Minecraft Wiki:Issues/Beta 1.9pre5

The fifth pre-release for Beta 1.9 has been recently released by Jeb.

''' Use the Discussion page first before adding any bugs onto this page. ''' Bugs can be confirmed by checking into the discussion page and make sure other people reply to your report and have the same problem. Please specify if the bug is in singleplayer, multiplayer, or both.

= Issues =

Organization
Please ensure that the bug is tested on a 'vanilla', installation of 1.9pre5 with NO MODS installed

Please specify whether the bug was found on SSP, SMP or Creative and if it is repeatable on other modes.

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.

Labels for indicating that an issue is restricted to (happens only in):
 * 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 =  
 * = Windows =  
 * = Linux =  

Labels that Jeb uses:
 * f = Bugs that have been fixed in the next update.
 * s = Bugs that will be skipped/ignored for now.
 * u = Bugs that Jeb 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.) Bugs are minor if no label type is entered.

Please also sort bugs by priority and type: major bugs go before minor bugs in the Bugs sub-section, etc...

Finally, please sign all comments by typing   (three tildes; tilde may be found above  on US keyboards).

Bugs

 * x By powering a piston in such a way that it transmits power to a piston below it, you can create a block that has every side's texture as the front of the piston. This bug has been around since the release of pistons in both singleplayer and multiplayer. The block's ID is that of whichever kind of piston produced it. It persists through physics updates, redstone updates, logouts, server stops, etc. It is visible on other clients. It could actually be used to make some unique structures, so maybe it shouldn't even be rectified. I made a video for this on my 1.7.3 Bukkit server, but have reproduced it in both 1.9pre5 singleplayer and multiplayer. A few more details in the video description:.


 * x By powering normal piston or sticky piston, the front texture is both the powered and unpowered piston. This happen about 4 seconds after it has been powered. See the image for a better understanding:.
 * Confirmed. I tried in all orientations, same effect.  Only happens in SMP.  I've also seen unpowered pistons stuck in this situation, but I've never seen discrete steps on how to make them do this.  To get them out of this state when they are stuck, you can either destroy them, or use another sticky piston on them, which leads me to believe they are technically unpowered. --Inertia
 * "Separate User Comment: I've seen this often when World Editing a powered piston along with the redstone source of power, although it doesn't always happen."
 * 1.9pre5 1clock piston bug.png Reproduced in Creative. 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 to reset the piston by destroying the extended arm (without destroying the piston). --Munin295

Annoyances

 * a ? Pistons cannot push leaves without destroying them. Sticky pistons can't pull leaves, but don't destroy them either.
 * a MP When making a 1-tick clock for pistons in SMP, the pistons go very fast and kinda leaves a bugged out invisible block out sometimes.
 * a CR If you try to destroy a powered piston or sticky piston in Creative by clicking on the extended arm, the piston drops as an entity instead of being destroyed. --Munin295

Fixed/Skipped

 * s Redstone can be converted into obsidian if there is water adjacent to the dust and lava falls onto the dust. Thus, a single bucket of lava can be reused to convert any amount of redstone to obsidian.
 * This is caused by a physics update in the middle of a "no update" block set. What happens is as follows: The lava falls on the redstone, calling a no update version of the block set.  This code first sets the id of the redstone to lava. It then calls the remove code for the old block, redstone. Now, and this is where it goes wrong, redstone unconditionally causes a physics update on removal, despite our being within a no update block set. So, the redstone updates the water, which sees there's lava with the redstone's data value and updates accordingly. After all this the data value for the block is finally set to its proper value.


 * s Sponge can hold redstone power. Picture Here: and Video Here:


 * !s Piston Quasiconnectivity Bug A piston can be powered by a block that is not directly adjacent to it, but diagonally above or 2 blocks above. However changes to these blocks will not propagate updates to the piston.  However, when the piston is caused to update by other means, it will take into account the state of these nonadjacent blocks. This list seems to have originated from this image:


 * f If a redstone repeater is powered when the player exits a world, upon reentering the world, the repeater will be stuck on the 'powered' state and must be replaced to fix it.


 * f Quitting to title menu while standing on a pressure plate will activate it forever. It must be rebuilt in order to make it usable again, this goes for items on wooden pressure plates too.
 * I think this is fixed, because I can't reproduce it, marking it as F so you can help me check next update /jeb


 * f Pistons can be used to generate an infinite supply of sand and gravel blocks. Example:


 * f If you build a Gravel/Sand tower(= 3 blocks) on a Piston (connected to a clock) most of the Gravel/Sand will disappear after a couple of pushes.
 * It's fixed, but instead of disappearing they will plop as item instances /jeb


 * f 1.9pre5 data piston bug.jpg Piston combination that upon cycling crashes the game/server. The block on the piston (here red wool) will vanish, but if the block has data value not in the array of a piston (like red wool), it will create an invalid ghost block. Under some circumstances, this will cause the game/server crash even when trying to reload the chunk. Requires removal of the ghost block with MCEdit and the likes.
 * Fixed, but the design in the picture doesn't generate a pulse clock, if that was intended. /jeb


 * f In SMP, redstone torches attached to the side of a block in another chunk than the torch itself will sometimes disappear. In cases when the torch's chunk is loaded, but the block's chunk is not, any updates to the torch will destroy it because the game does not see that the torch is attached to anything.  As even the presence of active redstone wire causes the torch to update, this presents a major problem for even fairly simple circuits: most torches straddling a chunk boundary in this way are liable to be destroyed whenever a player enters the area from the direction the torch is attached in.  The details of this bug are better explained and demonstrated in this video:.
 * I thought I marked this as fixed last week? In any case, it should be fixed now. /jeb


 * f A trapdoor attached to a block powered by a repeater will not react to the power, rendering repeaters to power trapdoors useless and certain designs harder to or impossible to build. If the same block is powered by redstone pointing at it, the trapdoor works as would be expected when powered. Also fixed doors /jeb
 * Is this also fixed for TNT and Note Blocks? —SethBling


 * f Failure to Update on Repeater Destruction Bug A strange redstone bug used to create powered redstone without a redstone torch. Best explained by a voiceless video here


 * f Repeater-Wire-Block Connectivity Bug and Wire-BlockWithTorchOnTop Connectivity-Display Bug The redstone torches don't turn on and off like they should and the automatic wire connection doesn't work. Example:
 * The right-most case in that picture is a redstone render error. The redstone is not supposed to connect to the block with the torch. This is now fixed (as well as the repeater cases). /jeb

Bugs

 * ! mp Blocks are not always what they seem to be. For example, a Dirt block can look like a Stone block.  It seems that the cause is that the client got one chunk with wrong data since it can be fixed by rejoining the server.  The bug is very rare and very old (at least a half year).   For video evidence of this, or a bug related to this, see at time index 23:10.  This video is from Beta 1.2_01 and doesn't depict the exact manifestation of how this bug appears now.  The video linked shows a diamond block appearing as stone.  Once broken, it is reformed as a diamond block, which could then be broken into a diamond item.  This is slightly different than how it manifests now, which is, that the diamond block would appear as stone, only to break into a diamond item without the intermediate diamond block being reformed.
 * Note to Jeb, you were unable to recreate the bug in pre4, new information was added for pre5, detailing how this was largely SMP, new chunk related. I think after marking this as "unable to recreate," it got ignored even though there were new details.  I just wanted to draw your attention to that. --Inertia 18:49, 10 November 2011 (UTC)
 * ! Mushroom Block over Bed Repeated Death Bug When waking up in a bed in with a roof made of giant mushroom blocks, if you wake up standing on the bed, your head will be fully inside the mushroom blocks, and you will begin to suffocate, creating a death loop until the mushroom block is broken. (Does not occur with other blocks; instead you are stuck on top of the bed and can only walk to the sides).
 * ! Whenever chunks are reloaded, animals next to fences can load before the fence, escaping their pens. This may be due to the new fence hitbox.  Since mobs can now be on the same block as the fence post, when the chuck is reloaded, it can be in, on, or outside.  A solution to this could be to record an animal's placement as the nearest block without a fence on it on their side of the fence.
 * I noticed this many times myself and wondered that if the code was changed around to load all of the blocks of a chunk before the mobs are loaded in, this should stop mobs from making it through fences, or at least make it much less likely.


