Minecraft Wiki:Issues/1.2.5

Organization of This Page & Instructions
'This page is for bugs that occur in the client or server of an unmodded'' Minecraft game. If you think a bug you have found in a modded version is not the result of the mods you have added, please be sure to reproduce it in an unmodded game before posting it here.'''

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Please make sure issues are given the correct category, type, and priority: redstone issues go in the Redstone section, problems with mobs go into the Mobs section, and so on. List crash bugs !! first, then major bugs !, then minor ones undefined. Annoyances go into the Annoyances subsection, with major ones A! before minor ones A. Issues that have been marked as fixed or skipped are moved to the Fixed/Skipped section. Issues that Mojang cannot reproduce should be left in their original place.

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Issue Labels
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! =  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.
 * undefined =  undefined  = Minor bug.
 * a =  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 =  sp </tt> = Single-player.
 * mp =  mp </tt> = Multiplayer.
 * su =  su </tt> = Survival mode.
 * cr =  cr </tt> = Creative mode.

Labels for indicating that an issue is restricted to a particular OS:
 * =  </tt> = Mac OS X
 * =  </tt> = Windows
 * =  </tt> = GNU/Linux

Labels that Mojang (not you!) uses: (Please place these tags in front of existing issue labels; do not remove the existing labels.)
 * f = Issue for which a fix will appear in the next update.
 * n = Not a bug; intended behavior. By definition, this label is inapplicable to annoyances; annoyances are not bugs.
 * s = Issue that will not be fixed in the next update.
 * u = Issue that Mojang has tested but was unable to reproduce.

To produce these labels, use the following code:  </tt>c </tt> 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 </tt>.

Crashing/System
Bugs !! ? When running minecraft (even without a .minecraft), once update commences, it freezes randomly while downloading a file(at 38, 50, or something else) and completely stops doing anything. Win 7 64 bit. Then, after a few minutes, it gives me: Fatal Error Ocurred(4): Connection Reset Retreiving: minecraft.jar 50% @ 665.27 KB/sec
 * Googling this issue, it sounds like you should try disabling your anti-virus and firewalls and then try again.--Mattrition 10:27, 7 April 2012 (UTC)

!!If attempting to access the menu, the inventory or the chat for the first time in a Minecraft session while the Minecraft window is on a secondary display in dual display mode, Minecraft will crash, leaving a black screen and no crash report. This can be avoided by opening the menu, the chat or the inventory before moving the Minecraft window to the secondary display. LaserCucumber 21:54, 10 April 2012 (UTC)

! Installed MC from fresh launcher on new computer. Most sounds and no music playing in game. Check of resources directory revialed that only newsounds subdir was downloaded. No other resource files were downloaded by new launcher/updater even with a 2nd forced update. Possible that baseline launcher is not fully checking/downloading all files required for the game beyond just resource directory. (Win7-64)

!mp Shift+Click behavior occurring when not holding shift while within: Inventory and Chests [Survival] and Item Menu [Creative] Moving them automatically to a free spot [Survival] or giving you a stack of the item you click on / inability to move item from the hotbar. [Creative] KHRoxas 16:56, 10 April 2012 (UTC)

undefined Cmd + Q still doesn't make Minecraft to quit. Tested on OSX 10.7.3 - Lion

undefined mp Labeled as Fixed on the 1.2.4 bugs page, still exists for me: After executing a command in the chat box, Minecraft will not exit the entry box thus the player is stuck in talking mode. Entering another command or text will, on a few occasions, give the opportunity to exit text mode. In most cases anyway, it will write another line beginning with a slash. This deprives the player from using command such as /tpa, /home or faction related command. This did not occur before 1.2.4.
 * Unable to reproduce this. Can you give us a screenshot of your Controls option screen ? --EvilSeph 17:08, 4 April 2012 (UTC)
 * Here are my settings []
 * Not fix at all --Hactarus 14:21, 5 April 2012 (UTC)
 * Got this problem too: after typing /help in talk mode (pressing T then /help), you're stuck at a "/" prompt which eventually disappears when typing "//" or "///", it's a pretty annoying bug as it blocks all controls (even pressing escape key doesn't get you out).
 * Seems to be related to video card/architecture NVidia/Sony (VPCEH for instance) exhibits it while Toshiba/ATI Radeon does not - hope this help. For the record v1.2.3 was working for both plateform.

undefined When seeing the debug screen (F3), you can hit the escape key and the debug screen shows over the buttons in the menu screen. When pressing the "Save game and quit" button, there is a fake "Saving chunks" screen
 * The "fake" Saving Chunks screen's always been there. The game saves the chunks when you quit.

undefined mp ? occasionally blank lines will appear in the chatbox after login on plugin-based servers
 * Plug-in based? You mean not Vanilla? If so this is not the place for this bug. --Mattrition 15:47, 6 April 2012 (UTC)

undefined? Opening the texture packs from the main menu is fine, but when you press the "Open texture pack folder" crashes Minecraft. 64-bit Windows 7 with Nvidia GeForce GT 540, 8 gigabytes of ram, and Java 6/7 (I don't know, but I've tried this on both. Has been a problem since 1.1). This should not be a problem and it is a pain to go into AppData every time I want a new texture pack.
 * Discussion on Talk Page

Annoyances

a After Creating A Nether Portal, I Walked In And It Crashed. It Wont Let Me In Nether No Matter What i Try!

