Minecraft Wiki:Issues/1.2.3

Organization of This Page & Instructions
Please do not spontaneously an issue report or comment, unless it is patent nonsense submitted by someone who has not logged in. If possible, contact the submitter by user-talk first and tell them about your concerns. They will almost certainly oblige. As always, assume good faith.

If you're unsure of an issue, it's good practice to post about it on the to see whether others can reproduce it. Make sure you're testing the bug in the correct version (for this page, that's 1.2.3) with no mods installed. Also, make sure to proofread your issue report before submitting it; unintelligible issue reports come off as inconsiderate and disrespectful. Finally, please determine which game mode(s) your issue appears in, and flag it with the appropriate label(s). (Also, note that if, for example, a minor annoyance appears in both single-player and multiplayer, and in both creative and survival modes, you should label it as, not  .)

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

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

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

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

Labels that (not you!) uses: (Please place these tags in front of existing issue labels; do not remove the existing labels.)
 * f = Issue for which a fix will appear in the next update.
 * n = Not a bug; intended behavior. By definition, this label is inapplicable to annoyances; annoyances are not bugs.
 * s = Issue that will not be fixed in the next update.
 * u = Issue that Mojang has tested but was unable to reproduce.

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

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

Crashing/System
Bugs

a Whenever I download the game as soon as it loads up to the title screen my game window closes. Does anyone at all know what my problem is?

! When it begins to rain all sound in my game ceases instantly and can only be restored by restarting the application. Attempts to exit with the corner x fail, forcing ctrl-alt-delete.

!! If you connect to a "server" with its "IP" as a single colon, the game will crash.

!! Resizing game window while dead breaks UI. When Minecraft runs windowed, if you die, and resize the window while the 'You died!' overlay is visible, the 'Respawn' and 'Title Screen' buttons are no longer clickable and you have to terminate Minecraft and reload the game to continue. This is not the case for other UI with buttons, such as the Settings screen. Steps to reproduce: Tested on Windows and Linux
 * 1) Start Minecraft 1.2.3 on Linux (starts windowed, non-maximised) and create a new SSP world.
 * 2) Swim to the bottom of the nearest water and drown
 * 3) While the 'You died!' overlay is visible, maximise the window
 * 4) Try to click the buttons
 * 5) Close the Minecraft window
 * 6) Restart Minecraft, reload the world
 * 7) Notice the buttons are now clickable again and you can proceed

!! Fake chunks are rendered past the boundaries of the world. When players step (or maybe just fly) beyond the boundaries, they will be unable to move and will be stuck there forever. This can ruin saves in single-player. It should be like in Pocket Edition where there's just an invisible wall. The fact that nobody will ever walk all the way there is no excuse not to fix this bug.
 * Interestingly enough, the chunks aren't "fake", and are actually saved to the disk and may be relocated with map editors. Ingame, any chunk past the 30-million mark will have no lighting and collisions. There is a region 2 chunks past 30 million where you can enter and not get stuck - instead, you fall through the ground and die in the void. Any entity (the player included) going any farther than 2 chunks will get stuck, and cannot die. It is very difficult to pull this off without flying/creative mode - you must jump from very high to make it 2 chunks far before you fall into the void and die. In multiplayer, these issues do not exist at all: there is no 'wall of freezing', and you may go much deeper if you are flying. If you are flying in multiplayer, your actual stopping point is at 32 million blocks, where the server will kick you for "Invalid location".


 * Rather than making an invisible wall, perhaps just make the existing wall destroy all entities (thus killing the player), perhaps behaving similarly to the void's death-barrier?

undefined In the iPhone 0.2.1 version, the invisible wall isn't high enough: You can build a maximum height tower next to it which allows you to jump over the invisible wall. Looking back you will see "insides" of the blocks. Feel free to contact me on minecraft@mavetju.org if you need a copy of the world or screenshots.

undefinedmp When riding a mine cart for long distances (2000 chunks or more?), allocated memory doesnt seem to release correctly causing you to use 100% of allocated mem. The game will drop down to 70ish% once hitting 100%, lag spike, then quickly climb back up to 100% and repeat the process. Only fix is to completely shut the game down.

!!mp When connected to a server, it runs smoothly for about 30 seconds. After that, I can walk around yet nothing responds; items won't get picked up, doors won't open, etc. It then crashes with 1 of 2 errors: Internal Exception: java.net.SocketTimeoutException: Read timed out, or Internal Exception: java.net.SocketTimeoutException: Connection reset by peer: socket write error. I don't know what's causing this. I've reinstalled Minecraft, updated my router (D-link model DWA-130) and forced an update on Minecraft. Also noteworthy is that the connection bars on every server are full.
 * I bet it's a converted map. Happens to me in converted maps SP and MP -- 18:59, 16 March 2012 (UTC)

!!sp Hitting gravel with an enchanted pickaxe in survival can cause a crash without report. Was at bedrock layer when this happened. Noticed earlier in 1.2.2 and again in 1.2.3.

!! Minecraft 1.2.3 randomly freezes (a technical viewpoint, with a Bukkit server) I've been scanning packets between my client and our server, and I can confirm that the major freezes (resulting in the client timing out or hanging/crashing) are caused at the client end. The client stops responding while the server continues to send packets. Eventually the TCP buffer fills to maximum and the server reverts to sending Keep-Alive signals hoping to force the client to send an ACK, while the client PC responds with ZeroWindow signals. Client may stay completely unresponsive resulting in a need to kill the process and re-start.
 * 1) Ubuntu 10.04 x64 (although others using the server are getting the same result with Windows and OS/X machines)
 * 2) Minecraft 1.2.3 (also noticed it on 1.2.2 when I had it for a day)

Also noted an increased chance of packet resends (and duplicate ACKs) when other players are nearby. Doesn't happen when there's no-one else around. This looks to be lag related, as the time between first ACK signal and re-sent packet can be as little as 0.000028 of a second.

!!,


 * 1) OSX 10.7.3 - 8GB RAM - 3.06 i3
 * 2) java version "1.6.0_29"
 * 3) MineCraft v1.2.3

So far I have...
 * 1) reinstalled a fresh Minecraft download to /Applications
 * 2) removed my bin dir and options.txt file
 * 3) forced update
 * 4) tried multiple minecraft folder backups from last week that used to work fine

But now I cannot get anything to work. Once I log into a world I have about 10 seconds before it crashes. Crashing usually means pressing a key on my keyboard such as "l" for inventory. or "esc" for the menu. These all worked last week no problem.

Here is the only output I can get if I start the app form the command line:

–Preceding unsigned comment was added by (&#124;) 21:53, 12 March 2012. Please sign your posts with
 * Try and let us know if that changes anything. --  22:49, 12 March 2012 (UTC)
 * I tried this but it made the game flicker like crazy. I undid the change by forcing an update at relaunch.
 * I bet you have two monitors. Try running Minecraft on the other monitor.  23:46, 12 March 2012 (UTC)
 * Holy crap. I do have dual monitors. And functionality is restored on the primary. Can't believe I didn't try this. Thanks SO much. Still need a good long term solution as my secondary is the monitor that the bossman can't see very well. ;)

!!Client crashes before Mojang Logo appears
 * As above, try updating LWJGL. -- 22:49, 12 March 2012 (UTC)
 * LWJGL is updated

!!A crash occurs when the inventory is opened. More specifically, when you try to click on something in the inventory, the whole laptop freezes.
 * Need waaaay more information than this. -- 04:55, 11 March 2012 (UTC)

With reference to the above problem, a fix, the mod 'Anti-inventory freezing', worked on an earlier version of Minecraft. On updating the game, I noticed the problem had returned, so I tried to manually install the mod again with tips from YouTube about adding mods. However, this leads to a black screen after clicking 'Play offline' to use the game. I suspect it would also happen if I tried to play it online. Do I need an updated mod, or a different way of installing it? Is there an alternative solution?
 * Attempting to install a mod on a version of Minecraft it's not designed for will not work. -- 22:49, 12 March 2012 (UTC)
 * Do you have a Mac with two monitors? Try opening Minecraft on the other monitor asn see if that stops the crashing.  23:48, 12 March 2012 (UTC)

! The crash screen error window often automatically closes. It does so too quickly for you to select and copy the error message.

!! The client crashes (black screen then stops responding) when redstone lamps are pushed by pistons.


 * Unable to reproduce. Redstone lamp is pushed by the piston with no problem. Is this multiplayer related? If so please label this as !! mp

!! Client crashes when populating terrain higher than about 220 to 255. Here is a map which consistently triggers this bug: http://www.box.com/s/v6fn8v3ix7um46k16lji. The symptom is that Minecraft will suddenly say "saving chunks" and then crash to a black screen, with the only option being to close it with the close button in the title bar. This map is generated by WorldPainter, and I believe it to be formatted correctly, but the highest terrain on it is at level 254. What I believe happens is that upon loading the map, because it is small (eight by eight chunks), Minecraft starts generating new chunks around it, and populating these chunks. The populating process overlaps the chunks around it, and as soon as it hits the high terrain, it crashes. 12:37, 10 March 2012 (UTC)
 * I think I found the cause of this bug using the Minecraft Coder Pack. I believe line 1876 in the file called World.java in the MCP, in the function it calls getTopSolidOrLiquidBlock:
 * should be:
 * 13:34, 10 March 2012 (UTC)
 * The same bug occurs on the server, and the same fix fixes it. 19:44, 10 March 2012 (UTC)
 * What's the status of this? Has anyone from Mojang seen it? Can they reproduce it? Will it be fixed? 14:50, 16 March 2012 (UTC)
 * The same bug occurs on the server, and the same fix fixes it. 19:44, 10 March 2012 (UTC)
 * What's the status of this? Has anyone from Mojang seen it? Can they reproduce it? Will it be fixed? 14:50, 16 March 2012 (UTC)

!! Minecraft randomly freezes 22:04, 9 March 2012 (UTC)
 * Gonna need some more information for that comment to be at all useful. -- 01:44, 10 March 2012 (UTC)

f Ending a new world name with three or more periods (ie. Mojang World...) crashes the game.

u Cake defence freezes minecraft while loading
 * The what now? If that's a mod, you'll have to take it up with the mod author, not here. -- 08:55, 9 March 2012 (UTC)
 * Indeed. We cannot fix mods. 16:24, 9 March 2012 (UTC)
 * Cake defense is not a mod, see http://www.minecraftforum.net/topic/714759-game-cake-defense/. I have reproduced this problem: with vanilla 1.1 the world loads and plays normally, with vanilla 1.2.3 it pauses for a minute and eventually crashes with ArrayIndexOutOfBoundsException: -8 at acf.h(SourceFile:275). See screenshots at http://imgur.com/a/d9auT#0 and my crash log at http://pastebin.com/Py8CyNUb . Others have also reported this at http://www.minecraftforum.net/topic/714759-game-cake-defense/page__st__220. See my user page for my system specs. - 17:09, 9 March 2012 (UTC)


 * My computer crashed when i tried to run it. And I've got somewhat of a serious computer! Sanoth 21:34, 9 March 2012 (GMT+1)
 * I can confirm this. After the 'converting world to anvil' message ended minecraft froze and had to end the javaw process in order to quit.

smp You will have problems if you warp between worlds where start and end warp have nearby coordinates, because of new chunk network transfer optimization. Chunk data collides and client crashes. This has been experienced by many players on my server and in my case specifically, it seems to sometimes make my graphics drivers stop responding and reload, as well. For the record, even if no crash occurs, old chunks can still be seen in the distance, sometimes long after leaving a world. My personal system for reference is Win7 64-bit, Java 7 64-bit with 5Gb allocated to MC. Graphics is a Radeon 6990 and tested with both 12.1 and updated drivers, if this helps narrow the problem at all. Here is also a paste of a partial error log from a player with this issue: http://pastie.org/3527988 18:22, 5 March 2012 (UTC)
 * As far as I know, you can't warp between worlds in Vanilla Minecraft. If this is a bug caused by a mod, it has no place here. Please contact the creator of the mod in order to have this bug fixed. 08:15, 7 March 2012 (UTC)

!! Client crash on start up. After showing the MOJANG logo the client reports this error log.

!!Client crashes before Mojang Logo appears -- 13:58, 7 March 2012 (UTC)
 * Found a solution: Delete the "options.txt" File. There might be an invalid entry that caused the crash.-- 14:05, 7 March 2012 (UTC)

fmp Server crashes regularly in vanilla 1.2.3

!!Client crashes before Mojang Logo appears This happens every few hours now, and whilst the server is still apparently running (I can 'stop' it), everyone gets booted and no one else can log in. I can't work out what causes the crash, but it's always in mw.h, line 275. I'm not the only person seeing this either (google for "java.lang.ArrayIndexOutOfBoundsException: -8" and you'll see a lot of threads. I'm happy to put the world somewhere public, or do whatever I can else to help.

The server is an iMac running OSX 10.7.3 btw (so it's completely up to date). -- 12:49, 5 March 2012 (UTC)


 * This one (java.lang.ArrayIndexOutOfBoundsException: -8) has happened to me as well, and I was able to fix it. For me, there was an area of my map which would crash the server if a player approached it.  If you are unlucky enough to have a user who logged out near that point, the server would crash a few seconds after they logged in.  After some trial and error, I narrowed it down to some chunks which contained an extremely tall structure (E.g., a building with a roof at the highest possible point in the pre-1.2 world).  I opened the world in mcedit, and lowered the roofs in question by 1 block, and now it works fine and my server has stopped crashing.  My guess is that having blocks at the top of the world might confuse the conversion process somehow.  I did note that in 1.1, the lighting of that roof was never right.  Now it looks fine and does not crash.


 * My friend had this issue on his remote linux box (virtual private server, Archlinux; I lack version info. though). We thought that could be caused by an outdated Java Runtime Environment (JRE) on the server . So he performed a clean install of Java (which is now I guess the JRE 7) and now the Minecraft server runs flawlessly !!! (I'm trying to get more info from him about the involved Java JRE versions to share)
 * So my ultimate advice is to update Java. 10:54, 6 March 2012 (UTC)
 * If you can't make the system (through PATH) run the latest JRE (there can be several JRE available, and an older one in use by default) on the computer just completely uninstall Java and install it back (I wouldn't recommend such action on a production server...) 10:55, 6 March 2012 (UTC)


 * This "should" be fixed in the next update. It was a problem with the Anvil conversion. 21:01, 8 March 2012 (UTC)

U server crashes after placing lava at level 255. 2012-03-04 12:38:31 [INFO] Starting minecraft server version 1.2.2

!!Client crashes before Mojang Logo appears
 * This was fixed in 1.2.3. You're running 1.2.2. Please upgrade. 21:47, 4 March 2012 (UTC)

!! after deleting minecraft.jar to get rid of mods i get on minecraft and it freezes at: updating minecraft. please help.
 * Usually, in order to fix this, you have to delete everything that is in the bin folder. It will then re-download everything.
 * This could be due to the "Java 7" problem that some users have. Try uninstalling any/all forms of Java 7 you have.

a! 1.2.x is unplayable for me on "far" view distance: the game freezes up so much it's like ten seconds of freezing to one second of moving. On the F3 View the graph spikes right up to the top of the screen or off. I am playing with 32 bit Java and I have noted the warning, but there was no freezing or problems until MC 1.2. Is this just because of the new height limit and something I should accept? 16:46, 3 March 2012 (UTC)
 * From what I've gathered, it does seem to be mostly attributed to the height limit since it gets to render 128 more blocks per square. Still, I'm sure there will be fixes possible and hopefully soon. 19:06, 3 March 2012 (UTC)
 * I wrote about that as a major bug. "Minecraft is lagging heavily after playing for a few minutes. 0 FPS for 2-4 seconds with >1 sec delay between them. (SP, Normal/Far view distance)". It can be also related to the jungle biome - I have spawned near there. --
 * This is a system problem. If reducing the graphics options does not help then some other program is monopolizing the disk, memory, or bus. Even on my weak Athlon 5000+ I can use Far distance and experience no pauses, just the usual 8 FPS. Letting programs such as antivirus scans, or Windows Trusted Installer run at the same time as playing Minecraft will cause pauses though - this is to be expected. Also, allowing the system use more memory than available physical RAM will cause pauses - reduce the memory footprint of the system, and reduce max java heap to 256 MB to avoid this. - 15:50, 9 March 2012 (UTC)
 * I understand the logic behind labeling this as system problem. But I get this same unplayable freezing after a few minutes of gameplay. It is after a few minutes of gameplay, everytime. I am certain no other program is throttling my computer, after a few minutes of minecraft, in the jungle biome consistantly. -- 21:55, 10 March 2012 (UTC)
 * I had this issue as well, but it turned out my GPU overheated after a few minutes and began throttling to cool down. Check your temperatures. Also, 64bit JAVA is recommended for a reason. That of course requires a 64bit operating system to function correctly. --temotodochi

!! When moving the camera towards a block that was not initially on the camera (eg a block behind you, or a block in the sky) the game may crash without an error log. (I use 32bit Windows 7 and 32bit Java) Update: Made a video of it happening, sorry for the quality. Click here Update 2: Turns out it works on SMP too... Got a neat crash log

!!Client crashes before Mojang Logo appears

! Game lags when in jungle biomes and/or around jungle trees.

