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    posted a message on 1.10 slime chunk not working?

    Yes, old thread, ongoing issue. You do realise that if you google for this problem, this is one of the first places you end up, right?

    Guys, if it works for you, that's fine. But positive results don't prove the hypothesis, negative results disprove it. And by "hypothesis", I mean reliability of the app.

    Now I did of course (double, triple, quadruple) check the seed, illuminate the area, check the permissions, turn it off and then on again and all that kind of thing that people suggest because they don't have a problem themselves and suspect the person with the problem is Just Doing it Wrong. Not my first bug-hunt, I have to say, in or outside Minecraft. No joy with the chunkfinder, and yes, that's the chunkfinder in question. I don't know what kind of edge-condition my game is that it doesn't conform to the app. But resolving the question manually in creative mode is a lot less work than building an elaborate farm and attendant infrastructure in survival mode, only to find it doesn't work at all.

    You are of course free to assume that the Problem Is Between Keyboard and Chair. But, the important thing as far as I'm concerned is that I now know where my slime-chunks are, and the method is reproducible for anyone else who, contrary to your expectations, has the same problem.

    Posted in: Survival Mode
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    posted a message on 1.10 slime chunk not working?

    I'd been having the same problem as the OP myself, and various the "Oh, you must be doing it wrong, have you tried adding more torches?" suggestions from all around the internet were not really very productive. If you have the right chunks, then you should get a few slimes if you've wait long enough. There would have been no point putting them in the game otherwise, if none of them were ever going to spawn to attack explorers.

    So, it seems the chunkfinder app is out of date or just plan wrong for at least some games. Fortunately I have hit on a solution that should work for anyone, and I thought I should share, because searching revealed that many people have this same problem, and it's an ongoing problem. Many old youtube videos will just refer you to the chunkfinder app when building slime farms.

    What I did was this:

    1) Created a new creative superflat world with the same game-seed as the game I wanted to build.
    2) Located the co-ordinates where I want to build the farm.
    3) Divided the area all around it up into chucks with fences. Basically I replicated the grid in the chunkfinder app, it was still useful for that :P I enclosed the surrounding 100 chunks, which took me about half an hour to an hour.
    4) Turned on monsters and put torches in all the squares that spawned slimes. I repeated the process several times to build up a good picture, flying far enough out of the area for everything to de-spawn and then flying back. After a few repetitions I was confident I had built up an accurate map.

    I then tested this by loading a copy of my main game in creative and quickly carving out just one level of some of the marked chunks. Evey one produced slimes. None of the chunks highlighted by the chunkfinder app produced anything.

    I don't want to disparage the author of the chunkfinder app. Obviously it used to work, and everyone used it. But in my experience, it doesn't work any more, and I suggest using this manual method to map out where to dig. Remember, no higher than y=40 :)

    Posted in: Survival Mode
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    posted a message on No guardians in water monuments

    Not fixed for me. Although they're saying that it's fixed, and I'm guessing that they're going to sweep us poor mugs who it's not working for under the rug so they can move on to breaking something else. Sorry to be pessimistic. Very upset. Spent a long time building this farm, and these forums give me no cause to believe it'll ever be fixed.

    Posted in: MCXONE: Discussion
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    posted a message on Tu34 bug detected!

    Apparently, bugs can now be reported here:

    https://bugs.mojang.com/browse/MCCE

    Posted in: Minecraft (Bedrock) Support
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    posted a message on Seamless world expansion really not seamless

    Initially on importing my world from the 360 I expanded it to medium. I knew that there were still more biomes to come, and wanted to leave it so I could expand to large latter and get the new stuff at the edges. It wasn't really seamless (the big map looks a bit like it has a postage stamp in the middle, even after all my mega-landscaping efforts), but I've managed to erase some of the obvious mess over time.

    With the recent update and new biomes, I took a copy of the world and had a look at it expanded to large. The new stuff is interesting, but the seam is if anything even more jarring. Regardless of whether you let it eat the 30 blocks at the edge or not, the landscape is simply chopped off at the old world boundary; trees and hills cut in half with ocean on the other side.

    Before you ask, I'm not starting a new game. No-one who's spent 3-4 years working in the same world is going to do that. Nor am I going to landscape a boundary 12 times the size of the last one. Medium and old-fashioned it will have to stay until somebody sorts this mess out.

    I imagine that the problem is that the way in which the world seed is interpreted changes when a biome upgrade like this happens, so that land, hills, sea etc is created differently in different places. Really though, this is an entirely predictable problem, and some work to merge the different generation methods at the boundaries would seem to be in order.

    Posted in: Minecraft (Bedrock) Support
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    posted a message on World Map Issue

    You don't actually have to make the map in the new area, you just have to first use it there. I noticed when they changed maps so that initially it's blank, and left-trigger uses it, and thought there must be a reason. You can make the blank maps anywhere, so long as you first use it in the desired area.

