Minecraft Wiki:Issues/1.3.1

Crashing/System
Bugs

!! When Running a Bukkit server with CB 1.3.1 - R0.1 I have 2 crash reports. --- Minecraft Crash Report // Uh... Did I do that?
 * 1

Time: 8/3/12 3:10 PM Description: Exception in server tick loop

java.lang.NullPointerException at net.minecraft.server.DedicatedServer.ah(DedicatedServer.java:244) at net.minecraft.server.DedicatedServer.a(DedicatedServer.java:192) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:413) at net.minecraft.server.ThreadServerApplication.run(SourceFile:539)

Relevant Details: - Minecraft Version: 1.3.1 - Operating System: Windows 7 (amd64) version 6.1 - Java Version: 1.7.0_05, Oracle Corporation - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation - Memory: 991455456 bytes (945 MB) / 1029046272 bytes (981 MB) up to 3817799680 bytes (3640 MB) - JVM Flags: 2 total; -Xms1024M -Xmx4096M - Type: Dedicated Server - Is Modded: Definitely; 'craftbukkit' - Profiler Position: N/A (disabled)

Minecraft Crash Report // Why did you do that?
 * 2

Time: 8/2/12 5:53 PM Description: Exception in server tick loop

java.lang.NullPointerException at net.minecraft.server.DedicatedServer.ah(DedicatedServer.java:244) at net.minecraft.server.DedicatedServer.a(DedicatedServer.java:192) at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:413) at net.minecraft.server.ThreadServerApplication.run(SourceFile:539)

Relevant Details: - Minecraft Version: 1.3.1 - Operating System: Windows 7 (amd64) version 6.1 - Java Version: 1.7.0_05, Oracle Corporation - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation - Memory: 986085392 bytes (940 MB) / 1029046272 bytes (981 MB) up to 3817799680 bytes (3640 MB) - JVM Flags: 2 total; -Xms1024M -Xmx4096M - Type: Dedicated Server - Is Modded: Definitely; 'craftbukkit' - Profiler Position: N/A (disabled)
 * Bukkit is a mod. Therefore this doesn't belong here.--Walt27 14:07, 5 August 2012 (UTC)

!!When trying to go to the nether I crashed and it left this error report undefined Also I lit a nether portal and destroyed the portal block. I tried to relight it but it stayed unlit. Edit: I managed to get through the nether portal but was stuck inside bedrock nowhere near the portal.
 * Noted out of date Java ver. 6u29; try updating your Java -- Featherwinglove 04:51, 5 August 2012 (UTC)

!!mpAnyone know why this is happening? I really would appreciate help with this! (below)
 * Calm down, dude. 'Multiple exclamation marks are a sure sign of a diseased mind.' [Pratchett] and SHOUTING (writing sentences in capitals) comes off as kinda rude. Also, by forgetting to close the }} on the template, your report swallowed up almost the whole bug tracking page. --Simons Mith[82.69.54.207] 20:51, 3 August 2012 (UTC)

undefined

!!mpI opened minecraft and got on a server than left it open and Here it is Unexpected error!! (btw its not ran out of memory) undefined BTW its not Modded (even the texture pack is default) --ULSA

!! When trying to put minecraft in fullscreen mode(pressing F11) it crashes and leaves this crash report. undefined
 * It doesn't happen to me. Someone else check? --Fluffyowl 06:21, 5 August 2012 (UTC)

!! Minecraft closes randomly while playing. There is no Minecraft Crash Report, because it closes fast and randomly. But I found some crashlogs in the launcher's directory. This is the last one:

undefined --Ficion 01:22, 3 August 2012 (UTC)
 * I can confirm this. My crash log is as follows: undefined --Bilde2910 17:29, 4 August 2012 (UTC)
 * I can confirm as well, it has closed on me nearly 20 times within 24 hours of game play each with its own report. The latest is as follows:

undefined It usually restarts just fine when I open the program back up, but sometimes it freezes and I have to force quit. The last time it actually crashed and gave me a crash report and it is as follows: undefined --Thrashr24 22:39, 4 August 2012 (UTC)


 * Well, maybe this is irrelebant. But I use a mod that restores SSP to 1.3.1, and the randomly crashed has gone. Really don't know what to think :s

--Ficion 06:57, 5 August 2012 (UTC)
 * This bug has persisted as far back as I've had the paid Minecraft on this computer (dating back to Beta 1.3). I have a laptop and it does NOT occur there, only on my desktop computer. It's really annoying. These error messages are only given in the downloadable client, playing in browser it does happen too, but Minecraft freezes the computer and to quit it, I have to do Ctrl+Shift+Esc and then Ctrl+Alt+Del twice to even get up something else than the frozen Java screen (fullscreen in browser, haven't tested standard size). Then I have to terminate the java process two or three times to get it to close. --Bilde2910 08:10, 5 August 2012 (UTC)

!! After updating, when playing minecraft on my online server (alone), my monitor shuts off after just a few minutes of playing. I can't get it to pick up my tower again until I restart the computer. 3:04 Central US & Canada, August 1

!! OS X refuses to launch Minecraft with the following error:

“Minecraft.app” is damaged and can't be opened. You should move it to the Trash.

Specs: Mac mini (Mid 2010, server edition), OS X 10.8, Java SE 6 runtime (2012-004) automatically installed by the OS directly before the error. On my MacBook Air (Mid 2012), same OS and Java runtime, the launcher quits instantly (no error message) after being opened. —Fenhl 13:46, 1 August 2012 (UTC)


 * I tried following the instructions for using the jar from minecraft.net, which produced the following error in the terminal:


 * undefined


 * This is on both computers. —Fenhl 14:54, 1 August 2012 (UTC)


 * I've figured out how to fix the first error (with the error message), now the behavior is the same on both computers: launcher quits instantly. Error report on Console: —Fenhl 15:08, 1 August 2012 (UTC)


 * undefined


 * Grum and Jeb are working on this. —Fenhl 15:48, 1 August 2012 (UTC)

!! My Minecraft crashes when I choose Not Now to update and also Yes. Here is my error report that showed up on screen when I chose the Yes to update to 1.3:

undefined

I really want to play 1.3 so please help me.


 * Follow the Minecraft-Help-Center-Instructions. (The last one). Let me know if it helps or not —XChunk 23:38, 2 August 2012 (UTC)


 * It seems like that Minecraft can't detect your graphics card. Are you playing in a browser or with the launcher? If you are playing within a browser, please try to start Minecraft with the launcher. If that doesn't help, try to force update yor Minecraft. And if that doesn't help, try to update your graphics driver. --130.83.20.209 04:56, 4 August 2012 (UTC)

!! I get disconnected from the internal server about every minute or so, with an 'internal server error'. Here is the error output (game doesn't fully crash):

undefined REDX36 15:59, 1 August 2012 (UTC)

!! Minecraft Crashes while loading new chunks While loading new chunks minecraft crashes completly. It usually only happens while flying and sometimes only kicks me out to the main menu saying internal server error! it gives me the following error message when it crashes! (I can't seem to post the error message so just look at the source code to see it)
 * I have had the same Crash but it only happens when using Creative Flying, I used a 3rd party mod and it seems to not happen. For me it seems to happen when I use the map the most. I hope this helps. -Patrickjm
 * Same thing has happened multiple times to me just walking around on the ground, usually only when i am around 800+ blocks from spawn. -Robert

undefined

!!  cr sp

Every time I'm in creative mode and press "e" to get the items to add, minecraft crashes on me and I get the error message below. undefined

99.190.245.30 19:54, 1 August 2012 (UTC)

! mp I'm getting heavy lag on MP-Servers (vanilla) after ~1 minute. Even with Lowest graphic-settings. Game drops to 0.5 FPS. SSP works just fine and without any lag. --91.89.72.187 19:06, 1 August 2012 (UTC)
 * Moved from Gameplay Annoyances. Moleculor 00:59, 2 August 2012 (UTC)

! Minecraft used to work on WinXP 32bit with ~3,4 GB usable RAM until beta 1.7.3 even with "Far" video settings. I just got the famous missing chunks, which did NOT appear with "Normal" settings. After beta 1.8 with "Far", the jawaw.exe (the JavaVM) running Minecraft eats up memory over time (several minutes, faster when flying around) until hitting approximately 1 GB RAM, then Minecraft begins to lag heavily with freeze times from few seconds up to minutes, but without any major CPU usage. The spawn on an anarchic server even forced me to set video to "Short", because of freezing. F3 doesn't show any evidence of such a memory consumption. Allocating more memory is no use, because starting Minecraft fails if set over 1300MB and this does nothing to the freezing, which then starts even earlier, at 900MB RAM consumption. When set to "Normal", the JavaVM with Minecraft uses between 600-1000 MB. While there is a warning for the "Far" setting, there has to be a bug, because this is an unidentified RAM usage. If this bug is not in the game system, at least the debug screen has to be corrected. (CAPTCHA system seems broken for me and doesn't let me post links) Screenshot: h__p://i.imgur.com/lFgpq.png --78.35.138.237 03:29, 2 August 2012 (UTC)
 * The 32-bit Java VM cannot give Minecraft enough memory over time in "Far" mode, and you've perfectly described the result: The game runs out of memory, gets laggy, and ultimately freezes or crashes. Don't use Far mode on 32-bit systems like the warning says--problem solved.  Running out of memory isn't a bug unless there's a memory leak, which isn't indicated.  The Java VM and the libraries Minecraft use require memory above and beyond what Minecraft is using internally.  ---Jovet 09:38, 2 August 2012 (UTC)
 * After the third such crash (before finally seeing that I had Far on), and running with Shift-F3, I managed to catch some numbers: Used memory was 406MB/512MB and Allocated memory was 512MB/989MB on the frame that the game crashed. Still, this is nothing compared to the problems I had with Optifine 1.2.5!! -- Featherwinglove 05:09, 5 August 2012 (UTC)

undefined The server doesn't seem to mention the dimensions right while saving, they should be named either by number or by "Overworld", "Nether" and "The End". Log: 2012-08-02 03:27:25 [INFO] Saving chunks for level 'testworld1'/xd@194ac91 2012-08-02 03:27:25 [INFO] Saving chunks for level 'testworld1'/xc@1f5bf70 2012-08-02 03:27:25 [INFO] Saving chunks for level 'testworld1'/xe@eb5d53 (The last 6 characters in each line vary.) --78.35.138.237 01:50, 2 August 2012 (UTC)

! CPU usage 140%+ on Macbook Pro 13 inch 2009 model/ 2.53Ghz Intel Core 2 Duo/ 8GB RAM/ Nvidia 9400m. Mac OS X Lion 10.7.4. High CPU usage is consistent and over time causes excessive heat. Must note that issue is not new, occurred during 1.9 pre release before being fixed but has now returned for 1.3.1, decided to report as normal CPU usage is approximately 70%.
 * How the hell can you have more than 100% (full) load? This is BS. --Bambooz 08:38, 2 August 2012 (UTC)
 * Dual core - - no BS, be polite Darkinnit 09:40, 2 August 2012 (UTC)
 * A unmodded Minecraft before 1.3 is single threaded. One thread handles everything: block update, entity update, chunk (un-)loading as well as rendering. With the 1.3 update, Minecraft is now dual threaded. One thread simulates the game: that's the internal server. And another thread renders the game: that's the client. This is roughly how Mojang merged the SSP and SMP. For details see Dinnerbone's forum post: www.minecraftforum.net/topic/1342074-how-do-we-feel-about-13/page__st__40#entry16392586  So, after all, it is normal that your CPU usage is above 140%. If your Mac is overheating, it's most probably not Minecaft's fault. --130.83.20.209 04:45, 4 August 2012 (UTC)


 * Thanks for that explanation, I was aware of the change but did not expect it to take affect so dramatically. I'm still of the opinion that it was not intended for CPU usage to be this high. I run plenty of multithreaded high demand programs on my mac using muc less CPU, a constant precentage in this range is nuts really. Another point I want to take up is that when using the optifine mod with previous releases, enabling the 'Smooth FPS' option in settings greatly reduced my CPU usage when playing the game. If any devs read that perhaps that can help.

