Minecraft Wiki talk:Issues/1.2.3

Headlines
Why all headlines where not added? This probably will result improper categories. 15:15, 2 March 2012 (UTC)

High enchanting levels hard to obtain compared to benefit
a! The enchanting system has always, and continues to be frustratingly unfair. sometimes producing Efficiency III when a level 50 enchant is used. Considering you need to kill NINE HUNDRED AND TWENTY FIVE zombies/creepers etc, to get to Level 50, users are naturally in consensus that, to quote Yahtzee Croshaw, the ratio of difficulty to find versus actual usefulness is completely arbitrary. While we respect the mystique Mojang have tried to create about enchanting, the numbers need serious review.




 * I always thought the current experice/level-system was kind of a placeholder for an upcomming rpg-like skill-system. The current form seems to be very odd to me. The random-enchantings are annoying and the XP-costs seem to be unbalanced. I do love Minecraft but the experience-system is - sorry - nonsense. -- 10:22, 2 March 2012 (UTC)
 * Concur; enchanting itself is fun, but the current system has no sense of scale and effectively requires exploits (XP farms) to be remotely useful. Lower the random factor and let players decide what they're spending hard-earned levels on; save the current mechanic for those random loot drops that just got implemented.  Furthermore, the distribution of levels is obnoxious and adds nothing to the game.  Just let the player pick the level of the enchantment out of the possible range afforded by surrounding bookcases instead of making them mash the item slot over and over for random level rolls (but not too quickly or they'll pass up the level they're looking for).  21:39, 2 March 2012 (UTC)
 * I don't mind the randomness at all, but the scaling bothers me. I've run some numbers (so far I've only done this for the bow, which is the first item I've started with—it's ultimately a lot of data entry), and ultimately what the numbers show is that return-on-investment (in terms of XP) gets worse the higher level you go, even assuming that you're using all levels any time you enchant something.  Some specifics:  At level 1, bows gain an average of ~14% improvement (over an unenchanted bow) per XP spent enchanting.  At level 5, this drops to ~1.5%/XP (simply because the XP cost goes up, but no benefits increase).  At level 10, it's ~0.7%/XP, and at level 20 it's ~0.3%/XP.  The 'improvement' here represents the aggregate of all improvements (in terms of the % likelihood of getting something better) gained each level over the previous level.  That said, this is primarily all caused by the algorithmic nature of levelling.  If each level cost the exact same amount of experience to reach, this problem would mostly resolve itself (as the average gain between levels 11-20, 21-30, and 31-40, for example, are not different by orders of magnitude).  So, my ultimate recommendation?  Easy fix:  Make all levels cost the same XP.   01:30, 3 March 2012 (UTC)
 * By way of note, the average total improvement per level (excluding level 1, where it is 100%) is 8%.  03:00, 3 March 2012 (UTC)


 * Enchanting in its current state is abominable. It is (for now) a complete crapshoot. A level one enchant may give you a sword of Fire Aspect I and Sharpness III, or a sword of Bane of Arthropods I. There's no telling what you're getting, there's no reward for enchanting items more often, there's no way to make the enchants more predictable, and high-level enchants are a terrible idea due to the diminishing returns. These problems, added up, make enchanting more trouble than it's worth. Anything past a one-level enchant on an item is just wasting your effort, and a large portion of those will give you miserably useless enchantments that don't improve the item's value very much. At the very least, enchants should be reworked to remove the majority of randomness -- perhaps new structures like libraries with enchantment books in them which allow you to guarantee a certain type of enchantment -- and the xp/level function should be linearized to remove the penalty of having a high level. -- 20:17, 3 March 2012 (UTC)
 * Randomness kills game balance. We should be able to choose what enchantments we should have. Also, levels should be made linear (every level would require 18 XP, = one bar section) and XP drops balanced (zombies 6, skeletons 9, spiders 8, creepers 10 as examples). C ali nou - ×  » 20:28, 3 March 2012 (UTC)
 * For me, it's kind of hard to decide. Current enchantment system is definietly underpowered, if you are enchanting with 25+ levels. However, on the levels 1-7 or so in my opinion it's perfect. You get useful improvements for fairly low prize, allowing to have a little more powerful equipmnet all time. Making each level cost same number of XP/ adding really powerful enchntments for top levels (fortune/looting 5, for getting 6 items at once? making weapons hit, and propably kill, more enemies at once?) will make it perfect for me, as it's already not that crappy. Oh, one thing that truly makes no sense: if somebody put the effort into decoding Standard Galactic Alphabet, why not reward him with knowing what enchantment he will get? ~Raymaniak
 * a note: you can likely find a texturepack to turn it to english. -- 23:57, 3 March 2012 (UTC)
 * Texture packs merely make the font english without giving the name of the enchantment to be gained.


