Minecraft Wiki:Issues/1.3.2

Crashing/System
Bugs

n Most crash problems are associated with out-of-date Java. Make sure your Java is "Java 7 Update 7" or in Crash Logs, "1.0.7_07" If it isn't, please update your Java!
 * Oops, forgot to sign it. -- Featherwinglove 17:22, 1 September 2012 (UTC)
 * Note when updating Java that although the 32 bit version updates automatically, the 64 bit version must be manually updated. --KADC - &#34;Be unreasonable.&#34; 22:04, 1 September 2012 (UTC)

I can't get the online demo to work it crashes and i get this message.

undefined


 * Try using a pc instead of a mac, it seems that MAC OS has many more minecraft related bugs than the pc version, probably because minecraft started on pc, then migrated to MAC OS.

!! Minecraft crashes when typing slash "/" to open up command, shortly after entering the world. I was in creative mode. The world is new. I was able to repeat it many times. I hava Java 7 installed but Minecraft doesn't seem to be using it. Not sure how to force that, or whether Java 7 is currently supported by Minecraft on a Mac.

undefined

!! My apologies if I post this incorrectly, I am new to minecraft and this is the first time I ever posted to a wiki. I open the inventory screen by pressing E, when I close the screen by pressing E the game crashes and I get a crash report. I am running win7 on an i7 laptop with an ATI 5730 graphics card. I have a crash report.

undefined –Preceding unsigned comment was added by 98.211.4.241 (Talk&#124;Contribs) 21:34, 1 September 2012 (UTC). Please sign your posts with
 * I fixed the markup in your post above, but all I can suggest is to also ask at the minecraftforum and/or the #minecrafthelp channel on IRC for expert analysis. Although the crash log *appears* to show an unmodded minecraft and a correct Java install, I would try a complete uninstall of Java, reinstall the same Java, do a clean install of Minecraft (in a separate folder, or ask how to do this), and retry. -Aurelius 07:34, 3 September 2012 (UTC)

!! Inside the inventory, if I move my mouse, the game and the computer will crash. This bug has appeared in previous versions of Minecraft, and someone has always kindly provided a patch to fix the problem, which appears to be with the 'Steve' character following the mouse. However no patch yet exists for the latest version.

When it was fixed before, the character box was blacked out, and thankfully, I was able to play. System: laptop, Windows Vista, 2GB Memory, 120 GB Hard Disk, Intel Pentium Dual Core.

Could someone please patch this, and perhaps Mojang could fix this recurrent bug, which appears to affect a number of people in the Minecraft blogosphere.


 * I made sure that I had updated to Java 7 Update 7, but unfortunately, the inventory problem persists. 01/09/2012
 * I looked into the 64 bit version of Java, and it seems that my system is of the 32 bit variety. My render distance is short, the graphics are set to 'fast' and clouds are off. Yet the inventory crash still happens. –Preceding unsigned comment was added by 86.135.82.194 (Talk&#124;Contribs) 19:33, 30 August 2012 (UTC). Please sign your posts with
 * Please link to previous mentions of this bug and the patch. Please ensure you are using a clean install of vanilla minecraft 1.3.2, no mods, no snapshots. Please include the crash log here or at minecraftforums. -Aurelius 07:50, 3 September 2012 (UTC)
 * I would also try Tutorials/Update LWJGL because it appears you have an old version (2.4.2 rather than the latest 2.8.4). -Aurelius 09:08, 3 September 2012 (UTC)


 * I am using a clean installation of Minecraft without mods etc.. Unfortunately, the .bat file is not saving the crash report as when the crash comes it stops everything dead so that I have to press the restart button. I suspect that the computer is paralysed to the point of not recording the log. However the link to the old InvFix patch is here: minecraftforum.net/topic/761248-125-fix-invfix/

--86.167.43.157 19:05, 5 September 2012 (UTC)

!  When launching Minecraft, I get to the Singleplayer\Multiplayer selection screen after the Mojang splash screen. At this point, it freezes. I am not able to select any of the buttons. I have deleted the app and re-installed. Occasionally, I am able to select the options button or the multiplayer button but mostly it just hangs. Occasionally, I can quit but mostly have to Force Quit. In background, I am trapping

GL ERROR @ Pre render 1281: Invalid value

Version - Minecraft 1.3.2 OS - Mac OSX 10.8 Processor 2.4 GHz Intel Core 2 Duo Memory 3 GB 800 MHz DDR2 SDRAM Graphics ATI Radeon HD 2400 XT 128 MB Java version "1.6.0_33" Java(TM) SE Runtime Environment (build 1.6.0_33-b03-424-11M3720) Java HotSpot(TM) 64-Bit Server VM (build 20.8-b03-424, mixed mode)

longlegoman123 28/08/2012 21:35
 * A very similar report was posted here. I've not much experience with pre render errors, but I'd first look at ensuring the texture pack was default (after ensuring it's 100% vanilla 1.3.2, no mods, no snapshots, completely clean install); then remove all files from the texture folder; then retry and get the crash log and post it here or at minecraftforum or at the #minecrafthelp channel on IRC. -Aurelius 08:23, 3 September 2012 (UTC)

!! In creative mode, I press E, then it crashes. This all started to happen after the latest update.

undefined
 * Try Tutorials/Update LWJGL because it appears you have an old version (2.4.2 rather than the latest 2.8.4). -Aurelius 09:08, 3 September 2012 (UTC)

!! I bought a new graphics card, Gforce 210. I am running XP Professional, Service Pack 3, AMD Dual Core 4450e, 2.31 GHz, 2.75 GB of RAM. Before I put graphics card in. I ran the game in low video and performance: balance. I had no issues with lag or freezes. After putting my card in, the issues started.

1. Install graphics card and drivers 2. Login to game. 3. Start walking using default settings. 4. Scroll through the inventory by using the mouse scroll button while walking. Result: Game freezes.

When I took the card out I did not have this issue. However, I would like to be able to play the game using my new graphics card. RobbynB

!! When in Multiplayer, Doing direct connect and pressing "Join Server" it crashes sometimes.

!! When in Multiplayer, choosing a server and double clicking it or pressing join server will crash minecraft sometimes

!! Minecraft crashed on attempting to join a Multiplayer server--67.11.222.243 02:01, 31 August 2012 (UTC) undefined

!! Minecraft simply won't launch at all. After unzipping and clicking the APP it just says "Minecraft is broken and it can't be started. Move to trash/Cancel". I think it has something to do with the zip file but i can't know for sure... Also impossible to add crash report since there is no CR. I did not have any problems before 1.3 update. I have iMac with latest OS. And yes I have checked for updates and my java is uptodate. Tested also with my MacBookPro (older os), won't work. Fix would be appreciated :) --78.27.77.253 18:00, 21 August 2012 (UTC) FoleyQ
 * This is because Gatekeeper blocks the file, as it hasn't been signed, but because of the way a .app launches a .jar file, it doesn't present the same dialogue box as any normal unsigned .app. I believe signing the .app with a Developer ID (https://developer.apple.com/resources/developer-id/) would fix this issue. Jrtc27 10:25, 23 August 2012 (UTC)

undefined i can't play the game because after it says java everything is with complete lag and even if i cilck something it does do anything, just moves extremely with a ton of lag. It hasn't crashed/freeze (only if minecraft is not responding) so i try re-installing Minecraft/deleting .minecraft folder and go on minecraft for it to download packages almost everyday, Im not know why its doing this but i can play other random games etc. its sad 'cuase i only gotta play the 1.3.2 minecraft update once and also even the browser minecraft doesn't work so i really am confused. –Preceding unsigned comment was added by 81.111.45.68 (Talk&#124;Contribs). Please sign your posts with

!! Whenever I go into a mutiplayer server, it seems to always crash, with a slim chance of it working. It never happened to me with 1.3.1. Here's the crash report:

undefined
 * Never happened with 1.3.1? Crashes with this JRE version (Java 6 Update 15) have been reported. In any case, your Java is way out of date and this is almost certainly the cause of your problem. -- Featherwinglove 12:29, 18 August 2012 (UTC)

!! mod Random crash when entering a bukkit-mulitiplayer server.

undefined

mod Here's a report from [my] PC. It just crash[ed] when making a new seed.

undefined
 * I fixed the grammar and capitalisation, put the bug in the correct section, the crash report inside a crash template for you and added the crash bug tag. Please pay more attention to grammar and capital letters next time - it makes your report just that bit harder to read, and that in turn makes Mojang's job harder than it needs to be. --82.69.54.207 22:51, 17 August 2012 (UTC)
 * Is your minecraft modded? --188.238.242.198 05:55, 18 August 2012 (UTC)
 * Update your Java, you are using 6u22; the current version is 7u5. -- Featherwinglove 12:29, 18 August 2012 (UTC)
 * Java version is quite unlikely a cause in this case, Minecraft can run on Java all the way back to version 1.5. It is probably just a glitch. --Wormy14 20:30, 19 August 2012 (UTC)
 * Forgive me for having doubts about that, since I had the crash problems I was having with Release 1.2.5 solved by updating my own Java when I had first purchased Minecraft. -- Featherwinglove 01:08, 1 September 2012 (UTC)
 * Anybody else notice "Very likely" for modded? Is your Minecraft modded? Because that would be the problem.
 * "Very likely" shows when you delete the "META-INF" folder.Minecraft5025 15:23, 28 August 2012 (UTC)

!! This is my crash report file: undefined --Shauna 08:35, 20 August 2012 (UTC)

undefined lan On Debian, /etc/hosts usually maps the laptop's own hostname to 127.0.1.1, an alternative loopback address (e.g. "127.0.1.1 mylaptop.mydomain mylaptop" - all of 127.0.0.0/8 is loopback). When a Minecraft-on-Debian user advertises their single-player game to the LAN, the multicast announcement comes from their LAN IP address (e.g. 192.168.0.2), but the server only listens on 127.0.1.1 and announces that address in the multicast packet, e.g. [AD]127.0.1.1:58388[/AD], making other machines unable to join. --smcv
 * This isn't a Minecraft bug. Your host config is broken - i.e. it says your host name is the loopback device, it happens on other OSes as well. At best it is a feature request where the "Open to Lan" form should ask what NIC you want to open the game on -- Warjort
 * It's the standard configuration for at least Debian 6 and Ubuntu 11.10, and anything with libnss-myhostname - they map the hostname to loopback because a typical desktop/laptop doesn't have any other permanent addresses, only temporary DHCP-assigned addresses, and various apps (like Minecraft) make the mistake of assuming that the result of hostname is a meaningful DNS name (on a typical desktop/laptop, it isn't). If Minecraft listened on 0.0.0.0 or :: (all local IPv4 or IPv6 addresses at once), and used the address from which it received the multicast advertisement as the address to connect to, it wouldn't need to distinguish between NICs at all, and LAN games would "just work". --smcv
 * Actually that's a common misconception, 0.0.0.0 is the "any" address not the "all" address. But I would agree that it is probably a better default than java's InetAddress.getLocalHost.getAddress which is what appears to be used currently.
 * This is actually an issue with any OS except Windows, due to the loopback interface. If this interface was ignored when opening a server to LAN, then every other system would work as well as Windows in this regard. Either that, or just bind to 0.0.0.0. Either way, it's trivial to fix. --Zorander
 * The easiest way to solve this problem for everyone is to manualy specify minecraft server IP. However mojang doesn't give any option to do that. --Fake
 * Here's the solution I suggested, implemented as a mod (patch relative to MCP 7.2 - the source is still partly obfuscated but it should be reasonably clear). --smcv

!! Any time I try running Minecraft, I get an instant crash from the Mojang splash screen. This also happened right after updating, so my .jar is vanilla. --TheUltamate 04:14, 21 August 2012 (UTC)
 * I've seen alot of null pointer exception errors, some from myself. And i think ive seen this error before. Try going into the .minecraft folder and delete a folder named 'bin' then redownload the game from the launcher. If that doesn't work, try checking for corrupted files or other programs possibly interfering with it. If nothing works go get a nerd.

undefined

!! i was lighting a lot of stuff on fire, and the game froze and gave me this error report. no mods undefined


 * I have experienced this bug when I was playing on (hosting) a LAN server. I had been placing a lot of TNT and exploding it, and it exploded, then crashed. It gave a similar error as below, but the game said that two different classes, farther apart in order, were attempted to be mapped like that. --Wormy14 19:16, 14 September 2012 (UTC)


 * Here it is.

undefined

Afterwards, I observed a single block of TNT exploding as I relogged, within the first second of the level being loaded.

Note: I had to remove most of the entity data, the data wouldn't send. It just returned a blank screen, like, five times. Probably because it took up half the page... --Wormy14 21:32, 14 September 2012 (UTC)

!! Minecraft silently crashing at random, here's my java crash log:

undefined undefined

note that MCedit schematics is JUST the name of the world where i put all my schematics.

undefined When using a non-QWERTY keylayout (such as Dvorak), the upper row of keys (",.PYFGCRL/=) still acts as a QWERTY keyboard (QWERTYUIOP[]). This results in two different E keys, but no I key, among other issues. —Fenhl 11:17, 16 September 2012 (UTC)
 * Dvorak appears to be the only affected layout. At least AZERTY and QWERTZ work fine. —Fenhl 11:26, 16 September 2012 (UTC)

Annoyances

aWhen quitting the game and returning to the menu I get this stackstrace. When restarting the last changes seem not to have been saved. undefined

a!Now that the Minecraft client itself can be a server, the OS X firewall is unhappy. Every time I open Minecraft, a firewall warning quickly pops up and disappears. This has always happened, but now the first time I go into the Multiplayer screen (after every launch) the same firewall warning appears, giving me the option to "Allow" or "Deny" Minecraft.app from "accepting incoming connections". What makes this most annoying is that to allow it through the firewall, it requires an administrator's password. I've tried manually adding the .app and .jar files to the firewall's list and setting them to allow, but even that doesn't work. However, there is one fix - to codesign the .app, as the firewall automatically allows signed apps through it. I can also confirm that this fixes the issue, as I used my own certificate and key-pair to sign the app through Terminal, and it no longer produces the dialogue box. See https://developer.apple.com/resources/developer-id/ for more information about signing the .app. Jrtc27 10:35, 23 August 2012 (UTC)

aWhen repeatedly clicking in Ubuntu 12.04 (other Ubuntu versions/other Linux untested) the cursor unlocks from the game. When this happens, any keys pressed do not register release. This is annoying most often when fighting mobs, especially near lava, as it means that clicking ability is reduced as well as the deadliness of accidentally walking into lava (with all your precious gear and xp). 219.89.47.10 14:57, 21 September 2012 (UTC)

Demo version
Bugs

undefined I'm not sure where to report this. So I understand if the demo is bugged but when I try playing Minecraft Classic it tells me "An error occurred while loading the applet. Please contact support to resolve this issue. Fatal error occured (5): A device attached to the system is not functioning" meanwhile the Demo says "Failed to launch Fatal error occurred (5): A device attached to the systeem is not functioning Extracting: windows_natives.jar.lzma to windows_natives.jar." I have played this game on my cousin's computer and I am really wanting to buy it but I am worried that this error will happen on the actual Minecraft game. Anyone have any ideas about this? --Jason –Preceding unsigned comment was added by 76.186.50.41 (Talk&#124;Contribs). Please sign your posts with
 * Does not belong here, because bug in Minecraft Classic. --Kumasasa 05:54, 21 August 2012 (UTC)
 * I'm just concerned that if I buy the game I won't be able to play it. I have tried posting on the Minecraft forums and heard nothing. This is the last place I have tried using. --Jason –Preceding unsigned comment was added by 76.186.50.41 (Talk&#124;Contribs) . Please sign your posts with
 * Why don't you play the demo of the current Minecraft version ? Go to Minecraft Demo, register an account and play !--Kumasasa 06:09, 21 August 2012 (UTC)
 * That is the other problem. The demo hasn't been working just like Minecraft Classic so I have no idea if the actual game will work. --Jason
 * It asks if I want to update if I say yes it tries to load but then says "Failed to launch Fatal error occurred (5): A device attached to the systeem is not functioning Extracting: windows_natives.jar.lzma to windows_natives.jar." and if I say not now instead it will load and then say "Done Loading" but the loading bar isn't full and it just stays that way. --Jason
 * My hunch (and my hunches have recently tended to be pretty accurate) is that you need to update your Java _and_ your video device driver. I have no specific technical know-how to back this up except a general knowledge that driver problems can fool software into thinking you have a hardware problem. My other hunch is that you're having an analogous problem with DirectX games (which Minecraft is not) -- Featherwinglove 01:18, 1 September 2012 (UTC)

undefined If you log on the demo version, then log out, then log in with the wrong password, it lets you play offline-mode.Minecraft5025 14:20, 23 August 2012 (UTC)
 * It doesn't need a password for the demo. And it doesn't give me the option to play offline. --Jason
 * It creates a version file so it lets you play offline. Minecraft5025 14:14, 27 August 2012 (UTC)

undefined ArrayIndexOutOfBoundsException when displaying keyboard movement commands help screen. undefined
 * This can be reproduced by setting the "move forward" key to a mouse button. For example: key_key.forward:-99. org.lwjgl.input.Keyboard.getKeyName will then throw. I attempted a workaround by modifying the lwjgl source for the getKeyName, sadly I cannot get that project to compile with jdk6 because it appears to depend on a deprecated "apt" (Annotation Processing Tool) that was only distributed with jdk5.

