Minecraft Wiki:Issues/1.0RC2

The second release-candidate for Minecraft 1.0 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 1.0RC2 with NO MODS installed

Please specify whether the bug was found on SSP, SMP or Creative and if it is repeatable on other modes.

Please mark your issue with one of these issue labels: (listed from highest priority to lowest)
 * !! =  = Critical bug that can crash a Minecraft client or server.
 * ! =  = Major bug. Use this tag sparingly; if there is consensus your bug is not major, it will be downgraded.
 * a! =  = Major annoyance.  Think very carefully before flagging an annoyance as major.  Is it really more important than most minor bugs?  Use this tag sparingly; if there is consensus your annoyance is not major, it will be downgraded.
 * undefined =  = Minor bug.
 * a =  = Annoyance.
 * ? =  = Potential issue that you are unsure of or that the community (on the discussion page) believes requires further vetting.  Note: do not use this label to indicate this-is-not-a-bug; instead, replace the issue's current label with [A] or [A!].  Furthermore, it is inappropriate to use this to flag something you disagree with; instead, express your opinion in a comment. When you apply this label to an issue, place it after the issue's existing labels; do not remove those labels.

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

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

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

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

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

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

Please sign all issue reports and comments by typing   (three tildes; tilde may be found above  on USA keyboards, and to the right of  on British 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
! When you dock a boat on a half stone slab, you automatically die.

! Clicking/right-clicking while moving the mouse may cause the screen to lose focus. Seems to happen in all OSs but it happens even more in Linux with the Fluxbox window manager. The cause is that whenever you click or right-click, the game loses cursor focus for an instant (you can even see the cursor blink over the screen). If the cursor is moving enough fast, it is not relocated in the center of the screen in time. Very easy to reproduce (easier in Linux&Fluxbox window manager): Just spam right-click while moving the mouse fast. - This bug is rarer than in the prvious version but still exist.

undefined You can't hold down the left mouse button to continuously attack any more, or break a minecart any more; instead, you have to click it repeatedly.
 * Well, I believe that it was a balance issue for attacking mobs, but the minecarts/boats should definitely fall into the bug category.

undefined Doors are open and on the right side when placed if the left edge or frame of the door contains an air or a glass block. The door then works in reverse with a pressure plate.
 * In addition to this, placing pressure plates in front of two wooden doors causes one to stay open all of the time. This bug has been around since at least 1.6.
 * This bug is a result of how doors work. You need to invert one of the outputs so doubledoors are not compatible with pressureplates, as when the doors are placed one door is infact placed sideways (automatically), which makes it seem that the door is open when the door is infact in its closed state.


 * As of the RC2 release, Double Doors now have one side open all the time. Even if you attempt to close the other side, the one that is closed opens and the one that was open closes.


 * The text above me is partiality wrong, Its a new feature.If you click on the left door twice both will open, if you do it again on the right door both will close.(this is if you are outside)(I.E click on the left twice both left and right will be open, then click twice on the right and both will close.(its the left from the outside for opening and the right on the outside for closing, from the inside its right for opening and left for closing.))(i use this all the time now!(handy for spiders))) it can be confusing some times.

undefined Assuming 1 Block = 1 Meter, Killing a skeleton from 50+ blocks does NOT give the achievement. (Tested at 55 Blocks distance)
 * 1 Block = 1 Meter is stated in the very first minecraft vid on youtube, and I don't think it ever changed, so it should be a bug. Sure that the distance was 55 blocks? Maybe sceleton moved while you backed away? GALAKTOS

undefined Doors do not have a place block sound.

undefined Villagers do not have any SFX. We know they are unfinished, but should play at least the "hurt" sound when hurt.

undefined Villagers do not spawn in worlds created before RC2. They will, also, not spawn even when the world keeps rendering as the player keeps going on.
 * World updates shouldn't be a priority before release. TorchicBlaziken

N mp Spiders can draw line of sight through glass in smp.
 * This isn't a bug. Spiders have the unique ability to draw line of sight through all blocks. --OSX2000 05:04, 14 November 2011 (UTC)
 * I don't think that this is likely, since OP believes that this bug is restricted to MP. Do you have evidence for what you've claimed?  —Immute [talk]
 * Their ability to see through walls is noted on the Spider Wiki page. Many people have done testing with all mobs and their line of sight, and it is well known that spiders (including cave spiders) are the only ones with this ability. --OSX2000 19:47, 14 November 2011 (UTC)
 * Actually it's true. It also happens in SP too. Have you ever noticed how if you go into a building, a spider will follow you on to the roof of it (if it can climb it), then in daytime (as long as you haven't gone out of its range) it'll jump off the roof of the building and attack you as you exit (because it still has line of sight, it doesn't become neutral, even though it's daytime). – ultradude25 ( T &#124; C ) at 07:21, 14 November 2011 (UTC)
 * Spiders can see through walls in SP and MP, this is no bug. Although i was able to confirm spiders attacking you when it's day...--Aconitin

Annoyances
a! mp Blocks are not always what they seem to be. For example, a Dirt block can look like a Stone block. It seems that the cause is that the client got one chunk with wrong data since it can be fixed by rejoining the server. The bug is very rare and very old (at least a half year). For video evidence of this, or a bug related to this, see this video at time index 23:10. This video is from Beta 1.2_01 and doesn't depict the exact manifestation of how this bug appears now. The video linked shows a diamond block appearing as stone. Once broken, it is reformed as a diamond block, which could then be broken into a diamond item. This is slightly different than how it manifests now, which is, that the diamond block would appear as stone, only to break into a diamond item without the intermediate diamond block being refveral blocks and items aormed. Note to Jeb, you were unable to recreate the bug in pre4, new information was added for pre5, detailing how this was largely SMP, new chunk related. I think after marking this as "unable to recreate," it got ignored even though there were new details. I just wanted to draw your attention to that. --Inertia 18:49, 10 November 2011 (UTC)
 * Now observed in RC2: Some blocks may appear to be one thing client-side, but then when updated change to another block entirely. Using the seed "-5882048973877337000" and heading to coordinates "X/Z -569,-546" then digging straight down will land you in a stronghold area with some dirt as part of the lower floor (and walking over it makes the dirt noise).  However placing a torch on one of the "dirt" blocks will transform it into either stone brick, cracked stone brick, or mossy stone brick (whichever it's actually supposed to be), complete with stone noises when you walk over it.  Example.
 * May be the same bug that was present in 1.8 with wells, where cobblestone on the inside of the well still appeared to be what ever block it was before the well was updated unless you force an update of that block.

a! In Hardcore mode, after sleeping, compasses point to the original spawn.
 * It has always been like this, and I do believe it's intended behaviour. 84.156.27.131
 * Well, resetting spawn point is quite obsolete, but I think it would still be useful if the compass pointed to the last used bed, in case you got lost and your home is some distance away from your spawn. I think the problem is not with the compass but rather that the game doesn't bother to change spawn point when sleeping at all. GALAKTOS

a Items/Blocks are shown over GUI Text. Example.. (Ignore the other items, Hardcore Survival Mode is the answer.)
 * Don't you mean that the GUI text is shown above items/blocks? That's what it looks like for me, and that's the way i would find it annoying. GALAKTOS

a Several blocks and items are not stackable for no reason and therefore need extremely many space in the inventory and in chests:


 * a Signs
 * a All types of Doors
 * a Beds
 * a Boats
 * a All types of Minecarts
 * a Buckets (Empty)
 * a Mushroom soup
 * a All types of Music Discs
 * (Add any more if found, NO tools, armour, and weapons.)

a When placing a torch near ice there there is a "fight" between the torch melting the ice and ice regrowing. Ice blocks appear and disappear every second.

a In bed, moving the mouse rotates all shown particles/effects (can be seen if a torch is near your bed, for example).
 * I've confirmed this in Beta 1.8 as well. They also show at the wrong angle before you move the mouse, as well. --Qwertygiy 00:10, 15 November 2011 (UTC)

? Texture packs with a tile size other than 16*16 can be loaded but cause graphical issues (see the discussion page for more details).