 * x Also, when using the "Pick Block" function, it does not detect items which can be placed to make blocks (Sugar cane, cake, redstone repeaters, brewing stands, doors, signs, beds, and cauldrons)


 * x If a tile is covered in snow and has a wall next to it, placing a torch on the tile will transfer the torch to the side of the wall (but still destroy the snow).
 * x If a ladder is placed on another ladder it causes the second ladder to be placed on a opposite block to the ladder already in place.
 * Sounds like appropriate behaviour to me. You shouldn't be able to place ladders on ladders, and the second ladder is still being placed in the correct "block". Mattrition
 * x Cannot place a painting on the same wall where a painting overlaps on the other side. How to: Create a wall. Place a painting on one side. Go to the other side and try to place another painting.
 * x Placing blocks on glass and iron bars result in many illegal decorations: screenshot
 * Id say this is a feature(Cept for on the top of chests). I'm sure jeb would like for players to be able to place torches on their furnaces but was unable to design a proper way to do so, seeing as how right clicking those blocks opens a GUI. Is there any reason to prevent a player from putting a torch on top of his furnace? Is that unreasonable? Kedama
 * x It is possible to make chest lid to be open permanently by rapidly opening the chest.
 * Its also very common to see chests permanently open on SMP Kedama
 * This can also be triggered by right-clicking a chest then immediately right-clicking anything else with an inventory (another chest, a crafting bench, a furnace, etc.). -- Dashkal
 * x The 'N' on TNT is backwards in a player's hand (not in the inventory).
 * So are the 'T's, but you cant really tell


 * ? Mobs that burn from sunlight will not burn if they are in Soul Sand. This is possibly intentional.
 * f The Fortune enchantment does not work on redstone ore (+glowing). It also does not work on a number of other blocks, such as glowstone and iron, but this is probably because those blocks can be replaced and broken again, while redstone ore cannot. Glowstone never drops more than 4 pieces, but the chance to get 4 increases with fortune. /jeb


 * undefined mp Splash potion of instant damage does not do any damage on multiplayer(Mobs or players).
 * cr Creative mode inventory missing items:
 * x 18:3 Spruce Trees' Coloured Leaves This is not a real block /jeb
 * Same thing as the 44:6 slab, here's a screenshot of that block.
 * x 44:6 Alternate Stone Slab (ID 44:6) Not sure what this is /jeb
 * Notice to Jeb: I have posted a screenshot of the alternate stone slab (44:6) and double slab (43:6) on the left, and the normal ones on the right. As the alternate double slab provides an alternate appearance, it would be useful to have for aesthetic purposes. Please reassess and change back to [s] or fix. -Gravemind2401
 * This version of the slab definitively needs to be in creative. A lot of people use it. I recall having it in your inventory and mousing over it in 1.8 would cause a crash. Kedama 04:29, 11 November 2011 (UTC)
 * x 60 Farmland
 * x 78 Snow layer

Annoyances

 * a Signs and chests are missing their "cracking" animation.
 * a Signs, doors, boats and minecarts aren't stackable. (Reason?)
 * a Empty buckets aren't stackable (but potions were before so it's possible to do?).
 * a Soup isn't stackable (same as above). (Could be a balance issue, but the stack size could be made smaller.) (Note: It has been like this since the original 1.8 release.)
 * a When lying in a Bed you can press shift, and it will work just like crouching, the camera goes down a litte, and you can see your body, and move your head.

Fixed/Skipped
int j3 = worldObj.getBlockId(l, j1, l1); if(worldObj.getBlockId(l, j1 - 1, l1) == Block.fence.blockID) {		j3 = worldObj.getBlockId(l, j1 - 1, l1); }
 * Some items are not mined fast/slow with the correct tool. These items are:
 * x Cauldrons should be mined faster with better pickaxes
 * f Nether Brick & Nether Brick Fence should be mined faster with better pickaxes.
 * f Furnaces should be mined faster with better pickaxes.
 * f Dispensers should be mined faster with better pickaxes.
 * s Pistons and Sticky Pistons should be mined faster with pickaxes.
 * f All types of stairs should be mined faster with better pickaxes. (For wooden, it should be mined faster with better axes.)
 * f All types of rails should be mined faster with a pickaxe.
 * s Netherrack should be mined slower with lower quality pickaxes. Why? /jeb
 * s Vines should be mined faster with shears. -_- /jeb
 * f Pumpkins and Jack-o-Lanterns should be mined faster with an axe.
 * f Melons should be mined faster with an axe.
 * f Fences should be mined faster with an axe.
 * f Wooden stairs should be mined faster with an axe.
 * f Wooden doors should be mined faster with an axe.
 * f Trapdoors should be mined faster with an axe.
 * f Ladders should be mined faster with an axe.
 * f Crafting tables should be mined faster with an axe.
 * f Redstone ore should be mined faster with better pickaxes.
 * f Soul sand should be mined faster with a shovel.
 * f Fence Gates should be mined faster with an axe.
 * f Wooden pressure plates should be mined faster with an axe.
 * f Mycelium covered dirt should be mined faster with a shovel.
 * f Note Blocks should be mined faster with an axe.
 * f Jukeboxes should be mined faster with an axe.
 * f Signs should be mined faster with an axe.
 * f Bricks and Stone Bricks should be mined faster with better pickaxes.
 * f Iron bars should be mined faster with better Pickaxes.
 * Incorrect collision box sizes:
 * s Chests have their collision box as the entire cube. (Chests are slightly smaller than a full block)
 * s All types of stairs have an entire cube as a collision box, even though it's technically 3/4 of one block (The cut of the stair which allows you to step on)
 * s Signs don't have a proper collision box.
 * s All types of grass and bushes have the entire cube as their collison box.
 * s All types of saplings have their collision boxes as an entire cube.
 * s Cobwebs Have an entire cube for their collision box.
 * f If a block is placed on top of a fence and you walk on it you get the sound of footsteps as if you are walking on the fence. The same bug also prevents tilled farmland on top of a fence from reverting back to dirt when walked on and It also stops redstone ore from sparkling when walked on.
 * FYI the analysis of the bug was incorrect :P /jeb
 * I dont think i was wrong. The issue as i saw it was with this if statement (using MCP)
 * where l, j1,l1 is the position of the block the entity is walking on. Later the code uses j3 as the blockid to call both the walking sound and method that is called that deals with entities walking on blocks. I fixed the issue on my own client by simply adding && j3==0 to the if statement. But if its now fixed then its fixed and that is all that really matters :D - incanus_uk


 * u If Nether wart is planted below another Nether wart it turns back into an item after a few seconds (even through the light level is under 8 and it is planted in th Nether). Show me how this is built. /jeb
 * From Above: Soul Sand (with Nether Wart-> 8xNetherrack-> 2xAir-> Soul Sand (where the Bug Occurs). Note: Removing some of the Nether rack from bellow delays the effect. Removing all of the Netherrack between the Soul Sands seems to Remove the Problem.
 * f When using the "Pick Block" function (middle click), it does not differentiate between different blocks with the same ID (such as different colors of wool, different types of slabs, leaves, saplings, stone brick, wood, and tall grass)
 * f Placing a bed (lower half) next to a cactus will destroy the bottom portion of the bed. However, the top portion of the bed will stay, making it a half-bed with only the pillow side. You can sleep on it without the game crashing.
 * f Nether Brick Stairs drop nether brick instead of the stairs.
 * s Hitting a mob with a tool or your hand will still deduct durability and hunger bar regardless or not of the hit doing any damage (Hitting too fast for example) Thus, if you click fast enough, it is possible to expend an entire diamond sword and your entire hunger bar on one mob. (That speed is only achievable through a macro though) Kedama


 * f sp Ice blocks mined with a Silk Touch Pickaxe leaves behind water as well as the dropped ice block.