-- arctic_circle 69.236.71.60 05:49, 26 August 2012 (UTC)

Annoyances

Fixed/Skipped

Gameplay
Bugs

undefinedmpN Slabs placed on top of ice will act as ice. I tested this with various different slabs.

! You can log on as someone else without their password by putting in their username without their password and trying to login. When it says "can't connect: try again or play offline" click play offline.

undefined smp When rails are placed on a block with air directly underneath, like so

travel along the track in a cart becomes much more jumpy and laggy, and the player occasionally takes damage, even when sitting stationary in a cart. Placing one more block removes both phenomena, though there is still some jumping along the track. You can easily try to reproduce the damage part of this bug on a short section of suspended rail, as it happens whether you're moving or not, so long as you're sitting in a cart. --68.144.200.122 06:49, 3 September 2012 (UTC)

! The game first began to slow down noticeable, but went to normal speed again. This happens time after time. Then the slowdown increases, until no more than about one frame every 20 seconds was displayed. Input was the same, one every 20 seconds. CPU workload was at 99% (task manager). Gameplay was impossible. Loading that game: same effect. No mods. region fixer tool didn't found a problem. put the grafic options to minimal: same issue. Noticed only in SSP. Oh, forgot one strange notice: sheep-sound seems to work normal during slowdown.--Null Fahrenheit 15:18, 28 August 2012 (UTC)
 * I'm getting this too. Always seems to be in same area for me - something to do with un/loading chunks?

! Loading a game, no world appears, but i was falling down very fast about -2000 y-meters or so to the void (saw it in the debug screen F3). Finally i died and the corresponding message appears. No mods used. The issue happens in more than one different sessions. Never been able to play that saved game again. Noticed only in SSP. --Null Fahrenheit 15:04, 28 August 2012 (UTC)
 * Reproduced! I have the same problem, after playing normally, closing minecraft, and starting again, my world seems to be corrupted. The world, i played at last became unplayable, it load very slowly or it loads not, with fallig through the world. It didn't affect to the other worlds.--Locoloco 17:19, 29 August 2012 (UTC)

undefined When a boat crashes into a mob or block at a large speed, the boat will break (if not a mob) and the player will fall through the world into the void. NOTE: this is not a rendering issue, if left alone using mods/godmode to be able to not die in the void, the player's y will decrease until the game crashes at y = -32000000 (known bug due to java integer limits) (tested in SMP only) --AlphaModder3 22:38, 23 August 2012 (UTC)
 * You are using a mod to go to the 32,000,000 co-ord limit. --Blackbird626 16:30, 25 August 2012 (UTC)
 * I think what this person is trying to point out is the after-effect. The chunks never finish loading after this issue occurs. --WizardCM 12:54, 26 August 2012 (UTC)
 * Not modded, You can still tp there using cheats.Minecraft5025 14:15, 27 August 2012 (UTC)
 * Actually, this IS modded. With the new Client-sided commands, although you can teleport to certain coordinates, you cannot teleport after X/Z 30000000, since the world stops generating trees etc. since fake chunks appear. This is only in theory, but I don't think you can teleport under layer 0. --DukeTidierLeader2
 * You can teleport to layer 0, which means falling in the void to your death. However, you can't teleport to a negative y value. HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)

! If you use a 2 bucket stack and you fill one with water the stack will still say 2 buckets but if you open your inventory and try to separate the stack it deletes your armor for no apparent reason. -CraftierCrafter

! Being hurt causes downward knockback. --Blackbird626 16:34, 25 August 2012 (UTC)
 * This includes starvation damage.--PlNG 19:38, 8 September 2012 (UTC)

mp When you kill a zombie attacking a door, a broken air block appears. I test this on bukkit server. The broken air block is indestructible. August 23rd.
 * I have seen it too. HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)

! An iron golem built right up against a wall will start suffocating when built. --Blackbird626 19:52, 15 September 2012 (UTC)

! The lwjgl library shipped with Minecraft often doesn't recognice keys being pressed/released, which results in the player continuously walking in some direction or continuously jumping/sneaking until you press+release that key again. I think this is a major bug, because it causes death to the player by falling down somewhere or falling into lava very often. You can fix this by replacing the lwjgl library with lwjgl 2.6, but every Minecraft update overwrites the lwjgl library again. 92.229.207.1 08:27, 23 August 2012 (UTC)

ssp When walking diagonally into walls to move around it or across a straight wall, it sometimes happens that the player can walk into the wall or get completely stuck, this can kill the player with suffocation damage, flowing water can also push the player into a block and cause suffocation damage.
 * I can confirm this, but it's not just on single player; I've had it happen to me while on a multiplayer server.99.236.134.167 13:20, 26 August 2012 (UTC)
 * I've also seen this in 1.3.2 SSP, when walking along walls or near terrain boundaries (water, farmland, or block edges where air is below). I don't start to suffocate very often, but I quite frequently get "stuck" until I tap a movement key one or more times.  When I'm next to a wall, I also sometimes have to jump and move repeatedly to get unstuck.  It hasn't been lethal, yet, but eventually I'm going to get stuck while fighting a creeper or skeleton. --LoneCenturion

! mp Noticeable server lag on connect, sometimes resulting in a disconnect.overflow. Has been tested on two separate VPS' with a fresh run of Minecraft_Server.exe. Performing the same test in 1.2.5, everything is absolutely fine. Copying the newly generated 1.3.2 world to a 1.2.5 server also shows the issue is limited to 1.3. Interestingly this only happens with the Default world type (happens in the Nether too) but not in freshly generated Flatlands worlds. A better example of this in action is with Bukkit and multiple worlds

undefined When I eat food, sometimes it automatically eats another one of that type of food. It doesn't even play the animation, it just makes the sound, and takes my food. This is really annoying as this bug normally happens when I am already nearly full and don't want to eat anymore.
 * unsure if this is related, but sometimes when i eat food on Bukkit it tends not to refill hunger like it should, instead wastes it as a resource.
 * Confirmed; if you keep the right mouse button pressed long enough to start eating another piece of food (never seems to happen on the first piece), releasing the button will cancel the animation, but not the actual process of eating. Switching to a different item before the process is completed will, however, successfully cancel eating the food without using it up. This definitely isn't a game-breaking bug, though; downgrading to minor. --84.156.25.57 15:36, 25 August 2012 (UTC)

! Similar to 1.3.1, when entering the nether on my MP server the world sometimes fails to load. You and any surrounding mobs just bob up and down in nothingness nigh-endlessly. (Eventually I began to suffocate and upon reconnecting, I found I was at the level of lava, inside the ground.) This is identical to the falling through the world bug in 1.3.1 except you don't die right away, and it gives you more time to disconnect and reconnect. You still might end up BELOW your portal, though, which could land you in lava. --Zair99 19:23, 16 August 2012 (UTC)
 * Similar to this bug and probably the same problem but on our server, you appear 1 block lower than the portal (i.e. You're in it). Most of the time you eventually appear at the correct height but then the portal is activated again and if you don't move quick enough, you get transported back to where you came from. Happened in 1.3.1. --Denney 13:52, 17 August 2012 (UTC)
 * I'm getting a bug where travel between dimensions in general cause problems. Sometimes I end up in random locations, and on occasion I get a "network error" message where the game simply crashes altogether on single player.  There still seems to be some sort of portal bug error in place.  --Robert Horning 07:13, 18 August 2012 (UTC)
 * In 1.3.1 our server had one overworld portal that when used would lead to a fall through the nether glitch every time you used it. In 1.3.2 every portal will do it, but only occasionally, so you can now fall through the nether or fall through the overworld. Also, once I disconnected during a fall in the overworld, and when I reconnected I was in a cavern fifty blocks below the portal, so there's that. RVernon 15:02, 19 August 2012 (UTC)
 * I recently got a fall-through-the-nether bug... on exiting the gate, I was suspended in darkness, with my Y-coordinate rapidly decreasing. After disconnecting and reconnecting a few times, I was able to recover, ending up properly at the portal. --Mental Mouse 04:10, 27 August 2012 (UTC)
 * Video of falling out of Nether after going through gate - http://www.youtube.com/watch?v=uV_R2y5VorU Subvii 12:33, 17 September 2012 (UTC)

! Mobs and other players sometimes glitch in the ground making them black or not visible at all.  QuAd205 ( T 14:05, 17 August 2012 (UTC)
 * I can confirm this. Mostly seen with villagers and iron golems. --Denney 05:46, 19 August 2012 (UTC)
 * Not sure if this is the same bug; but while transporting villagers with a mine-cart the villagers would suddenly disappear. The cart responded exactly like an empty cart (same inertia/momentum), after a seemingly random period of time the villager would suddenly reappear in the mine-cart as if nothing had happened. Another time this glitch occurred I accidentally entered the mine-cart while trying to place some rail under the cart that "held" the villager. I assumed the villager lost and continued to my base with another villager who was in front of the previously mentioned villager. When I returned to collect my rails, the lost villager was standing next to the spot where I had entered the cart. (this occurred while running a vanilla version of Minecraft 1.3.2) --Dvb9096 05:05, 22 August 2012 (UTC)

! I seem to be taking fall damage from falls from 2-block high ledges and even from just jumpingin the prerelease--213.118.132.164 21:26, 14 August 2012 (UTC)
 * It does seem that falling damage has been tweaked a bit. I need to fall from a 3 block height (or jump from 2 block height) to take damage. Places that used to leave the player with a heart or two now kill you. --Denney 13:45, 17 August 2012 (UTC)
 * Major. Died like that in Hardcore. --Blackbird626 22:10, 18 August 2012 (UTC)
 * Agreed, on my MP server I sometimes take damage from 2 blocks high. A 4 block fall took off 2 hearts. I nearly died going down a mountain before I figured out what was going on! In SP it was a little better, with a 4 block fall doing 1/2 heart, and a 7 block fall doing 2.5. --Zair99 22:57, 19 August 2012 (UTC)
 * Same here, i am getting hurt at 3 block drops in some servers. SP 3 block drops don't hurt me as often, but still on occasion do. –Preceding unsigned comment was added by 74.65.15.207 (Talk&#124;Contribs) . Please sign your posts with
 * Tested and confirmed on separate setups, players, computers, and servers. Single player is consistent with the 2 blocks per heart minus 3 equation, but multiplayer is not consistent. Different healths were obtained using a control of 20 blocks fall distance, ranging from 4 hearts left to death. My assumption is with all the server-side controls of the game environment in this version, it seems latency affects distance measurements far too much. There are also plenty of reports that sound lags when placing objects and footsteps, and I personally experience massive jumpy lag when riding a minecart, even though my latency is above average for a real-time online game. -- 04:36, 23 August 2012 (UTC)
 * Very annoying bug. Have died from a 2-block-fall with full health. Worldofminecraft 20:22, 27 August 2012 (UTC)
 * Reproduction directions: Build a short pyramid with a 2x2 top, 4x4 mid layer, and the ground. Jump off on a diagonal, land dead center in a block.  No damage.  Jump off, land near a crack, break your mother's back. Strange.  I went to test some variables, and I can no longer reproduce the issue, even though I was consistently hurting myself before I changed the terrain.  Only notable thing is the point I chose crossed chunks.--PlNG 00:02, 1 September 2012 (UTC)
 * I take half a heart when falling 3 blocks while recording and my frame-rate is capped at 30fps, but I don't take any damage when I'm not recording and running at a frame-rate of 200. 10.10.14.247 10:21, 8 September 2012 (UTC)
 * On a server I go on, 3 blocks used to deal damage to me. Starting about 10 days ago, fall damage isn't taken until the player falls 6 blocks. (Also, does your IP really begin with 10?) HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)

! /tp command is broken dimension-to-dimension. Scenario: Player1 is in the overworld. Player2 is in the nether. Player1 use command /tp Player1 Player2. Player2 is teleported to where Player1 would be if he/she where in the nether. Tested on LAN server. This is surely not supposed to happen. Partonetrain

! Lava can hurt you if you are near, even though you are not touching it.--Blackbird626 16:34, 25 August 2012 (UTC)
 * Cannot confirm. More details? --193.209.11.38 17:32, 19 August 2012 (UTC)
 * You may have glitched through the block you are standing on, thus making contact with the lava underneath or adjacent. --Wormy14 12:19, 24 August 2012 (UTC)


 * Scenario: You have this grid below with two rows of air and lava:

Being near the lava hurts you, like I am on the middle row.--Blackbird626 16:34, 25 August 2012 (UTC)

1 have a 3 blocks large floor of cobblestone in a nether lava lake with rails on it. I've put glass blocks above rails to prevent zombies pigmen to spawn there and cobblestone walls + Ceiling to protect me from ghasts. I sometimes get on fire while riding the wagon. Can lag misplace the player and put him in lava? The floor cobblestone blocks have been put there by replacing lava blocks. Could those blocks have kept a property that make them burn the player? --sfisabbt 08:40, September 11, 2012 (UTC).
 * Another scenario (probably the same bug) exists in 1.3.2 and 12w36a SMP

