Minecraft Wiki talk:Issues/Weekly 12w22a

Enchantment System
a Enchanting is way too overpowered, giving Fortune 3 + 2 more enchantments when spending 30 levels. - KrisEike
 * Downgraded to annoyance. The implementation of enchanting is intentional, but it is annoying that it is overpowered (if enough people agree this should upgraded to major annoyance) --Mattrition 17:13, 31 May 2012 (UTC)
 * It was underpowered before... and now it's overpowered. :P Ores should give slightly less XP, especially for coal (it should still give a tiny bit or XP, so there is more interest towards mining it). C ali nou - talk × contribs » 20:00, 31 May 2012 (UTC)
 * The new enchanting system is generally better ( linear levels, getting xp for mining and smelting stuff, better chance for multiple enchantments) but is unbalanced ( coal gives the same amount of XP as diamond) and you level up way to quickly now ( it only needs you to smelt 8-9 stacks of sand to get to max level, and it took me 35 seconds to get to level 30 in our XP farm) Also it's impossible now to get efficency V. I think with some adjustments, this system might be much better and more fair than the original one.
 * I do not agree to the point "level up way to quickly now". At first: existing XP-Farms are not an argument because at the beginning a new player in a new world has no Xp-Farm. I like the new enchanting system very much cause i can now use enchantings quickly after world-start, more often and not only to get one specific enchantment. But i agree to the point "unbalanced" - but in a different way than you: If your world is grown and you maybe have an XP-Farm or digged out big holes (and get much coal and smelt much cobblestone, iron and whatever) you get too much XP. I would prefer a system that makes the first enchantments easy as now and then slowy make it harder to get get XP (maybe not linear) OR need a higher level of XP for the next enchantments so that you need more bookshelf. And i think the enchanting system should be dependent on the dificultylevel (but for me the difficulty system needs also a changing in generaly: You shold not be able to to change difficulty in-game, on peacefull you should get hunger and mobspawners should not be inactive. But thats a different point not directly related here so i'll stop now. --31.16.143.12 13:31, 3 June 2012 (UTC)kranseier
 * Underpowered... overpowered... Putting on my game designer hat for a moment, I'd suggest it's not the level requirement that was a problem - max level 50/max level 30, linear level growth/non-linear, really doesn't matter. The weakness in the enchantment system is its variability. Who ever heard of an enchanter who didn't know until he tried it whether the 50 levels (or 30) he was about to spend would get him a good enchantment or a rubbish one? The complaints about balance are a symptom, it's the system's randomness that's the underlying problem. --82.69.54.207 21:53, 31 May 2012 (UTC)
 * I agree the randomness is the problem. What makes the gamers mad isn't killing a bazillion of zombies, but killing them hoping for a specific enchanting AND not getting it. But I don't think Jeb will change this, since it's what Notch intended for the enchanting (random = magical, or something like that). That said, I think a good compromise would be achieved just changing the level growth back to non-linear - because now, with 1725 XP points (lvl 30), we can get lots of useful enchantments, while before we would need 4600 (lvl 50). But well, it's just my opinion. Lvxferre 20:33, 1 June 2012 (UTC)
 * I think the randomness is the worst. I'd rather know what I'd be spending my levels on. Perhaps if the text on the enchantment table actually related to what the enchant was going to be? Still keeping it in that cool alphabet, of course. --208.107.42.228 06:10, 2 June 2012 (UTC)
 * One can reduce the randomness without eliminating it entirely, in several ways. For example, randomise the system depending on the world seed. So within a particular world, you'd get consistent results, but finding a particular enchantment combo might take some experimentation. Or, give one guaranteed enchantment plus a random bonus. Or, give some decodable meaning to the current, random, magic words so people have something to figure out. Minecrafters would be suckers for that last one... --Simons Mith
 * Question: Um, how often does anyone ever bother casting anything other than a max-level enchantment? If the answer to that question is 'very rarely, if ever', as I suspect it is for almost all players, then what's the point of having even the new, slightly reduced level of detail of the revised enchantment system? You might as well do something like simplifying the system down to three levels, costing, say, 500, 1000 and 2000 XP to gain, and just have three classes of enchantment - low, medium, high. After all, the final result would be basically the same as now, right? It's bad game design to have levels of detail that no-one ever uses; if everyone gallops to level 30 and only ever casts enchantments when they get there, then lower-level enchantments are a waste of time. It would be better to give low-level enchantments a use, so that there's a decision to be made about whether to go for high, mid or low-level stuff, and pros and cons to each choice.--Simons Mith
 * IMHO the enchantment system is finally fun, it's not well balanced, but then what part of MC is? But if you need to talk about balance, please try to judge from the point of a newly started game and not from some well established world with XP and resource farms. In a new game when I finally had found the 5 diamonds I need to get to enchanting stuff I had gathered enough XP to get me a fully enchanted set of armor and tools. I think that's how it should be, not having to farm XP to actually use your enchanting table once you get it. So for a new game it actually is quite okay balance wise. The randomness still bugs me, but as long as you can get those 30 level without grinding it's not as frustrating as the original system where you needed to grind heavily to get to level 50, just to get screwed over by the RNG. All in all, I think for the moment it's not an annoyance at all and there should not be spend any time on changing the enchanting system. There is much more important stuff to fix. --Bytemage 11:04, 7 June 2012 (UTC)
 * That's a good observation, but if you can start a game, play for a bit, obtain iron, obsidian, diamonds and then easily obtain a max-level enchantment, what does an established player have to look forward to? And, as I already asked, who would ever use low-level enchantments? I think your first few enchantments in a new game should need to be a low-level ones, as that slightly increases the longevity of this aspect of the game. Make it easier in Easy or Peaceful games, sure, but on higher difficulty levels it should take a bit more work. Hopefully these comments are the kind of feedback Mojang is after. I hope they read them...--Simons Mith

