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    posted a message on Minecraft: XBOX One Edition Freezing at Main Menu

    Same here... Do you have the xbox preview dashboard running? That's all I can figure is causing it.


    I also noticed that uninstalling all DLC allows the game to start up just fine. I reinstalled it all, and basically I get a 10-15 minute freeze after selecting play game before the level select screen finally comes up. Not much else can be done, I've tried moving it to different drives as well and no luck.

    Posted in: Minecraft (Bedrock) Support
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    posted a message on For the love of god, increase the mob cap!
    Quote from TheBandicoot»
    I've noticed a ridiculous amount of mobs at my zombie spawner farm (aswell as huge frame rate dips). So i decided to do some testing using the leaderboards for mob counting. After 20 minutes wait, i went from 2783 to 3055 zombie kills. Thats almost 300 mobs!! Tested a few more times and got similar results.

    It's hard for me to say what the cause is, as i just got my xbox one for christmas. I can't definitively say whether it's the latest update, or if next gen consoles have always been like this? Either way, it's kind of dangerous. I don't want to test this any further as i don't want my xbox to melt already!!

    I'm speculating here, but perhaps mob spawners are forcing spawning beyond the 70 hostile mob count for 'naturally' spawned mobs. And because they're still close enough to me, they don't despawn?

    I believe spawners break the rules somewhat as they only check within their 9x9 spawn radius for mobs and space before firing up. This means they will continue to produce mobs as long as their spawn radius is clear, even if there are already 100 mobs just below the radius. This is only documented as a fact on the PC, but I've never seen anything to show its any different on the console. Moving the mobs away from the spawner always seems to result in an endless supply of them, and lag.
    Posted in: MCXONE: Discussion
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    posted a message on Mob Grinder
    I haven't had any issues with mob grinders not working. Make sure your grinder is dark inside and that its ceilings are tall enough. Also make sure caves below you are lit up (having it higher in the sky seems to help with this also). Another issue may be biome related, I learned the hard way that a mob grinder built in a mushroom biome will produce nothing at all.
    Posted in: Minecraft (Bedrock) Support
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    posted a message on Is anyone else's horses disappearing?
    I had the same problem with tying to a fence post. They break the lines and go away forever... I have managed to keep four horses now for several days by building a 5x5 horse barn with piston doors. The horses are unable to walk around, and do not despawn. I think the bug is related to animals despawning if they are not confined within a 20 block space. For some reason tying them up doesn't seem to count as confinement and they just despawn. So if they are tied to a fence inside a fenced area that is too large they will vanish. The barn seems to work great though, just cram them in there and make sure you use pistons to get a door that they can actually fit through.
    Posted in: Minecraft (Bedrock) Support
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    posted a message on was to improve your gameing
    Here's one for you, don't waste gold on swords or armor... A stone sword does more damage than gold and lasts longer. Heck, a wood sword does the same damage as gold and lasts longer. Also, swinging a weapon or tool doesn't use up its durability unless you actually are hitting something, so holding down your trigger and spamming attacks isn't going to wear the weapon out any faster.
    Posted in: MCX360: Discussion
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    posted a message on Recent AI Changes (Bug?)
    I don't know that the hostile mobs are any smarter, not in the sense that makes it fair at least. I set up a few test mazes with the shortest routes blocked by hazards and they always went around, taking the safest path, even if it was ten blocks of extra walking. Not once did they slow down or get stuck on corners. It seemed too good to be true, even on the PC at this point in the AI updates the hostiles would still get stuck on corners in test mazes.
    I set up another test for line of sight, made myself invisble with host powers in split screen and set player two in a completely closed off room, no doors or windows. I dropped spawn eggs for each mob and all but the zombies ran straight to the enclosed cage where player two was hiding. I moved the player around and they would follow his movements, seeing right through the walls. Thats not good Ai, that's xray vision.
    try it for yourself, it seems that all mobs but zombies can see through any block. I honestly thought it was supposed to be the other way around. But I'm sure that their improved pathfinding abilities have something to do with this xray vision garbage.



    the spinning mobs bug is definitely another problem, but I'm so annoyed by the xray vision disguised as Ai improvements that I haven't thought much about it.
    Posted in: MCX360: Discussion
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    posted a message on How to get a very unique seed
    This is something I noticed a few updates back, when we were told our old worlds were going to be just fine and dandy after major updates went through. I'm sure I'm not the only one who noticed this...

    I'd created a map and made sure to stay in one small area, so that the new bits would be inserted into the rest of the world after the update. When the big update went through, I left my little island and what I discovered was an insane mess of a world.

    I decided to try and get this sort of thing to happen on purpose. And it worked just fine. The end result is that any chunks that the game generated in the old engine will be as they were, perfectly square, sometimes scattered about randomly, while everything else will have been generated with the new engine. This creates quite an interesting landscape, oceans with perfect square holes right in the middle of them, floating bodies of water, chunks of mountains, etc. below is an example image:



    Word of advice, use a different storage device (I used the cloud storage) for your initial world generation... You know, just in case. Your settings will also probably get reset by doing this, but that isn't really a big deal.

    Anyways this is very simple to do, but it takes a few minutes. However, if you are looking for some crazy world generation this is worth trying out.

    First you go to your storage device from the dashboard, then to games, then to the minecraft folder. Open that up and delete the title update (only the title update).

    Load up minecraft (it will be in its earliest form, i've had it since launch so I cant say whether you will get the earliest version if you purchased it later), decline the update notification and create your new world. Let it generate for a second or two, but dont explore too much or you'll have a less interesting result. Exit with saving or without, it doesn't really make a difference as far as I can tell.

