Minecraft Wiki talk:Issues/Beta 1.9pre5

Mac OSX 10.4.11
on many mac osx systems there is harsh visual lag, and you can see through blocks partially (not due to textures) as well as at night the lighting inside is blue as well as odd strips going through blocks not only that but there are bugs letting you see through blocks when it is dark even in smp so ... ya please fix these bugs!



Walking on Water
When fishing at night on a multiplayer server, player will walk on water, but loses ability to jump and eats through the food bar at an accelerated rate. Disconnecting from the server and reconnecting does NOT fix the problem. try pressing f6 that will make u fly and not be able to jump.

Powered Minecarts still don't push carts on east/west tracks
See title. reproduced in 1.9pre5 on 11/2/2011. North/south tracks still works fine. My 1km east/west tunnel is uuuuuseless :(

Working fine.

Brewing Stand
Intermittently, when walking past a Brewing Stand, the player drops into the floor by 1 block.

Fixed.

Compass
Compass doesn't show right spawn position after I sleep in bed. It shows default spawn point not my bed (home) position.
 * it is supposed to work like that--Gil2455526 18:39, 28 October 2011 (UTC)

'''The compass points only to the initial spawn point, it doesn't point to the last sleeped bed. It always was like that.'''

Coal drop
When I mine coal ore it only drops one coal instead of 4-5 that it used to

'''* Dropping 4-5 coals from one block is feature of the mod you have installed (which is compatible only with specific Minecraft version). Minecraft always drops 1 coal from 1 coal block.--Metalim 12:34, 28 October 2011 (UTC)

'''

Pig Booster?
'''There is a very old booster bug that still works. Get a pig in a minecart, put a saddle on the pig, nudge the cart so it's moving in the direction you want to go and then hop on the pig to travel forever. There is an example here: --AISim 20:41, 27 October 2011 (UTC)'''
 * If you place about 3/4 minecarts in the exact same place, you can repeat this. (Confirmed 1.8.1) Cool12309(Talk 00:32, 28 October 2011 (UTC)

Falling through blocks when walking on/near redstone repeaters
When walking parallel to a repeater, close to the edge, you will sometimes fall through the block you are on. Repeatable.

Also existed in Pre-4. Not sure about earlier than that. Jov_West 24.22.9.124 17:40, 27 October 2011 (UTC)

Confirmed 1.7.3+ Cool12309(Talk 00:33, 28 October 2011 (UTC)

Double Confirmed in Pre-5

Hand noclipping
You can hit though blocks and hit an animal in creative mode. I was trying to breed 2 wolves when I had them stuck in a pit. When I dug away some dirt the animal got hit even though it was protected.

I have not tried this in survival/hardcore and this was in SSP


 * thist i a bug that has existed since creative mode was added Quarg 16:15, 27 October 2011 (UTC)

Server Bug
The Client Can Place And Break Blocks 1 Block Further Than The Server Can, So The Blocks Re Appear. This May Of Been In 1.8


 * I can verify this- And I thought it was just me and my server :) For example, chopping down a tall tree while not standing directly under it (one block to the side) will sometimes cause the last block destroyed (often the top of the tree trunk) to break, not drop, and respawn back a moment later. 72.93.203.122 13:48, 1 November 2011 (UTC)

Ocean Horizon Glitch
This bug makes the horizon flash when jumping in the ocean or in a boat. You can only see it when there is water on the horizon, not land. I believe it has to do with the lowered sea level and the background texture was never changed. Example
 * it's been like this since 1.8, from what I can tell I think it's because of the boat bobbing so you go from it being at the 'render ocean edge' threshold to the 'don't bother rendereing ocean edge' threshhold Quarg 17:15, 27 October 2011 (UTC)


 * It occurred in the 1.8 update because the water level was lowered one block. Previously, water level was at 65, now its at 64. This is evident when you are in pre 1.8 terrain, and new 1.8+ terrain generates, leaving a seam between bodies of water which are now one block lower than before. When you used to dive into water at level 65, the horizon would turn blue to create that underwater effect. But now when you dive at the new water level, the horizon still behaves as if the water level is still 65, causing that horizon glitch.

Doesn't the view distance in caves get shorter when below ocean height also? Drazong

Water block glitch
When a water block is placed with empty space underneath, a column of source block is created under the water block.
 * I'll confirm this, got the same thing. Could be a feature. Musketeer925 20:37, 27 October 2011 (UTC)
 * Happened to me also. Jmaasing 13:12, 1 November 2011 (UTC)

The End

 * When you enter the end all enchanted items have their enchantments removed
 * Maybe an intended feature?


 * On SMP, our portal to The End took us to an empty, single-layer obsidian platform in the middle of nowhere. Instead of (0,y,0), we ended up at (1440-ish, y, 0-ish).
 * Can be (semi-)confirmed by me: http://i.imgur.com/cD6Ku.jpg Drazong (I'm not sure if what shown in the picture is normal or not, I have always spawned on a larger land mass.
 * Image is 403'd. Cannot see it.


 * ...remove the "i." at the first part of the link. It would load fine.. :D Try it.. -- Throex  '''TALK 20:00, 27 October 2011 (UTC)


 * I had this problem too, I believe the End is spawned local to the Stronghold- Can I take a stab at it, and say you generated your own End portal? 72.93.203.122 13:50, 1 November 2011 (UTC)

When you enter the End it does not generate terrain. The only thing in the End is the obsidian blocks you spawn on.

- I can confirm this too, I spawned on an obsidian platform roughly 1500 blocks from the origin on the X axis. luckily i was in creative and was able to fly all the way to the center. perhaps change the bug listing to "[X] Spawn area in The End appears to be local to the stronghold portal used. Occasionally end up ~1500 coords from the origin on the X-axis." --Gravemind2401 00:10, 4 November 2011 (UTC)


 * Entered The End twice (two different maps) in single player classic mode through a stronghold portal... first time I spawned in and all there was were endermen and the usual terrain, second time there were no endermen or dragons and just a deserted End. Possible End mobs spawning problems!!

Food
I am hungy and can't eat anything, (playing on normal without mods) 82.113.99.49 17:37, 27 October 2011 (UTC)

I am immortal to, I switched from Creative to Survival. Thats the reason for all this


 * I don't think vanilla Minecraft has a way of switching game modes on a single world. Some map editors (MCedit for example) can change the game mode, but I heard that can cause bugs such as flying in Survival. ...but the transition is bug-free in SMP 1.8.1. 71.46.222.254 13:25, 2 November 2011 (UTC)

Performance
I observed extremely large fps drop - from more than 90fps to 15-20fps. On pre-4 version even with hd (64x64) texturepack i had better fps than now with default.--Neonidas1 17:50, 27 October 2011 (UTC)
 * edit - it looks that the new world is being generated for much longer. After a few minutes fps rate goes up to 40-45, but it's still much lower than in earlier version --Neonidas1 18:11, 27 October 2011 (UTC)

Pressure plates perma-activated (SP)
This bug was marked unreproducible by Jeb in the pre4 bugs: [U] If a pressure plate is activated when logging in, it will stay activated until you destroy it or quit. Just tested it. It's a SP-only bug. When you quit the world while a pressure plate is active, when you load the world again, the pressure plate will stay activated even when you go off it. It only turns off if you destroy it. Happens with both wooden (items, mobs, Steve) and stone (mobs, Steve) pressure plates.

Memory Deallocation Problems
Since 1.8, at the very least for Windows XP x86, Minecraft thinks it is deallocating memory when it is not: Compare the javaw.exe process (minecraft's instance of java) to minecraft's F3 memory usage. Minecraft almost continuously uses more RAM, never deallocating more than a few hundred KB. This causes javaw.exe to use more and more RAM until the game inevitably crashes. The issue is substantially more noticeable when using high resolution texture packs. //Minecraft just shows up its own memory usage. But external libraries, like LWJGL, Minecraft's Graphics Library, can take more RAM, that won't show up in F3-Stats. Also, java programs cannot deallocate memory. They cannot decide anything about memory-management in JVM. And since there is no support for hires-texture packs, this isn't Mojang's Problem. Give Minecraft more RAM if you use hires-packs. Just google about it - you'll find about that. //Minecraft is running out of ram and crashing on machines that it never used to as of 1.7.3. When Minecraft updated, it broke. Many people are experiencing this issue but don't know how to diagnose it, and it makes the game very difficult to play. Just because you don't experience it doesn't mean it doesn't exist. It worked before and now it doesn't - It can, and should, be fixed.

