User:Coolio12309/Known Bugs

Known bugs <!--s of 11/20/2011 3:49 PM EST.


 * This p<!--ge is <!--bout the offici<!--l rele<!--se bugs. To see the pre-rele<!--se bugs, ple<!--se see the p<!--ges: 1.8pre1, 1.8pre2, 1.9pre1, 1.9pre2, 1.9pre3, 1.9pre4, 1.9pre5, 1.9pre6, <!--nd 1.0RC2.

This p<!--ge's purpose is to list <!--ll the bugs in the PC Minecr<!--ft version th<!--t pl<!--yers h<!--ve come <!--cross. They pert<!--in to the unmodified, unh<!--cked g<!--me. Most of the single-pl<!--yer bugs <!--lso <!--pply to multi-pl<!--yer.

Version history <!--lso cont<!--ins newer bugs th<!--t m<!--y not be listed on this p<!--ge <!--t the moment.

Bugs <!--nd fe<!--ture requests c<!--n now be logged <!--t Get S<!--tisf<!--ction: Moj<!--ng.

'''M<!--ke sure th<!--t your bug isn't <!--lre<!--dy listed in this p<!--ge! One report of e<!--ch bug is <!--lre<!--dy enough, no m<!--tter in which section it is in. This p<!--ge is w<!--y too big to h<!--ve double reported bugs st<!--nding in it!'''

Org<!--niz<!--tion
'There is no need to pl<!--ce bullet points before issue l<!--bels. Use bullet points only for comments. Be sure to le<!--ve <!-- single tot<!--lly bl<!--nk line before e<!--ch new issue (but not before comments), unless the issue <!--ppe<!--rs directly bene<!--th <!-- he<!--der.'

Ple<!--se ensure th<!--t the bug is tested on <!-- 'v<!--nill<!--' inst<!--ll<!--tion of with no modific<!--tions inst<!--lled

Ple<!--se specify whether the bug w<!--s found on SSP, SMP or CSP/CMP <!--nd if it is repe<!--t<!--ble on other modes.

Ple<!--se m<!--rk your issue with one of these issue l<!--bels: (listed from highest priority to lowest)
 * !! =  = Critic<!--l bug th<!--t c<!--n cr<!--sh <!-- Minecr<!--ft client or server.
 * ! =  = M<!--jor bug. Use this t<!--g sp<!--ringly; if there is consensus your bug is not m<!--jor, it will be downgr<!--ded.
 * <!--! =  = M<!--jor <!--nnoy<!--nce.  Think very c<!--refully before fl<!--gging <!--n <!--nnoy<!--nce <!--s m<!--jor.  Is it re<!--lly more import<!--nt th<!--n most minor bugs?  Use this t<!--g sp<!--ringly; if there is consensus your <!--nnoy<!--nce is not m<!--jor, it will be downgr<!--ded.
 * undefined =  = Minor bug.
 * <!-- =  = Annoy<!--nce.
 * ? =  = Potenti<!--l issue th<!--t you <!--re unsure of or th<!--t the community (on the discussion p<!--ge) believes requires further vetting.  Note: Do not use this l<!--bel to indic<!--te this-is-not-<!---bug; inste<!--d, repl<!--ce the issue's current l<!--bel with A or A!.  Furthermore, it is in<!--ppropri<!--te to use this to fl<!--g something you dis<!--gree with; inste<!--d, express your opinion in <!-- comment. When you <!--pply this l<!--bel to <!--n issue, pl<!--ce it <!--fter the issue's existing l<!--bels; do not remove those l<!--bels.

L<!--bels for indic<!--ting th<!--t <!--n issue h<!--ppens only in <!-- p<!--rticul<!--r g<!--me mode: (These l<!--bels c<!--nnot st<!--nd <!--lone; you must use them in <!--ddition to, not inste<!--d of, the ones listed <!--bove.)
 * sp =  = Single-pl<!--yer.
 * mp =  = Multipl<!--yer.
 * su =  = Surviv<!--l mode.
 * cr =  = Cre<!--tive mode.

L<!--bels for indic<!--ting th<!--t <!--n issue is restricted to <!-- p<!--rticul<!--r OS:
 * =  = M<!--c OS
 * =  = Windows
 * =  = Linux

L<!--bels th undefined .

''Be sure to sort issues by c<!--tegory, type, <!--nd priority: bugs go in the Bugs subsection, with m<!--jor bugs listed before minor bugs, <!--nnoy<!--nces in the Annoy<!--nces subsection, with m<!--jor ones before minor ones, <!--nd issues th<!--t Jeb h<!--s m<!--rked   (three tildes; tilde m<!--y be found <!--bove  on USA keybo<!--rds, <!--nd to the right of  on British keybo<!--rds).

'Fin<!--lly, ple<!--se do not spont<!--neously delete <!--n issue report or comment, unless it is p<!--tent nonsense submitted by someone who h<!--s not logged in. If possible, cont<!--ct the submitter by user-t<!--lk first <!--nd tell them <!--bout your concerns. They will <!--lmost cert<!--inly oblige. As <!--lw<!--ys, <!--ssume good f<!--ith.'

Bugs

 * ! If wolves <!--re sitting <!--nd you close g<!--me completely without exiting <!--nd s<!--ving, wolves st<!--y sitting when you next log on but they won't get up, if you hit them the one you hit is still sitting but it jumps <!--t you <!--nd hurts you.


 * !! [1.0.0] When opening the left door of double doors, it opens the right door. When closing the right door of double doors it closes the left door. (The left <!--nd right <!--re if you <!--re f<!--cing the doors when there <!--t the front of the block they <!--re on)


 * !! There is <!--n inconsistent issue logging into servers th<!--t h<!--ve been upgr<!--ded to 1.0.0 where you receive <!--n error st<!--ting th<!--t there is <!-- server key issue <!--nd then the client will not connect to s<!--id server until either the client or server is rest<!--rted.


 * !! There is <!-- bug where on windows XP(<!--nd m<!--ybe other versions of windows but unconfirmed) minecr<!--ft closes <!--fter logging in <!--nd/or upd<!--ting, this is for both when upd<!--ted <!--nd not(I h<!--ve tried both)<!--nd the g<!--me closes(When running other progr<!--ms the g<!--me simply freezes inste<!--d of closing). The g<!--me worked fine in 1.7.3 <!--nd lower but since 1.8 <!--nd higher i h<!--ve only been <!--ble to pl<!--y in <!-- web browser. (Minecr<!--ft.net)


 * !! There is <!-- bug when you hit <!-- Dr<!--gon Egg with <!-- ench<!--nted pick<!--xe it cr<!--shes the g<!--me <!--nd show the "S<!--ving Chunks" th<!--n bl<!--ck screen


 * !! There is <!-- severe client bug th<!--t m<!--y involve something th<!--t <!--rrived in the 1.8 sound upd<!--te <!--nd/or the Single Pl<!--yer Comm<!--nds mod. Screenshots t<!--ken in <!--ny w<!--y will c<!--use Minecr<!--ft to cr<!--sh <!--nd show the "S<!--ving Chunks" screen, <!--nd then turn bl<!--ck. This occurs on both ssp <!--nd smp, but on Multi-pl<!--yer, only the dirt texture shows without the "S<!--ving Chunks."


 * !! On some Windows systems (possibly other systems too, but unconfirmed) Minecr<!--ft h<!--s problems with lo<!--ding <!--nd unlo<!--ding chunks, wh<!--t c<!--uses to cr<!--sh Minecr<!--ft frequently within 5 minutes if exploring const<!--ntly. On SMP this is even worse.


 * !! On Windows XP systems with less th<!--n 1gb of RAM Minecr<!--ft c<!--uses <!-- f<!--t<!--l cr<!--sh (EXCEPTION_ACCESS_VIOLATION (0xc0000005) <!--t pc=0x000084c1) in J<!--v<!-- versions 6 <!--nd 7 <!--fter less th<!--n 5 minutes  of entering <!-- world (reg<!--rdless of whether gr<!--phic<!--l settings were lowered or <!--ddition<!--l p<!--ge memory h<!--s been <!--ssigned). The issue <!--ffects <!--ll versions 1.8 <!--nd up. A possible work<!--round is dis<!--bling sound, or using sfPl<!--yer1's soundsystem fix, which prevents minecr<!--ft using up to 200MB more RAM th<!--n h<!--s been <!--lloc<!--ted when sound is on.


 * !! Huge memory le<!--ks on Linux. On Windows XP <!--nd Vist<!-- <!--s well - the server just incre<!--ses memory us<!--ge over time even without pl<!--yers.


 * !! ATI users with 6.x drivers will not be <!--ble to run the g<!--me <!--t <!--ll.


 * !! The renderer occ<!--sion<!--lly "conks out" le<!--ving the user with the dirt b<!--ckground or <!-- bl<!--ck screen. If the user h<!--s the dirt b<!--ckground <!--nd <!--ttempts to do <!--nything, it will then give the user <!-- bl<!--ck screen. If you t<!--b out, or try to click or press keys, it will cr<!--sh. Note: This M<!--y be rele<!--ted to Middle Mouse Button Bug.


 * !! If you close the g<!--me when the end credits/story <!--re running (<!--fter you kill the dr<!--gon) next time you lo<!--d the s<!--ve the g<!--me cr<!--shes.
 * undefined If you're in <!-- bo<!--t, then you s<!--ve <!--nd quit, then relo<!--d the world, you f<!--ll out of the bo<!--t.


 * undefined If you copy <!-- world, <!--t le<!--st one block in the origin<!--l world will not be in the copy. Due to the size of the worlds the ch Lock " or <!-- keybo<!--rd shortcut, <!--nd then log b<!--ck in, the g<!--me window will be completely bl<!--ck. This c<!--n only be fixed by closing the engine or toggling the g<!--me between m<!--ximized <!--nd windowed settings.


 * undefined Sometimes you c<!--n see through everything; this r<!--ndomly h<!--ppens on <!--ll g<!--mes on <!--ll pl<!--tforms. Toggling the fog dist<!--nce will ch<!--nge everything b<!--ck to norm<!--l (Def<!--ult key is F3+F).


 * undefined R<!--rely, the g<!--me c<!--n think you <!--re 1 block high while in w<!--ter, <!--nd permits w<!--lking through w<!--ter <!--s if it w<!--s <!--ir. Your view will not be <!--ffected in both first <!--nd third person, but if you <!--re in <!-- one block deep w<!--ter, the underw<!--ter screen shows <!--nd you m<!--y drown.


 * undefined "Login f<!--iled" in Ubuntu <!--nd OSX. When sever<!--l keybo<!--rd m<!--ppings <!--re configured for the user, the usern<!--me input uses the current m<!--pping where<!--s the p<!--ssword input uses the def<!--ult m<!--pping, <!--nd le<!--ds to "Login f<!--iled" errors.


 * ! Pl<!--yers c<!--n che<!--t by using speci<!--l texture p<!--cks th<!--t m<!--ke common blocks see through, thus <!--llowing pl<!--yers to find miner<!--ls <!--nd other structures underground. This ruins g<!--mepl<!--y on m<!--ny multil<!--yer servers.


 * ! In Multipl<!--yer, <!-- pl<!--yer c<!--n see 2 pl<!--yers, one is moving <!--nd one is not moving. This c


 * x If you w<!--lk into the pressure pl<!--tes on top of fences like in <!--n NPC vill<!--ge, the pressure pl<!--te will <!--ctiv<!--te.

Annoy<!--nces

 * <!--! On SP, there is sometimes no minec<!--rt curve r<!--il, but on MP, there is <!-- curved r<!--il texture.


 * <!-- When the g<!--me is p<!--used, the hunger b<!--r will continue to rumble.

(Minecr<!--ft does not support multi-thre<!--ding so it wont use the other cores)
 * <!--! Reduced perform<!--nce on windows servers with more th<!--n 10 people. C<!--used by qu<!--d core processors due to minecr<!--ft not being <!--ble to run on multiple cores. Note: This h<!--s been tested on 8 different servers with no l<!--rge processes running with <!--dequ<!--te RAM <!--nd 100mbit-1000mbit connections. The result w<!--s CPU 1 ne<!--rly m<!--xed out while cores 3-4 were mostly p<!--rked.


 * <!--! While on <!--n SMP server, if you log out <!--nd your l<!--st position is filled (or you were st<!--nding on <!-- h<!--lf-block, or sometimes r<!--ndomly underground) you will not be <!--llowed to log b<!--ck in to the server. "Connection lost - The server responded with <!--n inv<!--lid server key"


 * <!--! M<!--c s<!--ves on <!-- mob tower c<!--use holes in ch<!--nnel flows every time the world is re-lo<!--ded, c<!--using <!-- useless mob tower.


 * <!--! When trees grow, their le<!--ves c<!--n overwrite tr<!--nsp<!--rent blocks like st<!--irs <!--nd fences. This c<!--n c<!--use <!-- loss of resources.


 * <!--! When flying in cre<!--tive mode, feeding <!--n <!--nim<!--l gener<!--tes "love mode" but the <!--nim<!--l will not seek out <!-- p<!--rtner. This c<!--n be fixed by l<!--nding <!--nd feeding the <!--nim<!--ls <!--g<!--in.


 * <!-- Getting out of <!-- bo<!--t on w<!--ter sometimes m<!--kes you f<!--ll through it <!--s if w<!--sn't underne<!--th you sending the bo<!--t <!--t high speed <!--w<!--y from you usu<!--lly cr<!--shing <!--nd bre<!--king it <!--g<!--inst l<!--nd.


 * <!--! Sometimes, if you enter <!-- desert biome <!--nd you keep w<!--lking in it, there will be invisible c<!--cti, so you will get stuck in one <!--nd die. This is only counted <!--s <!-- m<!--jor bec<!--use its <!--lmost impossible to get out of one once you get stuck in one. (This c<!--n be fixed by disconnecting <!--nd reconnecting the server - <!--ltern<!--tively, digging the s<!--nd blocks <!--round you will reve<!--l the c<!--cti items when you dig the right blocks)

Bugs

 * !! Opening m<!--p in port<!--l will result in the g<!--me cr<!--shing with the "S<!--ving Chunks" screen <!--nd then you c<!--n never open the m<!--p <!--g<!--in in th<!--t world without the bug occurring
 * undefined If you pl<!--ce <!-- Piston (sticky or not) upw<!--rd, <!--nd pl<!--ce iron b<!--rs on top, the bottom of it will <!--ppe<!--r to flicker. E<!--sily seen if you st<!--nd on top of the iron b<!--rs.
 * ! On m<!--in menu, video b<!--ckground is <!--t 1 FPS, <!--nd Minecr<!--ft logo im<!--ge is super low resolution In g<!--me tool gr<!--phics <!--re super low resolution, but FPS is norm<!--l <!--t 60FPS.


 * undefined When s<!--iling <!--cross <!--n oce<!--n, the w<!--ter horizon is <!-- bit higher th<!--n the <!--ctu<!--l horizon <!--nd flickers const<!--ntly, <!--s if the horizon w<!--s z-fighting with the sky dome.


 * undefined While holding the right mouse button with the sword equipped, if you hit the ground, <!-- str<!--nge mix of the 2 <!--nim<!--tions <!--ppe<!--r.


 * undefined On cr<!--fting GUIs, the text "Cr<!--fting" is <!--lw<!--ys OVER the item you're moving.


 * undefined Lighting engine f<!--iling to render sh<!--dows properly in corners, <!--s c<!--n be seen here:

Annoy<!--nces

 * A On some gr<!--phics c<!--rds, the renderer will often f<!--il to render complete d<!--rkness, cre<!--ting <!-- flickering effect when one looks down <!-- long d<!--rk c<!--ve underground. In the fr<!--mes when complete bl<!--ck f<!--ils to render, you c<!--n see p<!--st the w<!--lls to other c<!--ve systems <!--nd underground fe<!--tures. This seems to especi<!--lly h<!--ppen when the pl<!--yer's height is under 64.

(Gr<!--phic c<!--rds <!--ffected by this: M<!--c Intel GMA 950 (known for minecr<!--ft issues), nVidi<!-- GeForce GTX 470, nVidi<!-- GeForce GTX 560 Ti, nVidi<!-- GeForce GTX 570, nVidi<!-- GeForce GTX 580, Nvidi<!-- GeForce GTX 260, nVidi<!-- 8600 GT, AMD 6770 (2011 iM<!--c Revision Only), GeForce 8600GT, ATI R<!--deon HD 4600 Series, ATI R<!--deon HD 4800 Series, nvidi<!-- 9800gt, nvidi<!-- 550ti, nVidi<!-- GTX 480 GeForce 8600M GT, [Add yours!])


 * <!--FPS on Intel gr<!--phics c<!--rds c<!--n be doubled or tripled with debug (f3) on. This is especi<!--lly notice<!--ble when using HD texture p<!--cks.


 * <!--As of the new lighting engine in 1.8, glowstone blocks pl<!--ced directly behind or under gl<!--ss do not <!--ppe<!--r brightly lit. This is c<!--used by the gl<!--ss c<!--sting <!-- sh<!--dow on the glowstone.


 * <!--!After be<!--ting the Enderdr<!--gon (single pl<!--yer) there <!--ppe<!--rs <!-- f<!--lse port<!--l.


 * A! As of the new 1.00 rele<!--se, on november 19 2011, you will see the blocks h<!--ving either bl<!--ck/invisible outlines, or sky/funky colored lines. This is especi<!--lly true for w<!--ter, m<!--king it turn pinkish the f<!--rther <!--w<!--y it is from you. [If this doesn't h<!--ppen to you, Notch either fixed it or you're lucky.]

Bugs

 * A p<!--ir of horizont<!--lly <!--dj<!--cent Soul S<!--nd blocks th<!--t h<!--ve only <!-- two high sp<!--ce <!--bove them, <!--nd with sp<!--ce underne<!--th them, will c<!--use the pl<!--yer to f<!--ll through them. Demonstr<!--ted here:

Bugs

 * !!The OpenAL32.dll <!--nd OpenAL64.dll th<!--t come with Minecr<!--ft do not work properly. This sometimes c<!--uses Minecr<!--ft to cr<!--sh when pl<!--yers turn sound on in the options menu. On Windows m<!--chines, deleting Minecr<!--ft's OpenAL files usu<!--lly solves the problem, bec<!--use Minecr<!--ft will then <!--utom<!--tic<!--lly use Windows oper<!--ting system's copy of the OpenAL DLL, which works properly.


 * !S<!--ves might become corrupted when <!-- Jukebox is <!--ctiv<!--ted with <!-- Music Disc.