 * While the enchantment system is definitely badly designed, it should not be made too easy. Later levels should be slightly harder to get, but either mobs should drop more exp or levels should require fewer points. Some randomness is good, but the amount of randomness that goes into the current system means that you can get multiple very good enchantments for 30 or so levels but then get low level efficiency or another very common enchantment for many more levels. Either the enchantments should be visible or the randomness should be way lower. Probability of gaining multiple enchantments or gaining a specific enchantment should also be balanced, with higher levels of multiple enchantments (there's only a 50% of multiple enchantments when spending 50 levels) and the rarer enchantments being easier to get.
 * It seems to me that the situation could be totally fixed by: returning any xp value left over after applying enchantments, and allowing enchanted items to be enchanted again to add additional effects. So when you spend 50 levels on an enchantment, and somehow only get Efficiency I, you would get 49 levels back, and be able to spend them to add more to the same tool. This way, enchanting results are still random, but they aren't frustratingly unfair. 16:23, 5 March 2012 (UTC)
 * I like this idea. Experience should never be wasted. 16:47, 5 March 2012 (UTC)

Drowning

 * Damage from drowning currently pushes the player down. This means that if you are swimming for the surface of the ocean, then take one point of drowning damage, you'll never make it to the top.  EDIT: for SMP only.
 * Did not happen to me (ssp). 16:20, 2 March 2012 (UTC)
 * Slightly happened in smp. 16:22, 2 March 2012 (UTC)
 * This is actually reported on the main known bugs discussion . If the blocks you are swimming in are downward flowing, then reaching the surface is impossible.  19:06, 2 March 2012 (UTC)

something wrong with labeling of lang-files
Its actually the first time i look into these things, but i saw that the file "en_CA" contains UK-English although "CA" means Canadian, right? And the "en_UK" contains the Canadian-English stuff. So, am i wrong or is it actually some kind of fail. Please respond, thanks.

dir path is => ".minecraft/bin/minecraft.jar/lang"

[2012-03-02,21:33]

EDIT: Still some minor confusions but in fact it seems just the lang-code thing is wrong. Actually it seems quite stupid to have 3 different english dialects like US, UK and Canadian. I think they should make one and thats all and just calling it english or norm english or whatsoever, because as is noticed its about the same stuff written in it - couldnt find differences. So in fact its 3 different files with about the same content.


 * en_US -> everythings fine
 * en_GB -> name=Canadian english, region=CA, lang-code=en_GB
 * en_CA -> name=English, region=UK, lang-code=en_CA

I know that a "bug" in common refers to program algorithm faults instead of such labeling mistakes, but its bugging me and that makes it a bug to me xD

Minor Bugs/Annoyances
I've been playing on a server and I've notices a couple of irritating things:

1)Tree leaves do not decay (not that i've noticed)

2)Sugar cane, for whatever reason, doesn't grow (or it doesn's grow underground anymore, it was working just fine before the upddate)

3) the hunger bar will be full for all of about ten minutes, without going down, and then suddenly you're starving and taking damage for no reason.

A couple other people on the server i play on have noticed the same thing. 20:50, 2 March 2012 (UTC)


 * I've also seen these problems, but only on bukkit servers. I do not notice these problems on vanilla servers. What type of server are you playing on? 23:27, 2 March 2012 (UTC)

We just recently switched to a bukkit server, because it was a little better than the other thing we had. 15:14, 3 March 2012 (UTC)

These problems are likely due to major lag. 21:36, 4 March 2012 (UTC)

That happens because of a known bug with Bukkit/Craftbukkit Each time your hunger meter tries to update it will instead drop to 0.

When I click the right mouse button once to place dirt blocks, it puts two dirt blocks consecutively. 23:49, 9 March 2012 (UTC)

No sound
a! After downloading update 1.2.3 and 1.2.2, my game plays no sounds until hours of gameplay. Not sure if it's everyone or just my system. Please tell me if I should change the tag too.