!! The client can crash if standing on blocks or in liquids at y=255 on multiplayer servers with the map height limited. (note: the blocks must be placed before the height limit takes effect)

!! Minecraft will not run with any form of Java 7
 * Apparently I have Java 7 installed and minecraft runs for me.
 * Runs fine here, too.
 * Latest Java 7 works fine. Tried all combinations of 32bit, 64bit, JDK, JRE on both XP and Win7 -- 11:21, 5 March 2012 (UTC)
 * I have java 7 running on 5 computers, CentOS Linux, and windows: XP and 7. All run minecraft fine.
 * This may occur on some computers. I had it some time ago after thinking Java 7 would improve performances greatly... I was wrong, only way to fix it was to uninstall everything Java7 related and install Java6, no problems after this. Note: I'm using a 5 year old Toshiba laptop with Windows Vista 13:56, 6 March 2012 (UTC)

f Pressing the Open texture pack folder button in 1.2.3 will crash the game
 * Not for me (1.2.3), tried renaming texturepacks folder while minecraft was running, retried, still no crash.
 * I cannot reproduce this in 1.2.3 vanilla on Windows Vista Home Premium: freshly downloaded and installed, I login and click texture packs and click button "Open texture packs folder" and the expected Windows explorer folder opens. Please give the detailed error message and check your antivirus software in case that is the cause. -- 15:28, 2 March 2012 (UTC)
 * Can you please pastebin the error it gives you? Or does the game just close with no error? 15:55, 2 March 2012 (UTC)
 * I have this bug too. I used windows 7 with 64-bit Java. The game doesn't crash, it just freezes forever  18:49, 2 March 2012 (UTC)
 * To those reporting this problem: use a batch file to capture the java output and check the Event log (if on Windows) and post the details at the minecraftforum or the IRC channel at irc://irc.esper.net/MineCraftHelp so others can help diagnose the cause. Do the usual first: uninstall all Java and install only Java 6; set antivirus and firewall to allow java access to internet and to the %APPDATA% folder; if Windows, check the access permissions. -- 12:34, 3 March 2012 (UTC)
 * Yes, that is exactly the problem: minecraft doesn't give an error, and doesn't crash (And yes I know how to run from batch). So I understand that you can't help without logs, I just wanted to say there are more people with this problem. 22:18, 3 March 2012 (UTC)
 * Vanilla Minecraft 1.2.3 with no mods? What operating system and Java version? Use a batch file setting APPDATA to make a completely clean install in a separate folder with nothing added and see if the problem reproduces. If it does then this has got to be a system issue, try make a new Windows profile and retest. - 04:25, 4 March 2012 (UTC)


 * This sometimes happens to me. Instead of crashing, the game automatically closes without notice sometimes.
 * Can't reproduce on MC 1.2.3 vanilla and *original* Win 7 Professional 32-bit --
 * Okay, I "may" have fixed this but I'm in doubt. I need someone to run the client with logging (see the above batch stuffs) and pastebin the log from when it crashes. Even if there's no obvious errors in it. 21:17, 8 March 2012 (UTC)
 * If I click the "Open texture pack folder" button, it simply does nothing for me. (WindowsXP|x86|Java32|MinecraftVanillaWithoutAnyMods) 00:45, 9 March 2012 (UTC)
 * Nothing at all? Can you please run with output (see above) and pastebin the results? Thanks. 01:08, 9 March 2012 (UTC)
 * I always run the game with the console, so I can see error logs, but clicking the button does nothing, and also shows nothing in the console : http://pastebin.com/QmehcaKB 13:23, 9 March 2012 (UTC)
 * Interesting. I'll add some debugging output into the next version, we'll just have to see what happens. In the mean time, can you please let me know: Where your .minecraft folder is (if it's in the usual /appdata/roaming/ or somewhere custom), a "dir" output of your .minecraft folder, and has the button ever worked for you in the past? 16:23, 9 March 2012 (UTC)
 * On that computer, the .minecraft folder is here : "C:/Documents and Settings/Domi/Application Data/.minecraft". By the way, with the launcher, error log when clicking on the link below the "Force update!" button : http://pastebin.com/Rixs4dk5. Maybe it's the error log you wanted to see before, the game doesn't show it, but the launcher does. The "dir" output : http://pastebin.com/yQPXk5YE. And I think it never worked on that computer... Maybe the spaces are the cause of that issue. -- 19:28, 10 March 2012 (UTC)
 * Reading the page : "Fixed launcher opening minecraft dir if the path contains a space", but have you also fixed the "Open texture pack folder" button in the game ? -- 08:37, 22 March 2012 (UTC)
 * It works with my other computer (Windows7|x64|Java64 - Also tested with Java32|MinecraftVanilla), it opens the folder as exepted. Maybe it doesn't work on WindowsXP... 13:27, 9 March 2012 (UTC)


 * I was able to recreate it using (Windows7|x64|Java64) with the latest version of ModLoader installed. The bug happened when I installed the latest version of Millenaire using the launcher that is available on the official site. 00:32, 11 March 2012 (UTC)

!! Worlds made before Minecraft 1.2.2 become unplayable. Worlds made during 1.2.2 or after run smoothly.
 * Java and video drives are up to date. 21:44, 2 March 2012 (UTC)
 * Update: I don't know how to get the crash report. I wish that I did though. But I can tell you that I haven't used any mods, no world editors, and the world that I want to use was created in 12w8a, others go back to Beta 1.8. 02:39, 4 March 2012 (UTC)
 * Update: www.mediafire.com/?4x621niodo5v326 <-- My downloadable world. Made on 12w8a, used WorldPainter to edit the world, and no mods were used. 19:39, 4 March 2012 (UTC)
 * Please define "unplayable".
 * Unplayable: During the loading of an older world, it states that it's "switching levels." Then the text disappears and goes to a black screen. 06:16, 3 March 2012 (UTC)
 * I cannot reproduce any errors converting single player worlds made in 100% vanilla Minecraft versions 1.1 and 1.0 to 1.2.3 . Specs: Windows Vista Home Premium 32 bit running on AMD Athlon 64X2 Dual 5000+, nVidia GeForce 6500, 32 bit Java 6. I tested both 1.0 and 1.1 with seeds debug and glacier and on each I built up to max height with various blocks at the highest point, and in the glacier seed I also built up to max height in the Nether - no problems found on conversion to 1.2.3. I then tested the world from www.mediafire.com/?4x621niodo5v326 and noticed it was in Creative mode and that there were no *.mcr backup files present - the use of the pre-release snapshot may have corrupted the world or another mod or editing program was used. If this can only be reproduced using the snapshot I suggest moving the bug report to . - 15:52, 9 March 2012 (UTC)


 * mp I am not the reporter of this bug, but I am having this issue with the server and ONLY the server version of 1.2.* I have a world from before 1.2 that when converted by the server code spits out this error on a player connecting. When converted for single player use it works perfectly fine. UPDATE: I seem to have discovered this is due to corrupted information in the player.dat file. I am reluctant to upload an example of this file because I do not know what is stored there. My best guess is that it is due to the use of the Multiverse bukkit plugin, as when the world was converted my user was not in the "normal" world. Deleting the relevant player.dat file allows the user to log back in.

!!Client crashes before Mojang Logo appears
 * To those reporting problems converting pre-1.2.3 worlds please link to the affected world file, and if possible to its archive before it was converted, so that others can help diagnose the cause. Specify how the pre-1.2.3 world was created - which minecraft versions, options, which mods or world editors used. - 12:34, 3 March 2012 (UTC)
 * Could you please reword this so that other people that have no idea what you're saying can understand it. 21:43, 3 March 2012 (UTC)
 * Zip the problem world folder from the /saves/ folder and upload it to a site such as mediafire, post the URL of the upload here or in a forum. Give details how the world was made, especially if mods or snapshots or prereleases were used in that world history. A mod or prerelease snapshot might have caused a problem. - 04:34, 4 March 2012 (UTC)
 * I've uploaded my world that I'm wanting to use. The link is up above with the information. 03:40, 5 March 2012 (UTC)

!! Maps in SMP tend to overload servers, causing annoying crashes of client and server.

!!mpwhen connecting to a server the client disconnects after 0-5 seconds giving a "connection reset by peer" error,occasionally gives up to 50 seconds before disconnecting happens only in 1.2.3 did not occur in the short window of 1.2.2 or 1.2

! Sometimes in Hardcore mode, if you jump into a ceiling, or walk into walls, you will go THROUGH the walls, and take damage. This also happens with doors, and torches, if you walk into them, you go into them, and take damage.
 * This sounds like an existing bug that happens when your sleep is interrupted by destruction of the bed, or something like that (I haven't seen it myself). It's not specific to Hardcore mode.

!! When converting (CNB's 3x3 Piston door map that I downloaded) old worlds the game crashes. Black Screen, "Saving Chunks" error does not show for game crashed as world started to convert. u Silverfish spawning from being called out of their blocks crashes the game. (please confirm)
 * Can fix by creating a Flat/world with Third-Party Programs (MCEdit etc.) exporting entire door/system and placing it in the created World/Flat
 * Can't reproduce. If it happens again, please let me know what the crash is (error messages/does it just freeze up/etc) and if it's multiplayer or not. 18:30, 4 March 2012 (UTC)

! (commonly)  (rarely) At extremely low framerates (e.g. 4-6) it becomes impossible to use Mouse1 to attack/mine (brings up ingame menu) tested NOT mouse with a 2button PS/2 mouse. 04:23, 4 March 2012 (UTC)

!! I was playing Minecraft and suddenly, power failure. Then my world is no longer selectable but its file is still in .minecraft/saves with "level.dat_mcr" missing. (PS : if you know a way to repare it, please tell me) 10:58, 5 March 2012 (UTC)
 * download 7zip (free) or winRAR and open up either your saves folder or the specific map file in it, then right-click, press "rename" and type in "level.dat_mcr" or the apropriate file ending and it should work

!!I tried to convert my flatgrass map to Anvil but it just blinks to the convert screen then shows an empty dirt background. After that it kicks me out of fullscreen and shows a black screen. Any ideas? Also I successfully converted all my other super-flat and normal worlds in about ten seconds. This is 1.2.2 and 1.2.3 with no mods and the map's files look identical to the other before conversion, right down to the individual files in each folder. EX: data has the maps and idcounts.dat etc.-- 01:16, 3 March 2012 (UTC)
 * Can you please try the same map (before conversion) in a multiplayer server, and see if it gives you any errors? 04:45, 3 March 2012 (UTC)
 * Got this error: (Note: as a half-idea half-just to see if it worked, I did try deleting the top layer of the map; considering the huge bugs related to map height)

!!Client crashes before Mojang Logo appears -- 22:37, 3 March 2012 (UTC)
 * Made a discovery: if I delete all of the region files the world converts but all the world is resetted to its seed. That means that there is a region error. Interesting, but not very useful, unless there is an idea someone has?  Anyone?  -- 01:48, 5 March 2012 (UTC)
 * I've the same problem with . See . -- 08:03, 5 March 2012 (UTC)
 * After extensive trial and error I have determined that while I can delete certain region files to raise the number of regions converted(ex. I deleted r.-1.-1.mcr and I converted nearly half the regions, but when I deleted r.1.1.mcr in addition, I only converted 3 regions...(after replacing the region files to .mcr)), only deleting all of them will result in a successful full conversion. Which means: saving your world, at least manually, at this point is impossible...  VERY depressing...  I am now trying to use MCedit to transfer my stuff over, but I have no idea if it will convert the new world afterwords.  -- 03:04, 6 March 2012 (UTC)
 * After downloading the newest MCedit (works on Region and Anvil worlds) I have successfully recreated a superflat world with all my stuff in it. My recommendation for others: download MCedit, create a new world, copy the original world(or at least the parts you used) and import it into your new world.  You may want to use the same seed for both worlds, but be warned pre-1.2 worlds may have a different terrain generation, and the same seed may not produce the same results.  -- 21:34, 11 March 2012 (UTC)

!! Alot of times when going into fullscreen, the game crashes, and leaves a crash report. The ammount of times this happens can be reduced when turning on Power Saver, but then it still happens. I do know this doesn't happen for everyone.
 * I can enter fullscreen fine, and have never encountered this problem, can you show the crash report? 13:22, 19 March 2012 (UTC)

!! Minecraft randomly crashes both in Single and Multiplayer. Not sure of the cause, has something to do with the JRE

! Like in 1.2.2, Minecraft freezes my control and makes it almost unplayable. My definition of losing control is Can't move mouse, can't stop moving/change direction, placing a block = continuously placing, etc. It also messes up my computer. I had to do a hard reboot. Help? -Sonicfangamer2
 * I'll help you but this really doesn't belong here as it's probably a problem you're causing (No offense of course, it's unintentional I'm sure). It sounds like you are inadvertently selecting another function outside of Minecraft which is why it stops taking your commands (and continues to follow the last one you entered). Are you by chance playing on a laptop? -- 21:15, 11 March 2012 (UTC)

!!Client crashes before Mojang Logo appears
 * You have installed IC2 twice (look in ModLoader log, that is before Minecarft crash). It`s your bug, not Minecraft one.


 * "Slot 249 is already occupied." There is an obvious ID conflict. I suggest ID resolver

!!mpClient abruptly crashes to desktop at random when attacking a monster (most frequently spiders) with a diamond sword in SMP. Upon reconnecting to the server, if the mob that triggered the crash has not despawned, it will not react to melee attacks - attempted attacks behave as though the mob is not there, instead hitting whatever is behind the mob, but the mob can still attack and harm the player as normal. Others of the same mob in the area may also receive this same invincibility, though not always. "Invincible" mobs can sometimes still be killed with a bow.

!!Severe memory leak encountered on Win7 64-bit (with up-to-date 64-bit Java installation). Minecraft client starts out with 5-15% allocated memory usage, but approaches 100% memory usage after 60-90 minutes of play, then begins locking up completely for several seconds at a time until finally becoming entirely non-responsive. Requires manually terminating the process from the task manager to close the client. Client runs fine after restarting, but eventually produces the same failure.

! Minecraft client crashes on main menu. Windows XP Pro SP3, vanilla 1.2.3 after updating from 12w08b. -- 17:57, 15 March 2012 (UTC)

!! I don't know if this happened to anyone else, but when I updated Minecraft, my game got stuck on the Mojang screen. I have tried everything I could find on the internet to be able to play again, but nothing worked. I even completely reinstalled Minecraft! I don't know if this happens to anyone else, but if anyone knows of a way I can fix it, please leave a comment. 00:54, 16 March 2012 (UTC)

Annoyances

a! When i try to play Minecraft on the browser, it will only get to the loading point at which it says "determining packages to load" (about one fourth loaded). It will then give me a white screen, then will crash about 30 seconds later. This happens every time. Minecraft works fine however as a application.
 * Moving to the correct section. Do you have mods installed? Minecraft will not run in-browser with mods. -- 22:19, 19 March 2012 (UTC)

a! New lighting system severely drains FPS since 1.2. Lighting changes in-game caused by lava, redstone lamps, redstone repeaters and/or pistons cause heavy FPS drops on low-mid range computers. This problem didn't exist in 1.0 or 1.1. It looks as though there is now a lot of excess load on clients to calculate lighting changes, whereas pre 1.2 Minecraft forced the server to deal with lighting calculations. This essentially makes the nether and busy piston/redstone contraptions unplayable as the FPS lag is extreme.

a! Starting minecraft in a terminal reveals that 1.2.3 still has a few debug messages. This would not be a problem except that in low-light areas (such as the Nether) a large number of messages similar to the following will scroll by as the player enters a new chunk: "Checking light -13, 14". This is a *huge* performance drain on lower-end systems. It can be somewhat mitigated by redirecting standard output to the bit bucket, i.e., java -Xmx2048M -Xms512M -cp minecraft.jar net.minecraft.LauncherFrame > /dev/null. There is still some performance lag with the light recalculation, but it's a minor stutter as compared to the slideshow without this workaround. -- 06:01, 3 March 2012 (UTC)
 * My FPS drops down to 0 when I am in the nether due to the lighting checks even with this "fix" (using < NUL on windows) it still drops down to 0. This is a major annoyance that ruins gameplay on the "low-end" computers/laptops. (I am on windows and I launch with .bat files so this is not linux only.(I changed it))

a Neither 1.2.3 nor 1.2.2 accept command line arguments that previous versions accepted. I first determined this changed when the minecraft.jar launcher changed from 1.1 to 1.2.2, while the launcher for 1.2.3 is unchanged from 1.2.2. See (change). Please note this is not related to the environment variable JAVA_OPTIONS. - 15:22, 2 March 2012 (UTC)

a Holding a map in hand and walking into a jungle biome in a multiplayer server will kick you from the server and produce the message "Internal Server Error". I've only tried it in multiplayer, not sure if it does this in singleplayer.
 * Can you please pastebin the error that is displayed on the server? 04:34, 3 March 2012 (UTC)

amp Attempting to break the bottom half wooden door while standing in it will result in the door rapidly opening and closing. This can be fixed by moving out of the door.
 * Even if this didn't have a fix it's not a major annoyance -- 20:04, 3 March 2012 (UTC)

a under Java6-sun on Ubuntu (Untested on other distros) pressing "return to game" from the menu does **not** trap focus of mouse (Esc does though)  04:23, 4 March 2012 (UTC)

a  Cmd-Q don't work (should quit the program). Not even on main screen. 13:57, 4 March 2012 (UTC)
 * Can confirm for OS X 10.7.3 - the menu bar item (Minecraft > Quit Minecraft), and the dock icon menu item don't work either. As I've said, Java is not an excuse for bad UX. — 11:04, 19 March 2012 (UTC)

a I don't know if this happens to anyone else. But whether on Single- or Multi- player my computer freezes up every 15 minutes or so. I hae to ctrl + alt+ dlt to exit out.. Also my commands don't work so i don't know if it's the server or a bug. AidynsMommy

!! i recently installed a new video card into my PC and my minecraft used to work fine with my old video card. but ever since ive started using this new one i get the following message:

Bad video card drivers! ---

Minecraft was unable to start because it failed to find an accelerated OpenGL mode. This can usually be fixed by updating the video card drivers.

