Talk:Java Edition version history/Archive 2

Seecret Friday Updates
Notch or Jeb (i forgot which) said that releasing updates on Fridays ruin their weekend, so why do they have Seecret Friday updates? -- 22:30, 14 April 2011 (UTC)
 * The Seecret Friday updates were the old method Notch used for updates to Minecraft before the Halloween update. Notch said around that time that he really liked the Friday updates, but didn't like Saturday bugfix releases nearly as much. 「」· 00:06, 15 April 2011 (UTC)

Herobrine..?
What is this "Herobrine" thing I'm seeing show up on my automap at various levels? I've also found some inexplicably constructed things in chunks generated this evening. Kind of strange. I see there was a page on this wiki for the mob, but it was deleted. What's up with this? 03:27, 2 April 2011 (UTC)


 * Probably is some troll thing put into the automap software. Got any pictures? 05:15, 2 April 2011 (UTC)


 * I will create a section on my user talk page with the screencaps...as soon as I'm able to upload images. :-| 14:56, 2 April 2011 (UTC)


 * Just upload them to www.tinypic.com or something.


 * Herobrine was a hoax done by a player in which Herobrine is Notch's trapped brother inside MineCraft who stalks the player and makes pyramids and holes in cliffs. Herobrine is the same as the player except has glowing, white eyes. It was later revealed to be a hoax by editing the iron door texture. Don't be scared (I doubt you are anyway). You can see a link to the article . -- 10:14, 5 April 2011 (UTC)


 * Ha ha, very funny Jstaque, April fools day already went. -- 15:30, 13 April 2011 (UTC)


 * I've uploaded screencaps to . 22:49, 18 April 2011 (UTC)


 * That's either the automap software you're using, or one of the mods you have installed (if you're not just trying to outright troll us). Herobrine does not exist in the vanilla game. 「」· 03:22, 19 April 2011 (UTC)


 * I want to see Herobrine, not just it being detected. If you want real proof, give us a picture of him. Or get me the seed in which you got it, and tell me the coords of the house. Yeah ,the seed is enough proof. -- 07:01, 19 April 2011 (UTC)
 * Fake. -- 14:32, 19 April 2011 (UTC)

1.5
1.5 is out! -- 13:48, 19 April 2011 (UTC)

Updated wiki with 1.5 info -- 13:50, 19 April 2011 (UTC)

Is their use of "swum" intentional? -- 14:47, 19 April 2011 (UTC)

Found something that could be a bug. Now Wolves will stand in front of doors like they are trying to get trough them, but they won't go through doors. I am even trying to push my sitting one through a door and it won't go through. 14:58, 19 April 2011 (UTC)
 * This is a bug from 1.4; they won't go through doors. You need to create a "doggie door", ie. a one block hole in your wall. -- 15:01, 19 April 2011 (UTC)
 * This is different. I could always push them through the door, not any more. And they never used to just stop right in front of the door like they were waiting for me to tell them it is okay for them to come in. 16:09, 19 April 2011 (UTC)
 * Okay, this was odd. They will sometimes go through single door only if they are facing the door head on and go through it as long as their bodies aren't diagonal to the door. This is weird. It is as if they do recognize the door as empty space, but they don't recognize the 3 pixel thick part of the door that is there when the door is open. Sound odd, but this will sometimes cause the wolf to stop completely in front of the door, like it is trying to come in, but won't. Eventually it will back up for another try and sometimes succeed. 16:19, 19 April 2011 (UTC)

Also, look at my mine: I forgot to prepare for the "skip-spaces-in-ladders-and-you-can't-climb-it" bug fix, and I had nothing in my inventory: http://i.imgur.com/rLG4y.png ( 16:47, 19 April 2011 (UTC)

Is it just me or was Shift+F2 removed? 18:23, 19 April 2011 (UTC)

I found a new "bug" of sorts - glass blocks aren't rain-proof, it rains straight through them (and into my house). Could somebody add this to the list? (http://img155.imageshack.us/i/20110420003230.png/) 00:40, April 20th 2011 (CET)

I'm not sure if this is the right place to mention this, but under the New Bugs for 1.5, it lists "the acheivement 'time to strike' only works when crafting wooden swords". But the achievement says that the sword has to be built with planks and sticks (ie a wooden sword), so this isn't a bug. -- 11:15, 20 April 2011 (UTC)

I think in either 1.5 or 1.5_01 you can walk faster in flowing water. I've tested this and it seems to be true. Can anyone else confirm this? -- 15:48, 23 April 2011 (UTC)

Locked Chest?
Is there any (image) proof of this? If yes please post it here. 14:50, 19 April 2011 (UTC)

Is a screenshot really necessary? Open SMP and /give yourself 95. Can place locked chests, but you can't seem to interact with them, and they disappear soon after placing. 15:11, 19 April 2011 (UTC)

I have no MineCraft currently at hand, so yes a screenshot would be nice. 15:12, 19 April 2011 (UTC)

Couldn't upload a screenshot here, so this will have to do:  15:33, 19 April 2011 (UTC)

Beds broken?
It seems if you have a door to the outside, and a bed in a well lit room, even in the middle, hostiles will spawn by you when you attempt to sleep. Blocking the door will cause them to not spawn. This happening to anyone else? 15:28, 19 April 2011 (UTC)
 * I have a bed, with a door to the outside, I do not get woken up, or at least, I haven't been yet. Try lighting the area immediately around your house. 17:22, 19 April 2011 (UTC)
 * The area outside (close) Is lit. In 1.4, this room never caused mobs to spawn when sleeping. Now it does. Covering the door stops them from spawning. 17:36, 19 April 2011 (UTC)
 * I had the same problem as you Croben, when sleeping in a small space. Making the ceiling higher (3 blocks or more) and the room bigger seems to solve the problem (at least for me). Oh, and place the bed the farthest possible of the door/entrance. -- 19:04, 19 April 2011 (UTC)


 * I had that issue happen in 1.4_01 with a 3x3x3 interior house (5x5 walls) where I woke up with a zombie inside somehow. It was a temporary shelter, so it used a minimum of material (dirt floor, the roof was only 3x3 and only diagonally contiguous to the walls). I've only had it happen once despite having slept there quite a few times. So this was not necessarily introduced in 1.5, it just seems very intermittent. -- 19:25, 19 April 2011 (UTC)


 * I can confirm this bug. As of 1.5 when sleeping, hostile mobs spawn everytime. Before the update everything went well.-- 21:49, 19 April 2011 (UTC)


 * I think this is an side-effect from notch making wolves able to walk through doors, I'm afraid everything can go trough your door now. 07:04, 20 April 2011 (UTC)

1.5 Mojang logo
The logo seems to fixed when you maximise the game. 18:50, 19 April 2011 (UTC)
 * Yes, I can confirm this. -- 14:29, 20 April 2011 (UTC)

Sugar Cane
I've heard a few other people mention this, and I have it in my game, does anyone else have Sugar Cane hanging down from trees? 19:43, 19 April 2011 (UTC)
 * I haven't seen that, but I have noticed some wild reeds that were 4 blocks high instead of 3. Previously this could only be done by placing a reed on top of 3. Maybe the growth height has changed as well? 06:35, 20 April 2011 (UTC)


 * I dont think its hanging so much as trying to grow up through the tree. Also 4 block tall sugar canes have always spawned even if they only grew 3 blocks tall.


