Minecraft Wiki talk:Issues/Weekly 12w08a

Some maps cannot be migrated to Anvil?
A friend sent me one he cannot migrate and I tried too. Seems minecraft stucks with this map. Here
 * Fixed this, thanks a bunch! -- 10:01, 28 February 2012 (UTC)

Fix for golem textures
Look guys, some people may have experienced the same problem with the aether whales. That happens because of the texture dimensions, being not a "pure" multiple of 16, like 32, 64 or 128. The iron golem texture is 96x96.

So, if you change the texture to something like 64x64, or 128x128, it will work. 128 looks better. Here's the texture with 128x128. try it, it will probably work. You can put in a texture pack or replace in the minecraft.jar file, directory "mob".

http://img854.imageshack.us/img854/875/villagergolem.png

BTW, the name of the image must be "villager_golem.png", without the quotation marks.

bugged golem: http://img256.imageshack.us/img256/1888/20120224090441.png 64x golem: http://img16.imageshack.us/img16/1560/20120224090345.png 128x golem: http://img851.imageshack.us/img851/1861/20120224090408.png

I'll try to improve the 128 texture a little bit.

PS: This seems to happen mostly on computers with a poor graphics adapter, most likely the Intel VGA Chipset

Slow performance due lighting?
I don't know about anyone else, but week 8 snapshot is extremely laggy for me. I suspect it is due to the lighting changes and stuff, but I have no idea how to test it. (12w8a is pretty much unplayable...) -- 17:16, 23 February 2012 (UTC)
 * Haven't had any real problems besides redstone circuits. Setting Smooth lightning to on made it run faster by the way. 21:57, 23 February 2012 (UTC)


 * Twice my entire system (Windows 7) froze for 60 seconds or so, possibly while creating and rendering chunks, then just snapped back to normal. The second instance was accompanied by the sort of bugged lighting that tends to appear when generating chunks too quickly.  I haven't seen this behavior in a few months, so I think it's something changed in 12w08a.  05:32, 24 February 2012 (UTC)


 * My problem is when I enter the villages in FL. I freeze, but if i focus to the ground, or something like that, I'm fine. Is it the over-population in the towns or is it something else? The villages In Flatland (FL) are overpopulated. 13:45, 24 February 2012 (UTC)

Personal opinions and ideas
Lately there are many ideas for MC that are listed under annoyance, however, there is no rule against it. In my opinion they are mostly unrelated to 1) the snapshot or 2) the working game and are more of a personal nature of what could be changed. My question is how to deal with that as a user? Delete them, contact a mod or - if possible - send a message to the "owner of the bug"? Usually i'd say "contact a mod" but with things like the "block for redstone"-discussion those edits could become unnecessarily large. 21:53, 23 February 2012 (UTC)

For those discussions becoming large, maybe there should be new practice. Before commenting any bug, discussion label is added as comment, then actual comments there. EDIT: But absolutely not moving these things to forums, because many users does not have account and never will, I am one of those people. And I think many times the discussion is very important for the bug when it reveals new dimensions about the bug, or specifies more precisely how bug is caused or expands the bug. As for the annoyances discussion, it is also relevant, it tells how people think about annoyance (is it annoyance or not major or not). And suggestions about fixing the problem maybe relevant too, especially when there are consensus how it should be fixed. 12:43, 24 February 2012 (UTC)

While I think much of the commentary on this article page raises good points, we should reserve pages like Known bugs/Version 12w08a for problems introduced, re-introduced, or exacerbated in Version 12w08a. Issues like enchantment balance or cobweb harvesting, which have been unchanged for several game versions, should either be discussed at their version of introduction, or in a space created for ongoing problems and bugs. 05:15, 26 February 2012 (UTC)

Latest weekly page is guaranteed to be read, but other pages would not be. Maybe some of them haven't changed for long time. Still this could be due "Haven't found reasonable solution yet." or "I've not convinced yet to change it.". [same guy as 109.240.64.8] 09:36, 26 February 2012 (UTC)

Mob Hitboxes in SMP?
I never got an answer for this in the last snapshot -- did the bug where mobs can't be hit in the legs in SMP get fixed? I can't test for it myself, because the server I play on isn't updating until 1.2. -- 13:41, 24 February 2012 (UTC)
 * I dont think it got fixed, but I will be looking out for this bug in 12w08a. Ill report back here if I find out it's not fixed. 16:32, 24 February 2012 (UTC)

It got fixed. :) C ali nou - ×  » 20:36, 24 February 2012 (UTC)

So far I haven't seen that bug. Glad I was wrong [same guy as 109.240.64.8] 11:57, 26 February 2012 (UTC)

