Minecraft Wiki:Issues/Beta 1.9pre6

The sixth 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.

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

Please ensure that the bug is tested on a 'vanilla', installation of 1.9pre6 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. When you apply this label to an issue, place it after the issue's existing labels; do not remove those labels.

Labels for indicating that an issue happens only in a particular game mode: (These labels cannot stand alone; you must use them in addition to, not instead of, the ones listed above.)
 * sp =  = Single-player.
 * mp =  = Multiplayer.
 * su =  = Survival mode.
 * cr =  = Creative mode.

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

Labels that Mojang uses:
 * f = Bugs that have been fixed in the next update.
 * n = This is not a bug. (It is intended behaviour and will not be changed)
 * s = Bugs that will be skipped/ignored for now.
 * u = Bugs that Mojang tested but was unable to reproduce. Append this tag to the end of existing issue labels, instead of replacing them.

To produce these labels, use the following code:  c where c is the code of the label you wish to use. (e.g., a for annoyances, etc.)

The default issue type is minor bug; you can produce this label with the shorthand  undefined .

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

Please sign all issue reports and comments by typing   (three tildes; tilde may be found above  on QWERTY keyboards).

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

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

! Identical mechanisms produce different results. --Munin295
 * 1.9pre6 same build different rate.png The image shows two identical piston 1-clocks with a piston attached to each one (lower right of each). The attached piston on the left extends and retracts on the expected 1-clock cycle, but the attached piston on the right extends and retracts on a 2-clock cycle. If I change the the way power transmits from the right 1-clock to the attached piston it switches to a 1-clock cycle, but if I then restore the path as shown in the image it returns to a 2-clock cycle. If I downgrade to 1.9pre5, both attached pistons extend and retract on the expected 1-clock cycle, so this may be new. In the image I am looking straight down with F3, so image shows seed and precise location, since this might be difficult to reproduce. (This all would be more easily demonstrated with a video but I'm not set up for that.) --Munin295
 * I tried moving the left mechanism two blocks to the left in case the mechanisms were interfering with each other via the Piston Quasiconnectivity Bug. Now both attached pistons are extending and retracting on a 2-clock cycle. Weird. --Munin295

! u Redstone-torches randomly burnout and never recover (Video on youtube)

undefined A trap door is able to remain even after the block it was placed on is separated by retracting the trapdoor with a sticky piston. -InspiredNoob
 * It's certainly a bug, but I know a lot of people who'd really like to be able to have freestanding trap doors. —Immute [talk]

undefined Pistons on the bottom layer of the world are not able to receive power if they are placed horizontally. This is not true for dispensers.

undefined Sometimes, Redstone torches do not update when placed ontop of each other (to transfer the current upwards). (exemple: http://dxhosting.net/dlp/uploads/pictures/2011-11-12_00.13.35.png)

X If sticky pistons retract too fast while it has a block, the block will be left behind.
 * This is a feature, not a bug and has existed since pistons were introduced. A lot of people use this "bug" to create all sorts of interesting timers, counters and other advanced redstone contraptions.  It requires a 1 tick pulse, so if your standard user is running into this "bug" then odds are they are spamming a lever instead of actually using the piston as intended.

X In double door setups there is always one door open when it has a redstone object nearby.

Annoyances
a!If you build a Gravel/Sand tower(> 2 blocks) on a Piston (connected to a clock) most of the Gravel/Sand will disappear after a couple of pushes. (Update: instead of disappearing they will plop as item instances) This is especially annoying when trying to build sand/gravel doors.

? If a piston interacts with a vine, the vine completely disapears, along with these other blocks: sapling, dead bush, fern, grass, (Please help test more of these blocks) -InspiredNoob

Fixed/Skipped
f Wire-after-Repeater Connectivity Bug #2 When a repeater powers redstone dust, blocks placed to the left or right of the redstone dust (with the repeaters direction being "up") are not powered. http://imgur.com/a/6tzC9 (better pictures) (New in 1.9p6)
 * The problem here isn't the connectivity, but the rendering of redstone. The connections in the pictures are correct, but it LOOKS incorrect, so I've fixed this by changing the rendering. /jeb

!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:
 * People keep reposting this bug here, unaware that it had been addressed in the 1.9pre5 list. I'm copying it over so that everyone is aware of its status.  Please don't remove. —Immute [talk]
 * Discussion moved here

Bugs
undefined Left- or right-clicking on a closed trapdoor, that is sideways adjacent to any open one, does not open it and closes all surrounding trapdoors.

undefined All the colours of wool show up as grey on a map.

undefined As you fill the sides of a block/blocks with paintings it gets very hard to get that block into 'focus' to connect another block to it or destroy it. You can even pop paintings that are on the oposite side of the wall when doing this. (strictly speaking paintings are entities and not blocks, why is this?)

undefined You can trigger pressure plates 2 blocks above them if you are flying. 
 * I have been unable to reproduce this.--Incanus uk 01:44, 13 November 2011 (UTC)
 * People in SMP can do it. Must be an SMP only bug.

undefined Rain falls through End Portal blocks

undefined It is possible to make chest lid to be open permanently by rapidly opening the chest.