--- BEGIN ERROR REPORT 7fe0271 Generated 3/16/12 10:09 PM

Minecraft: Minecraft 1.2.3 OS: Windows XP (x86) version 5.1 Java: 1.6.0_30, Sun Microsystems Inc. VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc. LWJGL: 2.8.3 [failed to get system properties (java.lang.NullPointerException)]

org.lwjgl.LWJGLException: Pixel format not accelerated at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method) at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52) at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:214) at org.lwjgl.opengl.Display.createWindow(Display.java:306) at org.lwjgl.opengl.Display.create(Display.java:873) at org.lwjgl.opengl.Display.create(Display.java:782) at org.lwjgl.opengl.Display.create(Display.java:764) at net.minecraft.client.Minecraft.a(SourceFile:230) at net.minecraft.client.Minecraft.run(SourceFile:650) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT c45c00b7 --

i have the latest version of both my video card driver and minecraft. ive tried several methods to fix this but none have worked. please help me. i would really like to go back to playing this awsome game :).

!! Crash while transitioning between nether & normal world results in all inventory lost and spawn point reset. I've only seen this once so far.

undefined Stats & achievements can be lost due to power failure, etc. Obviously I don't expect minecraft to avoid a power failure, but I don't expect all my stats to be lost. Please ensure that overwriting the stats file is done atomically (ie, write to different file; fsync; rename over the top).

? i tried to download a mod and it told me to delete a certain file and i believe i may have done it wrong now minercaft won't even load it lods java then black screens! what do i do?
 * Read this page: . --

a Minecraft's fullscreen mode is incompatible with Mission control. It should have a "full screen" button, use its own space in full screen mode, etc etc. — 11:04, 19 March 2012 (UTC)

? Deleting worlds using the "Delete World" button freezes the game, so the only way to delete worlds is to go to the %appdata%/.minecraft/saves folder. No error message is shown.

Redstone
Bugs !when you are near a redstone repeater loop. when you fly/walk away a fiew hundred blocks, and return to the redstone repeater loop, it will be frozen.

undefined when a repeater is placed in a 2 block high room with sealing. walking on the repeater results into falling trough the block.

f When powering 4 Redstone Lamps using a very fast clock/pulser it will create massive lag. ( 1.2.3 SSP|SMP )||
 * Having the same problem on my server - really annoying... 07:18, 13 March 2012 (UTC)
 * Sort of fixed, added a delay on lamp turning off. /jeb

! Redstone power can't pass through Glowstone Block even when using levers, also, it can pass through all other normal blocks like Stone, Sand, etc. Tested in 1.2.3 SSP. ||
 * That's a feature -- glowstone is like glass in that regard. It's good to have multiple options for that. -- 16:54, 10 March 2012 (UTC)
 * Because Glowstone is a transparent block. This will happen when you do it with ALL transparent blocks. 22:21, 17 March 2012 (UTC)

! Redstone torches eventually burn out on all known T flip-flop designs, including both regular and piston-based. Once burned out, they instantly re-burn out when replaced, making it impossible to create a stable T flip-flop. Seems to affect some worlds, but not others; try it in the seed "indianajones" (generated in 1.2.3). Tested repeatedly in multiple chunks, and ruled out the north-south bug as a cause. --
 * Odd behavior noticed in Creative (flatland). The torches burn out after 7-8 flips, as described for SMP(below); however after removing an unused mod from the jar and reloading the game the burned-out torches re-lit and worked for the same 7-8 interval again. PS: As was mentioned for SMP, my main (non-Creative) world does not display this torch behavior, yet. --
 * Addendum: Some further testing involving mods. Removing all mods (HD patch included) and running/saving the same world on vanilla, removes the bug. Apparently. Having re-added my mods, I have yet to reproduce the bug. (Mods: ModLoader, SpawnerGUI, Shelf, Armorstand, Deathchest, Receipe book and SPC 3.2) --

! Redstone does not power redstone placed below when placed on glowstone.
 * This is not considered a bug by many people, as it is more of a feature, allowing one-way redstone. --

a! T-junction intersections commonly shown in tutorials do not seem to work. all the examples Ive seen their rail is normally to the right when given a left right option, but in my world it is normally to the left. Seeing as I need it to be the other way it ruins it. Sorry if this was intentional but if not please fix! My whole server uses these all over the place.

! Powered rails remain powered after the torch is removed: When 4 powered rails are placed on a slope with a redstone torch placed adjacent to the bottom of the 4 rails and the bottom of the 4 rails is removed followed by removal of the redstone torch the 3 remaining rails stay powered. Also related to this: while the top 3 remain powered, and the top rail is removed and replaced, followed by the bottom being replaced and the redstone torch being replaced in the same adjacent position to the bottom rail, the top rail remains unpowered until it is removed and replaced again. Tested in creative and survival modes on my server as well as the same seed on singleplayer. --

!spcr While editing major redstone circuits (like on a puzzle map or while making a calculator), an unknown factor causes all redstone within (about) a 20 chunk radius to destroy itself, and revert all redstone wire, repeaters, torches, pressure plates, and (connected) doors, to their item entity, floating on the ground. (This has only happened to me while playing on "superflat". This has happened twice while I was working on the circuits, and once when I loaded the world.)

! When powering a redstone torch to turn it off and then unpowering it to turn it on it will sometimes begin to stay off until you replace it, however it will immediately repeat this behavior the moment it is powered again forcing the need to replace it each and every time until it is moved to a completely different location at least 5 blocks away from where it originally was set. This only seems to happen in Multiplayer as I have not been able to recreate it in Singleplayer.
 * A Redstone Torch should be powered when not powered and not powered when powered --
 * This happens only in multiplayer, and only when you adjust the time of day using the "/set time" command. --  08:18, 5 March 2012 (UTC)
 * Currently I have this issue on my server, it is happining even though the time has not been changed.
 * This beg seems to be related to the server using lots more ram when redstone is running, my server jumps from 33mb to 52mb in just under 10 seconds after starting a clock.
 * Had similar issue in creative mode single player. Did not notice it immediately but once it happened it continued to happen regardless of map; however, only in creative mode. Had to change the location to get redstone torch to work, but did not need to move 5 blocks. Get about 7 or 8 uses out of a torch before it failed to activate. The number of torches, direction, and frequency did not seem to matter. Appears to be the same bug as the T flip-flop bug posted by Tigerstripe. Addendum: Returned to same map several days later and now all existing or new redstone on that map works without this glitch. I am not aware of any changes made to the map or program. I believe the glitch is linked to the loading or creating of creative maps. Upon restarting the game I can run redstone in the first two creative maps loaded without problem, yet after loading a third map the glitch returns. One of the creative maps created several days ago appears immune to the glitch even when it shows up on other maps.
 * This happened to me in my monster spawn in ssp on the inverter that i used to keep the water from flowing that collects the items.

undefined When you quit and reload a game, redstone repeater loops freeze.
 * Are you sure?? This sounds awfully like the old Repeater Persistance Bug, which was fixed in one of the Beta 1.9 prereleases.  Please verify that you are using 1.2.3.  Also, I have refiled this issue as a bug, since it describes a (potential) bug.  Annoyances are for non-bugs only.  &mdash; []
 * Having same problem on a server.
 * Same problem on my single player world. Tested 5 times, 2/5 times the loop froze.
 * This problem often happens on my server (multiplayer, Linux 64 bits). It happens it mostly in redstone loops, because I use many of them, but also not in loops. I observed most of the time a repeater that was not repeating : 1 as input, and the output forever at 0 (solution is to break the input redstone wire and place it again, the design restarts). Also sometimes a simple inverter with a redstone torch stuck at zero while the block is unpowered (same solution as for the repeater). But this problem seems to affect more redstone-related objects, if we read the other bugs. I also very often have stalled designs because a piston is simultaneously extended and not extended (the extended part can be broken by hand and the design restarts). The repeater and inverter problems happen not only at loading time, but I must do more test to be sure. The piston bug happens while playing. Maybe the source of all these bugs is the same and related to the Minecraft core part in charge of the redstone related things. So I suggest this bug is a major bug, it could be rewritten a bit and maybe merged with other bugs.
 * no I think this is the problem: when you exit a world while in the same chunk as the redstone repeater. and then loading the world works just fine. BUT. if you go far away from the repeater and then quit and reload and return to that chunk, the circuit will be freezed.

f When the block below a repeater is removed that is currently powered on, the redstone wire on top of the block that the repeater "points" into remains powered after the repeater is removed. From my own findings it works both in single player and SMP. --
 * In fact it acts as this: if you cut the power to the block that is powering redstone, the power in the block will stay. You can do whatever you want 3 blocks away from "powered" block and, in some cases (pistons for example), even right by it.-- 19:56, 18 March 2012 (UTC)

u Destroying an active redstone lamp (turned on) will drop it as glowing redstone lamp. It won't turn off to stack onto other redstone lamps in player's inventory. However when placing the "glowing redstone lamp" it will work as if it was a normal one (no light by default). Don't know about multiplayer. --
 * Unable to reproduce. /jeb
 * Well duh, fixed it. — 12:19, 20 March 2012 (UTC)

undefined repeaters powered by repeaters will not propagate charge for the full 15 blocks of redstone dust, this only happens when putting two lines of redstone dust and repeaters directly next to each other see: - bawki

undefined Rail junctions in certain scenarios don't power off consistently, i.e. stay in the powered state even though the powering wire has been removed. See the image.

Annoyances

a! Piston bug: stacking two pistons on top of each other (both pointed sideways), then powering the top one by placing a block on TOP of it with an active redstone wire, will power the top piston normally. If the block BELOW the 2-piston stack is removed, the bottom piston activates, and mysteriously receives power through the adjacent piston, from the wire 2-blocks away. Getting this bottom piston to turn off is nearly impossible, as replacing that block does not sever the ghost power source. The power is persistent: the bottom piston can be removed and replaced, and will immediately be powered. Powering/unpowering the bottom piston directly has no effect, and it cannot be retracted once glitched. Easily reproduced on two separate computers (in survival/creative single-player). --
 * The phantom power seems to be related to the upper piston being extended: once glitched, the bottom piston can only be retracted once the top one is also retracted... so it's as if an extended piston's base transmits power vertically downward, as redstone wire does horizontally. --
 * The piston is definitely glitched. I removed all blocks around the piston, and it floats in the air, extended. --
 * Most likely an effect of the --

a In certain places some pistons will not shut off even after power is removed. It requires a block update to fix.
 * This is an intended behavior, as jeb_ has confirmed that this must stay in order for BUD switches to work. -- 19:52, 19 March 2012 (UTC)

a Redstone repeaters may increase the length of short pulses(one to three ticks) of power. When the delay setting on a repeater is a larger number of ticks than the incoming pulse, the outgoing pulse is increased to the length of the delay. For instance, a one-tick pulse of power going into a four-tick repeater will output a four tick pulse of power. Can be reproduced using a one-tick pulse generator followed by five one-tick repeaters. Then change the delay on the first repeater in the series to the desired pulse length.

a Levers cannot be placed on the bottom of blocks. This makes it hard to create good-looking easy-to-use night lights and street lamps.

a Doors no longer cause block updates on their top block, breaking traps and automatic doors.

amp If you make a "smart piston" (piston which is powered through the block that is placed in front of it) and place blocks on the said piston and not on blocks around, it will glitch out of existence for a moment. Works as expected in SP. -- 20:19, 18 March 2012 (UTC)

Blocks
Bugs

x A piston moving down and soon afterwards up with a stack of gravel on top of it will lose one block of gravel, this happens, e.g., if a piston is powered by redstone and an additional lever in position off is on the last block: putting the lever to on briefly deactivates power to the piston which then immediately receives power again (version 1.2.3., observed both single and multiplayer)

x An end portal frame can be replaced permanently with water or lava by clicking on the side of the block next to it. If the entire portal in the end is destroyed the only way to get back is to die.

mp su light spawns at the old sun hight and passes through buildings created high in the sky, at random points. It passes through cobblestone blocks, it even creates light in rooms completely closed off and with no torches attached to them inside or outside.

x Breaking a double slab with a Silk Touch pickaxe yields only one slab.

x breaking gravel with a diamond pick enchanted with effiecency 10 will cause a game crash without a crash report. It will say saving chunks then black screen. I think this is due to the fact the the pick mines the gravel faster than gravity, but i tested it on sand and sand didnt crash the game.

x You are unable to put torches and redstone torches on top of upside down slabs. ( 21:25, 7 March 2012 (UTC))

x Fences connect to sideways fence gates. http://i.imgur.com/2Wwzj.png

x Vines are replaced when a block is placed in the same space as them, like water, lava, snow, and grass. This is annoying and does not fit well with their new functionality.
 * That's not a bug, that's very useful ! If you need the "new functionality" then place ladders....
 * I also find this useful, however it is annoying that vines are replaced when another vine is placed in their space. This can lead to accidental waste of vines, but is a minor annoyance more than anything. 04:16, 9 March 2012 (UTC)

x In creative mode, when a block is broken that leads to the outside of a cave, natural lighting sometimes still shows through when the hole is covered.

x The old bug with wrong tools for blocks. for instance pickaxe is quicker for removing wooden halfslabs -- 12:59, 3 March 2012 (UTC)
 * This is technically not a bug; the cause is that all slabs are differently skinned versions of the same item. All other slabs are material types mined with picks, so the wooden slab's item data sets it to be mined with a pick. This should still be fixed, though. 19:01, 5 March 2012 (UTC)
 * Then technically this is a bug, with a known cause due to the way slabs are implemented. Half slabs would benefit from a full overhaul of how their implemented and treated, especially given there's no longer a shortage of blockId's requiring this kind of overloading.
 * This is not a bug, it's a feature. This is the known behavior and was the intentional result; it's just confusing for players. It should be changed now that there are block IDs to spare, but is not causing any problems besides confused players wasting tool uses. -- 22:44, 19 March 2012 (UTC)

!! Previous world converted, now when placing blocks Minecraft crashes. When re-opened the block is still in your inventory and in the world. Only some worlds.
 * Error occurs to me as well but I relate this to a Lightning bug. I tested it with "Super Hostile - Spellbound Caves v1.1" see . Error Report in the description. -- 21:04, 2 March 2012 (UTC)
 * Confirmed on our map (SMP, converted from 1.1). While building a sculpture out of blocks, occasionally the client (and sometimes the server) crashes with "Internal server error".  When I log back in, the lighting is . . . odd looking, though I can't quite put my finger on what's wrong with it.  This has happened when placing cobble, pistons, and water from water buckets (the type of block may not be relevant).  In each case, I was placing blocks in a fairly confined space where the lighting calculations might be more complicated than normal, but I haven't looked at the lighting code since mid-Beta.  Haven't tried building on a 1.2-generated map; the players are somewhat invested in the current world.   20:55, 3 March 2012 (UTC)

!! (Unconfirmed/not thoroughly tested) Placing a torch (potentially other items?) on y=257 -- one block above the height limit -- is allowed, but in SMP causes an "Array out of bounds" exception and crashes all connected clients in addition to the server, requiring a server restart.
 * I actually created something similar in single player. Built tower to max height, placed water on top (technically above) and then replaced water with torch.  crashed immediately. (EDIT seems to have been fixed in 1.2.3)-- Kittani1977
 * Still reproducible on 1.2.3 SMP -- 09:51, 2 March 2012 (UTC)
 * (1.2.3 cmp,smp) I was able to place torch there, but no crash.
 * Please pastebin the full error you get so that I may investigate it. 19:07, 2 March 2012 (UTC)
 * I am having a similar bug in 1.2.3: Water source blocks can be placed at y=256 but cannot be removed nor can a block be placed to remove it. Replicated many times, never fails, no mods but no crashes either, just annoying - would necessitate world deletion or external edit if you do not want it there.

undefinedsu Netherrack that has been set on fire by blasts from ghasts does not always show that it is on fire, however it will set the player on fire. The fire, while not visible, can still be extinguished (as is evident by the sound playing) by normal methods of extinguishing the fire.

undefinedsu I have noticed something similar to above with cactus blocks in the desert. I have stepped on cactus block that were showing the sand texture, but when destroyed they drop the cactus block.

