Minecraft Wiki:Issues/Beta 1.9pre6

The sixth pre-release for Beta 1.9 has been recently released by Jeb.

''' Use the Discussion page first before adding any bugs onto this page. ''' Bugs can be confirmed by checking into the discussion page and make sure other people reply to your report and have the same problem. Please specify if the bug is in singleplayer, multiplayer, or both.

Organization
'There is no need to place bullet points before issue labels. Use bullet points only for comments. Be sure to leave a single totally blank line before each new issue (but not before comments), unless the issue appears directly beneath a header.'

Please ensure that the bug is tested on a 'vanilla', installation of 1.9pre6 with NO MODS installed

Please specify whether the bug was found on SSP, SMP or Creative and if it is repeatable on other modes.

Please mark your issue with one of these issue labels: (listed from highest priority to lowest)
 * !! = Critical bug that can crash a Minecraft client or server.
 * ! = Major bug. Use this tag sparingly; if there is consensus your bug is not major, it will be downgraded.
 * a! = Major annoyance. Think very carefully before flagging an annoyance as major.  Is it really more important than most minor bugs?  Use this tag sparingly; if there is consensus your annoyance is not major, it will be downgraded.
 * x = Minor bug.
 * a = Annoyance.
 * ? = Potential issue that you are unsure of or that the community (on the discussion page) believes requires further vetting. Note: do not use this label to indicate this-is-not-a-bug; instead, replace the issue's current label with [A] or [A!].  Furthermore, it is inappropriate to use this to flag something you disagree with; instead, express your opinion in a comment. When you apply this label to an issue, place it after the issue's existing labels; do not remove those labels.

Labels for indicating that an issue happens only in a particular game mode: (These labels cannot stand alone; you must use them in addition to, not instead of, the ones listed above.)
 * sp = Single-player.
 * mp = Multiplayer.
 * su = Survival mode.
 * cr = Creative mode.

Labels for indicating that an issue is restricted to a particular OS:
 * = Mac OS =  
 * = Windows =  
 * = Linux =  

Labels that Jeb uses:
 * f = Bugs that have been fixed in the next update.
 * s = Bugs that will be skipped/ignored for now.
 * u = Bugs that Jeb tested but was unable to reproduce. Append this tag to the end of existing issue labels, instead of replacing them.

To produce these labels, use the following code:  c where c is the code of the label you wish to use. (e.g., a for annoyances, etc.)

The default issue type is minor bug; you can produce this label with the shorthand  undefined .

''Be sure to sort issues by category, type, and priority: redstone issues go in the Redstone section, etc.; bugs go in the Bugs subsection, with major bugs listed before minor bugs, annoyances in the Annoyances subsection, with major ones before minor ones, and issues that Jeb has marked as fixed or skipped are moved to the Fixed/Skipped section. Issues that Jeb cannot reproduce, however, are to remain in their original place.''

Please sign all issue reports and comments by typing   (three tildes; tilde may be found above  on QWERTY keyboards).

'Finally, please do not spontaneously delete an issue report or comment, unless it is patent nonsense submitted by someone who has not logged in. If possible, contact the submitter by user-talk first and tell them about your concerns. They will almost certainly oblige. As always, assume good faith.'

Bugs
! Piston can "burn out" in a state simultaneously powered and un-powered. --Munin295
 * 1.9pre5 1clock piston bug.png To reproduce: The image shows two different 1-clocks (powered by the same torch). If you attach a piston and block to the right 1-clock, it works fine. If you attach a piston to the left 1-clock, it works fine until you add a block—then it "burns out" in a state that appears to be both powered and un-powered. It's then actually possible (in Cr at least) to reset the piston by destroying the extended arm (without destroying the piston). --Munin295
 * To reproduce: create this BUD flip flop, place a block here, the piston will now be in a bugged state.
 * Another way to reproduce the same bug. (the torch is on the ground, not attached to the block with the redstone.) --User42

! Wire-after-Repeater Connectivity Bug #2 When a repeater powers redstone dust, blocks placed to the left or right of the redstone dust (with the repeaters direction being "up") are not powered. http://imgur.com/a/6tzC9 (better pictures) (New in 1.9p6)

! Identical mechanisms produce different results. --Munin295
 * 1.9pre6 same build different rate.png The image shows two identical piston 1-clocks with a piston attached to each one (lower right of each). The attached piston on the left extends and retracts on the expected 1-clock cycle, but the attached piston on the right extends and retracts on a 2-clock cycle. If I change the the way power transmits from the right 1-clock to the attached piston it switches to a 1-clock cycle, but if I then restore the path as shown in the image it returns to a 2-clock cycle. If I downgrade to 1.9pre5, both attached pistons extend and retract on the expected 1-clock cycle, so this may be new. In the image I am looking straight down with F3, so image shows seed and precise location, since this might be difficult to reproduce. (This all would be more easily demonstrated with a video but I'm not set up for that.) --Munin295
 * I tried moving the left mechanism two blocks to the left in case the mechanisms were interfering with each other via the Piston Quasiconnectivity Bug. Now both attached pistons are extending and retracting on a 2-clock cycle. Weird. --Munin295

! Redstone-torches randomly burnout and never recover (Video on youtube)

undefined A trap door is able to remain even after the block it was placed on is separated by retracting the trapdoor with a sticky piston. -InspiredNoob
 * It's certainly a bug, but I know a lot of people who'd really like to be able to have freestanding trap doors. —Immute [talk]

? If a piston interacts with a vine, the vine completely disapears, along with these other blocks: sapling, dead bush, fern, grass, (Please help test more of these blocks) -InspiredNoob

undefined Pistons on the bottom layer of the world are not able to receive power if they are placed horizontally. This is not true for dispensers.

undefined Sometimes, Redstone torches do not update when placed ontop of each other (to transfer the current upwards). (exemple: http://dxhosting.net/dlp/uploads/pictures/2011-11-12_00.13.35.png)

X If sticky pistons retract too fast while it has a block, the block will be left behind.
 * This is a feature, not a bug and has existed since pistons were introduced. A lot of people use this "bug" to create all sorts of interesting timers, counters and other advanced redstone contraptions.  It requires a 1 tick pulse, so if your standard user is running into this "bug" then odds are they are spamming a lever instead of actually using the piston as intended.

