Minecraft Wiki:Issues/1.2.5

Organization of This Page & Instructions
Note: When reporting or commenting on a bug or annoyance, please sign your remarks with  . This is a deliberate exception to the usual wiki conventions; normally you should only add signatures to content on talk pages.

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Please make sure issues are given the correct category, type, and priority: redstone issues go in the Redstone section, problems with mobs go into the Mobs section, and so on. List crash bugs !! first, then major bugs !, then minor ones undefined. Annoyances go into the Annoyances subsection, with major ones A! before minor ones A. Issues that have been marked as fixed or skipped are moved to the Fixed/Skipped section. Issues that Mojang cannot reproduce should be left in their original place.

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Issue Labels
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! =  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 =  undefined  = Minor bug.
 * a =  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. When you apply this label to an issue, place it after the issue's existing labels; do not remove those labels.

Labels for indicating that an issue happens only in a particular game mode: (These labels cannot stand alone; you must use them in addition to, not instead of, the ones listed above.)
 * sp =  sp </tt> = Single-player.
 * mp =  mp </tt> = Multiplayer.
 * su =  su </tt> = Survival mode.
 * cr =  cr </tt> = Creative mode.

Labels for indicating that an issue is restricted to a particular OS:
 * =  </tt> = Mac OS X
 * =  </tt> = Windows
 * =  </tt> = GNU/Linux

Labels that Mojang (not you!) uses: (Please place these tags in front of existing issue labels; do not remove the existing labels.)
 * f = Issue for which a fix will appear in the next update.
 * n = Not a bug; intended behavior. By definition, this label is inapplicable to annoyances; annoyances are not bugs.
 * s = Issue that will not be fixed in the next update.
 * u = Issue that Mojang has tested but was unable to reproduce.

To produce these labels, use the following code:  </tt>c </tt> where c is the code of the label you wish to use. (e.g., a for annoyances, etc.)

The default issue type is minor bug; you can produce this label with the shorthand  undefined </tt>.

Crashing/System
Bugs

undefined Cmd + Q still doesn't make Minecraft to quit. Tested on OSX 10.7.3 - Lion

undefined mp Labeled as Fixed on the 1.2.4 bugs page, still exists for me: After executing a command in the chat box, Minecraft will not exit the entry box thus the player is stuck in talking mode. Entering another command or text will, on a few occasions, give the opportunity to exit text mode. In most cases anyway, it will write another line beginning with a slash. This deprives the player from using command such as /tpa, /home or faction related command. This did not occur before 1.2.4.
 * Unable to reproduce this. Can you give us a screenshot of your Controls option screen ? --EvilSeph 17:08, 4 April 2012 (UTC)
 * Here are my settings []
 * Not fix at all --Hactarus 14:21, 5 April 2012 (UTC)
 * Got this problem too: after typing /help in talk mode (pressing T then /help), you're stuck at a "/" prompt which eventually disappears when typing "//" or "///", it's a pretty annoying bug as it blocks all controls (even pressing escape key doesn't get you out).

undefined mp occasionally blank lines will appear in the chatbox after login on plugin-based servers
 * Plug-in based? You mean not Vanilla? If so this is not the place for this bug. --Mattrition 15:47, 6 April 2012 (UTC)

undefined? Opening the texture packs from the main menu is fine, but when you press the "Open texture pack folder" crashes Minecraft. 64-bit Windows 7 with Nvidia GeForce GT 540, 8 gigabytes of ram, and Java 6/7 (I don't know, but I've tried this on both. Has been a problem since 1.1). This should not be a problem and it is a pain to go into AppData every time I want a new texture pack. Annoyances
 * Could not reproduce on 64-bit Windows 7, integrated chip, 4gb ram. Has not been a problem for me, and I have not seen other related bug reports. Check to see that the texture pack folder, or some root of it, hasn't been renamed or hidden on your machine. GhengopelALPHA
 * Not a problem for me, either (linux). Sounds like a localized problem. --Mattrition 15:47, 6 April 2012 (UTC)