Fence Gate block are not thin as Fence block
Since "some" update Fence blocks became "thin" as Glass Pane and Iron Bars (why wasn't that mentioned in Versions?), Fence Gate seems was forgotten. {0xE1 20:24, 27 October 2011 (UTC)}

(Lucthefirst 12:17, 30 October 2011 (UTC)) As well, corners, where 2 rows of fences meet each other, do not allow you to enter there space on the inside (90 degrees angle). On the other angle (270 degrees) you can enter there space.

NPC villagers
When i jumped in a well, inside an NPC village, a villager jumped in the well as well and got stuck. Maybe they should be unable/disabled to jump into water?

The should be unabled to walk on plowed blocks too, since i noticed that they keep destroying their own farms...

Creative inventory missing and unneeded items list
There are missings and unneeded items in the creative inventory (don't modify that list) :

Missings

18:1 Spruce Tree's Leaves 18:2 Birch Tree's Leaves 18:3 Spruce Tree's Colored Leaves 31:0 Dead Bush placeable on dirt and grass 31:1 Tall grass 31:2 Fern 44:6 Alternate Stone Slab 52:* (Working) Mobs Spawners 60  Farmland 78  Snow Plate 90  Portal 97:0 Silverfish Stone 97:1 Silverfish Cobblestone 97:2 Silverfish Stone Brick 99  Huge Red Mushroom 100  Huge Brown Mushroom 119  End Portal 120  End Portal Frame 263:1 Charcoal 2267  Music Disc C418 - where are we now

Unneeded

83  Sugar Cane Block - There's the "Sugar Canes" item (338) for that 92  Cake Block - There's the "Cake" item (354) for that

In which category of "Known_bugs/Version_1.9pre5" should we add that ? "Gameplay" ?

Hit box in SMP
This bug has been around forever. But the hit box of mobs in SMP only works when you're at the right distance from them. So, if you're right next to a mob, but down a block from it, hitting its legs with a sword will do nothing to the mob at all.

-- I can confirm this, but it doesn't always happen. My first encounter with this bug was back in 1.7 and I thought they had fixed it, apparently not :( 84.195.78.79 11:18, 30 October 2011 (UTC) tranquility486

Mobs in water glitch vertically in SMP
This bug has been around for a long time. Mobs moving in water that reach a dead end will glitch vertically up through many blocks, "jumping" and become unhittable by the player. Slimes are the biggest culprit of this vertical glitching bug, but any mob will do it in water.

Animals
Sheeps only spawn without wool on them, I only see naked sheeps and when I kill them I won't get wool, too.

Sometimes cows will run around after being hit and never slow down.

Maybe something is wrong with your minecraft installation or mods cause some trouble, because my sheeps arent naked xD. [2011-10-29]

Chest Sounds?
Chests still don't make noise for me anymore :( --Nebetsu 22:57, 27 October 2011 (UTC)

This occurs in all prereleases because the resources (such as sounds) are not in the .jar-file. Will automatically be fixed with the update, when the resources are downloaded.

Terrain Generator bugs
Holes in the ocean, on surface 1, 2 and in the deep 3

Mushrooms spawn on leaves: 4

Trees can spawn in the air (or maybe the cave beneath it was generated last): 5
 * Also affects tall grass, perhaps related to the snow bug too? Haseo 16:34, 30 October 2011 (UTC)

(None of them is fake! They are reproducable with the shown seed and coords.) --Modran 00:39, 28 October 2011 (UTC)

I took a world from 1.9pr4 (no mods) and just replaced the minecraft.jar with 1.9pr5. I have found 4 chunks that have ceased to save. I have screen shots from both MCedit and in-game. If I try to edit the chuck to be back to what I had it as (part of a reed farm), it tries to save, fails and respawns a new (different) chunk. (need to upload pics, will link in a minute)

Just explored around for a little bit, got to a mushroom biome with a ravine in it, then saw floating water source blocks. 

Thirdperson?
Thirdperson won't work in The End. Haven't tested in overworld or hell yet.

Can't edit blocks in (+/-16, *, +/-16)
I can't place or destroy blocks within 16 of (0, *, 0). Update: If I op myself I can create/destroy no problem.
 * It's not only spawn protection, it's been around for many many releases, and is an intended feature. Moleculor 03:27, 28 October 2011 (UTC)
 * Guess I just hadn't tried to edit blocks in the spawn area in previous world generations. Thanks. CeeeKay 07:20, 28 October 2011 (UTC)


 * i cant edit even in singleplayer w/o crash 96.228.144.156 03:15, 29 October 2011 (UTC)

Mobs
I got blown up by a creeper then I started to float and could float into blocks in survival mode.

The Creepers do not blow up when you are next to them. You have to hit them, then they will explode.

Zombies do not attack you when you are next to them.

Skeletons do not attack you when you are next to them.

Blazes do not attack you when you are next to them.
 * uh they changed that mobs ne neutral when in creative mode...--Gil2455526 20:25, 28 October 2011 (UTC)

Endermen don't burn in sunligh.
 * I think that's supposed to be a feature. Cobalt32 14:16, 1 November 2011 (UTC)
 * It is. Check the Enderman page before submitting bugs. --HexZyle 14:37, 2 November 2011 (UTC)

Breaking ladder block while on ladder
While on a ladder, holding shift to stay still, place a ladder on a nearby wall. Now try to destroy it. The break animations plays, then resets, in a loop as you keep trying to break it. If you aim the cursor higher, the animation completes and the ladder pops off. This is on Ubuntu 11.10 Shjohnson.pi 06:37, 28 October 2011 (UTC)

minecraft_server.exe Not compatible With Windows
So I download from the link Provided by Jeb_ and save it as Minecraft_Server.Exe and whenever I try to Launch minecraft_server.exe a warning message just pops up and says "Version of Program is not compatible with your version of Windows" I'm running Windows 7 Home Premium 64 Bit.

 You seriously renamed the .jar extension to .exe ? =p

Windows built in anti-virus will change it to .zip, so maybe he changed it to .exe not knowing it was supposed to be .jar.

 Well I don't know how to use the .jar, and changing previous versions to .exe has worked.

Pre versions are released as JAR files that must be run as a parameter of java.exe, f.e. "c:\Program Files\Java\jre6\bin\java.exe" -Xmx1024M -Xms512M -cp Minecraft.jar net.minecraft.LauncherFrame

Blocks
Blocks of iron have a new texture. Might have been intentional?
 * It is!

Lava
Infinite lava/replicating lava sources are now possible: Make a pool one block deep, in the shape of a plus sign (i.e. dig out 5 blocks) and put lava source blocks in all of them. When you now scoop out the middle one, it gets recreated and the 4 outer ones (which will flow for a moment) will turn back to sources, too. Bug or Feature? - 92.227.75.63


 * Good find! It looks like a new feature to me, and I am glad for it. - Jecowa 12:16, 28 October 2011 (UTC)
 * Just a small edit, the pool doesn't have to be one block deep for the bug/feature to work!- gusti123 18:23, 28 October 2011 (GMT+1)

"If you eat golden apples while in lava in the nether, then come out of the lava, you will instantly die, even though the golden apples kept you alive." Unlike water, lava won't prevent fall damage. The only way to avoid the fall damage is to find water or ladders. 71.46.222.254 13:20, 28 October 2011 (UTC)

If you place a bucket of lava in a furnace it will disappear when you place iron ore inside. It will continue to smelt the ore until it is finished but will not cook or smelt anything else afterwards. Not confirmed to occur with other furnace contents.


 * From what I remember, a bucket of lava simply smelts everything you put in the furnace (e.g., 64 iron ore, or a pork chop), disappearing when smelting begins.


 * According to the wiki lava buckets should be good for 100 operations so it's behavior should be similar to other fuel sources and only disappear after it's uses are exhausted.

Clouds change colour depending on character facing
This is especially noticeable at sunrise/sunset, when there is a reddish/orange tint in the sky. Pick a cloud which is roughly at 90 degrees to the sun and moon. Keeping the cloud in your field of view, turn towards the sunrise/sunset. You will see the cloud become more orange/red in tint. Now turn back the other way towards the moon. The same cloud will grow paler and more bluish. Obviously clouds should show different colours depending on their position in the sky. But should they actually change colour as you turn? I don't think so.