Annoyances
Several blocks and items are not stackable for no reason and therefore need extremely many space in the inventory and in chests:
 * a Signs
 * a All types of Doors
 * a Beds
 * a Boats
 * a All types of Minecarts
 * a Buckets (Empty)
 * a Mushroom soup
 * a All types of Music Discs
 * (Add any more if found, NO tools, armour, and weapons.)

Incorrect collision box sizes:
 * a Fence Gates have their collision boxes as the entire cube.
 * s Chests have their collision boxes as the entire cube.
 * Don't want to fiddle with this right now because of double-chest logic. /jeb

a Fence Gates are not affected by redstone or switches like buttons, levers, pressure plates.

a Signs and Chests are missing their "cracking" animation.

a cr The game musics are not being played in Creative Mode since 1.8.1 (not sure if it's intended, but it's something that feels missing).

a Double Slabs, Silverfish Stone, End Portal Frames, End Portal Blocks, Melon Vines, and Pumpkin Vines all have no name when the mouse rolled over them. All these blocks can be obtained with the /give command on unmodded servers, and some can be obtained via silk touch.

a End Portal blocks do not show the portal effect when viewed from underneath.

a Pressure plates on fence posts (as in tables in NPC Villages) are activated even when touching them on the side. This generates annoying clicking sounds when players or villagers are walking around in these houses. (Does not appear in multiplayer currently as pressure plate sounds don't work there). -- JonHa97

aIce is no longer obtainable with the Silk Touch enhancement; water is produced as usual
 * Discussion moved here

Fixed/Skipped/Non-Bugs
f Wooden doors can no longer be opened by left-clicking or right-clicking on them, however they can still be opened by using Redstone.

f Trapdoors no longer open by right clicking them when there are others nearby - causing a hard time to try opening 6 at once --Anon

f Water destroys End Portal blocks, leading to a possible "permanently trapped" condition in the End.--PlNG

s Leaves can be destroyed quicker with a pickaxe (instantly with a diamond one). --scainburger [Talk|Contributions]

s The properties of glowstone are now incorrect. (Aggregating a bunch of bug reports here.) Buttons, levers, redstone dust, etc. can no longer be placed on glowstone. Fences won't attach to glowstone anymore. Redstone signals can no longer be pushed through glowstone. It looks like we have a coupling problem here. You (Jeb) probably had to change glowstone to "transparent" to make it light correctly (now shadow gradient, etc.). But "needs to be rendered in a special way" and "has transparency, so redstone dust, etc. looks stupid on it" are orthogonal concepts. I hope there's an easy way to separate them, since we'd really like to be able to have our cake and eat it too! :) —Immute [talk]


 * This is the new property of glowstone. /jeb

Certain blocks can be compressed, but not uncompressed.
 * Discussion moved here
 * s While Clay Balls are craftable into Clay (Block)s, Clay (Block)s are not craftable back into Clay Balls
 * n While String is craftable into Wool, Wool is not craftable back into String.
 * n While Glowstone Dust is craftable into Glowstone, Glowstone is not craftable back into Glowstone Dust.
 * n While Melon Slices are craftbale into Melon (Block)s, Melon (Block)s are not craftable back into Melon Slices.
 * n While Snowballs are craftable into Snow Blocks, Snow Blocks are not craftable back into Snowballs.

n Dispensers cannot be placed facing up or down; should consider using the piston's placement function where they always face towards the player.

n Of the ores and minerals: Lapis, Iron, Diamond, and Gold can all be crafted into storage blocks. Redstone and Coal cannot.
 * Discussion moved here

Bugs
!  Minecraft does not ship with the latest version of LWJGL, which causes stuck keys and other issues on Linux and Mac OS X.
 * I have this issue with stuck keys on Windows, also when updating LWJGL. believe its a myth that it is restricted to Linux/OSX/Specific versions of LWJGL. --zerpa
 * I have read that the stuck keys originates from the Linux JRE. I have added the latest LWJGL to Minecraft and it did not solve the issue for me. I also made a test program with the latest LWJGL and confirmed that, for me, the stuck keys issue always exists on LWJGL applications when pressing "W" and "S" simultaneously. (I run Ubuntu 11.10 with Java 1.6.0_26.) -karob
 * For me the "stuck keys"-bug is fixed by updating the LWJGL version. But regardless its a good a idea to update it, minecraft is shipping 2.4.2 (11 april 2010), the latest version is 2.8.1 (15 october 2011). --4poc 01:26, 13 November 2011 (UTC)

undefined Pumpkin appears to never grow... moved to talk page. Not a bug. Jmaasing 07:57, 13 November 2011 (UTC)

! Sleeping on a bed placed on half-blocks will cause you to wake up in the wall and suffocate.
 * The room this happened in was three blocks wide with the bed in the center. I will try other room combinations and post updates.

undefined You can't hold down the left mouse button to continuously attack any more, or break a minecart any more; instead, you have to click it repeatedly.