Minor annoyance
Is anyone else having trouble taming ocelots? So far, I've only been able to do it in Creative by spawning one inside of a closed room and standing still for upwards of 10 minutes. AND they sprint away if I feed them fish but it doesn't tame them immediately (if it takes more than one fish). Does anyone else think cats should have a separate spawn egg? If so, I'd like to add that to the main page here. -- 15:00, 24 February 2012 (UTC)
 * I had no trouble taming the ocelot, once I found one. Had to look around for 15mins~ to find. It just takes skill to tame, and it's good that way, so it isn't same as taming/capturing any other animal. Makes it more realistic. Wild cats in real world are hard to tame too. 16:30, 24 February 2012 (UTC)
 * I've got no problem with it being harder/different. What's the formula to determine when/if they approach you, though? -- 20:15, 24 February 2012 (UTC)
 * When you find an ocelot try to scare it area that isn't full of obstacles. Wait it calm down. Go about 15 blocks distance from ocelot, just the distance it doesn't get scared + 2-3 blocks. Then aim your fish point where you think ocelot will be. If you failed at that ocelot may get scared because of re-aiming. Then just feed the ocelot fish, be sure to take least 10 fish just in case. Aim your fish correct position immediately when ocelot starts to sneak towards you, so it doesn't get scared. I don't know if this is true, but what I've experienced, you need to move after it gets scared or else it doesn't start sneaking towards you again. [same guy as 109.240.64.8] 17:45, 26 February 2012 (UTC)
 * Thanks for the advice, but I was spawning them myself in creative mode. I haven't been having the trouble anymore so I think it was a fluke.  -- 17:26, 27 February 2012 (UTC)

Arrows dosent stick to mobs any more
I seen that arrows was able to stick into mobs but i havent seen it for a long time -- 16:42, 24 February 2012 (UTC)

Coal/Charcoal/Redstone storage block
a There is no storage block for redstone, coal or charcoal. It is annoying how there is a storage block for the rarest material (diamond) but not for the most common ones which often clog up a player's inventory. So I demand obsidian stairs, glass stairs, dirt, grass, soulsand and other stairs to be added or existing stairs be removed. All or Nothing! :) --— undefined 08:11, 25 February 2012 (UTC)
 * I think the Diamond Block isn't intended as a storage block but rather a building block for bragging rights. -- 00:28, 13 February 2012 (UTC)
 * That's beside the point: it is useful for storage, as that guy brought up, and there are storage blocks for gold, iron, and lapis lazuli. I have several stacks of iron blocks I got from searching for diamonds. Why not redstone, coal and charcoal as well? Redstone DUST in particular, that sounds like something that could be easily made into a block. 13:02, 13 February 2012 (UTC)
 * If we have storage block for diamond, it doesn't make slightest sense to not have storage block for coal. In my opinion, there either should be no storage blocks or all storage blocks. If it was up to me, there would be storage block even for redstone, maybe this could function as vertical redstone wiring. Rate this is major annoyance, if there is consensus, I favor.
 * >In my opinion, there either should be no storage blocks or all storage blocks.
 * That would be cool if they added those. Soulsand? 11:54, 26 February 2012 (UTC)
 * I second it. Redstone takes up so much space, and redstone - for quite a number of players, actually - is only useful in huge amounts. The ability to craft blocks of redstone could also add some mechanics that Minecraft desperately needs, like if you left click/right click/step on a block of redstone it would send a signal (the latter differs from a regular pressure plate in that a piston could extend over the block with no pressure plates popping off the ground). Or maybe a block of redstone would send a signal if it detected a block update - that way we could make some really interesting circuits without utilizing bugs or giant BUD switches. 20:20, 16 February 2012 (UTC)
 * I agree that this is an annoyance. That said, it's not all too difficult to simply build another chest or four. 03:04, 16 February 2012 (UTC)
 * You can't carry a chest full of redstone with you, though. Whereas you can carry a stack of 64 blocks of iron that you can craft into 9 stacks of iron ingots. It would be very helpful if you could do this with coal and redstone as well. 05:28, 18 February 2012 (UTC)