! mp su Minecraft crashed as I tried to make a ladder. I couldn't reproduce the crash. It throws an exception: "ago cannot be cast to afd"

http://pastebin.com/QGekB62N

--Sycoso 23:19, 2 August 2012 (UTC)

! Neither alt-tab nor always produces an on-screen mouse pointer. It is annoying to be looking at another program and be unable to see the mouse, or to hit escape, and be unable to see where you are mousing to hit a button. --Keybounce 06:36, 3 August 2012 (UTC)

! When quitting the game (SP,i386 Linux) I get the following stacktrace indicating that some files are not properly being accessed. It seems that some changes to the world won't be saved then User:Incelebrity 07:56, 3 August 2012 (UTC)

undefined

undefined

Attempting to launch 1.3 with magic launcher worked just fine (just replaced the old jar file in the config). Attempting to launch 1.3.1 gave errors (see graphical below).

Attempting to use the official launcher to update my normal game from 125 to 131 gives this crash/failure:

Visible symptom: Blank window after downloading the packages.

undefined

A force update afterwards did work. Normal update did not. --Keybounce 02:45, 4 August 2012 (UTC)

Annoyances a mp When using an automated piston system to push arrows off of the face of an arrow detector, there is fairly high chance of causing a glitch that causes all pressure plates within an area measuring 21x21x21 blocks to stay active once they've been activated. This glitch remains in effect until the area has been unloaded from memory. Video: http://www.youtube.com/watch?v=tsyz5Kh5Qfo
 * Gameplay or Blocks major bug? -- Featherwinglove 05:19, 5 August 2012 (UTC)

undefined Game crashes about every 2 mins with the error nullpointer.exception Error in server tick loop. I cant play my survival world Also new worlds get stuck on Loading World, Building Terrain --Aopell 18:38, 5 August 2012 (UTC)

Fixed/Skipped

Gameplay
Bugs

!sp The spawn location for players when they start a new map or die on a map is randomized, and as a result on certain maps... especially "survival island" maps, are rendered useless due to this change in behavior from 1.2.5. The problem is especially rampant on something like a SkyBlock type map (or a variant) where if the whole area near the spawn location out to +/- 10 meters is not safe to spawn in (it usually isn't on these kind of maps) that there is a strong possibility of simply rendering the map unplayable as you keep respawning over and over again in the dangerous areas. I've tracked where this "fuzz" is being added to a specific section of code in the "EntityPlayerMP" class constructor (via MCP):

The problem with this particular section of code is that it presumes wrongly that every location near the spawn is safe to spawn into. This does render a certain class of user-created maps as either useless or sort of turns them into a kind of "hardcore" mode as those maps are unrecoverable upon death. Even changing the spawn point doesn't help as this function explicitly moves that location about a bit in a random fashion. I understand the problem it was trying to solve, as on multi-player servers with hundreds of players it sometimes can get annoying to have everybody spawn at precisely the same point on a server. For single player situations (or for small groups of players) that isn't nearly so big of a deal. This is a cheap fix to a serious problem that IMHO needs a better solution as it has unintended consequences. --Robert Horning 12:49, 4 August 2012 (UTC)


 * Hold on a second. Is this accurate:


 * Is this really setting Y based on X and Z, and then altering Z? If Y is based on the terrain at X/Z, then Y needs to be set LAST, not in the middle.

--Keybounce 20:04, 4 August 2012 (UTC)
 * p.s. Please have a code review. If that got through, who knows what else needs a check.


 * Yup, this is right out of the source code currently running MC 1.3.1. I see the other bug you are alluding to here.  I guess we are the code review team on this one.  BTW, as a "fix" here, I would suggest that the following ought to be the code change instead:


 * The point of the "spawn fuzz" would be to have something settable in the server parameters so server operators can define the spawn radius for their players, making it at large or as small as they need. By default this could remain 10 meters from the formal origin point when using the vanilla server, and for the "single player" users could be simply set to 0.  It is always nice to have custom settings that are user defined, isn't it?  --Robert Horning 20:28, 4 August 2012 (UTC)

undefined sp During a LAN game, I was blown up by a Creeper and chose not to respawn right away, but after respawn to my bed (some 25-ish blocks away), then traveling to my remains (which my partner had collected my things after respawn), I noticed a Creeper entity, some block (item) entities, and a couple explosion entities in this pit the explosion created. It resembled much of what the explosion entities used to do before they were patched in earlier versions. I just restarted the game and opened to LAN again.
 * Further info: we each have super video cards in our comps and none to extreme minimal lag. Aerotactics 00:29, 5 August 2012 (UTC)

! When pillaring with sand/gravel, as you break blocks below, the player will occasionally be moved to one side and fall from the pillar. This occurs even if one block is broken at a time, with a pause between breaking blocks. Avatar6969 3 August 2012
 * I might have had this happen in 1.3, at the time I thought it was a bad key press, but I was confused because I had left Shift down at the time, fell off the pillar to my death. (I was processing gravel into flint) After this, I Void-fell twice before respawning properly, my bed only two, maybe three chunks away, and reported that as being possibly related to Nether portal void-falling. -- Featherwinglove 05:47, 5 August 2012 (UTC)

undefined When entering or exiting the end, the experience and your levels appear to be set to null, relogging or recieving more experience updates it and fixes this. (Annoying when hosting a LAN server as the server shuts down upon relog). Bondenn 23:15, 2 August 2012 (UTC)

! sp When playing in singleplayer, I am in creative with cheats on, and I did a lot of building, then since my Windows computer crashes a lot, I saved and quit to title. When I rejoined my world, nothing was saved. I angrily tried building again, thinking it was just a one time thing, later I found out, it was not saving anything I did. I don't know if this is because of the new trial version you have, but I have a full account. I do not run any mods. I am not sure which category this is in, but I know that it is a major bug. I don't know if other people are getting it, but it happens to me every time that I play.
 * This also happens to me, although I play in singleplayer survival.

! sp When playing in single player, I am in survival with cheats off, and the game world consistently refuses to save. The first time, I dug underground to wait out the night, saved & quit in the middle of the night, and when I logged back in, the blocks were back, and I suffocated. The second time, I had just finished smelting some gold ore and put it in my inventory before I logged out, and when I came back, I had the ingots in my inventory but the gold ore was being smelted in the furnace. Third time, I'd returned to my base and put a full stack of iron and a quarter stack of gold in a chest. The next time I logged in, the iron and gold were both missing.
 * This happens to me as well, I really would like to see it fixed. Playing the game is pointless if you cannot save!
 * That's not "refusing to save", it's a buggy save. On the other hand, I've also had items go missing between chests, without saving in between.  Nothing more important than a stack of wood, but it's worrying. --Mental Mouse 02:12, 4 August 2012 (UTC)

! sp (Apologies to substitute541 for merging his original report as a bullet). I have tested rather extensively the death chunk loading bug. Apparently, the method of death is irrelevant, as this test started with a lava death, while I have previous experience with it via falling deaths and even Void-walking deaths resulting from this bug (I have not tested "/kill featherwinglove" in the 1.3 branch.) This one appears to be a merge phenomena where the server had the chunk loaded and operating properly, while the client did not, resulting in X-ray vision, out-of-bounds placing, and even a Cheshire sheep! The video is currently being uploaded, and I will post a link as soon as I have it available. -- Featherwinglove 15:24, 5 August 2012 (UTC)
 * Sometimes, when using the /kill command in 1.3.1, you spawn in a place where there are at-least 3 chunks which are not loaded (chunk error/world hole). Note, this is on SINGLEPLAYER, and the chunks will never load. I haven't tested this bug several times, but it could lead to a crash. I do have a screen capture though, and I'll post it on my deviantART(substitute541)
 * I believe this _may_ be related to the Nether portal chunk loading bug reported very extensively below (as most players probably travel through Nether portals more often than they die. ... Not saying I'm a n00b or anything, lol.) -- Featherwinglove 15:24, 5 August 2012 (UTC)

undefined ? Impossible to have an enchantment between level 20 to level 30 even when 18 bookshelf is around it.--Stubcow 18:38, 2 August 2012 (UTC)
 * might just be bad luck but I've try for at least a good hour and non of the enchantment option are between level 20 and 30.
 * Try reducing the number of bookshelves? Or are you talking only in cases where you have maxed out the bottom entry for enchantments, the second one won't show 20-30 enchantments? If so, this is more of an annoyance. --Moleculor (talk) 21:01, 2 August 2012 (UTC)

!Far away chunks don't update, and chunks aren't always loaded properly. You can see this glitch by using tnt. In a superflat world, create a long path of TNT. Ignite the tnt at the end of the path. wait in the same spot until all of the tnt has exploded. follor the craters from the tnt, and you will notice that it looks like some of the tnt hasn't exploded, even though it did. if you exit the world then enter it again, the world will properly update, and you will see the craters where the tnt that didn't look like it exploded was.
 * This appears to be related to 1.3.1pre bug reports related to long redstone wires. link -- Featherwinglove 15:34, 2 August 2012 (UTC)
 * Confirmed.
 * Also this bug affects the mob cap, which sometimes doesn't go above 40. However, when you walk around for a bit, it is getting fixed. --MTandi 11:42, 5 August 2012 (UTC)

! With Single/Multi-Player Mode Merged, Spawning now works like it does in Multi-Player for Single Player maps. This breaks the Spawn points in my maps, and it will break the spawn points in any other user made map, unless they set the player spawn with a bed (not always possible - depending on the map type) or start the player in a 20x20 room. It would be nice to have a way to control the spawn point, maybe in creative, for map makers. --Brandonn --184.76.94.151 04:40, 2 August 2012 (UTC)
 * Are you sure this should be a major bug? It seems more like an annoyance to me. In any case, you can set the spawn points with MCEdit. --Jorr 18:23, 2 August 2012 (UTC)
 * It should be pointed out this even impacts spawn points set with MCEdit, as it breaks where players are actually spawned. I apologize as a bug I reported was a duplicate of this one... I just found where the bug was actually located in code.  --Robert Horning 20:41, 4 August 2012 (UTC)
 * Being unable to control spawn point in vanilla MC is a serious flaw. Just imagine (my actual world) where the spawn area is in extreme hills, so you can be in two very separate areas based on which RNG roll you get. --Keybounce 05:07, 3 August 2012 (UTC)

! If the host for a LAN world changes (e. g., they were siblings), the new host will get the original host's items, and if the player who connects to the server is the host, they will get the items, exp, armor, etc. that the host has at the state it was published. I believe that if another player then joins the server, then they will get the same items and worn stuff as who last hosted the world. If the original host were to host again, they would have the last host's stuff. It is like they they have never player before, for they haven't, as a connected player. If a third player were to connect both times, it may keep his/her items, but I have not tested it. This issue reoccurs every time the host changes. I believe that this bug has something to do with a feature retaining to the items a player has on hand when leaving a world, and that ANY player can log into that world and have the items present at hand. And since the world must be opened to LAN, it is initially logged in as singleplayer, and so that event takes place. If a player who had connected to the world then hosted the world, their data would be lost. A protection or two must be placed, possibly toggleable, in order to resolve this. If offline, they must not be able to play on a LAN network, but should still have a separate profile than the rest. --Wormy14 13:02, 2 August 2012 (UTC)