 * Notch and Jeb have stated this is intended to make mobs harder to kill. Because minecarts are entities this effects them too.
 * Do you have a source for Notch and Jeb stating this? Jeffrey6978

undefined At night, a bed cannot be entered while standing on top of it. However, when trying to do this at daytime, the message "You can only sleep at night" still shows. --scainburger [Talk|Contributions]

undefined Getting in/getting out of a boat/minecart will make you use whatever item you're holding (If you hold a bow and try to get out of a boat, you will shoot it as you leave the boat)

undefined sp When under a 2-block high ceiling and next to a redstone repeater you can fall through one level of blocks. This video gives a good description of how to reproduce.
 * Also works with closed trapdoors instead of repeaters and also works with mobs (like snow golems) instead of players -- JonHa97
 * In smp player will bounce right back immediately -- 93.106.77.77 22:02, 11 November 2011 (UTC)

undefined The Eye of Ender, when thrown, clips through blocks and is lost, which uses up way too many eyes when looking for a Stronghold. Private meta

undefined Killed by lava and drowning in water multiple times, but there were no deaths counted on the statistics page.

undefined Picking up lava with a bucket in creative mode does not give you a lava bucket.
 * This is almost definitely intended. When placing water or lava from a bucket in creative mode, the bucket stays full. This is so you can place multiple sources, or as in this case, take multiple away, without having to switch item. --scainburger [Talk|Contributions]

! The Mac Minecraft launcher is restricted to 32-bit Java. This causes a warning when setting the view distance to far, and results in legacy 32-bit system libraries being loaded when running under Mac OS X 10.7 Lion. This can be fixed by adding x86_64 to Java.JVMArchs in Info.plist with no apparent ill effects.

Annoyances
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! Weapons/Tools of the same material and type cannot be swapped in the inventory, even if one of them is damaged.

a! Using a Lava Bucket as fuel in a Furnace consumes the bucket as well as the lava.

a Wolves cannot be bred.

a If you sleep in a bed in a Stronghold near the End portal, the bed may be duplicated nearby.

a The end credits play every time you leave The End, even if you've already seen them. Maybe they should only play the first time, then unlock a "view credits" option if you want to see them again.
 * You can already skip them by pressing ESC, even the first time. TorchicBlaziken
 * Not the point, its still annoying to have to skip them every time you leave the end.

a Wooden tools cannot be used as fuel in a furnace.
 * They can't stack, so it would be tedious. And how do you recommend a fair way to deal with burning a tool with 99% durability depleted?

a There is a "World Type" button in the world creation menu that does nothing and is permanently set to "Normal".
 * Maybe later something will be added such as a 'flat map' option, or a 'hell world' so you start in the nether but cant leave, or other things such as water worlds.

Fixed/Skipped
f Double tapping the sneak key while walking causes the player to start sprinting. --scainburger [Talk|Contributions]

Bugs
! mp the "ore-smelting" and "fuel-burning" clocks of furnaces sometimes become out of sync, such that if a player puts 6 logs and 4 planks in a furnace, leaves, and comes back a minute later, they may find 5 charcoal and one log instead of the 6 charcoal that should have been produced. This has been around for an EXTREMELY long time.

! mp 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).
 * I believe headroom has no bearing, only proximity to walls. In a 2x1 hallway, the player has a higher chance of being next to a wall that reaches to a new location.  Upon logging back in, the anti-suffocation logic kicks in and transports the player up to a new space.--Inertia

! mp 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.

undefinedmp Many missing sound effects:
 * Shooting an arrow
 * Footsteps of another player
 * Mining sounds of another player
 * Lever sounds
 * Pressure Plates sounds
 * Exploding sound (TNT, Creeper, Ghast)
 * Ghast's sound when shooting a fireball
 * Another player placing a block
 * (Add any more when found)

undefinedmp Many missing features/animations:
 * Particle effects when riding a boat
 * Creeper puffing up when about to explode
 * Endermen do not open their mouths when aggressive
 * Endermen do not shake when aggressive
 * Endermen do not turn aggressive when looked at
 * Spiders climbing walls are glitchy
 * Destroying particles of another player don't show up to you
 * (Add any more when found)

undefinedmp All mob spawners show a rotating pig instead of the correct mob in multiplayer.