X In double door setups there is always one door open when it has a redstone object nearby.

a Redstone signals can no longer be pushed trough glowstone, due to the material change to glass.

Fixed/Skipped
!s Piston Quasiconnectivity Bug A piston can be powered by a block that is not directly adjacent to it, but diagonally above or 2 blocks above. However changes to these blocks will not propagate updates to the piston. However, when the piston is caused to update by other means, it will take into account the state of these nonadjacent blocks. This list seems to have originated from this image:
 * People keep reposting this bug here, unaware that it had been addressed in the 1.9pre5 list. I'm copying it over so that everyone is aware of its status.  Please don't remove. —Immute [talk]
 * This is intentional, Jeb even proves it in his "Pistons in progress" video.
 * Can you tell exactly where it is proven to be intentional? it certainly isn't in that video. This bug has plagued everyone who ever tried to make a construction with two layers of pistons above each other, since they cannot be controlled separately and behave really strange. It is also very counter intuitive to new users, and it makes absolutely no sense at all.
 * He said he won't fix it as people use it in designs. (Look on his twitter, he said it about 3/4 days ago) Cool12309(Talk
 * Tried searching his twitter, could not find such post. What kind of design uses this bug? Also, this bug breaks too many piston-circuits: some hidden solid wall doors and ~all piston-transistors.
 * This bug is used in BUD switches, to detect block changes, and hidden piston doors. Otherwise you would need more complicated wiring to power the 2 bottom pistons. 186.204.105.168 17:12, 12 November 2011 (UTC)
 * I know that pistons being powerable from 2 blocks away is intentional, not a bug to be fixed, but the fact that updates don't propagate from all powering positions might actually still be a bug... 76.105.37.245 18:01, 12 November 2011 (UTC)

Bugs
! Wooden doors can no longer be opened by left-clicking or right-clicking on them, however they can still be opened by using Redstone. Jeb already is aware of this.
 * Placing adjacent pressure plates (inside and out) will open it, without needing to use Redstone. This is useful, for now, during early game of Survival.

! Trapdoors no longer open by right clicking them when there are others nearby - causing a hard time to try opening 6 at once --Anon
 * Trapdoors are resetting to the down position when a block adjacent is placed or updated. - Kabonos

! Water destroys End Portal blocks, leading to a possible "permanently trapped" condition in the End.--PlNG 01:56, 12 November 2011 (UTC)

undefined Leaves can be destroyed quicker with a pickaxe (instantly with a diamond one). --scainburger [Talk|Contributions]

undefined The properties of glowstone are now incorrect. (Aggregating a bunch of bug reports here.) Buttons, levers, redstone dust, etc. can no longer be placed on glowstone. Fences won't attach to glowstone anymore. It looks like we have a coupling problem here. You (Jeb) probably had to change glowstone to "transparent" to make it light correctly (now shadow gradient, etc.). But "needs to be rendered in a special way" and "has transparency, so redstone dust, etc. looks stupid on it" are orthogonal concepts. I hope there's an easy way to separate them, since we'd really like to be able to have our cake and eat it too! :) —Immute [talk]
 * Confirmation: glowstone no longer blocks diagonal redstone signals, which is another attribute of transparent blocks. –Ahruman
 * Glowstone should be reverted to how it was before. This is a resurgence of the properties it had in 1.6.0-1.6.5. The original lighting issue that instigated this change for 1.9p6 wasn't a problem with glowstone to begin with, it's a problem with glass, as noted in the lighting section. --OSX2000 01:24, 12 November 2011 (UTC)
 * Additionally - Minecart tracks can no longer be placed on glowstone. Tracks placed on glowstone from a previous version of a map will "pop-off" the glowstone and cannot be re-placed.  -- Kidbeans

undefined Left- or right-clicking on a closed trapdoor, that is sideways adjacent to any open one, does not open it and closes all surrounding trapdoors.

undefined All the colours of wool show up as grey on a map.

x As you fill the sides of a block/blocks with paintings it gets very hard to get that block into 'focus' to connect another block to it or destroy it. You can even pop paintings that are on the oposite side of the wall when doing this. (strictly speaking paintings are entities and not blocks, why is this?)

x You can trigger pressure plates 2 blocks above them if you are flying. 
 * I have been unable to reproduce this.--Incanus uk 01:44, 13 November 2011 (UTC)
 * People in SMP can do it. Must be an SMP only bug.

undefined Rain falls through End Portal blocks

Annoyances
a Several blocks and items are not stackable for no reason and therefore need extremely many space in the inventory and in chests:
 * Signs
 * All types of Doors
 * Beds
 * Boats
 * All types of Minecarts
 * Buckets (Empty)
 * All types of Music Discs
 * (Add any more if found, NO tools, armour, and weapons.)