 * Here are some screenshots: http://s395.photobucket.com/albums/pp35/Jman37X/Hanging%20Sugar%20Cane/ I have yet to see it in other files, but I still think it deserves some kind of mention in the Version History. 21:29, 24 April 2011 (UTC)

I think this is caused by the Wild Grass mod, that also I use. Some texture packs don't have a special vine texture to be hanging from the trees and instead reeds are spawned from the tree downward. Resolve this by A: uninstalling Wild Grass or B: get a Wild Grass compatible modpack like Misa's or Photo Realism. Also, try holding space when on the block from which they grow, if you climb upwards it's the Wild Grass mod for sure. -- 12:31, 22 April 2011 (UTC)

Ladder Bug
Since Beta 1.5, I've noticed that it is possible to place a ladder into another ladder, causing the placed ladder to instead be placed on the opposite wall. Please confirm this bug. 20:57, 19 April 2011 (UTC)
 * I think I might have had that happen in SMP yesterday. I will see if I can replicate it, don't count this comment as confirmation just yet. 03:06, 20 April 2011 (UTC)
 * I can confirm this in single player. 20:17, 11 May 2011 (UTC)

Rain through glass
It rains through glass (also with several layers)-- 21:59, 19 April 2011 (UTC) EDIT: Also with wooden stairs
 * Could it be that it rains trough all blocks which are not ? (Edit: removed long explanation as there's allready a wiki site for it) 00:21, 20 April 2011 (UTC)
 * It seems Infinite water springs no longer work when placed on Glass either. Perhaps they've changed how water works with glass entirely? 01:27, 20 April 2011 (UTC)
 * That never worked before, at least not for me. 01:41, 20 April 2011 (UTC)

Is it really a bug that you can hear rain through glass? That seems realistic to me. -- 18:53, 21 April 2011 (UTC)

Crash for switches
I added the bug for switches which crash the game. Now, after trying it again, it diddn't happen for the same test construction that relieably generated the crash in many tries before. So, if this happens for no one else, one can probably remove the bug. 22:08, 19 April 2011 (UTC)
 * I tested this earlier and found that it wasn't present in multiplayer. I even tested the turn to ensure the animation kept up with reality. I'll remove the bug and if someone else still has trouble they are welcome to post a screenshot or video. 22:58, 19 April 2011 (UTC)

Detector Rail Bug
About the "Game Crashes when placing a plain rail next to a detector rail" bug, I've only experienced it while dealing with sloped rails. I built a small loop on flat ground with one of the rails being a detector and it worked fine. Also, I've had the bug happen when using powered rails on slopes as well as regular rails, so I don't think it depends on what type you place. 23:07, 19 April 2011 (UTC) GraklingHunter

Redundant Update

 * New Items (Detector rail, Powered Rail, Birch and Pine/Spruce Saplings, Web)
 * Added new Spiders web block (confirm name?) which slows player down

2nd line redundant (repeat) of above?

1.5 Mob spawning glitch?
I've got a lot of problems with monsters spawning lately.

So I've got this neat little tower.

http://img815.imageshack.us/img815/2546/20110419184457.png

Storage room, Furnace, Bedchamber with walkway to entrance, Rooftop and plantation. The roof/floor of all the levels have a central and corner glass block, as to prevent mob spawning and spreading sunlight; except in one corner: the ladder.

I got back at midday, just upgraded to 1.5, had to make more ladders since I was using the gap glitch, also had to reposition a couple torches. It became early night when I was done. After crafting a couple dozens of booster tracks, I went for the bed... just to find a zombie spawning on my face. Lucky my wolf 6-pack sleeps with me.

Now, the tower is basically floating in mid-air, the bridge from the mountain is entirely made of glass, doors closed and anti-spider overhang. The double bed rests in the middle of the room, and the outer walls of the bedroom are flooding lava. All floors have been doubled the amount of torches, and I STILL get a 100% of zombie nightmare. Also, when I finnaly went to sleep, I woke up to a creeper-flooded hill.

The mob spawning was visibly duplicated, and they apparently started spawning inside the tower, despite constant light and glass flooring.

No mods installed, nor hacks used. Started happening since 1.5. Any help? -- was here 01:04, 20 April 2011 (UTC)
 * Let's see the top side of that. It could be that you've just been lucky enough to never have it happen before, but mobs could spawn on top of your house. Oh, and let's see where your bed is (and what's on the other side of the wall it's near, if any), too. -- 01:10, 20 April 2011 (UTC)
 * "The double bed rests in the middle of the room, and the outer walls of the bedroom are flooding lava." Besides the rooftop is well lit.-- was here 01:26, 20 April 2011 (UTC)
 * Hm. What's below? Doesn't seem like it should be happening, unless the light levels for spawning changed. -- 01:42, 20 April 2011 (UTC)
 * Below is +/- 15 blocks of AIR. The tower is in MIDAIR. Also the hill is well lit, and lots of mobs spawns in there, like if it was 0 light level. Confirmed as a bug in forums. -- was here 02:05, 20 April 2011 (UTC)
 * Can you link to this thread in the forums where it was confirmed? Looks like this still needs to be added to the "new bugs" list for 1.5, with a link to that forum thread as reference. Cheers, 02:52, 20 April 2011 (UTC)
 * http://www.minecraftforum.net/viewtopic.php?f=1020&t=298624
 * This one was apparently made after 1.5_01, where it was supposedly fixed; apparently some people still have the glitch; yet to try it myself. The glitch was mobs spawning to bed regardless of placed, possibly a side effect of the doggy door fix?-- was here 21:15, 20 April 2011 (UTC)
 * Tested it, with 2 minutes after dusk. A zombie and a skeleton spawn. No mobs outside.


 * I think you may be onto something, just because a mob spawner I created a few weeks ago in 1.4 now seems to spawn around 5 times the mobs it used to. I'm wondering if the max amount of hostile mobs has been raised. 14:09, 20 April 2011 (UTC)

Inventory glitch.
I don't know what triggered it, but I encountered a bug where trying to interact with the inventory of a chest caused it to behave as if the shift key was held down the whole time. Exiting the chest, or various combination's of shift clicking did not help. Restart was required. 01:31, 20 April 2011 (UTC)

Infinite Spring on Glass
It seems you can't create Infinite Water Springs ontop of glass anymore. 01:43, 20 April 2011 (UTC)
 * This was never possible in the first place...it is not a new bug introduced in the 1.5 update, it has been in all previous versions of Minecraft. There are many pages and videos to prove this. 01:54, 20 April 2011 (UTC)
 * Merged both of these under the same heading to tidy things up a bit. TOC list is getting very long. Cheers, 02:56, 20 April 2011 (UTC)

Fists damage and statistics' damage dealt
Fists now deal 1 damage per hit: it is possible to kill a chicken with two punches, other land passives with 5 and aggresive mobs with 10. I don't know if this is a bug or intended beahvious (although it makes the game a bit too easy). Statistics don't register damage dealt correctly (received possibly as well). One punch increases the counter by 2, one hit with a diamond sword increases it by 11. I will look into it and figure out what's the actual amount.