 * In addition to storage there are good ideas for how we could use a redstone block in circuits, and even a mod or two for it. Coal also could have use as a block, such as long fuel times or persistent burning (like netherrack).  I don't think it's realistic to crush rocks and dust into a compact block, but there's certainly precedent and potential.  06:42, 26 February 2012 (UTC)
 * A long-burning fuel source would be a good idea - maybe make 9 pieces of coal into a block that burns 10 times as long. Redstone blocks could maybe work as a two-way, delay-free repeater, or maybe even a vertical circuit.  Building two-way circuits is a hassle if they're longer than 16 blocks. -- 17:36, 27 February 2012 (UTC)
 * It could be non-placable block, that can be smelted to placable block. But coal could be just non-placable. 12:02, 26 February 2012 (UTC)
 * i don't even see why it should be non-placeable -- the more blocks us builders have to build with, the better. it strikes me as funny that diamond and gold have placeable storage blocks but the much more common redstone and coal don't. i've got a mod that does this, but i think it should be part of the game proper, even if it does nothing special (the special ideas are cool, but i just want the blocks first).  04:56, 27 February 2012 (UTC)
 * That's the reason why I suggested non-placeable, so they get added. I would be glad even if they were non-placable. 22:40, 27 February 2012 (UTC)
 * I'm saying screw professionalism in this discussion. This is just completely stupid. The iron and diamond blocks weren't supposed to be "storage blocks". They are the original pure ore blocks that are leftovers from classic when there weren't items. If you read Jeb's twitter he doesn't just add blocks unless they actually do something truly significant. Adding something for people who are too lazy to make more chests is the furthest thing from significant. -- 06:34, 28 February 2012 (UTC)
 * I agree with you as far as the storage argument, Moxxy, but it strikes me that more blocks/colors/textures to play with is always a good thing, particularly if they can be introduced in a simole and logical way. It's not like a new flavor of ore is being asked for. -- 12:00, 28 February 2012 (UTC)
 * If it's function that is missing, maybe 16 block player proximity detector block. This would be logical, because redstone ore gets lighten up when you hit it. So condensed redstone would detect player even if isn't hit. 19:00, 28 February 2012 (UTC)

High enchanting levels hard to obtain compared to benefit
a! The enchanting system has always, and continues to be frustratingly unfair. sometimes producing Efficiency III when a level 50 enchant is used. Considering you need to kill NINE HUNDRED AND TWENTY FIVE zombies/creepers etc, to get to Level 50, users are naturally in consensus that, to quote Yahtzee Croshaw, the ratio of difficulty to find versus actual usefulness is completely arbitrary. While we respect the mystique Mojang have tried to create about enchanting, the numbers need serious review.
 * This is quite true. I just used 45 levels to get efficiency 2 unbreaking 1. I was hoping for at least fortune 1. We need some way to decide what enchants we get beforehand, rather than relying 100% on luck. Maybe decide what enchants we get, and have the ranks decided by our level, the more enchants we choose, the lower the ranks are(based on your level, of course) -Amd4700
 * i agree that there should be a way to not get like only unbreaking III on lv 50. but the numbers are ok, cause we have an fast xp farm on our server^^!
 * I have to disagree. even with farms, it takes a long time to get to 50. and many users, myself including, have no idea how to even make an XP farm, as they all abuse gravity glitches and water/sign glitches. to penalise the XP system because of those who cheat it, rather than reward those who, however the hell they manage it, go out and kill these 925 zombies, it is not acceptable. bear in mind, to legitimately get all that XP, you need to hit zombies 3 times with a diamond sword. 925x3=2775 hits. diamond swords can only hit for 1562. so basically, if you FULLY wear out a diamond sword without dying, you're still no-where near 50. you're actually just above HALFWAY. to destroy two diamond sword, and preserve your life so long, just to get Unbreaking III to commend your work. the whole system needs desperate revamping. -- 12:35, 24 February 2012 (UTC)

Still agree to this as usual... I always get disappointed when using level 10. 15. or 20 enchantments. XP should also be gained from mining/building/crafting, we are playing Minecraft. C ali nou - ×  » 20:38, 24 February 2012 (UTC)
 * oh yes, yes, yes! as i said on the previous snapshot, XP farms are at least a workaround, EXCEPT for peaceful mode, where it is even harder to reach those numbers because domestic animals don't give much XP -- and most enchantments don't even do much for us.  i'd love it if we got some way to make XP in peaceful without having to switch to hard just to grind XP from a farm. also, grinding is just so tedious, and doesn't add anything to the game for me.  05:02, 27 February 2012 (UTC)


 * Completely agreed. Another good discussion of this can be found at http://www.reddit.com/r/Minecraft/comments/pzrwc/lets_face_it_enchanting_sucks_grinding_is_a_hack/ -- 22:29, 26 February 2012 (UTC)

Here are some options to resolve terribly underpowered high level enchanting: 1) XP for more than killing mobs.
 * Breeding?
 * Harvesting?
 * Special Ore Gathering?

