Minecraft Wiki talk:Issues/1.0RC2

Sounds
Do the new sounds for doors and chests sometimes sound abrasive and distorted to anyone else? (Try these several times; they're randomized.) The eating sound is the biggest offender; it sounds like rasping metal.

The sound from getting hit by a skeleton's arrow (perhaps from getting hit by mobs in general) is the same as the sound from taking falling damage; it sounds like hitting the ground too hard. McKathlin

Keybindings
The key binding on Dvorak layouts are still broken, at least on OSX. Probably affects other non-QWERTY layouts too. Things like Dvorak's dot. (which is QWERTY's E) is mapped as E, but so is Dvorak's E, which is QWERTY's D. IIRC, this started in Beta. Before that, it was fine.

-this is in win7 too happens all the time for me, system reboot fixes it, has been doing it intermittently since 1.7. 24.80.176.182 10:34, 14 November 2011 (UTC)
 * In linux the Quit button doesn't seem to work. I get a black screen within the window, but I still have to Alt-f4 or hit the close box on the window in order to fully exit. example: http://imgur.com/LAOkO

Bow

 * Bows have no Breaking Animation. --186.92.36.98 00:22, 15 November 2011 (UTC)

Maps
The Maps bug where Map_0 constantly was recreated has been fixed Sbrevolution5 23:40, 13 November 2011 (UTC)

Has anyone seen the bug: "Map Arrow don't match real looking direction."? Someone confirmed this, but jeb_ was not able to reproduce. --Haseo 23:35, 14 November 2011 (UTC)


 * Okay, simple test: start a new map in creative (so you can easily obtain a map). While facing South the arrow faces the correct direction, but as you turn left it misses a tick and is 1-tick off by the time you are facing East. Let me know if this happens for anyone else.

Blocks
With glass if item drop are there and you place glass the item drops stay in the glass

Gate's hit boxes are still full block size, awkward compared to fence blocks, which have been altered to be thinner.

Along with fence gates (which are only affected while closed), the inside of a corner fence block also has a larger hit box than the thinner connected fences.

Blocks do not show damage when standing waist deep in water and mining downward.

SP Walking from a full height to a half height to a full height block diagonally into a 2 height doorway in a 2 height room, can sometimes grab you and prevent you from moving until you back up and re-approach. It is also possible to fall through the floor if there is enough room underneath. I used a + shaped room, where the horizontal/vertical are slabs, and the corners are full height, walls surrounding, and middle is a pillar.

Ore Mining
If mining redstone ore with the appropriate type of pickaxe (iron or diamond), the block will break as fast as the tool will break any block it normally would mine. IE it will break redstone blocks at the same speed stone blocks break. I wasn't sure how new category lists get added here, my apologies if anyone else's section was messed up. 123.211.226.134 07:36, 14 November 2011 (UTC)BrickVoid

Edit: It would appear all kinds of blocks that can be mined with a tool do this, except diamond tools on obsidian, which seems around 8 seconds long.124.177.113.41 22:04, 14 November 2011 (UTC)BrickVoid


 * This is a feature of the RC2, All Blocks Break with the Right tool (aka. Fences Break faster with an axe)--186.92.36.98 00:27, 15 November 2011 (UTC)

I may be just on mac computers, but sometimes an area of blocks will be completely textured completely black until one of the black blocks are mined, at which point the surrounding black blocks are textured with the corresponding texture. Unknown if this is a bug, or just a load problem.
 * sounds like a lighting update issue.

Doors
When using dualdoors, when player wants to open or close doors, game opens or close other doors, not the one player is looking at.

In case of quadruple doors, opening one doors cause to close TWO OTHER doors. It sometimes make impossible to open certain doors combinations. Mayby Notch was trying to implement feature, where double doors works as one (opening one opens both) but it's bugged...?

When mobs are following you using wheat, they cannot come through doors. The door must be broken down to let the mob in. Unknown if this is a bug, or just the game?