Fixed/Skipped

Minecarts/Boats
Bugs undefined Getting into a boat with a water or lava bucket in hand causes the contents to be dumped if there is a selectable block on the other side of the boat. Cactose
 * Confirmed in 1.2.4, 1.2.5 pre-release, and a 1.2.4 world just updated today to 1.2.5 update. All 100% vanilla clients and worlds. Bucket empties when getting in or out of the boat if there is a selectable block within range behind the boat. Random seed used: debug. I copied Cactose's report above from Known bugs/Version 1.2.4 to Known bugs/Version 1.2.5. -Aurelius 15:59, 4 April 2012 (UTC)

? cr Sometimes when creating a boat when right next to a wall(facing it) if the player gets into the boat you may glitch through the wall seeing the whole of the underground. However the player will be stuck.

! When pressing a button placed like this: B b    (b=button, B=a block, T=a transparent block, and pM=a powered rail with a minecart on it) the button powers the powered rail, but does not propel the minecart. -S0221 ..................................................................T pM         <--   hope that made sense :P
 * If you are talking about having a track start infront of a wall button, this is normal, as the button is not a solid block. To fix this, simply place the solid block directly behind the track with another block ontop of it with a button ontop.

undefined mp When placing a rail on the topmost layer of the map, placing a minecart on this rail will fail with the message "Height limit for building is 256", as if the minecart were a block.
 * Is this really restricted to multiplayer? Sounds like it could be a general problem with the client. --Mattrition 15:18, 11 April 2012 (UTC)
 * I don't know, I tried it and the problem only affected me on multiplayer. Singleplayer worked as normal. NetherrackCreeper (talk) 20:14, 11 April 2012 (UTC)

Annoyances a! Landing a boat onto slabs causes fall damage. First time it happened was on hardcore mode and at full health it insta-killed me, when trying to recreate it, I only took one heart of damage for several different tries. The first time it killed me I had cobble slabs, the with the other tries I used wooden, still on hardcore mode. All times I just gently coasted onto the slabs, I was not going fast.

a When getting off a boat, the player falls trough it rather than stands on it. It also causes the boat to be pushed away and easily wrecked by nearby blocks.
 * Downgrading to annoyance--Cube3 03:58, 10 April 2012 (UTC)

Fixed/Skipped

Redstone/Pistons
Bugs ! Jungle tree leaves will replace piston blocks when they grow. Pictures:

As you can see from the pictures there are only 4 out of the 6 pistons left.--Datsun80 17:17, 10 April 2012 (UTC)
 * Discussion and more info on Talk Page

!Redstone repeaters can freeze. Appears in loop circuits, the input at 1, the output staying at 0. It seems to involve game reloading / disconnect and reconnect. A way to restart the circuit (it will eventually freeze again) is to remove the input redstone wire and place it again. Or anything that causes the input to be updated. Very important bug, also existed in 1.2.3 and maybe earlier, please fix ! (SMP, Linux 64 bits)

!While functioning (does not involve game reloading or anything), pistons can place themselves in a state simultaneously extended and not extended. This state never changes until the extended block is broken by hand, which restarts the circuit. This happens only for certain designs, but happens often. Very important bug, exists since 1.1.0 (see the 1.1.0 known bugs to reproduce, but I don't known if it is the only way to produce it), please fix ! (SMP, Linux 64 bits)

undefinedBug where piston is powered by invisible power source after stacking it on another piston and not powering them on at the same time. This makes the spot unusable for pistons. Found on a craftbukkit server. Only essentials and group-manager installed. 24.192.246.237 23:21, 4 April 2012 (UTC) Will
 * Always try to reproduce the bug in vanilla minecraft, no matter how unrelated the mods installed are. We can't take it seriously otherwise. --Mattrition 01:10, 8 April 2012 (UTC)

undefinedRedstone torch burns out on multiplayer (only survival tested). Redstone circuits which should generate a stable clock pulse normally rely on NOT gates. NOT gates burn out the redstone torch. Replacing the torch will not help, as it will burn out immediately on the next switch. This happens only on multiplayer. Circuits in single/creative are fine. No mods installed. The bug is trivial to recreate, try any of the clock generators that rely on a NOT gate (all of them), observe for about 20 seconds, the circuit will stop working. --Siebren 08:20, 5 April 2012 (UTC)
 * Someone else reported the following: (also found same problem on Mac OS X version (creative mode tested only)
 * Someone relabeled this as an annoyance and creative only. It is a bug and it does not appear in creative only, please do not relabel a bug without good reason. --Siebren 08:02, 6 April 2012 (UTC)
 * Bug appeared in Creative Superflat, redstone torches do not change state when their block is unpowered,but not always.(Relabeled to Mp and Cr)Wigglewiggle 14:30, 6 April 2012 (UTC)
 * I took the Creative label off because it is not restricted to creative. --Mattrition 15:59, 6 April 2012 (UTC)


 * Someone removed Multiplayer Only because the proplem is not restricted to multiplayer.

undefined sp Standing middle of block that piston pushes sideways, makes you fall through pushed block. (tested csp, cmp) 88.194.211.57
 * This is caused by pistons pushing being an entity, it's an (probably) unfixable bug. 190.125.69.183 01:02, 6 April 2012 (UTC)

undefined If you use piston to break redstone signal that powers another piston, signal goes away but piston does not retract. (tested csp, cmp) 88.194.211.57

undefined If a piston connected to a rapid pulsar is destroyed, somtimes Block 34 (piston arm) remains until there is a block update. -S0221

Annoyances Fixed/Skipped

Blocks
Bugs !cr The new way that pick block works gets many items that aren't in the creative menu, including:
 * Nether Portal
 * End Portal
 * End Portal Frame (should be added to creative inventory)
 * Piston arm (only if piston is extended) --Lolmaster 03:23, 6 April 2012 (UTC)
 * Monster Spawner
 * Cake (gives block (id 92) instead of item (id 354))
 * Nether Wart (gives block (115) instead of item (372))
 * Melon stems (gives a grey plant, the block ID being 105)
 * Pumpkin stems (same as above, except the ID is 104)
 * Wheat (gives block 59)
 * Enderdragon Egg

