Minecraft Wiki:Issues/1.4pre

Crashing/system
Bugs !!smp Dedicated server went boom after 5 mins of gameplay. I'm really worried about this now. -- 16:56, 19 October 2012 (UTC)
 * Agreed that should be fixed, but you really should use crash with more mem assigned on report (but not too much, iv seen assigning too much memory cause crashes, especially 32bit java). -- 18:38, 19 October 2012 (UTC)
 * Someone else will have to do this as I can't control the memory assigned to me. UPDATE: Your players have to be spread, if you're about 5 people at the same location all the time it probably won't crash as quick.
 * This is looks like memory leak to me confirming this on my server!
 * I'm also seeing memory leaks on a 3 player private server running Ubuntu 64 bit. With -Xmx1024M it'll run for 1 to 2 days, now trying with -Xmx2048M and it's currently using 1.4GB RAM. I've not managed to itentify any particular trigger for the leak. -- 17:17, 20 October 2012 (UTC)

undefined - World world Entities: 0 total; [] - World world Players: 0 total; [] - World world Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Dedicated Server}}

undefined - World legit Entities: 0 total; [] - World legit Players: 0 total; [] - World legit Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Dedicated Server}}
 * We are also experiencing frequent server crashes on 1.4pre. Maximum of 3 players on the server and all are usually in the same area. 1.5GB RAM. This happens 2-3 times a day. -- 22:59, 20 October 2012 (UTC)
 * At most, my server has about 9 players on at once, most of them tens of thousands of blocks apart. Here is the garbage collector log leading up to the out of memory condition, which only took about 4 hours to manifest. -- 08:45, 21 October 2012 (UTC)

undefined

undefined - World world Entities: 0 total; [] - World world Players: 0 total; [] - World world Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Dedicated Server}}
 * Here's yet another OOM crash, different server than the first one, more memory assigned (1024Mb). I managed to crash this on my own, took a day or so. -- 16:10, 21 October 2012 (UTC)


 * Dinnerbone had mentioned that this could be a corrupt world and asked for a download in a previous snapshot bug log. Here's mine btw: http://dl.dropbox.com/u/24547499/DemBones%20House%20of%20Horror.zip). I haven't noticed anything wrong with my world however, and the issue started immediately upon putting a 1.4 snapshot on my sever. 15:53, 22 October 2012 (UTC)
 * I know, I sent him a link to my world for him to look at. Another user said the server crashed even after starting a new world too. And I see no indication at all that my world should be corrupt, it's working fine up to snapshot 12w36a. I've tried some chunk repair tools, none of them reported any errors. -- 19:22, 22 October 2012 (UTC)
 * I downgraded my server to 1.3.2 one day, and it worked fine for the whole day. I'm pretty sure it's not world corruption... Also, it seems like it only happens on Linux-based servers. I haven't heard of any problems on Windows... -- 15:53, 22 October 2012 (EST)

!! Frequent slowdowns/crashes that need the program to be ended via task manager/force close. -- 16:31, 20 October 2012 (UTC)

Annoyances a! lag has become exceedingly high, which has been an issue since day one of Minecraft. I have a top of the range Alienware laptop with fully updated Java. yet, I cannot even get a smooth 25 frames, where before this update, it was cruising along with 100. still pretty low, all specs considered, but it was very comfy to play. if I, with an amazing laptop, am getting horrible framerate, people with less advanced machines must be suffering immensely. an optimisation project desperately needs to be done, and has been needed for some time, prior to this update. -- 15:38, 20 October 2012 (UTC)
 * There's only so much that can be done. A lot of Minecraft's problems stem from the fact that it uses Java.  Java is a terrible language and if you do some basic google searches, you will learn that it is one of the most hated languages in existence specifically for the fact that it runs like garbage regardless of your specs.  The only way we will ever see acceptable framerates in this game is if they ditch Java.  End of story.
 * Java is not a terrible language. While it is not, of course, the most efficient language there is, it is still very fast for what it does. It is not the most hated language, either, so don't make things up based on search results. While I do believe Java is a poor language for games, it certainly is an excellent language for many other things. Unfortunately, Minecraft is to a point where there's no going back - part of the reason the community got so string was because mods are so easy to make for games written in high level languages like Java. We're stuck with using Java for something it was never intended - don't bash it for that. ( 12:58, 22 October 2012 (UTC)
 * Disagree somewhat: Java loses a lot in performance to achieve perfect portability. There is also more to it than Java.  Minecraft is graphically comparable to Interplay's 1995 Descent, which runs just fine on a Pentium-S 166 and 16MB of RAM, about 1/100 of Minecraft's needs... you also play in mines, but you can't _mine_.  You can't build anything in Descent in-game, nor have furnaces, crafting, etc vs. Descent has a few disappearing walls and exploding fusion reactors.  Minecraft has to model everything that is hidden, while Descent's impenetrable walls need not hide anything.  Design a level for Descent (you can, there is a level editor) that approaches the complexity of a single Minecraft chunk and see if it runs at all.  If you really think Java sucks, try debugging C++ code that uses pointer arithmetic, then send me a pictures of your hair and fingernails ;) --  03:13, 21 October 2012 (UTC)
 * There are typically 300 loaded chunks. That's (300 chunks) * (256 * 16 * 16 blocks/chunk) * (3 bytes per block) = 58,982,400 bytes. 3 bytes per chunk is 1 for the block ID, 1/2 for damage value, and 3/2 for the lighting values. 58 MB doesn't seem like a lot of memory, but that doesn't include any of the particles, world data, or entities. 14:56, 21 October 2012 (UTC)
 * Three bytes per *block, right? -- 20:00, 21 October 2012 (UTC)

a Walking around in the nether produces occasional frame skips, which never used to be an issue for anyone on the server except one person. 1.3 fixed his inability to move smoothly in the nether but recently 'everyone' on the server suffers from frame skips. -- 20:19, 20 October 2012 (UTC) Fixed/skipped

Gameplay
Bugs ! Invisible spider that is not invisible by means of potion, started killing me after killed by another spider, can't use the world without blowing up the area to kill the spider as I can't see it. Very annoying without cheats if you want to rebuild your area again after blowing it up, plus, it's spider you can't see that wants to kill you. Happened to me too, but with a skeleton. Upgraded to major bug... this isn't an annoyance. It's broken. Some information: It was a single skeleton across a pit of lava, it killed me, then when I went back it was still there but invisible. I could see exactly where the arrows were coming from but I couldn't hit him as much as I tried, it killed me again. ( 02:31, 20 October 2012 (UTC))
 * We had this happen on our server with a Zombie Pigman. definitely a major bug. -- 21:01, 20 October 2012 (UTC)
 * I have the same issue with an invisible spider on 1.4.1 prerelease. 21:39, 23 October 2012 (UTC)