 * I don't even think these items were stackable in the first place.
 * I think that was the point. They were not stackable in the first place, but there is no reason for them not to be. So this would be a valid bug. --Gitterrost4
 * Until Mojang states that these items should be stackable, this issue fails to meet the definition of a bug (unintended/malfunctioning behavior). Moving to Annoyances. 24.89.232.132

a While ___ is craftable into ___, ___ is not craftable back into ___. (Add a better title please)
 * While Clay Balls are craftable into Clay (Block)s, Clay (Block)s are not craftable back into Clay Balls
 * While String is craftable into Wool, Wool is not craftable back into String.
 * I think this is not actually a bug, because unlike Clay that is useless itself and yields 4 Clay Balls, Wool and Strings are both useful, but Wool is acquired much more easily, in larger numbers with Shears and has a 4:1 value with strings. That would make the Wool OP and render Spider Hunting useless. Seud
 * Wool and Clay blocks are ideal for storage of these items. It's more of a matter of consistency.  Spider Hunting is already useless, at least for string (hunting for spider eyes would still be useful), now that abandoned mines are full of cobwebs.  You end up with multiple stacks of string that may as well be compressed into Wool.  As for if this is in fact a bug or not, that's up to the developers.--Inertia 08:59, 12 November 2011 (UTC)


 * While Glowstone Dust is craftable into Glowstone, Glowstone is not craftable back into Glowstone Dust.
 * While Melon Slices are craftbale into Melon (Block)s, Melon (Block)s are not craftable back into Melon Slices.
 * While Snowballs are craftable into Snow Blocks, Snow Blocks are not craftable back into Snowballs.

a Incorrect collision box sizes:
 * Fence Gates have their collision boxes as the entire cube.
 * Chests have their collision boxes as the entire cube.

a Fence Gates are not affected by redstone or switches like buttons, levers, pressure plates.

a Dispensers cannot be placed facing up or down; should consider using the piston's placement function where they always face towards the player.

a Of the ores and minerals: Lapis, Iron, Diamond, and Gold can all be crafted into storage blocks. Redstone and Coal cannot. Iron, Diamond and Gold are all metals and therefore it makes sense for them to be shaped in the way they can be (into a cube). Lapis is a dye so can be made into a cube also. Redstone and Coal however are dust and carbon, not materials that can be made into blocks from smaller pieces in reality. --Corbiere6743 16:25, 12 November 2011 (UTC)
 * One would be hard-pressed (ha) to make a cube out of a bunch of diamonds in real life seeing as how they are crystalline carbon and not metal. Similarly lapis lazuli is a brittle rock, and redstone is not even a real thing. Working properties of these materials in 'reality' have no bearing on this issue; if there is a reason for redstone and coal not being craftable into storage blocks it ought to be design related and I'd love to hear it.


 * Redstone in particular is immensely annoying considering it is very abundant and it often clogs up miners' inventories. Lapis would be about as annoying if the lapis blocks did not exist.

a Signs and Chests are missing their "cracking" animation.

a cr The game musics are not being played in Creative Mode since 1.8.1 (not sure if it's intended, but it's something that feels missing).

a Double Slabs, Silverfish Stone, End Portal Frames, End Portal Blocks, Melon Vines, and Pumpkin Vines all have no name when the mouse rolled over them. All these blocks can be obtained with the /give command on unmodded servers, and some can be obtained via silk touch.

a End Portal blocks do not show the portal effect when viewed from underneath.
 * MIGHT be intentional.

a Pressure plates on fence posts (as in tables in NPC Villages) are activated even when touching them on the side. This generates annoying clicking sounds when players or villagers are walking around in these houses. (Does not appear in multiplayer currently as pressure plate sounds don't work there). -- JonHa97

a ?Ice is no longer obtainable with the Silk Touch enhancement; water is produced as usual.
 * Jeb said he "fixed this in an unsatisfactory way" by removing it from silk touch. He might improve on it.  I suggest that upon entry to the Nether, water buckets turn to plain buckets, ice and water (8, 9, 79) simply disappears from inventory, and a loud hiss and particle effect similar to lava touching water emanates from the player.  This way players are allowed to keep ice in the Overworld and End, and enhances the atmosphere of the Nether.--PlNG 01:45, 12 November 2011 (UTC)
 * ice noe longer being obtainable makes silk touch nearly worthless. when it was introduced, i was so glad that finally there was a legitmatly way to get spawners and ice to build cool structures out of them. Especially cool was that it was quite difficult to get silk touch, so not everyone would have this. And same is with water in the nether. It is really cool if it is not easy. but possible to set water there; some kind of reward for all the effort to get silk touch!
 * This is the kind of lazy dev that makes it extremely difficult to recommend MC to anyone. Took me quite a while to get silk touch, wanted to make an ice sculpture type build, go to mine ice and found out the laziest possible 'fix' was used. SvenBoogie 01:10, 13 November 2011 (UTC)


 * Agreed. If anything, perhaps it could be changed so that Ice no longer melts in the Nether? TorchicBlaziken 00:54, 13 November 2011 (UTC)

Minecarts & Rails

 * undefined Detector Rails output has always the same length when it is activated and a second Minecart drives over it.
 * undefined When you aim a block and there is a minecart behind this block, the game will think you're aiming the minecart behind the block.

