each other, they would automatically merge into 1 village. The only way to keep separate villages was to ensure that they were 64 blocks apart. I haven't had the time to attempt to see if the iron titan will work but hopefully i'll get to that later tonight, and will post the results as soon as I know them.
No the lava buckets dont go into the fuel section and you cant put any thing in through the sides of the furnace. Not ores, not fuel, not anything. And The fuel doesnt go into the fuel spot, it goes into the ingredients spot.
I will try tonight on the 360 version, its possible that there is a bug, however the correct behavior should be a hopper pointing into the top of a furnace should place items into the fuel area, a hopper into the back or sides should place items into the area where they are going to get smelted, and a hopper under the furnace should pull items out of the furnace that are in the area of the finished product or output area, ex where items have finished smelting.
Also wanted to point out that we don't have hopper 1.6 behavior, we have hopper 1.8 behavior. The difference is that in 1.6 items in hoppers would always flow down into another hopper unless the down hopper was locked, even if the hopper was pointed into another hopper or chest. 1.8 behavior, will give a 50/50 chance of items going down or in the direction they are pointed, and will process 2 items at a time if they are pointed into another hopper, as well as having a hopper below the hopper processing items.
I will try tonight on the 360 version, its possible that there is a bug, however the correct behavior should be a hopper pointing into the top of a furnace should place items into the fuel area, a hopper into the back or sides should place items into the area where they are going to get smelted, and a hopper under the furnace should pull items out of the furnace that are in the area of the finished product or output area, ex where items have finished smelting.
Also wanted to point out that we don't have hopper 1.6 behavior, we have hopper 1.8 behavior. The difference is that in 1.6 items in hoppers would always flow down into another hopper unless the down hopper was locked, even if the hopper was pointed into another hopper or chest. 1.8 behavior, will give a 50/50 chance of items going down or in the direction they are pointed, and will process 2 items at a time if they are pointed into another hopper, as well as having a hopper below the hopper processing items.
I figured it out. I didnt realize that the fuel had to enter from the side and the ingredients had to enter from the top. My bad
Not a huge bug but if you are trying to eat something while you are looking at a fence it doesn't let you eat. Once again not a big bug but just something that may be looked at. Don't feel like you have to fix it.It isn't game breaking. I would like to put emphasis on quick dispensers they are difficult to get to work with buttons. Also mining stops when you switch in between items on your hot bar. IDK if that is how it is on the PC. All I know is that it used to work.
You cannot "pull back" on or shoot your bow while looking at a fencepost either. Just as with eating, your character does the hit motion. Quite annoying but not game breaking.
I also wanted to comment on the earlier mentioned memory leak/crash bug as that has become a huge issue that's gotten worse with every update. I started playing just prior to TU12 and at that time it was possible to leave my map up and work all day, never needing a restart. I don't recall when the crashing started (TU14 maybe - just a guess) however... once it started the game would only crash while on multiplayer but it seems lately this is starting to affect single player as well as I'm now experiencing frame rate issues (first sign that you need to save and exit because it's going to crash) without any other players being in the world. Additionally, with every update the time allowed to play before a crash is shortened as I can now only play for about 4 hours. I apologize for the lack of evidence or anything that could generally help pinpoint the origin and solution of this bug.
I figured it out. I didnt realize that the fuel had to enter from the side and the ingredients had to enter from the top. My bad
Yeah I had it backwards I think, I did just test it on both the xbox one, and 360, and they both work. The items to be smelted go into the top, and the fuel goes into the sides or back, and this CAN include lava buckets. A hopper under the furnace will pull out empty lava buckets and anything that has been smelted.
Not that you asked for it but with some clever hopper locking, its entirely possible to smelt large quantities of items pretty much fully automatically, synchronized as well, such as 'Tango's synchronized furnace array'. I use a similar system albeit heavily modified, and since my seed (Xbox one), contains quad witch huts, i get TONS of sticks, which first fills my storage for sticks, the remainder are used as fuel, and any additional are disposed.of.
Still having the same hopper induced lag in my TU12 world. Makes the game near unplayable with even a moderate amount of hoppers. Please help.
There are 2 ways to reduce the overhead that you might get when playing with hoppers that i can think of off the top of my head.
1) If possible rather then passing items items over a distance use water streams, with ice to transport items. Items that are traveling in water with ice, move MUCH faster then in hoppers, and can be aligned for hopper collection latter when needed, they use much less cpu as well.
2) If the hoppers are not collecting items from above, place a solid block over top of the hopper, this will stop the hopper from constantly trying to pick up any entities that are above it, which will in turn cut down on the amount of CPU needed.
3) not so much to do with hoppers, but more so droppers, and that is when possible use an item elevator made with fences and glass (as made famous by test137E29), which combined with water streams pretty much allows one to distribute items just about anywhere, going up or down. The only thing one needs to take care on is the duration that items have been in entity form. However its quite easy to pick items up and then shoot them back out which would refresh the entity despawn counter.
I have a dock that uses soulsand. Sometimes when I pull into dock , even if I move real slow , as soon as my boat touches the soulsand it registers as instant death. It gives me a death message as if I fell from too high. Also I am within range of all six beacons so I have regeneration and resistance II which do not seem to make any difference.
I have a couple worlds with spawn platforms round Y=200. Players keep being spawned underneath of it at the ground height and I cannot figure out why this is happening....
