Minecraft Wiki:Issues/Weekly 12w41b

Crashing/system
Bugs !!Whenever my friend tries to on sound and music, his game crashes but without any report and the game just closes. It's been like that since he started playing Minecraft.-- 06:18, 14 October 2012 (UTC)

!!smp As with the previous snapshots, server is periodically crashing with out of memory errors. It just did it to me when merely walking around. 14:45, 13 October 2012 (UTC) undefined - World DemBones House of Horror Entities: 0 total; [] - World DemBones House of Horror Players: 0 total; [] - World DemBones House of Horror Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Dedicated Server}}


 * smpSame here. Last stable snapshot I believe was 12w36a. Every one since has crashed periodically with some type of memory issue. This has happened to me on Win7 and now on Linux. Launching with command line of java -server -Xmx2G -Xms2G -XX:+UseG1GC -jar minecraft_server.jar -- 17:40, 13 October 2012 (UTC)

undefined - World world Entities: 0 total; [] - World world Players: 0 total; [] - World world Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Dedicated Server}}
 * You both have corrupt worlds. Can you please zip them and upload them somewhere for me to take a look at? —  09:05, 15 October 2012 (UTC)
 * That would be GREAT if you could look at it. My world can be found here: http://muttjunior.com/Snapshot_Server.zip. Thanks! -- 20:14, 15 October 2012 (UTC)
 * Here's mine too: http://dl.dropbox.com/u/24547499/DemBones%20House%20of%20Horror.zip 15:30, 20 October 2012 (UTC)

undefined - World world Entities: 0 total; [] - World world Players: 0 total; [] - World world Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Dedicated Server}}
 * smp Also getting OOM crashes with snapshots above 12w36a. I've tried running the world through some corruption fixing tools but none is reporting any errors. -- 20:36, 15 October 2012 (UTC)
 * Long discussion moved to --] 21:51, 16 October 2012 (UTC)

!! When running CentOS(Linux):
 * Client doesn't release memory as it's used: Average usage per day is roughly 900MB every 4 hours with one member. When running idle memory usage doesn't increase, however once a user logs in and starts to spawn mobs, load chunks, build, and/or break blocks, the memory usage increases. Once the users log out of the system the memory usage remains at the current level until the system is restarted.
 * Left the system idle for 12 hours with no users memory usage remains high
 * Memory usage after 24 hours with no users is still as high as when the user logged out.

Annoyances

Fixed/skipped fMaximizing the game while in the anvil UI will crash the game.

fReproducible crash, stack overflow.

Steps to reproduce: Most of the world creation parameters are probably irrelevant, they're just there so anyone can go from zero to reproduce without thinking.
 * 12w41b vanilla client
 * single player
 * create a new world
 * name 'rr'
 * creative mode
 * seed 'rr'
 * superflat with the redstone ready preset
 * everything else at default
 * place a dispenser
 * place a water bucket inside the dispenser
 * place a cobble block in front of the dispenser, blocking its mouth
 * place a lever behind the dispenser
 * throw the lever

undefined - World rr Entities: 0 total; [] - World rr Players: 0 total; [] - World rr Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Integrated Server}}

In case anyone is inclined to say "This is something no sane person would ever do": dispensers will dispense other items through a solid block and I thought I could make an evil trap if they did the same with water/lava. That's what I was trying when I first got the crash. So yes I'm evil but not insane.

Although the reproduction is in CSP, I originally experienced the crash in SSP. I don't have access to a server I'd be comfortable crashing so I don't know about SMP. -- 03:03, 14 October 2012 (UTC)


 * I did almost the exact same thing, but with a cobblestone half slab in front of the dispenser and it also crashed. Same error report so I'm not going to paste it a second time.
 * I did some more testing of in which cases it does and doesn't crash. Note that I chose different word gen params (but I was also in creative mode). Album link: . There is some pretty interesting behaviour when you put redstone in front of the dispenser. --undefined – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 09:22, 14 October 2012 (UTC)
 * I think that would be really evil of map creators to be able to do that, but then it leaves this issue: how do you remove the water/lava once it is placed?. I think that it should be able to dispense water and/or lava through blocks, and probably people could find other means of removing it. 14:57, 16 October 2012 (UTC)

f Dropping an anvil on an Endercrystal crashes the game.-- 9:16, 12 October 2012
 * Crash report. -- 22:33, 13 October 2012 (UTC)