 * f cr In Creative, you should be able to keep throwing Snowballs, Eggs and Ender Pearls no matter how many are in the inventory.


 * f If you make a stone 6x6 square, break the corner blocks, and then try to put a block inside the square, the block disappears and the block under it also disappears.
 * f When shearing vines, the items dropped retain their data values (reflecting which surface they were on when sheared). Further vines in that stack in inventory also have the same data value as the first in the stack.  This causes issues with plugins that don't understand that all data values for item id 106 are vines (most other blocks use data values to distinguish different blocks).  Vines should revert to data value 0 when in inventory.
 * f In creative mode, putting water in a cauldron from a bucket empties the bucket. Whereas placing water from a bucket normally keeps it infinite.
 * f The side grass texture always uses the fast grass texture, regardless of the graphic setting.
 * f Eyes of Ender will sometimes go to areas without an End Portal. An example seed for 1.9pre4 which suffers from this bug: 1883114686416083372. This seed will reproduce the bug on 1.9pre5: -7521364253261532640
 * f When a water block is placed with empty space underneath, a column of source block is created under the water block. (Maybe an intended feature? Might help keep oceans from having random holes where land used to be.)
 * f Arrows do not get stuck in lily pads.
 * f Enchantment Tables break with a single punch and are destroyed permanently, although they can be mined with a pickaxe.
 * f Even though they're legitimately obtainable (by Silk Touch), Silverfish Blocks and Double Slabs don't have a name.
 * f Silk Touch Enchantment doesn't recognize Blocks damage. For example, destroying double slabs of any type will always result in a double stone slab block.
 * f Save and Quit while water and/or lava is flowing downwards from a high source block can lead to weird freezes in state upon reloading the world (suspended blocks of fluid).
 * f Placing a redstone repeater to the side of a jukebox causes a lighting bug on the repeater.
 * f When placing a slab, and another one under it, then another one over all of them, the blocks combine into 1 double slab at the bottom.
 * X Fence Gates have their collision boxes as the entire cube.
 * f Can place redstone on chests.
 * f There is a shadow around glowstone blocks. There should be none since it's supposed to emit light from all directions.
 * f When you break a piece of birch wood you get a normal piece of wood instead of birch (This happens to me i don't know about anybody else).
 * f Fences attach to Chests.
 * f When growing underground tree farms, trees become wooden poles with invisible, glitchy leaves. Leaves do not appear until new torches are placed nearby.


 * f Silk Touch TNT Duplication Bug TNT blocks broken with a Silk Touch pickaxe yield two TNT blocks instead of one, allowing for infinite TNT collection.
 * f Cobblestone Stairs drop a piece of cobblestone instead of the stairs.
 * f Stone Brick Stairs drop a piece of stone bricks instead of the stairs.
 * f Brick Stairs drop a piece of bricks instead of the stairs.
 * f Wooden Stairs drop a wooden plank instead of the stairs.


 * fs Glass pane don't connect to slabs, stairs and (wooden?) doors:


 * s If you burn a non-cubic block, the fire floats above the block, like if it was a solid block.
 * s It is possible for a lily-pad to spawn underground and on flowing water. Example:
 * s Flowers can spawn upon sand blocks but cannot be placed upon sand blocks by the player (only seen with yellow flowers).
 * s Snow Golems still attack mobs in creative mode in which are neutral.
 * s Dirt blocks that are irrigated shimmer blue on the side when viewed from underwater. Also the water-side of submerged glass blocks.


 * u Spruce or Pine, when converted into sticks, sometimes cannot be made into tools. This bug is absent with Oak and Birch.


 * u s Tall grass can be generated on dirt and gravel in NPC villages.
 * u s While standing in a ladder's block, the ladder tends to be highlighted (since the Beta 1.6 fix, fixing not being able to mine blocks you were inside), making placing and breaking blocks difficult.


 * Creative mode inventory missing items:
 * f Blocks from mods, Items from mods do
 * f 18:1 Spruce Trees' Leaves
 * f 18:2 Birch Trees' Leaves
 * s 31:0 Dead Bush placeable on dirt and grass Not adding because it's confusing to have two identical-looking blocks that does different things. Maybe for a later update /jeb
 * f 31:1 Tall grass
 * f 31:2 Fern
 * s 52:* (Working) Mobs Spawners
 * s 90 Portal
 * s 97:0 Silverfish Stone
 * s 97:1 Silverfish Cobblestone
 * s 97:2 Silverfish Stone Brick
 * s 99 Huge Red Mushroom
 * s 100 Huge Brown Mushroom
 * f 111 Lily Pad
 * s 119 End Portal
 * s 120 End Portal Frame
 * s 263:1 Charcoal


 * f Creative mode inventory unneeded items :
 * f 83 Sugar Cane Block - There's the "Sugar Canes" item (338) for that
 * f 92 Cake Block - There's the "Cake" item (354) for that


 * s Wooden slabs are mined with a pickaxe, have a higher blast resistance, and do not burn.

Bugs
This can commonly be fixed by using the below line in a file ending in .bat or .batch. This works with 64-bit OS machines: "%ProgramFiles(x86)%\Java\jre6\bin\java.exe" -Xmx256m -Xms128m -cp Minecraft.exe net.minecraft.LauncherFrame And this works for 32-bit OS machines: java -Xmx256m -Xms128m -cp Minecraft.exe net.minecraft.LauncherFrame
 * !! Maximizing the window and moving it to another monitor before pressing 'E' or right clicking an interface after starting the game will result in the game crashing with the "Saving Chunks" screen upon pressing 'E' or right clicking any interface in Mac OS X.
 * I can reproduce this with Minecraft 1.8.1. Sometimes, even the Finder/Dock seems to crash, too when doing this (the dock, desktop icons and finder background vanish for a short time). Could be like this only for me, though. --87.147.196.187 18:36, 9 November 2011 (UTC)
 * This bug has been in the game since I bought it at Beta 1.2. Qata 20:53, 9 November 2011 (UTC)
 * !! After playing for a few hours an error will occur causing the "Saving Chunks/Out of Memory" error. This often happens while running 32-bit Java on a 64-bit OS. But since 1.9-pre5, it doesn't happen that often anymore.
 * !! Game (clients and ?servers?) cannot tell when it is in distress / running out of memory / processing due to an entity (Mobs or blocks on the ground) overload. Propose that when memory/processing usage is approaching critical levels, the game should take much more aggressive management of entity removal.  This can be achieved in vanilla ssp/?smp? through standing next to a mob spawner dropping mobs into a trap outside the check range but mobs remain inside the "mob reborn" range (this may have been a bug of the above memory leak, the game crashed and I was not able to restart it).  This can be achieved artificially with MCEdit with a 2x2 chunk room 10-20 blocks high and replacing the air with torches or similar.  Entity overload on SMP creative through the use of scripts mass-dropping blocks (before the ability compress blocks into a single unit) is/was a well known and often abused griefing tactic.


 * !! u Hitting Alt + F11 causes a crash and a error report to download to your desktop.
 * !! In the Nether on Survival the game randomly shows the "Saving Chunks" error and crashes.
 * !! If the game is interrupted by a computer crash unrelated to Minecraft (such as another program running in the background) or a power failure, then the Minecraft .dat file in the saves folder may be corrupted and the world lost. Propose an auto-backup save system similar to that used by MS Office applications. (New save renames the previous save to a backup)
 * Better than backups would be an atomic save format, perhaps using a journal: http://en.wikipedia.org/wiki/Journaling_file_system
 * !! Pressing the Close button while on the main menu of minecraft (X at the top right of windows. Top Left of mac)Often causes the game screen to go black, CPU usage to spike and the computer to become very laggy for 1–2 minutes. (Tested on. Mac OSX Snow Leopard, Windows 7 Professional 32 bit, Windows 7 Home Premium 64 bit and Linux Ubuntu 10.10 maverick meerkat. (All show same behavior)
 * !? Some players are reporting that the minecraft server is unable to generate seed dynophore here. This bug needs more research.

