Minecraft Wiki talk:Issues/Weekly 12w23b

Sound bugs
A cleaner compiled list of these bugs was made, so the following reports were moved here for archiving purposes. 13:41, 7 June 2012 (UTC)

undefinedWater flowing and lava popping sounds don't play. -- 13:29, 7 June 2012 (UTC)

undefined Fire sound doesn't play. -- 13:30, 7 June 2012 (UTC)

undefined nether portal sounds don't play when near them. and the sound you used to hear when the nether was being loaded is missing. --
 * which sound do you mean ? 12:19, 7 June 2012 (UTC)
 * the sounds you used to hear when you are within a few meters of a nether portal.
 * there is also the missing sound in the last few seconds. 12:45, 7 June 2012 (UTC)

Two bugs
1) If you have a tool in the hand you can't select the block with the central button

2) If you are in creative and you want to craft something in the Survival Inventory, you have the crafted block but it give the original block

-- 17:29, 7 June 2012 (UTC)

Gold Ingot Apple
There is a lot of discussion as to whether this annoyance belongs on the bug page, please add any comments here. -- 22:25, 7 June 2012 (UTC)

a A golden apple made from gold ingots should exist for consistency's sake. Obviously, they would be powered half way between the gold nugget apple and gold block apple.-- 12:12, 7 June 2012 (UTC)
 * Seems like it's not going to happen according to this tweet by dinnerbone. --  13:55, 7 June 2012 (UTC)
 * Yeah, I was the one that asked him. I'm still keeping my fingers crossed though! -- 13:57, 7 June 2012 (UTC)
 * This is a feature request. Could you please remove this ? -- 21:05, 7 June 2012 (UTC)
 * I will not. I believe consistency is important enough to warrant that this annoyance stays. -- 21:42, 7 June 2012 (UTC)
 * * There is no need for it. Even the devs agree. Even if this wasn't breaking rules for being a feature request this would be removed just because of that Tweet. The only reason there are two apples is because of the massive demand -- 22:00, 7 June 2012 (UTC)
 * We've only heard from one dev, and he's not the only one. An annoyance is an annoyance regardless of what the devs say, remember the piston quasi-connectivity bug? That remained for months even after Jens said he wasn't going to fix it. Regardless of the reason for the other two, for consistency a third should be added. -- 22:09, 7 June 2012 (UTC)
 * I'm still really iffy on this, I don't think its like wooden stairs/slabs where it really was needed for consistency. oh well, you're adding it for reasons different from why we don't allow feature requests and you're right about the Quasi-connectivity bug. We can keep it. -- 22:55, 7 June 2012 (UTC)
 * This is the Feature Request/Annoyance grey area issue. See . I feel that this particular issue is more of a "Wouldn't it be great if..." more than it really spoiling your enjoyment. Really, you can forget about this kind of thing in time. It's two against one at the moment, but since this is such a contentious issue already we should wait for a fourth opinion before we decide to remove the annoyance. -- 09:39, 8 June 2012 (UTC)
 * I don't think this really counts as a valid annoyance, remember they have changed recipes in the past because of changes to world generation or bugfixes, for example they upped the amount of ladders you could craft because they fixed the bug with them being climbable one space apart from each other, and they again upped the amount of ladders you would get when they started using the anvil file format and made world height 256 blocks high instead of 128. The only way this could be a real annoyance is if there was a valid function the gold ingot apple recipe performed that is not superseded by both replacement apple recipes.  I vote to remove this annoyance. 10:21, 8 June 2012 (UTC)
 * I suppose I've been persuaded. Perhaps it's just some minor form of OCD that ticks me off about not having all 3 types of apple, but you're all right, my enjoyment is not hindered by this. I will remove it from the main page. -- 15:15, 8 June 2012 (UTC)

Wooden Stairs
I appreciate that we have different styles of wooden planks and wooden slabs, but can't we have 4 wooden stairs? It seems inconsistent. -- 01:56, 8 June 2012 (UTC)
 * I'm pretty sure Jeb_ said he had no plans to implement 4 wooden stairs... yeah I don't get it either. -- 05:31, 8 June 2012 (UTC)
 * The new snapshot implements all the new wooden stairs.