Fixed/Skipped

Minecarts/Boats
Bugs

undefined Getting into a boat with a water or lava bucket in hand causes the contents to be dumped if there is a selectable block on the other side of the boat. Cactose
 * Confirmed in 1.2.4, 1.2.5 prerelease, and a 1.2.4 world just updated today to 1.2.5 update. All 100% vanilla clients and worlds. Bucket empties when getting in or out of the boat if there is a selectable block within range behind the boat. Random seed used: debug. I copied Cactose's report above from Known bugs/Version 1.2.4 to Known bugs/Version 1.2.5. -Aurelius 15:59, 4 April 2012 (UTC)

? cr Sometimes when creating a boat when right next to a wall(facing it) if the player gets into the boat you may glitch through the wall seeing the whole of the underground. However the player will be stuck.

undefined When getting off a boat, the player falls trough it rather than stands on it. It also causes the boat to be pushed away and easily wrecked by nearby blocks.

Redstone/Pistons
Bugs undefinedBug where piston is powered by invisible power source after stacking it on another piston and not powering them on at the same time. This makes the spot unusable for pistons. Found on a craftbukkit server. Only essentials and group-manager installed. 24.192.246.237 23:21, 4 April 2012 (UTC) Will

undefinedmp Redstone torch burns out on multiplayer (only survival tested). Redstone circuits which should generate a stable clock pulse normally rely on NOT gates. NOT gates burn out the redstone torch. This happens only on multiplayer. Circuits in single/creative are fine. No mods installed. The bug is trivial to recreate, try any of the clock generators that rely on a NOT gate (all of them), observe for about 20 seconds, the circuit will stop working. --Siebren 08:20, 5 April 2012 (UTC)
 * Someone else reported the following: (also found same problem on Mac OS X version (creative mode tested only)
 * Someone relabeled this as an annoyance and creative only. It is a bug and it does not appear in creative only, please do not relabel a bug without good reason. --Siebren 08:02, 6 April 2012 (UTC)
 * Bug appeared in Creative Superflat, redstone torches do not change state when their block is unpowered,but not always.(Relabeled to Mp and Cr)Wigglewiggle 14:30, 6 April 2012 (UTC)
 * I took the Creative label off because it is not restricted to creative. --Mattrition 15:59, 6 April 2012 (UTC)

undefined sp Standing middle of block that piston pushes sideways, makes you fall through pushed block. (tested csp, cmp) 88.194.211.57
 * This is caused by pistons pushing being an entity, it's an (probably) unfixable bug. 190.125.69.183 01:02, 6 April 2012 (UTC)

undefined If you use piston to break redstone signal that powers another piston, signal goes away but piston does not retract. (tested csp, cmp) 88.194.211.57

Annoyances

AWhen you have 1 sticky piston on another and 1 block on the 2nd piston, activating the 1st piston moves the 2nd piston and block. Then if you turning 1st piston off, the 1st piston moves back the 2nd piston, but not the BLOCK on the 2nd piston. Little video for better explication: https://www.youtube.com/watch?v=ltnNL92Edp0 88.187.166.20 10:36, 6 April 2012 (UTC) Thanatosus
 * Not a bug: sticky pistons only pull the immediately adjacent block, and only when they're retracting. -- Orthotope 10:08, 6 April 2012 (UTC)
 * I agree. This is the intended behavior of sticky pistons. Changed to annoyance --Mattrition 15:04, 6 April 2012 (UTC)

Fixed/Skipped

Blocks
Bugs !cr The new way that pick block works gets many items that aren't in the creative menu, including:
 * Nether Portal
 * End Portal
 * End Portal Frame (should be added to creative inventory)
 * Piston arm (only if piston is extended) --Lolmaster 03:23, 6 April 2012 (UTC)
 * Monster Spawner

Tell me if there's any more NetherrackCreeper 22:24, 5 April 2012 (UTC)

!mpcr If you place a slab on top of an ice block, you will still slide when walking on the slab.

undefinedmpcr After tilling a dirtblock with a nonsolid block attached to it, placing same nonsolid block on the dirtblock will turn it into a farmland. (Updated: Tested and recreated on a vanillaserver, altough it didn't work every time so here is a video).
 * You aren't supposed to post bugs caused by mods or plugins. Test the issue in the offical server software from minecraft.net and tell me if it worked or not. NetherrackCreeper 19:47, 4 April 2012 (UTC)

undefinedmp Blocks at layer 256 will not break in mp. This doesnt appear to happen in SP. Have been unable to test in survival mode.