Multiplayer
I then tried to load another saved game. This failed with an error GZIP. I then created a new profile because I had no choice. Last night I wanted to look into one of the chests and the game rush back from the java.lang.NullPointerException error. Then I connected to a fault with the chest, I built it off. All Items Dropt and I could copy it to my inventory. Then fell off with the GZIP Minecraft error and the profile was kaput again. So I had to start over again. There were also all the items off my chest. After I create a new profile, I wanted to create from three sticks and a sheet of three strings. When I took these off the bench, the game crashes again and the profile was broken again. I hope the description helps to reproduce.
 * Yesterday I found a bug in the SMP. I've updated on Saturday the Linux server from version 1.9pre6 to 1.0SR2. Even the clients I've updated. After I was done and wanted to sign me, I could not. After loading was the error: java.lang.NullPointerException

This error occurs only in SMP. The SSP is not affected. --Speedy1505

Block Transformation

 * With the 1.9 prereleases there was talk about some blocks appearing to be one thing, and then changing into another. This was not reproducible without more info so it seems to have been ignored/removed... however I ran into it and managed to reproduce it.  Using the seed "-5882048973877337000" and heading to coordinates "X/Z -569,-546" then digging straight down will land you in a stronghold area with some dirt as part of the lower floor (and walking over it makes the dirt noise).  However placing a torch on one of the "dirt" blocks will transform it into either stone brick, cracked stone brick, or mossy stone brick (whichever it's actually supposed to be), complete with stone noises when you walk over it.  I have uploaded a video of the issue here. --Rydian 00:10, 14 November 2011 (UTC)

Redstone Repeaters

 * Since about 1.5 it seems that Redstone repeaters don't update their state properly if the signal leaves the current chunk. I have tried in in RC2 and the problem is still there Easy way to see this is make a U from where you are standing that is about 3-4 full lengths of redstone and repeaters (15 pieces of redstone and a repeater at the end)then just place a torch at the start of the U and you'll see that the signal dosent make it out of the chunk. Matkam

Mobs
I have been playing in creative mode on Minecraft 1.0 RC2 and I have not seen one hostile mob, not even from spawners (silverfish and blaze-men). Bug or just a coincidence. –Preceding unsigned comment was added by 71.215.119.154 (Talk) 14:48, 14 November 2011. Please sign your posts with


 * Peaceful mode? – ultradude25 ( T &#124; C ) at 03:49, 14 November 2011 (UTC)

undefined Squids de-spawn during night. (Peaceful mode. Win 7 x64 Intel i7)193.90.78.21 19:31, 14 November 2011 (UTC)

! I was fighting the enderdragon (in creative mode) and minecraft crashed on me. I restarted and loaded the world and I had 4 enderdragons!!! only when you hurt the original one the boss health bar would go down. but after it went down to only half, the original enderdragon died and the portal to get back and the dragon egg appeared. so I hit one of the other dragons and the boss health bar went down some more.. so i guess it switched dragons?? so I killed another one (not the one that made the boss health bar go down) and it made a new portal and de-activated the other one.. I killed another one and this time i had 2 activated portals and 1 de-activeated. I killed the last 1 and had 2 de-activeated portals and 2 activeated portals. and only the active ones had dragon eggs. Zichqec 21:37, 14 November 2011 (UTC)

! When milking a mooshroom with a stack of bowls, only one bowl of mushroom soup is returned; essentially destroying the remaining bowls. Mushroom stew is still not stackable, and that is okay, but it's not an excuse to destroy items. If I get some agreement, I will add to the bug list. --Haseo 01:23, 15 November 2011 (UTC)


 * Agree, posted onto bug list under "Items" before I understood checking in with here, but it seems I'm not the only one with this problem. Kabookee 04:32, 15 November 2011 (UTC)

Sugarcane
x If you have sugarcane planted, and then, while holding a bucket of water, right click the block behind the sugarcane, the water will be placed on the block that the sugarcane is on, and will delete the sugarcane block. (Survival)
 * Moved out of bug list for discussion. My guess is that your cross hair is focused on the top of the sugarcane block instead of the block behind it. If this is the case, you're placing the water on top of the sugarcane, then you run into the situation where falling water destroys objects instead of making them come up.Haseo 02:42, 14 November 2011 (UTC)
 * yes, that's it; i just tested it. it is in fact impossible to place anything on the block behind sugarcane if one stands directly in front of it, it will always hit the sugarcane because its hit box is large. Piranha 03:30, 14 November 2011 (UTC)

x If you generate a new world in Minecraft RC2, you dont will find any sugar canes.
 * Not true. I found sugar cane. --Mrheat 23:53, 14 November 2011 (UTC)

Ender pearls
Hey-- Can anyone else confirm Ender Pearls' right-click teleport function no longer working in creative mode?
 * Confirmed, you cannot throw Ender Pearls in creative. Is this really a bug? --Haseo
 * Not a bug. Notch wanted this to happen. Game mode switcher here i come...