! Keys get stuck extremely frequently. It's very dangerous near lava and creepers. I've seen all four movement keys and the jump key get stuck. -- 15:14, 21 October 2012 (UTC)
 * Note: Updating LWJGL seems to fix the issue. -- 17:03, 21 October 2012 (UTC)

undefined When Repairing items, it costs less exp and materials to make the item a 2nd time and put in the repair box than to use the materials to repair EX. My gold sword broke, I could choose to use 4 gold bars and 19 exp to repair, or make a new sword for 2 bars and 15 exp. Whats would you choose? Also its more of an exploit and not a bug.-- 4:40 pm, 19 October 2012

undefined While wearing diamond armor, anvils only do one heart of damage from falling at any height.
 * Intended and not a bug. That's the Safety Helmet Feature (TM) Dinnerbone, see . Every helmet - even the leather cap - will protect you from too much damage. -- 20:32, 19 October 2012 (UTC)
 * then wearing leather boots should save me from a 255 block falling anvil? I don't think so.
 * That thing is call Safety Helmet. Leather boots won't protect your head... -- 16:59, 20 October 2012 (UTC)
 * Except that it sort of does. Tunics, Pants and Boots also save you from the 255 fall damage. -- 20:17, 20 October 2012 (UTC)
 * Well, that's a bug. -- 21:36, 20 October 2012 (UTC)
 * Just tested the damage values for a 11 blocks falling anvil and leather armor: Cap: 5, Tunic: 9, Trousers: > 10 (Death), Boots: 9,5 -- 23:06, 20 October 2012 (UTC)
 * Anvil damage capped at 10 hearts, decreased by 45% if you wearing any helmet and armor does protect from it. I think, damage should ignore armor (aside from Safety Helmet™) or have damage cap set highter. Probably both. — undefined 18:58, 21 October 2012 (UTC)

undefined Nether portals fail to transport certain entities which work fine through End portals. Minecarts, Storage Minecarts, and Lit TNT(pushed into the portal via piston) all tested and failed to go through, Arrows were iffy as well. - 16:27, 19 October 2012 (UTC)
 * Well, nether portal is not instant. But that will cover only arrows. -- 16:52, 19 October 2012 (UTC)
 * Nether portals are instant for everything but players. All other entities that do work, do so almost instantaneously. 14:21, 20 October 2012 (UTC)

undefined Minecarts with mobs/players inside can't go through any kind of portals. -- 11:57, 20 october 2012 (UTC)

!sp Every 5 - 10 min the minecraft client freezes for 2, 3 seconds and then works again correctly. This is more then annoying when you fight a mob, after the freeze you are mostly dead :). I have only tested it in SP. My Specs are Win 7 64, Java 7u9 64, i7 2GHz, 8GB Ram, Nvidia GT540M 2GB. Normal world, with cheats and chest on. Fps on balanced 60-80. Java is normal started, so I think mc have enough (1024) memory. Today I installed mineraft new, but it further happens. It happens in survival and in creative (adventure not tested). This happens the last two or three snapshots. Have someone the same experience? ~reptile311 Edit: Here is a screenshot from the freeze and a debug-file from the start of the game to the first freeze: undefined


 * I experienced an issue similar to the one you mentioned after one of the snapshots a few weeks ago. In my case, however, the game quit on its own after about a minute. I fixed it by backing up my worlds and deleting the entire minecraft folder. Then I did a force update, and everything was back to normal. I am able to use all the snapshots and everything too. 20:05, 19 October 2012 (UTC)
 * As I mentioned, I fresh installed minecraft and the matter is still present. ~reptile311


 * Have you tried creating a new world and seeing if the same thing occurs - you world may be the problem, errors do creep into worlds, especially if you have been using it for a while and keeping up with the snapshots
 * I tried it with an old world (12w42b old :)) and I created a new one (1.4 pre). I notice this the last few (5-6) snapshots, always created a new world. ~reptile311
 * I have the same problem since I play on my Asus N73S Notebook which has exactly the specifications you mention only that I use the Java 7 Update 10. I play fullscreen and at the end of the freezes I sometimes see the system switch to the desktop for a split second and then back to minecraft. So I have a feeling that some other process interferes with the game but I haven't found out which. -- 15:25, 20 October 2012 (UTC)

undefined When setting the gamerule mobGriefing to false, Creeper explosions will still destroy Item-Frames. -- 00:50, 19 October 2012 (GMT)
 * That's because item frames are entities, this gamerule only applies to blocks-- 14:48, 20 October 2012 (UTC)

undefined When riding a pig on half-blocks or stairs, pig constantly jumping and ride is very slow. Upside down slabs/stairs works fine. Video demonstration: http://www.youtube.com/watch?v=xHza0CJlaxU&feature=youtu.be --  16:43, 20 October 2012 (UTC)

! Paintings don't check for collision with other paintings when placed. -- 15:53, 20 October 2012 (UTC)

undefined Skeletons will appear to have sunken into the ground (only their legs, their head is still above ground). However, the physical instance of them still follows you around and shoots you, and is invisible. These "ghost" skeletons cannot be attacked. After a while, the image of the skeleton in the ground will reconnect itself with the "ghost" skeleton and continue to work normally.

Annoyances a! Major adventure items cannot be accessed within Minecraft. for example, you cannot make custom heads in Minecraft. Nor can you make enchanted items with more than their usual enchantment limits. You are unable to change spawner's entities that are spawned, you cannot get the more techical blocks via Minecraft (end portal insides, for one), you cannot change colours on signs, items etc, creeper fuse/blast radius can't be altered in-game etc. etc. The list goes on a fair bit. then there are the more physical things, such as not being able to make a uniquely shaped nether portal, or unable to manually reset the end by spawning the crystals/dragon. all of these are possible via external editors, yet not within Minecraft itself for adventure/creative mappers. it seems counter-productive to exclude them from creative, making users download external programs to change the maps. -- 15:29, 20 October 2012 (UTC)
 * You can get Nether and End Portal blocks with the /give command, by the way. Placing the latter, however, doesn't work in the End. Perhaps we could have an /enchant command and a /givespawner command? 02:38, 23 October 2012 (UTC)

a Naming items shouldn't have an influence on the repair cost of the item, and neither should enchanments determine the cost of naming an item. -- 14:00, 19 October 2012 (UTC)
 * It's a! -- 16:49, 19 October 2012 (UTC)

a ad You are able to break paintings and item frames in adventure mode which is not a bug but very annoying. -- 20:20, 25 October 2012 (UTC)

a mp Pig riding seems inconsistent in multiplayer. The pig will sometimes seem to take two bites of the carrot in quick succession (may just be a graphical glitch), and the duration of a boost from a right-click seems to be significantly shorter than in singleplayer (possibly to do with the latency?). Anyone else noticed any of these differences? - 03:27, 20 October 2012 (UTC)
 * Forgot to add, the max speed also appears to be slightly slower, both during normal riding and during a boost. - 03:30, 20 October 2012 (UTC)

a cr Flowing water can still drag players while flying. -- 23:19, 19 October 2012 (UTC)

