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.
 * x = 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 Jeb uses:
 * f = Bugs that have been fixed in the next update.
 * s = Bugs that will be skipped/ignored for now.
 * u = Bugs that Jeb tested but was unable to reproduce. 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 US 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.

! 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)

! Identical mechanisms produce different results.
 * 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.)
 * 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.

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]

? 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

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.

Fixed/Skipped
!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]

Bugs
! Wooden doors can no longer be opened by left-clicking or right-clicking on them, however they can still be opened by using Redstone. Jeb already is aware of this.

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

undefined 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. 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]
 * Confirmation: glowstone no longer blocks diagonal redstone signals, which is another attribute of transparent blocks. –Ahruman

x When burning Netherrack in fireplace, fire is spread to upper floor thru stone floor/roof and burns wooden items and bookselfs on upper floor (at least in SMP).

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.

Annoyances
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

Bugs
!  Minecraft does not ship with the latest version of LWJGL, which causes stuck keys and other issues on Linux and Mac OS X.

undefined You can't hold down the left mouse button to break a minecart anymore; instead, you have to click it repeatedly.
 * Bug has been there at least since pre5. --Viciarg 20:19, 11 November 2011
 * This is in 1.8.1 as well at least in creative mode.
 * Doesn't matter. If it's still a problem in 1.9pre6, it belongs on this list.  So sayeth Jeb! —Immute [talk]
 * It appears to be there in 1.8, can anyone verify?

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)
 * This has been around since before pr6. - IPeer

undefined Experience gained from ender dragon is lost after credits; tested in both SMP and SSP

undefined When under a 2-block high ceiling and next to a redstone repeater you can fall through one level of blocks. www youtube com/watch?v=PpES-DSC8PM 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

x 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.

Bugs
!! When inventory key is set to Button 3 (middle mouse button), causes client to crash on joining a server/loading a world. --Roadrunner96 java.lang.ArrayIndexOutOfBoundsException: -98 at org.lwjgl.input.Keyboard.getKeyName(Keyboard.java:421) at gp.a(SourceFile:262) at abc.f(SourceFile:64) at ot.b(SourceFile:57) at tr.d(SourceFile:118) at zw.A_(SourceFile:278) at wh.A_(SourceFile:196) at uy.a(SourceFile:1299) at uy.f(SourceFile:1275) at uy.m(SourceFile:1201) at net.minecraft.client.Minecraft.k(SourceFile:1580) at net.minecraft.client.Minecraft.x(SourceFile:696) at net.minecraft.client.Minecraft.run(SourceFile:649) at java.lang.Thread.run(Unknown Source)

Bugs
undefined There is a major bug with the "critical hit" particle's texture. (No, reddit, I will not flag this bug as [!!], even though it would be funny.)

undefined Instead of rotating about its center, a dropped chest now rotates about its left top corner.

undefinedmp Magma Cubes don't show their "accordion" jump animation in multiplayer. KoreRekon

undefinedmp All mob spawners show a rotating pig instead of the correct mob in multiplayer. KoreRekon This is supposed to happen.
 * Source? KoreRekon
 * "Supposed to happen"? That's utterly preposterous.  Makes no sense whatsoever.  There are two options here.  1. (bad, lazy, silly solution)  Do not display the contents of the spawner at all in MP; instead, show the box as empty.  2.  (good solution) Display the correct mob.  —Immute [talk]
 * From minecraftwiki: (For some reason, all Mob Spawners found in SMP have pigs inside them instead of whatever creature they actually spawn, with the singular exception of the Blue Spider. ). So leave it as it is now.
 * This is ridiculous. Just because the wiki lists a known issue, it's correct this way? -- JonHa97
 * Agreed. Your reasoning is flawed here. Also, please refrain from making edits to others' issue reports, unless you have consensus.  You clearly lack consensus here.  So please cease your edit-war at once.  Thank you.  —Immute [talk]

undefined Some texture overlays on entities, such as glowing eyes or hurt colors, and chest lids, are Z-fighting with the underlying texture:

undefined When wolves enter water, their skin turns black and remains that way. Only able to test with aggressive dogs.
 * Edit: Works on all wolves, but only at night, or in areas with no lighting. There is a slight change during the day.

? The full moon is square, but the other phases are still round.

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

a 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 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.

a 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".

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.

a One of the splashes still says "Absolutely dragon-free!" despite the addition of the Enderdragon.
 * Confirmed, by looking at minecraft.jar/title/splashes.txt —Immute [talk]

Bugs
! 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

! Some torches generated in abandoned mine shafts or NPC villages don't light anything up, unless replaced or if another torch is placed by it.

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

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.

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

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.

? It is unknown if this is a bug or not, but the player loses all their experience after going through the exit portal out of the End.

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

Bugs
undefinedcr Minecarts will drop a minecart when destroyed in creative mode. As a result of this minecarts tend to quickly fill up the player's inventory in creative mode.
 * Proposed fix (fixes related problems quite simply as well): Currently, when the player picks up an item in Creative mode, the item goes to her "inventory" (possibly to a hidden spot not on her hotbar).  Instead, the item should simply be deleted when it is picked up.  —Immute [talk]
 * This is not a good idea, imagine a survival player accidently drops an enchanted sword or other valuable items or something near a creative player. It would be rather difficult to get the item back. Also there may be valid reasons to give creative players items (enchanted swords for example so they can kill mobs faster for fun or experience). Better idea: Let creative players simply not pickup items if their hotbar is full. -- JonHa97
 * (Of course this could also be resolved by letting creative players enchant for free) -- JonHa97

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)

xcr 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

Annoyances
acr When you destroy the block underneath redstone dust in creative mode, the redstone dust will drop as an item.
 * This happens with most (all?) items that attach to a block. North101 19:37, 11 November 2011 (UTC)

acr Many blocks are missing from the item selection in creative mode. Including but not limited to ender portal frames, mob spawners, and silverfish bl|crocks. As a result the creator of an adventure map for instance needs to rely more heavily on mods and third party programs.

acr Snow cover is only placeable in creative mode by crafting snow golems on the desired location and then killing them. JonHa97

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

acr Destroying the top of a door (any type) drops a door item.

Bugs
undefined 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

[A!] Oceans still have pockets of air.

! 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.

Bugs
undefined Chicken will look down instead of up when trying to look at the player JonHa97

undefined Snow Golems take no fall damage JonHa97

undefined Snow Golems do not leave snow trails in a mushroom biome. NobbyChicken

Annoyances
a! Creeper damage is not changed depending of the difficulty, resulting in almost 5 times the Easy damage currently (24.5 hearts point blank) than from Beta 1.7 and prior (5.5 hearts point blank).

a 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

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
 * This is a feature request, not a bug --86.52.2.125 19:54, 11 November 2011 (UTC)

Bugs
! 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).