I hope it's fine I merged this two things in the same topic. 02:51, 20 April 2011 (UTC)
 * This is intended, it means how many half hearts you dealt. Maybe the diamond sword is a bit off, but meh. ( 03:02, 20 April 2011 (UTC)

(I wrote this stuff before Cool12309's edit - the doubling thing is OK then, but it still doesn't make sense why some values end up as odd numbers.)

OK, I made more tests so here's the breakdown:

Item - Real Damage - Statistic damage

Fists - 1 - 2

D. Sword - 5 - 11

D. Shovel - 2 - 3

D. Pick - 2.5 - 6

S. Sword - 3 - 7

S. Shovel - 1 - 3

It appears to be registering on average double the amount. However, since fists and stone shovels deal 1 and register as different values, that can't be true. It could be due to some floating point, but all damage values are either integers or fractions with a 2 as denominator, so if you double either of these you always get an integer. It seems pointless to delve deeper in this matter at the moment, since they probably will be able to fix it with a quick look at the code, so I won't attempt to understand how it works.

Also, bows don't deal any damage, according to statistics. It might be because it's the arrow entity that actually deals it, but this doesn't fit with the fact that wolves attack someone who shoots himself. 03:06, 20 April 2011 (UTC)
 * I remember Notch mentioning making the damage you do increase if you are moving or something. Maybe that has something to do with it? Also, bows probably don't register as doing damage because it's the arrow doing damage and he forgot to code that in. Everything else that increases this number comes directly from the player. -~ 06:09, 20 April 2011 (UTC)
 * I tried moving around, forwards, backwards and standing still, and there is no change in damage. HOWEVER while doing this test I also realised that the statistics aren't wrong, that is the actual damage dealt:


 * Hitting a creeper (health: 20) with a diamond sword once and a diamond shovel twice. Expected damage 10+4+4 = 18. Effective damage 11+5+5 = 21. Creeper died.


 * Hitting a cow (health: 10) with a diamond shovel twice. Expected damage 4+4 = 8. Effective damage 5+5 = 10. Cow died.


 * I don't know if this is intended behaviour but the damage weapons deal DID change. 08:43, 20 April 2011 (UTC)

I can confirm that the value gained in statistics is the number of halfhearts damage done.

Item - Thought Damage - Statistic damage - ACTUAL DAMAGE (whole hearts)

Fists - 1 - 2 - 1

D. Sword - 5 - 11 - 5,5

D. Shovel - 2 - 3 - 1,5

D. Pick - 2.5 - 6 - 3

S. Sword - 3 - 7 - 3,5

S. Shovel - 1 - 3 - 1,5

So as you can see the damage done has changed, increased although in the case of D. shovel I am not completely sure of the value as I haven't tested it out yet. All data based on tests concluded by myself. -- 14:49, 21 April 2011 (UTC) Done the tests for D. Shovel, It is 5 halfheats, 5 in statistics and 2.5 damage. -- 14:52, 21 April 2011 (UTC)

Electrified creeper = larger explosion?
This was added to the page: If lightning strikes a, it becomes electrified and will have a much more powerful explosion. Can anyone confirm this, and does anyone know what the relative strength of the explosion is? (e.g. Is it exactly 2x as powerful?) -- 05:32, 20 April 2011 (UTC)

Achievement disappearing bug
This was added to the page: Achievements disappear when you close and re-open the game. However, it works perfectly fine for me. Can anyone else confirm this bug report? -- 05:34, 20 April 2011 (UTC)

Large Performance Improvements?
My memory usage has shot through the roof and I lag-step repeatedly where I never used to have a problem with it. Previously Minecraft typically capped around 750-850M memory usage, now routinely hitting 1.1GB. I fail to see the large performance improvements mentioned on this page. :P  05:35, 20 April 2011 (UTC)
 * Opposite for me, I have seen an increase of about 30 FPS. Oh happy day... ( 05:37, 20 April 2011 (UTC)
 * Yes, this is strange. Notch was working on performance improvements, and Jeb tweeted that he was impressed with how much faster Minecraft runs now. BUT, I've never had a crash in Minecraft until now. After playing Beta 1.5 for about 2.5 hours, it crashed (black screen) on me 4-5 times in SSP / single player mode. And it lagged every now and then, especially during rain, whereas my computer usually runs Minecraft on highest possible settings really well.
 * One time it crashed I was messing around with minecart tracks in a cave - so that might be related to the crashing bug mentioned on the page for detector rails. I also crashed on a corner whilst riding a minecart, which is also mentioned as a new bug. So those are confirmed by other users as well. However the other few times I was just walking around or crafting as usual when it crashed. I think they've got a few stability-related bugs to fix next week that were introduced in 1.5, I'm just glad the game is still playable for me (most of the time). And weather is awesome. -- 06:01, 20 April 2011 (UTC)
 * The performance improvements may have something to do with the new button on the Video Settings screen, Advanced OpenGL. I turned this on, and I get nearly four times as much framerate and sunset/sunrise no longer freezes at each light level change. -~ 06:05, 20 April 2011 (UTC)
 * OpenGL is a Linux/Mac thing, correct? At least, that's what I'd always believed. Tried activating it on Windows 7 anyway, and it didn't seem to have much of an effect. I'll update my Ubuntu version of Minecraft later and try it there. If indeed this is a Linux/Mac only thing, then it should be mentioned on the page where OpenGL is mentioned. -- 06:21, 20 April 2011 (UTC)
 * Wrong. OpenGL is multi-platform. The biggest change that setting does is include ambient occlusion, ie blocks that the player can't see don't get rendered. If I recall correctly this is the same thing the mod Optimine did, and I heard people say that for it to work correctly you needed a "real" GPU, because integrated ones can't handle those computations and have to defer them to the CPU, leading to a decrease in performance. This statement however needs to be either confirmed or proved wrong by someone who knows OGL, 'cause I never used it personally. 06:31, 20 April 2011 (UTC)
 * It's actually called occlusion culling. Some Youtube videos that explain what it is: http://www.youtube.com/watch?v=eEDKieM8xC8, http://www.youtube.com/watch?v=fU2L7IdYDVc. It was tweeted by notch at http://twitter.com/#!/notch/status/58482961355513856 -- 07:08, 20 April 2011 (UTC)
 * Occlusion culling! Sorry for the mistake, I was distracted and mixed them. 07:46, 20 April 2011 (UTC)

Terrain.png
Having just updated my own 128x texture pack, here's a summary of necessary changes to make older(1.3+) terrain.png's 1.5 compatible; some of this may be relevant to the article:

The two texture panels below the redstone wire are required to be empty; They seem to act as an overlay, as any textures in these two blocks (such as a grid pattern) will override it. Similarly, the tile directly under the iron block should either be empty, or contain a grayscale image of your 'side grass' texture, minus the dirt (i.e, just the grass portion). This panel is tinted like grass, then laid over the sidegrass. Finally, you'll need a pine and birch sprout, in the 2 blocks above the 8th/final crop. You may also want to consider including web (in case you omitted it), as it is now semi-obtainable. 06:29, 20 April 2011 (UTC)

Saplings planted previously than 1.5 became random types
This is not 100% confirmed yet, but it really seems to be true. It happened to me and to a few other people. My guess is that saplings now use damage to determine their type, and for some reason the ones planted had an existential crisis and randomely picked one. It is not a very noteworthy bug that will have a very limited effect in time, since once those saplings sprouted they won't bug out anymore, but I still thinks it should be added to the list, for "Minecraft history" purposes at least. 08:32, 20 April 2011 (UTC)
 * I can confirm that. Some of my planted saplings turned into spruce saplings. This is already added in the trivia section on the page. -- 13:55, 20 April 2011 (UTC)
 * Can also confirm this. My tree farm's saplings all went to random types after the 1.5 update. 14:13, 20 April 2011 (UTC)
 * Mine too. Farm went funky with those new saplings. -- 16:11, 20 April 2011 (UTC)
 * This is probably because saplings that were planted before 1.5 could use all 4 bits for data value. Meaning that those saplings are dependand on the time they exist. -- 20:30, 21 April 2011 (UTC)

I'm not sure it goes here, but there may be a bug which leads to birch or pine/spruce saplings to be generated when you destroy a normal foliage. I've observed it in SMP multiple times. Can anyone test and confirm this? 16:34, 23 April 2011 (UTC)
 * Here is the video 19:32, 23 April 2011 (UTC)
 * I could make litle sense from this video since you had your texture pack on. But as far as I can see, it's related to this image.

