Minecraft Wiki:Issues/1.2.5

Organization of This Page & Instructions
'This page is for bugs that occur in the client or server of an unmodded'' Minecraft game. If you think a bug you have found in a modded version is not the result of the mods you have added, please be sure to reproduce it in an unmodded game before posting it here.'''

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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If you're unsure of an issue, it's good practice to post about it on the |talk page to see whether others can reproduce it. Make sure you're testing the bug in the correct version (for this page, that's 1.2.5) with no mods installed. Also, make sure to proofread your issue report before submitting it; unintelligible issue reports come off as inconsiderate and disrespectful. Finally, please determine which game mode(s) your issue appears in, and flag it with the appropriate label(s). (Also, note that if, for example, a minor annoyance appears in both single-player and multiplayer, and in both creative and survival modes, you should label it as a, not aspmpsucr.)

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 When in thirdperson frontview looking up and down 2d entity's render wrongly. They render as if you are in firstperson or backview. To get a good example, spawn some xp orbs and do the earlier mentioned.

U X Shift+clicking coal into a furnace that has some coal already in it will crash the client (tested on two servers, not sure if its a problem with LWC).
 * Couldn't reproduce, you should learn to read. It says remove all your mods (and plugins) before you post anything. Downgraded from: "!!", to "X".

U X If you right click on a jukebox while holding a redstone torch, the game crashes (I haven't tested if it is the same with any other items.). Onatfb 20:08, 21 April 2012 (UTC)
 * Couldn't reproduce, you should learn to read. It says remove all your mods (and plugins) before you post anything. Downgraded from: "!!!", to "X".

!! ? When running minecraft (even without a .minecraft), once update commences, it freezes randomly while downloading a file(at 38, 50, or something else) and completely stops doing anything. Win 7 64 bit. Then, after a few minutes, it gives me: Fatal Error Ocurred(4): Connection Reset Retreiving: minecraft.jar 50% @ 665.27 KB/sec
 * Googling this issue, it sounds like you should try disabling your anti-virus and firewalls and then try again.--Mattrition 10:27, 7 April 2012 (UTC)
 * try using the browser to update and then run with the regular launcher, also happens with many 32 bit EXE files on a 64 bit system

!!If attempting to access the menu, the inventory or the chat for the first time in a Minecraft session while the Minecraft window is on a secondary display in dual display mode, Minecraft will crash, leaving a black screen and no crash report. This can be avoided by opening the menu, the chat or the inventory before moving the Minecraft window to the secondary display. LaserCucumber 21:54, 10 April 2012 (UTC)

U !! If I left and right click a sword or any item or block, as in attack and place keys, my Minecraft crashes on both servers and clients, and on survival and creative (Haven't tested on Hardcore) !
 * Hmm, I think we need more details on this one, and also, removed unneccesary tags (! and A!), moved it a bit higher to fit into the proper sorting. This does not happen here. Bilde2910 06:02, 15 April 2012 (UTC)
 * Unable to reproduce in unmodded client. -- Orthotope
 * same, unable to reproduce, what OS do you use, windows 7 lets me do this just fine, the animation looks weird in opinion though...

! Installed MC from fresh launcher on new computer. Most sounds and no music playing in game. Check of resources directory revialed that only newsounds subdir was downloaded. No other resource files were downloaded by new launcher/updater even with a 2nd forced update. Possible that baseline launcher is not fully checking/downloading all files required for the game beyond just resource directory. (Win7-64)
 * You Need to run Minecraft a couple times to make it work.
 * Able to reproduce. It happens sometimes to me too. --Anoymous712 03:42, 21 April 2012 (UTC)

! Just got a brand new gaming PC, but Minecraft will run fine for a minute then lag massively and/or crash. Also just got latest version of Java.
 * This is not a helpful report. Please post your system specs, what kind of minecraft you were playing (MP, SP, Cr), and how it went about crashing. --Mattrition 21:45, 12 April 2012 (UTC)

Sorry for short report. My new PC is running Windows 7 Home Premium with a 5.9 Windows score and 8.00 GB of RAM. 64 Bit. Minecraft lags massively after about 1 1/2 min. of perfect runtime until it stops responding and Windows gives me the option to end the process.

The same thing is happeing to me, it also gets a green line through it and will crash all the time, i have about the same specs-The_Tardiest Now the fine runtime is getting shorter and shorter, now down to thirty seconds. Minecraft is virtually unplayable now! I think the HD patcher shortened the lag-free time quite a bit, but I have no other mods installed. Please help!!!!!!

Can anyone reproduce this? If so, please respond.

I got same bug. By me it's happening often after much longer, around half an hour/an hour of gameplay, but it will happen every time eventually. Suddenly in the upper left corner some strange ranmdom pixels appear, most often green and white. In the same time blinking green line appears, leading from these into one of inventory spaces in my hotbar. The number of an item in this slot, if it has any, begins to blink strangely too and gets a blinking lime shadow. It happens most often with the inventory space i'm currently using, but it's not the rule and it does not disappear after i switch to another inv. space. After round 20 minutes Minecraft begins to lag, and some time after crashes, leaving no bug report, "saving chunks" screen or blackscreen, it simply closes the application. After a few times Windows may alert me, that Minecraft made the bad operation and has to close, and after a few more (they appear faster and faster) whole system is lagging and old Minecraft windows will not close despite clicking "close now". If I try to run Minecraft then, it will shortly tell me, that it has run out of memory. The only way to fix my computer then is to reset. Memory leaks probably? I got Windows XP, 32 bit Java and graphic card from 4 years ago, I play on Far and Fancy ^_^ 77.254.109.16 12:29, 24 April 2012 (UTC)

Alright, now that it has been confirmed, does anyone have a real fix to the bug? The only thing that works for me is the OptiFine mod, but I want to play vanilla Minecraft. PLEASE look for a fix!!!

Having the same problem, although with mine besides the green line, there is also an odd circular shadow that's moving as if there was something flying but there is nothing there. There is often times where blocks appear as it was the void, however this isnt a missing chunk as it's only 1 block and if I get close the problem resolves itself and crashes in 30 seconds. 68.161.163.51 01:55, 29 April 2012 (UTC)

Having a similar problem here with lag, but on a newish macbook pro running 10.7.3 (and the latest version of Java) Was fine until the last time I ported out of the Nether, and then the game started freezing every five to ten seconds for about as long. It isn't isolated to that save, either -- just tried creating a new world, and wandered around in a small circle, breaking a few blocks before it happened again. Have tried restarting both Minecraft itself and my comp as a whole, with no luck. Would love to know what happened 68.101.126.107 12:42, 27 April 2012 (UTC)

!mp Shift+Click behavior occurring when not holding shift while within: Inventory and Chests [Survival] and Item Menu [Creative] Moving them automatically to a free spot [Survival] or giving you a stack of the item you click on / inability to move item from the hotbar. [Creative] KHRoxas 16:56, 10 April 2012 (UTC)
 * watch SethBling's vid on bugs, the shift key sometimes gets stuck, happens to me on survival, try optifine with "SMOOTH INPUT: YES"
 * Incredibly unhelpful response, you need to press the opposite: "SHIFT" key. (R-SHIFT). That will fix the complete problem for you.

!mp If an RCON connection drops unexpectedly (network issue, or rcon client is force crashed) the console is spammed with "IO: Connection reset." This generates massive amounts of log spam (40kb/sec), and continues until the server is closed or presumably the disk is filled.

! If you have a superflat world from 1.1, dying will delete ALL OF YOUR CHANGES!!! Possibly because of the Anvil conversion.
 * I think the problem is that superflat worlds don't have a set spawn point so when you die, the game picks a random spot to respawn. Your changes aren't deleted, but unless you pressed F3 at some point before you died, it's near impossible to find them again (in which case, use something like MCEdit to find them. This problem has been around since the Superflat world generator was added. NetherrackCreeper (talk) 19:57, 18 April 2012 (UTC)

a! If you place a painting, your Minecraft either runs out of memory or you get an extreme lag spike. Memory runs out if you have mods that add a lot, on vanilla, you just get the lag spike. Every time you restart Minecraft, it runs out of memory once you go to your world.

undefined Cmd + Q still doesn't make Minecraft to quit. Tested on OSX 10.7.3 - Lion
 * I reproduced this on Mac 10.6.8.