In an earlier snapshot of 1.3, this issue did not a occur. On a related note multiple people in a household could share a world with their own characters (not playing LAN, but using same shared world with different usernames.) This is no longer possible due to the above described problem. -- Izzik 4 August 2012

undefined The tab key doesn't show online players in multiplayer.
 * Did you re-map it? Check the Controls settings. ---Jovet 09:53, 2 August 2012 (UTC)
 * I have the same issue on Mac OS X 10.8. Haven't tried it on another OS yet. Attempting to re-map the key doesn't work - Minecraft doesn't register the tab key when I press it. Huskehn 07:59, 5 August 2012 (UTC)

! Travelling between the Nether and the Overworld still regularly causes you to fall into the void and die, probably because of non loaded chunks. -- Tiax 13:50, 1 August 2012 (UTC)
 * Absolutely confirmed, no matter how many downvotes on Reddit I get for saying so. *Just* had it happen to me. It's gotten so bad that I've downloaded NBTEdit to teleport my player back to a sane location when it happens. Moleculor 00:53, 2 August 2012 (UTC)
 * For now, you can use a work-around by disconnecting and reconnecting BEFORE going through any portal. If it still happens, quickly dis/reconnect again and you should be on solid ground. 02:49 2 August 2012 (UTC)
 * Happens for me every single time I teleport back to the Overworld with my old world. After it happened in this direction I won't be able to teleport to the Nether either. Will do more testing with different/old/manipulated world files. -- Zuckel 08:25, 2 August 2012 (CET)
 * Happens for us with a portal sitting on 0,0 - every time going to the nether and most times coming from the nether. Another portal nearby has similar issues, but other portals in the world seem fine. Breaking and recreating the 0,0 portal does not resolve the issue. Could it be a divide by 0 error somewhere? 0,0 is not our spawn location if that makes any difference. Darkinnit 09:47, 2 August 2012 (UTC)
 * If this happens to you, you can also try to quickly switch to Creative mode and fly up and out of the danger zone of the void before you die. Then quit the world and re-enter, and it should then load okay.  You can then revert Creative mode.  Backing-up the player/level data file before traveling is also a good idea just in case. ---Jovet 09:55, 2 August 2012 (UTC)
 * When I jump back from the nether in survival mode, I come back to nothing, no terrain, mobs,etc. If I save then relaunch the game, things are fine. 17:25, 2nd August 2012.
 * I had this happen after I died falling off a flinting pillar, no Nether Portal involved (I hadn't built it yet.) Both my bed and original spawn (probably in neighbouring chunks) were in cache range.  I fell through twice before spawning on solid ground.  I haven't had this happen with a portal transit yet. -- Featherwinglove 18:27, 2 August 2012 (UTC)
 * This happens to me almost every time I go through my nether portal, on a remote server. This changes everything - you simply can't have anything valuable on you when crossing worlds, because you will lose it in short order. This bug breaks the game. Thue 10:24, 3 August 2012 (UTC)
 * This occurs when I go through the portal to the nether near the spawn point on my SMP server. It never occurs the first time I go through, but it occurs every subsequent time until I disconnect and reconnect. There is another nether portal 100ish nether blocks away that I haven't had it happen on yet, no matter what. Seems to be related to particular chunks. --Zair99 13:53, 3 August 2012 (UTC)
 * Demo video. Thue 17:51, 3 August 2012 (UTC)
 * I've tried around now and I can confirm Zair99's finds. My testing also showed that it doesn't happen when another player watches me come out of the portal, i.e. the chunk I port to is already loaded. Further, the "first time works" counter seems to be player specific. Trying with 2 players simultaneously, one could go through without problems and the other not, depending on which one had already ported before. Even further, the problem won't occur in case the world you port to is just now generated by that port. Experiencing the issue on any portal in my old world that I started with MC 1.0. Less often on fresh worlds. -- Zuckel 3.8.2012 20:47 CET
 * Was playing 2-players on a server, our first constructed Nether Portal is very glitchy for both of us, about half the time porting into rock or void similar to reports above. Something important - a ghast extinguished Nether side of portal, original side was fine, the other player walked in from overworld side and ended up maybe a portal height above the existing extinguished Nether side of the portal - and a NEW portal spawned up there where he came through, so now Nether has two portals stacked vertically atop each other. -- 21:28 (UTC+8) 5.8.2012
 * That last bit is normal behavior -- when there's no active portal within range in the Nether, a new one is created. The placement is odd, but probably just random.  --Mental Mouse 14:07, 5 August 2012 (UTC)

! Chest is not updating.It pretends to update then left/right click or opening chest again reveals you still are/not holding the items you attempted to put in/out. >>Basically It won't let me put things in/out of chest.<< Using Windows XP and got 3MBPS internet.No fix found for me yet.Anyone else done this because my friends are not? -Alias:Commando950

It seems to be ONLY a lag glitch and ONLY when lagy.Tried another server and it worked fine for me.Suggestion for minecraft's creators would be to make a more network friendly environment for the game?-Alias:Commando950


 * Confirmed for Singleplayer as well: Chests and Inventory are refusing to update a lot for me ALSO in Singleplayer Survival Mode using Windows7 like 8 out of 10 times i get this bug. e.g.: i place something into a chest - the item(s) are out of my inventory, it seems to work. but when i am opening the next chest, the item(s) suddenly move back to my inventory though i put them into the first chest already. same thing happens with items i take out of a chest into my inventory. they move back to the chest, when i open the next chest or a crafting table. workarounds that seem to help sometimes: if i want to put something into a chest and it keeps going back to my inventory, i put it into the chest and move it around there. seems to increase the chance of the item(s) to stay where they should.

undefined When being pushed into a corner by water, you take suffocation damage.
 * I don't think it's suffocation damage. In fact, if you're under water while it happens you have air bubbles but they're full, and they don't go down. I stayed in the water until I died (which took about 10 seconds) and I died with 10 full air bubbles. --5thHorseman 19:00, 4 August 2012 (UTC)
 * 5thHorseman, I believe you have confused suffocation damage (normally results from getting buried in gravel or sand or getting crushed with a block moved by piston in a trap) with drowning damage (what happens when you're underwater too long. Your description is consistent with suffocation damage, not drowning damage. -- Featherwinglove 05:55, 5 August 2012 (UTC)
 * Upgraded from annoyance. Moleculor 01:03, 2 August 2012 (UTC)
 * Also happens when pushed by mobs. --Mental Mouse 23:25, 2 August 2012 (UTC)
 * I see the same issue. I was nearly killed by a sheep while AFK. --Jorr 05:38, 3 August 2012 (UTC)

undefinedWhen riding a minecart across rail 11 blocks/1 powered scheme in 1.3. Was booted/teleported out and started taking phantom damage. Cart moved on. Damage = 2 hearts total. Then stopped, I regened, then started taking damage again. On and off. Used door with pressure plate (that auto-opens door when stood on) and door stayed open. Kept taking damage. Had to find cart, jump in to stop damage and reset door plate. No monsters around. Survival mode, PC. 0:15 August 2.

undefinedWhen you die, Your score is always zero, even if you have experience. 82.125.198.199 12:40, 2 August 2012 (UTC)

undefined occasionally the player will spawn half underground. --ABrightmoore 11:09, 2 August 2012 (UTC)

undefined Riding a minecart on a (partly) powered track while getting lag spikes results in getting heavy damage. I nealy died in diamond armor because of this. (maybe because of wrongly applied suffocation). After relog, nothing damaging was visible, but the damage was real. --78.35.142.106 19:31, 2 August 2012 (UTC)

undefined Villagers and zombies both are prone to glitch in and out of houses, through the walls. I've twice had to let zombies out of a house (sometimes with a "damaged" door) so I could kill them. --Mental Mouse 23:25, 2 August 2012 (UTC)

undefined Also, even on normal mode, zombies can in fact break down village doors (observed). On consideration, I'm pretty sure this is why I've had two villages depopulated on me, in 1.2.5 and 1.3 (villager spawning presumably isn't fast enough to replace the losses). (An alternative explanation would be buggy pathfinding... that is, accumulating damage from excessive drops.) No sign of iron golems, perhaps the villages aren't big enough. --Mental Mouse 03:41, 3 August 2012 (UTC)
 * "Normal mode" as in not hardcore mode, or as in normal difficulty? Looking at the code, it seems clear that doors should only be broken on hard difficulty. -- Orthotope 04:34, 3 August 2012 (UTC)
 * That's "normal difficulty", survival mode. One thought is that the doors may be wrong-way-round:  The originally generated doors appear inset into their wall (that is, the inner side of their block).  When I place a new door from outside, it appears flush with the wall. --Mental Mouse 12:03, 3 August 2012 (UTC)

undefined On the Mac, it is possible to map sneak to caps lock. However, as soon as any menu comes up, any chest opened, etc, the sneak turns off, while caps lock stays on. On return to the game, caps lock is still on, but sneak is off.

In other words, when the key for sneak is pressed, sneak activates; when a menu/inventory/chest opens, sneak deactivates regardless of key state, and won't be reactivated until a new key_down event occurs, which in turn requires a key_up. The game gets out of sync with the physical state of the keyboard. --Keybounce 05:07, 3 August 2012 (UTC)

I also experience this on windows 7, but always assumed it was intended. the caps lock button acts like any other, and the caps lock light does not change sneak in any form(nor should it). menu's cancelling sneak on the other hand is a separate issue, and one I think shouldn't be fixed, it introduces risk for players sneaking around someones base, and prevents them from crafting and sneaking at the same time which is good from a gameplay point of view. --101.166.17.204 06:12, 3 August 2012 (UTC)

undefined Fishing: Compared to 1.2.5 single player:
 * It is harder to fish, in general:
 * Situations where I could fish in one deep water in 1.2.5 now fail; the bobber consistently gets stuck on the bottom.
 * The bobber seems to want to go farther out now
 * Fishing in a small area (3 land spaces, then 4 water spaces, with the water 1 deep) was easy in 1.2.5 single player, reasonable in 1.2.5 multiplayer, and painful/not doable now.
 * Fishing in 1 deep, 2x2 pond, by standing directly over the water and dropping the bobber down would result in the bobber floating in 1.2.5, and ground-stuck in 1.3.1 (Yes, I have that 1.2.5 on video -- link in a few days)
 * 1.3.1 multiplayer is giving me lots of false sounds and bobber movement, compared to 1.2.5 single player. In fairness, 1.2.5 multiplayer took me a while to learn how to fish, so it may be a similar issue of retraining.

--Keybounce 05:22, 3 August 2012 (UTC)

a A sticky piston will not retract a powered sticky piston or regular piston. Happens in Creative, Survival, and Adventure on both Singleplayer and Server. --Caleb Sander 15:56, 3 August 2012 (EST)
 * Intended. Pistons are not meant to pull or push other extended pistons.

undefined In creative, the "source block" of placed two-block items (powered pistons, doors, beds, etc.) won't drop the item when punched, while punching the other block will. --Caleb Sander 16:00, 3 August 2012 (EST)

! Pistons will not retract unless the piston ABOVE retracts. --Blackbird626 14:34, 5 August 2012 (UTC)

! A piston can be powered THROUGH an AIR block if a powered block is ABOVE the air block. If you update the piston, it will extend FOR NO REASON. The same thing happens when the piston is powered DIAGONALLY from it. --Blackbird626 14:34, 5 August 2012 (UTC)
 * The block being powered diagonally triggering the piston is a bug that Mojang acknowledges but says they won't fix because it is essential in many Block update detectors.