Hi, I got the new 1.4.1 snapshot but when you fire a tnt from a tnt cannon (Usualy a powerful one) the tnt flies for abit then dissapears just before it touches the ground. PLEASE FIX. Your's sincerely DrOvi. DrOvi 06:48, 24 October 2012 (UTC)

a Hardly see yielding a fully grown wheat drop 3 seeds, mostly they drop one or even no seeds. (Tested with 55 wheats, they dropped 70 seeds in total). Not sure if it's because the code has something wrong or I have a bad luck. 11:09, 20 October 2012 (UTC)
 * That yield overall looks about typical to me. Harvesting a village farm usually gives 18-20 seeds for every 14 wheat harvested (plus 14 wheat, of course). If you wait until every last wheat is 100% ripe yield may be a litte bit higher, but usually I harvest when there's still a couple of blocks at a slightly earlier growth stage, and early wheat is less productive.-- 17:31, 20 October 2012 (UTC)

a When mobGriefing is on, mobs will still pick up ('steal') dropped items.
 * mobGriefing=on is standard minecraft. I think you mean mobGriefing=off -- 15:14, 21 October 2012 (UTC)

a Wither Skeletons wear there Heads causing the Head to dissapear

a When the player types /gamemode mobGriefing, and any value, the game always says "Game Rule has been updated", regardless of any incorrect syntax. Typing /gamerule mobGriefing Off when mobGriefing is already set to true will not reset the game rule despite the game saying it has changed it.
 * Note the actual command should be /gamerule mobGriefing false, not off. Also, you might want to change that gamemode in the first part of your sentence. -- 10:59, 23 October 2012 (UTC)

a When the player places blocks sometimes it will destroy all the blocks around (as if im holding the mouse) or place a bunch of blocks (as if im holding the mouse)

a! Water issue - place a water source in the air above a 3x3 (5x5 works also)block raised platform, the water will not spread to the corner blocks, having the 3x3 blocks on a 5x5 block platform also works - the water flows in lines -- 00:36, 21 October 2012 (UTC)
 * This is a feature which is relied upon in many cases. Water and lava always try to flow to the nearest downwards edge rather than spreading out as much as possible, allowing for better player control of the flow. If you want it to cover the 3x3, add an extra block off the center point of each edge to divert the flow before adding the water. You can remove these once the water's flowing to the corners. -- 05:05, 22 October 2012 (UTC)

a Nether portals no longer seem to keep your orientation going through them, but rather turn you 90 degrees. (E.g.: Entering the nether facing east brings you out on the nether-side facing south, and vice versa). This can be an annoyance as many players often align their portals specifically to be able to walk straight forward to exit them. - 00:46, 21 October 2012 (UTC)

a Custom potion effects can not be applied to milk and food even though milk is drinkable and food has potion effects too (like rotten flesh).-- 21:07, 21 October 2012 (UTC)

Fixed/skipped

undefined Player skins will revert to the default skin. Happens most frequently in this snapshot.-- 11:07, 20 October 2012 (UTC)
 * This may be not because of the snapshot, but because of the skins.minecraft.net being down. Keep track of the indicator on /r/minecraft, I saw it down earlier today-- 13:57, 20 October 2012 (UTC)
 * My skin is back on now. Thanks for the advice.-- 15:57, 20 October 2012 (UTC)

Blocks
Bugs

f There is a collision bug with beacons. Frequently, you would collide with the blue thing. And sometimes the whole block becomes non-solid. This is extremely annoying as you may fall through the block when walking on it. It has been happening since beacons got that texture. But it seems to happen more frequently in this snapshot. -- 11:04, 20 October 2012 (UTC)

f Repeaters that are powered by another repeater, but do not point at a repeater themselves, will not turn off.
 * I assume this has something to do with the ticking system. I'm not sure how fast that pulser is, but I do know that repeaters stay on for one tick. This goes for turning off too. If it sends off for one tick every two ticks (which is what I'm assuming), then each repeater will stay on for, um, one tick every two ticks. I'm not that good with redstone circuits myself, so I have a feeling this comment isn't very helpful. -- 06:22, 20 October 2012 (UTC)

! The 2x2 Wither painting doesn't work in-game. ( 20:04, 20 October 2012 (UTC)

undefined While standing on a ladder (using shift) and trying to destroy another ladder block it's bounding black box just flickers and the stone behind it gets all the "damage"-- 18:30, 19 October 2012 (UTC)
 * This is a bug, reclassifying as such -- 16:29, 20 October 2012 (UTC)

undefined Beacons have some trouble beaming light through glass. the beacon can flicker, from going through the glass, to being stuck before it. Beacon's inside blue towers also move very stuttery. They do not rotate smoothly. -- 17:07, 20 October 2012 (UTC)

undefined Sometimes, corner stairs will randomly be created when placing stairs that are somewhat near to other stairs but the format shouldn't make corner stairs.

undefined When placing an diamond or any item from your inventory in the beacon (without placing the items back in your inventory) and pressing the green button, the items are not placed back in your inventory. but you are dragging them again when you open the bacon or another inventory.

undefined Anvil on an item frame is glitchy when you look from under it.

undefined Sometimes saplings pop out of the ground. (Possibly from block updates next to it. Uncertain though.)

undefinedIf Very Damaged Anvil falls his textures changes to textures no broken Anvil.-- 09:22, 23 October 2012 (UTC)

