Talk:Java Edition version history

Seecret Friday Updates
Notch or Jeb (i forgot which) said that releasing updates on Fridays ruin their weekend, so why do they have Seecret Friday updates? --R ocĸetor talk  22:30, 14 April 2011 (UTC)
 * The Seecret Friday updates were the old method Notch used for updates to Minecraft before the Halloween update. Notch said around that time that he really liked the Friday updates, but didn't like Saturday bugfix releases nearly as much. 「 ダイノ ガイ 千？！ 」? · ☎ Dinoguy1000 00:06, 15 April 2011 (UTC)

Herobrine..?
What is this "Herobrine" thing I'm seeing show up on my automap at various levels? I've also found some inexplicably constructed things in chunks generated this evening. Kind of strange. I see there was a page on this wiki for the mob, but it was deleted. What's up with this? Jstaque 03:27, 2 April 2011 (UTC)


 * Probably is some troll thing put into the automap software. Got any pictures? NovaSilisko 05:15, 2 April 2011 (UTC)


 * I will create a section on my user talk page with the screencaps...as soon as I'm able to upload images. :-| Jstaque 14:56, 2 April 2011 (UTC)


 * Just upload them to www.tinypic.com or something.


 * Herobrine was a hoax done by a player in which Herobrine is Notch's trapped brother inside MineCraft who stalks the player and makes pyramids and holes in cliffs. Herobrine is the same as the player except has glowing, white eyes. It was later revealed to be a hoax by editing the iron door texture. Don't be scared (I doubt you are anyway). You can see a link to the article here. --R ocĸetor talk  10:14, 5 April 2011 (UTC)


 * Ha ha, very funny Jstaque, April fools day already went. --TheKax 15:30, 13 April 2011 (UTC)


 * I've uploaded screencaps to my user page. Jstaque 22:49, 18 April 2011 (UTC)


 * That's either the automap software you're using, or one of the mods you have installed (if you're not just trying to outright troll us). Herobrine does not exist in the vanilla game. 「 ダイノ ガイ 千？！ 」? · ☎ Dinoguy1000 03:22, 19 April 2011 (UTC)


 * I want to see Herobrine, not just it being detected. If you want real proof, give us a picture of him. Or get me the seed in which you got it, and tell me the coords of the house. Yeah ,the seed is enough proof. --R ocĸetor talk  07:01, 19 April 2011 (UTC)
 * Fake. --TheKax 14:32, 19 April 2011 (UTC)

1.5
1.5 is out! --Jippiedoe 13:48, 19 April 2011 (UTC)

Updated wiki with 1.5 info --Poiuyt580 13:50, 19 April 2011 (UTC)

Is their use of "swum" intentional? --setback_san 14:47, 19 April 2011 (UTC)

Found something that could be a bug. Now Wolves will stand in front of doors like they are trying to get trough them, but they won't go through doors. I am even trying to push my sitting one through a door and it won't go through. Levy 14:58, 19 April 2011 (UTC)
 * This is a bug from 1.4; they won't go through doors. You need to create a "doggie door", ie. a one block hole in your wall. --Gnu32 15:01, 19 April 2011 (UTC)
 * This is different. I could always push them through the door, not any more. And they never used to just stop right in front of the door like they were waiting for me to tell them it is okay for them to come in. Levy 16:09, 19 April 2011 (UTC)
 * Okay, this was odd. They will sometimes go through single door only if they are facing the door head on and go through it as long as their bodies aren't diagonal to the door. This is weird. It is as if they do recognize the door as empty space, but they don't recognize the 3 pixel thick part of the door that is there when the door is open. Sound odd, but this will sometimes cause the wolf to stop completely in front of the door, like it is trying to come in, but won't. Eventually it will back up for another try and sometimes succeed. Levy 16:19, 19 April 2011 (UTC)

Also, look at my mine: I forgot to prepare for the "skip-spaces-in-ladders-and-you-can't-climb-it" bug fix, and I had nothing in my inventory: http://i.imgur.com/rLG4y.png Cool12309(T 16:47, 19 April 2011 (UTC)