–The preceding unsigned comment was added by ( . Please sign your posts with
 * Interesting. Do you know if that tree was generate before or after 1.5? And did you see it happen exclusively in SMP, or in both modes? 05:16, 26 April 2011 (UTC)
 * I'm sorry about the texture pack, but screen capture is very laggy on my system, and it would take much time to redo this. Anyway, the textures may be not as in original, but they sure different. Which means different saplings. But I've generated a new map, tried cutting a lot of foliage and this did not happen, so I guess this behaviour is true only for the maps generated before 1.5. And yes, it happens in both SMP and SSP. 17:18, 10 May 2011 (UTC)

Also related to this is this bug listed under 1.5_01 "Saplings do not stack to 64 all the time. (notably the original saplings from planted or rendered during previous versions)" Dropped from older trees with random leaves that drop different types of sapling, or broken and picked up planted saplings from before the patch. Seems that the ones that won't stack to 64 are of type 3, where normal saplings are type 0. birch and pine being types 1 and 2. Type 3 apear the same as type 0, and grow the same trees, but have a different data value, which is why they won't stack. --

Ice blocks slow you down
I haven't noticed this before. Is it an 1.5 feature or was implemented on early updates? -- 11:15, 20 April 2011 (UTC)
 * Ever since ice has been in the game. – ( at 13:21, 20 April 2011 (UTC)
 * Really? I've just noticed that today lol -- 14:48, 20 April 2011 (UTC)

Statistics Broken
If you take smelted iron from a furnace, in the "finished box" and repeatedly select and unselected it your iron smelted will go up. This works for any smelt-able item. Similarly if you have a iron block and you deconstruct it then reconstruct it, all the pieces will be counted twice, this can be repeated infinitely. 12:28, 20 April 2011 (UTC)
 * Trying this out right now... if this works, I will love you forever ;D but I will remove the extra stuff, I want (one) of my worlds to be 100% legit. :3 ( 04:12, 21 April 2011 (UTC)

Daytime Mobs
in the Bugs list, it states: In certain weather types mobs will spawn in the day. (Tested when snowing). this is an intended feature, and was tweeted by notch before release.


 * Then remove the entry from the page. There's no need to comment on it in the discussions.-- 20:48, 21 April 2011 (UTC)

Still crashing
Despite what the latest (1.5_02) says, the game still crashes in SSP. First three times, it was when removing something from the crasfting table, although the fourth time was when I was destroying a wood plank from my house, less than a minute into the game :@ My launcher is up to date, I've tried it on full screen, windowed, normal and far render distance. No change. Thanks, Mojang.


 * 1.5_02 is only a server version patch, so SSP is not affected. Sadly, 1.5_01 IS glitchy and crashy, but what can you do? Get an older version perhaps? -- 12:34, 22 April 2011 (UTC)


 * I've been playing it for hours without a single crash. – ( at 13:11, 22 April 2011 (UTC)


 * It is known that MC crashes now more than ever. So please dont just post you don't crash when others ask why they crash. As for the matter I have found out that the heap size java uses has incrased, so minecraft uses more ram now but brings back a better perfomance, not rendering blocks you cannot see. Could someone confirm that you crash less with the advanced OpenGL off? I have been playing for an hour with it off without crashing while I usually crash with it on after 30-45 minutes. I have a 3000€ computer so I'm unable to say for the lower perfomance machines.-- 06:29, 23 April 2011 (UTC)

Water hovering above lava.
On my freshly generated map, I saw a lava lake which had a water spring in its wall. Strange thing was, the water extended all the way east and west, but it would only go 1 block north and south onto the lava but not any other blocks.

I suspect this is actually pre-1.5 because I saw it happen on an SMP server when it was 1.4.

Pics:
 * Pic1
 * Pic2
 * Pic3

15:55, 23 April 2011 (UTC)
 * Nope, I always have had it spread to the full... whatever amount of blocks. ( 16:01, 23 April 2011 (UTC)
 * It's totally random, so sometimes it happens, other times it doesn't. Maybe I just have the luck of finding it 2 times? 16:04, 23 April 2011 (UTC)

EDIT: Wrong title. I must not be paying attention or something.


 * (my edit begins here, preceding 'EDIT:' was unsigned.) I've seen it happen too.



After removing the blocks around the source.

Incidentally, I've also seen it happen today, although I didn't take any screenshots. I suppose it has something to do with how water spreads during the generation of the chunk. We all know water acts a bit wonky sometimes, and in this case I imagine it didn't know what to do because it expected to be flowing into lava, but suddenly found itself flowing on obsidian onto the next block of lava. I'm fairly certain removing the last block of obsidian would cause it to update. 13:43, 24 April 2011 (UTC)


 * I realised I remembered where that occurrence of the glitch was, so I could verify myself. As you see, after removing the last obsidian block the water updated and flooded correctly. Interistingly, it was instantaneous: the water didn't flow block by block like it does when you pour water on lava, the moment the obsidian block was destroyed it fizzled and turned like you see in the picture. The cave where this happened isn't extremely hard to reach, in case someone wants too see it I can give the loc.  13:50, 24 April 2011 (UTC)

Rain/ladder
On server: When you "fall" down ladders, all rain drops stops in the air. It continues to rain again when you are "standing" still on a ladder.-- 18:47, 23 April 2011 (UTC)
 * That's a mobility effect; as it appears that it snows faster when you are moving, but drops quite dramatically when you stop.-- 03:14, 24 April 2011 (UTC)

Rain Sound Effects
The rain sound effects do not play with fancy graphics turned OFF. Sorry, I don't know where that would belong.

Smooth Lighting Triangles
I noticed in the bug fixes "The lighting on portals and ice has been fixed (previously had triangles on the blocks) when using Smooth Lighting." was listed under bugfixes for 1.5. This is not the case for me. In fact, I always used smooth lighting, and those triangles never appeared until AFTER the 1.5 update. Has this happened to anyone else? -- 13:08, 25 April 2011 (UTC)
 * I had them before the update, and now they're gone. Sure you updated? – ( at 14:28, 25 April 2011 (UTC)

Dark blocks in stairs
I don't know if this bug have been there before, or if it has come with the update. But when you mine, through/drop a block (these little levitating ones) into wooden stairs (the part in stair-block that actually is the stair), they turn very dark. -- 18:36, 25 April 2011 (UTC)

I get a similar problem, seems the issue happens only in old lighting mode, and is likely related to the block being changed from transparant type to not, but, the see through part apears black in some places, like there's no light, even when its placed in a well-lit area. --

In 1.5, not ALL saplings changed + omg, after reading about the "Shift + F2 fix"...
http://www.youtube.com/watch?v=LkluZ-3fKek <-- Around 2:45, some of the saplings remained the usual sapling.

