Minecraft Wiki:Issues/1.1

Organization of This Page & Instructions
Please do not spontaneously delete an issue report or comment, unless it is patent nonsense submitted by someone who has not logged in. If possible, contact the submitter by user-talk first and tell them about your concerns. They will almost certainly oblige. As always, assume good faith.

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 1.1.0) 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 [A][SP][MP][Su][Cr].)

Be sure to sort issues by category, type, and priority: redstone issues go in the Redstone section, etc.; bugs go in the Bugs subsection, with major bugs listed before minor bugs, annoyances in the Annoyances subsection, with major ones before minor ones, and issues that Jeb has marked as fixed or skipped are moved to the Fixed/Skipped section. Issues that Jeb cannot reproduce, however, are to remain in their original place.

Please sign all issue reports and comments by typing   (three tildes; tilde may be found above  on USA keyboards, and to the right of  on British keyboards).

There is no need to place bullet points before issue labels. Use bullet points only for comments. Be sure to leave a single totally blank line before each new issue (but not before comments), unless the issue appears directly beneath a header.

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

Labels for indicating that an issue is restricted to a particular OS:
 * =  = Mac OS X
 * =  = Windows
 * =  = 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:  c 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 .

Redstone and Pistons
Bugs

! Piston Quasiconnectivity Bug, Revisited A piston can be powered by a block that is not directly adjacent to it, but diagonally above or 2 blocks above, but changes to these blocks will not propagate updates to the piston*. Nevertheless, when the piston is caused to update by other means, it will take into account the state of these nonadjacent blocks. See this image for a better description along with a visual explanation.
 * The same applies to powered rails.
 * (Please do not delete this bug or this comment. It's fine if you disagree, but deleting is immature and petty.)  Jeb marked this bug as skipped a while back, but since time has passed and new evidence has come up, I would like to ask him to reconsider.  I've stated my reasoning here; please leave any comments you may have there so as not to clutter up this page.  Jeb, please read before deciding. ;) —Immute [talk]
 * I really hope he reads your statement, it sums up the facts very well!

!mp Using /time set will cause redstone torches to burn out.
 * When using a clock circuit on an RC2 test server, the circuit contained an inverter in which the torch failed to light after approximately 5 cycles after the /time set command was issued. Reproduced the bug multiple times by deleting the world and recreating the clock.
 * The circuit was tested at varying times between 10 minutes and 1 hour before the command was issued in each test, never failing until after the /time set command was issued.
 * How to reproduce:
 * Make a simple clock circuit containing an inverter(or even just a torch that turns on and off with each cycle)
 * Allow the circuit to run for a few minutes to verify the torch is stable.
 * Issue a Time Set command to the server.
 * Observe the torch failing to function within a few cycles of the command.
 * Replacing the torches causes them to burn out immediately in one cycle, but if the circuit is left in place for approximately 15 minutes the circuit will begin functioning again.

! Piston can "burn out" in a state simultaneously powered and un-powered. When it's in this state, it can be repaired by destroying the extended piston head. This will destroy the extended piston head but not the rest of the piston. --Munin295
 * 1.9pre5 1clock piston bug.png To reproduce: The image shows two different 1-clocks (powered by the same torch). If you attach a piston and block to the right 1-clock, it works fine. If you attach a piston to the left 1-clock, it works fine until you add a block—then it "burns out" in a state that appears to be both powered and un-powered. It's then actually possible (in Cr at least) to reset the piston by destroying the extended arm (without destroying the piston). --Munin295
 * To reproduce: create this BUD flip flop, place a block here, the piston will now be in a bugged state. --Scwizard
 * Another way to reproduce the same bug. (the torch is on the ground, not attached to the block with the redstone.) --User42

! Detector rail pushed or pulled out from under a Minecart will remain in the ON state for a seemingly random period of time. A Minecart passing over this "frozen" rail will not update its state, nor will giving it block updates. The only way to get the rail to turn off is to destroy it and replace it, and even then the wire/objects being powered will remain ON until they are given block updates. A video demonstrating this bug can be seen here.

! When you stand on a pressure plate that opens double doors, they both open, but if you are no longer standing on it, only one door closes.

! Minecart rails don't switch when powered if they're in a four-way junction. They still work in three-way junctions, though. Here is a video demonstrating the issue.

undefined If you put some redstone, a lever and redstone torch like this: http://i.imgur.com/RKjjC.png the torch doesn't invert when you flip the lever, and when you flip again it makes a fast pulse.
 * Is it only on Survival, or does it happen in Creative too? MrNintendoMan 10:13, 26 November 2011 (UTC)

undefined If a piston in a BUD state is updated by placing a piston that is then pushed or pulled by the BUD piston it will turn in to a block which is rendered in ever direction as the piston head. (Some Examples: http://i.imgur.com/Ox0Yg.png) --Incanus uk
 * Confirmed and I would like to add that the mis-rendered block does not drop a piston when broken, which leads me to believe its deeper than just a rendering issue and the block actually changes. -kiba_urufu

undefined If a chunk is unloaded whilst a wooden pressure plate has an item on it then it will stay in the on position forever, Jeb fixed it for logging out and back in but it still happens for chunk unloading when moving farther away.