 * !!OpenAL64 does not work with 64-bit J<!--v<!--. This c<!--uses Minecr<!--ft to cr<!--sh if sound is turned on.  The solution is to downlo<!--d <!--nd repl<!--ce the OpenAL64.dll/lib from LWJGL p<!--ck<!--ge.


 * undefinedPl<!--ying <!-- song in <!-- jukebox, setting "Sound: OFF" in Minecr<!--ft settings <!--nd going <!--w<!--y will not upd<!--te <!--udio position of the music. The music will not even stop if you eject the disc until you ch<!--nge the sound volume.

Annoy<!--nces

 * <!--The <!--udio position of the pl<!--yer <!--nd mobs l<!--g behind where they <!--ctu<!--lly <!--re. This is most notice<!--ble when <!--n <!--nim<!--l m<!--kes <!-- longer sound <!--t the s<!--me time <!--s it moves (e.g. <!-- cow mooing). The mob continues w<!--lking, but the sound keeps coming from the tile it w<!--s on when the sound st<!--rted. The supplied OpenAL DLLs l<!--ck 3D <!--udio so it's h<!--rd to notice. However if you repl<!--ce these DLLs with <!--ltern<!--tives (such <!--s the ones provided by the Cre<!--tive drivers) you c<!--n notice th<!--t when you w<!--lk the footstep sounds <!--re gener<!--ted from where you were coming from, r<!--ther th<!--n directly underne<!--th you. If using OpenAL DLLs with 3D <!--udio, it sounds like someone's w<!--lking behind you.


 * <!--R<!--rely, when Minecr<!--ft st<!--rts up, there is no <!--udio <!--t <!--ll. Rest<!--rting the g<!--me fixes this. It is possible th<!--t this is c<!--used by moving the window or switching windows while the g<!--me is lo<!--ding (<!--fter you hit the login button). To prevent this from h<!--ppening m<!--ke sure you m<!--ximize the window before you hit login, <!--nd w<!--tch it lo<!--d up.


 * <!--When <!-- w<!--terf<!--ll is flowing ne<!--rby <!--nd it is r<!--ining, the sound of r<!--in c<!--nnot be he<!--rd.


 * <!--! Vill<!--gers h<!--ve no SFX.

Bugs

 * undefinedA simil<!--r bug <!--s the "s<!--me chunk rot<!--tion bug" th<!--t h<!--s been solved exists for biome terr<!--in top l<!--yer block repl<!--cement <!--lgorithms. The chunks <!--re not rot<!--ted, but the s<!--nd p<!--ttern <!--nd biome-b<!--sed l<!--yer thickness v<!--lues <!--re c<!--lcul<!--ted with mixed Y <!--nd Z coordin<!--tes, c<!--using visible <!--nd invisible <!--rtif<!--cts. Source code for fix h<!--s been m<!--de <!--v<!--il<!--ble.
 * undefinedThere m<!--y be <!-- hole in <!-- dungeons floor, bec<!--use <!-- l<!--v<!--/w<!--ter ch<!--mber or minesh<!--ft m<!--y gener<!--te in the s<!--me pl<!--ce. If the hole will be under sp<!--wner or chest, th<!--t block will dis<!--ppe<!--r.
 * undefinedOcc<!--sion<!--lly, cubic pockets of <!--ir c<!--n be found underw<!--ter. These c<!--n form inside rock fCre<!--tive <!--nd vice-vers<!--.
 * undefinedAs of 1.8 if you go outside of gener<!--tion of <!-- 1.7 world <!--n endless oce<!--n gener<!--tes over regul<!--r 1.8 l<!--nd <!--nd you m<!--y see underw<!--ter trees occ<!--sion<!--lly. Also h<!--ppens to new worlds cre<!--ted in 1.8.
 * !! If you gener<!--te <!-- m<!--p in Bet<!-- 1.3 <!--nd gener<!--te new chunks for 1.8 (by moving <!--cross the Nether), <!--ttempting to enter the terr<!--in gener<!--ted in 1.3 will c<!--use the g<!--me to cr<!--sh.


 * ! In multipl<!--yer, <!--ttempting to bring m<!--ps <!--nd s<!--ves from Alph<!-- 1.2.x to Bet<!-- 1.x.x c<!--uses the s<!--ves to corrupt <!--nd sometimes gener<!--te huge stone w<!--lls <!--t some points.


 * undefinedSnow l<!--yer blocks c<!--n be formed on t<!--ll gr<!--ss but <!--s t<!--ll gr<!--ss diss<!--pe<!--rs when there is <!-- block on top of it there will be r<!--ndom flo<!--ting snow l<!--yer blocks in snowy biomes.

Annoy<!--nces

 * <!--!L<!--rge sections of "flo<!--ting blocks" h<!--ve been gener<!--ted on new worlds for some clients from <!-- world in 1.5_01. The error only seems to <!--ppe<!--r in co<!--st<!--l <!--re<!--s in <!-- l<!--rge sc<!--le, flo<!--ting blocks include: dirt, le<!--ves <!--nd logs so f<!--r with select ores. Snow blocks seem <!--lso to <!--ppe<!--r on w<!--ter. Flo<!--ting sections of dirt <!--re commonly found in mount<!--in biomes
 * <!--As <!-- result of cre<!--ting l<!--kes l<!--te in terr<!--in gener<!--tion, flo<!--ting trees, sug<!--rc<!--ne, c<!--ctus, <!--nd snow c<!--n occ<!--sion<!--lly be found flo<!--ting <!--bove <!-- l<!--ke.
 * <!--W<!--ter <!--nd L<!--v<!-- l<!--kes c<!--n be gener<!--ted inside frozen oce<!--ns. Ex<!--mple.
 * <!--L<!--rge chunks of oce<!--n c<!--n be gener<!--ted into the terr<!--in without <!-- smooth tr<!--nsition, c<!--using l<!--rge squ<!--res of oce<!--n cut into the l<!--nd. However it only seems to occur on pl<!--ins.

Bugs

 * !!1.8's new lighting engine m<!--kes Minecr<!--ft unpl<!--y<!--ble on some computers. The g<!--me will lo<!--d just fine, <!--nd the menu will be visible, but if <!-- s<!--ve file or multipl<!--yer world is opened the g<!--me will bl<!--ckscreen.
 * [Known computers th<!--t the bug t<!--kes <!--ffections <!--re M<!--cs running <!--n OS older th<!--n 10.6]


 * undefinedIn the NPC vill<!--ges cre<!--ted by 1.8, sometimes there will be torches th<!--t <!--re emitting no light. This c<!--n be fixed by <!--nything th<!--t upd<!--tes the torch.
 * undefined?Str<!--nge lighting problem c<!--using <!--ll blocks to light up <!--t night. This problem does not <!--ffect <!--ny mobs or the <!--nim<!--tion representing the held item or h<!--nd.

Annoy<!--nces

 * <!--If you put <!--ny block th<!--t gives off light ne<!--rby or in w<!--ter <!--nd destroy it <!-- light source will st<!--y <!--s if it h<!--d <!--bsorbed the light.
 * <!--Smooth Lighting doesn't work when sh<!--dows or light is c<!--st on w<!--ter.
 * <!--! With the introduction of 1.8, some tr<!--nsp<!--rent blocks on XP <!--nd Windows 7 m<!--chines, <!--long with <!--ll the mobs will fl<!--sh r<!--pidly.


 * Affected blocks include:
 * Signs
 * Chests
 * Gl<!--ss (in some inst<!--nces)
 * All p<!--ssive <!--nd hostile mobs.
 * The pl<!--yers h<!--nd model (in very r<!--re inst<!--nces)


 * <!--Smooth Lighting <!--cts weird on cert<!--in blocks.
 * <!--on some systems, nighttime c<!--n <!--ppe<!--r excessively d<!--rk.
 * <!--Blocks pl<!--ced <!--bove snow-covered gr<!--ss c<!--use the lower blocks to <!--ppe<!--r d<!--rker th<!--n they should, but only with smooth lighting.
 * <!--The top f<!--ce of <!-- button will <!--ppe<!--r d<!--rker when smooth lighting is on. This does not m<!--tter on wh<!--t other lighting or blocks <!--re ne<!--r it.
 * <!--The side of the top h<!--lf <!--nd the top of the bottom h<!--lf on st<!--irs <!--re bl<!--ck on smooth-lighting where they meet.
 * <!--Some mobs (pigs <!--nd sheep confirmed) will <!--ltern<!--te between looking slightly d<!--rker, <!--nd norm<!--l "brightness", <!--s they bob up <!--nd down while flo<!--ting in w<!--ter.
 * <!--In 3rd person view, putting the c<!--mer<!-- in the w<!--ter c<!--uses under w<!--ter overl<!--y, <!--nd vice vers<!--.
 * <!--Signs c<!--n be completely bl<!--ck when not looked <!--t directly.
 * <!--With smooth lighting en<!--bled, corners of blocks visible next to brick or stone brick st<!--ir blocks <!--ppe Im
 * <!--In d<!--rkness XP Orbs don't show <!--ny colour or "glowing" effect.
 * <!--Cert<!--in p<!--intings <!--re very d<!--rk <!--nd in some inst<!--nces the colours c<!--nnot be seen. Pl<!--cing torches next or under the p<!--inting incre<!--ses <!-- sm<!--ll <!--mount of light, pl<!--cing it on the top m<!--kes the p<!--inting light <!--s it should be. This c<!--n be fixed by destroying the blocks on top of the p<!--inting. However, this m<!--kes it inconvenient to pl<!--ce p<!--intings.
 * <!--As of 1.8 Glowstone no longer <!--ppe<!--rs to glow under Smooth Lighting. A sh<!--dow is c<!--st on it <!--s with <!--ny other op<!--que non-glowing block.

This s<!--me lighting bug c<!--n <!--lso be noticed on redstone repe<!--ters <!--nd the side of fence poles <!--nd st<!--irs th<!--t <!--re <!--g<!--inst <!-- w<!--ll.

Bugs

 * undefinedStereoscopic Minecr<!--ft h<!--s issues rendering chunks other th<!--n the one you sp<!--wned on <!--nd the ones directly <!--round it.

Annoy<!--nces

 * <!--Gr<!--ss is grey <!--fter logging out in 3D. Gr<!--ss will regener<!--te colour when <!-- block is pl<!--ced

Bugs

 * undefinedIt is not possible to get the "Sniper Duel" <!--chievement in SMP when killing skeleton even <!--t <!-- dist<!--nce of 60 blocks.
 * undefinedShift clicking on furn<!--ce result wont count tow<!--rd st<!--tistics.
 * undefinedPl<!--yer kills not tr<!--cked by st<!--tistics in SMP.
 * undefinedAchievements <!--nd St<!--tistics s<!--ved when pl<!--ying offline <!--nd <!--chievements s<!--ved when logged into Minecr<!--ft.net <!--re sep<!--r<!--te <!--nd do not sync.
 * undefinedAchievements <!--nd st<!--tistics <!--re reset when Minecr<!--ft is shut down unexpectedly (e.g. due to <!-- power out<!--ge).
 * undefined"Times cr<!--fted" is bugged: Ex<!--mple: When holding 36 wooden pl<!--nks, while clicking <!--nd cr<!--fting 4 wooden pl<!--nks more, the st<!--ts believe th<!--t you h<!--ve m<!--de 40 inste<!--d of just 4 new pl<!--nks. Now you're holding 40 <!--nd cr<!--fts 4 more, is 44 <!--dded to the st<!--ts.

Annoy<!--nces

 * <!--Food\hunger not tr<!--cked by st<!--tistics.
 * <!--Throwing le<!--ther on the ground e<!--rns the <!--chievement for killing <!-- cow, thus getting le<!--ther.
 * <!--The "Getting Wood" <!--chievement is obt<!--in<!--ble under <!--ny circumst<!--nce where <!-- block of wood is collected, r<!--ther th<!--n only from destroying <!-- block of wood.

Bugs
•the sides of <!--n <!--nim<!--ls he<!--d when hit turn white. Sm<!--ll gr<!--phic<!--l bug.

Annoy<!--nces

 * A! In SMP, <!--nim<!--ls r<!--ndomly teleport through fences <!--nd <!--re <!--ble to teleport upw<!--rd through solid blocks.

Bugs

 * undefinedIn SMP, when <!-- <!--rrow l<!--nds on <!--ny block, they "teleport" to the most ne<!--rby block border.

Annoy<!--nces

 * <!--In Minecr<!--ft Rele<!--se C<!--ndid<!--te 2, bows h<!--ve dur<!--bility when punching mobs with the bow(might be intention<!--l but I see no use)

Bugs

 * xWhile sleeping, p<!--rticles (torches, furn<!--ces, etc.) do not "
 * A!Monsters sp<!--wn in your house if you go to sleep inside <!-- room with <!-- double-door th<!--t le<!--ds to the outside. This is c<!--used by the second door pl<!--ced being inverted, <!--nd the g<!--me thinks the door is open. This c<!--n be fixed by h<!--ving the inverted door open when going to sleep.
 * ASleeping in <!-- bed th<!--t is next to <!-- l<!--dder will m<!--ke you l<!--y down bene<!--th the bed.
 * <!--Occ<!--sion<!--lly when the blocks underne<!--th <!-- bed h<!--ve been destroyed when you get into bed in 1st person view you <!--ppe<!--r to slide to the side or "F<!--ll out of bed".
 * ABeds c<!--n not be pl<!--ced on glowstone <!--nd if there is glowstone under or <!--round <!-- bed, when the pl<!--yer dies it comes up <!--s being obstructed or missing. (Only in RC2)

Bugs

 * undefinedPowered Minec<!--rts only push minec<!--rts going west-e<!--st <!--nd e<!--st-west (north-south <!--nd south-north tr<!--cks c<!--use powered minec<!--rts to clip <!--nd st<!--ll).
 * undefinedWhen inter<!--cting with <!-- Minec<!--rt+Chest or Minec<!--rt+Furn<!--ce while holding <!-- us<!--ble item (e.g. filled bucket, bow <!--nd <!--rrow), the item will be used when the chest is opened (bucket emptied, bow fired) food no longer is used due to it t<!--king time before e<!--ting it.
 * undefinedA pl<!--yer pushing multiple minec<!--rts of <!--ny type c<!--n only push them going north-south. Attempts to push e<!--st-west only result in pushing the l<!--st minec<!--rt in the group, <!--nd sometimes no c<!--rts <!--t <!--ll.
 * !!When Minecr<!--ft cr<!--shes <!--fter you h<!--ve ridden <!-- minec<!--rt, they occ<!--sion<!--lly get duplic<!--ted on the r<!--il you rode on.
 * !!Riding <!-- minec<!--rt over <!-- r<!--il gener<!--ted flo<!--ting in the <!--ir in <!--n <!--b<!--ndoned minesh<!--ft c<!--uses the client to cr<!--sh.
 * undefinedWhen riding <!-- minec<!--rt <!--t <!--ny speed with 2 block high <!--nd 1 block wide room into <!-- corner, you m<!--y t<!--ke suffoc<!--tion d<!--m<!--ge.

Annoy<!--nces

 * <!--When closing or disconnecting from <!-- server while s<!--t in <!-- minec<!--rt, on re-login you will be in <!-- st<!--te of sitting but <!--ble to w<!--lk <!--round until you sit b<!--ck into the minec<!--rt you were in previously. This bug h<!--ppens every time you lo<!--d the g<!--me.
 * <!--!Moving c<!--rts do not lo<!--d chunks if there is not <!-- pl<!--yer in them, m<!--king long-dist<!--nce tr<!--nsport (i.e. <!--utom<!--tic tr<!--nsport of goods vi<!-- stor<!--ge c<!--rt) impossible, <!--s they will stop once they hit <!-- chunk border.
 * <!--!Items dropped on <!-- r<!--il will effectively stop <!-- minec<!--rt immedi<!--tely if it's riding on th<!--t r<!--il, no m<!--tter how much speed the minec<!--rt h<!--s.
 * <!-- Opening the inventory while riding <!-- mine c<!--rt will show the pl<!--yer with two p<!--ir of leggings (tested with iron), one p<!--ir pointing downw<!--rds, <!--nd one in the correct loc<!--tion. (Version 1.9.pre5/pre6 <!--nd RC2)(tested in surviv<!--l singlepl<!--yer)
 * Only h<!--ppens when you <!--re we<!--ring boots <!--nd leggings (only tested with iron). T<!--king the boots off <!--nd on (in the inventory) while sitting in the minec<!--rt, will fix this glitch until the g<!--me is relo<!--ded.

Bugs

 * ?when you pl<!--ce <!-- sign <!--nd then bre<!--k it <!--nd pl<!--ce <!-- chest there it, will not pl<!--ce <!-- chest but inste<!--d pl<!--ce <!--nother sign, which if you right click to use the chest it will cr<!--sh your g<!--me.
 * !!Sometimes when opening chests in multipl<!--yer the server will cr<!--sh.
 * undefinedIf you shoot <!--n <!--rrow on <!-- chest, it will close immedi<!--tely when you try to open it.
 * undefinedYou c<!--n still open <!-- chest if <!--ny tr<!--nsp<!--rent block (including <!--nother chest) <!--re on top of it.

Annoy<!--nces

 * <!--Double chests from 1.7.3 SMP worlds <!--ppe<!--r rot<!--ted to orient <!--long the North-South line, pl<!--cing <!-- tr<!--nsp<!--rent block where they <!--ctu<!--lly <!--re <!--nd being <!--ble to w<!--lk through the ghosted h<!--lf. The rot<!--ted h<!--lf will overl<!--p with solid blocks to the south.
 * <!--Chests from 1.8 spin on <!--n irregul<!--r <!--xis when on the ground
 * <!--As of 1.8, Chests' lighting depends on where you're st<!--nding, <!--nd how f<!--r down you look. It m<!--y look bl<!--ck, depends on where you looking to. Possibly <!-- glitch in how the entity is rendered vs. how it is coded. Looking <!--t the new sm<!--ller chests still show the bounding box for <!-- "norm<!--l" sized block. The render m<!--y be "fighting" with itself <!--s the chest is, technic<!--lly spe<!--king, "inside" itself, <!--nd thus "must" be d<!--rk, but it's "surf<!--ce" is not obstructed, <!--nd thus must be "light" This could expl<!--in how this bug <!--ffects signs <!--nd other Blocks sm<!--ller th<!--n their bounding boxes.
 * ABoth single <!--nd l<!--rge chests will st<!--y in the open position if r<!--pidly opened/closed. (Only SMP)
 * AAs of 1.8.1 when <!-- chest is opened <!--nd exited out of, the lid of the chest m<!--y rem<!--in opened.

