Java Edition 1.3.1/List of broken features

This page details features which were broken by 12w18a's client-server logic split which remained broken into the full release of 1.3.1.

Accurate dragon egg trails
When first implemented, dragon eggs would leave a trail of particles upon performing a teleportation. This trail of particles would lead from their initial position directly to the position they teleported to.

Like many other particles, these stopped appearing in 12w18a for presumably similar reasons.

While this functionality was said to have been fixed in 1.4.3, the fix is flawed - the trail of particles is now completely deceptive, as while they lead away from the egg, the point it leads to is at all but a negligible subset of occasions completely different from the actual place it teleports to.

Dimension text
When entering the Nether or End, the screen would respectively display "Entering the Nether" or "Entering the End". Leaving either dimension would display "Leaving the Nether" or "Leaving the End". This no longer occurs.

Ghast loading animation
When Ghasts were first added, they would expand slightly before shooting a fireball, similarly to a creeper about to explode. This created the effect of the ghast "charging" a fireball, rather than just opening its mouth and firing it. However, the effect was not properly networked from the server to the client, causing it to not work in multiplayer. As a result, when singleplayer was changed to use an internal server, the effect broke there too. The expand code was removed entirely in 1.8.

Minecart physics
Prior to the client-server split, minecarts were capable of pushing players, and would react immediately and change direction when pushed. However, minecarts no longer push the player, and turn very sluggishly.

Nether portal exit animation
Exiting a nether portal originally showed a screen effect combination, in which the nausea effect would ramp down and stop and the overlay would disappear. This no longer occurs since 12w18a.

As of 12w34a, the nether portal screen effects and trigger sound will play even if the player arrives on the other side of a portal, making the brokenness of this exit animation hard to spot. It is still noticable given that this wrong animation starts weak and gets more intense as if this were a newly entered portal, rather than beginning at full intensity.

The table below demonstrates the historical visual behavior of entering a nether portal, with time passing going to the right. Blank spaces show where the effect does not play, an opaque nether portal texture shows when the effect is at full intensity, and a transparent nether portal texture shows where the portal animation is either accelerating or decelerating. The behavior types shown in the table are used within the following version ranges:


 * Type 1: Alpha v1.2.0 - 12w17a (this behavior is the desirable one)
 * Type 2: 12w18a - 12w32a
 * Type 3: 12w34a onwards

Mob construction particles
When a snow golem was built, along with the snow golem, a cloak of snowflake particles would also be generated around it. Similarly, when building an iron golem, a burst of snowball-textured particles would also be created at the instant of its spawning. In 12w18a, these particles would no longer appear at all, and the mobs would just phase into existence with no further effects.

When the wither was made spawnable, its spawning code also made it create snowball particles in much the same way that iron golems would. Being introduced after 12w18a, the particles produced by them never ended up able to be seen.

In 17w47a, due to changes to the breaking of blocks, particles would again be generated upon the creation of the golems and for the first time ever the wither. However, these particles are functionally and fundamentally different - where the particles were themed for the mob at first, these particles were simply the result of the constituent blocks being broken by the game, and as such were block breaking particles using the textures of the blocks in question. The actual particles for these three mobs still remain to be fixed.

Before:

Progress bars
When generating or loading a world or entering a given dimension, a green progress bar would appear on screen under relevant text. This no longer appears. For world generation and loading this was effectively replaced with a chunk graph, but dimension loading screens still show nothing.

Directional damage tilt
Originally, taking damage would cause the camera to tilt towards the direction the damage came from. However, the direction value was not properly networked from the server to the client, causing the camera to always tilt left in multiplayer. As a result, when singleplayer was changed to use an internal server, the directional tilt broke there too. This was reported on the issue tracker and very controversially marked as "Won't Fix", though the (broken) code remains in the game to this day.

Portal travel sound
Travelling to another dimension via the use of a nether portal or end portal would result in a dedicated sound being played on the dimension loading screen. This sound played as expected up until 12w18a, when it stopped playing completely, teleporting the player silently. In 16w02a, this sound would now play again, however after transport to the dimension rather than on the loading screen.

Most server-side particles
Certain particles were created dependent on the server, and never showed up on clients connected to said servers. As a result, several particles simply stopped appearing in 12w18a and beyond. The majority of these were eventually fixed in 19w14a.

The following particles stopped appearing in 12w18a:


 * Particles from redstone torches burning out
 * Bursts of particles from successful breeding
 * Active particles from animals in love mode stopped appearing in 1.9, for a likely similar server-related reason.
 * Particles from mobs created by spawners
 * Particles from contact between water and lava
 * Particles from placing an eye of ender in an end portal frame

Before:

Saving Level text
In the pause menu, the bottom left would display "Saving level..." for a few seconds as it saved the level. As of 21w42a, the text "Saving world" shows in the bottom right whenever the game autosaves, regardless of if the player is in the pause menu.