Is it just me or was Shift+F2 removed? Levy 18:23, 19 April 2011 (UTC)

I found a new "bug" of sorts - glass blocks aren't rain-proof, it rains straight through them (and into my house). Could somebody add this to the list? (http://img155.imageshack.us/i/20110420003230.png/) Solio 00:40, April 20th 2011 (CET)

I'm not sure if this is the right place to mention this, but under the New Bugs for 1.5, it lists "the acheivement 'time to strike' only works when crafting wooden swords". But the achievement says that the sword has to be built with planks and sticks (ie a wooden sword), so this isn't a bug. --Kirbytroid 11:15, 20 April 2011 (UTC)

I think in either 1.5 or 1.5_01 you can walk faster in flowing water. I've tested this and it seems to be true. Can anyone else confirm this? --Happykoala4 15:48, 23 April 2011 (UTC)

Locked Chest?
Is there any (image) proof of this? If yes please post it here. Everystat13 14:50, 19 April 2011 (UTC)

Is a screenshot really necessary? Open SMP and /give yourself 95. Can place locked chests, but you can't seem to interact with them, and they disappear soon after placing. Burpen 15:11, 19 April 2011 (UTC)

I have no MineCraft currently at hand, so yes a screenshot would be nice. Everystat13 15:12, 19 April 2011 (UTC)

Couldn't upload a screenshot here, so this will have to do: Burpen 15:33, 19 April 2011 (UTC)

Beds broken?
It seems if you have a door to the outside, and a bed in a well lit room, even in the middle, hostiles will spawn by you when you attempt to sleep. Blocking the door will cause them to not spawn. This happening to anyone else? Croben What you Want? 15:28, 19 April 2011 (UTC)
 * I have a bed, with a door to the outside, I do not get woken up, or at least, I haven't been yet. Try lighting the area immediately around your house. IPeer 17:22, 19 April 2011 (UTC)
 * The area outside (close) Is lit. In 1.4, this room never caused mobs to spawn when sleeping. Now it does. Covering the door stops them from spawning. Croben What you Want? 17:36, 19 April 2011 (UTC)
 * I had the same problem as you Croben, when sleeping in a small space. Making the ceiling higher (3 blocks or more) and the room bigger seems to solve the problem (at least for me). Oh, and place the bed the farthest possible of the door/entrance. --Pochi33 19:04, 19 April 2011 (UTC)


 * I had that issue happen in 1.4_01 with a 3x3x3 interior house (5x5 walls) where I woke up with a zombie inside somehow. It was a temporary shelter, so it used a minimum of material (dirt floor, the roof was only 3x3 and only diagonally contiguous to the walls). I've only had it happen once despite having slept there quite a few times. So this was not necessarily introduced in 1.5, it just seems very intermittent. --Lordebon 19:25, 19 April 2011 (UTC)


 * I can confirm this bug. As of 1.5 when sleeping, hostile mobs spawn everytime. Before the update everything went well.--Gitterrost4 21:49, 19 April 2011 (UTC)


 * I think this is an side-effect from notch making wolves able to walk through doors, I'm afraid everything can go trough your door now. Tommyfrogy 07:04, 20 April 2011 (UTC)

1.5 Mojang logo
The logo seems to fixed when you maximise the game.Omegatron9 18:50, 19 April 2011 (UTC)
 * Yes, I can confirm this. --Mrheat 14:29, 20 April 2011 (UTC)

Sugar Cane
I've heard a few other people mention this, and I have it in my game, does anyone else have Sugar Cane hanging down from trees? Jman37X 19:43, 19 April 2011 (UTC)
 * I haven't seen that, but I have noticed some wild reeds that were 4 blocks high instead of 3. Previously this could only be done by placing a reed on top of 3. Maybe the growth height has changed as well?Ghost2 06:35, 20 April 2011 (UTC)


 * I dont think its hanging so much as trying to grow up through the tree. Also 4 block tall sugar canes have always spawned even if they only grew 3 blocks tall.Toadbert


