Minecraft Wiki talk:Issues/1.0.0

Piston power bug?
Is this a bug?

Picture 1

Picture 2

I don't think the piston is supposed to receive power, because the repeater should transmit the power through the block that is raised and that shouldn't activate the piston.

The torches on the side is used to display the current redstone status for the blocks.

Personally I find this very annoying because this "feature" makes one of my machines impossible to build in the way i want :( Sebbes333 00:49, 10 December 2011 (UTC)

Snow in Taigas
Although Tundras (ice plains) finally have snow again, Taigas (pine forests) still do not. It really is bad that you never see snow at high altitudes.Chezzik 19:58, 21 November 2011 (UTC)

Wood Blocks
If you stand on top of a wood block and try to break it, the breaking animation often will not play, sometimes only playing on half of the block.

Death
While in a boat on hardcore mode, a tamed wolf falling onto you will kill you. 0305 11-22-11 (CST)

a! One of the MOST annoying things upon DEATH is that the "Back to Title-Screen" button is located right at the center. If you encounter a hard fight and hitting the MOUSE1-button rapidly it's kinda annoying to disconnect from a server just in fact you clicked "Back to Title-Screen". This should be solved be moving any menu-button out of center-positions so there is no problem still hiting MOUSE1 if you die. This is most annoying on public MP-servers with low player-slot-count : if you DC from server and try to re-join it could be filled up in the time you need to go back to title, then back to MP-server selection and re-connect to the server. Please Noth, fix this major annoyance by clearing out the center of the screen , or build in a delay for the button so it can't pressed immediately.

Read the instructions sign
This should be red,orange or yellow to add contrast. --93.106.76.125 10:21, 22 November 2011 (UTC)

Piston cannot extend discussion
[X] If a piston is powered but cannot extend because of the amount or types of blocks in front of it, the piston will still not extend after the blocks have been removed, even if its power source remains. (this should become a large bug, not a minor, as it could mess with auto building bridges and other devices that use a max pistons push amount. This could break a lot of things!)
 * Absolutely not. This property is crucial for building legitimate BUD devices, and all sorts of existing creations depend on it.  Do not remove this feature!  (Instead, remove the Piston Quasiconnectivity Bug, which messes many more things up, and is a terrible abstraction.)  —Immute [talk]
 * That is true, but this is still a bug. Many devices that use BUDs can be built other ways that do not rely on the glitch. A possile fix to this bug may be to tell pistons to update if a block within thirteen blocks of its front side changes state.
 * That would require Minecraft to search 78 blocks every time another block changes, possibly involving loading extra chunks. It's also one of the easiest-to-understand piston glitches and allows some interesting behaviour - specifically BUDs - as opposed to the quasiconnectivity bug which is hard to understand. Immibis
 * It would only need to check eighteen blocks around the piston: one block on each of the five sides made of cobblestone and thirteen blocks on the side of the wooden arm. (Pistons can push up to twelve blocks so it would be important to keep track of the thriteenth block that might be preventing movement.) Also, anyone who has been using BUD devices should have known not to heavily rely on a bug that exists in a game that is in development. You should have been expecting bugs like this to be fixed eventually.
 * You don't understand how block updates works in minecraft. Immibis is right. T would need to update 78 blocks (13 in every direction) to make sure, that pistons, that can be there, update status. And this can accidently break some old-style BUDs (like a water which changes flow if block nearby is updated). — MiiNiPaaT
 * Actually it just could, first check what direction which piston is pointing, then check blocks there, resulting to check 14 blocks. --93.106.76.125 11:04, 22 November 2011 (UTC)
 * it is the other way around: if an Block updates this Block has to check 78 Blocks if they are Pistons and if they could extend towards this Block. if it would depend on the Piston you would have to check 14 Blocks - but per tick and per visible/loaded piston, which would be much more load on the CPU than checking the 78 Blocks per block update which is already multiple times more than currently 217.189.220.19 20:56, 23 November 2011 (UTC)
 * here is sample code :

metadata reading

case east -> 2 metadata checks

case west -> 2 metadata checks

case south -> 3 metadata checks

case north -> 3 metadata checks

case up -> 3 metadata checks

case down -> 3 metadata checks

thats 3 to 4 checks addition to checking the 13 blocks. EDIT:piston could do this check every let say like 10 ticks when it's in this specific state.