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z=-24,10], ph['Enderman'/159352, l='Snapshot Flatlands', x=47,88, y=61,00, z=-19,26], ph['Enderman'/159353, l='Snapshot Flatlands', x=49,53, y=60,00, z=-25,27], ph['Enderman'/159354, l='Snapshot Flatlands', x=42,35, y=58,00, z=22,72], ph['Enderman'/159355, l='Snapshot Flatlands', x=46,79, y=58,00, z=25,06], ph['Enderman'/159359, l='Snapshot Flatlands', x=87,50, y=58,00, z=-48,50], ph['Enderman'/159360, l='Snapshot Flatlands', x=85,91, y=57,00, z=-54,58], ph['Enderman'/159361, l='Snapshot Flatlands', x=48,45, y=62,00, z=-0,87], ph['Enderman'/159362, l='Snapshot Flatlands', x=47,96, y=62,00, z=-3,65], ph['Enderman'/159363, l='Snapshot Flatlands', x=42,50, y=62,00, z=-3,50], ph['Enderman'/159364, l='Snapshot Flatlands', x=41,50, y=62,00, z=-3,50], ph['Enderman'/159365, l='Snapshot Flatlands', x=56,42, y=57,00, z=-53,32], ph['Enderman'/159366, l='Snapshot Flatlands', x=43,01, y=58,00, z=-59,22], ph['Enderman'/159367, l='Snapshot Flatlands', x=46,98, y=58,00, z=-55,28], ph['Enderman'/159368, l='Snapshot Flatlands', x=52,39, y=58,00, z=-49,01], ph['Enderman'/159371, l='Snapshot Flatlands', x=115,10, y=40,00, z=13,99], ph['Enderman'/159372, l='Snapshot Flatlands', x=18,41, y=56,00, z=-80,50], ph['Enderman'/159373, l='Snapshot Flatlands', x=33,70, y=57,00, z=59,15], ph['Enderman'/159374, l='Snapshot Flatlands', x=35,25, y=57,00, z=63,71], ph['Enderman'/159375, l='Snapshot Flatlands', x=35,45, y=57,00, z=69,39], ph['Enderman'/159376, l='Snapshot Flatlands', x=31,77, y=57,00, z=65,19], ph['Enderman'/159377, l='Snapshot Flatlands', x=-0,50, y=59,00, z=21,50], ph['Enderman'/159378, l='Snapshot Flatlands', x=-1,36, y=59,00, z=20,90], ph['Enderman'/159379, l='Snapshot Flatlands', x=-6,59, y=59,00, z=21,44], ph['Enderman'/159380, l='Snapshot Flatlands', x=1,74, y=59,00, z=22,46], ph['Enderman'/159381, l='Snapshot Flatlands', x=92,50, y=57,00, z=-48,45], ph['Enderman'/159383, l='Snapshot Flatlands', x=83,00, y=58,00, z=-19,44], ph['Enderman'/159384, l='Snapshot Flatlands', x=77,37, y=58,00, z=-29,07], ph['Enderman'/159385, l='Snapshot Flatlands', x=87,65, y=58,00, z=-32,01], ph['Enderman'/159386, l='Snapshot Flatlands', x=85,38, y=58,00, z=-25,10], ph['Enderman'/159387, l='Snapshot Flatlands', x=54,11, y=57,00, z=-59,62], ph['Enderman'/159388, l='Snapshot Flatlands', x=58,77, y=56,00, z=-59,70], ph['Enderman'/159394, l='Snapshot Flatlands', x=31,64, y=57,00, z=44,66], ph['Enderman'/159395, l='Snapshot Flatlands', x=32,71, y=58,00, z=42,23], ph['Enderman'/159396, l='Snapshot Flatlands', x=32,43, y=57,00, z=45,52], ph['Enderman'/159397, l='Snapshot Flatlands', x=40,61, y=57,00, z=56,79], ph['Enderman'/159398, l='Snapshot Flatlands', x=7,28, y=57,00, z=34,53], ph['Enderman'/159399, l='Snapshot Flatlands', x=2,29, y=57,00, z=33,95], ph['Enderman'/159401, l='Snapshot Flatlands', x=9,68, y=57,00, z=37,29], ph['Enderman'/159402, l='Snapshot Flatlands', x=13,60, y=57,00, z=34,98], ph['Enderman'/159403, l='Snapshot Flatlands', x=92,46, y=57,00, 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ph['Enderman'/159421, l='Snapshot Flatlands', x=63,68, y=59,00, z=-10,45], ph['Enderman'/159422, l='Snapshot Flatlands', x=51,94, y=61,00, z=-2,31], ph['Enderman'/159423, l='Snapshot Flatlands', x=56,49, y=61,00, z=-5,49], ph['Enderman'/159424, l='Snapshot Flatlands', x=58,30, y=60,00, z=-3,48], pa['Falling Block'/160085, l='Snapshot Flatlands', x=87,50, y=80,49, z=18,50}} - World Snapshot Flatlands Players: 1 total; [id['RichardG867'/107, l='Snapshot Flatlands', x=90,78, y=84,59, z=13,89}} - World Snapshot Flatlands Chunk Stats: ServerChunkCache: 441 Drop: 0 - Type: Integrated Server}}
 * Moved to crash bugs section. -- 04:24, 17 October 2012 (UTC)