! Client/server inconsistencies. I have had a couple of experiences with phantom damage, which I attribute to the client and server (SMP) disagreeing on my location. First, I was swimming across a small area of water towards a boat. When I reached it, I was in 1-deep water, but I couldn't interact with the boat. Suddenly, I started taking damage. I re-logged and found myself at the bottom of the lake, drowning, several blocks short of where the boat was. The second experience: I threw an enderpearl towards the top of a desert temple, and it hit the roof. I dropped down but immediately started taking damage. Again I could not interact with the world. Upon relogging, I reappeared briefly suffocating inside a block at roof level, and then dropped down a second time. Itsmartin 20:09, 3 August 2012 (UTC)

a Snow (not the block, but the thin strip) appears naturally and is the only block that can be placed above the height limit. In fact, it triggers the height limit warning when placed, but will still be placed. --Caleb Sander 11:39, 5 August 2012 (EST)

a The player can reach Minecarts from slightly farther away than blocks. --User:banana478:Caleb Sander 11:48, 5 August 2012 (EST)

Annoyances

a! Villager trading is still very much imbalanced. Non-farmables are undervalued, e.g. 4-5 diamond must be sold for a single emerald. Meanwhile, farmable items are overvalued, e.g. 19-29 paper for an emerald. With a sufficiently large sugarcane farm, I have been able to earn around 7.44 stacks of emerald in an hour, and while this is not in and of itself bad, these emeralds can be spent of many diamond items. The net result is a far bigger earning from farming than the most efficient mining practices, even with Fortune III. In fact, just one harvesting of the farm nets a player several doublechests of diamond items, which is very overpowered. In addition, many prices are nonsensical, e.g. iron and gold are considered equal in value, and mundane items such as compasses are considered more valuable than diamond tools. Server administrators are considering disabling trading and villagers on their servers because of the current imbalance, so this is a major annoyance. --WolfieMario 21:27, 30 July 2012 (UTC)
 * To reduce page clutter, thislong discussion moved to Talk:Villager Trading Discussion II Will collect the other pertinent links (that I know of) there. --Simons Mith[82.69.54.207] 21:07, 30 July 2012 (UTC)
 * As a note to Mojang employees (Sorry, I'm just worried this'll get glossed over): the discussion contains various suggestions to help fix this issue. My own suggested fix is aimed at being fast enough to implement within a reasonable time frame before or after the release of 1.3 (basically just a switch from Jeb's original offer prices to player-created prices, without the addition or removal of any offers). --WolfieMario 21:27, 30 July 2012 (UTC)

a! Falling in to the void kills you. Why? The player (in Survival) should never be able to reach there by normal means, so most, if not all times they end up in the void is due to a bug. Players should never be intentionally killed by bugs. Falling in to the void should simply teleport the player to their spawn, with their inventory intact. Moleculor 01:06, 2 August 2012 (UTC)
 * This is an excellent point and I fully agree for the Overworld and Nether. However, the End needs a special case as I believe you are supposed to die for falling off the End. Darkinnit 10:01, 2 August 2012 (UTC)
 * A *lot* of custom maps take advantage of this, including the extremely popular SkyBlock. Fear of falling is usually a large part of these maps. --5thHorseman 03:05, 3 August 2012 (UTC)
 * In other words, it needs to be a property of the dimension, settable in creative / defaulted in a certain manner. Right now it is happening far too often due to bugs. For Overworld/Nether, it should default off; for Skyblocks/etc, it can be overriden. For The End, or Myst decay ages, it can default to on. --Keybounce 05:07, 3 August 2012 (UTC)

a mp Can't disable hunger without disabling monsters on SMP server; "hunger" should be a distinct value from "difficulty" in server.properties. --Raptor007
 * This is an opinion. Take it up with Mojang.

? Iron Ore does not yield experience when mined.
 * Iron ore isn't suppose to give exp. If it did, a player could keep breaking it, placing it, and rebreaking it to get a lot of exp.
 * If each block had a bit that could indicate whether a block is an originally-generated block or not, then that bit could indicate whether Experience points are deserved (i.e. the initial breaking). Every block the player changes by placing a new block can have its bit set to indicate it isn't original with the generator. ---Jovet 09:53, 2 August 2012 (UTC)
 * Some blocks are already running out of bit-space, and implementing a massive increase in data structure size for as simple a feature as this when you still get the XP for smelting the block... seems like a waste. I say this shouldn't even be listed as an annoyance. --Moleculor (talk) 21:00, 2 August 2012 (UTC)
 * As of 1.3.1, Wood blocks have 12 different states. I don't think it'd be that hard to have 2 states for Iron Ore. --Jorr 05:46, 3 August 2012 (UTC)
 * You get exp when cooking iron and gold which can't be done with coal, redstone etc. so it seems ok as it is. --86.179.159.237 23:11, 3 August 2012 (UTC)

a Some blocks when destroyed cannot be picked up, but upon relog they can.

a Pressing F11 to go into fullscreen then pressing it again a few seconds afterwards will cause your player to be turned in a different direction.

a For some reason when my skin has been changed the skin I had before hand is still cached and won't display my new skin untill I go into another dimension like from the ow to the nether, the end to the ow, etc.
 * I think this was identified yesterday (Aug 2), worked on today (Aug 3) and fixed today (as a web problem external to the client/jar). But I haven't tested it, see if it works for you now. Another Update "Everything with skins should work now" -- Darkinnit 15:34, 3 August 2012 (UTC)
 * Removed unnecessary tags--Aerotactics 01:08, 5 August 2012 (UTC)

aMob hit range increase. Zombiepigmen really hard to attack without getting hit.
 * Downgraded severity to annoyance, especially since it's filed in the annoyance section. Should stay as an annoyance, unless the range is far larger than melee should be. Someone check? Moleculor 17:17, 2 August 2012 (UTC)

{{bl} Lava several blocks below ground level sets things afire on the surface. Seen this in several places. --Mental Mouse 02:12, 4 August 2012 (UTC)
 * Lava and fire can ignite in a 3x8x3 area starting 1 below them. while this makes sense since things start to burn because they reach a certain temperature rather than having flames next to them (flame are of course a heat source but if they weren't they wouldn't ignite anything). the only "flaw" in the minecraft system is that non flamable blocks can't act as "heatshield" but then even the best uncooled heatshield will let the heat through once it has been heated enough. Since realistic temperature probably won't make it into the game the solutions would be either leave it as it is and adapt the building style (blocks won't start to burn if there isn't an air block next to them in the "ignition area") or make blocks with a full hitbox from below block the ignition area for the above part of that air column it is in (which probably will cause more server load) 9.33.122.76 15:18, 4 August 2012 (UTC)
 * Eight high through dirt and stone? that's insane, and not what I was experiencing in 1.2.5, or even most places in this world (a few squares away, I've been mining obsidian with no problems, even when I uncovered remaining lava).  I think this may be the same bug as Nabetsu122's "random fires".  I hadn't considered the idea that they might simply be random, and the lava's presence coincidental.  Incidentally, even after putting the fire out, I did get the "I'm on fire" animation briefly when walking over the spot, but I didn't stay on fire.  --Mental Mouse 14:19, 5 August 2012 (UTC)

a sp Random fires sprout from nowhere in one particular chunk, but does not seem to deal any damage. After checking the surrounding area (This is in the swamplands), I have not found any source of ignition, such as lava or other fires. Destroying the block it is on makes it invisible, and walking through it still causes the fire animation until the block it is occupying is replaced or logging out/in. Although it is a HD texture in this video, a fresh minecraft jar still causes this problem. http://www.youtube.com/watch?v=RxLzDXEMnwY --Nabetsu122 05:26, 5 August 2012 (UTC)

Fixed/Skipped

Blocks
Bugs

! Major bug with pistons that breaks many designs. In certain configurations, the pistons will "stick" into a form where they are both extended and retracted at the same time. The only way to reset them is to break the piston and replace it. This is easily reproduced in a design such as this: i50.tinypic.com/mm4i7q.png. As you can see, the top row of pistons are both extended and retracted at the same time. If you build this design and power the pistons while the reeds are grown, they will stick every time. Still experimenting but it has something to do with pistons pushing two blocks/items across from each other, or something related.

! Signs often don't load properly and appear blank (only tested on SMP). When logging into a multiplayer server where there are signs over a large area, only the signs in the same chunk that the player has logged in at load correctly. Any signs that are further away do not load correctly and will appear blank 99% of the time. If the player logs out in a different chunk and logs back in again, the signs will load for that chunk, and the previously loaded signs in the other chunk will unload again. --Userof2 14:18, 1 August 2012 (UTC)

! Pistons no longer reliably push entities. This breaks many elevator designs; see this video for several examples. (It's particularly annoying that elevators that use game mechanics in a "legit" way are broken, while ones that use glitches, such as floating boats or minecarts, are fine.) —Ahruman 15:23, 4 August 2012 (UTC)
 * This is a pretty major bug since it breaks every single elevator design and minecart/boat designs, making pistons a lot less useful. This one definitely needs fixing. --Gmfreaky 16:13, 4 August 2012 (UTC)

undefined Shift clicking armor in the Survival Inventory in creative mode makes the armor disappear. 74.102.3.209 23:09, 3 August 2012 (UTC)

undefined A corner fence post will prevent player from walking on the edge of the block under it. Player can also get hurt when push into fence post by water as if they are suffocating(this was discovered when exploring a mineshaft) --Stubcow 00:43, 2 August 2012 (UTC)

undefined 1.3.1 02-08-2012 When in creative mode and placing any kind of stairs with out there being a block under it makes the block either not want to be placed (al do the player is not close to it) or almost every other block places it self on a different location or upside down. When placing stairs against a block even with a block under it places it 90% upside down. Placing half slabs sometimes make stairs that are with out a block under it turn around/flip up side down even when not connected to the half slab please fix this really annoying bug greeting Skarath

undefined Beds show the 'Exit Bed' option in SSP. --24.207.18.10 21:38, 1 August 2012 (UTC)
 * I don't know, but I think this is intended; to cancel sleeping --Bilde2910 07:41, 2 August 2012 (UTC)
 * Since Single Player is now run in a server, I'd say it is 'intended' too. --Diogoj95 19:16, 2 August 2012 (UTC)

undefined Normal-sized mushrooms can't be planted outside at night. This is because the skylight level is always 15, even at night, and the reason for this is so crops and flowers don't uproot themselves every night. Perhaps there could be a workaround for this. It is intentional that they're not supposed to be planted outside in the daytime, but they don't even work at night. TorchicBlaziken 20:39, 5 July 2012 (UTC)

undefined Mob spawners spin ridiculously fast. Observed in, but possibly not limited to, singleplayer creative.--PlNG 16:31, 1 August 2012 (UTC)

undefined Mob spawners show pigs, when chunk is loaded while the spawner and the spawn area is exposed to light. --78.35.160.117 20:15, 1 August 2012 (UTC)
 * And what happens when it isn't exposed to light? When you place a Mob Spawner without any additional information (and I mean type of mob), it is designed to spawn pigs. --Diogoj95 19:19, 2 August 2012 (UTC)
 * I had this happen with my silverfish and cave spider spawners. I have four cave spider spawners and logged in with one on my right and one to the left which showed pigs and the one behind showed cave spider. The bug seems to happen when the chunk loads and you are within view of the spawner. 71.49.73.93 16:09, 5 August 2012 (UTC)

undefined In the Server Select menu, changing a Server with EDIT will not cause a refresh, as it did in previous versions. Quite annoying in some situations. alexmack929

undefined When mined with a Fortune pickaxe, Emerald Ore acts like it is mined with a gold pickaxe. Everystat13 17:11, 1 August 2012 (UTC)

undefined When mined with a Fortune pickaxe, Emerald Ore does not give XP. Everystat13 17:11, 1 August 2012 (UTC)