Saiph 11:24, 28 October 2011 (UTC)

Crash entering inventory if Minecraft is started on second monitor
Entering inventory or opening in-game menu crashes 1.9pre5 in OS/X Lion, if Minecraft window was moved to second monitor BEFORE logging in. If you login on main monitor and then move window to second monitor, then it works fine. Monitor configuration is following: https://skitch.com/metalim/greyx/thunderbolt-display --Metalim 12:34, 28 October 2011 (UTC)

Bug when entering blacksmith's house?
Seems to happen when walking between the fencepillars. W7 64 bit, SMP.

Redstone block lighting
Maybe this is an older bug but I noticed that the light emitted from the redstone blocks while mining them is not adding up to the surrounding light. For example, if I have a torch next to the block and start mining it, the block will appear darker than it was before. If I remove the torch, you can see that the block lightens up. So, in numbers, the block emits a light of value 2 (in a scale of 0 to 10), the torch gives off a value of 7, but the result of the light on the block is still 2 instead of 2+7=9.

Kokotron 14:46, 28 October 2011 (UTC)

I can confirm this also, since 1.8. Jmaasing 13:19, 1 November 2011 (UTC)


 * I can confirm this too and also that this bug is an older one, but the bug is still there and maybe it means that the "bug" is intentional as redstone dust is an electrical item and has some kind of unique properties. [2011-11-01]

Skin Drawing Bug
There now seems to be a bug with the skin drawing that causes the bottom of the dead to be drawn 180° out from how it was previously.

Example image using my own Minecraft skin --KaizenNeko 17:16, 28 October 2011 (UTC)

Acheivements not working
I just started playing the prerelease 5, and have made a good start, but everytime i log in my acheivements reset. Anyone else tried this?


 * It happens if you just updated the jar, if you're playing offline, or if you're playing on more than one computer. Any of these the case?

Lilypads in Creative Mode
According to the article, lilypads do exist on the Creative mode menu, but... I've got it open right now on the default texture pack (and it is on 1.9pre5, to make sure), and they're not there. 50.98.131.131 18:02, 28 October 2011 (UTC)

Switching from Creative to Survival mode Glitch.
I don't know what this would go under but, if you switching from creative mode to survival using    NBT-edit and save, The game thinks your still in creative when the world is labeled as survival on the save file menu. meaning it is impossible to switch from creative to survival in pre-release 5 this doesn't happen with pre-release 4.
 * There are 4 "abilities" in the level.dat. Maybe setting them all to 0 is the fix? I know setting flying & mayfly to 1 on a survival world will enable flying but still keep the world in survival mode. --KaizenNeko 18:38, 28 October 2011 (UTC)

Citation needed on falling water destroying transparent blocks.
I've brought the question up numerous times in various social media and related discussion places, resulting in the thread being closed, downvoted, answered "This is as intended" and accepted without a source, and when asking for a source, nobody provides. It seems like this is common knowledge/hearsay, but not written down anywhere and nobody knows or is willing to answer where. I refuse to believe that this is not a bug based on someone's word without proof. I'm worried that this is an aberrantly subtle bug that has worked it's way in without notice because I really remember the behavior being different, and heartened the fact that someone ELSE posted about this means I'm not the only one. I seek resolution on this issue.--PlNG 18:34, 28 October 2011 (UTC)
 * What are you talking about? --KaizenNeko 18:41, 28 October 2011 (UTC)
 * I think what PING is referring to is the bug: "[!] Water falling directly onto rails/redstone/regular torches from above will destroy that item completely." PING, you can confirm this. The bug is also captured on GetSatisfaction here. Haseo 16:22, 30 October 2011 (UTC)


 * The explanation is simple: When the water falls on the block, according to the new duplication code mentioned on the Talk:Water page, the water creates a source block right where the transparent block is, simply overwriting it rather than destroying it. --HexZyle 14:42, 2 November 2011 (UTC)

Flying above snow???
I was playing the 1.9pre5 and I wanted to make a Snow Golem. So I put one snow block down, jumped on it, then jumped and put the second down. Then as I was trying to jump to put the pumpkin down, I couldn't jump. I could move left, right, forward, and backwards, but not up and down. So I got out and deleted the world. I made a new world and played it, and I still couldn't come down or up. Help?

alexkill51 20:41, 28 October 2011 (UTC)


 * Maybe you accidentally pressed F6?


 * Oh does that work?


 * alexkill51 - 30 October 2011

Maps beign white when looking into an entity.
If you are with a map in you hands and look directly into a entity, the map will become white. Proof: http://imgur.com/5F0Wq

Filling water bottles in cauldron bug
When filling water bottles from a cauldron, from a stack, or single, in your 'hotbar', they will dissapear (from sight) from your inventory. If you click e to look, they won't show up, but if you go to a crafting table or a chest, they will suddenly be there, in your inventory. - I tried this with single bottles or a stack, tried shutting down server and client and restarting to make sure I could reproduce it. Tried it from different inventory slots.

Also made a quick video of it at youtube watch?v=YebpDi7Kjrg

66.190.58.5 22:17, 28 October 2011 (UTC)erickass

Sorry but your bug doesnt work, i tried it in my survival singleplayer map 100% legit no mods no cheats as vanilla as possible and i succesfully filled my bottles with water at the cauldron and they were in my inventory, no bug. [2011-10-29]

-- Uhm, he specifically mentioned a server, not a singleplayer map. 84.195.78.79 11:13, 30 October 2011 (UTC) tranquility486

reply to tranquility486 => I know that he mentioned a server but he didnt said that its multiplayer only, so think about your implications. [2011-10-30]

Glass Panes do not connect to adjacent doors

 * This has been there since Glass Panes were implemented, and it's really annoying, in that it is possible for mobs to see the player around the side of the door, and creepers to explode through it, and just makes it look bad.

TNT drops item in creative mode.
When destroying TNT in creative mode(not detonating) the TNT item still drops, unlike any other block in creative. Tinaun 03:14, 29 October 2011 (UTC)

I played around with TNT in creative-mode quite a while but i never mind that. I can absolutely confirm that and i also tried a few other things out, but nothing dropped an object. [2011-10-29]


 * That's happened in Beta 1.8 and 1.8.1, too. I don't know whether it's intended or not, but hopefully that doesn't happen (at least I hope) alexkill51 29 October 2011 (UTC)

CPU
Pretty much constant CPU usage for 1.9pre5 client on OpenJDK 6 under Debian Sid, on a Pentium 4 2.8GHz with hyperthreading on, and 1.5 GB RAM with up to 1 GB allocated to Minecraft. Would conclude OpenJDK was at fault except 1.8.1 does not have this problem. For comparison, 1.8.1 has both virtual cores busy (between 50% and 100%) but never constantly maxed. Most of this usage (~95%) is in the "tick" process according to the pie chart when F3 is pressed. FPS around 3-5, making the game unplayable. Have noticed that CPU usage becomes more tenable (~85%) when Escape is pressed and game menu comes up. Let me know if gdb output or stack traces of any kind would be useful. --121.79.226.73 04:36, 29 October 2011 (UTC)


 * From a PC technican's standpoint, your P4 sounds like a single core with Hyperthreading- You can't really max out both cores :) What graphics card do you have? If on Intel's integrated, on any P4 system, 3-5 FPS is good news. 72.93.203.122 13:57, 1 November 2011 (UTC)

Grass block sides don't have biome shades
Grass blocks all have the 'standard' light green side texture, no matter what color the top of the grass is. Eg: http://imgur.com/cBs2K and very noticeable in a swamp biome.

Running on MacBook Air with OS 10.6.8

-This occurs when on fast graphics

unable to start game
precisely, the game hangs right at "done loading" screen. is there anything special to the pre5 jar that isn't the same as previous ones? i replaced old jar in the bin with the downloaded one like i thought i was supposed to... 96.13.46.102 07:19, 29 October 2011 (UTC)

Inventory and armour empty/gone
I installed the new jar. and then I noticed that the item bar was empty, and so was the inventory and the armor was gone !

Redstone-Torches attachable to jukebox
Dont know if someone already tried but you can attach redstone torches to jukeboxes. you can put them to the sides and above of it, maybe intentional? I dont think so but try for yourself, thanks. [2011-10-29]

Cacti AND many other things dont REALLY burn and survive even lava
I know that this information is already in the minecraft wiki but i consider it a bug, although some might argue that its a feature xD. Please add your opinion, thanks. [2011-10-29]

I have to edit this because after some creative-mode experiments i sadly experienced that many things just dont want to burn and as the heading says survive even lava, LONG-TIME xD. Some of the few things that burn are bookshelves, wool, wooden stairs (havent checked the other ones), but also leaves (who could have known!). Things that DONT burn : workbenches, pumpkins, chests, jukeboxes, noteblocks, SNOW-BLOCKS (just put them in lava and see for yourself or use flint and steel, it doesnt work), hatches (aka trap doors) and i bet many other (even wooden) things. If in lava then they sometimes catch fire but arent destroyed. Please respond and post your opinion on this topic, thanks. And i know that somethings in minecraft arent as real as they could be but those little things like objects made of a burning material that catch fire but dont get destroyed are also some kind of bugs, maybe just minor but i put an eye on such things, sorry (from the creator of this topic).