When I read about the Shift + F2, I remembered I had some "huge_... .tga"(or whatever extension). They ranged from 75 MB - 225 MB. I had about 10 of them, totaling to about 1.26 GB. I just freed a lot of space :DDD ( 02:49, 28 April 2011 (UTC)


 * About the saplings... Well, d'uh. That's because there's still those original trees. Think about it, if there's three types of trees, and for every sapling, it is completely random, approx 1/3 will be of each type. That's why only about 2/3 (it seems actually less) have changed. Use of brains not prohibited. -- 16:22, 10 May 2011 (UTC)

Redstone Bugs
After the 1.5_01 update, when an input to a torch crosses a chunk boundary, the redstone torch will burn out permanently after receiving ON/OFF input between about 5-10 times, even if those signals are sent only every few minutes. This is NOT the same as torches burning out from rapid ON/OFF signals such as in a Blink Device or Rapid Pulsar.

An easy way to see this bug is to build a Rapid Pulsar that straddles a chunk boundary, the torches will all burn out and stay burned out permanently. Even if any of the pulsing wire on top crosses a boundary, it will burn out all torches permanently. The torches do not "come alive" again as they normally would from a rapid signal.

--

Also, hen a repeater block outputs directly to a block with a torch on top, it delays for 1 tick longer than expected. Very noticeable when wiring double doors to be synchronized.

--

I would have added these to the bug list myself but I am not sure of what the procedure is here on this site.

EDIT: Has nothing to do with chunk boundaries, seems much more random than that. Very very frustrating bug.

10:11, 30 April 2011 (UTC)

Old Bug
This line has been added to the bugs list: "When in long underground tunnels, you can see the current sky near the vanishing point of the tunnel. This includes the sun, moon and stars as they move across the sky." It's actually a very old one. It's caused because not all chunks are loaded, but the sky is always visible (except when raining, but this will also be visible partially). Simply said, It's how it works. 17:51, 6 May 2011 (UTC)

Thunder sound at bedrock
I find it very weird that I can hear the thunder when I am mining at bedrock level. Maybe it is a bug –The preceding unsigned comment was added by (&#124;)  Please sign your posts with
 * A check to prohibit this is not yet implemented and may not be ever, so it's not technically a bug. Bugs are unintended, unknown at the time of publishing. -- 16:26, 10 May 2011 (UTC)

Moving minecarts will continue to move if the world is closed.
It is in bug fixes of 1.5 What does that mean? If I close the world, the minecarts will run away??? So if i save and quit and then load, they are changing location, which should be impossible due to not being loaded in the RAM... - 12:00, 9 May 2011 (UTC)


 * It means that if a minecart had momentum and speed when saving a game, it will be preserved. This means that when you load the game, it will still have its momentum and speed. 16:07, 9 May 2011 (UTC)

Beds in SMP
I didn't see anyone else report this one yet, but on a new SMP server I, and only I, have had this strange glitch. At first I had a hard time getting into any bed because they were always "Occupied", this seems to happen everywhere I go even on single player. After a while or after I remove a block or venture for long enough, I would be moved into the bed, and be put into the sleep idle animation. If everyone on the server were to sleep like they are supposed to, I would wake up the next morning. However, I was then stuck in the idle animation with the sleep menu stuck open, no matter how many times I would hit the exit bed button I would stay in the menu, be placed next to the bed like when waking up but remain in the sleeping idle animation. After this happened, I left and rejoined my server, now I cannot "Sleep" in the beds. Instead I wait the time it normally would take for the screen to dim and sleep, but I never see the sleep menu, I am free to move about as normal and because I cannot "Leave" the bed I cannot change my spawn point.

However, my animation not changing is only client sided, other people on the server observe me as in the sleep animation, but I can move around as if normal stuck in the animation with my legs kicking and my arms moving when I try mining something.

Anyways that's as detailed as I can get without being asked a question, I was wondering if anyone else has experienced this, and if so it should probably be put on the bugs, as that's kind of important. 08:11, 24 May 2011 (UTC)

Do not right click your bed when you are standing on it. It will activate the sleepwalking glitch, and you will not be able to trigger pressure plates and pickup dropped items. Fix: simply reconnect. If you try to sleep in a bed which is in air, you'll be stuck into sleeping, the only way to fix is Alt+F4 or task manager since you can't get to the menu. Try to break and replace your bed. Prefer removing doors and placing dirt instead of making floating beds in SMP. C ali nou - ×  » 08:39, 24 May 2011 (UTC)

Yeah, it's a little moar than that, I dunno if it's created by standing on the bed or there being two beds side by side; but trust me, I've tried all those fixes, the bug is permanent on this server, and no other server map so far. 07:40, 26 May 2011 (UTC)

Watercolor?
I doubt watercolor.png did nothing on Beta 1.5 either, why should it be considered as a bug in Beta 1.6?  11:30, 26 May 2011 (UTC)

I had no idea it existed in 1.5 too. Feel free to remove it from the bugs in case I'm wrong. - 13:57, 26 May 2011 (UTC)

Water turning into ice?!
My water is turning into ice! ... And i can say its very anoying!

My water spring, My lakes, My sugar and wheat farms, My swimming pools and... THE WHOLE FREAKING OCEAN!!!!

IS TURNED INTO ICE!!!

Please help! –The preceding unsigned comment was added by (&#124;)  Please sign your posts with


 * Confirmed, at least of what I heard on forums.  14:02, 26 May 2011 (UTC)

1.6.3 ability to 'teleport' to Void
Due to the boat fix, it seems that multiple boats in 1 block high areas do odd things.

Steps:

1) Download the save file from here (http://www.minecraftforum.net/topic/193228-fixedmoving-items-up-gravity-trap-rapid-pulsar/) 2) Open minecraft and go to the save 3) Do the Instructions it tells you to (remove the water, press the button) 4) Walk down to the bottom of the transport system (the side closest to the falling mob) You will notice that all the gravel breaks. The bottom is shown in this picture (http://i1109.photobucket.com/albums/h433/TheLengthOfThisUsernameCannotExceedFiftyCharacters/0fixedd2.png) Next to the bottom of the Transport system is this 'ditch' with water in it. 5) Go in the ditch and face the transpot system 6) Add boats to your quick menu 7) Place a boat once 8) Place a boat twice 9) You should see like a purple block in your face 10) You are now in the void.

I think this is because the boat and you share the same space and it knocks you down into the blocks below, which causes you to rise up into the boat which cause you to go back down and eventually you go far enough down that you go into the void. I think a combination of the boat change and the new change to players stuck in walls does this.