 * Here are some screenshots: http://s395.photobucket.com/albums/pp35/Jman37X/Hanging%20Sugar%20Cane/ I have yet to see it in other files, but I still think it deserves some kind of mention in the Version History. Jman37X 21:29, 24 April 2011 (UTC)

I think this is caused by the Wild Grass mod, that also I use. Some texture packs don't have a special vine texture to be hanging from the trees and instead reeds are spawned from the tree downward. Resolve this by A: uninstalling Wild Grass or B: get a Wild Grass compatible modpack like Misa's or Photo Realism. Also, try holding space when on the block from which they grow, if you climb upwards it's the Wild Grass mod for sure. --XarsYs MC 12:31, 22 April 2011 (UTC)

Ladder Bug
Since Beta 1.5, I've noticed that it is possible to place a ladder into another ladder, causing the placed ladder to instead be placed on the opposite wall. Please confirm this bug. Tom Rad 20:57, 19 April 2011 (UTC)
 * I think I might have had that happen in SMP yesterday. I will see if I can replicate it, don't count this comment as confirmation just yet. leiger 03:06, 20 April 2011 (UTC)

Rain through glass
It rains through glass (also with several layers)--Saisor 21:59, 19 April 2011 (UTC) EDIT: Also with wooden stairs
 * Could it be that it rains trough all blocks which are not Opaque? (Edit: removed long explanation as there's allready a wiki site for it) Klaue 00:21, 20 April 2011 (UTC)
 * It seems Infinite water springs no longer work when placed on Glass either. Perhaps they've changed how water works with glass entirely? Reziah 01:27, 20 April 2011 (UTC)
 * That never worked before, at least not for me. Klaue 01:41, 20 April 2011 (UTC)

Is it really a bug that you can hear rain through glass? That seems realistic to me. --Nessthehero 18:53, 21 April 2011 (UTC)

Crash for switches
I added the bug for switches which crash the game. Now, after trying it again, it diddn't happen for the same test construction that relieably generated the crash in many tries before. So, if this happens for no one else, one can probably remove the bug. Klaue 22:08, 19 April 2011 (UTC)
 * I tested this earlier and found that it wasn't present in multiplayer. I even tested the turn to ensure the animation kept up with reality. I'll remove the bug and if someone else still has trouble they are welcome to post a screenshot or video. Werewolf nr 22:58, 19 April 2011 (UTC)

Detector Rail Bug
About the "Game Crashes when placing a plain rail next to a detector rail" bug, I've only experienced it while dealing with sloped rails. I built a small loop on flat ground with one of the rails being a detector and it worked fine. Also, I've had the bug happen when using powered rails on slopes as well as regular rails, so I don't think it depends on what type you place. GraklingHunter 23:07, 19 April 2011 (UTC) GraklingHunter

Redundant Update

 * New Items (Detector rail, Powered Rail, Birch and Pine/Spruce Saplings, Web)
 * Added new Spiders web block (confirm name?) which slows player down

2nd line redundant (repeat) of above?

1.5 Mob spawning glitch?
I've got a lot of problems with monsters spawning lately.

So I've got this neat little tower.

http://img815.imageshack.us/img815/2546/20110419184457.png

Storage room, Furnace, Bedchamber with walkway to entrance, Rooftop and plantation. The roof/floor of all the levels have a central and corner glass block, as to prevent mob spawning and spreading sunlight; except in one corner: the ladder.

I got back at midday, just upgraded to 1.5, had to make more ladders since I was using the gap glitch, also had to reposition a couple torches. It became early night when I was done. After crafting a couple dozens of booster tracks, I went for the bed... just to find a zombie spawning on my face. Lucky my wolf 6-pack sleeps with me.

Now, the tower is basically floating in mid-air, the bridge from the mountain is entirely made of glass, doors closed and anti-spider overhang. The double bed rests in the middle of the room, and the outer walls of the bedroom are flooding lava. All floors have been doubled the amount of torches, and I STILL get a 100% of zombie nightmare. Also, when I finnaly went to sleep, I woke up to a creeper-flooded hill.

The mob spawning was visibly duplicated, and they apparently started spawning inside the tower, despite constant light and glass flooring.