Annoyances

aCarrots should require water to not pop out, and they do. Potatoes and wheat shouldn't. Also I have talked to real potato farmers and they say that potatoes require dry ground (not absolutely dry, but dry). So maybe they should require be dry or poisoned potatoes are more frequent. -- 20:04, 19 October 2012 (UTC)
 * I concur, new crops should be implemented somewhat realistically. I have not experienced dry wheat popping during cave bone meal farming, and hope that this never occurs. -- 16:29, 20 October 2012 (UTC)

a Anvils break far too easily. I have a zombie dungeon XP farm and was going to rename all my diamond tools before enchanting them, and the anvil broke after renaming only about 32 items. It doesn't seem right that a crafting table is made from wood and never breaks from crafting, while anvils are made from iron and break easily. I can understand anvils taking damage from falling, but not from renaming/repairing.-- 22:00, 19 October 2012 (UTC)
 * Why do anvils have a durability at all, when crafting tables, enchantment tables, furnaces etc. don't? It just seems gratuitously inconsistent to me to have the one 'making things' block you'd expect to be the most durable to be the only one that wears out.-- 17:24, 20 October 2012 (UTC)
 * Upgraded to major annoyance. -- 03:22, 21 October 2012 (UTC)
 * Combining enchantments is very powerful. Seems very legit to me that it breaks soon, I'd even reduce it to 16 items. Why things always have to be made easier? -- Tyron 15:40, 22 October 2012 (UTC)

a Breaking a block next to, above or below an open trapdoor closes it. -- 11:25, 20 October 2012 (UTC)
 * That's not a bug, it's unavoidable since trapdoors can be opened with redstone signals. If it's unpowered its stable state is closed. So if you opened it manually it will close with every block update. If you want it to stay open, you have to power it. Same with fence gates. -- 15:02, 20 October 2012 (UTC)
 * Thanks, moved. -- 20:18, 20 October 2012 (UTC)

a Why can't we place torches on the flat backside or stair blocks? It's annoying when creating a roof made of stairs and not being able to light up the attic without placing extra blocks.

a While sprinting on wool, leaves, (and other blocks that have a slightly different color depending on what biome they are in) makes grey particles.

a When dig dirt (with or without a shovel) in a row along surface and hold left mouse button for continuous digging, if you break long grass on a block first (continuing to hold mouse button) the block will reappear after breaking repeatedly until you release mouse button and start digging again. -- 00:12, 21 October 2012 (UTC)

Fixed/skipped

undefined Was busy in my branch mine, when suddenly I broke a block and this silverfish came. I searched everywhere for a stronghold. None found, I even used cheats. Was on y = 10 by the way. 
 * Since one of the snapshots silverfish blocks can spawn anywhere underground but in really low rates
 * Neiter bug nor annoyment, since 12w38a they will spawn outside from fortresses. see -- 18:39, 19 October 2012 (UTC)
 * Moved to the Fixed/skipped section. --undefined – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 12:37, 20 October 2012 (UTC)

f When powered from a button repeaters will not turn on for more then a moment even when they become locked while they are on.

f When a player looks at an item frame, mobs start to glitch into and through wooden plank blocks and suffocate. This happens with Windows 7 (both 32 and 64 bit) as well as with Linux. -- 15:02, 20 October 2012 (UTC)

Items
Bugs

!Player inventory will occasionally reset to a state it was in at a previous time. Nothing else in the world changes, just the inventory. This has happened to me twice now. The first time I was playing single player for a while when the game started lagging. I ended the game and tried to start it again but the game crashed and I had to force close it. When I got back in to my game again my inventory had changed to the way it had been hours ago, giving me some items and deleting others. The second occurrence happened when I tried to play a game with my brother. We were playing offline because the Minecraft servers seemed to be down. I was in a single player game and I opened it to LAN. When my brother tried to join it bumped us both back to the main menu, which is fine ( if a bit annoying ). When I restarted the game my inventory had, once again, been reset.

undefinedWhen you drink a Invisibility potion, then in Third-Preson mode the held item does not swing properly.

undefinedInvisibility potion stops 10 seconds before it should actually stops (tested this in creative, used a splash potion)

undefinedMarkers on the map don't disappear after removing the map out of frame... Community map can be flooded by green markers...
 * Relogging will help as a temporary measure.(Single Player only) — undefined 16:51, 20 October 2012 (UTC)
 * Reloggig doesn't help on SMP...the only way to fix this on SMP is to restart the server...

undefinedEditing a book pauses the game when it shouldn't.  14:57, 20 October 2012 (UTC)

undefined Duped a lava charge in a furnace: Placed lava bucket in, furnace charged (and lasted the full duration), but the lava stayed in the bucket. I used it in another furnace, where it behaved normally and was consumed. I don't know how to reproduce, since I was running eight furnaces with lava buckets at the time, only one duped. The affected furnace had neighbours above and below, but not left and right, all the furnaces were placed at the same time in 1.3.2, except two (not including the affected one or its immediate neighbours) in 1.3.1. -- 03:53, 21 October 2012 (UTC)

undefined Fishing rod cannot work properly: When standing on/near ice, if the rod is reeled (while the bobber sink into sea) it cannot catch the fish. Also, it won't be damaged when reeled when the player standing on/near ice. 12:31, 23 October 2012 (UTC)

Annoyances

a! su Expensiveness still counts to say too expensive when NAMING items. (even sharp 5,kno 2,fire 2,loot 3 should be nameable.)-- 18:08, 19 October 2012 (UTC)

Fixed/skipped

World generator
Bugs

! When re-creating a world, the world is duplicated instead of replaced. For example, if you re-create a world called World, you'd get a world called Copy of World. This may or may not be true on Mac and Linux, but this glitch is on Windows (Vista to be exact). 15:31, 20 October 2012 (UTC)
 * That's intended and good. Feel free to delete the old world. -- 17:03, 20 October 2012 (UTC)

undefined in the Overworld sometimes netherrack create
 * Does anyone have any evidence for this? For no picture, incomplete sentence, and lack of a signature, I suggest removal. -- 18:09, 21 October 2012 (UTC)

! There's a chunk generation error along x=512, creating split levels/biomes in terrain.
 * Have you tested this in more than one world? How does this constitute as a major bug? --

undefinedIn superflat, some decorations doesn't generate. example: Lilypad (swamp) and snow {the biome with snowfalling}. -Linglin
 * I don't understand, they work fine in my worlds... -- 18:08, 21 October 2012 (UTC)

undefined Caves,Swamp Huts and Dungeons don't generate in Superflat.-Linglin
 * 2;7,60x1,3x3,8;6;stronghold,biome_1,village,decoration,dungeon,lake,mineshaft,lava_lake with seed is -1488287512231350885.There's no caves except underground lakes or lavalakes,and there's no dungeons and swamp huts.-Linglin
 * I was annoyed by this in 12w41b. I also tried preset keywords like cave, caves, cavern, caverns, but still not a single cave was generated. -- 20:43, 22 October 2012 (UTC)

undefined Desert Temples appear in non-desert biomes, e.g. Swampland. (Seed of issue is -5933976745371331432, Coords are X: -709, Y: 74, Z: 10). -- 03:50, 22 October 2012 (UTC)