undefined Pistons don't respond to block updates caused by another piston directly popping a block by extending. This bug can be exploited to make a directly powered piston BUD. There is a video example watch?v=VXX98KedPGc --Incanus uk

undefined Repeatedly pushing powered rails a certain way with pistons can end up creating infinite powered rail drops. This bug first appeared in 12w01a. Image of setup: Video:  --OSX2000 12:24, 13 January 2012 (UTC)

undefined Sticky pistons activated using pulse limiters don't pull back blocks if there isn't enough delay in the pulse limiter. The bug occurs when the middle redstone repeater is set at 3 ticks (instead of 4). 
 * One could argue that this is useful/intended behavior, since it allows for many devices and has no real downsides (except that maybe devices will run slightly slower). ImJake9 03:38, 16 January 2012 (UTC)
 * I disagree, a sticky piston should pull the block attached to it 100% of the time. CaMoreno3 00:58, 17 January 2012 (UTC)

Annoyances

a! Redstone materials can no longer be placed on top of glowstone.
 * Known_bugs/Version_1.9pre6 scroll down to "Fixed/Skipped/Non-Bugs" and find jeb's comment. — MiiNiPaaT
 * It still breaks tons of great lighting designs and should be reconsidered.
 * That's secondary; it contradicts Notch's decision to make them into stone type in 1.6.6, so it must be reconsidered. Chiisana

a! If you are sleeping in a bed and then the bed gets pushed by a piston then you can walk into walls and take damage,also cant climb ladders, can be fixed by saving and quiting.

a! When a sticky piston is moved by another piston, the block that should be stuck to it does not move.
 * This issue is a legitimate annoyance (note that I did not call it a "bug") because it was a feature of the Piston Mod, and a very reasonable one at that. I suspect that its non-inclusion was either a mistake or an act of laziness. :P (Hence, do not delete this issue please.) The status quo makes absolutely no sense and serves no purpose whatsoever.  The rule for which blocks a sticky piston should pull back should be the following (in pseudocode):  (—Immute [talk] )

 def computeHowManyBlocksToPullBack(extendedHeadLoc: Vector, stickyPistonDirection: Vector): Int = { var ret = 0 var currentPos = extendedHeadLoc + stickyPistonDirection //start withblock right in front of the retracting head while (ret < 12 && world.getBlockId(currentPos) == StickyPiston.Id                 && !Piston.isExtendedPiston(currentPos)                  && Piston.getDirectionOfPistonAt(currentPos) == stickyPistonDirection) { ret += 1 currentPos += stickyPistonDirection } if (ret < 12) { val finalId = world.getBlockId(currentPos) if (finalId == Piston.Id && !Piston.isExtendedPiston(currentPos)) ret += 1 else if (Piston.canMoveBlockOfId(finalId)) ret += 1 } return ret }
 * While this may seem simple enough, it is not practical because the sticky piston may be "connected" to another sticky piston. The solution is thus recursive. What, then, if the attached sticky piston is facing perpendicular to the pushing piston? What happens when that piston collides with another block? Consider a piston pushing a sticky piston facing perpendicular to the first piston. The sticky piston is attached to cobblestone. When the first piston extends, what happens if the cobblestone collides with another block? What if that block is a sticky piston? The ensuing problem makes this feature intractable without having even buggier, more inconsistent behavior.

a Redstone doesn't point towards pistons. Mojang should make redstone point to pistons
 * I agree. This is one of my recommendations regarding getting rid of the Piston Quasiconnectivity Bug.  —Immute [talk]

a Redstone torches tend to make sizzling noises if it is turning on and off very quickly(> 2 ticks).
 * redstone torches are supposed to make sizzling noises when they burn out.
 * Yes. However, it is possible that he is suggesting that torch burnout itself be reevaluated.  If so, then I agree.  For this to be feasible, however, torches need to be fixed so that "pulsars" become 1-clocks, as one would expect.  (Since a torch's output is supposed to trail its input by one (redstone) tick, connecting the output to the input should result in a clock that toggles every tick, not one that toggles more frequently.) —Immute [talk]

a! Redstone torches will 'burn out' after a flashing few seconds when you wire the wire to their back, Making it impossible to make a simple fast rapid pulser ( repeaters are slow ).


 * redstone torches are supposed to burn out. If they didn't burn out, they would create an insane amount of lag. consider connecting a pulse limiter to 2 repeaters in a loop, with each repeater set to 1 tick. this is as fast as your torch clock will go, but it won't burn out.

a! With the new 1.1.0 update, all redstone that was placed before it was released will be destroyed if powered.
 * Unable to reproduce - iPeer
 * I could not reproduce this on multiplayer. JosJuice 20:07, 17 January 2012 (UTC)
 * Unable to reproduce, maybe your circuit was built on glowstone? - TheMvanH

Player Movement
Bugs

! Can't get on slab from ladder below:

_ = slab | = ladder # = block _   _ #|  |# #|  |#


 * Same for stairs facing the top of a ladder.


 * same with trapdoors above the ladder.

! If you crouch-walk directly over an inner corner at a 45 degree angle, you will fall off the edge. It's fairly easy for this to happen by accident.
 * To reproduce this bug, position yourself as in this screenshot, by crouching and backing into the corner. Then aim the reticle at the other corner and crouch-walk until you fall off.


 * Developer info: This bug happens because the game looks for the ledge separately on each axis. At an inner corner, stepping along either axis individually keeps you on the ledge, but stepping along both axes at the same time makes you fall off. To fix this, check along the diagonal in addition to each axis.
 * This has been a bug from Alpha. Why is it reposted here?
 * because the mcwiki bug pages list - by community consensus - all bugs currently apparent in the specific versions, not only the new ones. --GALAKTOSTalk – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 13:22, 14 January 2012 (UTC)
 * Yep. Any and all bugs found in version 1.1 should be posted here, regardless of whether they're new or not, as requested by Jeb himself.  In fact, when this page was created, all of the bugs from the previous version were copied in, with those marked as fixed, skipped, etc. removed. (also, idem deleat) —Immute [talk]

! Cannot climb out of a trapdoor at the top of a ladder, ever since the ladder hitbox was removed. Perhaps trapdoor physics could be altered.
 * Maybe open trapdoors could act as ladders, that would solve a lot of problems.