undefined Any kind of leaves farmed with a tool having Fortune will drop as "oak leaves" even though they look normal (so spruce leaves look like spruce leaves but cannot stack with others and they are called oak leaves in inventory). When placing those false oak leaves and farming them with shears will drop the leaves they naturally come from (so even if you place spruce-looking oak leaves they will drop as spruce when mined with shears). -- ReLuLu 19:38, 1 August 2012 (UTC)
 * If you mean "silk touch" tools, i agree. For some reason you get different kind of leaves which don't stack with sheared ones. --Bljat 18:43, 2 August 2012 (UTC)

undefined When blocks are attempted mined from a certain corner, as seen in this video, the block hitbox disappears and the block is unmineable. Other angles work fine. http://www.youtube.com/watch?v=LspT7WQUaqM, further details in description. Tested on SMP. --Bilde2910 17:59, 1 August 2012 (UTC)

undefined If a Zombie trys to destroy a door and you kill him when his finished nearly, the mining texture stays there: Screenshot if you brake the door then, the texture is in the air: Screenshot--DaTom24 18:08, 1 August 2012 (UTC)

undefined Tripwires can be triggered by Experience Orbs. Zomborgon 19:23, 1 August 2012 (UTC)
 * Not sure if this is a bug. Tripwires are supposed to be activated by entities, and since XP orbs are an entity, this makes sense --Queegey 21:10, 1 August 2012 (UTC)
 * Indeed. Still I suspect XP orbs should be treated as neutral to triggers, as they aren't a real object in the world. They also trigger wooden pressure plates. At the very least this is an annoyance. Skaruts 09:11, 2 August 2012 (UTC)
 * According to the Tripwire page, they are triggered by most entities, with the exception of potions and Ender pearls/eyes. Since an Experience Orb is an entity, it will activate it. The same applies for the Wooden Pressure Plates, since it is triggered by all entities. --Nabetsu122 18:21, 5 August 2012 (UTC)

undefined Tripwire can be stacked in the world.ScreenShot--Pietereteip 22:54, 2 August 2012 (UTC)

undefined? Walking anywhere between the top of an ice block and the block above it makes the player use the ice block movement properties. For example, walking on a slab that is above an ice block makes you move as if you're on ice (also tested and confirmed on the lower half of a stair blocks, beds, cakes, pressure plates, and closed trapdoors). --User: Kris159 (talk | legacy) 23:25, 1 August 2012 (UTC)
 * This was tested and reported in 1.2.5, but incorrectly and assertively tagged as [N]ot a bug by a non-Mojang user. --User: Kris159 (talk &#124; legacy) 23:28, 1 August 2012 (UTC)
 * If a Mojang employee doesn't see this as a bug, I think it isn't. This has been around for quite a while already, they would've fixed it if it were a bug. Added ?. Everystat13 23:31, 1 August 2012 (UTC)

undefined When you send a two or more tick signal to a sticky piston with a normal block on top and one with gravity on top of this and directly after the signal ended a one tick signal the blocks will change positions. So at the and the block with gravity will be on the down side. Here's an example how to reproduce the bug: http://s1.directupload.net/images/120802/fpojm3vd.png

undefined Sneak mode considers a torch a solid block, which can cause the player to walk of a ledge while sneak is toggled.

undefined 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 09:52, 2 August 2012 (UTC)

undefined If you set up a piston with a pile of gravel from around the bottom of the world to top world height on top of it and rig it so that the piston retracts the block under the gravel ( the gravel is consequently destroyed due to redstone being underneath it) then pushes it back and repeats once more then following the gravel ripple upwards will cause random black gravel entities to flash across the screen. I have screenshots of the circuit I used but I don't know how to upload them.

undefined Not all arrows shot through lava catch on fire using a rapid dispenser. All caught on fire in 1.2.5, not sure if this is intended. --Darkeh57 22:35, 2 August 2012 (UTC)

undefined Redstone timing errors in 131, 27a and 125 multiplayer that works just fine in 125 single player.

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

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

In 125 single player, it works perfectly. In 125 multiplayer AND 12w27a, and 131 release, it will lose its timing. Approximately 15 16 tests; 14 go to lockup (the button side of the rs-nor being on all the time), and one two to inaccurate stable timing (on pulse is less than 9 redstone ticks; off pulse is longer than 5.)

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

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

Reposted: --Keybounce 06:07, 3 August 2012 (UTC)

undefined Followup: Logging out, and then back in, while the doorbell is ringing results in the clock loop coming to a stop.

Keep in mind: I could walk far enough in either direction to be outside the loaded chunk range (more than 128 blocks), come back, and the circuit was still running. But if I log out and back in, for a total out-of-game-time of about 4 seconds, the clock stops. --Keybounce 06:57, 3 August 2012 (UTC)

undefined If you destroy iron doors with your hands you collect it. If not bug move to annoyance.

undefined Sand and gravel can (still) be duplicated using pistons. video —Ahruman 15:23, 4 August 2012 (UTC)

undefined The bounding box of the piston arm is incorrect and glitchy. Sometimes it's larger on one side than on the other. You can also sometimes walk through the piston arm (try strafing). To reproduce, place a piston flat on the ground, the arm in direction of f:1, extend it, try to walk in it from the left and the front side. I think it would be better if the piston arm would take up one block of space. This might be the cause of the entities not getting pushed correctly glitch. --Gmfreaky 16:43, 4 August 2012 (UTC)

undefined If you put a red torch on a block next a piston( who as air in front and under, it will show two arms see [pic] --Kemmler 18:07, 5 August 2012 (UTC)

Annoyances

a cr The bug where you can't fly as fast through water and lava was fixed, but cobwebs still slow you down while flying in Creative mode. TorchicBlaziken 20:07, 14 July 2012 (UTC)

a Getting the right painting can be ridiculously tedious if you're unlucky. Can't we just have a right-click interface as has been suggested for mob spawners, and as has been implemented for redstone repeaters, so you can cycle through the paintings one at a time until you get the one you want? --82.69.54.207 14:55, 2 August 2012 (UTC)

a When placing Mushroom blocks of a damage value greater than 0, it will revert to 0 upon placing. This used to happen with Monster Eggs, before they were tweaked in 12w17a to prepare them for inclusion in the Creative Mode inventory. This should be changed because the damage values of mushroom blocks are now available using cheats. TorchicBlaziken 23:59, 2 June 2012 (UTC)

a Arrows will sometimes shoot through wooden fences. Hasn't been tested with nether fence nor with skeletons shooting though either fence. 70.22.84.192 1:48, 3 August 2012 (UTC)

a Beds can only be placed in low light levels.

a! When attempting to build on the side of a stair block in the part where it is just air, the block you attempted to place will spawn either above or in front of the stair block. (Note: I only tried this in Creative Single Player.) If the block spawned on the top of the stair block and you destroy it, attempting to build on the air part of the side of the same stair block will now spawn the new block in front of the stair block, alternating every time this is tried.

Fixed/Skipped

Items
Bugs

undefined Cannot middle click on a block while holding flint+steel

undefined you can plant cocoa plants everywhere with "cocoa plant" item, picture: [] undefined cr Ender pearls cannot be thrown -- Queegey 14:38, 1 August 2012 (UTC)
 * They can. Just not while you're in creative. Switch gamemode to survival and you can throw --91.89.72.187 19:01, 1 August 2012 (UTC)
 * I know, that's why I added the little cr, but it still annoys me when trying to make teleport extenders --Queegey 21:12, 1 August 2012 (UTC)

undefined Eating a food item (tried on bread and cooked beef) with almost full health results in actually eating two items from the stack, not one, which is unintended and slightly annoying. This happens even when the right mouse button is released very quickly, and doesn't happen if the health is low. I didn't have this problem in 1.2.5. 95.79.40.77 15:30, 1 August 2012 (UTC)
 * I am pretty sure that this one should be under Bugs instead of just Annoyances.--Metroid95 21:20, 1 August 2012 (UTC)
 * Upgrading from bug to annoyance. Moleculor 01:03, 2 August 2012 (UTC)

undefined The map item becomes increasingly unusable as more exist in a world. There are no issues for a map with a low number, such as map_0. However, around map_50 issues start occurring, and these issues seem guaranteed at around map_100. Maps higher than 150 tend to be entirely useless. The issue in question? The client fails to display the correct map, instead displaying an arbitrary number and blank map. This number will increment when the player drops and picks it back up, or attempts to use a crafting table or other form of GUI except the inventory. Once the map has hit the correct number, it may be used, but the client fails to properly display any regions which have already been mapped. At low map numbers, this manifests as vertical streaks across mapped areas. At around 150 or so, these areas are simply blank, and will only display content which has appeared since the last time the map was viewed. When new areas are mapped, or existing areas are updated, only the changed pixels will display to the client; all else will remain blank. On large servers, this makes the map item essentially unusable: once a map is 100% complete, it will only display as a blank map to players. This issue has been present on servers for a long time, although I personally have usually only experienced maps where half of the vertical columns of pixels failed to load; as a server I play on has 150+ maps now, they have become utterly unusable blank rectangles. The issue is now present in singleplayer as well. --WolfieMario 01:47, 4 August 2012 (UTC)


 * [Previous bug description] Map does not work there is no image tha tshows where you are.I never had this in 1.2.5 but now its a bug i just started a singelplayer world an i took a map and there was no image. and i had full healt.. but when i tried restart minecraft it didnt work either.then later i tried to make an new world and that dindt work.it only shows map_1. i made this 10.09, 3 August (UTC) [User:badvett]]
 * I had this same issue, after creating a map, it would have non updated vertical streaks across mapped areas. This was however with a lower number of map, namely map_18. After exploring parts of the map those parts displayed as normal, logging out and in of the game would ruin those parts as well. --Ehekky 19:41, 4 August 2012 (UTC)

undefined Any map created after the first one will always show the completed first map, no matter where the consecutive maps are created. -- Haywood28 18:39, 2 August 2012
 * Are you using shift-click to retrieve the map? That always produces a clone of map_0 (documented and apparently intended).  To make a new map, you need to drag the map off the crafting table. --Mental Mouse 20:04, 3 August 2012 (UTC)

undefined if you place a boat on land then nudge it so it sinks some, then get in. The boat will fall through that block it's on. if you don't nudge it, it'll sink some when you get in, but not as much as to make you sink into the ground the next time you get in. --Jimlad42

undefined Sometimes a lily pad will still break the boat but it also drops the lily pad.
 * I can confirm this. It can happen at any speed and water depth. I've made a video in which I reproduce the bug at various speeds and angles in both shallow and deep water. http://www.youtube.com/watch?v=u4uai1h3usc --Vaporizer 12:06, 2 August 2012 (UTC)

undefined Arrows shot from a moving boat often fly in the wrong direction. The same also happens with fishing rods. The following video illustrates the problem: http://www.youtube.com/watch?v=B3Lim4pzX7c. --Vaporizer 12:26, 2 August 2012 (UTC)
 * Your direction isn't displayed correctly on maps when you're in boats either, these are likely linked.

undefined mp When traveling in a minecart on a track with another player in their cart on a parallel track, the other player becomes invisible after travelling around 100 blocks. We first encountered this yesterday (1.3 release date) whilst playing together on Vinyl Fantasy 2 adventure map when riding on the underground rails to the monument, however the same behaviour now also exists on our normal SMP world since updating to 1.3.1. The same thing also happens when travelling in boats too. --Rik1301 16:19, 2 August 2012 (UTC)
 * I can confirm this. It happened to one of my SMP server that has a parallel (duplex) rail track spaced by one block. After getting of the cart, the other player becomes visible again within a few seconds (or maybe if he/she moves?). --Daybreaker 10:42, 3 August 2012 (UTC)

undefined mp (only tested in multiplayer): when in a minecart, and going up or down, the minecart can glitch through the ground, and even underneath the track. This does not suffocate you, and it can fix itself (occasionally) or you can re-log (but you might glitch into a block underneath/ above you, and thus suffocate). --Scapegoat4 5:54, 3 August 2012 (PST)

undefined If an item is in a hole in the ground, and you fill in the hole, the client will assume that the item goes up, and redraws/redisplays it on top of the block that you used to fill in the hole. However, this is predictive, and the client does not actually check with the server. In some cases, the server leaves the item down below, and you have to dig a hole one space down to pick up the item. The bug here is the client thinking it knows something, and presenting it as fact, without attempting to verify or correct what it shows. --Keybounce 06:12, 3 August 2012 (UTC)

undefined Additionally, this is a server-side bug in that it does NOT actually lift the item up when the hole it is in is filled. --Keybounce 06:12, 3 August 2012 (UTC)

undefined mp Written books become their 'hacked in' counterparts after logging in again in SMP.