188.238.159.215 17:48, 24 November 2011 (UTC)
 * another possibility would be that server keeps list of chunks that are affected. and also in these list contains piston data (direction, extension state, EDIT: piston location). when block update happens (and it is block removal) in these chunks, then it checks did it happen on line of piston, then calculate how far from piston it did happen, if it happened enough close then piston pushes. EDIT2: however, even i dont want to get this bug fixed, because theres solution over come this issue. that is make piston power state change constantly when you want it to push blocks. 188.238.159.215 18:17, 24 November 2011 (UTC)

Entities

 * Wolves glitch out again like they used to and will be never be able to stand up, they also will attack there owners when glitched.
 * This also happens when you throw an EnderPearl at one. And also, the glitched wolves can stand, but only in water. Matt.B. 21:46, 24 November 2011 (UTC)


 * When a player is killed or disconnects on a server they will remain there, but they cannot be interacted with/ collided with.


 * Wolves will keep standing back up automatically in SMP (they are still sitting but there model stands up)

Crafting / Smelting
When using lava as a fuel source in furnaces, the bucket is no longer given back, but destroyed. Verified in all Game-modes. Is this the new intended behavior? AbyssalRequiem 03:19, 24 November 2011 (UTC)
 * Afaik you didn't get the bucket back before. Viciarg 20:30, 8 December 2011 (UTC)

Stronghold / Enderportal-Room
I've found in a Stronghold a Enderportal. But unfortunately crashes every time minecraft from when I enter the room. Even though I am in the vicinity of the room, the game crashes regularly (approx. 2 minutes).

my gamemode: SSP minecraft: 1.0.0

messages: _____________________________________________________________

xx:\xxxxxxxxx\xxxxx\Anwendungsdaten\.minecraft>java -Xmx1024M -Xms512M -cp minecraftproxy_1.4_1.jar net.minecraft.LauncherFrame MCPatcherUtils initialized. Directory xx:\xxxxxxxxx\xxxxx\Anwendungsdaten\.minecraft\. 27 achievements 174 recipes Setting user: Speedy1505, xxxxxxxxxxxxxxxxxxxxxxx Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin

Starting up SoundSystem... Initializing LWJGL OpenAL (The LWJGL binding of OpenAL. For more information, see http: // www.lwjgl.org) OpenAL initialized.

new silverfish model java.lang.ArrayIndexOutOfBoundsException: 10 at aih.drawNeedle(aih.java:176) at aih.a(aih.java:154) at zh.a(SourceFile:383) at net.minecraft.client.Minecraft.k(SourceFile:1338) at net.minecraft.client.Minecraft.x(SourceFile:705) at net.minecraft.client.Minecraft.run(SourceFile:658) at java.lang.Thread.run(Unknown Source) Stopping! Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException: component argument pData at sun.java2d.windows.GDIWindowSurfaceData.initOps(Native Method) at sun.java2d.windows.GDIWindowSurfaceData. (Unknown Source) at sun.java2d.windows.GDIWindowSurfaceData.createData(Unknown Source) at sun.java2d.d3d.D3DScreenUpdateManager.getGdiSurface(Unknown Source) at sun.java2d.d3d.D3DScreenUpdateManager.createGraphics(Unknown Source) at sun.awt.windows.WComponentPeer.getGraphics(Unknown Source) at java.awt.Component.getGraphics(Unknown Source) at sun.awt.RepaintArea.paint(Unknown Source) at sun.awt.windows.WComponentPeer.handleEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$000(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source)

SoundSystem shutting down... Author: Paul Lamb, www.paulscode.com

_____________________________________________________________

xx:\xxxxxxxxx\xxxxx\Anwendungsdaten\.minecraft>java -Xmx1024M -Xms512M -cp minecraftproxy_1.4_1.jar net.minecraft.LauncherFrame MCPatcherUtils initialized. Directory xx:\xxxxxxxxx\xxxxx\Anwendungsdaten\.minecraft\. 27 achievements 174 recipes Setting user: Speedy1505, xxxxxxxxxxxxxxxxxxxxxxx Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin

Starting up SoundSystem... Initializing LWJGL OpenAL (The LWJGL binding of OpenAL. For more information, see http: // www.lwjgl.org) OpenAL initialized.

new silverfish model java.lang.ArrayIndexOutOfBoundsException: 10 at aih.drawNeedle(aih.java:176) at aih.a(aih.java:154) at zh.a(SourceFile:383) at net.minecraft.client.Minecraft.k(SourceFile:1338) at net.minecraft.client.Minecraft.x(SourceFile:705) at net.minecraft.client.Minecraft.run(SourceFile:658) at java.lang.Thread.run(Unknown Source) Stopping!

SoundSystem shutting down... Author: Paul Lamb, www.paulscode.com _____________________________________________________________

The End

 * When in the End if you slay the dragon and jump back into the portal they endermen seem to attack you and you cannot press Esc to skip the credits.
 * only im SMP i think, not tested it yet..
 * You take damage when you press "Esc" so i don't think it's the endermen that were attacking me.


 * In SMP in the end when you are respawning you just see the respawning... screen flashing and you hear yourself taking damage..

Major wolf bug
In 1.0.0, if you attack a sitting, tamed wolf, it will become hostile, but still have a collar! Look at the top one here: [] --Usyflad10 06:30, 25 November 2011 (UTC)

- It's a known bug. Even listed on the "Wolf" page on the wiki here. Andry 18:33, 5 December 2011 (UTC)

Ghast fireball
Ghast fireball do very small amount of damage (2 hearts when not wearing any armor) (possible only on SMP?)

Silk touch enchant
"Silk touch" no longer allows you to collect ice blocks

Magma cube when in water
The Magma cube when its in the the water it just jumps and doesn't move but it still has it particles effects but it just stays stuck not jumping up or anything

Magma cube hit box
Largest Magma cubes have very odd hit box. It is very hard to hit it. (possible only on SMP?)

Potion effect disapear after changing realms
When you have some potion effect (for example speed) and you go trough nether portal, you will loose a potion effect.

- Not sure, but I believe this is intentional. Andry 18:26, 5 December 2011 (UTC)

Enchantments

 * In SMP, had two stone pickaxes, both unused, one enchanted with efficiency level 1, and one normal. Creeper killed me.  Upon returning to collect my gear, I received two un-enchanted stone pickaxes.  Duplicated twice in SMP, but have not had the chance to test on picks of various material.   AbyssalRequiem 17:53, 26 November 2011 (UTC)
 * Also does this with EVERY enchanted item (maybe it was intended)


 * In SMP other players does not see that you have enchanted item (no glow). Potions have that glow, but not weapons, tools and armor

Multiplayer Inventory Selection Lockup

 * Not really sure if this is right place to post, new here and all, but I am running a server with a playerbase of about eight. Occasionally for users I am getting an issue where you are no longer able to "select" thing from an inventory. Clicking on an item from the hotbar will swap it straight back into the inventory, and clicking something in the inventory will deposit it straight back into the hotbar. When playing in creative mode on a multiplayer server, it does something similar, but if the inventory is full, it selects and allows you to pick up 64 blocks, but you cannot place any back.

To recreate, server V1.0.0, swap gamemode from survival to creative to survival again, and that has done it for me 9 times out of 10. If not, swap again, or build for about 15 minutes, and eventually the inventory will glitch. I would classify this as a MAJOR ANNOYANCE. Please let me know if there is a fix, or if it can be replicated and listed as a bug.

58.168.206.43 07:35, 29 November 2011 (UTC)

CapsLock + touchpad bug?
Not sure if this is some sort of conflict, but here goes:

When using a touchpad as a mouse to aim, (not tap-to-click), if I turn capslock off, the aim/view moves wildly, even though my touchpad finger is still. Fett0001 16:36, 1 December 2011 (UTC)

Out of memory crash when going through portals
Saw this once when going through a portal to the End, and once when returning from the Nether to the Overworld. Running on a 1.0.1 SMP server with 2 clients jumping into the End a lot as we were battling the dragon. Possible reproduction approach: Make a bed near an End portal, then just keep jumping through the portal and dying on the other side (similar to what I was doing). At least it was a friendly error message. :) Screenshot CeeeKay 17:33, 1 December 2011 (UTC)