undefinedcr When using the Pick Block button, clicking on lapis lazuli ore will yield an ink sac. Corensis 02:28, 5 April 2012 (UTC)

undefinedcr The pick block button doesn't give you the exact block. i.e. on stone it gives cobble even though you must be in creative to use. also on grass it gives dirt. -terry_herres

Annoyances a Tested in Vanilla Minecraft - Deleted. Reason: Getting a Monster Spawner Block by mining it with a pickaxe is impossible in Vanilla Minecraft. --Ayudon1 16:24, 6 April 2012 (UTC)

Fixed/Skipped

Crafting/Enchanting/Brewing/Interface
Bugs

undefined Enchanted weapons and tools can be repaired, but they always produce a non-enchanted item.
 * If this is a bug, then it is not an annoyance, fixed. --Ayudon1 16:31, 6 April 2012 (UTC)

Annoyances Fixed/Skipped

Achievements
Bugs Annoyances Fixed/Skipped

Gameplay
Bugs

x When the game searches for an existing portal (going from the Nether to the overworld), it doesn't seem to check above height 128. (Created a portal in the overworld at Y: 151, entered it, went back into the resulting portal in the nether, and ended up in a new portal at ground level)


 * Also, when creating additional neither portals in the overworld, they all return to the first portal generated (or perhaps most recent?) in the neither.--Cube3 22:29, 4 April 2012 (UTC)
 * You are incorrect. http://www.minecraftwiki.net/wiki/Nether_Portal#Linkage_between_Overworld_and_Nether

undefined If you walk into a wall at any angle the screen will appear that you are inside the block. Nothing extra added just plain old Minecraft.
 * Definitely need more information here. As it stands, just walking into a block seems completely fine to me on MP and SP. --Mattrition 12:25, 6 April 2012 (UTC)

undefined If the player breaks the bed he is resting on, he will wake up and can partially clip blocks.

undefined New fix of disallowing placing mushrooms under sky regardless of time of day and actual light level breaks use of giant mushrooms in overworld for farming/shelter/building smurf villages, etc. Darkness for mushrooms should allow for either 10 seconds of daylight before popping, or at least allow for planting at dawn/dusk & nighttime. If nothing else this kind of behavior change seems inconsistent with the proclaimed intentions of stability that was expected after official release. Other option to fix farming at least would be to un-nerf spreading and growth from the 5 per 9 limits.

Annoyances

a Sprinting does not work properly in a way that if you sprint on leaves the particles will be gray and on colored wool the particles are white.--MCKMan

a Logs should last four times as long as planks since it divides into 4 of them. --MCKMan
 * Or planks should last 4 times shorter so it doesn't make coal useless... --Moxxy 03:03, 6 April 2012 (UTC)
 * This is an exceedingly trivial complaint. If you want more time out of your log, then turn it into charcoal, or cut it into planks and burn those instead. --Rifflesby 13:02, 6 April 2012 (UTC)

a While playing on a multiplayer server, it is impossible for you to move in some cases, moving forward results in being teleported backwards 1 block, making it basically impossible to go anywhere
 * This might be server lag. Either get a better internet, either ask the host to restart it. --MCKMan

a! If you have any Structure above you below y=64 the sky immediately turns black. Especially annoying and unavoidable on a superflat map. Building a house and looking out of the window - just pitch black darkness out there. Wandering under trees with fast graphics makes the sky flicker between black and normal. (Not sure if it's a bug.There's no scenario in which this would make sense. Even if I'm underground, if I see the sky, it's still blue.) Also happens in creative, so not related to the much more annoying and much less sense making void fog.


 * I have to second this.The Effect is called "Dimming".A server I play on requires a Mod which removes it together with the void fog (big buildings)

acr It is not possible to throw an ender pearl by right clicking in creative singleplayer and multiplayer. Given how fun teleporting can be and how there would be no repercussions in creative, it is sorely missed.

a Once entering a bed, the character will slide off and fall on the floor, but will sleep normally.

aMushroom stew still doesn't stack. (Previous reason for non-stacking stew made sense before potions when it was a healing food, but this is no longer the case). Even short stacks of 16 would make more sense than non-stacking.

