Minecraft Wiki:Issues/Weekly 12w39a

Crashing/system
Bugs !!The snapshot is unplayable. Whenever I try to play a singleplayer world or a multiplayer server, my game crashes. Must be due to the new lighting.--HawkBird 09:08, 28 September 2012 (UTC) undefined

!I keep crashing when I place a minecart or join a snapshot server, I've tried 5 different servers also. undefined --67.189.72.22 21:09, 27 September 2012 (UTC)

! Changing FOV from 75 to Normal in single player stops the local server; the player can not open chests, crafting tables, furnaces, sleep in beds or manipulate blocks until the client is completely closed and reopened; going to the main menu and entering the world again doesn't fix this problem. First bug I've reported and put on the wiki, not sure if I did it right. 11:56PM, 27th September 2012 (UTC+10) !! Placing a minecart crashes the game. (Piece 1) The world is unplayable after. (Piece 2) Piece 1 undefined Piece 2 undefined 99.192.66.43 21:09, 27 September 2012 (UTC)

!!Minecraft server crashed with no appearent reason as far as I could see. Also, the crash report states that I'm running Windows 7 (amd64). However, I'm using an Intel Core i7 2nd gen. undefined Zicxynum 21:47, 27 September 2012 (UTC)
 * Update: server just seems to "lose track" of the player. Got stuck in a 9x9 chunk area with void all around.

After reentering the map, I was placed a little back, as if the server did a rollback. Again, it keeps disconnecting upon reentering until I restart minecraft, after which it will be a matter of time before it kicks me again or the map won't load any further. Zicxynum 22:06, 27 September 2012 (UTC)

Annoyances a! World chunks load extremely slowly - much more slowly than player's running speed, which means it is possible to run to the edge of the loaded world before new chunks load. Also, chunk errors are everywhere. --Kcin 14:52, 27 September 2012 (UTC)
 * This happens in SSP as well, with all the display settings turned down. I never encountered this problem in 1.3.2, with the settings all the way up. --Sealbudsman 16:55, 27 September 2012 (UTC)

Fixed/skipped

Gameplay
Bugs !I noticed that there are A LOT of lag spikes now, probably due to the new lighting system. I hope they fix this soon KingFlameTail 14:31, 27 September 2012 (UTC)
 * Also having this problem, I'm getting 50 FPS then Minecraft will freeze for 3 seconds. I also had a jump-back problem which normally only occurs on slow servers. My game also froze and refused to generate any chunks or do anything for 10 seconds before continuing. Upgraded to major annoyance. --Stickman5758 15:46, 27 September 2012 (UTC)
 * i am Glad 2 know its not just my computer, cuz i recently upgraded from one thats get 8FPS on average, 2 one that gets about 30. I blame the new lighting systemKingFlameTail 16:00, 27 September 2012 (UTC)
 * I think that the lighting system may be the cause, but the log (I an it from cmd) says things like

undefined (The log is way longer, over cmd's log length, and I was only playing for about 5 min). The pie char slowly reduced the amount of recourses from root.tick if the game was paused. Pokechu22 19:44, 27 September 2012 (UTC)
 * I changed this from a major annoyance to major bug. The lag I am getting is far more then annoying. The game is almost unplayable due to the inconsistent frame rate. 69.113.144.41 20:34, 27 September 2012 (UTC)
 * You can press numbers corresponding to different sections while the pie chart is up to enter different branches and ultimately find the section eating up ticks, and 0 to go back.--PlNG 23:22, 27 September 2012 (UTC)
 * I found the cause of the lag, at least for my computer. It seems that VSync is defaulting to ON in this snapshot, causing excess lag. Disabling it fixed the lag for me. 69.113.144.41 02:19, 28 September 2012 (UTC)

! When I break a block that's one block above the void, then everything starts lagging up REALLY bad. I would go from about 50-60 FPS to 10 or lower. Then I save and quit and try to get back onto the world. It won't load. Neither will any of the other worlds. So then I have to restart Minecraft for it to work. And then I get back on and everything is fine with no lag. If I do it again, everything starts lagging again. Sometimes covering up the hole to the void will stop the lag.

undefined Boats float in midair above the water and/or sink below the water after placing a boat in the water, saving the map, opening the map, and then touching the boat. To reproduce: 1) Place boat in water; 2) Save the map; 3) Open up the same map; 4) You will see the boat floating in midair just above the water; 5) Nudge the boat slightly by going adjacent to it and it will drop into the water; 6) After dropping into the water, it will actually start to fill with water and sink slowly; 7) Go next to it and the boat will float to the top once again; 8) After that, it may start to sink again; 9) This occurs when placed in water in an enclosed dock, and sometimes in open water. --Eugeniusz 08:50, 28 September 2012 (CEST)