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).
 * Seems to be related to video card/architecture NVidia/Sony (VPCEH for instance) exhibits it while Toshiba/ATI Radeon does not - hope this help. For the record v1.2.3 was working for both plateform.
 * This does not appear related to NVidia/Sony alone. I am getting it on a AMD Radeon HD 6950 using catalyst drivers (fglrx). Hardolaf 14:29, 14 April 2012 (UTC)
 * There's discussion on this at the Minecraft Forums. Both nVidia and AMD cards are hit, both Java 6 and JAva 7. Possibly only 64-bit machines/installs? --Freso 12:27, 20 April 2012 (UTC)
 * Lwjgl update don't work --Hactarus 13:40, 24 April 2012 (UTC)
 * Maybe it's because when you press "return" it exits the chat and then re-enters it...
 * My guess would be that it's because the new feature (introduced in 1.2.4) where the slash key also opens chat. (workaround : use the spoutcraft client) --snoepje0

undefined When seeing the debug screen (F3), you can hit the escape key and the debug screen shows over the buttons in the menu screen. When pressing the "Save game and quit" button, there is a fake "Saving chunks" screen
 * The "fake" Saving Chunks screen's always been there. The game saves the chunks when you quit.

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. EDIT: EDIT: EDIT: (I know spam, but this is important): THIS IS AN NVIDIA AND MINECRAFT PROBLEM! I ran Minecraft with Intel Integrated Graphics blabla (because on other computers that's what they used and it worked) AND IT WORKED! There is some sort of conflict between Nvidia and Minecraft because IT DID OPEN THE FOLDER WHEN RUNNING INTEL HD GRAPHICS or whatever.
 * Discussion on Talk Page

undefined Taking screenshots in Minecraft sometimes fail, with the remaining buffer elements mismatch with a certain requirement. This has happened before, with modded clients, but the bug has now also started showing up in vanilla Minecraft. Screenshots with META-INF open and also this one. I have Win7-x64 with Java 1.7.0_02-b13. If you need more detailed specs, please ask. Bilde2910

undefined Taking a screenshot in full-screen mode fails and displays this message: "Failed to save: java.lang.IllegalArgumentException: Number of remaining buffer elements is 1229760, must be at least 3057108".
 * This is almost the same as the one above. Bilde2910 20:29, 14 April 2012 (UTC)

undefined When quitting, Minecraft crashes, leaving a black window. Least-harmful time for it to crash, but it still shouldn't happen. -- Orthotope 07:16, 15 April 2012 (UTC)
 * Confirmed on my machine: Ubuntu 10.10 using the FAIF radeon driver (R300). --Benanov 19:17, 18 April 2012 (UTC)
 * Also seeing this on an up to date Fedora 16 install with an NVidia Geforce 330M
 * I am also seeing this with Fedora 16. Quitting the game while in fullscreen does not give me a black window though. MTP123654 02:30, 24 April 2012 (UTC)

undefined In fullscreen (F11), you can't turn properly - it stops when the mouse cursor (not visible) reaches the edge of the screen. Windowed (including maximised) works fine. Ubuntu with nvidia driver. -- 2.24.0.31 11:25, 21 April 2012 (UTC)
 * I have this issue, but I have also found a workaround. When in fullscreen, open a GUI, such as your inventory, and exit out of that GUI. You should now be able to move the mouse freely. I am pretty sure this is caused by Minecraft not capturing the mouse completely. MTP123654 02:28, 24 April 2012 (UTC)

undefinedmpsucr When wandering about far from where you left them seated pets (dogs/cats) that you left in certain areas will randomly spawn to you. So far I have had an average of 6-8 pets jump to my location on a few different occasions and separate log ins. 21:15, 15 April 2012 (UTC)X-Lander

This is also happening to me since 1.2.5 where all my pets are porting to me several times in a play session. I have to run back to the house and make them sit again. Valgarg

Same to me in SP on a Mac. Also wild cats and wolfs spawn next to me.

undefinedsu In 1.2.5, Minecraft still crashes ("Saving Chunks"-screen) when you have an enchanted item with Fortune greater than three. This happens mostly in custom made maps, since Fortune IV or above is unobtainable with normal enchanting. Error message: java.lang.IllegalArgumentException: n must be positive at java.util.Random.nextInt(Unknown Source) at jq.a(SourceFile:13) at pb.a(SourceFile:535) at pb.a(SourceFile:527) at pb.a(SourceFile:711) at aes.b(SourceFile:61) at aes.a(SourceFile:73) at net.minecraft.client.Minecraft.c(SourceFile:1230) at net.minecraft.client.Minecraft.k(SourceFile:1558) at net.minecraft.client.Minecraft.x(SourceFile:719) at net.minecraft.client.Minecraft.run(SourceFile:671) at java.lang.Thread.run(Unknown Source) --130.83.20.73 23:33, 19 April 2012 (UTC)

? Skeletons can very rarely shoot you through seemingly impenetrable barriers (ie. A 5-block thick cobblestone wall!) This could be potentially VERY dangerous if you are low on health in a mine or someplace and then you get shot by a skeleton you never saw, losing all your valuable loot in a new uncharted branch of your mine. This happened to me once on singleplayer survival. I wasn't able to recreate it ever again.

This has happened to me also multiple times when my attack (whether sword or bow) causes knock back to the skeleton pushing the skeleton into the wall. Running around a corner will make the skeleton come out after me. Valgarg


 * Isn't it much, much more likely you were shot by another skeleton you didn't see at all? You can't credibly flag as a 'major bug' something that happened once that you can't even reproduce. Especially given the most likely explanation in an "uncharted branch of your mine" is getting sniped from some other hidden opening. Downgrading for now from ! to ?. If you do manage to reproduce it, put it back. 82.69.54.207 23:50, 20 April 2012 (UTC)

!! On a 12w16a world, pressing T and then / crashes the client. (tested with SPC 3.2.2, Minecraft 1.2.5)

Annoyances

a After creating a nether portal, I walked in and it crashed. It won't let me in nether no matter what I try!
 * Unable to recreate this issue, need more details. NetherrackCreeper (talk) 18:47, 12 April 2012 (UTC)
 * Grammar fixed. UNABLE TO REPRODUCE

a! In Vanilla, totally unmodded, I cannot right click with food and eat it, but can still right click with tools such is a fishing pole. This is a major annoyance because I cannot replenish my hunger bar and regularly die because of this.
 * I don't seem to have this problem. NetherrackCreeper (talk) 18:47, 12 April 2012 (UTC)
 * Are you sure you are holding the right-click button? Bilde2910 20:35, 14 April 2012 (UTC)

a On IBM t43 windows 8 Consumer preview, the mouse pad freezes up while moving. So you walk straight. Using the rat(small mouse nub on laptops) works just fine. Just a warning to fix this when win 8 comes out.
 * This is a bug within Windows 8, some laptop drivers crash unexpectedly and fail to notify windows or windows fails to notify the user.

a If you take a picture of anything, (screen shot) and click on the title of the picture on screen, it attempts to open it as a link(not sure if intentional)

a Whenever I am in the middle of a game or getting back on, it will go to the 'Saving Chunks' screen for no reason. I can only break/build about 25 blocks without seeing that screen.

a! Major lag when in the uppermost areas. I'm experiencing it in a massive fake tree with glowstone in the branches. Perhaps it has something to do with light going into the top?