f The game may crash if you use the F3+H key to show durability on items and then move your mouse over a map (not a blank one). It seems to only happen on my main save game (Survival single-player) I've bin using for the snapshots. This does not happen when I tried it in another save. It may just be older maps(item) in single player that have this bug. Can someone else confirm? -- 02:16, 13 October 2012 (UTC) - World MpServer Players: 1 total; [awv['mii8303'/1927, l='MpServer', x=-12.69, y=65.62, z=-49.47}} - World MpServer Chunk Stats: MultiplayerChunkCache: 295 - Forced Entities: 12 total; [ob['Bat'/1599, l='MpServer', x=-86.33, y=23.28, z=-92.53], ob['Bat'/1658, l='MpServer', x=-48.47, y=16.92, z=-25.38], om['Iron Golem'/1685, l='MpServer', x=-10.97, y=56.00, z=-53.30], pr['Skeleton'/1640, l='MpServer', x=-49.48, y=27.00, z=-41.44], lh['entity.ItemFrame.name'/1686, l='MpServer', x=-12.50, y=65.50, z=-53.94], ob['Bat'/1646, l='MpServer', x=-56.79, y=34.30, z=-23.78], ob['Bat'/1645, l='MpServer', x=-54.54, y=40.34, z=-27.71], pv['Zombie'/2125, l='MpServer', x=36.50, y=8.00, z=26.71], pg['Creeper'/2126, l='MpServer', x=35.50, y=8.00, z=26.50], awv['mii8303'/1927, l='MpServer', x=-12.69, y=65.62, z=-49.47], ob['Bat'/1810, l='MpServer', x=64.97, y=48.00, z=-6.68], ob['Bat'/1720, l='MpServer', x=4.01, y=24.03, z=-99.00}} - Retry Entities: 0 total; []}}
 * It stopped crashing on me. I just moved the maps(item) out of the chest they were in and the bug stopped. -- 02:46, 13 October 2012 (UTC)
 * The maps(item) just vanished on me. Looks like they were corrupted some how. -- 02:50, 13 October 2012 (UTC)
 * I can validate Mzullos5 claims -- 16:12, 14 October 2012 (UTC)
 * I can validate as well -- 21:39, 14 October 2012 (UTC) undefined

Gameplay
Bugs undefined If you craft a colored leather while you are in creative, and pick it up, then if you drink a potion of invisibility, then a bucket of milk, your leather armor will be lost.
 * Cannot replicate, more info? -- 18:38, 13 October 2012 (UTC)

undefined Boats float in midair above the water and/or sink below the water after placing a boat in the water, saving the map, opening the map, and then touching the boat. To reproduce: 1) Place boat in water; 2) Save the map; 3) Open up the same map; 4) You will see the boat floating in midair just above the water; 5) Nudge the boat slightly by going adjacent to it and it will drop into the water; 6) After dropping into the water, it will actually start to fill with water and sink slowly; 7) Go next to it and the boat will float to the top once again; 8) After that, it may start to sink again; 9) This occurs when placed in water in an enclosed dock, and sometimes in open water. -- 09:02, 13 October 2012 (CEST)

undefined Entering an End Portal doesn't give you the achievement "The End?" -- 07:03, 14 October 2012 (UTC)

undefined Minecarts in the Nether sometimes don't appear immediately upon entering it (Survival Mode). Couldn't reproduce it in a newly created Creative world; maybe it has to do something with the fact that the Survival world originally was generated way before 12w41b. The world download is here. How to reproduce: enter the portal near you, step to the right to get out of the portal frame. Turn around: there are rails, but no minecart on them. Go around the portal, approach the rails near the open spot and BAM! a minecart appears (exactly where I left it when I was leaving the Nether).

Annoyances a!Balancing continues to be annoyingly lop-sided in some cases For example, a beacon not only requires an insane amount of material ore, but to kill The Wither, which is very destructive to the landscape, and very hard to kill, as well as exceedingly hard to spawn in the first place due to wither head's drop rate. Yet beacons are severely underpowered, in respect for the amount of effort put in to create it. Likewise, the amount of Iron needed for the Anvil (55 iron ingots), and it gets damaged, unlike all other utility blocks, makes the block somewhat not worth it. Perhaps replacing blocks with ingots would make it worthwhile, but as it is, that's a lot of iron to use on renaming items, and combining items, both of which ALSO require a fair bit of XP to get to work. Then, gold and lapis is very rare, and don't have many uses. Lapis, the very common colour blue, is also not renewable, even by trade. Thankfully, most aspects (trading, enchanting etc) have become more balanced. These are some of the last few annoyances left, in my own opinion. -- 12:09, 15 October 2012 (UTC)

a! ad If a player has the proper tools, they can remove blocks in adventure mode. They can also place blocks in adventure mode. Perhaps there should be a fourth gamemode which prevents players from placing/removing blocks altogether? Otherwise, some adventure map makers are severely restricted in that they must prevent players from obtaining any blocks or tools (or the crafting materials therein). This is very difficult, considering a player can even get items such as shovels from killing zombies. You can't even let your players have swords, else they can break crops, cobwebs, etc! A "Guest" gamemode, preventing all block removal/placement, would be very helpful to maps and servers alike where the player is not meant to alter the map, regardless of what items they are allowed to obtain (although, they should still be able to open doors, trigger switches, etc). -- 03:51, 13 October 2012 (UTC)
 * As a map developer, I feel like showing great support here. People still add in topics the generic "don't break any block" rule, which somehow injures some aspects of the map. Again, 100% support here! -- 04:11, 13 October 2012 (UTC)
 * Or have adventure gamemode with completely configurable user rights. -- 18:47, 13 October 2012 (UTC)

