Minecraft Wiki:Issues/Beta 1.9pre5

The fifth 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.

= Issues =

Organization
Please ensure that the bug is tested on a 'vanilla', installation of 1.9pre5 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.
 * undefined = 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.

Labels for indicating that an issue is restricted to (happens only in):
 * sp = Single-player.
 * mp = Multiplayer.
 * su = Survival mode.
 * cr = Creative mode.

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.

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.) Bugs are minor if no label type is entered.

Please also sort bugs by priority and type: major bugs go before minor bugs in the Bugs sub-section, etc...

Finally, please sign all comments by typing   (three tildes; tilde may be found above  on US keyboards).

Bugs

 * x By powering a piston in such a way that it transmits power to a piston below it, you can create a block that has every side's texture as the front of the piston. This bug has been around since the release of pistons in both singleplayer and multiplayer. The block's ID is that of whichever kind of piston produced it. It persists through physics updates, redstone updates, logouts, server stops, etc. It is visible on other clients. It could actually be used to make some unique structures, so maybe it shouldn't even be rectified. I made a video for this on my 1.7.3 Bukkit server, but have reproduced it in both 1.9pre5 singleplayer and multiplayer. A few more details in the video description:.


 * xMP In SMP, by powering normal piston or sticky piston, the front texture is both the powered and unpowered piston. This happen about 4 seconds after it has been powered. See the image for a better understanding:.
 * Confirmed. I tried in all orientations, same effect.  Only happens in SMP.  I've also seen unpowered pistons stuck in this situation, but I've never seen discrete steps on how to make them do this.  To get them out of this state when they are stuck, you can either destroy them, or use another sticky piston on them, which leads me to believe they are technically unpowered. --Inertia

Annoyances

 * a ? Pistons cannot push leaves without destroying them. Sticky pistons can't pull leaves, but don't destroy them either.


 * a! Not sure why this was left out when Jeb implemented pistons: A retracted sticky piston that is being pulled backwards (where "forwards" means "the direction the piston head points") should also pull back the block in front of it, with the restriction that the number of blocks pulled back by a retracting sticky piston shall not exceed 12. This feature was implemented in the last version of the original piston mod after heavy lobbying by the community, and there is no good reason it should not be implemented now.  Under the current system, retracting n sticky pistons takes O(n2) time and O(n3) circuit size.  Under the proposed system, both circuit- and time-complexity would be O(n).

Fixed/Skipped

 * s Redstone can be converted into obsidian if there is water adjacent to the dust and lava falls onto the dust. Thus, a single bucket of lava can be reused to convert any amount of redstone to obsidian.
 * This is caused by a physics update in the middle of a "no update" block set. What happens is as follows: The lava falls on the redstone, calling a no update version of the block set.  This code first sets the id of the redstone to lava. It then calls the remove code for the old block, redstone. Now, and this is where it goes wrong, redstone unconditionally causes a physics update on removal, despite our being within a no update block set. So, the redstone updates the water, which sees there's lava with the redstone's data value and updates accordingly. After all this the data value for the block is finally set to its proper value.


 * s Sponge can hold redstone power.


 * !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:


 * f If a redstone repeater is powered when the player exits a world, upon reentering the world, the repeater will be stuck on the 'powered' state and must be replaced to fix it.


 * f Quitting to title menu while standing on a pressure plate will activate it forever. It must be rebuilt in order to make it usable again, this goes for items on wooden pressure plates too.
 * I think this is fixed, because I can't reproduce it, marking it as F so you can help me check next update /jeb


 * f Pistons can be used to generate an infinite supply of sand and gravel blocks. Example:


 * f If you build a Gravel/Sand tower(= 3 blocks) on a Piston (connected to a clock) most of the Gravel/Sand will disappear after a couple of pushes.
 * It's fixed, but instead of disappearing they will plop as item instances /jeb


 * f 1.9pre5 data piston bug.jpg Piston combination that upon cycling crashes the game/server. The block on the piston (here red wool) will vanish, but if the block has data value not in the array of a piston (like red wool), it will create an invalid ghost block. Under some circumstances, this will cause the game/server crash even when trying to reload the chunk. Requires removal of the ghost block with MCEdit and the likes.
 * Fixed, but the design in the picture doesn't generate a pulse clock, if that was intended. /jeb


 * f In SMP, redstone torches attached to the side of a block in another chunk than the torch itself will sometimes disappear. In cases when the torch's chunk is loaded, but the block's chunk is not, any updates to the torch will destroy it because the game does not see that the torch is attached to anything.  As even the presence of active redstone wire causes the torch to update, this presents a major problem for even fairly simple circuits: most torches straddling a chunk boundary in this way are liable to be destroyed whenever a player enters the area from the direction the torch is attached in.  The details of this bug are better explained and demonstrated in this video:.
 * I thought I marked this as fixed last week? In any case, it should be fixed now. /jeb


 * f A trapdoor attached to a block powered by a repeater will not react to the power, rendering repeaters to power trapdoors useless and certain designs harder to or impossible to build. If the same block is powered by redstone pointing at it, the trapdoor works as would be expected when powered. Also fixed doors /jeb
 * Is this also fixed for TNT and Note Blocks? —SethBling


 * f Failure to Update on Repeater Destruction Bug A strange redstone bug used to create powered redstone without a redstone torch. Best explained by a voiceless video here


 * f Repeater-Wire-Block Connectivity Bug and Wire-BlockWithTorchOnTop Connectivity-Display Bug The redstone torches don't turn on and off like they should and the automatic wire connection doesn't work. Example:
 * The right-most case in that picture is a redstone render error. The redstone is not supposed to connect to the block with the torch. This is now fixed (as well as the repeater cases). /jeb

Bugs

 * x In 1.8, the chest got an animation and got smaller, but the block highlights (cube) of the block stayed the same, it didn't shrink to the size of the chest.(Example: Fences in 1.8)
 * x Nether Brick Stairs drop nether brick instead of the stairs.
 * ! Blocks are not always what they seem to be. For example, a Dirt block can look like a Stone block.  It seems that the cause is that the client got one chunk with wrong data since it can be fixed by rejoining the server.  The bug is very rare and very old (at least a half year).   For video evidence of this, or a bug related to this, see at time index 23:10.  This video is from Beta 1.2_01 and doesn't depict the exact manifestation of how this bug appears now.  The video linked shows a diamond block appearing as stone.  Once broken, it is reformed as a diamond block, which could then be broken into a diamond item.  This is slightly different than how it manifests now, which is, that the diamond block would appear as stone, only to break into a diamond item without the intermediate diamond block being reformed.
 * Note to Jeb, you were unable to recreate the bug in pre4, new information was added for pre5, detailing how this was largely SMP, new chunk related. I think after marking this as "unable to recreate," it got ignored even though there were new details.  I just wanted to draw your attention to that. --Inertia 18:49, 10 November 2011 (UTC)
 * ! Mushroom Block over Bed Repeated Death Bug When waking up in a bed in with a roof made of giant mushroom blocks, if you wake up standing on the bed, your head will be fully inside the mushroom blocks, and you will begin to suffocate, creating a death loop until the mushroom block is broken. (Does not occur with other blocks; instead you are stuck on top of the bed and can only walk to the sides).
 * ! Whenever chunks are reloaded, animals next to fences can load before the fence, escaping their pens. This may be due to the new fence hitbox.  Since mobs can now be on the same block as the fence post, when the chuck is reloaded, it can be in, on, or outside.  A solution to this could be to record an animal's placement as the nearest block without a fence on it on their side of the fence.
 * I noticed this many times myself and wondered that if the code was changed around to load all of the blocks of a chunk before the mobs are loaded in, this should stop mobs from making it through fences, or at least make it much less likely.
 * ! If a block is placed on top of a fence and you walk on it you get the sound of footsteps as if you are walking on the fence. The same bug also prevents tilled farmland on top of a fence from reverting back to dirt when walked on and It also stops redstone ore from sparkling when walked on. The problem is when the block below the block you are walking on is a fence the code sets the variable that contained the block you are walking on to the block id of a fence and then passes this to both the method used to play foot steps and the one that deals with entities walking on blocks.