Bugs
! Piston Quasiconnectivity Bug, Revisited A piston can be powered by a block that is not directly adjacent to it, but diagonally above or 2 blocks above, but changes to these blocks will not propagate updates to the piston*. Nevertheless, when the piston is caused to update by other means, it will take into account the state of these nonadjacent blocks. (*This has been fixed) See this image for a better description along with a visual explanation.
 * (Please do not delete this bug or this comment. It's fine if you disagree, but deleting is immature and petty.)  Jeb marked this bug as skipped a while back, but since time has passed and new evidence has come up, I would like to ask him to reconsider.  I've stated my reasoning here; please leave any comments you may have there so as not to clutter up this page.  Jeb, please read before deciding. ;)
 * I really hope he reads your statement, it sums up the facts very well!

! Redstone torches when placed on a wall will power diagnally downwards. But will stop powering if you break and replace whatever is being powered
 * I believe this is intentional, just like the piston quasiconnectivity 'bug'.
 * The Piston Quasiconnectivity Bug was not intentional; rather, it was intentionally skipped for reasons other than difficulty of fix. Both of these bugs result in behavior that neither simple (easy to explain completely in 15 words, without a picture) nor orthogonal.  Moreover, the functionality provided by each bug (e.g., BUD switches, in the case of the piston bug) is easily reproduced without using the bug.  (You can make compact piston BUD switches without using the Piston Quasiconnectivity Bug!  Yes, really!  So there's no reason we need to keep this bug around!)  —Immute [talk]
 * I know what orthogonality means thanks. I also understand why the bug exists. However your solution for an alternative BUD design just depends on a different bug (the one bellow). --Incanus uk
 * Ok. Good to know. But what's the other bug? —Immute [talk]
 * You know which bug, you commented on it. --Incanus uk

! Trapdoors do not close if powered by a repeater. Same with a repeater powering the block a trap door is connected. If you power the repeater the trap door will open. If you unpower the repeater the door stays open.

undefined If a piston is powered but cannot extend because of the amount or types of blocks in front of it, the piston will still not extend after the blocks have been removed, even if its power source remains. (this should become a large bug, not a minor, as it could mess with auto building bridges and other devices that use a max pistons push amount. This could break a lot of things!)
 * Absolutely not. This property is crucial for building legitimate BUD devices, and all sorts of existing creations depend on it.  Do not remove this feature!  (Instead, remove the Piston Quasiconnectivity Bug, which messes many more things up, and is a terrible abstraction.)  —Immute [talk]
 * That is true, but this is still a bug. Many devices that use BUDs can be built other ways that do not rely on the glitch. A possile fix to this bug may be to tell pistons to update if a block within thirteen blocks of its front side changes state.
 * That would require Minecraft to search 78 blocks every time another block changes, possibly involving loading extra chunks. It's also one of the easiest-to-understand piston glitches and allows some interesting behaviour - specifically BUDs - as opposed to the quasiconnectivity bug which is hard to understand. Immibis 09:21, 15 November 2011 (UTC)

undefined When walking into a solid block and onto a redstone repeater while standing in an area that is two blocks tall, the player falls into the block beneath the repeater.

undefined Redstone repeaters can prevent the player from entering areas that are two blocks tall, but it is possible to step onto repeaters while already standing under a low ceiling.
 * Are you sure this is a legitimate bug? The Repeater takes up some space in the front, but the arrow behind it allows walking, I'm probably misinformed please correct me if I am.
 * Yes it is. Same with trapdoors. Don't know, if it should be fixed, it allows you easy one-way doors. — MiiNiPaaT

undefined Sticky pistons can be used to pull minecart rails off of the ground.

x If you put some redstone, a lever and redstone torch like this: http://i.imgur.com/RKjjC.png the torch don't invert when you flip the lever, and when you flip again it makes a fast pulse.

x If a piston in a BUD state is updated by placing a piston that is then pushed or pulled by the BUD piston it will turn in to a block which is rendered in ever direction as the piston head. (Some Examples: http://i.imgur.com/Ox0Yg.png) --Incanus uk

undefined Piston can "burn out" in a state simultaneously powered and un-powered. When it's in this state, it can be repaired by destroying the extended piston head. This will destroy the extended piston head but not the rest of the piston. --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. --Scwizard 00:32, 14 November 2011 (UTC)
 * Another way to reproduce the same bug. (the torch is on the ground, not attached to the block with the redstone.) --User42

undefined Standing next to an elevated pressure plate (such as those used to generate tables in the villages) will activate it. No, what happens when you bump into a table in real life? This behavior is useful for detecting players in minecarts during a vertical descent.

undefined If redstone is travelling downwards on a block, and a piston is placed in a position that would intercept the connection, the redstone travels through the piston.

undefined Redstone materials can no longer be placed on top of glow stone; there was a comment in regards to block type changed, however, until officially confirmed by Mojang, this is an unintended side effect and is a bug. Chiisana 17:14, 14 November 2011 (UTC)
 * Known_bugs/Version_1.9pre6 scroll down to "Fixed/Skipped/Non-Bugs" and find jeb's comment. — MiiNiPaaT

Annoyances
A! Ice is no longer obtainable with the Silk Touch enhancement; water is produced as usual. A! Fence gates can not be powered by redstone.
 * Jeb said he "fixed this in an unsatisfactory way" by removing it from silk touch. He might improve on it.  I suggest that upon entry to the Nether, water buckets turn to plain buckets, ice and water (8, 9, 79) simply disappears from inventory, and a loud hiss and particle effect similar to lava touching water emanates from the player.  This way players are allowed to keep ice in the Overworld and End, and enhances the atmosphere of the Nether.--PlNG 01:45, 12 November 2011 (UTC)
 * Ice no longer being obtainable makes silk touch nearly worthless. When it was introduced, I was so glad that finally there was a legitmate way to get spawners and ice to build cool structures out of them. Especially cool, was that it was quite difficult to get silk touch, so not everyone would have this. And same is with water in the nether. It is really cool if it is not easy. but possible to set water there; some kind of reward for all the effort to get silk touch!
 * Agreed. If anything, perhaps it could be changed so that Ice no longer melts in the Nether? TorchicBlaziken 00:54, 13 November 2011 (UTC)
 * Why can't ice just work the same as water i.e. you can't place it in the Nether? or the ice could melt then the water block vanishes?
 * I don't see what the big deal is with allowing the player to use ice in the Nether or anywhere else for that matter. If the player wants to farm the holy bejesus out of xp to get some rare enchant just to go on a several hour ice farming expedition just to build a grinder in the Nether, what's the harm really?  I mean, at that point half a dozen hours have been spent on the task and it really isn't hurting anyone.

A! Glowstone is like glass now. Power won't go through glowstone, making almost all light switch systems using a swap of blocks obsolete. This was changed very late (in Beta 1.9pre6) and conflicts with previous decisions, where glowstone was changed from "glass" to "stone" in Beta 1.6.6.

A! XP Orbs can get stuck in Glowstone (now that it acts like glass).

