Minecraft Wiki:Issues/Beta 1.9pre5

The fifth pre-release for Beta 1.9 has been recently released by Jeb.

''' Use the Discussion page first before adding any bugs onto this page. ''' Bugs can be confirmed by checking into the discussion page and make sure other people reply to your report and have the same problem. Please specify if the bug is in singleplayer, multiplayer, or both.

= Issues =

Organization
Please ensure that the bug is tested on a 'vanilla', installation of 1.9pre5 with NO MODS installed

Please specify whether the bug was found on SSP, SMP or Creative and if it is repeatable on other modes.

Please mark your issue with one of these issue labels: (listed from highest priority to lowest)


 * !! = Critical bug that can crash a Minecraft client or server.
 * ! = Major bug. Use this tag sparingly; if there is consensus your bug is not major, it will be downgraded.
 * a! = Major annoyance. Think very carefully before flagging an annoyance as major.  Is it really more important than most minor bugs?  Use this tag sparingly; if there is consensus your annoyance is not major, it will be downgraded.
 * undefined = Minor bug.
 * a = Annoyance.
 * ? = Potential issue that you are unsure of or that the community (on the discussion page) believes requires further vetting. Note: do not use this label to indicate this-is-not-a-bug; instead, replace the issue's current label with [A] or [A!].  Furthermore, it is inappropriate to use this to flag something you disagree with; instead, express your opinion in a comment.

Labels for indicating that an issue is restricted to (happens only in):
 * sp = Single-player.
 * mp = Multiplayer.
 * su = Survival mode.
 * cr = Creative mode.

Labels that Jeb uses:
 * f = Bugs that have been fixed in the next update.
 * s = Bugs that will be skipped/ignored for now.
 * u = Bugs that Jeb tested but was unable to reproduce.

To produce these labels, use the following code:  c where c is the code of the label you wish to use. (e.g., a for annoyances, etc.) Bugs are minor if no label type is entered.

Finally, please sign all comments by typing   (three tildes; tilde may be found above on US keyboards).

Redstone & Pistons

 * f If a redstone repeater is powered when the player exits a world, upon reentering the world, the repeater will be stuck on the 'powered' state and must be replaced to fix it. (Jeb said on reddit that he fixed this bug. Please confirm by setting to [F].  Thanks!) Should be fixed, yes /jeb


 * f Quitting to title menu while standing on a pressure plate will activate it forever. It must be rebuilt in order to make it usable again, this goes for items on wooden pressure plates too. [Verified] I *think* this is fixed, because I can't reproduce it, marking it as F so you can help me check next update /jeb


 * f Pistons can be used to generate an infinite supply of sand and gravel blocks. Example:


 * f If you build a Gravel/Sand tower(= 3 blocks) on a Piston (connected to a clock) most of the Gravel/Sand will disappear after a couple of pushes. It's fixed, but instead of disappearing they will plop as item instances /jeb


 * f 1.9pre5 data piston bug.jpg Piston combination that upon cycling crashes the game/server. The block on the piston (here red wool) will vanish, but if the block has data value not in the array of a piston (like red wool), it will create an invalid ghost block. Under some circumstances, this wil cause the game/server crash even when trying to reload the chunk. Requires removal of the ghost block with MCEdit and the likes. —AngrySnailtalk
 * Fixed, but the design in the picture doesn't generate a pulse clock, if that was intended. /jeb


 * f In SMP, redstone torches attached to the side of a block in another chunk than the torch itself will sometimes disappear. In cases when the torch's chunk is loaded, but the block's chunk is not, any updates to the torch will destroy it because the game does not see that the torch is attached to anything.  As even the presence of active redstone wire causes the torch to update, this presents a major problem for even fairly simple circuits: most torches straddling a chunk boundary in this way are liable to be destroyed whenever a player enters the area from the direction the torch is attached in.  The details of this bug are better explained and demonstrated in this video:.
 * I thought I marked this as fixed last week? In any case, it should be fixed now. /jeb


 * f A trapdoor attached to a block powered by a repeater will not react to the power, rendering repeaters to power trapdoors useless and certain designs harder to or impossible to build. If the same block is powered by redstone pointing at it, the trapdoor works as would be expected when powered. Also fixed doors /jeb
 * Is this also fixed for TNT and Note Blocks? —SethBling (I added this signature after consulting the history. —Immute [talk] )


 * a!s Piston Quasiconnectivity Bug A piston can be powered by a block that is not directly adjacent to it, but diagonally above or 2 blocks above. However changes to these blocks will not propagate updates to the piston.  However, when the piston is caused to update by other means, it will take into account the state of these nonadjacent blocks. This list seems to have originated from this image:
 * When you fix this bug, please also fix "[A!] Pistons should have the connectivity of repeaters"; otherwise, it will be very difficult to power walls of pistons.
 * This may be an 'unintentional-feature' as Jeb has acknowledged this happening before, but also acknowledging that there are many players using this to their advantage
 * This bug makes it impossible to control 2 layers of pistons on top of each other separately. It results in unpredictable behaviour.
 * Yes I'm not trying to fix this right now because it's a part of certain piston designs /jeb


 * a! Please change pistons to have the connectivity of repeaters; a wire running past a piston (i.e., touching, but not leading directly into the piston) would now provide power to the piston, just as it already provides power to a repeater.
 * This isn't how redstone works. Redstone wire isn't supposed to emit power on all directions.  You just need to have wire on top of a block that is touching the piston.  Ex: the wire powers the below block and the block under the powered wire weekly powers the piston.


 * f Failure to Update on Repeater Destruction Bug A strange redstone bug used to create powered redstone without a redstone torch. Best explained by a voiceless video here


 * f Repeater-Wire-Block Connectivity Bug and Wire-BlockWithTorchOnTop Connectivity-Display Bug The redstone torches don't turn on and off like they should and the automatic wire connection doesn't work. Example:  —jangxx
 * The right-most case in that picture is a redstone render error. The redstone is not supposed to connect to the block with the torch. This is now fixed (as well as the repeater cases). /jeb


 * x By powering a piston in such a way that it transmits power to a piston below it, you can create a block that has every side's texture as the front of the piston. This bug has been around since the release of pistons in both singleplayer and multiplayer. The block's ID is that of whichever kind of piston produced it. It persists through physics updates, redstone updates, logouts, server stops, etc. It is visible on other clients. It could actually be used to make some unique structures, so maybe it shouldn't even be rectified. I made a video for this on my 1.7.3 Bukkit server, but have reproduced it in both 1.9pre5 singleplayer and multiplayer. A few more details in the video description: . —Cholo71796 23:57, 8 November 2011 (UTC)
 * Yeah, I think the appearance of the piston-head block is quite cool. Unfortunately, this bug does render certain piston creations unusable.  Therefore, I think it should be fixed.  Perhaps if Jeb has a few extra minutes, he could add another block with that texture.  Jeb, if you're reading this, though, please add sandstone stairs before adding that other block! :P  —Immutetalk


 * x In SMP, by powering normal piston or sticky piston, the front texture is both the powered and unpowered piston. This happen about 4 seconds after it has been powered. See the image for a better understanding: . —mooviies 00:35, 9 November 2011 (UTC)
 * Confirmed. I tried in all orientations, same effect.  Only happens in SMP.  I've also seen unpowered pistons stuck in this situation, but I've never seen discrete steps on how to make them do this.  To get them out of this state when they are stuck, you can either destroy them, or use another sticky piston on them, which leads me to believe they are technically unpowered. --Inertia 03:46, 9 November 2011 (UTC)


 * a Pistons cannot push leaves without destroying them. Sticky pistons can't pull leaves, but don't destroy them either.

xwhen putting tnt on sticky pistons and then standing in front of it causes you to go inside the TNT block causing x-ray vision to say all lit/unlit caves. shown best in this video:Tahg
 * x Redstone can be converted into obsidian if there is water adjacent to the dust and lava falls onto the dust. Thus, a single bucket of lava can be reused to convert any amount of redstone to obsidian.
 * This is caused by a physics update in the middle of a "no update" block set. What happens is as follows: The lava falls on the redstone, calling a no update version of the block set.  This code first sets the id of the redstone to lava. It then calls the remove code for the old block, redstone. Now, and this is where it goes wrong, redstone unconditionally causes a physics update on removal, despite our being within a no update block set. So, the redstone updates the water, which sees there's lava with the redstone's data value and updates accordingly. After all this the data value for the block is finally set to its proper value.
 * undefined Sponge can hold redstone power.

Blocks & Items

 * f Receiving item "351:16 to 351:19" Gives you wierd, corrupted wooden tools. When you open your inventory and hover your cursor over the wierd wooden tools, the game says "saving chunks" then crashes. Items "351:20" and on give you an invisible item, hovering over the item will crash the game.
 * a If you burn tall grass, the fire is floating above the grass, like the grass would be a solid block. Not sure if this is a bug, found it in single player (creative)
 * xmp Signs and chests are missing their "cracking" animation.
 * which mode? Works fine for me in SSP NobbyChicken
 * i can confirm this bug in SMP --Masternoob
 * undefinedcr in creative, you should be able to keep throwing snowballs no matter how many are in the inventory
 * ? Mobs that burn from sunlight will not burn if they are in Soul Sand. This is possibly intentional.
 * f If you make a stone 6x6 square, break the corner blocks, and then try to put a block inside the square, the block dissapears and the block under it also dissapears.
 * f When a water block is placed with empty space underneath, a column of source block is created under the water block. (Maybe an intended feature? Might help keep oceans from having random holes where land used to be.)
 * f Arrows do not get stuck in lilly-pads. Lily pads are walk-able now /jeb
 * f Enchantment Tables break with a single punch and are destroyed permanently, although they can be mined with a pickaxe.
 * f Save and Quit while water and/or lava is flowing downwards from a high source block can lead to weird freezes in state upon reloading the world (suspended blocks of fluid).
 * f Eyes of Ender will sometimes go to areas without an End Portal. An example seed for 1.9pre4 which suffers from this bug: 1883114686416083372. This seed will reproduce the bug on 1.9pre5: -7521364253261532640
 * f Placing a redstone repeater to the side of a jukebox causes a lighting bug on the repeater.
 * f When placing a halfblock of sandstone, and another one under it, then another one over all of them, the blocks combine into 1 sandstone block at the bottom.
 * f Fence Gates have their collision boxes as the entire cube.
 * fs Glass pane don't connect to slabs, stairs and (wooden?) doors: Fixed the problem with double-slabs, but otherwise they attach as intended /jeb ***make them only attach to the backside of stairblocks ?
 * i believe this also happens with iron bars if it didnt get fixed along with the panes
 * f Can place redstone on chests.
 * f This bug has always existed. There is a shadow around glowstone blocks.  There should be none since its supposed to emit light from all directions.
 * f When you break a piece of birch wood you get a normal piece of wood instead of birch (This happens to me i don't know about anybody else).
 * f Fences attach to Chests.
 * f When growing underground tree farms, trees become wooden poles with invisible, glitchy leaves. Leaves do not appear until new torches are placed nearby.
 * Hid the pictures since this was fixed now. Kedama 14:13, 9 November 2011 (UTC)


