Minecraft Wiki talk:Issues/1.1

Redstone repeaters
Since about 1.5 in smp it seems that Redstone repeaters don't update their state properly if the signal leaves the current chunk. I have tried in in 1.1 and the problem is still there Easy way to see this is make a U from where you are standing that is about 12-14 full lengths of redstone and repeaters (15 pieces of redstone and a repeater at the end) in each direction then just place a torch at the start of the U and you'll see that the signal dosent make it out of the chunk. there was an improvement from RC2 to now but the problem is still thereMatkam

Falling into one-deep water from height not always fatal
Tested on an up-to-date SMP server. Randomly fell into a one-deep pool of water from a normally deadly height and survived. After some testing, determined that survival alternates... jumping off from a ledge at an odd y-coordinate or walking off from an even-y, I survived; walking off from odd and jumping from even, I died. Did not seem to effect fall damage onto ground, just water. Deeper water was normal. --Patteroast 13:05, 13 January 2012 (UTC)

Should "Typos" be a subsection under Language Bugs?
And if so how should we mark them (annoyance, minor bug). Also edit here for possible layouts of typos:

1. Language (Language Abrv) - "mispelled word/phrase" -> "correct word/phrase"

Ex. English (UK) - "Lava bucket" -> "Lava Bucket"

World generation
I found what I consider to be a major bug in the world generation code concerning mineshafts and dungeons that hold mob spawners. This applies to single-player and perhaps multiplayer maps generated with the default server files but I do not play multiplayer much nor do I run a server, and I cannot verify the impact it would have on multiplayer servers.

Whenever any part of a mineshaft intersects with a spot where a chest would be generated for a dungeon's mob spawner, that chest may be deleted but the contents of it will spill out onto the floor of the dungeon.

This was found while I was browsing a map in MCEdit and looking for my home, and I confirmed what was happening by moving my character down into the dungeon to see what had happened. Interestingly enough, the player would not know that a chest had popped out of existence unless they had some kind of mod that alerts them to this happening.

The reason I call this a major bug is because records can be generated in dungeon chests and this bug would unintentionally rob players of their chance to loot that from the dungeon chest had it not been deleted by a mineshaft.

There are other interactions concerning mineshafts and chests that should be examined: For instance, if the world generator wants to place a mineshaft chest where a dungeon chest is, the chests may not be generated, deleted outright, or have contents spill out, as I have noticed other instances where there are items lying about in worlds I'm checking out in MCEdit.

BrickVoid


 * I disagree with this. I don't think it's really bad behavior. It would be one thing if dungeons were limited, but due to the random nature of Minecraft, there will always be more to discover. A dungeon without a chest is a risk that you have to take sometimes, and I don't feel "robbed," I just assumed dungeons sometimes spawned intentionally without chests. Now knowing the cause, I think leaving the behavior as-is is perfectly fine. ImJake9 00:30, 16 January 2012 (UTC)
 * By your statement above, we will forever be forced to live with the curse of bugged terrain generation code, this is not what I think Mojang should be encouraging. I strongly disagree with your statement above.  Terrain generation code should be robust, complete, and not subject to accidental deletion of intended map features.  Dungeon chests are one such feature, and I will not rest until this bug is fixed.  BrickVoid
 * I still disagree with you. You see, let's say this is fixed. If that happens, then ALL dungeons will have chests. I don't think that's good. I like the risk of having some dungeons with no chests. So, I'd support a small chance of no-chest dungeons. In this case, though, it isn't necessary, since a bug causes unintended behavior that is nevertheless beneficial. ImJake9 01:37, 17 January 2012 (UTC)
 * Unintended behavior is not beneficial therefore your statement above has no meaning. I would not support any chance of dungeons that do not have one or both chests because of a bug that deletes them which is the point I'm trying to get across.  If Mojang wants to deliberately write code which decides if a dungeon gets up to two chests, then that is fine, however, a bug causing deletion of a chest a different code section of the terrain generator added is not okay!  Get it now? BrickVoid
 * No, I don't. I fail to see how two pieces of code that produce the same effect can be good/bad depending on how the code is implemented. Many games have unintentional code that is never "fixed" because the "bug" was unintentionally causing behavior that the devs liked anyway. Sure, maybe some fine-tuning is in order, and the items dropping out is weird, but this feels more like an annoyance than a bug. ImJake9 00:59, 18 January 2012 (UTC)
 * And that's why unintended behaviour is not benficial. Let's say Mojang reuses the same piece of code that makes abandoned mineshaft tunnels to make new terrain features, and that they've added other terrain features as well in the meantime.  Then they find out that it deleted one of the other features they've already implemented and because a lot of people liked those features, they end up having to go back and fix the original bug that unintentionally deleted these chests.  It's never a good thing to have to rewrite code you thought was bug free because of a bug it had that you only found out about much later.  Preventative measures are best taken early and no good programmer would ever let bugged code lie unfixed.  Also, this should be considered a bug because chests are a tile entity and world generation code should not be going around deleting tile entities randomly anyway!BrickVoid
 * Well thank you Brickvoid for the bug, now that its here Mojang will know that they should make sure there are no bugs if they use the same code. This bug as it is isn't any threat to minecraft as a whole, and for the issue that unexpected behavior is good/bad, if you followed the development of Minecraft very closely, I would estimate about 1/5 of the smaller features were somehow influenced by a unexpected result in code. Also, most of redstone's behavior started a bug that users just defined the properties of and made into real features. So, that specific problem solved, let us find a more urgent bug! Cboz718 22:43, 9 February 2012 (UTC)