Tell me if there's any more NetherrackCreeper 22:24, 5 April 2012 (UTC)
 * Some blocks that are also affected are crops, nether wart, and melon/pumpkin stems. -S0221
 * Aside from technical blocks, this is not a problem as certain blocks are intentionally not in the Creative inventory. This allows Creative players with access to the items the ability to build structures with them, while preventing spoilers for players who have not yet reached certain points and preventing players on servers from using these items if the ops do not want them used. --Swampert rox 19:04, 10 April 2012 (UTC)
 * If what you're saying is the intention, then why not just organise the creative menu a bit better and add the blocks when the player gets the "The End" achievement. As for the servers you mentioned, that situation might call for a new command, something like "/itemdisable 120" or that mod API they're working on. NetherrackCreeper (talk) 21:18, 11 April 2012 (UTC)

!cr The pick block button doesn't give you the exact block for certain block types and tends to give the drop for the target block instead. Examples, and other incorrect behavior, are listed below.:
 * On stone it gives cobblestone.
 * On grass it gives dirt.
 * On glowstone it gives dust
 * On lapis lazuli ore will yield an ink sac. Corensis 02:28, 5 April 2012 (UTC)
 * When using the pick block on upside down half slabs it will give you a normal looking half slab which when placed will only appear on the top half of a block. Sebperth 08:43, 10 April 2012 (UTC)
 * All three data values of silverfish stone (stone, cobblestone, stone brick) yield only the smooth stone type.
 * -S0221

-terry_herres
 * I've merged all issues with incorrect pick block results into one bug. Add any more that you find to the list. Also upgraded to major bug since this is incorrect behavior for a major feature. --Mattrition 00:48, 8 April 2012 (UTC)
 * More generally, it gives you the drop, rather than the block itself, unless the block normally drops nothing when broken. Picking gravel sometimes gives flint instead. Also affected: coal, redstone, and diamond ores, cobwebs, leaves, bookcases, snow (crafted block), melons, mycelium. -- Orthotope 01:29, 8 April 2012 (UTC)
 * Ah ok. I'll update the bug to reflect this. There's no point listing all those when theres a clear pattern, but the lapis rendering an ink sac is still very odd... --Mattrition 23:39, 8 April 2012 (UTC)
 * any block obtained through the pick block key will have a damage value of 0 (lapis is dye (id:351) with a damage value of 4 so it gives you an ink sac because it is dye with a damage value of 0)

!By running on Soulsand in places with low ceiling, it is possible to fall through any type of solid block placed in front of this Soulsand. (Useful bug, through ...). If you do this while being in one of the third person view, you'll revert to first person view.Missingno 26 06:18, 8 April 2012 (UTC)

undefined If you place a slab on top of an ice block, you will still slide when walking on the slab.
 * Pretty sure this happens with more than just slabs.

undefinedsp Half slab would place like its upside down when your above where your placing It.

undefinedmp After tilling a dirt block with a nonsolid block attached to it, placing same nonsolid block on the dirt block will turn it into a farmland. (Updated: Tested and recreated on a vanilla server, although it didn't work every time so here is a video).
 * You aren't supposed to post bugs caused by mods or plugins. Test the issue in the official server software from minecraft.net and tell me if it worked or not. NetherrackCreeper 19:47, 4 April 2012 (UTC)
 * Reproduced in vanilla survival SMP. To rephrase, jumping on a tilled soil block and then updating it will sometimes cause it to revert to tilled soil (waiting a while or reloading the chunks work too). The client thinks the block has been trampled, but the server doesn't. --- User42 (talk)

undefinedmp Blocks at layer 256 will not break in mp. This doesn't appear to happen in SP. Have been unable to test in survival mode.

undefined if a player is placing ladders and the block next to the ladder can contain a ladder, extra ladders will be placed in the second block. Frequently, the player will also be unable to directly interact with these ladders, only being able to remove them by breaking the block they are on.

Annoyances a When standing on a ladder and destroying another ladder, actually we destroy the block on which the ladder is placed. There are many other situations where it is very difficult to break a ladder and it seems to depend strongly on the position of the player and the presence of other ladders nearby. (Multiplayer, Linux 64 bits, reported since 1.2.3)

undefined [Creative] Using your pick block key on an extending piston head (Not extended, but still extending) gives you portal like block that you can't place. Unnamed. Ezekielelin

undefined [Creative] Using your pick block key on a player gives you bedrock Ezekielelin

Fixed/Skipped

Crafting/Enchanting/Brewing/Interface
Bugs undefined Four smooth sandstone can be crafted into four smooth sandstone which is pointless and a side effect of being just a damage value of normal sandstone. Annoyances a Enchanted weapons and tools can be repaired, but they always produce a non-enchanted item.
 * If this is a bug, then it is not an annoyance, fixed. --Ayudon1 16:31, 6 April 2012 (UTC)
 * I believe this is intended, changing back to annoyances and recategorizing. -- Regdoug 21:42, 6 April 2012 (UTC)
 * This is NOT a bug and is the way repairing enchanted items is supposed to work. This is explicitly noted in the enchanting and repair pages on the Wiki.  Pewmayman 15:00, 7 April 2012 (UTC)

Sometimes shift-clicking within a furnace will crash the game

acr In Creative mode, reloading a world or using either type of portal will fill in the hotbar with the default items if there is no item or block currently occupying that space.

acr The Dragon Egg isn't in the Creative Inventory.dalolman - Punch trees, get wood 16:45, 10 April 2012 (UTC)
 * It takes ten minutes at most to reach the End and kill the Enderdragon in Creative. This is not a problem, as the egg's existence could spoil newer players. --Swampert rox 19:06, 10 April 2012 (UTC)
 * So could End Stone, and so could its silhouette in the Achievements menu. If spoilers really are an issue, Mojang could just make it so that if the achievement "The End." has been achieved, the Dragon Egg becomes available in Item Selection.