 * ! Mushroom Block over Bed Repeated Death Bug When waking up in a bed in with a roof made of giant mushroom blocks, if you wake up standing on the bed, your head will be fully inside the mushroom blocks, and you will begin to suffocate, creating a death loop until the mushroom block is broken. (Does not occur with other blocks; instead you are stuck on top of the bed and can only walk to the sides)
 * ! Silk Touch TNT Duplication Bug TNT blocks broken with a Silk Touch pickaxe yield two TNT blocks instead of one, allowing for infinite TNT collection. Found on SSP.
 * ? Maps do not work on Creative or if you switch the world to Survival. Not happening to me.
 * s It is possible for a lily-pad to spawn underground and on flowing water. Example:
 * s Flowers can spawn upon sand blocks but cannot be placed upon sand blocks by the player.(Only seen with yellow flowers)
 * s Snow Golems still attack mobs in creative mode in which are neutral.
 * s Dirt blocks that are irrigated shimmer blue on the side when viewed from underwater. Also the water-side of submerged glass blocks.
 * us Tall grass can be generated on dirt and gravel in NPC villages.
 * I can confirm this. As it has happened many times in singleplayer AND SMP for me
 * Could you please provide a seed then?
 * Seed = 'metallurgist' = -699330203
 * Coordinates = {x,z} = {-157,730} in a large crater (not village but same result)
 * I have also seen this multiple times on dirt at the bottom of ravines and what appear to be "craters" on the surface.
 * u Spruce or Pine, when converted into sticks, sometimes cannot be made into tools. This bug is absent with Oak and Birch.
 * u Some signs won't move from a chest to a inventory with shift+click.
 * u ? Enchantment tables aren't affected by bookcases. Not enough information /jeb
 * On SMP placing lots of bookshelves near the enchantment table and trying to enchant something still only result in level 5-7 enchantments just as if there were no bookshelves. I believe the enchantment levels are supposed to raise.
 * Unable to recreate. Please ensure you have nothing between the bookshelves and the enchantment table, this includes any torches.--Inertia 22:59, 8 November 2011 (UTC)
 * undefined Boats break far too easily, especially in SMP. It is common for a boat to break simply by trying to get out of it.
 * ! Whenever chunks are reloaded, animals next to fences can load before the fence, escaping their pens. This may be due to the new fence hitbox.  Since mobs can now be on the same block as the fence post, when the chuck is reloaded, it can be in, on, or outside.  A solution to this could be to record an animal's placement as the nearest block without a fence on it on their side of the fence.
 * I've found that this happens for any one thick block.
 * Jup, happened to me, too. Jeb, you should think about loading the animals a little later so they load after the blocks. :D --87.147.196.187 18:47, 9 November 2011 (UTC)
 * s Destroying the block behind a painting will leave the painting floating in the air for a couple of seconds. It's because the painting is an entity that doesn't react on block changes, so it wont pop off until its tick method is run. It's like this for performance reasons. /jeb
 * Certain blocks drop the wrong items:
 * f Cobblestone stairs drop a piece of cobblestone instead of the stairs.
 * f Stone Brick Stairs drop a piece of stone bricks instead of the stairs.
 * f Brick Stairs drop a piece of bricks instead of the stairs.
 * f Wooden Stairs drop a wooden plank instead of the stairs.
 * ? Boats drop wooden planks and sticks instead of a boat.
 * Design as far as I understand. Dctrjons 02:17, 9 November 2011 (UTC)


 * undefined When using the "Pick Block" function (middle click), it does not differentiate between different blocks with the same ID (such as different colors of wool, different types of slabs, leaves, saplings, stone brick, wood, and tall grass)
 * undefined Also, when using the "Pick Block" function, it does not detect items which can be placed to make blocks (Sugar cane, cake, redstone repeaters, brewing stands, doors, signs, beds, and cauldrons)
 * undefined Glass blocks do not displace loose blocks underwater. What does this mean? /jeb
 * When placing a glass block on a dropped item or item stack it encases the item (the item occupied the same space as the block) instead of being moved to the side. Leaves exhibit the same behavior.
 * Technically speaking, all "transparent" blocks do not move "entities" out when placed over them. Maybe it's time to change the whole opaque/transparent block behavior concept?
 * Creative mode inventory missing items :
 * f Blocks from mods, Items from mods do
 * f 18:1 Spruce Tree's Leaves
 * f 18:2 Birch Tree's Leaves
 * x 18:3 Spruce Tree's Colored Leaves This is not a real block /jeb
 * Same thing as the 44:6 slab, here's a screenshot of that block.
 * s 31:0 Dead Bush placeable on dirt and grass Not adding because it's confusing to have two identical-looking blocks that does different things. Maybe for a later update /jeb
 * f 31:1 Tall grass
 * f 31:2 Fern
 * x 44:6 Alternate Stone Slab (ID 44:6) Not sure what this is /jeb
 * Notice to Jeb: i have posted a screenshot of the alternate stone slab (44:6) and double slab (43:6) on the left, and the normal ones on the right. as the alternate double slab provides an alternate appearance, it would be useful to have for aesthetic purposes. please reassess and change back to [s] or fix. --Gravemind2401
 * s 52:* (Working) Mobs Spawners Would require a new GUI /jeb
 * x 60 Farmland
 * x 78 Snow Plate
 * s 90 Portal Technical block
 * s 97:0 Silverfish Stone Technical block
 * s 97:1 Silverfish Cobblestone Technical block
 * s 97:2 Silverfish Stone Brick Technical block
 * s 99 Huge Red Mushroom Placement not properly implemented
 * s 100 Huge Brown Mushroom Placement not properly implemented
 * f 111 Lily Pad
 * s 119 End Portal Technical block
 * s 120 End Portal Frame Not intended to be placeable
 * However, these blocks are breakable in Creative Mode, and making them placeable in Creative Mode would allow portals to be reconstructed if accidentally broken, and would facilitate travel to The End in Creative Mode.
 * s 263:1 Charcoal Would only litter the GUI
 * f Creative mode inventory unneeded items :
 * f 83 Sugar Cane Block - There's the "Sugar Canes" item (338) for that
 * f 92 Cake Block - There's the "Cake" item (354) for that
 * undefined Dead bushes don't get placed in creative mode. I don't understand what this means /jeb
 * undefined Cant place a torch on the back of a stair block
 * undefined Very rare, but I have had tall grass generate on water rather than grass. (I don't have a copy of a seed for this, though)
 * Try seed '-1533985374' at XZ = 75, 215
 * Nothing there but water & lilypads! screenshot
 * f The side grass texture still uses the old dirt texture.
 * undefined Placing blocks on glass and iron bars result in many illegal decorations: screenshot
 * Some items are not mined fast/slow with the correct tool. These items are:
 * s Wooden slabs are mined with a pickaxe. Old bug that is (unfortunately) difficult to fix, so I'm skipping it for now. /jeb
 * A fix to this will be to create a seperate item for wooden slabs, because it's under the damage value of STONE slabs which are mined with a pickaxe.
 * f Fences should be mined faster with an axe
 * f Wooden stairs should be mined faster with an axe
 * f Wooden doors should be mined faster with an axe
 * f Trapdoors should be mined faster with an axe
 * f Ladders should be mined faster with an axe
 * f Crafting tables should be mined faster with an axe
 * f Redstone ore should be mined faster with better pickaxes
 * f Soul sand should be mined faster with a shovel
 * f Fence Gates should be mined faster with an axe
 * f Wooden pressure plates should be mined faster with an axe
 * f Mycelium covered dirt should be mined faster with a shovel
 * f Note Blocks should be mined faster with an axe.
 * f Jukeboxes should be mined faster with an axe.
 * undefined Signs should be mined faster with an axe.
 * undefined Bricks and Stone Bricks should be mined faster with better pickaxes.
 * undefined Iron bars should be mined faster with better Pickaxes
 * s Wooden slabs, and wooden double-slabs, do not burn.
 * This is a bug pertaining to all slabs being considered "stone". The wooden slab is technically stone with a different appearance. This falls in the same category as "Wooden slabs being mined faster with a pick" seen above. Jeb will be skipping this bug for now. Kedama 13:56, 9 November 2011 (UTC)
 * x If you plant a second nether wart in the same vertical column as another nether wart it will behave as if it would be in the overworld (doesn´t grow and turns back into an item after a short time)
 * undefined sp TNT does not launch the player in Creative mode. //Wrong, this video was made in creative mode in 1.9pre5: [[Media:http://www.youtube.com/watch?v=lemeLVTMItA]]
 * [You can fly. Why would that matter?]
 * It would matter in the case that someone wants to make a TNT transport cannon in creative, where he doesn't take damage and has infinite materials, to later be ported to survival.Kedama 14:11, 9 November 2011 (UTC)
 * undefined Double-tapping W while in bed (in single-player) causes the FOV to change as if sprinting and the arm bugs. (In Multiplayer the chat box pops up instead, disallowing the sprint effect.)
 * a All naturally generated blocks face the same direction (grass is the most noticeable--all grass has the same orientation on the top face)--perhaps this can be randomized to get rid of the 'quilt' effect (there are mods that do this). Similarly, perhaps always same-facing player-placed blocks (such as cobblestone and wooden planks) could be oriented dependent on the direction the player was facing when they placed the blocks. This would allow for more interesting designs and further reduce the quilt effect.
 * a Tall grass isn't "centered" when placed on a block after harvesting with shears. Plainly obvious, has a noticeable overhang when placed on the edge of a higher block.
 * I would call this a feature, The grass repetition pattern would be an eyesore if they all centered. Either way, the placement is as designed; randomly generated based on x/y/z of block, so not really a bug.  Dctrjons 14:12, 8 November 2011 (UTC)
 * a While standing in a ladder's block, the ladder tends to be highlighted, making placing and breaking blocks difficult.
 * a If you place soul sand in the ground and have another block 2 spaces above it and you keep walking back and forth underneath you will go through the soul sand.
 * a If you are in bed, you can press shift, and you will be able to see your body, and move your head.
 * a A solid wooden structure (tested with 16x16x32 will burn all the way if lit on fire; a wooden structure that is hollow or has holes will not burn all the way. The anti forest fire code must check for air distance instead of burn spread.
 * a When shearing vines, the items dropped retain their data values (reflecting which surface they were on when sheared). Further vines in that stack in inventory also have the same data value as the first in the stack.  This causes issues with plugins that don't understand that all data values for item id 106 are vines (most other blocks use data values to distinguish different blocks).  Vines should revert to data value 0 when in inventory.
 * x Even though they're legitimately obtainable (by Silk Touch, presumably —Immutetalk), Silverfish Blocks and Double Slabs don't have a name.
 * x sp Ice blocks mined with a Silk Touch pickaxe leave behind water as well as the dropped ice block.
 * x Silk Touch Enchantment doesn't recognize Blocks damage. For example, destroying double slabs of any type will always result in a double stone slab block.
 * ? With the Silk Touch enchantment it's possible to collect Leaves (I'm not sure if this is a bug).
 * ? The Fortune enchantment does not work on redstone ore (+glowing).
 * ? The Fortune enchantment does not work on glowstone, snow, or clay, though it does work on other multi-drop blocks like Lapis Lazuli and melons.
 * For glowstone, snow, and clay, this is probably intentional because those blocks could be reconstructed from the drops, leading to duplication. Redstone is almost certainly a bug, as the ore block cannot be reconstructed from the dust. Zeta0134 17:57, 9 November 2011 (UTC)
 * ? A pickaxe enchanted with Fortune will only produce 1 iron or gold ore (to prevent abuse). Perhaps an intermediary, unplaceable (item-only) stage should be added or the fortune enchantment checks if the iron/gold ore was player-placed (is there a flag for that stored in each block? There should be...)
 * aIn creative mode, putting water in a cauldron from a bucket empties the bucket. Whereas placing water from a bucket normally keeps it infinite.
 * x When you have a glass block and a chest opposite of eachother and separated by an airblock, it is possible to place stairs on the chest by trying to place them on the glass (while standing in the airblock).
 * x Birch and pine saplings won't grow if placed near a wall or other solid obstacle (oak saplings will grow).
 * Somewhat needless clarification: ... when placed next to a single block high obstacle, where the obstacle would/should not be interfering with branch or leaf spawning.


 * a Pressure plates on fence post (as in NPC village-"tables") are activated even when touching them on the side. This generates annoying clicking sounds when players or mobs are walking around in these houses. (Does not appear in multiplayer currently as pressure plate sounds don't work there).
 * This is actually really useful. These pressure plates detect entities just like any other pressure plate, which, again, is really useful.  Perhaps removing the sound is justified, but removing the ability to detect, or adding a collision mask to the plates, is certainly not.  Please don't do those things, as you will have broken several really cool inventions.  Thanks!  —Immutetalk
 * I doubt jeb would remove the functionality of pressure plates :P Kedama 14:11, 9 November 2011 (UTC)
 * x If a tile is covered in snow and has a wall next to it, placing a torch on the tile will transfer the torch to the side of the wall (but still destroy the snow).
 * x If a ladder is placed on another ladder it causes the second ladder to be placed on a opposite block to the ladder already in place. Tested in SSP and SMP.
 * I've encountered this too but it's Possibly not a bug but simply normal behaviour for when the player attempts to place a block on an already occupied space. Try playing a block on long grass. it will appear on the next available space instead. NobbyChicken
 * a Mushroom Stew does not stack. I know people say it's not a bug, because the stew is crafted not cooked. You craft bread out of three items, no cooking, and it stacks. Why does Mushroom Stew not stack then? Where is the logic behind this?
 * Not a bug. This is not a logical issue.  It is purely a preference of the developer.  If it were a logic issue, where's the logic in this?
 * x If a block is placed on top of a fence and you walk on it you get the sound of footsteps as if you are walking on the fence. The same bug also prevents tilled framland on top of a fence from reverting back to dirt when walked on and It also stops redstone ore from sparkling when walked on. The problem is when the block below the block you are walking on is a fence the code sets the variable that contained the block you are walking on to the block id of a fence and then passes this to both the method used to play foot steps and the one that deals with entities walking on blocks.
 * x No footstep sound plays when walking on Nether Brick Fence.
 * x Cannot place a picture on the same wall where a picture overlaps on the other side. How to: Create a wall (stone, mossy cobble, doesn't matter). Place a picture on one side. Go to the other side and try to place another picture.
 * a Armor does not show damage above your hotbar, but does in the menu.