Block Rendering Issues
I've encountered a bug where sometimes blocks won't visually update. Blocks will mine properly but they still appear to be there (without a selection outline, sort of like the old "block at coordinate +/- 1,000" bug.) Nearby blocks are often affected as well. It seems to happen more often in SMP, but I've also had it happen in SSP (where I was killed by invisible flowing lava after mining the side of a nether stronghold lava well.) Bumber 04:17, 14 November 2011 (UTC)

Infinite Lava
In 1.9 Pre3 (or 4?) we got the ability to make infinite lava pools, as long as it was shaped like a "+", in RC2 this nolonger works. Can anyone confirm that this is intentional, or that the previous ability to make these inifinite lava pools, was unintended and was removed for that reason. Searching high and low I couldn't find any official proof that infinite lava pools are gone, if it's a bug that has been removed, or maybe a bug in RC2 that it doesn't work anymore.

Infinite lava pools were a bug, that was already corrected in 1.9 pre6 ChakAttack 10:22, 14 November 2011 (UTC)

Powered Rails
When placing a new powered rail next to rails that already have redstone power, the new rails will not be powered until an adjacent block has been updated. Definitely a bug, it's been around for quite a while now and really should be looked at before a full release 24.80.176.182 10:30, 14 November 2011 (UTC)


 * I can confirm that and also that this bug is a quite old one. [2011-11-14]

Walking from half slabs to soul sand
Place soul sand next to a half slab of any type, and you'll notice that the camera jumps when you walk from one to the other. Long standing bug, or new?
 * I can confirm this. Walking from half slabs to soul sand makes the camera shake. I tried with Beta 1.8.1 and it's the same. --Mrheat 23:49, 14 November 2011 (UTC)

Inventory affects debug screen
I noticed a little bug in the inventory while having the F3-menu open. While hovering over an empty inventory slot the background behind the pie chart turns transparent. Album: http://imgur.com/a/9FCza Oruborus 14:06, 14 November 2011 (UTC)


 * Doesnt work for me, so i cant confirm that. I have Win7, Java6 upd29 32bit, vanilla minecraft. [2011-11-14]
 * I have Win7, Java 7 64bit, vanilla. It's also happening if I just leave a filled item slot. Oruborus 14:54, 14 November 2011 (UTC)
 * This is a debug screen. Nobody cares (or at least should not) if it looks ugly. --Mrheat 23:45, 14 November 2011 (UTC)

Screen limitation on second monitor
Basically, this happens when I play minecraft on my second monitor, which has a diff. screen resolution from the main screen. Due to some reason, when playing fullscreen on that second monitor, you can't get above a certain height on the screen when you are in your inventory, chest or ..., which for chests especially is annoying since you can't reach the top items this way. My guess is this has to do with the fact that the mouse gets limited to the screen resolution of the main screen, and not taking in account it is in a bigger one.

Screenshots:

1) My entire 2 desktops, to show the difference in dimensions: http://puu.sh/8EKy

2) Minecraft chest, showing I can't reach upper items: http://puu.sh/8ELJ

3) Minecraft inventory, showing you can't reach above a certain point: http://puu.sh/8ELM

Details:

- Win7 64 bit

- Main screen is 1366x768 and additional one is 1680x1050

Power jukeboxes with redstone
Since jukeboxes are a "mechanical" object, shouldn't they be able to be powered by redstone? For example, being able to activate them by using switches, or redstone contraptions. 98.246.24.75
 * Very good idea. But it's not a bug, it's a new feature. It does not belong here. --Mrheat 23:41, 14 November 2011 (UTC)

Repeater powered trapdoors not closing
Trapdoors attached to blocks powered by repeaters don't open when the repeater input is on, though they do if it is just redstone dust pointing at them - annoying as it means large rows of hatches have to have very complicated wiring or even can't be wired at all.
 * I can confirm this. I added this to the list. --Mrheat 23:41, 14 November 2011 (UTC)

Survival inventory in creative
You can access your normal inventory in creative mode by opening chests, furnaces, jukeboxes, etc. It makes no sense to be able to access this inventory like this in creative mode. It should, instead, give you access to the creative mode inventory 98.246.24.75


 * why is this a problem? It's nice for testing out enchantments, or potions.