No mods installed, nor hacks used. Started happening since 1.5. Any help? --SpyroCraft007 was here 01:04, 20 April 2011 (UTC)
 * Let's see the top side of that. It could be that you've just been lucky enough to never have it happen before, but mobs could spawn on top of your house. Oh, and let's see where your bed is (and what's on the other side of the wall it's near, if any), too. --GreyMario 01:10, 20 April 2011 (UTC)
 * "The double bed rests in the middle of the room, and the outer walls of the bedroom are flooding lava." Besides the rooftop is well lit.--SpyroCraft007 was here 01:26, 20 April 2011 (UTC)
 * Hm. What's below? Doesn't seem like it should be happening, unless the light levels for spawning changed. --GreyMario 01:42, 20 April 2011 (UTC)
 * Below is +/- 15 blocks of AIR. The tower is in MIDAIR. Also the hill is well lit, and lots of mobs spawns in there, like if it was 0 light level. Confirmed as a bug in forums. --SpyroCraft007 was here 02:05, 20 April 2011 (UTC)
 * Can you link to this thread in the forums where it was confirmed? Looks like this still needs to be added to the "new bugs" list for 1.5, with a link to that forum thread as reference. Cheers, leiger 02:52, 20 April 2011 (UTC)
 * http://www.minecraftforum.net/viewtopic.php?f=1020&t=298624
 * This one was apparently made after 1.5_01, where it was supposedly fixed; apparently some people still have the glitch; yet to try it myself. The glitch was mobs spawning to bed regardless of placed, possibly a side effect of the doggy door fix?--SpyroCraft007 was here 21:15, 20 April 2011 (UTC)
 * Tested it, with 2 minutes after dusk. A zombie and a skeleton spawn. No mobs outside.


 * I think you may be onto something, just because a mob spawner I created a few weeks ago in 1.4 now seems to spawn around 5 times the mobs it used to. I'm wondering if the max amount of hostile mobs has been raised. CactusCactusCactus 14:09, 20 April 2011 (UTC)

Inventory glitch.
I don't know what triggered it, but I encountered a bug where trying to interact with the inventory of a chest caused it to behave as if the shift key was held down the whole time. Exiting the chest, or various combination's of shift clicking did not help. Restart was required. Ghost2 01:31, 20 April 2011 (UTC)

Infinite Spring on Glass
It seems you can't create Infinite Water Springs ontop of glass anymore. Reziah 01:43, 20 April 2011 (UTC)
 * This was never possible in the first place...it is not a new bug introduced in the 1.5 update, it has been in all previous versions of Minecraft. There are many pages and videos to prove this. LB 01:54, 20 April 2011 (UTC)
 * Merged both of these under the same heading to tidy things up a bit. TOC list is getting very long. Cheers, leiger 02:56, 20 April 2011 (UTC)

Fists damage and statistics' damage dealt
Fists now deal 1 damage per hit: it is possible to kill a chicken with two punches, other land passives with 5 and aggresive mobs with 10. I don't know if this is a bug or intended beahvious (although it makes the game a bit too easy). Statistics don't register damage dealt correctly (received possibly as well). One punch increases the counter by 2, one hit with a diamond sword increases it by 11. I will look into it and figure out what's the actual amount.

I hope it's fine I merged this two things in the same topic. Bromazepam 02:51, 20 April 2011 (UTC)
 * This is intended, it means how many half hearts you dealt. Maybe the diamond sword is a bit off, but meh. Cool12309(T 03:02, 20 April 2011 (UTC)

(I wrote this stuff before Cool12309's edit - the doubling thing is OK then, but it still doesn't make sense why some values end up as odd numbers.)

OK, I made more tests so here's the breakdown:

Item - Real Damage - Statistic damage

Fists - 1 - 2

D. Sword - 5 - 11

D. Shovel - 2 - 3

D. Pick - 2.5 - 6

S. Sword - 3 - 7

S. Shovel - 1 - 3

It appears to be registering on average double the amount. However, since fists and stone shovels deal 1 and register as different values, that can't be true. It could be due to some floating point, but all damage values are either integers or fractions with a 2 as denominator, so if you double either of these you always get an integer. It seems pointless to delve deeper in this matter at the moment, since they probably will be able to fix it with a quick look at the code, so I won't attempt to understand how it works.