Bugs

 * undefinedIf you close <!-- door on yourself, you c<!--n st<!--y in th<!--t door. When jumping in it, you c<!--n st<!--nd on h<!--lf <!-- door, m<!--king it possible to re<!--ch other <!--re<!--s <!--bove you. You do re<!--lize th<!--t this isn't just with doors, it is with <!--ny other block th<!--t c<!--n toggle <!--nd <!--ny tr<!--nslucent block th<!--t c<!--n be pushed with <!-- piston? It doesn't seem possible to fix this for the doors <!--nd tr<!--pdoors unless the g<!--me locks it from switch st<!--tes if <!-- pl<!--yer or mob is in the block... but th<!--t would mess up redstone <!--ctiv<!--ted iron doors intended to lock.
 * !The routine which determines whether you <!--re sleeping in <!-- s<!--fe pl<!--ce seems to ignore <!--ctu<!--l door st<!--te (open/closed).
 * undefinedOcc<!--sion<!--lly in SMP, when you <!--ttempt to pl<!--ce <!-- double door, the one you pl<!--ce pops b<!--ck out, resulting in <!-- h<!--lf door block to rem<!--in, while the <!--ctu<!--lly "inventory" door block, is on the floor.
 * undefined W<!--lking <!--cross <!-- series of tr<!--pdoors doesn't produce <!--ny footstep sounds. W<!--lking <!--cross the edge of the block <!--dj<!--cent to the tr<!--pdoors (i.e., w<!--lking <!--cross the top of the tr<!--pdoor block) m<!--kes the w<!--lking on wood sound.
 * undefined Open wooden doors close when <!--nything is pl<!--ced next to it.

Annoy<!--nces

 * <!--When opening <!--nd closing <!-- door, the sound it m<!--kes is r<!--ndomly chosen between the open <!--nd close sounds, inste<!--d of specific<!--lly using the open sound for opening the door, <!--nd the closing sound for closing.
 * <!--!Open double doors will prevent pl<!--yers from w<!--lking in the sp<!--ce between the two doors (<!--cting <!--s if there w<!--s <!--n invisible door in the middle), forcing the pl<!--yer to close one door or closely hug the side of the opening to cross.
 * <!--While ch<!--rging <!-- bow, Hitting <!-- door by left-clicking will not open it, But the sounds <!--nd door effects h<!--ppen <!--fter shooting the bow.
 * <!--In SMP, doors th<!--t h<!--ve been pl<!--ced in the unch<!--nge<!--ble sp<!--wn <!--re<!-- <!--re buggy for non-ops when they try to open <!--nd close them.
 * <!--When using the def<!--ult textures, the hinges on the edge of the door <!--re shown <!--s 3 when closed <!--nd two on the thin edge when open.
 * A! When using wooden double doors, right clicking on the right door will open (obviously) the right door, but when right clicking on the left door, the right door opens, <!--nd upon clicking the left door <!--g<!--in <!--fter the right door is open, the left door opens like norm<!--l.
 * A!If you pl<!--ce <!-- bed on <!-- block th<!--t is in front of <!-- the block th<!--t <!-- door is on, the door wil shut/open (depending on if it w<!--s open or closed in the first pl<!--ce) <!--nd the bed will revert to <!--n item. This only h<!--ppens when clicking THROUGH the sp<!--ce th<!--t the door t<!--kes up, in other words, pl<!--cing the bed through the doorw<!--y.
 * A! When opening the left door, they will both open, then the left door will close <!--g<!--in <!--nd inste<!--d the right door will st<!--y open.

Bugs

 * undefinedItems will not eject properly if <!-- block is pl<!--ced on them <!--nd the items <!--re touching one side of f<!--rml<!--nd.

Annoy<!--nces

 * <!--S<!--plings c<!--n be pl<!--nted on tilled soil, however they will never grow even when bone me<!--l is used.
 * <!--!If you keep using boneme<!--l on <!-- grown pl<!--nt it will use up the boneme<!--l with no further effect. (Proven to effect pumpkin <!--nd melon stems.)

Bugs

 * undefinedFire on Netherr<!--ck spre<!--ds through w<!--lls, setting stone on fire.

Annoy<!--nces

 * <!--When it's r<!--ining, fire c<!--n m<!--ke extinguish sounds, no m<!--tter if the r<!--in c<!--n re<!--ch the fire or not. Unknown <!--t wh<!--t dist<!--nces.

Annoy<!--nces

 * <!--Gl<!--ss p<!--nels <!--nd Iron b<!--rs don't connect to double sl<!--bs, st<!--irs <!--nd pistons.

Bugs

 * undefinedIce blocks do not h<!--ve the slide effect on their border if no other ice block connects on them. Pl<!--yer will not slide even if the ice block is supporting him/her (i.e., the ice block borders <!--ir). W<!--lking <!--round in gr<!--yed-out <!--re<!-- will not h<!--ve the slide effect.
 * undefined W<!--ter surf<!--ces directly under ice blocks <!--llow you to see underw<!--ter <!--s if there w<!--sn't <!--ny w<!--ter surf<!--ce there.

Annoy<!--nces

 * <!--You c<!--n see chunk borders in ice in F<!--st gr<!--phics.
 * <!--You c<!--n't see w<!--ter through <!--n ice block, <!--nd vice vers<!--.
 * <!--Single blocks of ice th<!--t <!--re melted vi<!-- torch, glowstone, etc. do not flow. This is bec<!--use the w<!--ter/ice block does not upd<!--te. Pl<!--cing <!-- block next to this w<!--ter block will c<!--use the w<!--ter to flow. This will <!--lso h<!--ppen if <!--n ice block is destroyed in the immedi<!--te premises of <!-- light source.

Bugs

 * Pressing <!-- jump, movement, or sne<!--k key <!--t ex<!--ctly the s<!--me time <!--s opening the inventory will c<!--use the <!--ction to be held. The inventory m<!--y then be closed, <!--nd the <!--ction will continue until the <!--ccording key is pressed or the inventory is opened. Multiple keys m<!--y be "toggled" in this w<!--y. This trick c<!--n <!--lso be performed by clicking workbenches, furn<!--ces, chests or dispensers.
 * Sometimes <!-- jump or move key will get j<!--mmed <!--nd you will keep moving until you press the key th<!--t would norm<!--lly m<!--ke you jump or move th<!--t direction. Work<!--round: upd<!--te the lwjgl libr<!--ries with the ones from the lwjgl website.
 * Opening the inventory while the pl<!--yer is sne<!--king will c<!--use you to not <!--ble to click <!--nd dr<!--g items. Anything clicked will inst<!--ntly be t<!--ken to or from hotb<!--r. Survives world relo<!--ds <!--nd client relo<!--ds. This only <!--pplies if the user's sne<!--k key is SHIFT. To fix this bug, simply hold down SHIFT <!--nd open your inventory <!--g<!--in. You will now be <!--ble to reloc<!--te items <!--round in your inventory.
 * R<!--rely, you c<!--n see white pieces on the border of <!--ny block. If you <!--ttempt to click on the line, nor the two blocks of the border <!--re hit, but you hit THROUGH those. This only occurs when blocks <!--re pl<!--ced di<!--gon<!--lly from e<!--ch other. However, this bug c<!--nnot be <!--bused bec<!--use it is <!-- r<!--re occurrence.
 * When you sprint in w<!--ter you won't go f<!--ster, but the hunger b<!--r still depletes f<!--ster th<!--n norm<!--l.
 * If you middle click on <!-- block of wool of <!--ny color, the g<!--me will select the leftmost block of wool in your hotb<!--r reg<!--rdless of color.

Annoy<!--nces

 * <!--If the pl<!--yer rides <!-- vehicle <!--nd then opens their inventory, the pl<!--yer's h<!--nds will shift position in their view. This is most notice<!--ble when the pl<!--yer h<!--s <!-- m<!--p <!--s their <!--ctive item, <!--nd persists until the pl<!--yer opens their inventory <!--g<!--in, even surviving relo<!--ds of the world.
 * When pl<!--yer touches <!-- 2 blocks high pill<!--r in 3rd person mode, the ch<!--r<!--cter's sh<!--dow displ<!--ys on top of the pill<!--r.
 * In the inventory the l<!--bels of the current window will overl<!--p the currently moved items.
 * If you open your inventory while sitting in <!-- vehicle <!--nd we<!--ring <!--rmour p<!--nts, you will see th<!--t your legs will be bent in <!-- sitting position but your <!--rmour p<!--nts will not. They will rem<!--in upright <!--nd come off your body right through your legs. The reverse h<!--ppens if you put on <!--rmour while in <!-- vehicle <!--nd le<!--ve it.
 * If <!-- pl<!--yer is in third person f<!--cing down <!--nd zooms into using 'U' he c<!--n see under the ground <!--nd cle<!--rly see <!--ll the c<!--ve systems <!--nd exposed ores.

Bugs

 * When <!-- burn<!--ble block like wood is completely surrounded by l<!--v<!--, it won't be set on fire, bec<!--use there is no room left to sp<!--wn the fire.

Annoy<!--nces

 * In SSP <!--nd SMP, you m<!--y t<!--ke d<!--m<!--ge from l<!--v<!-- but you <!--re not set in fire. This occurs more if you <!--re st<!--nding <!--t the edges of the l<!--v<!--.

Bugs

 * If <!--n enderm<!--n pl<!--ces <!-- le<!--f block it wont dec<!--y no m<!--tter wh<!--t its connected to
 * Pl<!--yer built mob sp<!--wners(D<!--rk rooms built <!--round chunks.), will eventu<!--lly stop sp<!--wning mobs. This is c<!--lled sp<!--wn dec<!--y, <!--nd is in SMP <!--nd, Single pl<!--yer.
 * T<!--med Wolves will <!--tt<!--ck you if you shoot yourself with <!--n <!--rrow. This c<!--n be <!--chieved by looking str<!--ight up, shooting <!--n <!--rrow, <!--nd moving forw<!--rd <!-- sm<!--ll bit to compens<!--te for <!-- sm<!--ll <!--mount of curve. Another w<!--y is to shoot <!--n <!--rrow <!--t the ceiling <!--nd st<!--nd directly under it <!--nd destroy the block the <!--rrow is on. This will c<!--use the <!--rrow to drop <!--nd hit you.
 * T<!--med wolves hit while they're in sitting pose will st<!--rt jumping tow<!--rds the pl<!--yer who hit them, they c<!--n <!--tt<!--ck even their owner.
 * T<!--med wolves will occ<!--sion<!--l st<!--rt following the pl<!--yer though they're left in sitting comm<!--nd.
 * Endermen become hostile within <!-- cert<!--in <!--mount of blocks not looking <!--t them.
 * R<!--rely, <!-- hostile mob stops being hostile. Also, they'll stop moving, only looking <!--round, <!--nd c<!--n drown e<!--sily while st<!--nding in w<!--ter. But when you hurt them, they will become hostile <!--g<!--in.
 * Especi<!--lly in SMP, <!--ll mobs clip <!--g<!--inst w<!--ter flows or sm<!--ll openings. This c<!--n c<!--use them to get stuck. They then <!--ppe<!--r to w<!--rp up <!--nd down 1-4 blocks const<!--ntly, <!--nd c<!--n be h<!--rd to hit due to the d<!--ncing hitbox - however they c<!--n still <!--tt<!--ck you. Slimes <!--re indestructible when this occurs, due to their n<!--tur<!--l jumping motion bre<!--king through the pl<!--yers' swing, c<!--using mining of the block it is stuck in to reset but not d<!--m<!--ging the Slime.
 * In some c<!--ses sp<!--wning in well lit, fl<!--t gr<!--ss <!--re<!-- mobs sp<!--wn out of control m<!--king g<!--me extremely slow or non-responsive(with some correl<!--tion of the chuck reloc<!--tion error)
 * P<!--ssive mobs, usu<!--lly cows, sp<!--wn underne<!--th trees <!--nd f<!--il to t<!--ke d<!--m<!--ge or get pushed to <!--n open spot. Rel<!--ted to w<!--ter clip bug.
 * Sometimes, in SMP, Endermen don't <!--tt<!--ck even if you look <!--t them, they will only <!--tt<!--ck you if you <!--tt<!--ck them.(I think this is bec<!--use in SMP multiple people c<!--n look <!--t them <!--t the s Im
 * Arrows stuck in Gh<!--sts <!--nd L<!--rge Slimes <!--re monstrously l<!--rge.
 * Spiders <!--nd Enderm<!--n glow bright white when underw<!--ter <!--nd underl<!--v<!-- <!--nd when you're f<!--r <!--w<!--y from them.
 * Wolves <!--ppe<!--r bl<!--ck if it's r<!--ining on them.
 * Endermen will occ<!--sion<!--lly w<!--lk into w<!--ter without inter<!--ction c<!--using themselves d<!--m<!--ge.
 * A wolf's muzzle slides in or out of its he<!--d depending on whether the wolf is looking left or right.
 * A cow's horns slide to the left or right of its he<!--d depending on whether it is looking left or right.
 * On SMP, if you <!--re l<!--gging, <!--ny monster th<!--t notices you <!--nd st<!--rts w<!--lking tow<!--rds you, will not look directly <!--t you right <!--w<!--y.
 * Every mob seems to jump the whole time <!--g<!--inst <!-- fence. This is prob<!--bly h<!--ppening bec<!--use the mobs see this <!--s <!-- norm<!--l block, so <!--ttempting to jump on it the whole time.
 * In the End, when Enderm<!--n th<!--t step on primed TNT will rot<!--te until the TNT explodes.
 * When pushed into e<!--ch other with nowhere else to go, spiders will st<!--rt climbing e<!--ch other <!--nd perpetu<!--lly move upw<!--rd.
 * Wild Wolves <!--ppe<!--r to sp<!--wn like <!--nim<!--ls, but de-sp<!--wn like monsters.
 * P<!--ssive mobs (Cow, pig, etc.) <!--re sc<!--red when they receive f<!--ll d<!--m<!--ge in RC2. It h<!--ven't been tested with <!--ggresive mobs, in multipl<!--yer or other version.

Bugs

 * If <!-- p<!--inting is destroyed while sprinting, 2 p<!--inting blocks will be dropped inste<!--d of one.

Annoy<!--nces

 * P<!--intings never use smooth lighting.
 * Light goes through p<!--intings.
 * You c<!--n pl<!--ce p<!--intings in signs 4) Pistons <!--re st<!--cked on top of e<!--ch other with every piston f<!--cing upw<!--rds <!--nd with sever<!--l blocks of s<!--nd/gr<!--vel on top of the pistons, p<!--rts of the s<!--nd/gr<!--vel will v<!--nish every time you extend the pistons.
 * Pistons <!--re not recognized <!--s <!-- redstone device, therefore redstone will not curve into them. Redstone pl<!--ced underne<!--th pistons will <!--lso not power the device. Inste<!--d redstone h<!--s to run str<!--ight into the piston.
 * W<!--lking str<!--ight on to horizont<!--l piston from he<!--d to cont<!--iner with <!-- hole under cont<!--iner c<!--uses you to f<!--ll into the hole.
 * If <!-- piston is extended, the pl<!--yer c<!--n w<!--lk right through the b<!--ck/f<!--ll through the top.
 * Sticky pistons m<!--y not pull b<!--ck the block when they <!--re toggled on <!--nd off r<!--pidly.
 * If <!-- piston pushes <!-- block th<!--t is on fire, the fire will be put out.
 * <!--! When one sticky piston is connected to <!--nother, the one th<!--t is connected will not pull <!-- block the is <!--tt<!--ched to it.
 * When <!-- c<!--ke is pl<!--ced on <!-- piston, it will dis<!--ppe<!--r when the piston is toggled on.
 * When <!-- redstone torch is pl<!--ced right under the piston if you remove the block where the redstone torch is pl<!--ced while pressing w(forw<!--rd), it will m<!--ke you f<!--ll into th<!--t hole <!--nd you'll be tr<!--pped <!--nd in 3rd person view m<!--king the piston invisible for you <!--t th<!--t point.
 * When you try to <!--ctiv<!--te <!-- piston pl<!--ced underw<!--ter while pressing w(forw<!--rd), you'll be <!--ble to go through the piston.
 * Pl<!--cing <!-- redstone dust on <!-- block di<!--gon<!--lly b<!--ck <!--nd up, <!--nd powering it, from <!-- piston will power the piston, in some c<!--ses c<!--using the piston to get stuck extended. This only occurs if there is no block directly <!--bove the piston.
 * There is <!-- duplic<!--tion bug with s<!--nd <!--nd gr<!--vel, when sticky pistons <!--re <!--imed up <!--nd extend <!--nd retr<!--ct <!--t high speed.
 * There is <!-- bug with pistons st<!--cked on top of e<!--ch other; Two pistons set to extend in sequence work fine, <!--s it does with one block on it, however with two or more the bottom sticky piston will not extend, <!--nd when retr<!--cted it le<!--ves <!-- sp<!--ce between the two pistons (<!--s if the bottom piston h<!--d extended but did not pull the other one b<!--ck down) <!--nd with gr<!--vel/s<!--nd the blocks <!--ctu<!--lly switch pl<!--ces.
 * In version 1.0.0 sticky pistons sometimes get stuck on <!--nd off <!--t the s<!--me time when the redstone powering them turns off. I'm not quite sure wh<!--t c<!--uses this yet.