undefined Entering the Nether with a compass and returning causes it to point to a different place than the original spawn, closer to 0, 0.

undefined mp Signs not displaying text issue (can't seem to reproduce on single player); signs close to where the player joins the servers display text correctly; any others, however, do not. I joined a server at a few different points and it seemed to be the signs within 10 - 20 blocks around the point I joined the server were the only ones to display text. --Keithicus420 06:52, 5 August 2012 (UTC)

Annoyances

acr Potions of Harming and Potions of Healing (not the splash potions) are missing in the creative menu. --78.35.160.117 22:33, 1 August 2012 (UTC)
 * Fixed the spelling errors for clarity.--Metroid95 21:21, 1 August 2012 (UTC)

a!When riding a minecart, sometimes you'll get damage randomly without any visible cause. This happens more in tunnels, especially on level 12, where you'll catch on fire. It appears it always happens on the same points.

a The Golden Block Apple is supposed to be like the old Golden Apple, but it does not restore 5 hunger bars and 24 saturation like it used to. TorchicBlaziken 06:14, 3 August 2012 (UTC)

a Spawn eggs work only for spawn animals and monsters. Spawn eggs like spawn EnderDragon, spawn Boat and spawn ExperienceOrb don't work. --90.178.255.155 18:58, 4 August 2012 (UTC)

a Clocks don't work in the Nether or the End I know that's by design, but it makes them the most useless item I can think of in the game. Their only use is, if you're underground, they tell you if it's safe to surface. But a bed does that better; if you can't sleep, it's safe to go up, and if you can sleep, then it wasn't safe, but now it is. (In singleplayer, anyway...) I think it's a bad idea to have an item that could be useful hard-coded to be useless throughout two entire dimensions. [Aside: As a feature suggestion, could clocks also be used as timers in redstone circuits? That could give enormous performance improvements.] --82.69.54.207 14:37, 5 August 2012 (UTC)

Fixed/Skipped

World Generator
Bugs

a su  tested several seeds and as soon as we find a big and good natural cave it finishes by abandoned PNJ mineshafts. It is a real pity. It far too many abandoned PNJ mineshafts generated on maps about is the seed. All right for abandoned PNJ mineshafts near the villages of pnj, but not on all the map. It spoils the pleasure of the game. User:Le mage 12:47, 4 August 2012

undefined. Known in sp cr. Villages have generation issues, such as several halves of buildings in the area, or floating buildings, as well as floating gravel pathways (since they are generated floating, the remain so until they are broken), and floating farms. NINJAS KICK BUTT 15:17, 1 August 2012 (UTC)

undefined There might be some problem with the generation of structures. In the seed 6143255795800914827 at X: 174 Y: 74 Z: 534 it is possible to see that a Desert Pyramid spawned in a Jungle/River biome, as seen in the F3 menu.
 * I've also seen a Jungle Temple that was generated at almost completely over air, though the entrance was reachable via high ground, brush, and vines. --Mental Mouse 12:07, 3 August 2012 (UTC)

undefined [NEEDS TESTING] Sometimes, the bonus chest feature will not work. Not sure if this is because the chest is somewhere underground, or if the chest is not being spawned. So far, only observed in Jungle biomes. ~ coolawesomeme 03:53, 2 August 2012 (UTC)
 * Check and see if the items are loose, and buried under the jungle leaves. Apparently (snapshots), the jungle leaves are placed after the bonus chest, which breaks the chest and drops the items. --Keybounce 18:05, 3 August 2012 (UTC)

undefined Just like abandoned mineshafts were before the floors were implemented, strongholds generate weirdly when they cross a ravine. The seed -623160645725253637 is a good example of this with a stronghold in a hole close to spawn which crosses an underground ravine. TorchicBlaziken 22:00, 4 May 2012 (UTC)

a Desert Village blacksmiths still use stone half-slabs. Why not sandstone? --PlNG 18:06, 2 August 2012 (UTC)

!! Cannot create or play any worlds that were made in 1.3.1. When creating a new world in 1.3.1 it stays on "Converting World" forever, and when playing worlds from the internet or other places it says "Loading World" forever. In console it says Verify Error in class gk. Please Help!

Annoyances undefined Many black areas in map. Fixed when a player goes in the black area.

undefined Sometimes, when generating a new world (excluding superflat worlds), you can spawn in a chunk error that is not fixed untill the player respawns via falling though the void. 98.80.89.97 14:52, 3 August 2012 (UTC) Fixed/Skipped

Mobs/NPCs/Animals
Bugs

!mpTamed Wolves/Dogs: If a player attacks you, and you have tamed wolves, they become aggroed towards that player. They won't stop attacking said player until that player is slain. If the player logs off or is killed, the dogs still growl but otherwise behave like they are not aggroed. However, if they are left sitting down and the player walks away, they despawn as if they were a hostile mob. This is likely because the game thinks they are hostile untamed wolves. Below are a few different solutions I thought of.
 * Add an exception to the despawning rule for dogs
 * Make dogs not attack other players
 * Add a timeout so dogs stop targeting something if they don't get a hit within x number of seconds
 * Make a loop that runs every 5 minutes or so to check if a dog is aggroed, clear target it if is

I'm using Minecraft 1.3.1, but this has been happening since 1.2.5, including all snapshots between those two releases.--Takato14 16:52, 2 August 2012 (UTC)

undefined?Sheep appear to have no wool, save for their legs which appear in several different wool colors. 17:46, 1 August 2012 (UTC)
 * You have weird sheep. Seems perfectly fine to me (Screenshot). Added ?. Everystat13 17:57, 1 August 2012 (UTC)

undefined Zombies don't even try to kill snow golems, even after being shot. Zombies either don't get provoked at all or can be stunned into submission by a snow golem at close range. I have a zombie that spawned inside the same tiny fenced off area as a snow golem, and the golem was firing more than one snowball a second at the zombie. But rather than ripping the golem's dumb pumpkin head off, the zombie was just standing there and taking it. I have also seen creepers tolerating being shot multiple times by skeletons. --Simons Mith[82.69.54.207] 21:55, 3 August 2012 (UTC)

undefined All passive mobs have a hidden bias in their movement algorithm which causes them to stop moving as soon as they have wandered into unsuitable terrain. [It's not the implementation of the algorithm that's the problem - I assume that's coded correctly - the problem is the unnatural behaviour that the algorithm generates.] As a result I have a large number of desert cows in my current world, even though there is a much more cow-friendly forest just a few tens of blocks away. It just looks stupid! I have raised this issue before in earlier releases. --82.69.54.207 17:05, 4 August 2012 (UTC)

undefinedversion 1.3.1 When near or in a forest wolves always spawn, these wolves follow you around like dogs but you cannot command them to sit and they all attack you at once like wolves do. This bug was in version 1.2.5 and was supposed to be fixed in one of the 1.3 snapshots but still happens.
 * Not a major bug, though. --Simons Mith[82.69.54.207] 21:04, 3 August 2012 (UTC)

undefined In peaceful mode mobs will spawn but instantly disappear on SMP(Haven't tried in SP)

undefined Baby wolves don't grow into big, strong adults, they grow into injured, whimpering adults that still have baby-level hit points and need to be healed if they are to attain full health. --82.69.54.207 22:07, 4 August 2012 (UTC)

undefined When pushing Villagers in minecarts, they became invisible for long amounts of time. Might have something to do with changing altitude.

undefined Mobs (Villager) still glitch through (down) blocks. Minecraft5025 18:18, 2 August 2012 (UTC)
 * Other mobs do this too (in my case skeletons), allowing them to escape XP mob traps that were previously safe. -- Anonymous Coward 19:57, 2 August 2012 (UTC)

undefinedWhen a large number of mobs are confined in a small area, the graphic of some of the mobs will occasionally 'drift' out of the area in which they are contained. This seems to be purely visual; you can not interact with the 'drifting' mob, and if they are aggressive they do not look at you or attack you. --JustP1 16:10, 2 August 2012 (UTC)
 * The leak is mostly graphical, but occasionally real, especially with server starts/stops. It is not nearly as bad as 1.2.5, but as an example: 16 pens, each pen a 4x4 fence around a 2x2 grass area, with 10 sheep in each, will result in 2-3 of the sheep wandering around; coloring of the sheep shows which pens, and so far never more than one from each pen (but it's early testing yet ...) --Keybounce 05:55, 3 August 2012 (UTC)
 * I've always had issues with sheep escaping from fences when I'm not looking, even before the patch. But now I'm seeing the above issue with a mob spawner/XP farm when a large number of them are crammed into a 2x2 space and surrounded by solid blocks, and I definitely did not see that before the patch. --JustP1 15:34, 3 August 2012 (UTC)

undefined Chickens still look down at the ground instead of up at you, both when you're holding wheat and under normal circumstances. --Rifflesby 00:43, 3 August 2012 (UTC)
 * You could also get chickens to look up when stadning under them, and wolves will look 'up' at you when you're lying down in bed. The chicken quirk I kinda like, because it gives them a fascination with Steve's bootlaces. Why not make the look at point for chickens the player's feet rather than his head? I assume the bug itself is a + sign than should be a - or vice versa. --Simons Mith[82.69.54.207] 21:04, 3 August 2012 (UTC)

undefined Known bug, reported before: tamed wolves that were sitting elsewhere suddenly teleport to you for no discernible reason. If you have lots of wolves, you could get any number from one wolf to all of them. --Simons Mith[82.69.54.207] 21:04, 3 August 2012 (UTC)

undefined Mob Eggs will on a occasion produce twins, most noticeable with cows. 70.22.84.192 24:15, 3 August 2012 (UTC)

undefined Animals still appear to jump over the top of two high fences. That's jumping over a 2.5 block tall barrier. --Keybounce 05:55, 3 August 2012 (UTC)
 * This is no different then the other phasing bug above. They aren't jumping over them. They just appear like they are on top of the fence when they phase through. requesting removal. --Moxxy 06:06, 5 August 2012 (UTC)

undefined All villagers who aren't farmers despawn after some time. I tried to protect village by myself but any priests, butchers, blacksmiths and librarians just disappear after some time just like hostile mobs.

undefined Villagers tend to occupy one side of the village. There are houses stuffed with villagers on one side and forever empty on the other side of the village.

undefined Mobs are occasionally getting stuck on the ladders and vines. --MTandi 11:19, 5 August 2012 (UTC)