-anything special about your system/computer installation? Maybe updating java game lib (lwjgl), dont know if this would help or if mojang already updated it, but could be a try.

-Has happened slightly to me, the game volume did not start untl 30 secs of gameplay.

Anvil won't convert world
I tried to convert my flatgrass map to Anvil but it just blinks to the convert screen then shows an empty dirt background. After that it kicks me out of fullscreen and shows a black screen. Any ideas? Also I successfully converted all my other super-flat and normal worlds in about ten seconds. This is 1.2.2 and 1.2.3 with no mods and the map's files look identical to the other before conversion, right down to the individual files in each folder. EX: data has the maps and idcounts.dat etc. -- 00:22, 3 March 2012 (UTC)


 * Were you running any mods in your old world? Even if you deleted your mods in order to update fresh, the blocks or items from them may have remained in your world. The updater doesn't know what to do with these blocks/items, so the client crashes. If this is the case, then this is not a bug. However, if you have never used any mods, then this may be a serious bug. 03:41, 3 March 2012 (UTC)


 * I have the same problem (stated on the ). I don't know about, but I've never used a mod on this world. So my only conclusion is that this is a major bug that needs to be fixed pronto! 06:57, 3 March 2012 (UTC)

Major Annoyance
Items pushed by water are unable to be picked-up (on OS X, SMP)
 * Could not reproduce. Are you playing on a Bukkit or Vanilla server? Does the server you are playing on have any mods installed? 03:42, 3 March 2012 (UTC)

1.2.3 (existed for a long time), bukkit (worldedit/worldguard), linux & mac. When there are many mobs in SMP they will always ignore the collision with walls and appear to be walking about in areas they should not be able to reach. Their collision still works on the player so they can push the player about even though they're not really there. It is not possible for the player to kill the mob in this state. The only way the mob can be killed is if you attack them in the location where they're supposed to be rather than the location where they appear to be. This bug makes xp farming very hard. To reproduce attempt to contain many mobs in a small area. 10:00, 6 March 2012 (UTC)

As of 1.2.3, Large areas of the world seem to vanish in a 10x10 square that expands forever downward. You can not fall through this hole but you can not walk over it either. Exiting and reloading seems to fix the problem but another area seems to vanish before long. Has anyone else experienced this?

Planting seeds
I'm trying to plant 4 seeds on 4 blocks but the ones I have placed are disappearing when I place next ones. I'm doing it in a small space without water, that may be the cause but I don't remember this happening before. 10:34, 3 March 2012 (UTC)

Plants (including wheat) require light to survive and grow (if they are exposed to moonlight at night, they will stay planted but will not grow). Place a torch near the crops. ;) C ali nou - ×  » 20:32, 3 March 2012 (UTC)

Wolf Behavior
I got attacked by a mob, so my sitting wolves got up and attacked it. When the mob was dead, they sat back down, except for one about 10 blocks away. When I got closer, I couldn't get him to sit back down again, but it appeared that he thought he was anyway. He wasn't following me or moving at all, but his appearance made him look standing. Now I cannot make him stand or sit, but he is stuck in this position. 16:19, 3 March 2012 (UTC)

Dumping water on it should make it able to be controlled again. C ali nou - ×  » 20:34, 3 March 2012 (UTC)

Superflat spawning issue
? Superflat hardcore with no structures is rather a hair-shirt playing style, but it used to be playable, both pre-Anvil and in the early Anvil days when the mob spawn rate was half what it was intended to be. But since the spawning rate for slimes and other mobs has been fixed, which apparently roughly doubles their spawn rate, I have walked for days (on several different map seeds) and not seen one single passive mob.

The sole exception was one game where some sheep spawned close to my starting point, presumably before too many slimes had appeared. But after that, nothing for about 6-8 game days until I starved.

It appears that the higher numbers of slimes (and at night, all the other critters) 'floods out' the mob spawn quota, and passive mobs never get a chance to appear. Does anyone else see this effect (no passive mobs for days and days on end), and if so, is this intentional? 03:01, 4 March 2012 (UTC)

This bug tracking system is crazy. Can we please just have a single page for all bugs?
Making a new page for each Minecraft version makes no sense to me. Bugs that don't get fixed immediately either end up lost in the older pages or duplicated across pages. This creates a ton of needless work copying bugs forward and generally creates a big mess. I don't understand how Mojang is getting much value from this. I want to contribute my ~24 years of software development experience to make the developers of my favorite game's jobs easier, but I find this system very discouraging.