Crashing
This can commonly be fixed by using the below line in a file ending in .bat or .batch. This works with 64-bit OS machines: "%ProgramFiles(x86)%\Java\jre6\bin\java.exe" -Xmx256m -Xms128m -cp Minecraft.exe net.minecraft.LauncherFrame And this works for 32-bit OS machines: java -Xmx256m -Xms128m -cp Minecraft.exe net.minecraft.LauncherFrame
 * !! Maximizing the window and moving it to another monitor before pressing 'E' or right clicking an interface after starting the game will result in the game crashing with the "Saving Chunks" screen upon pressing 'E' or right clicking any interface in Mac OS X.
 * I can reproduce this with Minecraft 1.8.1. Sometimes, even the Finder/Dock seems to crash, too when doing this (the dock, desktop icons and finder background vanish for a short time). Could be like this only for me, though. --87.147.196.187 18:36, 9 November 2011 (UTC)
 * This bug has been in the game since I bought it at Beta 1.2. Qata 20:53, 9 November 2011 (UTC)
 * !! After playing for a few hours an error will occur causing the "Saving Chunks/Out of Memory" error. This often happens while running 32-bit Java on a 64-bit OS. But since 1.9-pre5, it doesn't happen that often anymore.
 * !! Game (clients and ?servers?) cannot tell when it is in distress / running out of memory / processing due to an entity (Mobs or blocks on the ground) overload. Propose that when memory/processing usage is approaching critical levels, the game should take much more aggressive management of entity removal.  This can be achieved in vanilla ssp/?smp? through standing next to a mob spawner dropping mobs into a trap outside the check range but mobs remain inside the "mob reborn" range (this may have been a bug of the above memory leak, the game crashed and I was not able to restart it).  This can be achieved artificially with MCEdit with a 2x2 chunk room 10-20 blocks high and replacing the air with torches or similar.  Entity overload on SMP creative through the use of scripts mass-dropping blocks (before the ability compress blocks into a single unit) is/was a well known and often abused griefing tactic.
 * f Placing a chest beside a Brewing stand in 1.9pre5 multiplayer will cause it to look like it is not there (transparent), right-clicking on it causes the game to crash. You can still break it without Minecraft crashing. After logging back on the chest will work properly.
 * !! Hitting Alt + F11 causes a crash and a error report to download to your desktop. u Please verify if this also happens with latest lwjgl binaries. I can't reproduce here. /jeb
 * f Placing a chest, then removing it, and then placing a sign or enhancement table on that place will crash the client. Tested on CMP
 * !! In the Nether on Survival the game randomly shows the "Saving Chunks" error and crashes. Probably related to the OpenGL out of memory error. /jeb
 * f When you destroy a Monster spawner in SMP in creative OR someone else destroys it in creative or survival the flames don't disappear. If you put a chest where the flames are, it will create a transparent block with a tiny mob spinning inside it. If you right-click the block, your game will crash
 * f Placing an enchantment table, destroying it and placing a chest on its place will result in a glitched flying book which crashes your game when right clicked. (creative multiplayer only)
 * ? Some users report F11 causing a black-screen crash. I have experienced this before usually fixed with pressing F11 fullscreen glitch possibly happens when in game full screen when to tab out users press F11 this can be avoided by alt + tab to tab out like that - alizter1234
 * Yes this happens to me as well. If I wait too long to switch to fullscreen after loading a world (like more than a few minutes) and then hit F11, it will open a maximized screen that is just black. Alt+tabbing out of it causes minecraft to go out of fullscreen again, but the screen is still just black, and there is no choice but to close it.
 * Same here. If I don't press F11 for full screen straight away then doing it after a few minutes results in a full screen of black. Closing the game is the only way out.
 * !! If the game is interrupted by a computer crash unrelated to Minecraft (such as another program running in the background) or a power failure, then the Minecraft .dat file in the saves folder may be corrupted and the world lost. Propose an auto-backup save system similar to that used by MS Office applications. (New save renames the previous save to a backup)
 * Better than backups would be an atomic save format, perhaps using a journal: http://en.wikipedia.org/wiki/Journaling_file_system
 * !! Pressing the Close button while on the main menu of minecraft (X at the top right of windows. Top Left of mac)Often causes the game screen to go black, CPU usage to spike and the computer to become very laggy for 1-2 minutes. (Tested on. Mac OSX Snow Leopard, Windows 7 Professional 32 bit, Windows 7 Home Premium 64 bit and Linux Ubuntu 10.10 maverick meerkat. (All show same behavior)

Files

 * f On servers if the ops.txt file is missing the message generated states "Failed to load ip ban list" obviously copied from banned-ips.txt message and not modified.
 * f After loading a world and quitting to the main menu, some region files remain being opened and locked by the region cache manager. Altering these region files requires the game to be fully shut down first, which makes external edits cumbersome.
 * s Saved worlds show up as 0.0 MB. Updating at startup is too slow, and fixing it ingame is too much work... I'm hiding the field instead. /lazy-jeb
 * ! Sometimes after dying on a hardcore world Minecraft fails to delete files and after starting a new world with same name you may find old chunks.

Gameplay

 * f Efficiency enchanted picks (tested with Efficiency 4 diamond pick) have little effect on reducing Obsidian mine time. Not sure if intended. Eff. IV should take 40% of mining time - 0.6 x 15s = 9s to mine obsidian.  Not tested..
 * undefined It's not only about obsidian, stone bricks are not affected with efficiensy either. Tested with Diamond pickaxe eff III.
 * ! Occasionally, held items simply disappear never to return. found on SMP, may not be just held items. This is because of the client thinking you still have the item, but the server doesn't think you have the item. To fix this, reconnect or open a container.
 * Test case? I understand it may be hard to come up with one, though...
 * ! Sometimes player will sink through floor; after death problem still occurs.
 * Elaborate please. Otherwise, [?]
 * f Strongholds can be generated without an End Portal. (Sample seed: -7521364253261532640)
 * ! Entities can gather up damage from lava in the nether to have it all expelled onto them upon touching dry land (even those entities who are immune to lava damage can amount insane amounts of damage just by taking a lava bath for a few seconds).
 * ! If you put a sapling in a 3 x 1 hole and add bonemeal to it, if a small tree grow, it will make you enter the leaves and you can have an X-ray vision if you look at the wood.
 * Probably designed this way as opposed to applying the suffocation effect. To me it makes enough sense that forcing a tree to grow while sanding close = possible suffocation damage.  It's easy enough to get out of.  Maybe this needs to change to the same effect as sand or gravel.  Dctrjons
 * !a! Game will sometimes stop receiving events from the mouse and keyboard, leaving the player doing what he/she was doing. (A player walking forward will stay walking forward, unable to change this, not even by pressing escape.)  The only way to get the controls unstuck is to cause the game to lose focus (e.g., by clicking on another window, etc.).  When you return to the game, it will be on the pause screen, as expected, and the controls will work again.  To my knowledge, this is an LWJGL problem, and you can fix it by updating the old LWJGL binaries shipped with the game to their latest versions. This problem isn't fixed by LWJGL update on 64 bit Linux.
 * a! A lot of clicks are necessary to find an specific enchantment level in the enchantment table once there are a lot of books around it.
 * It is notable, this annoyance is the same basic issue with painting's random placement
 * Would be better if the enchantment levels are binomial distributed around the players level, but still capped by the amount of bookshelves.
 * Respectfully disagree; think it would be better if the levels were normally distributed around a number determined by the bookshelf count. Furthermore, the standard deviation of the distribution should vary, say, with the square root of the number of bookshelves. Players often wish to enchant multiple items at once with similar enchantment levels; the other proposed scheme makes this nigh impossible.  Players should use machinery to adjust mean enchantment level, if they wish.  Also, it would be really awesome if the table presented 5 spells at a time instead of 3.  Thanks!  —immute
 * f Block Placement Speed vs Walking Speed: Try walking backwards (or forwards) while placing redstone wire or rail on the ground in a straight line (by holding down right-click). It doesn't work, does it? The rate of block placement is slightly too slow. In my tests, I get segments of 3 placed blocks spaced 1m apart. The same problem applies to block destruction in creative mode.
 * s Being suffocated by blocks (i.e. dig down 3 blocks and place 2 sand blocks above you) while in 3rd person will cause the camera to revert back to 1st person. This is due to a anti-exploit, preventing people to see through walls by correctly adjusting their camera. Not a bug /jeb
 * undefined Exploring previously-unexplored deserts in SMP causes the player to run into invisible cacti, which cause damage and stuttering movement. Disconnecting and reconnecting or leaving the area and returning makes them visible.
 * f If you block then click while aiming at a block, then release block, the sword you are holding swings once.
 * f Impossible to create a world using the seed "0". It will just take a random seed, as if it was not specified. However, we can generate a world using the seed "0" with the server (level-seed=0). 0 is supposed to be identified as "no seed," so I changed the server behavior. / jeb
 * ? In single-player, leaving an area causes the game to "spike" for up to several seconds, but not when re-entering it. Significant stuttering of sound also occurs. This may be exclusive to the area the user's bed is in. Note: Removing bed does not appear to fix the problem.
 * probably loading new chunks, or normal performance issues
 * undefined On the world creation screen, when you resize the window, any name you entered in the editbox will be reset to the default "New World".
 * undefined Sometimes when standing near a repeater you will fall through one level of blocks. (And will sink into the floor up to your waist). Seems to happen more when the ceiling is only 2 blocks high.
 * Is this in SMP or SSP as well? Mattrition
 * f The client can place and break blocks 1 block further than the server thinks it can; blocks destroyed this way may reappear. This can be an annoyance for players. The extended reach is usable horizontally but not vertically.
 * undefined Water on top of fence posts can cause entities to hop in place if they move in any direction against a wall 1 block or more higher. This does not happen at all at the .5 minimal height for collision next to water on a fence post.
 * undefined When entering The End, it is possible that you will spawn off the generated blocks and be placed on a 5x5 block of obsidian. If played on a mode other than creative, it would be difficult to make a path to the rest of the map.
 * undefined When playing on multiplayer, a slight lag causes thrown eggs to disappear. Sometimes a phantom egg is placed back in the inventory, also.
 * a! You can't hold down the left mouse button to continuously attack any more.
 * f Sugar and Eye of Ender are rendered incorrectly as a tool in 3rd person mode.
 * f Torches cannot be placed on half blocks. As stated earlier, torches can now be placed on full-block halfsteps, but not half ones. /jeb
 * undefined In SMP, the server won't load the End or Nether; therefore making both worlds not generate (the End is just the 5x5 obsidian platform you spawn on).
 * You must dig up from the obsidian you spawn on, you only have to go up 5 blocks.
 * undefined Noteblocks can only be powered in 3 ways, 2 of which is bugged: Direct wire, Torch underneath, and a direct repeater.
 * Firstly, Destroying the torch under the noteblock does not turn off the noteblock. Lastly, The repeater functions backwards, it causes the noteblock to play when unpowered (Sending power does not make a sound, but removing it does)
 * undefined When you're in a snow Biome in Beta 1.9 pre5, if you make a fountain of Water and wait for it to freeze, you can take it with a Bucket, and the next flowing water will turn into Ice.
 * ? Armor has very few uses and decays rapidly; diamond armor only has 2x the use of iron, which can disappear after being attacked continually by 2 mobs in less than 10 seconds.
 * related: Comparison between 1.8
 * Sure this is not an effect of mobs hitting harder? Armor no longer is damaged by 'other' damage sources and therefore my have been reduced in durability, it also protects 100% at any durability level.  So it has become more useful.  And diamond has always been 2x iron.Dctrjons 15:38, 8 November 2011 (UTC)
 * It is likely a side effect, but requiring 3 times as much materials to keep yourself armored is a bit excessive, so I'm inclined to think it is an unintended side-effect (could be wrong however).DarkWolff 15:48, 8 November 2011 (UTC)
 * EDIT - Not seeing this behavior at all, 10 hits in 1.81 wearing iron boots on normal results in damage to armor as shown in example 1.95 iron boots. Appears to be a severe testing error.  All tests I do show 1.95 armor last about 10% longer than 1.81 armor. Dctrjons 16:33, 8 November 2011 (UTC)
 * Here's a video. Feel free to point out the error and I'll retest.
 * This is only tested in SMP. Perhaps armor has more durability in other modes. Either way, armor is pathetically weak and not worth the time and resources invested in it.