! Having a tower to the max height to 256 in the sky, and having a ladder on the side from 1-127 will show just fine, but 128-256 will be invisible. Breaking any one of the invisible ladders will cause all of the invisible ones to break and fall down as items. Visible ladders from 1-127 work just fine though.

undefined Piston arms no longer are able to push the player in single player. can be "fixed" by shooting an arrow into an extended piston head in a nearby loaded chunk (effectively breaking compact 4x4 piston elevators)

! Jungle tree leaves rarely ever drop jungle saplings.
 * I believe this is because they only drop saplings when a player breaks them. Could someone confirm?  23:42, 3 March 2012 (UTC)
 * No, they drop saplings regardless of whether being broken or decaying. I have been farming a lot of jungle trees for saplings, so I can say for certain that although the drop rate is low, it is definitely renewable (though it is a little annoying when I go through six trees and end up with one fewer sapling than when I started). - 09:38, 4 March 2012 (UTC)
 * I'm pretty sure this was intentional, showing the effects of rainforest deforestation. I would encourage you to make large trees over small ones to make sure you will have enough saplings to grow new trees.

xcr When a door is broken by clicking on the top half, the item drop appears. Breaking the door from the bottom doesn't do this, however.

x glowstone will not stop a chest from opening.(tested on windows 7)
 * As glowstone is not a solid block, I believe this is expected behavior.

f If you destroy a painting while on sprint you get two drops instead of one

undefined Grass continues to spread to other blocks even with another (even non-transparent) block on top of it. Grass also either seems to take a long time to revert to dirt with a block on top, or never reverts to dirt at all. Prior to this bug being introduced in 1.1 or 1.2, grass never spread if there was an opaque block on top of it.

undefinedmp Placing a torch on the bottom of a block will cause the torch to be placed on the block under it (air).

undefinedcr The placing animation continues to play when holding down right-click to place a block within the envelope of your own position. 06:04, 11 March 2012 (UTC)

xPlacing a bed on the top of upsidedown slabs and stairs doesn't work, also torches on upsidedown slabs. only torches on upsidedown stairs work. -- 19:49, 14 March 2012 (UTC)

xmp In my Bukkit server, i found a bug which I call the "strip bug". I have Dynmap and i can see that large rectangle strips of land are wrong, ex: trees are cut off, in a snow biome there is a perfectly sqaure swamp "strip", and when i went to the jungle there where some leaves cut off. However, they had only become invisible, and if you place a block where they should be, the block turns into a leaf block. This is extremely annoying.

undefined Rail can be pulled into the air by a sticky piston. (ie: attached to an air block above the original block). (old bug) Floating rail will be popped by a block-update. 02:38, 21 March 2012 (UTC)
 * Here are screenshots of this same behavior from 1.9pre http://i.imgur.com/HNjm0.png and http://i.imgur.com/QF23r.png  02:38, 21 March 2012 (UTC)

Annoyances

a Some glass blocks have black textures on the bottom.

a! End Portals will immediately disappear if placed inside the End. This means that if the ones that the Ender Dragon drops are broken (which is only possible in Creative) they will be irreplaceable, even if the /give command is used in multiplayer to put them in someone's inventory. (Also, since the /give command is not usable in single-player Creative, End Portals should be available in Item Selection.)

a! mp Sometimes,chests stay in opened position even if closing chest sound is emitted.

a! When placing a slab on the side of an upside-down slab, it's a right-side-up slab, which makes making an area of upside-down slabs very annoying and difficult.
 * I found this mod that makes placing upside-down slabs and stairs so much more intuitive, by making slabs and stairs be placed upside-down if you place them off the top half of a block. Maybe Mojang could talk to the creator, Sushen, to implement this in vanilla; Sushen him/herself has expressed interest in this. 19:11, 10 March 2012 (UTC)

a Axes are not good for breaking leaves.

a Mossy Cobblestone still uses the old cobblestone's pattern

a When you try walking on jungle leaves diagonally or near a hole, sometimes you will fall through the leaf, possibly dropping all the way down if there's nothing below it.

a When you try to cross ANY hole when 1) there is a ceiling over it and 2) block is diagonally touching to the hole like this: [#][2] [1] [#] = wall/pillar/obstacle, [ ] = ground, [1] = you are here, [2] = you want to go there You have 50% to fall down into the hole - you fall if walking in one direction (eg. 1 to 2), but not in the other (2 to 1). 00:34, 6 March 2012 (UTC)

a You CAN press "Shift" when you're sleeping on bed.

a The texture for a lapis lazuli block is very poor. Lapis lazuli is not only blue, but it also contains the colors white and yellow which the block does not include. In addition, when lapis lazuli blocks are placed next to each other, their textures don't blend in nicely, making them look very unappealing as a decoration. The texture also looks nothing like a stone. It would be nice if it at least looked polished. ( 17:44, 8 March 2012 (UTC))

aWhen a torch is placed in a cave sometimes the block it was placed on will change to dirt or gravel.
 * For video evicence of this, see (time index 15:00): www.youtube.com/watch?v=Nfe9YmbUPys#t=900s
 * I have had a similar thing happen in SMP -- I placed some fences on dirt and the dirt blocks changed into water. There was a pool of water nearby, but not connected. It only happened in that one small area, and I haven't seen it happen since. -- 02:03, 10 March 2012 (UTC)

a When staring straight down at a block you're breaking, the "progress" of how much you've broken the block (i.e. how cracked the block is) isn't shown, rather the block looks as if it's untouched. It functions as intended, just not visually. I generally play SMP so this may be a multiplayer bug --24.1.77.157
 * I have this happen in SSP, but only when looking straight up, and shows the breaking animation correctly when looking straight down. -- 23:48, 13 March 2012 (UTC)

a The slipperiness property of ice does not seem to apply on the edges of ice blocks. When walking on the edge of an ice block, you will not slide. -- 23:48, 13 March 2012 (UTC)

a If you click the dragon egg(to move it's location for easier collection), there's a chance of it falling in the exit portal, making it disappear forever.

a! Like all the other tile entities, signs receive checks every tick. This is useless because signs cannot be edited once they are placed. This behavior is unnecessary and just causes lag if you have a lot of signs

a! When I place a block, sometimes the game freezes for .5-1 second and I keep placing blocks even if I don't want to, only way to fix is to restart game.

Crafting/Enchanting/Brewing/Interface
Bugs fSilk Touch doesn't work on Glass Blocks anymore.
 * If you mean Glass BLOCKS (result of smelting sand in a furnace) then this is a bug. If you meant Glass PANES (created by crafting 6 glass together in a workbench), then that is normal behavior. -- 22:51, 2 March 2012 (UTC)
 * No, Silk Touch really doesn't work on glass blocks anymore. Almost certainly unintended, especially considering that Jeb wanted to take a look at ice functionality again.
 * On reddit Jeb found out about this and confirmed the glass thing is a bug.
 * Confirmed. This is a bug, and I have upgraded it to major. &mdash; []

! Smelting does not progress as you sleep. If you leave something burning in a furnace, it will be in exactly the same state when you wake up.

u The first character of every enchantment label is missing. For example, "lame I" instead of "Flame I".
 * Grammar corrected for clarity. 19:21, 1 March 2012 (UTC)
 * Appears to have been fixed in 1.2.3, but now cannot seem to get any enchantment to show up over 39 (EDIT: Been messing with it for a while to confirm.. it seems ok... but different... somone else is going to have to do this too. -- Kittani1977
 * Can't reproduce. If this happens again, please let me know what language you're using. 01:16, 4 March 2012 (UTC)
 * The cause is from TooManyItems. Within 1 hour, Marglyph reuploaded the mod and addressed this. 01:48, 4 March 2012 (UTC)
 * I wasn't using Too Many Items but I have noticed enchantments showing up over level 40 is far less common, even with the proper Bookshelf array. I spent nearly an hour clicking through on a diamond pickaxe and only saw 50 twice, 49 maybe 3 times, I either have the worst luck or the rare levels for enchantments are now even rarer.  Fine by me but it's noteworthy as I said for at least a glance at the code to make sure that it's still set right.  Those random item generators can get really wonky sometimes. -- Kittani1977

fEnchanted items in a minecart with chest lose their enchantment when the minecart with chest get's "destroyed".
 * This seems to still happen in 1.2.3 -- Douggernaut
 * The green F means "Fixed in the next version". It hasn't been released yet. -- 07:31, 13 March 2012 (UTC)

undefined"Quit Game" button does not close the game fully. Error from console here 08:47, 13 March 2012 (UTC)

undefined Top or side of interfaces cannot be accessed after moving Minecraft to a screen with a different resolution. May only occur with Raedeon video cards.
 * To reproduce: start minecraft on a portrait ratio screen, then move it to a landscape ratio screen. The right of the inventory screen cannot be clicked on when the width of the minecraft window exceeds the width of the portrait screen. A similar problem occurs from landscape to portrait, except vertically.

! Unable to dye wool by crafting it with a dye. 00:27, 21 March 2012 (UTC)

Annoyances

a! The enchanting system has always, and continues to be frustratingly unfair. sometimes producing Efficiency III when a level 50 enchant is used. Considering you need to kill NINE HUNDRED AND TWENTY FIVE zombies/creepers etc, to get to Level 50, users are naturally in consensus that, to quote Yahtzee Croshaw, the ratio of difficulty to find versus actual usefulness is completely arbitrary. While we respect the mystique Mojang have tried to create about enchanting, the numbers need serious review.
 * Discussion moved to this page. Please comment on that page.

a In the Multiplayer server list, we can connect to a server by selecting it and pressing enter. In the Singleplayer world list, pressing enter will do nothing.

a Signs don't stack in inventory. ( 22:16, 4 March 2012 (UTC))
 * I find this extremely annoying as well. Now, before anyone claims "not a bug", let me point out that this issue was filed as an annoyance. Annoyances are, by definition (see the instructions above), precisely those issues which are not bugs. &mdash; []

a A very old bug annoyance: When Lava Buckets are used as fuel for smelting, the bucket is consumed along with the lava.
 * This is expected. See the lava bucket page. 16:26, 4 March 2012 (UTC)
 * Yep. Not a bug; refiling as minor annoyance. &mdash; []

a On some systems, pressing the mouse 4 or mouse 5 buttons on the side of the mouse will cause the Minecraft menu open.
 * This is due to some mouse drivers mapping those mouse clicks to keyboard keys or combinations. Most mice like this come with extra software to customize the keypresses mapped.  Please refer to your mouse manufacturer's manual for more details.

a While in fullscreen mode (through F11), opening any menu (inventory, options, etc...) will cause the mouse to jump position.
 * Actually is does not jump but is moved to the center of the window (it is moved off-screen while the target marker is visible). Problem is, that the center of the window and the center of the screen are not the same positions... 18:32, 6 March 2012 (UTC)

a "where are we now" is still missing (should be at least in the creative inventory).

a Wooden tools cannot be used as fuel in a furnace. If they could, then they would be helpful for smelting your first charcoal after you don't need wooden tools anymore.
 * This is a neat suggestion. I like it. &mdash; []

a Smelting Lapis Lazuli ore will yield one measly Lapis Lazuli. Perhaps it could yield a Lapis Lazuli Block instead, which would be closer to the yield of Lapis Lazuli Ore without Silk Touch.

a Though this is likely intended, jungles will often spawn with regular (oak) leaves rather than jungle leaves. This means they don't drop jungle saplings which will grow into large trees instead of the regular trees.

a Mushroom stew still doesn't stack. (Previous reason for non-stacking stew made sense once upon a time when it was a healing food, but this is no longer the case).

a Slabs cannot be crafted back into the block they were made from.

a While the slab recipe now gives an equivalent amount of slabs, the stair recipe still does not.

a Fishing rods, flint and steel, shears, and hoes can't be enchanted.
 * Are they supposed to be able to be enchanted...? -- 02:14, 13 March 2012 (UTC)

Gameplay
Bugs

! when generating a new world. the water in swamp biome won't have it's dark color. you will just see, dark grass and trees and normal water.

mp ! If logged out against a wall or in a gap (2 airblocks stacked), you will spawn on the next above solid block when you log in again. In normal world it is annoying but when in the nether you spawn (since the block-height is 256) on bedrock (also mushrooms are there). Maybe when solved, the animals and mobs won't hack in the walls any more. (this only in multiplayer).

! Clicking while moving the mouse often causes the focus of the window to be lost. This can be fixed by downloading the latest version of LWJGL and extracting it into the appropriate folders in the .minecraft folder. Tested on Linux (Ubuntu 11.04).

! Wooden slabs are mined best with a pickaxe instead of an axe.

mp ! in Multiplayer, TNT damages players, but does not propel them at all. Therefore all TNT cannons ect. don't work in Multiplayer.

! If a player gets out of a boat over deep water, the player may fall through the boat. After they have swum up, if they click the bottom of the boat they may take damage as if they are suffocating.

! Sometimes (on single and multiplayer) your character will move sporadically even after you let go of the keys, I thought this was an error with my keyboard until Youtuber iJevin mentioned in one of his videos: http://www.youtube.com/watch?v=t6JnDVRVS3A&feature=g-user-u&context=G28d6619UCGXQYbcTJ33biz4iFXScDH0KPDcyOtRl6BkN4YybEkc8 that it was also happening to him. This can cause you to fall from high places/into lava.
 * Try removing everything in your bin folder and downloading again. If it still persists either try an updated lwjgl file from http://lwjgl.org or install Optifine, it has a fix for sticky controls built in. - 01:04, 12 March 2012 (UTC)

? Saplings grow through dirt and grass blocks, even if they are directly over it. It does not work with cobblestone, myzele and some other testet blocks. They do not replace the dirt, but replace all other free space.

! using a bow will cause the held item to change from the bow itself to whatever is next to it.

! When playing on a creative super flat world which was converted to the anvil format; falling through the void and dieing causes the map to regenerate, taking all structures with it. The same seed is used, so the terrain is the same as if from a fresh start. Not sure if this happens on non-super flat worlds.
 * are you shure with that? i spawned on a different point and had to walk along way back, (f3) but the buildings where still there

undefined In-game maps are not perfectly aligned north.

? When crouching and backing up to place a block, you can place a block on the space where you are standing. This makes it so that you will fall when you release shift, as you can't jump around the placed block or place another beneath you to stand on. So far I've seen this only happens with cobblestone, and I have tested wooden planks, stone bricks and netherrack. This may not happen with other blocks.

undefined Something seems to be wrong with Experience-System: If a player with no experience receives 93 Experience at once, his shown level is 5 with a 100% progress. According to the Table on the player's level should be 6. However, if a player with no experience receives 92 Exp at once and consecutively 1 more, the player's level is 6 (0% progress).

! Mobs and the player can breathe in lava, unlike in Water. This is probably unintended behavior and was likely never tested because before the Fire Resistance potion was added nobody could survive long enough to see if the bubbles would show up. And yes, I tested this in Survival Mode.

undefinedWhen entering the game, the player may end up at a higher vertical location than where they left. -- 4 March 2012
 * Have encountered this is SMP occasionally for a few versions now. Both in vanilla and using SimpleServer wrapper. - 01:07, 12 March 2012 (UTC)

undefinedGoing through a Nether-Portal creates a new Portal in Nether over 126- so over Bedrock - It happened to me on my server when my old one in nether was destroyed. I just copied the new server exe, so that the world data were the old from before 1.2.3.
 * Not a critical, game-crashing bug; downgraded. --

!Falling into the void is non-lethal in creative, switching to survival does not fix this (TMI was installed to change gamemodes after falling for an hour).
 * Could not reproduce on either creative or survival.

undefined This bug is as old as Mooshrooms. When using a stack of bowls on a Mooshroom, the stack is wasted and replaced with a single bowl of Mushroom Stew.

! cr This old bug has been around for as long as Creative Mode itself. When flying in water or lava, horizontal movement is slowed to a crawl.

! Vertical momentum is maintained when traveling through an End Portal so falling into one can kill players in the End.

! When colliding with soul sand in a boat, as soon as the player collision box crosses the soul sand collision box, the player will take fall damage equal the velocity at which the boat originally approached the soul sand. Easy to reproduce. Flagged major because soul sand as protection against boat destruction is a long-standing convention and death in situations where you wouldn't expect to die is kind of a deal breaker. --
 * Upgrading to major bug—I seriously doubt this is intended behavior.
 * Issue also observed passing over a single clay block. Looks like a collision detection error with certain block types.  --

x mp Naturally generated leaves no longer decay in 1.2.3 tested in vanilla SMP
 * All naturally generated tree leave types decayed. (oak, large oak, birch, pine, jungle tree, 2x2 jungle tree, jungle undergrowth tree) (tested in cmp) Did this occur at 1.2.3 generated world or converted world?
 * It was a 1.2.3 generated world.

u Right-clicking with a water bucket will crash the game rarely. - -Unable to reproduce
 * Could not reproduce with over 300 buckets placed in 1.2.3 -- Kittani1977
 * Can't reproduce. If it happens again, pastebin the error please. 04:49, 3 March 2012 (UTC)

undefined While swimming through water surrounding blocks of water will turn to a darker shade of blue, these darker spots do no revert when you touch land and end up making the area look shoddy and generally ugly.
 * Does not appear to be happening in 1.2.3 -- Kittani1977
 * Happened to me as well, especially when I placed and removed blocks in moving water. -- sk9c00

a mp Chests seem to get caught in an endless loop of opening and closing.
 * Could not reproduce in 1.2.3 -- Kittani1977
 * This is happening but may be multi-player only -- Alexander
 * Should this not be a Major Annoyance a!? -- ( 07:10, 5 March 2012 (UTC))
 * Happens to some people some of the time on my SMP server, at least while they have the chest screen open - Lucifer_LLS http://www.lowlifescum.com 10:23, 5 March 2012 (UTC)
 * Confirmed only in MP and in presence of major lags. Chest loops opening and closing.

undefined If you log out while sitting in a boat, you fall out of the boat when you log back in.
 * Confirmed for Single Player

u Doors will not open for non-ops in vanilla SMP
 * Could not reproduce with 10 different players. was it inside the protected spawn area? ~Ramena
 * A player on my server reported this as well; had her re-log, to no effect. Ended up destroying the doors in question and replacing them, which apparently fixed the issue. No clue what happened there. The area she experienced the problem in had been ported from 1.1 to 1.2 via MCEdit, leading me to believe it has something to do with doors not properly converted to the new standard. -- 22:55, 4 March 2012 (UTC)

! mp Upgrading an unmodded SMP server from 1.1 caused the previously-developed Nether dimension to regenerate from scratch, destroying all player creations. 21:32, 2 March 2012 (UTC)
 * Unconfirmed on a server I go on. We are an unmodded server, upgraded from 1.1, and our Nether is still intact. 22:15, 2 March 2012 (UTC)
 * Must be one of those fun intermittent bugs. There are several posts about this on minecraftforum.net regarding this behavior in 1.2.2.  Digging them up now.  23:21, 2 March 2012 (UTC)
 * Here: http://www.minecraftforum.net/topic/1068277-nether-not-converted/  23:21, 2 March 2012 (UTC)
 * Confirmed on a modded server I go on. Additionally, the nether was very laggy, while the overworld wasn't.
 * I am also experiencing 1.2.3 creating new anvil data rather than converting existing nether regions. Both with vanilla server and with latest bukkit.

