Minecraft Wiki:Issues/Weekly 12w42b

Crashing/system
Bugs

?!! Client "Server" crash when brewing some potions :P --We Crash Your Cliet If You Want :) 16:34, 18 October 2012 (UTC) undefined
 * What potions precisely? -- 00:39, 19 October 2012 (UTC)
 * Can't reproduce... according to the code it looks like the NBT tag has been modified outside of the game. /jeb

f Server still shows "preparing spawn area 0%" in the log file and in the gui, when creating a new world: undefined ~reptile311

undefined When I start a mc server (exe or jar) on my computer and connect with the client on my computer offline (no internet connection), the connection with localhost or 127.0.0.1 is very bad (only one bar 15000ms). If I'm in the internet and connect to the server on my computer over localhost, the connection is good (all bars 65ms). This is since the lan connection is in the game. I don't know if this is the right section, but I thought it was a system thing. I also think this is an error, because the connection between the server and client on a computer should be 100%. P.S. CPU i7 2GHz, 8GB Ram, Win7 64, Oracle Java 7u9 64. (I still mentioned this in 12w38b) ~reptile311

undefinedI am noticing a large FPS drop when looking towards our "map room" - we have a wall with about 10 or so maps on it (in item frames of course) and when rotating the view around there is a measurable FPS drop when looking towards the map room than when looking away from it. This happens even when deep underground - the map room is at around 64, and even when digging at level 11, FPS drop happens. -- 17:14, 18 October 2012 (UTC)

fmod!!Pressing 5 to move a helmet from your head slot to your bar in creative causes a crash. Repeatable. I have not done further testing on other armour slots. 18 October 2012 ~Orange1095 undefined - World MpServer Players: 1 total; [aww['Orange1095'/29, l='MpServer', x=1130.98, y=36.76, z=213.62}} - World MpServer Chunk Stats: MultiplayerChunkCache: 441 - Forced Entities: 7 total; [oi['Ocelot'/35, l='MpServer', x=1067.95, y=64.00, z=291.48], ok['Sheep'/87, l='MpServer', x=1191.50, y=37.00, z=175.69], of['Cow'/81, l='MpServer', x=1183.78, y=35.00, z=245.34], oe['Chicken'/64, l='MpServer', x=1113.66, y=29.00, z=249.31], aww['Orange1095'/29, l='MpServer', x=1130.98, y=36.76, z=213.62], oe['Chicken'/78, l='MpServer', x=1149.55, y=28.00, z=224.44], oc['Bat'/63, l='MpServer', x=1134.52, y=42.39, z=197.34}} - Retry Entities: 0 total; []}}

!!smp The GC Out of memory issues with the dedicated server seems to be there still. See previous bug reports about this.-- 08:16, 19 October 2012 (UTC)
 * I'm having the same bug on my snapshot server. Been happening since we started using snapshots. (38a-42b)-- 12:42, 19 October 2012 (UTC)

Annoyances

Fixed/skipped

Gameplay
Bugs

crYou can take anything into your inventory even your inventory is full.Sometimes this cause a lot of problems when switching surivial to creative-Linglin

undefinedcr When combining enchantments on high level tools, repairing or renaming tools with four enchantments or renaming more than 8 items the anvil displays the message "Too expensive". This happens even when the player has 100 levels. I have not tested in survival. -- 02:51, 19 October 2012 (UTC)
 * This is intended, see -- 07:49, 19 October 2012 (UTC)

undefinedmp Repairing items with the Anvil sometimes doesn't work. I can reproduce that with one item: Input is a Diamondsword Sharpness II and Looting I, durability 8/1561. I'm trying to repair that sword with 3 diamonds for 24 XP levels to durability 1178/1561. I can take that repaired sword out of the Anvil GUI into my inventory, the XP is virtually substracted, and the GUI is empty. But when closing the GUI the sword and the diamonds drop - the sword is still in the old, unrepaired state (8/1561) and the XP bar resets to the old count when gaining new XP. -- 18:56, 18 October 2012 (UTC)
 * I have a similar bug in 12w42a and reported it.Anvil simply not allowed you to repair the items and waste your exp when you want to take the repaired item out.-Linglin

undefinedThe effect you receive when getting hit by a wither skeleton (I'm assuming it's an effect because your hearts go all dark) doesn't show on your inventory screen like other effects - no countdown or anything -- 02:51, 19 October 2012 (UTC)

undefined When repairing a with an anvil and base materials it takes 5 of the material to repair it fully from completely damaged. For shovels, axes, pickaxes, boots and swords this is more materials than to make the tool (with a full damage bar) from scratch. This means that there is no advantage to repairing unenchanted tools. With armor however there is a benefit when repairing leggings and chest-plate which cost 7 and 8 base materials. Tested in creative and survival single player. -- 03:46, 19 October 2012 (UTC)
 * And ? That's neither a bug nor an annoyance. You can still repair unenchanted tools by the old way in the crafting grid. -- 07:53, 19 October 2012 (UTC)

undefined When a placeable item (like a block) is renamed and then placed and destroyed and turned back into an item the new name is lost. Tested in creative and survival single player. -- 03:46, 19 October 2012 (UTC)