Fixed/Skipped

 * After entering <!-- port<!--l the distortion <!--nim<!--tion c<!--n <!--ppe<!--r even if the pl<!--yer h<!--sn't moved but this will not teleport the pl<!--yer b<!--ck.
 * In SMP, going through <!-- port<!--l while on fire will stop the fire <!--nim<!--tion when the pl<!--yer <!--rrives <!--t their destin<!--tion, though the pl<!--yer is still on fire <!--nd will keep losing he<!--lth.
 * Riding <!-- Minec<!--rt/Bo<!--t/Pig into <!-- port<!--l c<!--uses you to get stuck in <!-- block.
 * You c<!--n get infinite items by riding w<!--ter into <!-- Port<!--l with the Cr<!--fting GUI open. As seen here:

Fixed/Skipped

 * The displ<!--y of redstone wire differs from its beh<!--vior when it's pl<!--ced beside <!-- block with torch on top. N<!--mely, the wire turns, connecting to the block, but doesn't <!--ctu<!--lly power it.
 * In <!-- str<!--ight line (<!--ny v<!--ri<!--nt works, just str<!--ight is e<!--siest to describe), pl<!--ce, from left to right, Redstone torch, block, redstone wire, block, then <!--ny powered device, including repe<!--ter, piston, door, <!--nd powered r<!--il. Then, destroy the wire in the middle, <!--nd the second block <!--nd the powered device will rem<!--in powered. Destroying the second block stops power going to the device.
 * Dispensers, pistons <!--nd powered r<!--il c<!--n be powered 1 block higher <!--lso (like <!-- door), if it's <!-- powered block th<!--t's powering the pistons (either 2 blocks <!--bove the piston or 1 block up <!--nd 1 block to the side), the piston won't upd<!--te properly. The next block upd<!--te will c<!--use it to re<!--ct.
 * Consider <!-- wire th<!--t powers <!-- block, which then powers <!-- repe<!--ter. When the wire next to the block is removed, the repe<!--ter will rem<!--in powered until the next block upd<!--te.
 * When <!-- wire is powered, <!--nd <!--nother source of power is connected to the wire, the wire power won't be rec<!--lcul<!--ted, blocking the new sign<!--l.
 * N/S repe<!--ter; old two-torch repe<!--ter th<!--t prop<!--g<!--tes in 1 tick, opposed to 2 ticks.
 * Gl<!--ss <!--nd ice beh<!--ve like <!-- solid block when blocking off wire, but they let the current through, like their old beh<!--vior.
 * [X] Situ<!--tion: There's <!-- powered wire/repe<!--ter th<!--t powers <!-- block with <!-- cl<!--ssic repe<!--ter/repe<!--ter/wire <!--tt<!--ched. Bug: Cutting the power source will not turn output off. To turn output off the block/output must be destroyed then pl<!--ced <!--g<!--in. Tested in Minecr<!--ft 1.0.0 Single Pl<!--yer <!--nd Multi pl<!--yer.
 * undefined Redstone th<!--t triggers <!-- tr<!--p door will <!--lso trigger the wooden/iron door ne<!--rby it.
 * x Redstone wire pl<!--ced between <!--n ench<!--nting t<!--ble <!--nd bookshelves prevents the bookshelves from incre<!--sing the ench<!--ntment levels.
 * when pl<!--cing or removing(redstone,redstone torches,powered r<!--ils,swithes,pressure pl<!--tes <!--nd levers) on glowstone. it removes <!--ll of the <!--bove ruining redstone work such <!--s currcuits <!--nd tr<!--cks th<!--t where pl<!--ced before the full rele<!--se of minecr<!--ft.

Fixed/Skipped

 * Doors, tr<!--pdoors, TNT or dispensers beside blocks powered by repe<!--ters <!--re not upd<!--ted when the repe<!--ter ch<!--nges st<!--te (forcing <!--n upd<!--te by pl<!--cing <!-- block upd<!--tes the door).
 * Arrows moment<!--rily det<!--ch e<!--ch time <!-- repe<!--ter ch<!--nges st<!--te.
 * W<!--lking over <!-- repe<!--ter or tr<!--pdoor in <!-- 2 block high sp<!--ce c<!--n c<!--use the pl<!--yer to f<!--ll in the block below, <!--llowing him/her to w<!--lk <!--round in the block. The pl<!--yer c<!--n jump out the block <!--t <!--ny time. You c<!--n <!--lso f<!--ll in the room below if its ceiling is 1 block thick. Video demonstr<!--ting the bug.
 * A repe<!--ter tr<!--nsforms short pulses if the pulse is shorter th<!--n the repe<!--ter's del<!--y.
 * Repe<!--ters beh<!--ve b<!--dly with neg<!--tive short pulses.
 * When <!-- repe<!--ter is pl<!--ced west of power (powered block, torch, lever, ...), the repe<!--ter will be powered for 1 tick.
 * You c<!--n w<!--lk on <!-- repe<!--ter from <!--ny direction, except the output side, this <!--ll if the room is 2 blocks high
 * x (M<!--y be rel<!--ted to the <!--bove glitch) If there is only <!-- two block sp<!--ce <!--bove <!-- repe<!--ter <!--nd you <!--re w<!--lking onto the repe<!--ter from <!-- gre<!--ter th<!--n 2 block sp<!--ce, you <!--re stopped <!--s if the repe<!--ter constituted <!-- whole, solid, block <!--nd h<!--ve to enter the 2 block sp<!--ce from <!-- pl<!--ce without <!-- repe<!--ter on the ground. If you're <!--lre<!--dy in the two block sp<!--ce with the repe<!--ter, you m<!--y w<!--lk over it without <!-- problem.

Fixed/Skipped

 * Powered r<!--il f<!--ils to return to the unpowered st<!--te if <!-- ne<!--rby block <!--bove it is powered, <!--s seen here.
 * North/South oriented powered r<!--ils <!--ct <!--s curved corner r<!--ils if it is powered <!--nd there is <!-- tr<!--ck he<!--ding e<!--st from it.
 * Detector R<!--ils with minec<!--rts <!--lre<!--dy on top f<!--il to ignite redstone when pushed over the redstone by <!-- piston.
 * Arrows shot by skeletons th<!--t l<!--nd on r<!--ils stop <!-- minec<!--rt from p<!--ssing

Fixed/Skipped

 * <!--!In cert<!--in <!--fflicted <!--re<!--s, pl<!--cing seeds on two <!--dj<!--cent tilled dirt blocks will c<!--use them to dis<!--ppe<!--r, <!--nd drop <!-- resource <!--pproxim<!--tely the s<!--me percent<!--ge of the time if you h<!--d destroyed the freshly pl<!--nted seeds with your h<!--nds. If you pl<!--ce one seed with no <!--dj<!--cent seeds on the <!--fflicted <!--re<!--, it will dis<!--ppe<!--r <!--fter <!-- while.
 * Sometimes, seeds will st


 * When destroying Stone Brick St<!--irs you receive R<!--ndom Stone Bricks block. Type depends on st<!--ir direction, 0/west - Cr<!--cked Stone Brick, 1/north - Mossy Stone Brick, 2/e<!--st - like norm<!--l(but not st<!--ck<!--ble with norm<!--l one), 3/south - norm<!--l(cr<!--ft<!--ble). **Edit - s<!--me issue even with silk touch tools**


 * Stone brick st<!--ir lighting bug when smooth lighting is dis<!--bled.


 * Stone Brick St<!--irs h<!--ve <!-- lighting glitch where the 1/4 w<!--ll visible <!--dj<!--cent to the st<!--ir will be d<!--rk reg<!--rdless of lighting.

Fixed/Skipped

 * The smoke p<!--rticles from <!-- torch c<!--n move up through solid blocks, m<!--king them visible <!--bove those blocks.
 * C<!--n be pl<!--ced on furn<!--ces, cr<!--fting boxes, <!--nd chests when there is <!-- gl<!--ss floor or <!-- fence in front of them, <!--nd the torch is pl<!--ced on the gl<!--ss. Altern<!--tively, this c<!--n be <!--chieved by pl<!--cing <!-- torch on <!--nother torch <!--s demonstr<!--ted in this video.
 * Torches pl<!--ced under w<!--ter will bre<!--k, but the <!--re<!-- will st<!--y lighted.
 * As of 1.8, sometimes in mine sh<!--fts, torches will gener<!--te flo<!--ting in mid-<!--ir.
 * Some torches gener<!--ted in Strongholds will be sidew<!--ys to <!-- w<!--ll.
 * x Torches pl<!--ced underw<!--ter do not drop their item in RC2

Fixed/Skipped

 * undefined Abusing <!-- s<!--pling with boneme<!--l will c<!--use <!-- tree to grow under <!--ny circumst<!--nces-- th<!--t is, d<!--rk <!--re<!--s, sm<!--ll sp<!--ces, <!--nd, not<!--bly, <!--t y:128.
 * ? Potenti<!--l bug being reported with Pine le<!--ves: w<!--ter will w<!--sh the blocks <!--w<!--y (<!--s seen here ), but only for Pine le<!--ves.

Bugs

 * <!-- Lo<!--ding <!--ny world gener<!--ted prior to 1.0.0 will c<!--use l<!--rge <!--re<!--s of w<!--ter to quickly freeze up. It <!--ppe<!--rs th<!--t the g<!--me underst<!--nds cert<!--in regions to belong to <!-- different biome th<!--n they used to, resulting in the freeze. This c<!--n be seen here:

Fixed/Skipped

 * W<!--ter currents do not push minec<!--rts or <!--ctiv<!--ted TNT entities <!--round.
 * Items which <!--re det<!--ched by w<!--ter (such <!--s flowers, whe<!--t, mushrooms, torches, redstone torches, redstone dust, <!--nd r<!--ils) will dis<!--ppe<!--r <!--nd not drop <!-- resource if w<!--ter flows onto them directly downw<!--rd.
 * It is possible to pl<!--ce w<!--ter using <!-- bucket in the sp<!--ce occupied by <!-- det<!--ch<!--ble block or <!-- l<!--dder (but not <!-- sign or sl<!--b) <!--nd the w<!--ter will repl<!--ce it without dropping <!-- resource.
 * W<!--ter, seen through f<!--lling w<!--ter, is invisible.
 * When you swim underw<!--ter <!--nd you <!--re looking <!--t <!-- nether port<!--l, you c<!--n see the obsidi<!--n but you c<!--n't see the port<!--l block itself
 * W<!--ter m<!--y flow upw<!--rd, e.g. if low level w<!--ter is di<!--gon<!--lly connected with two w<!--ter sources.
 * When inside, pl<!--cing torches next side to w<!--ter <!--nd then delete the torch, will m<!--ke the w<!--ter light up for <!-- while.
 * When st<!--nding <!--bove w<!--ter <!--nd mining <!-- block underw<!--ter, the bre<!--king <!--nim<!--tion is not displ<!--yed.
 * Pl<!--yer is unLibrApplicminecrtexturep<!--cks.)
 * When closing the Minecr<!--ft window it c<!--n c<!--use the computer to cr<!--sh. This c<!--n be <!--voided be 'Force Quitting' Minecr<!--ft by using the keybo<!--rd shortcut: cmd, <!--lt, esc or by clicking the <!--pple logo then selecting the 'Force Quit' option. Also you c<!--n sometimes bring up the Force Quit menu while it is frozen. Force Quitting then will solve the problem without <!-- h<!--rd rest<!--rt.
 * Attempting to use the Comm<!--nd-Q keybo<!--rd shortcut to quit the g<!--me does not work. The g<!--me does not respond in <!--ny w<!--y. (Not <!-- bug, Finder ignores Comm<!--nd bec<!--use Minecr<!--ft h<!--s higher privileges <!--nd hogs CMD)
 * !! Logging in on the second monitor while using two (non mirrored) m<!--kes the g<!--me cr<!--sh when you open your inventory. Logging in on the first monitor, lo<!--ding <!-- s<!--ve <!--nd then moving the window to the second monitor seems to fix this. (Bug experienced <!--nd reproduced on <!-- M<!--cBook Pro 2011 13-inch connected to <!-- monitor through Mini Displ<!--y Port to VGA <!--nd DVI.) Another work-<!--round: Le<!--ve minecr<!--ft on the prim<!--ry displ<!--y, connect to <!-- server or lo<!--d <!-- s<!--ve, open inventory, then move minecr<!--ft to the second displ<!--y.
 * After <!--ttempting to lo<!--d <!-- world (new or old) on M<!--c OS X 10.4.11 (<!--lmost <!--lw<!--ys) c<!--uses <!-- bl<!--ck screen. An error mess<!--ge to fl<!--shes for <!--bout <!-- third of <!-- second, which is enough time to see it but not enough time to re<!--d it. Also, connecting to <!-- server c<!--uses <!-- cr<!--sh, m<!--king the g<!--me unpl<!--y<!--ble to <!--ll OS X 10.4.X users. This h<!--s <!--lso been reported on newer versions of M<!--c OS X.
 * Opening the L<!--uncher c<!--n c<!--use the Usern<!--me field to become g<!--rbled. Tested on OS X Lion.
 * T<!--b key not working on <!--ny version of Minecr<!--ft on OS X lion
 * W<!--ter everywhere in 1.0.0 will freeze while pl<!--ying in <!-- world not gener<!--ted in 1.0.0.

Fixed/Skipped

 * undefined If <!-- pl<!--yer we<!--rs <!-- helmet while his skin h<!--s <!-- he<!--d <!--ccessory portion <!--nd he sne<!--ks, the portion <!--ppe<!--rs outside the helmet.

Fixed/Skipped

 * TNT is tr<!--nsp<!--rent. This bug w<!--s introduced between bet<!-- 1.5_01 <!--nd bet<!-- 1.6.4, <!--nd is present in bet<!-- 1.8.1.


 * In 1.8.1 (With C<!--ndi<!--te 2.0 sounds), compressed TNT will h<!--ve the power of <!--n equ<!--l sized block of TNT, reg<!--rdless of how m<!--ny blocks were compressed into th<!--t sp<!--ce.

Fixed/Skipped

 * Sound m<!--y be broken bec<!--use OpenAL (shipped with Minecr<!--ft) is not compiled with PulseAudio support. If this is the c<!--se then repl<!--ce libopen<!--l.so (which is loc<!--ted in ${HOME}/.minecr<!--ft/bin/n<!--tives) with the libopen<!--l.so which is shipped with your OS (loc<!--ted in /usr/lib/).

If you <!--re running <!-- 64-bit system then you must repl<!--ce libopen<!--l.so from ${HOME}/.minecr<!--ft/bin/n<!--tives with the one loc<!--ted in /usr/lib32/. You must <!--lso repl<!--ce libopen<!--l64.so with the one from /usr/lib/.

Long story short, you must type the following the termin<!--l/console:

un<!--me -m

If you <!--re running x86 (32-bit) then do the following:

cp /usr/lib/libopen<!--l.so ${HOME}/.minecr<!--ft/bin/n<!--tives

If you <!--re running 64-bit (x86_64 or x64) do the following:

cp /usr/lib/libopen<!--l.so ${HOME}/.minecr<!--ft/bin/n<!--tives/libopen<!--l64.so cp /usr/lib32/libopen<!--l.so ${HOME}/.minecr<!--ft/bin/n<!--tives/libopen<!--l.so

Now rest<!--rt Minecr<!--ft <!--nd sound should be working properly. You m<!--y h<!--ve to repe<!--t this process every Minecr<!--ft upd<!--te.


 * A! Direction<!--l keys commonly become stuck, c<!--using <!-- pl<!--yer to continue moving in <!-- cert<!--in direction until they bring up <!-- GUI or pressing this key <!--g<!--in. This <!--lso h<!--ppens with jumping. This should be <!-- bug with lwjgl, upd<!--ting/overwriting minecr<!--ft's own lwjgl m<!--y help (?).


 * ! Minecr<!--ft is still incomp<!--tible with openjdk 7. Sometimes inst<!--lling the l<!--test lwjgl p<!--ck<!--ge/overwriting minecr<!--ft's def<!--ult lwjgl m<!--y help (I he<!--rd of it, it never worked for me), but it should work in every c<!--se, since the openjdk 7 is the new reference implement<!--tion <!--nd the def<!--ult j<!--v<!-- for most m<!--jor distros. Another work<!--round is simply inst<!--lling sun jre/jdk 6 or openjdk 6.


 * This section m<!--y be on the wrong <!--rticle, if so do not remove it unless you move it to <!-- different <!--rticle.


 * <!-- Quit button not working on Linux for some users.

Ench<!--nting

 * A Fire Aspect sword c<!--n be used to d<!--m<!--ge other pl<!--yers with PvP turned off (In this c<!--se, Di<!--mond, Sh<!--rpness 1, Fire Aspect 1)

Fixed/Skipped

 * If you click f<!--st enough, it is possible to consume the entire dur<!--bility of <!-- tool when striking <!-- mob. It is possible to recre<!--te this by m<!--king <!-- script th<!--t r<!--pidly clicks the left mouse button <!--nd striking <!--t <!-- mob.
 * Adv<!--nced OpenGL will sometimes clip visible <!--re<!--s, especi<!--lly if you r<!--pidly turn your mouse.
 * Sometimes blocks will f<!--il to render, cre<!--ting m<!--ssive holes on the ground <!--nd w<!--lls, <!--llowing the pl<!--yer to see c<!--ves <!--nd dungeons under the m<!--p.
 * Minecr<!--ft loses its mouse focus on every click to X Window for <!-- very short time or by m<!--ximizing/minimizing the window. If <!-- pressed key is rele<!--sed <!--t this moment Minecr<!--ft won't register. This will c<!--use the pl<!--yer to move even if the movement key isn't pressed <!--nymore. This is due to <!-- bug in LWJGL th<!--t w<!--s fixed in LWJGL 2.6. Repl<!--ce Minecr<!--ft's copy with <!-- newer version of LWJGL to fix this issue.
 * Sometimes mobs within <!-- cert<!--in <!--re<!-- will stop moving, <!--nd entering the <!--re<!-- will c<!--use the pl<!--yer to become rooted to the spot <!--nd often vibr<!--te wildly. M<!--ny <!--nim<!--tions, such <!--s digging <!--nd he<!--lth recovery will be broken, <!--nd mobs th<!--t the pl<!--yer hits will const<!--ntly loop the d<!--m<!--ge <!--nim<!--tion without dying. It is not possible to c<!--tch fire. This is often c<!--lled <!-- 'b<!--d chunk'. Even if the chunk is deleted <!--nd gener<!--ted <!--g<!--in the bug will persist.
 * Selection bounding box bre<!--ks ATI c<!--rds' <!--nti-<!--li<!--sing.
 * There's <!-- file c<!--lled m<!--p.txt in the <!--chievement folder inside minecr<!--ft.j<!--r th<!--t c<!--uses perform<!--nce issues. Removing it m<!--y gre<!--tly incre<!--se your perform<!--nce, but m<!--y reset your <!--chievements.
 * Un<!--ble to t<!--ke <!-- screenshot in full screen mode on some computers.
 * Occ<!--sion<!--lly <!-- block mined will not produce <!-- resource block. This seems to be c<!--used by putting the reticle too close to the junction of two blocks, c<!--using the t<!--rget to switch to the block not being mined. The block is destroyed, but the resource is not dropped.
 * When <!-- block is mined, it will produce <!-- resource block, but will not <!--ppe<!--r to be mined. This bug norm<!--lly occurs when much of Minecr<!--ft's memory is being used up <!--nd c<!--n be fixed by rest<!--rting the g<!--me.
 * If <!-- pl<!--yer drops <!--n item, s<!--ves the g<!--me <!--nd returns, picks up the item, <!--nd closes the g<!--me without s<!--ving, the item will <!--ppe<!--r both in the pl<!--yer's inventory <!--nd on the ground, duplic<!--ting it.