undefinedmp Mining is slower in multiplayer due to the click-mining fix, even if you don't click-mine.

undefinedmp Seeing other players moving or jumping is very choppy, even when the server is not lagging.

undefinedmp Boats and minecarts are very hard to control, especially in tight spaces.

undefinedmp Arrows "warp" about a block upwards when they land on surfaces.

undefinedmp Sparks fly from a player if they're hit from a far distance while flying above the ground. 

undefinedmp Mobs can only be hit on their upper parts using melee attacks. Hitting their legs has no effect.

undefinedmp Biomes can change after Server Crash (Bluescreen)

Annoyances
amp There is no flag in server.properties to (dis)allow travel to The End

amp There is no flag in server.properties to disable the generation of structures (Villages, Mineshafts, etc.) like in single player. JonHa97

amp When traveling to The End for the first time on a multiplayer server, You will be "disconnected for hacking (moved too fast)" or fall out of the world. There needs to be safe guards to prevent this until the chunks are loaded.

amp "whitelist off" off still has no effect on a running server with whitelist=true in server.properties

Bugs
!! If you force the map item to show a "void" pixel (e.g. by creating a large enough area without any blocks, either in-game or with a map editor, and then viewing the map), it causes minecraft to crash completely (without crash sreen showing). Note that this only occurs when the map actually has to show the void, a single square meter of visible void won't change the display color of the associated pixel and is thus completely fine with the map.
 * FYI the bug is in ItemMap.updateMapData (in MCP anyway). A loop that searches for the top block is missing a bounds check and goes < 0. Seems like a bad bug now that it can be reproduced in vanilla creative mode.

!! 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.

Fixed/Skipped
f When inventory key is set to Button 3 (middle mouse button), causes client to crash on joining a server/loading a world. --Roadrunner96

Bugs
! Linux Texture Errors Extremely annoying texture errors under Linux:

undefined In the credits, after killing the boss mob, the name "Patrick Geuder" has the wrong color, compared to the other names.

undefined a In crafting benches and furnaces, the text (e.g. label for inventory) is above items when moved across them.

undefined When crossing discrete, but constant, boundaries a large 2 - 10 second FPS spike AND sound stuttering is seen/heard. The reverse is not true, as entering the same area does not produce this effect. An example of this is available on the talk page.

Annoyances
a! All Mobs are flickering black on certain graphics cards, e.g. Intel or Radeon X1650 (screenshot, more details on the discussion page).

a! The grass/leaves/water colour in the biome boundary between swamps and other biomes does not fade out/in, making it a visual annoyance.

a Z-Fighting on glass panes and iron bars (screenshot).

a Some texture overlays on entities, such as glowing eyes or hurt colors, are Z-fighting with the underlying texture: --Barracuda

a Z-fighting on the point where the chest lid connects with the bottom of the chest.

a In the menu, when you try to press any button you get an error saying "You haven't bought Minecraft. Please purchase at www.minecraft.net and then try again"
 * Can't reproduce. Which menu are you talking about? Are you logged in legitimately? -- JonHa97

a The speech before the credits scrolls too fast to narrate and might be fast for some off the younger players.

a The winning text (win.txt) refers to the player repeatedly as "it"/"its", which is an ungrammatical way to refer to a human being in English. A more acceptable choice would be "they"/"them"/"their"/"theirs" (as determined by context; I don't trust Notch not to nitpick over my nitpicking; that one is a prankster, it is), although some purists would object to that as well, but it is still far better than "it", which is decidedly wrong.
 * Could this not be intentional? Some beings talking over the "lowly human" as "it"?--Gitterrost4 21:55, 11 November 2011 (UTC)
 * Agreed, it could be intentional. Extradimensional beings may also be unaware of correct grammatical nuance.--Inertia

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.
 * AFAIK there will be no high-res support officially
 * This isnt asking for high-res support, its saying that non 16*16 textures should either not be allowed to load, or be supported
 * High-res texture packs were never officially supported. You would have to use a third-party patcher to get them to work.
 * sigh.... of course theyre not supported, the point is that they can still be loaded which can cause graphical issues. either support should be added, or they should be blocked from loading.

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.
 * That always has happened. I should know. My laptop runs 3 FPS. Vista, before you ask.
 * But it is still a bug, so should be listed.
 * The coordinate info should be moved to the right side of the screen instead of the left so that even when the lag meter is maxed out, you can still see the information.
 * Maybe the lag meter could be disabled through the options menu. In the mod optifine this is possible with it being called "Advanced Debug Screen". This would be useful and make the above bulleted technique not required.