 * f In creative mode, the player often encounters items on the ground. The current behavior of the game is to add these items to the player's inventory, which eventually results in a full inventory that the player cannot empty.
 * a Breaking a door by left clicking the upper portion, a bed by left clicking the half containing the head of the bed, or an extended piston by left clicking the extended wood part instead of the stone base all drop items in creative mode, while breaking any of the previously mentioned blocks by their other "half" correctly drop nothing.
 * f In creative mode, players should be able to fire a bow regardless of the number of arrows they have in their inventory.
 * f In creative mode boats are not infinite forcing you to refill your item bar after placing one.
 * s Unable to put armour on using creative. I would have to create a new GUI for this, but there is not enough time. /jeb
 * f Coal Ore, Redstone Ore, Glowing Redstone Ore, and Lapis Lazuli Ore, all obtainable with Silk Touch, are not smeltable. They are not really intended to be smeltable, but rather placeable for creative purposes... but I've added the recipes anyway for consistency. /jeb
 * To this, I would add that Silk Touch, applied to Glowing Redstone Ore, should yield Redstone Ore, not Glowing Redstone Ore. —immute
 * f Cannot use scroll wheel in the mouse to scroll on the world selection screen.
 * a Damaged Weapons/Tools cannot be swapped in the inventory for the undamaged ones directly. (Craft new item and replace the almost broken one of the same type you have in one inventory slot. The items should to be swapped the same way they are swapped when you try to place "Axe" on a "broken Shovel".
 * More accurately, tools of like types cannot be click-swapped. This has always been the case and would assume that because of this, is not easy to fix.  Assume something to do with IDs. Dctrjons


 * a If in creative mode, and save and quit to title is pressed, when you open your world again your inventory changes to default. But only empty spaces. EX: If you only have Stone Bricks in your hot bar, and you save then re-enter your world, You'll still have the bricks, but also Stone, wood, torches, leaves etc.
 * a? Double tapping shift while walking will cause the FOV to muck up
 * This happens while double tapping space as well Cool12309
 * a Trees sometimes grow in ravines. Picture.
 * a Docking into Soul Sand at boat crashing speeds while on a boat will result in the player taking fall damage.
 * a Signs aren't stackable. (Reason?)
 * a Empty buckets aren't stackable (but potions were before so it's possible to do?).
 * I believe the reason it's like this is so that when you use the bucket, you visually see the change in the bucket and can use it again thereafter. Making buckets stackable would mean you would just see the empty buckets tick to full buckets in your inventory rather than your hand and vice versa depending on which is being used at the time.  As helpful as it would be to carry tons of lava and water around, it would be super annoying to have to constantly move back and forth on the inventory slots to make use of buckets.
 * a Soup isn't stackable (same as above). (Could be a balance issue, but the stack size could be made smaller.)
 * Balance or mistake. Being able to stack cooked meat to 64 but not soup seems like an oversight. I think the stacks are too large, which would make this a suggestion...or if that's the way it is going to stay then a bugfix request for soup stacking. Dctrjons
 * a Every update that deals with time passage (crops growing, trees growing, animals growing, redstone circuitry and minecart movement also) depends on the chunks being loaded. If instead minecraft had a time passed variable and every time a chunk was loaded, the items requiring change would compare the current global time passed variable with their local copy of the last time passed variable that they had when the chunk was last loaded, they could automatically "update" to where they should be (seeds planted turn to wheat, trees grow, and babies become adults if enough time has passed).
 * This would cause issues primarily with redstone circuits, as a simple time-passed variable cannot store the state of the adjacent blocks, and redstone circuitry which depended on the results of unloaded chunks would have undefined behavior. There's really not a clean fix for redstone that doesn't involve dynamically re-loading chunks for long-distance travel, and that's so abusable (on servers) that I'm OK with it not existing. The other ideas seem plausible though. I would leave out mushrooms growing however, as that would lead to some fun times in the nether. :D (Anything which spreads infinitely, really) Zeta0134
 * x Ender Pearls can't be thrown in creative mode.
 * ? Endermen will attack you in Creative mode if they bump into a wall and you are near them.
 * ? Sugar Cane seems to grow at a reduced rate.
 * Subjective but they grow plenty in a game day for me. Dctrjons
 * ? While using a bed you will always be interrupted by a hostile mob. (even when the bed is well within a mushroom biome where no hostile can spawn) It seems the buffer distance between you and mobs has been increased to 3? - Are you in a house with double doors? Double doors allow mobs to wake you up unless it is redstone locked.
 * ! Sleeping in a bed placed immediately next to a solid block will cause a mob to spawn and wake you. Tested in SSP with bed placed on wall directly separating bed from the oustide world as well as a wall placed inside a well-lit structure. Moving bed 1 block away from wall fixes the problem with no changes to the lighting. (I believe the bug mentioned above is a result of the same bug reported here)
 * x According to the "en_US.lang" language file, there should be a "Quit Game" button on the Title Screen, but it's missing. It only appear when testing the game with the MCPatcher HD Fix (Screenshot).
 * a? Flaming arrows do not do more damage or start fires.
 * Technically, flaming arrows are purely for looks, like any item that is on fire. So this is not actually a bug.
 * ? Potion Effects are lost between worlds (Over, Nether, End)
 * ? When falling from a height that would normally kill you, landing in a cobweb will delay the damage until you touch another block.
 * a Melon (and pumpkin) stalks are greedy; if a melon (or pumpkin) grows from a stalk, all adjacent stalks "adopt" the melon (or pumpkin) resulting in loss of efficiency.
 * undefined Creative still has an inventory, which is not directly accessible without a chest, oven, etc.

Graphical

 * f Looking directly at an entity while holding a map will cause the map to become white (see http://imgur.com/5F0Wq).
 * f If you press F3 and exit the world you are playing on, the F3 data/screen will still be visible when you are in the Minecraft menu but you cannot turn it off
 * s Part of the player's skin, specifically the bottom of the head and hat, is facing the opposite direction. Tested in both SSP, SMP, and all the gamemodes. Sorry, but the new alignment is staying. If it's important you need to update your skin. /jeb
 * sundefined Activate F3 and open Creative Inventory. If you scroll down the background of the CPU-Time-Usage-Table (right bottom) disappears. Seems to happen if you see the "Golden Apple" with its graphical effects in the Inventory. //Update: This happens with every animated item in your inventory. Probably just some GL setting that isn't cleared, but I won't spend time looking for it right now. /jeb
 * a! Swimming/sailing in the ocean causes the horizon to flicker obnoxiously (since 1.8). This is caused by the blue horizon overlay disappearing at Y=64 when it should disappear at Y=63.
 * a! Water and lava drip through and under blocks where it probably shouldn't. Examples: glass, glowstone, wood, signs, and ladders.
 * a! If a texture pack uses a tile size other than 16*16, it will cause graphical issues and custom animations will not be shown.
 * ! When in backwards 3rd person mode, any particles do not render.
 * x Sprinting on colored wool/slabs always create gray particles, like mining hem used to do before Beta 1.7.
 * undefined Some texture overlays on entities, such as glowing eyes and chest lids, are Z-fighting with the underlying texture.
 * undefined You can do critical hits on: Paintings, Minecarts, Boats, Fireballs, Snowballs, Eggs, Arrows, other players with PvP disabled.
 * undefined While sat in a minecart wearing armor, opening your inventory shows you sat on your boots as well as wearing them.
 * undefined While in front first-person the fire on the players body while burning is not visible to the player.
 * a! Rain particles should be able to be disabled in Fast graphics for much better perofrmance. However, this would remove the rain sound if done improperly.
 * a! Swamps have a horrible transition from any biome to a swamp biome leaving some nasty looking colors. Example:
 * Listed in biome section.Dctrjons 20:27, 9 November 2011 (UTC)


 * undefined Chest armor doesn't move when swinging arms if looking in certain directions.
 * undefined The wheel texture is flipped upside down on one side of Minecarts.
 * undefined When you die, the player model in the inventory screen also appears dead, blocking some parts of the inventory screen/slots.
 * undefined While you're in bed, the experience level number doesn't fade out.
 * undefined When underwater with the camera position changed, it resizes the blue square filter you get when being underwater.
 * a If a tree spans two biomes, it may cause an overlap of leaf blocks so that there is contrasting-coloured foliage on the same tree.
 * undefined After using mode switch hack?: Compasses point towards the original spawn point instead of payers bed despite setting it as respawn/sleeping in it. It's supposed to do that... Check here
 * undefined Linked to the Audio Rain glitch, in chunks where the rain sound will not play, you can also see that, while the rain is falling, it does not splash against blocks on that chunk.
 * undefined The 3D Character's Movement in the Inventory screen causes some laptops and older graphics cards to crash (It never happened to me before 1.9.5)
 * undefined Letters do float from bookshelves to enchantment tables even if 'line of sight' is blocked by transparent objects like vines, glass panes, ladders, cobwebs, saplings, ... However, potency of enchantments is not increased.
 * undefined When you punch leaves and look at the sky through the leaves (on fancy graphical settings) it makes the clouds that you see through the leaves gone.
 * f Sometimes a item entities cannot be picked up from the top when a half-block, stair, or fence post is placed on top of the entities. Normally, if an item is floating within a space that is subsequently filled by a placed block, the item jumps to the next air space.  But when the space is filled by a half-block, stair, or fence post, the item appears to jump, but cannot be picked up.
 * Step 1: Make a ring of fences (3x3 with the middle fence post missing).
 * Step 2: Place items in the ring ("place" the items by spamming Q so they are floating entities).
 * Step 3: Fill the ring with the last fence (notice the items jump but cannot be picked up).
 * Actually not really "fixed," but now the server and client will display the same item positions. /jeb
 * undefined Alt-tabbing out of the game with the inventory open for extended periods of time (includes doing stuff on other programs) causes all inventory icons to be pitch black upon return. Game looks fine though.
 * undefined You can crouch while laying in Bed, which cause that the camera is inside the player model.
 * undefined When you sleep in SMP (not sure about the other modes) the time changes from night to day, but the "time" in game its the same, for example: if you put iron ore in the furnace and go to sleep, the progression arrow will be at the same point.
 * Working as intended
 * undefined Pressing F11 to go into full-screen, and then again to go out of full screen causes the screen to go black. Pressing the Windows key fixes it.
 * undefined Changing the computer's screen resolution in-game causes Minecraft to think it's still in the previous resolution, despite being able to render the full new resolution. For example, loading Minecraft while in 1280x720, then changing the Windows resolution to 1280x1024 will not let you click on the top two worlds in the world select GUI, despite showing them.
 * undefined Drops fall 'inside' glass blocks and glass blocks can be placed over drops & items without them 'popping' out into the nearest air space. Also sometimes happens with fence posts in which case the items can appear black.
 * undefineda! While in 3rd person mode and the player is in water, the screen turns blue even if the camera is not in the water.
 * undefineda Having transparent areas on player skins causes the area to turn black. this is very annoying for "floating head" type skins, headless ones, and legless/armless ones. (however, if the default skin is replaced inside the minecraft jar file, it shows transparency properly)
 * This could possibly be to prevent players from picking fully transparent skins and run around causing mayhem. Kedama 13:34, 9 November 2011 (UTC)
 * i was thinking that too, perhaps disallow fully transparent, but allow the headless/floating head etc type skins? /Gravemind2401
 * Perhaps allowing transparency on head and arms but not chest. Not sure if its possible considering its all 1 texture though. Kedama 14:25, 9 November 2011 (UTC)
 * non-transparent chests would still be an issue for "floating head" type skins.
 * a If you had smelted some iron or whatever and they are done, you dont see any difference in the texture of the furnace. When you have many of the furnaces, there could be some items left in the output-box. It would be better if you could see without looking in it, whether there are items smelted or not
 * This page is not for suggestions. Dctrjons 02:50, 9 November 2011 (UTC)


 * x After pressing F3 to bring up the pie chart and then press 1,2,3,4,5,6,7,8, or 9 to switch to the corresponding space in the hot bar, then the pie chart turns all green and say 100% cpu usage unknown. The only way to fix it is by exiting and restarting.
 * Try pressing 0. :D


 * ! The pie chart in debug screen takes a lot of resources when shown.
 * undefined Chest lid overlaps chest bottom, causing flickering. It's more visible on some texture packs.
 * a On lower-end computers, the debug screen is mostly unusable because the FPS graph obscures most of the information in the upper-left. This information should appear above the graph, not below it.
 * a! On the 13-inch, Aluminum, Late 2008 Unibody MacBook, which uses NVIDIA GeForce 9400M 256 MB, I have noticed that since 1.9pre5, my UI flickers a lot. I am using OS X Lion 10.7.2, and Java version info on pastebin. Some times the flicker will stop for a little while if I toggle the Advance Open GL option, but this is not always the case. Restarting the client all together will offer a little while more of non-flickering-ness, if that's even a word. Labelling this as highly annoying because I am pretty sure the flickering issue affects more than just my specific configuration. It may be a problem with the lwjgl library used.