Annoyances aCr Dead water will still suck you down in Creative Mode when flying is enabled. 178.9.117.42 12:28, 16 January 2012 (UTC)


 * Cannot reproduce. - iPeer
 * Sorry, meant to write "dead water". 134.91.55.229 06:51, 18 January 2012 (UTC)

a Rarely if you catch on fire a glitch will happen where if you walk backwards you will appear to be on fire. You don't recieve damage but your visibility will be obstructed severely.

a! Eating while riding in a minecart now ejects you from said minecart.

Lighting
Bugs

! Smooth lighting is bugged. When it is on, glowstone does not glow, and glass casts shadows. The difference is dramatic.
 * Smooth lighting OFF:


 * Smooth lighting ON:


 * Unable to reproduce Travürsa 15:42, 14 January 2012 (UTC)
 * Reproduced. Build closed chamber, fill roof with glowstone, cover your room with glass (leaving glowstone roof behind glass) 188.238.163.142 22:28, 15 January 2012 (UTC)

! Pre placed light sources doesn't produce light until the block is updated.

undefined Ice pattern bug (lighting?) Shown in this video: http://www.youtube.com/watch?v=qSa3iNgRggg

undefined Glass panes do not react to shading/shadows like glass blocks and all other blocks do. It looks really bad. - arcooke
 * Example screenshot showing bugged glass pane lighting:



undefined Nether Wart will not grow underneath a naturally generated glowstone vein without another additional light source nearby, possibly as a result of generation on Fast Graphics.

Annoyances

Mobs
Bugs

!!mp On a precise location will often happen a phenomenon consisting of the spontaneous generation of thousands mobs of a single kind  (e. g.: only zombies or only spiders, from the experienced cases). No cause has been found at the moment.
 * This bug causes the server to hang then crash when a player gets too close.
 * This is temporarily fixed by deleting the thousands entities with a world editor, off the server (i.e.: MCEdit). The server will remain stable for a few weeks afterward (depending on in situ player activity perhaps).
 * About the server (in case this is relevant):
 * The server runs the 1.1 version, but this bug did also happen in 1.0 for sure. The most active player on the spot claims that it has also occurred in Beta 1.8.
 * The world is old and has been generated from an early beta version.
 * The server and the world have always been run on vanilla versions.
 * A significant number of chunks have been trimmed with MCEdit (off server) to generate 1.0 landscape and features.
 * The spot where the bug keeps occurring is a player-built city on old terrain.
 * The spot where the bug keeps occurring is a player-built city on old terrain.

Nihilys 12:32, 15 January 2012 (UTC)
 * Sounds like an issue with a plugin! Only Vanilla servers please! --Samman412 23:10, 16 January 2012 (UTC)
 * Didn't he just say, "The server and the world have always been run on vanilla versions"? —Immute [talk]

!mp In SMP, monster spawning rates will dramatically lower, causing an almost absence of monsters even in dark areas if the server's property view-distance is lower than 10. This is due to monsters not despawning before the server's chunks are unloaded, causing monsters to get stuck in unloaded chunks, which lowers the monster count drastically. A forum post with this problem: Potatoboy2

! Mobs (including hostiles) in holes or enclosed by fences always try and jump out and sometimes appear on top or appear in flashes going up and down in the corners and sides of the enclosed area. --Supah Fly
 * Once they're on top it is also possible for them to escape. Happened in 1.0 as well, hence I was unable to keep animals fenced in somewhere. It does not matter how high the fences are.
 * This should be a double exclamation point!
 * Confirmed on a fast server. Collisions seem to be messed up and mobs (passive and hostile) glitch up walls and through walls and fences. Very annoying. xn_D
 * Are you playing on a slow computer? SMP? Please be a tad more specific --Samman412 23:10, 16 January 2012 (UTC)
 * Confirmed for SMP on an old host computer (that runs MC fine on max visual settings). This bug appears for all clients. -Imbrifer 19:03, 17 January 2012
 * I can confirm this on a rented server with decent capabilities. Mobs can occasionally escape through ceilings - we have an animal farm with multiple floors, and animals keep migrating from lower levels to higher ones, and eventually outside. Furthermore, mobs can "phase through" walls - for example in XP farms - as far as 5-6 blocks, sometimes even more. They have a physical body and can push the player around, but won't attack. After a while, they "fly" back to their actual positions. Had it even before 1.0. Definitely a major bug, since it makes animal farming, while not impossible, but very hard. SpecB 01:42, 18 January 2012 (UTC)

!mp Mob-hitboxes: Cannot hit mobs at their feet. Creating eye-level mob-barriers and striking at the feet of the trapped mobs is a crucial technique. It would seem that in MP, mob hitboxes are 1 m higher than they should be.