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.

a Eyes of Ender appear to light up when thrown in darkness, but they are dark when dropped.

a Sheep that have been dyed orange appear very similar to those that have been dyed yellow.

a There are several inconsistencies in the names of blocks and items including use of adjectives, prepositions, capitalization and pluralization.

a On Default Texture Pack, in SMP (at least), filling empty bottles with water (from cauldron at least) will make the empty bottle disappear, but not add a "water bottle" to your inventory. Can be fixed by opening anything with a GUI (like a crafting table). However, opening the inventory itself does not fix it. AMOE

a The free movement "movie camera" from 1.9 prerelease 5 is no longer accessible. -Ian5133 18:57 Eastern 11/12/2011
 * As intended, it was a developer's tool that wasn't supposed to have been left in and so was removed in 1.9pre6. NobbyChicken

Fixed/Skipped
f Water Z-fighting Bug Very annoying Z-fighting between water and transparent blocks (slabs, glass, farmland) when underwater. Also happens between water and lava. The slightest movement causes the interface between the two z-fighting elements to flicker wildly.

f Minecart Z-fighting Bug Whenever a minecart is pushed into the side of a solid block, as shown in the images below, the touching edge of the cart will flicker rapidly, with even the tiniest camera movement, between being on top of and below the texture of the touched block.

f In the Video Settings menu, the warning message that appears when you select Far render distance on weaker computers is obscured by the Particle options.

f In the ending, there is a typographical error: "...the player started to breath faster and deeper and realised it was alive..." The text uses the noun "breath" instead of the verb "breathe".

Bugs
! The color of the sky should not be relative to the light level of the block you're at. Instead it should be relative to the day time it is. As it is now, when it is midday and you're inside a cave, the sky looks as if it is night time.

! Smooth lighting is not applied to both still and flowing fluid blocks. Instead the fluid will have blocky lighting.
 * Been around since smooth lighting was introduced. - IPeer
 * It's a bug, it's in 1.9p6. It belongs here
 * Correct. If this is a bug (as I believe it is), and it is still in 1.9pre6, then it belongs here, regardless of when it first appeared.  Jeb has stated that he looks only at the most recent version's issue list and has instructed us to list *all* issues there that still apply. —Immute [talk]

! Some torches generated in abandoned mine shafts or NPC villages don't light anything up, until the lighting or torch block is updated (e.g. by placing another torch, or a block next to the generated torch).
 * Why "some" torches? I think the bug is in general that terrain-generator placed torches don't trigger lighting updates. GALAKTOS
 * Certain torches also do not give off light in strongholds. --CapnDuckface 04:18, 13 November 2011 (UTC)

x Light does not pass through the gaps in slabs, and creates this weird light setup

x If there is a block directly behind glass, it appears dark even though light should pass through the glass. 

x Light "leaks" through the corners of stair blocks: example image
 * Where is the light source? Isn't this just the bug that the bottom half of stairs doesn't light properly? --scainburger [Talk|Contributions]
 * Same as pistons below, the light source is the sun. This picture is of inside an above-ground tunnel.

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 Wild Grass blocks can turn black when three or more leaf blocks are above them. Can be fixed by updating lighting.

Bugs
None. (Yay!)

Annoyances
a!cr End Portal frames are destructible in Creative Mode, but are not in the item selection. End portals themselves are also destructible in Creative Mode, however, that would not matter if the portal frames were available, as they could easily be rebuilt.

a! End Portals are permanently destroyed when water is poured on them. Doing this to the exit portal out of the End will make it impossible to leave the End without dying.

a A player can place water over an Ender Crystal using a Bucket, which causes an infinite loop of the water attempting to flow down and put out the fire, whereas the fire instantly comes back on and prevents it from flowing.

u After returning to the world after defeating the boss there is a glass pillar above the stronghold where the portal to the end is, not sure if this is a bug or not.
 * I can not confirm this. --Mrheat

Fixed/Skipped/Non-Bugs
f The player loses all their experience after going through the exit portal out of the End.

n The Enderdragon clips through End Stone, Obsidian, and Bedrock.
 * .this is not a bug. Notch did this because he said it looked weird when the enderdragon bounced off and flew in the other direction. This is not likley to be fixed.

n You can kill the enderdragon and complete the game in Creative Mode, but the End Poem treats this as a monumental achievement. Suggest removing the End Poem for players who complete the game in Creative Mode.

n The Enderdragon pushes the player around even if he is underground. This may be intended but is annoying when entering The End the first time and the spawn point is underground.

n The Enderdragon destroys TNT rather than igniting it.