Why not have a single page called "Open Bugs" containing all open issues? Bugs are reported there, and when they are fixed or rejected, they are removed from the page. They could also be moved to a "Closed Bugs" page, or to seperate "Fixed Bugs" and "Rejected Bugs" pages.

If desired, static snapshots of the "Open Bugs" page can be saved for each Minecraft version, to keep track of what was fixed in what version.

If the "Open Bugs" page gets too noisy, it can be split into "Reported Bugs" and "Accepted Bugs". Reports would start on the former page and, if they are legitimate, reproducible, and not duplicates, moved to the latter page by a frontline of more experienced community members. Then the busy developers at Mojang would only have to look at the useful reports.

In lieu of using an actual bug tracker, the system described above would emulate one much better than what we have now, and it would make it much easier for me and the rest of the community to help deal with bug tracking and take work off the developers' shoulders. 09:34, 5 March 2012 (UTC)


 * What was the reason for not using an actual bug tracker in the first place? -- 10:16, 5 March 2012 (UTC)


 * I think the intention was to have a record of bugs in each version, and to have 'clean' pages without old, fixed bugs on them. In practice, however, people just copy bug reports from one page to the next, so it doesn't work so well. I like the idea of reported/accepted bug pages. Giving the "Accepted Bugs" page sysop-level protection could ensure that it contains only well-described, reproducible bugs. Makes more work for the admins, but letting any autoconfirmed user edit it would defeat the purpose; it would be nice if there was a trust level available between admins and autoconfirmed. -- 06:33, 6 March 2012 (UTC)


 * Irrespective of the intention, a wiki makes a very poor bug tracker. However, don't the Bukkit guys have a sane bug tracking system set up? If so, now that Bukkit has recently joined with Mojang, it would be an ideal time to give up with this hideous mess on the wiki and switch to a proper bug tracker. Especially as it can track feature requests properly as well. I propose abandoning the wiki effort and transferring to Bukkit's system, whatever it is. It's got to be better than this mess of Mojang's. (sorry to say that!) 19:15, 6 March 2012 (UTC)

Texture folder not opening on Mac OS X
I am a Mac OS X Snow Leopard user, and it seems that if you press "open texture pack folder" on texture packs main menù, it does not open texture pack folder. is this happening to anyone else? i think it is because the button has featured folder path only for windows-- 14:08, 5 March 2012 (UTC)

No, not me either. I'd assumed it was because I hadn't installed any extras though. Mac OS 10.5.8. 15:37, 5 March 2012 (UTC)

Rare drops: Too rare?
After playing Skyblock for a solid two straight hours, I had finally gotten my mob grinder working. I have a total of 5 stacks of rotten flesh from zombies. but no iron, 6 stacks of arrows, no bows, and as a side note, no spider eyes (7 stacks of string). Are the rare drops just rare or are they completely gone? -- 15:16, 5 March 2012 (UTC)


 * I believe rare drops don't drop at all unless you personally kiill the mob yourself. So if you want iron ingots, for example, the only way to do it is to grind golems. Didn't know spider eyes counted as 'rare' though, I admit. So to collect rares, use a grinder that drops the mob to 1/2 heart oif health, then finish them off manually. 15:34, 5 March 2012 (UTC)


 * According to the source (see ), rare items only have a chance to drop if the mob was recently (within the last 60 ticks) hit by a player or tamed wolf. So you can still get rare drops if the mob dies from a fire enchantment or from being knocked off a cliff, but not from a completely automated mob grinder. Chance of a rare is 2.5%, increased negligibly by the Looting enchantment. There's a 20% chance of getting an enchanted weapon from skeletons or zombie pigmen, otherwise all rare drops have equal probability.