! sp When walking next to redstone repeaters in a room two blocks high you will sometimes fall through the floor, potentially resulting in death from lava, fall damage or suffocation. (This has been around for a while, but it still needs to be addressed.) 23:56, 2 March 2012 (UTC)

replicate construction... x=block r=repeater 0=air y level 1 xxx xxx xxx y level 2 xr0 r00 000 y level 3 000 000 000 y level 4 000 0x0 000 Walk towards inside corner of two repeaters. Make sure you have 2 space bellow construction.

f Place one jungle sapling and three normal saplings in a 2x2 grid. Apply one bonemeal to jungle sapling. Nothing grows (as expected), but the normal saplings turn into jungle saplings when you break them. 07:03, 3 March 2012 (UTC)


 * Actually, this seems to be sporadic. Now a 2x2 tree grows when I apply bonemeal. 07:24, 3 March 2012 (UTC)


 * I can clarify this bug - if there is no room for the jungle tree to grow, you will get 4 jungle saplings back instead of what you planted. -- 16:59, 3 March 2012 (UTC)


 * I recreated this bug. It just created a a huge jungle tree. I put the bone meal on the jungle sapling and it turned into a huge jungle tree.


 * The commenter clarified that the sapling needs to be placed in an area where it cannot grow. Also, sign your comments with two dashes and four tildes. -- 02:31, 5 March 2012 (UTC)


 * Had the same issue except the bug occured only after reloading the world. Made with tree farm using all saplings, the saplings that were blocked changed to jungle saplings on re-log. -- 04:37, 10 March 2012 (UTC)


 * This only works at the top of map or with blocks above the saplings where the tree would normally grow. The saplings also change into jungle saplings with a block update after bonemeal is applied. --bd452

undefinedOpening a chest in single player while holding an in-game map deletes in-game map. Not tested in multiplayer.
 * Unable to reproduce. -- 06:30, 4 March 2012 (UTC)
 * Ok, I also just found that if I drop a map and go to pick it up again, every empty inventory slot is filled with a copy of that map and the dropped map sprite remains on the ground. I have to walk out of range, dig a hole, dump the extra maps and let them despawn.

! After swimming on a boat on a few half blocks (wooden) being under water I died (in hardcore mode)

! When casting a fishing rod no line will be cast and when the float goes under the water it doesn't allow me to catch any fish.

undefined The player cannot sprint up stairs.
 * This is completely game breaking and ruins my entire experience of Minecraft... oh wait... no it doesn't. DOWNGRADED! -- 20:37, 4 March 2012 (UTC)
 * First of all, I can't comfirm this, second, even if it was, I don't think it would ruin the game. 20:47, 4 March 2012 (UTC)
 * Confirmed in SP and MP. Additionally, I remind the above commenters that a bug does not have to be "game breaking" to be a bug. A bug is a divergence from expected behavior in a program. As the player can sprint over slabs, and both slabs and stairs have the same purpose, it seems logical that stairs should allow sprinting, and therefore this would be a bug, if only a minor one. Re-upgrading . -- 02:31, 5 March 2012 (UTC)
 * May I remind Chronium to read the history of the page before berating other users. This was marked as a Major Annoyance. I never changed it from a bug. -- 03:31, 5 March 2012 (UTC)

undefined Music does not play anymore. (Please confirm) -- 12:39, 7 March 2012 (UTC)
 * Mac OS 10.5.8, music plays fine in that session, (single player) provided it hasn't rained. After rain, I had a very long time without music. Saved and quit, and then the music was back to normal next time I played the game. So, I can't 100% confirm, but there might be a bug here. 03:29, 8 March 2012 (UTC)
 * I haven't heard a single song play in days, and I've been playing creative SP a few hours each day. MC music volume is at 100%, system volume is up (I hear sound effects, etc), MC rebooted, computer rebooted... I'm on 10.6.8. Music used to play fine in 1.1, though I turned it off sometimes when listening to my own music. I'm using the updated launcher, could that be causing it? -- 13:20, 8 March 2012 (UTC)

undefined The sound of rain causes Note Blocks to be silent. This is only fixable by disabling rain particles, but this really shouldn't happen at all.

undefinedFalling exactly 22 blocks into 1 block deep water makes you not receive any fall damage. Tested in SMP. -- 21:36, 10 March 2012 (UTC)
 * Mobs don't get damaged too -- 14:53, 11 March 2012 (UTC)

undefined Updating a block adjacent to the lower half of a wooden door results in the door getting closed. -- 15:17, 11 March 2012 (UTC)

undefined A chest can be opened when there is another chest directly above it - the bottom chest should not be able to open, because the top chest is blocking it.
 * Isn't this a feature? I personally like it. -- 09:07, 13 March 2012 (UTC)
 * It is a feature, if you don't like it, you can mark as an annoyance. -- 22:05, 19 March 2012 (UTC)

f A player can fall off a ledge while holding Shift when crossing precisely into a corner in a diagonal fashion. Very easy to reproduce and easy to fix. See this video 0:24–0:54 for detailed steps to reproduce. 08:43, 21 March 2012 (UTC)

Annoyances

a! Wooden doors, levers, trapdoors, note blocks, and stone buttons can be activated two ways, using the Left Click and Right Click mouse buttons. This allows users to make two actions at the same time by using the Left Click mouse button. Because of this, actions like breaking a lever without activating it, is impossible. In addition, breaking wooden doors becomes annoying. The fence gate is a perfect example of how these blocks should be handled. ( 20:02, 14 March 2012 (UTC))

a! Wheat seeds are useless outside of planting new wheat crops. If you already have a farm, you don't even need to bring any seeds with you, the crops will drop enough for you to replant them, and you'll have some left over which will add up. You always end up with lots of useless seeds in your inventory and with nothing to do with them. It always seems like such a waste. They should have SOME other use, maybe as fuel in a furnace, maybe for some crafting recipe.

a! Using a tool to break blocks which break in one hit by hand still decreases the tool's durability level.

a sp mp Flaming arrows do not light things on fire.
 * Confirmed for SP and MP.Maybe intentional

a! Fullscreen is impossible to use on Macs because F11 opens Exposé.
 * You can hit Option-F11 to enter fullscreen if you have Exposé configured. Minecraft is actually better than most apps in this regard by offering an alternative keyboard shortcut. (Could be incidental though.)

-- 15:43, 9 March 2012 (UTC)
 * Thanks. That was the kind of thing I wanted and it's a good thing it's already in.
 * Opening full-screen possible in OSX Lion,pressing "green +" button

a Command-V does not paste text even though that is the paste command for Macs. Ctrl-V does work but Command-V should work too.
 * Confirmed
 * Pasting doesn't work in Windows either. Never did as far I as I can remember. Or did you mean into server console window as that works fine - 01:14, 12 March 2012 (UTC)

a! Minecraft is not gender friendly. All cattle are cows, all chickens are hens, and all players and villagers are male. I would say this is a major annoyance. Same sex animals and villagers should not mate and have babies. In addition, it's not fair that females have to change their skin in order to change their gender. Not everyone is good at computers so you can't expecting them to change their skin.( 02:26, 7 March 2012 (UTC))
 * Do you want a transvestite or pure white default avatar? Because there can only be one default avatar. If animals in a pixalated video game bugs you It's your problem. Not the Minecraft Developers. -- 04:39, 10 March 2012 (UTC)
 * I don't know how you consider a limited range of character models to be 'gender unfriendly', it's just a case of simplicity. Mojang have already removed the Male voice from the player to improve the viability of female skins. If it bugs you that much, use a texture pack. Delete the udder texture for the cow and dress all the villagers in hooded robes and buccal scarves. 10:38, 10 March 2012 (UTC)
 * Downgraded to Annoyance,for me (and maybe everyone) this is fine,try downloading a texture pack.
 * If you really can't do without pixelated boobs, there's a mod to allow players to have male or female characters - 01:17, 12 March 2012 (UTC)
 * This was upgraded to a major annoyance. Everyone seems to have high expectations from people who can barely use a computer. I've taught plenty of people how to change their skin but it's still an annoyance, a major one if you don't know how to do it. Besides, it also bothers me how two same sex animals or villagers can mate and have a baby, because it doesn't make sense. All I'm saying is that it should be looked into and it does affect my gameplay and others.
 * So in MC everything has to make sense?! Since when?! Or have you ever seen a cubic meter stone floating in midair in RL?! This discussion is ridiculous in a pixelated game. Don't you have any other problems in life?! If we have to care about genders on mating animals it would make the gameplay real complicated which would affect everyones gameplay not only your (like now) 15:54, 20 March 2012 (UTC)

a jungle leaves on 2x2 trees start to decay as soon as they are planted
 * Can't confirm this. Planted 10 2x2 jungle trees and none of the leaves decayed
 * This is the furthest thing from being major. Downgraded, -- 20:04, 3 March 2012 (UTC)
 * This bug is most noticeable moments after world generation. While observing generated trees in jungle biome, some of the leaves decay immediately.

a Dungeons generate much more often, and most often have only one chest. Yes, you can get more rare loot (saddles, cocoa beans, etc), but the monsters are extremely annoying hands down.
 * Major means it ruins your experience. Downgraded. -- 20:04, 3 March 2012 (UTC)

a When pressing F3, a graph shows up. It often happens that this graph is too large for me to see my coordinates, seed, biome, etc. The graph just takes too much space. It would be cool if you could toggle the graph or it would be put in the background.
 * I agree, it should be put in the background. 07:23, 13 March 2012 (UTC)

a You're not able to get to an Netherportal over the old build height (If you get into a Portal that is really high, move out of the Netherside Portal and go in again, it will spawn a completly new Portal on the ground.)

a When fire charges travel too far away from the player, they stop moving, but continue to exist in the same spot forever.

a The sound of rain still fails to play in Extreme Hills biomes. It is as if the lack-of-sound associated with snow is there by mistake. This has been an issue since at least 1.0 (the full release).

a! My game has sound files, but will only play the damage and lava sounds. My .minecraft folder is completely untouched and I'm running on a Windows 7. (This has happened since 1.2.1)
 * Unable to reproduce

a Player looses potion effects when going trough nether portal.
 * Only the buff icons are missing. The actual effect stays.
 * Confirmed for only buff icons missing.

a Some times the player arrow on the map points some degrees to the left. The only way to fix is to rotate your camera clockwise lots of times.

a When sleeping above the old height limit, you appear to be falling through space (complete with stars), and an impact noise is played on waking. Your view is not of yourself in the bed with the screen slowly fading to grey as it is below 128.

a Snow and ice never melt; even during rain. --
 * Never change this. Some people like having ice palaces with torches and fireplaces - 01:19, 12 March 2012 (UTC)

a sp A creeper blowing up over a frozen lake causes the ice blocks to get destroyed instead of turning back to water which causes the lake to just look strange. --
 * Confirmed for SP.
 * Confirmed for MP. 18:41, 16 March 2012 (UTC)

a mp At random, when the player starts sprinting, the view will change quickly back and forth from sprinting to walking. (This will also effect the speed of the player respectively.) 21:31, 15 March 2012 (UTC)

a! Sometimes the player gets major game lags while in the Neither. This occurred in multiplayer while playing on the server's local host.

a! When I put down a seed (crop) next to another seed (crop) They disappear!!! -will3032840 (AKA 75.67.252.144)

a If in a one block deep water flow, and moving into a wall, at the end of the water, the player will jump. nuker2

Mobs
Bugs

F mp Mobs can get stuck in love mode, causing them to constantly breed. This leads to situations like this, which will crash both single and multi-player games. (This has only been recorded on SMP at the moment, but may be an issue on SSP as well.) 11:29, 12 March 2012 (UTC)
 * Could not repro but checked in a possible fix. /jon

! sp On some worlds, all hostile mobs will despawn over the span of about a minute, and then stop spawning entirely - even on Hard difficulty. Moving out of the area fixes the issue temporarily, but then the mobs all despawn and don't spawn in that area, too, at least until you leave and come back. Saving and quitting and then reloading the world occasionally fixes this problem, but again only temporarily, because the mobs just all despawn again after showing up for a little while. As far as I know, this bug has existed for a few versions, but this is the first time I've experienced it, and I'd really appreciate it if someone who knows what I'm talking about would confirm this, because this is really breaking my Minecraft experience. -- 22:24, 18 March 2012 (UTC)
 * Alright, so I've done a bit more research on the cause of the problem, specifically, analyzing my problematic world with MCEdit. Upon loading up the entity indicators, the ENTIRE WORLD outside the radius of my home was essentially peppered with below ground entities, which upon further inspection, were hostiles that were most definitely more than 144 blocks from my location and most definitely should not have been there. This seems to be the cause of the issue, then: hostiles spawning and getting stuck far outside the permissible mob spawning range, therefore using up the mob spawn spots... From what I can tell, this is by no means an uncommon issue and has been present from at least early Beta. Jeb needs to hear about this one. -- 17:08, 19 March 2012 (UTC)

n Silverfish get their health reset after entering a block
 * Not a bug /jeb

! sp Cats and dogs obey people based on their username, which should be a multiplayer-only thing but is in singleplayer, which causes problems when switching between offline and online modes.

! The wolf sitting bug is back. I left my wolves sitting down for a long time, and now they won't stand up again. I tried pouring water on them; they would stand up in the water, but sat down again once the water was gone and shook off the water in that sitting position. I also tried hitting them, but it didn't work, and it led to a sound bug in which they started growling but were not hostile to me. -- 11:55, 10 March 2012, (SST)
 * Same thing with cats after being logged out (Multiplayer).
 * This has happened to me on a very old world. I had to kill about 6 of my wolves because they were useless. I don't know whether it has to do with the fact that I haven't tried to stand them up since Beta 1.7.3.. 22:31, 17 March 2012 (UTC)

undefined cr When using dyes on sheep, or bones on wolves, or meat on wolves not at full health, or raw fish on ocelots, they are used up, even though it's Creative Mode. Same thing with drinking potions and throwing Splash Potions.
 * Confirmed. 22:31, 17 March 2012 (UTC)

f Minecarts don't die when they fall into. This can be exploited by griefers to cause lag on servers.
 * Confirmed.

f Mob ambient noises (e.g. zombies groaning) continue after the mob has been killed. Kill mob; mob falls over, drops loot, disappears leaving puff of smoke, and only then will it stop groaning/clanking/bleating or whatever. This is most noticeable with zombies as they make noise pretty much constantly but affects most (all?) mobs to some extent. 00:47, 19 March 2012 (UTC)

fmp Random instances of the inability to interact with mobs and sometimes boats in SMP. This includes attacking mobs or feeding animals. -- 4 March 2012

undefined sp as of the latest snapshot/1.2.3 npc's don't close doors anymore when you open them, making it possible for zombies to enter the house.

mp su as of the latest patch 1.2.3 mobs spawn randomly around players on the server, so randomly some players will get no mobs spawn near them in the space of 10minutes, while other players will receieve a huge wave of enemies assaulting them.

! Once the Enderdragon has been struck by the player once, it can no longer harm the player. This bug has been present for a long time. It can even be replicated in Creative mode, because the Enderdragon "repels" entities in a radius around itself until it is hit, at which point, the player can come in much closer.

Here are two videos for it: -Scalinger2
 * Furthermore, Endermen have an extremely frequent tendency NOT to teleport, if the player strikes their legs repeatedly with a sword. This is a commonly utilized exploit, usually tossed about as "aiming for their legs". It makes defeating Endermen very easy.