Also, bows don't deal any damage, according to statistics. It might be because it's the arrow entity that actually deals it, but this doesn't fit with the fact that wolves attack someone who shoots himself. Bromazepam 03:06, 20 April 2011 (UTC)
 * I remember Notch mentioning making the damage you do increase if you are moving or something. Maybe that has something to do with it? Also, bows probably don't register as doing damage because it's the arrow doing damage and he forgot to code that in. Everything else that increases this number comes directly from the player. - Alphap T ~ C 06:09, 20 April 2011 (UTC)
 * I tried moving around, forwards, backwards and standing still, and there is no change in damage. HOWEVER while doing this test I also realised that the statistics aren't wrong, that is the actual damage dealt:


 * Hitting a creeper (health: 20) with a diamond sword once and a diamond shovel twice. Expected damage 10+4+4 = 18. Effective damage 11+5+5 = 21. Creeper died.


 * Hitting a cow (health: 10) with a diamond shovel twice. Expected damage 4+4 = 8. Effective damage 5+5 = 10. Cow died.


 * I don't know if this is intended behaviour but the damage weapons deal DID change. Bromazepam 08:43, 20 April 2011 (UTC)

I can confirm that the value gained in statistics is the number of halfhearts damage done.

Item - Thought Damage - Statistic damage - ACTUAL DAMAGE (whole hearts)

Fists - 1 - 2 - 1

D. Sword - 5 - 11 - 5,5

D. Shovel - 2 - 3 - 1,5

D. Pick - 2.5 - 6 - 3

S. Sword - 3 - 7 - 3,5

S. Shovel - 1 - 3 - 1,5

So as you can see the damage done has changed, increased although in the case of D. shovel I am not completely sure of the value as I haven't tested it out yet. All data based on tests concluded by myself. --XarsYs 14:49, 21 April 2011 (UTC) Done the tests for D. Shovel, It is 5 halfheats, 5 in statistics and 2.5 damage. --XarsYs 14:52, 21 April 2011 (UTC)

Electrified creeper = larger explosion?
This was added to the page: If lightning strikes a Creeper, it becomes electrified and will have a much more powerful explosion. Can anyone confirm this, and does anyone know what the relative strength of the explosion is? (e.g. Is it exactly 2x as powerful?) --leiger 05:32, 20 April 2011 (UTC)

Achievement disappearing bug
This was added to the page: Achievements disappear when you close and re-open the game. However, it works perfectly fine for me. Can anyone else confirm this bug report? --leiger 05:34, 20 April 2011 (UTC)