Annoyances


 * aI am not sure whether this is a bug or not, but the whither boss seems to attack all visible mobs hostile and peaceful which can completely decimate a world. Also, when there is nothing visible to attack (everything is invisible, or nothing spawned), it goes to the lowest altitude and just sits there.  It can also fit through a 1x1 opening if it is above, but not to the side. 204.154.123.79 16:46, 27 September 2012 (UTC)
 * I believe this is intended behaviour... The Wither is hostile to the player and all mobs except undead mobs (skeletons, zombies, Zombie Pigmen, Wither Skeletons and other Withers). Moved to annoyances (as you have used the annoyance tag) Chromer

Fixed/skipped

Blocks
Bugs b The Whither Boss can destroy obsidian if an explosion is provoked. 204.154.123.79 16:54, 27 September 2012 (UTC)

This is an intended feature. 184.1.103.140 19:10, 27 September 2012 (UTC)

Annoyances a The gamerule "MobsGriefing" doesnt affect the wither. It still sends exploding heads.

Fixed/skipped a Water less than six blocks away from a hole in the ground flows towards it. Not sure if this is intentional.
 * That's an intended feature of water since like ever. --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 21:12, 27 September 2012 (UTC)

Items
Bugs undefined Painting still do not work properly. Big paintings can't be placed on walls that would normally work but instead they can be placed on walls that are too slim for them resulting in 4x3 paintings that are only supported by two blocks. Also paintings can be placed overlapping each other. This bug has been present since 12w36a. --☺ Sven ? ! 14:14, 27 September 2012 (UTC)

undefined When zooming out a previously created map, if you shift click the newly crafted map out of the workbench then the map does not get zoomed out and the paper is consumed. --208.95.51.166 17:26, 27 September 2012 (UTC)

Annoyances

Fixed/skipped

World generator
Bugs !!'''When generating a new Superflat world in 12w36a/12w37a/12w38a/12w38b on my computer will crash. It's a normal Superflat, or customizable, always crashes.'''
 * I am unable to replace this, as I create a new flatlands world every time per snapshot. That may just be a client issue. 204.154.123.79 16:51, 27 September 2012 (UTC)

!! All types of world generation takes significantly longer than previous versions of Minecraft; upwards of 7 minutes, compared to less than 30 seconds for previous snapshots/versions. [SPECS: CPU Intel i5-750, GPU AMD Radeon 5850 HD, RAM RipJaw DDR3 Gaming 2-ch 8GB, MOBO Gigabyte P55M-UD2, OS Windows 7 Ultimate 64-bit, JAVA 1.7.0_05-b06 x64, LOGS & SAVES AVAILABLE]--90.213.213.116 20:42, 27 September 2012 (UTC)

!! First time nether visitors experience major lag. Even in balance and power saver, I am seeing in the debug screen in excess of 1k chunk updates, and also falling into the void (again, but not taking damage). The problem appears to be the game dumping the player into the world before the world is ready. I would really rather that the game the game take the time to make the world before putting me into it.--PlNG 17:56, 27 September 2012 (UTC)
 * The expensive/blocking calculation seems to be buried in root.tick.level.checkedPosition < toCheckCount. I suspect that it may have to do with lava falling / updating lighting. --PlNG 18:14, 27 September 2012 (UTC)

!! (Tested in SP and Lan only) World stops generating after a certain point, the player may fall off the edge of the world after this point. If the player Saves & Quits, then reloads the same world a previous save location will be used instead of the most recent, if the player then approaches the edge of the world again the server crashes with the following error:

Followed by a series of:

PLEASE NOTE: Only ONE instance of Minecraft is running at this point (and ZERO "sleeper" instances of Minecraft that failed to terminate)

(LOGS & SAVE FILE AVAILABLE)--90.213.213.116 21:07, 27 September 2012 (UTC)

undefinedIn ocean biomes, underwater air pockets several blocks in size are often generated. Screenshot: http://s15.postimage.org/xa2d1fm61/underwater_air_pockets.jpg --Kcin 14:49, 27 September 2012 (UTC)
 * This is the game attempting to place a village and then aborting, possibly because there isn't enough air in the sampled area? It seems like some steps are occurring out of order. I know because I found an L shaped villager building air pocket carved into an underwater mountain. Seems like the fix would be to re-order the steps or put back the cut out parts.--PlNG 17:56, 27 September 2012 (UTC)

undefined When creating a flatlands world to get as much fps as possible, I selected the two default dirt layers and clicked "Remove Layer" which it did. Only from the chart though. When I went into the world, it generated as a normal flatlands world with the two middle layers of dirt which I had supposedly removed. 204.154.123.79 16:51, 27 September 2012 (UTC)