! Very commonly hostile mobs show signs of peacefulness. They won't chase the player and simply walk around minding their own business. However, upon approaching to about two to three blocks away they turn aggressive and begin attacking. I've seen this bug occur with Zombies, Skeletons, and Creepers with 1.2.3 (the latest patch as of writing) installed. -- 22:51, 2 March 2012 (UTC)
 * I've had the same issue in SMP, although it's rather intermittent for some reason. 18:54, 7 March 2012 (UTC)
 * I assume this is a result of the new path-finding AI. I've noticed it happen when there's a height difference of a few blocks between the player and the mob 10:38, 10 March 2012 (UTC)
 * I've never seen this happen in Singleplayer, but I have seen it in SMP. It happens in SMP when a monster is after another player, then the player escapes (the mob cannot see the target player). The hostile mob will then become peaceful to all other players. 22:31, 17 March 2012 (UTC)

undefined Mobs do not spawn on wooden pressure plates, only stone ones at very high positions. (only tested in SP and height level ~190)

undefined Rain can cause Endermen to teleport continuously, being that once they're hit by rain, they teleport to another place that is also raining. ( 19:54, 14 March 2012 (UTC))

undefined On the SMP server that I play on, too many pink sheep have been spawning on the plains, with nearly one per herd of 6 to 8 in some cases. Other colours of sheep excluding white are rather hard to find in comparison. 18:54, 7 March 2012 (UTC)

f When a baby pig has a saddle and a player rides on it, the player appears to have four legs. ( 23:45, 5 March 2012 (UTC))
 * "Fixed" by disallowing saddles on baby pigs *sadface* /jeb

undefined When a Slime is red and starts emitting smoke, logging out of the client and logging back in will freeze the slime in it's current position, but it can still move. -- 9:10, 3 March 2012 (EST)

undefined Occasionally Skeletons stop burning for a few seconds upon attacking them. Only confirmed with Skeletons with the latest patch (1.2.3) installed. -- 22:51, 2 March 2012 (UTC)

undefined In 1.2.2 Snow golems do not place snow on the ground when wandering around at all.
 * Clarification: They do not place snow in plains, swamps or mushroom biomes. It's still unintended, and should be fixed.
 * Still do not in swamps in 1.2.3, haven't checked others. -- Kittani1977

f Snow golems die under snowfall (confirmed by multiple users).

undefined Ocelots only spawn on easy or above difficulty only (Even though they are suppose to be peaceful mobs and don't harm you) Confirm?
 * I believe this due they spawned by mob generator. Read about that on weekly bug pages. (not tested)

undefined Passive mobs do not (cannot) spawn in superflat survival mode. I think this is because so many slimes are spawning now the slime spawn rate bug has been fixed, that passives simply never get a chance to appear. Settings: Hardcore, superflat, single player, no buildings, Mac OS 10.5.8. I've now travelled for around 14 game days without seeing one single pig, cow, sheep or chicken. 17:14, 4 March 2012 (UTC)

undefined Iron golems do not spawn naturally.
 * Inaccurate. I have had iron golems spawn in my villages since the update.
 * Might be that they don't spawn in villages created before the current version. I've spent a lot of time in a village in one of my older worlds and have seen none.  Can anyone else confirm? --
 * There must be 15 or more Testificates in an area for them to spawn. Build more houses for the Testificates to live ing, they will reproduce, and eventually one will spawn. 19:25, 4 March 2012 (UTC)
 * I can confirm this bug. i generated a brand new world in 1.2.3, found a village and waited. i counted the villagers, 17 in all. no golem. waited for a half hour real time, no iron golems. i can still build them but they won't spawn in my old worlds or my new ones.-- 21:53, 16 March 2012 (UTC)

undefined Iron golems don't avoid water (or perhaps they just aren't very good at avoiding it). If one happens to wander into water, it freezes in place, and will never leave, forcing the player to suffocate it with gravel so that another one can spawn to replace it. (This is my experience in multiplayer, I haven't tested it in singleplayer.) -- 01:00, 15 March 2012 (UTC)

undefined When standing you stand in a portal with a block behind you creepers sometimes won't attack you.
 * Isn't that a good thing? 17:48, 2 March 2012 (UTC)
 * Irrelevant. It shouldn't happen, so it is a bug and needs to be fixed. 10:38, 10 March 2012 (UTC)

? Not sure if this a bug, or an implemented feature, but in Singleplayer or SMP, Hostile Mobs do not spawn above level y: 240.6. This was tested on a newly generated world, and an old world converted to Anvil. - Dirtyfargo
 * On my old superflat world converted to Anvil, hostile mobs aren't spawning above level y: 160. 13:18, 9 March 2012 (UTC)
 * Made a mob grinder at 200-240 and duplicated it at sea level with MCedit. The sea-level one works wonderfully but the 200 height grinder barely produces anything. There is a large difference. This bug is in all modes (creative/survival, single/multi) 19 March 2012

? Iv'e found a village in SSP while using 1.2.3, it started out with 10-ish villagers and now it only contains 3, they have not mated even once, not even the heart particles appeared. i tried this again in creative mode with superflat world, and it still did nothing, this city included more than 30 people and not a single golem spawned. if it matters, i tried this on easy mode.
 * Villagers proliferate in response to available housing, that is, the number of doored rooms in a settlement. I'm guessing that since the population dropped from ten to three is because of zombie attacks, which means that zombies have been breaking down doors to get at them, no? Ensure that you replace any doors that are destroyed, and the villagers should replenish their numbers. 10:38, 10 March 2012 (UTC)
 * I've experienced this too. Found a village with only 3 villagers but there were close to 15 habitable homes. The villagers would not reproduce.another village had 17 villagers but no iron golems would spawn no matter how long i waited there. Tried reinstalling, made no difference.-- 22:18, 16 March 2012 (UTC)
 * I have found this to be true, too. (Note: It was not 'Hard' difficulty so doors were not getting destroyed, the villagers were just randomly disappearing.) I was extremely annoying because I had spent two hours total on that village so it would prosper and it is so hard to find a village right next to a jungle. I noticed a village that once had iron golems, upon loading it in 1.2.3, no longer had them, as if they don't even exist! I refer to this as 'The Great Testificate Extinction'. Sad but true.  06:00, 17 March 2012 (UTC)

f When a new is spawned naturally or from an egg, xp drop is set to 4, 2 or 1 depending on its size - correct. But when it is loaded with a chunk or spawned from splitting, xp drop is a randomized (but still it's 4, 2 or 1) - incorrect. This bug also applies to. -- 23:22, 3 March 2012 (UTC)

undefined mp Large seem to have incorrect hitboxes at times, perhaps taking on the hitbox of a smaller size of slime. They can still hurt players from just as far away as their size of slime normally would be able to, which makes fighting these glitched large slimes much more difficult than it otherwise would be.

! mp On multiplayer, mobs frequently glitch through closed doors, fences, and occasionally walls. Similarly, tamed cats and wolves randomly stop sitting down and begin wandering around again.
 * Can confirm this, had posted similar in Annoyances below.
 * IMO the general constant mob glitchiness is one of SMP's most aggravating (though non-critical) bugs. Amimals constantly escaping pens, monsters glitching through walls and generally not actually being where they appear to be (and yet, still being able to push you?), slimes leaping into the ceiling... it is ridiculous, and seriously needs to be addressed. --

undefinedmp Attacked Zombie Pigmen will attack all players on a server (instead of the one who attacked them), and will not return to being passive over time.

undefined Creepers won't start to detonate if the cant path to you regardless if your well in range of the explosion, eg. you are on a one and a half block tower they cant jump on. This is also related to them not detonating when your flying higher than one block of their current standing height in creative mode. 09:11, 7 March 2012 (UTC)

undefined Mobs standing on half blocks assume the half block is a whole block therefore attempt to climb a 2 block high wall if there is a halfblock infont of it. This issue also applies to an upside down half block and a normal half block below with a 2 block gap between (1 whole space and 2 half spaces), they refuse to path through the gap as they assume there is only a one block gap due to the half blocks being seen as whole blocks. (also applies to 4 stair blocks arranged in doorway like structure) 09:47, 7 March 2012 (UTC)

? Mobs do not attempt to avoid fire instead path straight through it usually killing themselves in the process. 09:47, 7 March 2012 (UTC)

undefinedsp Zombies, skeletons and slimes nolonger retaliate to friendly fire. 09:59, 7 March 2012 (UTC)
 * I've seen skeletons attack each other in SMP. --
 * This may be intended. Mobs will retaliate if they are not tracking a player. Zombies and creepers will never retaliate. I made an extensive report on the mob discussion page.
 * I found this bug in single player, I've changed it to reflect this. 10:09, 10 March 2012 (UTC)

undefined mp Upon logging out and reconnecting in SMP, cats (previously standing) are sitting, and unable to be interacted with. --

undefined In third person view, the player's head (on the real world model) palpitates wildly when the inventory is open. This is visible when using an inventory screen texture with transparent sections. 10:38, 10 March 2012 (UTC)

undefined 2*1 mobs (such as pigs, cows, sheep and wolves) don't know how to handle 1*1 holes in the floor and spin around on them endlessly. 10:38, 10 March 2012 (UTC)

! Ghast's fireballs do very small amount of damage (2 hearts and no explosion damage). This make Ghast's very weak mobs, and are no longer a threat. This bug is present from one of the 1.1 snapshots i think. In the past ghasts ware able to 1-2 shoot player, and it was correct in my opinion.

undefined Mooshroom cows don't have any cooldown for milking. 1 Mooshroom can provide unlimited amount of mushroom soup for unlimited amount of players which makes any kind of farming almost redundant.

undefined Sheep, pigs, cows - but not chickens - tend to maroon themselves on lily pads. To reproduce, pick a swamp biome with lots of mobs, and watch as they display their usual excessive love of water. Over time, some of the 2*1 mobs will randomly find a lily pad and jump onto it. And having done that, /they will not re-enter the water again/ unless pushed in, or enticed with wheat. 23:24, 19 March 2012 (UTC)

Annoyances

a sp su There was a bug I never noticed in 1.0 where animals would sometimes apear outside the fenced in area that you had them in if you saved, closed, restarted, reloaded. Well, it seems to have come back in 1.2.3. I opened a map I made in 1.7.3, did some work in it, then I searched for animals, brung them to a fenced in area (Note that the fence blocks were placed in 1.2.3 not 1.7.3) saved,closed, went to do something, came back, opened, loaded save, looked, a cow had 'phased' to the side that the pigs were in (there was a fence between them) and a sheep had gotten loose. ONLY seems to happen if minecraft is completely closed and reopened. Haven't tried multiplayer or creative. EDIT: The last time I tried it I found; You do not need to do a total restart of minecraft, it is a very dangerous issue in that it can apearently cause animals to phase into walls and sufficate; and that they can respawn atleast 20 blocks from their original position before you saved, quited, and restarted the map. 18:53, 16 March 2012 (UTC)

a! Mobs are not carried away by lava. That makes it impossible to build autonomous pigmen-collecting towers as can be done in the overworld with water. The only alternative is to use an impossible amount of redstone and pistons to push the mobs where wanted. But anyway, any flow of lava should carry mobs.

a Some mobs that shouldn't be able to climb ladders (cows, pigs, sheep -- not chickens, as far as I can tell) can climb them anyway. -- 19:12, 3 March 2012 (UTC)
 * Please don't start this debate again. This is not a bug, and this was previously debated before it was removed. So don't start this again, or I will have to remove this soon unless you convince me enough.-- 20:34, 8 March 2012 (UTC)
 * Now that vines can also act as ladders, this becomes much more of a nuisance. So regardless of any earlier debate (where?) I'd tend to agree with the OP that it is a bug. 21:20, 8 March 2012 (UTC)
 * Did you not read my comment? If you did, then you should of noticed the text saying before it was removed, so read the comment before complaining. Besides, there is nothing wrong with mobs climbing ladders, and because they can climb ladders and vines in the first place, how can it be a bug? I'm not removing this, but I am replacing it as a minor annoyance. Full stop.-- 11:07, 10 March 2012 (UTC)

a Mob noises for all mobs are far too frequent. It's bearable when there are only a few mobs around, but when there's dozens or hundreds, whether they're chickens or zombies or anything in between, the noise gets very tedious. Especially when you're farming mobs and end up very large numbers. Please can the frequency with which all mobs make noise be reduced by at least a factor of four, or be made configurable in some way? 20:22, 9 March 2012 (UTC)
 * Perhaps noise frequency could be on a scale, each individual mob making noise less-frequently the more of them that are present? Monster noises are important, I wouldn't want to get less warning that they're around than I do now. Cats certainly are noisy little mofos though.-- 01:56, 10 March 2012 (UTC)

a Spider jockeys do not have AI that fulfills the needs of the skeleton, and thus will go out in sunlight where the skeleton burns, since it is only a regular spider. If the spider part of the jockey were a separate entity, it could have different AI. (And maybe it could even have a saddle on it.)

a Saddled pigs don't drop the saddles when they die.

a There is no way to choose which cat you get. You should be able to feed an ocelot different meats and the breed is determined by the meat. Siamese - fish, tuxedo - chicken, ginger - beef.
 * Why is this necessary? Cats do not have different actions by type, and food to select a cat type is unrealistic.

a Ocelots transform into cats, a mob that looks very little like the original. It should instead be handled the way wolves are. Some players would much rather have the ocelot as a pet than a cat. ( 02:46, 7 March 2012 (UTC))
 * Or, what type of cat you get could depend on what you feed it, instead of just feeding it only raw fish and it being random. Maybe ocicats could be added so that people could have a pet ocelot.


 * Or people could just get a texture pack and make the cats look like whatever they want. -- 07:27, 13 March 2012 (UTC)

a! The golem recipes do not care whether there is air surrounding the golem, so if there is a player-made structure made out of blocks of snow or iron, a player (or Enderman) can put a pumpkin on it and ruin it. The recipe needs to include air around the golem so that it is idiot-proof.

a Villagers are breeding incessantly.

a Villagers tend to gravitate to a single house and clog the doors. Some are constantly trying to close the door while others are trying to get in. There are plenty of houses available that only occasionally have villagers in them. The mobs generally get stuck until morning and take about half the day to finally work their way out of the jam. The jam occurs every night at nightfall with mobs passing several habitable houses to go back to the same one every night. -- Kittani1977
 * Here's an example in my village. -- 16:24, 5 March 2012 (UTC)

a Villagers don't know how to climb ladders.

a Iron Golems do not kill slimes. Slimes are annoying in superflat worlds and should be killed.


 * Slimes aren't just a nuisance, they're a blasted plague, but there are in-game workarounds to reduce the problem. I'll add a tip about it to the slime mob writeup


 * I believe this is for 2 reasons: One, the iron golem would be chasing too many slimes and eventually get out of range from the villagers, where they will not be protecting them. Two, they will be distracted by the slimes while villagers will be prone to zombie attacks.

a?Baby animals follow you when you hold wheat. 09:40, 5 March 2012 (UTC)
 * Not sure if this is a bug, I've seen a lot of people request it. If anything, I hope it stays as an accidental feature. -- 14:02, 10 March 2012 (UTC)
 * Can confirm this in my SMP server. Baby animals do indeed follow you. Makes herding them into or between pens easier. If it's accidental, then it's a happy accident and it should stay this way. - 01:23, 12 March 2012 (UTC)

a! Mobs no longer spawn over the old height limit. This is fine for places like the Nether where they're not supposed to be up there anyway, but it has caused problems, such as breaking aerial mob farms. I understand that this was an attempt to solve the problem of Minecraft checking for spawns in invalid places, but there needs to be a better solution.

aAnimals won't follow their babies. 09:37, 5 March 2012 (UTC)

aAnimals follow you when you hold wheat even when they can't breed, which is annoying when you attempt to breed all your animals. 09:37, 5 March 2012 (UTC)
 * Seems like a bad idea to have situations where you can't get an animal to follow you. Perhaps wheat's following and breeding abilities need to be separated out to two different items. -- 07:12, 13 March 2012 (UTC)

a!When I updated to 1.2.2, I created a new world. I walked in one direction for a while and noticed a few wolves seemed to be following me. I thought this was odd but continued to walk. After a while, every step would bring a few more wolves. Soon, there were about 30. I wandered into a jungle and dug a small shelter, barely large enough for a bed, and wolves and ocelots soon filled the hole. It was almost impossible to move. After creating another new world, I wandered through a jungle and noticed piles of ocelots appearing inside leaf blocks. It's good that I had kept a backup of 1.1. Shortly after downgrading, I installed 1.2.3. I generated a new world and spawned next to a wolf. Immediately, every step would bring more wolves to me. I knew that this bug was not fixed so I downgraded again. 02:30, 3 March 2012 (UTC)
 * Can confirm this, the same happens to me every time I start a world. Also, recently, I spawned an ocelot in creative. Now a pack of ocelots (~10 each time) randomly spawn around me every now and then.

a! Not sure, if its a bug or just a feature - the light level necessary to spawn hostile mobs seems to have changed. When it was 7 before, it seems to be raised to 8 now (so, its actually easier for mobs to spawn now). -- 21:10, 6 March 2012 (UTC)
 * This is not true. At the very least, not without significant qualifiers. Be aware that the new light data display in 1.2.3 reflects the level of light in the block occupied by the player's head, not feet, while the light at foot level is the determining factor for spawning of hostile mobs.-- 08:03, 13 March 2012 (UTC)
 * This is very true, at least in multiplayer survival mode it is. And it's not a minor annoyance, it's a major annoyance. It is only for skeletons and creepers though, but having creepers spawn inside your creation is not fun, not at all. bl 8 means that they'll spawn now and thus making anything pretty impossible because you can't spam torches and still keep things neat. - Chariot from Norway.

a Villagers trample their own crops. 23:26, 6 March 2012 (UTC)

a SMP - Snowman on the Stone Brick roof of my house, pinned by blocks at his head level. Crops on the floor underneath. When I log in, the snowman is standing on the dirt, having trampled the crops. After a few seconds he disappears and is on the roof again.

a Not fully tested - Slimes of smaller sizes (medium and harmless small) have a tendency to walk into inside corners and jump into it forever. On the opposite side of the corner, a block MUST be there. Non-solid blocks (stairs) will not have this effect. Solid but transparent blocks (glass, leaves) will. Tested on creative mode, survival mode, flat world, normal world.

a! In Single player-survival mode, I'm getting blasted by ghasts when there is no line-of-sight. This has happened twice in the last gaming session. In the second instance, the ghast actually spent more than a dozen fireballs blasting though a nether stone wall at least 30 m distant to clear a path to my base (which WAS completely enclosed in glass). It continued to fire even though I retreated into a tunnel with absolutely zero line-of-sight. I even waited 2 or 3 minutes and then tried to return, but the bombardment resumed, even though the ghast could not see me. Please fix this. It makes going the the nether (already a dangerous task) ridiculously daunting.

a Sheep, Iron golem, and pigs spin around on fences. Only seen with mobs listed above.

? I currently only have one suspected instance of this. Hardcore mode, single player, on Windows. I was digging a quarry, and in one location ended up with just a single layer of dirt as the "ceiling" ... which I was careful to leave in place because it was night outside and I didn't want a mob (literally) dropping in on me.

I think a creeper glitched through the ceiling (or maybe the wall), possibly a bug with the new pathfinding. I had briefly opened a gap in the wall, which I immediately sealed and resumed mining, and about 6 seconds later: sssssSSSSSssss, BOOM! Unless I completely missed a gap, which I don't think I did, I think the creeper saw me when I accidentally opened the wall and continued to pathfind as if the opening was still there.

Has anyone else experienced this? 21:10, 20 March 2012 (UTC)LoneCenturion

undefined While fighting and enderdragon in the End (while in creative mode), quitted the game normally. Continued the game later and found 3 more enderdragons spawned (Making a total of four).

