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    posted a message on Minecraft Xbox One Edition: Official Bugs List [CU7]
    I too am suffering from despawning horses. The only horse so far I've been able to keep consistently is the very first one I tamed and put in a pen. Even untamed horses I've built a 5x7 wall around have vanished on me before I could go home and get a saddle.

    Also, I'm having trouble with cows staying in their enclosure, it's roughly 10x15 and I'm trying to keep 8 cows in there but they continually lagged through the double-height fence I'd built, I replaced it with solid blocks and they're still somehow going poof. I'm down to 5 cows at the moment. Been having trouble with chickens attempting to get stuck in their fence, too. My sheep farm however seems to be unaffected. EDIT: I just came back to my cow pen and saw two cows suffocate to death lagged inside the solid block wall. They're still getting into it, I'm about to add either another layer to the wall or perhaps some sort of water barrier to push them away from it.

    Another issue, I can't get the Local Brewery achievement to unlock, tried several different potions, even tried crafting a new brewing stand, to no avail.
    Posted in: MCXONE: Recent & Upcoming Updates
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    posted a message on MCXBLA OFFICIAL KNOWN BUGS LIST [TU13]
    Quote from Gidy

    Is a TU14 Bug Fix needed?

    Looks like it to me. As far as I can tell, the game is actually in worse shape after TU13 than before it. I've played all of one time since TU13 and the plastic pack came out, and between the two have lost all desire to play until this stuff is straightened out. I understand bugs will always exist, but to not actually fix things it was supposed to fix, reintroduce problems fixed in previous updates and overall make the entire experience worse, is just not right. These things need to be fixed before even more issues are introduced in the form of new content.
    Posted in: MCX360: Recent & Upcoming Updates
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    posted a message on MCXBLA OFFICIAL KNOWN BUGS LIST [TU13]
    Quote from Tamorr

    Actually it is just as fast as before TU12, and TU12 was not 1/2, it was more like 1/3 or a 1/4 that of before, which is the = speed of the pc edition. there are many work arounds though until the speed or bug is fixed. just don't for one place active power rails too close to the station, or slab to either side of the track. slabs slow them down somewhat overall. Worth a try at least, untill the get things just right or fixed if anything needs fixing on that note. :D

    Trust me, unoccupied minecarts are far faster now than occupied minecarts ever were pre-TU12. I wouldn't be reporting it as a bug, if it wasn't different and breaking things. I will experiment with ways of slowing it down, but I'm not sure how well that'll fit with my mechanism's location.
    Posted in: MCX360: Recent & Upcoming Updates
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    posted a message on MCXBLA OFFICIAL KNOWN BUGS LIST [TU13]
    Minecarts are way too fast now, they completely overshoot unpowered rails and my minecart-powered timing mechanisms are worthless now. TU12 was supposed to cut the speed in half but my mechanisms still worked, TU13 was supposed to double the TU12-slowed speed which should return it to normal, pre-TU12 levels except we're going warp speed now.

    Also, some of the animations seem really weird now, like activating doors, placing blocks, I can't put my finger exactly on how but it just feels wrong.
    Posted in: MCX360: Recent & Upcoming Updates
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    posted a message on MCXBLA Official Known Bugs List [TU12]
    TU13 -

    Also having severe minecart issues, it seems that rather than re-doubling the speed back to pre-TU12, they made them super-fast and all my minecart-timed mechanics are thoroughly broken and the carts move so fast it almost makes me motionsick.

    JUST PUT IT BACK TO HOW IT WAS PRE-TU12 AND LEAVE IT ALONE. If TU12 cut the speed in half, and TU13 doubles that, we should be back to pre-TU12 speeds and we're not and it's just absolutely maddening.
    Posted in: MCX360: Recent & Upcoming Updates
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    posted a message on TU12 - Tracks now slow?
    In-game help says minecart speed was double what it should be, so here's my question. What the **** is the point of minecarts at all if they're going to be slower than sprinting? Come the hell on people!
    Posted in: MCX360: Recent & Upcoming Updates
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    posted a message on MCXBLA OFFICIAL KNOWN BUGS LIST [TU9/10]
    Reported Issues #11 seems to be the most likely culprit for this but I have less than 20 animals in properly sized enclosures and they vanish/die, except rather than the floor being wood, it's dirt/grass blocks. I came back to my sheep pen earlier and found a single block of wool from where it must've died, and my pens are impenetrable from the outside and there were no wild wolves on the inside.