Lighting

 * f Glowstone behind glass is odd, the light shines through but the glowstone itself is almost black. Example:
 * f Redstone Repeaters placed between two full blocks are dark when placed along Z axis. They are properly lit when placed along X axis.
 * u Chests and signs are often black or very dark even when in a well lit location I can't reproduce this in pre-5, can you show me exactly how you build to make the chest dark? /jeb This only happens when using certain Intel graphics chips.
 * Occurs much more frequently on chests from an older world (that is, chests placed before the chest graphics update).
 * Updating the lighting by placing a torch next to it *should* fix it. Have you tried that? Kedama 01:53, 10 November 2011 (UTC)
 * u Enchanting Tables Books are often black or very dark at some angles What angles? APPLY SCIENCE! =) /jeb Same as above
 * ! On many Mac OSX systems there is harsh visual lag, and you can see through blocks partially (not due to textures) as well as at night the lighting inside is blue as well as odd strips going through blocks -this is probably caused by the power pc processors that apple used in old models, just as there were graphical bugs in ppc macs in every versions before beta 1.2, not only that but there are bugs letting you see through blocks when it is dark even in smp -giving the player a unfair advantage  over other players when mining, and searching for caves. as well as be a major annoyance. as well as it is like having MODs to see in all light levels as level 15. again unfair and annoying advantage. (tested with and without mods)  here are the screens:
 * ! This lighting bug is better explained by a short, voiceless video here [Skip to 1:20 for the bug; earlier shows how to create].
 * When a torch is placed at the top of a deep, sealed vertical shaft and that shaft is then opened to sunlight, then sealed again, blocks outside of the lighting range of the torch don't graphically update to darkness, leaving the bottom of the shaft still lit (items still darken as expected). If you then break a block in the glitched lighting area, it corrects the lighting to darkness. Opening the shaft to sunlight again causes the inverse of the bug, an area at the bottom of the shaft remains dark, with items still lit correctly when in this area. Tested in Creative mode.
 * a Smooth lighting is not applied to both still and flowing water blocks. Instead the water will have blocky lighting.
 * undefined Repeaters do not respond to light level increases. Test case 1:  Place repeaters on ground at night.  Go to sleep.  Repeaters will still be pitch black, even though in direct sunlight.  Placing blocks nearby forces them to update.  Test case 2:  Place repeaters on ground in a dark area.  Place a torch nearby.  Repeater stays dark.
 * undefined Arrows shot at the bottom of a block appear dark, even in well lit areas.
 * undefined Black an white flickering on chests and all placeable objects on Minecraft Windows 7. Occurred since 1.8 // cannot reproduce.//reproducible, same with WinXP//same as above (?)
 * undefined Black and white flickering on all mobs and the player arm when playing Minecraft on Windows XP. Has occurred since 1.8 // cannot reproduce.//reproducible, maybe only with Intel graphics chips?//reproducible on an ATI Mobility Radeon X1400. // Happens on my friend's Vista. Probably to do with graphics card instead.
 * undefined Glowing redstone ore appears darker if light level is high Redstone block lighting.
 * undefined If the block adjacent to a water source has a lighting issue, the bubble particles will become black.
 * undefined If there is a block directly behind glass, it appears dark even though light should pass through the glass.
 * undefined? Light does not pass through holes in walls made by half blocks. Example
 * I think this is intentional, otherwise half-block ceilings would not block light correctly. Lighting considers each block as either solid or transparent, and doesn't seem to consider direction. Ideally, light moving up/down through half-slabs would be blocked, but light moving horizontally through them would not. However, I think this would greatly slow down lighting calculations, and they're slow enough as it is. Zeta0134 19:08, 9 November 2011 (UTC)
 * undefined Light source is placed underwater and destroyed the light stays. - Fixed in the newest Pre-release.
 * undefined Occasionally some leaf blocks on trees that become enclosed later will continue to generate somewhat dim sunlight (light level changes based on night/day cycle). Forcing a lighting update doesn't fix, only destroying the block will. Examples:
 * undefined Paintings are black when there is a block above it.
 * undefined Signs flicker dark. //maybe only with Intel graphics chips?
 * undefined Some torches generated in abandoned mine shafts or NPC villages don't light anything up, unless replaced or if another torch is placed by it.
 * undefined Sometimes overhangs create pitch black shadows, as shown here File:2011-10-27 16.52.37 copy.png. However, when one gets closer to the cliff, the lighting is updated and the pitch black shadow disappears (as shown here File:2011-10-27 16.52.51.png).
 * undefined There are some random lighting errors when a world generates, such as block with a light level of 1 under certain parts of a cliff, or sometimes random blocks on the ground in daylight are black, and standing on them makes the character dark too. This can be fixed by right-clicking the block while you are on it. (It's still annoying though)
 * undefined You can see chunk boundaries 'under' ice on some systems. // This might be just on Fast graphics. Someone test it!
 * undefined light "leaks" through the corners of stair blocks: example image
 * undefined Swimming wolves are very dark. Totaly black at night. The lighting flicks between light & dark as they bob in the water.
 * undefined light does not make it into the gaps in slabs and stairs if there are blocks on all sides: example image
 * This seems redundant. These blocks block mechanical light just like any other block, there are no 'gaps'.  There is bleed though for ~1 block using smooth lighting but that doesn't effect the game mechanics. Dctrjons 14:45, 8 November 2011 (UTC)
 * actually, i just realized this is the same as the "light doesnt pass through half blocks" bug... sorry for double post /Gravemind2401

Maps

 * ? Maps created in the Nether or the End are acting weird. 1: They only show patterns of dirt and stone (which are nonexistant in the nether/the end). 2: The range at which they update is greatly reduced (about 1/2). 3: They keep changing the players direction on the map (probably because compasses do the same).
 * Maps/compasses/watches aren't supposed to work in either...however it is unknown what a 'malfunctioning' map should look like.Dctrjons 21:50, 8 November 2011 (UTC)


 * ! All maps created with shift-click will be map_0! (tested in multiplayer)
 * ! In multiplayer, if server.properties has a view distance < 9, then if any player looks at a map, the map will try to write 9 chunks outward to the map and be erased beyond the immediately loaded chunks. Allowing chunk load to be determined client side and making map-writing tied to this number could fix it.
 * f Using a map, while in a boat, at night, causes the map to become "highlighted" when the player looks down at the map.
 * a! Map arrow don't match real looking direction. // Confirmed. This happens in my game, the arrow is often 1 direction to the right of where I'm looking.
 * (To reproduce: Get a map, save and quit, reload game, rotate left. - There is a deadspace for the this turn where the arrow doesn't match-up...if you then turn 100x to the left it will take 101 times to the right before your arrow syncs up. Also if you turn right it will never go out of sync.  Seems to be a rounding or zero error.  Facing south, a right turn of ~16° ticks the arrow, however it takes ~35° when turning left) Dctrjons 14:33, 8 November 2011 (UTC)
 * A video showing the rotation problem, with twists to fix and unfix youtube tEiBdnJ8w-0 -- Johndrinkwater 16:09, 9 November 2011 (UTC)
 * u All maps made will center on the location where the first map was created.
 * Pretty sure this is just the shift click craft bug Mug806 16:05, 7 November 2011 (UTC)
 * I think it's about maps in creative mode. If you take a map from the creative-inventory it will always be the same map with the same ID. A workaround is to craft the map in creative mode. This will generate a new map. Tehsuxx 20:32, 8 November 2011 (UTC)


 * x The creative inventory always give the same map, it should generate a new map.
 * a Please rename the maps. Current names ("map_0", "map_1", etc.) are silly because they don't use title case (all titles should use title case) and because of the spurious underscore (it's not like we need the name to be recognized by some lexical analyzer as a single identifier; it's stored in a String!).  Instead, maps should be named "Map 0", "Map 1", etc.  (I love the 0, btw)
 * not a bug, but agreeable. perhaps custom map names?
 * ! When you are flying on ice, you will see the sides of the chunks (Confirmed for versions 1.6, 1.7.3, 1.8.1, and 1.9pre5)
 * ! Created a map prior to 1.9pre5. After getting 1.9pre5, every new map made is an exact duplicate of the first one regardless of where it's made. Check and make sure you're not holding down shift when crafting the Map; this will always create a duplicate of "map_0"
 * Bug already mentioned above. Please search to see if the bug has already been reported before reporting it. Kedama 14:28, 9 November 2011 (UTC)
 * ! Sometimes maps will cut off chunks and replace them with endless oceans.
 * a Blocks which use damage values to select their appearance only show the default color on a map, e.g. an area full of red wool will show up as white on the map. It's because blocks uses the material color in maps, so it also happens with blocks that do not use damage values.
 * It would also be nice if a single colored wool block would override the color of a map pixel, so that markers can be easily created (or maybe 5 wool blocks in a X or + shape?)
 * a In Creative mode, the map origin is always at the spawn point, independently of where in the world the map was held for the first time. The only work-around is to actually craft a map every time you explore a new area, but that defeats the purpose of having a map in the Creative mode inventory.
 * a In multiplayer the only map in which you can see other players (if they have the map with the same name) is map_0

Minecarts & Rails

 * a! In multiplayer much more often, once minecarts leave a loaded area or a certain radius (often as short as 32 blocks), they are 'unloaded' and lose their momentum. Fixing their remembered momentum will fix part but not all of this bug, as they will pile up as soon as they are unloaded.


 * a! Powered_rail_glitch_w_button_and_redstone.png A powered rail with a button directly above it will stay permanently powered if there is any redstone wire attached to the button when it is pressed.


 * a! Minecarts will fall through the ground, when left on regular blocks (non-rails) in SMP. This appears to happen either when the chunks are loaded or saved.


 * x If a rail is next to a solid block and a minecart crashes into it with enough speed, the minecart will sometimes keep going and merge into the solid block (tested in multiplayer).


 * x Minecarts themselves tend to "merge" into each other sometimes, ignoring collision. This is especially evident when stacked minecarts are released all at once (tested in multiplayer).


 * A The minecart hitbox and collision data are slightly under one block vertically--this makes stacking difficult. Similarly, the hitboxes and collision data appear to be slightly more than one block length wise (untested).


 * f Minecarts with furnaces can't push minecarts on east/west tracks.


 * undefined sp If you exit the game (or the game crashes) while in a minecart you will start next time buried up to the waist in the ground. If there's lava one block down you'll burn.


 * undefined If the game exits though running out of memory or other forced exit while the player is in a minecart, often the minecart will be duplicated on re-start (SSP. Unconfirmed on SMP)


 * undefined Minecarts can accumulate damage via high falls. This damage is expelled onto the entity if the minecart touches a block that doesn't have a track on it (IE cart falls through a 24+ block drop before reaching the player; player hops in and takes a ride; ride leads to a deadend rail and cart skids off the last track; player dies).


 * undefineda You can't hold down the left mouse button to break a minecart without a sword any more.

Boats

 * A! SSP. Landing a boat on soul sand means instant death to the player, boat survives. Talk info Jmaasing 15:05, 9 November 2011 (UTC)


 * A! If you exit the game (or the game crashes) while in a boat you will start next time on the sea bed with the boat zooming away from you. (SSP. can anyone confirm on SMP?)
 * I can confirm that this happens in SMP as well as SSP. Also, since you can't swim while drowning, this has caused me to die several times when my client crashed, and I found myself at the bottom of the ocean when my client got caught up.

Mobs

 * f Endermen may teleport after the player deals a killing blow resulting in their drops appearing elsewhere, often out of sight of the player and therefore lost. Confirmed, using iron sword on SMP, though drop was never located. Also confirmed, though I hit the enderman at a really precise time and I saw his experience orbs fly far away.


 * f Sheering baby Mooshrooms yields a full grown adult cow rather than a baby cow. Possible exploit to gather beef faster from breeding by bi-passing the time spent to age.


 * f Slimes and Magma Cubes do not despawn when setting to peaceful despite being hostile mobs at all sizes. This is indeed a "feature" but it was also not as intended when originally coded.  The original intent was to allow the smallest version of them to spawn but remove the rest since the smallest ones do no damage, just annoy.  This clearly is not how they have been behaving all these months.


 * f Spiders, Endermen and silverfish will still try to attack you even if you have not provoked them in creative mode (other hostile mobs do not ).


