Minecraft Wiki:Issues/1.3.2

Crashing/System
Bugs

!! 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:

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 * 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 In any case, your Java is way out of date and this is almost certainly the cause of your problem.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.

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!! 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)

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

Annoyances

Fixed/Skipped

Demo version
Bugs

Annoyances

Fixed/Skipped

Gameplay
Bugs

! 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)

! 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.

! 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)

! 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)

! /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.

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)

undefinedMP 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
 * (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)

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.

undefined Randomly, when entering or exiting the Nether, experience get's 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)

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)

Annoyances

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)

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)

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)

a There is an empty help page 5. --Keybounce 15:23, 15 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)

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))

aSpawn 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.
 * 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)

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)

Fixed/Skipped

Blocks
Bugs

! 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.

! 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)

undefined 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.

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)

undefined Snow isn't melted correctly by torches at biome borders. See image. Torches are there for at least a game week. --Gizmo2342 12:39, 19 August 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.

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)

Fixed/Skipped

Items
Bugs 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.

Annoyances

a Mining obsidian gives no experience. -- Featherwinglove 13:47, 18 August 2012 (UTC)
 * Before someone says "intended behaviour to prevent abuse", let me point out that it takes 15sec to mine obsidian with a normal diamond pickaxe. I'm certain that if I placed and mined one obsidian block over and over again and each cycle gave me a tenth of a level, and I challenged Etho to a race to level fifty where my own method of gaining experience was limited to such an "abuse", he'd win with any of a dozen mob grinder types (and I've yet to see PETA or SHARK bother him for abusing mobs that way, lol.) I'd also say that if someone was going to invest the experience into a high efficiency pick for such "abuse", he deserves to get it back. Therefore, I think mining obsidian should get at least a little experience. -- Featherwinglove 13:47, 18 August 2012 (UTC)
 * 9.4 seconds. --Blackbird626 22:04, 18 August 2012 (UTC)

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.

Fixed/Skipped

World Generator
Bugs undefined 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)

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 theres 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.

Annoyances

Fixed/Skipped

Mobs/NPCs/Animals
Bugs

! Creepers in soul sand make very low damage, while other mobs works well.

! 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)

! When tamed wolves "teleport" to keep up with the player (unrelated to the above bug), they may teleport onto a ledge and immediately fall off, possibly to their death. Sometimes this is due to the wolf teleporting onto the same block as the player and getting "pushed off" before the player can react, and other times they seem to fall off on their own, either due to faulty pathfinding or possibly they simply "landed" on an air block rather than a solid block.
 * Once, 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)

! 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 -- Kranky916 16 August 2012
 * I"ve noticed this in SP as well.

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)

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 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)

! 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)

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.

Annoyances

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 then 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)

Fixed/Skipped

Graphical/Lighting
Bugs 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)

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)

undefined smp 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)

Annoyances 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?

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.

Fixed/Skipped

Sounds
Bugs I'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) Annoyances 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)

Fixed/Skipped

Menus
Bugs

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)

Fixed/Skipped

In-Game Interfaces/HUD
Bugs ! 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)

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 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. 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)

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)

Annoyances a In the update a lot of old commands like /gamemode were changed from /gamemode [Player] [Mode] to /gamemode [mode] [player] Fixed/Skipped

Language/Text Files
Bugs

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 nonsence 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".

Fixed/Skipped