a If the player lines up three left-side-hinged doors and opens all three in Creative Mode, and then tries to break all three by holding down left-click through each, the middle door will close instead of being destroyed like the first and third. Left-click shouldn't do that - it might be a bug with door detection. -- 21:48, 12 October 2012 (UTC)
 * These screenshots should explain the setup better. http://imgur.com/a/GoUSc I also somehow got experience while breaking them, although that was probably indirect. Confusing. -- 21:53, 12 October 2012 (UTC)
 * When you break first door, it will send block udate signal to the middle door and it will close. You can place block in front of the doo, open door and break block — door will close. Same here. When Jeb broke the doors and then fixed them, he stated, he will not fix this behavior. — undefined 06:23, 13 October 2012 (UTC)
 * I wasn't sure what was causing this to happen. I thought it might have been my hand still activating the door with left click through some unexpected bug. I knew it wasn't moving my arm then, but I wasn't sure what the game was doing. That's fine. -- 06:02, 14 October 2012 (UTC)

Fixed/skipped fsmp When "pvp=false" in server.properties, the Fire Aspect enchantment can still set other players on fire and damage them. 19:55, 14 October 2012 (UTC)

n (Unless this is an update I'm not aware of) the Nether portal instantly teleports you to the Nether; it doesn't give you a moment to stand in the portal. -- 02:07, 13 October 2012 (UTC)
 * In Creative you will bete instantly teleported. It was that way for several updates. — undefined 06:18, 13 October 2012 (UTC)

n An anvil 8 blocks high can kill a player without any armor, but cannot kill a player wearing armor (even if it is only a leather cap without enchantments) even though it is 255 blocks high. Armor shouldn't make that much of a difference. In fact, only about 2 hearts of damage is received. -- 03:50, 13 October 2012 (UTC)
 * Safely helmets! Intended. —  08:10, 17 October 2012 (UTC)

f Dropping from low heights can do damage on certain occasions. Video from Vechs. -- 22:44, 13 October 2012 (UTC)

Blocks
Bugs undefined cr Breaking the top half of a door in creative mode still drops a door item. -- 10:32, 12 October 2012 (UTC)
 * Same with beds -- 11:19, 12 October 2012 (UTC)
 * To clarify, this happens to the pillow part of the bed, correct? -- 11:38, 12 October 2012 (UTC)
 * Yes, this has always happened to the upper part of a block, with the exception of, which used to just remove the top part without a drop. -- 11:47, 12 October 2012 (UTC)

undefined Anvils that drop on non-solid blocks destroy the block, but an anvil dropped on a plant such as flowers or saplings (excluding tall grass, ferns, and dead bushes) makes the anvil drop into an item. -- 15:07, 12 October 2012 (UTC)
 * Seems odd, that it will literally eliminate non solid blocks, but something as simple as a flower causes it to drop. -- 15:27, 12 October 2012 (UTC)

undefined If a zombie tries to destroy a door then the door is removed a "damaged block" textured "block" is left behind which zombies can sometimes still destroy but the player can't. -- 06:21, 14 October 2012 (UTC)
 * Reproduced. -- 13:31, 15 October 2012 (UTC)

undefined Completely isolated lava (tested with source blocks, untested with flowing lava) is able to set fire to flammable blocks, despite being completely encased. -- 21:21, 14 October 2012 (AEST)

undefined Pumpkins and Jack 'o' Lanterns can not be placed unless there's a solid block below. -- 14:15, 14 October 2012 (UTC)
 * intended since they where implemented.
 * why? there is no reason to have it that way and it's not intuitive. -- 16:07, 14 October 2012 (UTC)
 * Also, you can bypass that restriction by simply removing the bottom block after it was placed. -- 00:12, 16 October 2012 (UTC)

undefined Walking on the edge of soul sand next to lava causes you to catch on fire. -- 00:12, 16 October 2012 (UTC)
 * Soul Sand is 15/16 blocks high, intended feature (I think).