Annoyances

a There are also several tools which cannot be repaired with an anvil: hoe, shears, bows, flint and steel, fishing rod and carrot on a stick. I am not sure if this is intended behavior but I find it as useful to repair a bow as a sword especially if it has a valuable enchantment like infinity. Tested in creative and survival single player. -- 03:46, 19 October 2012 (UTC)
 * Ok, the bow is the exception here, but an enchanted Fishing Rod ? Use normal repair function for the other tools. Repair a damaged enchanted bow with a new, unenchanted bow. -- 07:53, 19 October 2012 (UTC)

a There is some odd behavior of Repeater Locks when powered certain ways. Each torch is a place where connecting it will lock three repeaters instead of the normal two: -  -. Not sure if this was what was meant in the release information. -- 15:07, 18 October 2012 (UTC)

Fixed/skipped

Blocks
Bugs undefined when a tnt ignites another one, the second one drops an item and ignites.

undefined Spruce stairs do not make "corner stairs" like birch and oak do, this is only a minor irritation but we tested extensively - both SSP & SMP error

Annoyances

Fixed/skipped

Items
Bugs

Annoyances

Fixed/skipped

World generator
Bugs

undefined Caves,Swamp Huts and Dungeons don't generate in Superflat.-Linglin
 * 2;7,60x1,3x3,8;6;stronghold,biome_1,village,decoration,dungeon,lake,mineshaft,lava_lake with seed is -1488287512231350885.There's no caves except underground lakes or lavalakes,and there's no dungeons and swamp huts.-Linglin
 * there is no dungeon because there is not cave adjacent to it to generate, and no swamp huts since isn't a swamp biome.
 * This present already is a swamp biome superflat.-Linglin

Annoyances

Fixed/skipped

Mobs/NPCs/animals
Bugs

undefinedAnimals won't spawn in Superflat World except Ocelot in Jungle,Squid in lakes,Sheep near villages and Bat in Caves or Darksides.-Linglin

undefinedSometimes bats not hanging upside down.-Linglin

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

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

undefined A mob that has picked up items from the ground can still despawn like normal mobs, without even dropping the items. Is this intended? It means that if you die and a mob picks up your armor and sword, you are most likely to lose it unless another player is within 32 blocks of that mob until you get back. This seems quite harsh as it can practically mean instant gear despawn instead of the 5 minutes it normally has left. -- 17:14, 18 October 2012 (UTC)

undefined Slimes sometimes have the wrong size hitboxes. It makes it sometimes very hard to melee a large slime. (And tiny slimes cover large areas where you can't interact with things) -- 17:16, 18 October 2012 (UTC)

undefined When a wolf is invisible and gets wet, it make a weird texture error. Picture 1 Picture 2 -- 01:00, 19 October 2012 (UTC)
 * This texture error does not always happen, is less likely to happen when the viewing player is farther away or in 3rd person view or at night. Sometimes the dog will switch between the weird texture and the normal invisible dog many times. When farther away sometimes the wet invisible dog will appear to have a silver gradient. Even when the dog is not wet and it is supposedly invisible the collar is still visible but only from the front. -- 04:10, 19 October 2012 (UTC)

ssp The bug where dogs do not stand up when clicked sometimes still present in the game. I have not found the conditions but rebooting minecraft does not help. Only found so far in survival. -- 04:10, 19 October 2012 (UTC)

Annoyances

Fixed/skipped

Graphical/lighting
Bugs

undefined The player's legs do not line up properly with the torso. It seems that each leg is set back a few pixels, and each leg is set inward a few pixels (legs overlap one another on their inner face). -- 15:44, 18 October 2012 (UTC)

undefined An anvil inside the inventory or as a dropped item still doesn't have any textures at the bottom. Picture. --☺ undefined 14:48, 18 October 2012 (UTC)

undefined In every snapshot after the last full release of 1.3.2 that I have checked, the clouds block sight of any blocks above them. This only happens when below the clouds. If you are above the lower cloud edge, you can see all blocks above it and looking down, you can see all blocks below. Example This has been checked on Win 7 x64 with an AMD Radeon HD 6870 on several drivers including the latest beta driver. In every test, this did not affect 1.3.2, only the snapshots after. --Sysfailure 16:40, 18 October 2012 (UTC)

undefined The player's head orientation (or wearable item orientation, other than the armor) seems to get stuck to the one it was at when drinking a potion of invisibility. It resets when the potion effect runs out. This can be seen by wearing a pumpkin while invisible and using F5. Also, the weapon and tool use/hit animations don't work while invisible. (Sword block animation works, just the sword or tool hitting animations do not work.) -- 17:20, 18 October 2012 (UTC)

undefined Where water or ice overlaps with the new particle effect from beacons, the the water or the ice turns invisible Example

undefined Upside down halfslabs are lit wrong. -- 19:53, 18 October 2012 (UTC)

undefined If a Zombie is stopped before it finishes breaking a door the cracks it made are left behind, then if the door is removed it leaves behind a "cracks block?" (not an actual block). If anything is put in it's place even if it's a different shape (e.g. Fence) the cracks wrap around the object though it doesn't become damaged. The "block" and its affects disappear after a chunk reload. -- 20:36, 18 October 2012 (UTC)

undefined When reaching the end of a portal, the animation plays forever (even in creative) and never sends you back until you leave the portal. I think this happens because the player is stood in the portal when the end of the portal is reached. -- 20:25, 18 October 2012 (UTC)

