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    posted a message on Minecart distance limits?

    From other empirical evidence it looks like MCPE does use a 4 chunk radius for mob spawns, rail, and machinery ticking (reddit, experiments).


    For anyone stumbling on the thread later:

    • Visual representation of active chunks
    Each [ ] represents 16 blocks.  [P] is the player, [*] is an active chunk. Chunks run from bedrock to build-limit.
                [*]
             [*][*][*]
          [*][*][*][*][*]
       [*][*][*][*][*][*][*]
    [*][*][*][*][P][*][*][*][*]
       [*][*][*][*][*][*][*]
          [*][*][*][*][*]
             [*][*][*]
                [*]

    MCPE is just not good in its current state...

    Posted in: MCWIN10: Discussion
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    posted a message on Request: Simple "show coordinates" script or addon

    You can try this one: http://mcpedl.com/coordinates-unlocker-addon/


    If you don't like the extra button he added to the pause menu, remove the pause_screen.json file after unpacking the add-on.


    Edit: Looks like the next version, 1.0.4, may disallow this :( 1.0.4 Build 2, released today, apparently disables the ability to change the GUI: http://minecraft.gamepedia.com/Pocket_Edition_1.0.4_build_2 (Edit 2: Looks like they've taken that blurb down)

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Minecart distance limits?

    Console worlds are plenty large nowadays and 64 blocks is just 4 chunks away... Surly MCPE Win10 can do at least as well...


    For comparison, a string a redstone >256 blocks long works in MCPE so things are definitely ticking very far into the distance.


    Edit: Redstone signals can loop 256 blocks out and back no problem. However, a hopper clock will only work 4 chunks away from the current player's chunk :( This is awful.

    Posted in: MCWIN10: Discussion
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    posted a message on Minecart distance limits?

    I'm attempting to test out MCPE Win10 in hopes of transitioning from MCCE and I'm now testing various distance limits for machinery/redstone etc.


    I've found that minecarts stop working when traveling out of view from the player. This happens somewhere between 65 to 80 blocks but the console limit is 224 blocks from my last notes. Does anyone know the definitive limits for rail and minecart distances? Basically as soon as the cart stops being rendered it'll be stuck in that position - moving the player a block or so closer allows it to start moving again.

    Posted in: MCWIN10: Discussion
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    posted a message on Where to find "ui" resource add-on documentation?

    Hmm does no one really know about this? Again this is for UI modification using the new add-on packaging and format. So things like hud_screen.json and pause_screen.json

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Where to find "ui" resource add-on documentation?

    All of the documentation I've been able to find has centered around "models" and "texture" resource packs. However, there are a few add-ons which manipulate your HUD and even the pause screen like this one: http://mcpedl.com/coordinates-unlocker-addon/


    That one shows your coordinates in the lower right and, needless to say, it's very useful. However I have no idea how he did it. I can spot the place where he added it to hud_screen.json, but I'm not sure how that modification ended up printing the string "Position: x y z"


    Any ideas? Eventually I'd like to write an Add-on that displays Village-center information which would make iron farms a lot easier to build etc. if possible...

    Posted in: MCPE: Mod / Tool Help & Requests
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    posted a message on Iron titan

    This iron farm design requires spawn chunks -- these do not exist on the console right now. If you build this it will break once you move far enough away from the build (includes going to a different dimension).

    Posted in: MCX360: Discussion
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    posted a message on 1.9 console compatibility

    I would hope 4J could have a "Reset End" option just like they have a "Reset Nether" option when loading your worlds.

    Posted in: MCX360: Discussion
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    posted a message on Minecraft Xbox One Edition: Official Bugs Discussion

    #3 is the worst -- I have that too for a build. Literally when things are powered in Chunk1 they're unpowered (visually) in Chunk2 and vice versa. It's nearly impossible to debug the things as lines flip flop all over the place (and not the good kind of redstone flip flop).


    Best bug I can find for the visual difference is: https://bugs.mojang.com/browse/MCCE-1396 I'll post a better video of my machine that more clearly shows the problem to that bug tonight.


    EDIT: Created a new bug https://bugs.mojang.com/browse/MCCE-1796 about the Redstone visual glitch across chunk boudaries. It was sufficiently different than 1396 so I figured it was ok.