And For Me. I found a tree in a pit near lava.

Problems with animals (sheep etc), baby animals and fences
There is currently a reported problem where mobs (including sheep, cows etc) are able to escape fenced areas. This appears to have become worse with the introduction of baby animals.

To test build a fenced area and add animals, any kind. They will bounce as if on springs to the top of the fence. It does not matter how high the fence is. If a block roof, either glass, or solid - say cobble - is placed over the fenced area then the animals will glitch through this.

Animals also appear to glitch through each other and so can stand on each other. The upper animal is now free to wander off. Since a baby animal's parents follow it this can result in the whole family running off. The baby glitches, the parents stand on it and bye farmyard.

Animals in fenced enclosures that are underground also glitch and, if there are enough in the enclosure will creep through the fence, only to be dragged back as if on elastic. If two do this at the same point then the 1st does not get dragged back and escapes. This does not appear to happen if the fence is above ground.

Hostile mobs also glitch through solid blocks to try and get to the player. To test build a wall with a single block ledge and stand on the ledge. Hostile mobs will bounce through the ledge to get at - and push but not damage - the player. It does not appear to matter how high the wall is and you cannot hit the mob while they have glitched. Spiders - that climb - are the main culprits, but I have also had creepers bouncing up 5 block high walls.

This problem has been mentioned on a number of other sites since around 1.8 but does not appear to have been fleshed out here - so I am reporting. Is it worth adding this info to the bug report?

No longer possible to make copy Map1?
Is anyone else having the issue where every map you make is automatically Map0, no matter where you make it? I thought they were supposed to be new maps if they were made at a new center, but since the 1.0 it doesn't seem to work, and 1.1 didn't fix it. I have so far tested this only in Survival Single Player. To test: make a map. Take compass, paper, and a workbench and walk off the edge of the map. Put down the workbench and craft a new map - it will be a copy of the old one, making it impossible to map the new territory.

EDIT: OK, I realized what was going on above is that I was trying to make multiple copies of the new map with shift-click. Is there a way I haven't discovered yet to copy maps other than map0? Because if not, I still think it rates "annoyance" at least.

Changing biomes -> World contineously freezing
I've noticed, that the biomes could change. It looks like they're wandering. You can see it when you visit an tundra biome at the border to another biome (like the plains). Please mark the borders, and later, when revisiting and it's snowing again, you will see, that there the borders are changing, other biomes could get snowy, and the tundra gets warmer. Normally that sounds not bad.

BUT THERE IS A PROBLEM! The snow and the ice of of the ex-tundra zones will not melt! So, the world will freeze and covered with ice and snow... I think thats an Annoyance at least, maybe a major one. I'll try to find out more, but please try to reproduce it. Thanks!--Locoloco 21:04, 16 January 2012 (UTC)
 * I havnt noticed this behavior explicitly, its possible that snow simply didn't cover some blocks on the edges making it seem like it moved. However, every chunk has a specific biome defined by the world seed, so unless your world seed changes for some reason, your world will not experience a "snowcopolise" Cboz718 22:48, 9 February 2012 (UTC)

SMP Chunk Problems
I currently own a smp server, and with 1.1 I started experiencing problems. People were building things, going out of the area, and when they returned they often found the chunk had reverted to a previous point. This got to be quite commonplace on my server. I installed an autosave mod, and this has severely lessened the problem, but it still happens sometimes.

