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    posted a message on Wife wants a pony
    If she has a lot of time invested in her world... she may have surpassed the spawn cap for passive MOBs in her fared animals alone... so some of these may need to be thinned out in order for new spawns to start up again.



    To add to what UpUp said...although a biome shift is not likely unless the world is actually older than the last time when new biomes were added (ie. when Jungles were added)... it may be worthwhile just to check a new world with the same seed (in Creative Mode) just to see if horses can spawn in that area.
    Posted in: MCX360: Discussion
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    posted a message on How do I breed villagers!?
    Quote from ChibiCupcake15»
    when do you think they will add steak breeding?

    You mean cow (or mooshroom) breeding? That's been in the game for quite awhile now....
    Posted in: MCX360: Recent & Upcoming Updates
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    posted a message on Fortune Works on Clay Blocks
    Quote from Feey1»

    No, it's the fact that Xbox 360 worlds are so small. Minecraft has so much to do, but with these puny worlds it's hard to do everything that we want to do. Also, in PC edition they have unlimited resources, so it just seems reasonable for more things to be renewable in Xbox 360 Edition.

    Just to crunch the numbers.... from: http://minecraft.gamepedia.com/Dirt


    Dirt is found at any altitude, and comprises the majority of the upper terrain layers in most overworld biomes.

    There are approximately 1,850 dirt per chunk in Plains, Forest, Tundra, Jungle, and Extreme Hills biomes. There can be as many as 3,000 in chunks with high mountains. Dirt generates in pockets underground as well. Dirt also generates naturally in the butcher's shop and in some houses in villages.


    ...of course the extreme hills biomes can roughly offset the ocean biomes and ravines which would typically have much less dirt blocks in those chunks.

    So, let's approximate an estimate of on average between 1500 and 2000 dirt blocks per chunk.

    MCX360 minable world size is 54 chunks x 54 chunks (2916 total minable chunks)
    • 2916 * 1500 = 4,374,000 on the low (conservative) estimate side, or 68,343 3/4 full stacks of 64 blocks of dirt.
    • 2916 * 2000 = 5,832,000 on the high (generous) estimate side, or 91,125 full stacks of 64 blocks of dirt.
    Yes, technically it is a finite amount in Survival Mode... but not so finite that it really matters in the grand scheme of things...if you really need more than 4 million dirt blocks, maybe you should be looking at creative mode.
    Posted in: MCX360: Suggestions
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    posted a message on Fortune Works on Clay Blocks
    Just adding my 2 cents re: using the Fortune enchantment on a shovel idea...

    I can see Phoenix's concern that he would prefer a better control as to whether you get clay or not.

    I could go with:

    • No Fortune Enchantment always drops dirt (0 clay balls)
    • Fortune I has a very small chance of dropping 1-2 clay balls (instead of a dirt block)
    • Fortune II has a small chance of dropping 2-3 clay balls (instead of a dirt block)
    • Fortune III has a moderately light chance of dropping 3-4 balls of clay (instead of a dirt block)
    Farming Mycelium with a Fortune enchanted shovel could have a much higher probability of getting the upper end drops (2, 3, 4 respectively), than by farming dirt, tilled, or grass blocks.
    Posted in: MCX360: Suggestions
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    posted a message on Official MCX360 Twitter Update Thread | September 30th
    Is this why they do not put a door on the forge when they generate a village? Too many blocks overhanging?

    That is likely one reason... but more importantly, if you placed a door in the entry way to the forge area for the blacksmith, then there would be fewer blocks blocking sunlight on the path inside the door (3 blocks away) than there would be outside the door (which is 5 blocks as it is).

    Placing a door here might confuse villagers into thinking that the inside of the 'structure' was the outside when night falls and zombies start prowling.
    Posted in: MCX360: Discussion
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    posted a message on Witches won't spawn in my mob farm
    Quote from ConArt70»
    One question I do have though is regarding zombie pigmen.

    It's been my experience that when a neutral MOB (Wolf, Spider in daylight, Z. Pigman) takes damage near another player (including falling damage), that neutral MOB will generally turn hostile against players in that region. I don't know if Player A causes the aggro directly to a Z. Pigman if that will turn aggro on all other players or not, my guess would be yes, but tamed wolf AI seems to be setup to hold aggro for specific players, and Z. Pigman may or may not be similarly selective.
    Posted in: MCX360: Discussion
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    posted a message on Title Update 22: What do you expect/want to see?
    Quote from ShadowClaw11»
    so basically 2~6 months before we get slime blocks?

    That would be a hugely optimistic estimate, I'd estimate about 3-8 months before we see a content update to bring us somewhat current with 1.7... but there is a good chance that a lot of the new biomes and biome mechanics may not be introduced due to the smaller play area (or they may be included in favor of the new generation consoles' bigger worlds).

    There are still a number of bugs that need to be worked out and a number of them may have a direct impact on a 1.7 implementation (including fixing witch huts, and wither skeleton spawning only in the nether fortress, and random blaze spawning, etc.)

    Although it is possible that a 1.8 equivalent update will roll out at the same time, it is usually best not to expect that it will happen that way.
    Posted in: MCX360: Recent & Upcoming Updates
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    posted a message on Your opinion on skeletons
    Eh... they're a little harder, I still usually melee them and reserve my arrows for softening up creepers before closing with them.

    My tactics generally remained the same... to hide behind cover and wait for them to come to me, then, when they peak around the corner, I quickly beat the snot out of them with my sword before they have much of a chance to fire off more than 1 shot. Although I do come away looking like a pin cushion at times... Funny, I don't remember arrows being left sticking out of me prior to TU19...then again, I didn't get shot nearly as much back then either. LOL.
    Posted in: MCX360: Discussion
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    posted a message on Iron Foundry
    Quote from Loyaalz»
    So if I build an iron foundry in my world the villages won't merge even if I go to the nether or the end?