!mp The invisible blocks phenomenon reappeared, especially when digging down a pillar. The view is shaking until leaving and reentering the game. --Kumasasa 20:55, 16 August 2012 (UTC)
 * This happens very consistently when digging down on a dirt pillar, about a 20-30% chance per block you try to dig. This is on vanilla MP, linux server, OSX client. There are no errors in the server log. --RogerWilco2
 * This also happens when pillar jumping in Single player survival mode. Digging below you leaves you suspended above a ~ 6 block empty space but doesn't stop the shaking mode. You can force your way off the virtual pillar top by holding a direction key a long time, then gameplay returns to normal but you fall to your death. If you dig one block at a time down from the pillar top, and let the graphics settle, its less likely to happen. It happens with any pillar block, netherrock, cobble, etc. --Mikejo28 10:02, 28 August 2012 (UTC)
 * (Merged duplicate --Kumasasa 23:38, 18 August 2012 (UTC)) The 'sinking into blocks and getting stuck' bug seems to be getting stranger. I'd pillared up into the sky on leaf blocks, got jammed, tried both jumping and removing the blocks around me, and ended up marooned in mid-air. Plenty of time to look around, take a screenshot, etc. The other consistent symptom I see is that while stuck you vibrate up and down by about 1/16 of a block several times a second. Pausing and resuming, and even quitting and reloading the world (but I didn't quit the Miecraft app itself) did not fix matters. However, after the quit and reload a block that I'd destroyed reappeared, and when I rebroke that I fell out of the trap and could resume my game. --82.69.54.207 22:07, 18 August 2012 (UTC)
 * (Merged duplicate --Kumasasa 17:53, 20 August 2012 (UTC)) Since the upgrade to 1.3.2 I have had this problem twice. Never before then, so I assume it has something to do with the upgrade.  (In fact, if I remember right, the first time this happen was the very first time I logged on after 1.3.2 was installed.)  As soon as I log into single player and get to point of gameplay, the game is immediately trembling vertically.  It is as though I am constantly trying to jump when there is no space available to do so, only it also prevents me from being able to move around.  (I can turn within a single point, but cannot leave that point.)  The first time this happened, I was eventually able to get my Player to enter the bed, and when it got up the problem went away.  The second time, there is no bed available, and it just keeps on trembling.  Was occassionally able to place blocks, but could not remove them.  If I log of and log back on, nothing changes.  It seems as though gameplay is permanently disabled until I can get this problem resolved at this point. –Preceding unsigned comment was added by 68.184.197.143 (Talk&#124;Contribs) . Please sign your posts with
 * The digging down a pillar bug happens some of the time even if I wait a couple of seconds between blocks. A reliable way (at least for me) to avoid it is to move a little bit after breaking each block. So essentially: sneak, dig a block, move back a bit, dig a block, move forth a bit, etc. Masa 12:33, 6 September 2012 (UTC)
 * The reason this happens is because the client thinks you broke the block, but the server thinks not. Therefor, to other players you would appear stuck on a block, but to you would appear floating and glitched.
 * I can confirm this, this happens in MP and SMP. --hultberg 20:02, 20.09.2012 (North European Time)

undefined Building a water tram (or EATS) in which the boat runs on ice caused the boat to become glitched, so that it will move only in a straight line, going through blocks, and floating through air until it slows to a stop (after it leaves the water streams) upon stopping, it will warp back to the start of the track and continue until it is broken at the start. After it touches the ice on every iteration, it cannot be left or right clicked. Just after it leaves the end of the track, it will drip water, and won't collide with the player until it dries off. I have no idea how this happened, and I have no idea where to put this report, so it could be misplaced. George_Mallory 22:02, 16 August 2012 (UTC)

undefined You can go to sleep while in a boat, without leaving it. It will use up half your oxygen. Possibly a similar issue with minecarts.--PlNG 19:38, 8 September 2012 (UTC)

undefinedcr When flying over great distances in creative mode, you obtain enough inertia to be propelled very far. How to reproduce: enter flying mode and fly 1000 metres in a certain direction (e.g. f:0). When you've reached the 1000 metre mark, let go of the forward key. You should keep flying for another 700 metres before you come to a stop.

smp Randomly, when entering or exiting the Nether, experience appears to get reset to 0. Happens on our multi-player server to multiple people. Happened on 1.3.1 as well. --Denney 13:50, 17 August 2012 (UTC)
 * Collect more experience, and you should get your experience back. HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)

undefined When I was playing creative mode, there was a lightning storm, and the fire from it never burned down. This is on Windows Vista. I really don't know what category to place this into. Cookie FONster 13:59, 17 August 2012 (UTC)
 * I have witnessed this twice in 1.3.1 and once in 1.3.2 in SSP (which is strange in itself given I've only witnessed one lightning storm in several hundred hours of gameplay since lightning was introduced -- is lightning more frequent now?). The fire persists even after logging out or moving far enough away for the chunk containing the fire to be unloaded; however, the fire will be gone when logging out with the chunk unloaded then returning to that area. --Be unreasonable. 13:20, 18 August 2012 (UTC)
 * I saw this in 1.3.1 SMP (I had also never seen a lightning strike ground before). I stepped into the fire and the flames that indicate that you are burning appeared on the screen. The fire wasn't really there so I didn't receive any damage though. Kp 22:10, 18 August 2012 (UTC)
 * Yep, I'll confirm this for v1.3.1 and v1.3.2. Fire persists for quite a while. Walking into it indicates you're on fire but doesn't do any damage. --Denney 05:37, 19 August 2012 (UTC)
 * I have just encountered persistent fire one block above the ground after a lightning storm. This was in an open area where there was no tree that might have burned down. Also, the fire persisted through half a day and night cycle of rain and there should be a better balance to allow fire from lightning but still have rain put out non-brimstone fires. --KADC - &#34;Be unreasonable.&#34; 19:51, 1 September 2012 (UTC)

undefined When filling up water/milk/lava in stacked buckets, it will usually result in an extra duplicate of the filled bucket. This might affect gameplay, since they can exploit this to cheat. Tested with 2 stacked buckets, and filled them with water, got 3 water buckets.
 * Visual bug only, the extra bucket is not actually there. Happens with bottles and bowls, too. Downgraded to minor, move to annoyances if not even that. 94.237.64.32 00:32, 20 August 2012 (UTC)

undefined Got into a boat which was slightly on land when I got in. Set off slowly, but did not speed up. After about 30 blocks of slow progress, got out of the boat and teleported 30 blocks back to where I'd got on, with the boat 30m away at the point where I'd given up. Simlar to the EATS road boat glitch also, but not quite the same. I could turn, and apart from the slow, slightly jerky progress, everythinf seemed to be working, until I got out. --82.69.54.207 10:39, 20 August 2012 (UTC)

! (first time this happened to me)It was the second time I tried playing since the new upate (1.3.2) and when the skin reverted to Steve, I just went through minecraft.net to change back the skin. Re-opened the survival world to find my Kain skin, but I cannot move (not even my cursor), and the game acts either like I'm repeatedly pressing sneak or jump and I almost fall through the floor of my house several times. This only happens on that world. Tried meerly quitting and re-running the game, but it only made the skin revert back to Steve. The game has not crashed, but I cannot play that world. I never had a problem this major before. --DracoFamiliar 4;01PM, 8/22/2012 (UTC)


 * Luckily was still next to bed, so waited till was night and kept rightclicking until I finally went to sleep. It seems to have fixed the issue. Not sure what someone could do if they are not actively in thier house, next to thier bed. --DracoFamiliar 5:17 PM, 8/22/2012.

! Sometimes, skins will fail to load for the client, even after hours.--Blackbird626 16:40, 25 August 2012 (UTC)

undefined There is a short period of lag (very quick, but a noticeable block flicker) when holding down right-click on the block while mining the block. --Wormy14 12:19, 24 August 2012 (UTC)

undefined Also, a more serious lag issue occurs when you are mining a block, then if you suddenly switch tools or switch to/from hands when mining, you will clearly see the block lag, seeing it reappear for a second or two, then dropping as a drop. This is a serious slow factor when switching your tool to improve efficiency while maintaining durability on upper-grade tools, on things like wood or melons. --Wormy14 12:19, 24 August 2012 (UTC)

! Chest are still doing just like the 1.3.1 counterparts. My last 1.3.1 Bug Report Stated that it was almost impossible for me to retrieve items from my chests.Well 1.3.2 helped a little.The % chance of them messing up and not letting me get items from them has decreased. Nice work Mojang,but the bug isn't gone quite yet. It still acts horribly in lag. The best way to explain this is when you try to use chest Example: taking stuff in/out it will put it in/out of your inventory/chest.Basically ignoring EVERYTHING you do to a chest.This bug strangely does not effect other GUI items(I might be wrong,but I haven't seen gui lag except for chest.) Try to fix this by next update if you can!!! –Preceding unsigned comment was added by Commando950 (Talk&#124;Contribs). Please sign your posts with

!SSP Worlds are not being properly saved and/or recalled by the game. Similar to a bug listed in the 1.3.1 wiki, with great frequency I can destroy and place blocks, then save and quit the game, only to log back in and find that the blocks I destroyed have been replaced and anything I built has been undone. It is as if when I log in the game is loading a save from 5 minutes before I hit the "save and quit" option. This is especially annoying with chests. If a chest happens to be lost in this fashion then everything in the chest is lost as well. This bug is especially frustrating. I have been able to replicate this bug in both SSP and CSP, but not in SMP, yet. --hogzfan
 * I am having the exact same problems, it is incredibly frustrating. I no longer have the patience to play the game. I've lost lots of diamonds, entire rooms to my structures, and most recently 30+ levels because I log back in and I'm inside a block that re spawned. --FranticAudi
 * I just experienced this problem. An area that I mined in the previous session reverted to how it was before I mined it; however, this appears to be limited to that specific chunk (hopefully) as other areas saved normally. --KADC - &#34;Be unreasonable.&#34; 19:51, 1 September 2012 (UTC)
 * I am getting the same problem since switching to 1.3.2, it is as if all world changes are being cached in memory only and are never saved to disk when I choose save & quit. I am using WinXP with Java 7 and no mods. As above, player location and inventory is saved and reloaded but not world changes. --80.6.232.45 20:38, 4 September 2012 (UTC) (TheOriginalSteve)


 * UPDATE: The solution for Windows XP has been posted on the Minecraft forums: right-click the launcher icon on your desktop, choose Properties from the menu, select the Compatibility tab and check the Compatibility mode: "Run this program in compatibility mode for: Windows 95". Click OK to save this change. This will also work if you use Magic Launcher as your main launcher. See the forum post on minecraftforum.net (1457886-minecraft-132-worlds-not-saving) 80.6.232.45 20:07, 13 September 2012 (UTC) (TheOriginalSteve)


 * Same problems here, including but not limited to: (1)Items randomly disappear both from chests and the inventory. (2)Mobs disappear when saving and reloading the game. (3)Player death not saved correctly - closing minecraft when dead, then loading may sometimes resurrect you. (4)Player location not saved accurately in case of death. Mr0 10:47, 22 September 2012 (UTC)

! Drowning without an oxygen bar / bubbles appearing. Here's a world save since I encountered this in a complicated setup. Parked right in the spot. Not sure if this is a reintroduced bug related to drowning under a block and moving water. --PlNG 02:19, 5 September 2012 (UTC)

undefined Boats will often break if they collide with more than one lily pad at once. --Wormy14 10:46, 25 August 2012 (UTC)

undefined sp In SSP, sometimes blocks act as if a lag was occurring. Dragomok 19:30, 25th August 2012 (UTC)
 * When breaking a block while standing on it, it often remains in place (both visually and physically) for about half a second after the breaking animation finishes and the item drops.
 * When placing/removing water with a bucket, the visibility of placed/removed block "blinks" between updates.
 * Placing rail results in it appearing oriented from left to right and adjusting its orientation to match surrounding rails a split second later.

undefined Spawn locations on servers have blocks protected from any changes (mining, placing blocks...). I know it has it's purpose on public servers but on private servers it's only annoying. There should be ability to set this behavior True/False in server settings. "spawn-protection" property is missing in server properties file. Adding it in doesn't help.
 * It would certainly be really helpful if you got stronger feedback on where the 'forbidden' zone is. A 'clunk' noise instead of the normal digging or block-placing sound, for example. --82.69.54.207 23:10, 17 August 2012 (UTC)
 * do this sound familiar? Try it. If that doesn't work, then there truly is bug. --188.238.242.198 06:13, 18 August 2012 (UTC)
 * I'm sorry but what do you mean by ? I don't see anything like that in Properties file and when I add it (spawn-protection=false), nothing happens. It also isn't listed in available commands list. Workaround for this is /op command which, unfortunately, has a side effect of allowing cheats for op-ed players.
 * Well seems like when they reworked whole property system, they forgot about . There used to be property with that name. I would move this to bugs. --193.209.11.38 17:32, 19 August 2012 (UTC)
 * OK. I moved this to bugs.
 * The  property only applies if you have Minecraft Forge Modloader. It actually does not exist without Forge.

! Migrated accounts get a bad login error when they try to connect --68.164.105.188 16:55, 26 August 2012 (UTC)

undefined 1.3.2: Spamming TNT on a redstone torch while above Y = 88 will cause blocks almost at the bottom of the TNT pit to pretend that they are there. The blocks are solid and will disappear once they are given an update. 140.182.181.13 05:25, 27 August 2012 (UTC)

! If you kill a pig with fire, you will obtain Cooked Porkchop, but if your killing a chicken or a cow with fire you will obtain raw meat, raw chicken, uncooked as previously

! Minecarts sometimes become impossible to exit by right-clicking. Encountered both in SSP and SMP. Right-clicking the minecart you are sitting in does nothing, hitting it with a sword or any other melee attack only affects the block below the minecart. The only way to get out is to shoot the minecart with a bow, which destroys it and frees you. Since this breaks the minecart, it makes any advanced station designs impossible, and thus I am marking this as major. 92.52.61.154 14:57, 7 September 2012 (UTC)

undefined Sprint Jumping off a 1.5 tall ledge will cause a half-heart of fall damage. This has only been tested with fences and fence gates, not a block and half slab.

undefined Ordinary users cannot _INTERACT_ with blocks near spawn -- fence gates that give you a safe area, chests with supplies, etc -- cannot close the gates, cannot get supplies out the chests, etc.

It's one thing to disable block alteration/breaking. But opening/closing doors/gates/chests? --Keybounce 18:31, 9 September 2012 (UTC)

undefined Sometimes keys get "stuck". For example, I was running up to a creeper to hit it and knock it back but when I let go of the key I kept moving forward and right into the creeper detonation radius. It has happened with other keys too:, and  keys. Pressing the key again and letting go makes it "unstuck" again. I am on Mac (reportedly happens on Windows 64bit too) and this happens in SSP (I don't know about multiplayer, but my guess is that it happens there too since this seems like a lag-related bug, considering that it never happened to me before 1.3, the update which made SSP run on a local server).
 * I have experienced this same error in SSP and SMP with the WASD and Space keys and left click when mining. --Zallo03 22:45, 21 September 2012 (UTC)

undefined Mobs take fall damage when landing in 1-deep water after being ejected from a dispenser (using spawn eggs) from a 6-block height. Since it normally takes at least an 11-long drop in order to take fall damage when landing in 1-deep water this is a bug. Here is a screenshot demonstration: Setup Result. This bug has existed since at least 1.2.5.

undefined Mobs and players take half-heart of fall damage when falling into 1-deep water from a 4-block elevated ledge without jumping. If you or the mob jump from the ledge instead of walking or being pushed off of it, no fall damage is taken! Image explanation: Setup Result. This bug has existed since at least 1.2.5. undefined occassionaly in SSP and SMP when playing my veiw will go straight up and start spinning fast. not sure if game bug or just my computer. --Zallo03 22:45, 21 September 2012 (UTC) undefinedIn SSP and SMP when run jumping sometimes i will receive a heart of damage for no reason. This occurs particularly, but not exclusively, after jumping to a block level lower. I have been able to recreate this bug multiple times. --Zallo03 22:45, 21 September 2012 (UTC) undefined On singleplayer if you play in a creative world and you equip any armor then swich to survival via cheat (/gamemode 0), open your inventory and click on any part of your equipped armor, all your armor will vanish. (found by NemockZans)
 * (moved to proper section)--Zallo03 22:45, 21 September 2012 (UTC)
 * i have switched to single player while wearing armor and did not experience your bug. --Zallo03 22:45, 21 September 2012 (UTC)

undefined On creative and survival modes, I can't destroy blocks, like in adventure mode, I can only place blocks. Zakawer 14:36, 17 September 2012 (UTC)
 * (moved to proper section)--Zallo03 22:45, 21 September 2012 (UTC)

undefined i don't know where to put this but for some reason red stone torches redstone and pistonseem to turn invisible or do not work windows xp [Added by unknown parties, I just fixed the formatting. -- Mental Mouse 22:00, 23 August 2012 (UTC)]
 * (moved to proper section)--Zallo03 22:45, 21 September 2012 (UTC)

undefined If you place a jungle sapling, and place dirt blocks directly above it (as many as you want), the tree still grows when you use bonemeal, but has dirt blocks embedded throughout it.
 * (moved to proper section)--Zallo03 22:45, 21 September 2012 (UTC)

undefined Multiple zombies attempting to break down a door may cause the door's top half block to show the breaking block animation (unmoving cracks/not changing, and staying in the last frame) permanently at that block position. Placing blocks in that position/breaking blocks does not cause the glitch to disappear as the newly placed blocks also display the block breaking frame. Even without a block in the position, the cracks still show on the air block. --M0rphzone 02:53, 4 September 2012 (UTC)
 * (moved to proper section)--Zallo03 22:45, 21 September 2012 (UTC)