Fixed/Skipped

NPC/Animals
Bugs f When looking at an entity and doing "pick block", you get bedrock
 * According to this tweet, this is the case for all entities, not just pigs. And according to this tweet, it will be fixed "later". —Fenhl
 * This is a bug in single player only, as far as we know. --EvilSeph 16:05, 4 April 2012 (UTC)


 * Confirmed, works with every single animal, not sure about mobs/enemies, Creative mode only, duh.

! Nearby (100-200 blocks) dogs/cats teleport to you, even they are seated.
 * Specifically I've noticed that previously sitting cats and dogs teleport to you as soon as you get in range.


 * I tried reproduce the bug in a new world (generated in 1.2.4). No problem with this. Maybe a bug with converted worlds (pre 1.2.3).


 * Another case: (various users)


 * Confirmed that this happens in both single and multiplayer survival.


 * Untamed wolves and ocelots follow me and teleport. This is very annoying as trying to do anything on the ground you will probably hit a wolf and make them hostile.

! mp Farm animals in a pen will appear to jump over their fences, and wander out; if the server does not shut down, they will be pulled back into their pen like a laggy teleporting player. However, they can also "jump" onto the top of the fence. While up there, they will spin around, and eventually come back down on the proper side.

HOWEVER: It seems that if the server is stopped while a farm animal seems to be on the top of a fence post, then on server restart they ARE on top, not "tied" to the inside side of the pen, and after spinning around can walk off to the outside of the pen.

Testing in SSP seems to indicate that a fence post does act as "taller than 1.5 blocks" and nothing can even jump onto the top of the fence; for some reason, in SMP, fences are not actually taller than 1.5, animals can jump onto the top of the fence, and if the server restarts in that position they are potentially free.

I'd love to say that this is ONLY true for single high fences. But as a work around, I tried making fences at height 2 instead of height 1 ...

https://imgur.com/a/nZMtE

Keybounce 08:24, 5 April 2012 (UTC)

undefined Chickens look up when they intend to look down and vice versa. So normally a chicken will look at your shoes, (which looks fine IMV; they clearly like shoelaces), but if the chook is a block above you and tries to look at you it will look up, which does look strange.82.69.54.207 22:08, 5 April 2012 (UTC)

undefined If you set animal on fire it will stay there and die. It does not "panic" like when you punch it.
 * I think this sounds more like a bug. NetherrackCreeper 19:52, 4 April 2012 (UTC)
 * Am I allowed to move or upgrade reports or is this the admins' job? --MCKMan
 * Moving/upgrading reports can be done by any user. I would consider this more of an annoyance as they only run from player damage and fire isn't player damage. So technically they are doing exactly what they are supposed to do. --Moxxy 21:31, 5 April 2012 (UTC)
 * No, should be upgraded to bug, because it's a bug. Specifically, it's a coding omission; passive mobs should attempt to flee in panic from /any/ source of damage.82.69.54.207 22:08, 5 April 2012 (UTC)
 * That had been discussed a while ago.Bugs aren't just technical.They forget to add this behavior to be caused by any kind of damage.So it's kind of bug in the concept of the game. 184.105.146.17

undefined Somethimes cats and dogs when they are sitting do not stand up when you right click, also while this is happening they will transport to you a minute later and then you can make them sit again but the other animals around it will still not be able to stand up. (Thurs April 5th 2012)

Annoyances a If you attack a passive mob (cow, sheep, pig) (particularly punching them, which doesn't hurt them much and gives you time to see what's happening) it panics and runs in a random direction. That random direction may include directly towards the source of the damage, which often allows you to keep punching it while it 'runs onto your fists'.82.69.54.207 22:08, 5 April 2012 (UTC)
 * If they run randomly of course they are going to sometimes run towards the damage. That's the definition of random! You even explained yourself why they run randomly, they are in a panic. Are you saying it's an annoyance that intended random behavior acts randomly? --Moxxy 14:26, 6 April 2012 (UTC)
 * Think of a random number between 0 and 180 degrees for mob A and another random number between 0 and 360 degrees for mob B. If you arranged the angles so that the damage source was at 270 degrees, we would say that both mobs will flee randomly, but only mob B will sometimes charge lemming-like towards the damage source. Furthermore, once a mob has chosen a direction, it keeps trying to go in that direction until it has moved some certain distance /in spite of taking further damage/, even though extra damage at least ought to re-randomise the direction it flees in. Hence you can get several blows in while it runs onto your fists. That in particular was why I flagged this as a bug - the random element /plus/ the 'keeps going' part.82.69.54.207 14:38, 6 April 2012 (UTC)

