Twitter - @4JSteve
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This contains all confirmed and unconfirmed bugs for MCXB360E. This thread allows other users to list bugs they have experienced, offer and view solutions and workarounds.
Iron Golems dealing no damage to players - Looking into this
Hey 4JSteve, I posted regarding the Iron Golem issue in the last update thread. The issue occurred in peaceful. When switched to easy, the Iron Golems once more dealt damage. My understanding is that they should normally do damage in peaceful, in the same way an aggravated wolf would. I didnt see anything in the wiki stating otherwise. Hope this information is of assistance. If i misunderstood the Iron Golems behavior, then my apologies.
Hey 4JSteve, I posted regarding the Iron Golem issue in the last update thread. The issue occurred in peaceful. When switched to easy, the Iron Golems once more dealt damage. My understanding is that they should normally do damage in peaceful, in the same way an aggravated wolf would. I didnt see anything in the wiki stating otherwise. Hope this information is of assistance. If i misunderstood the Iron Golems behavior, then my apologies.
Thanks for the update
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Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Any update to the issues with the mob spawners both in the overworld and the nether? I haven't downloaded today's update, but I am guessing since it wasn't listed, the mob issues were not addressed.
I noticed the other day when in the overworld that a large number of hostile mobs were out at night, more than I have ever seen. I believe what is happening is the hostile mobs are generating to their max in the nether and/or the overworld and this is having a huge impact on the hostile mob spawners. Not sure what changed, but this has been broken for a few releases now.
Could this be related to the change that is supposed to make them tougher the longer you stay in an area?
I was playing with a friend on 360, and after the update, I would randomly take damage. Sometimes when falling off of a 1 block tall ledge going onto the block below it would dock me health. Sometimes from armor, sometimes from hearts. It happened on peacful with friendly mode on. Also there was no fire, tnt etc. near me at the occurance, however, I only noticed this during the day.
I've got a new donkey who is permanently missing 1/2 a heart on his health meter. You cannot heal him of it and if he takes damage he heals up to the last 1/2 and then that's it. My other horse's health meter behaves normally. This was going on pre-TU23 and persists.
Still have dithering on the chest graphics in the Fantasy pack. It is noticeable from close up (within 1 block).
I've got a new donkey who is permanently missing 1/2 a heart on his health meter. You cannot heal him of it and if he takes damage he heals up to the last 1/2 and then that's it. My other horse's health meter behaves normally. This was going on pre-TU23 and persists.
Still have dithering on the chest graphics in the Fantasy pack. It is noticeable from close up (within 1 block).
It is possible I believe to have Horses/Donkeys that do not have a full health meter.
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Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Good question, I'd like to knkw the answer. Wiki mentions baby zombies gove exp, but doesnt say ANYTHING about bz villiagers.
I'm fairly sure they didn't drop XP until 1.7.2
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Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Any update to the issues with the mob spawners both in the overworld and the nether? I haven't downloaded today's update, but I am guessing since it wasn't listed, the mob issues were not addressed.
I noticed the other day when in the overworld that a large number of hostile mobs were out at night, more than I have ever seen. I believe what is happening is the hostile mobs are generating to their max in the nether and/or the overworld and this is having a huge impact on the hostile mob spawners. Not sure what changed, but this has been broken for a few releases now.
Could this be related to the change that is supposed to make them tougher the longer you stay in an area?
I would assume so
Rollback Post to RevisionRollBack
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Played yesterday for about 3 hours. No lock up or freezing in split screen YAY!!!
Friends who joined my game though were lagging and getting booted, but were still able to play. Only thing that still occurred from TU22 was our sheep in our pen went invisible. We still heard them, but couldn't see them. After about 20 minutes or so, they came back. But no player or mob went invisible at all, so thats good.
It is possible I believe to have Horses/Donkeys that do not have a full health meter.
Yes, it happens. Horses can have a health bar of up to 15, with increments of 1/2 hearts. I don't know how low they go, but I've seen 9 and 9.5 as a max health. As far as I know, mules and donkeys follow the same guidelines.
Beacons still don't work in the nether, seems to be because of the bedrock ceiling since above that they work fine. The wiki states as long as its a clear view to y:127 in the nether they should work.
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As long as he doesn't decapitate us, we'll be safe...
71. That's how many hits my diamond armor took before it broke. I was testing out some damage tables, so I gave my sharpness V sword to a zombie. He picked it up and I let him continuously hit me. After a few hits I noticed my armour was somehow damaged a lot. So I let him keep hitting me. It took him a full 90 hits to break my entire set.
Is the amount of damage mobs do Counting for extra durability loss?? Because unless the wiki page is wrong, diamond armor lasts all of about 500 hits.
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As long as he doesn't decapitate us, we'll be safe...
71. That's how many hits my diamond armor took before it broke. I was testing out some damage tables, so I gave my sharpness V sword to a zombie. He picked it up and I let him continuously hit me. After a few hits I noticed my armour was somehow damaged a lot. So I let him keep hitting me. It took him a full 90 hits to break my entire set.
Is the amount of damage mobs do Counting for extra durability loss?? Because unless the wiki page is wrong, diamond armor lasts all of about 500 hits.
Lets do some number crunching here, shall we?
>Diamond Armor (Chestplate for this example) can take 529 "hits".
>Sharpness adds 1.25 extra damage per level to each hit.
>You have Sharpness V ... 1.25 x V(5) = 6.25 extra damage.
>529 divided by 6.25 = ~84 hits, not factoring what material the sword was.