 * Spiders don't technically use the rare drop function, but the result is the same: there's a 1/3 chance of getting an eye only if killed by the player. Looting gives a separate 1/2, 2/3, or 3/4 chance, but you can never get more than one eye. -- 06:33, 6 March 2012 (UTC)

Villager Children Height
It seems villager children have the same height as adult villagers even though they appear to be one block in height.(comfirmed or already been reported?) 19:17, 5 March 2012 (UTC)

Gravel that drops flint doesn't drop gravel block
Playing SSP, when a broken gravel block drops flint, the actual piece of gravel isn't dropped.

Also flint only seems to be obtainable using a shovel (gravel falling onto torch, half slabs etc don't drop fint) - although this may be intended.


 * This is feature, not bug. It prevent infinity flint from one gravel.

smp lighting error
So, I was on a friends server, in the nether at about y=33, on a map that had been generated in 1.8, I think. The fog seemed thicker than in my ssp world, so I was playing around with the visual settings, but nothing seemed to change it. I then bumped the view distance up to far, which worked, for a few seconds. Then, without me touching anything, the light level on everything went very low, and no further toggling of settings could get it back to normal. Relogging cleared the light problem. Happened in OSX 10.6.8. Anyone else get something like this?-- 22:56, 6 March 2012 (UTC)

Creeper Explosions?
Creepers are currently destroying block all around them X/Y axis-wise, but they are not doing hardly any damage to things above / below them. (This can be seen easily in creative by placing any stone/brick/cobble on the ground and then punching a creeper, and only 1 of the blocks get destroyed.) --01:02, 8 March 2012 (UTC)

Severe language problems
This has nothing to do with the files in in the game (Not that I think at least.). Minecraft can be set to a LOT of languages (For instance, Russian. (I'll use Russian as an example for this report.)), and can let more people play. HOWEVER, the game does not support characters from a, say, Russian keyboard. (EX: Typing 'Привет' results in strange characters.

Enchanted item duplication?
I was shooting with my Power I Enchanted Bow, and I had a spare in my inventory. When the bow broke, another Power I Enchanted bow appeared in the same hotbar slot! I assumed that the game had pulled the item from my inventory automatically, but when I checked, the spare was still there. I was not standing near any loot from slain Skeletons, so it wasn't a drop. Is this a bug? –Preceding unsigned comment was added by ( • ) at 21:08, 8 March 2012 (UTC). Please sign your posts with

I've seen this too. I think it's already on the page, or was on a recent version's page, but I don't have time to check right now. The extra bow will exhibit some odd behaviors. — 15:44, 9 March 2012 (UTC)

A few bugs in SMP
Users in Creative mode cannot destroy torches placed on height 256.

Traveling on a minecart in a one block wide shaft, results in the screen blacking out for a split second when taking a 90 degree turn. Being in third person view when this happens results with the camera returning to first person view.

Pressure plates on fences when flown over in a 3 block gap between ceiling and fence, activate pressure plate and hold it in the on state until destroyed. This is REALLY annoying when I try to make a mob grinder item detector. 02:48, 17 March 2012 (UTC) Derek5220

Can we get some clean-up here?
Right now this is becoming the biggest page on the entire wiki. It's also quickly becoming an unreadable mess. Right now there are tons of sections that are repeats or

[x] BLah blag blah herp derp bug
 * This is completely intended.
 * Yeah this isn't a bug.

The person who submitted the false bug is supposed to remove it but that never, ever, not even in a million years ever happens on this page. Could I begin to remove ones that are, beyond a reasonable doubt, not bugs? -- 18:33, 11 March 2012 (UTC)


 * I second this motion. This page is supposed to be a list of bugs, not an archive of every person who has ever thought it was strange that water evaporates in the Nether. If somebody reports something as a bug that is known to be intended, it shouldn't be here. I say go for it. This is a wiki, user contributions are not sanctimony. This page is unreadable and shoddy as it is, we don't need legitimate concerns to be drowned out by inane conversations about rubbish that isn't relevant to anything. Anything that isn't a concise description of a bug should be removed and talk should go here, in the talk page. // 00:31, 15 March 2012 (UTC)


 * I approve of this concept - 22:01, 15 March 2012 (UTC)


 * Other thing is people don't use pastebin when they should. This should be done least for crash logs. Bug report should be short and contain elements that describe it. Discussion should be on talk page ALWAYS, no matter how short comment is. Reproducing information should be also in discussion page, if it's longer than 9 - 15 words. 14:13, 16 March 2012 (UTC)

Snow Golems take damage from snow fall.
I understand that snow golems have been updated to take damage from rain, fire, being in the nether, etc. However when it rains in the other biomes,snow falls in the Taiga biome. This falling snow is killing my snow golems. This is annoying, and might be a bug. I was not sure so I figured I would post it here.