ender chests in villages??
hey, i know that ender chests will keep any item in it, so if ender chest spawn in villgers, so that means that there is only one village chest loot per world. i say let jeb change is back.XXminerXx 23:53, 1 June 2012 (UTC)XXminerXx
 * Ender chests won't spawn in villages. Ender chests are crafted and placed by the player. The loot in villages is in normal chests, so you can have as much loot as you want. Thebombzen 18:53, 4 June 2012 (UTC)
 * garrrrr, someone added fake infomationXXminerXx 23:03, 4 June 2012 (UTC)XXminerXx

Endless credits
I just finished the game, but it's impossible to do anything from the credits screen... you can only close the game, but reloading the map makes the credits restart... --Falcomatto94 13:01, 3 June 2012 (UTC)


 * You also can no longer press Esc to bypass the credits. This must be fixed! --Jovet 18:26, 3 June 2012 (UTC)


 * It's been marked as fixed on the buglist by Jeb now --Mattrition 12:09, 4 June 2012 (UTC)

Discussion:Placing redstone wire on up half slabs
undefined you cannot place redstone dust on top of the up half of a slab.
 * I don't think that was ever possible (just tried on 12w21b). This isn't really a bug, it is a feature request. --Flapjacksmike 19:33, 31 May 2012 (UTC)
 * It is a bug, as it is not intended behavior. Why would it be? C ali nou - talk × contribs » 20:15, 31 May 2012 (UTC)
 * This is not an intended behavior, but it's not a bug either. slabs are transparent blocks such as stairs and you cannot place redstone on them. and it always have been like this.
 * If you do not work for Mojang, please do not use the F, N, S, or U tags. Read the directions at the top of the page before making any further posts. The incorrect use of tags cause difficulty and confusion for everyone. I have removed the improper tag use. CaMoreno3 07:29, 1 June 2012 (UTC)
 * no, you guys don't understand what I mean. look you can place 2 slabs on top of each other right? well, what I mean is. a fiew weeks ago the feature was added that you could place not only the normal slab, but also the upper half of the slab. by clicking on the block that was above. now what my bug is, is that on top of the UPPER slab, you cannot place redstone. you can place every block on top, but no redstone.
 * Yes, they do understand, but the current behavior *is* intended and will most likely remain the same. Regdoug 17:43, 3 June 2012 (UTC)
 * ok explane to me, why is it intended that I can place a block of opsidian on top of the upper half of a slab, and not intended that I can place a piece of redstone?
 * Regdoug, please provide a reference from Mojang stating that this behavior is intended. Not being able to place redstone on upper-slabs and upside-down stairs is inconsistent, and should be fixed. CaMoreno3 06:59, 4 June 2012 (UTC)
 * to make everything more clear what I mean. look at this picture bug as you can see I can put a stone on top but no redstone on the middle one
 * I think this tweet by dinnerbone ends this discussion. -- Mustek  17:58, 6 June 2012 (UTC)

Moved:Redstone over long distances
Moved the following bug here because its more of a query than a bug (the user had posted the bug report about this a while before) --Mattrition 11:38, 4 June 2012 (UTC):

undefined Please answer instead of ignoring, the bug where redstone lines dont work after longer distances anymore. Has this been acknowledged? will anything be done or will it simply be covered up and ignored?
 * Are you talking about just straight redstone with no repeaters? Redstone is only supposed to travel 15 blocks and then it becomes un-powered, you will need repeaters. If you are talking about it not working in unloaded chunks I thought they fixed that in one of the snapshots.
 * Im talking about with repeaters and thank you for your reply, with repeaters the max travel distance has been halved in these snapshots from 280 blocks to 150 blocks.
 * This bug page is not for provoking comments from the developers. It is for submitting a list of bugs to Mojang so that they have one place they can go to for find bugs to fix. You posted this report already. Great. It's on the list. In no way are you entitled to any sort of response. Mojang choose what they want to respond to fix in their own game. Please remove this report once you've read it and sign any other reports that you make, preferably using a registered account. --Mattrition 11:01, 1 June 2012 (UTC)
 * No it isnt, its for reporting and acknowledging bugs. Looking at most other bug reports a lot of them are getting attention as if something will be done. I reported this in the last snapshot and nothing was done about it not even a reply, ironically the bug still exists in this snapshot. How am i supposed to assume something is being worked on if no one replies, how do you know its on the list? - Chris
 * I'm sorry but you've got the wrong end of the stick. Pretty much all comments are made by other users, not Mojang staff. All we are trying to do here is compile a list of bugs found by the community. It's up to Mojang what they acknowledge and how, and most of the time they go ahead and fix stuff without any kind of feedback on this page. I haven't removed this report because I need you to see these comments, but could you please do so yourself because the actual report is a duplicate of your own posted further down the page. Please also re-read the instructions at the top. You need to be signing using ~ so that people can easily contact you by your own talk page --Mattrition 14:00, 2 June 2012 (UTC)
 * confirmed, needs to be fixed