Annoyances

a! The distribution table for the chance to get the Silk Touch enchantment should be modified so it is more likely at lower enchantment levels and less likely at higher levels because:
 * a) its primarily use is decorative which provides little gameplay advantage which warrants it being easier to create
 * b) it's useless for axes because all wooden blocks and items always yield the same block/item anyway
 * c) it's useless for shovels except to collect grass
 * e) it's detrimental to pickaxes as a resource mining tool as it effectively causes a lower yield of usable resources because any coal, redstone, or lapis blocks must then be re-placed by the player and re-mined with a pickaxe without Silk Touch and therefore should be a "cheaper" enchantment
 * f) it too often takes up an enchantment "slot" that might otherwise go to a more useful enchantment when creating high-level tools

(ex. Patiently levelling up to create a level 30 enchanted diamond pickaxe then getting Silk Touch, thus rendering it useless for mining ores regardless of what other enchantments it may have, is very frustrating -- having it happen twice in a row is maddening.) -- KADC - &#34;Be unreasonable.&#34; 21:26, 5 September 2012 (UTC)
 * Alternate solution could be wearing a pumpkin or holding an Eye-of-Ender when enchanting to allow the player to see what enchantments will be added. -- KADC - &#34;Be unreasonable.&#34; 21:26, 5 September 2012 (UTC)

a When breaking a block that the player is currently standing on, the cracks appear to flicker between visible and non-visible. This is vanilla Minecraft 1.3.2 --94.169.8.27 14:30, 25 August 2012 (UTC)

aSMP Right clicking on a chest twice in rapid succession causes the chest to do strange things while you are still accessing its contents- Just an artifact, I suppose. The chest will sometimes stay open, will sometimes close behind the GUI and remain closed, and sometimes will stay open, even after the GUI is closed, and then never open/close again. Multiplayer users agree with chest's position- Only fix is to destroy the chest, but it has no affect on gameplay- Just a visual thing. 72.93.203.126 02:49, 20 August 2012 (UTC)

a! Block update lag mouse input issues still persist, with multiple place, multiple switch/door/gate frobs, and even multiple breaks happening on a regular basis. I'm not sure why block update lag spikes are getting worse, but it might just be time for me to get a better system. Nevertheless, I was, and still am hoping to see one update per frame when I let go of my mouse button before the frame in which I pressed it is over. Griefing my own SSP game like Team Avolition was pretty funny, but it gets old fast! -- Featherwinglove 12:53, 18 August 2012 (UTC)
 * Update: Starting with version 1.3.1, I began to experience block placements on subsequent frames, and this is how most triples occur (A "triple" is a single commanded block placement happening on one frame followed by two uncommanded block placements on the next frame.) If I am placing a block where two possible subsequent placements may occur without moving the crosshair, the commanded placement appears on one frame, which lag spikes for about a quarter of a second, by the end of which I have released the RMB.  After this frame, the two subsequent uncommanded placements appear about half a second after I have released the RMB, on the same frame and with a single placement sound audible.  There are also many occasions where the lag spike does occur, but unintended placements do not; almost all of this correct behaviour occurs with placements at eye level, while unintended placements are usually made after an intended placement above or below eye level.  Unintended placements after a deliberate placement above eye level usually go into eye level; this is an effect of my branch closure technique, so I believe that the likelihood of unintended placements depend on the relative altitude of the commanded placement.  I have verified this eye level correlation by often commanding placements at three metres distance so that the two subsequent uncommanded placements have room between the commanded displacement and the character.  I have also noticed that switching off smooth lighting makes the lag spike and unintended torch placements less severe, but I don't think this is relevant.  Turning off smooth lighting has had no effect on the occurrence or duration of lag spikes and uncommanded placements associated with zero-luminance blocks like brick and cobblestone.  I have noticed that block update lag spikes and uncommanded placements happen much more often at void fog altitudes (below Y=16).  Whether this is due to void fog or proximity to lava, I'm not sure. -- Featherwinglove 04:28, 19 August 2012 (UTC)
 * Video going online -- Featherwinglove 05:57, 19 August 2012 (UTC)

a! (Yes, this is at least as important as a minor bug). Just tested a 1.3.1 client connecting to a 1.3.2 server. The initial load of the screen and low responsive-ness at start got me blasted by a creeper before I knew what happened.
 * In single-player, a non-responsive game slows down everyone -- even the mobs -- and you don't get blind-sided.
 * In normal play, you can see areas where there are lots of mobs, and if you pay attention, you can get warning sounds of mobs before you reach them.
 * But when logging in, when there is nothing you can do? That's just cheap. --Keybounce 14:32, 15 August 2012 (UTC)
 * Semi Confirmed, I played on my friend's PVP server, FlameZone PVP, which was dated to 1.3.1 but I and some other people who had disconnected updated to 1.3.2, and were still able to connect because of how minor the updates were.

a When entered and reentered nether, your compass point gets moved, but gets back to normal when you quit and rejoin. --90.184.208.119 17:41, 18 August 2012 (UTC)
 * Intentional --86.82.199.181 18:26, 18 August 2012 (UTC)

a mod If a 1.3.2 client connects to a 1.3.1 server, they cannot drown. If I had proof I could show you but you can very well test it. Untested on vanilla server, only on Bukkit server.
 * Maybe check the number for f. --Blackbird626 22:10, 18 August 2012 (UTC)
 * Tested with vanilla, drowned like normal. I dont know why mojang allowed cross version connecting (for these versions at least). Version confirmation on [edit]. --188.238.242.198 05:46, 18 August 2012 (UTC)
 * I believe the reason for cross connection to servers was intended for versions without major additions, such as 1.3.2 compared to 1.3.1, because even though lots of fixes were made, no actual item or block updates were added. In addition, most 1.2.4 mods worked with 1.2.5 just as well, and also were allowed to connect from 1.2.5 to 1.2.4. Tested vanilla, not Bukkit.
 * Tested on a Bukkit server, I had no trouble drowning.10.10.14.241 07:49, 27 August 2012 (UTC)

a You can sneak off cactus. (This was patched but now it happens again)
 * Correction, you can sneak off 1 block high cactus. --188.238.242.198 06:31, 18 August 2012 (UTC)


 * This is because cactus is a partial block. Cacti are 7/8 by 7/8 by 1. --Blackbird626 16:40, 25 August 2012 (UTC)

a Signs seem to be blank in some occasions. Possibly chunk-loading related? Had this problem in 1.3.1. too --213.118.132.164 21:26, 14 August 2012 (UTC)
 * I can confirm this on our multi-player server. Happened with 1.3.1. Re-logging sometimes fixes the issue but only for some signs. --110.174.214.164 13:46, 17 August 2012 (UTC)
 * I also have this issue when playing on multi-player servers. I'd personally classify this as more than an annoyance, since signs are used

everywhere. To fix this issue, we've tried deleting my server side player file, and force updating the client side. Force-Updating sometimes will fix the problem for some signs, but only temporarily. --66.188.112.109 22:44, 23 August 2012 (UTC)
 * I don't see how force-updating would help, unless the client keeps getting repeatedly modified, which is almost certainly not the case. I, however, did have this issue before while on a LMP world with my sister. I was the host and could see the signs just fine, but she couldn't. They were eventually replaced and they seemed to work fine again. --Wormy14 12:19, 24 August 2012 (UTC)

a There is an empty help page 5. --Keybounce 15:23, 15 August 2012 (UTC)
 * Confirmed, but it was an empty page 3 for me, I believe. Different resolution, I suppose. --Wormy14 12:19, 24 August 2012 (UTC)

a Okay, so I've found two bugs that are very irritating: one is when I go into my chest and get something to uses it, when I use the item it decides to go back into the chest I got it from, I loaded the update hoping it'd fix it but nope, still there. The other glitch is the inability to use any block that is interactable (crafting tables, etc.) and makes it impossible to use it without re-logging on. -Aidandrums
 * Can you reproduce this bug on SSP? It may just be your connection to your server. --Innovate.Invent 05:43, 17 August 2012 (UTC)
 * It has happened to me a billion times in my SSP world. Extremely Annoying.--186.81.223.129 21:49, 7 September 2012 (UTC)

a Sometimes your skin will revert to default for no apparent reason. Changing your skin and reloading Minecraft doesn't seem to fix this. (noticed too, my red shirt sometimes changes to blue, however changes back again at the next time I log in (certain))
 * I've had this happen too. Haven't yet been able to get my skin back ingame. :/ 70.226.160.176 18:59, 19 August 2012 (UTC)
 * One reason iv'e found for this: When installing mods with the mcpatcher, I installed the Biospheres mod from Risugami, straight from the forums. After unpatching and repatching, my skin was changed from my custom creeper spy skin back to Steve. Once I went to minecraft.net and rechanged my skin it was changed. This is something that hasn't happened to me before, in 1.3.1 and below my skin was almost always an HL2 zombie from PMC, i only had a couple of instances where my skin was changed, usually it was my fault for an invalid skin and my lack of paying attention.
 * We have vanilla minecraft v 3.2 and our skins are not loading, we figured out that by killing oneself it will reset the character sometimes, however it is not working today and it getting mighty annoing!
 * Connections to the server are not working or failing, sometimes when (on a LMP world) I go out of the range of the chunks loaded by my sibling, my skin reverts or unreverts. However, without relaunching the game, my skin seemingly will never switch from Steve. --Wormy14 12:19, 24 August 2012 (UTC)

a! When moving in one direction for a random amount of time, and/or moving and placing/destroying blocks, my movement sticks, and goes in the direction I was moving. This also happens when I jump and when I sneak. It get's really annoying and messes me up a lot, most notably when I'm flying and placing blocks in creative. I believe this does not work on windows 7, but it does happen on windows xp service pack 3. Since this doesn't happen on all computers im not sure how to reproduce.
 * I experience this problem with a computer that's old enough to have shipped with Windows XP but currently runs Windows 7. I suspect that it is slow hardware block update related lag spikes that is causing this. -- Featherwinglove 12:53, 18 August 2012 (UTC)
 * I experience this problem many times. I know that the Wiki records my IP but this is not mine, my real computer runs a quad core processor along with graphics that easily allow for Far Cry 2 to have maximum settings and still no lagging from the game. No idea what far cry 2 is? look it up on google, I guarantee you will find it. either way, my actual system is a real computer, not some crappy laptop or netbook or notebook or whatever. I know it's not just my wireless keyboard, because iv'e played with a wired one after my wireless one needed new AAAs for it. Currently runs Windows XP, plan to get windows 7 installed soon. I've had this glitch rarely in other games too. But i think that this is related to the 1.3 update, because i never had this problem until after some updates in 1.2.5 all the way down to when i got it, back in the first version of the full release. Also never had this problem in snapshots for the 1.3 update.
 * I get this also, and it's got another report below.

a! SMP I was on an SMP server on a boat when my connection cut out. When I was able to connect again, I was on the bottom of the ocean, dead from drowning. This bug makes ocean travel too hazardous to attempt in SMP. A number of other, smaller bugs are related to this, where boats become sticky, slow, and difficult to use, and other players see the boat moving, but don't see you in the boat. -- Zemyla 00:13, 23 August 2012 (UTC)

a The "spawn is not fixed" is a major annoyance, especially if spawn is on the hillside of a 20+ meter cliff -- people can spawn in two very different areas. --Keybounce 22:13, 24 July 2012 (UTC)

a sometimes, when placing some stone brick stairs on an odd angle, and then placing some other stairs on an adjacent angle, the original stairs become just stone brick blocks, but with the 2nd block taken away, the stone brick blocks become stairs again (not physically, just visually, this is not a physical bug)

a! Floating lava has beed an issue since day one and no one has even mentioned fixing it. It's one thing for lava to move slower than lava but it shouldn't get stuck piled up into the air and stay forever. –Preceding unsigned comment was added by NJM1564 (Talk&#124;Contribs) 08:51, 12 September 2012 (UTC). Please sign your posts with a when feeding mobs wheat you can give them more than 1. gets confuzing on farms and i end up wasting wheat on mobs that already received wheat. should only be able to give one wheat to mobs ready to breed --Zallo03 22:45, 21 September 2012 (UTC) Fixed/Skipped
 * Upgraded to major annoyance. It requires a lot of extra work to clean up.

Blocks
Bugs

undefined Portal blocks (for the Nether) are now completely indestructible. In previous versions, I was able to power a piston or pour a water bucket to turn off my nether portal, and now the only way to deactivate a portal is to break the frame. I do not know if this is intended behavior or not.

undefined There is a problem in the calculation (I think) of technical blocks of falling sand,gravel and maybe other technical blocks caused by missing decimal places in the coordinates witch causes that sand can not fall through 1x1 holes etc. 20:58, 13 September 2012 (MESZ)

undefinedsmp When right clicking an sugar cane onto a lily pad, the lily pad disappears and no drop is refunded - regardless is the nearby blocks next to the lilypad are an proper block that allows you to grow canes or not.I run a farm with 8x1 water+ pad on them and plants cane next to them, and when every time i accidentally do this, the pad disappears and don't drop itself nor sounds the block breaking sound. 12:10, 9 September 2012 (UTC)

! String and tripwire hooks do not connect if the string has an air block beneath it.--Blackbird626 12:40, 9 September 2012 (UTC)

! Placing or removing a block below placed string will cause the string to drop as an item.--Blackbird626 12:40, 9 September 2012 (UTC)

! When a redstone torch burns out, sometimes replacing it, then powering it, burns out the torch after the first turn-off.--Blackbird626 16:51, 25 August 2012 (UTC)

! mp Pistons cannot push or pull any rail (Normal, Boost, or detector) blocks, they freeze in their current position and do not move. This is not the case in single player.
 * Tested on a Bukkit 1.3.1 server, I had no problems with sticky or normal pistons pushing/pulling rail. 10.10.14.241 07:55, 27 August 2012 (UTC)

! When a piston is powered by a redstone torch directly below, the piston will extend like usual, but when you remove the torch, the piston will not retract. The piston will not retract EVEN WHEN UPDATED. --Blackbird626 23:08, 23 August 2012 (UTC)

! Timing on NOT gates (redstone torches) seems to be broken. I would expect them to act as a one tick inverting repeater but they seem to require a three tick pulse to activate and then only emit a two tick pulse. This effects any circuit that depends on timing, pulse length, or short pulses. A full explanation of the problem can be found here: Video --Innovate.Invent 21:55, 15 August 2012 (UTC)
 * This is major. Upgraded because this is bad behavior of a major feature, Redstone. --Blackbird626 22:03, 18 August 2012 (UTC)

! A redstone torch being powered/unpowered for 1 tick will not update. --Blackbird626 22:03, 18 August 2012 (UTC)