18:28, 12 March 2012 (UTC)

Cows in Jungles
Ever since 1.2, I've foundit hard to locate cows. I went exploring for a bit, and eventually found a jungle. The jungle seemed to have quite a few cows, but that part may just be chance. But I also found that about half of the cows I found had spawned inside of leaf blocks, which I thought was very strange.

22:27, 13 March 2012 (UTC)

Duplication/Replacement in Creative
I don't know if this is just my computer, or if you guys can reproduce it, but I've found a bug with the creative inventory. While playing on SMP, I enchanted a weapon and dropped it on the ground with a full hotbar, and before my character picked it up, I opened the creative inventory. Once my character picked it up, the weapon replaced an item in the creative menu screen, and I could pull it out over and over as if it were a regular creative item. I tried multiple times and with multiple items, and it seems that picking up anything with a full hotbar, but not-full regular inventory will replace a random item in the creative inventory. The effects go away once you leave the menu; opening the inventory again will show a regular item page. If this is something that can be reproduced, I think it would be at least an annoyance, because you usually keep your hotbar full when in creative mode, so anything someone dropped at your feet would mess with your inventory if you have the screen open. It could also be exploited, though, to reproduce rare enchantments in no time at all. (Example, enchant a bunch of pickaxes 'til you find a silk touch, and then use this bug to replicate the silk touch-ed pickaxe.) 13:34, 14 March 2012 (UTC)

Hostile mob spawn rate reduced drastically
OK, ever since the passive mobs were made to never despawn, I've noticed some problems with hostile mob spawning on my worlds. In short, hostile mobs seem to have become so incredibly rare that it's ridiculous.

I've created and played at least five different worlds since the update, and in each I have found that I can go for days without even seeing an enemy. I'm not even trying to avoid them. I can stroll leisurely through the dark forest and not be accosted by a single monster. I spent two hours down an unexplored cave and found but a single skeleton. It's frustrating, this isn't 'survival' at all. I've even had to check a few times that I hadn't accidentally set the difficulty to peaceful. I remember in beta, going into the woods at night was suicide. Every night, you'd have least five monsters wandering outside the walls of your fort, and could count about twenty in the distance, even if you'd stayed in all day.

Yet now, the whole world is deserted. Even the animals don't spawn any more, since they're all penned up at home and the game doesn't give you anything else.

If it's not just me, I'd call this a major bug, but it's not on the page. Surely others have noticed this? // 16:32, 14 March 2012 (UTC)


 * Maybe... I can provoke similar behaviour on hardcore superflat by trapping a large number of slimes in an area, at which point the spawn rate of other hostile mobs is greatly reduced. With work you can get it pretty much to zero. Still, I don't see /that/ many mobs from day to day even on my standard hardcore settings. Try hardcore superflat because in that mode you can see everything that spawns around you in every direction, without worrying about the quirks of terrain. I'd estimate 30-40 or so total mobs in all directions on a quiet night, 2-3 times that when it's busy. You can always see /some/, but in certain directions you might only see 3-4 at once. And on rougher terrain, 2/3 of those guys could easily be out of sight. Overall, I don't think I've seen any major fluctuations in mob numbers since December last year, except for the slime numbers bug fix, which means as of recent builds you see /nothing but/ slimes on superflat during the day. Mac Os 10.5.8 19:52, 14 March 2012 (UTC)
 * That may be, but superflat is not a very good way of measuring practical mob spawning, as there is only one surface for them to spawn on. Plus of course, there's the slime problem which is an extraneous variable you can't account for. On standard maps, as you said, there are all sorts of underground caves and caverns that spawn mobs below the surface and out of sight, so even if there were as many mobs as there are in superflat, you wouldn't meet them as they'd be hidden in some dank cave you never visit. There needs to be more, everywhere. Download an old beta version and compare the number of monsters to that which we have now, and you won't believe how different it is. They would reliably spawn anywhere they could within seconds. A large dark area, if left alone would become infested with monsters as soon as you turned your back. Now it seems like they only spawn one at a time every ten minutes, and that's no exaggeration. There's definitely something wrong here if the game isn't even challenging on hard mode. Where's the adversity? Where's the impetus?// 00:10, 15 March 2012 (UTC)

perhaps you got a bad jar file?-- 21:40, 16 March 2012 (UTC)
 * really? I've not had this problem, actually i seem to be getting swarmed by hostile mobs every night.