Fixed/Skipped

Minecarts/Boats
Bugs F x cr Using the Pick Block in creative mode on a minecart will give bedrock instead of minecart. Tested in 1.2.5
 * This happens with all entities. 207.190.166.40

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 pre-release, 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)

undefined mp ? When using the jar version of the minecraft_server, it's impossible to place minecarts and boats
 * Definitely not in SMP (CMP not tested) 91.51.190.152 06:08, 29 April 2012 (UTC)
 * What can make it fail to work then?
 * I can confirm it, I also cannot shoot a bow because arrows vanish. 77.253.77.33 14:30, 1 May 2012 (UTC)

x 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 mp When placing a rail on the topmost layer of the map, placing a minecart on this rail will fail with the message "Height limit for building is 256", as if the minecart were a block.
 * Is this really restricted to multiplayer? Sounds like it could be a general problem with the client. --Mattrition 15:18, 11 April 2012 (UTC)
 * I don't know, I tried it and the problem only affected me on multiplayer. Singleplayer worked as normal. NetherrackCreeper (talk) 20:14, 11 April 2012 (UTC)
 * Confirmed that this does not occur in singleplayer.--Cube3 02:25, 18 April 2012 (UTC)

Annoyances a! Landing a boat onto slabs causes fall damage. First time it happened was on hardcore mode and at full health it insta-killed me, when trying to recreate it, I only took one heart of damage for several different tries. The first time it killed me I had cobble slabs, the with the other tries I used wooden, still on hardcore mode. All times I just gently coasted onto the slabs, I was not going fast.

a When getting off a boat, the player falls through it rather than stands on it. It also causes the boat to be pushed away and easily wrecked by nearby blocks.
 * Downgrading to annoyance--Cube3 03:58, 10 April 2012 (UTC)

Fixed/Skipped

Redstone/Pistons
Bugs ! Jungle tree leaves will replace piston blocks when they grow. --Datsun80 17:17, 10 April 2012 (UTC)
 * Discussion and more info on Talk Page

!Redstone repeaters can freeze. Appears in loop circuits, the input at 1, the output staying at 0. It seems to involve game reloading / disconnect and reconnect. A way to restart the circuit (it will eventually freeze again) is to remove the input redstone wire and place it again. Or anything that causes the input to be updated. Very important bug, also existed in 1.2.3 and maybe earlier, please fix ! (SMP, Linux 64 bits)


 * I've had the same issue on SMP,Win64 but it's not limited to a stuck repeater. I have a simple clock (one repeater and one redstone torch) powering two pistons and when moving away from the clock so the chunks unload and returning will frequently stop the clock in either the repeater or redstone torch cycle.


 * As of 1.2.5 single player survival, whenever I turn off my redstone torches(on purpose), occasionally they will not, while capable, turn back on, unless I destroy it and replace it.

! Like slabs, glowstone, since 1.2.1, will not cut off redstone connections. It's not annoying, I quite like that fact. I just don't think it's intended.


 * It's intended. Glowstone is a transparent block like slabs and glass so it will not cut off signals.

!While functioning (does not involve game reloading or anything), pistons can place themselves in a state simultaneously extended and not extended. This state never changes until the extended block is broken by hand, which restarts the circuit. This happens only for certain designs, but happens often. Very important bug, exists since 1.1.0 (see the 1.1.0 known bugs to reproduce, but I don't known if it is the only way to produce it), please fix ! (SMP, Linux 64 bits)
 * Reproduced. I had lots of pistons that would push lots of diamond blocks. I would hold down right click, placing blocks repeatedly. After block 3, the block train would stop. I looked at piston 2. It was retracted AND extended!

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
 * I've try that in vanilla minecraft and it's the same thing. CharlieKopaka794, 18 April 2012
 * Always try to reproduce the bug in vanilla minecraft, no matter how unrelated the mods installed are. We can't take it seriously otherwise. --Mattrition 01:10, 8 April 2012 (UTC)
 * This bug has been discussed in the past and will likely continue to come up until it is fixed. http://www.minecraftwiki.net/wiki/Issues/Piston_Quasiconnectivity_Bug --- User42 (talk)

!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. Replacing the torch will not help, as it will burn out immediately on the next switch. 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)


 * Someone removed Multiplayer Only because the proplem is not restricted to multiplayer.
 * This happens for me in survival single-player, anyone else have that problem? (Mac OS, Minecraft 1.2.5)
 * Upgraded to [!]. As soon as I start the clock, it burns out after 5 secs.

a!When you repeatedly power a block with a redstone torch on it the torch will eventually burn out. However, every redstone torch you place in that spot afterwards will burn out when powered, even when powered with a button or switch. Reloading the world does not fix this problem.--Myrmeleon 17:44, 26 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 mp sp Like slabs, glowstone, since 1.2.1, will not cut off redstone connections. It's not annoying, I quite like that fact. I just don't think it's intended
 * Not only for SP.--XXErr4rXx

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

undefined If a piston connected to a rapid pulsar is destroyed, somtimes Block 34 (piston arm) remains until there is a block update. -S0221

undefined Monostable Circuits Set on 1 ticks output will release 1 tick, but set on 2 ticks will release 3 ticks.
 * Downgraded to minor bug. On the scale of all things minecraft, this is not a major problem :) --Mattrition 21:45, 12 April 2012 (UTC)

undefined There is a glitch where if the player makes an infinite loop using a piston, the piston will disappear after the loop made its first iteration. An invisible block (possibly air block) is left where the piston once was, but the piston can not work again unless replaced by another. When the player places a block on the invisible block, it is erased and the block isn't placed.

Annoyances a When you place redstone next to a closed trapdoor, open it, and destroy the redstone, the trapdoor will close. (tested on survival multiplayer, not creative/survival single player, or creative multiplayer. Fixed/Skipped
 * Removed the [Mp] sign. Reproduced in sp.

Blocks
Bugs undefined When a tree grows, any half slab that is where a leaf will grow will be deleted and a leaf will take its place, this is not the case with full blocks.

F !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
 * Cake (gives block (id 92) instead of item (id 354))
 * Nether Wart (gives block (115) instead of item (372))
 * Melon stems (gives a grey plant, the block ID being 105)
 * Pumpkin stems (same as above, except the ID is 104)
 * Wheat (gives block 59)
 * Enderdragon Egg
 * Stone with silverfish inside (should be added to creative inventory or at least given a name)

Tell me if there's any more NetherrackCreeper 22:24, 5 April 2012 (UTC)
 * Some blocks that are also affected are crops, nether wart, and melon/pumpkin stems. -S0221
 * Aside from technical blocks, this is not a problem as certain blocks are intentionally not in the Creative inventory. This allows Creative players with access to the items the ability to build structures with them, while preventing spoilers for players who have not yet reached certain points and preventing players on servers from using these items if the ops do not want them used. --Swampert rox 19:04, 10 April 2012 (UTC)
 * If what you're saying is the intention, then why not just organise the creative menu a bit better and add the blocks when the player gets the "The End" achievement. As for the servers you mentioned, that situation might call for a new command, something like "/itemdisable 120" or that mod API they're working on. NetherrackCreeper (talk) 21:18, 11 April 2012 (UTC)

F !cr The pick block button doesn't give you the exact block for certain block types and tends to give the drop for the target block instead. Examples, and other incorrect behavior, are listed below.:
 * On stone it gives cobblestone.
 * On grass it gives dirt.
 * On glowstone it gives dust
 * On lapis lazuli ore will yield an ink sac. Corensis 02:28, 5 April 2012 (UTC)
 * When using the pick block on upside down half slabs it will give you a normal looking half slab which when placed will only appear on the top half of a block. Sebperth 08:43, 10 April 2012 (UTC)
 * All three data values of silverfish stone (stone, cobblestone, stone brick) yield only the smooth stone type. -S0221
 * on an extending piston head (Not extended, but still extending) gives you portal like block that you can't place. Ezekielelin

-terry_herres
 * I've merged all issues with incorrect pick block results into one bug. Add any more that you find to the list. Also upgraded to major bug since this is incorrect behavior for a major feature. --Mattrition 00:48, 8 April 2012 (UTC)
 * More generally, it gives you the drop, rather than the block itself, unless the block normally drops nothing when broken. Picking gravel sometimes gives flint instead. Also affected: coal, redstone, and diamond ores, cobwebs, leaves, bookcases, snow (crafted block), melons, mycelium. -- Orthotope 01:29, 8 April 2012 (UTC)
 * Ah ok. I'll update the bug to reflect this. There's no point listing all those when theres a clear pattern, but the lapis rendering an ink sac is still very odd... --Mattrition 23:39, 8 April 2012 (UTC)
 * any block obtained through the pick block key will have a damage value of 0 (lapis is dye (id:351) with a damage value of 4 so it gives you an ink sac because it is dye with a damage value of 0)


 * Using pick block on all entities including mobs gives you bedrock. For some reason, the pick block feature does not even work on entities in the end.