! A piston will not retract until the piston ABOVE it retracts. --Blackbird626 22:03, 18 August 2012 (UTC)

undefined When you have water with two tripwire hooks above it (Attached to blocks), string in between it, two piston blocks on top of the two blocks holding the tripwire hooks, and two TNT blocks placed in front of the pistons above the string for the tripwire, the TNT will blow up, but will stay in the middle after blowing up. Video --TehDerpness 7:20, 17 August 2012 (UTC)

N For the optimal Bookshelves + Enchantment Table settings, placing torches in each corner between the table and Bookshelves reduces the maximum enchantment level. Using 2 row of bookshelves.
 * This is the intended behaviour: Any non-air block (including torches) between the enchantment table and a bookshelf will block the enchantment bonus from that bookshelf. --KADC - &#34;Be unreasonable.&#34; 23:06, 24 August 2012 (UTC)

undefined Running into soul sand after riding in a boat for more than a few seconds causes fall damage to the player. Damage type known because it killed me on SMP. 24.3.130.60 01:57, 19 August 2012 (UTC)
 * Also running into a teleporting tamed wolf. HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)

undefined Graphical/block glitch: When you sink below the surface of water, you can see a side texture on the water source blocks just as you go under. --82.69.54.207 18:04, 31 August 2012 (UTC)

undefined if a piston is rapidly pulsing, and there is a hole one block away from the head (it would be diagonal when the head is extended), and you put a rail in front of the head, while there are rails on the sides of the hole, the rail being pushed over the hole may end up dropping as 2 rails, or not dropping at all. this allows for rails to be duplicated and deleted

Sand and Gravel duplicated bug still works in 1.3.2. Here is a video showing how the bug works http://www.youtube.com/watch?v=ZV6OBmWgb4c&feature=g-all-c The server that I play on, has banned pistons from pulling or pushing Sand and gravel to stop players from abusing the Sand and Gravel duplicated bug.

undefined Redstone timing loop issue is still present. Redstone loops still get into invalid states. Loop setup: This is basically an RS-Nor latch modified (with repeaters) to permit a clock signal. Repeater (4) Input signal (set) (redstone wire branch to button) Repeater (4) Inverter (torch) Input signal (reset) (redstone wire branch to switch) Repeater (4) Inverter (torch)

Loop timing: 14 redstone-ticks If the switch is "on/down", then the button cannot put a clock signal into the loop. If the switch is "off/up", then the button can put a 9 redstone-tick pulse into the circuit, and it will then act as a clock.

In 1.2.5 single player, it works perfectly. In 1.2.5 multiplayer AND 12w27a it will lose its timing. Approximately 15 tests; 14 go to lockup (the button side of the rs-nor being on all the time), and one to inaccurate stable timing (on pulse is less than 9 redstone ticks; off pulse is longer than 5.)

https://www.youtube.com/watch?v=PmXkJIC0Agc

This has been repeated in 1.3.2 release. It seems to be less common, but it still happens.

--Keybounce 00:13, 18 July 2012 (UTC)

Annoyances

a All leaves are named Oak Leaves, instead of having the name of the tree they come from. Pluis65 23:06, 17 August 2012 (UTC)

a Sometimes slabs that are right-side up will appear upside-down when exiting and coming back in a world.

a mp You cannot place downfall snow blocks, they also cannot be moved from your inventory or dropped. In 1.2.5 there was a similar glitch with cake blocks. This can be very annoying when you need help from a friend to make some kind of snow somewhere and it needs to be downfall snow. This specific glitch didn't happen in 1.2.5 I believe because it was not meant to be placed, only generated.
 * Tried to place snow fall blocks. They got placed fine. Tested ssp csp cmp. They can be found on decoration blocks and full snow block can be found on building blocks. Also tested pick block feature, they got picked fine. --93.106.57.76 10:17, 20 August 2012 (UTC)
 * Keep in mind that this only happens in the 1.3.1 multiplayer. tested on bukkit but not vanilla server.

a (Not sure if this is the place to put this) When you use "pick block" on a burning furnace, instead of getting a normal furnace you get a burning furnace. although this is kinda cool, it is slightly annoying and should be fixed (sorry if this is not clear)
 * Creative mode's pick-block can return: Double Slabs (43), Burning Furnace (62), Glowing Redstone Ore (74), Wooden Double Slabs (125). IMHO it shouldn't. --mgr 14:01, 20 August 2012 (UTC)

a Some blocks have (IMO) assigned wrong tool and/or material type: --mgr 14:56, 20 August 2012 (UTC)
 * 1) Blocks of emerald should require at least iron pickaxe to break (like emerald ores);
 * 2) Ladders should be classified as "wooden", so axe will be most effective against it (like signs);
 * 3) Tripwire hooks should be a bit stronger (like buttons and leavers);
 * 4) Melons should be broken most effective with an axe (like pumpkins).
 * Actually the melons make some sense but you are right about the other things. 1.4 will supposedly make efficiency tools not help on blocks that they're not the tool for, though, so axes should be the tool for melon then to actually benefit from a Fortune enchanted axe. 94.237.64.32 22:07, 21 August 2012 (UTC)
 * One more block: Vines should be broken faster with shears (like leaves). --mgr 11:20, 24 August 2012 (UTC)

a The recipe of melon blocks should be only 4 slices because when you break a melon you only get 3~4 of them. –Preceding unsigned comment was added by 186.241.119.29 (Talk&#124;Contribs) 21:56, 2 September 2012 (UTC). Please sign your posts with
 * 3-7 melons. --68.97.96.141 01:54, 4 September 2012 (UTC)

a Pumpkins shouldn't need a block below them to be placed. –Preceding unsigned comment was added by 186.241.119.29 (Talk&#124;Contribs) 21:56, 2 September 2012 (UTC). Please sign your posts with

a csp Sometimes when placing a redstone repeater at eye level right next to you, the redstone repeater appears and disappears. On the F3 menu, I am facing at f:3, if that matters.

a Sometimes when placing top-half slabs/upside-down slabs next to each other, after placing it, the placed slab quickly changes to become a regular bottom-half slab. For example when building a bridge with upper-half slabs, this is really dangerous since the sneaking sometimes fails when going up or down slabs. Note that it is not even possible to place such a slab in normal conditions, since there are no adjacent blocks on the lower half of the block. This issue might be related to the player moving while placing the slab(?) Masa 07:38, 9 September 2012 (UTC)

Fixed/Skipped

Items
Bugs

undefinedThe leaves stacking(v1.3.2): When I got the leaves from a tree with shears and with silk touch tool, i found a bug. The leaves cropped with a shears does not stack with the leaves, cropped with Silk Touch enchanted tools. When I tried to merge those leaves, its just replaced item position. (If anyone finds text mistakes, you can fix it) halvis 10:05, 11. September 2012 (UTC)
 * On one of them, the damage value is 4. On the other, it's 12. HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)

a! I am making a theme park with villagers and I found a bug with priest villager. I made a small roller coaster with the priest rideing. I closed minecraft for the night and reopened it the next day to find him standing completely still. He would olny get hurt after a few hits, and it seemed his hitbox was shrunk to his head. I was thinking he could be replaced so I killed him and moved on to make sure this was not happening on any others, and I found the train ride I made (also with a priest) had the same bug. I mave a merry-go-round thing (with a white one) and it did not have the bug. I am listing this as a annoyance. also note that about 20 seconds later minecraft crashed. I will put it up if It needs to be.--99.224.8.173 13:14, 9 September 2012 (UTC)
 * I noticed this on a world i made in 1.3.1, a kind of villager deal or no deal that lets you save or kill villagers will good/bad trades. When i updated, the villagers in minecarts already were absolutely still, but could be killed and traded with.

undefined Killed +400 zombies and got no rare drops, 12w36a. They will drop cobble blocks they are holding sometimes.
 * This page is for 1.3.2, not 12w36a. HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)

undefined Doors damaged by zombies sometimes (rarely) remain damaged indefinitely until broken and replaced by the player. However, in the indoor zombie raid bug noted below in the mob section, all doors damaged by zombies exhibited this which may indicate this bug is dependant on which way the door opens. (i.e. If the door is placed to open to the left or the right.) -- KADC - &#34;Be unreasonable.&#34; 20:27, 5 September 2012 (UTC)

undefined When a tool with the unbreaking enchantment breaks, the icon disappears but the tool remains invisibly in your inventory. The icon will reappear if you select the tool and will have one to three uses remaining, at which point it will "break" (become invisible) again, reappear if clicked on, and have another one to three uses, seemingly indefinitely repeatable (tested at least 10 times with two different tools). updated -- KADC - &#34;Be unreasonable.&#34; 20:27, 5 September 2012 (UTC)
 * The tool is sometimes dropped automatically but remains invisible and can be picked up, but will not be visible until the tool is clicked on in the player's inventory. updated -- KADC - &#34;Be unreasonable.&#34; 20:27, 5 September 2012 (UTC)

undefined When holding a bed (item) and then right click on a chest. It will delete the chest and a random block next to it (without dropping anything). If you keep on right clicking on walls, they will disappear like the chest --MineCrafter0802 1:28, 21 August 2012 (UTC)
 * Cannot reproduce in Single player survival or creative. Right clicking with a bed behaves as expected on chests, both single and double. Make sure you are not "left" clicking with the bed in Creative, or have switched the mouse button mappings: that will destroy blocks. Otherwise, give full details please.
 * I believe that this is actually another bug that I have experienced, when there was an explosion of any sort, the client would not update if it happened when the player was not nearby, and would only update if somebody clicks the block or interact with the damaged site in any way. What you did would have the exact same effect in that scenario, and it would also explain the lack of drops because the items had already despawned. --Wormy14 20:36, 11 September 2012 (UTC)

-Aurelius 00:25, 26 August 2012 (UTC) undefined When you collect items on the ground in creative mode with a full hotbar, you won't see all of them. But if you go in a chest, dispenser, minecart with chest or furnace you will see all of them.
 * Not true as of 1.3.1 or any snapshots for 1.3 that have the new creative inventory, because you can view your survival inventory in creative. That is a lie, unless you were talking about beta (Confirm?) and later until 1.2.5 when creative was made; in that case please report the bug on the version you were aiming for, not the current version.
 * Doesn't this make sense? Before the survival inventory in creative, you couldn't see anything aside your hotbar, so it would collect into the rest of the inventory, just like in survival mode. Makes sense to me. 89.70.15.68 17:55, 7 September 2012 (UTC)

smp On multiplayer, death sometimes does not drop all items properly, either dropping them inside of a block or deleting them entirely. Items dropped from death are also frequently to players in the area until they relog. --Swampert rox 20:55, 19 August 2012 (UTC)

X Tripwire Hook: Placing a block under hooks will switch them to "floor wire" even when wire is floating mid air before placing block, stopping the detection if wire is spanning a gap --Fusurugi 79.212.231.192 02:26, 20 August 2012 (UTC)

Annoyances

a The chest's lock in storage minecart is often changing sides while the minecart is moving. This is caused by the fact that the lock is on the front when the minecart is moving horizontally and on the bottom-most side when it's going up- or downhill. Dragomok 21:51, 25 August 2012 (UTC)

a I have a problem: When I try to shoot an arrow,it instantly loses all momentum and falls straight down no matter what.This happened after I shot an arrow onto a pressure plate.
 * Experienced this too. It's a client glitch, only visible to you or whoever shoots. The arrow is actually traveling, and if you get to where the arrow lands it will update and the arrow will zoom really quickly to the spot.

a While helmets are more expensive and generally provide the same defense than boots, they have less durability than boots, thus, their greater cost does not give a real benefit over boots
 * I agree this is a big imbalance. My recommendation for fixing it is to have helmets give protection against fall damage as default (i.e. without Feather Falling enchantment). Not only would this redress the balance, but it is consistent with reality, while having a Minecraft-like attitude because it is impossible to land on your head in game. -- Featherwinglove 14:15, 18 August 2012 (UTC) (P.S.: Still, I like my boots!)
 * Actually, the recipe for helmets take 1 more resource than the boots one, therefore the durability of helmets should be increased. We could make a proportion to discover how much.

a Recipe for books was changed without compensation for the now rarer component of leather. The nature of this drop renders mass production of bookshelves for large scale library builds impossible. This is particularly annoying in ocean worlds. Book recipe should yield more books per craft to compensate. –Preceding unsigned comment was added by 24.151.49.131 (Talk&#124;Contribs). Please sign your posts with (edited: --KADC - &#34;Be unreasonable.&#34; 10:18, 21 August 2012 (UTC))
 * see "Talk - Book Recipe Minor Annoyance" for discussion. --KADC - &#34;Be unreasonable.&#34; 10:31, 21 August 2012 (UTC)

a Boats are ridiculously fragile. Can't they be made into items with a durability score or something? For heaven's sake... --82.69.54.207 01:21, 23 August 2012 (UTC)

a Whenever I shoot an arrow, it hits the target for less than a second before it shifts slightly downward. Some even turn black for no reason that I could think of. It didn't happen in 1.2.5, why now? SCLu 13:00, 27 August 2012 (UTC) a! In creative, even if your inventory is full you can collect items, but they are deleted. Unsure if this is an intended behavior, but it is awfully annoying since on my bukkit multiplayer server one of my friends did something that made 2 explosions in my log cabin, and I don't have the survival resources to fix it, but before I went to creative I thought about this and then just ragequit. I'll probably go back to it later, but it would be helpful if in creative you didn't collect items if your survival inventory is full. This applies to all versions with creative mode available, and is really annoying for situations like that, since a good 3/4 of my 12 chests were full, and were smashed. If only you could have 2 linkable chests instead of ender chests, then I could just have a spare chest somewhere else. Fixed/Skipped
 * Upgraded to major annoyance. HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)

undefined Flaming arrows do not activate TNT (one would expect a flaming broadhead penetrating four inches into high explosives to be sufficiently destabilizing). Edit: looks like this has been changed for the next release.