Mushroom bug?
I encountered this while playing and I'm not sure if it's a bug or not:

When two mushrooms are planted next to each other, they both drop as items.

Please tell me!

23:22, 15 March 2012 (UTC)


 * If it happens in low light levels, it's a bug, because they should both stay planted. But if the light level is too high, mushrooms pop out of the ground whenever there's an adjacent block update. That means planting anything next to a mushroom, mining next to it and so on are all likely to make it pop out again. 19:16, 16 March 2012 (UTC)

This does happen in low light, but not on mycelium blocks!

Weird!

Shearing and hitting
I was playing with my friend on his server and i could shear and hit but now i cant hit and shear sheep

Is this a bug?

Saplings growth limited by 127/128 boundary
It appears that when a sapling attempts to grow into a tree, the boundary between levels 127 and 128 is treated as a limit to the height of the tree (as if there was a block at level 128 above the sapling).

I've noticed this in particular when trying to force a sapling to grow into a large tree by placing blocks around it so that a minimum length of "trunk" has to be generated before the foliage starts. This method works fine at lower levels (though it uses up a lot of bone-meal) but when I try it at the top of a mountain where the ground is at level 120 I only get small trees with the foliage growing around the surrounding blocks.

This is in SSP with no mods, running on an old computer with Linux.

Can anyone else confirm this, please, before I put it up on the wiki page ?

12:29, 18 March 2012 (UTC)

Should creepers explode harmlessly?
I thought creepers weren't supposed to explode if they were too far away to do any damage. I recently had two attack me one after the other on the same spot. The first one, I hit it with a sword and knocked it away three times, after which it died, but the second one exploded after being knocked away once, even though it was 3-5 blocks away from me at that point. As a result I didn't take a single point of damage.

Also, if it was 3+ metres away, shouldn't its fuse have been cooling down? Or are some creepers just more trigger-happy than others?

Addition: While it was puffing up to explode, it remained stationary instead of trying to close with me. Hence why I slightly suspect a bug.

I'm posting on the talk page first to see if anyone else sees similar behaviour, or can confirm it's not a bug.

The second creeper may have got a tiny bit closer to me than the first, because it arrived just as I was fighting the first one, but I still had sufficient time to fend them both off.

02:19, 19 March 2012 (UTC)

Super Slow Framerate
The update to Anvil worked fine for a little while (a few hours at best) then suddenly there was a massive lag spike in the server I was on. It grew in intensity until it became so unplayable that we were all forced to log out. Assuming it was a server side issue, I logged into a single player map to kill the time. It needed to be upgraded to Anvil so I sat through the 15 minute update hoping to test out some of the new features in a less laggy environment... but the lag remained. Currently, no matter what minecraft map I open under any setting, it's all running at a zero to one frame per second speed. And to top it off, since upgrading a single one of my maps to Anvil, even after closing Minecraft, my laptop is still running just as slow as if the game were still open. My programs are all lagging, my resource monitor is showing an insanely high bogging-down that just was not there earlier. I don't know if a rogue file from the game is still open or not (it's happened with other programs in the past) and I wouldn't even know where to start looking. I'm in the process of running a full out virus scan just in case something piggybacked in when I downloaded the update (weirder things have happened), but for now, I turn to the community for help on the game itself.

I'm currently running the game on its lowest settings, a pure vanilla game (no mods on my part. not even a texture pack!), and my laptop has more than enough power to handle it. I've never had this kind of lag before on this machine.

13:50, 19 March 2012 (UTC)

Downgrading
My issue is simple: I had Minecraft version 1.2.3, but I wanted to download the Aether mod, but there is no Aether for 1.2.3. So I made a copy of Minecraft, then downgraded that one so I could have the Aether mod as well. Then the next time I try to get onto 1.2.3, it is the same one as the downgraded one, so I was unable to access 1.2.3, which really irritated me. I have the saves of 1.2.3 in a file, but I don't know how to play those. How many people have that problem, and how is it fixed?