World generator
Bugs

n Very, very old bug: During world generation, Minecraft does not check whether the sand and gravel are generating on a solid block. They will only fall down when the block is updated manually. It would be better if Minecraft would run a check to make sure that sand and gravel only generates on top of a solid block (as opposed to a fluid or non-solid block)
 * I can agree that it's a bug, but I intend to keep this because it's very rewarding to take down unstable sand piles. /jeb

! Village generation is very messy. Ravines, hills, and other stuff can ruin villages and doors can be blocked or stairless in a way that cuts villagers off from the rest of the village.

! Biome "stripes" occurred in my world, destroying the village nearby and causing long, multicolored streaks in the ground for miles. Alternating pattern of swampland and plains. Seed is "tarzan", coordinates are in attached pictures. imgur.com/a/tVeNq
 * Upon restarting our server, the mess fixed itself. (Undo by )
 * Wait; did the restart fix up the old chunks as well? The server that I play on also has issues with striped interchanging biomes: in one case it was alternating tropics vs plains, in the other, tropics vs taiga. We've restarted the server a few times but that has not solved the problem. 19:02, 7 March 2012 (UTC)
 * Confirmed restarting server will fix problem, but striping will continue in other areas. Restarting will fix some areas, but cause other striping to be generated.
 * Appears to be a client side issue. Reconnecting also fixes the issue. Before Reconnect, After Reconnect --
 * I have this same problem on my server too. It's getting annoying, is there any permanent solution besides reconnecting? I have a feeling that the new world format is ultimately behind this.

! Flat Worlds revert to "normal" when converted to Anvil, new chunks generate as "normal". http://i.imgur.com/mjV7v.jpg

! When generating lakes, the blocks above it are not updated, which causes floating snow, tall grass, etc.

! When loading a survival 1.1.0 world to Anvil 1.2.3, several of the player built/modified chunks are returned to an unknown previous load. Not everything is removed, and not everything is altered. This affects both the 'overworld' and the 'nether'. Upon reloading a 1.1.0 minecraft.jar file and reconverting the world back to it's old standard, with removed things replaced as if nothing has happened. http://i.imgur.com/dqQiC.jpg Ninjachink79

! Hostile mobs don't spawn very frequently. In fact, I can often travel around outside at night without fear of being attacked. This becomes a major issue when trying to get to the end... plus it's just no fun to be that easy. For this specific case I am hosting a SMP server with hard difficulty (in server.properties, not just my client) so it's not a difficulty issue (plus I see hostile mobs from time to time). -- 24.1.77.157

undefined Stronghold libraries do not have floors. They should have floors in the same way that abandoned mineshafts do. Right now I have not seen a single Stronghold library which had a floor. Sometimes there will also be no floor under iron doors, and when the button is pressed the door will fall. There are even wooden doors which are not on a floor.

undefined One of the jungle biomes on a SMP that I play on has this weird 6-wide clearing running through it, with things like trees and vines being trimmed and/or cleared out all along the way. In addition, I built a tunnel under it once and proceeded to disconnect; upon returning, the clearing and tunnel was regenned to what it was before and I suffocated with loss of all items. This happened more than once, although the second time I was able to dig myself out. 19:02, 7 March 2012 (UTC)

undefined (1.2.3) Chunk generation error, chunk seems flipped. Seed "bug" (without ") location 41x,-381z.
 * Added picture 15:57, 2 March 2012 (UTC)
 * Unable to reproduce, running vanilla 1.2.3, using seed "bug" at exact location. Check for mods.
 * That seems to be a basin flooded by water...  Interesting...


 * Really? If this md5 12f6c4b1bdcc63f029e3c088a364b8e4, size 3 988 921 bytes, is not vanilla, I really liked to know. [this comment contains only description what is vanilla minecraft.jar] EDIT:
 * My error. Looked at wrong hash. 12f6c... is the right one. [this comment contains only description what is vanilla minecraft.jar] 21:41, 2 March 2012 (UTC)
 * Doesn't look like an error to me, looks more like some really cool terrain generation. -- 23:02, 2 March 2012 (UTC)
 * Is "12f6c" the seed, or is "bug" still the seed? Or is it "md5 12f6c4b1bdcc63f029e3c088a364b8e4"?
 * I can confirm this, but I don't think it's a bug. It just seems like a basin "chunk biome" filled with water.-- 14:06, 3 March 2012 (UTC)
 * I can confirm this also, and it is definately a bug. A jungle biome for me was cut with stripes of the old swamp biome after the convert. There were also "ghost blocks" in the swamp stripes. To fix just delete (or move) the .mcr backup file and leave the .mca anvil file.
 * This certainly is a bug, and moreover, it's very similar to an older one. Minecraft used to frequently create these "flipped" chunks during terrain generation, which was fixed sometime in Beta, I believe. It appears they're back. -- 02:43, 5 March 2012 (UTC)
 * Here's an example using a semi-clear textrue pack showing that the generation is complete down to bedrock. http://i421.photobucket.com/albums/pp293/Kittani1977/2012-03-09_115149.png -- Kittani1977

undefined In 1.2, my Minecraft is generating excessive amounts of floating sand and even floating gravel in the overworld.

undefined Huge mushrooms will grow even if there are leaves in the 7×7×7/8/9 exclusion zone around them. If there is a leaf block in the space it intends to put a huge mushroom block, it will simply ignore it and not place a mushroom block there, leaving holes in the huge mushroom where the leaves are. I don't know whether to classify this as a bug or as an annoyance (or if it was even intentional), but I'm fairly certain this is a holdover from when the huge mushroom growth code was copied from the tree growth code. — (undefined/undefined) 06:59, 13 March 2012 (UTC)

undefined The Nether is still generating a 128 block world, the new block limit makes a 128 block high air layer above it, the Nether needs a new world generator.-- Tyvox

Annoyances

a! Peaceful mobs (manly cows and pigs, but I have noticed it with sheep, chickens and occasionally dogs) can climb vines next to fences. This may be intended behavior, but it makes a major annoyance as you have cows mixing with sheep and escaping their pens in the jungle biome. The only way to fix this is by putting a roof on your animal pens.

a! As of the 1.2 Minecraft update, with a new biome being added, the terrain generation had been modified again. This means beta 1.8 maps are now corrupted, and not just the old pre-beta 1.8 that are messed up. -- 13:59, 3 March 2012 (UTC)
 * This is a page for things that should be fixed by Devs. Though it may annoy you, this is an inevitability and doesn't belong on this page. -- 17:53, 4 March 2012 (UTC)
 * He is reporting world corruption after a biome update Moxxy. Just thought you should know.  Gibbl, your tone is a little bit... whiny... no offence.  Report specifics and try to keep it civil.  The Get Satisfaction forum and twitter feeds are the places to tear Mojang's head off if you need to... and we ALL need to once in a while. As to Moxxy's point... unless they rewrote MC's world gen from scratch or put several months of work into a specific world scrubber just for that.. it can't ever be fixed. Sorry.-- Kittani1977
 * OK, I have edited it now to be more formal, and although this can't really be changed, it is still quite annoying, so please don't reduce it to a minor annoyance. -- 13:59, 3 March 2012 (UTC)

a! There is no way to set the height of Superflat worlds during creation. This makes building underground structures in this world type impossible, and there is no way to stop slimes from spawning everywhere.
 * This is intentional as most people wanted superflat near bedrock so they could build large scale models and such. Unless they make a different gencode for what you were looking for, my suggestion is to use a world editor to set the layers you desire. I think there was actually several tweets from Jeb about it just before they added it but can;t seem to find the link. sorry.-- Kittani1977
 * Then in that case they should add a slider so that you can set the height of Superflat worlds during world creation.

a! Worlds in the first Minecraft save format (before McRegion) are no longer recognized by Minecraft and updated to the new format. This causes those worlds to be un-playable. I hope this can be fixed because I have several old worlds that I never bothered converting to McRegion that I would like to re-visit.
 * Not a permanent solution, but in the meantime you can download 12w06a (single-player/client, server, replace the game's minecraft.jar file to switch to the older version) and run the game to convert old worlds to McRegion. 21:44, 5 March 2012 (UTC)

a! Animals get stuck in jungle leaves after player spawn/chunk genereation. They move freely after leaves block removal.

a! The Nether cave generator is pointless because there is nothing to mine.

a! Biome transitions are more drastic than before.

a There is a swamp biome shade in super flat worlds

a 2 wide 4 long and 3 tall holes spawn in the ocean and are full of air. -- 68.38.89.239
 * Do you have a seed or some type of proof (image/video)? I could not reproduce. -- 22:17, 19 March 2012 (UTC)

Graphical/Lighting
Bugs

! If you are very high in the sky(exact Y coordinate is unknown), sky light can pass through solid blocks.
 * I found this above layer 150. Updating the block did not fix the issue for me. I changed to major because when you want an area dark (like a mob spawner), this bug can ruin it. Tested on a 1.2.3 generated world with multiple happenings of the bug. 07:29, 6 March 2012 (UTC)
 * Pretty much everywhere on Super Hostile Spellbound Caverns has this problem as well as the one part of my survival world where I have blocks at layer 128 (in SbC layer 128 is occupied by bedrock).
 * This usually occurs when there is a diagonal between blocks, one of the blocks may glitch and cause light to pass through it. Happens often above 192. May be connected to water?


 * I've managed to reproduce this bug very simply:  09:08, 15 March 2012 (UTC)

! MC does not repair some lightnig bugs from 12w07a correctly. Water-areas with an floating island above (for example) doesn't show the right shadow. It shows correctly, where the shadows has to be but MC is rerendering that areas very slowly witch causes performance problems. An Backup before 12w07a has not such lightning problems. -- 18:17, 5 March 2012 (UTC)

! Monsters can actually spawn inside lighting bugs.

! When a layer of cobblestone or stone (presumably any other opaque block) is placed above a layer of ice which was created (in survival or hardcore mode) or placed (in creative mode) with nothing above it to the sky, the ice acts as a light source block but follows brightness levels with the day/night cycle as if the sky remains open above the block. Additional construction can take place above that block, and the light level does not change or vary except with weather and the day/night cycle. -- 07:24, 3 March 2012 (UTC)
 * This has been happening when closing off completely dark areas (such as inside of a mob grinder). Opaque blocks in the wall that are exposed to sunlight on top will randomly act transparent after closing off a room to natural light. This can be fixed by completely covering the offending block in more opaque blocks and then removing them.

! Torches spawned in Mines and Villages will show incorrect lighting until updated. May not happen 100% of the time. (1.2.3 actually still does it)
 * This is a bug that has been around at least since 1.0. If you want proof, see this video (auto-linked to correct time). Upgrading to major bug. -- 23:11, 2 March 2012 (UTC)

! When pressing the A-key on tiny render distance, it seems to force Minecraft to update the chuck in front of me. - Floedekage 10:17, 4 March 2012 (UTC)

x If a player skin has a head accessory, when sneaking, it will be offset 1 pixel up. Then, when looking down, the head will pass through the front face of it.
 * The same thing happens in the back of the player when it looks down.-- 22:46, 19 March 2012 (UTC)

x Smooth Lighting still doesn't work on water, there are still cubic shadows on it.

x In the Extreme Hills and Extreme Hills Edge biomes the particle effect for splashing rain does not appear and therefore the rain sound effect does not play.w (1.7 through 1.2.3)

a! It is possible to use sand to create light underwater in SMP. How to recreate It persists until the server restarts. -- 15:27, 19 March 2012 (UTC)

undefined At times a texture will be stretched so that one of the corners is not on the actual block. Stretching may occur to a point far from the block. Observed on versions 1.1, 1.2.2 and 1.2.3
 * This is a problem with DirectX on certain graphics cards, and is nearly impossible to replicate/fix on Jens/Jon/Notch's end.
 * I thought, Minecraft uses OpenGL. — undefined


 * Minecraft only uses OpenGL (1.2 or better), has no D3D renderer. C ali nou - ×  » 11:53, 19 March 2012 (UTC)

undefined Sometimes creating a closed in box when you place the final block light will still get through as if the block wasn't placed.

undefined If you surround an upside down slab with other blocks like this, it casts a shadow on the slab in the middle (makes sense for full blocks but not other upside down slabs)
 * I have noticed that if the blocks (upside-down slab) are 2xany its fine but as soon as you place 3xany shadows start to appear. Also torches placed directly under shadows does nothing. - Grey
 * I noticed this with the upside-down stair blocks as well as the upside-down slabs. Makes decorative tunnels/halls impossible, because of the continuous shadow at head-level. 16:15, 6 March 2012 (UTC)
 * Doesn't happen if the block above the slab is air. -- 06:50, 13 March 2012 (UTC)

undefined Players and mobs all seem to face towards f:0 in SMP - Happens in both 1.2.2 and 1.2.3 - Video of this occurring at http://www.youtube.com/watch?v=XXmoiu0gcrw - Lucifer_LLS
 * Please disregard above bug, it seems to be caused by SimpleServer wrapper, bug reported there instead - 00:31, 21 March 2012 (UTC)

undefined There are light sources all over my super flat world. Some are inside blocks I've placed that are not normally light sources, some I've tracked down to be empty spaces, some floating. Additionally (possibly part of the same bug) some grass blocks are shaded while others are not, making an odd pattern. Windows 7 x64 with 64 bit Java.
 * Upgrading to bug. Can anybody reproduce this? -- 23:11, 2 March 2012 (UTC)
 * On my server I have places getting shaded where blocks used to be, but currently have no blocks around them. On flat map.
 * could it be something like this: http://imgur.com/a/idLeh#0 its our mob tower, and there are light emitting air/cobblestone blocks all around --, 05.03.2012 TEMP-FIX:
 * install bukkit+worldedit, replace all block types by temporary blocks and convert back afterwards(like: set cobblestone dirt -> set dirt cobblestone) --
 * I have the same issue as bawki in SSP. 07:35, 6 March 2012 (UTC)
 * Light can pass through two diagonal arranged blocks, always happens on pistons, sometimes happens on usual blocks. See: This affects sky- and blocklight! can be fixed by building a cage around pistons and filling all the diagonal edges in your buildings. --

undefined When placing a torch on the side of a block such that the air block it occupies is surrounded by blocks (eg:stone) on all sides except below it, said air block will appear un-lit, even though the torch is in it, the torch itself appears lit, and the torch still emits light to the surrounding blocks. Recorded on 1.2.3. --( - ) 17:34, 3 March 2012 (UTC) -- confirmed 6.3.2012

undefined Rain sound does not activate in 'Extreme Hills' or 'Extreme Hills Edge' biomes

undefined sp Placing and then removing light sources will light the surrounding area but not darken it when the light source is removed. The light level will either remain constant after removal or decrease partially.

undefined Some Lava that doesn't light up the surrounding area: Mac Os 10.5.8, map seed 717010642 (in case of error, the text equiv seed is "Map 11 has two names" as per the tagline but without the trailing !) x870 y31 z415, some non-illuminating lava. It did light up when I moved closer to it for a better look, before I could get a screen grab. 01:12, 9 March 2012 (UTC)

undefined If you are standing in a 2-deep hole that on one side is flooded with water, but on the other sides is closed, but has air diagonally adjacent so the water surface visually bends toward that free space, you can see two water levels: Your head is above the textured water because that is bent downward, but at the same time you can see a blueish tint at the top of the block, and you still drown. Image: --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 15:15, 10 March 2012 (UTC)

undefined Minor graphics bug with water and the fishing line. If the camera is facing the right direction while a fishing line is on the screen, this will occur: http://imageurl.org/di-9V9X.png (seen in bottom-left of the image). Unknown if it is caused by graphics card or drivers, but is replicable on my system, even at different areas in the world. 23:28, 14 March 2012 (UTC)

undefined Glass panes and iron bars Z-fight with the top of blocks (eg: stone, dirt,cactus, lamps, ice) 02:24, 21 March 2012 (UTC)

undefined The selection rectangle z-fights with a wool wall (the side of blocks)
 * only produced for me on f:0,f:2 02:24, 21 March 2012 (UTC)

Annoyances

a! Getting a lot of flicker in MC, seems to happen especially in MCP. No flicker in launcher, possible cause could be the allowance of more RAM by eclipse. 20:48, 3 March 2012 (UTC)
 * Found out what could be the problem, MC now has some issues when running in stand-alone mode. When running MC in standalone mode it now appears to update the screen independent of the location of it's container window. This means that in stand-alone mode (quit button is shown) that moving the window will not move minecraft until the user releases the mouse. This also causes a hefty amount of flicker, for some reason... This is also LWJGL Version independent 21:37, 3 March 2012 (UTC)

a! On windows, vanilla minecraft, light on items such as HUD objects and signs randomly flicker between fully lighted, current light level and complete darkness. Framerate is lowered to 3-5 FPS at most even on minimal settings (Relatively strong computer), process memory usage spikes to 900 mb for no apparent reason and stays like so. Main menu is unaffected and behaves normally. 15:52, 14 March 2012 (UTC)

a! A few Torches naturally present in Strongholds don't seem to make light until the area updates.

a In fullscreen mode (F11), the game is displayed using the current resolution of the screen. But, if we wan't to use another resolution, we have to close the game, change the resolution, relaunch the game, press F11... It's very annoying, so I think we should be able to toggle resolutions in-game, in the Video Settings. -- 21:08, 15 March 2012 (UTC)

a Nether void flickers very rapidly.
 * This is already a for some time now. It occurs when a thunderstorm is active in . --( - ) 17:34, 3 March 2012 (UTC)

a Upside down stairs when positioned in a square amongst two normal stairs below to make a window frame does not allow light through. This making a normal sized square you can see out of but wont light up your room.
 * "Stair squares" don't let entities through, either. This includes arrows. :/

a There seems to be some lighting errors at chunk boundaries in SMP. Try fx the seed "21", and look at the sea bottom from above. Screenshot: http://thuejk.dk/minecraft1_2_lighting.png

a Throwing a stack of 2 or more spawn eggs out of you inventory causes one of the egg's picture to distort showing the bare egg with the spots off-set. This also applies to potions (if a stack is hacked into inventory). -- 15:42, 7 March 2012 (UTC)

a Surrounding a torch with blocks on all sides except below it will cause the block the torch is occupying to have a light rating of 0.

a stairs let light shine though so that the roofs of building shine with light

a End Portal texture bug still exists, does anyone have further information regarding this?

a Building megastructures above ground can cause light sources inside of closed objects to generate during sunrise and sunset. This occurred while making a 35x49x140 enclosure over ocean. Light sources can be tracked based on brightness and placing a block in the same space will usually make the light disappear, but sometimes it comes back when the block is broken. -- 18:06, 12 March 2012 (UTC)

a When in the player's inventory, the head of the player (outside of the inventory) jitters around. Difficult and unlikely to be noticed; it is easiest seen if you edit the inventory gui in your texture pack to be transparent. --

Multiplayer-related
Bugs

! Mobs (Animals: Sheeps, Chicken, Cow's & Pigs) glitch out of fences. The Bug is since Beta 1.9 Pre Release, I hope you can fix that soon! only SMP-Vanilla related.