! mp Some ghasts can see through walls (netherrack, cobble, glass, etc.) and will continue to fire fireballs at the player, carving through the netherrack until it kills the player. Player can take damage through layers of cobble from said fireballs, as can zombie pigmen. Not all ghasts do this but once they do, they do not stop. Reconnecting doesn't fix this issue. Makes visiting the Nether too dangerous and deadly as you can't kill a mob you can't reach through walls! kaonevar
 * Why only? —Immute [talk]

!mp Slimes can glitch through walls to such an extent that they will find themselves on top of 30 block high buildings by glitching into the enclosed ladder space. They can use this to jump incredibly high, onto objects above them and they are extremely hard to kill once they have begun phasing through walls. This can cause problems such as being knocked off buildings to your death when trying to play Flat Map survival in SMP. Qata 12:54, 16 January 2012 (UTC)
 * If it's a bug, don't call it an annoyance. :)  —Immute [talk]

undefined When shearing a Mooshroom, it will spawn 2 cows, 1 client-side, that you can't hit, and one server-side that you can hit. (This is only tested in mp, when using the spawner egg for Mooshroom) Kingy98

undefinedmp While Magma Cubes will drop Magma Cream on death, some of the dropped Magma Cream are impossible to pick up, likely a result of the glitchy slime behavior in multiplayer.

undefined The experience mobs drop is invisible, unless a block nearby is updated, or if you kill another mob in that area. (If you don't think this is a major annoyance, downgrade it. Thanks!) --Gumland44 05:04, 17 January 2012 (UTC)
 * Thanks for your report. As written, this issue is a bug, not an annoyance.  The two categories are mutually exclusive; see the instructions.
 * Yeah, this is my first bug report, I'll get better.

undefinedcr In Creative mode, ghasts, slimes, and magma cubes do not become hostile even when attacked. All other monsters behave properly.

undefined Spawn eggs - in creative mode, the spawn eggs in the inventory are invisible, and you can not pick them up. - kevdog118
 * unable to reproduce in creative single player. are you using an old texture pack?

undefined In a skeleton spawner trap that collects skeletons in a 1x1 tall shaft open at their legs, killing a bunch of them by hand dropped a new bow. Collectible, but when used disappears. (Need to retry to reproduce this. I had about 3 hrs worth of skeletons spawned into the shaft all glitching out furiously and had killed perhaps half by hand/bow no heal throw pot:))

undefined In the first 2 - 3 mins after creating a new world, a few endermen will teleport to the surface (presumably from a cave not far below) near the player and will instantly teleport away. They repeat this teleporting about ten to twenty times within that three minutes. Note: has only been noticed when spawning in forest biomes.

undefined If a player attacks a Zombie Pigman while in the nether and dies, the pack of Pigmen will remain hostile upon player return. Severe problem for players dying near their entry point to the nether.

Annoyances

Decision to make hostile mobs "freeze" (stop moving around) if they get further than 40 m away from the player has not resulted in any substantial performance improvements whatsoever. If you want performance improvements, talk to the OptiFine person. But please, don't spoil the game, without substantial benefit, for those of us who like to engineer. Or at the very least, be transparent about it. In any event, the mob science community will keep on finding workarounds; there's no way you can outwit a group with so many talented members. :P (Before you say, "not a bug," please read the instructions above.  The issue list is not restricted to bugs, and annoyances are precisely those issues that are not bugs.  This issue is a valid annoyance.)  —Immute [talk]

a! Animals (non-hostiles) do not spawn on islands (even if relatively large) in ocean biomes. Wherever there is land, and the other additional criteria is met, animals should spawn. --Supah Fly/
 * I totally and wholeheartedly agree; however, this is an annoyance, not a bug. :)  —Immute [talk]

a! Slime spawning rate is extremely high in SSP super-flat world making the game very annoying if not unplayable in any other mode than peaceful. As slimes have no obstacles they wander away from their generating chunk letting it make more. Currently the only solution is to dig a deep hole and lure enough slimes inside so the game would stop generating them, but they de-spawn when you go too far and you have to start over.
 * This is due to the fact that the player rests at about y=10 or so. Nothing can really be done to 'fix' this

a When there is a high enough light level, spiders will become passive, even if the light is from a manufactured light source (such as torches).
 * This is the behavior of Spiders. --Samman412 23:10, 16 January 2012 (UTC)
 * Samman is right, but I do think the game would play better if only sunlight passivized spiders. (Under this proposal, sun-passivized spiders would remain passive even if they ventured into a torch-lit tunnel, but a hostile spider entering an artificially lit zone from a dark cave would not become passive.)  It might be somewhat difficult to get this right, though, if we insisted that sufficiently lit areas under trees be considered "sunlit" during the daytime, as I think we should.  —Immute [talk]

a silverfish in creative in multiplayer? in a two by 2 by 2 pit with fences on top look like there jumping out and despawning for half a second.
 * Happens with all mobs on SMP. - iPeer
 * This is caused by a laggy server and/or client. --Samman412 23:10, 16 January 2012 (UTC)

Blocks
Bugs

! Fence Gates close upon block updates within a 2 block radius.
 * This is clearly a bug, not an annoyance. —Immute [talk]

! It is possible to get through a closed trapdoor by approaching it on the same level and sneaking, you will then fall though the trapdoor as if it was a non-solid block like long grass.

! While underwater you are un-affected by ladders, regardless of if you are walking into the the ladder it will not elevate you. (To test, place two ladders one above the other, then place water. Attempt to go to the top of the Second ladder without using "JUMP".)

! If you hit the exact corner of a block, you sometimes go into that block.

! Interesting terrain generation, seems like part of a nether portal, and a few hundred dragon eggs, causes game's memory to rocket ( up to 1.5gb from normal of about 300mb) pic @ http://tinypic.com/r/2mxixzl/5

running on a server, but world was ported from a single player world created in 1.0. Seed and location are shown in the image ChrisPDuck

? Rarly, trees generates on sand blocks, beside the dirt. (Only Pine Trees?)