Fixed/Skipped

 * f Receiving item "351:16 to 351:19" Gives you weird, corrupted wooden tools. When you open your inventory and hover your cursor over the weird wooden tools, the game says "saving chunks" then crashes. Items "351:20" and on give you an invisible item, hovering over the item will crash the game.
 * f Placing an enchantment table, destroying it and placing a chest on its place will result in a glitched flying book which crashes your game when right clicked. (creative multiplayer only)
 * f When you destroy a Monster spawner in SMP in creative OR someone else destroys it in creative or survival the flames don't disappear. If you put a chest where the flames are, it will create a transparent block with a tiny mob spinning inside it. If you right-click the block, your game will crash.
 * f Placing a chest, then removing it, and then placing a sign or enhancement table on that place will crash the client.
 * f Placing a chest beside a Brewing stand in 1.9pre5 multiplayer will cause it to look like it is not there (transparent), right-clicking on it causes the game to crash. You can still break it without Minecraft crashing. After logging back on the chest will work properly.

Bugs
None.

Annoyances
None.

Fixed/Skipped

 * f On servers if the ops.txt file is missing the message generated states "Failed to load ip ban list" obviously copied from banned-ips.txt message and not modified.
 * f After loading a world and quitting to the main menu, some region files remain being opened and locked by the region cache manager. Altering these region files requires the game to be fully shut down first, which makes external edits cumbersome.


 * s Saved worlds show up as 0.0 MB.


 * u Sometimes after dying on a hardcore world Minecraft fails to delete files and after starting a new world with same name you may find old chunks.

Bugs

 * ! Clicking/right-clicking while moving the mouse may cause the screen to lose focus. Seems to happen in all OSs but it happens even more in Linux with the Fluxbox window manager. The cause is that whenever you click or right-click, the game loses cursor focus for an instant (you can even see the cursor blink over the screen). If the cursor is moving enough fast, it is not relocated in the center of the screen in time. Very easy to reproduce (easier in Linux&Fluxbox window manager): Just spam right-click while moving the mouse fast.
 * ! MP Occasionally, held items simply disappear never to return. This is because of the client thinking you still have the item, but the server doesn't think you have the item. To fix this, reconnect or open a container.
 * ! MP The server won't load the End or Nether; therefore making both worlds not generate (the End is just the 5x5 obsidian platform you spawn on). You must dig up from the obsidian you spawn on, you only have to go up 5 blocks.
 * x You can't hold down the left mouse button to continuously attack anymore. Not a bug. An improvement on combat...I forget the exact reference.
 * x You can't hold down the left mouse button to break a minecart anymore.
 * x mp Exploring previously-unexplored deserts in SMP causes the player to run into invisible cacti, which cause damage and stuttering movement. Disconnecting and reconnecting or leaving the area and returning makes them visible.
 * x When you're in a snow Biome, if you make a fountain of Water and wait for it to freeze, you can take it with a Bucket, and the next flowing water will turn into Ice.
 * x Water on top of fence posts can cause entities to hop in place if they move in any direction against a wall 1 block or more higher. This does not happen at all at the .5 minimal height for collision next to water on a fence post.
 * x When entering The End, it is possible that you will spawn off the generated blocks and be placed on a 5x5 block of obsidian. If played on a mode other than creative, it would be difficult to make a path to the rest of the map.
 * x Docking into Soul Sand at boat crashing speeds while on a boat will result in the player taking fall damage.
 * s cr Ender Pearls can't be thrown in Creative mode. Intentional /jeb
 * s cr Creative still has an inventory, which is not directly accessible without a chest, furnace, etc.
 * x Noteblocks can only be powered in 3 ways, 2 of which is bugged: Direct wire, Torch underneath, and a direct repeater.


 * ? sp In single-player, leaving an area causes the game to "spike" for up to several seconds, but not when re-entering it. Significant stuttering of sound also occurs. This may be exclusive to the area the user's bed is in. Note: Removing bed does not appear to fix the problem.
 * x In creative mode, if you go to sleep while flying, and press space bar as the screen goes gray, you will ascend.
 * x In creative mode you can't access the 3x3 crafting area, Instead you have to get a crafting table.

Annoyances
''Discussion moved to Gameplay Annoyances. Continue discussing there if you'd like.''


 * a! Weapons/Tools of the same material and type cannot be swapped in the inventory, even if one of them is damaged.
 * a! According to the "en_US.lang" language file, there should be a "Quit Game" button on the Title Screen, but it's missing. It only appear when testing the game with the MCPatcher HD Fix (Screenshot).


 * a cr If in Creative mode, and save and quit to title is pressed, when you open your world again your inventory changes to default. But only empty spaces. EX: If you only have Stone Bricks in your hot bar, and you save then re-enter your world, You'll still have the bricks, but also Stone, wood, torches, leaves etc.

This is not a bug, it is intentional. It is kind of like classic mode in a sense.--DaleK


 * a Every update that deals with time passage (crops growing, trees growing, animals growing, redstone circuitry and minecart movement also) depends on the chunks being loaded. If instead minecraft had a time passed variable and every time a chunk was loaded, the items requiring change would compare the current global time passed variable with their local copy of the last time passed variable that they had when the chunk was last loaded, they could automatically "update" to where they should be (seeds planted turn to wheat, trees grow, and babies become adults if enough time has passed).


 * a Melon (and pumpkin) stalks are greedy; if a melon (or pumpkin) grows from a stalk, all adjacent stalks "adopt" the melon (or pumpkin) resulting in loss of efficiency.

Fixed/Skipped

 * f Entities (any entities, this includes mobs and players) can gather up damage from lava to have it all expelled onto them upon touching dry land (even those entities who are immune to lava damage can amount insane amounts of damage just by taking a lava bath for a few seconds).
 * f Sleeping in a bed placed immediately next to a solid block will cause a mob to spawn and wake you. Tested in SSP with bed placed on wall directly separating bed from the oustide world as well as a wall placed inside a well-lit structure. Moving bed 1 block away from wall fixes the problem with no changes to the lighting.
 * f/s On the world creation screen, when you resize the window, any name you entered in the editbox will be reset to the default "New World". The same happens with the server list (it refreshes). Not really fixed... need to do a proper redesign of the GUI code to fix it properly, but at least the world name and seed are kept when resizing. /jeb
 * s Trees sometimes grow in ravines. Picture
 * f cr Endermen will attack you in Creative mode if they bump into a wall and you are near them.
 * f Efficiency enchanted picks (tested with Efficiency 4 diamond pick) have little effect on reducing Obsidian mine time. Not sure if intended. Eff. IV should take 40% of mining time - 0.6 x 15s = 9s to mine obsidian.
 * f Strongholds can be generated without an End Portal. (Sample seed: -7521364253261532640)
 * f Block Placement Speed vs Walking Speed: Try walking backwards (or forwards) while placing redstone wire or rail on the ground in a straight line (by holding down right-click). It doesn't work, does it? The rate of block placement is slightly too slow.
 * f If you block then click while aiming at a block, then release block, the sword you are holding swings once.
 * f Impossible to create a world using the seed "0". It will just take a random seed, as if it was not specified. However, we can generate a world using the seed "0" with the server (level-seed=0).
 * f Sugar and Eye of Ender are rendered incorrectly as a tool in 3rd person mode.
 * f The client can place and break blocks 1 block further than the server thinks it can; blocks destroyed this way may reappear. This can be an annoyance for players. The extended reach is usable horizontally but not vertically.
 * f Torches cannot be placed on half blocks.
 * f In creative mode, the player often encounters items on the ground. The current behavior of the game is to add these items to the player's inventory, which eventually results in a full inventory that the player cannot empty.
 * f Cannot use scroll wheel in the mouse to scroll on the world selection screen.
 * f In creative mode, players should be able to fire a bow regardless of the number of arrows they have in their inventory.
 * f In creative mode boats are not infinite forcing you to refill your item bar after placing one.
 * f Coal Ore, Redstone Ore, Glowing Redstone Ore, and Lapis Lazuli Ore, all obtainable with Silk Touch, are not smeltable.