Annoyances undefined Sometimes when hitting a mob, it's left side of his head turns white. It's a graphical glitch. This should also be in the Graphical/Bugs. This only happened on Zombies, Spiders and Cows (As far as I know) Proof: http://shrani.si/f/b/vx/4v3lVjH6/2012-08-01151820.png (Screenshot) TDDxD 19:34, 1 August 2012 (UTC)
 * Here's some more screenshots I took back in the snapshots. On cows, pigs, ocelots, zombies, creepers and squid it is the left side of their head. On the player, it is the inside of the right arm. Cannot reproduce on skeletons, sheep or spiders, but it also seems to stop happening sometimes. Darkinnit 10:46, 2 August 2012 (UTC)
 * Removed unnecessary tags--Aerotactics 01:08, 5 August 2012 (UTC)

undefined Mobs, including the player outside of Creative Mode, can breathe under lava. TorchicBlaziken 23:22, 21 June 2012 (UTC)

undefined The jumping animations of mobs (but also when they move standing in place) appear a bit laggy, jerky. 31.188.214.44 20:11, 1 August 2012 (UTC)
 * Removed unnecessary tags--Aerotactics 01:08, 5 August 2012 (UTC)

a You can't download a new skin. Solution:
 * 1) upload the skin that you want to minecraft.net/profile. (do not exit out of or log out of minecraft.net)
 * 2) run minecraft then save and quit (you should have your current skin.)
 * 3) reupload your current skin.
 * 4) run minecraft then save and quit again (now your should have the default steve skin.)
 * 5) finally upload the skin that you want and run minecraft to make sure that you have the skin that you have just uploaded.
 * {this may not work 100% of the time (because uploading skins is very glitchy anyway) but it worked for me.} 98.80.89.97 14:36, 3 August 2012 (UTC)

a Entity type IDs are converted to byte when send from the server (MCP class Packet24MobSpawn, second constructor) even though the field "type" is an integer. This will reduce the amount of additional entities for mods to just 213 instead of 231-1. --Barracuda 08:48, 3 August 2012 (UTC)

Fixed/Skipped

Graphical/Lighting
Bugs undefined Since block damage is visible to all clients on a server, there is a small issue with the damage image being left over after the block is destroyed in creative. A zombie was destroying a door, the zombie died, and I destroyed the door whilst in creative. As you can see, the resulting damage from the zombie remained in the air.



undefined Strange transperant stripes in the water which look to act similar to the dark spot that appear randomly. [Screenshot needed]
 * Found one while on a multiplayer server: Screenshot --Bilde2910 17:14, 1 August 2012 (UTC)
 * Found these in many places, the water dips down slightly for no reason.
 * Took these screnshots while playing Single Player in Survival mode: Angle_1 and Angle_2 --Noblessus 06:29, 5 August 2012 (UTC)

undefined Some burning mobs burn with a disproportionately large fire. Victims of this bug so far are brown spiders and small and medium slimes. The fire size seems to be [random with slimes http://i.imgur.com/rOPMa.png].--PlNG 03:12, 2 August 2012 (UTC)

undefined System: Mac, 10.7.4, J6. Issue: 1.3 pre-release worked just fine. 1.3.1 release gives me this error on startup:

27 achievements 195 recipes Setting user: keybounce, -7622254910798163513 Client asked for parameter: server LWJGL Version: 2.4.2

Starting up SoundSystem... Initializing LWJGL OpenAL (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org) OpenAL initialized.

@ Pre render 1281: Invalid value
 * 1) GL ERROR ##########

The GL Error only shows once (unlike previous iterations where it never stopped).

However, surprise surprise, neither Too Many Items NOR What's My Light Level are working; the 1.3.1 version is tested in both cases.

The graphic error occurs with no mods, or with any tested group of 1.3.1 mods. The lack of function on TMI/WMLL was tested with both by themselves, or as a pair.

I cannot test other configurations. I suspect this may be a Mac specific issue.

Again: 1.3 pre-release worked (no mods, no errors); 1.3.1 release gives errors, with or without mods. --Keybounce 04:39, 3 August 2012 (UTC)

undefined Lighting still sometimes creates areas that are pitch black when they shouldn't be, usually on inside corners with a block above them.
 * This seems much more common in 1.3.1 than it ever was in 1.2
 * I see this bug has been moved to annoyances and is marked as minor. Does that mean mobs no longer spawn in these dark areas? In 1.2.5 mobs would spawn in the areas that were dark until I walked over them and updated the light map.
 * While this was under the "Annoyance" header, it is marked as a bug, not an annoyance. I have moved it back to the bugs header, because it is a bug if monsters are spawning where they should not, or if you cannot see what's right in front of you. --Keybounce 06:48, 3 August 2012 (UTC)

undefined {[OS|MacOS}} Items in chests flicker intermittently This is a new graphical hiccup I've never seen before. To reproduce, fill a double chest with assorted junk (like all of mine :-), open it, and watch for about 20-40 seconds. Maybe move the mouse about a bit. Stairs are one of the more noticeable culprits. Also try a few enchanted items in your own inventory or in the chest. --82.69.54.207 13:57, 3 August 2012 (UTC)

undefined Thunderstorms no longer make the sky look like this. Not sure if this is an actual bug or if it's intended to look like normal rain weather now. Changelog said it was fixed. Please confirm. Tested on multiple systems running Windows 7. --Cygnus170 23:21, 3 August 2012 (UTC)

VS

Thunderstorm in old SSP vs Thunderstorm since 12w18a

undefined I'm getting a very strange issue where I can see through the terrain and the cave structures below become partly visible (see the screenshots below). If I start to approach these gaps and get within a distance of about 10-5 blocks, minecraft will start loading the missing surfaces and this "void" area will start looking like normal glitch-free terrain; in other words, I can never step directly above this missing-texture area. I do not know how to reproduce this issue since it appear to happen randomly although it does happen quite frequently since I installed 1.3.1. Screenshots: My system specs: Processor: Intel Core2 Duo E8500 @ 3.16GHz Memory: Corsair Dominator 4GB (2x2GB) DDR2 PC2-8500 Dual Channel Video Card: MSI NX8800GTS (GeForce 8800GTS 512MB OC) (2 of these running in SLI mode) Operating System: Windows Vista™ Ultimate SP2 64-bit Motherboard: MSI P7N Diamond (NVIDIA nForce 780i SLI) --Noblessus 08:07, 5 August 2012 (UTC)


 * That's A chunk error, they have been in multiplayer for a while, with the merge of multiplayer and singleplayer, you get the same bugs, it is only visual, close the world save and open it again! Arrran Weeviling 08:14, 5 August 2012 (UTC)

Annoyances

a When two players wearing the same armor with the same enchantment are near each other, when one is mining, the other's armor performs the arm swinging animation.

? Chests When two players make with shift items in a chest. The items have now graphic.
 * You mean that they have NO graphics? That meaning would make more sense. --Wormy14 13:38, 3 August 2012 (UTC)
 * I couldn't decipher the original message either. Downgrading to [?] until we get some clarification. [To the original poster: Putting in a brief header for bugs is a good idea (I'm going to try adopting it myself), but please don't use H3's for that purpose, that's too much] --82.69.54.207 13:57, 3 August 2012 (UTC)

a World generation and switching worlds When generating a new map, or switching from one world save to another, a lot of invisible underground structures and terrain are incorrectly rendered visible, instead of the surface terrain which should be rendered visible, in chunks near the player, this is really annoying and there exists that the possibility that inexperienced players could die due to fall damage from invisible surface terrain they fall onto due to the surface terrain in chunks next to the player not rendering at all in extreme instances. A temporary workaround is to exit and restart Minecraft every time you generate a new map or switch from one to another to limit this error, however, it is still possible that in some instances surface terrain will still not render properly resulting in chunks incorrectly rendering underground structures. BrickVoid 23:58, 1 August 2012 (UTC)
 * This could explain why some underground strongholds seem to be missing many rooms, including the portal. I seem to remember this sometime between 1.1 and 1.2.5 (I believe 1.1). --Wormy14 13:38, 3 August 2012 (UTC)

a This version of Minecraft seems to have some issues with the chunk cache. In 1.2.5, my computer had around 800-1100 chunks. In this version (1.3.1) it only loads 441 chunks and stop there. I have the render distance set to "Far" in both versions. My computer hardware hasn't changed. I have also searced the options.txt, and this does not contain any function to change this. Seems like the default chunk cache in the 1.2.5 server. --Thorgabel1 09:22, 4 August 2012 (UTC)

a! I was recently using a boat and instantly died in the middle of water. I was roughly 1-2 blocks above the "sand". It said I had hit the ground too hard and the boat remained intact. I do not think a Lily Pad was there to affect this.

Fixed/Skipped

Sounds
Bugs

!When Minecraft is started, somehow the sound doesn't play at all for quite a time or the one or another restart, then somwhen just works again and stays this way (Vanilla 1.3.1, Ivy Bridge, Win7 Ultimate SP1 x64, current drivers, Realtek ALC887 HD, JRE 7.0.5 x86 & x64, LWJGL 2.8.4, Sound 100%, Music %). Looked like the system is causing it, but now it's verified on two other machines also. First thought of mute but everything else is playing; this is unique to Minecraft. Maybe a problem with the LWJGL update? This, however, just happens the very first time when Minecraft ist started after a System start (?) and stays away once it fixed itself until the next time it occurs.

! - There is still an issue with missing pickup sounds, missing sounds for breaking certain blocks and missing footstep sounds on certain surfaces using OSX Mountain Lion. It is possible to fix the sounds by updating LWJGL (2.8.4) but doing so causes visual problems (rapid spinning when entering fullscreen and just perceptible flickering). This means either having to play the game without sound or not play at all because the flickering effects causes headaches. --Tseotet 19:37, 1 August 2012 (UTC)


 * Confirmed. I was wondering why it was so quiet. I didn't realize it started after I installed Mountain Lion. I did not try updating LWJGL so I can't confirm the visual problems 132.203.168.221 04:51, 2 August 2012 (UTC)

undefined The exit teleportation sound does not play when using a Nether portal. 71.49.73.93 00:12, 2 August 2012 (UTC)
 * The same also applies to Ender portals. --69.248.203.101 04:48, 4 August 2012 (UTC)

undefinedMP Sounds are delayed by about 1-2 seconds. Actions, however, are not. This means that eating food will not start playing a sound until three-quarters of the way through consuming. --124.181.138.12 10:35, 2 August 2012 (UTC)


 * I can confirm this too. We are getting the same on our server and sometimes sounds are delayed by over 1 second with the "backlog" of sounds (eg. from a line of placed blocks) suddenly arriving in a bunch.  The actual block placement is happening in real time and no issues there, it's just the sound delay.  Our server location is in the next city and we experienced no such issues in 1.2.5 so it's clearly a bug with 1.3 and nothing to do with "servers with a slightly less than great connection". --Rik1301 23:07, 2 August 2012 (UTC)


 * This seems to only happen on SMP servers with a slightly less than great connection. I can't find it on Single player, nor does it happen on the rented server hosted withing the same state as me. It's almost as if the server is controlling the few sounds, block placing, footsteps and eating. Breaking, punching animals all have the timely sound response.

undefined Not so sure if this is an issue with my computer or minecraft but when I enter or exit the nether or the end the sound that is supposed to play on entering the loading screen before you arrive in the other dimension does not play. Also another issue related to this is that when on the same screen instead of the text reading Entering The Nether/End it reads Downloading Terrain. -- McLaren_231 (MC username) 16:35, 3 August 2012 (UTC)

Annoyances a -client doesn't download sounds until a few minutes after update is installed leaving people who fresh install without sound. Additionally after sound files are downloaded the client may still take a few minutes or completely fail to initiate sound.

a Sound volume controls only exist for "music" and "everything else". There is no way, for example, to turn down farm animals and rain, while keeping important stuff (mobs walking towards you, note blocks, hostile mobs making noises, etc) loud. --Keybounce 06:43, 3 August 2012 (UTC)
 * Agreed, and the excessive noise made by passive mobs (especially when you have lots of them nearby) has been reported as a major annoyance before now. --82.69.54.207 00:30, 4 August 2012 (UTC)

Fixed/Skipped

Menus
Bugs

A! The inventory menu in creative mode for Linux (Ubuntu 10.04, Oracle Java 6) is messed up. Graphics display improperly for tabs. Picture:



wyatt8740 09:00, 2 August 2012 (UTC)

undefined ? The stats menu doesn't contain any Emerald items.