Annoyances a Cave generation changed somewhere between 12w27a and 12w42b, but I don't recall a note. I'll look for one in a bit and mark this a NaB if a find one. -- 16:00, 20 October 2012 (UTC)

Fixed/skipped

Mobs/NPCs/animals
Bugs

undefinedAnimals won't spawn in Superflat World except Ocelot in Jungle,Squid in lakes,Sheep near villages and Bat in Caves or Darksides.-Linglin
 * Strange, i'm not getting this error, all animals are spawning normally, could you specify a world code if customized? Because if it is on the redstone ready preset animals only spawn on grass blocks, not sandstone. 00:43, 23 October 2012 (UTC)

undefinedSometimes bats not hanging upside down.-Linglin

undefinedAll monsters ignore the height limit to fall down,cause them suicide in hard mode.-Linglin

undefinedWhen monsters (Creepers,Zombies and Skeletons will;Endermen won't,others don't know) falling down and takes damage,they will keep jumping for a while if there is no target.-Linglin

! Spawners now always use the lowest spawn delay setting. This results in very rapid spawning of mobs from spawners. Before it would choose a random number between the minimum time and maximum time but now the maximum time isn't taken into account at all. ( 01:54, 21 October 2012 (UTC))

! The Wither can break End Portals! (Both the frames and the portal block itself.) This can be used to grief strongholds and the End. To make matters worse, while you can cheat an End Portal back into a stronghold, you can't do that in the End due to the bossDefeated boolean resetting to false after the exit portal is placed. 22:47, 20 October 2012 (UTC)

undefined Zombie Pigmen spawned by portals in the overworld within the portal block are immediately transported through the portal that spawned them, rather than being treated like an entity that just came in through the portal. As a dramatic example, idling near this for an hour or two, will result in something like this when you go into the nether. - 16:28, 19 October 2012 (UTC)

a Zombie pigmen do 6.5 damage on Hard, 4.5 on Normal and 2.5 on Easy instead of the intented 3.5, 2.5 and 1.5 because of the added sword damage. Most likely not intended because this makes fighting pigmen too hard compared to previous. -- 14:51, 19 October 2012 (UTC)
 * That is the correct damage. Ever since certain version, mobs do 0.33333... base damage on easy, base damage on normal and 1.5 base damage on hard. So in our case pigmen do 4.5 base damage, on easy it would do 2.5 damage(4.5*0.33...)and on hard it would do 6.5(4.5*1.5 = 6.75 but minecraft rounds to 6.5) check the pigman page if you do not believe me. Also, your "intended" damage is the old damage(before they did 4.5 on normal)Downgraded to minor annoyance

-- 05:26, 23 October 2012 (UTC)

undefined The Enderdragon will break blocks even if gamerule mobGriefing is set to false. -- 16:10, 19 October 2012 (UTC)

undefined Slimes will trample farmland even if gamerule mobGriefing is set to false. -- 19:39, 19 October 2012 (UTC)
 * I have disabled that too, enderdragon griefed out the bookshelfs :p 23:18, 20 October 2012 (UTC)

undefined Stairs in the towers of the desert temples are oriented incorrectly due to the world generator making another stair instead of a solid block of sandstone that causes the orientation to go all weird. -- 23:02, 19 October 2012 (UTC)

undefined Mobs that have traveled by minecart will appear to teleport back to where they entered the minecart and glitch into the ground when their minecart is broken. While the mobs appear visibly to be in their original location, they are physically where they are supposed to be. 00:30, 20 2012 (UTC)

undefined Trading wheat with villager does not work correctly in old or new village. Trading worked partially with wool, then stopped working [with no user interface feedback to show why ] after a few stacks were exchanged for emeralds.-- 04:48, 20 October 2012 (UTC)
 * Not a bug, it's a fixed exploit. You can use every trade option only for a random number of times before it get's deactivated, even if you don't close the trade window. It's an annoyance that the deactivation is shown only after you close and reopen the trade window. -- 15:08, 20 October 2012 (UTC)
 * Parent poster is right about the trade exploit being fixed, but the lack of visible updates to the user interface is a bug rather than just an annoyance. The only feedback you get that a trade is no longer possible is that the output item won't drag out of the trade box, and that is definitely confusing. Original bug regraded to undefined and 'with no user interface feedback' caveat inserted. -- 17:10, 20 October 2012 (UTC)

undefined When in a world from a previous version, right clicking any pets will cause all mobs within the loaded chunks to fall through the floor and suffocate. This is very annoying and problematic.

undefinedIf you are next to an item frame, mobs often sink through the ground.

undefinedIn some NPC villages the farming places and the building are in each other

undefined Villagers often fall through the top layer of the ground (World created in 1.3) 15:06, 21 October 2012 (UTC)

undefined Mobs can fall threw the floor when walking if at least there are 2 air blocks beneath the solid block.- Daniel

undefined Using dye on a sitting wolf will not use up the dye; however, it will on a standing wolf. Tested SSP. -- 18:00, 21 October 2012 (UTC)

undefined A mob that has picked up items from the ground can still despawn like normal mobs, without even dropping the items. Is this intended? It means that if you die and a mob picks up your armor and sword, you are most likely to lose it unless another player is within 32 blocks of that mob until you get back. This seems quite harsh as it can practically mean instant gear despawn instead of the 5 minutes it normally has left. -- 08:57, 22 October 2012 (UTC)
 * It is probably partially intended, as mobs are meant to despawn if there are no players within range, but it does get rather annoying when you lose your FRESHLY ENCHANTED DIAMOND SWORDS to a zombie and the zombie just takes it all. 11:38, 23 October 2012 (UTC)
 * I also do not understand why this was forced on us with no option to turn it off. While I understand the concept of the mobs picking items up, I do not understand why we have to put up with it for no other reason than because somebody at Mojang thought it would be a good idea. If this becomes optional, it should default to 'off' for any saved game which isn't generated by a version of Minecraft equal to or older than the version it is implemented in, in SSP. Minecraft is and always will be a sandbox game and people shouldn't be forced into having monsters steal their enchanted items if they don't want them stolen in SSP gameplay. For SMP, an option should be provided to the server administrator so that they can set this to their liking, possibly it should also follow the same guidelines as I've outlined for SSP above and default to off. 09:30, 23 October 2012 (UTC)
 * It really does suck, at the very least the zombies that have taken a dropped item should take longer to despawn, say ten minutes? Of course it is not likely that this will happen but i'd rather be killed by a player, because then i know there is almost always a way to get my items back. But with a mob? As neat as the feature is, it's annoying. 11:38, 23 October 2012 (UTC)

