Minecraft Wiki talk:Issues/Weekly 12w07b

Villagers and Iron doors
Villagers don't recognise the houses if they have iron doors. Even if they are open. Should we include this in the snapshot specific page or should this "bug" (more like lack of AI, actualy) be listed in a more generic list for the whole 1.2 version (if there's any)? I'm a bit confused about this. Skaruts 16:10, 15 February 2012 (UTC)

I would put this in the snapshot bug page as an annoyance. Xelphene 14:04, 17 February 2012 (UTC)

Giant Mushrooms
They don't appear to spawn in world generation, and you can no longer grow them with bone-meal (so far only tried in Creative Mode). DgnBiscuit 19:14, 15 February 2012 (UTC)

Underground
Has anyone else noticed a change? I've briefly poke around and haven't seen any underground to speak of. DgnBiscuit 19:14, 15 February 2012 (UTC)

Caves aren't being generated in new maps. I'm guessing they are calling this a major bug. Hopefully we'll see a new build really really quickly. - porrohman

"If it's not 100% renewable it's useless"
While I certainly don't have much sympathy with this philosophy on a standard map, on superflat, the renewability nuts do have more of a point. This is a potential game balance issue. Villages provide bookshelves, glass windows, and diamonds, but AFAIK even with access to the nether there's no way to obtain those things. So for completeness I feel the game ought to have a way to obtain e.g. sand and sugar cane even on superflat mode, in a similar way to how you can get gravel from the nether. Possibly if a Sky Realm is introduced, and diamonds, sand (or just glass) and sugar cane are available there, that would address the current gap. I'm not so much concerned about the original chicken-and-egg problem of how the first person got to the nether to get lava to make obsidian to craft the first gate to the nether... but I do feel it should theoretically be possible to obtain all things present in the superflat world /as it currently is/ from somewhere. Makes the place feel more like a 'complete' setting, if you see what I mean. 82.69.54.207 18:12, 18 February 2012 (UTC)
 * Superflat was intended to be used as a workspace for people who make tests and experiments in creative mode, renewability and survival is irrelevant in it. But since people like to play survival in it, then the solution is simple. Make the ground default to layer 65, as it should have been in the first place, and have the game mode not obstructing the generation of ore blocks (or having an option for that).
 * I like the fact that Superflat doesn't contain any other blocks than grass or dirt. That way, creative players can easily limit what survival players have there. If one wants ores,coal..etc they can use external editor to generate that stuff there. (I have made such script for mcedit, ask if you want it.) If you have external editor, then you could make normal map to superflat map, but problem would arise when players explore to new regions. 188.238.84.88 16:12, 20 February 2012 (UTC)

Sunlight From Nowhere
I made a world in creative, and I noticed that an Abandoned Mine shaft was lit with complete sunlight. This was also true with caves that weren't even connected to it. I've recreated this many times by digging a 2x1x1 with me in it, and broke a block next to me, and it filled with sunlight on both creative and survival on separate worlds.

Seems like every grass, dirt and stone block not placed by you, allow day light and moon light to go right though it like glass. Happened after i created a new 12w07b world and when i converted my 12w06a world to 12w07b.

SMP Mob Hitboxes
I notice the bug with mob hitboxes in SMP hasn't been brought over from the previous snapshot's list. Has it been fixed? --72.208.204.70 02:07, 16 February 2012 (UTC)

Always/Never lit Lamps
With a redstone setup like this toggling the power causes the lamp to update its status but not the light around it. Logging in then out solves this. I can reproduce it for myself easily, but I'm worried about no one else being able to see it. Any confirmations? --Braaedy 05:42, 16 February 2012 (UTC)

Crash in normal playing (details)
java.lang.ArrayIndexOutOfBoundsException: 16 at abu.d(SourceFile:818) at dq. (SourceFile:34) at wr.a(SourceFile:2435) at qy.a(SourceFile:56) at qy.a(SourceFile:60) at ace.c(SourceFile:41) at mt.a(SourceFile:49) at aca.r_(SourceFile:1103) at aca.e(SourceFile:979) at yi.e(SourceFile:26) at aim.e(SourceFile:60) at aca.G_(SourceFile:419) at yi.G_(SourceFile:30) at wr.a(SourceFile:1333) at wr.f(SourceFile:1309) at wr.n(SourceFile:1235) at net.minecraft.client.Minecraft.k(SourceFile:1595) at net.minecraft.client.Minecraft.x(SourceFile:710) at net.minecraft.client.Minecraft.run(SourceFile:663) at java.lang.Thread.run(Thread.java:679) Stopping! SoundSystem shutting down... Author: Paul Lamb, www.paulscode.com Exception in thread "Minecraft main thread" org.lwjgl.LWJGLException: X Error - disp: 0x22da9f0 serial: 7969 error: GLXBadWindow request_code: 153 minor_code:32 at org.lwjgl.opengl.LinuxDisplay.globalErrorHandler(LinuxDisplay.java:268) at org.lwjgl.opengl.LinuxDisplay.nDestroyWindow(Native Method) at org.lwjgl.opengl.LinuxDisplay.destroyWindow(LinuxDisplay.java:484) at org.lwjgl.opengl.Display.destroyWindow(Display.java:352) at org.lwjgl.opengl.Display.destroy(Display.java:967) at net.minecraft.client.Minecraft.d(SourceFile:519) at net.minecraft.client.Minecraft.run(SourceFile:680) at java.lang.Thread.run(Thread.java:679)