A!If you build a Gravel/Sand tower(> 2 blocks) on a Piston (connected to a clock) most of the Gravel/Sand will disappear after a couple of pushes. (Update: instead of disappearing they will plop as item instances) This is especially annoying when trying to build sand/gravel doors.
 * "Upgraded" to Major annoyance because this bug ruins a lot of piston creations.
 * Appears in both SP and MP
 * this has been happening for quite a while already (don't remember when i first saw it; 1.8? i've only played since 1.7 and didn't build anything that would have shown it), so it's not due to some recent change. Piranha 03:11, 14 November 2011 (UTC)
 * Its more a bug than an annoyance...--Aconitin
 * Pretty sure this is done intentionally to address the sand / gravel duplication bug with piston and sticky piston... As a result of that, we are left with this unfortunate side effect. Chiisana 18:57, 14 November 2011 (UTC)
 * Worked hours on a huge gravel door just to find out the gravel vanishes when the door closes oO

A! When you have 2 wooden doors together and you click the left one the right one moves into the opposite stage of the one on the left. Then if you click the left one again it will work. Then this will happen with the right wooden door. xMakerx


 * Its a new feature.If you click on the left door twice both will open, if you do it again on the right door both will close.(this is if you are outside)(I.E click on the left twice both left and right will be open, then click twice on the right and both will close.(its the left from the outside for opening and the right on the outside for closing, from the inside its right for opening and left for closing.))(i use this all the time now!(handy for spiders))
 * It's very confusing. Certain constructions are impossible now. --Mrheat
 * It is but i have gotten accustomed to it.

? When a sticky piston is moved by another piston, the block that should be stuck to it does not move.
 * This would be great, but it's a new feature and not a bug. --Mrheat
 * This isn't a bug at all; the stickiness of a sticky piston only comes into play when that piston is directly interacting (pushing or pulling) the block. Just look at piston doors - pistons are required to push both the sticky pistons and the blocks that the pistons are attached to. - Shadowx4ffc

Achievements
x The "Sniper Duel" achievement does not register when completed.

Bugs
n The name "Patrick Geuder" has the wrong color, compared to the other names.
 * I'm marking this as not a bug because you are not playing the correct version of the game. I redownloaded RC2 from assets.minecraft.net and verified again that the color was white, not gray. /jeb

Annoyances
n If you re-enter the end after seeing the credits for the first time, and you jump back in the portal to leave you will see all the credits again (discussion moved to the discussion page).
 * We wanted people to have the chance to revisit the credits without replaying the game. /jeb

a It's not obvious that pressing Esc will skip the credits. Add a "Esc to skip" note to show players it can be skipped, and prevent players who want to see it from accidentally pressing Esc. This feature is in many other video games where cutscenes are skippable.

Bugs
x Fence Gates STILL have their collision boxes as the entire cube.

! With a set of double doors, clicking the left door opens the right one (though clicking the left door again then opens it). Additionally, with both doors open, clicking the right door closes the left one first.

! Soulsand no longer holds minecarts in place. Before you say "that behavior made no sense," remember that soulsand is 15/16 m high (try walking onto it from a normal block). Half slab holes most certainly do hold minecarts in place, so soulsand should too. Many engineers have made useful mechanisms that rely on this behavior, so it should not be removed. (Jeb made this argument for keeping the Piston Quasiconnectivity Bug, so it must apply here as well; if not, the argument was invalid when it applied to the piston bug too.) —Immute [talk]

! Mob Spawners can't be mined by pickaxes with silk touch.
 * That was a bug. It was intentionally fixed by Jeb a few prereleases ago because infinite pigs was OP. TorchicBlaziken 02:58, 14 November 2011 (UTC)

undefined mp Chests sometimes don't close after being opened, persists thru client restart Cboz718

undefined Blocks fail to update when the wire powering them is removed. This was in 1.8 but still happens in RC 2

undefined Beds, levers, fire, signs, wooden/iron doors cannot be placed on snow (should replace the snow like all other blocks do).

undefined Enchantment Tables cannot be blown up with TNT. undefined A melon can be placed onto the side of a block when there is noting beneath it. Pumpkins can only be placed where there is a block underneath.
 * I don't see how this is a bug. They're made out of 4 blocks of obsidian. I'd expect them to be almost invincible. – ultradude25 ( T &#124; C ) at 04:48, 14 November 2011 (UTC)
 * Agreed. Anyway, going from one extreme to the other is Notch Trolling 101.--Inertia 05:43, 14 November 2011 (UTC)
 * I only put this as a bug because the fact enchantment tables can be so easily mined, despite the "4 obsidian blocks" as you so aptly put. Unless it's protected by magic...

undefined Dead bushes cannot be collected with shears.

undefined When in a stronghold. When a torch is placed on a Smoothstone block, the block with change to any 3 of the stone Brick (normal/mossy/cracked) Happens around 80% of the time
 * Did you observe this on SMP in a newly generated chunk?--Inertia 16:53, 14 November 2011 (UTC)

undefined mp Only in SMP you can't write on a sign that is on/near a block that is periodically been updated. To reproduce, make a simple clock with a redstone torches and a repeater. Then put a sign on the block of the torches. If you write on it, your text will be erased a every block's update.mooviies
 * this happens even if the block isn't being updated, but you are looking at any blocks being updated that are in the background. Jamslambs

? When you shoot a bow, the green bar displays that is has durability, but the durability is endless so it shows a full green bar once it has been shot.
 * Unable to reproduce. Durability goes down with each use for me. — MiiNiPaaT

Annoyances
a! Glowstone cannot have items attached to it, such as redstone, buttons, levers, rails, pressure plates, etc. I realize Jeb recently said, "this is the new property of glowstone", but it makes no sense, and adds nothing to the game. When this happened before, in 1.6, Notch confirmed it was a bug; he made a pickaxe necessary to mine it, and reinstated its abilities to have objects attached to it in 1.6.6. Glowstone should not be like glass…it is a stone. Jeb, please reconsider. --OSX2000 06:08, 14 November 2011 (UTC)
 * It might as well be called "Glowglass" if it's meant to be a glass. TorchicBlaziken

a When a door is open and you right click to place an item on the first block beyond the door (i.e. click through the open door) the block/torch/etc is placed but the door also incorrectly closes.
 * I can confirm this. I think this is related to the new (but confusing) behavior of doors. Clicking a door sometimes opens or closes an other door instead of the door you clicked. --Mrheat

a The sides of mycelium blocks use the old dirt texture.

a Sidesnow texture uses the old dirt texture. – ultradude25 ( T &#124; C )

a All ore block textures still use the old stone texture. – ultradude25 ( T &#124; C )

? Nether bricks cannot be crafted.
 * Not a bug. Mine it. --Mrheat

Bugs
undefined After crafting a stack of 4 bowls, in a mushroom biome, then right clicking the stack on a Mooshroom, a single bowl of mushroom stew is created and the other 3 bowls are lost. Currently tested on the well known Seed#: 4 (Coordinates: x=416, z=-500). Not sure if this is a result of the specific seed or if it occurs in other mushroom biome seeds. Tagged as a bug in the meantime. Kabookee 04:34, 15 November 2011 (UTC)

undefined mp When water bottles are filled from cauldrons in SMP, they do not appear immediately in your inventory. They will appear after a few seconds. This does not seem to happen with regular water sources on SMP, or on SSP at all.