Annoyances a! When it did work, naming items was extremely expensive for a simple name change. Major annoyance because of the value of levels. -- 18:31, 12 October 2012 (UTC)
 * Should be free. (also never say too expensive.) -- 20:30, 12 October 2012 (UTC)
 * It doesn't necessarily need to be free, but perhaps, if you place an enchanted item on an anvil and attempt to rename it (without repairing it with another item), it really shouldn't charge you for the enchantments that are already on the item. I mean, renaming on its own does not change the enchantments or provide any benefits - it should have a fixed price, instead of rising sharply as you get better enchantments. The way it is now, you can't name extremely well-enchanted items, thanks to the total cost going above 40 due to the item's high base cost (although, with the changes in 12w41b, it seems like you actually can (barely) rename a SharpIV KbII FaII LootIII sword, which is as good a non-anvil-spliced diamond sword you'll get. But if you upgrade that to SharpV with an anvil, it's suddenly past the limit and can't be renamed - and renaming it first prevents you from upgrading it... I think you can guess what players will choose between a rename and an upgrade :p). -- 05:23, 13 October 2012 (UTC)

a If you place any block (tangent or not) above the space between a bookshelf and an enchanting table, the levels that should be added won't be. The enchanting table will not read the bookshelf as an accessible block, even though it is. 01:33, 15 October 2012 (UTC)
 * Intended, was that way since enchanting table implementation, provides an easy way to downgrade enchanting table. — undefined 14:33, 15 October 2012 (UTC)
 * Yeah, I later learned that the table is two-block tall. I moved to annoyance, since this is technically not a bug. 7:20, 15 October 2012 (UTC)

Fixed/skipped u An undamaged anvil will not break even if it falls from the world height limit to the lowest layer of bedrock. -- 13:04, 15 October 2012 (UTC)
 * It gets damaged for me. Can't reproduce. —  08:13, 17 October 2012 (UTC)

n A falling anvil may occasionally delete the block it lands on. -- 13:04, 15 October 2012 (UTC)
 * Corrected tag. -- 04:26, 17 October 2012 (UTC)

s Anvils still drops sideways when its pointed edges are pointing towards the east/west. -- 10:07, 12 October 2012 (UTC)
 * Visual bug with the renderer that we can't fix until the rewrite. —  08:13, 17 October 2012 (UTC)

f Very damaged anvils that drop from at least 6 blocks high will become a glitched entity that cannot be removed until the map is reloaded. -- 11:38, 12 October 2012 (UTC)
 * Confirmed to only happen with the Very damaged anvils. The normal and Slightly damaged anvils do not have this problem even when dropped 255 blocks. -- 11:50, 12 October 2012 (UTC)
 * Ghost Anvils will drop into an anvil after a couple of seconds, the ghost anvil will disappear. -- 13:18, 12 October 2012 (UTC)

f Digging straight down makes the player glitch into blocks. Digging down a dirt pillar with a "slow" tool causes momentary block glitches every now and then. Digging with Efficiency IV diamond shovel (single blocks at a time == short clicks) makes the player glitch into a block and keep spazzing until you relog. If you dig down while you are glitched, and then relog, you are (sometimes) standing on a floating dirt block after re-joining (and sometimes you are glitching inside the now-visible block). So the block does not brake server-side, but it does brake client-side. -- 11:59, 14 October 2012 (UTC)

Items
Bugs a! I cannot craft a wooden button. I know it's just one block anywhere in a grid, but it won't craft! Annoyances a! Maps cannot be enlarged. The same map will output - Scaling will still be 1:1
 * To confirm; you're enlarging the map by surrounding it with paper, yes? Not surrounding it with empty maps? Apparently some people are getting this confused! —  13:04, 16 October 2012 (UTC)

a! Arrows don't appear to fire correctly. They act normally, but appear to bounce off an invisible surface right in front of the player

Fixed/skipped

World generator
Bugs !mp Server world generator does not work. Link: IMGUR! (It's been like that for a few minutes now) -- 14:32, 12 October 2012 (UTC)

undefined Caves,Swamp Huts and Dungeons don't generate in Superflat.-Linglin
 * 2;7,60x1,3x3,8;6;stronghold,biome_1,village,decoration,dungeon,lake,mineshaft,lava_lake with seed is -1488287512231350885.There's no caves except underground lakes or lavalakes,and there's no dungeons and swamp huts.-Linglin

Annoyances a It rains almost every in-game day, and it is usually a thunderstorm that lasts within a few minutes of dawn until nearly the next day. CSP Superflat, I'm not sure what seed I used. -- 18:11, 14 October 2012 (UTC)
 * Further info: using commands to set the weather to clear sometimes results in the storm starting up again shortly afterward, meaning multiple storms are being triggered over the course of a day

Fixed/skipped

Mobs/NPCs/animals
Bugs ! When there are a large quantity of mobs/animals in a small space they ghost through blocks and occasionally make it through. -- 20:24, 16 October 2012 (UTC)

undefinedAll monsters ignore the height limit to fall down,cause them suicide in hard mode.-Linglin
 * Found another bug:When monsters (Creepers,Zombies and Skeletons will;Endermen won't,others don't know) falling down and takes damage,they will keep jumping for a while if there is no target.-Linglin

undefinedAnimals won't spawn in Superflat World except Ocelot in Jungle,Squid in lakes and Bat in Caves or Darksides.-Linglin