Bugs
!  Minecraft does not ship with the latest version of LWJGL, which causes stuck keys and other issues on Linux and Mac OS X.
 * I have this issue with stuck keys on Windows, also when updating LWJGL. believe its a myth that it is restricted to Linux/OSX/Specific versions of LWJGL. --zerpa
 * I have read that the stuck keys originates from the Linux JRE. I have added the latest LWJGL to Minecraft and it did not solve the issue for me. I also made a test program with the latest LWJGL and confirmed that, for me, the stuck keys issue always exists on LWJGL applications when pressing "W" and "S" simultaneously. (I run Ubuntu 11.10 with Java 1.6.0_26.) -karob
 * For me the "stuck keys"-bug is fixed by updating the LWJGL version. But regardless its a good a idea to update it, minecraft is shipping 2.4.2 (11 april 2010), the latest version is 2.8.1 (15 october 2011). --4poc 01:26, 13 November 2011 (UTC)

undefined Pumpkin appears to never grow, been several (Minecraft) days now and I've wasted hundreds of bone meal on the vines, trying to grow them (They're stuck last vine before pumpkin). Please confirm. Note: Unsure about melons.


 * Pumpkins grow just fine for me. Using bone meal on the vine has never produced pumpkins, it only grows the vine to the final stage. Not a bug. Jmaasing 23:36, 12 November 2011 (UTC)
 * Yes, one of vines suddenly became a pumpkin. Took about 15-16 Minecraft days. I just though that very long.

! Sleeping on a bed placed on half-blocks will cause you to wake up in the wall and suffocate.
 * The room this happened in was three blocks wide with the bed in the center. I will try other room combinations and post updates.

undefined You can't hold down the left mouse button to continuously attack any more, or break a minecart any more; instead, you have to click it repeatedly.


 * Notch and Jeb have stated this is intended to make mobs harder to kill. Because minecarts are entities this effects them too.
 * Do you have a source for Notch and Jeb stating this? Jeffrey6978 21:19, 12 November 2011 (UTC)

undefined Double tapping the sneak key while walking causes the player to start sprinting. --scainburger [Talk|Contributions]
 * This is not a new issue - I used it in 1.8 (see also Sprinting). This might, but mustn't, be a feature, intended for people who would like smoother transition between walking and sprinting.
 * I know it's not new. I've also been using it for a while. Still, it's a bug...maybe. --scainburger [Talk|Contributions]

undefined At night, a bed cannot be entered while standing on top of it. However, when trying to do this at daytime, the message "You can only sleep at night" still shows. --scainburger [Talk|Contributions]

undefined Getting in/getting out of a boat/minecart will make you use whatever item you're holding (If you hold a bow and try to get out of a boat, you will shoot it as you leave the boat)

undefined sp When under a 2-block high ceiling and next to a redstone repeater you can fall through one level of blocks. This video gives a good description of how to reproduce.
 * Also works with closed trapdoors instead of repeaters and also works with mobs (like snow golems) instead of players -- JonHa97
 * In smp player will bounce right back immediately -- 93.106.77.77 22:02, 11 November 2011 (UTC)

x The Eye of Ender, when thrown, clips through blocks and is lost, which uses up way too many eyes when looking for a Stronghold. Private meta

undefined Killed by lava and drowning in water multiple times, but there were no deaths counted on the statistics page.

undefined Picking up lava with a bucket in creative mode does not give you a lava bucket.
 * This is almost definitely intended. When placing water or lava from a bucket in creative mode, the bucket stays full. This is so you can place multiple sources, or as in this case, take multiple away, without having to switch item. --scainburger [Talk|Contributions]

Annoyances
a! According to the "en_US.lang" language file, there should be a "Quit Game" button on the Title Screen, but it's missing. It only appear when testing the game with the MCPatcher HD Fix (Screenshot).

a! Weapons/Tools of the same material and type cannot be swapped in the inventory, even if one of them is damaged.

a! Using a Lava Bucket as fuel in a Furnace consumes the bucket as well as the lava.
 * not 1.9 pre 6 but all version consumes. --112.164.254.167

a Wolves cannot be bred.

a If you sleep in a bed in a Stronghold near the End portal, the bed may be duplicated nearby.

a The end credits play every time you leave The End, even if you've already seen them. Maybe they should only play the first time, then unlock a "view credits" option if you want to see them again.

Bugs
undefinedmp Many missing sound effects:
 * Shooting an arrow
 * Footsteps of another player
 * Mining sounds of another player
 * Lever sounds
 * Pressure Plates sounds
 * Exploding sound (TNT, Creeper, Ghast)
 * Ghast's sound when shooting a fireball
 * Another player placing a block
 * (Add any more when found)

undefinedmp Many missing features/animations:
 * Particle effects when riding a boat
 * Creeper puffing up when about to explode
 * Endermen do not open their mouths when aggressive
 * Endermen do not shake when aggressive
 * Endermen do not turn aggressive when looked at
 * Spiders climbing walls are glitchy
 * Destroying particles of another player don't show up to you
 * (Add any more when found)

undefinedmp All mob spawners show a rotating pig instead of the correct mob in multiplayer.

undefinedmp Mining is slower in multiplayer due to the click-mining fix, even if you don't click-mine.

undefinedmp Seeing other players moving or jumping is very choppy, even when the server is not lagging.

undefinedmp Boats and minecarts are very hard to control, especially in tight spaces.

undefinedmp Arrows "warp" about a block upwards when they land on surfaces.

undefinedmp Sparks fly from a player if they're hit from a far distance while flying above the ground. 