Annoyances

Fixed/skipped

Mobs/NPCs/animals
Bugs ! Entities are extremely slow for me. If I spawn in a mob, it takes up to a minute for it to update. Then, about 5 minutes later, you can actually interact with it. Though after it updates so you can interact with it, there is an IMMENSE lag spike. Orome12

! It seems that you can no longer herd animals with wheat. They snap their heads to you like they are going to follow you but then just stand there as you move away. A couple seconds later they unsnap their heads. MFINN23

! Tamed wolfes will despawn if left alone in a unloaded chunk
 * If this is true, I think I will update it to major bug as it concerns loss of data... Chromer
 * I've witnessed this bug in several versions including 1.2.5.
 * I think they despawn when they become hostile to a player on a server. --Wormy14 23:53, 27 September 2012 (UTC)

undefined Villager Trading seems buggy. For example you have a villager who trades 10 cookies per emerald. Give him a stack of emerald and he will give you 10 stacks of cookies if you shift-click them. But if you exit the trading screen you will drop around 50 emeralds in front of you and most of the cookies in your inventory will turn out to be phantom ones and vanish on trying to select or eat them. -- 79.235.252.145 19:05, 27 September 2012 (UTC)
 * This is because you can now only have a few trades. before it stops the trade. because you are shift clicking he trys to make all the items which result in the client thinking he has done it but server saying from not (this is the explanation its still a bug) killje

! Cave spiders can move through solid blocks. I have a cave spider water elevator that I sealed off completely and left one airspace at the top. When I am standing on top of it and facing it, the spiders all pile up in the airspace, and all is ok. The moment I turn around, all the spiders are outside and attacking me. In previous versions this was just a visual glitch, but the spiders were still in the airspace, now they have moved through solid blocks. --BeansAndPixels 20:15, 27 September 2012 (UTC)

undefined Witches look all broken and unjointed fleega Annoyances

Fixed/skipped

Graphical/lighting
Bugs

! Ever since the 1.8 lighting update, my lighting has been seriously messed up, especially at night. During the day, lighting is normal. However, at night, the lighting changes drastically. To describe it, it seems that the light limits have been reversed. At the surface, it's still tied to a sun light level, that is, the surface is lit up like sunlight, even though the sky is black and starry. And for caves, the lighting is restricted to moonlight, but still has gradation, as in, there are 16 notable values. This seriously breaks gameplay at night, as you can't see anything in caves without a good bit of lighting. It also breaks light beacons on the surface. I have no idea how this got by, as it seems like a glaring mistake, maybe you can use that snooper data of yours to figure it out! --Wormy14 23:43, 27 September 2012 (UTC)

undefined Pistons will not let light through while opening or open, but will for the tiny period of time while closing. --5thHorseman 20:44, 27 September 2012 (UTC)
 * Update: they will not let any light through while closed, they will let some light through when open (as shown in Dinnerbone's twitter screenshot), and they will let full light through while closing, which looks really bad. --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 20:49, 27 September 2012 (UTC)
 * You are absolutely correct. I should have tested this with actual light levels instead of just eyeballing it. --5thHorseman 21:26, 27 September 2012 (UTC)

undefined Upside down half slabs and stairs placed on rails can lead to black spots on the rails. Redstonehelper 13:44, 27 September 2012 (UTC)

undefined All stairs are always pitch black. --☺ Sven ? ! 14:09, 27 September 2012 (UTC)
 * I was wrong. Only already placed stairs are black. They just need a lightning update. But the inside of stairs looks too dark. --☺ Sven ? ! 14:24, 27 September 2012 (UTC)

undefined The top of farmland is always pitch black. Updating the lightning doesn't help. --☺ Sven ? ! 14:26, 27 September 2012 (UTC)

undefined Pumpkins emit more light from the non-carved face
 * The side facing always emits the most light. --☺ Sven ? ! 14:49, 27 September 2012 (UTC)
 * After placing the pumpkin, f=0 emits bl=13, while all other faces emit bl=10 (although, if you placed the pumpkin on a flat surface, they will show bl=11 because they're illuminated by the bright side). Placing and removing a block from the bright side will, unless it's the carved side, reset it to bl=11 (now all four sides emit bl=11), whereas placing and removing a block in front of the carved side will set it to bl=13 (as it's supposed to be), so that the pumpkin now has two "bright sides" until it's updated again. The final state after updating all sides like this is the carved side emitting bl=13 and all other sides emitting bl=10. --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 21:10, 27 September 2012 (UTC)
 * Please, no. I have lots of places lit by what are supposed to be light level 15 Jack-o-lanterns, and are "safe" (light level 8 or better) based on that. Dropping the light level from 15 down to 13 or 10 (or, as I suspect you mean, 14 or 11) means that my safe rooms will now spawn mobs.
 * Tell you what: If you can teach mobs to spawn on dark half-slabs, I'll be happy. I'll redo my lighting if all those half slab abusers have to redo their lighting.
 * Tell you what: If you can teach mobs to spawn on dark half-slabs, I'll be happy. I'll redo my lighting if all those half slab abusers have to redo their lighting.