I was able to replicate this twice. And this is a link to the youtube video : (http://www.youtube.com/watch?v=O9w26e0lwNE)

[ I haven't used the wiki before, I hit add topic and then wrote then hit save page. Sorry if i messed anything up ] –The preceding unsigned comment was added by (&#124;)  Please sign your posts with

1.6.4 Tools disappearing
Since updating today, right-clicking with tools in hand enough will randomly make them disappear. Not sure how rampant it is. I've lost an iron pickaxe, iron shovel, and stone shovel so far and with the last I just went around right clicking on doors and hatches and it disappeared on closing a door that time. Anyone else getting this? --- 15:48, 26 May 2011 (UTC)

Edit: After testing, it is as a current bug states. Dropping a tool then using it (even right-clicking a door/hatch) will make it disappear.

Boat bugs inaccurate?
I read on the bug list that boats cannot sail in one-square-depth water.

I'm having absolutely no trouble with this, and in fact the only issue I noticed with it is that if you place the boat in water right next to land, it will go slow as long as it thinks it is on a land block, then it has no trouble. This is a long-standing thing present since Alpha.

Perhaps someone encountered this and mistook it for a new bug? 16:11, 26 May 2011 (UTC)

Edit: Other bugs such as a walking animation in a boat have also not been encountered. Either I'm not sure what a bug is, or they aren't affecting everyone. Anyways, just thought that might be important. 16:13, 26 May 2011 (UTC)

Edit Edit: Now that I look over the bug list, I have to say I'm seeing none of these. I start a new world whenever an update adds new blocks. Maybe the bugs only affect previously-existing worlds? 16:17, 26 May 2011 (UTC)

I haven't seen any of these bugs either. All my boats are working just fine in the 1.6.3, 1.6.4, and 1.6.5 release. I think this is either system dependent or knuckleheads refusing to say bugs were fixed, which has occurred in the past. 18:29, 28 May 2011 (UTC)

1.6.x freezing issues
I used to play Minecraft SSP on my notebook, but I grown quite fond of SMP. But for some reason my notebook wasnt able to keep good connection. Gameplay was laggy. I started playing on my brothers notebook and I had NO problem. But since 1.6 I am having serious lagging and client freezing, lot of crashing and disconnecting. I hope Notch is gonna fix that really soon... -- 17:01, 26 May 2011 (UTC)

I'm having the same issue lately. I've also grown quite fond of SMP and play along with my husband. We're currently trying to make an adventure map, but I'm having so much lag. Seems that my memory for minecraft keeps above 60% all the time and continuously freezes making it very difficult to even play the game. I've tried both versions of Java(32 bit and 64 bit) and to no luck of ever having it work smoothly. For those of you wondering my amount of installed RAM, I've got 16GB and tried going as high as letting minecraft take 10GB of it and still nothing but lag. Reading through some of the other forums, it seems that this issue has something to do with the cpu usage/memory leak that the minecraft client is having. But it still doesn't make any sense why my husband's computer which is completely identical to mine, save the graphics cards, can run minecraft with no problem. I've even tried using his install of minecraft on mine and haven't had any luck. *sighs* I also hope this gets fixed in the next update cause I seriously can't play minecraft at all...-- 00:37, 13 June 2011 (UTC)

1.6.x Damage while in boat
I know that now you take damage if you fall riding a boat, but... i was sailing, and arrived with some speed on my half-blocks dock (same level as water), and took about 4 heart damages !! sounds like a bug.. -- 18:33, 26 May 2011 (UTC)

1.6.x Portal Glitch
In 1.6.x all of the portals go to the same place. I added this to the 1.6.4 buglist, but it was reverted. Can someone add this for me? 18:44, 26 May 2011 (UTC) (Why is my name not showing up when I do 5 tildes -oldtopman-)

Only write 4 tildes, not 5. I haven't tested this bug, C ali nou - ×  » 19:26, 26 May 2011 (UTC)

I suppose if you test it it can be added to the buglist. Can you please do so? 20:22, 26 May 2011 (UTC)

Hmm, no... I can't do it for now. C ali nou - ×  » 18:41, 28 May 2011 (UTC)

Confirmed in 1.6.6, Portal A goes to Portal B, but Portal B doesn't go back to Portal A in SMP.

Chests
Whenever I place a chest, it faces west instead of facing me. Anyone else have this problem?

Chest's orientation can be buggy when placed next to any transparent block. Note that Glowstone is also transparent as of Beta 1.6. <font color="Blue">C <font color="Orange">ali <font color="Purple">nou - ×  » 19:26, 26 May 2011 (UTC)

1.6.2 Powered Minecarts (still an issue in 1.6.4)
I'd like to get somebody else to confirm this if happening, but I've found that the Powered Minecarts are now seriously nerfed to the point that they are essentially useless. Simply put, the only thing they can do now is to power themselves, as if you try to have them push another mine cart all that happens is that they get stuck as if they have hit a solid wall. This isn't being reported as a "bug", but I think that at least they should be able to push some mine cart, even if it is just one at a time. -- 19:10, 26 May 2011 (UTC)
 * Almost assuredly a side-effect of notch nerfing minecart boosters. He said on twitter he was going to buff powered minecarts but he apparently didn't (maybe he forgot?).   -- 19:16, 26 May 2011 (UTC)
 * We are aware he stated he was going to buff powered rails (which have been), however, I've recall no mention of changes to powered carts. 19:38, 26 May 2011 (UTC)
 * - It was on the page but got removed along with the rest of the 1.6 changes.  -- 19:42, 26 May 2011 (UTC)

Minecart collisions on the same track are just plain broken, so it is no longer possible to have minecart trains. I've reported this on Get Satisfaction; please "have this problem" if you care. — 21:41, 26 May 2011 (UTC)

I think it is all minecart collisions I have had several instances where the carts have gone right through the "end of track" stop blocks and become bugged. 21:33, 27 May 2011 (UTC)

Boosters seem to work in SMP
At least for me, glitch boosters work in SMP. <font color="Blue">C <font color="Orange">ali <font color="Purple">nou - ×  » 19:26, 26 May 2011 (UTC)

Crash screens black?
Is anyone else finding that the crash screen (minecraft logo + error dump) now just turns black instead of immediately vanishing? Makes the crash log still unaccessible. -- 19:38, 26 May 2011 (UTC)

Water and Flowers (1.6.4)
Flowing Water now makes flowers "pop out". Is this new? or has this always existed? Because I found nothing on the Water, Flowers, or Version History Pages.

Ominous0
 * It has always worked this way (since forever :P) -- 21:08, 26 May 2011 (UTC)

1.6

 * @1.6 "The invisible fence fix is not working, so the fences that were invisible before 1.6 are still invisible" : It definitely seems fixed for me, before 1.6 the part above the dirt in this picture was invisible. There are a couple of other places in my worlds I've seen, I really think this is fixed.


 * @1.6.2 "When in a moving minecart, the player shows the walking animation." : I don't think that bug is new.

^ Just my input, didn't want to change either of those in case I'm wrong. What do you guys think? Thanks. -- 01:35, 27 May 2011 (UTC)


 * So, I struck the first one since it really does appear to be fixed. I still think the second is not a new bug, but since I can't find any earlier mention of it on the wiki I'll leave it. -- 06:05, 27 May 2011 (UTC)

Bug Report for: Loading/spawning too high, "Bumping your head" on load
Skip for the update.

Description:
 * Sometimes (cannot replicate consistently) when saving, quitting to menu and then reloading a world, the player will be spawned slightly higher than where he stood upon saving/quitting. This is visible as a short drop at the very beginning of play. If the player quits while standing under a low ceiling, then the player will also suffer half a heart of damage at the start of gameplay from clipping into a solid block.