 * s If you put a sapling in a 3 x 1 hole and add bonemeal to it, if a small tree grow, it will make you enter the leaves and you can have an X-ray vision if you look at the wood.


 * s Being suffocated by blocks (i.e. dig down 3 blocks and place 2 sand blocks above you) while in 3rd person will cause the camera to revert back to 1st person. This is due to a anti-exploit, preventing people to see through walls by correctly adjusting their camera.
 * s Unable to put armour on using creative.
 * s Breaking a door by left clicking the upper portion, a bed by left clicking the half containing the head of the bed, or an extended piston by left clicking the extended wood part instead of the stone base all drop items in creative mode, while breaking any of the previously mentioned blocks by their other "half" correctly drop nothing.


 * u Sometimes when standing near a repeater you will fall through one level of blocks. (And will sink into the floor up to your waist). Seems to happen more when the ceiling is only 2 blocks high.

Bugs

 * ! When in backwards 3rd person mode, any particles do not render, such as experience orbs.
 * ! Pressing F11 to go in fullscreen mode under Linux will make the mouse unusable once you are not in fullscreen mode anymore.
 * x Chest armor doesn't move when swinging arms if looking in certain directions.
 * x When underwater with the camera position changed, it resizes the blue square filter you get when being underwater.
 * x Linked to the Audio Rain glitch, in chunks where the rain sound will not play, you can also see that, while the rain is falling, it does not splash against blocks on that chunk.
 * x The 3D Character's Movement in the Inventory screen causes some laptops and older graphics cards to crash (It never happened to me before 1.9.5)
 * x Sprinting on colored wool/slabs always create gray particles, like mining hem used to do before Beta 1.7.
 * x Some texture overlays on entities, such as glowing eyes and chest lids, are Z-fighting with the underlying texture.
 * x While sat in a minecart wearing armor, opening your inventory shows you sat on your boots as well as wearing them.
 * x When you punch leaves and look at the sky through the leaves (on fancy graphical settings) it makes the clouds that you see through the leaves gone. That is because the clouds in fancy settings are transparent.
 * x Swamp water is not colored dark blue on the underside. This can be seen when it flows, or when it is above a sign/door/fence.
 * x Pressing F11 to go into full-screen, and then again to go out of full screen causes the screen to go black. Pressing the Windows key fixes it.
 * x When an enchanted item is held over the book in the enchantment GUI, the sparkly overlay can be seen on the bottom of the book and at the top of the book. example image

Annoyances

 * a! If a texture pack uses a tile size other than 16*16, it will cause graphical issues and custom animations will not be shown.
 * a If a tree spans two biomes, it may cause an overlap of leaf blocks so that there is contrasting-coloured foliage on the same tree.
 * a On lower-end computers, the debug screen is mostly unusable because the FPS graph obscures most of the information in the upper-left. This information should appear above the graph, not below it.
 * a While you're in bed, the experience level number doesn't fade out.
 * a While in 3rd person mode and the player is in water, the screen turns blue even if the camera is not in the water. The inverse can also happen.
 * a When an enchanted item is dropped, it does not show the sparkly overlay.

Fixed/Skipped

 * s The pie chart in debug screen takes a lot of resources when shown. It's a debug screen... /jeb
 * s Stone particles are given off when punching the portal effect block.
 * f The wheel texture is flipped upside down on one side of Minecarts.
 * f Letters do float from bookshelves to enchantment tables even if 'line of sight' is blocked by transparent objects like vines, glass panes, ladders, cobwebs, saplings, ... However, potency of enchantments is not increased.
 * f Water and lava drips through and under blocks where it probably shouldn't. Examples: glass, glowstone, wood, signs, and ladders.
 * f You can do critical hits on: Paintings, Minecarts, Boats, Fireballs, Snowballs, Eggs, Arrows, other players with PvP disabled.
 * f Swimming/sailing in the ocean causes the horizon to flicker obnoxiously (since 1.8). This is caused by the blue horizon overlay disappearing at Y=64 when it should disappear at Y=63.
 * f Rain particles should be able to be disabled in Fast graphics for much better performance.
 * f Looking directly at an entity while holding a map will cause the map to become white (see http://imgur.com/5F0Wq).
 * f If you press F3 and exit the world you are playing on, the F3 data/screen will still be visible when you are in the Minecraft menu but you cannot turn it off.
 * f Sometimes a item entities cannot be picked up from the top when a half-block, stair, or fence post is placed on top of the entities. Normally, if an item is floating within a space that is subsequently filled by a placed block, the item jumps to the next air space.  But when the space is filled by a half-block, stair, or fence post, the item appears to jump, but cannot be picked up.


 * s Activate F3 and open Creative Inventory. If you scroll down the background of the CPU-Time-Usage-Table (right bottom) disappears. Seems to happen if you see the "Golden Apple" with its graphical effects in the Inventory.

Bugs

 * ! Smooth lighting is not applied to both still and flowing fluid blocks. Instead the fluid will have blocky lighting.
 * ! On many Mac OSX systems there is harsh visual lag, and you can see through blocks partially (not due to textures) as well as at night the lighting inside is blue as well as odd strips going through blocks -this is probably caused by the power pc processors that apple used in old models,  just as there were graphical bugs in ppc macs in every versions before Beta 1.2, not only that but there are bugs letting you see through blocks when it is dark even in smp - giving the player a unfair advantage over other players when mining, and searching for caves. as well as be a major annoyance. as well as it is like having mods to see in all light levels as level 15. again unfair and annoying advantage. (tested with and without mods), here are the screenshots:
 * ! This lighting bug is better explained by a short, voiceless video here [Skip to 1:20 for the bug; earlier shows how to create].
 * ! Occasionally some leaf blocks on trees that become enclosed later will continue to generate somewhat dim sunlight (light level changes based on night/day cycle). Forcing a lighting update doesn't fix, only destroying the block will. Examples:
 * ! Paintings are black when there is a block above it.
 * ! Some torches generated in abandoned mine shafts or NPC villages don't light anything up, unless replaced or if another torch is placed by it.
 * ! Sometimes overhangs create pitch black shadows, as shown here File:2011-10-27 16.52.37 copy.png. However, when one gets closer to the cliff, the lighting is updated and the pitch black shadow disappears (as shown here File:2011-10-27 16.52.51.png).
 * x Repeaters do not respond to light level increases. Test case 1:  Place repeaters on ground at night. Go to sleep. Repeaters will still be pitch black, even though in direct sunlight.  Placing blocks nearby forces them to update.  Test case 2:  Place repeaters on ground in a dark area.  Place a torch nearby.  Repeater stays dark.
 * x Arrows shot at the bottom of a block appear dark, even in well lit areas.
 * x Glowing redstone ore appears darker if light level is high Redstone block lighting.
 * x If the block adjacent to a water source has a lighting issue, the bubble particles will become black.
 * x If there is a block directly behind glass, it appears dark even though light should pass through the glass.
 * x Light does not pass through the gaps in slabs, and creates this weird light setup
 * x Light "leaks" through the corners of stair blocks: example image
 * x Light "leaks" through the corners of piston blocks: example image
 * x Swimming 1-block high mobs are very dark. Totally black at night. The lighting flicks between light & dark as they bob in the water.
 * x You can see chunk boundaries between ice blocks on fast graphical settings. This is because transparent block rendering is only one-passed to improve performance. The same also applies to water.
 * x Lighting bug when ascending or descending. Video showing the bug

Annoyances
None.