(Resolved) Items that fall onto other items are now falling through blocks. This is annoying because it means that I am losing items due to this. Mob drops do this pretty much immediately. Whoops, I never read the changelist or paid attention to what I am picking up. They are combining, my bad. --Suppercut 22:17, 7 September 2012 (UTC)

World Generator
Bugs undefined at my island there is a desert biome and there's random patches of desert grass in circle formations around my normal grass. only tested in multiplayer. feel free to downgrade to annoyance.17:44, 30 August 2012 (UTC)lolzzzzz
 * What is "desert grass"? HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)

! spmod (Section may or may not be proper) Believed cause is LAN. When leaving a world, Minecraft saves inventory and location, but not terrain. May only happen when minecraft.jar is modified. Have heard many reports of this. –Preceding unsigned comment was added by 24.108.78.13 (Talk&#124;Contribs). Please sign your posts with
 * You are modding your client. Now you have a modded client, and mod bugs do not belong here. --Blackbird626 16:43, 25 August 2012 (UTC)

! World generator still generates abrupt biome transitions ("world cuts"). --Pureprogger 16:01, 17 August 2012 (UTC)
 * Do they vanish, if you freshly start minecraft and create new world with seed that had the cut? --188.238.242.198 05:23, 18 August 2012 (UTC) (EDIT:07:37, 27 August 2012 (UTC))
 * Same problem here, in every world that has been generated with Large Biomes.

undefined Old bug still applies. Chunk generation error, chunk seems flipped. Seed "bug" (without ") location 41x,-381z. Settings default (normal biomes, generate structures). I did further investigation and there's cave in 51.5,-369.5. This cave doesn't seem flipped. If you go corner of this error 72.5,-368.5, that is exactly at chunk change if my calculations are correct. --188.238.1.36 18:25, 17 August 2012 (UTC)
 * I have seen this before a few times, including pocket edition. I think this is intended but im not sure. –Preceding unsigned comment was added by 124.198.148.20 (Talk&#124;Contribs) 04:26, 19 August 2012 (UTC). Please sign your posts with
 * I have reproduced this problem in single player vanilla 1.3.2 with same seed and same coordinates. It looks like the old surface terrain bug from Beta where x and z axis was flipped when calculating which surface block to use for some of the chunks at the border between two biome types. I also tested this in Beta 1.8.1 and although the terrain and biomes are different from 1.3.2, the terrain error exists at the same chunk boundaries. I remember some of these x and z "axis flip" bugs were fixed, but some users kept reporting the bug still existed in some seeds and locations. -Aurelius 23:22, 25 August 2012 (UTC)
 * Maybe fix is causing this bug on rare occasions. Where there would be no error without fix, fix "fixes" it, causing this bug. --188.238.55.115 20:00, 26 August 2012 (UTC)

Annoyances

a! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! The world generator has always generated, and continues to generate, non-flowing water blocks next to air and floating sand/gravel, it can be annoying when you accidentally place a block near one and flood your whole mine. It is a strange idiosyncrasy of the game to see these floating blocks and sand and then fall down in the middle of a desert or ride a boat straight into a cave full of Creepers. We know that features are generated after terrain but the world should probably be updated again after generation. Minecraft5025 14:28, 27 August 2012 (UTC)
 * Removed excess capitalization, downgraded to regular annoyance, and fixed some grammar.

a! When you portal to the end for the first time the obsidian platform (where you spawn in the end) can be way out into the void that surrounds the end. This also makes you vulnerable to the enderdragon knocking you off and if you didn't bring any blocks to the end you can't reach the end island so your preparation therefore goes to waste.- McLaren_231 (MC username)9:03 21 August 2012 (UTC)
 * Upgraded to major annoyance.

a Snow biomes seem to generate consistently next to desert biomes. It doesn't look natural. 74.130.68.139 17:57, 21 August 2012 (UTC) TheDreadPirate

a They STILL haven't fixed the light errors. Mostly in mountain biomes and above-ground caves.

a when generating worlds on my minecraft i see large chunk errors like huge holes in the ground EVERYWHERE they just go straight down to bedrock so it has lava flowing and water too but the good thing is that its very easy to find diamonds

Fixed/Skipped

Mobs/NPCs/Animals
Bugs

!mp Mobs don't spawn above y=128 without a high ceiling above them (regardless of light level), for example y=129 requires a 17 block high roof to allow spawning. While y=196 requires a 14 block high roof to allow spawning. This video (not mine) illustrates the problem: http://www.youtube.com/watch?v=LWFKakFx8rA --baconsmoothie 13:24, 10 September 2012 (UTC)

! lan In my Lan world, I tamed 8 wolves to protect the Villagers in my village, and made them sit in my house. When I came back from mining, every single wolf was gone. This has happened several times and is a waste of bones. Not that it matters, but I was in a survival Lan world with 1 other person. Just in case, I will say I was using the seed Old Spice and my Minecraft version is 1.3.2. Help? Sillyskittys 14:08, 2 September 2012 (UTC)


 * I had this happen before, and I believe I know what caused it. I was also in a LAN world with one other person at the time, and we had traveled a few kilometers and then tamed a couple of wolves to bring home. After we brought them home, we had incidentally hit each other, and it was noted that the wolves that she owned had become aggressive towards me. My wolves were nearby, but I didn't think it was close enough to matter. Apparently, when we came back after a trip, all of our wolves went missing. This was especially annoying because wolves didn't seem to be spawning in any of our nearby forests or taiga (The ones present there disappeared!). I think that they despawned because of the fact that they were "aggressive", and that aggressive wolves despawn after being infuriated. They don't normally despawn, because the enemy is either a mob, which are either killed or despawned, or the enemy is passive, like pigs, which are practically always killed when engaged. A fix would this would be to either make aggressive wolves non-despawnable, or make then revert a good bit before they have to despawn. Also, a more reasonable idea would be to have wolves tagged to an owner or group to reset their hostility over time, and never be able to despawn on their own. --Wormy14 21:03, 14 September 2012 (UTC)


 * Happens on non-LAN too. HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)

!! mp Villager populations are not dependent on number of doors nearby; they usually retain low populations no matter how many doors are placed nearby, but on occasion they undergo random population explosions that cause severe lag, can crash servers, and give End of Stream error messages to players that come too close. --Swampert rox 22:04, 26 August 2012 (UTC)

! During the last zombie siege, all zombies appeared indoors in the first two floors of two village apartment buildings rather than outside as usual. I've witnessed at least nine sieges and this is the first time this has happened so it's not a consistent bug. -- KADC - &#34;Be unreasonable.&#34; 19:56, 5 September 2012 (UTC)

! Its the combat delay described below, but it affects every NPC in SSP, animals and monsters. You beat them, but you don't hit them. after half a second or so the beat counts (takes effect), but meanwhile the NPC moves on (away in case of animals, nearer in case of monsters). the moving is often displayed clipped then, but not always. Sometimes the beat takes no effect at all - i guess they moved before beat collision was detected. It seems that the collision timing is fundamentally violated. What have they done to that great game! --Null Fahrenheit 15:54, 28 August 2012 (UTC)

! Tamed wolves that are left sitting will randomly teleport to your location, either individually or collectively. I cannot determine a specific trigger. It can occur within a few minutes of having a wolf "sit" or up to an hour later, but it always seems to happen at least once an hour. This can occur both when they are within the loaded chunk radius (assuming the max. radius is still 17x17 chunks around the player) or in an unloaded chunk up to two such radii away, but it does not appear to affect tamed wolves more than three such radii away nor does it happen when they are within the same chunk as the player. To test this I have left three groups of three tamed wolves (two adults and one cub in each group) at three different locations, two roughly 90 blocks away from each other, one group closer than the other to where I was exploring a vast cave system, and one group roughly 900 blocks away. The most distant group never teleported to me so the following refers to the two closer groups. At different times I have had teleport to me (when walking, mining, placing torches or blocks, but interestingly never when I'm in combat): just one cub, just one adult, two adults, all four adults, four adults and one cub, two adults and two cubs, and all six wolves. --Be unreasonable. 19:56, 17 August 2012 (UTC)
 * Cats do the same thing, at least on SMP. To me it seems to be somewhat related to chunk loading, as it always happens when returning to the area of my base (where the cats/dogs are). It will often kill the cats/dogs as my base has many cactuses around it. --RogerWilco2
 * I have just discovered this occurs consistently at a specific locations as well as randomly. When it happens at these specific locations, all wolves within 300 blocks but further than 50 blocks teleport to me but will still be sitting. --KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)
 * Sprinting seems to increase the likelihood of tamed wolves randomly teleporting to your location. --KADC - &#34;Be unreasonable.&#34; 23:33, 24 August 2012 (UTC)

! When tamed wolves "teleport" to keep up with the player (unrelated to the above bug), there does not appear to be a check for solid, unoccupied ground. I have observed them teleporting into mid-air (then falling) and teleporting into lava sources and flowing water. They may also teleport onto the same block as the player or another mod and be immediately forced off which could result in them being pushed over a ledge or into lava. --KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)
 * Possibly related, a wolf teleported from the ground to 30 blocks directly above it (where I was building a direction marker) and then it immediately fell off for no apparent reason. As I was directly above the wolf and in the same chunk before it teleported, there was no reason for the wolf to teleport up to me in the first place. --Be unreasonable. 20:21, 17 August 2012 (UTC)

! There is a problem with the tamed wolf "freeroaming" AI (i.e. When they just wander around, not when they are trying to navigate to the player or a hostile mob.) Wolves will jump off ledges and into lava for no reason. Two wolves randomly teleported to me when I was standing still mining and one ran 10 blocks away into flowing lava and another ran 8 blocks away and jumped off a ledge into a ravine. I have also observed villagers jumping off cliffs which may be related. --KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)

!On the demo, i was killed by a skeleton, i switched to peaceful to get my stuff, then returned to easy. then, all creepers and zombies were frosen visually and physically. All my hits went through them. i trapped them in a hole and buried them in sand, but still nothing. This bug seems to not affect passive mobs, since pigs were normal.
 * I think the creepers and zombies weren't really there. HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)
 * A few minutes after i posted this bug, a skeleton showed up, started shooting me, then the zombies unfroze and ambushed me. (of course i died. damn ambush!)After i respawned, i went to the holes where i buried the glitched creepers in sand. one was gone, no drops. (within despawn radius.) The other one was still buried in sand and frozen.

! There seems to be a problem with the tamed wolf "active" pathfinding AI (i.e. when they are following the player). Out of seven wolves (all following me as a result of the random teleporting bug above), five killed themselves from jumping into non-flowing lava or jumping off ledges despite my following a clear and wide path (5 block minimum) that they should have had no problem following. Hostile mobs, on the other hand, have no problem negotiating a safe path the player. --KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)

! There is a problem with zombie, skeleton, and creeper AI where they will sometimes not notice the player. It seems to be more likely if the player is two blocks lower (regardless of there being a navigable path to the player) but this is not consistent. Even if they are facing the player and/or the player attacks them they fail to react. --KADC - &#34;Be unreasonable.&#34; 23:33, 24 August 2012 (UTC)

!mp Since 1.3.1 hostile mobs have stopped spawning on my server. If I restart the server they spawn again normally for a few hours but gradually stop spawning. For example, there were two of us on the server, exploring an unlit stronghold for an hour, over 1000 blocks away from any man-made structures, and we found no mobs, except those from spawners. (Vanilla minecraft, no customisations). This may be related to the above bug, I don't know. 16:06, 23 August 2012 (UTC)

! When I transport villagers long distances by mine cart, there professions are lost and they all return to the farmer skin with farmer trade options. I don't know how I would get this on camera, because as soon as a mine cart with a villager leaves a 40 block perimeter of the original village, the villager disappears, which may also be a bug. The villager reappears when the mine cart is broken, but becomes a farmer.
 * I don't see this as a major bug. Downgrading. --Keithicus420 16:24, 17 August 2012 (UTC)
 * Do the available trade items for that villager remain the same or are they reset when the villager becomes a farmer? If you've spent the emeralds to get a villager to have five or six available trades, or even just one very good trade, and they lose it when they enter a minecart, I'd consider that a major bug. --Be unreasonable. 21:14, 17 August 2012 (UTC)
 * Villagers disappearing when leaving the village perimeter is really annoying if transporting lots of villagers by minecarts. For me it means that I have to log out and log back in after every villager to get them visible again. Their professions are not lost however. Masa 07:55, 9 September 2012 (UTC)

! Mobs still glitch down through blocks, allowing them to escape XP mob traps that were previously safe. Note that this is not simply a visual glitch, they can interact with the player and the environment. --Anonymous Coward 19:59, 16 August 2012 (UTC)
 * I'm still seeing this too. Notably, when a mob should jump up a block to reach a floor, they often instead wade through the topmost layer of blocks, with only their top half protruding.  There may be a connection to the presence of gravel in the "should've jumped" area.  Also, my cows and sheep are still walking through fences, though they're hesitant about it -- until they get well clear of the fence, they're likely to drift back.  I suspect my chickens are still suffocating each other in crowds, too.  --Mental Mouse 23:36, 17 August 2012 (UTC)
 * Upgrading this to major bug because I've been killed several times by spiders that attacked from inside the ground and so could not be attacked back. This bug also occurs with players. --Swampert rox 22:26, 26 August 2012 (UTC)
 * I find this happens with nearly 100% consistency after a mob ascends or descends stairs. Also, like the one of the posters above, it also seems to happen frequently when mobs travel along gravel. --KADC - &#34;Be unreasonable.&#34; 20:51, 1 September 2012 (UTC)
 * Creepergoboom64 has provided a dramatic example image from a village. 2012-08-26_10.38.36.png

undefined Creepers in soul sand make very low damage, while other mobs works well.
 * This may be intended behaviour as they also cause less damage when exploding in water. --KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)
 * Definitely not a major bug - downgraded. Also for me it's more like a feature because Soul sand is haunted.

undefined mp There seems to be a mob cap around 40 total hostile & friendly mobs combined. After 40 is reached they stop spawning from what I can tell. Please see my video. http://www.youtube.com/watch?v=3EL-2kzRnQQ -- Kranky 16 August 2012
 * I"ve noticed this in SP as well.
 * This is a huge problem on my SMP server. The squids spawn constantly and squeeze out all other friendly mobs.  It took me two hours to find a cow the other day.  And I've now been searching for a sheep for over four hours.  But squids?  Dozens.
 * Well I recorded another video and I cannot figure out if it is a bug or it is working as intended. I do know it is not a cap of 40 now.  It seems that the mobs will only spawn after you leave the chunk for a certain amount of time and then come back.  Please see the new video.  http://www.youtube.com/watch?v=_RTNS8vpBtc&feature=g-u-u -- Kranky 22 August 2012
 * Found a fix for the bug. View distance in server properties was set at 6.  When I changed it to 10 mobs started respawning again.  I downgraded it from major to minor as it is still a bug but there is a work around.

undefined I can't tame ocelots for some reason. I ended up wasting half a stack of fish. This was tested on a LAN server in survival and creative. 16 August 2012.
 * You can't tame ocelots in closed spaces. --92.129.43.32 09:40, 17 August 2012 (UTC)

undefined mp Mobs do not seem to despawn in multiplayer when there are no longer any players within 127 blocks of them (players logged out). This was at 187, 194; spawn is 34, 92. --Keybounce 15:18, 15 August 2012 (UTC)
 * They definitely despawn, it just isn't instantaneous. I've flown up in the air in Creative on servers and the mobs vanished when I got high enough. Note that the chunks have to be loaded with no players within 127 blocks for mobs to despawn. --Swampert rox 22:26, 26 August 2012 (UTC)

undefined sp I've just seen a pig moon-walking backwards. :-) Entertaining as it was, I assume that's not supposed to happen. I just wish I'd caught it on video. Presumably a symptom of a mismatch between the position in the server and in the client? --82.69.54.207 22:48, 15 August 2012 (UTC)

undefined Villagers and animals tend to occupy one side of the village/pen. There are houses stuffed with villagers on one side and forever empty on the other side of the village. Almost all animals are in 1 corner of a pen. Both villagers and animals prefer north-west side of their village/pen.
 * My animals seem well spaced within their pens, but the villager issue is definitely happening, with some houses having three times as many villagers inside as there are available blocks of space. If villager AI did a check to see if there are already two villagers occupying the block on the other side of the door then move to the next door instead, this problem might be solved. --KADC - Be unreasonable. 14:08, 18 August 2012 (UTC)
 * Try building bigger pen with more animals (in creative perhaps). The bigger a pen is the more visible the bug will be. In small pens it isn't visible. I will provide some screenshot later.
 * My largest farm has 100 block square pens and my smallest has 5x10 block pens, all with torches every 5 blocks, and though animals tend to "herd", they don't crowd together the way you describe. None of my pens has more than 20 of any one type of animal, but villagers will crowd regardless of numbers which I think is because of their AI behaviour with regard to doors, and since (I believe) animals are supposed to crowd around light sources, could this be a factor in what you're seeing, possibly crowding around a light source at night and not "resetting" during the day? Also, I play SSP on normal without mods in case that makes a difference. --KADC - &#34;Be unreasonable.&#34; 19:03, 18 August 2012 (UTC)
 * I don't have any mods installed but I exaggerated a bit with description. Anyway here is a screenshot: imgur.com/xqSpI. As far as I know animals are attracted by light and grass and my animals have both in whole pen.
 * Looking at your screenshot, with some of the animals spread around normally but most of them crowded along the fence, I wonder if the animal AI is trying to disperse them away from the population centre when a certain density is reached. If this is the case, since villagers are able to open doors, if they had the same "dispersion" AI combined with a check to see how many villagers share the block(s) on the other side of a door, it could solve the villager crowding problem. --KADC - &#34;Be unreasonable.&#34; 17:18, 20 August 2012 (UTC)
 * Animals don't crowd normally but when baby animals follow their parents they push their parents into corners because they're always trying to occupy the same space when it's not possible with more than one block of room. And the parent animals don't push back anymore either after 1.3.1. Without baby animals I don't see any more herding than what the animals' AI should do which prefers grass and light. 94.237.64.32 21:37, 21 August 2012 (UTC)
 * Biome related? Try same setup diffrent location. Preferably area with only 1 biome, take account smooth transition just in case. --188.238.55.115 20:13, 26 August 2012 (UTC)

undefined sp The villagers within my village do not repopulate. I saw this was fixed in 1.3.1 but, it doesn't seem to be fixed for my world. No matter how many houses I build ---SieferDarkstar

undefined When there are lots of hostile mobs in a world and the difficulty is changed to peaceful, a ghost "shell" of some but not all of the mobs. Classified as minor bug because although it is annoying, it is still a bug that needs to be fixed.