Lighting Bug
If a sticky piston hooked up to a clock is pushing a block upwards and downwards(may not be needed but that's how I found it)is being pushed by another sticky piston above a very large hole, the middle will be pitch black and the light will not be smooth at all. It will flash light and dark(that's normal of course) but at the bottom, even when there is no light at all, it will also flash light. If you put water down there it will be light up and the light will depend on the time of the day. If nobody understands I will post pictures if nobody understands

Item Duplication Bug
Version 1.0.0 & 1.0.1

SMP

Windows Vista

Locally hosted server

Before: 2 stone pickaxes, an Iron pickaxe, and no experience.

I got exploded by a Creeper.

After: 7 stone pickaxes, and the Iron Pickaxe.

Fett0001 01:33, 3 December 2011 (UTC)

Sudden Biome Change
I opened my saved world (created in 1.0.0) last played the day before and some biomes just randomly changed. For example, my farm was completely on a "normal" grass biome, now it's split between grass, desert and ice plains. Entire chunks have completely changed biomes, usually not being altogether big. All from grass/forest biome. It's not just a graphical bug and grass color change, water freezes when on the "ice plains" biome. It might be because of some mods I used, but I doubt it since the day before I had the same mods and didn't notice any problem. Needs to be confirmed/tested, however I think my world is permanently modified. Andry 18:31, 5 December 2011 (UTC)
 * Looks like seed value got changed. Travel to ungenerated land, if there is harsh borber between previosly and newly generated chunks, that is the cause. If you got an old backup of the world, you can compare seed values. — MiiNiPaaT 18:39, 5 December 2011 (UTC)

Repeaters, not allowing proper current flow.
When a block is powered in the fashion shown in Image 1 and the power is then removed, the redstone does not change state (on to off) it instead remains powered (Image 2).

This could be just a case of a loop being created between the block and the wire. But Im fairly sure this wasnt a problem in earlier versions.

Fences attach to the front and back of Fence Gates
As you can see, Fences attempt to attach to the fronts and backs of Fence Gates. It ends up looking very awkward, even if this construction wouldn't likely be intended. Vote to add this as a Minor Annoyance? MegaScience 21:02, 6 December 2011 (UTC)


 * If the Fence Gate's collision box is corrected to fit with Fences, this might become an actual problem, as people will notice they can walk between two fences directly next to each other (Although they'd have to use half Nether Brick Fence and half Wooden Fence). Just adding onto the argument for fixing this. MegaScience 21:49, 7 December 2011 (UTC)

Fast Graphics Grass Biome Side Glitch
When you are on fast graphics, there is still the grass biome side texture, instead of the normal texture. The grass biome side texture is supposed to be there if you are on fancy graphics, but it is also there with fast graphics on. Not sure if it makes my Minecraft slower or not.

Trapped lava setting things on fire through glass?
Seems to happen randomly on my friend's MP Survival server, but I built a room of glass with lava surrounding the outside walls and under the floor, but normal dirt on the ceiling. Somehow, the trapped lava has been starting small, one block fires through the glass blocks.

Slow chunk loading when teleporting in SMP
This is more of an annoyance than a bug, but when using /tp command to teleport one player to another, chunks take an extremely long time to load for the teleported player. Its due to the order that chunks get loaded. Instead of loading the chunks that are closest to the player and then radiating out, it loads at an edge farthest from the player and loads towards the player. The work around is to exit the server and log back in, as logging in causes the game to load chunks properly. 98.246.24.75 18:33, 7 December 2011 (UTC)

Endless chicken spawn lockup
Running standard 1.0 server, when traveling to one corner of my map I encountered 3-500 chickens all in a small vicinity. Was able to kill about 100 with considerable lag and leave. Upon returning with a tamed wolf the server crashed. Returned solo and the lag was up to 2 seconds per footstep about 100 yards away. I pushed to it to find now 3-5000 chickens in same small area.