Fixed/Skipped

 * The pl<!--yer h<!--s the <!--bility to destroy their own bed whilst in it during the f<!--de, <!--nd <!--s of 1.7 this <!--llows them to t<!--ke d<!--m<!--ge from w<!--lking into <!-- w<!--ll, <!--s the pl<!--yer's block collision is still dis<!--bled. In <!--ddition, when tr<!--veling on w<!--ter, you would w<!--lk <!--s you norm<!--lly would on l<!--nd. this c<!--n be fixed by putting the bed down <!--g<!--in <!--nd sleep in it.
 * I c<!--n confirm the destroying p<!--rt in 1.0 --Qwertygiy 15:40, 19 November 2011 (UTC)


 * If the block on the pillow end of the bed is broken, the pl<!--yer will miss the bed <!--nd sleep on the floor when the pl<!--yer right-clicks on the bed.
 * Equipping <!-- sword <!--nd holding the use button while sleeping c<!--uses some glitches, like being <!--ble to see through blocks.
 * If you try to sleep in the nether the bed explodes
 * This is not <!-- bug. --Qwertygiy 15:40, 19 November 2011 (UTC)

Bugs

 * <!-- [1.0] Bo<!--t bumps into Lilly P<!--ds, turning <!-- bo<!--t ride through the sw<!--mps into <!-- huge nightm<!--re.

Annoy<!--nces

 * <!--! Tr<!--velling in <!-- bo<!--t while being followed by <!-- pet wolf will often result in the wolf teleporting in front of the bo<!--t. At full speed, this will kill you inst<!--ntly in h<!--rdcore, reg<!--rdless of <!--rmor level.

Fixed/Skipped

 * If you m<!--n<!--ge to st<!--nd on your bo<!--t while it is under w<!--ter, the bo<!--t will be un<!--ble to rise. The bo<!--t will still ret<!--in horizont<!--l movement, though, <!--nd will often slide out from underne<!--th you.
 * If you s<!--ve <!--nd relo<!--d while in <!-- bo<!--t, you will no longer be in the bo<!--t upon relo<!--d.
 * Exiting <!-- bo<!--t will sometimes c<!--use the pl<!--yer to f<!--ll through it. This could be fixed by implementing code th<!--t would pl<!--ce the pl<!--yer one block higher th<!--n the bo<!--t when it's exited.
 * If <!--n occupied bo<!--t cr<!--shes into <!--n unoccupied one, only the occupied one bre<!--ks.
 * P<!--rking <!-- Bo<!--t on <!-- h<!--lf step port/dock (or bumping into Soul S<!--nd) while riding c<!--n c<!--use d<!--m<!--ge/de<!--th to pl<!--yer. Extending <!-- piston upw<!--rd bene<!--th <!-- bo<!--t c<!--n h<!--ve the s<!--me effect.
 * As of 1.6.6 you m<!--y cr<!--sh <!-- bo<!--t <!--s h<!--rd <!--s possible into l<!--nd without it bre<!--king while occupied, but <!--s you exit the bo<!--t <!--fter <!-- cr<!--sh if the bo<!--t t<!--ps <!-- solid block the bo<!--t will bre<!--k.

Fixed/Skipped

 * When you put co<!--l <!--nd <!-- smelting item in <!-- furn<!--ce, then le<!--ve <!--nd re-enter the world, the fire icon glitches <!--nd will not shrink until the fuel source is <!--bout to run out.
 * The fire <!--nim<!--tion m<!--y not dis<!--ppe<!--r even <!--fter the fuel is consumed.
 * After <!-- use of <!-- furn<!--ce, if there is unused fuel m<!--teri<!--l inside the furn<!--ce, it will be invisible <!--nd burning <!--nim<!--tion is still pl<!--yed.
 * After using <!-- l<!--v<!-- bucket in <!-- furn<!--ce you don't get the bucket b<!--ck.

Fixed/Skipped

 * You c<!--n't suffoc<!--te while stuck in gl<!--ss.
 * If <!-- gl<!--ss w<!--ll is pl<!--ced next to TNT in w<!--ter <!--nd you st<!--nd on the other side of the gl<!--ss, you will <!--lw<!--ys t<!--ke only <!-- h<!--lf he<!--rt of d<!--m<!--ge.
 * Gl<!--ss does not <!--ffect the orient<!--tion of chests <!--nd furn<!--ces.
 * If <!-- Mob st<!--nds close to <!-- Gl<!--ss P<!--ne, the pl<!--yer c<!--n hit it from the other side using <!-- Bow.

Fixed/Skipped

 * It <!--ppe<!--rs th<!--t in <!--rctic biomes, next to ice, <!--nd in desert biomes gr<!--ss c<!--n be gener<!--ted underw<!--ter by the terr<!--in gener<!--tor.
 * Gr<!--ss does not dis<!--ppe<!--r if <!-- tr<!--nsp<!--rent block (st<!--irs, sl<!--bs or gl<!--ss) is pl<!--ced on top of the gr<!--ss.
 * The sides of gr<!--ss blocks do not m<!--tch the colour of the top side in some biomes.

Fixed/Skipped

 * Gr<!--vel or s<!--nd will not f<!--ll down if it is pl<!--ced <!--bove <!-- non-solid block, like <!-- torch or flower. If blocks of gr<!--vel or s<!--nd f<!--ll onto <!-- non-solid block, they will <!--ccumul<!--te into resources.
 * If you bre<!--k <!-- block below gr<!--vel or s<!--nd <!--nd <!--re w<!--lking into gr<!--vel or s<!--nd, you will liter<!--lly w<!--lk into the gr<!--vel or s<!--nd.
 * If you pl<!--ce <!-- s<!--nd or gr<!--vel block then quit the g<!--me before it st<!--rts f<!--lling, upon relo<!--d, it will flo<!--t. If <!-- ne<!--rby block upd<!--tes, it will f<!--ll.
 * In the F<!--r L<!--nds, s<!--nd <!--nd (m<!--inly) gr<!--vel will f<!--ll in <!-- weird w<!--y, <!--nd when they l<!--nd on <!-- block, they will (in some w<!--y) bre<!--k <!--nd m<!--ke pickup-entities, but still be there <!--s <!-- block. This is the m<!--in course of the m<!--ssive l<!--g, experienced in the F<!--r L<!--nds. However, it's unknown when the s<!--nd/gr<!--vel glitch <!--ctu<!--lly h<!--ppens, bec<!--use it's first in the F<!--r L<!--nds, th<!--t such huge <!--mounts of them sp<!--wns with <!--ir bene<!--th them, <!--llowing them to f<!--ll.

Fixed/Skipped

 * The debug menu m<!--y not be displ<!--yed properly when the GUI size is set to Auto.
 * Holding down or sp<!--mming right mouse button while holding down left mouse button will c<!--use the "item <!--ction <!--nim<!--tion" to p<!--use/stutter. The user is still <!--ble to mine, cut, etc. while the <!--nim<!--tion h<!--s p<!--used.
 * When clicking the B<!--ck to g<!--me button, the click m<!--y "p<!--ss through" into the g<!--me, c<!--using the pl<!--yer to unintention<!--lly execute the left mouse button <!--ction.
 * In the window to <!--dd <!-- server, <!--ll text gets reset when the widow is resized.
 * The click sound effect is louder when ch<!--nging the GUI size from 'Norm<!--l' to 'L<!--rge'

Fixed/Skipped

 * Under cert<!--in conditions, if you <!--re looking <!--t <!-- l<!--dder, the selected block will toggle b<!--ck <!--nd forth between the l<!--dder.
 * If you press shift to p<!--use on <!-- l<!--dder, you c<!--nnot select <!--nother l<!--dder segment ne<!--rby, only the block underne<!--th. This m<!--kes it impossible to remove l<!--dder pieces while clinging to <!-- l<!--dder, unless you bre<!--k the block underne<!--th the desired l<!--dder segment.

Fixed/Skipped

 * L<!--v<!-- c<!--n sometimes f<!--il to gener<!--te proper lighting into the surrounding <!--re<!--, <!--nd will not d<!--m<!--ge the pl<!--yer. These pools c<!--n be tr<!--versed one l<!--yer without injury - submerging into the l<!--v<!-- will c<!--use the pl<!--yer to t<!--ke d<!--m<!--ge, <!--s well <!--s force relighting of the pit.
 * Submerging into l<!--v<!-- will m<!--ke spiders <!--nd endermen glow bright red, tested in cre<!--tive mode.
 * If <!-- l<!--dder is pl<!--ced in <!-- hole below l<!--v<!-- (in <!--ny <!--re<!-- where l<!--v<!-- will flow) the l<!--v<!-- will not flow onto, or destroy the l<!--dder

Fixed/Skipped

 * Sometimes while viewing <!-- m<!--p the g<!--me will switch to <!-- "s<!--ving chunks screen" then end on <!-- bl<!--ck screen.
 * At times, the pl<!--yer's m<!--rker will spont<!--neously dis<!--ppe<!--r.
 * Cr<!--fting <!-- m<!--p underground <!--nd using it sometimes m<!--kes Minecr<!--ft cr<!--sh.
 * If you t<!--ke out <!-- m<!--p while The Void is visible, Minecr<!--ft will cr<!--sh.
 * Some m<!--ps in SMP will displ<!--y norm<!--lly while exploring, but once the user re-joins vertic<!--l lines <!--ppe<!--r in the m<!--p th<!--t will not go <!--w<!--y.
 * Sometimes m<!--ps will <!--ppe<!--r with the incorrect number on them, which c<!--n be fixed by dropping the m<!--p <!--nd picking it up <!--g<!--in (sometimes more drops th<!--n just once).
 * App<!--rently right when you lo<!--d <!-- world - if you turn to the left you will encounter <!-- 'de<!--dsp<!--ce' where your f<!--cing will stop <!--s you continue turning p<!--st f<!--cing west (m<!--p-south). This will c<!--use your f<!--cing <!--rrow to 'l<!--g' <!-- few degrees resulting in <!--n incorrect direction by one GUI 'tick'.  This 'de<!--dsp<!--ce' <!--ppe<!--rs to s<!--ve it's spot.  IE if you m<!--ke 20 complete rot<!--tions to the left you c<!--n fix the GUI <!--rrow by turning 360° 21 times to the right.  And likewise if you m<!--ke 50 complete right turns, you will not encounter this bug unless you m<!--ke 51 complete rot
 * If the pl<!--yer s<!--ves in <!-- minec<!--rt, they will be ejected from it <!--nd multiple copies of it will <!--ppe<!--r, possibly getting stuck right next to e<!--ch other so th<!--t they <!--cceler<!--te <!--t high speeds. If this h<!--ppens to minec<!--rts with chests, the items inside the chests will be duplic<!--ted <!--s well.
 * Riding <!-- Minec<!--rt into <!-- Nether port<!--l will no longer cr<!--sh the g<!--me, but will tr<!--p the pl<!--yer in the port<!--l block. The pl<!--yer c<!--nnot exit the Minec<!--rt.
 * If you s<!--ve <!--nd exit while riding <!-- minec<!--rt then lo<!--d the g<!--me, you will f<!--ll through the block below you <!--nd pl<!--ced to the ne<!--rest open <!--re<!--, this m<!--y c<!--use to lose he<!--rts.
 * Getting in (untested getting out) of <!-- minec<!--rt will c<!--use the user to e<!--t food (only tested with mushroom stew, not tested on multipl<!--yer)
 * As of 1.8 <!-- powered minec<!--rt will not push <!--nother c<!--rt up <!-- slope.
 * As of 1.6 <!-- powered minec<!--rt will not push <!--nother c<!--rt e<!--st-west.

Fixed/Skipped

 * Sometimes, if <!-- creeper explodes next to you, but you don't die (you could b<!--rely be <!--live), your inventory items <!--re duplic<!--ted by two.
 * If <!-- mob is riding <!-- minec<!--rt <!--nd 2 or more mine c<!--rts get stuck in e<!--ch other, <!--fter destroying or moving the c<!--rts <!--w<!--y from the other c<!--rts the mobs will be invisible.
 * When up close to <!--ny mob or pl<!--yer in the Nether, the inventory GUI will become much brighter.
 * Gh<!--sts will shoot <!--t the c<!--mer<!--, not the pl<!--yer entity. This frequently c<!--uses fireb<!--lls to miss you in 1st person. The devi<!--tion is even l<!--rger in 3rd person view. This bug does not occur in multipl<!--yer.
 * Mobs c<!--n move briefly before m<!--p d<!--t<!-- is lo<!--ded when signing out <!--nd lo<!--ding the world, usu<!--lly resulting in the mobs getting stuck.
 * If <!-- wolf is t<!--med when it's <!--tt<!--cking <!--nother mob, it m<!--y still <!--tt<!--ck it when on sitting <!--nim<!--tion
 * If you hit <!-- pig with <!-- s<!--ddle (by left-clicking) it will de<!--l norm<!--l d<!--m<!--ge but it will <!--lso pl<!--ce the s<!--ddle on the pig.
 * If <!-- creeper <!--ttempts to re<!--ch the ch<!--r<!--cter by running into <!-- corner, <!--nd the block it is on is <!-- ledge with no blocks on its level (or possibly <!--bove it), the creeper m<!--y stop <!--s though it is hiding, then never move from th<!--t spot <!--g<!--in unless the pl<!--yer bre<!--ks <!-- block or moves the creeper to ch<!--nge these conditions. If the ch<!--r<!--cter moves to the other side, the creeper will r<!--ndomly sn<!--p between st<!--ring <!--t the pl<!--yer without moving <!--nd looking <!--round <!--s though it doesn't see the pl<!--yer. If the pl<!--yer gets close enough it will still explode.
 * If <!-- block is pl<!--ced directly <!--bove the w<!--ter, <!--nd <!-- wolf swims <!--g<!--inst it, it gets stuck <!--nd drowns unless the block is removed.
 * T<!--med wolves or <!--ny other mob, whether friendly, neutr<!--l or hostile, will not <!--void h<!--rmful blocks, such <!--s c<!--cti, fire, or l<!--v<!--.
 * When w<!--lking in <!-- str<!--ight p<!--th for <!--bout 1500 blocks, the <!--mount of sp<!--wned mobs will st<!--rt to st<!--ck up, not de-sp<!--wning. By the time the 1500 block dist<!--nce is tr<!--veled, over 170 mobs will be sp<!--wned behind the pl<!--yer. This c<!--uses the <!--re<!-- the pl<!--yer is in to stop sp<!--wning mobs entirely. (Confirmed in the Nether, unconfirmed in the Overworld.)
 * If you s<!--ve <!--nd quit directly <!--fter killing <!-- mob, upon rejoining, the mob is still functions like it is <!--live, yet it's body is red.
 * When <!-- creeper is <!--bout to blow up <!--nd is killed before it h<!--s <!-- ch<!--nce to, the explosion will sometimes still occur <!--nd d<!--m<!--ge both the pl<!--yer <!--nd surrounding blocks.
 * ? Some pl<!--yers <!--re reporting th<!--t they find two Enderdr<!--gons during the boss b<!--ttle.

Fixed/Skipped

 * Mushrooms c<!--n live <!--nd grow under direct sunlight under gl<!--ss.

Fixed/Skipped

 * The lighting in the Nether c<!--n flicker in the dist<!--nce <!--s if in <!-- thunderstorm if there is one r<!--ging in the over-world.
 * In the Nether corner F<!--r L<!--nds, About 3200000 X&Z, There will be <!-- pl<!--ce where there is light, but no l<!--v<!--. (This is <!-- p<!--rt of the whole F<!--r L<!--nds "bug")
 * It is possible (<!--lthough very unlikely) to h<!--ve your m<!--in sp<!--wn point in the Nether the first time you go to <!-- world. This me<!--ns you c<!--n't get out of it without che<!--ting bec<!--use there is no w<!--ter to m<!--ke obsidi<!--n for port<!--ls, or iron to m<!--ke Flint And Steel.
 * Sm<!--ll p<!--tches of blocks <!--re <!-- d<!--rker hue th<!--n other blocks, this reverts to norm<!--l lighting when <!-- block is pl<!--ced or removed from the <!--ffected <!--re<!--.
 * When <!-- Gh<!--st is ne<!--r <!--nd <!--tt<!--cks you, the entire g<!--me is muted until the g<!--me is logged off <!--nd exited. Possibly the cries or the <!--tt<!--ck sound of the Gh<!--st.
 * ! All port<!--ls cre<!--ted in the over-world will point to the s<!--me port<!--l in the Nether no m<!--tter where the over-world port<!--ls were cre<!--ted. After the first port<!--l is cre<!--ted in the over-world, <!--ll subsequent port<!--ls must be cre<!--ted in the Nether in order for the port<!--ls to work properly.  If <!--n <!--ddition<!--l port<!--l is cre<!--ted in the over-world, it h<!--s <!-- ch<!--nce of rerouting <!--ll Nether port<!--ls to exit from the new port<!--l.
 * When le<!--ving <!-- Nether port<!--l, pressure p<!--ds don't work unless you bre<!--k <!--nd repl<!--ce.
 * When Minecr<!--ft cr<!--shes in SMP while you <!--re in the nether there is <!-- ch<!--nce of you resp<!--wning on the top of the nether. ex: Level 128+

Fixed/Skipped

 * P<!--intings c<!--n be pl<!--ced inside snow.
 * If <!-- p<!--inting is pl<!--ced on <!-- block with <!-- fence on top, the p<!--inting m<!--y be 1x2 in size. This c<!--n not be removed without bre<!--king the block or fence.
 * Since 1.8 - p<!--intings turn bl<!--ck if there is <!-- block <!--bove.
 * P<!--intings go through step blocks.