Fishing
undefined ? Fishing does not work. The hook of the fishing rod goes underwater, but when you pull, you get no fish. -- Chromer
 * you just need to be patient. it works just fine to me, in the beginning I experienced the same as you. but after fishing for five minutes, I catched 2. It's just like real fishing.
 * Works fine for me too. Caught a fish first time in creative and survival. I've moved the bug to this discussion page. If there is extra information you want to provide then please comment further. --Mattrition 16:48, 4 June 2012 (UTC)

Ender Chest Junk
a It seems to me that players who want to be trolls will fill up ender chests on servers with items such as saplings, string, rotten flesh, small stacks of sand and gravel, brown mushrooms, or anything else considered junk to most players. Does anyone have any idea how to combat this, other than getting a No Ender Junk mod or plugin? I don't want this to happen to servers that I use. --Thebombzen 17:45, 4 June 2012 (UTC)

Mushroom Issue??
a! Mushrooms can't be placed. I can break mushrooms, but can't place them. Weird bug, annoys me as well. But annoys me more. Now I can't make mushroom tents :( Diamondcraft 01:04, 5 June 2012 (UTC)
 * Check the blocks category and you'll find its been listed as an issue already. They are supposed to be only placeable at night, but even then it appears not to work well. --Mattrition 13:49, 5 June 2012 (UTC)

Suggested Exceptions to the Can't Place Or Remove Blocks rule in Adventure Mode
This was moved from the bug page, as it was re-compiled in a more concise manner. CaMoreno3 10:00, 5 June 2012 (UTC)

a Exceptions to the Can't Place Or Remove Blocks rule in Adventure Mode: Currently in 12w22a, the player cannot place lava or water from a bucket. Players also cannot light fires using flint and steel. These are technically blocks, but this functionality would be useful in adventure mode. (Should fire burn wool? Maybe Fire-Spreading should be off.) Fishing rods work normally (I tested this), Shears *should* be able to cut tripwires (I did not test), and Swords *should* be able to break cobwebs (I did not test). (Should torches be placeable?) Etcetera. Think ZeldaCraft. Dsmith77 17:37, 3 June 2012 (UTC)
 * Since survival mode is far from finished, I'm sure those things will be looked at. -- Mustek  01:34, 3 June 2012 (UTC)
 * True, Mustek, but I thought it would be good to go ahead and begin a list. It will be a useful reference point later. Dsmith77 17:37, 3 June 2012 (UTC)

Since players can collect wheat, Farmland-Trampling should be disabled and players should be allowed to replant seeds. Ditto collecting Watermelon Slices from blocks. Food-Management will be a necessity unless Hunger is turned off. Dsmith77 17:37, 3 June 2012 (UTC) :*And then there's TNT... Most players use it as a Tool but it's a block. We routinely have TNT Cannons in maps, but once lit they become entities. I think placing TNT should be allowed but explosions (from any source: creepers, ghasts, TNT, fire charges, etc.) should harm entities ONLY and not destroy blocks to prevent cheating. Note that Adventure Mode Mapmakers can't simply exclude the block since it's crafting recipe includes gunpowder (creepers and ghasts) and sand which should be common in Adventure Maps. Dsmith77 17:37, 3 June 2012 (UTC) :* (Note: I edited the attribution to be me instead of the IP address.) Dsmith77 17:37, 3 June 2012 (UTC) :** OK. Placeable TNT is a B-A-D I-D-E-A! Allowing players to place blocks (even TNT) will completely thwart the maps allowing players to pillar over obstacles. So, keep TNT exactly as it normally is but unplaceable by players in Adventure Mode. Ditto Cakes. They must not be placeable. Or water blocks. (Instant elevator.) Or lava blocks (also an elevator if using a Fire Resistance potion.) Dsmith77 02:35, 5 June 2012 (UTC)

Book Interface Freeze
! Whenever opening a Book & Quill to write something, everything in the game freezes. Even when you close the book, everything will freeze, rendering the game completely unplayable until you "Save & Quit," but your game will NOT save. Everything will be the same as before you opened the book. EDIT: Only happens when you have an internet browser open. Still want this fixed, I want to listen to music while I'm playing D: --Stickguy1234
 * Cannot reproduce. Sounds like you have low RAM. --Txtsd 17:40, 2 June 2012 (UTC)
 * Can't reproduce either. I agree with Txtsd and have moved this to the discussion