 * x If Nether wart is planted below another Nether wart it turns back into an item after a few seconds (even through the light level is under 8 and it is planted in th Nether).
 * x Signs and chests are missing their "cracking" animation.
 * x When using the "Pick Block" function (middle click), it does not differentiate between different blocks with the same ID (such as different colors of wool, different types of slabs, leaves, saplings, stone brick, wood, and tall grass)
 * x Also, when using the "Pick Block" function, it does not detect items which can be placed to make blocks (Sugar cane, cake, redstone repeaters, brewing stands, doors, signs, beds, and cauldrons)


 * x If a tile is covered in snow and has a wall next to it, placing a torch on the tile will transfer the torch to the side of the wall (but still destroy the snow).
 * x If a ladder is placed on another ladder it causes the second ladder to be placed on a opposite block to the ladder already in place.
 * x Cannot place a painting on the same wall where a painting overlaps on the other side. How to: Create a wall. Place a painting on one side. Go to the other side and try to place another painting.
 * x Double-tapping the running forward key while in a bed (in single-player) causes the FOV to change as if sprinting and the arm bugs. (In Multiplayer the chat box pops up instead, disallowing the sprint effect.)
 * x If you are in a bed, you can press shift, and you will be able to see your body, and move your head.
 * x Placing blocks on glass and iron bars result in many illegal decorations: screenshot
 * x It is possible to make chest lid to be open permanently by rapidly opening the chest.
 * x The 'N' on TNT is backwards in a player's hand (not in the inventory).


 * ? Mobs that burn from sunlight will not burn if they are in Soul Sand. This is possibly intentional.
 * ? The Fortune enchantment does not work on redstone ore (+glowing).
 * ? The Fortune enchantment does not work on glowstone, snow, or clay, though it does work on other multi-drop blocks like Lapis Lazuli and melons.
 * ? A pickaxe enchanted with Fortune will only produce 1 iron or gold ore (to prevent abuse). Perhaps an intermediary, unplaceable (item-only) stage should be added or the fortune enchantment checks if the iron/gold ore was player-placed (Is there a flag for that stored in each block? There should be...)

Annoyances

 * a Pressure plates on fence post (as in NPC village-"tables") are activated even when touching them on the side. This generates annoying clicking sounds when players or mobs are walking around in these houses. (Does not appear in multiplayer currently as pressure plate sounds don't work there).
 * Jeb, if the fix to this involves deactivating (i.e., removing the detection ability of) pressure plates on top of fences, or adding a collision mask to pressure plates, I implore you not to do it, as many existing creations rely on these features. —Immute [talk]

Fixed/Skipped

 * f If you make a stone 6x6 square, break the corner blocks, and then try to put a block inside the square, the block disappears and the block under it also disappears.
 * f sp Ice blocks mined with a Silk Touch pickaxe leaves behind water as well as the dropped ice block.
 * f When shearing vines, the items dropped retain their data values (reflecting which surface they were on when sheared). Further vines in that stack in inventory also have the same data value as the first in the stack.  This causes issues with plugins that don't understand that all data values for item id 106 are vines (most other blocks use data values to distinguish different blocks).  Vines should revert to data value 0 when in inventory.
 * f In creative mode, putting water in a cauldron from a bucket empties the bucket. Whereas placing water from a bucket normally keeps it infinite.
 * f The side grass texture always uses the fast grass texture, regardless of the graphic setting.
 * f Eyes of Ender will sometimes go to areas without an End Portal. An example seed for 1.9pre4 which suffers from this bug: 1883114686416083372. This seed will reproduce the bug on 1.9pre5: -7521364253261532640
 * f When a water block is placed with empty space underneath, a column of source block is created under the water block. (Maybe an intended feature? Might help keep oceans from having random holes where land used to be.)
 * f cr In Creative, you should be able to keep throwing snowballs, eggs and ender pearls no matter how many are in the inventory.
 * f Arrows do not get stuck in lily pads.
 * f Enchantment Tables break with a single punch and are destroyed permanently, although they can be mined with a pickaxe.
 * f Even though they're legitimately obtainable (by Silk Touch), Silverfish Blocks and Double Slabs don't have a name.
 * f Silk Touch Enchantment doesn't recognize Blocks damage. For example, destroying double slabs of any type will always result in a double stone slab block.
 * f Save and Quit while water and/or lava is flowing downwards from a high source block can lead to weird freezes in state upon reloading the world (suspended blocks of fluid).
 * f Placing a redstone repeater to the side of a jukebox causes a lighting bug on the repeater.
 * f When placing a slab, and another one under it, then another one over all of them, the blocks combine into 1 double slab at the bottom.
 * f Fence Gates have their collision boxes as the entire cube.
 * fs Glass pane don't connect to slabs, stairs and (wooden?) doors:
 * f Can place redstone on chests.
 * f There is a shadow around glowstone blocks. There should be none since it's supposed to emit light from all directions.
 * f When you break a piece of birch wood you get a normal piece of wood instead of birch (This happens to me i don't know about anybody else).
 * f Fences attach to Chests.
 * f When growing underground tree farms, trees become wooden poles with invisible, glitchy leaves. Leaves do not appear until new torches are placed nearby.


 * f Silk Touch TNT Duplication Bug TNT blocks broken with a Silk Touch pickaxe yield two TNT blocks instead of one, allowing for infinite TNT collection.


 * f Cobblestone Stairs drop a piece of cobblestone instead of the stairs.
 * f Stone Brick Stairs drop a piece of stone bricks instead of the stairs.
 * f Brick Stairs drop a piece of bricks instead of the stairs.
 * f Wooden Stairs drop a wooden plank instead of the stairs.