Lava continues to flow after source is removed
a! Lava continues to flow after the source block is removed, making it a major pain to clean up after. 
 * I believe this is intentional. Notch talked about making lava floes more "persistent" a while back; don't remember where. Also, no extra source blocks are created; instead, the phenomenon you describe is that flowing lava is slow to disappear, but it does disappear eventually. —Immute [talk]
 * No, I waited ages before taking the second screenshot. It didn't and wouldn't disappear. Only the first 2 layers disappeared, then it stopped. It happens a lot when dealing with lava and is extremely annoying.
 * Define "ages". It can take a few in-game days for it to completely go away sometimes. – ultradude25 ( T &#124; C ) at 05:16, 14 November 2011 (UTC)
 * Is it longer than it used to be? I've always found the amount of time it takes to go away infuriating, actually.  I was just commenting that having it take longer than water appears to be intentional, and that "source blocks" is incorrect.  —Immute [talk]
 * I don't believe it's been changed at all. However if it's that much of a problem for you, then put dirt blocks all over it so they replace the lava. It seems to go away quicker when there is less lava near other lava. – ultradude25 ( T &#124; C ) at 05:42, 14 November 2011 (UTC)
 * I waited over a week ingame, still sitting there the same as in the second part of picture 1. Time is not the issue. And placing dirt blocks everywhere to stop it is exactly the reason why its a major annoyance - it should stop after removing the source block. If the lava flows down in a 1x1 column, the column will stop flowing as expected, but where the lava hits the ground, it keeps flowing after the source was removed. Even pieces as small as in the second picture
 * "Patience is a virtue" - From "Psychomania" by Prudentius circa 4th Century CE
 * Patience means nothing if no amount of waiting will fix it. The lava stays there indefinitely. Its not being slow, its simply not moving.

I can confirm this. In some cases floating lava never disappears, even if all source blocks are destroyed. I shortened the bug report on the main page and moved the discussion here. --Mrheat 20:47, 14 November 2011 (UTC)
 * edit* Lava will not end if it is close to a source block and is able to "connect" to separated lava pools that have one exposed corner, This is a foolish method of continuity by Notch.

Texture packs other than 16*16 will cause graphical issues
? If a texture pack uses a tile size other than 16*16, it will cause graphical issues and custom animations will not be shown.
 * AFAIK there will be no high-res support officially
 * This isnt asking for high-res support, its saying that non 16*16 textures should either not be allowed to load, or be supported
 * High-res texture packs were never officially supported. You would have to use a third-party patcher to get them to work.
 * sigh.... of course theyre not supported, the point is that they can still be loaded which can cause graphical issues. either support should be added, or they should be blocked from loading.
 * Why should extra code be added to block higher res texture packs? Who cares if they don't work properly, they're not supported. – ultradude25 ( T &#124; C ) at 03:38, 14 November 2011 (UTC)
 * Bluntly, because people are stupid. (Example:  Yes, there are three distinct warnings, one in massive text, on the forum page reminding the user to delete their META-INF, but many users still forget.)  If it takes only 5 mins, adding a "hi res texture packs are not supported in vanilla minecraft" message is worth it, to nip user confusion in the bud.  If it takes 45 mins, ...well, maybe not.  —Immute [talk]
 * It states on every high-res texture pack that they are not supported and that a patcher is required. If the player doesn't read the fine print before they download and play with in the first place, then they kinda get what's coming. Besides, all they have to do is access the texture pack folder and delete the texture pack in question to fix it. Which if they are using high-res texture packs, they should know how to. Or at least how to google.
 * Proof that Mojang doesn't know how to talk to modders, aka not adding HD support. ._. C ali nou - talk × contribs » 11:53, 14 November 2011 (UTC)
 * Woah... its getting kinda crowded in here. Not much word space on this side of the page.
 * --> This topic does not fit here, put it in a request section or something, high resolution textures were never supported by Mojang. I marked the topic as "N". --Aconitin
 * Please do not do this anymore. N tag is reserved for mojang.