undefinedmp Mobs can only be hit on their upper parts using melee attacks. Hitting their legs has no effect.

undefinedmp Biomes can change after Server Crash (Bluescreen)

Annoyances
amp There is no flag in server.properties to (dis)allow travel to The End

amp There is no flag in server.properties to disable the generation of structures (Villages, Mineshafts, etc.) like in single player. JonHa97

amp When traveling to The End for the first time on a multiplayer server, You will be "disconnected for hacking (moved too fast)" or fall out of the world. There needs to be safe guards to prevent this until the chunks are loaded.

amp "whitelist off" off still has no effect on a running server with whitelist=true in server.properties

Bugs
!! When inventory key is set to Button 3 (middle mouse button), causes client to crash on joining a server/loading a world. --Roadrunner96 java.lang.ArrayIndexOutOfBoundsException: -98 at org.lwjgl.input.Keyboard.getKeyName(Keyboard.java:421) at gp.a(SourceFile:262) at abc.f(SourceFile:64) at ot.b(SourceFile:57) at tr.d(SourceFile:118) at zw.A_(SourceFile:278) at wh.A_(SourceFile:196) at uy.a(SourceFile:1299) at uy.f(SourceFile:1275) at uy.m(SourceFile:1201) at net.minecraft.client.Minecraft.k(SourceFile:1580) at net.minecraft.client.Minecraft.x(SourceFile:696) at net.minecraft.client.Minecraft.run(SourceFile:649) at java.lang.Thread.run(Unknown Source)

!! If you force the map item to show a "void" pixel (e.g. by creating a large enough area without any blocks, either in-game or with a map editor, and then viewing the map), it causes minecraft to crash completely (without crash sreen showing). Note that this only occurs when the map actually has to show the void, a single square meter of visible void won't change the display color of the associated pixel and is thus completely fine with the map.

Bugs
A! All Mobs are flickering black on certain graphics cards, e.g. Intel or Radeon X1650 (screenshot, more details on the discussion page).

! Linux Texture Errors Extremely annoying texture errors under Linux:

undefined In the credits, after killing the boss mob, the name "Patrick Geuder" has the wrong color, compared to the other names.

x In crafting benches and furnaces, the text (e.g. label for inventory) is above items when moved across them.

x When crossing discrete, but constant, boundaries a large 2 - 10 second FPS spike AND sound stuttering is seen/heard. The reverse is not true, as entering the same area does not produce this effect. An example of this is available on the talk page.

Annoyances
a! The grass/leaves/water colour in the biome boundary between swamps and other biomes does not fade out/in, making it a visual annoyance.

a In the menu, when you try to press any button you get an error saying "You haven't bought Minecraft. Please purchase at www.minecraft.net and then try again"
 * Can't reproduce. Which menu are you talking about? Are you logged in legitimately? -- JonHa97

a In the Video Settings menu, the warning message that appears when you select Far render distance on weaker computers is obscured by the Particle options.

a In the ending, there is a typographical error: "...the player started to breath faster and deeper and realised it was alive..." The text uses the noun "breath" instead of the verb "breathe".

a The speech before the credits scrolls too fast to narrate and might be fast for some off the younger players.

a The winning text (win.txt) refers to the player repeatedly as "it"/"its", which is an ungrammatical way to refer to a human being in English. A more acceptable choice would be "they"/"them"/"their"/"theirs" (as determined by context; I don't trust Notch not to nitpick over my nitpicking; that one is a prankster, it is), although some purists would object to that as well, but it is still far better than "it", which is decidedly wrong.
 * Could this not be intentional? Some beings talking over the "lowly human" as "it"?--Gitterrost4 21:55, 11 November 2011 (UTC)
 * Agreed, it could be intentional. Extradimensional beings may also be unaware of correct grammatical nuance.--Inertia 02:45, 12 November 2011 (UTC)

a! If a texture pack uses a tile size other than 16*16, it will cause graphical issues and custom animations will not be shown.
 * AFAIK there will be no high-res support officially
 * This isnt asking for high-res support, its saying that non 16*16 textures should either not be allowed to load, or be supported
 * High-res texture packs were never officially supported. You would have to use a third-party patcher to get them to work.

a If a tree spans two biomes, it may cause an overlap of leaf blocks so that there is contrasting-coloured foliage on the same tree.

a On lower-end computers, the debug screen is mostly unusable because the FPS graph obscures most of the information in the upper-left. This information should appear above the graph, not below it.
 * That always has happened. I should know. My laptop runs 3 FPS. Vista, before you ask.
 * But it is still a bug, so should be listed.
 * The coordinate info should be moved to the right side of the screen instead of the left so that even when the lag meter is maxed out, you can still see the information.
 * Maybe the lag meter could be disabled through the options menu. In the mod optifine this is possible with it being called "Advanced Debug Screen". This would be useful and make the above bulleted technique not required.

a While you're in bed, the experience level number doesn't fade out.

a While in 3rd person mode and the player is in water, the screen turns blue even if the camera is not in the water. The inverse can also happen.

a When an enchanted item is dropped, it does not show the sparkly overlay.

a On Default Texture Pack, in SMP (at least), filling empty bottles with water (from cauldron at least) will make the empty bottle disappear, but not add a "water bottle" to your inventory. Can be fixed by opening anything with a GUI (like a crafting table). However, opening the inventory itself does not fix it. AMOE

a The free movement "movie camera" from 1.9 prerelease 5 is no longer accessible. -Ian5133 18:57 Eastern 11/12/2011

Bugs
! The color of the sky should not be relative to the light level of the block you're at. Instead it should be relative to the day time it is. As it is now, when it is midday and you're inside a cave, the sky looks as if it is night time.