Fixed/Skipped

Achievements
Bugs Annoyances A Bedrock and Monster Spawner don't show up in statistics.
 * Assuming you mean these blocks are not counted, I've changed this to an annoyance. Bedrock is not supposed to be breakable in survival so it doesn't need to be counted. On the other hand, it might be nice to record the number of Monster Spawners you have destroyed. --Mattrition 10:00, 7 April 2012 (UTC)

Fixed/Skipped

Gameplay
Bugs ! Sometimes when logging back in, in SMP your y (height) coordinate will not the the same as it was when you logged out. instead it will be the highest point with a solid block. for example if you were in a dungeon then you might end up on the surface. has happened 5-6 times in 1.2.5 and was also present in 1.2.x --86.52.2.125 01:15, 9 April 2012 (UTC)
 * This is also prevalent in the Nether, leading to players being permanently stranded on the Nether's roof. Upgrading to major bug.

! mp In SMP, flying through an End portal in Creative will cause the server to kick the player for moving too quickly, then spawn the player several hundred blocks from the End's landmass.
 * This sounds like a major bug to me. TorchicBlaziken 00:46, 12 April 2012 (UTC)

x in Multiplayer, explosions from TNT and Creepers ect will only hurt players, but not launch them. this makes TNT cannons and many other TNT contraptions not work in Multiplayer.

x When the game searches for an existing portal (going from the Nether to the overworld), it doesn't seem to check above height 128. (Created a portal in the overworld at Y: 151, entered it, went back into the resulting portal in the nether, and ended up in a new portal at ground level)


 * Also, when creating additional neither portals in the overworld, they all return to the first portal generated (or perhaps most recent?) in the neither.--Cube3 22:29, 4 April 2012 (UTC)
 * You are incorrect. http://www.minecraftwiki.net/wiki/Nether_Portal#Linkage_between_Overworld_and_Nether
 * Yes we know what the intended behaviour is, but we are simply explaining what is actually happening. To recreate this, create a new creative mode world, build a neither portal over the old height limit (above the clouds), go through it and back. A new portal in the overworld is created. Next fly to somewhere far away, and build another neither portal (in the overworld). It will take you back to the first one generated in the neither.--Cube3 22:40, 9 April 2012 (UTC)

undefined If you walk into a wall at any angle the screen will appear that you are inside the block. Nothing extra added just plain old Minecraft.
 * Definitely need more information here. As it stands, just walking into a block seems completely fine to me on MP and SP. --Mattrition 12:25, 6 April 2012 (UTC)
 * This may be related to the bug below. NetherrackCreeper (talk) 11:37, 8 April 2012 (UTC)

undefined If the player breaks the bed he is resting on, he will wake up and can partially clip blocks.
 * Confirmed, this still happens. The player shouldn't be able to break the bed when resting in the first place. --Mattrition 17:18, 6 April 2012 (UTC)

undefined New fix of disallowing placing mushrooms under sky regardless of time of day and actual light level breaks use of giant mushrooms in overworld for farming/shelter/building smurf villages, etc. Darkness for mushrooms should allow for either 10 seconds of daylight before popping, or at least allow for planting at dawn/dusk & nighttime. If nothing else this kind of behavior change seems inconsistent with the proclaimed intentions of stability that was expected after official release. Other option to fix farming at least would be to un-nerf spreading and growth from the 5 per 9 limits.

undefined Placed Torches can disappear. (I had about 20 torches disappear during gameplay (not between logins) --Fungol)
 * Will need more information to reproduce. Did this occur on singleplayer and/or multiplayer?--Cube3 04:14, 10 April 2012 (UTC)
 * Single Player. The only other thing I can think to add was that the torches were at ground level and there were cats walking through them 10 mins before I noticed the torches were gone.  --Fungol 06:56, 10 April 2012 (UTC)
 * Did you place water? Torches will disappear if you place water above them instead of turning into a block. signed by Brickman2011  22:07, 10 April 2012 (UTC)
 * So far unable to reproduce as a bug.--Cube3 01:16, 11 April 2012 (UTC)

Annoyances a! If you have any Structure above you below y=64 the sky immediately turns black. Especially annoying and unavoidable on a superflat map. Building a house and looking out of the window - just pitch black darkness out there. Wandering under trees with fast graphics makes the sky flicker between black and normal. (Not sure if it's a bug.There's no scenario in which this would make sense. Even if I'm underground, if I see the sky, it's still blue.) Also happens in creative, so not related to the much more annoying and much less sense making void fog.
 * I have to second this.The Effect is called "Dimming".A server I play on requires a Mod which removes it together with the void fog (big buildings)
 * Void Fog and Dimming should not appear in a superflat world but it happens to me too.Can someone confirm this? 93.128.59.12
 * I can.This is definitely a bug.Maybe we should make an extra point for it.

a! Logging out and logging back in while falling off a cliff will only make you take the fall damage from the height you logged back in from. It is extremely annoying with fall traps on PvP servers.