 * f The cow, pig, wolf, sheep and sheep fur rear texture are upside down. It's maybe a general bug and maybe concerns all mobs/items/entities like boat, cart, chest and sign... It does affect the underside of player's head (1.8.1 was fine, during pre5 I noticed the bottom of my chin was now at the back of my neck; not sure when it started). Fixed by updating the skins /jeb


 * f When trying to feed pigs with saddles wheat, it does nothing, and instead just mounts them.

I suggest removing the "slime chunks" thing and instead only allow slimes to spawn in Swamp biomes.
 * f Slimes and Magma Cubes are voiding several spawning algorithm rules. Such things as spawning on top of blocks labeled in the game as non-spawnable (glass, half steps, stairs, etc.); spawning inside of translucent blocks next to air blocks, such as spawning inside of a piston block; spawning inside 1x1 block spaces that contain translucent blocks such as redstone, repeaters or torches.
 * After more research and testing, I have found this is caused by them ignoring the collision mask for translucent blocks. I've witnessed all sorts of weird stuff like them spawning inside of extended sticky pistons holding solid blocks and unable to move because of the pushers collision mask; spawning inside of glass with a solid block below it; spawning inside of extremely tight spots because the head layer was glass or piston and spawning on top of things like repeaters, half steps and the like when they clearly have a collision mask.  I could not replicate this with any other mobs, so the mistake lies somewhere in the code for cubed entities.


 * a! Creeper damage is not changed depending of the difficulty, resulting in almost 5 times the Easy damage currently (24.5 hearts point blank) than from Beta 1.7 and prior (5.5 hearts point blank).


 * u In a dark area, creepers and skeletons don't attack you. Creative mode? /jeb No, I had it today the first time, a zombie spawned near my bed, because I forgot to lit up the hole I dug. He punched me out of the bed, but after that he did nothing more. /Wieherbuh Were vines hanging between you and the zombie? Aggressive mobs sometimes seem not to be able to see through them. /Wulu


 * undefined Passive mobs constantly bounce when next to fences even though they cannot get over. (confirmed on SSP) This eventually results in their death over time as they clip into blocks momentarily and suffocate. Over time they accumulate enough damage to die. All penned animals do this and die over time. Following bugs are related or the same issue.
 * f chickens seem to have an additional bug and suffocate while jumping down from a single block height. (seen in smp)
 * undefined I found a bug that make animals mobs such as cow and sheep kinda glitch to the surface if they are underground that makes it kinda annoying to have a underground farm the glitch seems to occur when they are underground and the surface is blocked by only 1 block.
 * ! When jumping, all mobs (especially slime) glitch through floor below them/ceiling. This happens only on SMP because of the different mob collision mechanic. This can be exacerbated when multiple mobs are confined to a small location, but it can happen with a single mob as long as it jumps in the confined space (ex: a mob stuck in water often displays this behavior). When they jump, they appear in the compartment above them but are invisible and can still attack the player in the compartment below.  For invisible slimes, this is accompanied by their sound, slime particles, and pushing.  If the player swings at the empty space where the pushing occurs, the player may be able to kill the mob, but it's mostly luck to hit it in the first place.  To recreate this bug, connect to SMP, go to a chunk that spawns slime, build a two-level compartment and observe how the slime "teleport" between compartments when they hop.


 * f Chicken clips through gravel block and asphyxiate while following the player with wheat. How? I'm unable to reproduce this /jeb The easiest way I've found to reproduce this is to spawn a massive number of chickens with eggs in a confined space, and eventually the chickens will kill themselves through suffocation. not exclusive to gravel, though.
 * Chickens seem to take damage when wedged between a corner of 2 blocks. Noticed this in chicken pens, as well as when they follow you up a mountain with wheat. Might be related to water "flowing" through corners of blocks. Spawn many chickens in a room and watch the corners of the walls. /Agnate
 * Chickens seem to suffocate in the corners of two blocks no matter if they are following you or not. I've had this happening only in smp though, and is fine in creative mode. /Miktor


 * ! All (non aquatic) passive mobs make a bee-line for the sea. After a short while the land will clear of livestock which can be found floating offshore or trapped in ponds and pits. Includes cows, pigs, sheep & mooshroom cows. Chickens seem less affected. (confirmed on SSP)
 * ! More generally, it seems that as time approaches infinity, all animals eventually walk into unloaded chunks and get stuck there. The above bug seems to be a special case of this
 * This may be due to mob pathfinding directing them to attempt to reach a point below them. I have witnessed chickens climb a dirt spiral to jump and float out of a pit, so this may be a case of the pathfinding algorithm trying too hard to move in a direction.--PlNG 20:28, 29 October 2011 (UTC)
 * On my SMP all the animals get trapped, either in a lake, or on a single block on the side of the a cliff they cannot jump back up from.
 * I have upgraded this to [!] since it, in combination with animal persistence and the ridiculously low passive mob cap, makes getting animals really difficult.
 * Suggested fix: Make wild animals despawn/respawn as they used to, but once bred/tamed they are triggered into a "no-despawn" state. This would enable the player to keep which animals they want, but stop wild animals from accumulating in caves and water holes. cal-erstein
 * I personally think this suggested fix is a bit flawed. The point of making the animals persistent like they are was to lower the calculations the game makes to speed it up for players with mediocre computers.  Several other changes have also been implemented around this theory such as lowering hostile mob caps, cleaning up messy code, lowering particle effects, etc.  These are fixes despite some being annoyances to some players.  I personally hate the constant lowering of the mob cap every patch since my computer can handle way more mobs than the game ever generates (or has been able to generate for that matter), but my opinion on it matters very little since these are changes made for the whole, not for me.  Same applies to animal spawning.  If you really want the old way back, make a mod or request it on the forums after the official game releases.  Now back on topic...  I think a better fix would be to give passive mobs the intelligence to avoid swimming in random water pools and to calculate new paths if they pick a block on an island far far away they can't reach due to a body of water in the way.


 * ! Mob path-finding is rather buggy and can easily break in tight spaces. In fact, even a single block placed well over 50 blocks away has a chance to cause mobs in a tight space to behave blatantly wrong, typically resulting in mobs ignoring the player entirely.
 * For example, creating a 2-wide, 2-tall, 3-long corridor, placing signs on the top 6 (head level blocks), and placing pressure plates on the back and front two floors (leaving a 2-wide gap) has resulted in pursuing zombies getting stuck in the center bit, ignoring the player.
 * Good example. I ran into this bug a lot when working on my hostile mob sorter.  If I put a ceiling on the contraption, they would freak out in the initial designs.  Later on I got them to play nice with a ceiling involved but they would break all over again randomly just by adding to the contraption.  I could build networks of tubing far away from any logical path-finding or view and they would just stop cooperating.  Same happened with the open ceiling design too.  I built one part of the system about 60 blocks away horizontally and 30 blocks away vertically with the open ceiling design and they stopped working right despite the sorting chamber never changing.  I lack the patience to redo the design to fit the current patch as to make a decent example, but the bug I pointed out is obvious.  They stop reacting to the player in certain situations when they shouldn't be.


 * ! Wolves have practically vanished from the game, because they despawn when untamed and then never respawn
 * Would it be possible to allow breeding on two tamed wolves but make the offspring untamed? You would still need to remove the despawn on untamed wolves granted, but in theory this would coincide a bit better with reality since dogs can be breed and the puppies need to be trained.  The genetics don't pass down the ability to know who your master is after all.


 * a! No more wool produced by sheep after a single shave. Tester this bug on multiple machines on SMP and SP.
 * Not a bug, but a major annoyance.
 * Lol, yeah would be staring at that sheep for a very long time over many many game versions. This is essentially a feature request. Dctrjons 17:31, 8 November 2011 (UTC)
 * I can confirm this! Huge annoyance and a waste of space when breeding sheep. --CapnDuckface 03:35, 9 November 2011 (UTC)


 * ! Mooshroom spawn too much in some area (see http://tof.canardpc.com/view/993ab614-4193-4b24-9d04-fcadd5c3f517.jpg). More than 29000 was removed with the help of MCEdit. This is caused by the "bad chunk" bug,


 * undefined Mobs, in general, spawn in huge amounts upon certain chunks in SMP. (Example: All the mobs suddenly disappeared and the server started to lag badly, after using a mob finding program I found a chunk with bazillions of sheeps, after killing them, the lag disappeared, I have no idea what causes this, sorry.)
 * Could you please be a bit more specific so that Jeb can find the bug more easily. Thanks!  :)  —Immutetalk 23:45, 6 November 2011 (UTC)


 * x Arrows no longer get stuck in mobs (intended? It will be very missed if so...)
 * This should be fixed, I don't see any reason why it would be removed, especially considering the programming it theoretically required.
 * Jeb said that arrows stuck on big slimes/ghasts/giants were huge, then he removed arrow sticking.


 * undefined Chickens disappear once they mature into adults. Doesn't happen for me. Instead parent chickens follow the baby even after maturity), But if chickens take damage such that from being hit with an egg) they stop following the matured Baby. - Happens with all farm animals, see below.
 * This is confusing, is this more than one conversation? If separate bugs are being discussed, please re-organize. Dctrjons 20:19, 9 November 2011 (UTC)


 * undefined Animals may follow their babies even when they are grown up which can lead to large 'animal balls' (confirmed on SSP) Quitting and restarting Minecraft seems to fix this behaviour until they breed again.
 * I can confirm this, but even after quitting and restarting the server/single player map they still ball up and cause glitching problems. --CapnDuckface 03:35, 9 November 2011 (UTC)


 * undefined Animals will continue to follow their 'desired' mate partner if they weren't able to mate (happens when the 'desired' mate partner mates with another animal) [SSP]


 * x Ghasts' hitbox is offset, htting the top of their head doesn't hurt them.


 * undefined Dragons break any block they touch. i know this intentional, but are they supposed to be able to bust bedrock as well?
 * Fear not, intrepid miner, for there is no bedrock in their native realm.
 * oh but there is, what if someone were to make a bedrock shelter in creative mode? also, i thought notch was also planning to have red dragons in the normal world eventually.


 * undefined You can see see mobs far away in fog, though they are white.
 * Correction: you can see Endermen and spiders far away in fog.


 * undefined Endermen survive in sunlight. Intended, not a bug.
 * undefined Mobs don't spawn in hardcore mode if one switches from peaceful difficulty to a hardcore world.
 * This seems like a non issue. Hardcore is hardcore, there is no switching it on or off. Dctrjons 14:54, 8 November 2011 (UTC)
 * I think this is referring to setting the difficulty to peaceful outside of the hardcore world and then playing the hardcore world.User42 23:11, 8 November 2011 (UTC)
 * Got it, makes sense now...then this would tie into a suggestion, keeping difficulty settings tied to the world rather than the game. That would fix this 'bug'. Dctrjons 03:04, 9 November 2011 (UTC)


 * undefined When the player walks into a fence's blockspace, aggressive mobs do not detect the player and will wander aimlessly
 * undefined Cows sometimes spawn in trees. http://img6.imagebanana.com/img/8zulqcbk/20111106_16.47.20.png
 * This is due to passive mobs spawning on the highest block. The only logical way to fix this would be to create a boolean list of spawnable/unspawnable blocks the game can refer to.  I realize the reason they opened it up from grass to all block types was to encourage passives to spawn easier with the new calculations, but some fail saves should be made to prevent mobs from spawning on player structures (wood planks for instance) or in odd places (such as on leaves).
 * ? Snow golems do not leave snow trails in mushroom island biomes.
 * a Snow golems' snow trails do not melt in warm biomes (like grass and forest) so creating a few golems can make a large area look ugly very fast, which can be used for griefing. Additionally it's very difficult to clean up all the snow without external tools/mods.