! Smooth lighting is not applied to both still and flowing fluid blocks. Instead the fluid will have blocky lighting.
 * Been around since smooth lighting was introduced. - IPeer
 * It's a bug, it's in 1.9p6. It belongs here
 * Correct. If this is a bug (as I believe it is), and it is still in 1.9pre6, then it belongs here, regardless of when it first appeared.  Jeb has stated that he looks only at the most recent version's issue list and has instructed us to list *all* issues there that still apply. —Immute [talk]

! Some torches generated in abandoned mine shafts or NPC villages don't light anything up, until the lighting or torch block is updated (e.g. by placing another torch, or a block next to the generated torch).
 * Why "some" torches? I think the bug is in general that terrain-generator placed torches don't trigger lighting updates. GALAKTOS

x Light does not pass through the gaps in slabs, and creates this weird light setup

x If there is a block directly behind glass, it appears dark even though light should pass through the glass. 

x Light "leaks" through the corners of stair blocks: example image
 * Where is the light source? Isn't this just the bug that the bottom half of stairs doesn't light properly? --scainburger [Talk|Contributions]

x Light "leaks" through the corners of piston blocks: example image

x Swimming 1-block high mobs are very dark. Totally black at night. The lighting flicks between light & dark as they bob in the water.

x Wild Grass blocks can turn black when three or more leaf blocks are above them. Can be fixed by updating lighting.

Bugs
! The player loses all their experience after going through the exit portal out of the End.

? After returning to the world after defeating the boss there is a glass pillar above the stronghold where the portal to the end is, not sure if this is a bug or not.
 * I can not confirm this. --Mrheat 17:17, 12 November 2011 (UTC)

? The Enderdragon destroys TNT rather than igniting it.

A! The Enderdragon pushes the player around even if he is underground. This may be intended but is annoying when entering The End the first time and the spawn point is underground.

Annoyances
a!cr End Portal frames are destructible in Creative Mode, but are not in the item selection. End portals themselves are also destructible in Creative Mode, however, that would not matter if the portal frames were available, as they could easily be rebuilt.

a! End Portals are permanently destroyed when water is poured on them. Doing this to the exit portal out of the End will make it impossible to leave the End without dying.

a The Enderdragon clips through End Stone, Obsidian, and Bedrock.
 * .this is not a bug. Notch did this because he said it looked weird when the enderdragon bounced off and flew in the other direction. This is not likley to be fixed.

a A player can place water over an Ender Crystal using a Bucket, which causes an infinite loop of the water attempting to flow down and put out the fire, whereas the fire instantly comes back on and prevents it from flowing.

a You can kill the enderdragon and complete the game in Creative Mode, but the End Poem treats this as a monumental achievement. Suggest removing the End Poem for players who complete the game in Creative Mode.

Bugs
x In the Nether, when reaching a Nether Fortress, the blocks I place transform into nether bricks. When these bricks are destroyed, the next items placed are normal. See documented in youtube video ai4m4iAx1Zw. Also, in this seed there are almost endless nether brick walkways, not sure if it's intentional or another bug. Private meta
 * I was not able to reproduce this issue, and my area looks slightly different from yours, I don't know how much mining you did prior to the video. Are you testing with vanilla minecraft? Nice find on getting a seed with the most complex nether fort and biggest nether fort i've ever seen in close proximity to the other.  Seed is -6658131945647946466 and coords are -424/48/-163--PlNG 02:35, 12 November 2011 (UTC)
 * Prior to the video, all I did was explore the Nether and try to dig further in one of the tunnels (about 5-7 blocks far) Private meta
 * The video shows SMP play. This seems to be the same issue that causes invisible cactus (and possibly leaf) blocks, with the block only becoming visible when a player tries to place something else in the space it occupies. Triggerfin 14:55, 12 November 2011 (UTC)

Bugs
undefinedcr When in the item selection screen with a block or item that is distinguished by damage value; Wood, Wool, Half Slabs, Dyes, Stone Bricks and Saplings, trying to remove it from the inventory by placing it on one of its damage value counterparts will not delete it, but instead will add more to the stack. Example: taking a red wool block and dropping it on any other wool block will not delete it, but will simply grab more wool, as if the user had clicked on the red wool block. -Akyute 21:02, 11 November 2011 (UTC)

xcr Breaking a TNT block in creative still drops the TNT block.

undefinedCr If you try to destroy a powered piston or sticky piston in Creative by clicking on the extended arm, the piston drops as an entity instead of being destroyed. --Munin295

undefinedCr Using Wheat on animals uses up the wheat.

undefinedCr Buckets do not work as intended in Creative, whether crafted or summoned with the menu. Empty buckets remove water/lava source blocks without picking them up, allowing a whole pool to be removed quickly by holding rightclick. Filled water/lava buckets (have to be summoned due to the prior bug) do not empty, allowing griefers to flood/burn large areas quickly. Not tested in SMP or Survival. Does not allow water to be placed in the Nether, but bucket still does not empty. --76.22.45.127
 * People previously requested the buckets' behaviour to be changed to exactly this, so why would it be considered a bug? There's no point in collecting fluids with a bucket in creative mode as you can just select the filled buckets right away, so the empty bucket acts as a fluid eraser tool while the filled buckets produce that liquid without running out. It's a feature, not a bug. 84.156.12.98