undefined When thrown in a dark area, Eyes of Ender appear to light up, yet they are dark when dropped.
 * Not a bug. This is similar to "hand held torches". Not possible at the moment. --Mrheat 08:37, 14 November 2011 (UTC)

undefined Hoes break only by using them to make fields, but they can infinitely dig.
 * They don't dig better than anything else. When anything other than swords, pickaxes, shovels, shears, and axes is used to break blocks, it is treated like you are using your bare hands. TorchicBlaziken
 * Would be nice if they could be used to harvest melons and pumpkins faster, would give it more use in the farming scene. Kedama 00:08, 15 November 2011 (UTC)
 * They dont't dig better, but other tools take damage too, by misusing them for digging.
 * Swords does mine some blocks faster too, like planks. And all the other tools exept hoes are used to mine blocks, thats why they all take damage...

undefined Pumpkins seeds are back in Abandoned Mineshaft chests (removed in 1.8.1?). Screeny: --Skud 01:20, 15 November 2011 (UTC)

undefined The bow will take damage to it whenever you use it to melee/punch them with it.(might have been intentional due to that previously there was no damaged bow item entities, and had to be created and added for this to work)

undefined When using a bucket of lava for a fuel source in furnace the bucket disappears and does not come back empty as in 1.8.1

Annoyances
a There are two potions that share the name "Mundane Potion", but do not share the same properties. There is no way to differentiate between them before using them in brewing recipes. The first is made from a Water Bottle and Redstone Dust, the second is made from a Water Bottle and any defining ingredient (e.g. Sugar, Ghast Tears, Blaze Powder...). Both versions can be mixed with Fermented Spider Eyes, with differing results, and only the second can be mixed with Gunpowder. Their names should probably be different, so that players don't get confused.
 * Background: The Mundane Potion made from redstone has a different metadata (64) than the mundane potion made from any other ingredient (8192). Unlike Mundane 64, Mundane 8192 can be made into a Splash Mundane Potion by adding gunpowder that is, like its base potion, without any effect.
 * Ah, good to know. I suggest that Mundane 64 (the Redstone Dust potion) is renamed to "Thin Potion" or "Thinner Potion", to correlate with the Thick Potion made from Glowstone Dust.

a Typography/Item Names:
 * Rename "Lava bucket" to "Lava Bucket". (the "b" is currently not capitalized)
 * Rename "Golden boots" to "Golden Boots".
 * Rename "Milk" to "Milk Bucket".
 * I vote it be renamed to "Bucket of Milk"
 * Rename "Seeds" to "Wheat Seeds". (there are multiple types of seeds now)
 * Rename "Stone Stairs" to "Cobblestone Stairs". (they are made of cobblestone)
 * Rename "Bricks Slab" to "Brick Slab".
 * Rename "Stone Bricks Slab" to "Stone Brick Slab".
 * Rename "Flower" to "Dandelion". (roses are not called "Flowers")
 * Add "Brown" and "Red" adjectives to mushrooms.
 * Add "Wooden" and "Stone" adjectives to pressure plates.
 * Add "Mossy" and "Cracked" or "Broken" adjectives to stone bricks.
 * Add "Oak", "Birch" and "Pine" adjectives to wood, leaves and saplings.

a Fences don't connect to Glowstone, but in 1.9pre6 they did.

? Fences will not connect to the back of stair blocks. Zapk
 * Same with torches not connecting to stairs. This was never possible. It's a new feature since it will require new code (one of the four sides of a stair block needs to behave different). --Mrheat

Bugs
! All Mobs (and minecarts and large chests) are flickering black on certain graphics cards, e.g. Intel or Radeon X1650 (screenshot, more details on the discussion page).

! Swamp Boundary Grass Gradient Bug Gradients in grass color are correct for all biome boundaries except for those involving swamp biomes. You can tell that this is a bug, rather than an unimplemented feature, because swamp grass does have a gradient at the boundaries, but the gradient goes to the wrong color (fades from putrid swamp green to a grayish-purple), as can be seen in the screenshot below:

! More z-fighting!
 * Z-Fighting on glass panes and iron bars (screenshot).
 * Some texture overlays on entities, such as glowing eyes or hurt colors, are Z-fighting with the underlying texture: --Barracuda
 * Z-fighting on the point where the chest lid connects with the bottom of the chest.

! The change to Fullscreen Blackscreen Bug is back it was fixed in Pre 5 (Pre 6?)

! Although minecarts no longer z-fight with blocks they are touching, they still look wrong: One side of the minecart is always on top of the block, and the other always behind. This looks quite silly. (Jeb, it looks as though you just shifted the position of the minecart rather than narrowing it...) Instead, both sides should be behind the block. —Immute [talk]

undefined In 3rd person mode or when viewn by another player in multiplayer lily pads in your hands are gray.

undefined The side texture for swamp coloured grass isn't swamp coloured
 * Are you on fast or fancy graphics?

undefined The glint overlay on enchanted items and golden apples shows through when the item is held over the bottom of the enchantment book in the enchantment GUI. 

undefined Trapdoor textures are not aligned properly for custom texturepack support

undefined If the inventory is open when the player dies, he appears to fall over and the skin reverts to the default texture.

undefined Armor Legs don't fit right since it shows them in the sitting style, even when standing up

Annoyances
a! blocks don't disappear when destroyed/mined etc. So don't know where you've mined. a The particle effect from torches passes through any solid block directly above the torch. Most noticeable in buildings on the floor above a room with torches near the ceiling. (Not new to RC2)
 * Same with fire (e.g. from netherrack). Don't fix. This is used as a feature in certain contraptions. For example, you can create a sauna with steam emitted from the floor. --Mrheat 09:32, 14 November 2011 (UTC)
 * Certain contraptions? this isn't a contraption defence, as nothing mechanial/restoney can be made from this. it's an aesthetic request. and personally, I agree with OP. needs fixing. it's really frustrating. --Kizzycocoa 10:39, 14 November 2011 (UTC)
 * Nothing? That is incorrect.--Inertia 16:48, 14 November 2011 (UTC)

Bugs
!a!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 -this is probably caused by the power pc processors that apple used in old models (the extreme lag is happening to me on an 2.8Ghz Intel Core2Duo in a mid-2008 iMac. the FPS goes below 1 if I turn quickly and is unplayable for 2–5 seconds.), just as there were graphical bugs in ppc macs in every versions before Beta 1.2, not only that but there are bugs letting you see through blocks when it is dark even in smp - giving the player a unfair advantage over other players when mining, and searching for caves. as well as be a major annoyance. as well as it is like having mods to see in all light levels as level 15. again unfair and annoying advantage.
 * this does not only happen on powerPCs and older machines; i occasionally experience it on my 4core intel. the fps problem more often than the visual glitches, and it  gets resolved by me closing some (other) greedy apps. ssp, smp, creative.

! If there is a block directly behind glass or iron bars, it appears dark even though light should pass through the glass. 
 * This is likely what caused the bug where glowstone was dark behind glass. Please change glowstone back to having the properties of stone, not glass.
 * Agreed, glass was causing the dark-glowstone bug. It's the glass that should not be casting shadows. Jeb seems to have fixed the dark-glowstone by changing the wrong block.
 * Glowstone may have been made transparent because it fixes another bug, where smooth lighting is applied to it even though it shouldn't (since it casts its own light, smooth lighting doesn't make sense here), however glass should be transparent anyway. – ultradude25 ( T &#124; C )

! The lighting of the player's arm is buggy, especially in low light, and flickers between blue, black and normal colours. This does not happen for held items and blocks.

! In certain conditions depending on the player's position, signs, chests and enchantment tables may appear to go dark. The lighting changes as the player looks at different areas, sometimes acting as intended or going dark or flickering. This occurs in both fancy and fast modes, as well as smooth lighting on or off. (Untested for other items and blocks). ! Light leaks through the corners of stairs when the open part is blocked
 * The light source is located directly underneath the stairs block, and there is an empty air space directly behind the stair blocks.