a Sprinting does not work properly in a way that if you sprint on leaves the particles will be gray and on colored wool the particles are white.--MCKMan

a Logs should last four times as long as planks since it divides into 4 of them. --MCKMan
 * Or planks should last 4 times shorter so it doesn't make coal useless... --Moxxy 03:03, 6 April 2012 (UTC)
 * This is an exceedingly trivial complaint. If you want more time out of your log, then turn it into charcoal, or cut it into planks and burn those instead. --Rifflesby 13:02, 6 April 2012 (UTC)

a While playing on a multiplayer server, it is impossible for you to move in some cases, moving forward results in being teleported backwards 1 block, making it basically impossible to go anywhere
 * This might be server lag. Either get a better internet, either ask the host to restart it. --MCKMan

acr It is not possible to throw an ender pearl by right clicking in creative singleplayer and multiplayer. Given how fun teleporting can be and how there would be no repercussions in creative, it is sorely missed.

a Once entering a bed, the character will slide off and fall on the floor, but will sleep normally.

aMushroom stew still doesn't stack. (Previous reason for non-stacking stew made sense before potions when it was a healing food, but this is no longer the case). Even short stacks of 16 would make more sense than non-stacking. a Colored text on signs is not centered correctly. The text always goes to the right side of the sign. (It's not a plugin, mod or bukkit fail. It is produced by the clientside renderer. Here is an Image of it
 * If one were to attempt to eat from a stack of mushroom stew, one would eat the bowl along with the stew. This is why mushroom stew does not stack.
 * Nonsense. The empty bowls stack fine. There's no reason that eating from a stack of stew wouldn't have the same effect of dropping the empty bowl into a stack of empties as it does now.

a Drowning damage causes knockback. This can make it harder to get to air in some cases.
 * I've always had this problem, even before 1.2.5. --Atsumete 02:38, 9 April 2012 (UTC)

a 3D Anaglyph needs an adjustment for convergence distance, the current static effect is too strong to use without headaches on certain screen configs.

Fixed/Skipped

NPC/Animals
Bugs

! Mobs continue to attack players who are dead. This is a very old bug and can result in the destruction of items if creepers or ghasts are involved.

undefinednpc's don't close doors after you open them anymore. like when it's night and I enter a house containing npc's. when I left the door open, a npc would close it for me. now they don't. this is a large bug that causes zombies, creepers and skelletons to enter the house.

!}I just spawned 2 wolfs in a world, tamed them and let them breed. after that I let them sit down and logged off. when I logged on again. they would stand up when I clicked and when I hit them they will make the evil wolf sound

a!This is similar to the aforementioned bug, however it only happens with my breeders in SMP. I keep my pair of wolf/ocelot breeders in a special habitat I made for them although I right-click them to keep them seated, however, if I take fall-damage in any of the maps on the server I'm in (Town, Wilderness, or Nether), My breeders will stand up and try to teleport to me. They will wait for me though if I am in the Wilderness or Nether and teleport to me as soon as I teleport back into the town map. It is a major annoyance because of the way I laid out my residence makes it to where I have to pass through what is now the chicken area and I have lost several flocks do to escapees and/or dinner to my cats.
 * I been doing some tests, besides isolating my chicken flocks, it would appear that the pets are most apt to teleport from sitting position, not from fall damage but from environmental damage such as lava. --Autumnrain26

! Nearby (100-200 blocks) dogs/cats teleport to you, even they are seated.
 * Specifically I've noticed that previously sitting cats and dogs teleport to you as soon as you get in range.
 * I tried reproduce the bug in a new world (generated in 1.2.4). No problem with this. Maybe a bug with converted worlds (pre 1.2.3).
 * Another case: (various users)
 * Confirmed that this happens in both single and multiplayer survival.
 * Untamed wolves and ocelots follow me and teleport. This is very annoying as trying to do anything on the ground you will probably hit a wolf and make them hostile.

! mp Mob movements are glitchy in SMP, leading to the following issues:
 * In a pen farm animals will appear to jump over their fences, and wander out; if the server does not shut down, they will be pulled back into their pen like a laggy teleporting player. However, they can also "jump" onto the top of the fence. While up there, they will spin around, and eventually come back down on the proper side. If the server is stopped while a farm animal is on the top of a fence post, then on server restart they ARE on top, not "tied" to the inside side of the pen, and after spinning around can walk off to the outside of the pen. I tried making fences at height 2 instead of height 1 .. Keybounce 08:24, 5 April 2012 (UTC)
 * Captured animals (also mobs) seemingly appear outside 1 block thick 2-3 block high room (like they were getting out), mainly the roof. If there is no roof they appear top of 2-3 block high wall. You can collide these glitching animals. (pics from 12w04a)  -88.194.211.57
 * Discussion on Talk Page

undefined Chickens look up when they intend to look down and vice versa. So normally a chicken will look at your shoes, (which looks fine IMV; they clearly like shoelaces), but if the chick is a block above you and tries to look at you it will look up, which does look strange.82.69.54.207 22:08, 5 April 2012 (UTC)

undefined Sometimes cats and dogs when they are sitting do not stand up when you right click, also while this is happening they will transport to you a minute later and then you can make them sit again but the other animals around it will still not be able to stand up. (Thurs April 5th 2012)

undefined wolves and ocelots still spawn in large numbers and follow the player untamed on mac osx client. (1.2.5. single player survival) (linux client seems fine though… 'java on mac' related?) (2012-04-09)
 * still getting swarmed with wolves and ocelots after latest mac osx 10.6.8 java-update 1.6.0_31 (2012-04-09)
 * I get swarmed with green sheeps (9.April.2012)
 * If this kind of issue is related to a mac, it would be very odd. Can you try creating new world on your mac and seeing if you have the same issue? Can you take a video of the problem? --Mattrition 15:07, 9 April 2012 (UTC)
 * I have this problem on Windows client. 174.1.36.69 18:38, 9 April 2012 (UTC)

undefined When a puppy grow up into a dog, the dog will be injured (it probably carries over HP of a puppy).