Annoyances
acr When you have blank spaces in the hotbar in creative, exiting the world and reloading it fills the empty spaces with the default items for those spaces.

acr While flying, horizontal movement in water is extremely slow, while vertical movement is fast.

acr Blocks drop items when destroyed in creative, when theyre not supposed to;
 * When you destroy the block underneath redstone dust in creative mode, the redstone dust will drop as an item.
 * Same with flowers, rails, saplings, signs, torches and so on — MiiNiPaaT
 * Destroying the top of a door (any type) drops a door item.
 * Minecarts will drop a minecart when destroyed in creative mode.
 * Same with boats — MiiNiPaaT
 * Monsters drop loot.

cr Creative mode inventory missing items:
 * a 18:3 Spruce Trees' Coloured Leaves
 * Same thing as the 44:6 slab, here's a screenshot of that block.
 * a 44:6 Alternate Stone Slab (ID 44:6)
 * I have posted a screenshot of the alternate stone slab (44:6) and double slab (43:6) on the left, and the normal ones on the right. As the alternate double slab provides an alternate appearance, it would be useful to have for aesthetic purposes. -Gravemind2401
 * a 60 Farmland
 * a! 78 Snow layer
 * a 122 Dragon Egg
 * a 2267 "where are we now" Music Disc
 * This could be enabled by replacing the spaces with underscores "where_are_we_now"

acr You should be able to enchant the tools/sword regardless to your xp/level.

acr The iron sword is not with the other iron tools in the block selection screen.

Sound
''The new sound files have not been uploaded to the download server yet. This means that the chests, endermen will have sounds in the final release.''

Bugs
x Mobs have a tendency to make ordinary (not damage- or death-related) noises right after they are killed.

x MP Ambient cave sounds never play in multiplayer. Also, if possible, it'd be nice if the cave sounds were generated server-side, so that people in similar locations would hear them at roughly the same time.

x Rain does not always generate the rain sound.

x Rain is silent when the minimal particles option is selected in the video options. NobbyChicken

x Placing a water source at the feet of 500+ mobs standing in a single square produces a very loud sound equivalent to a small army of creepers detonating simultaneously (there is no limit in the amount of sounds playing at once).
 * I don't think there's a legit way to get 500+ mobs standing in a single square, but nevertheless, there should be a limit in the amount of sounds playing at once, that's right. GALAKTOS
 * I've experienced game lag from legitimate situations of sound pileups, mostly from dungeons near water sources. -karob
 * It is possible to reproduce this with pig spawners (/give) and time. But they probably don't have the time to spawn 500+ pigs with those.
 * Given that mobs can be reproduced limitlessly with enough time and wheat, you can have a massive amount of animals in small location if they don't glitch out of the fence as they seem to do. Of course, this would take a while, but the issue would arise.

x Walking across a series of trapdoors does not make any sounds. Walking across the edges of blocks adjacent to the trapdoors (i.e., walking across the top of the block containing the trapdoor) makes the walking on wood sound.

x Walking on Lily Pads does not make a sound. Similar to walking across trapdoors. A y-axis value is off somewhere; the objects make a sound if you jump or walk across the top of the block containing either the lily pad or the trapdoor.

xCrWooden doors cannot be activated by the player (that's not the issue) but when selected with the button mapped to 'Use Item'(because in creative, the 'attack' button will instantly destroy it) they still make the opening and closing sounds without doing anything. Only tested in Creative Mode.
 * in fact, it does open, but closes immideately afterwards, so two sounds are played simultaneously. Not really a bug.

Annoyances
a! Major sound mixing problems. Note blocks are way too quiet; I can barely hear my notification chimes over the sound of nearby cows. Doors, cows, way too loud. Portals way too loud; also portal noise should drop off with distance much more sharply (certainly not in a linear fashion). Really breaks the experience.

a The sound of a door opening can sometimes have a "phased" effect where, essentially, two sounds are playing, but are off tempo at a very minuscule time. This could be more of an annoyance to most, but it sounds like it could be a bug. Phasing can only happen with two sounds played simultaneously, so it's possible that the sound file is activated twice.

Fixed/Skipped
None.

Bugs
undefined Oceans still have pockets of air.

!! In singleplayer, some chunks will generate oddly, not in accordance with neighboring chunks. They may be far above or below other chunks, and may be different biomes. Water does not fall off of these chunks. When the player travels over these chunks, the "Saving Chunks" screen appears, and the client crashes.

! Snow biomes do not generate properly.

undefined Tall grass sometimes generates on sand.

undefined Floating torches in libraries (screenshot, seed is in the screenshot).

! Only three strongholds are generated. This means that you can't ever reach The End if the three portals are incomplete either as generated or from user actions. (such as in Creative Mode where you can destroy Ender pedestals but can't place them, or when you pour water on an already activated portal) This is particularity annoying in older maps where the terrain where the strongholds would be has already been generated. Infinite srongholds were supposed to be generated in 1.9.