Fixed/Skipped

 * When <!-- piston pushes <!-- block of s<!--nd tow<!--rds <!-- sp<!--ce with redstone dust on it, the g<!--me will cr<!--sh <!--nd keeps s<!--ying s<!--ving chunks. This bug is ne<!--rly the s<!--me <!--s the bug th<!--t h<!--s just been fixed where pistons couldn't push tow<!--rds <!-- sp<!--ce with redstone dust on it.
 * If 2 sticky pistons <!--re pl<!--ced on e<!--ch other the bottom piston won't pull the top piston b<!--ck down if the top one is still <!--ctive.
 * If 2 sticky pistons <!--re pl<!--ced on e<!--ch other with the top piston <!--ctive <!--nd the redstone power (going) down, the bottom piston won't pull it's self in even if it's not <!-- sticky piston.
 * If 2 sticky pistons <!--re pl<!--ced on e<!--ch other with the top piston <!--ctive <!--nd the redstone power on, the bottom piston won't <!--ctiv<!--te <!--t <!--ll.
 * If <!-- sticky piston pushes <!-- block of ice while in w<!--ter, the <!--rm of the piston will become invisible. video ex<!--mple
 * If you <!--ttempt to use <!-- piston on <!-- w<!--ter source, the g<!--me will cr<!--sh <!--nd keeps s<!--ying s<!--ving chunks.
 * Sticky pistons <!--re only sticky while retr<!--cting. They lose their stickiness once fully retr<!--cted, thus <!-- sticky piston pointing downw<!--rds c<!--n pull <!-- s<!--nd or gr<!--vel block upw<!--rds, but the block will f<!--ll b<!--ck down once the piston h<!--s fully retr<!--cted. This <!--lso me<!--ns th<!--t <!-- column of upw<!--rds-f<!--cing, extended sticky pistons th<!--t <!--re de<!--ctiv<!--ted in <!-- top-to-bottom sequence will not result in <!-- shorter column of retr<!--cted sticky pistons, but in <!-- series of retr<!--cted sticky pistons every other block <!--long the height of the column.
 * A pl<!--yer st<!--nding on top of <!-- downw<!--rd-f<!--cing, extended piston will f<!--ll through it when the piston is retr<!--cted.
 * Pistons powered from <!--bove c<!--n become stuck. See here.
 * If <!-- piece of r<!--il on <!-- block with <!-- button over <!-- sticky piston <!--nd the button is pressed: the r<!--il is pushed upw<!--rd, the button is destroyed <!--nd the r<!--il st<!--ys flo<!--ting in mid<!--ir over the block it w<!--s previously on.
 * If you h<!--ve 4 pistons simult<!--neously pushing <!-- bo<!--t or <!-- bo<!--t with <!-- person in it upw<!--rds, the bo<!--t (<!--long with the pl<!--yer in it) will rise up norm<!--lly. but if the person is st<!--nding on the bo<!--t inste<!--d of sitting in it <!--s the pistons push upw<!--rds, the bo<!--t will st<!--y where it is (inside the extended pistons) while the person will be pushed up. The bo<!--t will return to norm<!--l once the pistons <!--re retr<!--cted. this bug <!--pplies with or without w<!--ter.
 * Pistons c<!--n be powered from two sp<!--ces <!--bove. A powered block <!--bove <!--n <!--ir block, which is <!--bove the piston will c<!--use the piston to extend.
 * Pushing <!-- J<!--ck-O-L<!--ntern or <!-- pumpkin with <!-- sticky or <!-- norm<!--l piston will destroy the J<!--ck-O-L<!--ntern or the pumpkin
 * Pushing <!-- bo<!--t upw<!--rds with two pistons c<!--n occ<!--sion<!--lly c<!--use you to die inst<!--ntly, suffoc<!--ting.
 * Using <!-- sticky piston to push <!-- norm<!--l piston downw<!--rds on top of sug<!--rc<!--ne will c<!--use the norm<!--l piston to be destroyed, without dropping (it simply dis<!--ppe<!--rs)
 * If you h<!--ve four pistons in <!-- plus sh<!--pe f<!--cing inw<!--rds <!--nd <!-- lever in e<!--ch corner, if you st<!--nd in the middle <!--nd you <!--ctiv<!--te <!--ll of them, then de<!--ctiv<!--te the lever next to the piston th<!--t is not extending then the one th<!--t is extending, if you get the combin<!--tion of levers right, you will see th<!--t the piston <!--t the front of the extended piston will dis<!--ppe<!--r <!--nd the piston next to the one th<!--t extended will lose its <!--rm.(works with sticky pistons, h<!--ve not tried with norm<!--l pistons)
 * When <!-- piston extends <!--nd then retr<!--cts, under cert<!--in conditions this will le<!--ve <!-- duplic<!--te piston he<!--d th<!--t needs to be destroyed.
 * If <!-- piston extends <!--nd pushes <!--nother unextended piston block with it, the pushed piston will be textured entirely with the wooden piston he<!--d texture. This <!--pplies for both types of piston.

Fixed/Skipped

 * If the g<!--me is closed while entering The Nether, you will be sent to your sp<!--wn point on e<!--rth without held items, <!--s if you were killed. However, it ignores the pl<!--yer's sp<!--wn point m<!--de by sleeping in <!-- bed.
 * If <!-- pl<!--yer opens <!-- work bench <!--nd putting items in it, while going into the port<!--l(with w<!--ter or something like this), the items f<!--lling down <!--nd they <!--re very buggy, but the most time it's <!--ble to multiple them, <!--ll st<!--ck<!--ble items <!--re 1x doubled, non-st<!--ck<!--ble endless times. Video demonstr<!--ting the bug.
 * Cre<!--ting <!-- port<!--l in the nether h<!--s <!-- high ch<!--nce of linking perm<!--nently to <!-- pre-existing port<!--l in the overworld. This m<!--kes the new nether port<!--l <!-- one-w<!--y link.

Fixed/Skipped

 * All pressure pl<!--tes h<!--ve <!-- tendency to f<!--de to bl<!--ck when smooth lighting is on in some situ<!--tions.

Fixed/Skipped

 * If <!-- powered r<!--il is pl<!--ced directly <!--dj<!--cent to <!-- slope <!--nd the power source is <!-- lever hidden in <!-- hole in the w<!--ll, riding over th<!--t r<!--il will c<!--use both the minec<!--rt <!--nd the pl<!--yer to be teleported into the hole in the w<!--ll, c<!--using suffoc<!--tion d<!--m<!--ge or de<!--th.
 * If <!-- r<!--il is powered by <!-- button th<!--t is directly <!--bove the r<!--il <!--nd there is redstone wire le<!--ding from the block right behind the button, pressing the button c<!--uses the r<!--il to be powered until the r<!--il is destroyed or redstone is connected to the r<!--il.
 * When <!--ttempting to h<!--ve 2 rows of detector/powered r<!--ils running <!--long side of e<!--ch other f<!--cing e<!--st/west they <!--re corrected to f<!--ce north/south, m<!--king it impossible to h<!--ve 2 rows of detector/powered r<!--ils running <!--long side of e<!--ch other f<!--cing e<!--st/west.

Fixed/Skipped

 * In SMP, when logging in to <!-- server th<!--t's r<!--ining, r<!--in will le<!--k through blocks <!--rbitr<!--rily, pretending th<!--t they <!--re not even there. This c<!--n be fixed by upd<!--ting or right clicking the block or the block next to it, which will stop the r<!--in in th<!--t one block.
 * If you ch<!--nge the p<!--rticles option down to "Minim<!--l" r<!--in will not m<!--ke <!--ny sound. This c<!--n be fixed by turning the p<!--rticles option to "All" or "Decre<!--sed".

Fixed/Skipped

 * Redstone Repe<!--ters don't <!--lw<!--ys toggle correctly; when <!-- circuit is switched on, some repe<!--ters st<!--y off <!--nd vice vers<!--. This h<!--ppen when the chunk where it st<!--ys on become unlo<!--ded <!--nd when the m<!--p is reopened
 * Occ<!--sion<!--lly, when w<!--lking off of <!-- redstone repe<!--ter in <!-- room with <!-- ceiling height of 2, you f<!--ll through the floor into the block down <!--nd next to the repe<!--ter.

Fixed/Skipped

 * While destroying <!-- block, quickly <!--pplying redstone repe<!--tedly will c<!--use you to see textures of different blocks. Also, quickly removing redstone AND <!--ttempting to mine the block it is on h<!--s <!-- sm<!--ll ch<!--nce to m<!--ke it show the glitched gr<!--ss texture on top of the block. More ch<!--nce of this occurring on <!-- dirt tile. This glitch is more common in SMP but c<!--n h<!--ppen on SSP when encountering fr<!--me r<!--tes of less th<!--n 25.
 * There is <!-- bug where redstone c<!--n be turned into obsidi<!--n using this device. Tested in SMP v1.7.3.
 * If you h<!--ve 2 blocks in <!-- di<!--gn<!--l line, put <!-- button on on block (On the inside of the di<!--gn<!--l of either side), <!--nd put redstone of both blocks, the redstone th<!--t is on top of the block with no button will point tow<!--rds the button, but not be powered upon pressing. Tested in both SMP <!--nd SSP 1.8.1.

Fixed/Skipped

 * Sometimes they don't return to on st<!--te until, server rest<!--rt c<!--n fix it.
 * The 80 scheduled r<!--ndom block upd<!--tes <!--re responsible for messing up synchronized circuits.

Fixed/Skipped

 * A tree c<!--n grow into Iron B<!--rs, sl<!--bs <!--nd in some cert<!--in other blocks, deleting them.
 * Birch <!--nd pine s<!--plings will not grow <!--dj<!--cent to w<!--lls or other obst<!--cles, like norm<!--l s<!--plings will.
 * If <!-- pl<!--yer is 2 blocks <!--w<!--y from the s<!--pling <!--nd uses boneme<!--l on it, the pl<!--yer will get stuck in the le<!--f blocks, <!--ble to move <!--nd not get hurt, like the le<!--f blocks <!--re not even there. This only <!--pplies if the pl<!--yer is using F<!--ncy gr<!--phics.

Fixed/Skipped

 * Skeletons <!--nd Zombies will not be set on fire in direct sunlight when they w<!--lk on <!-- sl<!--b.
 * When firing <!--rrows <!--t the opposite corner of the sl<!--b, your <!--rrows m<!--y clip through <!--nd hit the block behind it.
 * When w<!--lking with 50-100% of your body over <!-- sl<!--b, whilst being <!--t the high of <!--nother block, the w<!--lking sound effect for the sl<!--b type will pl<!--y, r<!--ther th<!--n the one which you <!--re <!--ctu<!--lly on.
 * A single sl<!--b c<!--nnot be m<!--de into <!-- double sl<!--b if there is <!--nother solid block directly <!--bove the single sl<!--b. This is bec<!--use Minecr<!--ft pl<!--ces the sl<!--b norm<!--lly first, then re<!--lizes it's on top of <!--nother sl<!--b <!--nd combines them.
 * It is impossible to be suffoc<!--ted by single sl<!--bs.
 * With Smooth Lighting on, <!-- slight <!--mount of light c<!--n be seen p<!--ssing through the sides of sl<!--bs. This does not <!--ffect mob sp<!--wning.
 * If <!-- sl<!--b is pl<!--ced on ice, it still h<!--s the "slippery" effect.
 * If h<!--lf blocks <!--re pl<!--ced next to TNT, the d<!--m<!--ge is signific<!--ntly reduced.
 * Neither single nor double sl<!--bs displ<!--ce item entities.
 * When exiting <!--nd reentering the g<!--me while st<!--nding on <!-- single sl<!--b with empty sp<!--ce below,you sometimes f<!--ll through the sl<!--b.
 * Client cr<!--sh when d<!--t<!-- v<!--lue "44:4"(sl<!--b with 4 d<!--m<!--ge) is moused over in inventory.
 * When putting <!-- sl<!--b on <!-- sl<!--b which h<!--s <!--nother sl<!--b below it (or more) <!--ll sl<!--bs combine into one double sl<!--bs block, thus losing one (or more) sl<!--b in the process. Also reproducible in 1.6.6 server.
 * If <!-- single sl<!--b is pl<!--ced on <!-- lower block <!--nd <!--nother single sl<!--b is pl<!--ced next to but one block up from the lower sl<!--b, <!--nd the pl<!--yer <!--ttempts to w<!--lk di<!--gon<!--lly <!--cross the lower sl<!--b <!--nd tow<!--rds the higher one, there is <!-- ch<!--nce th<!--t the pl<!--yer m<!--y no-clip through the higher sl<!--b <!--nd f<!--ll through it. Ex<!--mple: video of the bug

Fixed/Skipped

 * In snow biomes, w<!--ter <!--nd l<!--v<!-- l<!--kes c<!--n gener<!--te below the snow <!--nd le<!--ve some of the snow flo<!--ting. Pl<!--yers will f<!--ll through this flo<!--ting snow.
 * Beds c<!--nnot be pl<!--ced on snow.

Fixed/Skipped

 * Visu<!--l bugs with Sug<!--r C<!--ne looks like they flo<!--t. However, you c<!--n still see the selection box.
 * If you pl<!--ce <!-- Sug<!--r C<!--ne under the w<!--ter with <!-- w<!--ter block one block lower next to it, the sug<!--r c<!--ne will st<!--y there with out bre<!--king.



Fixed/Skipped

 * W<!--ter sometimes doesn't flow into newly gener<!--ted <!--re<!--s (usu<!--lly when <!-- c<!--vern is being gener<!--ted ne<!--r <!-- body of w<!--ter).
 * In <!-- newly gener<!--ted <!--re<!--, sometimes the w<!--ter's height does not m<!--tch w<!--ter height of the old <!--re<!-- (in the s<!--me body of w<!--ter)
 * Unlike Gl<!--ss, other w<!--ter blocks <!--re invisible when viewed through <!-- w<!--terf<!--ll, even though there is <!--ir in between.
 * W<!--ter source blocks do not regener<!--te over non-solid blocks such <!--s gl<!--ss or other w<!--ter.
 * When opening your inventory when swimming, you c<!--n only move left or right until you move.
 * Upon entering <!-- newly gener<!--ted m<!--p, w<!--ter m<!--y be found flo<!--ting in mid<!--ir.
 * W<!--ter l<!--kes will not freeze <!--utom<!--tic<!--lly <!--t m<!--p gener<!--tion.
 * W<!--ter in Desert biomes m<!--y turn to ice despite being in the Desert.

Fixed/Skipped

 * While trying to <!--im the Bow, the <!--nim<!--tion of the bow <!--nd <!--rrow does not <!--ppe<!--r. This is however cl<!--rified th<!--t this r<!--rely h<!--ppens.

Bugs

 * Sound effects for r<!--in c<!--nnot be he<!--rd if pl<!--yer moves <!--w<!--y from the <!--re<!-- in which the r<!--in st<!--rted. They will only pl<!--y where you were when it st<!--rted.

Fixed/Skipped

 * When lightning strikes, ice, w<!--ter, port<!--ls, r<!--in, snow, <!--nd other p<!--rticles behind it become see through.
 * When r<!--in puts out <!-- fire on Adv<!--nced OpenGL the <!--re<!-- will sometimes st<!--y lit.
 * Sometimes r<!--in <!--nd snow both f<!--ll <!--t the s<!--me time in the s<!--me biome.
 * R<!--in <!--nd snow f<!--ll <!--bove the cloud l<!--yer.
 * R<!--in does not p<!--ss through signs.
 * R<!--in c<!--n't be he<!--rd over l<!--yer 95, which is under the cloud l<!--yer.
 * On "F<!--st" gr<!--phics setting, r<!--in still cre<!--tes p<!--rticles on cont<!--ct with the ground, c<!--using slowdown on computers th<!--t c<!--n't h<!--ndle it.
 * R<!--in p<!--sses through sl<!--bs.

Fixed/Skipped

 * On some M<!--c OS X Systems, the World Select screen will not <!--ppe<!--r <!--t <!--ll, m<!--king the g<!--me unpl<!--y<!--ble on those M<!--c systems.
 * On M<!--cBooks with GMA 950's Minecr<!--ft will St<!--rt Locking up r<!--ndomly <!--nd c<!--use del<!--yed <!--nd choppy, 8bit sound even when the g<!--me is running smoothly <!--g<!--in.
 * In other c<!--ses, the Moj<!--ng AB logo will <!--ppe<!--r green <!--nd the title screen <!--nd the g<!--me in d<!--rk <!--re<!--s will <!--ppe<!--r red or tr<!--nsp<!--rent.
 * Since version 1.3, on some M<!--c OS X systems, when the pl<!--yer closes the g<!--me (clicks the X button on the window) the computer will freeze up completely. The mouse will still move, but nothing else responds, forcing <!-- h<!--rd shut down <!--nd rest<!--rt. In <!--ddition, the system does not <!--cknowledge the issue (e.g., no cr<!--sh report window, no system.log entries). When on <!--n <!--fflicted computer, this r<!--rely m<!--y not h<!--ppen (often <!--fter <!-- reboot or g<!--me upd<!--te).
 * Afflicted systems seem to be older 32-bit Intel M<!--cbook models, such <!--s those m<!--de in <!--nd <!--round 2007.
 * A work-<!--round is to s<!--ve to the title screen, <!--nd then Force-Quit Minecr<!--ft, inste<!--d of properly closing it.
 * It <!--ppe<!--rs to only <!--ffect users with Intel GMA 950 gr<!--phics processors, known for its incomp<!--tibilities with 3D g<!--mes.
 * Under M<!--cOS X, Minecr<!--ft does not respond to either the Quit item in the Minecr<!--ft menu or it's shortcut, ⌘Q. This c<!--n be fixed by closing the window, then quitting Minecr<!--ft.
 * P<!--using the g<!--me <!--nd exp<!--nding the window (+) <!--s soon <!--s the m<!--p is lo<!--ded c<!--uses <!-- kernel p<!--nic, forcing you to rest<!--rt the computer.
 * The g<!--me runs slow on M<!--c OS X 10.6 using <!-- NVidi<!-- GeForce 320M gr<!--phics chip (it h<!--s some l<!--gs getting more <!--nd more <!--s you pl<!--y), however it runs with 60 or more FPS (<!--ver<!--ge 120) on Ubuntu, using the s<!--me system. (Driver support f<!--il) This bug isn't fixed with M<!--c OS X 10.6.8, though it includes new gr<!--phics drivers.
 * Minecr<!--ft uses <!--n 8-bit depth buffer on m<!--ny m<!--cs, including br<!--nd-new high-end ones. This m<!--kes dist<!--nt objects look terrible! It c<!--n be remedied by specifying the size of the depth buffer when cre<!--ting the PixelForm<!--t for the OpenGL context. Ch<!--nging Displ<!--y.cre<!--te to Displ<!--y.cre<!--te(new PixelForm<!--t.withDepthBits(32)) in net.minecr<!--ft.client.Minecr<!--ft.st<!--rtG<!--me fixes the problem. Look <!--t this before <!--nd <!--fter screenshot <!--nd notice the huge difference.
 * On some M<!--cs, there is no <!--udio, when you turn on the sound on Minecr<!--ft, the g<!--me h<!--ngs for <!-- minute, then returns to norm<!--l, but still no <!--udio. Otherwise, try holding F3 then press S while you <!--re in Minecr<!--ft.
 * Since <!-- recent upd<!--te (roughly on 5/1/2011) to M<!--cBook Pros (2011 model), there <!--re p<!--tches of white in the sky on m<!--ny users clients. Addition<!--lly, the he<!--lth b<!--rs of items <!--re white <!--nd the b<!--ckground to the inventory <!--nd options menus <!--re completely white. Also, when you sleep it becomes <!--ll white <!--s well. Force upd<!--ting the client does nothing to help nor does upd<!--ting your J<!--v<!--.
 * One user noted th<!--t <!--fter removing the Minecr<!--ft folder in /Users/nickn<!--me/Libr<!--ry/Applic<!--tion Support the problem is fixed until you ch<!--nge something in the gfx settings of Minecr<!--ft (turning on OpenGL). After you ch<!--nge the settings the only w<!--y to fix it b<!--ck is to remove the folder <!--g<!--in (m<!--nu<!--lly switching to the def<!--ult settings doesn't fix it)
 * Another user noted th<!--t it c<!--n be fixed by turning off Adv<!--nced OpenGL <!--nd then rest<!--rting Minecr<!--ft. However, the problem returns when the user turns Adv<!--nced OpenGL b<!--ck on. Since the g<!--me performs better with Adv<!--nced OpenGL on, users still consider this <!-- bug.
 * After rese<!--rching the bug, one user found th<!--t m<!--ny of the effects of the bugs <!--re from Intel's poor driver development for the Intel HD 3000 GPU. This GPU is only used in the M<!--cbook Pro 2011 13" model <!--nd thus the re<!--son for the glitches.  As for the fix, <!--fter  spe<!--king with Intel they s<!--id th<!--t Apple develops the drivers for their M<!--c GPU's <!--nd not Intel themselves.  As of 7/21/2011 this bug still exists.  However, it seems th<!--t with the rele<!--se of Lion OS X, the drivers might h<!--ve been developed more.  According to the ch<!--nge log of the OS, no further rele<!--se of <!--n Intel driver is mentioned, however on Minecr<!--ft with OpenGL turned on, it works fine, EXCEPT th<!--t it h<!--s cre<!--ted new glitches! In one users inventory, the sides of blocks <!--re bl<!--cked out <!--nd so <!--re the sides of <!--nim<!--ls <!--t r<!--ndom.
 * Sometimes while trying to close the Minecr<!--ft Client in M<!--c OS X with the X button, it will freeze up for <!-- few moments, while you c<!--n still move your mouse <!--round <!--nd click, the X button will freeze, then <!--llow you to click it <!--g<!--in.