Annoyances

a! Most mobs (regular zombies seem to be an exception) have vastly exaggerated reach for their melee attacks, allowing them to damage the player from outside his own melee range and thus making it nigh impossible to kill them without taking damage. Classifying this as a major annoyance because it renders melee combat as a whole pretty broken and unfun. --84.156.16.193 05:14, 24 August 2012 (UTC)
 * Is it possible that you are experiencing a lag-related issue, because I have not observed this. Zombies, zombie pigmen, and endermen need to be within one or two blocks (hard to judge exactly) to hit me. Creepers also seem to be within one or two blocks before they explode (not including "countdown" explosions). Spiders lunge before attacking but the damage occurs when they are either one block away or in the same block as the player (again, hard to judge). --KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)
 * Can't deny the possibility, as I remember it having been that way in Multiplayer for a long time - but now that Singleplayer runs on a local server as well instead of being its own client, it happens there as well. The fact that I don't have this issue with regular zombies doesn't really fit the lag theory though. Furthermore, mobs like spiders and zombie pigmen are hitting me from positions where they really shouldn't be able to hit me; for example, I take damage while standing two blocks higher than the mob I try to attack, all while not being able to hit it back through the block's hitbox. (I hope you get the picture, but if not I could go make a screenshot.) Regular zombies, on the other hand, can't damage me in the same position; unlike the other mobs, they literally need to touch me to damage me, which is, in my opinion, the way it should be. I recall zombies recently having received an AI update (you know, better pathfinding and such), maybe that's why their reach is "normal"? I'm pretty sure most of the offending mobs haven't received any AI updates in a while... But that's just a theory of mine. --84.156.16.193 20:34, 24 August 2012 (UTC)
 * Possibly related to your not being able to hit back even though they can hit you, I am frequently finding that I cannot hit a mob a repeatedly unless it is moving. i.e. After hitting a mob once, further attacks pass through the mob as if it were not there if the mob stands still. --KADC - &#34;Be unreasonable.&#34; 23:33, 24 August 2012 (UTC)
 * What you're seeing is probably a result of lag. On SSP and fast servers I can kill mobs without getting hit at all, but on slow servers I often get hit as many times as I hit the mob I'm attacking. This is especially noticeable when fighting skeletons, as the arrows can be visually seen to miss me by several blocks while still damaging me. --Swampert rox 22:26, 26 August 2012 (UTC)
 * But if it is lag, then why does SSP lag so hard during combat, and not against all mobs? I have no issues dispatching creepers without them exploding, and I don't randomly get hit by skeleton arrows that visually missed me. Zombies only damage when when they touch me. I also have no problems with my own hits not registering. But spiders and endermen damage me from roughly one and a half blocks away rather than only when actually touching me, and zombie pigmen seem to have an even greater reach (almost two blocks). Zombie pigmen can literally continue damaging me while I'm stunlocking them on soul sand from the very edge of my melee range. The only other instance in SSP that I can think of where I sometimes experience something that appears to be lag is when digging straight down, where blocks will sometimes reappear for half a second or so before successfully being registered as removed. Besides, even if it is indeed lag, I'm sure there's something Mojang can do about it? They could do whatever they did to Zombies, as, again, I'm not having these issues with those. --84.156.17.71 16:59, 27 August 2012 (UTC)
 * Probably related to this, but an annoyance anyways: Creepers tend to blow up too far away to deal damage to the player. Most of the time when closing up to a creeper, hitting a melee attack and backing off, the creeper will explode harmlessly. Chances are it damages/kills nearby hostile mobs in the process. Schevv 05:09, 13 September 2012 (UTC)

a Ever since the mob AI upgrade, creepers and skeletons no longer strafe, making them not so much of a challenge anymore. --86.35.129.160 14:59, 24 August 2012 (UTC)

a sp A zombie siege will always occur when reentering a world in a heavily populated village at night (mine had 200+ with over 10 Iron Golems).

a The "wild wolf horde" bug is STILL present, and (presumably) worse than ever. I was testing a new seed which spawned me in an Extreme Hills biome, only to be surrounded by ~20 wolves. While it happened to me in SP, I'm not sure if it happens in MP as well.

a mp Other players in SMP can be pushed clientside (gives the illusion of them repeatedly getting pushed and teleporting) Score Under 19:58, 16 August 2012 (UTC)

a sp Cows, while trying to get through a fence gate following a player holding wheat, will jostle each other in front of the fence gate but will not allow other cows to pass through because the passive mob pathfinding algorithm does not have any code that determines whether a mob will give way to another mob in order to let multiple mobs through. Ideally, non-aggressive mobs should form some order when attempting to pass through a gate and both allow other mobs to pass through and give them reasonable space to do so. This annoyance is not limited only to cows, it's applicable to any mob that can be bred and which will follow the player regardless of whether it can be tamed or not. BrickVoid 07:08, 17 August 2012 (UTC)
 * I think it's time to do something about this, especially now that books require leather, zombies don't drop feathers, and passive mobs spawn only at generation. Such a fix would be consistent with skellies hiding in shadows and water when the sun is up. So, yeah, time to provide a way to easily get animals through gates, and I don't mind if it's a redstone prod. -- Featherwinglove 13:25, 18 August 2012 (UTC) (P.S.: Maybe I'll try a fishing rod.)
 * If gates could be "doubled" like doors would also help this issue tremendously, though I agree that an improvement to mob AI would be the best solution. --KADC - Be unreasonable. 14:08, 18 August 2012 (UTC)
 * Well you can actually double gates but of course it doesn't look good and you need redstone to open both at the same time. Open gate doesn't have collision so they don't have anything blocking passage between them. 94.237.64.32 21:37, 21 August 2012 (UTC)

a Tamed wolves bark for no reason when in the vicinity of the player. It would be more useful if tamed wolves only barked when a hostile mob was near, or perhaps they could growl when a hostile mob is near and bark when a hostile mob is in the tamed wolf's line of sight. --KADC - &#34;Be unreasonable.&#34; 10:30, 31 August 2012 (UTC)

a! Villagers apparently view animal pens (made of fences with fence gates for doors and no roof) as "inside" spaces. They cluster there at night, and often never leave again. I considered not reporting it, as it's kind of a minor thing, except that my villagers have started letting animals out and iron golems inside, meaning I get killed frequently when trying to butcher my own cows and accidentally hitting one of the 7-8 villagers who refuse to leave the cow pen. --70.39.176.52 13:18, 5 September 2012 (UTC) (can't log in right now, might reclaim this later)

a! Villagers will continually attempt to jump over a cobblestone wall. I surrounded my villager's huts with a cobblestone wall (for protection from zombie attacks) the villagers tried to jump over it all day and night and when the zombies came, The Zombies were able to kill the villagers trying to jump the wall. Once the villager revived as a zombie I lost the entire population. (oh the horror...) I put in a wood fence and they stopped acting like "a couple of wild and crazy guys" Buzzaro 05:20, 22 September 2012 (UTC)

Fixed/Skipped

Graphical/Lighting
Bugs

a! when slabs are placed upside down, they seem to not only not accept light from light sources themselves, but block light to surrounding blocks. (in this case on the ceiling to hide the lapis floor above, as seen below) note the one slab to the right which is missing, the lack of its presence allows the adjacent slabs to light. it seems to me that upside down slabs are casting the shadow of a full sized block, which would explain why the slabs around it are dark. 1.3.2 --13thmurder 18:51, 1 September 2012 (UTC)

undefined Single block upper surfaces are displayed as if they were opened, or fold up. you have a view through this hole to the ground below that block. but not to the next block underneath, but rather to the area underneath, e.g. a lake of lava deep in the ground. you see the real existing area there, I could see it from another viewpoint one time. placing another block on this strange surface let the effect disappears. --Null Fahrenheit 19:47, 30 August 2012 (UTC)

undefined csm Text renderer cannot determine the width of colour-coded text correctly [the character after the colour code symbol is considered to have width]. To reproduce, write a sign containing the text "§a§a§a§a§aTest" (with a map editor or otherwise) - the text will be very noticeably off-centre. Score Under 20:03, 16 August 2012 (UTC)
 * I added custom maps tag, because can't be done on 1.3.2 without editor or mod. Correct me if I am wrong. --188.238.242.198 06:05, 18 August 2012 (UTC)
 * This also affects the "Colormatic" splash text on the title screen, lol. I really doubt this one's high on Mojang's priority list! -- Featherwinglove 13:30, 18 August 2012 (UTC)
 * This kind of bug is an extremely easy fix - whether or not it's high in their priorities they should at least give it a shot; I fixed it in less than two minutes. Score Under 06:08, 20 August 2012 (UTC)

undefined Text renderer does not reset formatting state between drawing the shadow of text and the text itself. This results in the formatting applied to the end of the shadow being applied to the start of the actual text. To reproduce, send a chat message (Packet 3 from server to client, to ensure no chat plugins add colour codes that might invalidate the test case) containing the text "Test §aTest §lTest" Score Under 20:03, 16 August 2012 (UTC)

undefined Items in chests and inventory still flicker intermittently, especially when moving the mouse around. Stairs do this very noticeably and also slabs. --Anonymous Coward 22:09, 16 August 2012 (UTC)
 * It appears to only happen on low-end computers, with my older laptop this bug would persist, but with my newer 64-bit one it does not appear. 75.172.63.164 16:21, 31 August 2012 (UTC)

undefined Blocks under an overhang are completely unlit, since 1.3.1. If you move under the overhang, the lighting will be corrected, but only until you logout. Possibly only. Happens with OpenGL and without. Screenshot  Robotic Pants
 * I've seen this behaviour since 12w27a but never considered it significant enough to test. I did notice that it tended to concentrate in chunks that have freshly loaded since my last login, and that it does not persist through logout/login if the chunk is in MultiplayerCache range. I've also noticed that it only happens above Y=64. I have not rigorously tested any of these behaviours, so these may be incorrect. -- Featherwinglove 13:35, 18 August 2012 (UTC)
 * Confirm as not just a Mac issue, and as an issue on SSP as well. 24.3.130.60 00:54, 20 August 2012 (UTC)
 * It's possible that, with the lighting engine reworked a while back, they forgot to factor in caves and carvings in land, making them very prone to incident. --Wormy14 13:25, 24 August 2012 (UTC)

undefined Mobs that are lit on fire from a weapon with the Flaming Aspect enchantment do not produce light. --KADC - &#34;Be unreasonable.&#34; 11:45, 21 August 2012 (UTC)

x In Minecraft,black areas are where transparent parts are supposed to be. Signs are unreadable and appear as black blocks. Screenshots:
 * I have been having this problem too, and it is highly annoying. █████ is a lot less helpful than <--EXIT. Large chests appear to have a closely related (or the same) bug, as they have the same glitchy appearance as signs. I have only noticed it in SSP and Creative Single Player, but those are the only two modes I play. This even happens when the game is paused. --Bronsonboy 22:45, 24 August 2012 (UTC)

(No mods, texture packs, anything) P.S.: I moved this from an annoyance to a bug. --Bronsonboy 22:45, 24 August 2012 (UTC)
 * I can reproduce. This occurs with any tile entities - chests of all kinds, signs, falling sand/gravel, etc. It is, to say the least, extremely annoying and definitely a bug. Also, it appears to be a consequence of the new lighting engine - it has occurred since the Beta 1.8 update. -- Cyclone blaze ( user -  talk ) 15:47, 29 August 2012 (UTC)

undefined In first-person view, the fishing line is not connected to the cast. --freaktechnik (w) 11:50, 2 September 2012 (UTC)

undefined In third person view the handeld item of a player while fishing is a stick instead of the sent out pole texture. --freaktechnik (w) 11:50, 2 September 2012 (UTC)

Annoyances a From time to time, a pillar of color appears above a single block, reaching to the top of the world (as far as I see). The color has the same shade like the block texture, but blurred. e.g., above a stone is it grey, above water is it blue,... But strange, sometimes the color of this pillar is a randomly collection of different colors, has no context to the block color. When changing the viewpoint, the pillar disappears sometimes. going back to the old viewpoint, it then comes back. sometimes more than one pillar appear. the pillar has no mass, you can go through without any drag. when load such a game, it sometimes disappears at all. --Null Fahrenheit 20:07, 30 August 2012 (UTC)

a Ever since the Local Server conversion was added to single player, you will often find an area which is completely black, and when updated will return to normal. RyanDolan123 04:37, 17 August 2012 (UTC)
 * I have not seen that before, could you provide me with a screenshot?
 * Duplicate of the "blocks under an overhang" bug reported above? Score Under 05:59, 20 August 2012 (UTC)
 * This is a lighting issue, anyway. It usually occurs under blocks, as Score Under said, so I think it's that bug, yes. -- Cyclone blaze ( user -  talk ) 15:47, 29 August 2012 (UTC)

a Connected textures are nice but you need to add a method of manually cycling the rotation of a block. the fact that you cannot cycle through texture orientations when placing connected blocks is annoying because the game tries to guess which way to orient the texture based on the way the avatar is facing and not what the blocks around it are doing. this leads to mismatched and really ugly screw ups in the orientation of joined textures.

a! For months I have tried to find out why my minecraft is messed up with the lighting. For some reason whenever it gets dark, the lighting turn blue and very dim so that you can barely see, even with the brightness all the way up. My dad downloaded the minecraft app to his computer and put it on a USB and downloaded it to my computer and it has the same problem, even when it doesn't on his computer. Brandonschrand 21:37, 19 August 2012 (UTC)


 * Finally, someone with my problem! I assume you have a Mac? This really breaks gameplay at night, and if you don't have a bed with you, things get really messed up when you try to see. It only occurs on really old Mac systems (before Intel processors became part of a Mac). I have only assumed that it related to the Java version, because my Java can only go up to 1.5.0_19, due to PPC core incompatibilities. Unless my system just happens to be the perfect (mis)configuration and everything, this seems like something that occurs in the Jar. Prior to 1.7.3, my lighting system worked perfectly. Now, everything lighting-related that occurs after 1.7.3 I can only assume will not function properly, due to such a bug. However, there are some hitches. For one, the majority of the glitches happen only at night. At day, lighting is the same as it should be. Torches light up properly, and the hue is correct. But for nighttime, it is vastly different. On the surface, everything is perfectly lit up and such, and renders torches useless when placed on the surface in direct skylight. This also interferes with caves when mining at night. Caves are supposed to be unaffected by changes of daylight, but unless it is in contact with skylight, where the cave would be lit up like at the surface (even at night), caves will instead turn dark and a hue of moonlight-blue, which is way too dark to see effectively, even with torches. Places like the Nether are also a tad too dark, and the only way to get it to be bright enough to effectively see, is to put brightness to max in-game, and, aside from that, also put the contrast, brightness, and gamma settings for the computer to their maximum settings. Deep underground, the void fog effect does not seem to take place, (on survival) and during a lightning storm, the lightning is able to light up the underground caves! As of recently, you can temporarily bypass the problem with a potion of Night Vision, which makes lighting like daylight. I assume that when you added moonlight, a part of the code was poorly crafted or vague causing blocklight to be gradated while restricted to skylight, and the constant light at the surface was caused by maximum skylight being the same, as if whatever parts of the code that were used were switched around. Maybe when you wrote it, it allowed the hue and maximum light level of skylight to be switched with blocklight, and that of blocklight to be switched to skylight. I could say from this that the surface is fully lit because skylight is to max out surface lighting to the max lighting in caves with the effect present in caves, and cave lighting is dark because it is set to max out features as they should occur on the surface at night with features corresponding to the surface, explaining the features like lightning penetrating deep in the caves, while leaving the Void fog absent. The code seems the only take effect in the block rendering environment, while items are not affected by this issue and are lit as they should be, meaning that mobs and entities, as well as things like maps, they are darken and lighted at the appropriate levels of light as before. The sky also goes from light-blue to black at night descends. Gradual transitions also take place. This is all theorized, and may be incorrect, as I do not know how to code Java. :C --Wormy14 13:25, 24 August 2012 (UTC)

a (This is the same bug that has been occuring for some users since release. It also has been reported before at least once. I will post a screenshot) There are certain points in worlds where surface texture on a certain group of chunks disappears (either for a fraction of second or as long as the player remains in the place). This happens in chunks both modified and not modified by the player. Dragomok 20:11, 25 August 2012 (UTC)
 * Screenshots below were taken on world with seed 456011055831457025.