! Soulsand no longer holds minecarts in place. Before you say "that behavior made no sense," remember that soulsand is 15/16 m high (try walking onto it from a normal block). Half slab holes most certainly do hold minecarts in place, so soulsand should too. Many engineers have made useful mechanisms that rely on this behavior, so it should not be removed. (Jeb made this argument for keeping the Piston Quasiconnectivity Bug, so it must apply here as well; if not, the argument was invalid when it applied to the piston bug too.) —Immute [talk]

undefined When a silverfish block is removed as a result of other silverfish causing the block to "awaken", the lighting of the blocks surrounding the silverfish block do not update, and it does not trigger BUD switches. This can cause "dark patches" to appear on walls, like this or this.

undefined When a door is open and you right click to place an item on the first block beyond the door (i.e. click through the open door) the block/torch/etc is placed but the door also incorrectly closes.
 * I can confirm this. I think this is related to the new (but confusing) behavior of doors. Clicking a door sometimes opens or closes an other door instead of the door you clicked. --Mrheat

undefined Glass Blocks hold dropped items(to be picked up) but they make get to unreachable places-delete or edit as necessary
 * Can you explain? Shellface
 * Seems to be related to the fence bug detailed below; glass blocks capture dropped objects that cannot be retrieved.

undefined mp Chests sometimes don't close after being opened, persists through client restart Cboz718
 * If you quit and reconnect, the chests reopen themselfs. 92.25.55.58
 * Chests will always become stuck open if they are right clicked more than once before the chest interface appears. They will stay open until the server is restarted. 71.3.251.252 20:48, 10 January 2012 (UTC)

undefined If a bed is placed next to a drop off or transparent block, you sometimes fall out of the bed, taking fall damage if the drop is tall enough

undefined Beds, levers, fire, signs, wooden/iron doors cannot be placed on snow (should replace the snow like all other blocks do).

undefined A melon can be placed onto the side of a block when there is nothing beneath it. Pumpkins can only be placed where there is a block underneath.

undefined Sometimes a generated light torch is facing the block that it should be connected. pic:

undefined When in a stronghold. When a torch is placed on a Smoothstone block, the block will change to any 3 of the stone Brick (normal/mossy/cracked) Happens around 80% of the time
 * Did you observe this on SMP in a newly generated chunk?--Inertia

undefined mp Only in SMP you can't write on a sign that is on/near a block that is periodically been updated. To reproduce, make a simple clock with a redstone torches and a repeater. Then put a sign on the block of the torches. Any text will be erased at every block's update.mooviies
 * this happens even if the block isn't being updated, but you are looking at any blocks being updated that are in the background. Jamslambs

undefined su Blocks that are broken adjacent to tilled plots cannot be picked up if elevated by another block from a 1x1 hole. The broken block is then attracted and attached to the tilled block until the replaced, blinding block has been removed.
 * Can't reproduce this. Was it MP or SP? --Samman412 01:12, 18 December 2011 (UTC)
 * I confirm this in SP vanilla minecraft 1.0.0. Dig a 2 deep hole in dirt leaving the dirt block items in the bottom, use a hoe on the surrounding eight dirt blocks and place one opaque block at the bottom of the hole: the dirt block items will rise to the top of the opaque block, but place a second opaque block on top and the items do not rise up further - they get stuck inside one of the tilled earth blocks. Generally non-opaque blocks such as tilled earth, slabs, stairs, glass, and ice do not displace items. I have just now re-tested tilled earth, wood slabs, cobblestone slab, and ice blocks (100% legit) still do not displace items in 1.0.0 vanilla. -Aurelius 16:19, 22 December 2011 (UTC) See my updated getsatisfaction thread at http://getsatisfaction.com/mojang/topics/items_displaced_by_halfsteps_are_not_pickupable_in_smp where I again confirm the problem with SMP reported in Beta 1.6.5 still exists in release 1.0.0 - I also retested cobblestone half slabs which still demonstrate the same bug in sp mp su.

! In all game modes, when a block is removed from under a fence, a floating block you can pick up gets stuck under the fence. Now, when you place another block under the fence, if there is nowhere for the floating block to move, the block will jump up and get stuck in the fence, blacked out, unobtainable - especially if there are multiple floating blocks you can obtain. Also, the same thing happens with glass - when a block is floating in a 1 block hole and you place a piece of glass in the hole, the floating block gets stuck in the glass, unobtainable.

! Explosions at or above the top layer of a map, especially from TNT propelled upwards by adjacent explosions, cause damage to the bottom of the map. These explosions damage bedrock and expose the Void, and cause server instability or crashes.

undefined When you dump water from your bucket on a Lily Pad, it doesn't drop and the water floats on the space above where it used to be.
 * This happens with lots of other small blocks such as flowers, torches, long grass etc. too. --Hersmunch

undefined Lily Pads can be placed on water intersecting the player (e.g. in 1-block deep water you are standing in), unlike other blocks which cannot be placed if they would intersect the player. KPReid

undefined When some blocks are checked to see what their bounding box is they are able to set the bounding box for all blocks of that class. More details: here. --Hersmunch

undefined When a half slab is on top of an ice block, walking on or throwing items on the half slab will make them slide across as if they were directly on the ice. 77.167.233.98 18:25, 12 December 2011 (UTC)

undefined Crouching while on top of a cake does not prevent you from falling over the edge, particularly when the block below the cake has air on the side you are moving to.
 * Crouching isn't supposed to prevent players from falling. Crouching only makes players move slower, making it easier to walk to the edge of a block without accidentally going too far.
 * Is there any source for this claim? This page says it's intended, and it does keep me from falling off every other block type I've tried. Orthotope
 * Crouching doesn't prevent you from falling less than one block. Always been like that. Shellface 19:10, 12 January 2012 (UTC)

undefined In a naturally spawned world in survival mode wheat grass can be found growing on sand.

undefined When a fence gate is open, if a block is placed beside it and removed, the fence gate automatically close. I believe this has something to do with redstone, but I'm not sure about this.

undefined An Iron Door can be obtained by destroying it with bare hands if the player destroys its upper block.

undefinedsu Mining over a field of Soul Sand, when a block entity falls just right it will bounce instead of bob up and down. Here's a screenshot album.