Steps/Observations: Testing was performed on the 'gargamel' seed, either at origin or about (25, 66, 50).

Conclusion/Comments:
 * It is unknown why in 1.6.x (in contrast to 1.5_01) the y-pos in the save file is offset from the in-game position by 1.62m.
 * It is worth remembering, however, that the player-camera hovers 1.62m above the ground. (So, if the player is standing at sea level, the camera reports y:65.62)
 * Regardless of the intention, it seems (this is a guess) that the cause of this incorrect spawning-on-load occurs when minecraft fails to subtract the 1.62m offset from the value as written in the level.dat file, and spawns the player at the raw coordinates instead.

Throw me any questions, requests for clarifications, further testing, or any other ideas. Cheers! --

Progress Made

 * My guess is that this is related to the fix for saving while crouched allowing you to fall one block down on the next load. You might want to check if that triggers the (suffocation?) damage.- 05:08, 27 May 2011 (UTC)


 * Haha, excellent, yup, crouching while saving makes it consistently happen. That doesn't necessarily explain why it could happen when I didn't crouch during testing, but this'll probably narrow it down quite a bit. On a side note, this "crouch protection" still confounds me a bit. See...


 * When you crouch in game, the camera moves down 0.2 meters.
 * The y-position in the save file (made while crouching) is only 0.112 meters lower than normal eye level. (?!?) That's on top of the 1.62 meter boost.
 * Crazy part: If save in mid air while you hold down crouch, you teleport further up. I was able to get about 5-6 meters off the ground this way.
 * WEIRD part: Okay, so, when minecraft saves, the coordinates are your pre-quitting/pre-teleport location. Only during the world load do you teleport up. Yet, I see no flag in level.dat that would signal to the loader that a player was crouching during the save (and should be teleported).

Anyhow, I'm glad that we got some idea about where the bug lives. Even if I feel stupid for not having made the connection myself. Thanks! -- 07:26, 27 May 2011 (UTC)


 * I "bump" my head when ever I load my world, even if I'm NOT crouching. 16:33, 27 May 2011 (UTC)

1.6.5 Seems to Fix

 * My testing has only been quick so far, but this issue seems to have been resolved in the current patch (1.6.5). The pos variables in level.dat now matches the in-game reported coordinates, with no more offset! When the player crouches, the save file records the un-crouched coordinates, so no more teleporting into solid blocks above or below. Woot! -- 17:15, 28 May 2011 (UTC)

Boats not Rising?
From what I've seen, boats rise slowly in still water, but won't rise in a downward current, so I'm not sure it's really a bug. 09:24, 27 May 2011 (UTC)
 * This was a bug that has been fixed in 1.6 (AKA "Water elevators" were nerfed) ( 01:08, 28 May 2011 (UTC)

Water & minecarts
Does anyone know if water currents no longer pushing minecarts along is a bug or a "feature"? It seems a bit illogical that items, players, mobs and boats are pushed by a current but minecarts are totally unaffected. 00:43, 28 May 2011 (GMT)

We have bed bugs in 1.6.4
My server is having a problem as follows:

If a player sleeps in a bed, sometimes the bed is listed as occupied (even though it isn't) and, upon logging out, there is a NullPointerException and the player's .dat file is corrupted. There is an end of stream error when the player tries to log back in and their .dat file needs to be restored from a backup.

00:29, 28 May 2011 (UTC)JBerenhaus

1.6.5 version number
My Minecraft won't update to the supposed version with the version number re-added. 15:36, 28 May 2011 (UTC)

Massive trolling?
30 changes were just made to this page, with 1.6.3 or so being the latest still there, and then after that would be an Alpha version. Why did those many people do that? ( 15:45, 28 May 2011 (UTC)
 * Edit: Never mind. Someone apparently reset it, but I didn't see it. ( 16:29, 28 May 2011 (UTC)

Nether teleport bug
I read the bug regarding Nether in the 1.6.5 update. I'm not sure if this is even a bug. I've seen that same swirl animation present when coming out of a teleport either to/from Nether in previous versions. 17:03, 28 May 2011 (UTC)

Please don't use imageshack
It does the blocked domain thing for pictures, please use min.us or tinypic for uploading pictures. –The preceding unsigned comment was added by (&#124;) 17:12, 28 May 2011. Please sign your posts with

Map/Boat Glitch 1.6.5
If we have a positioning bug with the map in 1.6.5, does that mean using a map whilst in a boat no longer has the chance of insta-death? 17:32, 28 May 2011 (UTC)

I'm dying all the time in a boat whenever I hit something no matter how slightly. This includes pets that teleport in front of me in shallow water, the boat sinking on half steps or even hitting soul sand, which doesn't harm the boat but kills me instantly despite of full health and armor. I know Notch wanted players to receive fall damage while riding something but this is ridiculous. -- 07:58, 30 May 2011 (UTC)

1.6.5 beds
When player sleeps in bed on SMP (maybe SSP too, but for sure on SMP), camera doesnt change to sleeping mode. Also, I got mob spawning near me in completely enclosed space, 4 times straigth 4 attempts to sleep through one night. -- 21:54, 28 May 2011 (UTC)

Who deleted stuff on the version history?!?
It was deleted by (probably accidentaly) http://www.minecraftwiki.net/index.php?title=Version_history&action=historysubmit&diff=101648&oldid=101647 -- 16:05, 28 May 2011 (UTC)

Already 1.6.5!!!!
HOLY TRUCK!! minecraft is already on version 1.6.5! No info on minecraft wiki or on http://notch.tumblr.com/!!!


 * There's info on his twitter though. It says "notch Markus Persson Minecraft Beta 1.6.5 is out. Let me know how it is." That's all the notice we got for 1.6.5 18:24, 28 May 2011 (UTC)

Swirl Effect
-After you teleport to the nether, you will experience the swirl screen as if you were heading back as soon as you arrived. This won't teleport you though, but the animation won't stop until you move. Isn't it because you stand in the Portals horizon as you come into the Nether, thus creating the swirling effect. Moving out of it will make it stop. I would not cite this as a Bug.


 * This isn't really a bug. If you're standing in the portal of course you're going to see it. 18:25, 28 May 2011 (UTC)

1.6.5 Health filled up
The Health beeing filled up is not right in that sense. The health meter seems full, but a t taking any damage it will return to the state it originally had (fo. e. having 4hp in nether, getting out -> full hp. Taking damage of 1hp results in having 3hp left) Also this was an issue in 1.6.4 already.

1.6.2 Furnace
There is diffidently something wrong with the furnace. Things just pop out of it. Is this explained? Can anyone explain it better? -- 13:47, 26 May 2011 (UTC)

A: If I had to guess it has something to do with the new fix designed to make furnaces drop things when dismantled. The furnace seems to copy an item and leave the copy in the finished goods section. A quick and easy fix is to just drop the stack of items back on the furnace again.