Large Performance Improvements?
My memory usage has shot through the roof and I lag-step repeatedly where I never used to have a problem with it. Previously Minecraft typically capped around 750-850M memory usage, now routinely hitting 1.1GB. I fail to see the large performance improvements mentioned on this page. :P Gatherer818 05:35, 20 April 2011 (UTC)
 * Opposite for me, I have seen an increase of about 30 FPS. Oh happy day... Cool12309(T 05:37, 20 April 2011 (UTC)
 * Yes, this is strange. Notch was working on performance improvements, and Jeb tweeted that he was impressed with how much faster Minecraft runs now. BUT, I've never had a crash in Minecraft until now. After playing Beta 1.5 for about 2.5 hours, it crashed (black screen) on me 4-5 times in SSP / single player mode. And it lagged every now and then, especially during rain, whereas my computer usually runs Minecraft on highest possible settings really well.
 * One time it crashed I was messing around with minecart tracks in a cave - so that might be related to the crashing bug mentioned on the page for detector rails. I also crashed on a corner whilst riding a minecart, which is also mentioned as a new bug. So those are confirmed by other users as well. However the other few times I was just walking around or crafting as usual when it crashed. I think they've got a few stability-related bugs to fix next week that were introduced in 1.5, I'm just glad the game is still playable for me (most of the time). And weather is awesome. --leiger 06:01, 20 April 2011 (UTC)
 * The performance improvements may have something to do with the new button on the Video Settings screen, Advanced OpenGL. I turned this on, and I get nearly four times as much framerate and sunset/sunrise no longer freezes at each light level change. - Alphap T ~ C 06:05, 20 April 2011 (UTC)
 * OpenGL is a Linux/Mac thing, correct? At least, that's what I'd always believed. Tried activating it on Windows 7 anyway, and it didn't seem to have much of an effect. I'll update my Ubuntu version of Minecraft later and try it there. If indeed this is a Linux/Mac only thing, then it should be mentioned on the page where OpenGL is mentioned. --leiger 06:21, 20 April 2011 (UTC)
 * Wrong. OpenGL is multi-platform. The biggest change that setting does is include ambient occlusion, ie blocks that the player can't see don't get rendered. If I recall correctly this is the same thing the mod Optimine did, and I heard people say that for it to work correctly you needed a "real" GPU, because integrated ones can't handle those computations and have to defer them to the CPU, leading to a decrease in performance. This statement however needs to be either confirmed or proved wrong by someone who knows OGL, 'cause I never used it personally. Bromazepam 06:31, 20 April 2011 (UTC)
 * It's actually called occlusion culling. Some Youtube videos that explain what it is: http://www.youtube.com/watch?v=eEDKieM8xC8, http://www.youtube.com/watch?v=fU2L7IdYDVc. It was tweeted by notch at http://twitter.com/#!/notch/status/58482961355513856 --Scykei 07:08, 20 April 2011 (UTC)
 * Occlusion culling! Sorry for the mistake, I was distracted and mixed them. Bromazepam 07:46, 20 April 2011 (UTC)

Terrain.png
Having just updated my own 128x texture pack, here's a summary of necessary changes to make older(1.3+) terrain.png's 1.5 compatible; some of this may be relevant to the article:

The two texture panels below the redstone wire are required to be empty; They seem to act as an overlay, as any textures in these two blocks (such as a grid pattern) will override it. Similarly, the tile directly under the iron block should either be empty, or contain a grayscale image of your 'side grass' texture, minus the dirt (i.e, just the grass portion). This panel is tinted like grass, then laid over the sidegrass. Finally, you'll need a pine and birch sprout, in the 2 blocks above the 8th/final crop. You may also want to consider including web (in case you omitted it), as it is now semi-obtainable. Ghost2 06:29, 20 April 2011 (UTC)

Saplings planted previously than 1.5 became random types
This is not 100% confirmed yet, but it really seems to be true. It happened to me and to a few other people. My guess is that saplings now use damage to determine their type, and for some reason the ones planted had an existential crisis and randomely picked one. It is not a very noteworthy bug that will have a very limited effect in time, since once those saplings sprouted they won't bug out anymore, but I still thinks it should be added to the list, for "Minecraft history" purposes at least. Bromazepam 08:32, 20 April 2011 (UTC)
 * I can confirm that. Some of my planted saplings turned into spruce saplings. This is already added in the trivia section on the saplings page. --Mrheat 13:55, 20 April 2011 (UTC)
 * Can also confirm this. My tree farm's saplings all went to random types after the 1.5 update. CactusCactusCactus 14:13, 20 April 2011 (UTC)
 * Mine too. Farm went funky with those new saplings. -- TheKax 16:11, 20 April 2011 (UTC)
 * This is probably because saplings that were planted before 1.5 could use all 4 bits for data value. Meaning that those saplings are dependand on the time they exist. --Heldplayer 20:30, 21 April 2011 (UTC)

I'm not sure it goes here, but there may be a bug which leads to birch or pine/spruce saplings to be generated when you destroy a normal foliage. I've observed it in SMP multiple times. Can anyone test and confirm this? Kuro no hikari 16:34, 23 April 2011 (UTC)
 * Here is the video Kuro no hikari 19:32, 23 April 2011 (UTC)
 * I could make litle sense from this video since you had your texture pack on. But as far as I can see, it's related to this image. Treebiomes.jpg