Fixed/Skipped

Mobs
Bugs undefinedcr Zombie spawn eggs do not work, they only play a zombie noise when used.
 * Was your difficulty set to peaceful? I tried this on hard mode and the zombie spawned normally. NetherrackCreeper 19:56, 4 April 2012 (UTC)
 * My difficulty was on hard, and all the other spawn eggs worked
 * I can't reproduce this on creative mode and hard difficulty. All eggs work as expected for me. --Mattrition 14:17, 5 April 2012 (UTC)

undefined mp Captured animals (also mobs) seemingly appears outside 1 block thick 2-3 block high room (like they were getting out), mainly the roof. If there is no roof they appear top of 2-3 block high wall. You can collide these glitching animals. (pics from 12w04a) 88.194.211.57 http://img802.imageshack.us/img802/1505/20120130230107normalsta.png http://img819.imageshack.us/img819/2277/20120130230104onwall.png http://img802.imageshack.us/img802/5627/20120130230419gettingto.png http://img815.imageshack.us/img815/4544/20120130230420onroof.png

Annoyances Fixed/Skipped

World generator
Bugs Annoyances

a Occasionally, a dungeon will generate below one layer of sand, causing it to be completely visible once the sand falls. Seen in level seed 5821491345564819236, where the player is also spawned underground.--Cube3 22:38, 4 April 2012 (UTC)
 * Moved to World Generator.
 * I don't get it. Dungeons are not supposed to have set positions so it's not a glitch for them to show up like that. This is perfectly natural and has been happening since they were implemented. I'm in favor of removing this as Mojang isn't going to do anything with this. --Moxxy 01:41, 5 April 2012 (UTC)
 * I agree. This is yet another personal annoyance. We should take the initiative to move these kind of submissions to the talk page if enough people agree that it shouldn't be here? I feel hesitant to completely remove anything in case it does warrant further discussion. --Mattrition 14:05, 5 April 2012 (UTC)

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. This is particularity annoying in older maps where the terrain where the strongholds would be has already been generated. Jeb indicated that this would be changed before 1.0, but it has not.

Fixed/Skipped

Graphical/Lightning
Bugs ! mp Glowstone sometimes doesn't light up chunks in SMP, allowing mobs to spawn in the area. Example: http://img215.imageshack.us/img215/1117/glowstonebug.png Walking into the dark area generally causes the light to update (but not always), but logging out and back in reverts it. The same chunks seem to be effected. Putting torches in the area works as a band-aid however. DarkWolff 01:46, 5 April 2012 (UTC)
 * That looks chunk aligned. Was that section made (lighting; placement of glowstones) prior to anvil, or after anvil? Keybounce 08:27, 5 April 2012 (UTC)
 * Yes, it is chunk aligned and yes the map was converted, though I extended the glowstone just pass the dark area in 1.2.1. I don't recall if I tried replacing blocks, but will try when I get home. I've mostly been putting down torches and removing them whenever there is a patch (been around since 1.2.1) to check if it was fixed. I've also seen similar bugs in other areas with lava, but never as bad as this. DarkWolff 15:23, 5 April 2012 (UTC)
 * Ok I tried replacing he glowstone and when I relog the area becomes dark again. Basically the glowstone will not light up the area in those chunks. DarkWolff 00:40, 6 April 2012 (UTC)
 * Foo. If it maintains after you replace the glowstone and force the lightmap to be updated, then it's not the issue I was thinking of. Keybounce 01:14, 6 April 2012 (UTC)

! Digging a one block hole in the ceiling and putting a torch in it shows a dark spot, though the torch still produces light below. Example: http://img820.imageshack.us/img820/8858/oneblockhole.png DarkWolff 01:46, 5 April 2012 (UTC)
 * That looks like smooth lighting. Smooth has a bunch of issues with shadows -- does it light up properly if you switch to non-smooth and non-fancy? (Both affect shadows. I turn both off, and then use optifine to turn most fancy stuff back on.) Keybounce 01:14, 6 April 2012 (UTC)