Fixed/Skipped

 * f Glowstone behind glass is odd, the light shines through but the glowstone itself is almost black. Example:
 * f Redstone Repeaters placed between two full blocks are dark when placed along Z axis. They are properly lit when placed along X axis.


 * u Enchanting Tables Books are often black or very dark at some angles.

Bugs

 * ! All maps created with shift-click are "map_0".
 * ! mp If server.properties has a view distance < 9, then if any player looks at a map, the map will try to write 9 chunks outward to the map and be erased beyond the immediately loaded chunks. Allowing chunk load to be determined client side and making map-writing tied to this number could fix it.
 * ! cr The creative inventory always give the same map, it should generate a new map.
 * ! mp The only map in which you can see other players (if they have the map with the same name) is map_0.


 * x Map arrow don't match real looking direction.

Fixed/Skipped

 * f Using a map, while in a boat, at night, causes the map to become "highlighted" when the player looks down at the map.


 * u All maps made will center on the location where the first map was created.

Bugs

 * x Activated detector rail will provide power after it is moved by a piston and without a minecart. The power goes away after some set amount of time (longer than a minute).
 * x If a rail is next to a solid block and a minecart crashes into it with enough speed, the minecart will sometimes keep going and merge into the solid block (tested in multiplayer).
 * x Minecarts themselves tend to "merge" into each other sometimes, ignoring collision. This is especially evident when stacked minecarts are released all at once (tested in multiplayer).
 * x sp If you exit the game (or the game crashes) while in a minecart you will start next time buried up to the waist in the ground. If there's lava one block down you'll burn.
 * x sp If the game exits though running out of memory or other forced exit while the player is in a minecart, often the minecart will be duplicated on restart.
 * x Minecarts can accumulate damage via high falls. This damage is expelled onto the entity if the minecart touches a block that doesn't have a track on it (IE cart falls through a 24+ block drop before reaching the player; player hops in and takes a ride; ride leads to a deadend rail and cart skids off the last track; player dies).

Annoyances

 * a! In multiplayer much more often, once minecarts leave a loaded area or a certain radius (often as short as 32 blocks), they are 'unloaded' and lose their momentum. Fixing their remembered momentum will fix part but not all of this bug, as they will pile up as soon as they are unloaded.
 * a! Powered rail glitch w button and redstone.png A powered rail with a button directly above it will stay permanently powered if there is any redstone wire attached to the button when it is pressed.


 * a The minecart hitbox and collision data are slightly under one block vertically—this makes stacking difficult. Similarly, the hitboxes and collision data appear to be slightly more than one block length wise (untested).

Fixed/Skipped

 * f Minecarts will fall through the ground, when left on regular blocks (non-rails) in SMP. This appears to happen either when the chunks are loaded or saved.
 * f Minecarts with furnaces can't push minecarts on east/west tracks.

Bugs

 * ? Floating on part-water and part-half-blocks for some time can cause massive fall damage to the player if the the boat breaks on a block. Tested in SMP.

Annoyances

 * a! sp If you exit the game (or the game crashes) while in a boat you will start next time drowning on the sea bed with the boat zooming away from you.

Fixed/Skipped

 * f Crashing at high speeds will deal falling damage to the player, often instantly fatal.

Bugs

 * s Staring at a Endermen during sunrise make the mob disappear, and not bursting into flames when the sun comes up as expected. Expected? /jeb
 * s Tamed Wolves on custom downloaded maps will attack/not follow/interact with the player. This is likely because the game assigns the tamed wolves to the custom map creator's name and not to the player's name.
 * ! All (non aquatic) passive mobs make a bee-line for the sea. After a short while the land will clear of livestock which can be found floating offshore or trapped in ponds and pits. Includes cows, pigs, sheep & mooshroom cows. Chickens seem less affected. (confirmed on SSP)
 * ! It seems that as time approaches infinity, all animals eventually walk into unloaded chunks and get stuck there. [Talk/argue about bugs in the discussion! Talking here will make the list seem longer.]
 * ! MP When jumping, all mobs (especially slime) glitch through floor below them/ceiling. This happens only on multiplayer because of the different mob collision mechanic. This can be exacerbated when multiple mobs are confined to a small location, but it can happen with a single mob as long as it jumps in the confined space (ex: a mob stuck in water often displays this behavior). When they jump, they appear in the compartment above them but are invisible and can still attack the player in the compartment below.  For invisible slimes, this is accompanied by their sound, slime particles, and pushing.  If the player swings at the empty space where the pushing occurs, the player may be able to kill the mob, but it's mostly luck to hit it in the first place.  To recreate this bug, connect to multiplayer, go to a chunk that spawns slime, build a two-level compartment and observe how the slime "teleport" between compartments when they hop.
 * ! Mob path-finding is rather buggy and can easily break in tight spaces. In fact, even a single block placed well over 50 blocks away has a chance to cause mobs in a tight space to behave blatantly wrong, typically resulting in mobs ignoring the player entirely.
 * f Wolves have practically vanished from the game, because they despawn when untamed and then never respawn
 * ! The "bad chunk" bug spawning extreme amounts of mobs is still existing.
 * ! sp Mobs don't spawn in hardcore mode if one switches from peaceful difficulty to a hardcore world.
 * x Passive mobs constantly bounce when next to fences even though they cannot get over. (confirmed on SSP) This eventually results in their death over time as they clip into blocks momentarily and suffocate. Over time they accumulate enough damage to die. All penned animals do this and die over time.
 * x Animals may follow their babies even when they are grown up which can lead to large 'animal balls' (confirmed on SSP) Quitting and restarting Minecraft seems to fix this behaviour until they breed again.


 * x Ghasts' hitbox is offset, htting the top of their head doesn't hurt them.
 * x Animals will continue to follow their 'desired' mate partner if they weren't able to mate (happens when the 'desired' mate partner mates with another animal).
 * ! Spiders and Endermen glitch in the fog, appearing white while other mobs do not.
 * I can confirm this. Use "short" render distance and view the said mobs on the "edge" of the fog line to reproduce.
 * x When the player walks into a fence's blockspace, aggressive mobs do not detect the player and will wander aimlessly
 * x Cows, pigs & sheep sometimes spawn in trees. image
 * s Snow golems do not leave snow trails in mushroom island biomes. image
 * I can confirm this in SSP NobbyChicken
 * f Magma cube's inner cube is 4 by 4 by 4 but the texture file has it 6 by 6 by 6, making a chunk of it see-through. Clear all but the inner cube ("guts") in mob/lava.png to be able to see it better.  RobotHacker 16:27, 10 November 2011 (UTC)

Annoyances

 * a! Creeper damage is not changed depending of the difficulty, resulting in almost 5 times the Easy damage currently (24.5 hearts point blank) than from Beta 1.7 and prior (5.5 hearts point blank).
 * a! No more wool produced by sheep after a single shave.
 * Video example of previous sheep behaviour in survival test


 * a Snow golems' snow trails do not melt in warm biomes (like grass and forest) so creating a few golems can make a large area look ugly very fast, which can be used for griefing. Additionally, it is very difficult to clean up all the snow without external tools/mods.
 * a Tamed wolf pathfinding is terrible. They jump into lava and off cliffs with abandon.
 * a Tamed wolves frequently push the player into lava and off cliffs and just generally get in the way.
 * Suggested fix: remove wolf collision detection for the player's legs so that the wolf is a lot less likely to push the player. Alternatively, don't allow the wolf to come within a block of the player.- flawed suggestions I know, so any other ideas?
 * f Bred sheep don't share the fur colors of their parents. In the responsible method, the sheep entity is correctly created and configured, but another new entity is actually returned.