 * s If you burn a non-cubic block, the fire floats above the block, like if it was a solid block.
 * s It is possible for a lily-pad to spawn underground and on flowing water. Example:
 * s Flowers can spawn upon sand blocks but cannot be placed upon sand blocks by the player (only seen with yellow flowers).
 * s Snow Golems still attack mobs in creative mode in which are neutral.
 * s Dirt blocks that are irrigated shimmer blue on the side when viewed from underwater. Also the water-side of submerged glass blocks.


 * u s Tall grass can be generated on dirt and gravel in NPC villages.
 * u Spruce or Pine, when converted into sticks, sometimes cannot be made into tools. This bug is absent with Oak and Birch.
 * Creative mode inventory missing items :
 * f Blocks from mods, Items from mods do
 * f 18:1 Spruce Trees' Leaves
 * f 18:2 Birch Trees' Leaves
 * x 18:3 Spruce Trees' Coloured Leaves
 * Same thing as the 44:6 slab, here's a screenshot of that block.
 * s 31:0 Dead Bush placeable on dirt and grass Not adding because it's confusing to have two identical-looking blocks that does different things. Maybe for a later update /jeb
 * f 31:1 Tall grass
 * f 31:2 Fern
 * x 44:6 Alternate Stone Slab (ID 44:6)
 * s 52:* (Working) Mobs Spawners
 * x 60 Farmland
 * x 78 Snow Plate
 * s 90 Portal
 * s 97:0 Silverfish Stone
 * s 97:1 Silverfish Cobblestone
 * s 97:2 Silverfish Stone Brick
 * s 99 Huge Red Mushroom
 * s 100 Huge Brown Mushroom
 * f 111 Lily Pad
 * s 119 End Portal
 * s 120 End Portal Frame
 * s 263:1 Charcoal
 * f Creative mode inventory unneeded items :
 * f 83 Sugar Cane Block - There's the "Sugar Canes" item (338) for that
 * f 92 Cake Block - There's the "Cake" item (354) for that
 * Some items are not mined fast/slow with the correct tool. These items are:
 * s Wooden slabs are mined with a pickaxe, have a higher blast resistance and do not burn.
 * f Fences should be mined faster with an axe.
 * f Wooden stairs should be mined faster with an axe.
 * f Wooden doors should be mined faster with an axe.
 * f Trapdoors should be mined faster with an axe.
 * f Ladders should be mined faster with an axe.
 * f Crafting tables should be mined faster with an axe.
 * f Redstone ore should be mined faster with better pickaxes.
 * f Soul sand should be mined faster with a shovel.
 * f Fence Gates should be mined faster with an axe.
 * f Wooden pressure plates should be mined faster with an axe.
 * f Mycelium covered dirt should be mined faster with a shovel.
 * f Note Blocks should be mined faster with an axe.
 * f Jukeboxes should be mined faster with an axe.
 * f Signs should be mined faster with an axe.
 * f Bricks and Stone Bricks should be mined faster with better pickaxes.
 * f Iron bars should be mined faster with better Pickaxes.
 * undefined Nether Brick & Nether Brick Fence should be mined faster with better pickaxes.
 * undefined Furnaces should be mined faster with better pickaxes.
 * undefined Dispensers should be mined faster with better pickaxes.
 * undefined Pistons and Sticky Pistons should be mined faster with pickaxes.
 * undefined All types of stairs should be mined faster with better pickaxes. (except wooden)
 * undefined Detector and Powered Rails should be mined faster with a pickaxe.
 * undefined Normal Rails should be mined faster with an axe.
 * undefined Pumpkins and Jack-o-Lanters should be mined faster with an axe.
 * undefined Melons should be mined faster with an axe.
 * undefined Vines should be mined faster with shears.


 * u s While standing in a ladder's block, the ladder tends to be highlighted (since the Beta 1.6 fix, fixing not being able to mine blocks you were inside), making placing and breaking blocks difficult.

Bugs
This can commonly be fixed by using the below line in a file ending in .bat or .batch. This works with 64-bit OS machines: "%ProgramFiles(x86)%\Java\jre6\bin\java.exe" -Xmx256m -Xms128m -cp Minecraft.exe net.minecraft.LauncherFrame And this works for 32-bit OS machines: java -Xmx256m -Xms128m -cp Minecraft.exe net.minecraft.LauncherFrame
 * !! Maximizing the window and moving it to another monitor before pressing 'E' or right clicking an interface after starting the game will result in the game crashing with the "Saving Chunks" screen upon pressing 'E' or right clicking any interface in Mac OS X.
 * I can reproduce this with Minecraft 1.8.1. Sometimes, even the Finder/Dock seems to crash, too when doing this (the dock, desktop icons and finder background vanish for a short time). Could be like this only for me, though. --87.147.196.187 18:36, 9 November 2011 (UTC)
 * This bug has been in the game since I bought it at Beta 1.2. Qata 20:53, 9 November 2011 (UTC)
 * !! After playing for a few hours an error will occur causing the "Saving Chunks/Out of Memory" error. This often happens while running 32-bit Java on a 64-bit OS. But since 1.9-pre5, it doesn't happen that often anymore.
 * !! Game (clients and ?servers?) cannot tell when it is in distress / running out of memory / processing due to an entity (Mobs or blocks on the ground) overload. Propose that when memory/processing usage is approaching critical levels, the game should take much more aggressive management of entity removal.  This can be achieved in vanilla ssp/?smp? through standing next to a mob spawner dropping mobs into a trap outside the check range but mobs remain inside the "mob reborn" range (this may have been a bug of the above memory leak, the game crashed and I was not able to restart it).  This can be achieved artificially with MCEdit with a 2x2 chunk room 10-20 blocks high and replacing the air with torches or similar.  Entity overload on SMP creative through the use of scripts mass-dropping blocks (before the ability compress blocks into a single unit) is/was a well known and often abused griefing tactic.


 * !! u Hitting Alt + F11 causes a crash and a error report to download to your desktop.
 * !! In the Nether on Survival the game randomly shows the "Saving Chunks" error and crashes.
 * !! If the game is interrupted by a computer crash unrelated to Minecraft (such as another program running in the background) or a power failure, then the Minecraft .dat file in the saves folder may be corrupted and the world lost. Propose an auto-backup save system similar to that used by MS Office applications. (New save renames the previous save to a backup)
 * Better than backups would be an atomic save format, perhaps using a journal: http://en.wikipedia.org/wiki/Journaling_file_system
 * !! Pressing the Close button while on the main menu of minecraft (X at the top right of windows. Top Left of mac)Often causes the game screen to go black, CPU usage to spike and the computer to become very laggy for 1-2 minutes. (Tested on. Mac OSX Snow Leopard, Windows 7 Professional 32 bit, Windows 7 Home Premium 64 bit and Linux Ubuntu 10.10 maverick meerkat. (All show same behavior)
 * !? Some players are reporting that the minecraft server is unable to generate seed dynophore here. This bug needs more research.