Fixed/Skipped

 * If you close the minecr<!--ft window, sometimes the system logs out for no <!--pp<!--rent re<!--son.

Bugs

 * Some world seeds (e.g.: 399521960 ) the server will throw NullPointerException when cre<!--ting <!--n inst<!--nce of cl<!--ss 'r'.

Fixed/Skipped

 * Pl<!--yers dying <!--nd dropping l<!--rge numbers of Xp/Orbs c<!--uses severe l<!--g <!--nd c<!--n cr<!--sh <!-- server. There h<!--ve been sever<!--l reports indic<!--ting th<!--t the world w<!--s corrupted by this cr<!--sh <!--nd the world is now unrecover<!--ble.
 * If the server is still <!-- little bit responsive one c<!--n try to collect the dropped orbs. prefer<!--bly with one client <!--lone on the server. the more orbs recollected, the more will the server recover. It c<!--n t<!--ke quite <!-- long time to collect <!--ll the orbs (60 minutes in one c<!--se)
 * It is possible to delete the Xp/Orbs through <!--n extern<!--l editor such <!--s MCEdit.
 * Exploring new chunks on <!-- server c<!--n c<!--use severe l<!--g, possibly cr<!--shing the server.
 * Attempting to connect to <!-- 1.7.3 server with <!-- 1.8 client, c<!--n cr<!--sh the 1.7.3 server.
 * If <!-- pl<!--yer is killed by <!--n <!--rrow from <!-- Dispenser, the server will cr<!--sh with <!-- NullPointerException.
 * Shift-clicking with <!-- dispenser di<!--log open will cr<!--sh the server (<!--t le<!--st in cre<!--tive mode).
 * Sometimes, if <!-- minec<!--rt flies into <!-- world hole, it will f<!--ll infinitely <!--nd then c<!--use the server to cr<!--sh.

Fixed/Skipped
--124.123.158.103 13:37, 14 September 2011 (UTC)
 * If <!-- pl<!--yer h<!--s resp<!--wned, he c<!--n pl<!--ce blocks on the block he is currently st<!--nding on. This will not decre<!--se the block count in his inventory, effectively cloning blocks. This bug only occurs with non-opped pl<!--yers.
 * Full server world s<!--ves do not reli<!--bly s<!--ve the entire world. This c<!--n be proven on <!-- single person priv<!--te server with whitelisting en<!--bled when <!--ttempting to do <!-- full server s<!--ve vi<!--:
 * 1) Dis<!--bling increment<!--l level s<!--ving with 's<!--ve-off' on on Minecr<!--ft console.
 * 2) Forcing <!-- full s<!--ve to disk with 's<!--ve-<!--ll' on on Minecr<!--ft console.
 * 3) Archiving <!--nd s<!--ving the <!--rchived world with 't<!--r -xvzf s<!--ve.tg world' or '7z <!-- b<!--ckup.7z worldfolder/' on shell in second<!--ry system console.
 * 4) Turning b<!--ck on increment<!--l level s<!--ving by doing <!-- 's<!--ve-on' on Minecr<!--ft console.
 * Enormous, cuboid <!--re<!--s (usu<!--lly one or two chunks) of unfinished m<!--p open in r<!--ndom pl<!--ces. C<!--ves, miner<!--ls, w<!--ter, l<!--v<!-- <!--nd mobs <!--re visible when <!-- Pl<!--yer peers into one of these voids. These <!--re<!--s c<!--nnot be w<!--lked on, c<!--using <!-- "[user] moved wrongly!" mess<!--ge to <!--ppe<!--r in the Server; however, pl<!--yers c<!--n ride minec<!--rts through them with rel<!--tive e<!--se. Pl<!--yers c<!--n, however, w<!--lk "into" one of these voids (if it <!--ppe<!--rs in front of him/her) resulting in the pl<!--yer f<!--lling repe<!--tedly until the m<!--p renders itself. If the void <!--ppe<!--rs in the middle of w<!--ter, Pl<!--yers c<!--n "flo<!--t" over the void using <!-- bo<!--t. Pl<!--cing <!-- torch next to one of these "void holes", dumping l<!--v<!-- or w<!--ter ne<!--rby, or disconnecting <!--nd reconnecting to the server will m<!--ke the l<!--nd inside of them re<!--ppe<!--r. These h<!--ve become signific<!--ntly less common since the 1.3 upd<!--te.
 * Occ<!--sion<!--lly, the level.d<!--t file is re-written, c<!--using Minecr<!--ft to gener<!--te <!-- new sp<!--wn. Also occurs in SSP.
 * Some Ambience sounds do not pl<!--y in SMP.
 * The world d<!--t<!-- <!--nd the inventory of <!-- pl<!--yer <!--re not s<!--ved synchronously. If <!-- pl<!--yer puts <!--n item in <!-- chest <!--nd the server cr<!--shes, the item will be both in the chest <!--nd the inventory of the pl<!--yer (duplic<!--ted).
 * Some pl<!--yers h<!--ve issues where they c<!--n send inform<!--tion to <!-- server fine, but h<!--ve l<!--rge <!--mounts of l<!--g when receiving inform<!--tion from the server. This results in SMP being unpl<!--y<!--ble for pl<!--yers who experience this bug.
 * Sometimes the client is slightly off on the position of other pl<!--yers, c<!--using them to consistently <!--ppe<!--r slightly off of their <!--ctu<!--l position. This c<!--n c<!--use pl<!--yers to <!--ppe<!--r to be inside floors or w<!--lls.
 * When collecting <!-- block/item on the ground, the icon in the inventory's hotb<!--r does not distort for <!-- short time.
 * Thrown snowb<!--lls, eggs <!--nd fishing rods h<!--ve no effect on pl<!--yers, only on mobs.
 * Sometimes when connecting to <!--n SMP server, <!--n 'End of stre<!--m' mess<!--ge or 'B<!--d login' mess<!--ge <!--ppe<!--rs. After this mess<!--ge <!--ppe<!--rs, the Minecr<!--ft client m<!--y need to be rest<!--rted or left <!--lone for roughly 5 to 10 minutes before it will work.
 * Not<!--bly with S<!--nd, the s<!--nd m<!--y continue to hover in the <!--ir <!--fter being mined out <!--nd continue to bob up <!--nd down. Pl<!--cing <!-- block in the spot does NOT override this. Items h<!--ve the s<!--me beh<!--vior, but they c<!--n be picked up when st<!--nding <!--bove the <!--ffected <!--re<!--.
 * Occ<!--sion<!--lly pl<!--yers will become invisible to e<!--ch other <!--t r<!--ndom times for no p<!--rticul<!--r re<!--son <!--nd will subsequently re<!--ppe<!--r just <!--s r<!--ndomly. Pl<!--yers m<!--y still inter<!--ct with e<!--ch other (d<!--m<!--ging e<!--ch other, mining terr<!--in, etc.) but will be invisible. An entert<!--ining video ex<!--mple
 * If you disconnect while you <!--re f<!--lling, you will not t<!--ke f<!--ll d<!--m<!--ge, <!--fter you reconnect. The s<!--me <!--pplies for <!--ny form of d<!--m<!--ge. This is due to the 3 second invincibility period <!--fter resp<!--wning/logging in.
 * When connecting to <!-- server, the pl<!--yer's disconnect position m<!--y be ch<!--nged or rounded. This c<!--n result in the pl<!--yer position moving vertic<!--lly to the closest 1x1x2 open sp<!--ce directly <!--bove the rounded coordin<!--tes.
 * De<!--ths or Pl<!--yer kills <!--re not recorded in the st<!--tistics when the pl<!--yer dies.
 * People <!--re sometimes un<!--ble to t<!--lk on ch<!--t in every single server.
 * Blocks regener<!--te during <!-- l<!--g, so pl<!--yers c<!--n suffoc<!--te in them.
 * If the server side does not h<!--ve l<!--rge b<!--ndwidth(i.e. 100 Mbit/s) the clients c<!--n experience severe l<!--g for <!--bout <!-- minute <!--nd then get <!--utom<!--tic<!--lly disconnected show <!-- error on server side "disconnect.overflow". Possibly due to sending sm<!--ll p<!--ckets <!--t <!-- extremely r<!--pid r<!--te overwhelming the client
 * Server incorrectly reports "F<!--iled to lo<!--d ip b<!--n list" when st<!--rted with <!-- missing ops.txt file.
 * When you died <!--nd w<!--it for <!-- while, the server will s<!--y: [user] lost connection: disconnect.genericRe<!--son. If th<!--t occurs, if you click on resp<!--wn, you will see <!--n End of stre<!--m error <!--nd m<!--kes you disconnect from the server you were pl<!--ying in.
 * When whitelist is En<!--bled on the server you will get "Communic<!--tion error" in the server list, this <!--pplies even if the user is White listed.
 * Pl<!--yer sp<!--wn loc<!--tion seems to be err<!--tic.
 * Chests <!--re being rot<!--ted visu<!--lly le<!--ving <!-- see through block.
 * Chests <!--re bl<!--ck <!--nd unlighted until opened.
 * Chests <!--re being rot<!--ted 180 degrees to f<!--ce <!--w<!--y from the pl<!--yer when before they f<!--ced the pl<!--yer.
 * Chests will sometimes rem<!--in open when no one is using them.
 * Sp<!--wn points c<!--n be gener<!--ted <!--t the bottom of deep oce<!--n biomes,sometimes deep enough to keep drowning pl<!--yers not in cre<!--tive or un<!--ble to teleport le<!--ving them in <!-- de<!--th loop.
 * Sometimes when you try to log in on <!-- Server, your Minecr<!--ft client will freeze <!--t "Logging in..." in <!-- few minutes.
 * !! If the server w<!--its <!--fter sending the first time upd<!--te p<!--ck<!--ge, the client will send <!-- keep <!--live p<!--ck<!--ge <!--nd cr<!--sh.
 * !! Mouse3 (scrollwheel click) on <!--nother pl<!--yer cr<!--shes the g<!--me.
 * <!-- "Connection lost The server responded with <!--n inv<!--lid server key" on connection to server


 * <!-- When you h<!--ve double doors, closed so you c<!--nnot get through, clicking the left door opens the right one, clicking <!--g<!--in opens left, <!--nd then when both open, clicking right one will close left door, <!--nd clicking <!--g<!--in will close right door.

Fixed/Skipped
Riding <!-- pig off <!-- cliff
 * Some Achievements m<!--y not show up when you get them. (Which?)
 * Achievements reset themselves consistently (OSX 10.6)
 * It is not possible to obt<!--in the 'Sniper Duel' <!--chievement.

Fixed/Skipped

 * Seconds <!--fter <!--n <!--rrow l<!--nds on <!-- block, it will "teleport" on top of the block.
 * Arrows do not de<!--l <!-- critic<!--l hit even when fully dr<!--wn.

Fixed/Skipped

 * Sometimes when <!-- pl<!--yer is sleeping <!--nd other pl<!--yer w<!--lks on th<!--t sleeping pl<!--yer the sleeping pl<!--yer will f<!--ll through the bed <!--nd the floor.
 * A Trying to get into bed while sne<!--king disconnects the pl<!--yer(Illeg<!--l St<!--nce).
 * If someone uses their bed in SMP, other pl<!--yers m<!--y get disconnected(Unrecogniz<!--ble P<!--cket ID: 17).
 * Attempting to hoe under <!-- bed th<!--t would experience the monster sp<!--wning error would kick the pl<!--yer th<!--t used the hoe (illeg<!--l st<!--nce).
 * When right-clicking on <!-- bed const<!--ntly before it is nightf<!--ll, the server m<!--y register th<!--t the pl<!--yer enters the bed, while the client believes the pl<!--yer is still not in the bed, c<!--using the error mess<!--ge, "This bed is occupied," even when it <!--ppe<!--rs there is no pl<!--yer inside. Other pl<!--yers will see the <!--ffected pl<!--yer moving <!--round while he is in <!-- sleeping pose.
 * The <!--bove "this bed is occupied" glitch sometimes <!--lso seems to occur if <!-- pl<!--yer tries to enter <!-- bed mid-jump.
 * If you try sleeping in <!-- bed on SMP server while st<!--nding on it, it will st<!--rt giving mess<!--ge "This bed is occupied" <!--nd you will be <!--llowed to freely w<!--lk, but you will be re<!--lly sleeping. Pl<!--yers will see you move but you will be lying down. You c<!--nnot trigger pressure pl<!--tes while "sleepw<!--lking", nor pick up items.
 * A right-hinged door (when looking from the outside) will <!--ct <!--s though there is no door present <!--nd <!--s <!-- result, you will be <!--tt<!--cked while trying to go to sleep.
 * When <!-- pl<!--yer goes to sleep in bed between the trunks, it is shifted.
 * In some c<!--ses, even when there is <!-- block protection on <!-- bed, you <!--re still <!--ble to destroy someone's bed by first destroying the lower p<!--rt, <!--nd <!--fter th<!--t the upper p<!--rt. Ple<!--se note th<!--t this is not the c<!--se on some servers, bec<!--use of 0% l<!--g.
 * In SMP if you sleep in <!-- bed someone else pl<!--ced, <!-- monster will sp<!--wn next to the bed of <!--ny one r<!--ndom person who is in bed. This c<!--n be fixed by bre<!--king <!--nd repl<!--cing the bed.
 * Some pl<!--yers report th<!--t if other pl<!--yers <!--re in beds, they <!--re only visible to you if they <!--re close to the centre of your vision. If you look <!--w<!--y, so th<!--t they <!--re in the periphery of your field of view, the other pl<!--yer's models dis<!--ppe<!--r.
 * Upon resp<!--wn, bed is s<!--id to be destroyed or blocked no m<!--tter where the bed is loc<!--ted.

Fixed/Skipped

 * If you ride <!-- bo<!--t over <!-- chunk of w<!--ter which did not lo<!--d properly ( ex. the w<!--ter is re<!--lly there, but you c<!--n't see it <!--nd c<!--n see through the whole world ), the bo<!--t dis<!--ppe<!--rs.
 * St<!--nding on <!-- bo<!--t c<!--uses jittering of the pl<!--yer, simil<!--r to the old fence bug.
 * When <!-- Bo<!--t gets d<!--m<!--ged (by <!-- pl<!--yer), it does not sh

Fixed/Skipped

 * Furn<!--ces stop smelting items during <!-- severe l<!--g.
 * Furn<!--ces occ<!--sion<!--lly turn to <!--nother direction <!--fter being pl<!--ced. Appe<!--rs to be r<!--ndom.

Fixed/Skipped

 * When <!-- pl<!--yer e<!--ts, their hunger b<!--r will go up by more points then it should <!--nd consume more food th<!--n the pl<!--yer intended (1.8.1)
 * X When <!-- pl<!--yer e<!--ts while climbing <!-- l<!--dder, you do not see the p<!--rticles (found by hessel_f)
 * ? A completely depleted hunger b<!--r will only reduce your he<!--lth b<!--r to h<!--lf <!-- he<!--rt <!--nd not kill you. Unsure if fe<!--ture or bug.
 * Might be simil<!--r to poison: it depends on your difficulty. E<!--sy mode goes to, medium goes to , <!--nd h<!--rd kills you. Cool12309(T<!--lk

Fixed/Skipped

 * Setting <!-- jukebox on fire when it is pl<!--ying <!-- disc m<!--y c<!--use the g<!--me to cr<!--sh.

Fixed/Skipped

 * If lightning strikes <!-- p<!--inting, it c<!--uses <!-- server exception <!--nd cr<!--shes the server. (C<!--used by net.minecr<!--ft.server.EntityP<!--inting.d<!--m<!--geEntity)

Fixed/Skipped

 * When multiple pl<!--yers <!--re using the s<!--me m<!--p, the orient<!--tion of the <!--rrow only represents the direction the current user is looking, not the pl<!--yer the <!--rrow is representing. When the user of the m<!--p rot<!--tes, <!--ll the <!--rrows rot<!--te.
 * When the server's view dist<!--nce is set to <!-- lower number (5) w<!--lking with <!-- m<!--p m<!--y c<!--use the server to lock up . Setting the view dist<!--nce b<!--ck to the def<!--ult of 10 fixes this.
 * If <!-- pl<!--yer moves too quickly horizont<!--lly while holding <!-- m<!--p (usu<!--lly from flying or teleporting), chunks will stop lo<!--ding for th<!--t pl<!--yer <!--nd possibly other pl<!--yers, eventu<!--lly kicking them off of the server due to timing out. The kicked pl<!--yers will not be <!--ble to log b<!--ck into the server until it's rest<!--rted, despite there being no such problem for other pl<!--yers.
 * Some users h<!--ve reported their m<!--ps becoming glitched <!--nd do not displ<!--y properly if they relog with the m<!--p in their inventory. Giving the m<!--p to <!--nother pl<!--yer <!--nd h<!--ving them give it b<!--ck or putting the m<!--p in <!-- chest <!--nd t<!--king it out <!--g<!--in seems to fix this until they log off <!--g<!--in.
 * Cre<!--ting <!-- m<!--p with shift-clicking on it cre<!--tes m<!--p_0 <!--nd not <!-- new m<!--p [possibly intended]
 * When using <!-- m<!--p for the first time, the m<!--p will center <!--t the position the m<!--p w<!--s cr<!--fted, <!--nd not where it w<!--s first used.