Bugs
x In the Nether, when reaching a Nether Fortress, the blocks I place transform into nether bricks. When these bricks are destroyed, the next items placed are normal. See documented in youtube video ai4m4iAx1Zw. Also, in this seed there are almost endless nether brick walkways, not sure if it's intentional or another bug. Private meta
 * I was not able to reproduce this issue, and my area looks slightly different from yours, I don't know how much mining you did prior to the video. Are you testing with vanilla minecraft? Nice find on getting a seed with the most complex nether fort and biggest nether fort i've ever seen in close proximity to the other.  Seed is -6658131945647946466 and coords are -424/48/-163--PlNG 02:35, 12 November 2011 (UTC)
 * Prior to the video, all I did was explore the Nether and try to dig further in one of the tunnels (about 5-7 blocks far) Private meta
 * The video shows SMP play. This seems to be the same issue that causes invisible cactus (and possibly leaf) blocks, with the block only becoming visible when a player tries to place something else in the space it occupies. Triggerfin 14:55, 12 November 2011 (UTC)

Bugs
undefinedcr When in the item selection screen with a block or item that is distinguished by damage value; Wood, Wool, Half Slabs, Dyes, Stone Bricks and Saplings, trying to remove it from the inventory by placing it on one of its damage value counterparts will not delete it, but instead will add more to the stack. Example: taking a red wool block and dropping it on any other wool block will not delete it, but will simply grab more wool, as if the user had clicked on the red wool block. -Akyute 21:02, 11 November 2011 (UTC)

undefinedcr Breaking a TNT block in creative still drops the TNT block.

undefinedCr 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

undefinedCr Using wheat on animals uses up the wheat.

undefinedCr Dyes used on sheep are used in the inventory.

undefinedCr Tools are damaged when used to attack mobs.

undefinedCr Buckets do not work as intended in Creative, whether crafted or summoned with the menu. Empty buckets remove water/lava source blocks without picking them up, allowing a whole pool to be removed quickly by holding rightclick. Filled water/lava buckets (have to be summoned due to the prior bug) do not empty, allowing griefers to flood/burn large areas quickly. Not tested in SMP or Survival. Does not allow water to be placed in the Nether, but bucket still does not empty. --76.22.45.127
 * This is supposed to happen - items in creative mode are infinite. Hence, and empty bucket will stay empty and a full bucket will stay full.

Annoyances
a!cr While flying, horizontal movement in water is extremely slow, while vertical movement is fast.

acr When you have blank spaces in the hotbar in creative, exiting the world and reloading it fills the empty spaces with the default items for those spaces.

cr Blocks drop items when destroyed in creative, when theyre not supposed to;
 * a When you destroy the block underneath redstone dust in creative mode, the redstone dust will drop as an item.
 * Same with flowers, rails, saplings, signs, torches and so on — MiiNiPaa
 * a Destroying the top of a door (any type) drops a door item.
 * a Minecarts and boats will drop a minecart when destroyed in creative mode.
 * a Monsters drop loot.

cr Creative mode inventory missing items:
 * a 18:3 Spruce Trees' Coloured Leaves
 * Same thing as the 44:6 slab, here's a screenshot of that block.
 * a 44:6 Alternate Stone Slab (ID 44:6)
 * 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. -Gravemind2401
 * a 60 Farmland
 * a! 78 Snow layer
 * a 122 Dragon Egg
 * a 2267 "where are we now" Music Disc
 * This could be enabled by replacing the spaces with underscores "where_are_we_now"

acr You should be able to enchant the tools/sword regardless to your xp/level.

acr The iron sword is not with the other iron tools in the block selection screen.

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 Mobs have a tendency to make ordinary (not damage- or death-related) noises right after they are killed.

x MP Ambient cave sounds never play in multiplayer. Also, if possible, it'd be nice if the cave sounds were generated server-side, so that people in similar locations would hear them at roughly the same time.

x Rain does not always generate the rain sound.

x Rain is really loud in comparison to other sounds.

x Rain is silent when the minimal particles option is selected in the video options. NobbyChicken

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).
 * I don't think there's a legit way to get 500+ mobs standing in a single square, but nevertheless, there should be a limit in the amount of sounds playing at once, that's right. GALAKTOS
 * I've experienced game lag from legitimate situations of sound pileups, mostly from dungeons near water sources. -karob
 * It is possible to reproduce this with pig spawners (/give) and time. But they probably don't have the time to spawn 500+ pigs with those.
 * Given that mobs can be reproduced limitlessly with enough time and wheat, you can have a massive amount of animals in small location if they don't glitch out of the fence as they seem to do. Of course, this would take a while, but the issue would arise.

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.

x Walking on Lily Pads does not make a sound. Similar to walking across trapdoors. A y-axis value is off somewhere; the objects make a sound if you jump or walk across the top of the block containing either the lily pad or the trapdoor.

xCrWooden doors cannot be activated by the player (that's not the issue) but when selected with the button mapped to 'Use Item'(because in creative, the 'attack' button will instantly destroy it) they still make the opening and closing sounds without doing anything. Only tested in Creative Mode.
 * in fact, it does open, but closes immideately afterwards, so two sounds are played simultaneously. Not really a bug.