 * XIf you feed a wolf with wheat, red hearts spawn over his head but he doesent breed with other wolves

Fixed/Skipped

 * f Endermen may teleport after the player deals a killing blow resulting in their drops appearing elsewhere, often out of sight of the player and therefore lost. Confirmed, using iron sword on SMP, though drop was never located. Also confirmed, though I hit the enderman at a really precise time and I saw his experience orbs fly far away.
 * f Sheering baby Mooshrooms yields a full grown adult cow rather than a baby cow. Possible exploit to gather beef faster from breeding by bi-passing the time spent to age.
 * f Slimes and Magma Cubes do not despawn when setting to peaceful despite being hostile mobs at all sizes. This is indeed a "feature" but it was also not as intended when originally coded.  The original intent was to allow the smallest version of them to spawn but remove the rest since the smallest ones do no damage, just annoy.  This clearly is not how they have been behaving all these months.
 * f Spiders, Endermen and silverfish will still try to attack you even if you have not provoked them in creative mode (other hostile mobs do not ).
 * f The cow, pig, wolf, sheep and sheep fur rear texture are upside down.
 * f When trying to feed pigs with saddles wheat, it does nothing, and instead just mounts them.
 * f Slimes and Magma Cubes are voiding several spawning algorithm rules. Such things as spawning on top of blocks labeled in the game as non-spawnable (glass, half steps, stairs, etc.); spawning inside of translucent blocks next to air blocks, such as spawning inside of a piston block; spawning inside 1x1 block spaces that contain translucent blocks such as redstone, repeaters or torches.
 * f MP Chickens seem to have an additional bug and suffocate while jumping down from a single block height.
 * f Chicken clips through gravel block and asphyxiate while following the player with wheat.
 * u In a dark area, creepers and skeletons don't attack you.

Bugs

 * ! If the server crashes or is shut down abruptly, players' inventories are not stored and revert to a much earlier state (30 minutes or earlier sometimes) or are blank entirely. The world, however, is 'remembered' and blocks manipulated even a second before the crash are stored. (This bug can actually be used to clone items; place the desired items in your inventory, disconnect, reconnect, place all the items in a chest, kill the server process, restart the server process and rejoin the game. You now have the items in your inventory & the chest. This is useful to clone & share maps among multiple players in SMP. 92.64.242.66 16:18, 11 November 2011 (UTC) )
 * ! With certain players logging out of a multiplayer server will cause them to lose items, experience levels and be left out in the middle of no-where.
 * ! Reducing server.properties view-distance drastically reduces/eliminates mob spawning in SMP.
 * ! Spawn point in The End seems to be related to the coordinates of the portal in the overworld. may result in spawning ~1500 coords from the origin on the X-axis. see discussion page for more info. (if you are in survival mode, you have no way of getting to the normal area)
 * ! Players with slow internet connection can only hit mobs with melee attacks on the head when the mob is hold by a block in front of his head, except if the player get a block under and attack the mob on the head, but then the player can be attacked. This is not exclusive to 1.9, as it goes back at least to 1.7.3.
 * ! Even if the server is not lagging, seeing other players moving is usually choppy. (This "bug" exists since SMP was created)
 * ! Boats and Minecarts lack clientside prediction, making them very hard to control.
 * ! Endermen do not attack and shake when they are looked at. They will attack only if you look a few blocks above them.
 * ! When you log out with barely suffice headroom (i.e.: 2 high hallway/tunnel), you may find yourself logging into a different place (typically on top of your old location, but not always the case).
 * ! All mob spawners have a pig inside them. This makes it impossible to see what a spawner will spawn until one sees the actual spawning.
 * ! Mining is slightly longer in multiplayer due to the click-mining fix, which is only applied to multiplayer. This was half-fixed in Beta 1.8, but still not fully fixed.
 * ! Passive mobs may occasionally despawn due to bugs (usually on a server restart, sometimes happens when going far away then coming back), where they should not despawn.
 * ! The server sends way too many pings and time updates to the clients. This causes lag and is not needed. Major games only ping once per 15 seconds and time updates could be done every 10 seconds (or maybe add the time inside the ping packet) because if the server has an overload, the data gets sent later anyway and it's not needed to overload the clients and server even more with ping and time updates.
 * ! Many entities appear commonly as client side ghosts. For example TNT, falling sand and gravel, mobs and flying arrows. This is a client end issue, as re-logging will typically remove any ghost entities.
 * x Pressure plates, levers, buttons, TNT and fishing rods do not make all of their sounds in multiplayer, nor can the other players hear them.
 * x Some sounds/effects missing from other players/mobs: mining sounds/animations (before the actual breaking sounds), footsteps, chicken egg laying sounds ("pop" sound), skeletons/players shooting arrows.
 * x Other players do not show their dying animation properly, not tilting to the side when dying.
 * x The fishing rod texture does not turn to "fishing rod without string" texture while fishing in multiplayer.
 * x The fishing rod does not have a black line connected to the bobber in multiplayer.
 * x Creepers do not puff up/flash when about to explode.
 * x Fully charged arrows do not emit particles.
 * x Several particle effects missing in multiplayer: boat particles, mob spawn particles, sometimes fishing-related particles.
 * x The anti-flying protection on vanilla server does not catch speed mods and does not always catch players flying.
 * x The clientside skeleton arrows differ from the server's skeleton arrows.
 * x When exiting a minecart after riding it, the player floats and can clip into blocks. This condition only disappears when restarting the Minecraft client. This also happens in some cases where water is flowing down on top of you and you place a block above yourself. Restarting client (rather than reloading world) confirmed to resolve this.
 * x When an arrow is shot at a block, the shot arrow floats to the top of the block. It does not stay at the position it was shot at.
 * x Throwing a full stack of items on the ground results in throwing another "ghost" stack right after it, leaving two stacks (one stack are the real items, other stack are the ghost items)
 * x The enchantment animation can not be seen by other players (tested on multiple machines).
 * x On multiplayer, when someone destroy tall grass you will see gray particle effect, instead of green.

Annoyances

 * a! Mobs are too dangerous, especially creepers, where they explode even when they are very far away from the target. It takes a while for them to realize the distance between them and the player.
 * a! Servers could use join/quit DDOS/flood protection through queuing, or at least the ability to limit/combine/reduce player announcements.
 * a! Worlds are not saving properly, when a server is restarted some areas are either newly generated or else a 'bugged out' and are spliced with what I assume to be the sky world. This creates a very uneven surface area with massive drops such as: Example
 * I have seen this only on worlds that have existed since before 1.8, this is the boundary between pre-1.8 and post-1.8 chunks --MajorPayne 18:14, 11 November 2011 (UTC)
 * a There is no way to differentiate your own tamed wolves and other players' tamed wolves.
 * a The anti-flying protection on vanilla server also catches server operators.
 * a There is no flag in server.properties to allow/disallow travel to The End in SMP. (like the "allow-nether" flag)
 * a There are some lighting glitches such as: Destroying a block leaves a light level of 1 at the location the block was destroyed, repeaters are sometimes black.
 * a Whitelist toggling in the console doesn't appear to do anything. whitelisting seems to work, but requires a restart to activate/deactivate.
 * a cr /kill doesn't work if you are in creative gamemode.
 * a When minecarts gets on an unloaded chunk (no players have it in render range), it will stop moving, even with a powered minecart after it.
 * a There are too many chunk unloads per tick, causing the server to overload. Might unload only 10 or 20 chunks at max per tick instead of 50.
 * a Void / Bedrock fog is only applied to player's view. This leads to weird and counter-intuitive situations such as being able to see a player when they cannot see you. This is a particular problem on PvP and creative servers. (Suggest option to disable at server/map level?)
 * Being able to disable this via an option in the client would solve the problem too. Kedama 04:50, 11 November 2011 (UTC)

Fixed/Skipped

 * f Minecarts and boats do not wiggle when getting destroyed.
 * f Critical hits do not do extra damage and its animation does not appear to you or any other players.
 * f Boats are less likely to break than in singleplayer when crashing at high speeds.
 * f The underwater air bar is not synchronized with the server. This may cause someone's death by drowning.
 * f In SMP, create a powered minecart track that goes high above a body of water then abruptly ends (so that the cart and player will "launch" off and land in the water). Hop in a cart and ride off the edge.  Regardless of the depth of the water, when the cart hits the ground under the water the player will die and the server will forcefully close their connection.  When the player re-connects, they will be dead and presented with the "game over" menu.
 * f Starving to death while riding in a minecart in the nether causes an Internal Exception and kicks the player from the server.
 * f Query protocol reports "hostname" key twice while first one is "motd", and the second one is ip the server is running on. First occurrence of "hostname" should be replace to "motd".