!By running on Soulsand in places with low ceiling, it is possible to fall through any type of solid block placed in front of this Soulsand. (Useful bug, through ...). If you do this while being in one of the third person view, you'll revert to first person view.Missingno 26 06:18, 8 April 2012 (UTC)

! Fence blocks are replaced by leaves when trees are grown near them. Occurs with other "transparent" blocks too.

undefined If you place a slab on top of an ice block, you will still slide when walking on the slab.
 * Pretty sure this happens with more than just slabs.

undefinedmp After tilling a dirt block with a nonsolid block attached to it, placing same nonsolid block on the dirt block will turn it into a farmland. (Updated: Tested and recreated on a vanilla server, although 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 official server software from minecraft.net and tell me if it worked or not. NetherrackCreeper 19:47, 4 April 2012 (UTC)
 * Reproduced in vanilla survival SMP. To rephrase, jumping on a tilled soil block and then updating it will sometimes cause it to revert to tilled soil (waiting a while or reloading the chunks work too). The client thinks the block has been trampled, but the server doesn't. --- User42 (talk)

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

undefinedmp When you want to break a ladder, your crosshairs will target the block BEHIND it. The way you remove the ladder is to get on the side, then hit it. undefined if a player is placing ladders and the block next to the ladder can contain a ladder, extra ladders will be placed in the second block. Frequently, the player will also be unable to directly interact with these ladders, only being able to remove them by breaking the block they are on.

undefined Transparent blocks, even if solid, don't affect items on the ground, sometimes hiding them completely and rendering them uncollected until the block or surrounding blocks are broken.

undefined When standing above water, breaking a block underwater does not show the breaking animation.

Annoyances a When standing on a ladder and destroying another ladder, actually we destroy the block on which the ladder is placed. There are many other situations where it is very difficult to break a ladder and it seems to depend strongly on the position of the player and the presence of other ladders nearby. (Multiplayer, Linux 64 bit, reported since 1.2.3

a When transitioning from a halfblock to a bed, the player will for a split second drop below the plane of the slab before getting on the bed.

acr Blocks normally do not drop in Creative, but if destroyed indirectly (i.e. destroying a block with a door on top) it does drop. Windows 7 64bit, running Optifine Multicore and Single Player Commands but recreated on unmodded jarfile. 24.72.137.130 23:36, 20 April 2012 (UTC)
 * I think it still counts as mods, but I can still test it on a 100% vanilla Minecraft. 76.181.103.188 18:22, 22 April 2012 (UTC)
 * Able to reproduce in vanilla Minecraft

Fixed/Skipped

Crafting/Enchanting/Brewing/Interface
Bugs undefined Four smooth sandstone can be crafted into four smooth sandstone which is pointless and a side effect of being just a damage value of normal sandstone.

! When I go to the F3 screen, the scanner at the bottom left of the screen gradually takes up the left half of the screen! I can't see biome info, the seed, x y z cordinates, or anything else! Quitting and opening the world resets the scanner to pre-expantion dimentions, but it expands again! This is unmodded Minecraft.(I appologize if this is the wrong area for this bug.)
 * This is already fixed, use Shift-F3

undefined mp When you take a screenshot and open chat in multiplayer, then click the screenshot name, Minecraft treats it as a link. Pressing Yes in the dialog that follows, will cause your web browser to open the link, without any http://, https://, file:/// or any other prefixes. Only applies to multiplayer, since singleplayer can't open chat. Screenshot -- Bilde2910

undefined When Silk Touch is used on double slabs, only one half slab will drop (tested with stone half slab). 91.144.213.35 16:34, 27 April 2012 (UTC)

Annoyances a 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)
 * I believe this is intended, changing back to annoyances and recategorizing. -- Regdoug 21:42, 6 April 2012 (UTC)
 * This is NOT a bug and is the way repairing enchanted items is supposed to work. This is explicitly noted in the enchanting and repair pages on the Wiki.  Pewmayman 15:00, 7 April 2012 (UTC)

acr In Creative mode, reloading a world or using either type of portal will fill in the hotbar with the default items if there is no item or block currently occupying that space.

acr The Dragon Egg isn't in the Creative Inventory.dalolman - Punch trees, get wood 16:45, 10 April 2012 (UTC)
 * It takes ten minutes at most to reach the End and kill the Enderdragon in Creative. This is not a problem, as the egg's existence could spoil newer players. --Swampert rox 19:06, 10 April 2012 (UTC)
 * So could End Stone, and so could its silhouette in the Achievements menu. If spoilers really are an issue, Mojang could just make it so that if the achievement "The End." has been achieved, the Dragon Egg becomes available in Item Selection.

a When entering the Inventory, the Player's head seems to go into a "Seizure" state, flickering back and forth between positions. Most likely because the player's head is pointing in the direction the were last facing AND looking at the cursor at the same time! This not only looks wierd, but can be extremely annoying to some people. 76.20.156.120 (bunnyman14 on minecraft forums)

a If you hit f1 and enter a gui (doesnt matter wich one tested with all) the will be color glithes and the gui will spaz but if you exit and turn of f1 it will be fine

a Bookshelves don't gives bonus if a torch is placed between the enchantment altar and bookshelves.

Fixed/Skipped

Achievements
Bugs Annoyances A Bedrock and Monster Spawner don't show up in statistics.
 * Assuming you mean these blocks are not counted, I've changed this to an annoyance. Bedrock is not supposed to be breakable in survival so it doesn't need to be counted. On the other hand, it might be nice to record the number of Monster Spawners you have destroyed. --Mattrition 10:00, 7 April 2012 (UTC)
 * Keep in mind that bedrock can be placed in creative, so counting the number of times it's been placed is still necessary.

A Doesn't store the achievements server side for SMP.
 * When playing on another computer then usual the achievements will be reset since they aren't stored on the server and synced with the client.

Fixed/Skipped

Gameplay
Bugs

! When logging in everything seems fine but when you start to play a lot of things start to flash: NPC's, mobs, water, things like chest furnace's etc., your inventory, everything further than rendering distance small and your player. I tried redownloading mine craft, create new worlds and playing in browser but nothing worked! FYI: Al these problems only occurred in the last update and in both single an multiplayer.

[A!] Portals doesnt link correctly between nether and the normal world. Example:

These portals was created and lit up in the overworld:

A) x: -657 y: 66 z:  837

B) x: -908 y: 219

Afterwards nether was entered from afar (not close to connect to any of the portals) and following portals was created:

C) x: -82 y: 8 z:  104

D) x: -113 y: 27 z:  104

Testing the portals gave following results:

Entering portal A resulted in ending up in portal C.

Entering portal B resulted in ending up in portal D.

Entering portal C resulted in ending up in portal A.

Entering portal D created a whole new portal.