Annoyances
a! Major 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). Really breaks the experience.

a The sound of a door opening can sometimes have a "phased" effect where, essentially, two sounds are playing, but are off tempo at a very minuscule time. This could be more of an annoyance to most, but it sounds like it could be a bug. Phasing can only happen with two sounds played simultaneously, so it's possible that the sound file is activated twice.

a Minecarts don't make any sound
 * Not a bug, simply a resource that hasn't been made available yet. This and other missing sounds (chest, endermen etc) will be present when the game updates through the launcher properly. NobbyChicken

Fixed/Skipped
None.

Bugs
undefined Oceans still have pockets of air.

undefined Natural sugar cane is sometimes four blocks tall.

undefined Melons, ferns and sponges are never found naturally.

!! In singleplayer, some chunks will generate oddly, not in accordance with neighboring chunks. They may be far above or below other chunks, and may be different biomes. Water does not fall off of these chunks. When the player travels over these chunks, the "Saving Chunks" screen appears, and the client crashes.
 * Is this in a new world generated in 1.9pre6 or in a 1.8 world updated to 1.9? NobbyChicken

! Snow biomes do not generate properly.

undefined Tall grass sometimes generates on sand.

undefined Floating torches in libraries (screenshot, seed is in the screenshot).

! 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.

Annoyances
a Oceans will spill into cave systems.
 * Do you mean right away, or after sand falls? —Immute [talk]
 * No, I meant like lakes and stuff. Falling sand has nothing to do with this. BobyTheBeast
 * Oh, this. I thought this was an intended feature of the new terrain gen, or at least I heard it touted as such.  I think it's cool, at least. —Immute [talk]
 * More of an annoyance than a bug, if there's a cave under the ocean it makes sense for the water to flow into it

a! Layering of world generation features often produces weird results: Struts from abandoned mine-shafts float in the midst of ravines and often wreak havoc with strongholds.
 * extremely annoying when mineshafts and ravines cut through strongholds, theyve even been seen to cut through the portal, making it unusable.
 * Suggest detecting if blocks under the shafts are air, replace with a mix of 75% plank, 25% air to simulate slight rot.--PlNG 00:25, 13 November 2011 (UTC)

a Strongholds: Left turning hallway segments frequently end in dead ends.--PlNG 00:25, 13 November 2011 (UTC)

a Strongholds: Seed stone brick 98:3 rings revert to 98:0 instead of being randomized, which is still. --PlNG 00:25, 13 November 2011 (UTC)

a Pumpkins generated by the world never have a stem attached.

Bugs
undefined If you hook an Enderman with a fishing line, it continually teleports away, then back, then away, until unhooked. (May be a feature)

undefined Chicken will look down instead of up when trying to look at the player JonHa97
 * They're looking at your feet. Small animals do this IRL.

undefined Snow Golems take no fall damage JonHa97
 * Snow Golems were never supposed to take fall damage since the introduction of them in 1.9--CapnDuckface 04:25, 13 November 2011 (UTC)
 * Source? I know they never have taken fall damage, but why are they not supposed to? -- JonHa97 12:02, 13 November 2011 (UTC)

undefined Snow Golems do not leave snow trails in a mushroom biome. NobbyChicken
 * They don't do this YET because there is no side texture for snow on Mycelium.

undefined When milking a Mooshroom with a stack of bowls, you only get one bowl of stew (i.e. you lose the other bowls) DannyF1966

undefined When milking a Mooshroom with an empty bucket, you get milk (new feature?) DannyF1966
 * you can milk normal cows with buckets, and mooshrooms are cows too, so why not?
 * personally I believe milking a (mooshroom) cow should produce mushroom soup | (idea by 12padams)
 * It does! but only when milked into bowls. NobbyChicken

! 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).

undefined After closing and re-opening the game, mobs sometimes are not in the exact position they were before. This leads to passive mobs magically escaping closed, fenced off areas if they are standing around the edges when you exit. (Pre-4)

? Mobs will not follow wheat even if they have never bred. I tested with cows, sheep, and pigs. Only worked correctly for the sheep. I couldn't find chickens to do this with. Mac version in case you are wondering. Time was evening/night. Worked again after I slept so makes no sense. Thought I'd post it just in case.
 * I think they only follow you if they look directly at you. The behavior could be improved by following you if their head faces your general direction. User42

Annoyances
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.
 * Perhaps rain could melt snow? JonHa97

a Sometimes if you enter the end and you lose from the ender dragon and go back. there will be 3 ender dragons which you can hurt but can't kill because they have no health bar. and they might destroy your way out and the dragon egg because they can destroy portal and the dragon egg.

a Sometimes very many mobs will generate in a small area of land. For example starting a world with the seed "golem" will spawn more than 30 cows near you. -- JonHa97 11:06, 12 November 2011 (UTC)

a Tamed wolf pathfinding is terrible. They jump into lava and off cliffs with depressing frequency. NobbyChicken

a Tamed wolves frequently push the player into lava and off cliffs and just generally get in the way. NobbyChicken

a Thrown eggs have a chance of spawning fully grown chickens instead of babies.

a Endermen do not drop the blocks they hold when they die or despawn.