! Light does not pass through the open corners of stair blocks where it should. 

! Light leaks through the corners of pistons

! Light does not pass through the gaps in slabs, and causes buggy lighting. 

! Water and minecart rails do not use smooth lighting.

! Some torches generated in abandoned mine shafts or NPC villages don't light anything up, until the lighting or torch block is updated (e.g. by placing another torch, or a block next to the generated torch).

undefined You can see chunk borders in ice in Fast graphics. Example

undefined Some small areas of complete darkness can be found in places that should be bright. This is especially common in overhanaging mountains and in cave entrances

? Brown mushrooms produce a very small amount of light.
 * I don't think this is a bug, considering that it has been this way for quite some time. (Maybe it makes caves more mysterious?)
 * I don't think it's a bug at all. I hate to be the person to use an IRL example in Minecraft, but they do exist.  Anyway, it is a really nice nuance to the game if you find yourself trapped in a deep dark cave with very little in the way of resources.--Inertia
 * Brown Mushrooms emit a light level of 1, red ones dont. This is not a bug, i marked it as "N" --Aconitin

Annoyances
a! on the older ppc macs the lighting system is really messed up. torches dont light up more than 2-3 blocks away from them. and in some places it can go from a good orange light to a really deep blue even if it has a torch set right in the middle of it. very annoying. makes it practically impossible to see when your in a mine at night.

a Glass panes appear much brighter than glass blocks. Example

Bugs
! hostile mobs dont spawn when you use a ppc mac. not totally sure why at the beginning i saw a few things running around but after that nothing has spawned. i even have a spawner that isnt creating anything. probably a difficulty problem where the set difficulty is not changing from peaceful to anything else.

! Arrows no longer appear to be sticking in mobs.
 * I believe this was removed due to scaling issues with large mobs such as ghasts making the arrows look weird. NobbyChicken
 * That's what I recall. Large Slime would have a giant arrow sticking out of them.  It's interesting that no one cares that scaled mobs on fire have the same problem, but I guess fire can scale indefinitely.  I hope the fix is to just test if the mob is scaled and only if not, allow the stuck arrow to show. --Inertia

! When the end credits are completed, there will be Creepers and an Enderman in daylight, and they don't attack
 * This could actually be a feature. Spawn a cake too, the player can enjoy a minecraft-day of peace for his/her heroism. 67.189.56.18

! Chicks spawning from eggs thrown against a one block wide wall may spawn on the other side Proof. If the wall is thicker than one block, the chicks will be stuck in the first block Proof. Viciarg

! When many (30+) mobs are confined in a small space (eg. a 2 block XP farm trap), after the user logs out and logs back in, a mob or two will glitch through the walls confining them and they escape to space outside the 'trap'. (UTC)

!mp In multiplayer if the server has hostile mobs disabled and you find a dungeon there still will be zombies and/or spiders.

!mp Animals in 1 block thick pens glitch through fences, walls, roof appearing to be outside.
 * This is a very annoying bug if i might say. Maybe a solution would be to make mobs not try to climb fences? Make them think its a 2 high block. - KrisEike
 * It happens to spiders climbing walls too, if they hit an overhang. Immibis
 * Downgraded to major bug, unless it crashes Minecraft that label should not be used.--TheFinalBiscuit

undefined Chicken will look down instead of up when trying to look at the player --JonHa97
 * Appears that the y-axis is inverted. Ie, they look up when the player is below them; and look down when the player is above them. --Haseo

undefined I have seen Endermen spawning in my house, which is very well lit all over and is completely sealed off. Only Endermen have been spawning indoors, so far. I am playing creative mode with difficulty set to normal in single player mode on Windows 7.
 * Note: This is probably not a bug. Endermen are capable of teleporting into well lit areas.  It is likely Endermen spawned near water then immediately teleported into your house. --Inertia

? Large numbers(5-9) of sheep will spawn in Plains and Hills biomes
 * How is this a bug? You just were lucky enough to have a moderately large amount of animals spawn at once. 84.156.27.131
 * In my case, there are a lot of sheep (~20) in the biome, but only a few chicken (~4) and no pig or cow.

? The townspeople still don't take damage, and they still have the weird trunk thing that makes them look like Squidward.

Annoyances
a!mp Chickens in pens seem to take damage randomly, making it nearly impossible to raise chickens in captivity.

a!mp Animals sometimes despawn in multiplayer, even though they should not.

a Wool does not regrow on sheep.
 * It's been that way since beta 1.6. Wool does not currently regrow on sheep because the coding is too difficult.
 * How it's difficult? Also downgraded to Annoyance. — MiiNiPaaT

a Non-naturally dyed sheep (lapis lazuli, etc.) can give birth to same-color sheep, imbalancing dye collection. Perhaps make only natural colors breed colored sheep (brown, white, black, etc.)
 * I kinda' like this feature, though I do see how it causes balance problems. —Immute [talk]

a Endermen do not drop the blocks they hold when they die or despawn.
 * I agree, imagine an enderman took a diamond block and despawned with it... They should drop the block they're holding (if any) and some Ender Pearls. --91.144.249.166

Crashing
!! Starting an SMP vanilla server, setting online-mode to false, and then connecting with a non-premium account will cause the server to crash (This requires mods but is probably worth mentioning...)

!! Maximizing the window and moving it to another monitor before logging in will result in the game crashing with the "Saving Chunks" screen upon pressing 'E' or right clicking any interface in Mac OS X.

!! cr Occasionally opening map will result in the game crashing with the "Saving Chunks" screen

!! Pressing the "Pick Block" button on an Ender Crystal results in the Saving Chunks screen, followed by a black screen.

!! pressing the "Pick Block" button on Tall Grass with a Bow results in the Saving Chunks screen, followed by a black screen.

undefined LWJGL related crash when clicking the new Quit button in windowed mode. Does not occur when in full screen. Currently only verified with 64-bit Linux with Intel/Mesa graphics. Other users please check if this bug occurs for you too. After the crash, the game screen will just go black. See pastebin.com/Yazm1n4s for the error log.
 * Worked fine for me on Win7 64-Bit, Java7 64-Bit, NVIDIA GeForce GTX 560, both with and without Vista Glass, and in windowed or fullscreen mode. GALAKTOS
 * Confirmed with 32-bit Linux with Intel/Mesa graphics. Also found that the error log shows the same thing when exiting with the X button, but the window actually closes when you do that.
 * Since the Stack Trace contains "LinuxDisplay", i think it is a linux-specific bug rather than a graphics-card-specific bug. Please confirm! GALAKTOS
 * Works fine here with nvidia card (proprietary drivers) on 64-bit ubuntu 11.10, OpenJDK 6 64-bit. (With java 7 it crashes on startup trying to use 32-bit LWJGL) --Oln 14:09, 15 November 2011 (UTC)

a Crash when clicking "Video settings...". Can be fixed by deleting. This only happens when updating from an older Beta 1.9. It does not happen when updating from the latest official Beta 1.8.1, so it's just a low priority annoyance.

Bugs
! mp In multiplayer when you teleport to the end it kicks you off the server saying, "Moving too quickly. Hacking?" And when you log back in after a few seconds you fall in blackness and die from supposing the void.

undefined The bug is either that the Enderdragon is hurt by snowballs, or that Snow Golems will not attack it.

A! The enderdragon pushes the player around even if the spawn point is underground. This might be intended but is very confusing since the player does not see the dragon and does not know what happens.

A ? The enderdragon destroys player placed blocks (e.g. glowstone). This is intended but confusing if the glowstone block is underground (e.g. in the little room underground where the player spawned) and everything is covered by end stone.