Removing the new portal and entering portal D resulted in yet another portal

Note: the several newly created portals where all at Y: 64

! In Minecraft Pocket Edition, when you fly really high, you end up falling off of your world, and entering a white foggy place with nothing there, I was wondering if you could create an optional, random spawn point in the menu for the Pocket Edition as I have done quite a lot in this creative mode and really need to get it back. I think this is just a glitch.
 * I think this bug report belongs in the Pocket Edition Known Bugs page. NetherrackCreeper (talk) 18:18, 24 April 2012 (UTC)

! Sometimes when logging back in, in SMP your y (height) coordinate will not the the same as it was when you logged out. instead it will be the highest point with a solid block. for example if you were in a dungeon then you might end up on the surface. has happened 5-6 times in 1.2.5 and was also present in 1.2.x --86.52.2.125 01:15, 9 April 2012 (UTC)
 * This is also prevalent in the Nether, leading to players being permanently stranded on the Nether's roof. Upgrading to major bug.

! mp cr In SMP, flying through an End portal in Creative will cause the server to kick the player for moving too quickly, then spawn the player several hundred blocks from the End's landmass.
 * This sounds like a major bug to me. TorchicBlaziken 00:46, 12 April 2012 (UTC)
 * You don't lose anything and you don't die as you're in creative - so it's not that major. Kris159 15:52, 15 April 2012 (UTC)
 * It does sound rather annoying that you spawn several hundred blocks away from where you got kicked, rather than, say, your spawn point. NetherrackCreeper (talk) 20:16, 18 April 2012 (UTC)

! in Multiplayer, explosions from TNT and Creepers ect will only hurt players, but not launch them. this makes TNT cannons and many other TNT contraptions not work in Multiplayer.

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
 * Yes we know what the intended behaviour is, but we are simply explaining what is actually happening. To recreate this, create a new creative mode world, build a neither portal over the old height limit (above the clouds), go through it and back. A new portal in the overworld is created. Next fly to somewhere far away, and build another neither portal (in the overworld). It will take you back to the first one generated in the neither.--Cube3 22:40, 9 April 2012 (UTC)
 * I did some additional testing. I have a over/nether portal pair that worked as expected. I created an overworld portal above 128 that lines up exactly on x/z with the nether portal (and for the sake of argument was < 128m away on the y axis. Using the > 128 overworld portal worked as expected. Using the Nether portal didn't connect me to the new >128 OR the old <128 portal. It created a brand new portal at ground level. Breaking the new portal and repeating would result in another new portal. Breaking the new portal and the >128 portal results in me being send to the original overworld portal again. --SeeJayEmm 17:04, 19 April 2012 (UTC)

undefined sp In Super-flat, The spawn conditions for the player are not met so when you die and re-spawn, the spawn-point is reset to a random location a few regions away Potential fix: Place a block above spawn-point at y = 63. --Fuj1n 23:55, 12 April 2012 (UTC)
 * Upgraded to minor bug. NetherrackCreeper (talk) 18:18, 24 April 2012 (UTC)

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)
 * This may be related to the bug below. NetherrackCreeper (talk) 11:37, 8 April 2012 (UTC)

undefined If the player breaks the bed he is resting on, he will wake up and can partially clip blocks.
 * Confirmed, this still happens. The player shouldn't be able to break the bed when resting in the first place. --Mattrition 17:18, 6 April 2012 (UTC)

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.

undefined Occasionally the keyboard controls freezes (are ignored) mid-game. They remain frozen until any mouse input (left or right click) and will then work normally. This happens seemingly at random and in all gamemodes. This happens with both external mouse and built in mousepad. I run MacOS X 10.7.3 with Java SE 1.6.0_29. Has been noticed since 1.1. Vglocus 13:29, 16 April 2012 (UTC)

undefined The volume of Music Discs will be determined by the volume level of Minecraft when inserted into a Jukebox, if you change both volumes (Sound and Music) to 0% they will still play. Same vice versa, if you insert a disc with volume muted, the music will not appear to you even if you turn volume up. The music also persists if you pause the game. It will only quit by removing the disc or returning to main menu. Bilde2910

Annoyances a! In single player survival mode, some structures vanish after logging out/quitting, however the any items the player has remains in their inventory. This has happened several times to me, where I have built a house etc. and then logged back in to find it has disappeared. Unusually some structures have survived in some worlds of mine but others have been completely removed in others. I have no mods installed and same effect happens no matter the texture pack (including default).

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)
 * Void Fog and Dimming should not appear in a superflat world but it happens to me too.Can someone confirm this? 93.128.59.12
 * I can.This is definitely a bug.Maybe we should make an extra point for it.

a Logging out and logging back in while falling off a cliff will only make you take the fall damage from the height you logged back in from. It is extremely annoying with fall traps on PvP servers.

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 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, or ask the host to restart it. --MCKMan

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.
 * I think I see this too, and I think it's a bug. Try rotating the bed 90 degrees and see if you slide down it rather than fall out. I have one bed in one game where I fall out of bed (to the side) and another where I slide down the bed but otherwise sleep OK. Also try a room with a 3-high ceiling throughout. Both of my buggy beds are in rooms with mostly 3-high ceiling but only 2-high at the edges, and the beds are next to the edges of the room. Does what I describe match what you see? 82.69.54.207 02:32, 19 April 2012 (UTC)

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. a Colored text on signs is not centered correctly. The text always goes to the right side of the sign. (It's not a plugin, mod or bukkit fail. It is produced by the clientside renderer. Here is an Image of it
 * If one were to attempt to eat from a stack of mushroom stew, one would eat the bowl along with the stew. This is why mushroom stew does not stack.
 * Nonsense. The empty bowls stack fine. There's no reason that eating from a stack of stew wouldn't have the same effect of dropping the empty bowl into a stack of empties as it does now.
 * Try putting water in one bowl, and put another bowl over it and press down in attempt to stack it. Guess what? The water makes way for the bowl! This is completely logical!
 * If you have no empty bowls, and your inventory is full, eating a mushroom stew off of a stack would attempt to add an empty bowl to your inventory but wouldn't have a place to do so. As long as stew does not stack, there will always be an empty inventory slot for the bowl to occupy (namely, the slot which had contained the stew). --timrem 17:56, 18 April 2012 (UTC)
 * If there's no inventory slot for the empty bowl to go to, couldn't you just throw it? (like filling potion bottles with water) NetherrackCreeper (talk) 20:16, 18 April 2012 (UTC)
 * When milking mooshrooms, what happens? The entire stack of bowls does not become a single stew - but what happens if your inventory is full? Do you still milk it, and drop the new stew? Or does the game stop you from milking it? Either way, I see no problem in spitting out an empty bowl when your inventory has no room for it. 69.116.205.16 20:44, 24 April 2012 (UTC)

a Drowning damage causes knockback. This can make it harder to get to air in some cases.
 * I've always had this problem, even before 1.2.5. --Atsumete 02:38, 9 April 2012 (UTC)

a 3D Anaglyph needs an adjustment for convergence distance, the current static effect is too strong to use without headaches on certain screen configs.

a On Survival Single Player (not tested in multiplayer), using bonemeal on a mushroom does nothing, neither growing the mushroom into a giant mushroom, neither consuming the bonemeal.
 * I've had this same annoyance too, except for me it worked in Single-Player and not in Multi-player. Odd. --71.62.9.157 01:48, 13 April 2012 (UTC)
 * Unable to reproduce. Are you certain you've given the mushroom plenty of room to grow? If there is so much as an out of place block, it wont grow.--Cube3 04:09, 18 April 2012 (UTC)
 * I agree with Cube3. 76.181.103.188 18:34, 22 April 2012 (UTC)
 * I prefomed some experiments with the mushrooms in Creative mode and found that they are only able to grow on the mycelium blocks.(evidence)

a! mp When blocks are removed by Creeper explosions, jumping into the crater will result in an infinite fall (You will appear to fall onto the block, but you will teleport up 1 layer in an infinite loop)

a Picking up lava source blocks leaves sourceless flows behind. Usually, the first level of flow out from the source will disappear, but then fills in with lower levels of flow. This is particularly annoying in Creative when you're trying to clear out lava to build something. --King Starscream 17:06, 16 April 2012 (UTC)

a After pressing the F1,F2,F3...commands, your turning/scrolling speed decreases by a lot making it hard to fight mobs and building.--Guest 17:14, 25 April 2012
 * Are you sure you don't press F8 ? What happens if you press F8 after the slow down ? 91.51.184.88 06:30, 26 April 2012 (UTC)

