Minecraft Wiki:Issues/Weekly 12w40a

Crashing/system
Bugs !! When a player takes a map from a Stronghold's chest , the game crashes Annoyances The client download loaded into 12w40a seems to be 12w39b. It doesn't show the 12w40a in the bottom right, and world generation is still long.
 * Did you completely replace the minecraft.jar? I downloaded 12w40a and it works exactly as it should. -Debugman18
 * It seems to work normally for me, no problems there. What is really funny is that last period 12w40a did not exist, so i was stuck for five minutes generating a world with 12w39b. I say period because i am still in high school, i get a chromebook all year long :D Trigger hurt 14:28, 4 October 2012 (UTC)
 * Yes, it still registers both 12w40a's from this site and mojang.com as 12w39b and doesn't update the jar file. I delete the jar in %appdata%/.minecraft and replace it with the other jar. Still 12w39b for some reason. UPDATE - Game reinstall fixes the problem

Fixed/skipped

Gameplay
Bugs

Annoyances a! Villager trading is made cumbersome due to the nature of the offer renewal feature. On average, an offer can be used 7 times before a player must trade with the final offer slot to renew disabled offers. Because rarer offers are weighted to be more likely when a villager has many offers, and rarer offers tend to be more expensive or provide items which aren't as useful in large quantities, a villager which has been traded many times tends to be less useful than a villager traded only a few times. This is because, in order to renew desired offers, often an expensive or limited-use offer such as 11 emeralds for a watch must be traded. Once a villager has all its offer slots, further trading with this villager will require trading always with the last slot, putting a player at an excess of an item they may not have a use for. There is no particularly logical reason a villager can't renew their offers after making any other trade: in fact, if we assume villagers have actual jobs aside from trading, offers should be capable of renewal over time. It would be much less cumbersome to trade with villagers if *any* trade had a random chance of renewing a disabled slot. Also, it is not logical that only disabled slots can be renewed - why is there a limit to how many uses any offer can gain? Surely, if a villager amasses larger amounts of wealth, they would have more to trade and therefore be willing to trade more. Jeb has stated he intends for villagers to have more long-term benefits, but currently you are still better off building villager breeders than spending your time caring for any one particular villager. --WolfieMario 01:25, 15 August 2012 (UTC)
 * Very nice analysis. They keep saying they're trying to dissuade us from killing villagers, but the problem isn't that we kill them, it's that we MUST kill them in order to have anything even resembling a useful trading system. --5thHorseman 22:22, 16 August 2012 (UTC)

a There is no way to teleport a player relative to their current coordinates using command blocks. Although the idea may seem simple, there are many things which are not possible because of this (e.g. illusions to help stitch together separate areas of maps, forcefields which physically repel the player (rather than placing them at a fixed coordinate), interactive "flipbooks", etc.). There is also no way to teleport a player to fractional coordinates (e.g. y=64.5). --WolfieMario 01:26, 3 October 2012 (UTC)

Fixed/skipped

Blocks
Bugs

undefined If you bump the mouse in just the right way while placing a bed, you can get a heart-shaped one. I'd be equally happy if this bug was fixed or made into an intentional feature. If you were making a house and wanted an unsual bed in one room this is great, but I can't produce them on demand at present.--82.69.54.207 14:44, 4 October 2012 (UTC)
 * Got a screenshot? -- Mustek 14:47, 4 October 2012 (UTC)

undefined If you press and hold left mouse button and move away mouse cursor from the block and/or walk away without letting go of the left button block, at which you had pointed initially, will break after time needed to break it normally. This even can be used to mine several blocks at one time — MiiNiPaaT 14:54, 4 October 2012 (UTC)
 * I noticed this as well, but also noticed that when mining or chopping a tree from the top downward - random blocks under you will dissappear despite not moving the mouse.

Annoyances a!Normal stone brick showing a silverfish for a few ticks, when broke. –Preceding unsigned comment was added by 86.87.20.150 (Talk) 13:44, 04 October 2012 (UTC). Please sign your posts with
 * Are you sure it was not a Monster Egg? If so, were you in a Stronghold on peaceful difficulty? Because of the transfer of single player to multiplayer, lag issues for peaceful and such for multiplayer now exist for single player. Trigger hurt 14:33, 4 October 2012 (UTC)

a Mushroom blocks cannot be harvested or placed properly. In either case (even when using silk touch or commands), the block reverts to pores on all sides, and the Creative Mode pickblock button simply gives mushrooms. Thus, map editors or tedious piston usage is necessary to build with non-pore mushroom blocks. It does not make sense for Silk Touch to fail to properly harvest mushroom blocks, and it makes even less sense that even commands to obtain special mushroom blocks have them reverted upon placement. --WolfieMario 01:26, 3 October 2012 (UTC)