undefined Slimes sometimes have the wrong size hitboxes. It makes it sometimes very hard to melee a large slime. (And tiny slimes cover large areas where you can't interact with things) -- 08:58, 22 October 2012 (UTC)

undefined Zombies that wield bows can't use them, instead they treat them like a normal item that cannot be used by them, such as when they wield rotten flesh accidentally picked up. Similar rule applies to skeletons, i recently saw a skeleton without a bow but he could still shoot arrows. I gave him a sword (creative mode) and he still shot arrows at me. Now with a zombie's stupidity i can understand that they might not know how to use a bow, but a skeleton without a bow or with another weapon should not be able to throw arrows. Also a skeleton with a sword will not attempt to charge you, if i could i would show video proof. 00:43, 23 October 2012 (UTC)

undefined Invisible wolf trap into the water theirs texture changed to random and becomes visible. -- 07:33, 23 October 2012 (UTC)

undefinedIn creative mode, if you try to punch an Enderman but miss by a block, the aggressive animation of the Enderman will appear but it will not go after you~Fancypants2015

Annoyances

aWhile some interaction for bats got disabled, they still can get into minecarts and are able to push minecarts around from inside. Since bats are everywhere, it's a major anoyance, messing up pretty much any contraption which has empty minecarts waiting or moving around. 07:08, 21 October 2012 (UTC)

a Sometimes the angry enderman sound will play when it is not angry. I only looked at the enderman's feet and the sound played while the enderman did not teleport or anything, instead it picked up dirt. -- 02:29, 22 October 2012 (UTC)

a For the amount of damage a Wither Boss can do it should be worth more than 50 experience points. The Ender Dragon is worth 20 000 experience so the wither should be worth at least 1000. Sure the beacon is useful and cool but the experience is too low. -- 04:21, 22 October 2012 (UTC)

Fixed/skipped

Graphical/lighting
Bugs

undefined The player's legs do not line up properly with the torso. It seems that each leg is set back a few pixels, and each leg is set inward a few pixels (legs overlap one another on their inner face). -- 15:31, 19 October 2012 (UTC)

undefined Anvils move weirdly and switch from angle randomly when falling down

undefined Upside down halfslabs are lit wrong. -- 18:41, 19 October 2012 (UTC)
 * They removed the new lighting engine and pushed it to 1.5 because it caused to many problems. --☺ undefined 20:32, 19 October 2012 (UTC)

undefined If a Zombie is stopped before it finishes breaking a door the cracks it made are left behind, then if the door is removed it leaves behind a "cracks block?" (not an actual block). If anything is put in it's place even if it's a different shape (e.g. Fence) the cracks wrap around the object though it doesn't become damaged. The "block" and it's affects disappear after a few seconds or a chunk reload. -- 22:04, 19 October 2012 (UTC)
 * Noted in Release 1.3.2 as well, really old bug. -- 13:17, 20 October 2012 (UTC)
 * Are you sure? Did you test it in this version? This should have been fixed. —  09:01, 22 October 2012 (UTC)
 * Yes, I just tested it again and I made sure it was 1.4pre, although as I said it does disappear after a few seconds and it didn't do that before so you sort of 'helped' the issue. Maybe the time it takes to disappear depends on the speed of your computer. Try opening something like Crysis then test it again :P. -- 09:27, 22 October 2012 (UTC)
 * It seems that the cracking on the door disappears immediately if the player interrupts the zombie. However, if an iron golem interrupts the zombie, the cracks remain on the door, and when removing the door they remain in the air for just a couple of seconds before disappearing. -- 11:37, 23 October 2012 (UTC)

undefined Instance of front lower stair rise in cobble stair not rendering just after being placed. The stair was placed on top of a grass block that was generated in 12w27a, and was placed behind/above a cobble stair block that was placed in 12w27a (this is the New Players' Guide world, I'm doing work in the spawn area.) Interesting thing is that the front face of the second rise is rendered underneath the first run; it is never normally possible to see this surface (nor is it ever built in real stairs.)  Could it be that the first rise is set back underneath the second rise? Backing out and reloading the world resumes normal behaviour. In a different world, same seed (no noticed generation differences) generated and played in 12w42b for testing yesterday, the stairs were behaving properly. -- 13:17, 20 October 2012 (UTC)

undefined In every snapshot after the last full release of 1.3.2 that I have checked and now the 1.4 Pre-release, the clouds block sight of any blocks above them. This only happens when below the clouds. If you are above the lower cloud edge, you can see all blocks above it and looking down, you can see all blocks below. Example This has been checked on Win 7 x64 with an AMD Radeon HD 6870 on several drivers including the latest beta driver. In every test, this did not affect 1.3.2, only the snapshots and the Pre-Release after. --Sysfailure 15:31, 20 October 2012 (UTC)

undefined If you create a superflat world of a layer of leaves, then set the leaves on fire, you get patches of leaves that remain lit even after the fire that illuminated them has burned out. Although this may just be another way to expose the lighting glitches the game is already known to have. --] 16:10, 21 October 2012 (UTC)

undefined The player's head orientation (or wearable item orientation, other than the armor) seems to get stuck to the one it was at when drinking a potion of invisibility. It resets when the potion effect runs out. This can be seen by wearing a pumpkin while invisible and using F5. Also, the weapon and tool use/hit animations don't work while invisible. (Sword block animation does work though) -- 08:46, 22 October 2012 (UTC)

Annoyances

a Newly planted carrots and potatoes are identical in texture, and it is impossible to distinguish the two, especially if you're looking at fields in villages when you want to find one of the two. While I may sometimes be able to use bonemeal, it's still an annoyance because sometimes I have no idea which crop is in which farmland block until it grows to the last couple of growth stages. Carrot and potato plants are very different in real life, even from a very young stage, so why doesn't Minecraft follow real life more closely and distinguish the two similarly? 21:25, 21 October 2012 (UTC)
 * Simply because Mojang cheated and reused the same graphic for both, I'd suspect. I'd agree with this annoyance, and I'd also like to complain about the scarily bright radioactive green used by both plants. Grain seedlings are already extremely bright, and these are brighter still, to the point that the green used in seedlings is as bright, possibly slightly brighter, than the yellow of the flame in glowing torches. This is especially apparant after the plants have grown a bit, and it can't be healthy. -- 03:01, 22 October 2012 (UTC)
 * I wonder if Mojang have seriously researched potato or carrot plant growth? Usually when the potato vines turn brown and crisp they're ready to dig up and be harvested, because it means the vines have died off and the potato jacket has set properly, ready for harvest. I've grown potatoes at home, and they're fairly simple to grow, just mound them up, keep some water on them but not too much, and wait until the vines go brown and die off and you should be getting yourself a pretty good potato crop. 07:11, 22 October 2012 (UTC)