Invisible cactus bug.
While running around in deserts, I keep running into one or more invisible cactuses. This is a major bug as there's a major chance I can die while trying to locate the cactus I can't see that I'm stuck on and dying to cactuses also causes dropped inventory items that fall onto them to be deleted. Sometimes moving around will allow me to back off the catcus I'm pinned on but occasionally I can get trapped in between multiple cactuses, making it much more difficult to get unstuck from them. 06:15, 8 June 2012 (UTC)
 * I would like some opinions before adding this to the main page, as I'm not sure what category I should use. Is it to do with blocks, gameplay, world generation, rendering issues or another category I haven't thought of? 22:18, 8 June 2012 (UTC)
 * I just experienced this bug a few minutes ago. I wanted to test it before I said anything. In my opinion, it's a graphical/lighting bug. We can tell that it's not a generation bug, because the cactus still restricts movement and causes damage, so we know it exists. I've experienced the same thing with trees. The leaves are visible, but the wood is not, and it seems to happen more often in swamps. I say go ahead and add it under the graphical/lighting section. -- 22:41, 8 June 2012 (UTC)
 * Seeing a similar bug where invisible blocks are appearing at more or less random locations. If I save and reload, they become visible, but frequently the only clue there is a block present is the collision that happens. Possibly this is two separate bugs? One for the placement (which wouldn't account for this cactus case) and another for some failure in rendering? -- 11:43, 13 June 2012 (UTC)
 * I added it as a minor bug, since we have not reached consensus as to whether it's a major bug it will remain as minor for now, despite my own opinions that it should be a major bug. Feel free to add in your own experiences with trees, Cal. 00:54, 9 June 2012 (UTC)
 * I agree that it is worthy of being a severe bug, as it could cause death without warning. You may choose to upgrade it now, but it's probably best to wait for a third opinion. -- 01:09, 9 June 2012 (UTC)
 * Yeah, but there's an easy workaround, isn't there? Don't run about in unexplored parts of deserts? -- 12:38, 11 June 2012 (UTC)
 * Unfortunately, for that easy workaround to be viable, players would have to avoid deserts entirely, which is not possible if they want to explore the new content like pyramids, and already existing content like villages. Being able to run around is not dependent on terrain, therefore players should be able to run around without risk of injury from bumping into invisible objects like cactuses, and it is a graphics glitch that affects multiple block types. 22:22, 11 June 2012 (UTC)

Ender Chests in Multiplayer
This discussion has been moved from the main bug page to cut down clutter. Please post any further comments here. -- 20:11, 8 June 2012 (UTC)

amp Ender chests have no use in MP (greater server), because everybody can take the things inside. Also as a mail system (books) they are useless, because of the same reason. The chests need to be related to a player. --reptile311
 * Disagree. Ender chests are absolutely useful in MP (at least on smaller servers). I don't want to miss the Ender chest with the current function. -- 09:46, 8 June 2012 (UTC)
 * It actually has a different function for MP than it does in SP. In MP you can't use it as a central private chest that you can access from all your bases. It seems really inconsistent. -- 10:53, 8 June 2012 (UTC)
 * our small server, we share everything. i dont know if big servers with this system we use exists, but if it does, it makes full sense. - 12:12, 8 June 2012 (UTC)
 * As you see in my post, I think of large server, where you don't know all people. There are always people who take or steal the things inside. Why can't they make a chest unique to the player and another to the public, at least in MP? --reptile311 (don't edit my posts in your opinion)
 * I apologize, but originally it was very difficult to understand what you were trying to convey in your comment, so I attempted to edit it to convey what I surmised your point to be. I meant no ill will, I meant only to clarify this page for the benefit of everyone. -- 15:01, 8 June 2012 (UTC)
 * If you leave a note, that you altered the text for clarity, it is ok. Everything else is, in my opinion, not ok. (Sorry, english is not my mother tongue)--reptile311
 * I did. The note is on the history page. -- 17:54, 8 June 2012 (UTC)
 * I think that in MP there should be this: A player specific chest, which is unique to just the person who places it, a global chest, for the whole server to use, and a way to trade people, maybe by adding names to it? And then you can choose between which chests (Yours, global, and other players' if applicable) ( 00:04, 10 June 2012 (UTC)