Annoyances
a Oceans will spill into cave systems.
 * Do you mean right away, or after sand falls? —Immute [talk]
 * No, I meant like lakes and stuff. Falling sand has nothing to do with this. BobyTheBeast
 * Oh, this. I thought this was an intended feature of the new terrain gen, or at least I heard it touted as such.  I think it's cool, at least. —Immute [talk]
 * More of an annoyance than a bug, if there's a cave under the ocean it makes sense for the water to flow into it

a! Layering of world generation features often produces weird results: Struts from abandoned mine-shafts float in the midst of ravines and often wreak havoc with strongholds.
 * extremely annoying when mineshafts and ravines cut through strongholds, theyve even been seen to cut through the portal, making it unusable.
 * Suggest detecting if blocks under the shafts are air, replace with a mix of 75% plank, 25% air to simulate slight rot.--PlNG 00:25, 13 November 2011 (UTC)

a Strongholds: Left turning hallway segments frequently end in dead ends.--PlNG 00:25, 13 November 2011 (UTC)

a Strongholds: Seed stone brick 98:3 rings revert to 98:0 instead of being randomized, which is still. --PlNG 00:25, 13 November 2011 (UTC)

Bugs
undefined If you hook an Enderman with a fishing line, it continually teleports away, then back, then away, until unhooked. (May be a feature)

undefined Chicken will look down instead of up when trying to look at the player JonHa97
 * They're looking at your feet. Small animals do this IRL.

undefined Snow Golems take no fall damage JonHa97

undefined Snow Golems do not leave snow trails in a mushroom biome. NobbyChicken
 * They don't do this YET because there is no side texture for snow on Mycelium.

undefined When milking a Mooshroom with a stack of bowls, you only get one bowl of stew (i.e. you lose the other bowls) DannyF1966

undefined When milking a Mooshroom with an empty bucket, you get milk (new feature?) DannyF1966
 * you can milk normal cows with buckets, and mooshrooms are cows too, so why not?
 * personally I believe milking a cow should produce mushroom soup | (idea by 12padams)

undefined Creeper damage is not changed depending of the difficulty, resulting in almost 5 times the Easy damage currently (24.5 hearts point blank) than from Beta 1.7 and prior (5.5 hearts point blank).

undefined After closing and re-opening the game, mobs sometimes are not in the exact position they were before. This leads to passive mobs magically escaping closed, fenced off areas if they are standing around the edges when you exit. (Pre-4)

? Mobs will not follow wheat even if they have never bred. I tested with cows, sheep, and pigs. Only worked correctly for the sheep. I couldn't find chickens to do this with. Mac version in case you are wondering. Time was evening/night. Worked again after I slept so makes no sense. Thought I'd post it just in case.
 * I think they only follow you if they look directly at you. The behavior could be improved by following you if their head faces your general direction. User42

Annoyances
a Snow golems' snow trails do not melt in warm biomes (like grass and forest) so creating a few golems can make a large area look ugly very fast, which can be used for griefing. Additionally, it is very difficult to clean up all the snow without external tools/mods.
 * Perhaps rain could melt snow? JonHa97

a Sometimes if you enter the end and you lose from the ender dragon and go back. there will be 3 ender dragons which you can hurt but can't kill because they have no health bar. and they might destroy your way out and the dragon egg because they can destroy portal and the dragon egg.

a Sometimes very many mobs will generate in a small area of land. For example starting a world with the seed "golem" will spawn more than 30 cows near you. -- JonHa97 11:06, 12 November 2011 (UTC)

a Tamed wolf pathfinding is terrible. They jump into lava and off cliffs with depressing frequency. NobbyChicken

a Tamed wolves frequently push the player into lava and off cliffs and just generally get in the way. NobbyChicken

a Thrown eggs have a chance of spawning fully grown chickens instead of babies.

Bugs
x Launcher does not run in 64bit, even if the system is capable of it. There is a community suggested work-around for 64bit users available here. Chiisana 02:51, 12 November 2011 (UTC)

Annoyances
a Minecraft_server.jar needs to be multi-threading to offer better performance for multi-core servers. A server.properties configuration setting the amount of threads to create in a thread pool used by the server would be really nice, too; so minecraft_server doesn't eat up resources on all cores when server admin feels there's need for other things to co-exist. Chiisana
 * Discussion moved to here

Bugs
undefined Activated detector rail will provide power after it is moved by a piston even if the minecart has been removed. The power goes away after some set amount of time (longer than a minute).

undefined Placing Powered Rails doesn't check for power and they are always placed in unpowered state. They can be fixed by updating the block. The rails should be properly powered after placing.
 * This bug has been also present in 1.8.

undefined If you exit the game (or the game crashes) while in a minecart you will start next time buried up to the waist in the ground. If there's lava one block down you'll burn. If there's space below your track, you'll fall. if there's water you'll start to drown. NobbyChicken

undefined Minecart boosters are working again, Jeb is already aware of this. --Barracuda

undefined If the game exits though running out of memory or other forced exit while the player is in a minecart, often the minecart will be duplicated on restart. NobbyChicken

Bugs
! If you exit the game (or the game crashes) while in a boat you will start next time drowning on the sea bed with the boat zooming away from you.

undefined Colliding a boat with a mob at full speed results in instant death.

Annoyances
a! Since lily pads are block objects now, running a boat at full speed into them will destroy the boat.

Bugs
undefined When using a lava bucket to power a furnace you do not get the bucket back.


 * Have you ever? Do not think this is a bug. Jmaasing 23:51, 12 November 2011 (UTC)

Annoyances
aWhen a block is placed in a still body of water and is then destroyed, the water around it will change into a flowing state.

aThe 1.9 prerelease 5 way of placing water on another source block (this was very convenient) was taken away.
 * I am almost certain this was a bug. Although I havn't officially heard it, this was never how water placement worked, and it wasn't stated as an update feature. Anyway, not having it this way allows for easy water source removal if you already have a full bucket. --scainburger [Talk|Contributions]