! After standing idle in a SSP world for more than a couple of hours, the world becomes RIDICULOUSLY laggy to the point of ending the process via task manager is required. My computer is pretty good, it starts lagging out at about 3,500 entities, and so when I looked with F3 I saw the game had over 4,300 entities loaded and rendered. I was in a chicken farm collecting eggs, so I just thought it was teh chickens and started killing them. Then, to reduce lag, I went outside to get TNT to kill chickens faster. That's when I saw hundreds of mobs in my yard. They were not moving, unresponsive and didn't do anything. They couldn't be killed but each one counted as an entity. So basically, after a while the spawn system completely breaks.
 * I imagine that a copy of the world might be useful to the Mojang guys here, do you have one? --undefined – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 09:28, 14 October 2012 (UTC)

undefined Iron Golems will randomly become hostile and passive towards the player, regardless of any actions towards them or villagers.

undefined Withers can not destroy anvils. As such, a player can use them to make a very expensive cage for a Wither, if they have such determination. Considering they can break Obsidian among other blocks, it stands to reason they should be able to break this - it just isn't accounted at the moment. 06:36, 13 October 2012 (UTC)
 * How can this be? The anvil has the same blast resistance as obsidian, which the Wither can destroy easily.
 * I think the Wither Skulls have a special property that makes them able to destroy obsidian, even though it has a bigger blast resistance 18:13, 15 October 2012 (UTC)

undefined When you are next to an item frame, mobs will sink through wooden planks.
 * That's a major bug for me, because I can't use item frames because of this. Let me clarify that you don't have to be near the item frame, just have it in your field of view. This bug exists since there are item frames and when I last reported it someone said it doesn't happen on Mac OS. So I checked it with Linux this time as well as with Windows and could easily reproduce the bug there, too. And I don't know if it helps to discover the cause, but I found that if there are two layers of wooden planks below the mobs, they only sink into the upper one and rest on the lower one. -- 09:22, 14 October 2012 (UTC)
 * I'd also like to point out that it only happens with wooden planks, mobs stay on wooden slabs and double wooden slabs no problem. -- 13:57, 16 October 2012 (UTC)

undefined The villagers (and other mobs such as zombies and creepers too) become invisible when they ride about 60 blocks in a minecart on a straight track. They become visible again when relogging or transporting them back, or possibly randomly after some time. -- 12:08, 14 October 2012 (UTC)

undefined Slimes sometimes have the wrong size hitboxes. It makes it sometimes very hard to melee a large slime. -- 12:14, 14 October 2012 (UTC)
 * Reproduced. This bug seems to be exclusive to large slimes. I had to get real close in order to deal any damage at all. Also, I was unable to get a tamed wolf to hurt a large Slime or vice versa. (Upgraded to major annoyance.) -- 13:29, 15 October 2012 (UTC)
 * No, it's a bug, so it should be flagged as such. Please don't misuse the annoyances tags like that. It isn't helpful.-- 16:30, 15 October 2012 (UTC)

undefined A mob that has picked up items from the ground can still despawn like normal mobs, without even dropping the gear. Is this intended? It means that if you die and a mob picks up your armor and sword, you are most likely to lose it unless another player is within 32 blocks of that mob until you get back. This seems quite harsh as it can practically mean instant gear despawn instead of the 5 minutes it normally has left. -- 12:25, 14 October 2012 (UTC)
 * That is VERY annoying to me, i do not usually die, but recently i was bombarded by creepers and skeletons, my diamond sword was enchanted, and so was my armor. Then several creepers in a row came up to me, probably wanting spare change like a homeless person, but when they blew up i died. I was frozen in a rage, but then i noticed some zombies pick up all my armor D: i tried to go to that exact spot, i use wool to mark my trails in mines, but both zombies were not there. i searched for miles around, and could not find ANY zombies with armor, i even bothered to kill them. All i got was an iron shovel and an iron ingot. I think that mobs wearing armor within loaded chunks should not despawn, as it doesn't help too much when i lose my armor and sword made from hard worked for diamonds. 14:27, 16 October 2012 (UTC)

undefined Zombie pigmen do much more damage than they are supposed to do because they do the base damage defined by your difficulty AND the damage their sword does. Not sure if intended, has occured since 12w32a. -- 15:25, 14 October 2012 (UTC)

undefined The villager breeding formula is too conservative; they will usually allow themselves to die out. Why not set an overcrowding threshhold instead of a minimum replacement threshold which is less than many villages can actually generate? Villagers stop breeding when they reach 2.5 villagers per door, or something?-- 16:30, 15 October 2012 (UTC)

undefined Several of the mobs aren't reacting correctly with the invisibility potion, parts of them will still remain visible. A sheep will have its wool floating around, a mooshroom's mushrooms will stay visible, endermen and both spiders have their glowing eyes visible and although probably intended, the blazes will generate tons of smoke, making the invisibility potion pretty useless on all of them. Hostile mobs like skeletons/pigmen/zombies will keep their weapons and armor visible, but i guess that one's intended. 22:53, 16 October 2012 (UTC)

Annoyances a Bats can trigger pressure plates - annoying when they spawn in dark enclosed spaces such as vs class item drop rooms.

a Bats still trample farmland, which is annoying if you have large underground farms. -- 02:46, 13 October 2012 (UTC)

a Passive animals spawn underneath half slabs when the half slabs are exposed to the sky; this is due to half slabs being classed as transparent blocks.