I moved this discussion to the discussion page. --Mrheat 21:04, 14 November 2011 (UTC)

Player falling through falling sand
When standing on a block of sand or gravel being held up by an extended piston, the player will fall through the block when the piston retracts and appear to be standing on the piston in the same space as the block of sand/gravel. Only seems to happen this way in single player, in MP the player will fall with the sand/gravel in a similar manner but then quickly glitch back on top of the block. Doesn't appear to happen at all when using sticky pistons.
 * This is not really a bug. This is how it was all the time since pistons were introduced. Falling sand is not a solid block. The player does not collide with falling blocks. --Mrheat 23:36, 14 November 2011 (UTC)

Golden Apple is useless
a The Golden Apple is useless because it is too expensive (it might be less expensive if it were crafted with nuggets rather than blocks of gold, like the Glistering Melon) and it is less potent than the Potion of Regeneration, which is far easier to obtain.
 * Perhaps the Golden Apple should be the ingredient for Potion of Regeneration? TorchicBlaziken 23:27, 13 November 2011 (UTC)
 * The Golden Apple should just be far more potent in my opinion - for instance 10 minutes regeneration and full health and hunger restore... It simply isn't balanced, as apples are so rare - much rarer even than the eight gold blocks... --Sugnaangus 23:32, 13 November 2011 (UTC)
 * I think, that golden apples should be obtainable only by crafting, but instead being used in a "Potion of creativeness" - 2 minutes of flying, invincibility, mobs ignores you, and blocks breaking in single punch (excluding bedrock)
 * There's no legit way to obtain apples right now, so they and golden apples don't need to be balanced. Furthermore, that were feature requests and don't belong to this page.
 * You are forgetting stronghold chests, and the fact golden apples can spawn in dungeons.
 * Also I have seen before of a rare occasion of an apple fall from a tree when you break leaves.
 * I'm sure that was a mod, and I've never seen that inside any of the code while modding.

I moved this discussion to the discussion page since it's not a bug. --Mrheat 21:46, 14 November 2011 (UTC)

Sleeping in the open
With the new checks for beds, it is possible to sleep in the open but before any hostile mobs spawn. I don't know about you, but I don't think that was the intent, bug? --Haseo 22:40, 14 November 2011 (UTC)
 * As far as I know this is intended. You can sleep everywhere as long there are no hostile mobs nearby. --Mrheat 23:33, 14 November 2011 (UTC)

How to skip the credits
n If you re-enter the end after seeing the credits for the first time, and you jump back in the portal to leave you will see all the credits again.
 * A fix for this would be to make the credits skipable.
 * They are. Push escape.
 * They should really just make the credits happen once when the dragon's defeated.
 * We wanted people to have the chance to revisit the credits without replaying the game. /jeb
 * Perhaps once the credits have already been viewed once, a "Press Esc to skip" prompt should come up, so people aren't left thinking they have to watch the credits every time they want to leave the end. – ultradude25 ( T &#124; C ) at 08:17, 14 November 2011 (UTC)
 * Jeb, perhaps only showing the credits the first time, and adding a "view credits" option after they've been viewed the first time?
 * Simply press Esc. I don't think people are so stupid. They will find out. --Mrheat
 * Actually, you'd be surprised...
 * Maybe tell "Press Escape to skip" in a corner of the screen. C ali nou - talk × contribs » 12:07, 14 November 2011 (UTC)

a It's not obvious enough that pressing ESC will skip the credits. I first discovered this when I accidentally pressed ESC, not knowing that it would do that. Adding a "Press ESC to skip" note would both show players that you can skip the credits, and prevent players who want to see the credits from accidentally pressing ESC. This feature is in many other video games where cutscenes are skippable. TorchicBlaziken 19:58, 14 November 2011 (UTC)
 * Honestly!--Inertia 20:01, 14 November 2011 (UTC)
 * It's not that big of an issue. Just read the credits if you don't figure it out. The people at Mojang deserved to be recognized.