Annoyances a Not quite sure if this is a bug or annoyance but for some odd reason my skin get's replaced by the steve skin. Fixed/skipped

Sounds
Bugs

undefinedsu The fire extinguish sound does not play in survival, it only works in creative. In survival you get the hitting a block sound for the block behind the fire. (bug present since 1.3 snapshots) -- 17:21, 18 October 2012 (UTC)

! Sometimes the sound engine gets caught up with multiple overlapping sounds and vastly increases the CPU cycles it uses and causes lag because of it. Example Normal use is under 1% but it can easily rise to 20% to 30% and over 60% in extreme cases Extreme example. --Sysfailure 21:21, 18 October 2012 (UTC)

Annoyances

a Throwing an Eye of Ender underwater plays the splash sound repeatedly until it reaches the surface. -- 20:26, 18 October 2012 (UTC)

Fixed/skipped

Menus
Bugs

undefined When turning fullscreen off or on in the video settings then hitting F11 to switch back it doesn't work and the fullscreen status is incorrect (assuming was correct in the first place) e.g. it says 'Fullscreen: ON' when in windowed mode.-- 19:43, 18 October 2012 (UTC)
 * I believe part of the problem is that the toggle there is for your standard setting. Even though it says "Fullscreen: ON" in windowed, when you next open it will be back to fullscreen. This is where it saves the state for fullscreen/windowed preferences. Use this button to save your standard, and if you want to change in game use F11. --Drake

undefined When saving a screenshot then clicking on the file name in the console, Minecraft treats it as a link to a website and opens for e.g. '2012-12-25_00.00.00.png' in your default web browser without the 'file:///' prefix or the path. -- 19:47, 18 October 2012 (UTC)

Annoyances

Fixed/skipped

In-game interfaces/HUD
Bugs

undefined If the inventory is open when a potion affect is cast upon a player the status doesn't show unless a potion was affecting them before it was opened or until it is re-opened. If the inventory is left open as an affect wears off (assuming the status is there) it remains pushed over as if the status was still there until it is re-opened. -- 20:07, 18 October 2012 (UTC)

undefined None of the F-buttons (including F3's combinations) work while the inventory (or other interfaces an anvil) are opened or the game is paused except for: F2, F11 and I think F3+S (worked in 1.2.5 and 1.3.2). I couldn't figure out a way to test F3+T and F3+S (only when my sound isn't working), can anyone help me out? -- 20:07, 18 October 2012 (UTC)

undefined The performance graph covers the pause menu. -- 20:07, 18 October 2012 (UTC)

Annoyances

a The "shadow" effect while using unicode font is misaligned and detached from the colored part of the letters (evident in the anvil interface and the level counter at the bottom). Example:here -- 18:37, 18 October 2012 (UTC)

a The game cannot be auto paused when the inventory (or other interfaces like an anvil) is open. Some people trust the game to pause when the window's focus is lost and if an interface open, it can't. -- 20:07, 18 October 2012 (UTC)
 * And many peoples use this to wait 'till end of smelting/growing/dawn while they do something else. — undefined 20:24, 18 October 2012 (UTC)
 * Those people can use F3+P to toggle auto pause when the window loses focus. See.
 * And at the end of the day, this is a suggestion and probably doesn't belong on this page. --Drake

Fixed/skipped

Chat/commands
Bugs

Annoyances

aWhen I use the "/kill" command, the first response says "zacharyz00 fell out of the world", the second one says, "Ouch. That looked like it hurt." I don't know why it's doing that! a If you try to change your gamemode to the one your in it still tells you "Your game mode has been changed" but it hasn't. -- 20:13, 18 October 2012 (UTC)

Maybe you used the wrong number. It always confused me how survival is 0 and Creative is 1. Fixed/skipped

Language/text files
Bugs

Annoyances

a In Pirate Speak Cobblestone and Gravel are both called "Pebbles". Given their similar textures, this could cause confusion. -- 20:14, 18 October 2012 (UTC)
 * Why don't you go to crowdin.net and change this by yourself ? -- 07:54, 19 October 2012 (UTC)

a In the search tab in the inventory when using Pirate Speak "Search for yer loot" touches the text box. -- 20:14, 18 October 2012 (UTC)

Fixed/skipped