A ? In creative, when the enderdragon swoops in to attack the player, any endermen hit by the enderdragon will attempt to chase the enderdragon and ignore the player.

Bugs
! Snow biomes do not generate properly.


 * Can't confirm. Seed -906731100029805462 starts in a snow biome and looks fine here (Win 7 64bit). --Viciarg 17:07, 14 November 2011 (UTC)
 * This looks like an edge-between-generation-code-change problem... If this entire map was generated in RC2, please provide seed and coordinates. If this was an old map carried forth, this happens because of the changes in generation code. Chiisana 21:36, 14 November 2011 (UTC)
 * I can conflim it. I created new world in RC2 and found some missing chunks in snow biom near spawn point. I wasn't as fatal as it is shown on the picture but it still doesn't look right. seed: -6695289574079824854

! Only three strongholds are generated. This means that you can't ever reach The End if the three portals are incomplete either as generated or from user actions. (such as in Creative Mode where you can destroy Ender pedestals but can't place them, or when you pour water on an already activated portal) This is particularity annoying in older maps where the terrain where the strongholds would be has already been generated. Infinite srongholds were supposed to be generated in 1.9.
 * How do you know this hasn't already been implemented? Kedama 00:20, 15 November 2011 (UTC)

! Nether ruins can generate skewed Example
 * I'm getting a 403 error on that image. Kedama 00:18, 15 November 2011 (UTC)
 * It's hotlink protection, use this link instead. --Rydian 02:08, 15 November 2011 (UTC)

undefined Sugar cane is sometimes naturally four blocks tall, but it can only grow to three blocks.

undefined Ferns are never found naturally.
 * I've seen plenty of natural ferns. Are you sure you're on RC2? Kedama 00:18, 15 November 2011 (UTC)

undefined Melons are never found naturally.
 * Pretty sure this is intended. Melons are only supposed to be obtained by finding Melon Seeds in an Abandoned Mineshaft. Kedama 00:18, 15 November 2011 (UTC)

Annoyances
a! Biomes are very monotonous while at the same time the edges between biomes are very harsh. For example, there is not a single tree for kilometers and then, like a wall, all is full of big trees. All grass in one biome is the same color, but on edges the color changes very fast within a few blocks.

a! Almost no trees are generated on big mountains. They look like piles of dirt, not like natural mountains.

a Since the world generator changed, only very small patches of sand can be found on beaches. This is odd compared to the big beaches in the old world generator.
 * I think this is intended to make people go into desert biomes to get huge amounts of sand and sandstone, but i agree, it looks stupid. Maybe make beaches that have only 1 block thick sand? Then it would look fine and people still have to go into deserts for much sand/sandstone.

n Sponges are never found naturally.
 * Natural sponge formations underwater, perhaps? --TorchicBlaziken
 * Sponges were purposely removed by the game devs, and have have no plan to be re-introduced. This does not belong here as it fits more of a feature request, not a bug.

Bugs
! sp In single-player, wolves discriminate based on username, which is a feature meant for multiplayer. This becomes a problem when wolves are befriended in offline mode (where the player is named "Player") and then do not obey the player when logged in, and vice versa. This is not a new bug and has existed as long as wolves have.

undefined sp Wolves still turn black when they are in water.

? sp Wolves can spawn in an abnormally large pack (20+). I've experienced this using the seed: 3679380549527139408
 * I can confirm. Using this seed I found a large group of wolves. However, I don't consider this a bug. --Mrheat

Annoyances
a Wolves will enter Love Mode (only when neutral to the player) but will not breed. Wolves are only found in taiga biomes, and spawn extremely rarely outside of being generated with the chunks. If all the wolves in a taiga are killed, then players usually have to explore very far until they can find wolves again. If wolves could be bred, then wolves could be renewable.

Bugs
? The "Fortune" enchantment does not increase the mining yield of iron ore or gold ore. This appears to be because "Fortune" only works when mining blocks that drop items rather than blocks. This makes sense algorithmically but not logically--the "more valuable" diamond ore is affected by this enchantment, but the "less valuable" iron ore is not. I'm not sure whether this is a bug or a mere idiosyncrasy, but "Fortune" would be more worth the significant effort required to obtain it if it worked on iron ore, much less gold ore.
 * Well, iron or gold can be placed and mined again, so dropping more is a bad thing :S. That is, unless placed ore can be differentiated from generated ore.
 * You are exchanging levels for the enchantment for ore. I think it's a fair trade. It maybe wouldn't be so fair if you could duplicate diamond blocks, tough.
 * A more minecrafty solution might be to change what iron and gold ore blocks drop to an unplaceable ore item unless the pick is enchanted with silk touch...
 * Actually, if they really wanted to, they could probably just make Fortune cause Iron and Gold ore to drop nuggets/ingots in addition to the usual ore block. However, IIRC, they stated before that the current behaviour is intended, so I wouldn't hold my breath. 84.156.25.193

Annoyances
a If you mine a double-slab block with a silk touch enchantment you will only get one slab back.
 * um its spoose to be like that
 * Don't think so. If you mine a double-slab block without silk touch, you will get TWO slabs back (see: Slab) --Mgr 11:44, 15 November 2011 (UTC)

Bugs
! Rain sound is missing when particles are turned off.

x Fire damage and drowning is playing the fall sound effects (newsound/damage/fall*.ogg), where newsound/random/hurt.ogg would be more appropriate.

x Walking on lily pads makes "wood" sounds but should make "grass" sounds (currently you have to jump to hear it, see the related bug below).
 * This was reported by two people (including me) but currently I can't reproduce it. Now it's playing the grass sound. --Mrheat

x Walking on lily pads or trapdoors (with air or water below) does not make a sound. Walking and jumping over a series of lily pads/trapdoors makes a single sound in the moment the player leaves the block (by jumping).
 * These items also make the correct sound when you walk across the top of the block containing these items. This means the y-axis of the top of the item does not correspond to the y-axis for sound generation. --Haseo

A Note blocks are far too quiet, especially at a (even relatively short) distance. This makes alarms/notifications virtually useless.

undefined In some areas (biome-dependant?) the rain to ground collision effect isn't attached to the rain, which also means the rain sound doesn't play while it is raining.
 * Can not confirm. Too little information. Particles turned on? --Mrheat
 * I can confirm this. It does seem to be biome specific. In my cases rain was heard only in swamp biomes. (particles were turned fully on).
 * Are you sure you are on the ground and not flying in creative? Rain can't be heard from a distance. --Mrheat
 * Confirmed. Occurred three times in extreme mountain biome (separate worlds). All particles were turned on and I was standing on the ground. --Haseo
 * I can confirm this too. It Happened in the extreme mountain biome on hardcore mode. (Seed: 8656018933489344520) :NOTE: I was standing on the top of the mountain right next to the spawn, and particles were on. If I moved around I could sometimes hear the rain; however, other times other times I couldn't.

?mp Ambient cave sounds never play in multiplayer.

x Ambient lava sounds never play.

xmp When you close a door in Multiplayer (might have been the lag) the door closing sound goes twice.