Zombie Pigmen, anthropomorph pigs which are actually half zombie, are invulnerable to fire and can even take a bath in lava without taking damage, i know its already in the mincraft wiki but i just wanted to mention it, sorry again (the creator of this topic). P.S.: I just love minecraft xD.

Tall grass wont catch fire near lava
I already started a topic concerning fire and things that dont burn but this one here is slightly different. Its possible to set tall grass or bushes/shrubs on fire and it will spread if near other shrubs/bushes/tall grass BUT near lava it somehow wont ignite/inflame/catch fire, tested in creative mode. Could need confirmation just to know that im not insane according to my opinion about fire and its property to set things on fire AND destroy things, thanks. [2011-10-29]

Flying low above rails and tall grass in creative-mode
When flying low above rails or tall grass in creative-mode you can hear fast stepping sounds. To recreate that bug fly as low as possible above railtracks or tall grass, really flying not walking or running (its quite obvious that walking or running creates stepping sounds). It doesnt work with dirt or sand, so im not sure if the sand/dirt thing is the bug or the rail/tall grass thing. Please respond, thanks. [2011-10-29]
 * i can confirm this, tho theres another report (Simultaneously jumping and running over rails and tall grass) what is also caused by this.

Im not sure if they are really related to each other, maybe its the same cause maybe not. I also know about the other topic, because i created both, thanks for reply (topic creator).

Creepers spawning in my house
I don't know if it's a bug or something else, but creepers keep spawning in my house, often behind me, blowing everything up, even if it's full of torches and completely closed...

Falcomatto94 12:22, 29 October 2011 (UTC)

Do you have a open or closed roof, because sometimes they also spawned in my house but after i made roof i didnt happened again. Not sure if its related but who knows.

(Lucthefirst 11:59, 30 October 2011 (UTC)) I had the same problem, but then with Zombies and Skeletons. When I went sleeping, they woke me up, standing next to me. I was in a small well lit cave house with a single door, when I completely blocked the door with dirt, I could finally sleep without interruption. Only tested this during one night though.

--Falcomatto94 14:22, 30 October 2011 (UTC) My roof is completely closed, i looked for holes twice, but, becouse of creeper spawning on it, i think they pass through the blocks...


 * The roof was the only idea i had to solve that problem. My situation was like this : I made a flying house with a blocked entrance (there was some kind of 2 blocks wide walking plank to reach my house) but no walls and every time i tried to sleep a monster spawned. This was quite annoying so i build walls but even after that the monster still spawned. Just after i made the roof the monsters stopped spawning inside. [2011-10-30]


 * i have heard that if you place the bed right next to wall it has to be least 2 blocks thick in order to prevent mob spawning next to you. or maybe all walls need to be 2 blocks thick, i dont remember. but i believe 1 block thick walls SHOULD be enough, so this is bug.--93.106.224.93 12:14, 31 October 2011 (UTC)

(Lucthefirst 14:21, 31 October 2011 (UTC)) I think you're right about the walls.. Though, for me, the location of the bed or the roof, isn't the problem. I tested it again, I just gotta seal of that door.

110.55.228.244 14:48, 31 October 2011 (UTC)The spawner must have incorrectly thought the door was "open". If you "close" your door, it might be fixed, unless something walks in.

--Falcomatto94 11:03, 1 November 2011 (UTC) I think found the problem: my roof was like stairs (just the most external blocks, nothing inside) and monsters spawning on it fell inside(i think they spawned inside a block, and when the game chose to pull them up or down it pulled them down because of the free space), now it's thicker and it doesn't happen.

▄▀▄ ▄▀   ▀▄
 * Falcomatto94 just a few seconds ago i adjusted your picture but your edit caused it to disappear xD. It was somewhat like this :

And i dont believe that its the reason, i have build such roofs in minecraft before and nothing spawned inside, but i will test it and some roof and wall variations. [2011-11-01]


 * After some "try-outs" i couldnt made any hostile mobs spawn in my house, although i used that stairs shape/pattern for my roof. I even made my house tall as hell so that the torches on the ground couldnt create any light under the roof, but no monsters. [2011-11-01]

I've had creepers spawn in my home, in incredibly well lit rooms and blow up on my instantly -- as if they're already alert-charged. They are causing me a lot of grief and damage :( ...they weren't doing this in 1.7, not sure about 1.8. It has nothing to do with going to sleep either. I've also had mobs appear at the exit of the portal when I return from the nether, despite that area being very well lit up as well. I don't know how they get there, but something is really wonky. [2011-11-01]


 * That monster spawn in a well lit room is an already known bug, at least in previous versions, but i dont know if they fixed it. The fact that you encountered it could probably mean that its still possible for them to spawn under these conditions, but according to my own experiences they dont spawn in well lit rooms, as long as the room is closed and the light level is above a specific value. And in such cases a picture of the house or "structures" would be helpful to see what we are talking about, so that we can better tell you what the problem is. [2011-11-02]

Activation of flying when minecarting in creative-mode
I created a 1km long railtrack for the "On a Rail"-Achievement and while minecarting i pressed space 2-times and the view changed a little bit. That was a bit suspecious so i repeatedly pressed space double times to find out what it is and i believe its the flying-mode. So again for short, its possible to activate flying-mode while minecarting in creative-mode, please try and confirm. Thanks. [2011-10-29]
 * i can confirm change in field of view, but i couldnt get minecart to fly.

Maybe i described it not clear enough but the minecart wasnt supposed to fly, i just meant the change of view, thanks for reply (topic creator).

Simultaneously jumping and running over rails and tall grass
If you run and jump simultaneously over rails or tall grass, you can still hear your stepping sounds (although you are fast jumping, its more obvious when you dring a potion of "Swiftness II" like i did). [2011-10-29]
 * i can confirm step sounds playing while in air, jumping over tall grass. [edit:] theres another report that can tell cause to this (Flying low above rails and tall grass in creative-mode).

Sometimes leaves generate light
After completely enclosing a tree (actually several) I noticed they were still lit. Upon investigating further I discovered that some of the leaf blocks were generating light. This isn't the light update bug where if you place a torch it'll force an update (ie, placed a torch and removed the torch and light remained). I turned off smooth lighting to isolate which blocks were generating the light and when I removed them the light vanished. I noticed also that the light level adjusts depending on the time of day so it's still linked to sunlight.

Here's a pair of images that shows what I'm talking about. This is in creative mode and I haven't tested to see if it does it in normal mode. It makes for a cool aesthetic, but it's a bug and I'd rather not have to go around eliminating all the light producing leaf blocks. --StarkRG 13:32, 29 October 2011 (UTC)

Weird cauldron-bucket-behaviour in creative mode
If you want to fill a cauldron you need a bucket of water, but you cant fill an empty bucket with water. If you try then the water source block disappers but you dont have a waterfilled bucket, its still empty. So you have to take a waterfilled bucket from your creative-mode-inventory, that works. So you right-click to fill the cauldron and your bucket gets empty and your cauldron is filled, WHAT THE HECK?! You end up with an empty bucket in your hotbar XD!!! PLEASE comment, THanks. P.S.: I found out about that bug as i tried to recreate the waterbottle bug. [2011-10-29]
 * keeping bucket from filling in creative is bug fix, so you can easily remove lot of water / lava. but bucket getting empty after filling cauldron, thats bug. i can confirm this.--88.194.187.14 19:11, 29 October 2011 (UTC)

Yeah i know that its normal that an empty bucket stays empty in creative, but its more the overall behaviour. If the bucket is empty it should stay empty, if its filled it should stay filled. The other way would be the normal behaviour, but its something in between. Thanks for reply (topic creator).

Failure to delete world in hardcore mode on player death
Creating a world with the same name as the previous one where the player just died spawns you on the "deleted" world.

Player inventory is empty but the constructions are standing, the chests are full... biomes seem to have changed

.minecraft/saves/[world name]/regions has several .mcr files

Is this a bug? feature?

--62.57.241.6 14:07, 29 October 2011 (UTC)
 * its a bug

My buckets wont fill after switching from creative mode to survival, but still impact the source block or the water or lava.