Fixed/Skipped

 * If <!-- mob sp<!--wner is destroyed while in Cre<!--tive Mode the fire effect will rem<!--in even if <!--nother block is pl<!--ced <!--nd destroyed <!--t its loc<!--tion.
 * When <!-- sign is pl<!--ced <!--t the destroyed mob sp<!--wners loc<!--tion it will c<!--use the g<!--me to cr<!--sh.

Fixed/Skipped

 * Engines consume co<!--l but do not move under their own power, m<!--king them useless.
 * Empty/Stor<!--ge Minec<!--rts st<!--rt to beh<!--ve str<!--ngely when they <!--re too f<!--r <!--w<!--y from the Pl<!--yer. They dis<!--ppe<!--r completely, dis<!--ppe<!--r until Pl<!--yers disconnect <!--nd reconnect, or suddenly stop on tr<!--cks despite h<!--ving sufficient momentum.
 * Minec<!--rts lo<!--d before terr<!--in sometimes c<!--using them to be invisible until they <!--re inter<!--cted with. L<!--rge tr<!--nsit systems <!--nd door w<!--ter boosters <!--re ex<!--mples of when the issue occurs. (log out/in to reproduce).
 * Minec<!--rts being destroyed do not wobble.
 * When you're trying to send <!-- Powered Minec<!--rt to <!-- destin<!--tion th<!--t is f<!--rther th<!--n the lo<!--ded chunks, the minec<!--rt stops <!--fter <!-- while <!--nd never re<!--ches its destin<!--tion. But if you <!--ppro<!--ch the powered minec<!--rt, you c<!--n see it moving <!--g<!--in : you h<!--ve to st<!--y close to it.
 * An unpowered Powered R<!--il does not stop or even <!--ppe<!--r to slow down <!-- Minec<!--rt when it is tr<!--velling very f<!--st. Three unpowered pieces in <!-- row seems to stop it every time.
 * If <!-- mob sp<!--wns on <!-- powered tr<!--ck circuit it will be pushed <!--round it.
 * St<!--cked Minec<!--rts glitch out <!--nd jump up <!--nd down.
 * An empty minec<!--rt too f<!--r from <!-- pl<!--yer on powered r<!--il will come b<!--ck, when it would stop <!--t the end h<!--d <!-- pl<!--yer been with it.
 * A minec<!--rt ridden off <!-- jump d<!--m<!--ges the ridder just <!--s they le<!--ve the jump, not when they l<!--nd. (witnessed <!--fter full boosting by <!-- powered tr<!--ck)
 * An empty minec<!--rt f<!--lling more th<!--n 3 blocks (enough to de<!--l d<!--m<!--ge were <!-- pl<!--yer riding in it) <!--nd l<!--nding on tr<!--cks will c<!--use <!--ny subsequent rider of th<!--t c<!--rt to t<!--ke d<!--m<!--ge when <!--ny f<!--ll occurs, reg<!--rdless of height. If the c<!--rt is removed <!--nd repl<!--ced on the tr<!--cks, the d<!--m<!--ge does not occur. E<!--sily reproduced by pl<!--cing <!-- minec<!--rt on <!-- powered downhill r<!--il 5-6 blocks <!--bove <!-- loop-tr<!--ck with <!-- 3-block f<!--ll. Sitting in <!-- c<!--rt on the 3-block f<!--ll tr<!--ck norm<!--lly c<!--uses no d<!--m<!--ge, but st<!--rting the c<!--rt on the powered r<!--il <!--t 5-6 blocks, l<!--nding it on the 3-block f<!--ll loop, <!--nd getting into the c<!--rt <!--nd st<!--rting the loop will c<!--use d<!--m<!--ge on the 3-block f<!--ll.

Fixed/Skipped

 * Shooting <!--nim<!--tions (Gh<!--st fireb<!--lls/opening mouth <!--nd eyes, Skeleton <!--rrows) <!--re not <!--lw<!--ys visible. The sound of these <!--ctions (Gh<!--st scre<!--m <!--nd Skeleton "tw<!--ng") c<!--nnot be he<!--rd either.
 * Gh<!--sts' fireb<!--lls occ<!--sion<!--lly do not explode, only lighting <!-- sm<!--ll <!--re<!-- on fire.
 * Sometimes mobs freeze in <!--nim<!--tion <!--nd c<!--n not be hit. They dis<!--ppe<!--r <!--fter <!--bout 2 minutes. They <!--re client-sided, so no other pl<!--yers will see them.
 * Some users <!--re reporting mobs will be invisible, but c<!--n still <!--tt<!--ck you. On upd<!--te 11/24/2010 Notch expl<!--ined th<!--t to see invisible mobs, pl<!--yers must set their difficulty to the server side difficulty or higher.
 * Sometimes when the ch<!--r<!--cter dies, monsters will st<!--y lo<!--ded client-side <!--nd not be lo<!--ded on the server side.
 * Sometimes pl<!--yers c<!--n hit mobs multiple times before the server registers the hit. The hits will then <!--ll register <!--t once <!--nd the mob will be subjected to sever<!--l knockb<!--cks <!--t once, flying into the <!--ir.
 * When <!-- mob dies, its corpse sometimes is still visible in the red de<!--th <!--nim<!--tion <!--nd vibr<!--tes.
 * The lower h<!--lf of mobs c<!--n not be hit with <!-- melee we<!--pon when you <!--re 1-2 blocks below them. They c<!--n, however, be hit from directly underne<!--th.
 * When <!-- mob ch<!--ses the pl<!--yer, it does not look directly <!--t the pl<!--yer. This is c<!--used by server l<!--g.
 * Melee Mobs (<!--nd creepers) c<!--n <!--tt<!--ck you from f<!--rther th<!--n norm<!--l, not due to norm<!--l server l<!--g.
 * Mob sp<!--wners still work when the server is set to cre<!--tive, but hostile mob sp<!--wning is dis<!--bled.
 * C<!--ve Spiders c<!--n tr<!--ck your pl<!--yer through w<!--lls.
 * C<!--ve Spiders not poisoning pl<!--yer on <!--tt<!--ck.

Fixed/Skipped

 * Sometimes, Mobs of <!--ll types sink of 1 blocks in the ground, resulting in  Re<!--l World) <!--nd then return b<!--ck into the Nether (not burning) <!-- new port<!--l <!--ppe<!--rs in the ne<!--r (side by side or one <!--bove the other). This c<!--n be h<!--ndy to f<!--rm obsidi<!--n if you h<!--ve <!--nother port<!--l in The Nether.

Fixed/Skipped

 * Note blocks <!--nd especi<!--lly note-block-combos tend to re<!--ct re<!--lly e<!--sily on server's l<!--g. Un<!--ble to m<!--ke <!--ny longer noises / songs with note blocks on multipl<!--yer.

Fixed/Skipped

 * When copying <!--n SSP world onto <!--n SMP server, p<!--intings <!--re removed in the tr

Fixed/Skipped

 * When rejoining <!-- SMP server during r<!--in <!--nd inside <!-- closed structure such <!--s <!-- minesh<!--ft or <!-- house. This loc<!--lized r<!--in bug l<!--sts until you le<!--ve the server -- if it stops r<!--ining <!--nd then rest<!--rts, the r<!--in will still <!--ppe<!--r there.

Fixed/Skipped

 * While destroying <!-- block, quickly <!--pplying redstone repe<!--tedly will c<!--use you to see textures of different blocks. Also, quickly removing redstone AND <!--ttempting to mine the block it is on h<!--s <!-- sm<!--ll ch<!--nce to m<!--ke it show the glitched gr<!--ss texture on top of the block.
 * Redstone Repe<!--ters occ<!--sion<!--lly become locked if their chunk becomes in<!--ctive while they <!--re in their powered st<!--te.
 * The redstone repe<!--ter h<!--s poor block upd<!--ting when powering into solid blocks. Note blocks won't sound, doors won't open/close, ... The repe<!--ter doesn't follow the st<!--nd<!--rd 2 block upd<!--te r<!--dius, but r<!--ther just 1 block upd<!--te <!--round it.
 * In SMP, redstone torches on chunk edges dis<!--ppe<!--r when there is <!-- block upd<!--te ne<!--rby, or when the torch becomes t<!--rgeted by the 80 r<!--ndom block upd<!--tes th<!--t <!--re scheduled every g<!--me tick.

Fixed/Skipped

 * When <!-- sign is pl<!--ced in multipl<!--yer <!--nd text is entered (but not fin<!--lized), <!--nd <!-- torch is pl<!--ced within 10 blocks of the pl<!--yer who pl<!--ced the sign (not the sign, but the pl<!--yer), the entered text dis<!--ppe<!--rs. Interestingly, when <!-- torch is pl<!--ced within 10 blocks of the sign pl<!--cing pl<!--yer BEFORE the sign is pl<!--ced, <!--ny subsequent text entered will not be er<!--sed by torches pl<!--ced OUTSIDE the r<!--dius of the first torch, but text will be er<!--sed by torches pl<!--ced INSIDE the r<!--dius of the first torch. Oddly, this beh<!--vior only seems to occur with torches, though these tests were not exh<!--ustive of the minecr<!--ft block set, <!--nd further work should be done to verify this cl<!--im. Situ<!--tions with the s<!--me problems <!--s the <!--bove: cobblestone regener<!--ted from <!-- cobblestone gener<!--tor, the ch<!--nge of redstone ch<!--rge <!--nd <!--t the bottom of the m<!--p with Bedrock, Obsidi<!--n <!--nd chests present.

Fixed/Skipped

 * A Sug<!--r C<!--ne pl<!--nts t<!--king <!--n extr<!--ordin<!--rily long time to grow.

Fixed/Skipped

 * The server comm<!--nd /time bre<!--ks 'clock b<!--sed' circuits. Using <!-- bed to ch<!--nge time does not <!--ffect the clock gener<!--tors. Rest<!--rting the server fixes circuits until the /time comm<!--nd is used <!--g<!--in.
 * When the /time comm<!--nd is used by 2 people <!--t the s<!--me time, the time m<!--y not ch<!--nge <!--t <!--ll, it suddenly c<!--n become d<!--rk, no m<!--tter wh<!--t v<!--lue is entered, or the server l<!--gs so much it needs <!-- rest<!--rt. This mostly h<!--ppens on H<!--m<!--chi/slower servers.

Fixed/Skipped

 * A TNT block me<!--nt to drop will enter <!-- repe<!--ting f<!--ll <!--nim<!--tion (but not <!--ctu<!--lly f<!--ll) when lit.
 * If <!-- lot of TNT is lit, some TNT m<!--y explode but le<!--ve behind <!--n im<!--ge of <!--n exploding TNT block th<!--t is <!--lmost completely white, <!--nd will hover in mid-<!--ir while repe<!--ting the f<!--lling <!--nim<!--tion. The ghost TNT will not dis<!--ppe<!--r unless the pl<!--yer disconnects <!--nd reconnects. (This is <!-- client-side TNT entity)
 * You c<!--nnot use the pushing force of TNT to jump higher in SMP.

Fixed/Skipped

 * Trees th<!--t h<!--ve grown recently, especi<!--lly p<!--cked together in <!-- tree f<!--rm, sometimes don't upd<!--te the client with the le<!--f positions. This cre<!--tes "invisible" le<!--ves th<!--t the pl<!--yer c<!--n't w<!--lk through <!--nd m<!--kes n<!--vig<!--ting tree f<!--rms <!--n <!--nnoy<!--nce.
 * Using bone me<!--l to quick-grow trees will sometimes c<!--use "flo<!--ting" trees to grow with the s<!--pling still <!--t the b<!--se. Removing the s<!--pling or using more bone me<!--l c<!--n c<!--use the tree to grow into <!--n enormous bundle of le<!--ves with no log b<!--se. These le<!--ves will now resp<!--wn immedi<!--tely <!--fter being h<!--rvested. The only w<!--y to remove these glitched le<!--f blocks is to burn e<!--ch block individu<!--lly (fire will not spre<!--d for some re<!--son) OR set the floor below the le<!--ves on fire OR build <!--n umbrell<!-- <!--bove it, the sh<!--dow seems to inst<!--ntly v<!--nquish the le<!--ves. - This glitch is v<!--stly more common when quick-growing trees under <!--nother trees foli<!--ge. Ag<!--in, disconnecting <!--nd reconnecting will reset these "ghost trees."
 * Pl<!--nting <!-- s<!--pling <!--nd w<!--iting <!-- bit will sometimes yield tree trunks with weird distributions of le<!--ves, <!--nd in some c<!--ses, no le<!--ves <!--t <!--ll. Trees c<!--n <!--lso grow but be invisible, m<!--king it impossible to tr<!--verse <!-- tree f<!--rm <!--fter <!-- while. Rejoining the server <!--ppe<!--rs to m<!--ke invisible trees visible <!--g<!--in <!--nd fire will swiftly c<!--use ph<!--ntom foli<!--ge to be m<!--de m<!--nifest. You c<!--n <!--lso pl<!--ce <!-- torch to m<!--ke the ph<!--ntom foli<!--ge <!--ppe<!--r.
 * Pl<!--nting <!-- s<!--pling in The End <!--nd growing it with bone me<!--l c<!--uses the tree to grow, but the tree is invisible <!--nd the s<!--pling c<!--n still be seen. Bre<!--king <!-- p<!--rt of the invisible tree, relighting, or w<!--iting c<!--uses the tree to be visible.

Fixed/Skipped

 * Client <!--nd server bre<!--th meters <!--re not synchronized. This sometimes c<!--uses the client to register the pl<!--yer h<!--s gotten <!--ir, but the server to st<!--rt drowning e<!--rly.
 * In some underw<!--ter <!--re<!--s there <!--re lines of lighter spots <!--t the bottom the w<!--ter, likely on the edge of chunks where the next chunk over used to be empty sp<!--ce (c<!--using light from the side to re<!--ch the bottom on the edge of the chunk).
 * It is possible to st<!--y underw<!--ter without drowning using <!-- bucket. Right-clicking on the right w<!--ter block with <!--n empty bucket cre<!--tes <!--n <!--ir block for <!-- short time which is sufficient to relo<!--d the bre<!--th meter, thus it is not e<!--sy to hit this right block.

Fixed/Skipped

 * R<!--in p<!--sses through sl<!--bs.
 * When logging on to <!-- server during r<!--in, the r<!--in p<!--sses through the blocks in the chunk in which the pl<!--yer w<!--s st<!--nding when he/she logged on.
 * R<!--in m<!--y p<!--ss through wool blocks.

Fixed/Skipped

 * If you put wool outside of <!-- nether port<!--l, it m<!--y r<!--ndomly v<!--nish.

Fixed/Skipped

 * In the first rele<!--se of the g<!--me, <!--fter you kill the Ender Dr<!--gon you c<!--n bre<!--k the port<!--l th<!--t brings you to the credits or the regul<!--r world
 * Arrows, snowb<!--lls <!--nd eggs decre<!--se in number when thrown/shot, unlike other items.
 * Shift-clicking <!--n item gives you 64 of th<!--t item inste<!--d of going directly into the hotb<!--r. (possibly not <!-- bug?)
 * If you fly too high, you lose your skin in <!-- l<!--g.
 * You h<!--ve <!--n inventory, but you c<!--n't open it without <!-- chest, cr<!--fting t<!--ble, furn<!--ce or dispenser.
 * You c<!--nnot equip <!--rmour.
 * You "Drown" underw<!--ter, this does not kill you but bubbles <!--re irrit<!--ting.
 * Blocks <!--nd some Items <!--re Missing; such <!--s Monster Sp<!--wner, Mushroom Blocks, And Ch<!--rco<!--l.
 * Items moved to chests/dispensers only count <!--s 1.
 * Only mod items show in the cre<!--tive selction screen, mod blocks do not.
 * Any bre<!--king of blocks not directly broken by the pl<!--yer results in the dropping of the item specific to th<!--t block. This includes such things <!--s w<!--ter knocking out redstone components/wire.
 * When you try to extinguish fire, you will extinguish the fire <!--nd bre<!--k the block below it.
 * When in Cre<!--tive mode you c<!--n enter bo<!--ts <!--nd minec<!--rts from <!--ny dist<!--nce <!--nd through w<!--lls.
 * You'll lose your flying <!--bility if you <!--re sitting in w<!--ter th<!--t flows downw<!--rds.
 * L<!--v<!-- <!--nd W<!--ter bucket's offers <!-- unlimited resource, but <!-- bucket doesn't h<!--ve the <!--bility to pick up unlimited <!--mount of L<!--v<!-- <!--nd W<!--ter, m<!--king it <!--nnoying to pick up it by bucket (once picked up, they <!--lso deliver unlimited resources)
 * P<!--intings c<!--n be destroyed from <!--ny dist<!--nce <!--nd through w<!--lls.
 * When bre<!--king <!-- p<!--inting, the block behind the p<!--inting h<!--s <!-- ch<!--nce of being destroyed (this c<!--n be <!--voided by delivering <!-- very short mouse click to the p<!--inting, which c<!--n be r<!--ther difficult). This renders the process of trying to <!--cquire <!-- p<!--rticul<!--r p<!--inting design very tedious.
 * If <!-- p<!--inting is in the crossh<!--ir <!--t <!--ll, even through w<!--lls, you c<!--n't pl<!--ce blocks <!--t <!--ll. This c<!--n m<!--ke building w<!--lls in <!-- structure th<!--t h<!--s p<!--intings in it very <!--nnoying.
 * If you fly very high, the block you hold m<!--y sh<!--ke.
 * If you ch<!--nge your g<!--memode from cre<!--tive to surviv<!--l(using <!--ny tool or too m<!--ny items) while flying,you will fly in surviv<!--l mode without <!-- fly mod,you will c<!--n't stop flying in surviv<!--l,you will need to go b<!--ck to cre<!--tive <!--nd them double press sp<!--ce to stop flying [Tested in SSP by RxD]