Fixed/Skipped

NPC/Animals
Bugs ! 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.
 * Cats and dogs teleport to you at unpredictable intervals. Sometimes they don't for a while, then suddenly there they are.   Zorrothefox 15:06, 16 April 2012 (UTC)
 * 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.
 * Confirmed. It seems that when I enter a wolf's line of sight others teleport to it, as normally more than 3-4 wolves don't spawn. Unpleasant.
 * This has been annoying me for a while. I'm pretty sure it started happening around 1.2.4 or 1.2.5. I keep about 25 dogs/wolves and 5 cats seated in a big room under my base in SMP. Usually while returning to the base (maybe when the unloaded chunks are loading?), they ALL suddenly warp to me. Extremely annoying if I'm in a 1-block-wide tunnel because the dogs push me around and it takes a very long time to get back to the surface. StalePhish 14:52, 17 April 2012 (UTC)
 * Not to go on and on about this, my experience is much like that of StalePhish. I too keep a lot of dogs and cats, and they were formerly in different locations (this is SMP).  Now I have to keep them all in one room (because they all end up there anyway) and having all of them suddenly warp to me at unpredictable intervals is annoying and dangerous.  It's making the game nearly un-playable.  Zorrothefox 12:38, 19 April 2012 (UTC)

undefined sp An iron golem in my world has been standing in water for like the past minecraft month. Hasn't drowned, nothing happened. Not sure and not tested in multiplayer.
 * I don't think they are supposed to move in water (They would rust).
 * They are supposed to drown after a certain amount of time. It hasn't drowned yet.

! mp Mob movements are glitchy in SMP, leading to the following issues:
 * In a pen farm animals 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. If the server is stopped while a farm animal is 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. I tried making fences at height 2 instead of height 1 .. Keybounce 08:24, 5 April 2012 (UTC)
 * Captured animals (also mobs) seemingly appear 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
 * Discussion on Talk Page

undefined Mobs continue to attack players who are dead. This is a very old bug and can result in the destruction of items if creepers or ghasts are involved.
 * downgraded to minor bug. We need to save major tags for the most obvious issues. --Mattrition 08:49, 12 April 2012 (UTC)

undefinedI just spawned 2 wolfs in a world, tamed them and let them breed. after that I let them sit down and logged off. when I logged on again. they would stand up when I clicked and when I hit them they will make the evil wolf sound
 * I don't see a bug here. That sounds like normal behavior for creative? --Mattrition 08:49, 12 April 2012 (UTC)
 * He said basically said: I tamed wolves, I hit them, then they made aggresive wolf noises.
 * He's correct, actually. Tamed Wolves should only play the "hurt" clip when attacked and no growling noise whatsoever. If this is a major issue to you, turn off the sound.

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 chick 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)
 * How do you know where the chicken wants to look?

undefined Sometimes 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)

undefined mp In multiplayer, other players' tamed wolfs keep growling after they kill you.

undefined wolves and ocelots still spawn in large numbers and follow the player untamed on mac osx client. (1.2.5. single player survival) (linux client seems fine though… 'java on mac' related?) (2012-04-09)
 * still getting swarmed with wolves and ocelots after latest mac osx 10.6.8 java-update 1.6.0_31 (2012-04-09)
 * I get swarmed with green sheeps (9.April.2012)
 * If this kind of issue is related to a mac, it would be very odd. Can you try creating new world on your mac and seeing if you have the same issue? Can you take a video of the problem? --Mattrition 15:07, 9 April 2012 (UTC)
 * It happens in both old and new worlds.
 * A video of the problem "youtube.com/watch?v=OPPzfjB4D9w"
 * I have this problem on Windows client. 174.1.36.69 18:38, 9 April 2012 (UTC)

undefined When a puppy grow up into a dog, the dog will be injured (it probably carries over HP of a puppy).

undefined In SMP Iron golems will not attack slimes, slimes do not attack vilagers, shown clearly in superflat as slimes will spawn everywere a lot anless disabled.
 * Iron Golems are not supposed to attack slimes(the golems would chase the slimes ignoring the zombies attacking the viligers). Also, only zombies attack villigers.

undefined Cats can sometimes detect chests and beds behind wall and then get stuck, ignoring player.

undefined Long-standing bug, still present: Wolves become far too dark when wet. Compare with a white or a light grey sheep, which is about the same shade as a wolf. If you watch the sheep in water it /does/ darken by a shade or two just before it dips under, but by comparison the wolf becomes about two shades away from black. I suspect a plus sign in the code should be a minus, or something equally trivial.
 * The darkness shows how wet the dog is
 * He's saying that the wolves get too dark when wet.

undefined Standing 12 blocks or more away from a tamed wolf in a minecart makes the wolf invisible and shows a flickering "fake" wolf sliding back and forth at extreme speed between the player and the minecart.

undefined Tamed Wolves will sometimes attack mobs that are already dead

undefined Tamed Wolves that are sitting will teleport to the player and will stay seated

undefined In big villages, and after a long time, villagers will stack at the north-west corner of the village, and will leave the south corner.

Annoyances

a! Golem/tamed animal to player behavior in SMP. I have a few issues to point out about and solutions to suggest. --Bronzedigger 10:33, 30 April 2012 (EST)
 * Golems created and animals tamed by a specific player will not defend themselves against other players who attack them.
 * I suggest a simple GUI interface added which would be shown when holding the tab key and the list of all players online is visible. There could easily be a check box added for an identify friend/foe system in which golems and tamed animals of the player would adhere by. In this method a player could declare who is a friend and his golems could assume others to be hostile, thus protecting his land.
 * Minions created by player 1 should be also be hostile to minions created by player 2 if player 1 has played 2 marked as an enemy via the IFF system.
 * After the above solution is implemented there is still the matter of telling to who each minion belongs to. This is not so much an issue with tamed pets as they obey commands. Golems, however, are completely identical to one another. Therefore to tell them apart I propose additional skin slots located at http://www.minecraft.net/profile which could be used to upload a player's own golem skins so player 2 who is enemies with player 1 does not approach player 1's golems thinking they are his own and get clobbered.
 * Marking this as major because current minion behavior is perfectly fine in singleplayer, but a major oversight when the multiplayer aspect is added.

a! Long-standing annoyance, still present: All passive mobs make noise far, far too often. Most irritating for cats and chickens, but the others are just as bad, they just make slightly less intrusive sounds. Chickens are like a Chinese water torture if you've got a lot of them. Flagging as a major annoyance this time round because it really is starting to get on my nerves. They never shut up! Not when they're sitting, not at night when they should - mostly - be asleep, and if I turn the sound down to bearable levels I lose noises I do want to hear. 82.69.54.207 02:52, 19 April 2012 (UTC)

a! Dogs/Ocelots that are sitting will stand up and try to teleport to the player after the player has taken fall damage. They will wait for the player to teleport back to the same dimension before teleporting.
 * I been doing some tests, besides isolating my chicken flocks, it would appear that the pets are most apt to teleport from sitting position, not from fall damage but from environmental damage such as lava. --Autumnrain26
 * Has anyone tried this on a completely unmodded server/client? I know it sounds anal here, but the fact that the original bug reporter was playing on a server that had a "wilderness" map linked tells me that the server was modded and I want to make sure that this behaviour is correct for the vanilla server and client too. --Mattrition 08:44, 12 April 2012 (UTC)
 * Tried to recreate conditions in Vanilla SMP, and got a strange occurrence, and unknown if programmed that way or what. The tamed mobs attack hostile mobs from a sitting position while remaining seated. Have not yet confirmed them standing at will from seated position. --Autumnrain26 04:52. 15 April 2012 (UTC)
 * Confirmed in Vanilla SMP. Tamed mobs will stand at will when player is damaged or dies. --Autumnrain26 05:19.