! New lighting system severely drains FPS since 1.2. This problem persists in 1.2.5. Lighting changes in-game caused by lava, redstone lamps, redstone repeaters and/or pistons cause heavy FPS drops and/or stuttering on low-mid range computers. This problem didn't exist in any version prior to 1.2. It looks as though there is now a lot of excess load on clients to calculate lighting changes, whereas pre 1.2 Minecraft forced the server to deal with lighting calculations. This essentially makes the nether and busy piston/redstone contraptions unplayable as the FPS lag is extreme. d3fin3d
 * Should this be updated to a minor bug? d3fin3d
 * If the result is that the game is unplayable on computers that meet the game's minimum requirements, then yes, I'd call it a bug. Keybounce 08:30, 5 April 2012 (UTC)

undefined Some torches still don't light up various places in villages. Example: http://www.abload.de/img/2012-03-25_11.54.26gil52.jpg

undefined Pressing shift while in a bed causes the game camera to glitch into Steve's head. Turning the FOV up to Quake Pro has the same effect NetherrackCreeper 21:10, 4 April 2012 (UTC)

Annoyances

a mp When shooting an arrow in SSP, the arrow has some 'flying stars/dust' effect when flying away. In SMP this effect just doesn't appear. Picture: http://h11.abload.de/img/arrow36kht.jpg

a Stairs (and - I assume - other half-blocks) are still lit incorrectly. icannotfly
 * Just tested - slabs are lit incorrectly, too. Upside-down slabs are lit correctly only if there is no non-air block directly above them, otherwise they are completely dark. icannotfly
 * I would say this is actually a minor bug rather than an annoyance. --Mattrition 16:33, 6 April 2012 (UTC)

Fixed/Skipped

GUI
Bugs undefined mp When pasting a long link into the chat, if it wraps around to the next line, the link will be broken when clicked (it effectively gets cut off at the return point). Example - pasting: http://en.wikipedia.org/wiki/File:Countries_driving_on_the_left_or_right.svg into the chat displays as a long link covering two lines of chat. However, clicking the link returns the broken link: http://en.wikipedia.org/wiki/File:Countries_driving_on_t - d3fin3d

undefined In the multiplayer server list, long descriptions of servers don't 'wrap' around to the next line. Instead they continue on, even beyond the vertical scroll bar. - d3fin3d
 * This is more of a bug than an annoyance. NetherrackCreeper 19:58, 4 April 2012 (UTC)
 * I agree - updated. d3fin3d

undefined As in previous versions, the center of the screen is miscalculated in full screen (F11) mode, causing the mouse to jump when accessing a menu (eg inventory, crafting table etc)--Cube3 22:26, 4 April 2012 (UTC)
 * Upgraded to minor bug.

undefined If you go into fullscreen mode by pressing F11 when in the death menu, the buttons lock and you cannot return to the menu unless you relog into the game. Returning to normal screen size does not solve the problem. Deflect57
 * Upgraded to minor bug.

Annoyances a In the multiplayer server list, descriptions of servers often overlap the player/slot count on the right of the interface. In 1.0, this issue also existed. In 1.1 - 1.2 the player/slot count was much better positioned: more to the right of the interface allowing for less overlap. In 1.2.4 the player/slot count has again returned to the center-right of the screen forcing many server descriptions to overlap the players/slots count. Persists in 1.2.5. - d3fin3d

aIf you press F3 to the debug screen it always says minecraft version 1.2.4 (all modes).
 * Can't confirm this. It says v1.2.5 on my Linux machine. Are absolutely sure you have updated Minecraft properly? --Mattrition 13:58, 5 April 2012 (UTC)

Fixed/Skipped

Sound
Bugs undefined Extreme Hills biomes are silent during rainstorms - an issue that has persisted since at least the full release back in November. No matter what my y-elevation relative to the ground is, no sound plays.
 * I don't know if this is relevant, but I also noticed there are no water particles from the rain hitting the ground. I thought that this might be the reason for the lack of rain sound in Extreme Hills. - FranzDganz 09:44, 6 April 2012 (UTC)

Annoyances amp The Sound for collecting experience orbs is extremely pitched higher than in SSP, and therefore sounds very tinny. Fixed/Skipped

Language
Bugs Annoyances

a In Romanian 'Fire Charge' sticks with the English name. It should be called 'Bilă de Foc' --MCKMan

Fixed/Skipped