[A] animals (graphically) jump through ceiling
description of area:

i have animal pen 9x9x4 (7x7x3 inside space). with 4-6 total animals, sheeps cows. it got 1 block high holes at 2nd block above ground that go all around pen (with exception of corners). and torches at ceiling inside pen.

bug:

animals in pen almost all the time jumps repeatedly through ceiling appearing above the pen. this is graphically true only, meaning animals cant escape the pen.

can anyone confirm this bug?

I can confirm this too (smp), even with animals in separate pens. /yslashn

Slab collaps
When creating a column of same type slabs using a vertical piston(example setup: http://i.imgur.com/54CBb.jpg), if you then place a same type slab on the top slab, all the slabs will collaps down to the bottom. Smithnc07 17:25, 29 October 2011 (UTC)

Sniper Duel achievement bugged, to be more precise unachievable
I have set up a shooting range which is more than 50 meters long so that i know that the skeletons are at least 50 meters away. Then i killed them but no "achievement get" stuff, nothing. So i am pretty sure that this "Sniper Duel"-Achievement is bugged but try for yourself. [2011-10-29] ==>   http://imgur.com/a/cpSL8

P.S.: I made the shooting range in the desert biome because theres much more light so i can see those bad skeletons better ;)

--Falcomatto94 16:57, 30 October 2011 (UTC) I can confirm it, i did the same thing, being sure to block skeletons 60 meters away with spiderwebs. Skeletons didin't die burning, because the building was closed, but after killing them, i got no achievements.

Debug Screen
(A) The debug screen is annoying, because At very low frame rates the graph(green commonly,but red in some cases) can rise high enough so that it will cover values like the coordinates. Nosterville 18:52, 29 October 2011 (UTC)
 * this has been for long time and i agree its annoying. i can confirm this. --88.194.187.14 19:01, 29 October 2011 (UTC)


 * agreed - especially on older computers and laptops. Also the 3D Character in my inventory crashes my laptop.

Creative mode - infinite water buckets not working on cauldrens
In creative mode, the water buckets automatically refill themselves after use. However, using a water bucket on and empty cauldron does not refill the bucket.
 * this is already reported here (Weird cauldron-bucket-behaviour in creative mode).--88.194.187.14 19:20, 29 October 2011 (UTC)

Mob Movement is inefficient. Agree/Disagree?
So thanks to some overnight idling at my mob farm, I awoke to find minecraft had crashed, it had run out of RAM. I filed a bug on that, but that's not the issue. After boosting ram, and checking the map with MCEdit, I found approximately 700 skeletons and 255 spiders residing in my farm trap.

According to the pie chart, 80% of the CPU/calculations is being devoted to moving 1000 monsters. The path is root.tick.level.entities.regular.move. For nearly 1,000 monsters, 700 skeletons of which cannot move (they are in a 1 wide shaft), this is somewhat inefficient and there may be room for tweaking in there.

Thinking about filing this with a ?

Trees not dropping sapplings
I've had to start the SkyBlock level over a few times because the tree does not drop any saplings. I'm not using any mods, and I'm using the default texture pack. Normally this type of tree will drop several saplings. Jecowa 21:02, 29 October 2011 (UTC)

Edit: I just tried again and have gotten 3 saplings from the tree. But the four tries before that, it gave me nothing. - Jecowa 21:09, 29 October 2011 (UTC)

Cacti Farming
Cacti can be farmed by placing a block next to it. I'm not sure if this is intentional or if it is bug. I have only tested this in creative mode. --This is a feature, cacti break when blocks are placed next to them. Yeah. I remembered a little bit after I wrote that.

Worldname field resets on resize of window
On the world creation screen, when you resize the window, any name you entered in the editbox will be reset to the default "New World". Only tested on Ubuntu 11.10 but this will most likely also occur on other os'. 84.195.78.79 22:50, 29 October 2011 (UTC) tranquility486
 * Confirmed. Added it to Gameplay section. Haseo 03:18, 30 October 2011 (UTC)

Sounds
Rain does not always generate the rain sound. I loaded my single player, came above ground, it was raining, but no sounds. I walked around and started to hear rain. Was this because of the biome I was in (no, it wasn't a desert) or other? There was the bug in 1.8 where rain would come through cave and house ceilings, maybe this is related? Need to investigate further. Haseo 23:32, 29 October 2011 (UTC)

Long caves sky glitch
If you dig a too large tunnel in length, you get to see the sky color in the long end. The screenshot below is taken about 9-10 blocks above bedrock so the bedrock haze is quite promiment. The game time of the screenshot was at dusk. Screenshot -> Kokotron 14:39, 30 October 2011 (UTC)


 * I'm getting a 403 on your screenshot link. Btw, if you're talking about what I think you are, it's the fog that you see (For really long tunnels, and for longer render distances, you can see sky, which makes sense, since if MC doesn't know of anything blocking view in that distance, what is it going to render?).  This behavior has been around for as long as I can remember.  Immute 01:55, 31 October 2011 (UTC)


 * Hmm I got 403 too but I reloaded and it showed up. Try also without the extension. I guess it's a reasonable side-effect then, though, the way you describe it. It's also very rare and it makes things a bit more creepy :)  Kokotron 09:51, 3 November 2011 (UTC)

Mobs Spawn
The enemy mobs don't spawn after a few minutes of playing. When I load the game the enemies spawn normally - many of them. But after few minutes they stop spawning even there are no of them near and the difficulty is still on the hard. If I go far away and go back the spawn is still bugged. So it looks like there are some Mobs in the memory somewhere which don't despawn. But I cannot find any. I haven't been to Nether or The End yet which I read somewhere can bug the spawn.

Interaction issues with Paintings
If there is a painting within reach and behind the crosshair, even if it is behind other blocks, when trying to interact with a block in front of the painting, you cannot interact with that block, and only interact with the painting behind it. (kind of hard to explain) This only happens in creative. Say there is a painting on a wall parallel to (and on the other side of) a door you are trying to open. If that painting is within the crosshair, you will not be able to open the door until the crosshair does not cover the painting. Also, if you remove the door with the painting behind the crosshair, the painting will be removed as well.

Also, sometimes when you remove a painting, the block behind it gets removed as well (creative). --DarkFlame588 18:07, 30 October 2011 (UTC)
 * Paintings are an entity and not a block. In creative, one can attack entities through solid blocks so this isn't much of a bug.--BTH 18:17, 2 November 2011 (UTC)

Vines Growing Under/Behind Paintings
Placing paintings doesn't block the growth of vines like other transparent blocks do; instead the vines grow underneath the painting as if it wasn't there.

Rain bug in Extreme Hills biome
No splash particle effects on blocks (existing and placed) in the area I just found. The rain does not pass through the blocks. There is also isn't rainfall sound in the area. Image -- Udana 20:47, 30 October 2011 (UTC)

old world biomes does not work
when playing an old the world (from 1.7 or older)in 1.9 it makes the world a swamp picture ilustrating a world in 1.8 and in 1.9


 * This isn't a bug, and it dates to 1.8. When notch introduced the new biomegen code, he made no attempt to make it backwards-compatible.  Apparently, which biome a given area is is not stored in the save file (or was not before 1.8, at least, not sure if it is now), so 1.8 renders the grass, etc, as it were part of the biome it would have generated there.  This is where the ugliness you see in your photo comes from.  :/  Immute 01:52, 31 October 2011 (UTC)

BUT NOTCH SHULD MAKE OLD WORLDS COMPETABLE WHIT 1.9!


 * You mean "compatible" and in many cases its not easy to upgrade code without creating some kind of incompatibility, so you should show a bit understanding to Notch.

Two frustrating, longstanding redstone bugs
I believe these bugs qualify as [!].

 Copied from my reddit post about these bugs:  


 * I'd like to call everyone's attention to two really big bugs, bugs as old as repeaters and redstone torches themselves. And unlike other "bugs", these two don't result in very many useful creations.  (The only application I can think of for the first would be some kind of chunk-load detector.  As for the second, you could make a really clunky SMP-specific single-use chunk-load detector, which is even less useful.)  As a result, I think we can all agree that fixing them would be a good thing.


 * The first bug is the repeater persistence bug. (Although the bug report talks only about quitting/restarting the game, this problem seems to apply more generally to chunk load/unload) Anyone who uses repeaters at all is likely to be familiar with this bug, even the noobiest (?) of beginners.  It severely limits the usefulness of a wide variety of devices for no good reason.  (Concerned that it would be too lag-inducing to "flash" repeaters on chunk-load?  We already do this with redstone torches, and it hasn't caused any problems.)