Fixed/Skipped

 * f Receiving item "351:16 to 351:19" Gives you wierd, corrupted wooden tools. When you open your inventory and hover your cursor over the wierd wooden tools, the game says "saving chunks" then crashes. Items "351:20" and on give you an invisible item, hovering over the item will crash the game.
 * f Placing an enchantment table, destroying it and placing a chest on its place will result in a glitched flying book which crashes your game when right clicked. (creative multiplayer only)
 * f When you destroy a Monster spawner in SMP in creative OR someone else destroys it in creative or survival the flames don't disappear. If you put a chest where the flames are, it will create a transparent block with a tiny mob spinning inside it. If you right-click the block, your game will crash.
 * f Placing a chest, then removing it, and then placing a sign or enhancement table on that place will crash the client.
 * f Placing a chest beside a Brewing stand in 1.9pre5 multiplayer will cause it to look like it is not there (transparent), right-clicking on it causes the game to crash. You can still break it without Minecraft crashing. After logging back on the chest will work properly.

Bugs
None.

Annoyances
None.

Fixed/Skipped

 * f On servers if the ops.txt file is missing the message generated states "Failed to load ip ban list" obviously copied from banned-ips.txt message and not modified.
 * f After loading a world and quitting to the main menu, some region files remain being opened and locked by the region cache manager. Altering these region files requires the game to be fully shut down first, which makes external edits cumbersome.


 * s Saved worlds show up as 0.0 MB.


 * u Sometimes after dying on a hardcore world Minecraft fails to delete files and after starting a new world with same name you may find old chunks.

Bugs

 * ! MP Occasionally, held items simply disappear never to return. This is because of the client thinking you still have the item, but the server doesn't think you have the item. To fix this, reconnect or open a container.
 * ! Entities (any entities, this includes mobs and players) can gather up damage from lava to have it all expelled onto them upon touching dry land (even those entities who are immune to lava damage can amount insane amounts of damage just by taking a lava bath for a few seconds).
 * ! MP The server won't load the End or Nether; therefore making both worlds not generate (the End is just the 5x5 obsidian platform you spawn on). You must dig up from the obsidian you spawn on, you only have to go up 5 blocks.
 * ! Sleeping in a bed placed immediately next to a solid block will cause a mob to spawn and wake you. Tested in SSP with bed placed on wall directly separating bed from the oustide world as well as a wall placed inside a well-lit structure. Moving bed 1 block away from wall fixes the problem with no changes to the lighting.


 * x You can't hold down the left mouse button to continuously attack anymore.
 * x You can't hold down the left mouse button to break a minecart anymore.
 * x Exploring previously-unexplored deserts in SMP causes the player to run into invisible cacti, which cause damage and stuttering movement. Disconnecting and reconnecting or leaving the area and returning makes them visible.
 * x On the world creation screen, when you resize the window, any name you entered in the editbox will be reset to the default "New World". The same happens with the server list (it refreshes).
 * x When you're in a snow Biome in Beta 1.9 pre5, if you make a fountain of Water and wait for it to freeze, you can take it with a Bucket, and the next flowing water will turn into Ice.
 * x Water on top of fence posts can cause entities to hop in place if they move in any direction against a wall 1 block or more higher. This does not happen at all at the .5 minimal height for collision next to water on a fence post.
 * x When entering The End, it is possible that you will spawn off the generated blocks and be placed on a 5x5 block of obsidian. If played on a mode other than creative, it would be difficult to make a path to the rest of the map.
 * x Trees sometimes grow in ravines. Picture
 * x Docking into Soul Sand at boat crashing speeds while on a boat will result in the player taking fall damage.
 * x Ender Pearls can't be thrown in Creative mode.
 * x Creative still has an inventory, which is not directly accessible without a chest, furnace, etc.
 * x Noteblocks can only be powered in 3 ways, 2 of which is bugged: Direct wire, Torch underneath, and a direct repeater.


 * x Sometimes when standing near a repeater you will fall through one level of blocks. (And will sink into the floor up to your waist). Seems to happen more when the ceiling is only 2 blocks high. postimage.org/image/l171hs5gp/. It can literally take a couple minutes of running around.  Its super annoying to reproduce.


 * ? In single-player, leaving an area causes the game to "spike" for up to several seconds, but not when re-entering it. Significant stuttering of sound also occurs. This may be exclusive to the area the user's bed is in. Note: Removing bed does not appear to fix the problem.
 * ? Endermen will attack you in Creative mode if they bump into a wall and you are near them.

Annoyances

 * a! Sword blocking is very underpowered and almost nobody actually uses it. Two possible solutions:
 * Blocking reduces all mob/player damage, taking a heart of damage from critical hits but keeps knockback.
 * Blocking reduces a large amount, but not all (75% maybe) of mob/player damage but removes knockback.
 * a! Repairing is also underpowered, only giving a few percent bonus durability if repaired at the perfect moment.
 * a! Armor has very few uses and decays rapidly (underpowered); diamond armor only has 2× the uses of iron (while diamond tools have ~7× the uses of iron tools), which can disappear after being attacked continually by 2 mobs in less than 10 seconds.


 * a! Weapons/Tools of the same material and type cannot be swapped in the inventory, even if one of them is damaged.
 * 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! High-level Enchantments yeild too little perks (underpowered). 30 Experience can, and has translated to Sharpness 2, which can be achieved with as few as 7 experience points. (level 1 enchantment, killing 2 monsters) This is very frustrating, as experience levels are harder to achieve the higher up you get (level 30 enchantment, requiring 3437 experience points that can be collected by killing 685 monsters), meaning weeks of fighting gone to waste. While enchantments are acknowledged to be random, this is an aggravating annoyance. Suggestions are to try to make them more powerful at higher levels, or make higher levels easier to achieve.


 * a If in Creative mode, and save and quit to title is pressed, when you open your world again your inventory changes to default. But only empty spaces. EX: If you only have Stone Bricks in your hot bar, and you save then re-enter your world, You'll still have the bricks, but also Stone, wood, torches, leaves etc.
 * a Signs aren't stackable. (Reason?)
 * a Empty buckets aren't stackable (but potions were before so it's possible to do?).


 * a Soup isn't stackable (same as above). (Could be a balance issue, but the stack size could be made smaller.)


 * a Every update that deals with time passage (crops growing, trees growing, animals growing, redstone circuitry and minecart movement also) depends on the chunks being loaded. If instead minecraft had a time passed variable and every time a chunk was loaded, the items requiring change would compare the current global time passed variable with their local copy of the last time passed variable that they had when the chunk was last loaded, they could automatically "update" to where they should be (seeds planted turn to wheat, trees grow, and babies become adults if enough time has passed).


 * a Melon (and pumpkin) stalks are greedy; if a melon (or pumpkin) grows from a stalk, all adjacent stalks "adopt" the melon (or pumpkin) resulting in loss of efficiency.