–The preceding unsigned comment was added by Heldplayer (Talk . Please sign your posts with
 * Interesting. Do you know if that tree was generate before or after 1.5? And did you see it happen exclusively in SMP, or in both modes? Bromazepam 05:16, 26 April 2011 (UTC)

Also related to this is this bug listed under 1.5_01 "Saplings do not stack to 64 all the time. (notably the original saplings from planted or rendered during previous versions)" Dropped from older trees with random leaves that drop different types of sapling, or broken and picked up planted saplings from before the patch. Seems that the ones that won't stack to 64 are of type 3, where normal saplings are type 0. birch and pine being types 1 and 2. Type 3 apear the same as type 0, and grow the same trees, but have a different data value, which is why they won't stack. --bobingabout

Ice blocks slow you down
I haven't noticed this before. Is it an 1.5 feature or was implemented on early updates? --Pochi33 11:15, 20 April 2011 (UTC)
 * Ever since ice has been in the game. – ultradude25 ( T at 13:21, 20 April 2011 (UTC)
 * Really? I've just noticed that today lol --Pochi33 14:48, 20 April 2011 (UTC)

Statistics Broken
If you take smelted iron from a furnace, in the "finished box" and repeatedly select and unselected it your iron smelted will go up. This works for any smelt-able item. Similarly if you have a iron block and you deconstruct it then reconstruct it, all the pieces will be counted twice, this can be repeated infinitely. Zaneo 12:28, 20 April 2011 (UTC)
 * Trying this out right now... if this works, I will love you forever ;D but I will remove the extra stuff, I want (one) of my worlds to be 100% legit. :3 Cool12309(T 04:12, 21 April 2011 (UTC)

Daytime Mobs
in the Bugs list, it states: In certain weather types mobs will spawn in the day. (Tested when snowing). this is an intended feature, and was tweeted by notch before release.


 * Then remove the entry from the page. There's no need to comment on it in the discussions.--NipplesOfTheFuture 20:48, 21 April 2011 (UTC)

Still crashing
Despite what the latest (1.5_02) says, the game still crashes in SSP. First three times, it was when removing something from the crasfting table, although the fourth time was when I was destroying a wood plank from my house, less than a minute into the game :@ My launcher is up to date, I've tried it on full screen, windowed, normal and far render distance. No change. Thanks, Mojang.


 * 1.5_02 is only a server version patch, so SSP is not affected. Sadly, 1.5_01 IS glitchy and crashy, but what can you do? Get an older version perhaps? --XarsYs MC 12:34, 22 April 2011 (UTC)


 * I've been playing it for hours without a single crash. – ultradude25 ( T at 13:11, 22 April 2011 (UTC)


 * It is known that MC crashes now more than ever. So please dont just post you don't crash when others ask why they crash. As for the matter I have found out that the heap size java uses has incrased, so minecraft uses more ram now but brings back a better perfomance, not rendering blocks you cannot see. Could someone confirm that you crash less with the advanced OpenGL off? I have been playing for an hour with it off without crashing while I usually crash with it on after 30-45 minutes. I have a 3000€ computer so I'm unable to say for the lower perfomance machines.--XarsYs MC 06:29, 23 April 2011 (UTC)

Water hovering above lava.
On my freshly generated map, I saw a lava lake which had a water spring in its wall. Strange thing was, the water extended all the way east and west, but it would only go 1 block north and south onto the lava but not any other blocks.

I suspect this is actually pre-1.5 because I saw it happen on an SMP server when it was 1.4.

Pics:
 * Pic1
 * Pic2
 * Pic3

Heldplayer 15:55, 23 April 2011 (UTC)
 * Nope, I always have had it spread to the full... whatever amount of blocks. Cool12309(T 16:01, 23 April 2011 (UTC)
 * It's totally random, so sometimes it happens, other times it doesn't. Maybe I just have the luck of finding it 2 times? Heldplayer 16:04, 23 April 2011 (UTC)

EDIT: Wrong title. I must not be paying attention or something.