--Keybounce 22:00, 27 September 2012 (UTC)

undefinedA slab floating in the air half a block above the ground, beside a slab on the ground lets through light.

undefinedWith smooth lighting, a slab sitting diagonal (vertically above, and to one side) from another block will bleed a little light onto the vertical face of the block below. But the light doesn't seem to propagate straight through the slab, as seems to happen with the above bug (an enclosed room will remain pitch black), so I am counting this as something different. I can remember this happening also in 1.2.5.

undefinedPlacing two stair blocks on top of each other can cause the bottom stair to flicker dark for a short time or to stay permanently dark until the lighting is updated by plaing another block nearby. -- 79.235.252.145 19:18, 27 September 2012 (UTC)

undefined Chests frequently have faulty lighting and updating light or even replacing them does not work. They appear about 4 shades darker than their current exposed light level.

undefined Even when I'm in an underground cave looking at the floor, according to the profiler, root.gameRenderer.level.clouds uses between 5 and 16% performance. I smell a major performance leak here. (Similarly, toggling the HUD with F1 does not change the performance of root.gameRenderer.gui.actionBar, but that's not as much performance, and I suppose it's far less common that players play without the HUD than players dwelling in caves.) --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 20:40, 27 September 2012 (UTC)
 * Correction on root.gameRenderer.gui.actionBar: When I disable the HUD, the performance gradually drops and when I enable it, it gradually rises again - how the hell does that work?! --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 20:44, 27 September 2012 (UTC)
 * I'm pretty sure that it is averaging data over several ticks; this is why it adjusts slowly to the new display settings. --Keybounce 22:00, 27 September 2012 (UTC)

undefined Witch skins do not map onto the model properly.

Annoyances Pistons Disappear and reappear when you power a AND gate.

Fixed/skipped

Sounds
Bugs

! You seriously mauled my sounds now too, with the new engine. First lighting, now sounds? The sounds are ground out, with 90% loud static, even with clicking on the main menu. And the music sounds like a nightmare when it plays, no missing it with music on there! --Wormy14 23:50, 27 September 2012 (UTC)

undefined Chickens cause a weird clicking sound which I think is their footsteps (I don't hear it when they're floating down a cliff), and sounds really bad - like a sound glitch. Not sure if this is a bug, though. --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 20:53, 27 September 2012 (UTC)
 * Is intended feature, is the sound of them walking.

undefined No sound when walking on a grass. --Moshemaz 22:20, 27 September 2012 (UTC)
 * Use headphones, put volume at max, try different things, because is in game.
 * The sound may have not downloaded yet, wait an hour ingame, then try again. --Wormy14 23:50, 27 September 2012 (UTC)
 * Okay got this to work it is really quiet sound, they should raise this one a bit. --Moshemaz 07:42, 28 September 2012 (UTC)

Annoyances a Footsteps on sand sound a bit too heavy, almost like walking in mud. --Kcin 14:56, 27 September 2012 (UTC)

a Diving into water from a high altitude just doesn't feel right with the new sounds. I miss the old "badunk" sound. :( --Kcin 15:01, 27 September 2012 (UTC)

a When taking a fall damage this is a strange "boom" at the beginning, I would love if that "boom" will be removed --Moshemaz 07:45, 28 September 2012 (UTC)

Fixed/skipped

Menus
Bugs

undefined When using the 32 bit version of Java and setting the render distance to far in the video settings the "A 64 bit Java installation is recommended for 'Far' render distance (you have 32 bit)" message is covered by the bottom 2 buttons.

undefined When turning fullscreen off or on in the video settings then hitting F11 to switch back it doesn't work and the fullscreen status is incorrect (assuming was correct in the first place) e.g. it says 'Fullscreen: ON' when in windowed mode.

Annoyances

Fixed/skipped

In-game interfaces/HUD
Bugs

Annoyances

Fixed/skipped

Chat/commands
Bugs ! If you use /difficulty to change the game-mode, then change the brightness setting, the difficulty changes back to whatever it was at before you used the /difficulty command.

Annoyances

Fixed/skipped

Language/text files
Bugs

Annoyances

Fixed/skipped