GPU Overheating
I'm sure it's not just one person with this bug, so don't just go around labeling it as "Oh your computer is faulty." when it only started to happen on THIS update. I play on balanced a lot, I'm not sure what my max fps would be, but I doubt 600fps is correct on max.

Annoyance: minecart, leggings and boots


Slawek022 12:20, 18 January 2012 (UTC)

Door and water bug
I noticed a strange bug where, if you let water flow into an open door, and then take away the source, when the water disappears, the door will close. Can anyone else get this to happen?

Happens for me with gates, have a canal that startts and stops and the gate it runs against closes itself, in this case its a convienience but ..... -- phred

Nether portal crash
It seems that whenever I enter a nether portal, my inventory is wiped, the game crashes, and I am at my spawn when I load the game back up. I'm not sure if it's a problem with my computer or not, so it may not be happening with anyone else.
 * Have you tried making another portal at least 1024 blocks away, so that it generates a new portal in the Nether? The first one might be under a lava fall, which kills you as soon as you arrive. Orthotope 04:06, 23 January 2012 (UTC)

World Destroying Chickens
1.1 vanillia smp, linux 4 gig 4 core 2.3G intel core 2 quad, 4 dispenensers set to fill chicken farm. 6 by 7*5 river running to end of farm, fire all the dispensers, refill 2, server is lagged to unplayability for 10-20 min (should have timed it), suspect aging code for chickens. Phred 05:12, 24 January 2012 (UTC)

Something in the code...
I have a Windows 7 computer with i5 2320 possessor and 10G ram. I had about an average of 110 FPS on max settings before 1.1. After 1.1, I have an average of 15 FPS. I still have the old 1.0 file and I re-installed it to see the difference. My minecraft improved dramatically. I concluded that there is something in the 1.1 code that slows the FPS when rendering chunks.

Texture glitch: No mods, No Texture Packs, No clue
http://img803.imageshack.us/slideshow/webplayer.php?id=20120125200744.png link to slideshow of bug all BLOCK //NOT// item textures are screwed up WTF Quietsamurai1998 01:12, 26 January 2012 (UTC)

Severe FPS issues and Minor World generation issues
I recently created a new world SSP, i wanted to test some of the new stuff witha clean world. Not even an hour later, i had found a town that had generated on top of a ravine with a pumpkin patch in the middle. I also noticed that there was a mountain range running through the town. buildings were spawned inside the mountain, underneath it, and above the ravine. Many things were improperly lighted and spawned. I also noticed the terrain was spawned very jaggedly and found huge gaping chunk holes in mountains similar to BETA holes but they would still have terrain generated about 10-15 blocks down forming perfect square shaped holes in the ground. About 10 minutes later i logged out of the game, and back in. My frame rate was extremely bad. i wasnt even getting a frame per second. It was unplayable. I tried to get a fresh new bin and such, i tried loading other worlds, this is the only time it happens. Nothing helps it though. I don't use mods, or MC edit. Never modified any files or folders. i Have yet to test this in more newly created worlds. Please inform me of any updates.

Edit: I noticed if i go to the esc menu, the frame rates return to relatively normal rates, until i go back in game again. by the way, it's on Windows. I also noticed running in a small window gives me about 24-30 fps a little less than standard, but as soon as maximized again it freaks out. World seed: 7137722398054254946

Update: I tried to use the same seed again, found the same village. This time the spawning wwas different. The cobblestone in the old one for the houses stretched down about 10-15 blocks, now its the normal 2-4. I also noticed in the town i start to experience a high level of frame rate drop. Doesn't happen anywhere else. Also, changing to peaceful almost completely stops it, for a time. But then i comes back. I wonder if i continue to play whether it will become unplayable once more. The village Co-ords: X; 558 Y:257.

Gunzmaster95 03:58, 26 January 2012 (UTC)Gunzmaster95
 * Out of curiosity, what was the world's seed (listed on the F3 debug screen)?
 * Hmm, maybe I haven't found the right village yet, but it seems to be working fine for me. -- Orthotope 04:15, 26 January 2012 (UTC)
 * Okay, I see what you mean. Village generation on hilly ground is a bit buggy. Building doors buried inside a hill, or several blocks above the ground. I've seen that terrain-generation glitch before, with certain chunks empty almost all the way to bedrock; re-creating the world with the same seed fixes it, so it may be a hard bug to track down. No idea about the FPS issue, though. -- Orthotope 07:30, 27 January 2012 (UTC)