 * (my edit begins here, preceding 'EDIT:' was unsigned.) I've seen it happen too.



After removing the blocks around the source.

Incidentally, I've also seen it happen today, although I didn't take any screenshots. I suppose it has something to do with how water spreads during the generation of the chunk. We all know water acts a bit wonky sometimes, and in this case I imagine it didn't know what to do because it expected to be flowing into lava, but suddenly found itself flowing on obsidian onto the next block of lava. I'm fairly certain removing the last block of obsidian would cause it to update. Bromazepam 13:43, 24 April 2011 (UTC)


 * I realised I remembered where that occurrence of the glitch was, so I could verify myself. As you see, after removing the last obsidian block the water updated and flooded correctly. Interistingly, it was instantaneous: the water didn't flow block by block like it does when you pour water on lava, the moment the obsidian block was destroyed it fizzled and turned like you see in the picture. The cave where this happened isn't extremely hard to reach, in case someone wants too see it I can give the loc. Bromazepam 13:50, 24 April 2011 (UTC)

Rain/ladder
On server: When you "fall" down ladders, all rain drops stops in the air. It continues to rain again when you are "standing" still on a ladder.--Saisor 18:47, 23 April 2011 (UTC)
 * That's a mobility effect; as it appears that it snows faster when you are moving, but drops quite dramatically when you stop.--SpyroCraft007 was here 03:14, 24 April 2011 (UTC)

Rain Sound Effects
The rain sound effects do not play with fancy graphics turned OFF. Sorry, I don't know where that would belong.

Smooth Lighting Triangles
I noticed in the bug fixes "The lighting on portals and ice has been fixed (previously had triangles on the blocks) when using Smooth Lighting." was listed under bugfixes for 1.5. This is not the case for me. In fact, I always used smooth lighting, and those triangles never appeared until AFTER the 1.5 update. Has this happened to anyone else? --Zkyo 13:08, 25 April 2011 (UTC)
 * I had them before the update, and now they're gone. Sure you updated? – ultradude25 ( T at 14:28, 25 April 2011 (UTC)

Dark blocks in stairs
I don't know if this bug have been there before, or if it has come with the update. But when you mine, through/drop a block (these little levitating ones) into wooden stairs (the part in stair-block that actually is the stair), they turn very dark. --Saisor 18:36, 25 April 2011 (UTC)

I get a similar problem, seems the issue happens only in old lighting mode, and is likely related to the block being changed from transparant type to not, but, the see through part apears black in some places, like there's no light, even when its placed in a well-lit area. --bobingabout

In 1.5, not ALL saplings changed + omg, after reading about the "Shift + F2 fix"...
http://www.youtube.com/watch?v=LkluZ-3fKek <-- Around 2:45, some of the saplings remained the usual sapling.

When I read about the Shift + F2, I remembered I had some "huge_... .tga"(or whatever extension). They ranged from 75 MB - 225 MB. I had about 10 of them, totaling to about 1.26 GB. I just freed a lot of space :DDD Cool12309(T 02:49, 28 April 2011 (UTC)

Redstone Bugs
After the 1.5_01 update, when an input to a torch crosses a chunk boundary, the redstone torch will burn out permanently after receiving ON/OFF input between about 5-10 times, even if those signals are sent only every few minutes. This is NOT the same as torches burning out from rapid ON/OFF signals such as in a Blink Device or Rapid Pulsar.

An easy way to see this bug is to build a Rapid Pulsar that straddles a chunk boundary, the torches will all burn out and stay burned out permanently. Even if any of the pulsing wire on top crosses a boundary, it will burn out all torches permanently. The torches do not "come alive" again as they normally would from a rapid signal.

--

Also, hen a repeater block outputs directly to a block with a torch on top, it delays for 1 tick longer than expected. Very noticeable when wiring double doors to be synchronized.

--

I would have added these to the bug list myself but I am not sure of what the procedure is here on this site.

EDIT: Has nothing to do with chunk boundaries, seems much more random than that. Very very frustrating bug.

Steam Punker 10:11, 30 April 2011 (UTC)