 * I have seen this bug as long as advanced opengl has been. Advanced opengl has bug that causes this. Workaround: play advanced opengl off. --188.238.55.115 21:02, 26 August 2012 (UTC)

?There is a strange mark appearing in one of my creative files on superflat and this hasn't occurred before.BTW this game is vanilla --3MB0AR 00:07, 9 September 2012 (UTC)

a Signs are often blank. Only the signs in the near vicinity of where the player logged in or came through a portal will be visible. When going further most if not all of the signs will be blank unless I log out and back in. Really annoying when trying to find the right portals in the nether or the right chests in the storage room etc. (tested on MP) --Masa 08:11, 9 September 2012 (UTC)

Fixed/Skipped

Sounds
Bugs

undefined Extinguishing fire by punching it doesn't produce any sound. --84.156.16.193 05:14, 24 August 2012 (UTC)
 * This is a survival mode bug for some reason. The extinguish sounds work on creative, but not on survival. Masa 12:44, 6 September 2012 (UTC)

undefined There is no sound when the player walks on sand. All other surfaces seem to play the walking sound properly. --KADC - &#34;Be unreasonable.&#34; 23:52, 20 August 2012 (UTC)
 * Details? My vanilla 1.3.2 singleplayer on Windows Vista gives walking sounds on all blocks I've tested: sand, grass, farmland, stone, cobblestone slabs, sandstone slabs. Try a clean install in a separate folder to force all the packages to download and retry. -Aurelius 00:08, 26 August 2012 (UTC)
 * I first noticed this just because of clean install. I wanted to have fresh copy of minecraft in my storage space, so you try it Aurelius. EDIT: Tried reseting  again without help. --188.238.55.115 20:40, 26 August 2012 (UTC)

undefined The tool breaking sound plays before a tool with unbreaking actually breaks. I believe (only a guess) it is doing this when the tool would normally break if it did not have unbreaking. --KADC - &#34;Be unreasonable.&#34; 23:52, 20 August 2012 (UTC) undefinedI've checked all the usual culprits (in-game audio settings, comp. volume, sound card, etc.) but as of 1.3.2 I'm receiving zero audio be it soundtrack, sfx, or otherwise. ThunderKnight_Z 21:35, 18 August 2012 (UTC)
 * Did sounds work for you in 1.3.1? Try to isolate what changed on your system from when sounds last worked. Try a clean install in a separate folder to rule out a corrupted install. Does sound work for other java programs? For my 1.3.2 clean install, sounds work Ok expect for the usual occasional lag. -Aurelius 00:08, 26 August 2012 (UTC)

undefined Twice now, I've been doing various stuff (once bucketing water, once fighting spiders, but both cases where I was moving forward), and then turned around to find a new creeper crater behind me. Never heard the explosion.... --Mental Mouse 23:05, 4 September 2012 (UTC)

undefinedAll sounds echo or are stuck in a loop for a few seconds, e.g. breaking one pane of glass sounds like you are breaking many panes very quickly, rain and footfall sounds turn into a cacophony, creeper explosions sound like a rapid-fire mortar, etc. I don't think this is the same problem as the SMP "sound lag" annoyance below, as the initial sound does happen on time, it just rapidly repeats for a few seconds afterwards. I am running 64-bit Windows 7 Home Premium edition, Service Pack 1, on a Dell Inspiron 1545 laptop, with an Intel Celeron CPU (900 @ 2.20GHz 2.19GHz, if that's important) and 2GB of RAM. CPU Usage and Physical Memory never went above 30% and 45%, respectively, and there was no traditional (i.e. video) lag. Not that that matters - it even happens on the title screen (menu button clicks). Need anything else, just ask. Terminal Corruption 22:58, 14 September 2012 (UTC)

undefined Cave Ambience can play anywhere in superflat worlds. -conscripta

Annoyances a!mp There is a large amount of "sound lag" on SMP (meaning sounds don't occur for a few hundred milliseconds after the action that caused them) that gets steadily worse the worse your ping is and the slower the server is. This happens with footsteps, block placing/breaking, picking up items, and taking damage. As a result, since the sounds still come from the direction where they happened at, it almost constantly sounds like a mob is following you. Placing blocks is also extremely annoying, (particularly when you are trying to count how many you've placed) and oftentimes you're able to place multiple blocks before you even hear the sound for the first one. 10.10.14.241 08:25, 27 August 2012 (UTC)

a It seems as though the stepping sound for walking is being played at almost the same frequency (if not exactly the same) as for sprinting. MerscratianAce 22:01, 16 August 2012 (UTC)
 * Hmm, this is not happening for me. Is there any chance that you can record Audio/Video of this? Sonickyle 16:07, 17 August 2012 (UTC)
 * Yes this is happening for me as well. But I like it because it also seems to be playing the footstep sound at the same time as your character's feet touch the ground while walking or sprinting. (Walk around and watch your character while in 3rd person view by pressing F5) - McLaren_231 (MC username) 9:10 21 August 2012 (UTC)

Fixed/Skipped

Menus
Bugs

undefinedThis minor bug was first noticed in 1.3.2. Texture packs lacking pack.txt (the file which adds the description in the texture packs menu) are now reverting to the default pack.txt, making any texture pack lacking this file have the description line: "the default look of minecraft" Previously when pack.txt was omitted, the description simply didn't appear, many texture pack artists don't desire a description and have omitted it, so this comes up a lot. (if you need to contact me, do so through minecraft forums pm, or the irc channel #minecraftforums)

undefined mp The "Add server" and "Edit" screens on the multiplayer server list don't accept IPv6 addresses. "Direct Connect" works fine, as does manually editing servers.dat, so it's just the front-end validation code that's a problem. (To be correct, it should treat the entire thing as an address if there's more than one :, unless of the form [2001:470:db8:42::1]:25565, in which case the contents of the square brackets are the address.) -- Dagger 19:26, 9 September 2012 (UTC)

Annoyances

a This annoyance exist since Multiplayer and Singleplayer have merged. When you want to update the .zip file of a texture pack, you have to close Minecraft first or else every attempt to update the .zip file would fail and send you an error message because "the file you're trying to update is used by another programm" even if the game is runnig with another texture pack. Before 1.3 snapshots, I used to switch to default before updating my texture pack, then switch back to my texture pack and it worked fine.Missingno 26 13:01, 19 August 2012 (UTC)
 * I can confirm this, and it's annoying X-X It seems that Java will load all the texture pack files into memory, possibly for faster swapping, but this causes them to be reserved by the process, so they can't be modified. -- Cyclone blaze ( user -  talk ) 15:50, 29 August 2012 (UTC)

Fixed/Skipped

In-Game Interfaces/HUD
Bugs For some reason my bookshelves near my enchanter dissapear since the update 1.3 Bookshelves i placed before the update do not dissapear. I do not know how this happens but i already built enough bookshelves to built a library. please help, thank you.Wereking69

! Occasionally, in the inventory, clicking (without holding shift or ctrl) causes the effect of shift-clicking (instantly moving it to the first slot of the inventory or the hotbar), making it impossible to drag and craft items.
 * You may have sticky-keys on.   92.28.194.254 21:16, 18 August 2012 (UTC)
 * This effect is not caused by sticky-keys. It occurs on both Windows and Macs (in my experience), will randomly start without the player having pressed shift recently, and lasts until the launcher is closed. --Swampert rox 20:52, 19 August 2012 (UTC)
 * I get this all the time. Minecraft just doesn't register the key release so you need to press and release it again. Updating LWJGL seems to have fixed the issue for me, though I think this might just be due to blind luck. Score Under 06:01, 20 August 2012 (UTC)
 * I get it too. I originally thought I'd been accidentally triggering sprinting, but the details don't support it.  While I can believe that sprinting could work in any direction (including backwards), having it work for jumping seems a little implausible.  This is a serious problem when I'm exploring the Nether -- way too easy to get auto-run over a drop or through fire.  Contra my previous comment (which I'm removing, and which seems to have been transplanted from a different bug), I also fix it by pressing the appropriate key again.  Of course, when I'm suddenly auto-sliding across a wall, it's not always obvious which is the correct key... I've been getting this or a similar bug since at least 1.2.5, and I was really hoping it would be fixed by now.  --Mental Mouse 21:55, 23 August 2012 (UTC)

undefined Potion effect bars act as additional width when determining where the inventory GUI should be displayed, shoving it over to the right. -- 108.20.74.149 16:31, 20 August 2012 (UTC)
 * This is intended behaviour. Where would you put them? -- Cyclone blaze ( user -  talk ) 16:33, 25 August 2012 (UTC)

Annoyances
 * a! When editing a book, it's impossible to move cursor to beginning of line, page or other place in a page. So when you want to edit some text inside a page you have to re-write the entire page. Book writing should have the moveable cursor, text selection and cut/paste similar to chat. Same applies to writing signs.
 * and longer book titles like 2 lines if possible

Gravemind2401 12:15, 16 August 2012 (UTC)
 * Totally a!. --188.238.242.198 11:09, 18 August 2012 (UTC)

a Filling a stack of buckets from a lava lake, if you fill your inventory without realising it while you still have some buckets in your stack, it's highly likely you will accidentally throw a bucket or two into the lava. It would be better if you simply dropped full buckets (or anything else that causes an inventory overflow) at your feet. Dumping excess junk so that it lands by the crafting table you were just working at, for example, is fine, normally, but in the case of lava the default throw direction is going to tend to discard your buckets into the lava you're clearing. This quirk of game user interface is, um, not very helpful. --82.69.54.207 22:13, 14 August 2012 (UTC)
 * Could this be reason enough for you to count the empty spaces in your inventory and have only that many buckets in the stack? Kp 21:59, 18 August 2012 (UTC)

acr When looking at your Survival inventory, the 2x2 crafting bench that one would usually have does not function AT ALL. 101.116.92.97 06:00, 9 September 2012 (UTC) FabiotheTurtle 3:56PM, 9th September 2012

Fixed/Skipped

Chat/Commands
Bugs undefined /kill and /seed commands fail to work for anyone except operators. Using the commands tells the player they do not have permission to use that command. Hard to tell if they've changed the permission on purpose without putting it in the change-log. --Denney 14:00, 19 August 2012 (UTC)
 * Permissions are a Bukkit thing, what are you talking about? Score Under 06:03, 20 August 2012 (UTC)
 * Well for one thing sometimes if i play a world on my own server then transfer the file to minecraft thanks to multiplayer internal singleplayer if i don't remember to OP myself i cannot be opped. Although one thing i like about it is the fact of not needing to put your items in a chest to transfer items from single to multiplayer.

Annoyances a! Commands no longer log to the server. Commands used to log something like "[INFO] jorr issued server command: /seed" or "[INFO] jorr tried server command: /trololo". The change makes it hard to look for griefers/abusive admins. I believe the desirable behavior is to have all commands (including nonexistent commands, e.g. /home) should log to the server with "[INFO] tried server command: /command [args]". Jorr 20:28, 4 September 2012 (UTC)

a In the update a lot of old commands like /gamemode were changed from /gamemode [Player] [Mode] to /gamemode [mode] [player]
 * I actually like this change, as you can now do /gamemode 1 and it will work on yourself. --RogerWilco2
 * I do like some of the changes, but on FlameZone PVP and other servers like it TooManyItems doesn't work properly, as it will make anyone with a 1 in their name change gamemode, for example the owner, allango100, or another admin/moderator enderman1234 changes their gamemode and it gets annoying for them. Luckily my minecraft name is triggerhurt ^^

Fixed/Skipped

Language/Text Files
Bugs

undefined In Quenya "Scanning for LAN Worlds" contains a racial slur.

undefined The "Snooper Settings..." text is still not translated.--91.147.251.232 07:36, 22 August 2012 (UTC)

undefined In Czech: - Iron sword should be called "Železný meč". - Jungle tree and all its products (saplings, leaves, logs, planks, stairs and slabs) are named incorrectly. The tree is called Sekvoj (= redwood tree) which is nonsense because redwood trees are conifers unlike Minecraft jungle trees which are broadleaf trees. I suggest calling it "Tropický strom" (= tropical tree). Tropical tree sapling = "Sazenice tropického stromu", Tropical tree leaves = "Listí tropického stromu", Tropical wood = "Tropické dřevo", Tropical wood planks = "Prkna z tropického dřeva", Tropical wood stairs = "Schody z tropického dřeva", Tropical wood slab = "Půlblok z tropického dřeva". - Flint should be called "Pazourek".

Annoyances

a In Czech: - Blaze rod should be called "Ohnivá tyč". - Jukebox is commonly used expression in Czech and shouldn't be translated. Moreover, "Hrací skřín" sounds silly and is never used. - Creeper shouldn't be translated (applies to Spawn Creeper item). -Silk touch should be called "Hedvábný dotek".
 * For this, and the above, I suggest you go to crowdin.com and help with the translation there. You seem to be knowledgable in Czech - they could use someone like you, I'm sure. :) -- Cyclone blaze ( user -  talk ) 15:59, 29 August 2012 (UTC)

aIn the Polish translations, blocks(eg. of gold, iron, lapis lazuli) are called 'bloki', which is usually used for something slightly different. I'd prefer something like 'klocek' or 'kloc'. Also, cyan wool is called 'błękitna wełna' and light gray is called 'jasnoniebieska', both of which mean the same colour. I suggest 'morska wełna'(?), which means sea blue wool. 89.70.15.68 18:09, 7 September 2012 (UTC)

Fixed/Skipped Bug on minecraft Xbox 360 edition My character is having werid bugs happen because when i logged onto minecraft the buttons were nearly disappeared and the gamma wasn't at its normal percent and when i entered one of my worlds when i turned it was REALLY slow and my bar was dissapearring after a few seconds after being used. Also the minecraft Xbox 360 logo was stuck on top of the screen. Please help!
 * Not a PC bug. Moving. -- Cyclone blaze ( user -  talk ) 15:59, 29 August 2012 (UTC)


 * I think this page is for the computer, not for Xbox. HotdogPi Come to my page! 21:41, 15 September 2012 (UTC)