 * Second is the SMP redstone torch disappearance bug. As you can see, the bug report dates back to last November.  Only recently have we figured out what circumstances torches disappear under; this video explains the details.  This other video by the same person does an excellent job of showing how frustrating this bug is to designers and maintainers of complex circuits, but the scope of this bug's impact is not restricted to genius redstone engineers.  This bug will break even a humble 5-clock, if the one of the clock's torches straddles a chunk boundary.  Do we really want to require the use of F3 for the building of a basic clock?


 * I don't think Mojang is aware of these really frustrating issues. They have to deal with lots of bug reports and ridiculous feature requests, so it's easy for things like this to go unnoticed.  Let's try to make a push for these bugs. AFAIK, they have simple fixes and are near-gamebreaking for redstone users, even beginners (esp., the first one). It would be fantastic if Jeb or Notch could take a look at them before the release. Thanks for your help!

I can confirm that the first bug remains in 1.9pre5. I don't have ready access to a pre5 server to test the second, but I am confident that it too hasn't been fixed. Can anyone else confirm? Thanks! Immute 23:32, 30 October 2011 (UTC)


 * I can reproduce the first bug, too. For the second one, a test case world would be helpful. --Barracuda 19:07, 31 October 2011 (UTC)
 * Doesn't the first YouTube video I posted for the second bug contain a test case? I suppose the distance isn't specified... and I don't know it off the top of my head.  As for the first bug, can we move it to the main bug-list?  Immute 21:02, 31 October 2011 (UTC)


 * Sorry, I mean a downloadable test case ;) --Barracuda 21:49, 31 October 2011 (UTC)

1.9.5 SMP Y coordinate problems
When on a local LAN server, I was in a cave. Logged off then back on a few minutes later, then found myself in a pool of water in a desert, and at what i think are the same X,Z coordinates for where I was before. Running W7, 32bit, server on W7. Also, the fist does not react to lighting changes like the other tools and stuff.
 * I can confirm this problem also occurs in 1.8.1. (Also, please sign your original post with four ~s, so you can get credit!)  Immute 01:50, 31 October 2011 (UTC)

Mob "Ghosts" SMP 1.9.5
Im not talking about a ghost mob, just images of where a mob was. I have seen this three times, twice with a skely and once with a creeper. In LAN SMP W7 fast graphics. http://dl.dropbox.com/u/38779412/2011-10-30_18.48.26.png http://dl.dropbox.com/u/38779412/2011-10-30_18.48.56.png While I'm at it, sometimes the cracking texture does not appear. And the biome of water changes while underground, making really weird textures of water. http://dl.dropbox.com/u/38779412/2011-10-30_18.41.58.png

Pistons can corrupt saves
Pistons pushing pistons from above/below very fast, especially the extended part, can cause game/server crash and corrupt the savegame by creating invalid ghost blocks.
 * Wasn't this bug fixed in 1.9pre5? Or am I forgetting things?  Could you please give a test case?  Thanks!  Immute 21:27, 31 October 2011 (UTC)
 * This happened on our 1.9 pre 5 server as well as 1.9pre5 single player. Unfortunately, I have not been able to reporoduce the constellation of pistons+wiring to cause the crash again. I got so far that it has something to do with a piston pushing into another piston that has not yet extended/retracted fully, when both pistons are on slightly different timings. In our case we had a shorted torch that made one of the pistons work extremely fast, and another piston extending into the working area of the former. Generally, this causes the block that is attached to either piston to vanish, this I can reproduce. In the corrupted savegames on the other hand this caused the creation of ghost blocks and ghost pistons.

Sun rises in the south
Yes, previous world "don't count", everything's a beta, but I found it strange that in our SMP world, which has been running on the same data for more than a year, with 1.9 the sun is now rising in the south instead of the east. Why make that change? It makes the world less interesting: the clouds now move in the same direction as the sun.


 * The reason starts with an "m", ends in a "p", and has the first vowel of the alphabet as its middle letter.


 * Did you guess it? Yeah, maps. Prior to pre-release… 2? 3?, maps had their top facing east. since the agreed upon direction of map tops is north, rather than potentially allowing old maps to bug out horribly, it was easier to just make the sun-moon rising positions different, hence changing the terrestrial compass directions. So, yeah, maps.


 * However, I must ask; how is "the clouds move the same way as the sun/moon" reason to say that things are less interesting? Shellface 15:54, 31 October 2011 (UTC)


 * Actually, as I understand it, the real reason starts with "coord", ends in "ates", has a familiar preposition in the middle, and describes a concept with important applications in linear algebra.


 * You guessed it: I'm talking about coordinates! :P (Please forgive my parody, I loved the way you responded to that post!)  The coordinate system was designed such that +x faced "east" and +z "south".  A while back, shortly after maps were released, as I recall, one of Notch or Jeb tweeted something like "Yeah... right now, the sun rises in the North in Minecraft.  It's been a bug for a long time" in response to a complaint about map orientation, indicating that they had always viewed +x as East, +z as South, that they did not "accidentally" make maps orient in the wrong direction (although, there is certainly a historical precedent for having East be up on maps), and that they eventually intended to change the sunrise direction.  As soon as Minecraft 1.0 comes out, we'll need to go through this whole wiki and replace all of the references to the old directions; most notably, the "South-West Rule" will now become the "South-East Rule".  Immute 21:22, 31 October 2011 (UTC)


 * Good explanations, thanks. Anyway, I think it's a bit dull to have the sun, moon, and clouds move in the same direction, I don't know if I can explain it much beyond that. I do have to admit I wish they had gone with Cartesian coordinates, having East as +X, North as +Y, +Z as height. But +X/+Z gets closer, I can at least think "image pixel coordinates" and have a mental map of what is meant. Now to try to convince my brain that East is the new North in our ancient world.

World names "." and ".."
This bug is already listed under "Crashing" and on Windows 7, it doesn't seem to cause crashes, as stated in the edited note. However, it has a nasty side effect on the world path:


 * &rarr;
 * &rarr;

The dots are interpreted as a relative path component and will cause world data to be written directly inside the "saves" folder or even in the ".minecraft" root directory. Worlds created with these names also won't appear in the world selection.

The same should happen on other operating systems, can anyone verify this? Maybe even with crashes? --Barracuda 19:05, 31 October 2011 (UTC)


 * On the Macintosh version, there is no period before the directory name; the folder is simply called "minecraft". I have a feeling Linux version would be similar to Mac version in this regard, but have not tested it. -96.18.27.69 05:02, 1 November 2011 (UTC)

Strongholds Without Portal
The bug is mentioned on the Strongholds page, but it doesn't show up in the list here. Some strongholds are created with no Ender Portal. To reproduce this bug, use this seed:

-7521364253261532640

Robert The Rebuilder 01:17, 1 November 2011 (UTC)

I think that its no bug at all and i also know that theres something written about it in the minecraft wiki. You should treat it as some kind of challenge, in that not every stronghold you find will have a portal, so you have to find another one. I think its supposed to make the game harder/more challenging, but thats just my opinion. P.S.: Coordinates would be useful, thanks. [2011-11-01]

The problem is that the Eyes of Ender fly towards the stronghold with no portal. If you're trying to get to the End by using the Eyes, then you'll never find the other strongholds. Then you cannot finish the game, unless you either cheat or exhaustively search every cave. If the Eyes of Ender could float toward other strongholds after you visited the first one, that wouldn't be so bad.

I'm not sure how to get my current coordinates. But if you fly west-by-southwest from the spawn point until you see a rock structure with a giant hole in it, then dig in the center of the nearby lake, you'll reach it. Or, just create this world in creative mode and use Eyes of Ender to find it. Robert The Rebuilder 19:43, 1 November 2011 (UTC)


 * You can get the coordinates with F3 on your keyboard, its a debug mode where the x,y and z-coordinates are listed. And i know about that ender eye thing and i also tried to destroy the marker but it seems that its some kind of invisible and invulnerable marker block. I blew up the whole area with TNT in creative after finding the position with the ender eyes but nothing, the ender eyes still floated towards that specific point. Very annoying but i cant change that. [2011-11-01]


 * I can confirm this bug, the same happened to me. I used a map program to be certain that there was no portal after looking for a long period of time, and the eyes refuse to fly anywhere else. It might have something to do with being intersected by a mineshaft AND a natural cave.