    In theory... no, they shouldn't... they should continue to operate without having to worry about chunk loading/unloading. I don't have one of these built in any of my worlds yet, and this thread is over a year old... Maybe if Cire360 (or anyone else who has built something like this) sees this, maybe they can likely tell you if it is still working in TU20.
    Posted in: MCX360: Discussion
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    posted a message on Witches won't spawn in my mob farm
    Quote from Zayne_»

    I agree that the nether is much more difficult now, but, it's easier to get the blaze rods and other drops I need! Plus sometimes I like it being a bit more of a challenge.

    I'm actually enjoying the challenge of it was well, as Phoenix said, "It makes it more of a Hell realm."

    Unfortunately, I think that i (that is 'we') might be in the minority on this one. I've seen many people come on these forums in the past and complain most vehemently about the 'Ghast' problem and that their spawn rates were too high. well, I'm finding the current setup at least 3 to 4 times more challenging than before... I actually have to be a lot more careful when I go to the nether now. It's really getting my adrenaline flowing just being there now.
    Posted in: MCX360: Discussion
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    posted a message on a redstone question
    Quote from rizzle1986»
    except none of my big builds work

    That's why he said: "with all the erratic behaviour i'm more inclined to say its on the xbox version of redstone."
    Posted in: MCX360: Discussion
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    posted a message on reseting nether and chests
    Have you switched your game mode to hard core mode or other wise turned off the bonus chest option in your settings? I wonder if this might be somehow tied to that setting, and it might be impacting it's appearance on resetting the nether.
    Posted in: MCX360: Discussion
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    posted a message on Witches won't spawn in my mob farm
    Quote from 6xTeeZ»
    I built a hybrid of etho's and mtandi's mob farms, and it still works fine. For my needs anyway(100 drops in 7ish mins). Its just that i noticed i wasnt seeing any witches in it after an hour of using it. I saw the other mobs(skeles, zombs, creeps), just not witches. Are witches broken or something? Do they require a 2x2 space to spawn? Or a 2x2 hole to drop thru?

    Witch Huts are not currently working as intended, and neither is Nether fortress Spawning of Wither Skeletons.

    This bug has been reported repeatedly to 4J studios as well as acknowledged and on the drawing board to be fixed in a future update. the last bug fix patch that came out had implemented a sort of band-aid fix to allow witches to have a chance to naturally spawn anywhere in the Overworld, and the Blazes and Skeletons/Wither Skeletons can similarly spawn anywhere in the Nether.... Which has in turn caused some issues with some Blaze Spawner MOB Farms and has made the Nether several degrees more difficult than before.
    Posted in: MCX360: Discussion
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    posted a message on Slime Spawning TU20
    Quote from HoopBaller6»
    In 1.4 I believe, Slimes were able to spawn if the right conditions were met. Was this implemented in Console Edition yet or not?

    If by 'right conditions' you mean:

    1. Slimes will spawn in a designated Slime Chunk where Y<40, regardless of light level.
    2. Slimes will spawn in Swamp biomes between Y=50 and Y=70 if light levels are 7 or less.

    Then yes...This has been on the console for quite awhile now... well before TU19 came out.
    Posted in: MCX360: Recent & Upcoming Updates
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    posted a message on Mash Up Your Purchased Texture Packs?
    Quote from JoonSoo»
    Now I am NOT talking about a Texture Pack Creator (from scratch)..

    http://www.minecraftforum.net/forums/search?search-thread-id=&search-forum-id=1018&search=mix and match&search-type=0&by-author=&begin-date=&begin-time=&end-date=&end-time=&min-posts=&min-views=&forum-scope=t&search-specific-forums=&forum=1018&forum=3203&forum=3209&forum=3211&forum=3208&forum=3206&forum=3205&forum=3215&forum=3216&forum=3217&forum=3207&forum=3204&forum=3212&display-type=1&submit=y

    Speaking as one of the ones that made this very suggestion a while ago... (but alas I wasn't first either)... I'm in support of it. However, as you can see from the link above (as Deskepticon already stated) this topic has been brought up numerous times already.

    Quote from Zayne_»
    So you made a suggestion everyone likes/has, who cares? My opinion, I would LOVE this, because the wood (planks) in the city pack is amazing, but I like the natural pack for the majority of things. I say yes to this.


    The Admins care for one, and so do the Game Developers... the purpose of making an effort to keep all related topic content in a singular thread is so that idea can be A> Developed more fully, and B> Not clutter up the Suggestions with a large number of related/redundant but largely disjoint threads.

    Quote from UpUp_Away95»
    It would be nice, but I really don't see how the Xbox 360 would apply all the trial texture packs at once so that a joining player could view the hosts custom combo of textures. I think it would be an easier processing task for the Xbox 360 if the game defaulted to the basic texture pack whenever a custom combo was in use... of course, this would mean that others couldn't see the world as the host "designed" it and essentially defeat the purpose of having custom combos period.


    This actually wouldn't be that hard to do. Assuming the joining player had the Trial Packs in question already (or, at least, had a way to get them). Then upon joining the game, the 'host/server' can send a one time TP mapping of blocks/items/Mobs/etc. to the joining 'player/client'.

    Once the mapping is provided, the 'player/client' side would be responsible to build a temp TP from their own library of Trial and Full Texture Packs that they have available to them or replace with the default texture if they do not have either the full nor trial version to go off of.
    Posted in: MCX360: Suggestions
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