Fixed/Skipped

 * f Efficiency enchanted picks (tested with Efficiency 4 diamond pick) have little effect on reducing Obsidian mine time. Not sure if intended. Eff. IV should take 40% of mining time - 0.6 x 15s = 9s to mine obsidian.
 * f Strongholds can be generated without an End Portal. (Sample seed: -7521364253261532640)
 * f Block Placement Speed vs Walking Speed: Try walking backwards (or forwards) while placing redstone wire or rail on the ground in a straight line (by holding down right-click). It doesn't work, does it? The rate of block placement is slightly too slow.
 * f If you block then click while aiming at a block, then release block, the sword you are holding swings once.
 * f Impossible to create a world using the seed "0". It will just take a random seed, as if it was not specified. However, we can generate a world using the seed "0" with the server (level-seed=0).
 * f Sugar and Eye of Ender are rendered incorrectly as a tool in 3rd person mode.
 * f The client can place and break blocks 1 block further than the server thinks it can; blocks destroyed this way may reappear. This can be an annoyance for players. The extended reach is usable horizontally but not vertically.
 * f Torches cannot be placed on half blocks.
 * f In creative mode, the player often encounters items on the ground. The current behavior of the game is to add these items to the player's inventory, which eventually results in a full inventory that the player cannot empty.
 * f Cannot use scroll wheel in the mouse to scroll on the world selection screen.
 * f In creative mode, players should be able to fire a bow regardless of the number of arrows they have in their inventory.
 * f In creative mode boats are not infinite forcing you to refill your item bar after placing one.
 * f Coal Ore, Redstone Ore, Glowing Redstone Ore, and Lapis Lazuli Ore, all obtainable with Silk Touch, are not smeltable.


 * s If you put a sapling in a 3 x 1 hole and add bonemeal to it, if a small tree grow, it will make you enter the leaves and you can have an X-ray vision if you look at the wood.


 * s Being suffocated by blocks (i.e. dig down 3 blocks and place 2 sand blocks above you) while in 3rd person will cause the camera to revert back to 1st person. This is due to a anti-exploit, preventing people to see through walls by correctly adjusting their camera.
 * s Unable to put armour on using creative.
 * s Breaking a door by left clicking the upper portion, a bed by left clicking the half containing the head of the bed, or an extended piston by left clicking the extended wood part instead of the stone base all drop items in creative mode, while breaking any of the previously mentioned blocks by their other "half" correctly drop nothing.


 * u Sometimes when standing near a repeater you will fall through one level of blocks. (And will sink into the floor up to your waist). Seems to happen more when the ceiling is only 2 blocks high.

Bugs

 * ! When in backwards 3rd person mode, any particles do not render.
 * ! Pressing F11 to go in fullscreen mode under Linux will make the mouse unusable once you are not in fullscreen mode anymore.
 * ! The pie chart in debug screen takes a lot of resources when shown.


 * x Chest armor doesn't move when swinging arms if looking in certain directions.
 * x The wheel texture is flipped upside down on one side of Minecarts.
 * x When you die, the player model in the inventory screen also appears dead, blocking some parts of the inventory screen/slots.
 * x While you're in bed, the experience level number doesn't fade out.
 * x When underwater with the camera position changed, it resizes the blue square filter you get when being underwater.
 * x Linked to the Audio Rain glitch, in chunks where the rain sound will not play, you can also see that, while the rain is falling, it does not splash against blocks on that chunk.
 * x The 3D Character's Movement in the Inventory screen causes some laptops and older graphics cards to crash (It never happened to me before 1.9.5)
 * x Letters do float from bookshelves to enchantment tables even if 'line of sight' is blocked by transparent objects like vines, glass panes, ladders, cobwebs, saplings, ... However, potency of enchantments is not increased.
 * x Sprinting on colored wool/slabs always create gray particles, like mining hem used to do before Beta 1.7.
 * x Some texture overlays on entities, such as glowing eyes and chest lids, are Z-fighting with the underlying texture.
 * x You can do critical hits on: Paintings, Minecarts, Boats, Fireballs, Snowballs, Eggs, Arrows, other players with PvP disabled.
 * x While sat in a minecart wearing armor, opening your inventory shows you sat on your boots as well as wearing them.
 * x When you punch leaves and look at the sky through the leaves (on fancy graphical settings) it makes the clouds that you see through the leaves gone. That is because the clouds in fancy settings are transparent.
 * x Pressing F11 to go into full-screen, and then again to go out of full screen causes the screen to go black. Pressing the Windows key fixes it.
 * x 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.

Annoyances

 * a! Swimming/sailing in the ocean causes the horizon to flicker obnoxiously (since 1.8). This is caused by the blue horizon overlay disappearing at Y=64 when it should disappear at Y=63.
 * 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.
 * a! Rain particles should be able to be disabled in Fast graphics for much better perofrmance. However, this would remove the rain sound if done improperly.


 * a Water and lava drips through and under blocks where it probably shouldn't. Examples: glass, glowstone, wood, signs, and ladders.
 * 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.

Fixed/Skipped

 * f Looking directly at an entity while holding a map will cause the map to become white (see http://imgur.com/5F0Wq).
 * f If you press F3 and exit the world you are playing on, the F3 data/screen will still be visible when you are in the Minecraft menu but you cannot turn it off.
 * f Sometimes a item entities cannot be picked up from the top when a half-block, stair, or fence post is placed on top of the entities. Normally, if an item is floating within a space that is subsequently filled by a placed block, the item jumps to the next air space.  But when the space is filled by a half-block, stair, or fence post, the item appears to jump, but cannot be picked up.


 * s Activate F3 and open Creative Inventory. If you scroll down the background of the CPU-Time-Usage-Table (right bottom) disappears. Seems to happen if you see the "Golden Apple" with its graphical effects in the Inventory.

Bugs

 * ! Smooth lighting is not applied to both still and flowing water blocks. Instead the water will have blocky lighting.
 * ! On many Mac OSX systems there is harsh visual lag, and you can see through blocks partially (not due to textures) as well as at night the lighting inside is blue as well as odd strips going through blocks -this is probably caused by the power pc processors that apple used in old models, just as there were graphical bugs in ppc macs in every versions before Beta 1.2, not only that but there are bugs letting you see through blocks when it is dark even in smp - giving the player a unfair advantage over other players when mining, and searching for caves. as well as be a major annoyance. as well as it is like having mods to see in all light levels as level 15. again unfair and annoying advantage. (tested with and without mods), here are the screenshots:
 * ! This lighting bug is better explained by a short, voiceless video here [Skip to 1:20 for the bug; earlier shows how to create].
 * ! When a light source is placed underwater and destroyed the light stays. - Fixed in the newest Pre-release.
 * Occasionally some leaf blocks on trees that become enclosed later will continue to generate somewhat dim sunlight (light level changes based on night/day cycle). Forcing a lighting update doesn't fix, only destroying the block will. Examples:
 * ! Paintings are black when there is a block above it.
 * ! Some torches generated in abandoned mine shafts or NPC villages don't light anything up, unless replaced or if another torch is placed by it.
 * ! Sometimes overhangs create pitch black shadows, as shown here File:2011-10-27 16.52.37 copy.png. However, when one gets closer to the cliff, the lighting is updated and the pitch black shadow disappears (as shown here File:2011-10-27 16.52.51.png).