Stepping Sounds
Is the bug which makes stone stepping sounds instead of dirt ones on dirt blocks with a torch on top already known/mentioned? Thank you. Viciarg 20:26, 8 December 2011 (UTC) Add.: SMP, Client Version 1.0.0, Server version 1.0.0 or 1.0.1. Viciarg 20:27, 8 December 2011 (UTC)

Seriously, we need another clean up
This page is already overgrown. I already see many unclear, double reported, intended things and features. I cleaned up a huge, huge bombshell of false bugs in the older bug page, but this is as hilarious as the old page(Lulloman). Who thinks this is a good idea?

Dispensers Disenchant Items
When you place an enchanted item in a dispenser, then break that dispenser, it returns the items without their enchantments. It will dispense them (via a button press or by powering the dispenser in some other fashion), but if you break the dispenser with a pickaxe, the items are returned as non-enchanted versions of themselves.

Placing Unobtrusive Items around Enchanting Table
In order to obtain the benefits from all of the surrounding bookshelves in an enchantment room, there must only be air in the 8 blocks that are adjacent to an enchantment table. This is my understanding of the intended functionality in all available game modes. However, I feel that unobtrusive objects (such as torches, pressure plates, switches and the like) should be the exceptions and thus not block nearby bookshelves from the enchantment table. Itchy88 14:17, 11 December 2011 (UTC)

Cacti Contact Destroys Harvested Cactus Blocks
When attempting to harvest the top blocks from a cactus, as is often done with a cacti farm, the resulting collectible cacti blocks fly somewhat randomly about. Any of these that come in contact with the base of the cactus that was just harvested, or any nearby cacti, will be destroyed before the player can collect them due to the intended destruction property of cacti. Perhaps cacti blocks should be an exception to allow safer and easier collection. It would make sense that a cactus could not destroy itself or other cacti. Itchy88 14:27, 11 December 2011 (UTC)

Consumables + CartChest Bug
[x] SSP 1.0.0 & Week49 snapshot version release thing

Holding a consumable (Potion or food (mushroom soup & cookie) and opening a Cart Chest will cause the chest gui to open up normally and for you to eat or drink what you are holding. MarqLaw 07:08, 13 December 2011 (UTC)MarqLaw

Multiplayer Map Bug
I was able to create multiple copies of the same map in Creative mode. I'm not sure if this is a bug itself, but it has some "bug-like" consequences.

Having given another player a copy of the map, when either of us looked at the map, we were rotating both player icons. When I was facing south, and him north, both icons were pointing in the same direction based on our independent views, and rotated according to our movements (depending on whose map you were looking at, they were pointing either both south or north, respectively). Our positions were accurately reflected, but it was impossible to use the map if we were trying to meet at the same point from opposing sides (without using the Sun/Compass).

It also meant that as one of us was revealing a section of the map, it would show up on the others copy of the map. I think this could actually be beneficial, and not certain if it's a bug, but it's worth bringing up. (both maps were obtained in Creative mode, were labeled as map_0 automatically, and we had switched over to Survival for the test of this "glitch") –Preceding unsigned comment was added by 184.166.88.3 (Talk) 07:28, 13 December 2011. Please sign your posts with


 * Only the first issue is a (potential) bug. AFAIK, the second is intended as map copies are supposed to all show the same information (eg all Map_0's show the same information). ~Markus talk 06:38, 14 December 2011 (UTC)

Odd gate connection behavior
I encountered this just a short while ago. When placing gates directly atop one another, you can get some odd behavior. Under specific conditions, the gate will connect strangely to surrounding blocks. Namely: For graphic representation:
 * The gate must be placed above a fence or another gate
 * The bottom fence/gate must have a block behind it

The gate still performs fine, it just looks weird. I found a couple ways around this glitch:
 * Place the top gate first
 * Place the block behind the bottom gate/fence after the top gate.

It appears to me that the issue is that the top gate derives its orientation from the gate/fence below regardless to its actual neighbors. I had a few instances where the bottom gate would behave similarly (when placed first) even with no block behind it at all. This would then cause the gate above, when placed, to orient itself the same way. Not sure what caused the od bottom gate behavior, but it probably was caused by me not dismantling the entire assembly between tests.

As an aside, I noticed that fences don't attach to jack-o-lanterns, but I figured this was actually intentional. ~Markus talk 07:32, 14 December 2011 (UTC)