Bugs
x Launcher does not run in 64bit, even if the system is capable of it. There is a community suggested work-around for 64bit users available here. Chiisana 02:51, 12 November 2011 (UTC)

Annoyances
a Minecraft_server.jar needs to be multi-threading to offer better performance for multi-core servers. A server.properties configuration setting the amount of threads to create in a thread pool used by the server would be really nice, too; so minecraft_server doesn't eat up resources on all cores when server admin feels there's need for other things to co-exist. Chiisana
 * Discussion moved to here

a all overworld enemy mobs seem to be neutral instead of hostile. zombies won't try to get you, creepers won't explode, and skeletons won't shoot at you until you attack them. only tested in creative, so it might be a new feature?
 * Not a bug, new feature for creative mode.

Bugs
undefined Detector Rails output dosen't get longer when it is activated and a second Minecart drives over it.

undefined When you aim a block and there is a minecart behind this block, the game will think you're aiming the minecart behind the block.

undefined Activated detector rail will provide power after it is moved by a piston even if the minecart has been removed. The power goes away after some set amount of time (longer than a minute).

undefined Placing Powered Rails doesn't check for power and they are always placed in unpowered state. They can be fixed by updating the block. The rails should be properly powered after placing.
 * This bug has been also present in 1.8.

undefined 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. If there's space below your track, you'll fall. if there's water you'll start to drown. NobbyChicken

undefined Minecart boosters are working again, Jeb is already aware of this. --Barracuda
 * I think this goes without saying, but there is massive community support for keeping this feature in the game. I know this is not the best place for discussing this matter at length, so I've created a new page for this purpose.  Jeb, it'd be really awesome if you could take a look here before getting rid of the glitch!  Thanks! —Immute [talk]

undefined 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. NobbyChicken

undefined possible to duplicate minecarts, I had a linear track with loops at the end and a powered minecart moving away from me, i left the game, and returned, there was then a minecart where i remembered it being, but a copy returned from the loop at the end of the track, this track also contained powered rails. the track is not longer than the chunk load radius, occurred in SSP. will get more info.

Bugs
! 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.

undefined Colliding a boat with a mob at full speed may result in instant death. (to the player, not the mob)
 * Perhaps hitting a mob at full speed in a boat (or minecart) should kill the mob? "Ramming speed, Mr Sulu!" NobbyChicken

undefined Right-clicking a boat will duplicate it.
 * The Boat is not duplicated, you may right-clicked the boat when you had another boat selected.
 * Ok, but then it is still weird that it doesn't happen with a minecart.-- End erd ude  [[Image:EndermanFace.png|19px]] ( T  •  C  ) 10:26, 13 November 2011 (UTC)

Annoyances
a! Since lily pads are block objects now, running a boat at full speed into them will destroy the boat.

Bugs
undefined When using a lava bucket to power a furnace you do not get the bucket back.


 * Have you ever? Do not think this is a bug. Jmaasing
 * Just because its always been this way doesn't mean its not a bug. Using up the bucket is a waste of iron and crafting time, and rather annoying if you want to refill it from a nearby source.
 * In which case this is more of an annoyance. Mattrition

Annoyances
aWater blocks do not refill when there are water source blocks underneath them.

aThe 1.9 prerelease 5 way of placing water on another source block (this was very convenient) was taken away.
 * I am almost certain this was a bug. Although I havn't officially heard it, this was never how water placement worked, and it wasn't stated as an update feature. Anyway, not having it this way allows for easy water source removal if you already have a full bucket. --scainburger [Talk|Contributions]
 * Convenient? I found it to be real pain to deal with when trying to fill ponds and things

Bugs
! You wont get the achievement "Acquire hardware" even though you just smelted an iron ingot.

undefined Numerous times I have played the game, got a few achievements, quit the world, then when it is reloaded some achievements I already had are not unlocked. One case of this I can remember off the top of my head was with the achievement "Diamonds!". -- scainburger [Talk|Contributions]
 * Frankly the achievements are a law unto themselves. I seem to 'get wood' every time I cut down a tree even though I've been playing the same world for weeks. NobbyChicken