Seed- 564270894507871760 x- 619 y- 26 z- 552

Stronghold generation errors
Strongholds almost always have abandoned mineshafts and those canyon type things generated right through them, often taking out large chunks of what would have been the stronghold. perhaps this is why there are no portal in some strongholds? not sure if this is a bug or an intended thing, but perhaps strongholds should generate after the shafts and canyons rather than before them. --Gravemind2401 00:38, 4 November 2011 (UTC)

Efficiency enchantment
Efficiency enchantments on pickaxes do not affect mining times for certain blocks, like redstone ore and obsidian. Tested with efficiency IV and X with a diamond pickaxe. Also, melon mining speed is not decreased, but that might be intentional as pickaxes are not the tool for melons. 71.227.74.87 01:57, 1 November 2011 (UTC)

Texture packs and chests
Chests do not use graphics from texture packs. Does anyone know what the deal with this is? - Jecowa 10:46, 1 November 2011 (UTC)

Jumping and flying problems
--Falcomatto94 15:20, 1 November 2011 (UTC) I spent some time creating a tool that, with pistons, push up some mobs (i found a Skeleton spawner just 4 blocks deep). While i was finishing placing blocks around the spawner the game's window became black, and then normal again, but i was unable to jump or fly (it was creative mode). Reloading doesn't solve the problem...

Failure to spawn any enemy mobs at all in hardcore mode on some seeds
Playing the seed "Cookiez." (Debug mode: -482249608) in hardcore mode I noticed there weren't any hostile mobs around. The only ones I found were chickens, pigs, cows and sheep. It is well possible that I just wasn't around long enough to find any wolves, but the total lack of spiders, sceletons, zombies and creepers can not possibly be ranodm. I killed myself and recreated the world with the same seed and again in hardcore mode. I recognized the world structures and found again the place where I had previously placed my oven and workbench (they weren't there, mind you - the world had been properly deleted), so I can sure say that I did not mistake the seed - but again no hostile mobs. I felt I couldn't really be bothered walking around in the night again so I just placed a bed out in the wild - and slept undisturbed. The day was spend with digging diagonally down until I found a cave - nothing there. The second night also went undisturbed by any monsters. Obviously the game fails to spawn monsters in this seed for some reason.

TL;DR: New World - Seed "Cookiez." (without "´s) - Hardcore mode - no monsters.

(If it's important: The world name was also "Cookiez.", i. e. same as seed. Fancy, Far, Smooth on, Power Saver. Win7 64-Bit, Java 7 64-Bit.)

--GALAKTOS 15:38, 1 November 2011 (UTC)


 * Oh yeah, and I'm pretty sure I set "Generate Structures" to "Off". --GALAKTOS 15:48, 1 November 2011 (UTC)


 * I tested your seed on hardcore (vanilla minecraft) and hostile mobs spawn, but with "Generate Structures" to "On". I test it now with "Generate Structures" on "Off". [2011-11-01]


 * As i said i currently tested your seed with "Generate Structures" off and hostile mobs spawn also, so either something is wrong with your minecraft installation or there is some kind of other bug. I want to add that i read something about a bug that prevents hostile mobs from spawning if you switched from peaceful difficulty to hardcore. So please inform yourself and make a reply when you know more about, good luck. [2011-11-01]


 * Okay, now tested with a vanilla minecraft instead of a patched one. (Shame on me!) Bug still seems to occur. I could not find the bug you described in the "Mobs" section of this list. For easy reproducing, here is exactly what I do to get the bug:
 * Get yourself a vanilla minecraft (also occurs on a MCPatcher patched one)
 * Single Player
 * Create New World
 * World Name: "Cookiez." (without apostrophes)
 * Game Mode: Hardcore.
 * More World Options
 * Seed for the World Generator: "Cookiez." (without apostrophes)
 * Generate Structures: Off.
 * Create New World
 * Wander around, wait for nighttime, spelunk, do whatever you like - and try to find mobs.
 * I will gladly do a demo video, if you wish. It will probably be quite boring to watch, but hey!
 * PS: I think I also saw this on the seed "No Cookiez.", but I didn't play it long enough to be sure.
 * --GALAKTOS 16:46, 1 November 2011 (UTC)


 * Quick update, just saw wolves. They are there. --GALAKTOS 17:21, 1 November 2011 (UTC)


 * I dont know how to help you according to your list, as i did exactly the same and hostile mobs spawn at night. But to be sure i will also make a list :
 * starting vanilla minecraft, which means in my case nothing changed, no texture packs, no custom skin, completely nothing.
 * creating a new map with the seed "Cookiez." + hardcore difficulty + "Generate Structures" on "Off" (and i also checked the debug seed which also fitted yours).
 * just wait untill its night.
 * walking around and easily encountering hostile mobs, for example zombies, skeletons and spiders.

So thats it, if you really tried your seed "Cookiez." on hardcore + "Generate Structures" on "Off" with a vanilla minecraft and you encountered no hostile mobs then i dont know what to do next, sorry. [2011-11-01]


 * Yeah but whats with the night creatures -> zombies, skeletons, spiders, etc.? [2011-11-01]


 * Here i found the bug i mentioned :
 * ->http://www.minecraftwiki.net/wiki/Known_bugs/Version_1.9pre4#Mobs
 * ->[?] Mobs don't spawn in hardcore mode if one switches from peaceful difficulty to a hardcore world.

I dont know if they fixed them, but i just wanted to tell you about the bug. [2011-11-01]


 * How would I have switched difficulty to hardcore? SPC? I created on Hardcore. It's really strange. Are you other guys using Java 6 or 32-Bit Java? (But how should that change anything?) It's confusing...


 * I think its meant like this : if you played on a map with peaceful difficulty and then switched to a hardcore map where the difficulty, like you should know is fixed at hard, theres some kind of bug that prevents hostile mobs from spawning. But you tried it with a completely new map without previously playing on a peaceful map, so there shouldnt be any problem. As i said i just wanted you to know about that bug, i wasnt sure if it was the problem. And i also use Java 6 32-bit but i also installed a 64-bit one which is another story :). [2011-11-01]


 * I currently re-read the whole topic and i saw that you wrote you use win7 64-bit java 7 64-bit. I got that wrong in the last post, so i use win7 64-bit with java 6 update 29 32-bit & 64-bit installed. Im not sure if changing from java 7 to 6 would make a difference but you could try it out. [2011-11-01]


 * the seed "My Cookiez." has monsters, plenty of them, on the exact same settings.

Water currents still don't push TNT and minecarts
Water currents pushing TNT and minecarts has been broken since before 1.8. I just checked and it's still broken in 1.9pre5. — I created a 1-wide water channel, dropped a lit TNT and a minecart in it, and both stayed completely stationary. This is a highly annoying bug as there are many useful mechanisms that can be made using the slow pushing effect.

This edit marks the bug as "unreproduced in 1.4" but that IP hasn't made any other edits that look like they're from Jeb. Is it bogus? —KPReid 19:40, 1 November 2011 (UTC)


 * I can confirm that water doesnt push lit TNTs or minecarts, but i dont know if its a bug. I mean it could be that they dont want it to be possible that water can push lit TNTs or minecarts. [2011-11-01]

[!] No more wool produced by sheep.
No more wool produced by sheep after a single shave. Tested this bug on multiple machines on SMP and SP.


 * I can confirm that my sheep stay bald also.

[!] All passive mobs are heading to the sea.
After a while almost all passive mobs are swimming in the sea, this occurs especially on small to larger islands. Tested on multiple machines in SMP.

Chests in older-version worlds are oriented one direction
Yes, older worlds (e.g. 1.7.3 in our case, [download it here|http://voxelia.com]) don't really "count", but this seems like an easy enough bug to fix. Loading our world into 1.9.5 has all two-block chests suddenly align north-south, even if they originally were oriented east-west. (I should say, "north-south in the old 1.7 coordinate system.) The second block where the chest was located is still "filled", you can't walk there, but appears empty. Opening and closing the chest does not reorient it; only a full removal of a chest block and repositioning this chest fixes the problem (plus picking up and replacing all the stuff the chest spewed). This is the one major bug that is keeping us from moving to 1.9.x. The chest-darkening bug is also visible on these chests; opening the chest fixes that problem.