The lag isn't with the hoppers, though they are also effected, the lag is in the whole world, effecting tic speed and causing lag with just about all entities. See my thread in the help section for details.
I have had similar lag/freezing issues since TU19, however, I think it is related to map changes rather than time spent in the game. For example, I can spend hours roaming around and just exploring a seed without experiencing any problems, but as soon as I start placing/removing blocks, spawning/killing mobs, or anything else that registers a change in the world, the lag becomes progressively worse.
It has to be related to changes rather than time because a couple times I have had the lag start after much less than an hour when placing a large number of blocks in a short period of time while in creative mode. So far the only way to solve the problem is save and quit, then exit Minecraft entirely and restart the game, reloading the world isn't enough because the memory needs to be cleared out.
The only thing that seems to make sense is a memory leak, or some other kind of exponential memory consumption; basically, the more I build, the more often I have to save, dashboard, and loading everything again. I have a feeling the same issue is present in the Xbox One version, but the big difference is that the One has 8GB of memory instead of 512MB so it doesn't get consumed anywhere near as fast an on the 360.
The fire not going out can create some weird things in worlds and can confuse people
No the lava buckets dont go into the fuel section and you cant put any thing in through the sides of the furnace. Not ores, not fuel, not anything. And The fuel doesnt go into the fuel spot, it goes into the ingredients spot.
is anyone able to give some insight on this or are you still worried about blazes? enderman xp Is faster and safer than blaze farming anyway
I have 3 tamed horses and 1 donkey all on the same post with leads been playing for a few weeks now on this new level and it has not happened to me even once so idk what to tell you.
You are referring to going into the neither and returning correct? It is entirely possible that 4J fixed this issue, but it still exists within 1.6 for the PC, unsure about other versions as I just don't use horses that often and usually pen them rather then tie them.
I think he was referring to village mergers when a certain number of villages was reached within an area they all 'merged' together. I remember posting a bug report awhile back, while constructing a "Iron Titan", that after around 16 to 20 villages was reached they all 'merged'. This also happened if you saved/reloaded the world with say 10 villages stacked on top of each other, they would automatically merge into 1 village. The only way to keep separate villages was to ensure that they were 64 blocks apart. I haven't had the time to attempt to see if the iron titan will work but hopefully i'll get to that later tonight, and will post the results as soon as I know them.
I will try tonight on the 360 version, its possible that there is a bug, however the correct behavior should be a hopper pointing into the top of a furnace should place items into the fuel area, a hopper into the back or sides should place items into the area where they are going to get smelted, and a hopper under the furnace should pull items out of the furnace that are in the area of the finished product or output area, ex where items have finished smelting.
Also wanted to point out that we don't have hopper 1.6 behavior, we have hopper 1.8 behavior. The difference is that in 1.6 items in hoppers would always flow down into another hopper unless the down hopper was locked, even if the hopper was pointed into another hopper or chest. 1.8 behavior, will give a 50/50 chance of items going down or in the direction they are pointed, and will process 2 items at a time if they are pointed into another hopper, as well as having a hopper below the hopper processing items.
I figured it out. I didnt realize that the fuel had to enter from the side and the ingredients had to enter from the top. My bad
I also wanted to comment on the earlier mentioned memory leak/crash bug as that has become a huge issue that's gotten worse with every update. I started playing just prior to TU12 and at that time it was possible to leave my map up and work all day, never needing a restart. I don't recall when the crashing started (TU14 maybe - just a guess) however... once it started the game would only crash while on multiplayer but it seems lately this is starting to affect single player as well as I'm now experiencing frame rate issues (first sign that you need to save and exit because it's going to crash) without any other players being in the world. Additionally, with every update the time allowed to play before a crash is shortened as I can now only play for about 4 hours. I apologize for the lack of evidence or anything that could generally help pinpoint the origin and solution of this bug.
Yeah I had it backwards I think, I did just test it on both the xbox one, and 360, and they both work. The items to be smelted go into the top, and the fuel goes into the sides or back, and this CAN include lava buckets. A hopper under the furnace will pull out empty lava buckets and anything that has been smelted.
Not that you asked for it but with some clever hopper locking, its entirely possible to smelt large quantities of items pretty much fully automatically, synchronized as well, such as 'Tango's synchronized furnace array'. I use a similar system albeit heavily modified, and since my seed (Xbox one), contains quad witch huts, i get TONS of sticks, which first fills my storage for sticks, the remainder are used as fuel, and any additional are disposed.of.
There are 2 ways to reduce the overhead that you might get when playing with hoppers that i can think of off the top of my head.
1) If possible rather then passing items items over a distance use water streams, with ice to transport items. Items that are traveling in water with ice, move MUCH faster then in hoppers, and can be aligned for hopper collection latter when needed, they use much less cpu as well.
2) If the hoppers are not collecting items from above, place a solid block over top of the hopper, this will stop the hopper from constantly trying to pick up any entities that are above it, which will in turn cut down on the amount of CPU needed.
3) not so much to do with hoppers, but more so droppers, and that is when possible use an item elevator made with fences and glass (as made famous by test137E29), which combined with water streams pretty much allows one to distribute items just about anywhere, going up or down. The only thing one needs to take care on is the duration that items have been in entity form. However its quite easy to pick items up and then shoot them back out which would refresh the entity despawn counter.
Anyhow hope this helps.
JR;)
Stay fluffy~