    Posted in: MCXONE: Discussion
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    posted a message on Villagers Disappeared

    Yeah, here's a bug report of my villagers suffocating in blocks upon world load (w/video): https://bugs.mojang.com/browse/MCCE-1543


    I've managed to get around it for the most part by doing a few things:

    - Made my holding cells bigger so that there's a greater chance they are not near a block upon world load

    - Use double-high fence posts instead of solid blocks surrounding them

    - Prime the holding cells with 12 villagers instead of 10 (min required to spawn golems for instance) so I can lose a few

    Posted in: MCX360: Discussion
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    posted a message on Minecraft Xbox One Edition: Official Bugs Discussion

    I seem to be having a really weird redstone powering problem: https://bugs.mojang.com/browse/MCCE-1750


    My dispensers trigger on 1 side of my square/symmetric farm box, but not the other side. See bug for a small repro which includes a video of the issue.

    Posted in: MCXONE: Discussion
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    posted a message on Maps&item frames

    Hahah crap... I forgot which side of the forum I was in... sigh. So, yeah, what BloddyPhoenix said.

    Posted in: MCX360: Discussion
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    posted a message on Maps&item frames

    You do it just as you would expect -- place the item frames right next to each other and then place a different map into each one etc.


    However, there's a bug preventing this from working right now -- it will be fixed as soon as we get the next update hopefully sometime soon either this week or next. See the recent changelog entry for a reference to this bug: https://bugs.mojang.com/browse/MCCE-817.

    Posted in: MCX360: Discussion
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    posted a message on 4J Studios unofficially, yet officially announces double update on twitter??

    Judging from the fact that the update did not land today, I take that tweet to mean one of two things:

    1) The title failed certification itself and they need to fix and re-submit

    2) They themselves discovered something completely wrong with their initial submission (perhaps their bug fixes made villager farming even more broken etc.) and they wanted to re-submit.


    I don't think that tweet means they're going to add more features/fixed to the Jan 20 update -- just solidify what's there already. They will certainly add more things in the months to come I imagine in order to fully round out 1.8 support and gear up toward whatever they're working towards.

    Posted in: MCX360: Discussion
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    posted a message on Folks thoughts on the future of MCCE - not a doom and gloom thread

    Besides the obvious bug fixing, mob cap moaning, and infinite world debates, what do folks think the future holds for 4J's Minecraft Console Edition (MCCE)?


    As Mojang's Pocket Edition (MCPE) seems to have a renewed cadence of releasing very often and with very large additions, it's become apparent that MCPE could exceed the capabilities and features of MCCE in the next 4-6 months. Imagine that. A mobile game clearly exceeding what the current-gen consoles have available.


    Additionally, Minecraft proper is still some months away from a final 1.9 release, putting MCCE in an interesting spot.


    The MCPE and MCCE codebases are still very much separated (unfortunately), not to mention the very big gulf in terms of online populations which remain segregated amongst all the versions. 1.9 is the combat-update, which implies some PvP, which may imply that larger online populations could be beneficial etc.


    Along the way, MOD support may still not make sense. Minecraft proper still doesn't have an official MODing API or support statement. Nothing has really been discussed for the C++ versions by any side. 4J has too many versions and platforms to support. Additionally, promised "MOD" support for the likes of Fallout 4 for Xbox One have yet to even materialize etc. etc.


    With all this at play, it's interesting to see what the next few months for us might look like:

    - Would we start to see the introduction of 1.9 features immediately?

    - Would we start to see a shift from 4J to Mojang's MCPE wholesale (especially if/when Xbox One can run Win 10 UWP apps like MCPE now) -- leaving 4J just to run the alternate Sony/Nintendo versions?

    - Would we start to see a shift towards merging the online communities with more cross-play?

    - Would we start to see a shift towards more official world-sharing capability spearheaded by 4J exclusively for their versions?

    - Would we see MCCE-specific features in hopes of incentivizing players to stay with MCCE?


    What do folks think? Again, we know bug fixes etc. are always on the table but what about the bigger picture?

    Posted in: MCXONE: Recent & Upcoming Updates
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