Annoyances

a! Selection of ladders is problematic in 1.1
 * Downgrading this to a major annoyance. Not really a bug, just a side effect of the loss of hitboxes for ladders. --Samman412 23:15, 16 January 2012 (UTC)

a! It is impossible to get to the top of a ladder if there is a trapdoor at the top, even if the trapdoor is opened. This is due to there no longer being a hit box on the top of ladders and the only way to get around this issue is to break a block in front and above the ladder to create a 'step' up. Although this doesn't break trapdoor/ladder combinations it is extremely annoying and aesthetically unsightly.
 * Not a bug, it is caused by laders not having a hitbox anymore (which was planned) However it is an annoyance.186.80.207.181 18:43, 14 January 2012 (UTC)
 * Well, in the sense that it certainly breaks the intended behavior of trapdoor/ladder interaction, it's a bug. I see two reasonable solutions to it: either give the ladders a collision box from above only so they can be stood on but don't block movement in any other direction, or make open trapdoors act ladder-like. 108.85.91.228 08:01, 15 January 2012 (UTC)
 * Same thing also applies to halfblocks or steps. Though it's more of an annoyance there than here, both scenarios show that the hitbox removal take functionality from ladders. --189.107.212.111 16:47, 15 January 2012 (UTC)
 * Downgraded to Major Annoyance. --Samman412 23:10, 16 January 2012 (UTC)

a! When loading world which has blocks ids which are not in minecraft (mods, etc.) minecraft crashes. Instead a failsafe like filling those non-existent blocks with air (id 0) should be provided.
 * If that were to happen then the modded world would be destroyed upon saving, It's better it just crashes. --Joshua
 * It would be more robust if an "unknown block" type block were created. The block id would be preserved -- any unknown block would be displayed as a generic, easily destroyable "unknown" block. Maybe with the id printed on it.  That way you could remove a mod without loosing the ability to use the world. And no crashes.  --Eleazzaar
 * Possibly, Notch could add a msg saying "Unknown blocks types have been detected in this world! (Mods?) Would you like to let them remain as transparent blocks or delete them?" -- OpToCo
 * Why don't you remove all mod blocks by yourself before uninstalling that mod? This way you could persevere until the fix is out.
 * NO MODS! --Minecraft5025
 * Since you are not jeb, please refrain from using the [N] tag. Thanks.  This issue is about the fragility of the minecraft system in general, I think.  It pertains to no mod in particular.  Moreover, it applies to the case where the NBT file is merely malformed.  Refiling as [A!].  —Immute [talk]

a! Lily Pads break boats upon contact, making exploring ocean hazardous.
 * They're solid blocks. This happens with all solid blocks. HotdogPi 01:09, 24 November 2011 (UTC)
 * If anything, the bug is that boats are even more breakable in 1.0 TheCakeisAlive 19:32, 24 November 2011 (UTC)

a! It is impossible to dye colored wool to other colors, even though it is possible to dye colored sheep to other colors.

asp Is there a chance to get fern back in minecraft survival mode. It would add a bit variety in the landscape, not only long gras. I only play in sp, so I don't know if it happens in mp.

a Sometimes in grassy areas, when a group of mobs spawn some grass becomes dirt.
 * Are you sure this isn't just sheep eating that grass? They will eat grass even if they still have all their wool. 108.85.91.228 08:03, 15 January 2012 (UTC)

a Dead bushes cannot be collected with shears.

? Glowstone, when placed in a ceiling surrounded by other blocks, will not produce light from the bottom. This was tested in SMP/Linux.

a Planted trees are always growing very tall. If there are any other Saplings nearby, they may grow though another tree, no mater how far the sapling is planted from another tree, as long as the light level is 8 or higher.

a mp Occasionally on my friend's server, there will be a brief period of lag where the blocks you destroy reset from around 4-5 seconds prior to destroying it. I have confirmed it works for both of our multiplayer servers, and not confirmed for SP. Whether or not this is just an issue with a background program on both of our computers, the blocks still occasionally (and by occasionally I mean anywhere from 10 minutes to an hour) reset from a few second prior to destroying.

! When a iron door is placed stuck to the block right to it and you cause an block update next to it the door will open.

Potions
Bugs ! Potion effect disappears when you travel through a Nether portal (either to OR from the Nether). I have only tested it in vanilla SMP (no mods), on survival mode, and I have only tested it with Potion of Swiftness Extended, though I'd imagine it happens with other potions as well. I tested it 3 times and each time the potion effect disappeared after going through a portal. --arcooke
 * I have tried this in SMP, and the effect doesn't appear to disappear, only the particles and graphics seem to be affected. I am using bukkit, so that might have an effect. Potatoboy2
 * Interesting. Did you try it with Swiftness Extended?  We also tried a development release of Bukkit for 1.1 later that night and it did not seem to remedy the problem. Particles, graphics, text, and potion effect.. it all disappears, as if you never drank a potion to begin with.