Annoyances a If you attack a passive mob (cow, sheep, pig) (particularly punching them, which doesn't hurt them much and gives you time to see what's happening) it panics and runs in a random direction. That random direction may include directly towards the source of the damage, which often allows you to keep punching it while it 'runs onto your fists'.82.69.54.207 22:08, 5 April 2012 (UTC)
 * Discussion on Talk Page

a If you set animal on fire it will stay there and die. It does not "panic" like when you punch it.
 * Discussion on Talk Page

a You can't reskin Villagers with Single Player Commands. Yes, I know you can't post bugs/annoyances when you experienced them using mods, but I don't think that mod caused the problem. I should remove this, shouldn't I?dalolman - Punch trees, get wood 16:16, 10 April 2012 (UTC)

Fixed/Skipped f When looking at an entity and doing "pick block", you get bedrock
 * According to this tweet, this is the case for all entities, not just pigs. And according to this tweet, it will be fixed "later". —Fenhl
 * This is a bug in single player only, as far as we know. --EvilSeph 16:05, 4 April 2012 (UTC)


 * Confirmed, works with every single animal, not sure about mobs/enemies, Creative mode only, duh.

Mobs
Bugs ! mp The spawning distance for Monster Spawners is two blocks off vertically in multiplayer. Even if the client shows flames in the spawner block you have to go up two more blocks for the Monster Spawner to actually spawn mobs.

! mp If mobs are confined in a small area without any chance to leave, they often break out if the chunks get unloaded and then loaded again (relog,entering portals). This can be very annoying when collecting Mobs for XP farms or iron farms.

! mp Mobs do not spawn at a certain height is smp. Even with all chunks loaded mobs will not spawn. I'm unable to find the exact spawning height, however I do know that mobs will not spawn at 230+
 * Actually, it's 240. Or more accurately, mobs won't spawn within the highest 16 meter section that has at least one block in it. This is because the game tries to not spawn mobs above the highest section, but it uses the bottom of that section as the limit instead of the top. I'm not sure why that check is needed at all since mobs won't spawn in the air anyway. Last username 11:18, 11 April 2012 (UTC)

undefined Snow golems STILL do not leave snow on the ground, in biomes where they are supposed to: Plains, swamps, and mushroom lands. Thankfully, they no longer die in snow.

undefined Zombies do not fight back against attacking wolves.

undefinedcr Zombie spawn eggs do not work, they only play a zombie noise when used.
 * Was your difficulty set to peaceful? I tried this on hard mode and the zombie spawned normally. NetherrackCreeper 19:56, 4 April 2012 (UTC)
 * My difficulty was on hard, and all the other spawn eggs worked
 * I can't reproduce this on creative mode and hard difficulty. All eggs work as expected for me. --Mattrition 14:17, 5 April 2012 (UTC)

undefined Slimes have slightly bigger hitboxes than their body.

undefined Mobs in chunks at the edge of the loaded area (i.e. in a chunk adjacent to chunk that is not loaded) are not updated. If the render distance is set to Normal or shorter, mobs can spawn in these chunks but never have the chance to despawn, leading to an accumulation of mobs in limbo. Since these mobs still count toward the total number of mobs, this results in a gradual drop-off in the number of "active" mobs unless the player continually moves around to change the loaded area. This is demonstrated in this video by Last_username. Phssthpok 17:08, 9 April 2012 (UTC)

Annoyances a In the Nether, mobs are not carried away by lava. That makes it impossible to build autonomous pigmen-collecting towers as can be done in the overworld with water. The only alternative is to use an impossible amount of redstone and pistons to push the mobs where wanted. But anyway, any flow of lava should carry mobs. Reported since 1.2.3.
 * I'm currently using 1.1 version (Due to some map editor cannot support Anvil yet.) and I found that lava flow does not affect even in 1.1. not just 1.2.3 and 1.2.5. Just want you to know. Kevin J Rattman 14:23, 11 April 2012 (UTC)

a Hostile mobs will not spawn on platforms at night or in dark rooms above block height 128. PeterBehrens 19:53, 6 April 2012 (UTC)

a If you attack an aggresive mob with something that launches them far away. They keep on walking until they get to you and attack you. They will still be going even if it is more than 16 blocks away.Punch trees, get wood 21:31, 9 April 2012 (UTC)

Fixed/Skipped

World generator
Bugs !swamp biomes don't generate swamp water anymore! before you would see very dark swampy water and now there is none! just dark trees, dark grass, but no dark swamp water.

Annoyances a Occasionally, a dungeon will generate below one layer of sand, causing it to be completely visible once the sand falls. Seen in level seed 5821491345564819236, where the player is also spawned underground.--Cube3 22:38, 4 April 2012 (UTC)
 * Moved to World generator.
 * I don't get it. Dungeons are not supposed to have set positions so it's not a glitch for them to show up like that. This is perfectly natural and has been happening since they were implemented. I'm in favor of removing this as Mojang isn't going to do anything with this. --Moxxy 01:41, 5 April 2012 (UTC)
 * I agree. This is yet another personal annoyance. We should take the initiative to move these kind of submissions to the talk page if enough people agree that it shouldn't be here? I feel hesitant to completely remove anything in case it does warrant further discussion. --Mattrition 14:05, 5 April 2012 (UTC)

a 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. This is particularity annoying in older maps where the terrain where the strongholds would be has already been generated. Jeb indicated that this would be changed before 1.0, but it has not.