Bugs
! Minecart Collision Bug Minecart collisions are not elastic. In fact, minecart collisions do not even conserve momentum. Examples:  (Do not remove these or the related discussion, as they will be helpful to Jeb!!)  (When I refer to "velocity" or "momentum" below, I refer to "true velocity"/"true momentum", not the quantity that is capped at 8 m/s ("travel velocity"), but the quantity determined by kinetic energy.) Since no reasonable specification exists that could account for the observed behavior, it follows that the current behavior does not abide by whatever specification Mojang has in mind. Hence, it is a bug. —Immute [talk]
 * 1) Two minecarts are on a straight track.  Either both are empty or both are full.  They collide.  Observed behavior after the collision:  No matter what their velocities were before the collision, Minecart A and Minecart B will rebound with equal and opposite velocities; their speed does not depend on initial conditions.  (Observed results the same for both x-axis and z-axis directions.)  Expected behaviors for two scenarios:
 * 2) * Minecart A collides with stationary Minecart B. Expected behavior after collision:  Minecart A is stationary, and Minecart B has momentum equal to Minecart A's old momentum.
 * 3) * Minecart A has velocity v, and Minecart B has velocity –v. Expected behavior after collision:  Minecart A has velocity –v, and Minecart B has velocity v.
 * 4) Two minecarts are on a straight track.  Minecart A is occupied, while Minecart B is empty.  (For the expected behaviors, I will operate under the assumption that the mass of an occupied minecart is "much greater than" the mass of an unoccupied one.  This simplifies the computations the game has to perform substantially, in addition to resulting in very desirable behavior: e.g., first bullet point.)  Expected behavior for two scenarios:
 * 5) * Minecart A collides with stationary Minecart B. Expected behavior:  Minecart A's velocity is unchanged.  Minecart B's velocity is set to twice the velocity of Minecart A.  (For this to work best, consider increasing the travel velocity cap for unoccupied minecarts from 8 m/s to 16 m/s.  (Minecarts going that fast pose little threat to game performance, since no one's riding them.)  If the player hops into a cart traveling at 17 m/s true velocity (16 m/s travel), recompute travel velocity to 8 m/s without changing true velocity.  I understand this may be difficult to get right, but it's important that A not repeatedly collide with B, and slowing down A is not an acceptable solution.)
 * 6) * Minecart B collides with stationary Minecart A. Expected result:  A remains stationary, while B rebounds with equal and opposite velocity.

x 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).--Incanus uk 00:09, 14 November 2011 (UTC)

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

undefined The old minecart boosters (before powered rails) work again.
 * undefined Probably related to this one: Several minecarts stacked into a single place will stay together, ride at decent speed over non-railed floor, and evade walls. Source video for both Additionally, when in water, they sometimes manage to glide over one-block-wide holes without stopping.
 * undefined Probably also related to this one, "integrated boosters" (three minecarts stacked in a single place) also work, as shown in this video. They are a lot more unstable, and usually glitch out after the first successfull turn, but they work. The "direction key start" even works with only two minecarts, but they will separate instantly. If you don't enter the minecarts, they will complete one round and then stack perfectly just as in the video.

Bugs
undefined Wheat and dyes used on animals are lost from the inventory.
 * Please explain; you do realise that the animals are eating the wheat and changing colour with the dye, right? That requires them to be used up, they're finite resources. Qata 06:05, 15 November 2011 (UTC)
 * Creative mode. Resources should be infinite. Barneygale 06:10, 15 November 2011 (UTC)
 * This seems more like an annoyance, though.--Inertia 06:12, 15 November 2011 (UTC)

undefined Even though bows can be fired without arrows, firing bows still removes arrows from the inventory when arrows are present.
 * Isn't this rather an annoyance? Your "real" inventory, where these arrows (i suppose) would be taken from, can only be accessed when using chests, stoves and dispensers, and afaik, this is considered a bug and you're not supposed to have any access to this "real" inventory at all, so it would make no difference as soon as this was fixed. --GALAKTOS, not logged in as 212.184.12.130
 * If you place arrow in your hotbar slot, it get fired too. — MiiNiPaaT
 * Okay, that's annoying. GALAKTOS

undefined When right clicking on a block, even if the item that is currently held cannot do anything to the block, it is animated in the player's hand.

undefined Tools are damaged when used to attack mobs.

undefined Bows and fishing rods are damaged when used.

undefined All maps taken from the item selection menu are blank. This is probably because they have not been crafted and have no starting point.

undefined Empty spaces in your inventory are filled with the default items when entering/exiting the nether

Blocks drop items when destroyed in creative, when they're not supposed to:
 * undefined When you destroy the block underneath redstone dust in creative mode, the redstone dust will drop as an item.
 * Same with flowers, rails, saplings, signs, torches and so on
 * Also happens when water knocks the items off


 * undefined Destroying the top of a door (any type) drops a door item.
 * undefined Minecarts and boats will drop a minecart when destroyed in creative mode.
 * undefined Monsters drop loot.
 * undefined TNT drops a TNT item when destroyed
 * undefined If the player hits an extended piston arm, the piston will drop.
 * undefined Basically, a block removed any way other than being directly punched by the player will create an item.
 * * At least some of these drops are intended function, _not_ a bug. It's possible for one person on a server to be on creative and another on survival - they share the same world, so the blocks need to function consistently regardless of who is closest. Even in single player creative, to make the blocks function differently (than survival mode) would prevent many machines and circuits from being built. Such a restriction would sort of invalidate the point of creative mode, wouldn't it? --R b bergstrom 15:06, 15 November 2011 (UTC)

Annoyances
a When flying, horizontal movement through water and lava is very slow.

a When flying, movement is very slow when the bow is charged (instead of being faster like normal flying)

a The map in the creative inventory is always the same (the center of the map is always the spawn point).

Creative mode inventory missing items:


 * a 18:3 Spruce Trees' Coloured Leaves
 * Same thing as the 44:6 slab, here's a screenshot of that block.
 * a 31:0 Dead Bush placeable on dirt and grass
 * a 44:6 Alternate Stone Slab (ID 44:6)
 * I have posted a screenshot of the alternate stone slab (44:6) and double slab (43:6) on the left, and the normal ones on the right. As the alternate double slab provides an alternate appearance, it would be useful to have for aesthetic purposes. -Gravemind2401
 * a 52:* (Working) Mob Spawners
 * They could at least put it in Creative Mode as a "Pig Spawner".


 * a 60:0 Farmland
 * a! 78:0 Snow layer
 * a 90:0 Portal
 * a 97:0 Silverfish Stone
 * a 97:1 Silverfish Cobblestone
 * a 97:2 Silverfish Stone Brick
 * The Silverfish Blocks are obtainable via Silk Touch, and while they have no tooltip, they can be used as traps, particularly in the design of survival maps.

a Armor cannot be equipped in Creative Mode. Thus, the presence of armor in Creative Mode is pointless. This could be solved either by removing the armor from the Item Selection or adding an equipment menu.
 * a 99:* Huge Red Mushroom
 * a 100:* Huge Brown Mushroom
 * a 119:0 End Portal
 * a 120:0 End Portal Frame
 * a 122:0 Dragon Egg
 * Actually This is still convenient for those who are using creative to create an adventure map, or use it to spawn items for other players. Inventory can still be accessed by using a WB or a chest or any other similar block. Though, an inventory menu would still be handy. Perhaps a button located somewhere at the top of the items page, so it works kinda like tabs? Valiantiam
 * Although the player's inventory can be accessed through a crafting bench, furnace, etc..., the GUI's given do not allow for armor placement.

a! Like all the other blocks, End Portal frames are destructible. However, they cannot be placed. This means that destroying even one End Portal Block before activating the Portal means that the player has to go in search of a new portal (with the Eye of Ender being no help) if they want to go to the End. Availability of End Portal frames in Creative Mode would also facilitate creating stuff in The End. It can be very useful, creativity-wise, because of the whole "outer space" effect the endless void gives off, which is buildable and with no naturally generated structures to have to dismantle first, after having finished building off the initial islands.