    I've noticed that sometimes the game will freeze completely when you create a new world, probably due to new settings that weren't implemented yet, but if it does freeze, dont be concerned as long as world generation starts - even briefly - you will get good results... just reset and continue to the next step.

    The next step is obvious, load the game back up and accept the update, load the world you just created and enjoy the insanity.

    Also, do not do this backwards (load up current saves with the old engine), I haven't tried this but I am pretty sure it would destroy your save.
    Posted in: MCX360: Seeds
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    posted a message on MCX360 Seed Requests
    Quote from enderdude89

    i would like a survival island seed

    try: 525
    one of my favorite survival island seeds
    Posted in: MCX360: Seeds
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    posted a message on MCXBLA OFFICIAL KNOWN BUGS LIST [TU9/10]
    Ok, animals stop spawning after about an hour. Noticed a loading screen message that stated they will not despawn if they cannot move more than 20 blocks (or something along those lines). It turns out that all the animals were spawning on 1x1 grassblocks the sides of every nearby cliff, or steep mountain. They do not attempt to jump down even when holding wheat. Even chickens remain glued to their little outcroppings for eternity.

    Just to be clear, these steep cliffs are at the edge of a massive flat field, so its not as though they are spawning in the only open spot.

    After killing them all I was able to get a few new animals to spawn on normal ground but within an hour they were all despawned/respawned and stuck on the ledges again. Heres a pic taken a few minutes after clearing all the nearby ledges... After about five minutes its already starting to fill up again. Pretty much every 1x1 block you see in this pic will be occupied by a motionless animal within an hour (they aren't going to fill up as fast this time because I've captured a handful of them for farming). If I move to the other side of the map while these mobs are spawned then there will literally be zero animals until I come all the way back and kill everything on the cliffs manually.

    I've basically had to give up on any map with steep cliffs as they seem like magnets for spawns.

    Posted in: MCX360: Discussion
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    posted a message on Blender 2.58 Minecraft Rigs
    Not sure why it won't import, try just opening the original blend and then either resave it or delete everything but the rig and save it. Also for importing a rig you need to use the file->append option and select the blend file, then navigate through its tree and select both the rig and the mesh, importing one without the other, or importing them separately will cause complications... if you append them at the same time then they will already be linked together after you're done.
    Posted in: Skins
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    posted a message on Rpg Skills?
    yeah theres been several but i haven't seen one updated since 1.1

    i would love to see someone pick this up as well.
    Posted in: Requests / Ideas For Mods
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    posted a message on Blender 2.58 Minecraft Rigs
    Quote from Beu50

    All of your download links lead me to this:



    can you change the download links to mediafire or something else?


    Its a browser issue, it affects some people and not others. Use right click -> save target as

    I'm not going to change to a pop-up infested site like mediafire. Dropbox is a direct download, aside from the random left clicking issues it works like a charm.
    Posted in: Skins
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    posted a message on Blender 2.58 Minecraft Rigs
    Quote from naryu

    Hello, can you export all models to .obj format?


    Blender can export anything in the file to obj format. Keep in mind that bones/rigs are not compatible with this format. Make sure you've selected the meshes you want to export, then File-->export-->obj and choose export selection only
    Posted in: Skins
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    posted a message on Blender 2.58 Minecraft Rigs
    Quote from idee0120

    How do I have to do that?



    I first knew (Sorry for my bad englais) how to do but I forgot how to and I can't find it. :S


    Both options are under:

    FILE---> USER PREFERENCES ---> SYSTEM

    the draw meathod is a drop box selection, it should be defaulted to AUTO. Try the other options, play your animation and see if the FPS improves with one of them.

    The sequencer is a box on the bottom of the window, it will say 128 by default. This is in MB so change it to your RAM in MB format.

    http://wiki.blender.org/index.php/Doc:2.6/Manual/Preferences/System
    Posted in: Skins
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    posted a message on Blender 2.58 Minecraft Rigs
    Quote from Keseff

    Please add squids as a rig.. You would literally be my hero. Add squids :)


    Sure I can add the squids, I haven't been able to dig up the info on their exact dimensions as of yet but I'm guessing their texture is at 1:1 scale to the blocks.

    Quote from idee0120

    I have another question.
    When I play the animation that I made with you rig in blender at the left top corner is in red fps: and the a number that changes.
    Until now I only saw that when I had a partical system or an simulation something in the file. Usualy that makes it a lot longer to play the animation and to render it.
    Do you have any simulation or particle systems in you file that I can delete?

    I have 1 last question (sorry for so much questions).
    Could you please make more mobs like a wolf, enderman and maybe a enderdragon?

    I realy like your rig. It's so great!
    And thanks for al the previous help :P


    There aren't any particles that I am aware of :) The FPS counter generally appears in any blend when running through animation. Its basically there to show you the frame rate you are seeing, not the frame rate of the actual render. It can slow down into red, which tells you it is lagging behind the real timing. This is mostly useful for audio syncing. You can probably improve speed by changing the window draw meathod under user preferences-->System.

    Also things will speed up a bit if you press "Z" and go into wireframe mode while setting animations up.

    I'm not sure if the FPS counter is just a new persistant feature in the newer builds or if it's just a setting I had ticked on my end... I honestly never noticed it not being there. It is possible that it used to only appear when you used particles, but for me at least, its there even in blank blends.

    Oh and another thing you might want to try is increasing the sequencer memory cache (its defaulted at 128mb) to coincide with the amount of free ram you have.

    I do plan on adding the rest of the mobs, no worries. The new version will have everything, and it will be built for blender 2.6+

    I finally have some free time coming up, so I will be able to work on it soon. :)
    Posted in: Skins
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