Fixed/skipped

Items
Bugs

Annoyances a When a map is placed on an item frame, the location of the frame is denoted with a green cursor if the frame is within the mapped region. However, if the frame is off-map, then it is denoted as a white circle, the same symbol used by players off-map. Perhaps a green circle should be added to reduce confusion? --WolfieMario 21:46, 7 September 2012 (UTC)

a In my opinion, the aesthetics of dyed leather armor are severely crippled by forcing them to contain non-dyed parts. While this may be to reduce confusion in PvP, the same could be achieved just by changing the texture, without forcing dyed leather armor to still prominently display brown. Alternatively, a mechanic could somehow be implemented where both components of leather armor can be dyed, allowing for more aesthetic choice rather than less (one possibility is crafting two leather armor together - another would be to dye leather itself, and craft leather onto armor for colored trim). It doesn't make sense that your character can't dye all of the leather on the armor - it's all the same material, isn't it? --WolfieMario 01:14, 14 September 2012 (UTC)
 * Very strongly agree. As currently implemented this is definitely a backwards step; there's not much point making things dyeable if you can't fully control their colour. The old dyeable leathers looked quite good as actual clothes, the new ones, especially the helmet, make Steve look like a racing driver. I'd be delighted to have both options available; could the old clothes be reinstated, possibly as new crafting recipes for wool or something? --Simons Mith[82.69.54.207] 02:16, 14 September 2012 (UTC)
 * If you make the cloth_1_b.png and cloth_2_b.png transparent, you can dye the complete armor. No problem.

Fixed/skipped

World generator
Bugs

undefined Witch huts generate awkwardly. Here is the picture As you can see, the building does not have access from the ground; cauldron and crafting table are generated at ceiling level. Danieljharris uploaded better picture: — MiiNiPaaT 14:27, 4 October 2012 (UTC)
 * Are you sure this is not an intended feature? They are witch huts, they shouldn't look like perfect homes. Although i do believe that is kind of wierd for no access to witches, even though it is meant for witches. Trigger hurt 14:34, 4 October 2012 (UTC)
 * The cauldron generated with its opening against the ceiling and botttom floating in the air. I have nothing against flying cauldrons but these are impossible to use (real-life wise) and impossible to look at water lewel (gameplay wise). — MiiNiPaaT 14:48, 4 October 2012 (UTC)
 * The crafting table is covering a window, so it probably is not an intended feature. 181.134.6.168 16:44, 4 October 2012 (UTC)

Annoyances

Fixed/skipped

Mobs/NPCs/animals
Bugs

undefined Witches fall trough Lilypads. Happened in a swamp biome.

Annoyances x Slimes (spawed in swamp bioms) can't jump in water, so push them into lakes, wait until they drowned. Bug or feature?
 * Technically not a bug, since it's intentional that slimes can't jump out of water. You've got classified right, it's just an annoyance. -Debugman18
 * Nope, not a bug. they are meant to drown in water. they are just not smart enough to realize it, and as such will follow the player infinitely, without avoiding obstacles. This is a bug with the slime AI, it should be smarter like Zombies and Skeletons and (sometimes) Creepers. Trigger hurt 14:39, 4 October 2012 (UTC)

a Wither Skeleton Skulls are the only obtainable head in survival mode. This is a real shame, as the item has some nice building potential, and it doesn't make sense that ordinary skeletons can't drop their skull. While there may not be a reasonable way for the human head to be added to survival, perhaps skeletons, zombies, and creepers can drop their heads at the same rate as wither skeletons? --WolfieMario 21:53, 7 September 2012 (UTC)
 * [OT] A case for the Vorpal Sword enchantment if I ever saw one. :-) --82.69.54.207 01:49, 3 October 2012 (UTC)
 * Or make heads obtainable by delivering the killing blow with an axe.

Fixed/skipped

Graphical/lighting
Bugs

undefined The player's legs do not line up properly with the torso. It seems that each leg is set back a few pixels, and each leg is set inward a few pixels (legs overlap one another on their inner face). --Gilmoreja 15:13, 4 October 2012 (UTC)

Annoyances

Fixed/skipped

Sounds
Bugs

Annoyances

Fixed/skipped

Menus
Bugs

Annoyances

Fixed/skipped

In-game interfaces/HUD
Bugs

Annoyances

Fixed/skipped

Chat/commands
Bugs

Annoyances

Fixed/skipped

Language/text files
Bugs

Annoyances

Fixed/skipped