 * x Repeaters do not respond to light level increases. Test case 1:  Place repeaters on ground at night.  Go to sleep.  Repeaters will still be pitch black, even though in direct sunlight.  Placing blocks nearby forces them to update.  Test case 2:  Place repeaters on ground in a dark area.  Place a torch nearby.  Repeater stays dark.
 * x Arrows shot at the bottom of a block appear dark, even in well lit areas.
 * x Glowing redstone ore appears darker if light level is high Redstone block lighting.
 * x If the block adjacent to a water source has a lighting issue, the bubble particles will become black.
 * 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
 * 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 You can see chunk boundaries between ice blocks on fast graphical settings. This is because transparent block rendering is only one-passed to improve performance. The same also applies to water.
 * x Lighting bug when ascending or descending. Video showing the bug

Annoyances
None.

Fixed/Skipped

 * f Glowstone behind glass is odd, the light shines through but the glowstone itself is almost black. Example:
 * f Redstone Repeaters placed between two full blocks are dark when placed along Z axis. They are properly lit when placed along X axis.


 * u Enchanting Tables Books are often black or very dark at some angles.

Bugs

 * ! All maps created with shift-click are "map_0".
 * ! In multiplayer, if server.properties has a view distance < 9, then if any player looks at a map, the map will try to write 9 chunks outward to the map and be erased beyond the immediately loaded chunks. Allowing chunk load to be determined client side and making map-writing tied to this number could fix it.
 * ! The creative inventory always give the same map, it should generate a new map.
 * ! In multiplayer the only map in which you can see other players (if they have the map with the same name) is map_0.


 * x Map arrow don't match real looking direction.

Fixed/Skipped

 * f Using a map, while in a boat, at night, causes the map to become "highlighted" when the player looks down at the map.


 * u All maps made will center on the location where the first map was created.

Bugs

 * x If a rail is next to a solid block and a minecart crashes into it with enough speed, the minecart will sometimes keep going and merge into the solid block (tested in multiplayer).
 * x Minecarts themselves tend to "merge" into each other sometimes, ignoring collision. This is especially evident when stacked minecarts are released all at once (tested in multiplayer).
 * x sp 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.
 * x sp 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.
 * x Minecarts can accumulate damage via high falls. This damage is expelled onto the entity if the minecart touches a block that doesn't have a track on it (IE cart falls through a 24+ block drop before reaching the player; player hops in and takes a ride; ride leads to a deadend rail and cart skids off the last track; player dies).

Annoyances

 * a! In multiplayer much more often, once minecarts leave a loaded area or a certain radius (often as short as 32 blocks), they are 'unloaded' and lose their momentum. Fixing their remembered momentum will fix part but not all of this bug, as they will pile up as soon as they are unloaded.
 * a! Powered_rail_glitch_w_button_and_redstone.png A powered rail with a button directly above it will stay permanently powered if there is any redstone wire attached to the button when it is pressed.


 * a The minecart hitbox and collision data are slightly under one block vertically--this makes stacking difficult. Similarly, the hitboxes and collision data appear to be slightly more than one block length wise (untested).

Fixed/Skipped

 * f Minecarts will fall through the ground, when left on regular blocks (non-rails) in SMP. This appears to happen either when the chunks are loaded or saved.
 * f Minecarts with furnaces can't push minecarts on east/west tracks.

Bugs

 * ! Crashing at high speeds will deal falling damage to the player, often instantly fatal.

Annoyances

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

Fixed/Skipped
None.

Bugs

 * ! Staring at a Endermen during sunrise make the mob disappear, and not bursting into flames when the sun comes up as expected.
 * ! Tamed Wolves on custom downloaded maps will attack/not follow/interact with the player. This is likely because the game assigns the tamed wolves to the custom map creator's name and not to the player's name.
 * ! All (non aquatic) passive mobs make a bee-line for the sea. After a short while the land will clear of livestock which can be found floating offshore or trapped in ponds and pits. Includes cows, pigs, sheep & mooshroom cows. Chickens seem less affected. (confirmed on SSP)
 * ! It seems that as time approaches infinity, all animals eventually walk into unloaded chunks and get stuck there. [Talk/argue about bugs in the discussion! Talking here will make the list seem longer.]
 * ! MP When jumping, all mobs (especially slime) glitch through floor below them/ceiling. This happens only on multiplayer because of the different mob collision mechanic. This can be exacerbated when multiple mobs are confined to a small location, but it can happen with a single mob as long as it jumps in the confined space (ex: a mob stuck in water often displays this behavior). When they jump, they appear in the compartment above them but are invisible and can still attack the player in the compartment below.  For invisible slimes, this is accompanied by their sound, slime particles, and pushing.  If the player swings at the empty space where the pushing occurs, the player may be able to kill the mob, but it's mostly luck to hit it in the first place.  To recreate this bug, connect to multiplayer, go to a chunk that spawns slime, build a two-level compartment and observe how the slime "teleport" between compartments when they hop.
 * ! Mob path-finding is rather buggy and can easily break in tight spaces. In fact, even a single block placed well over 50 blocks away has a chance to cause mobs in a tight space to behave blatantly wrong, typically resulting in mobs ignoring the player entirely.
 * ! Wolves have practically vanished from the game, because they despawn when untamed and then never respawn
 * ! The "bad chunk" bug spawning extreme amounts of mobs is still existing.
 * ! Mobs don't spawn in hardcore mode if one switches from peaceful difficulty to a hardcore world.


 * x Passive mobs constantly bounce when next to fences even though they cannot get over. (confirmed on SSP) This eventually results in their death over time as they clip into blocks momentarily and suffocate. Over time they accumulate enough damage to die. All penned animals do this and die over time. Following bugs are related or the same issue.
 * x Animals may follow their babies even when they are grown up which can lead to large 'animal balls' (confirmed on SSP) Quitting and restarting Minecraft seems to fix this behaviour until they breed again.


 * x Ghasts' hitbox is offset, htting the top of their head doesn't hurt them.
 * x Animals will continue to follow their 'desired' mate partner if they weren't able to mate (happens when the 'desired' mate partner mates with another animal).
 * x Spiders and Endermen glitch in the fog, appearing white while other mobs do not.
 * x When the player walks into a fence's blockspace, aggressive mobs do not detect the player and will wander aimlessly
 * x Cows, pigs & sheep sometimes spawn in trees. http://img6.imagebanana.com/img/8zulqcbk/20111106_16.47.20.png
 * x Snow golems do not leave snow trails in mushroom island biomes.
 * I can confirm this in SSP NobbyChicken
 * x Magma cube's inner cube is 4 by 4 by 4 but the texture file has it 6 by 6 by 6, making a chunk of it see-through. Clear all but the inner cube ("guts") in mob/lava.png to be able to see it better.  RobotHacker 16:27, 10 November 2011 (UTC)

Annoyances

 * a! 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).
 * a! No more wool produced by sheep after a single shave.