2) Increased power margin of high level enchantments. For instance, Power V is only barely enough to kill a typical mob some of the time in one shot, when it should be powerful enough to kill a mob multiple times over, for the XP that is required to achieve this enchantment. (Same with protection and sharpness type enchantments.)

High Level enchantments just don't have marginal utility of the ridiculous amount of XP required to get them: Power I kills a mob in two charged criticals, Power V kills a mob in two charged criticals (with the occasional 1-shot). Why would I enchant at level 50 instead of level 1?

3) (My Favorite!) Scale up the likelihood percentages for getting special enchantments, like Looting/Fire Aspect/Fortune. Currently, these enchants find themselves at best between 10-15% percent per enchantment beyond local minima (typically around lvl 20). This stays roughly the same (typically closer to 15-20%) at the highest levels, when they should be closer to 30-50% or higher. No, I'm not going to level 50 ten times to get Looting I, no matter how much mystique and uniqueness Mojang want to build around rare enchantments- I'll just stay frustrated, thanks. If it is significantly more likely that I'll get a rare enchantment at a high level, I will be much more likely to try to get to that high level.

4) Guarantee a certain number of enchantments at high levels. For instance- you may be guaranteed 3 or 4 enchantments per item at level 50, guaranteed 2 or 3 enchantments at level 40, guaranteed 2 enchantments at level 30. Or something to that effect.

Implementing some or all of these 4 approaches would, in my opinion, greatly assuage our frustrations and fix the currently underpowered marginal utility of enchanting at high levels.

Lighting
anyone else notice that light seems to transmit all the way to bedrock? i enclosed myself in a small room with no torches and can see everything without issue. holdover from 12w7? -- 20:23, 24 February 2012 (UTC) -- double checked my setting, fancy/far/openGL, lighting set to moody at layer 10 in a 1x2 room with no torches, i can see. this is on a newly created 12w08a world. lighting seems ok on a converted 1.1 world. -- 20:29, 24 February 2012 (UTC)

Water + lava = No cobblestone
Have a look at this picture: http://i40.tinypic.com/9026q1.png The water and the lava were generated and NOT place by myself.
 * The water has no idea how to react because the lava is too low for it to generate an entire cobblestone block. -Amd4700

Mobs Spawning in lit areas
A creeper spawned inside my well-lit house. I'm not sure why.

Nether wart not generating
Generated the Nether under 12w08a, but no nether wart is spawning in any fortress.

Lava flow doesn't disappear when source block is destroyed
I've noticed this mainly in a creative project that I'm working on, but if a lava block is bucketed or replaced with a different block, the flow doesn't disappear. The empty spot where the source block was even fills in with lava flow. Bug or feature, this is annoying when you just want to get rid of the dang lava. -- 17:58, 27 February 2012 (UTC)

Magma Cube = Sound off.
a! Whenever I go to the Nether and encounter a magma cube, if one of its sounds plays, by the time I kill it, the sound shuts off while still supposedly being on. I check my speakers, they are still on. The only way I can fix this is to restart Minecraft. 23:06, 27 February 2012 (UTC)

Languages Other Than en_US
Please use http://crowdin.net/project/minecraft instead of the wiki.
 * -- 09:38, 28 February 2012 (UTC)

Spawn point will randomly change
Almost every time I die, My spawn point will change and can be very annoying

Kippykip

Gaseous Ocelots
Is it jus me but on Win7/amd64 on SSP set on Easy Ocelots will fill every available space to them and will spawn like crazy directly next to the player, which after a while makes the game unplayable (Player will be unable to move due to ocelot swarms, mining is impossible, etc.). The seed is "World of Elegance"

Retested on Linux x64. Ocelots spawn correctly if any name besides NULL (empty name) is set. Maybe this is an exception in the ocelot binding algorithm causing a player with a NULL name always get ocelots, thus literally pull a trail of them regardless of biome after himself.

Flood of Tamed Animals
I had left all of my tamed wolves and cats at home to look for a stronghold. After scouring one that I had found, I went back to the surface to return to my home. However, walking alone, I glanced one of my cats standing in the grass even though I had not told it to follow me. I kept looking and saw all of the animals I had tamed in a seething mass that rushed toward me and jostled me in all directions. It was huge, and impaired my game's ability to run. I tried to lead the small lake of animals the rest of the journey home, but it was too hard to keep track, and many fell off cliffs and ravines while others teleported into blocks and suffocated to death in the mad cacophony of barking and meowing. What remained followed me into my house where I struggled to make them all sit down. I found out that all the places where I had left my animals before were vacant. All of them had teleported to me in the middle of nowhere. Quite the surprise.