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)
 * Discussion on Talk Page

a If you set animal on fire it will stay there and die. It does not "panic" like when you punch it.
 * Discussion on Talk Page

Fixed/Skipped 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.

Mobs
Bugs undefined mpwhen creepers are shot by a skeleton, the creeper don't run to the skeleton and explode
 * This is an intended feature. --Moxxy 01:45, 1 May 2012 (UTC)
 * Why in single player where the creeper run to skeleton and explode whhen shot.--

! mp The spawning distance for Monster Spawners is two blocks off vertically in multiplayer. Even if the client shows flames in the spawner block you have to go up two more blocks for the Monster Spawner to actually spawn mobs. -Confirmed. JOWD

! mp If mobs are confined in a small area without any chance to leave, they often break out if the chunks get unloaded and then loaded again (relog,entering portals). This can be very annoying when collecting Mobs for XP farms or iron farms.

! mp Mobs do not spawn at a certain height is smp. Even with all chunks loaded mobs will not spawn. I'm unable to find the exact spawning height, however I do know that mobs will not spawn at 230+
 * Actually, it's 240. Or more accurately, mobs won't spawn within the highest 16 meter section that has at least one block in it. This is because the game tries to not spawn mobs above the highest section, but it uses the bottom of that section as the limit instead of the top. I'm not sure why that check is needed at all since mobs won't spawn in the air anyway. Last username 11:18, 11 April 2012 (UTC)

undefined mp Attacking a wild wolf, while the attacker's tamed wolf is nearby, causes the tamed wolf to attack the player.

undefined Snow golems STILL do not leave snow on the ground, in biomes where they are supposed to: Plains, swamps, and mushroom lands. Thankfully, they no longer die in snow.

undefined Zombies d o not fight back against attacking wolves.
 * I think it was changed --Conscripta

undefined Slimes have slightly bigger hitboxes than their body.

undefined Mobs in chunks at the edge of the loaded area (i.e. in a chunk adjacent to chunk that is not loaded) are not updated. If the render distance is set to Normal or shorter, mobs can spawn in these chunks but never have the chance to despawn, leading to an accumulation of mobs in limbo. Since these mobs still count toward the total number of mobs, this results in a gradual drop-off in the number of "active" mobs unless the player continually moves around to change the loaded area. This is demonstrated in this video by Last_username. Phssthpok 17:08, 9 April 2012 (UTC)

undefined Iron Golems will appear to glitch through blocks if trapped in a hollow 6x6x6 cube filled with water, no matter how fast your computer is (probably, I tested this on a 16GB RAM computer).

undefined Mobs no longer spawn on bedrock, which alters bedrock's functionality in a way unintended by SMP server admins and makers of custom maps who build bedrock structures. This seems to be a violation of the previously established principle that hostile mobs could spawn on any fully solid block. FifthWhammy 15:28, 24 April 2012 (UTC)
 * Many custom maps have been broken by this change. I assume the change has been made to fix the bug with mobs spawning on top of the bedrock ceiling in the nether, but there has to be a better way to handle this without breaking custom maps. 87.63.85.30 16:04, 24 April 2012 (UTC)

Annoyances a In the Nether, mobs are not carried away by lava. That makes it impossible to build autonomous pigmen-collecting towers as can be done in the overworld with water. The only alternative is to use an impossible amount of redstone and pistons to push the mobs where wanted. But anyway, any flow of lava should carry mobs. Reported since 1.2.3.
 * I'm currently using 1.1 version (Due to some map editor cannot support Anvil yet.) and I found that lava flow does not affect even in 1.1. not just 1.2.3 and 1.2.5. Just want you to know. Kevin J Rattman 14:23, 11 April 2012 (UTC)

a If you attack an aggressive mob with something that launches them far away. They keep on walking until they get to you and attack you. They will still be going even if it is more than 16 blocks away.Punch trees, get wood 21:31, 9 April 2012 (UTC)

Fixed/Skipped

World generator
Bugs ! mp After converting my server world's block height limit (in Minecraft 1.2.3), all chunks had at least one type of block missing. The first one I found was a chunk with stone missing, and that also made floating sand, gravel and minecarts which I originally placed for transport. My server's town was about 2000 blocks by 2000 blocks large, and was entirely devastated by this bug. I started making a new town in a new world now. The old town map is still available in my server, so if you need pictures, just ask me.

! mp Spawn Location is reset to 0,50,0 after the first /stop command.
 * Create a new world with the server, invite players. If a player die, he will appear in the real spawn. (but looking in the level.dat with NBTEdit will show 0,50,0...)
 * Then, /stop, re-start the server, re-invite players. If a player die, he will appear somewhere around 0,50,0. So he will have to find where was the original spawn location, which is really annoying.
 * This has been fixed in CraftBukkit, so, to the Bukkit team : could you fix that, please ? =)

Annoyances a The Nether doesn't spawn flat if 'World Type' is set to super-flat
 * So? 76.181.103.188 18:40, 22 April 2012 (UTC)

a In the Nether, gravel generates only on layers 63, 64, and 65. This doesn't seem like intended behavior to me. -- Orthotope 00:58, 8 April 2012 (UTC)

a Small holes in the ocean still generate. For example, seed -2590321869069706160, at - 4200, 3530. There's one at the surface, and quite a few more holes underwater nearby. -- Orthotope 04:24, 8 April 2012 (UTC)
 * Confirmed, and to clarify, these "small holes" are spots where water should have been generated that are empty.--Cube3 18:00, 10 April 2012 (UTC)

a The Nether generator has not changed since the height limit has increased, making it about half as large as it could be.
 * I like this bug. You get a fourth "dimension": The limbo above the top bedrock layer.
 * I like that too, but I don't like how it's bedrock with no way to get up there in Survival.
 * But wouldn't it be even more awesome for the Nether to generate with the roof at y=256? NetherrackCreeper

(talk) 20:00, 12 April 2012 (UTC) ____ OOOO OOOO___ OOOOOOOO OOOOOOOO ‾‾‾‾‾‾‾‾ I like this bug. The flatlands and default worlds merge and half of the default world is split and shows hidden diamonds too bad I was in creative mode. Fixed/Skipped
 * Hmm, it would generate the nether so people could access the roof, and build huge stuff there, if parts of the map was generated before 1.2. Example (_ and ‾ = bedrock layers, O = netherrack):

Graphical/Lighting
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)
 * This is bug is also for Lamps as can seen here http://img836.imageshack.us/img836/7803/lampr.jpg This is after I've replaced Glowstone with Lamps because of having this issue.

! 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- to 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)


 * Unfortunately, even with 4GB of RAM allocated to java, and thus minecraft, this lighting memory decay issue causes me to place blocks twice. It is not a mouse problem, but an FPS issue. Even though I can play more graphically intensive games. This issue is occurring in offline mode. SoaringMoon 11:17, 13 April 2012 (UTC)

! As of 1.2, there are consistent unrendered chunks as there were prior to 1.8 or 1.9 beta. These unrendered chunks show up in random spaces and can appear in a chunk when returning to an area when they hadn't been there the previous time through, even though the user has not logged off of the game. When a user tries to walk over these areas, they will get stuck or fall out of the world. The user can safely ride a minecart or a boat through the chunk from one side to the other, although both the minecart and the boat will appear to turn slightly off of the direction they are going and tilt to the side a little. This is a client side issue as one person will see the unrendered chunk but another person will not when on MP. Logging out of the game in play and back in (but not closing the client) will usually fix the local render issue but not eliminate them all together. This happens on vanilla servers and clients as well as clients with texture packs in place. Examples: http://dl.dropbox.com/u/2274101/2012-04-07_10.29.14.png, http://dl.dropbox.com/u/2274101/2012-04-07_10.29.21.png, and http://dl.dropbox.com/u/2274101/2012-04-07_10.29.40.png. Pewmayman 14:58, 7 April 2012 (UTC)

! New lighting system allows phantom sky-lighting in large covered areas. Bug is easily reproducible. There is a community fix titled "LightOff" which addresses the issue.