Annoyances

a Egg spawned mobs are immune to potions.
 * Unable to reproduce. Some mobs are immune to potions even when not spawned for en egg - see: Splash_Potions.

Achievements
Bugs

undefined None of the interfaces like achievements, statistics, workbench, furnace, etc..., are translated in Latinoamerican Spanish. (Not very much a bug)

Annoyances

a Not very much of a bug or anything it is just that in pirate speak for the achievement for placing a work bench a random "n" is after the text that pops up in the top right corner.

Credits
Annoyances

a It's not obvious that pressing Esc will skip the credits. Add a "Esc to skip" note to show players it can be skipped, and prevent players who want to see it from accidentally pressing Esc. This feature is in many other video games where cutscenes are skippable.

Languages
Bugs

! Error with Hungarian (HU) language at 'minecraft.jar/lang/languages.txt': hu_HU=Български (Bulgarian)

! If previously using UK english, minecraft will crash on launch. (manually edit options.txt to fix) Bug is due to language code being changed from en_UK to en_CA when selecting UK English in minecraft. This crash likely occurs with any language code which no longer exists.


 * Cannot reproduce Travürsa 15:44, 14 January 2012 (UTC)
 * Can't reproduce crashing, but can confirm that 'Canadian English' and 'English (UK)' have the wrong values in options.txt. Selecting 'English (UK)' and viewing options.txt does indeed display 'en_CA' and vice versa. -TheWyo 01:26, 15 January 2012 (UTC)

x Inventory screens ("Alchemy", "Chest", "Crafting", "Enchant", "Dispenser", "Furnace", "Inventory") are not translated yet because these texts are hardcoded (the font changes when you change the language, so they're not baked in the gui/*.PNG files, but the text doesn't - the text is always the English text, regardless of what language you've selected). Examples here: http://i.snag.gy/OTSSm.jpg, http://i.snag.gy/TTfWn.jpg, http://i.snag.gy/GgX7z.jpg, http://i.snag.gy/MT5PD.jpg, http://i.snag.gy/HMJgE.jpg GSchizas

x Some language packs (e.g. German, French) do not use the standard font, while some others with special characters (e.g. Spanish) use the correct font Marcel083

x (Only tested in ) Inputting Greek characters doesn't work on signs (Latin accented characters are entered instead; It seems that input is using hard-coded Windows-1252 characters instead of the proper Unicode character). http://snag.gy/HMJgE.jpg (the text should read "τεστ" instead of oaoo). This is probably a problem with other (non-Windows-1252) languages as well GSchizas

x After select language into Korean, and changing it into English (or maybe another), the Korean word for 'A.M.' and 'P.M.' remain as Korean (although you changed back into English) on Select World Screen. It still remains as Korean even after you restart Minecraft. Kevin J Rattman 22:40, 14 January 2012 (UTC)

! Russian language pack isn't tested and that is why it doesn't work correctly. It is impossible to chat in Russian and to use Russian when creating signs because text is in bad encoding. (Same as Greek few messages earlier.)

! If you are using the Espanol (MX) language and you go to "Opciones" menu and click on "Controles...", your game will crash.

Annoyances a English text in Unicode-based languages (Japanese, Korean, any others with unusual characters, and oddly enough Pirate Speak) is rendered too small compared to the default font. It's most noticeable (and game-affecting) with stack size numbers, but any and all English text is hard to read at this size if you don't (or can't due to lag) play max-windowed. This bug/annoyance has been present since languages were first added. 67.183.173.198 23:14, 13 January 2012 (UTC)

Gameplay
Bugs !! Minecraft Crashes with opengl 2.1

Bad video card drivers! ---         Minecraft was unable to start because it failed to find an accelerated OpenGL mode. This can usually be fixed by updating the video card drivers. --- BEGIN ERROR REPORT 7fe0271 Generated 14/01/12 2:42 PM   Minecraft: Minecraft 1.1 OS: Windows XP (x86) version 5.1 Java: 1.7.0_02, Oracle Corporation VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation LWJGL: 2.4.2 [failed to get system properties (java.lang.NullPointerException)] org.lwjgl.LWJGLException: Pixel format not accelerated at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:185) at org.lwjgl.opengl.Display.createWindow(Display.java:311) at org.lwjgl.opengl.Display.create(Display.java:856) at org.lwjgl.opengl.Display.create(Display.java:784) at org.lwjgl.opengl.Display.create(Display.java:765) at net.minecraft.client.Minecraft.a(SourceFile:230) at net.minecraft.client.Minecraft.run(SourceFile:648) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT 928bd86c --

--Minecraft5025

!!Changing the video settings WILL cause minecraft client to crash

!! An easy to replicate crash, Click Controls in the main menu Options, then Done, Then click (after more testing, video settings itself will cause a crash, solo) Video Settings, Instant crash 10 times out of 10. ( i only tested on )
 * Couldn't replicate, on windows. More information, such as some settings? Cool12309(Talk
 * I downloaded a fresh .minecraft folder to ensure that this was not an old mod issue, so all default settings
 * happens to me every time. win7 64, java7 64. both windowed and full-screen; dirt bg or saving chunks window. window (if in windowed mode) can be closed, windows will not say that javaw.exe crashed. --GALAKTOSTalk – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 13:19, 14 January 2012 (UTC)
 * I think I've found the cause of this problem... If you've had OptiFine on an old JAR and touched any of the added video settings, Minecraft will crash (presumably because it's trying to load these edited video settings, and can't). To fix this, you can delete 'options.txt' in the /.minecraft folder.

!! Middle clicking on entities(mobs, paintings, primed tnt, etc) in SMP crashes the client.