a (unsure when this annoyance started) If you ride a pig while holding the carrot on a stick, your body always faces the direction of the pig, but your head is free. This lets you turn your head all the way around, since the pig is too slow to catch up with your head. It is more hilarious than it is annoying, but there is no tag or section labeled 'Funny'. 15:01, 17 October 2012 (UTC)

Fixed/skipped

Graphical/lighting
Bugs

undefined The player's legs do not line up properly with the torso. It seems that each leg is set back a few pixels, and each leg is set inward a few pixels (legs overlap one another on their inner face). -- 10:26, 16 October 2012 (UTC)

undefined Other player fishing line is invisible, if player who logged in, had logged out when other player did not have fishing line casted. -- 16:37, 12 October 2012 (UTC)

undefined When reaching the nether, the portal animation plays forever (even in creative) and never sends you back. I think this happens because the player is stood in the portal when the nether is reached. -- 06:22, 14 October 2012 (UTC)

undefined The player's head orientation (or wearable item orientation) seems to get stuck to the one it was at when drinking a potion of invisibility. It resets when the potion effect runs out. This can be seen by wearing a pumpkin when invisible. The helmets do update their orientation correctly while invisible though. -- 12:19, 14 October 2012 (UTC)

undefined Upside down halfslabs are lit wrong (screenshot_1 screenshot_2). -- 12:34, 14 October 2012 (UTC)

undefined No matter how you angle the view, you can't clearly see the bottom few pixels of maps because even if your hand isn't in the way, the hearts and armour graphics still are. -- 13:18, 14 October 2012 (UTC)

undefined Any block placed above cloud level will disappear when a cloud passes below and/or through it but the sun, moon, and stars can be seen through the clouds even when blocks are present behind the clouds.-- 03:04, 15 October 2012 (UTC)

Annoyances a Other player fishing line is bit off still, also it doesn't follow the micro movement. pic -- 16:37, 12 October 2012 (UTC)

Fixed/skipped

Sounds
Bugs !ssp Sound engine causing lag spikes - The sound engine occasionally causes severe lag spikes, rendering the game unplayable (screenshot of F3 with chart during lag spike). I have a high-spec system which is able to play v1.3.2 at typically 120 FPS, but this weekly runs at ~45 FPS and <4 FPS during the sound lag spike. To reproduce, I go near a place with several mobs (no huge amount that it would normally cause lag) or walk towards a nether portal starting from a chunk or two away. It happens every single time I do either of these things, just before the objects in question (portal, cow pen etc) start making sounds. 15:58, 14 October 2012 (UTC)

undefined Throwing an Eye of Ender underwater plays the splash sound until it reaches the surface. -- 06:22, 14 October 2012 (UTC)

undefinedsu The fire extinguish sound does not play in survival, it only works in creative. In survival you get the hitting a block sound for the block behind the fire. (bug present since 1.3 snapshots) -- 12:09, 14 October 2012 (UTC)

Annoyances

a Minecart sounds continue playing even once the minecart has stopped moving. -- 06:22, 15 October 2012 (AEST)

Fixed/skipped

Menus
Bugs undefined When turning fullscreen off or on in the video settings then hitting F11 to switch back it doesn't work and the fullscreen status is incorrect (assuming was correct in the first place) e.g. it says 'Fullscreen: ON' when in windowed mode. -- 19:35, 14 October 2012 (UTC)

undefined When the player is standing in a nether portal (all gamemodes) the game cannot be paused nor can the inventory be opened. -- 06:24, 14 October 2012 (UTC)
 * This is intentional and was done back in Alpha as a bugfix. ( 01:29, 14 October 2012 (UTC)
 * I Just searched the Alpha version history and couldn't find it, I'll take your word for it but what did it fix?
 * nether/overworld not saving correctly, but still in Mac OS X you can still pause if you open the multitasking (slide 3/4 fingers up)

undefined Long custom superflat strings overflow the length of the custom string box assigned to them. Even a couple of the provided custom modes are affected. The UI needs to have a multi-line text box.--] 16:07, 14 October 2012 (UTC)

undefined The difficulty setting is global to all worlds except hardcore ones. That's bizarre. Can the current difficulty be added to the world data so that you see something like something like (for singleplayer): World name Seed Filename of world Last opened 10/14/12 4:48pm Superflat world string Creative mode, Cheats, Chest, Peaceful, Structures In other words, the bug is that the game difficulty is a global setting rather than a per-world setting, and the fix, which fixes other weakness in the UI too, is to ensure that all the world data is visible in one place. Make the extra data an expandable button if necessary, with just the world name visible, but the current world managament UI is becoming more and more of a mess and should be tidied before it gets any worse. --] 16:07, 14 October 2012 (UTC)

undefined In addition to the global difficulty setting bug above, if you have a longer than usual filename for a world, the filename and/or datestamp overflow the bounds of the display space allocated to them and you can't read the full text. This occurs even when there's ample screen area still available on both sides and there's no need to crop the text. Hence it would help to split the 'last opened' data onto its own line as in the bug report above.--] 16:07, 14 October 2012 (UTC)