Before you mention that you probably had more than just a chest plate, (leggings, boots, helmet...) I should add this quote from the armor wiki page: "Any hit from a damage source that can be blocked by armor will remove one point of durability from each piece of armor worn."
In this case, if the Zombie weilding this Sharpness V sword, took out your armor in roughly 90 hits, that sounds accurate. And to think I hated math in school...
Was hoping this bug fix might cure my reoccurring problem with crashes, it hasn't. I lost two and a half hours of work tonight. This time there were no significant frame rate or lag issues at the time, it happened when trying to access a dispenser just after it had failed to suck back in lava.
Please can you look into this.
I reported this issue twice in the last bug report thread without any acknowledgement from you guys at 4J.
I had this issue before recent patch, only played once so far and its been okay. I had to enable Auto save every 15 minutes because of this crashing.
Sorry for the double post, guessing can't delete our own posts?
Yes I understand all of this but since when did sharpness add durability damage?
also, zombie villager rates are off, on hard mode when a zombie kills a villager, they're supposed to turn into a zombie villager 100% of the time. That is not the case.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Hey 4JSteve, I posted regarding the Iron Golem issue in the last update thread. The issue occurred in peaceful. When switched to easy, the Iron Golems once more dealt damage. My understanding is that they should normally do damage in peaceful, in the same way an aggravated wolf would. I didnt see anything in the wiki stating otherwise. Hope this information is of assistance.
If i misunderstood the Iron Golems behavior, then my apologies.
Thanks for the update
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
No problem. The last thread had been updated too, but I didnt know if you saw it.
Any update to the issues with the mob spawners both in the overworld and the nether? I haven't downloaded today's update, but I am guessing since it wasn't listed, the mob issues were not addressed.
I noticed the other day when in the overworld that a large number of hostile mobs were out at night, more than I have ever seen. I believe what is happening is the hostile mobs are generating to their max in the nether and/or the overworld and this is having a huge impact on the hostile mob spawners. Not sure what changed, but this has been broken for a few releases now.
Could this be related to the change that is supposed to make them tougher the longer you stay in an area?
Idk if this is just me, but baby zombies aren't giving any experience orbs upon death by a player or environment.
Good question, I'd like to knkw the answer. Wiki mentions baby zombies gove exp, but doesnt say ANYTHING about bz villiagers.
I was playing with a friend on 360, and after the update, I would randomly take damage. Sometimes when falling off of a 1 block tall ledge going onto the block below it would dock me health. Sometimes from armor, sometimes from hearts. It happened on peacful with friendly mode on. Also there was no fire, tnt etc. near me at the occurance, however, I only noticed this during the day.
I've got a new donkey who is permanently missing 1/2 a heart on his health meter. You cannot heal him of it and if he takes damage he heals up to the last 1/2 and then that's it. My other horse's health meter behaves normally. This was going on pre-TU23 and persists.
Still have dithering on the chest graphics in the Fantasy pack. It is noticeable from close up (within 1 block).
It is possible I believe to have Horses/Donkeys that do not have a full health meter.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
I'm fairly sure they didn't drop XP until 1.7.2
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
I would assume so
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Played yesterday for about 3 hours. No lock up or freezing in split screen YAY!!!
Friends who joined my game though were lagging and getting booted, but were still able to play. Only thing that still occurred from TU22 was our sheep in our pen went invisible. We still heard them, but couldn't see them. After about 20 minutes or so, they came back. But no player or mob went invisible at all, so thats good.
Yes, it happens. Horses can have a health bar of up to 15, with increments of 1/2 hearts. I don't know how low they go, but I've seen 9 and 9.5 as a max health. As far as I know, mules and donkeys follow the same guidelines.
Beacons still don't work in the nether, seems to be because of the bedrock ceiling since above that they work fine. The wiki states as long as its a clear view to y:127 in the nether they should work.
IM SORRY... WHAT????
71. That's how many hits my diamond armor took before it broke. I was testing out some damage tables, so I gave my sharpness V sword to a zombie. He picked it up and I let him continuously hit me. After a few hits I noticed my armour was somehow damaged a lot. So I let him keep hitting me. It took him a full 90 hits to break my entire set.
Is the amount of damage mobs do Counting for extra durability loss?? Because unless the wiki page is wrong, diamond armor lasts all of about 500 hits.
Lets do some number crunching here, shall we?
>Diamond Armor (Chestplate for this example) can take 529 "hits".
>Sharpness adds 1.25 extra damage per level to each hit.
>You have Sharpness V ... 1.25 x V(5) = 6.25 extra damage.
>529 divided by 6.25 = ~84 hits, not factoring what material the sword was.
Before you mention that you probably had more than just a chest plate, (leggings, boots, helmet...) I should add this quote from the armor wiki page: "Any hit from a damage source that can be blocked by armor will remove one point of durability from each piece of armor worn."
In this case, if the Zombie weilding this Sharpness V sword, took out your armor in roughly 90 hits, that sounds accurate. And to think I hated math in school...
Referred to:
http://minecraft.gamepedia.com/Enchantments
http://minecraft.gamepedia.com/Armor
I had this issue before recent patch, only played once so far and its been okay. I had to enable Auto save every 15 minutes because of this crashing.
I had this issue before recent patch, only played once so far and its been okay. I had to enable Auto save every 15 minutes because of this crashing.
Sorry for the double post, guessing can't delete our own posts?
Yes I understand all of this but since when did sharpness add durability damage?
also, zombie villager rates are off, on hard mode when a zombie kills a villager, they're supposed to turn into a zombie villager 100% of the time. That is not the case.