    TL;DR - #11 may be causing mob casualties on surfaces other than wood. Otherwise, it's a separate issue and something else is causing my corralled livestock and villagers to disappear.
    Posted in: MCX360: Discussion
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    posted a message on Easy Escape Proof Pen
    Quote from HotaruTomoe

    They are. The day before TU9 I had a pen set up, six enclosures that were 4x4 in size with three sheep each, of the wool colors I planned to use. They stayed in there for weeks while I prepared for TU9- no phasing through the fence, no hopping like idiots, nothing.

    The day of TU9, four of them disappear within an hour. I see them pushing through fences and getting warped back so I assume they must be suffocating or something so I build a completely indoor barn that doesn't use fences at all, but rooms with a dirt block I remove/replace for a "door" to the pens. I thought that worked for a while; they stopped hopping at least. I come back later to find seven of them gone.

    Ugh...needless to say I'm not investing in any rare-dyed sheep before this is straightened out. My pens are built on a trampled double-size wheat plot, two floors, each pen has internal dimensions of 2x2 with one sheep each. I've got the eight pens on the first floor filled and two on the second, I had three up there but it was one of those that vanished.

    On that note, I've also had two villagers vanish on me that I'd corralled into my train station's ticket booth, pre-TU9 I'd had the same villager in there for weeks, post-update he vanishes immediately, replaced him, his replacement vanished a few hours later.
    Posted in: MCX360: Discussion
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    posted a message on Easy Escape Proof Pen
    Quote from JSPRINGY

    Good advice...however it is only escape proof when the animal mechanics are working as intended. I too have an "escape proof" pen, yet every time I load the map and visit the animals, 50% or better have disappeared. Yes, its small enough(the animals can't roam 20 blocks), and it even has solid blocks all the way around. I did it sans fence because they don't work at all. I don't even know what to say about it anymore. Its just plain broken.

    I'm encountering this somewhat too, I'm trying to maintain an sheep farm with one of each color (16 sheep total) and while I don't have all 16 sheep in all 16 colors yet, I've already noticed one of my sheep vanished. I'm just about convinced they're not actually escaping, but instead despawning even though they're not supposed to.
    Posted in: MCX360: Discussion
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    posted a message on New gravel texture
    Pretty much every point I have against the new gravel has been made here, so I'll just summarize :D

    1. It looks more like diamond plate or stones stuck in concrete than it does actual gravel. I really liked the pixel puke, so sue me.
    2. The color being much more in line with cobble and smooth stone actually makes it worse in my opinion, so gray, dreary and less distinguishable.
    3. It looks like garbage in every role it had prior to this change.

    I never thought I'd create a forum account to nitpick a single 16x16 texture but I actually really liked the old gravel and have used it for certain projects, such as the roadbed for my entire minecart railway and expansions to my village roads. Where it really looked good underneath the rails before and along the walking paths, now it's just...so...bleh. PLEASE give us the old texture back, or at least the option to pick which one we want. :(
    Posted in: MCX360: Recent & Upcoming Updates
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    posted a message on What Do You Want in the Next Update for 360 Edition?
    Inverted slabs and stairs, definitely.

    Also, either complete texture pack support or the ability to roll back to previous texture versions.
    Posted in: MCX360: Recent & Upcoming Updates
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    posted a message on Unmentioned Changes in TU9 Change Log
    Quote from Mustache_Guy

    It already looked like crap.

    The new texture doesn't look like someone barfed pixels and it's much easier on the eyes. It's also much easier to see from long distances.

    I didn't have either of those problems with the old texture, and it quite suited the projects I've used it for. I find the new texture to be far too uniform and monochromatic; to me, it looks like smooth stone or clay with rocks stuck in it, or as one of my friends said, it looks vaguely like diamondplate. Regardless, with the level of disagreement there appears to be in opinions, I think that it's about time they implemented texture pack support so we can each have what we want.

    Quote from Covert_Enigma

    I for one actually like the new gravel texture. I know I'm in the minority, but to me it looks more like gravel and matches the coloring of stone more (which actually makes more sense if you think about it). The old one was more purple than it should have been. Just my opinion.

    I liked the slight multicolored look it had, made it stand out from cobblestone to me.
    Posted in: MCX360: Recent & Upcoming Updates
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    posted a message on Unmentioned Changes in TU9 Change Log
    You can't stand on top of ladders anymore, trapdoors flush in the ceiling become unusable because of this.

    Also, they said they changed gravel's texture, but they didn't mention they made it look like crap.
    Posted in: MCX360: Recent & Upcoming Updates
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