Wolves turn extremely dark when wet
I just ran into a wolf in my 1.9pre5 game and whenever the wolf would get wet, its texture would turn almost black in darkness; this is much darker than the developers likely intended. I am using the default texture pack and only have TMI installed as a mod. Has anybody else noticed this? Edit: Playing a bit more, it doesn't seem like so much of a bug as just a really ugly feature. In light levels below 10 or so the wolf does look far too dark. 174.30.231.44 03:31, 2 November 2011 (UTC)


 * I encountered that bug also a few times but in older versions, which means that i dont know if the current 1.9pre5 version contains that bug. But that bug isnt a completely new or unknown one. [2011-11-02]

Right Clicking changes/adds blocks
I decided to mess around with a 1.9pre5 vanilla server and after trying to place a lillypad with right click I noticed I had created some tall grass. I ditched the lillypad and could right click and create more tall grass on top of grass in various spots. I also noticed I could change grass near sand areas to sand. I can recreate it on my server, haven't been able to do it in single player though. --70.171.187.247 09:07, 2 November 2011 (UTC)

Experience
I'm not sure if it was fixed or not, I need more info. There's definitely some way to get very large number of Experience orbs in SMP, at least in 1.8.1. I get a lot of this kind of griefing on my server. There's definitely no legitimate way to get hundreds of thousands of orbs without exiting the spawn prison... I've collected 3.5 million experience from 4 such "events"... All different players... 217.26.18.6 11:10, 2 November 2011 (UTC)

Nether Wart
I have found occasions where nether wart behaves unexpected. In same cases it will un-plant when trying to plant another nether wart seed next to one already placed. This seems to be related to light as demonstrated. youtube.com/watch?v=MxAOs56ftVU

As you can see in the earlier part of the clip the nether wart seems to come unplanted, but as soon as I place a light in the shadow areas, it works just fine. Later in the clip you can see how I have an entire unlit room growing nether wart that has a similar shadow. In this room I have no problems growing nether wart.

Enchantment Table Balance Suggestions
Suggestions of how to solve the balance issue:

Suggestion 1
Make high level character gain levels faster then low level characters.

Suggestion 2
Make enchantments require a character level X but only cost 1 character level. e.g. Level 17 would allow you to do an Level 17 enchantment which will result into the experience level to decrease by 1

Suggestion 3
Make enchantments more valuable for their cost

Suggestion 4
Allow players to use enchantments for free, but have the book have to "gather" the enchantments first. Thus the book will start with 0 out of 3 enchantments and will slowly create up to 3 enchantments. The enchantment strength is then level dependent. The enchantment creation speed could be dependent on the number of bookshelves around it.

Suggestion 5
Make level easier to obtain by making each level more relevant to mob kills. (level 1 needs 1 mob kill, 2 needs 2, 50 needs 50 etc.). Also make higher enchantments (like 50) worth achieving.

F9 Glich
When you press F9 in a 2X1 area and rotate the camera you can see caves( Most blocks are invisible ) This is a fair way to cheat me thinks.

server-side cacti
In SMP when exploring newly-generated deserts, I will run into cacti that I cannot see, causing damage and glitchy movement. Disconnecting/reconnecting makes the cacti visible, as does walking far enough away for the desert to unload and then returning. This only happens when exploring desert that I am the first one to enter. I suspect the server is generating cacti that the client can't see, similar to the error with newly-grown tree leaves in an earlier version. Can anyone confirm? 165.91.45.184 18:43, 2 November 2011 (UTC)

I can confirm this, but it only happened to me in the first pre-release of 1.9, no times after that. --Kingy98 20:37, 2 November 2011 (UTC)

The server I am on is definitely running pre5 and it's definitely happening to me. Since it's been confirmed to happen in prior prereleases too, I'm going to assume it hasn't been fixed and go ahead and add it.165.91.45.208 19:59, 3 November 2011 (UTC)

Killed by boats
−	I lined my beach with soul sand and ran a boat full speed onto the soul sand which killed me instantly. The boat however did not break but rather got stuck on the soul sand (which was the idea). So the operation was a success but the patient died :) Anyone able to reproduce? Jmaasing 10:26, 3 November 2011 (UTC) −
 * After I completed my raising dock, I found that even slight movement when pistons extending are deadly. Died 6 times in this world total. — MiiNiPaaT 10:36, 3 November 2011 (UTC)

Armor doesn't last long
Armor seems to lose durability incredibly fast compared to 1.8. Has anyone else noticed this? I find myself needing a new set of iron armor every day I play. If I hadn't saved old busted armor, I'd be out of iron. Iron armor feels likes it has the durability of 1.8 leather. Shoes and helms are especially fragile. DarkWolff 17:58, 3 November 2011 (UTC)

1.9pre servers crash trying to seed world 'dynophore'
That's 9 lowercase characters inside the quotes. I haven't found any other seed that causes the crash (and since discovering the problem I've tried a few).

I made a full report on the forums here: http://www.minecraftforum.net/topic/760357-19-prerelease-servers-dump-stack-with-seed-dynophore/ before discovering this page. Not sure what to do about posting stack dumps here. It's easy to reproduce though: use seed 'dynophore' in your 1.9pre server to start a new world. Crash happens in under 10 seconds. The server survives and accepts commands but the new world has not been created and is not saved on 'stop'.

Affects all the 1.9 pres. Does not affect 1.8.1. Does not affect standalone clients.

I've tried this with 2 different machines and with every JVM I have that's north of 1.6 (or equivalent). Same results. Both machines are Linux: Ubuntu 10.04 LTS and Debian (most recent - I forget). Oh, I've not tried Windows. Hang on... OK now I have; same result. Win7 HP laptop 4G + nVidia mobile.


 * tried with seed -2099498348 and "dynophore", both crash pre5 server. like said client doesnt crash with this seed. i can confirm this.--109.240.214.76 12:34, 4 November 2011 (UTC)

Pistons not updating sometimes: Not a bug?
"Pistons can be powered by blocks that are not directly connected to them (diagonally above or 2 blocks above) leading to changes in those blocks not updating the piston, but when the piston is updated it will take those blocks into account." I'm not sure where it was said, but I remember Jeb saying quite recently that he was going to keep this bug in because people were doing some really epic things with it. Sorry to say that I don't have the source though. Anon blue 03:57, 4 November 2011 (UTC)

Animals not spawning properly
On pre5, and all animals don't spawn in normal conditions. I've had chicken, sheep, and cows spawn in very deep caverns, and at night, so I'm assuming this has something to do with lighting conditions. Anyone else getting this? This is a SSP world, was generated on 1.9pre4 iirc. 67.215.139.178 04:59, 4 November 2011 (UTC) Irixion (04/11/2011)


 * Are you actually seeing them spawn, or just finding them in the dark caverns? The animals have a habit of getting themselves stuck in caves and ravines they can't get back out of, and some random terrain seems to force them to congregate. I once found a cave with 18 cows (plus 2 pigs and a handful of chicken) in it. They weren't spawning there, they'd just wandered in and couldn't get out again. After harvesting leather and beef, I put a fence around that cave mouth, and they've never come back. That is an issue with the way animals don't despawn now, that they can end up accumulating in bottle-necks and dead-ends, but I don't think they're actually spawning in the dark, nor spawning deep underground. --R b bergstrom 16:20, 4 November 2011 (UTC)

Enchanted Item Repair
Enchanted items lose their enchantments when repaired. Is this something that is intentional? --zaybertamer


 * Mojang has stated this is intentional. DarkWolff 15:42, 4 November 2011 (UTC)

Redstone Torches light-level nerfed?
Redstone Torches don't seem to be emitting nearly as much light as they did before prerelease 5. I know light level 7 has always been pretty dim, but this seems darker than it had been. I have no mods installed, but the lighting option is set to "moody" and smooth lighting is on. --R b bergstrom 16:20, 4 November 2011 (UTC)

Lack of Wolves
Wolves seem to be incredibly rare (perhaps it's just on some seeds). I've been playing around with a world pretty constantly since prerelease 4 came out. Seed is "Potato Rosemary". I've spent a lot of time on the surface, including several day & night cycles in what is clearly a pine forest. I have thus far seen exactly 1 wolf once, and that not till after I installed prerelease 5. While spending time in the pine forest trying to find a wolf to tame, I've seen more than a dozen of the supposedly rare Endermen, but just the one wolf. That seems like it can't be right. I'm guessing they dialed back the number of wolves to keep them from killing all the sheep now that sheep don't constantly spawn every few minutes, but it seems like they went too far. --R b bergstrom 16:20, 4 November 2011 (UTC)

F6 bug
When i press f6 on a high place and move around i fly. When i press f6 and move into a wall or hill i go through the wall or hill and take damage from it. This is a SMP glitch/bug.
 * It's debug feature accidently left in the game (like day/night cycle change in 1.8 pre) — MiiNiPaaT 20:33, 4 November 2011 (UTC)