Converted hardcore worlds don't decay hunger (?)
Can someone see if you take a hardcore world from an earlier version of Minecraft than 12w07b, convert it, and play it, that your hunger bar doesn't decay? Havokheli 16:51, 16 February 2012 (UTC)


 * Tried a 12w06a to 12w07b conversion on MacOS 10.5.8, could not confirm. I got hungry as usual. But hit a possible bug of my own while trying - see below 82.69.54.207 21:25, 17 February 2012 (UTC)

Washed away torches disappear completely! (?)
I was underground (about 6 above bedrock), used a bucket, and the water flow washed away a redstone torch and an ordinary torch, both of which were a short distance from where I was. (5-10m) Collected the water, some of which flowed to bedrock before dissipating, and some of which flowed onto ordinary stone and dissipated there. No sign of either torch, even though they'd only been popped off less than 30 seconds before. Both torches would have been washed to approx. one full chunk's distance from where I was initially standing. Seems repeatable. 82.69.54.207

Are you sure this isn't the existing bug where water flowing downward destroys items? See "If water flows downward onto a block…" on Known bugs/Version 1.1. —kpreid 21:51, 17 February 2012 (UTC)

For the redstone torch, yes, but I don't 100% remember how I'd positioned the other torch. In hindsight and given the cave layout that's still the most likely explanation tho'. 82.69.54.207

This involves both redstone torch and normal torch. They get deleted if water comes from above, but if from the side, they don't get deleted. Applies MP and SP. 188.238.183.152 12:55, 18 February 2012 (UTC)

Cactus Bug?
When an item drops or is thrown on a cactus, the item is destroyed (Need Confirmation)

When i was harvesting cactus blocks, they were falling on top of the remaining cactus block and the drop was destroyed. then I tried throwing other items on a cactus and they were destroyed also. Sickma 01:24, 17 February 2012 (UTC)


 * That's not a bug, or at least it's always been that way and it makes sense: Cactus harms entities that touch it, and resources have basically no health (I'm not sure whether it's actually 0 or 1), so they disappear instantly. Resources are also destroyed by fire, lava, or explosion. —kpreid 02:05, 17 February 2012 (UTC)
 * Likely to be intentional. It has been like that for a long long time. Skaruts 21:37, 17 February 2012 (UTC)

Biome Problems
After converting a world, I found that weather was messed up in certain areas, for example snow falling on parts of an NPC village. This shouldn't ever happen anyway, since as far as I know the villages can only generate in plains-type biomes, where it rains. Also in SMP I found stripe of different biome chunks running through a desert. Can anyone confirm these? Xelphene 14:03, 17 February 2012 (UTC)

Imgur linking problems
There seems to be a problem with imgur links to images. None of them work for me, not even my own (403 Forbidden). Some people are complaining about the same. I'm changing all my images to some other image hosting website. In the meawhile I left some feedback in imgur forums. Just thought it'd be good to point this out to people here. Skaruts 10:26, 18 February 2012 (UTC)
 * people just forget to delete "i." front of their link. after you do that it will work. 188.238.183.152 12:47, 18 February 2012 (UTC)
 * Hmm, I didn't know that. I may try that on the next one. Thanks. Skaruts 14:23, 18 February 2012 (UTC)
 * Tested that in my personal page and it still doesn't work. Both links (with, and without the "i.") don't work. Skaruts 06:40, 19 February 2012 (UTC)
 * Imgur is blocking accesses with referrer being this site. If you go to one of the "broken" links and just refresh the page, it should appear. Moo 15:13, 19 February 2012 (UTC)

Why not upload the images to the wiki? —kpreid 14:12, 18 February 2012 (UTC)
 * Didn't know we could do that. Still don't know how, but I'll check it out. Thanks Skaruts 14:23, 18 February 2012 (UTC)
 * 'Upload file', under 'Toolbox' in the left sidebar. You need to be in the Autoconfirmed group to do so. -- Orthotope 06:55, 19 February 2012 (UTC)
 * Done. Thanks for your help.
 * can non-account users do that? 188.238.153.84 14:44, 18 February 2012 (UTC)

Pistons powered at distance
I found this problem trying to build a redstone line over a clock generator, it suddenly stopped without reason: http://imageshack.us/photo/my-images/836/20120218211535.png/ Once the piston is powered it won't retract if you remove the torch at it's side or if the redstone above it is not powered. To make it retract is necessary first to cut the power of the redstone above, then make a tile next to the piston update (like dirt -> grass) or remove the torch at the side of the piston, any other order doesn't work.--Wolfolo 20:26, 18 February 2012 (UTC)

Ocelot Population Control?
On both SSP and SMP I've been playing a newly-generated 12w07b world with a rather large jungle biome and spending almost all my in-game time there. Initially, I found only a few Ocelots scattered about the place, but after a few hours of play I noticed that they were becoming more and more abundant. After maybe 5 or so hours total play time the jungle around my home base was practically infested with them. I guess my question is in regard to the mechanics of how Ocelots spawn - do they just spawn in to each freshly-generated chunk of jungle biome up to some pre-set cap value like all the other mobs and then just stop, never to spawn again? Or are they actually "breeding in the wild", after their chunk has been generated and while it is loaded into memory, and spawning new Ocelot kittens (which then grow up and breed and have kittens of their own, etc.) without any player intervention at all?

Because if it's the latter, then that would explain the population surge I saw, which would concievably grow exponentially since the Ocelots are essentially immortal and have no natural predators. If not then, well, I'm willing to conced that what I saw might just have been a coincidence. Thoughts? --Drunky McStumble 03:31, 20 February 2012 (UTC)