Superflat world void fog/biome glitch
I used my usb drive to move my worlds around, when i returned it to my computer instead of a continuous simple biome, it became a natural random biome world, with the void fog, and at such a low altitude, the sky went dark despite the openness. I did not have this problem when simply using worlds, only transferring them from place to place. This may have happened when I switched to 12w03a, but when I checked again, it didn't happen. Installed mods: Single Player Commands, Too Many Items(tested with and without, got same results). --Droid1134 23:26, 26 January 2012 (UTC)

Video list of bugs
Hey guys, I ran across this video which illustrates dozens and dozens of bugs both in Singleplayer 1.1 and Multiplayer 1.1. A video is far superior to text, as it illustrates the exact bug and how to reproduce it. Thus, I feel that it should somehow should be included. Anyone who is dedicated to compiling a complete list of Minecraft bugs should recognize the value of this video: http://www.youtube.com/watch?v=fkGGHof60V4 Jesse V 17:32, 28 January 2012 (UTC)

Coloured-Text with shadows only appears in the default colour
Users of certian integrated video chipsets (including the Intel GM91x series) are affected.

The function that renders coloured text with shadows only colours the background-shadow, and not the text itself. Experimentation with the code shows that the first pass (used to draw the shadows) inhibits the second pass from rendering the foregroundd-text in colour. This is clearly not the intended behaviour, and makes multiplayer chat (where colour is used to convey information) exceedingly difficult to understand.

I believe that this merits inclusion in the list since more than 3% of the [Official 1.1 bug reporting thread] is about this this, and this irritated me enough to make a bugged [[1.1 White Text Fix ]] that breaks shadow rendering for colour. Snow Cat 06:30, 29 January 2012 (UTC)

Redstone Torch burning out immediately
A redstone torch mounted on a block will burn out when activated by a button. A freshly placed torch will be on. When I push the button, it will turn off and remain off even as the button turns off again. A torch constructed in the same way nearby works properly. Neither replacing the torch nor the block nor anything else will fix that. The torch will always remain off after replacing the entire circuit. This happened in singleplayer creative mode. --Thorsten 16:32, 1 February 2012 (UTC)

I've had a similar problem: Redstone torches placed in a row powered by repeaters pointing at the blocks beneath the torches burned out after turning power on and off a few times (the repeaters where powered by a row of redstone dust connected to a lever). After replacing the torches they turned on again but burned out as soon as I flipped the switch. I build the same set up elsewhere in the same world (singleplayer creative mode) and the same thing happens. If this is a consistent problem it'll make a lot of redstone contraptions impossible.Enibas 23:14, 1 February 2012 (UTC)

Superflat Bug
When testing a Superflat world type I found a Default looking part in the Superflat world. It was tall and it had hills, ores, trees, ravines, etc. So where and should I put this on the real page?
 * Post the seed so other people can try to reproduce this. -- Orthotope 02:57, 4 February 2012 (UTC)

Nether portals doesn't link correctly
I've built a nether portal on the top of a mountain and I've appeared in a closed small cave in the Nether. And when i tried to go back i appeared in a diferent portal, in a very deep cave.

I tried it also in creative mode and it happens again. If i build a portal at sea level theres no problem, but if i build it in the top of a mountain i come back in a diferent location. The most strange thing is that it only happens in default maps. I tried to replicate the bug in a superflat map (by building the portal on top of a very tall tower) and it doesn't happen.

82.158.252.62 19:12, 4 February 2012 (UTC)

Client side???
Can someone just explain to me what "client side" means? I see that term used at least a few times here. Yellowpikmin476 02:03, 6 February 2012 (UTC)
 * It refers to something that happens on a user's computer, as opposed to 'server-side', which is something that happens on a server. -- Orthotope 07:27, 6 February 2012 (UTC)

Empty Minecart on Powered Rail
Basically when an empty minecart runs uphill on powered rail, it can potentially lose momentum and drift backwards. Shouldn't the powered rail boost the empty cart movement?

youtube /watch?v=v0Api_oHp7I

Keybindings on non-QWERTY keyboards (like Dvorak)
Hi, the key binding on Dvorak layouts are still broken, at least on OSX. Probably affects other non-QWERTY layouts too. Things like Dvorak's dot. (which is QWERTY's E) is mapped as E, but so is Dvorak's E, which is QWERTY's D. IIRC, this started in Beta. In Alpha, it was fine. It's been reproduceable on all versions since. I tried to work-around the issue by moving my bindings to another area, but that's now messed up with the look-keys, which means I no longer have any sane spot on the keyboard to bind my controls to.