Minecraft Wiki talk:Issues/1.2.3

Headlines
Why all headlines where not added? This probably will result improper categories. 194.137.243.226 15:15, 2 March 2012 (UTC)

High enchanting levels hard to obtain compared to benefit
a! The enchanting system has always, and continues to be frustratingly unfair. sometimes producing Efficiency III when a level 50 enchant is used. Considering you need to kill NINE HUNDRED AND TWENTY FIVE zombies/creepers etc, to get to Level 50, users are naturally in consensus that, to quote Yahtzee Croshaw, the ratio of difficulty to find versus actual usefulness is completely arbitrary. While we respect the mystique Mojang have tried to create about enchanting, the numbers need serious review. Kizzycocoa

Previous conversation is located here


 * I always thought the current experice/level-system was kind of a placeholder for an upcomming rpg-like skill-system. The current form seems to be very odd to me. The random-enchantings are annoying and the XP-costs seem to be unbalanced. I do love Minecraft but the experience-system is - sorry - nonsense. --Deep Thought 42 10:22, 2 March 2012 (UTC)
 * Concur; enchanting itself is fun, but the current system has no sense of scale and effectively requires exploits (XP farms) to be remotely useful. Lower the random factor and let players decide what they're spending hard-earned levels on; save the current mechanic for those random loot drops that just got implemented.  Furthermore, the distribution of levels is obnoxious and adds nothing to the game.  Just let the player pick the level of the enchantment out of the possible range afforded by surrounding bookcases instead of making them mash the item slot over and over for random level rolls (but not too quickly or they'll pass up the level they're looking for). Blahpers 21:39, 2 March 2012 (UTC)
 * I don't mind the randomness at all, but the scaling bothers me. I've run some numbers (so far I've only done this for the bow, which is the first item I've started with—it's ultimately a lot of data entry), and ultimately what the numbers show is that return-on-investment (in terms of XP) gets worse the higher level you go, even assuming that you're using all levels any time you enchant something.  Some specifics:  At level 1, bows gain an average of ~14% improvement (over an unenchanted bow) per XP spent enchanting.  At level 5, this drops to ~1.5%/XP (simply because the XP cost goes up, but no benefits increase).  At level 10, it's ~0.7%/XP, and at level 20 it's ~0.3%/XP.  The 'improvement' here represents the aggregate of all improvements (in terms of the % likelihood of getting something better) gained each level over the previous level.  That said, this is primarily all caused by the algorithmic nature of levelling.  If each level cost the exact same amount of experience to reach, this problem would mostly resolve itself (as the average gain between levels 11-20, 21-30, and 31-40, for example, are not different by orders of magnitude).  So, my ultimate recommendation?  Easy fix:  Make all levels cost the same XP.  Jade Knight 01:30, 3 March 2012 (UTC)
 * By way of note, the average total improvement per level (excluding level 1, where it is 100%) is 8%. Jade Knight 03:00, 3 March 2012 (UTC)

Drowning

 * Damage from drowning currently pushes the player down. This means that if you are swimming for the surface of the ocean, then take one point of drowning damage, you'll never make it to the top.  EDIT: for SMP only.
 * Did not happen to me (ssp). 194.137.243.226 16:20, 2 March 2012 (UTC)
 * Slightly happened in smp. 194.137.243.226 16:22, 2 March 2012 (UTC)
 * This is actually reported on the main known bugs discussion . If the blocks you are swimming in are downward flowing, then reaching the surface is impossible. Chezzik 19:06, 2 March 2012 (UTC)

something wrong with labeling of lang-files
Its actually the first time i look into these things, but i saw that the file "en_CA" contains UK-English although "CA" means Canadian, right? And the "en_UK" contains the Canadian-English stuff. So, am i wrong or is it actually some kind of fail. Please respond, thanks.

dir path is => ".minecraft/bin/minecraft.jar/lang"

[2012-03-02,21:33]

EDIT: Still some minor confusions but in fact it seems just the lang-code thing is wrong. Actually it seems quite stupid to have 3 different english dialects like US, UK and Canadian. I think they should make one and thats all and just calling it english or norm english or whatsoever, because as is noticed its about the same stuff written in it - couldnt find differences. So in fact its 3 different files with about the same content.


 * en_US -> everythings fine
 * en_GB -> name=Canadian english, region=CA, lang-code=en_GB
 * en_CA -> name=English, region=UK, lang-code=en_CA

I know that a "bug" in common refers to program algorithm faults instead of such labeling mistakes, but its bugging me and that makes it a bug to me xD

Minor Bugs/Annoyances
I've been playing on a server and I've notices a couple of irritating things:

1)Tree leaves do not decay (not that i've noticed)

2)Sugar cane, for whatever reason, doesn't grow (or it doesn's grow underground anymore, it was working just fine before the upddate)

3) the hunger bar will be full for all of about ten minutes, without going down, and then suddenly you're starving and taking damage for no reason.

A couple other people on the server i play on have noticed the same thing. KitKatarine 20:50, 2 March 2012 (UTC)


 * I've also seen these problems, but only on bukkit servers. I do not notice these problems on vanilla servers. What type of server are you playing on? CaMoreno3 23:27, 2 March 2012 (UTC)

No sound
a! After downloading update 1.2.3 and 1.2.2, my game plays no sounds until hours of gameplay. Not sure if it's everyone or just my system. Please tell me if I should change the tag too.

-anything special about your system/computer installation? Maybe updating java game lib (lwjgl), dont know if this would help or if mojang already updated it, but could be a try.

Anvil won't convert world
I tried to convert my flatgrass map to Anvil but it just blinks to the convert screen then shows an empty dirt background. After that it kicks me out of fullscreen and shows a black screen. Any ideas? Also I successfully converted all my other super-flat and normal worlds in about ten seconds. This is 1.2.2 and 1.2.3 with no mods and the map's files look identical to the other before conversion, right down to the individual files in each folder. EX: data has the maps and idcounts.dat etc. --Droid1134 00:22, 3 March 2012 (UTC)

Major Annoyance
Items pushed by water are unable to be picked-up (on OS X, SMP)