Multiplayer Related

 * u From pre4 thread: "Blocks are not always what they seem to be. For example, a Dirt block can look like a Stone block.". It seems that the cause is that the client got one chunk with wrong data since it can be fixed by rejoining the server. The bug is very rare and very old (at least a half year). For video evidence of this, or a bug related to this, see at time index 23:10.  This video is from Beta 1.2_01 and doesn't depict the exact manifestation of how this bug appears now.  The video linked shows a diamond block appearing as stone.  Once broken, it is reformed as a diamond block, which could then be broken into a diamond item.  This is slightly different than how it manifests now, which is, that the diamond block would appear as stone, only to break into a diamond item without the intermediate diamond block being reformed.
 * ! If the server crashes or is shut down abruptly, players' inventories are not stored and revert to a much earlier state (30 minutes or earlier sometimes) or are blank entirely. The world, however, is 'remembered' and blocks manipulated even a second before the crash are stored.
 * ! with certain players logging out of a multiplayer server will cause them to lose items, experience levels and be left out in the middle of no-where.
 * ! Endermen are not aggressive during the daytime when looked at and this also can happen at night and underground.
 * Elaborate, please.
 * Not much to add but have seen this behavior where I will look at them during the day, they get POed and then warp away and forget. I'll look at them again and they repeat this behavior until I lose them. Dctrjons 15:00, 8 November 2011 (UTC)
 * ! Reducing server.properties view-distance drastically reduces/eliminates mob spawning in SMP.
 * ! Spawn point in The End seems to be related to the coordinates of the portal in the overworld. may result in spawning ~1500 coords from the origin on the X-axis. see discussion page for more info. (if you are in survival mode, you have no way of getting to the normal area)
 * ! Players with slow internet connection can only hit mobs with melee attacks on the head when the mob is hold by a block in front of his head, except if the player get a block under and attack the mob on the head, but then the player can be attacked. This is not exclusive to 1.9, as it goes back at least to 1.7.3.
 * ! In SMP, create a powered minecart track that goes high above a body of water then abruptly ends (so that the cart and player will "launch" off and land in the water). Hop in a cart and ride off the edge.  Regardless of the depth of the water, when the cart hits the ground under the water the player will die and the server will forcefully close their connection.  When the player re-connects, they will be dead and presented with the "game over" menu.
 * x Pressure plates, levers, buttons, TNT and fishing rods do not make all of their sounds in multiplayer, nor can the other players hear them.
 * x Some sounds/effects missing from other players/mobs: mining sounds/animations (before the actual breaking sounds), footsteps, chicken egg laying sounds ("pop" sound), skeletons/players shooting arrows.
 * a There is no way to differenciate your own tamed wolves and other players' tamed wolves.
 * ! Even if the server is not lagging, seeing other players moving is usually choppy. (This "bug" exists since SMP was created)
 * x Other players do not show their dying animation properly, not tilting to the side when dying.
 * ! The underwater air bar is not synchronized with the server. This may cause someone's death by drowning.
 * x The fishing rod texture does not turn to "fishing rod without string" texture while fishing in multiplayer.
 * x Boats are less likely to break than in singleplayer when crashing at high speeds.
 * ! Boats and Minecarts lack clientside prediction, making them very hard to control.
 * x The anti-flying protection on vanilla server does not catch speed mods and does not always catch players flying.
 * a The anti-flying protection on vanilla server also catches server operators.
 * x Several particle effects missing in multiplayer: boat particles, mob spawn particles, sometimes fishing-related particles.
 * a! Any Nether portal built on normal ground will all link to the same portal in the nether, distance before placing the new portal doesn't matter. We have 4 differnt portals at great distance to each other that all link to the same nether portal then to leave you end up at the original top-side portal.
 * Confirming this. A current workaround is to calculate the "Destination" from the nether to the overworld, build the portal in the overworld first, and then create the link from the Nether side at the corresponding (divided by 8) coordinates. This links the portals correctly. In other words, multiplayer servers seem unable to spawn a second nether portal in either direction, the logic always locates the closest existing portal instead, regardless of the distance cap for that detection that exists in single player. Zeta0134 19:31, 9 November 2011 (UTC)
 * a! SMP worlds are not saving properly, when a server is restarted some areas are either newly generated or else a 'bugged out' and are spliced with what I assume to be the sky world. This creates a very uneven surface area with massive drops such as: Example
 * undefined When exiting a minecart after riding it, the player floats and can clip into blocks. This condition only disappears when restarting the Minecraft client. This also happens in some cases where water is flowing down on top of you and you place a block above yourself. Restarting client (rather than reloading world) confirmed to resolve this.
 * undefined When an arrow is shot at a block, the shot arrow floats to the top of the block. It does not stay at the position it was shot at.
 * I can confirm this. It makes the whole smp experience feel very unpolished.
 * undefined Throwing a full stack of items on the ground results in throwing another "ghost" stack right after it, leaving two stacks (one stack are the real items, other stack are the ghost items)
 * x There are some missing animations and broken features in singleplayer that are not working in multiplayer:
 * x Creepers do not puff up/flash when about to explode.
 * f Minecarts and boats do not wiggle when getting destroyed.
 * ! Endermen do not attack and shake when they are looked at. They will attack only if you look a few blocks above them.
 * f Critical hits do not do extra damage and its animation does not appear to you or any other players.
 * x Fully charged arrows do not emit particles.
 * ! All mob spawners have a pig inside them. This makes it impossible to see what a spawner will spawn until one sees the actual spawning.
 * f Starving to death while riding in a minecart in the nether causes an Internal Exception and kicks the player from the server.
 * f Query protocol reports "hostname" key twice while first one is "motd", and the second one is ip the server is running on. First occurrence of "hostname" should be replace to "motd".
 * a There is no flag in server.properties to allow/disallow travel to The End in SMP. (like the "allow-nether" flag)
 * x Use of multiple TNT on SMP occasionally leaves 'ghost' TNT tiles (old bug, been around since as far back as 1.2.3_04 as per YouTube video). This is a client end issue, as re-logging will typically remove any ghost tiles.
 * undefineda Similar to TNT issue, when clearing high pillars of sand/gravel from the base up, some times you will encounter this problem, too.
 * a! Actually, probably most if not all entities appear commonly as clientside ghosts. For example Mobs and flying arrows.
 * undefineda Enchantment : The enchantment animation can not be seen by other players (tested on multiple machines).
 * a There are some lighting glitches such as: Destroying a block leaves a light level of 1 at the location the block was destroyed, repeaters are sometimes black.
 * a! Servers could use join/quit DDOS/flood protection through queuing, or at least the ability to limit/combine/reduce player announcements.
 * a Whitelist toggling in the console doesn't appear to do anything. whitelisting seems to work, but requires a restart to activate/deactivate.
 * a /kill doesn't work if you are in creative gamemode.
 * x The clientside skeleton arrows differ from the server's skeleton arrows.
 * a! In SMP, mobs are too dangerous, especially creepers, where they explode even when they are very far away from the target. It takes a while for them to realize the distance b/w them and the player.
 * This probably isn't a bug, but a side effect of network lag. (The server calculates creeper reset distance based on the last known player coordinate.) Perhaps creeper "reset" distance in SMP should be decreased slightly (when the player is moving) to compensate for this? Zeta0134 19:41, 9 November 2011 (UTC)
 * a Slime mobs, maybe magma slime either, move in very annoying way, the bounce rapidly up and down, and tend do clip over a ceiling/floor. this happens mostly with the tiny slimes,sometimes with medium, never noticed with big slimes. When they appear to clip over the ceiling, their collision frame is on the upper floor AND lower floor simultaneously, however, they attack can occur only on the floor they actually are. This makes them very difficult to kill, because player never knows, where they really are. This bug occurred in earlier versions (1.7, maybe earlier), but since slimes start to occur on upper map levels, it made them really annoying.
 * a Nether Portals : Same bug as portal to The End (Portal is created above a huge lava lake, land is far away)
 * This is a side-effect of the portal generation system. The game compensates for this by generating an obsidian floor to stand on and it is not one-way like portals to The End.
 * ! When you log out with barely suffice headroom (ie: 2 high hallway/tunnel), you may find yourself logging into a different place (typically on top of your old location, but not always the case).
 * Confirmed, and I believe this first began to happen in at least 1.7.3. I believe the height of the room has no bearing.  Only the proximity of the wall, especially corners.  I believe the original intent was to keep players from logging in to find themselves inside the wall, only to suffocate to death, that is, transported to the next available space above to prevent suffocation.  The problem is, if the player was in a cave, he suddenly finds himself in the wilderness, if he's lucky.  Sometimes he materializes in water or lava.  But in the Nether, it is also possible to materialize above level 128, on top of the bedrock.--Inertia 03:29, 9 November 2011 (UTC)
 * ! The server sends way too many pings and time updates to the clients. This causes lag and is not needed. Major games only ping once per 15 seconds and time updates could be done every 10 seconds (or maybe add the time inside the ping packet) because if the server has an overload, the data gets sent later anyway and it's not needed to overload the clients and server even more with ping and time updates.
 * a When minecarts gets on an unloaded chunk (no players have it in render range), it will stop moving, even with a powered minecart after it.
 * a There are too many chunk unloads per tick, causing the server to overload. Might unload only 10 or 20 chunks at max per tick instead of 50.
 * ! Mining is slightly longer in multiplayer due to the click-mining fix, which is only applied to multiplayer. This was half-fixed in Beta 1.8, but still not fully fixed.
 * undefined On multiplayer, when someone destroy tall grass you will see gray particle effect, instead of green.

Memory/CPU General

 * undefined The Macintosh version uses 32-bit Java, even on 64-bit computers (This is because the launcher specifies 32-bit java, but there is a fix that requires Xcode and very precise changes to the application package.) For a simple alternative to launch Minecraft in 64-bit Java, use this terminal command:
 * java -Xms512M -Xmx1024M -jar /Applications/Minecraft.app/Contents/Resources/Java/MinecraftLauncher.jar
 * Same here, on Windows 7 64bit, unless you use a batch file, or shortcut:
 * "C:\Program Files\Java\jre7\bin\javaw.exe" -jar "full path to minecraft.exe"


 * ? Air is rendered and handled as a block, NOT the absence of a block. Changing this could cut down on CPU use and RAM. // Agreed; Open-air maps lag a huge amount more than more 'full' maps for me.

Sound

 * undefined Squids, Endermen and Snow Golems do not produce any sound.
 * Squids have always been silent. They don't produce any sound in real life either.
 * But snow golems and enderman do? Dctrjons 20:13, 9 November 2011 (UTC)
 * undefineda! Sound mixing problems. Note blocks are way too quiet; I can barely hear my notification chimes over the sound of nearby cows.  Doors, cows, way too loud.  Portals way too loud; also portal noise should drop off with distance much more sharply (certainly not in a linear fashion).
 * undefined Some mobs (specifically zombies, as far as I can tell, but there may be more) have a tendency to make noises right after they are killed. Try this test multiple times: Spawn a single zombie and attack it.  A couple of times, you'll hear a regular (non-damage) zombie moan/growl  up to tens of milliseconds after the zombie dies.
 * Find the creeper death annoying, will hear the Sssss after I kill it, and walk through where the body was which is now behind me. It would make sense if it came from the body, but not after the body has *poofed*. Dctrjons 15:05, 8 November 2011 (UTC)
 * undefined Unchecked volume increase? Placing a water source at the feet of 500+ mobs standing in a single square produces a very loud sound equivalent to a small army of creepers detonating simultaneously.
 * undefined Walking across a series of trapdoors does not make any sounds. Walking across the edges of blocks adjacent to the trapdoors (i.e., walking across the top of the block containing the trapdoor) makes the walking on wood sound.
 * undefined Lightning can sometimes be heard near bedrock
 * Likely intentional. Thunder is supposed to be loud. Kedama 13:35, 9 November 2011 (UTC)
 * -.- Thunder...but the sound could be adjusted for being underground. Stretched and deeper, lower volume, some change to make it different than hearing it trough the 'air'. Dctrjons 15:09, 8 November 2011 (UTC)
 * Right, thunder, my bad :P Corrected Kedama 13:35, 9 November 2011 (UTC)
 * undefined All sounds lost in general apon startup of minecraft client takes a couple of restarts of the client to fix this. Having a debug option like F3+S to reload all sounds might work. Happens on unmodified versions of 1.8.1 1.9pre-4 don't know if it is fixed in 1.9pre-5. Never had this problem before 1.8.
 * This happens for me too on 1.9pre-5, but only on Windows, not OS X (on the same machine).
 * I had this problem too. Something I did fixed it, don't remember what.
 * On ubuntu 11.10, this sound loss occurs when some other app is using the sound output device when Minecraft is started, like when watching a youtube video in a Chrome tab.
 * undefinedFlying into a Fences stacked more than 1 high somewhere in the middle makes a sound like you're walking on wood when you're still flying.
 * ? Rain does not always generate the rain sound.
 * If you mean every rain column...I assume this is intentional so that it does not induce ear bleeding, OR do you mean sometimes when it rains there is zero rain sound even in a large area? I think it needs to loop better or be blended differently to make the breaks less obvious. Dctrjons 15:12, 8 November 2011 (UTC)
 * rain only makes the sound when you are near a block where the rain hits. example: rain will not make a sound while in the air
 * ? chest do not make opening or closing sound next to stone blocks.
 * It hasn't made the open/close sound at all in 1.9. Fairly certain there's a new sound for it that hasn't been added yet. /Kevdama
 * ! Ambient cave sounds does not play in SMP.
 * ? Flying low (so as to be in the same block as, but not touching) a certain set of blocks: Cobweb, Saplings, dead bush, flowers, mushrooms, sugar cane, vines, fence gate (open), rails (all), torches, levers, pressure plates, crops, trapdoors, buttons, lily pads, and tall grass produces stepping sounds to varying degrees.