 * 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.

Fixed/Skipped

 * f Endermen may teleport after the player deals a killing blow resulting in their drops appearing elsewhere, often out of sight of the player and therefore lost. Confirmed, using iron sword on SMP, though drop was never located. Also confirmed, though I hit the enderman at a really precise time and I saw his experience orbs fly far away.
 * f Sheering baby Mooshrooms yields a full grown adult cow rather than a baby cow. Possible exploit to gather beef faster from breeding by bi-passing the time spent to age.
 * f Slimes and Magma Cubes do not despawn when setting to peaceful despite being hostile mobs at all sizes. This is indeed a "feature" but it was also not as intended when originally coded.  The original intent was to allow the smallest version of them to spawn but remove the rest since the smallest ones do no damage, just annoy.  This clearly is not how they have been behaving all these months.
 * f Spiders, Endermen and silverfish will still try to attack you even if you have not provoked them in creative mode (other hostile mobs do not ).
 * f The cow, pig, wolf, sheep and sheep fur rear texture are upside down.
 * f When trying to feed pigs with saddles wheat, it does nothing, and instead just mounts them.
 * f Slimes and Magma Cubes are voiding several spawning algorithm rules. Such things as spawning on top of blocks labeled in the game as non-spawnable (glass, half steps, stairs, etc.); spawning inside of translucent blocks next to air blocks, such as spawning inside of a piston block; spawning inside 1x1 block spaces that contain translucent blocks such as redstone, repeaters or torches.
 * f MP Chickens seem to have an additional bug and suffocate while jumping down from a single block height.
 * f Chicken clips through gravel block and asphyxiate while following the player with wheat.
 * u In a dark area, creepers and skeletons don't attack you.

Bugs

 * ! If the server crashes or is shut down abruptly, players' inventories are not stored and revert to a much earlier state (30 minutes or earlier sometimes) or are blank entirely. The world, however, is 'remembered' and blocks manipulated even a second before the crash are stored.
 * ! With certain players logging out of a multiplayer server will cause them to lose items, experience levels and be left out in the middle of no-where.
 * ! Reducing server.properties view-distance drastically reduces/eliminates mob spawning in SMP.
 * ! Spawn point in The End seems to be related to the coordinates of the portal in the overworld. may result in spawning ~1500 coords from the origin on the X-axis. see discussion page for more info. (if you are in survival mode, you have no way of getting to the normal area)
 * ! Players with slow internet connection can only hit mobs with melee attacks on the head when the mob is hold by a block in front of his head, except if the player get a block under and attack the mob on the head, but then the player can be attacked. This is not exclusive to 1.9, as it goes back at least to 1.7.3.
 * ! Even if the server is not lagging, seeing other players moving is usually choppy. (This "bug" exists since SMP was created)
 * ! Boats and Minecarts lack clientside prediction, making them very hard to control.
 * ! Endermen do not attack and shake when they are looked at. They will attack only if you look a few blocks above them.
 * ! When you log out with barely suffice headroom (ie: 2 high hallway/tunnel), you may find yourself logging into a different place (typically on top of your old location, but not always the case).
 * ! All mob spawners have a pig inside them. This makes it impossible to see what a spawner will spawn until one sees the actual spawning.
 * ! Mining is slightly longer in multiplayer due to the click-mining fix, which is only applied to multiplayer. This was half-fixed in Beta 1.8, but still not fully fixed.
 * ! Passive mobs may occasionally despawn due to bugs (usually on a server restart, sometimes happens when going far away then coming back), where they should not despawn.
 * ! The server sends way too many pings and time updates to the clients. This causes lag and is not needed. Major games only ping once per 15 seconds and time updates could be done every 10 seconds (or maybe add the time inside the ping packet) because if the server has an overload, the data gets sent later anyway and it's not needed to overload the clients and server even more with ping and time updates.
 * ! Many entities appear commonly as client side ghosts. For example TNT, falling sand and gravel, mobs and flying arrows. This is a client end issue, as re-logging will typically remove any ghost entities.
 * x Pressure plates, levers, buttons, TNT and fishing rods do not make all of their sounds in multiplayer, nor can the other players hear them.
 * x Some sounds/effects missing from other players/mobs: mining sounds/animations (before the actual breaking sounds), footsteps, chicken egg laying sounds ("pop" sound), skeletons/players shooting arrows.
 * x Other players do not show their dying animation properly, not tilting to the side when dying.
 * x The fishing rod texture does not turn to "fishing rod without string" texture while fishing in multiplayer.
 * x The fishing rod does not have a black line connected to the bobber in multiplayer.
 * x Creepers do not puff up/flash when about to explode.
 * x Fully charged arrows do not emit particles.
 * x Several particle effects missing in multiplayer: boat particles, mob spawn particles, sometimes fishing-related particles.
 * x The anti-flying protection on vanilla server does not catch speed mods and does not always catch players flying.
 * x The clientside skeleton arrows differ from the server's skeleton arrows.
 * x When exiting a minecart after riding it, the player floats and can clip into blocks. This condition only disappears when restarting the Minecraft client. This also happens in some cases where water is flowing down on top of you and you place a block above yourself. Restarting client (rather than reloading world) confirmed to resolve this.
 * x When an arrow is shot at a block, the shot arrow floats to the top of the block. It does not stay at the position it was shot at.
 * x Throwing a full stack of items on the ground results in throwing another "ghost" stack right after it, leaving two stacks (one stack are the real items, other stack are the ghost items)
 * x The enchantment animation can not be seen by other players (tested on multiple machines).
 * x On multiplayer, when someone destroy tall grass you will see gray particle effect, instead of green.

Annoyances

 * a! Mobs are too dangerous, especially creepers, where they explode even when they are very far away from the target. It takes a while for them to realize the distance between them and the player.
 * a! Servers could use join/quit DDOS/flood protection through queuing, or at least the ability to limit/combine/reduce player announcements.
 * a! Worlds are not saving properly, when a server is restarted some areas are either newly generated or else a 'bugged out' and are spliced with what I assume to be the sky world. This creates a very uneven surface area with massive drops such as: Example
 * a There is no way to differenciate your own tamed wolves and other players' tamed wolves.
 * a The anti-flying protection on vanilla server also catches server operators.
 * a There is no flag in server.properties to allow/disallow travel to The End in SMP. (like the "allow-nether" flag)
 * Does this flag need to be renamed to "allow-mutilevel" for disabling Nether, The End, and any other dimensions that come along in the future?
 * a There are some lighting glitches such as: Destroying a block leaves a light level of 1 at the location the block was destroyed, repeaters are sometimes black.
 * a Whitelist toggling in the console doesn't appear to do anything. whitelisting seems to work, but requires a restart to activate/deactivate.
 * a /kill doesn't work if you are in creative gamemode.
 * a When minecarts gets on an unloaded chunk (no players have it in render range), it will stop moving, even with a powered minecart after it.
 * a There are too many chunk unloads per tick, causing the server to overload. Might unload only 10 or 20 chunks at max per tick instead of 50.
 * a Void / Bedrock fog is only applied to player's view. This leads to weird and counter-intuitive situations such as being able to see a player when they cannot see you. This is a particular problem on PvP and creative servers. (Suggest option to disable at server/map level?)