a When reaching the end of a nether portal, the animation plays (even in creative) forever and never sends you back until you step out of the portal. -- 22:04, 19 October 2012 (UTC)
 * I think this is intended behaviour, I've never known nether portals to behave any differently. -- 13:17, 20 October 2012 (UTC)
 * Well, I do. I don't know when this started, but in old times the animation didn't play as long as you didn't leave the portal and reentered it after a transport. If find this very annoying, too. -- 15:11, 20 October 2012 (UTC)
 * It's always been this way in multiplayer. With the multiplayer/singleplayer merge, this buggy behaviour is now in singleplayer. -- 02:53, 21 October 2012 (UTC)

aSprites in the inventory and every so often the blocks placed of stone/wood/cobble half slabs and stairs glitch out, sometime turning into different blocks momentarily. Specifically with the placed blocks, they randomly turn into a whole block, but only graphically.

a In inventory views, the scaled-down versions of the cobblestone and gravel textures are so similar I regularly mistake them for one another. The old gravel was a bit 'busy', but at least you could tell these two very common blocks apart. Maybe add a bit more colour back into the new gravel? A few bright flecks to represent the flint it contains? -- 18:03, 22 October 2012 (UTC)
 * Moved from bug to annoyance. Personally I don't have a problem with using the inventory (as the block positions don't change). -- 21:37, 22 October 2012 (UTC)

Fixed/skipped

Sounds
Bugs

! Minecart sound does not normally play. If you pause the game with ESC and unpause while riding a minecart, the sound will begin to play, but will not stop again until you are out of the minecart and pause/unpause the game again. It seems that pausing and unpausing the game causes the sound engine to update whether or not the minecart sound should be playing. Running on Java 7 64-bit, Windows 7, quad 2.66GHz, 8GB RAM, NVIDIA GeForce GTS 450 20:58, 19 October 2012 (UTC)
 * Got the same problem except they start when the minecart starts. Do not end until you pause/unpause or re-log though.
 * I got the same problem. 14:56, 20 October 2012 (UTC)

! This was in the last snapshot and I have confirmed it still exists in the pre-release. Screenshots are from the last snapshot but are still valid examples. Sometimes the sound engine gets caught up with multiple overlapping sounds and vastly increases the CPU cycles it uses and causes lag because of it. Example Normal use is under 1% but it can easily rise to 20% to 30% and over 60% in extreme cases Extreme example. --Sysfailure 15:27, 20 October 2012 (UTC)

undefined Minecart rolling sounds keep on playing even after the cart stopped. -- 21:23, 21 October 2012 (UTC)

undefined Throwing an Eye of Ender or Ender Pearl underwater plays the splash sound repeatedly until it reaches the surface or gets picked up. -- 22:42, 19 October 2012 (UTC)
 * I'm pretty sure this behaviour is not intended by the programmers and therefore a bug (lol). -- 16:34, 20 October 2012 (UTC)

undefined Sounds don't always play. About 3% of the time? Examples I've noticed so far include; sheep eating grass, shears cutting a sheep's wool, chickens squawking when they die, dirt not making a noise when placed, and the most striking instance I've had to date, a creeper exploded nearby and instead of getting the explosion, all I heard was the 'crack' noise you get from taking a heart or so of damage. With the exception of the chicken-deaths, which were in a very full chicken farm, these noises have all been in areas without much other sound going on, so I don't think it's necessarily a symptom of the sound system being overloaded. -- 00:55, 21 October 2012 (UTC)

undefinedsu The fire extinguish sound does not play in survival, it only works in creative. In survival you get the hitting a block sound for the block behind the fire. (bug present since 1.3 snapshots) -- 08:40, 22 October 2012 (UTC)

Noteblocks make a thumping sound instead of the actual sound.~Fancypants2015 Annoyances

a! All passive mobs make noise far, far, far too frequently. Can we please have the rate at which they bleat, cluck, oink, moo, or squeak for bats drastically reduced? I'd suggest a factor of ten as a baseline, and even more might be preferable. -- 02:57, 21 October 2012 (UTC)
 * Are you out of your mind? Creepers eat me alive as it is!  If I don't hear passive mob sounds, there is no way to distinguish it from a creeper. --  03:19, 21 October 2012 (UTC)
 * If your mode of thinking is, 'There's something moving nearby that I haven't spotted, but I heard an 'oink' so it must be a pig, and I'm safe,' then that's probably why you're constantly getting taken apart by creepers. As there's only indirect relevance to the annoyance I'll put some creeper-handling tips on my personal talk page, bear with me. In the meantime, I'm not out of my mind yet, and I'm hoping this annoyance will be fixed before I do finally crack :-) -- 12:25, 21 October 2012 (UTC)

a Anvils make no sound when they break. -- 13:35, 19 October 2012 (UTC)
 * It's only your problem, i can hear the sound. -- 13:41, 19 October 2012 (UTC)
 * Try breaking them by dropping a damaged anvil from a high altitude, they just disappear without making sound. --  15:05, 19 October 2012 (UTC)
 * Have you download the new sounds? ~reptile311

a Holy moly, the new bat sounds hurt my ears. It's too high pitched --  22:35, 19 October 2012 (UTC)

a Level-up chime is driving me nuts! Can we at least turn it down? -- 16:34, 20 October 2012 (UTC)
 * Yes, please can we have something less obtrusive that plays once a level, and repurpose the present song-and-dance act for something notable, like collecting XP orbs from a boss mob? -- 17:37, 20 October 2012 (UTC)
 * Funnily enough, I really really like the level-up sound and I was sad when they made it once-per-five-levels. -- 20:05, 20 October 2012 (UTC)
 * [Parent] But even if you like the sound, don't you think it's rather over the top for something that happens as frequently as going up a level? I don't find it displeasing to my ears, I just don't want to hear it every 20-30 seconds when I'm XP farming, even though I do want to hear a sound every time I go up a level.-- 00:55, 21 October 2012 (UTC)
 * I meant the volume relative to all the other sounds, not how often it plays. -- 03:20, 21 October 2012 (UTC)