Bugs
!! Once you enter The End, attempting to destroy a regeneration tower with a sword causes the sound effect to play, but nothing to happen. I relogged, and I found myself cloned, holding an eye of ender when I was holding an iron sword. Also, the dragon is frozen in place and cannot be killed. Soon after, server crashed. Upon relogging, again and attempting to kill myself by falling into the "Void", nothing happened, even switching in between Creative and Survival gamemodes. Hence, stuck forever. SoggyTaco 9:54PM (PST) !MP Many missing sound effects: !MP Many missing features/animations: Kedama 02:13, 15 November 2011 (UTC)
 * Right here, for example.
 * Shooting an arrow
 * Footsteps of another player
 * Mining sounds of another player
 * Lever sounds
 * Pressure Plates sounds
 * Exploding sound (TNT, Creeper, Ghast)
 * Ghast's sound when shooting a fireball
 * Another player placing a block
 * Chicken "pop" sound when laying an egg
 * (Add any more when found)
 * If you install Minecraft RC2 for singleplayer, then go back to 1.8.1, the sound of the TNT from RC2 remains the same.
 * You do realise that when sound was updated for RC2, it was also updated for Beta 1.8?
 * Particle effects when riding a boat
 * Creeper puffing up when about to explode
 * Endermen do not open their mouths when aggressive
 * Endermen do not shake when aggressive
 * Endermen do not turn aggressive when looked at
 * The "trigger point" for aggression is actually above the Enderman. Looking above it turns it aggressive
 * That is a bug in itself then, because you should have to look at them not above them.
 * Spiders climbing walls are glitchy
 * Destroying particles of another player don't show up to you
 * (Add any more when found)

!MP The server still often displays: '''Connection Lost The server responded with an invalid server key ''' when trying to connect.

xMP All mob spawners show a rotating pig instead of the correct mob in multiplayer. xMP Mining is slower in multiplayer due to the click-mining fix, even if you don't click-mine. xMP Seeing other players moving or jumping is very choppy, even when the server is not lagging. xMP Boats and minecarts are very hard to control, especially in tight spaces. xMP Arrows "warp" about a block upwards when they land on surfaces.

!MP Sparks fly from a player if they're hit from a far distance while flying above the ground. !MP Mobs can only be hit on their upper parts using melee attacks. Hitting their legs has no effect. !MP Biomes can change after Server Crash (Bluescreen)

!MP The "ore-smelting" and "fuel-burning" clocks of furnaces sometimes become out of sync, such that if a player puts 6 logs and 4 planks in a furnace, leaves, and comes back a minute later, they may find 5 charcoal and one log instead of the 6 charcoal that should have been produced. This has been around for an EXTREMELY long time. !MP When you log out with barely suffice headroom (i.e.: 2 high hallway/tunnel), you may find yourself logging into a different place (typically on top of your old location, but not always the case). !MP Many entities appear commonly as client side ghosts. For example TNT, falling sand and gravel, mobs and flying arrows. This is a client end issue, as re-logging will typically remove any ghost entities.
 * I believe headroom has no bearing, only proximity to walls. In a 2x1 hallway, the player has a higher chance of being next to a wall that reaches to a new location. Upon logging back in, the anti-suffocation logic kicks in and transports the player up to a new space.--Inertia

!MP When creating a new world with the server, the Nether and the End don't generate (and empty region files are placed in the DIM1 and DIM-1 folders). It last worked correctly in 1.9pre4. Morlok8k 22:14, 14 November 2011 (UTC)

!MP When you log out with barely suffice headroom (i.e.: 2 high hallway/tunnel), you may find yourself logging into a different place (typically on top of your old location, but not always the case). Chiisana 03:12, 14 November 2011 (UTC)

!MP Many entities appear commonly as client side ghosts. For example TNT, falling sand and gravel, mobs and flying arrows. This is a client end issue, as re-logging will typically remove any ghost entities. Chiisana 03:13, 14 November 2011 (UTC)
 * For mobs, this bug appears most notably when more than 20 are killed at once using a splash potion, in an XP girder, for example.


 * I found that in creative mode, taking splash potions out of a brewing stand then using them then going back to the brewing stand the potions reaper in your inventory

!MP Fishing rods do not change to "fishing rod without string" texture when cast. They also lack the curved black line when fishing.

!MP Walking or jumping into an End portal kicks you from the server with a "You moved too quickly :( (Hacking?)" message.

!MP Protocol spam of packet 0x69 when using the enchantment table.

!MP Once you enter The End, attempting to destroy a regeneration tower with a sword causes the sound effect to play, but nothing to happen. I relogged, and I found myself cloned, holding an eye of ender when I was holding an iron sword. Also, the dragon is frozen in place and cannot be killed. Soon after, my server crashed. -soggytaco

!MP Enchantment table window incorrectly claims it has 9 slots in packet 0x64 (should be 1)

Annoyances
a! There is no flag in server.properties to allow/disallow travel to The End

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

a! Getting a "The server responded with an invalid server key" message when connecting to any server. This appears to be intermittent. --96.49.116.92 00:49, 14 November 2011 (UTC)
 * This also happens quite frequently when the server is on the same subnet as the client (tested on subnet mask 255.255.255.0, DHCP issued IP addresses in 10.0.1.n range; the same server when accessed from the internet yields no 'invalid server key' error).--Inertia
 * This appears not only on local servers, and is intermittent. I am guessing the error is caused by a communication error between minecraft_server.jar and minecraft's central authentication server. Chiisana 03:05, 14 November 2011 (UTC)
 * Reproduced on my Linode hosted server with RC2. This is not limited to localhosts. Current solution is to try over and over again, possibly we should upgrade this to a major annoyance or bug.
 * I think it is more related to both client and server being behind the same external IP address. I have two subnets behind a single external IP, the server on one subnet and client on the other subnet but still get this error a lot. Possibly placebo effect, but it appears to happen less if I use the "Direct Connect" option with the server IP rather than a DNS name.
 * Happens on internet servers as well, on and off. Entry in logfile just says "/xxx.xxx.xxx.xxx:xxxxx lost connection". Might be related to problems with authentication server?
 * Confirmed as a bug by Jeb here Chiisana 21:43, 14 November 2011 (UTC)

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 03:09, 14 November 2011 (UTC)
 * Discussion on this is still available here

a RCON bugs
 * Newlines from command output are not relayed (try )
 * Often command output is not relayed at all (try ).
 * Code exists to split responses into 4KB chunks, but elsewhere the code assumes a maximum length of 1460 bytes.
 * Unknown commands are not indicated as such

a Query (GS4) bugs
 * In the basic stat, port should be encoded as a null-terminated string
 * In the full stat, "motd" is mislabeled "hostname"
 * The player list format breaks the GS4 protocol standard. The section beginning  should be replaced by (k, v) pairs, e.g..

a! Parsing the 1.9/1.0 protocol currently requires a list of enchantable items, due to the differing nature of the "slot" structure. This means the protocol is no longer context free, an annoying and needless issue for those developing third-party servers, wrappers and clients. This could be solved by writing an additional short after (block_id, count, uses) containing  for un-enchantable items. See here for details:

a Left-clicking with an item sends a string of multiple 0x12 (Animation) packets. Before 1.8, it only sent 1. This makes the left-click event harder to catch in server wrappers (e.g. bukkit)

Annoyances
a! Some floating lava blocks never disappear, even if all source blocks are destroyed (screenshot, also see the discussion). As far as we know this is intended but annoying since it makes removing a single lava source very time-consuming. Turning lava off with pistons becomes impossible in some cases (depending on how the lava flows).

[X] if you're in slanted water it still adds the blue tinge as if you're fully submerged.