Fixed/Skipped

 * f Minecarts and boats do not wiggle when getting destroyed.
 * f Critical hits do not do extra damage and its animation does not appear to you or any other players.
 * f Boats are less likely to break than in singleplayer when crashing at high speeds.
 * f The underwater air bar is not synchronized with the server. This may cause someone's death by drowning.
 * f In SMP, create a powered minecart track that goes high above a body of water then abruptly ends (so that the cart and player will "launch" off and land in the water). Hop in a cart and ride off the edge.  Regardless of the depth of the water, when the cart hits the ground under the water the player will die and the server will forcefully close their connection.  When the player re-connects, they will be dead and presented with the "game over" menu.
 * f Starving to death while riding in a minecart in the nether causes an Internal Exception and kicks the player from the server.
 * f Query protocol reports "hostname" key twice while first one is "motd", and the second one is ip the server is running on. First occurrence of "hostname" should be replace to "motd".

Bugs

 * x The Macintosh version uses 32-bit Java, even on 64-bit computers (This is because the launcher specifies 32-bit java, but there is a fix that requires Xcode and very precise changes to the application package.) For a simple alternative to launch Minecraft in 64-bit Java, use this terminal command:
 * java -Xms512M -Xmx1024M -jar /Applications/Minecraft.app/Contents/Resources/Java/MinecraftLauncher.jar
 * Same here, on Windows 7 64bit, unless you use a batch file, or shortcut:
 * "C:\Program Files\Java\jre7\bin\javaw.exe" -jar "full path to minecraft.exe"


 * x Air is rendered and handled as a block, NOT the absence of a block. Changing this could cut down on CPU use and RAM. // Agreed; Open-air maps lag a huge amount more than more 'full' maps for me.

Fixed/Skipped
None.

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 MP Ambient cave sounds never play.


 * x 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).


 * x Rain does not always generate the rain sound.


 * x Mobs have a tendency to make noises right after they are killed.


 * 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).


 * 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.

Annoyances
None.

Fixed/Skipped
None.

Bugs

 * ! Rain appears to continue on through blocks occasionally, more common on SMP. Also, because it continues through, it also doesn't splash on top. This bug has been present since 1.8 Pre-release 1.

Annoyances
None.

Fixed/Skipped
None.

Bugs

 * x If you place six source blocks of lava around a flammable block, the block will not catch fire from the lava.

Annoyances

 * a! Lava creates small half-source blocks when it flows downwards. These sources constantly produce lava even when it is cut off from its main source block, and cannot be grabbed with a bucket. These properties make it very frustrating and difficult to clean up.

Fixed/Skipped

 * f You can now create an infinite lava spring by surrounding an empty space with 4 lava blocks.
 * Is a bug, and is fixed for next release.

Bugs

 * ! If some water is falling down when you exit the map, this water remains when you open your world but is not falling anymore.
 * ! Falling water destroys items normally pushed aside by flowing water. An exhaustive list: Sapling, powered rail, detector rail, cobweb, tall grass, dandelion, rose, brown mushroom, red mushroom, torch, redstone wire, seeds, rails, lever, redstone torches, button, redstone repeaters, stems, lily pads, nether warts, and other objects of similar nature.


 * x Placing a contained water source next to a ladder then carving the block below the ladder and placing a source block in that position will cause the first source block (the one next to the ladder, not under it) to convert into a flowing stream that points at the ladder; or rather the source block hidden in the hole below the ladder. Unsure which the game is doing since they are both in the same direction using this trick.  Basically it turns a source block into a flowing block when it shouldn't.
 * x Fluids such as water can alter other fluids to change their angle; however the angle of the water can alter whether or not an entity can jump out of the water. (Further explanation: Prior to 1.6 this feature didn't affect the way the water reacted with entities. Current tests to exploit the angles of waters in all 4 directions when water was applied to corners or head on to shift the angle caused varied results.  For instance, it is impossible to jump out of a source block onto any other source blocks 1 block higher.  Using flowing water yielded a rather varied slew of results.  With just water straight ahead in the direction being tested, only West was able to hop out into the source block.  With water applied to the corners of a flowing stream to lift it up, 2 directions could hop out onto a dry block just fine while the other two could not.  All tests were done on the player, but I noticed these problems several months ago on a mob machine and did a slew of tests using mobs to gather the same odd results.)
 * x Water doesn't push activated TNT.
 * x When an ice block melts, the resultant water source block doesn't flow until a block update occurs.

Annoyances
None.

Fixed/Skipped

 * f If you have a column of water running down a wall and you block the hole, the water below it keeps flowing, it's like all the water becomes source blocks.

Bugs

 * ! If you generate a new world with the same name as a deleted world, it will sometimes include chunks of that old world. Treubaria
 * ! The spawn point in The End may sometimes be located off the island, so you can only get there with creative (or if you have enough blocks to make a bridge). This is similar to (but not as severe as) the spawning issue noted in the "Multiplayer Related" section.
 * ! 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.


 * x Sometimes, floating cacti may generate.
 * x Sometimes, mushroom may generate on leaves.example image
 * x Only yellow, no red flowers generate.
 * x Only grass, no ferns generate.
 * x You cant harvested grass and leaves with shears in creative mode.(Dont tested in MP or SP).
 * x Sometimes, trees are generated over small ponds, effectively destroying the bottom blocks of the trunks. Seed '-392859584' XZ = -25, 170
 * x Getting underneath the end portal and looking up does not display the end portal effect (both creative and survival).
 * x Stone particles are given off when punching the portal effect block.

Annoyances

 * a! Strongholds almost always have mineshafts or ravines generated through them, usually taking out large chunks of what would have been the stronghold. this may be what causes some strongholds to have no portal.
 * a!Parts of a mineshaft occasionally overwrite the portal blocks as seen in this image.
 * a! The grass/water colour in the biome boundary between swamps and other biomes does not fade out/in, making it a visual annoyance.
 * a! Abandoned mineshaft parts float in midair rather than existing on some sort of bridge. This is noticeable when they intersect ravines or strongholds, or when there is a hole within an abandoned mine shaft. This could be fixed by generating a floor as part of the mineshaft (out of stone or dirt or cobblestone or wooden planks or something), which would also remove the oddity of ores generating on the very floor of the mineshaft, as well as the occurrence of floating rails.

Fixed/Skipped
None.

= References =