! Mobs push each other into walls and suffocate.
 * If you talk about overcrowded rooms such as when filled with mobs by a mob tower, I think this behaviour is good. In an overcrowded area, solid mobs (so, not Blazes) should suffocate and die, in order to limit the collisions the server has to handle and the resulting lag. Because computing the positions of all mobs of a big pack so that there is no collision (so the pack takes the place needed for all mobs not to collide) is not actually possible. Plus, pistons will always push mobs, that will still create collisions... But there is a solution to avoid mobs colliding in an oversized pack. When the pack is formed, the mobs that are nearly colliding should not move anymore. But that will create a big heap of mobs, depending on the geometry of the area. Does that suit you ?
 * No, this is not good at all. It makes farming animals impossible.
 * Reasonable farming remains possible, just let them enough space. For example getting 1000 sheeps into a 2*2*2 room as in previous versions was not useful anyway. The issue is a functionality, please describe why you think it is more a bug than a personal whim.
 * I think this is caused by the server synchronizing the entities' positions with the inaccurate ones it sends to the clients, and I think that this is closely related to other quirks, like minecarts falling through blocks. I've been running a modded vanilla server, which had the sync removed (3 lines of code) for a while now and my mob farms are running flawlessly. You can try it here. Taking a quick a look at the bukkit code, it doesn't seem that bukkit is any different in that regard. It may be fixed in another way though.

! Mobs Glitch through glass and solid blocks. This bug has been around since Beta and it makes Mob farms hard to control. It's related to the one above, but the mobs don't suffocate. http://dl.dropbox.com/u/6066476/PLEASE_STOP_THIS.jpeg

x We can sometimes see ghost TNT/Sand/Gravel blocks, if many of them have exploded/fallen.

! Player data may be randomly lost server-side, causing them to respawn at the default spawn without any items, with their spawn reset, and in the default game mode.
 * I can confirm that this has occurred in the past. Has this happened to anyone on the newest version? --

! Server throws severe java.lang.ArrayIndexOutOfBoundsException when "/gamemode playerName (any number above 1)" is used by an OP on the server.

! Some redstone wires do not update after using them after a while.
 * Mainly with torches.
 * Redstone is also causing massive lag spikes, seams to be realated.
 * Lag spikes can be large enough to crash client and sometimes server if large enough restone cicuts are running.
 * There is an entry of this in the redstone section.

! Occasionally, "ghost", unusable items may show in the inventory. If they are moved, they just disappear. This is caused by the client thinking there's an item while the server does not.

! Several sound instances and animations do not play:
 * x Weather smooth transition effect.
 * x Mob/Other Player arrow shooting sounds, snowball/egg/ender pearl/fishing rod throwing sounds.
 * x Chicken egg laying sounds.
 * x Pressure plate, lever, button sounds.
 * x Mob/Other Player stepping sounds.
 * x Other Player mining sounds (the sounds playing before the mining is finished - see or  for examples).
 * x Fishing rod sounds (reeling should not make a sound).
 * x Cave sounds (or at least, they are not synchronized between players).
 * x Slime/Magma Cube jumping animations.
 * x Fishing rod "line".
 * x Fishing rod "line" in held item. It shouldn't appear when the line is casted.
 * x Other Player breaking animations.
 * x Other Player enchantment animations (items/armor).

! Mining takes longer in multiplayer than in singleplayer. This is caused by a click-mining 'fix' that was added in Beta 1.3 and is not needed.

! Knockback and damage screen calculation is often wrong in multiplayer, actually dealing knockback when it shouldn't (like or being on ).

! Hitting mobs is harder in multiplayer because of lag. It is also much easier for monsters to hit players. Probably a delay before attacking (based on lag) should be added...

! Mobs, especially slimes and magma cubes, tend to bob up and down (being hard to hit) under low ceilings.
 * Slimes will often appear to teleport to the top of an overhang if they get under one and press up against a wall, which is really annoying because they can still hurt the player as though they are still on the ground and are pretty much invincible when they're doing this. In short, slimes can become practically invisible and invincible while maintaining their ability to damage players by pressing up against certain walls.

! Anvil's new per-chunk biome data is not sent in SMP. See here: http://wiki.vg/Pre-release_protocol#Map_Chunk_.280x33.29

! Existing minecarts can not be clicked/mounted/destroyed. [1.2.3] They can be pushed around. To reproduce:
 * Join a 1.2.3 server and try to enter or destroy minecart. (Make sure you dont have a new minecart in your hands) --
 * I suspect this is related to the mob feeding/attacking glitch below. -- 19:42, 3 March 2012 (UTC)
 * Also occurs with minecarts with chests, boats, sheep, dogs, cats and hostile mobs.
 * Glitched minecarts can be destroyed with lava. (have not attempted with boats)
 * Create a new map, join, place rails and a minecart. It can be ridden and attacked.
 * Logout, Login. Minecart can no longer be ridden or attacked. This is a major problem. --
 * 3/09/12 This problem still has not been fixed. It can be produced and reproduced easily.

! Under laggy conditions, players, mobs, and other entities may not move for several seconds (players will appear to move on their clients) then move incredibly quickly to their actual position. This can cause attacks (especially arrows) to miss when they should not have or cause mobs to suddenly appear next to players and instantly damage them. Players may also be kicked for moving too quickly.

undefined Player movement is not smoothed enough (the client does this) in fairly or very laggy conditions.
 * This is also the case with mobs.

undefined The skeleton on top of the spider seems to randomly move back and forth on the spider.

undefined Arrows "warp up" when shot on walls. They also disappear and become impossible to collect when shot on ceilings.

undefined Arrow shooting is buggy and sometimes "resets" the charging progress.

undefined Having trouble making dogs change from sitting position.
 * Some mobs appear to be occasionally untouchable; I've only observed this with chickens and dogs. The mob cannot be hit with a sword (although a bow and arrow still works) and cannot be fed wheat to breed them. Dogs cannot be fed, bred with each other or told to sit/stand. It should be noted that this bug has some sort of trigger which I'm not sure of; some chickens can be killed, some can't, and I cannot find the difference between the two. -- 19:12, 3 March 2012 (UTC)

undefined Cats sometimes glitch onto the tops of trees.
 * Sheep also may glitch to the top of objects. I recently had a heard of multicolored sheep free themselves from their respective pins and one blue sheep is on top of a flying buttress while yet another pink one is atop a tall tree. (Server 1.2.3 Vanilla) --

! In SMP while drowning, each time you take damage it pushes the player downward making it almost impossible to swim out of a body of water without an underwater-breathing enchanted helmet. Swimming upward is negated by the downward force.

undefined From what I can tell, mobs still merrily float to the top of enclosures, mostly fences. Once there, they don't seem to be able to escape, but they occasionally flicker up and down. This had apparently been fixed, but it's still happening. Seen on a 1.2.3 vanilla server under minimal load. -- 22:59, 4 March 2012 (UTC)
 * I can confirm this bug occurs on SMP vanilla 1.2.3 however I was unable to recreate the issue in a single player test world. Here is a screen shot of sheep glitching through both dirt and fence blocks.  All of these sheep are enclosed by fences and dirt blocks. -- 02:04, 7 March 2012 (UTC)
 * Not fixed on 1.2.3 vanilla server. It appears that mobs can jump out or glitch through walls on a server, but they usually pop back into place inside their fence or enclosure. After days on a server, the same mobs will actually break out of their enclosures permanently.

undefined Occasionally, certain dropped blocks and items cant be picked up, regardless of how full the inventory is. This happened while clearing leaves in jungle trees, and it wasn't possible to pick up said leaves, nor saplings. Later, in the same place, this bug did not occur.

! Jungle Trees will not grow from saplings in Multiplayer.
 * Unable to reproduce bug, need more information. Does this always happen? In certain locations?
 * I've grown both small and 2x2 jungle trees in SMP with no problems. -- 17:20, 12 March 2012 (UTC)

undefined Under laggy circumstances, sometimes trees become partly or entirely invisible, though vines on said trees are still visible. Looks cool, but is annoying getting stuck in an invisible forest.

undefined Villagers don't mate at all, even though provided with even more housing and doors than needed. Bringing the same world to SSP and the villagers mate like normal. 15:06, 8 March 2012 (UTC)
 * They will, or at least they do on my server. You may need to reboot the server, travel far enough away for the village chunks to unload, enter a nether-portal, or do something else that will force the area to recalculate, though. -- 16:13, 11 March 2012 (UTC)

! Around the default spawn area, villagers mate like crazy so that we must kill a lot of them every day or two. -- 16:14, 9 March 2012 (UTC)
 * I'm nearly 2000 blocks away from spawn, and the village here has an overabundance of villagers as well, far more than the 1 villager per 3 doors ration that the wiki suggests. It's hard to get an accurate count of them as they're milling around, but there's fewer than 30 doors here, and three iron golems have spawned, indicating at least 45 villagers. -- 02:26, 17 March 2012 (UTC)
 * Make that five iron golems, I've just discovered two more in the river. -- 02:32, 17 March 2012 (UTC)
 * In the past 45 minutes or so, the number of golems has increased to at least nine (that I can find), and the mob of villagers is completely uncountable. What in the heck is going on?? I've been messing around in this village for days without anything like this happening. -- 03:12, 17 March 2012 (UTC)

undefined Only the basic Farmer villager spawns. I have not tested this very extensively, but I'm going on 20-odd villagers, and I would have expected at least one different one to have appeared by now. Can anyone confirm/refute? -- 16:13, 11 March 2012 (UTC)
 * "Tested" this further by accidentally causing about a hundred extra villagers to be spawned. All of them were farmers. Upgrading to bug. -- 17:13, 12 March 2012 (UTC)

undefined I found a chunk on my server that resets every 5 seconds, but only on the client side. If I stand on a spot I previously dug out, the server will kick me for flying. If I dig out the dirt, it disappears instead of popping into my inventory.

Annoyances

a! After a first round trip to the nether, when you come back to the overworld a second time, you will be teleported to a new spawned nether-portal, like if the first one is unactivated.

a If I'm climbing a vine i can't pass to a lader. Fixing this would help a lot to climb trees in jungle.

a Instead of saying "Outdated Server!" when going on a 1.1 server, it says:" Internal Exception: java.net.SocketException:Connection reset"
 * I got "taking to long to log in"

a When adding a server, if you come out of full screen mode, it will reset your server name from what you typed in to "Minecraft Server".

a While in a bed, other players in beds will not be visible.

a Not entirely sure if this is a bug, but if a mob is chasing you, and another player comes and attacks it, its focus remains on the first player it was chasing. Even though it makes killing mobs much easier in groups, I'm fairly certain it wasn't like that before, and it not intended. a In SMP, as soon as a player logs into a server, they are unable to interact with objects or in their vicinity. For example, a player cannot; use a on a, shear nearby , request a  or  to sit or follow, hop into a , use a , or break a  or. This occurs even if the player was able to interact with those objects, logs out of the server, and then back into the server. The problem appears to correct itself if the player logs in or walks a good distance away from those objects/mobs and then returns, or after an unknown amount of time.
 * This sounds like it's intended, though if not seems like a consequence of mobs no longer fighting each other if one hits the other while attacking the player.

a When running an SMP server, running a client on the same machine sometimes prevents the client from having any sounds

a On SMP 1.2.3 Vanilla, mobs still try to jump out of their fencing and enclosures. Their AI doesn't know that they can't get out. Sometimes they are able to glitch out of their pens.

Fixed/Skipped

f Sheep on SMP sometimes cannot be sheared or attacked, and clicking on them can activate objects behind them, as if they didn't exist.
 * This bug also randomly occurs with mobs and other player entities. For example in PvP, sometimes you will hit right through a player as if they weren't there.
 * In creative mode, it will destroy the block/thing behind it, which is really annoying.
 * Before, we were just hitting an invincible mob, and not hitting things behind it.

fPutting ":" in the Direct Connect screen without the "s, it will crash the game upon attempting to connect.

f It is possible for hostile mobs to become invincible, allowing them to hurt players without taking any damage from attacks or catching fire from the sun.

f Server is throwing error on connection:Failed to handle packet: java.lang.ArrayIndexOutOfBoundsException: 16
 * Deleting the player folder from the save folder will sometimes fix the problem.
 * Client side will say: Disconnected By Server, Internal Server Error.
 * Also happens when you die on the server.
 * No player can connect making the server useless.
 * Client must also be restarted after players folder is deleted, other wise the server will have to be restarted again.
 * Removed a 1.2.2 generated world, restarted 1.2.3, players may now login.
 * Removing the player data in the world while the server is running will allow users to login, but no player data is saved. Must be done every time the server is run.
 * This same error happens whenever an op builds above y=140 around the spawn point, which includes (-17, -17) to (17,17). Deleting the player dat files doesn't fix anything. The blocks above 140 have to be deleted, which can be done by opening the file in single player mode and copying the world back to SMP.
 * what about blocks in the spawn point?
 * This problem currently has no fix, will it be fixed in the next update? Is that why it is tagged fixed?

Items
Bugs

undefined cr When holding a spawn egg and clicking another egg, you get more of the egg you was holding, not switching with the egg you clicked. (Probably also happens with other things with damage values) 00:35, 7 March 2012 (UTC)
 * spawn eggs? 05:31, 7 March 2012 (UTC)
 * I'm not entirely sure how this could be fixed without reworking metadata. Same thing with the wooden slabs, which have to be inexplicably mined.

Instead of getting one of the other spawn egg type, you will now hold two of the first spawn egg type. This also applies to dyes, wool, slabs, logs, leaves, saplings and grass/fern (which also differ by damage values). --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 16:34, 10 March 2012 (UTC)
 * It wasn't clear for me what exactly is reported here, so here is a guide how to reproduce:
 * 1) Be in creative mode.
 * 2) Open your inventory.
 * 3) Click on any type of spawn egg, so it's attached to your mouse.
 * 4) Click on any other type of spawn egg.

Annoyances

a! Eye of Ender leads to coordinates without an End Portal underneath. This is within a map generated in the current version (1.2.3). The seed is "Vega". -- 02:36, 21 March 2012 (UTC)

a cr Items damage in creative mode. 20:45, 15 March 2012 (UTC)
 * But you can just spawn another one. 21:12, 15 March 2012 (UTC)

A aren't ordered in any particular way in Creative Mode's Item Selection. -- 15:55, 7 March 2012 (UTC) A The bucket is the only tool that does not take damage or break. ( 02:59, 8 March 2012 (UTC))
 * Suggesting order of Passive, Nether Passive, Tamable, Neutral, Hostile, Nether Hostile. -- 17:19, 15 March 2012 (UTC)
 * Boy, that water sure dulls out my bucket. -- 04:42, 10 March 2012 (UTC)
 * Buckets rust, dent, and develop holes very easily. Their handles also break off very commonly, I'm actually surprised minecraft buckets don't even have handles. Before you try being a wise guy, I suggest you actually use a bucket more than once in your life. I work as a part time mason and we require new buckets to replace the old ones very frequently. ( 19:28, 14 March 2012 (UTC))
 * I don't see how them taking damage would be of any benifit. 21:12, 15 March 2012 (UTC)
 * It adds difficulty. ( 04:58, 22 March 2012 (UTC))

A Buckets don't have handles. ( 19:37, 14 March 2012 (UTC))

? sp mp Slabs placed on Ice gets slippery.

? sp mp Soul Sand placed on Ice doubles his slowing effect. (Useful for traps)

A Bowls are made out of wood rather than clay. ( 03:01, 8 March 2012 (UTC))
 * This is probably intended, the texture shows the bowl being wooden. 22:29, 9 March 2012 (UTC)
 * Since clay is harder to find than wood, a clay bowl recipe might be an interesting solution to the bowl/soup stackability issue -- make clay bowls/soup stackable, where wooden ones don't. Clay needs more uses anyway. -- 01:38, 10 March 2012 (UTC)
 * Clay bowls are also brown so not sure how it looks like wood more than clay. ( 19:34, 14 March 2012 (UTC))

a Right-clicking a mooshroom with 4 bowls only gives you 1 bowl of mushroom stew.
 * One bowl per click seems perfectly appropriate. and after all, if we eventually get something else to put in bowls, you won't necessarily want all your empties filled at once. -- 01:38, 10 March 2012 (UTC)
 * He meant that other bowls disappear. 4 bowls -> 1 bowl of soup. Other 3 bowls disappearing.
 * Has that been confirmed? If that's happening, it sounds like a bug, not a mere annoyance. -- 16:16, 11 March 2012 (UTC)

? Piston heads won't retract under Redstone Lamps. --By Minecraft Player SnappCraft, a.k.a Ashton Snapp

Fixed/Skipped