I moved this discussion to the discussion page to make the bug list better readable. --Mrheat 23:15, 14 November 2011 (UTC)

Herorie Needs To Be Removed ...
... again.
 * Excellent spelling is excellent. also four tildes. Yes, this is oblate. Shellface 00:20, 15 November 2011 (UTC)

[[X]][mp] Using /time set will cause redstone torches to burn out.
When using a clock circuit on an RC2 test server, the circuit contained an inverter in which the torch failed to light after approximately 5 cycles after the /time set command was issued. Reproduced the bug multiple times by deleting the world and recreating the clock.

The circuit was tested at varying times between 10 minutes and 1 hour before the command was issued in each test, never failing until after the /time set command was issued.

How to reproduce:

1. Make a simple clock circuit containing an inverter(or even just a torch that turns on and off with each cycle)

2. Allow the circuit to run for a few minutes to verify the torch is stable.

3. Issue a Time Set command to the server.

4. Observe the torch failing to function within a few cycles of the command.

edit: Replacing the torches causes them to burn out immediately in one cycle, but if the circuit is left in place for approximately 15 minutes the circuit will begin functioning again. Downgrading this to minor bug.

Spreads fire still through walls?
Can anybody please confirm if this bug is still in the game? I tried it several times, it has been inside for ages, and was always ignored by anybody. I find it hard to believe this is wanted behaviour. -- eiszfuchs 07:37, 15 November 2011 (UTC)

From Talk:Known_bugs: Here is a demonstration video: http://twitvid.com/DEQFI (keep cool, that was recorded on my crap-top.)
 * I have this error since Notch "nerfed" fire in one update and it keeps setting my roofs on fire. I cannot find anything about this bug here, so we might want to add it. --eiszfuchs 13:10, 19 August 2011 (UTC)
 * This bug only seem to occur when fire is placed to Netherrack. I've tested in 1.5_01 with normal fire and nether fire, nether fire spread through walls, normal fire didnt. --Lulloman 07:53, 26 September 2011 (UTC)

Blocks get stuck in objects
When a block is removed from under a fence a floating block you can pick up gets stuck under the fence. Now, when you place another block under the fence, if there is nowhere for the floating block to move, the block will jump up and get stuck in the fence, blacked out, unobtainable - especially if there are multiple floating blocks you can obtain.

Also, the same thing happens with glass - when a block is floating in a 1 block hole and you place a piece of glass in the hole, the floating block gets stuck in the glass, unobtainable. SpeedCraft 07:45, 15 November 2011 (UTC)

some blocks can't be destroyed or placed
in my newly created 1.9pre5 MP world there are some areas in which blocks will not go away and where i can't place new ones. when tools wear out they break as usual, but when i put a new tool in the old one's place, the old one comes back. if i try to destroy a block under water, my avatar starts jittering up and down. furthermore, i spawned on a ledge next to the mountain wall in screenshot 1, but when i respawn now, i am always in the water directly next to the original place.

both spots seem to be very close to, but not directly on biome borders. the whole area has nearly every biome close by except for snow and mushroom, and this is where several come together (maybe that has something to do with it). i've recreated the world in SP creative to search more easily for other places like it near other biomes, but it only happens in MP. screenshots show the areas and coordinates; in the first the entire length from the waterfall to where i am standing is affected, in the other only the section from the left of the doorway to the corner, excluding the sand. the server runs on linux, seed is 2122643808. the problem was there from the start and has persisted. 1: and 2: Piranha
 * Err... Spawn protection? — MiiNiPaaT 14:02, 15 November 2011 (UTC)

Multiplayer spawn glitch
If you host a server randomly when you /save-all or /stop or any saving command, the spawn gets moved to a random water area User:Kippykip

Advanced OpenGL crash on some Intel graphics chips
!! Enabling "Advanced OpenGL" on the options screen crashes Minecraft immediately (no error screen) on certain Intel onboard graphics chips (which claim to support Occlusion Queries, but crash if asked to use them). The game then cannot be started without editing or deleting options.txt. The game should preferably try to detect these, but if not, it should wait a few frames before saving the new options.txt so I can restart the game normally. My graphics chip appears in Device Manager as "Mobile Intel(R) 965 Express Chipset Family." Immibis 09:46, 15 November 2011 (UTC)

Diamond Armor Lava-protection
If you wear diamond armor you can fall into lava without loosing hp. Works only if the lava is more than 1 block deep.