Weather

 * undefined ? Sometimes a thunderstorm can start but it will not rain until near the end of the storm. Mobs spawn normally.
 * So? That's what happens in real life, it just makes it more realistic
 * Break your reply from the original...easier to read. And sign please. I wasn't sure if I'd seen this happen in game or not...I thought it was just a game load inconsistency of some sort, but if this does happen...cool, so yeah...not a bug.Dctrjons 15:15, 8 November 2011 (UTC)
 * Ok, i was the one who posted it, but i simply found it strange that something like that can happen since i don't thimk it was actually coded in. But if it were to be included in the game, it woud be awesome :D. -LittleMisterBlack
 * a? Weather sounds/looks the same regardless of weather severity. Would be nice to be able to distinguish audio/visually between an overcast day, a light drizzle and "Get the **** out of this!" weather. Thundersnows and Desert Lightning.
 * suggestion for next versions: sandstorms in the deserts
 * ! Rain appears to continue on through blocks occasionally, more common on SMP. Also, because it continues through, it also doesn't splash on top. This bug has been present since 1.8 Pre. 92.43.64.66 14:05, 9 November 2011 (UTC) frebib
 * Can confirm. This usually happens when logging into SMP after it has started to rain. As such, this is probably a client side issue /TheSTAGcast

Lava

 * a? When a lava source block is placed in a hole with iron bars above and surrounded on three sides, the fourth block will occasionally start to burn no matter the block. Pictures show lava with and without fire on the fourth block and the set-up that provokes the action. This may not be a bug but it is an annoyance (as marked) when you use it as a disposal system and you randomly catch on fire!    (DropBox Files:http://db.tt/NBR5YADe http://db.tt/Rs1So3sB http://db.tt/imdue6BR ) GusGold 09:26, 10 November 2011 (UTC)
 * f You can now create an infinite lava spring by surrounding an empty space with 4 lava blocks.
 * Is a bug, and is fixed for next release.
 * a! Lava creates small half-source blocks when it flows downwards. These sources constantly produce lava even when it is cut off from its main source block, and cannot be grabbed with a bucket. These properties make it very frustrating and difficult to clean up.


 * m  If you place eight source blocks of lava around a flammable block, the block will not catch fire from the lava.


 * a! In creative mode, Lava & Water cannot be picked up in buckets. ( However the liquid does dissapear )
 * This is intentional. Just as water & lava buckets never empty in Creative, so you can keep dumping; the empty bucket doesn't fill, so you can keep scooping. --OSX2000 07:01, 9 November 2011 (UTC)

Water

 * f if you have a column of water running down a wall and you block the hole, the water below it keeps flowing, it's like all the water becomes source blocks.
 * I reverted the water behavior to that of pre-release 4 /jeb


 * undefined Placing a contained water source next to a ladder then carving the block below the ladder and placing a source block in that position will cause the first source block (the one next to the ladder, not under it) to convert into a flowing stream that points at the ladder; or rather the source block hidden in the hole below the ladder. Unsure which the game is doing since they are both in the same direction using this trick.  Basically it turns a source block into a flowing block when it shouldn't.


 * undefined Tunneling up into the side of a body of water, finding yourself in a 1x1 waterfall and placing a block above to block the water caused no clipping (limited to the horizontal plane). Possible to move into blocks (causing suffocation) and resolved be quitting the entire client and restarting (exiting and reentering world does not resolve it). Probably an F6 issue /edit Confirmed.


 * undefined Fluids such as water can alter other fluids to change their angle; however the angle of the water can alter whether or not an entity can jump out of the water. (Further explanation: Prior to 1.6 this feature didn't affect the way the water reacted with entities.  Current tests to exploit the angles of waters in all 4 directions when water was applied to corners or head on to shift the angle caused varied results.  For instance, it is impossible to jump out of a source block onto any other source blocks 1 block higher.  Using flowing water yielded a rather varied slew of results.  With just water straight ahead in the direction being tested, only West was able to hop out into the source block.  With water applied to the corners of a flowing stream to lift it up, 2 directions could hop out onto a dry block just fine while the other two could not.  All tests were done on the player, but I noticed these problems several months ago on a mob machine and did a slew of tests using mobs to gather the same odd results.)
 * This is hard to comprehend. Maybe you could supply screenshots and/or a video to make it easier to understand? Kedama 13:50, 9 November 2011 (UTC)


 * undefined Using silktouch to obtain ice allows you to place water in the nether.
 * so does a bucket of water, this isnt really a bug.
 * Well, not really, water placed with bucket evaporate immediatly. However, iceblock sourced water is not a bug - it's a feature. Water collected this way, cannot bed easely multiplicated.
 * Water placed by bucket evaporates immediately because it is already room temperature. Water placed in the Nether by melting ice should theoretically heat up and then eventually evaporate, perhaps on the same basic logic as the snow biome freeze effect.  Note, this is a borderline feature request, but it can also be considered a balance issue.
 * A balance issue, which, I must heavily stress, should not be fixed by removing Silk Touch's ability to pick up ice. This is an important and valuable use case for Silk Touch!  The problem is not that we can pick up ice blocks, but that placing them in the Nether results in (possibly) incorrect/unbalanced behavior. I say "possibly" because only really high-level players can obtain Silk Touch in the first place, so this may balance already. —Immutetalk


 * xa Water doesn't push activated TNT or minecarts.


 * xa Falling water destroys items normally pushed aside by flowing water. An exhaustive list: Sapling, powered rail, detector rail, cobweb, tall grass, dandelion, rose, brown mushroom, red mushroom, torch, redstone wire, seeds, rails, lever, redstone torches, button, redstone repeaters, stems, lily pads, nether warts, and other objects of similar nature.
 * I don't understand what the bug is /jeb
 * Jeb, I believe it means if you pour water on these items, the blocks are destroyed instead of popping off as item entities. --Gravemind2401
 * Exactly, and this is incosistent since items do drop if the water pushes from the side. Example: placing a water source block next to a rail will drop a rail item, placing the water above the rail will destroy the rail without dropping an item.
 * Basically, water hits a torch from above = Torch is destroyed. The item does not drop and is lost. If the water hits from the side, the torch is knocked off the ground but the item appears, and the torch can be picked up. Kedama 13:48, 9 November 2011 (UTC)
 * I made a bad video here, pardon the poor FPS. Note that the stuff put down (that I could put on snow X-D ) on the edge winds up back in inventory (I have 4 of some stuff at the end of the video even though I spammed the center pit multiple times with each item), while the stuff in the middle simply disappears.  This small pit is a great way to reproduce the issue.  The water falls down from above in the bottom center and flows from the side on the upper ring.  Even though I couldn't put saplings on the snow, there should still be some additional saplings in inventory if they weren't being destroyed.--PlNG 18:30, 9 November 2011 (UTC)
 * In fact this subset of blocks seems to have another bug ([Flying low above rails and tall grass in creative mode]).--PlNG 00:56, 10 November 2011 (UTC)


 * x When putting ice two blocks above netherrack the water from the melted ice will stay in the air until the netherack is remove, also if you place four block of nether in a cross patern (exluding the middle and not diagnaly) around an ice block that is suspended in the air three blocks above the center, the water from the melted ice will remain in the air until a block is place directly below it.
 * I fail to see why this applies only to netherrack. Moreover, I fail to see why this is a bug.  This is simply the way that water and ice work.  —Immutetalk


 * xa If some water is falling down when you exit the map, this water remains when you open your world but is not falling anymore.

Biomes/Structures/Dimensions

 * ! If you generate a new world with the same name as a deleted world, it will sometimes include chunks of that old world. Treubaria
 * undefined a Sometimes a floating cactus will spawn.
 * Conditions? Make sure you can distinguish that it in fact spawned in the air rather than had it's lower block deleted by a feature.  While still a bug, it more correctly addresses the cause.Dctrjons


 * undefined a Similarly, sometimes trees are generated over small ponds, effectively destroying the bottom blocks of the trunks. Seed '-392859584' XZ = -25, 170  Treubaria
 * ! the spawn point in The End may sometimes be located off the island, so you can only get there with creative (or if you have enough blocks to make a bridge). this is similar to (but not as severe as) the spawning issue noted in the "Multiplayer Related" section


 * a! Strongholds almost always have mineshafts or canyons generated through them, usually taking out large chunks of what would have been the stronghold. this may be what causes some strongholds to have no portal.
 * Parts of the mineshaft occasionally overwrite the portal blocks as seen in this image.
 * Strongholds should have priority over shafts/canyons when generated.
 * Rendering the canyons and such first, and then the stronghold should fix this, although it might seem weird having a mineshaft cut off with stone bricks lol --Diamondo25
 * I think we can all safely agree that strongholds generating properly is better than proper ravines/mineshafts. However generating the stronghold last will most likely cause some parts to be floating in the middle of a ravine. Kedama
 * I had a Stronghold, Abandoned Mine, Ravine & 2 dungeons all spawn in the same area. Why are they all spawning together? Can't they be spread out a bit? bkingfisher


 * a! The grass/water colour in the biome boundary between swamps and other biomes does not fade out/in, making it a visual annoyance
 * Notice how there's always a gradient in the grass color at every biome boundary, except those involving swamp biomes. Clearly, swamp transitions were left out by mistake.


 * a! Swamp biomes are way too common
 * Not a scientific poll but...I generated 7 random worlds in a row and all started in the swamp. Dctrjons


 * a! Abandoned mineshaft parts float in midair rather than existing on some sort of bridge. This is noticeable when they intersect ravines or strongholds, or when there is a hole within an abandoned mine shaft. This could be fixed by generating a floor as part of the mineshaft (out of stone or dirt or cobblestone or wooden planks or something), which would also remove the oddity of ores generating on the very floor of the mineshaft, as well as the occurrence of floating rails.
 * I think this occurs because mineshafts are generated after ravines Kedama
 * Mineshaft-ravine intersection wouldn't be such an annoyance if it generated in a way that made a bridge across the ravine instead of just leaving the mineshaft parts to float in midair. This sort of bridge generation could be achieved by giving mineshafts generated floors as stated above.TorchicBlaziken
 * a there is still no way to leave the End without dying.
 * Mojang have explicitly stated that The End isn't finished. Having no exit isn't a bug, it's an incomplete feature. - even so, an exit should be added if The End is to be included in 1.0. If the feature is incomplete, it should still be as functional as possible if it is to be included.
 * An exit will most likely be added in 1.0, if it hasnt already Kedama 13:43, 9 November 2011 (UTC)


 * a In creative mode, getting underneath the end portal and looking up does not display the end portal effect. The portal can also be broken when punched, leaving holes when seen from above.
 * correction: The portal blocks are see-through from below in either mode. In creative mode you can break any block, portal or otherwise.
 * I believe its also possible to break the portal blocks in survival. Kedama


 * ? Sometimes there are random cacti on mountains.


 * undefineda Beaches no longer generate.
 * They're not supposed to apparently.
 * That's ridiculous. For what reason have they been removed?  I'm all for having varied coastlines (shear cliffs, abrupt waterfront, rocky outcroppings, gravel beaches, sand beaches, etc), but beaches are still an important case!  It would be really great if you could add them back.  Thanks!  —Immutetalk


 * a! In 1.8 and higher it appears when generating ocean biomes it takes serious load on both the server and client, due to waterflow, maybe? - xBlueXFoxx


 * !a! Only three strongholds are generated. This means that you can't ever reach "The End" if the three portals are incomplete either as generated or from user actions. (such as in Creative Mode where you can destroy Ender pedestals but can't place them) This is particularity annoying in older maps where the terrain where the strongholds would be has already been generated.
 * i believe strongholds were meant to be infinite eventually. please confirm,jeb? also, placing portal frames in creative would be useful for that reason (or disallow breaking them)
 * Jeb has already said that strongholds will be infinite in the official release.
 * Actually this was promised for 1.9 but hasn't been implemented yet.
 * 1.9 technically isnt out yet, its still in pre.
 * ? Mineshafts end (or start from?) square rooms with dirt floors. A little bit of mystery as to why such a vacant room, but it really feels like something's missing.
 * Pretty sure this isn't really a bug, just a work in progress. Maybe it 'was' something historically, but is no more when you get there.  Or maybe they are going to be 'boss' rooms.  or just a easy to identify location in the mines where you can set up camp.  Not crossing this out since it seems like a valid curiosity.Dctrjons

= References =