Bugs

 * x The Macintosh version uses 32-bit Java, even on 64-bit computers (This is because the launcher specifies 32-bit java, but there is a fix that requires Xcode and very precise changes to the application package.)  For a simple alternative to launch Minecraft in 64-bit Java, use this terminal command:
 * java -Xms512M -Xmx1024M -jar /Applications/Minecraft.app/Contents/Resources/Java/MinecraftLauncher.jar
 * Same here, on Windows 7 64bit, unless you use a batch file, or shortcut:
 * "C:\Program Files\Java\jre7\bin\javaw.exe" -jar "full path to minecraft.exe"


 * x Air is rendered and handled as a block, NOT the absence of a block. Changing this could cut down on CPU use and RAM. // Agreed; Open-air maps lag a huge amount more than more 'full' maps for me.


 * x MP Lag on windows servers with more than 10 people. Caused by quad core processors due to minecraftserver.jar not being able to run on multiple cores. Note: This has been tested on 2 Windows servers running vanilla with a 1gbit connection port, 5/12GB DDR3 RAM allocated to MinecraftServer.jar and no large processes result was CPU 1 nearly maxed out while cores 3-4 were mostly parked.

Fixed/Skipped
None.

Sound
'''The new sound files have not been uploaded to the download server yet. This means that the chests, endermen will have sounds in the final release.'''

Bugs

 * x MP Ambient cave sounds never play.


 * x Sound mixing problems. Note blocks are way too quiet; I can barely hear my notification chimes over the sound of nearby cows.  Doors, cows, way too loud. Portals way too loud; also portal noise should drop off with distance much more sharply (certainly not in a linear fashion).


 * x Rain does not always generate the rain sound.


 * x Mobs have a tendency to make noises right after they are killed.


 * x Placing a water source at the feet of 500+ mobs standing in a single square produces a very loud sound equivalent to a small army of creepers detonating simultaneously (there is no limit in the amount of sounds playing at once).


 * x Walking across a series of trapdoors does not make any sounds. Walking across the edges of blocks adjacent to the trapdoors (i.e., walking across the top of the block containing the trapdoor) makes the walking on wood sound.

Annoyances
None.

Fixed/Skipped
None.

Bugs

 * ! Rain appears to continue on through blocks occasionally, more common on SMP. Also, because it continues through, it also doesn't splash on top. This bug has been present since 1.8 Pre-release 1.

Annoyances
None.

Fixed/Skipped
None.

Bugs

 * x If you place six source blocks of lava around a flammable block, the block will not catch fire from the lava.

Annoyances

 * a! Lava creates small half-source blocks when it flows downwards. These sources constantly produce lava even when it is cut off from its main source block, and cannot be grabbed with a bucket. These properties make it very frustrating and difficult to clean up.

Fixed/Skipped

 * f You can now create an infinite lava spring by surrounding an empty space with 4 lava blocks.

Bugs

 * ! sp If some water is falling down when you exit the map, this water remains when you open your world but is not falling anymore.
 * ! Falling water destroys items normally pushed aside by flowing water. An exhaustive list: Sapling, powered rail, detector rail, cobweb, tall grass, dandelion, rose, brown mushroom, red mushroom, torch, redstone wire, seeds, rails, lever, redstone torches, button, redstone repeaters, stems, lily pads, nether warts, and other objects of similar nature(for details see comment in edit mode).


 * x Placing a contained water source next to a ladder then carving the block below the ladder and placing a source block in that position will cause the first source block (the one next to the ladder, not under it) to convert into a flowing stream that points at the ladder; or rather the source block hidden in the hole below the ladder. Unsure which the game is doing since they are both in the same direction using this trick.  Basically it turns a source block into a flowing block when it shouldn't.
 * x Fluids such as water can alter other fluids to change their angle; however the angle of the water can alter whether or not an entity can jump out of the water. (Further explanation: Prior to 1.6 this feature didn't affect the way the water reacted with entities. Current tests to exploit the angles of waters in all 4 directions when water was applied to corners or head on to shift the angle caused varied results.  For instance, it is impossible to jump out of a source block onto any other source blocks 1 block higher.  Using flowing water yielded a rather varied slew of results.  With just water straight ahead in the direction being tested, only West was able to hop out into the source block.  With water applied to the corners of a flowing stream to lift it up, 2 directions could hop out onto a dry block just fine while the other two could not.  All tests were done on the player, but I noticed these problems several months ago on a mob machine and did a slew of tests using mobs to gather the same odd results.)
 * x Water doesn't push activated TNT.
 * x When an ice block melts, the resultant water source block doesn't flow until a block update occurs.

Annoyances
None.

Fixed/Skipped

 * f If you have a column of water running down a wall and you block the hole, the water below it keeps flowing, it's like all the water becomes source blocks.

Bugs

 * ! sp If you generate a new world with the same name as a deleted world, it will sometimes include chunks of that old world. Treubaria
 * ! The spawn point in The End may sometimes be located off the island, so you can only get there with creative (or if you have enough blocks to make a bridge). This is similar to (but not as severe as) the spawning issue noted in the "Multiplayer Related" section.
 * ! Only three strongholds are generated. This means that you can't ever reach The End if the three portals are incomplete either as generated or from user actions. (such as in Creative Mode where you can destroy Ender pedestals but can't place them, or when you pour water on an already activated portal) This is particularity annoying in older maps where the terrain where the strongholds would be has already been generated. Infinite srongholds were supposed to be generated in 1.9.


 * x Sometimes, floating cacti may generate.
 * x Sometimes, mushroom may generate on leaves.example image
 * x Only yellow, no red flowers generate.
 * x Only grass, no ferns generate.
 * x Sometimes, trees are generated over small ponds, effectively destroying the bottom blocks of the trunks. Seed '-392859584' XZ = -25, 170
 * x Getting underneath the end portal and looking up does not display the end portal effect (both creative and survival).

Annoyances

 * a! Strongholds almost always have mineshafts or ravines generated through them, usually taking out large chunks of what would have been the stronghold.
 * a!Parts of a mineshaft occasionally overwrite the portal blocks as seen in this image. This occurs because abandoned mineshafts are generated after strongholds rather than vice versa.
 * a! The grass/water colour in the biome boundary between swamps and other biomes does not fade out/in, making it a visual annoyance.
 * a! Abandoned mineshaft parts float in midair rather than existing on some sort of bridge. This is noticeable when they intersect ravines or strongholds, or when there is a hole within an abandoned mine shaft. This could be fixed by generating a floor as part of the mineshaft (out of stone or dirt or cobblestone or wooden planks or something), which would also remove the oddity of ores generating on the very floor of the mineshaft, as well as the occurrence of floating rails.
 * a Abandoned mineshafts occasonally cut into and through bedrock. Its a little disconserting, and makes you wonder how the original owner managed to remove that stuff...

Fixed/Skipped
None.

= References =