!! I'm not sure what category this fits in, but spawner eggs 383:0 and 383:1 will cause a huge crash on your world when used.202.156.14.10 22:14, 13 January 2012 (UTC)

!! GPU overheating: on "Balanced" and "Max FPS" game runs on much more FPS than previous versions, causing GPU to sometimes overheat. On 1.0.0 I got barely 120 FPS on "Max FPS" setting, here on "Balanced" I get very close to 200, and temperature of GPU skyrockets, causing system shutdown. Only way to avoid it is to play at "Power Saver" which caps FPS around 40.
 * It's not a bug of the game. You have a defective or poorly built computer.

when you are putting down seed on farmed land (dry/wet) the seed some times dissuader and you lose your seeds pumpkin/water melon/seeds (it has been like this from 1.8 pre and it is so annoying)
 * you mean disappear? That happens when there is not enough light for the plants to grow. Put some torches up. --temotodochi


 * this is in the wrong section
 * Moved to [somewhat] correct section. --Samman412 23:10, 16 January 2012 (UTC)

a! Maps on SMP gets corrupted: Previously explored areas end up as random mix of explored/unexplored pixels when you move away from it. See http://i.imgur.com/dhSkC.png

! In my world I made a Mineshaft to bedrock (diagonal) then i went to the surface, and saved and quit. I decided to go back down and to my surprise, halfway down was smooth stone as if i had never mined it. I dug through it and about 1/4 the way to bedrock was my mine as i had left it. I saved and quit again and the chunk of smooth stone was back(so now whenever i go down i need to mine through that bit) This is a Really confusing bug help is urgent.
 * This sounds like a chunk error.
 * I figured as much but is anyone else experiencing it
 * I'm experiencing this as well; in several areas so far, the chunk will seem to re-generate as I approach. (I say re-generate, as I've had one area where trees appeared where there were none on the generation of the world. This overwrote some minor building I had done in the area.)

undefined Dying in the Void in the Super-Flat world type will result in the world resetting your spawn point.

undefined When having enchanted items in a minecart with chest, and you destroy the minecart with chest without removing the enchanted items, the enchantment on the items can be lost.
 * this is in the wrong section
 * Moved. --Samman412 23:10, 16 January 2012 (UTC)

undefined Wool and ladders create grey particles when hit or when sprinted on.

undefined Torches placed next to wheat or saplings will uproot the plant.
 * Don't have this problem. Placing blocks cause block updates, which may uproot plants if they are invalidly placed.
 * +1 For can not re-create.

undefined mp After switching to 1.1, everything in my chatbox on multiplayer turns white-colored. This problem had never occured on 1.0. Screenshot: __http://i.imgur.com/mS2OK.png - I'm using a mobile intel gpu, and running minecraft on -Xmx800m.

undefined If you get on top of a block (high resistance blocks gives more time to notice the bug) and you start breaking it, look down (go for the far edge) you'll notice that the breaking marks are no longer visible. You can move your head slightly and they will be visible again. (screen : __http://yfrog.com/oce836j) Needs more testing to see if all the versions have this bug.

undefined cr When breaking red mushrooms by right clicking, it will drop two mushroom instead of just one. Test Details: OS:windows 7, seed:i don't care

undefined In SMP, red and brown mushrooms do not grow when bonemeal is applied to them in the end. Also, when bonemeal is applied, the area in which the huge mushroom should be is impossible to pass through. When attempting to place any type of block in the region, it turns into mushroom blocks. See attached video. http://www.youtube.com/watch?v=vm88Ok1k5Yo

Annoyances

a You Cannot pick up arrows in creative
 * I could yesterday in an 1.0 created world played in 1.1. Burning Arrows were shot by an dispensing mechanism through flowing lavas and could be picked up afterwards. --141.91.129.7 11:25, 13 January 2012 (UTC)
 * If you start a new 1.1 world on creative you can't pick them up
 * You can pick up CORPORAL arrows (from skeletons, fired by dispensers) but NON-CORPORAL arrows (fired by players) cannot be picked up.

a Water freezes also in non snow-biomes - Water, which was water before the update, now freezes, also in "non-snow-Biomes". See linked screenshots.
 * http  serjitankian.se.ohost.de/mcbugreport/2012-01-12_20.02.44.png
 * http  serjitankian.se.ohost.de/mcbugreport/2012-01-12_20.04.55.png
 * http  serjitankian.se.ohost.de/mcbugreport/2012-01-14_13.00.47.png
 * http  serjitankian.se.ohost.de/mcbugreport/2012-01-14_13.01.03.png
 * That IS a snowy biome after the new update.

a cr Removing a painting in creative mode often removes the block the painting was on.

[X] =

a cr Slime Eggs and Magma Cube Eggs will spawn Slimes and Magma Cubes of all sizes, but Villager Eggs will only spawn the default type of Villager, as opposed to spawning Villagers of all kinds, or having different eggs for every Villager type.

a When toggling full screen mode, and then leaving full screen mode while still in the game, the screen turns black and does not exit full screen, just having a black screen. This can easily be fixed by hitting the Windows key, but a solution to where you don't have to do this would be a lot more convenient. Is confirmed for both SSP and SMP.

Sound
Bugs undefined Rain doesn't make any sound in certain places. Seems to affect large areas, not just 16x16 chunks. Tested only on SMP (no mods) survival. This did not happen with the 1.1 update, it was present in 1.0 as well and still is now. Sample seed/location: SEED: 2174228408395921714, X: -3007, Y: 72, Z: -1835  --arcooke
 * I can confirm this in SSP too