! Sometimes when you remove/place a block the graphics will not update. This causes blocks you place to be invisible, blocks you remove to look like they are still there and doors/trapdoors you open to look like they are closed. This only happens in certain chunks. Restarting Minecraft fixes the problem, but it soon reappears in other chunks. If you place a torch where the bug is active the light will still spread in the parts that work normally and vice versa. I am only able to reproduce this bug on one particular computer (out of two I tested on) with Windows XP (the other has Mac OS 10.7) but I have seen it happen in a let's play on Youtube. Examples: http://dl.dropbox.com/u/53199337/Pictures/MinecraftBug.png. 81.227.134.156 16:55, 9 April 2012 (UTC)
 * Reproduced. Win7 32 bit.  Java version "1.7.0_03" Java(TM) SE Runtime Environment (build 1.7.0_03-b05) 76.94.60.30 23:33, 23 April 2012 (UTC)JereShard

! A large solid object disposed high above ground (flying island) sometimes doesn't give solid shadow. (Probably multiplayer only.) Examples: http://i.imgur.com/wP3Bq.jpg http://i.imgur.com/PwshK.jpg http://i.imgur.com/xj0ZG.jpg http://i.imgur.com/CPsmP.jpg
 * This has something to do with the new Anvil format, and is present in both single player and multiplayer. A video explaining the cause and potential resolution to this issue can be found here: http://www.youtube.com/watch?v=z65baOdCrGI StTheo 02:32, 23 April 2012 (UTC)

undefined 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)
 * How this is major bug? This is minor at most. 93.106.38.169 17:17, 7 April 2012 (UTC)
 * Downgraded to minor bug.

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
 * Some torches found in mineshafts and strongholds do not light up also.

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)
 * SP only? Pressing shift while in a bed in MP has no effect on anything but the chat.

undefined 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)
 * I think so too - Upgraded. NetherrackCreeper 18:48, 7 April 2012 (UTC)

undefined When looking at clouds at certain angles, their sides will either flicker between being visible and invisible, or may be completely invisible.--Cube3 04:23, 10 April 2012 (UTC)

undefined When building at night, light sources will randomly appear floating in mid-air. Filling the space will usually "fix" this, though sometimes the light source will come back when the block is broken. --King Starscream 20:14, 16 April 2012 (UTC)

undefined When dropping stacked eggs the two textures of the egg do not stay as one, but split, leaving the base and the overlay seperate. Picture: http://imgur.com/Y6iqs Briggy_Bros

Annoyances a! I updated from 1.2.4 to 1.2.5 and my client does not recognize one of my worlds. All files are present and not corrupt.

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
 * In SSP, It happens when you pull the bow 'back' with full force, making an critical hit, So does happen in SMP, Altough the Critical stars do not appear.

a Chests, signs and paintings will dim and turn black depending on the angle of sight. Most likely on a computer that uses an Intel Graphics Card. System Specs: Intel Core i3 CPU, 4GB Ram, Intel HD Graphics Card MCFan393 23:13, 6 April 2012 a Minecraft default textures are pixelated or undetailed and the main menu is very laggy. Minecraft has become laggier. Some Textures: https://d37wxxhohlp07s.cloudfront.net/s3_images/723134/javaw%202012-04-07%2015-02-11-39.jpg?1333836298 Title Screen: https://d37wxxhohlp07s.cloudfront.net/s3_images/723133/javaw%202012-04-07%2015-00-13-74.jpg?1333836275 System Specs: Intel Mobile Family Chipset 4, 3GB RAM, Pentium Dual Core Cpu, T4400 @ 2.20GHZ amp Underwater caves can produce strange lighting effects as seen here:
 * This is a known bug from previous versions. Suggesting to move to a minor bug, since this obviously isn't how it's SUPPOSED to work. Pre-Beta 1.8 versions had correct lighting on signs and paintings. --King Starscream 17:06, 16 April 2012 (UTC)
 * Post your system specs, please.
 * make sure the files in minecraft.jar aren't changed.--Darkychao 17:43, 14 April 2012 (UTC)
 * Minecraft textures are supposed to be pixelated.

amp Sleeping in a bed above height 128 (highest level before anvil), everything is black. It still does the animation, but you can't see anything. Look here: I tested it without mods and on a vanilla (regular) server. Still the same. EarthBoundNess

amp Viewing another player holding a block has the reversed texture (mirrored) than the placed block, the blocks drop, and the block in your own hand. Most easily noticeable with TNT blocks, but theoretically applied to all blocks (after testing with ice and coal ore too). Picture:

a I just realised this: rain falls from above the clouds (old height limit). Seems to me it would make more sense if it was always clear weather above the clouds.--Cube3 02:22, 18 April 2012 (UTC)

Fixed/Skipped

GUI
Bugs undefined mp When you take a screenshot and open chat in multiplayer, then click the screenshot name, Minecraft treats it as a link. Pressing Yes in the dialog that follows, will cause your web browser to open the link, without any http://, https://, file:/// or any other prefixes. Only applies to multiplayer, since singleplayer can't open chat. Screenshot

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.

undefined If nothing is between the character and the sky, F3 mode shows that sl (sunlight) is 15, even at night.
 * Not a bug — the number displayed is the computed pattern of sunlight/moonlight propagation that is stored in the world data, not the actual current light level. —kpreid 19:25, 9 April 2012 (UTC)

Annoyances

a! The text from keyboard is typed in ASCII independent from keyboard layout. There are no UTF-8 input support.

amp When you change your display name color to ie. blue and then type "/me something" than id don't uses the color that was set to the display name. Maybe it behaves like that because it uses the real name of the player and not the display name. --Cornyfisch 17:21, 26 April 2012 (UTC)

a The Colormatic splash is quite a bit off center (new to 1.2.5). Screenshot NetherrackCreeper 18:37, 7 April 2012 (UTC)
 * lol, surely this is no more than an annoyance :p --Mattrition 01:04, 8 April 2012 (UTC)

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

amp When you are on a high Y value, you will see the sun even though if it is night, before the sunrise, below you.

a In the sensitivity bar the number 120 doesn't exist (it just skippes 120 and goes from 119 to 121). - BluBirdon


 * This makes sense, since the Sun would be on the other side of the planet at night. What DOESN'T make sense is that it's there when the real sun is overhead. --King Starscream 20:08, 16 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)
 * Yeah, if you turn off particles, rain in all biomes is silent. The lack of particles in Extreme Hills causes no sound to be played for rain. -75.87.80.247 01:27, 29 April 2012 (UTC)

undefined Noteblocks dont make their right sound/tune when played by hand, pressure plate, button, lever, etc.

undefinedMultiple blazes cause sound to be blocked.

Not sure if this qualifies as a bug, but I believe it does. OpenAL32.dll and OpenAL64.dll both had problems. If I tried to enable sound, the game would crash, and with certain mods (such as IndustrialCraft) the game would crash. None of these times it gave an error report. Currently the workaround I've found seems to be deleting the .dll files in %appdata%, forcing Minecraft to use the Windows default ones.

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

a The player damage sound of "breaking bones" is great for most sources of damage, but is very confusing when the player is starving and also makes little sense when the player is on fire. --Mattrition 16:51, 8 April 2012 (UTC) Fixed/Skipped
 * This sound also seems to play when passing through a neither portal (though this may be intended).--Cube3 04:44, 10 April 2012 (UTC)
 * This is true. In fact it seems to play occasionally when the player spawns into a game (or, indeed, into the Nether) without health being affected --Mattrition 16:28, 11 April 2012 (UTC)

Language
Bugs ! Cyrillic UTF-8 letters in chat and signs and their GUI are typed in basic latin UTF-8.

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

a In Czech, Wooden hoe should be called "Dřevěná motyka" not "Dřevěnná motyka"

a In Finnish, base potions use the word "Taikajuoma" (Potion) twice.

Fixed/Skipped