Fixed/skipped

Menus
Bugs

undefined When turning fullscreen off or on in the video settings then hitting F11 to switch back it doesn't work and the fullscreen status is incorrect (assuming was correct in the first place) e.g. it says 'Fullscreen: ON' when in windowed mode. -- 22:44, 19 October 2012 (UTC)

undefined When saving a screenshot then clicking on the file name in the console, Minecraft treats it as a link to a website and opens for e.g. '2012-12-25_00.00.00.png' in your default web browser without a 'file:///' prefix. -- 22:44, 19 October 2012 (UTC)

undefined There's a bug where if you refresh your multiplayer server list, where it SHOULD say: Polling... ; this MIGHT happen (proven by screenshot): Screenshot. . 14:13, 20 October 2012 (CET)

Annoyances

a When I enlarge the launcher window in both directions, the following happens. The login fields disappear. Only enlarge the window not maximise. ~reptile311

Fixed/skipped

In-game interfaces/HUD
Bugs

! If the inventory is open when a potion affect is cast upon a player the status doesn't show unless a potion was affecting them before it was opened or until it is re-opened. If the inventory is left open as an affect wears off (assuming the status is there) it remains pushed over as if the status was still there until it is re-opened. -- 23:10, 19 October 2012 (UTC)

undefined Text boxes reset when the window changes size or fullscreen/windowed mode is toggled. -- 23:10, 19 October 2012 (UTC)

undefined None of the F-buttons (including F3's combinations) work while the inventory (or other interfaces an anvil) are opened or the game is paused except for: F2, F11 and I think F3+S (worked in 1.2.5 and 1.3.2). I couldn't figure out a way to test F3+T and F3+S (only when my sound isn't working), can anyone help me out? -- 23:10, 19 October 2012 (UTC)

undefined When your "pick block" control is set to either the left or right mouse button, that button (in GUIs) will behave like the middle mouse button/shift-click. This has actually occurred in previous versions, but I've only really noticed it now.

undefined Items/blocks with custom lore will have the width of their background a bit too narrow if it has formatting codes. If I have hello in my lore it will show up fine, but §rhello will actually have a slightly less wider background. The more formatting used, the more offset error appears. The rate seems to be at 4 pixels per formatting code (§r§l would be 8 pixels off). This means a heavily formatted lore (such as §00§11§22§33§44§55§66§77 §88§99§aa§bb§cc§dd§ee§ff) will have several letters outside the background image (in this case, 64 pixels too narrow). -- 15:58, 21 October 2012 (UTC)
 * Are you sure you're on the latest version, 1.4pre? This was an issue in an old snapshot but we fixed it. —  08:24, 22 October 2012 (UTC)
 * Sure. Here's an image with 'Minecraft 1.4' on the top-left: http://i.imgur.com/cXYXn.png And this is what I have in NBTEdit: http://i.imgur.com/MgcdZ.png -- 10:24, 23 October 2012 (UTC)

undefined The font pirate speak uses (and several other languages) does not interpret the §k formatting code. -- 15:58, 21 October 2012 (UTC)

undefined Whenever the mouse hovers over an item/block in the inventory and shows a tooltip, maps on item frames will have extra lighting. If a tooltip is not showing, it shows the map normally. -- 15:58, 21 October 2012 (UTC)

undefined Custom enchantment levels of items do not show up properly. a level 256 knockback sword will show up code-like, rather than stating "Knockback 256". -- 20:56, 22 October 2012 (UTC)
 * This is because the text is stored in the language files. Example, enchantment.level.10=X. Besides, a sword with Knockback 256 would be Knockback CCLVI, which sounds kind of silly. I think this would go in the language pack part of bugs, but I won't move it just in case. -- 10:24, 23 October 2012 (UTC)

Annoyances a The text on the anvil (while using unicode font) is in a completely dark gray background (that is not wide enough for text). I believe the solution would be to reduce the "offset" for shadows to one pixel (because the english font is two pixels wide and the unicode one is one pixel wide on the normal GUI scaling). Examples: here-- 14:41, 19 October 2012 (UTC)

a The performance graph covers the pause menu. Should this be labeled a bug? -- 23:10, 19 October 2012 (UTC)

a The game cannot be auto paused when the inventory (or other interfaces like an anvil) are open. Some people trust the game to pause when the window's focus is lost. -- 23:10, 19 October 2012 (UTC)
 * Some people trust to game to go on when they switch to another window using this feature though... 07:54, 21 October 2012 (UTC)
 * They can use F3+P. -- 19:23, 22 October 2012 (UTC)
 * Which is a hidden game feature that you have to dig around for, not everyone knows F3+P. -- 10:24, 23 October 2012 (UTC)

Fixed/skipped

Chat/commands
Bugs

undefinedmp Teleporting to another player via the /tp command does not work cross-world. The teleported player will end up at the coordinates of the target but stay in the same world. -- 16:09, 19 October 2012 (UTC)
 * It's been like that since ever.. -- 20:42, 19 October 2012 (UTC)
 * Isn't that supposed to give "Player is in another dimension" error? 11:01, 20 October 2012 (UTC)

undefinedWhen trying to change gamemode via command block nothing will happen.
 * Have you use the command >> gamemode 0 @p <<? You have to add the @p,r,a parameter to get it to work. For me it works without a problem. ~reptile311

?On my world of redstone, i tried using the /kill command, but every time i did it hurt me with no damage and displayed: Ouch. That looks like it hurt. I repeatedly tried and couldn't get it to work. Could this have something to do with the fact that i have modded that world with SPC before unmoddding? 01:21, 23 October 2012 (UTC) Annoyances

a If you try to change your gamemode to the one you're in it still tells you "Your game mode has been changed" but it hasn't.

Fixed/skipped

Language/text files
Bugs

undefined The name of the Wither is in German Withern (should be of course Wither). In crowding.net the entry  has vanished. -- 16:42, 22 October 2012 (UTC)

Annoyances

a In Pirate Speak Cobblestone and Gravel are both called "Pebbles". Given their similar textures, this could cause confusion. -- 23:13, 19 October 2012 (UTC)
 * I submitted "Rubble" for gravel in the pirate speak translation, it will need to be voted up to make it in the game though 08:26, 23 October 2012 (UTC)

a In the search tab in the inventory when using Pirate Speak "Search for yer loot" touches the text box. -- 23:13, 19 October 2012 (UTC)

a In English UK, Cookies have been renamed to 'Biscuit'. Not a major thing but, not necessarily a change that was needed or should've been made. Visually, they are cookies.
 * Moving overlong discussion to --] 03:48, 23 October 2012 (UTC)

Fixed/skipped a The in-game-menu is captioned "Game menu" in all languages -- 23:49, 20 October 2012 (UTC)