a In the Nether, gravel generates only on layers 63, 64, and 65. This doesn't seem like intended behavior to me. -- Orthotope 00:58, 8 April 2012 (UTC)

a Small holes in the ocean still generate. For example, seed -2590321869069706160, at -4200, 3530. There's one at the surface, and quite a few more holes underwater nearby. -- Orthotope 04:24, 8 April 2012 (UTC)
 * Confirmed, and to clarify, these "small holes" are spots where water should have been generated that are empty.--Cube3 18:00, 10 April 2012 (UTC)

a The Nether generator has not changed since the height limit has increased, making it about half as large as it could be.
 * I like this bug. You get a fourth "dimension": The limbo above the top bedrock layer.
 * I like that too, but I don't like how it's bedrock with no way to get up there in Survival.

a In some seeds that I used, I still get the "saving chunks" message after walking a bit, then Minecraft crashes. --Atsumete 03:04, 9 April 2012 (UTC) Fixed/Skipped
 * Care to give us the seed? 207.190.166.40
 * I remember walruswalruswalrus causing a problem on a friends netbook. 209.66.200.151 16:23, 10 April 2012 (UTC)

Graphical/Lighting
Bugs ! mp Glowstone sometimes doesn't light up chunks in SMP, allowing mobs to spawn in the area. Example: http://img215.imageshack.us/img215/1117/glowstonebug.png Walking into the dark area generally causes the light to update (but not always), but logging out and back in reverts it. The same chunks seem to be effected. Putting torches in the area works as a band-aid however. DarkWolff 01:46, 5 April 2012 (UTC)
 * That looks chunk aligned. Was that section made (lighting; placement of glowstones) prior to anvil, or after anvil? Keybounce 08:27, 5 April 2012 (UTC)
 * Yes, it is chunk aligned and yes the map was converted, though I extended the glowstone just pass the dark area in 1.2.1. I don't recall if I tried replacing blocks, but will try when I get home. I've mostly been putting down torches and removing them whenever there is a patch (been around since 1.2.1) to check if it was fixed. I've also seen similar bugs in other areas with lava, but never as bad as this. DarkWolff 15:23, 5 April 2012 (UTC)
 * Ok I tried replacing he glowstone and when I relog the area becomes dark again. Basically the glowstone will not light up the area in those chunks. DarkWolff 00:40, 6 April 2012 (UTC)
 * Foo. If it maintains after you replace the glowstone and force the lightmap to be updated, then it's not the issue I was thinking of. Keybounce 01:14, 6 April 2012 (UTC)

! New lighting system severely drains FPS since 1.2. This problem persists in 1.2.5. Lighting changes in-game caused by lava, redstone lamps, redstone repeaters, and/or pistons cause heavy FPS drops and/or stuttering on low- to mid-range computers. This problem didn't exist in any version prior to 1.2. It looks as though there is now a lot of excess load on clients to calculate lighting changes, whereas pre 1.2 Minecraft forced the server to deal with lighting calculations. This essentially makes the nether and busy piston/redstone contraptions unplayable as the FPS lag is extreme. d3fin3d
 * Should this be updated to a minor bug? d3fin3d
 * If the result is that the game is unplayable on computers that meet the game's minimum requirements, then yes, I'd call it a bug. Keybounce 08:30, 5 April 2012 (UTC)

! As of 1.2, there are consistent unrendered chunks as there were prior to 1.8 or 1.9 beta. These unrendered chunks show up in random spaces and can appear in a chunk when returning to an area when they hadn't been there the previous time through, even though the user has not logged off of the game. When a user tries to walk over these areas, they will get stuck or fall out of the world. The user can safely ride a minecart or a boat through the chunk from one side to the other, although both the minecart and the boat will appear to turn slightly off of the direction they are going and tilt to the side a little. This is a client side issue as one person will see the unrendered chunk but another person will not when on MP. Logging out of the game in play and back in (but not closing the client) will usually fix the local render issue but not eliminate them all together. This happens on vanilla servers and clients as well as clients with texture packs in place. Examples: http://dl.dropbox.com/u/2274101/2012-04-07_10.29.14.png, http://dl.dropbox.com/u/2274101/2012-04-07_10.29.21.png, and http://dl.dropbox.com/u/2274101/2012-04-07_10.29.40.png. Pewmayman 14:58, 7 April 2012 (UTC)

! Sometimes when you remove/place a block the graphics will not update. This causes blocks you place to be invisible, blocks you remove to look like they are still there and doors/trapdoors you open to look like they are closed. This only happens in certain chunks. Restarting Minecraft fixes the problem, but it soon reappears in other chunks. If you place a torch where the bug is active the light will still spread in the parts that work normally and vice versa. I am only able to reproduce this bug on one particular computer (out of two I tested on) with Windows XP (the other has Mac OS 10.7) but I have seen it happen in a let's play on Youtube. Examples: http://dl.dropbox.com/u/53199337/Pictures/MinecraftBug.png. 81.227.134.156 16:55, 9 April 2012 (UTC)

undefined Digging a one block hole in the ceiling and putting a torch in it shows a dark spot, though the torch still produces light below. Example: http://img820.imageshack.us/img820/8858/oneblockhole.png DarkWolff 01:46, 5 April 2012 (UTC)
 * That looks like smooth lighting. Smooth has a bunch of issues with shadows -- does it light up properly if you switch to non-smooth and non-fancy? (Both affect shadows. I turn both off, and then use optifine to turn most fancy stuff back on.) Keybounce 01:14, 6 April 2012 (UTC)
 * How this is major bug? This is minor at most. 93.106.38.169 17:17, 7 April 2012 (UTC)
 * Downgraded to minor bug.

undefined Some torches still don't light up various places in villages. Example: http://www.abload.de/img/2012-03-25_11.54.26gil52.jpg
 * Some torches found in mineshafts and strongholds do not light up also.