--HDlowrider 16:03, 1 August 2012 (UTC)
 * I see them perfectly fine. Try going off creative next time. Added ? Everystat13 17:44, 1 August 2012 (UTC)

undefined In the Statistics, the Cocoa plant is shown with a bugged sprite (also shows bottom). Everystat13 17:46, 1 August 2012 (UTC)

undefined In the statistics menu, an unnamed Ink Sac can sometimes be found, with a 'Times Used' count. (Not sure if reproducable) Everystat13 17:49, 1 August 2012 (UTC)
 * Confirmed. I have this unnamed Ink Sac in the Items list between Cooked Fish and Bed, and it says "Times Crafted: 556" and "Times Used: 538". I created this world in the 12w30b snapshot, and I have done pretty much nothing in 1.3.1 until now (except for walking around). 91.144.213.35 04:05, 2 August 2012 (UTC)

undefined ? In the Statistics menu, dyes are not shown after being used on sheep. (Not sure if bug) Everystat13 17:52, 1 August 2012 (UTC)

undefinedMP When pressing the List Player Button only a grey square appears where the list of players is supposed to be.
 * Moved this from Gameplay annoyances. Downgraded from major to minor. Moleculor 00:59, 2 August 2012 (UTC)
 * Cannot reproduce here, works fine for me...? Darkinnit 10:58, 2 August 2012 (UTC)

undefined When using the inventory during sunset, the sky gets lighter. If I roll over an item, it gets darker. Mee Merone 07:05, 3 August 2012 (UTC)

Annoyances

I can't get onto any of the servers I am on. I don't know whether there is a bug with java but there is something wrong. --TemptingTemptress 13:49, 1 August 2012 (UTC)


 * The server hosts probably haven't updated to 1.3.1 yet. If they haven't, the client will refuse to connect to the server. otherwise, if they have updated, this could be a problem. -- Queegey 14:45, 1 August 2012 (UTC)

a The behavior of the new reordering feature (shift-arrow) in the MP Serverlist is illogical: A changed position of a server in the list is saved only on editing and saving ("Done") any server entry. (Also editing one that has not been moved will save the position of the moved one.) The change is discarded when you cancel the editing of any server entry instead, it is discarded also on refreshing and cancelling the list (may be intentional here) but it is also discarded on a server join which will the the most likely action after reordering. (This could also be classified a bug, if you agree please "upgrade") --Voxeel 10:07, 4 August 2012 (UTC)

Fixed/Skipped

In-Game Interfaces/HUD
Bugs

undefined When right-clicking items from a 'held stack' to a hotbar slot one-by-one, the hotbar slot sometimes does the pickup animation. Everystat13 17:38, 1 August 2012 (UTC)

When the button Alt Gr and Echap is pressed at the same time are the client freeze

undefined The F3 display of lighting info -- bl / sl / rl -- does not give useful data. At night, outside, it will show bl 0, sl 15, rl 15. Near as I can tell, bl is "burn light" -- how much light you are getting from torches, sl is sky light -- how much light you are getting from the sky, and rl is the higher of those two.

[b]EXCEPT[/b]: It's not the game's light level: it's the graphic engine's light index. The moon has light level 4, but still has 15 levels of display lighting (and I can detect about 10 on my computer display).

Result: When the actual game light level is 4, I see numbers of 0 (no torch), 15 (maximum sky), 15 (meaningless result number), and this corresponds to the graphic engine using a 0,15 index into a moonlight table.

Note that this makes RL useless. Torch + sky, for example, will show the same RL as sky alone, yet torch+sky has a much brighter display (And the same game brightness).

In fact, this may point to a flaw in the game's lighting assumption/mob spawning system. The same display brightness given off by a torch (only) at light level 8 might match the display brightness given off by torch+sky at torch 6, sky 6, yet with the same visual lighting you now get mobs.

--Keybounce 06:26, 3 August 2012 (UTC)

undefined This is old, and may be a limitation of java: If I click on a button in the menu, the mouse-down is recorded at the last place the mouse-move was seen. If I am alt-tabbing between apps, this is not where the mouse currently is.
 * Verified on Macs (both); not tested on wintel. --Keybounce 18:33, 25 July 2012 (UTC)

Reposted: --Keybounce 06:30, 3 August 2012 (UTC)

undefined An old one: Turning off the HUD with F1 also hides the item in use... this looks particularly odd when fishing, as the extended line extends from where the rod would have been. --Mental Mouse 01:44, 4 August 2012 (UTC)
 * Disagree that that's a bug; it allows you to get 'clean' screenshots, a facility a lot of people use, and as a tip it also lets you move about with a map in hand without having your view obscured. --82.69.54.207 13:00, 5 August 2012 (UTC)

Annoyances

Fixed/Skipped

Chat/Commands
Bugs

undefined Cheats default to "off" in survival worlds created in 1.2.5 or before. This also seems to apply to pre-1.3.1 worlds downloaded and installed that were set to Survival. This is at least an annoyance because I cannot shift even a copy of those worlds to Creative, and quite possibly a bug because Survival Cheat worlds can be created manually in this update. Suggested fix: When first loading a new world in 1.3.1, give the option once of "Enable Cheats? Yes/No".

undefined sp Sometimes cheats do not work. The world has to be deleted and a new one has to be made for the cheats to work again. Everystat13 17:14, 1 August 2012 (UTC)

undefined mp Whilst in the Overworld, attempting to teleport to a player who happens to be in the End causes you to be teleported to what I assume is their coords, but in the overworld. Previously it used to deny the TP, saying "Players are in different dimensions, no TP". I haven't tested attempts for players in the Nether or vice versa etc. Listing this as a minor bug as you can now tp to coords (e.g. 0 80 0) to "escape" any unusual locations (I ended up in lava because of this bug). Darkinnit 09:54, 2 August 2012 (UTC)

undefined mp In SMP the whisper command no longer works. Typing "/tell username message" now results in "Unknown command. Try /help for a list of commands" where said command is not even listed. Rik1301 16:00, 2 August 2012 (UTC)
 * I am able to reproduce. Attempting /tell as non-op gives no server output or client output; attempting it as op gives server output "[INFO] jorr issued server command: /tell Player hey" and client output "Unknown command. Try /help for a list of commands" --Jorr 18:12, 2 August 2012 (UTC)
 * Able to reproduce, same problem here 42.2.93.146 01:42, 4 August 2012 (UTC)

!mp No commands work as non-op. Not even /help. /seed will give the server output "[INFO] jorr issued server command: /seed" and client output "You do not have permission to use this command" but that is the only command that gives any response. I believe the desirable behavior is to have all commands (including nonexistent commands, e.g. /home) should log to the server with "[INFO] tried server command: /command [args]" and some sort of helpful client message. --Jorr 18:12, 2 August 2012 (UTC)

undefined You can no longer use a negative adjustment for "/time add" to rewind the daylight. You can no longer use a negative time set -- "/time set -1000" to give people one game hour to run and find a place to call "home" before the battle begins at 6:00 am gametime.

Work-around: Learn other timestamps. Annoying. Use a pair of /time sets, one for 23000, and then another for 0 to start the game.

Classified as a minor bug because: Used to be possible; cannot see a reason for removing; is useful. --Keybounce 23:47, 17 July 2012 (UTC)

Reposted: --Keybounce 06:19, 3 August 2012 (UTC)

Annoyances

a mp In Multiplayer, the help for /debug shows up as "/debug" and not "/debug " as it should and does in Singleplayer. --Caleb Sander 16:08, 3 August 2012 (EST)

a Typing /kill displays the message "(player) fell out of the world / Ouch. That look (sic) like it hurt." Itsmartin 20:57, 3 August 2012 (UTC)

a mp In multiplayer, typing a "say whatever" on the console does not return any feedback to the console to indicate that the command has been executed except for the fact that there is no error message 42.2.93.146 01:42, 4 August 2012 (UTC)

Fixed/Skipped

Language/Text Files
Bugs ! In Australian English the MINECART is named Holdenn, instead of Holden.

! You cannot use polish letters: ąężźćśńł. Only "ó" is allowed. This bug is on all versions of Minecraft. I hope you will fix this, because it is very annoying in multiplayer chat. --velvetpro 02:02, 2 August 2012 (UTC)
 * I think this may be solved by proper IME support. (See below.) --Daybreaker 13:34, 3 August 2012 (UTC)

undefined In Czech: - Iron sword should be called "Železný meč". - Jungle tree and all its products (saplings, leaves, logs, planks, stairs and slabs) are named incorrectly. The tree is called Sekvoj (= redwood tree) which is 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". - 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".

undefined There is a bug in one of splashes:

From list of splashes: --velvetpro 02:02, 2 August 2012 (UTC)

undefined IME support is (still) missing -- as noted by others previously, too. I think the developers should start to examine this problem, because 1.3 release is a major milestone in terms of software engineering.

I found that the latest version of LWJGL (2.8.4) can handle IME to some extent. I could type Korean characters on Windows, with the following limitations:
 * The completion of a character must be committed explicitly by pressing the space bar twice or using an arrow key, whenever I try to insert a space between words or to press enter to finish typing. This is very annoying for Korean users. (Not sure for Japanese/Chinese users...)
 * I'm not sure this should be fixed by Minecraft or LWJGL, though.
 * Even this flawed typing is only supported at chatting & item search box in the creative mode. Not at all possible with signs & book and quills. The latters do not seem to use any generic text input UI elements.
 * The IME state is not changed after finishing typing, and thus the in-game keys such as A, W, S, D, I do not work. They are delievered as Korean characters to the game even when the user is not using a text box. I had to change the IME state manually to the English typing mode.

On Mac, the character is not properly composed and only the first-typed consonant is actually given to the text box. I have not tested on Linux since I always play Minecraft on Windows or Mac.

I know this issue is hard to inspect for Western developers since most of them may have no experience on character composition systems used by many East-Asian languages. I think http://en.wikipedia.org/wiki/Hangul and http://en.wikipedia.org/wiki/Korean_language_and_computers would help you to understand. Major operating systems such as Windows/Mac have their own IME(input method editor) API and contains a default IME implementation for all supported languages. Linux has a wide variety of 3rd party IME applications for GNOME/KDE GUI environments.

Technically, all text inputs must be implemented to use operating system-provided IME APIs, instead of manually appending individual characters to the value of the text field on key-press events.

So I suggest the followings:
 * Update the LWJGL library distributed with Minecraft to its latest version.
 * This should enable the limited possibility to type East Asian languages at least.
 * Since Minecraft is one of the most popular games implemented on top of LWJGL, I or you guys could request the IME issue as a major consideration for their next releases.
 * Use a generic text GUI element for every text inputs, including signs & book and quills.
 * Disable IME when no textbox has focus, to prevent unintended translation of keys for the gameplay (e.g., A/W/S/D/...) by IME.
 * This is a common operation in Korean GUI applications: the IME is disabled for the password input fields, which may confuse the users by allowing Hangul passwords and denial of service due to differences of IME settings in PC to PC, for example. All Korean PC games automatically turn on/off the IME depending on the context.
 * Expose a modding API that enables customization of text inputs.
 * It should feature a live display update callback like Windows IME API to show intermediate composition process to the user, aka "on-the-spot" IME.

--Daybreaker 11:36, 3 August 2012 (UTC)


 * I have linked to here from the LWJGL's developer forum. http://lwjgl.org/forum/index.php/topic,4129.0.html --Daybreaker 14:16, 3 August 2012 (UTC)

Annoyances

Fixed/Skipped