    Posted in: MCXONE: Discussion
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    posted a message on Texture Pack Idea
    That would look kind of cartoonish I imagine. Sure, why not. I wouldn't use it, but whatever floats your boat.
    Posted in: MCX360: Suggestions
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    posted a message on Mason Villagers - Solving the old world resources problem.
    Chief_Sonic has already suggested adding a "Lumberjack" villager that sells saplings here: http://www.minecraft...bout-villagers/

    I suggest that if there was a corresponding "Mason" villager, then all of the resource supply problems associated with old worlds could be solved at a stroke, without complicated partial world-respawning, trans-world portals or magic cross-world chests. Then us old-world types can stop wasting the time of the rest of you, and you can get on with badgering 4J for the stuff you want. It's also in keeping with the existing character of the game. So, support this if you have an old world and just want this problem solved, or alternatively if you want us to shut up and go away. :)

    The way it works now as I understand it is that you can trade resources to villagers of the right profession for emeralds (say meat to the butcher). You could then trade with the mason for otherwise unobtainable resources like cracked stone bricks or clay, and with the Lumberjack for resources like jungle saplings or cactus or lilly-pads.

    Also as CallMeCraters pointed out, you can use a splash potion of weakness and a golden apple to turn a zombie villager (which will spawn naturally) into a villager (in the PC version), and from there populate your old world with villagers, although you will have to build them a village: http://www.minecraftwiki.net/wiki/Zombie_Villager#Zombie_Villager
    Posted in: MCX360: Suggestions
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    posted a message on Getting a jungle without creating a new world. (suggestion)
    Quote from CallMeCraters

    http://www.minecraft...Zombie_Villager

    You will always have villagers. You just need to cure them. Even a 1.6 BETA world can have villagers.


    I'd missed that. That's awesome. If they added a "miner" villager as well as the lumberjack, you be able to get all the missing blocks and plants. I see that you can trade stuff to villagers to get emeralds depending on their profession, so I expect you could trade beef to the butcher for emeralds to buy clay from the miner.

    That's beautiful, just beautiful.
    Posted in: MCX360: Suggestions
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    posted a message on Apocalypse Mode
    Quote from Fizzlewizzle

    Just a dozen isn't a danger. having mobs everywhere you want to go is the real danger.


    Hostile mobs spawn in adjacent areas as you move around the world (and despawn when you move further away). There don't need to be 100 hostiles you can't see chewing up your XBox's ram. A lesser number of more rapid, targeted spawns would be sufficient to make it brown-trousers time and give the impression that the map is swarming with monsters (when in fact, all the monsters are just next to you)

    Ram limitations are a factor on the XBox, I don't suggest this to be contrary, but because I think it's got more chance of being implemented.
    Posted in: MCX360: Suggestions
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    posted a message on Getting a jungle without creating a new world. (suggestion)
    Quote from CallMeCraters

    The most simplest way of allowing players to obtain jungle saplings in a post TU12 world would be to have lumber jack villagers. They would sell all the different types of wood, vines (maybe), saplings, and maybe other wooden objects such as coloured planks. I think the inclusion of a lumber jack villager would be great for the TU12 update.

    I don't see this being too hard to do either. Just take an existing villager and give him a different colour and place wood related objects in the trade bar. Hopefully 4J Studios sees this post.

    :D


    You'd need a village for that first.
    Posted in: MCX360: Suggestions
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    posted a message on More Crops
    Going off on a tangent here, but what I think we need is the ability to mix cocktails on the brewing stand. When you drink one, you'd get a signature tune, e.g. the James Bond Theme when you drink a Vodka Martini, or "Escape" when you drink a Pina Colada.

    Yeah, licensing, it'll never happen. The idea is good for a laugh though.
    Posted in: MCX360: Suggestions
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    posted a message on Apocalypse Mode
    Quote from Fizzlewizzle

    The Solar Apocalypse mod seems more interesting to me then a monster spawn madness.
    There is a mob limit on the xbox, so having your complete world overrun by mobs would be a bit hard.

    Or a Rain/ flood apocalypse.
    After 7 days the water levels will go up (constant rain), and every (no closed off) area will be filled with water.
    This will continue (1 level a day) until water is up to world height.

    Mobs will try to spawn on every dry piece of (dark) land, and the only places you can get passive animals to spawn is on a island at world hight, or a lit up area you build underground (if you have grass there)


    I'm indifferent to the idea, because I don't play for monsters, but it seems to me that if you increased the spawn rate and left the hostile mod limit alone, you'd still have all the monsters you can eat. What I mean is that there doesn't need to be 100 monsters, there could just be a dozen, if another dozen respawn every time you kill the first dozen.
    Posted in: MCX360: Suggestions
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    posted a message on Grey wolf
    Quote from Chrisnolan17

    Seriously can you please stop calling them "black men" there African American and its only racist if you believe in that stereo type
    And if your gonna get all racist about it then they will be called grey wolves minecraft has nothing to do with race or gender


    I'm not in America, so no, they're not.
    Posted in: MCX360: Suggestions
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    posted a message on Grey wolf
    Opps, that last post makes it look like I'm disagreeing with Radioactiv56, when I'm really quoting him and disagreeing with Chrisnolan17.
    Posted in: MCX360: Suggestions
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