undefined Pressing shift while in a bed causes the game camera to glitch into Steve's head. Turning the FOV up to Quake Pro has the same effect NetherrackCreeper 21:10, 4 April 2012 (UTC)
 * SP only? Pressing shift while in a bed in MP has no effect on anything but the chat.

undefined Stairs (and - I assume - other half-blocks) are still lit incorrectly. icannotfly
 * Just tested - slabs are lit incorrectly, too. Upside-down slabs are lit correctly only if there is no non-air block directly above them, otherwise they are completely dark. icannotfly
 * I would say this is actually a minor bug rather than an annoyance. --Mattrition 16:33, 6 April 2012 (UTC)
 * I think so too - Upgraded. NetherrackCreeper 18:48, 7 April 2012 (UTC)

undefined When looking at clouds at certain angles, their sides will either flicker between being visible and invisible, or may be completely invisible.--Cube3 04:23, 10 April 2012 (UTC)

Annoyances a! I updated from 1.2.4 to 1.2.5 and my client does not recognize one of my worlds. All files are present and not corrupt.

a mp When shooting an arrow in SSP, the arrow has some 'flying stars/dust' effect when flying away. In SMP this effect just doesn't appear. Picture: http://h11.abload.de/img/arrow36kht.jpg

a Chests, signs and paintings will dim and turn black depending on the angle of sight. Most likely on a computer that uses an Intel Graphics Card. System Specs: Intel Core i3 CPU, 4GB Ram, Intel HD Graphics Card MCFan393 23:13, 6 April 2012

a Minecraft default textures are pixelated or undetailed and the main menu is very laggy. Minecraft has become laggier. Some Textures: https://d37wxxhohlp07s.cloudfront.net/s3_images/723134/javaw%202012-04-07%2015-02-11-39.jpg?1333836298 Title Screen: https://d37wxxhohlp07s.cloudfront.net/s3_images/723133/javaw%202012-04-07%2015-00-13-74.jpg?1333836275 System Specs: Intel Mobile Family Chipset 4, 3GB RAM, Pentium Dual Core Cpu, T4400 @ 2.20GHZ
 * Post your system specs, please.

Fixed/Skipped

GUI
Bugs undefined mp When pasting a long link into the chat, if it wraps around to the next line, the link will be broken when clicked (it effectively gets cut off at the return point). Example - pasting: http://en.wikipedia.org/wiki/File:Countries_driving_on_the_left_or_right.svg into the chat displays as a long link covering two lines of chat. However, clicking the link returns the broken link: http://en.wikipedia.org/wiki/File:Countries_driving_on_t - d3fin3d

undefined In the multiplayer server list, long descriptions of servers don't 'wrap' around to the next line. Instead they continue on, even beyond the vertical scroll bar. - d3fin3d
 * This is more of a bug than an annoyance. NetherrackCreeper 19:58, 4 April 2012 (UTC)
 * I agree - updated. d3fin3d

undefined As in previous versions, the center of the screen is miscalculated in full screen (F11) mode, causing the mouse to jump when accessing a menu (eg inventory, crafting table etc)--Cube3 22:26, 4 April 2012 (UTC)
 * Upgraded to minor bug.

undefined If you go into fullscreen mode by pressing F11 when in the death menu, the buttons lock and you cannot return to the menu unless you relog into the game. Returning to normal screen size does not solve the problem. Deflect57
 * Upgraded to minor bug.

undefined If nothing is between the character and the sky, F3 mode shows that sl (sunlight) is 15, even at night.
 * Not a bug — the number displayed is the computed pattern of sunlight/moonlight propagation that is stored in the world data, not the actual current light level. —kpreid 19:25, 9 April 2012 (UTC)

Annoyances

a The Colormatic splash is quite a bit off center (new to 1.2.5). Screenshot NetherrackCreeper 18:37, 7 April 2012 (UTC)
 * lol, surely this is no more than an annoyance :p --Mattrition 01:04, 8 April 2012 (UTC)

a In the multiplayer server list, descriptions of servers often overlap the player/slot count on the right of the interface. In 1.0, this issue also existed. In 1.1 - 1.2 the player/slot count was much better positioned: more to the right of the interface allowing for less overlap. In 1.2.4 the player/slot count has again returned to the center-right of the screen forcing many server descriptions to overlap the players/slots count. Persists in 1.2.5. - d3fin3d

Fixed/Skipped

Sound
Bugs undefined Extreme Hills biomes are silent during rainstorms - an issue that has persisted since at least the full release back in November. No matter what my y-elevation relative to the ground is, no sound plays.
 * I don't know if this is relevant, but I also noticed there are no water particles from the rain hitting the ground. I thought that this might be the reason for the lack of rain sound in Extreme Hills. - FranzDganz 09:44, 6 April 2012 (UTC)

Annoyances amp The Sound for collecting experience orbs is extremely pitched higher than in SSP, and therefore sounds very tinny.

a The player damage sound of "breaking bones" is great for most sources of damage, but is very confusing when the player is starving and also makes little sense when the player is on fire. --Mattrition 16:51, 8 April 2012 (UTC) Fixed/Skipped
 * This sound also seems to play when passing through a neither portal (though this may be intended).--Cube3 04:44, 10 April 2012 (UTC)
 * This is true. In fact it seems to play occasionally when the player spawns into a game (or, indeed, into the Nether) without health being affected --Mattrition 16:28, 11 April 2012 (UTC)

Language
Bugs ! Cyrillic UTF-8 letters in chat and signs and their GUI are typed in basic latin UTF-8.

Annoyances a In Romanian 'Fire Charge' sticks with the English name. It should be called 'Bilă de Foc' --MCKMan

Fixed/Skipped