Also placing one or two coals in a furnace will make unlimited burning (coal). It show one coal, and when it has burned down it just starts burning over again -- 13:47, 26 May 2011 (UTC)

Had this in 1.6.2 in SP and again in 1.6.4 on MP along with 2 other friends. Very annoying bug. If you get disconnected during the smelting, I think it somehow resets too since I ended up with no coal and only one glass after putting a full stack in. 08:42, 27 May 2011 (UTC)

Deleting a world
The client/game crashes when you try to delete a un-converted world

Redstone on TNT - 1.6.5
"You cannot place redstone on TNT anymore" you couldn't do it in 1.6.4 either. and I don't think it's a bug

1.6.x Changes to Mob Spawning?
We have a mob spawning tower in SMP, from sea level to the top of the map that is one chunk in length/width. It has been working perfectly until the 1.6 updates, but now, very few monsters spawn. Has anyone else noticed issues with making mobs spawn? I am new to the wiki, so I cannot upload images yet, otherwise I would post a screen shot of layout of the tower floors.

Also, does anyone know the details of this statement from the update? Can animals now spawn in total darkness?
 * -Fixed animals only spawning near light during the night.

20:44, 29 May 2011 (UTC)

Edit: I believe I found the reason. Each of the four corners of each of the tower's floors has a block of water that pushes mobs towards a hole in the middle of the floor. Seems after 1.6.x, mobs do not like the water on the ground. As soon as I plugged the water in a few floors, the mobs started coming again. I guess the water was drastically lowering the amount of blocks mobs could spawn on in the tower.

Edit to my Edit: Never mind....mobs are still not spawning ....

Detector rail not working for empty carts on v slopes
Maybe someone wants to test this to confirm for the current version and add it to the bug list: http://www.youtube.com/watch?v=5SGIn3J6SZk -- 22:21, 29 May 2011 (UTC)

Sign doesn't display breaking animation
I was playing and it simply wouldn't crack, but it still broke. Images:  22:44, 30 May 2011 (UTC)


 * Been a bug since about 1.3. Not new -- 14:13, 31 May 2011 (UTC)


 * didnt see it there, dont really look back that far lol 23:30, 31 May 2011 (UTC)

This bug isn't new, it always exixted
"If the tool broke upon destroying a block, the client will not check the type of tool used. Every last use of a tool (Except a hoe) yields no resource unless if the resource can be obtained without a tool."

This bug has always existed. I don't see why it's in the new bugs section of 1.6.5, as it's existed ever since the server-side switch. 10:53, 31 May 2011 (UTC)

You don't need to create a discussion topic. Just edit the recent changes to remove that entry and leave a note that it's not a new bug. 13:27, 31 May 2011 (UTC)

Is the Herobrine note necessary?
Notch added the removal of Herobrine from the recent patch notes, but this is obviously a joke. I don't think it should be listed in the version history as an actual bug fix. 13:52, 31 May 2011 (UTC)
 * Notch listed it. It seems silly to omit it. -- 14:12, 31 May 2011 (UTC)
 * yes. it must be kept there forever.-- 14:15, 31 May 2011 (UTC)


 * This isn't a joke history page. If something doesn't involve direct changes to the game or its services, it doesn't belong here. In fact, the Herobrine page itself has been deleted multiple times. Linking to a user subpage isn't any better.-- 17:22, 31 May 2011 (UTC)

1.6.6 Boat Bug not a bug? (Opinion)
Is a boat not breaking when hitting land really a bug? I for one found it extremely annoying. Kind of nice you don't have to always rebuild it.

I agree with you xD -- 15:02, 31 May 2011 (UTC)

1.6.6 new "Bug"
The so called "Bug", that boats don't get destroyed when hitting a block, even at full speed, is, at least from my point of view, a feature (and a friggin good one!) I hope Notch keeps that! Could we remove it from the list? –The preceding unsigned comment was added by (&#124;)  Please sign your posts with
 * No, it's a bug in my opinion, and please sign your comments. <span style="font-family: Matisse ITC; font-size;12px;"> 15:13, 31 May 2011 (UTC)
 * As long as it's contrary to how it used to work (and not spelled out as intentional), it's a bug. It wouldn't surprise me if it *was* intentional since boats are extremely stupid in SMP and break way too easily due to lag, but without a note from Notch, it's a bug. -- 15:18, 31 May 2011 (UTC)
 * FYI Boats still can still crash, it just seems harder to do. 12:25, 4 June 2011 (UTC)

1.6.6: Heartbeat?
I don't see any gameplay affecting difference, this has probably existed since Alpha or at least early Beta, if you really want to mark this on the changelist, please do it in the correct section. It's noted that this has existed since 1.6.2, I say earlier yet people mark it on 1.6.6? This is also somewhat affected by system specs. <span style="font-family: Matisse ITC; font-size;12px;"> 15:21, 31 May 2011 (UTC)

stop removing bug reports if they are not new, move them to correct version
deleting bug reports just because they are not in the correct version is stupid, as people, including notch wont know about them. 15:31, 31 May 2011 (UTC)

The bugs are being removed because they have previously been added to the version history in other patches; They're duplicates; not bugs that were never reported. 15:45, 31 May 2011 (UTC)

instant death falling from cart
Building a 1km cart track to get the achievement but decided to have some fun wile building it at 2 points the cart drops of the cart seemingly falling to your death but then being saved by more track the first time this happens everything works but after this fall and a long line of booster track i wanted to put in the second drop with 2 spaces so it would look like you were going to continue on the track but would fall down however as soon as the cart comes of the track you die any one else had problems with this bug?

Done some more testing and it seems that if i fall from the track join another track and fall from that i die

In a track made of powered rails, there was one curve rail missing at end of slope, when I reached the ground (fallen less than 1 block, but at high horizontal speed) in SMP, I died. The falling that wasn't dealing damage in boats/minecarts was fixed, probably pigs too. <font color="Blue">C <font color="Orange">ali <font color="Purple">nou - ×  » 19:23, 31 May 2011 (UTC)

It seems to be that fall damage is applied to you after you come off the cart which is why i experienced this

Regarding the recent spam - directed toward admins or mods.
As anyone who has been updating the version history lately knows, there are several registered users who have been replacing the entirety of the version history page with a single link to their website, claiming that the article has been moved.

I am curious as to why these sort of attacks aren't detected by any spam prevention that the wiki has. Shouldn't deleting an entire article raise a flag itself?

Those of us who actually put in the effort to update this wiki are starting to get fed up with these blatant neglect of protection against spammers. It shouldn't be our responsibility to protect this website against spammers.

So that being said, I will no longer be contributing until this issue is under control. It's a waste of time and effort to myself and the other contributors of this wiki.

-- 20:03, 31 May 2011 (UTC)
 * as shown in the logs, Wyn has blacklisted said sites, which we will utilize in future attacks. your information can never be 100% safe unless we stop you ALL editing, which isn't going to happen.-- 20:05, 31 May 2011 (UTC)


 * I'm sorry you feel that way. Battling spam is something that every wiki community has to deal with, and you may think it's a matter of simply changing a setting. ReCaptcha was broken by bots in January and is now virtually useless as a spam deterrent, and the other tools available require manual manipulation. The admins of this site are as human as you are, and work as hard if not harder to keep this wiki clean and safe for the Minecraft community. We appreciate your efforts, please try to appreciate ours. --   20:06, 31 May 2011 (UTC)


 * If you'll notice, this isn't the only page that has been vandalized by this user. The  page also has been taking flak.  20:08, 31 May 2011 (UTC)
 * which we are also dealing with.-- 20:10, 31 May 2011 (UTC)