Annoyances

Fixed/skipped

In-game interfaces/HUD
Bugs undefined The name field in the anvil GUI don't work and is uneditable -- 09:50, 12 October 2012 (UTC)
 * Will still work when merging 2 tools together. Also note that the anvil should now be able to rename every item in-game. -- 10:00, 12 October 2012 (UTC)
 * Temporary workaround for renaming only one tool - place two tools of the same type. Type a name for your item, then remove the second tool and take the result. -- 00:58, 13 October 2012 (UTC)

undefined If the Inventory is open when a potion affect is cast upon a player the potion affect status does not show until the inventory is closed then re-opened again. If the inventory is left open with a status displayed until it wears off the inventory remains pushed over as if it ware still there until the inventory is re-opened. -- 06:25, 14 October 2012 (UTC)

undefined None of the F-buttons (including F3's combinations) work while the invetory (or other interfaces like furnaces) are opened or the game is paused except for: F2, F11 and I think F3+S (worked in 1.2.5 and 1.3.2). I couldn't figure out a way to test F3+T and F3+S (only when my sound isn't working), can anyone help me out? -- 06:25, 14 October 2012 (UTC)

Annoyances a! Renaming Book and Quill makes it impossible to write in it but you can still sign it.

a! You can't access the Durability feature if you need the FN key on your keyboard to access F3. It does not allow it. Very inconvenient for some like myself. ---Mbon29

a You can't hover empty inventory slot and press 1-9, to place item there, but you can swap items by pressing 1-9. -- 15:20, 12 October 2012 (UTC)
 * Moved discussion to -- 16:31, 15 October 2012 (UTC)

a The performance graph covers the pause menu. -- 06:25, 14 October 2012 (UTC)

acr Building blocks and brewing items are a bit unorganized, example: ore blocks are not together, slab and stair blocks are scattered, and potions can be tricky to find.-- 03:06, 15 October 2012 (UTC)

Fixed/skipped

Chat/commands
Bugs

undefined When saving a screenshot then clicking on the file name in the console, Minecraft treats it as a web link and opens for e.g. '2012-12-25_00.00.00.png' as is without the file:// prefix or the path in your default web browser instead of opening '%appdata%\.minecraft\screenshots\2012-12-25_00.00.00.png' in your default image viewer or at least with the prefix and path. -- 06:43, 15 October 2012 (UTC)

undefined Player /tell commands are not being logged to the console. Neither are unsuccessful commands being logged. This makes it difficult for the console to whisper back and forth with players. -- 13:19, 15 October 2012 (UTC)

undefined Command blocks with @p do not select the correct player. It's supposed to select the player closest to the command block, but often, it selects players that are tens of thousands of blocks away instead. This has happened in all previous snapshots and even when the new r=5 parameter is added to @p, the command block still selects a player, for example, 65,000 blocks away. This makes it difficult to use several command blocks together as a "new player kit" to issue certain items to new players only. Ideally, such a cluster of command blocks would also use /clear on the nearby player to keep new players from amassing large quantities of the "new player kit." But since the command block is targeting incorrect players, this would be very detrimental. -- 13:12, 16 October 2012 (UTC)

Annoyances

a! Ender Dragons are unaffected by /gamerule mobGriefing false. If this is intended behavior "mobGriefing" is an inappropriate name for the rule as it doesn't toggle all mob griefing. -- 06:27, 14 October 2012 (UTC)
 * Zombies can also still break doors, and endermen can pickup/place blocks. In other words, only creepers are affected by this gamerule. ( 01:33, 14 October 2012 (UTC)
 * Thanks, updated. -- 06:27, 14 October 2012 (UTC)
 * Are you sure? You tested in this version, and not just a previous one assuming unfixed? I cannot reproduce with Enderman, Ghasts, Withers or Ender Dragons. —  07:28, 16 October 2012 (UTC)


 * Derp, sorry Dinnerbone. I was entering literally '/gamerule mobGriefing' without the 'false' at the end. I just tested the mobs you mentioned again and found that Ender Dragons can still grief and I have the screenshot to prove it. The other three you mentioned are fine. I also found that Zombies can't break doors (although they try), did they for you? (updated initial report) -- 11:00, 16 October 2012 (UTC)

Fixed/skipped

Language/text files
Bugs

undefined In Spanish (Mexico), the GUI title for the anvil was not translated from English.-- 20:48, 13 October 2012 (UTC)

undefined In the search tab in the inventory when using Pirate Speak "Search for yer loot" touches the text box. -- 06:28, 14 October 2012 (UTC)

undefined In Spanish (Mexico), the names for item frames, potatoes, and carrots are not properly capitalized. -- 20:48, 13 October 2012 (UTC)

Annoyances

a! In Pirate Speak Cobblestone and Gravel are both called "Pebbles". Given their similar textures, this could cause confusion. -- 06:28, 14 October 2012 (UTC)

Fixed/skipped