Breathing Under Lava
This discussion has been moved from the main bug page to cut down clutter. Please post any further comments here. -- 20:11, 8 June 2012 (UTC)

undefined Mobs, including the player, can breathe under lava. 20:41, 1 June 2012 (UTC)
 * I think it have been like that for ages, not only this version.-- Sks0315
 * I am aware of this. It is a very old oversight that has existed for as long as lava has and it is surprising that it still has not been fixed yet. 20:59, 2 June 2012 (UTC)
 * Someone said it was so ghasts wouldn't drown in lava since they can fly through it. Make it so everything runs out of breath in lava but make ghasts skip breath check entirely or have a higher breath stat / permanent potion effect. Obviously, a pain in the rear to the devs though -- 02:39, 5 June 2012 (UTC)
 * It wouldn't be a pain at all, there's already flag which determines whether a specific type of mob can breathe underwater, which is used for squid. 21:50, 7 June 2012 (UTC)
 * I agree with TorchicBlaziken. This is definitely something unintentional that is just around because it has not been fixed. -- 22:00, 7 June 2012 (UTC)

Improper Translations
This discussion has been moved from the main bug page to cut down clutter. Please post any further comments here. -- 20:11, 8 June 2012 (UTC)

a Australian English contains the following (possibly racist) incorrect translations: -- 14:31, 7 June 2012 (UTC)
 * All oak items are called "Eucalyptus"
 * "Furnace" is translated as "Barbie"
 * "Minecart" is translated as "Holdenn"
 * "Minecart with Chest" is translated as "Holden Ute"
 * "Minecart with Furnace" is translated as "Minecart with Barbie"
 * "Spawn Cave Spider" is translated as "Spawn Funnel Web"
 * "Spawn Squid" is translated as "Spawn Blue-Ringed Octopus"
 * "Food" is translated as "Tucker"
 * "Fish" is translated as "Barramundi"
 * "Shovel" is translated as "Spade"
 * "Leather Tunic" is translated as "Leather Jacket"
 * "Leather Pants" is translated as "Leather Trousers"
 * "Leather Boots" is translated as "Leather Thongs"
 * All chain items are called "Chainmail"
 * "Chain Chestplate" is translated as "Chainmail Chest"
 * "Golden Helmet" is translated as "Golden Cork Cap"
 * "Default" is translated as "Same Same"
 * "Superflat" is translated as "Real flat"
 * "Statistics" is translated as "Check ya stats?"
 * This is someone's attempt at creating a joke language akin to Pirate or Klingon by using Australian slang. I don't think Australian players seriously require a language other than English. Whether its an acceptable joke language is another question -- 14:36, 7 June 2012 (UTC)
 * I'm of the opinion that both Australian and Canadian English should be removed. Though they may be jokes, some may still take offence to them as they target a specific group of people. Pirate Speak does a good example of a tasteful "joke language" as it is (more or less) a universally recognized dialect that does not specifically target any real people.  -- 14:46, 7 June 2012 (UTC)
 * Having only one english language and only one french language (and removing all the double-triple languages as well) could be an idea. Since they pretty much are the same so far (despite the racist contents added weekly by griefers). If the Australian English is a "joke" language, I totally don't find it any funny and I'm not even from Autralia. This problem seems occur only with canadian/australian english. Most of the other languages haven't been reported.
 * I'm Australian and I don't find this 'racist' at all. There's nothing offensive about it either. I just showed it to most of my mates that play Minecraft too and they loved it! Keep it, it's hilarious. -- 00:09, 8 June 2012 (UTC)
 * Yes, but if we were to let it stay, where do we draw the line? What constitutes an acceptable joke vs racist bullying? In my opinion, leaving it in may lead others to believe that portraying stereotypes in the translations is ok, and perhaps it may get even more out of hand in other languages. It's best to only create joke languages that aren't derived from any real group of people. -- 00:22, 8 June 2012 (UTC)
 * Australian's not a race. Neither is Canadian. There's no racism here, merely poking fun at the slang of Australians and Canadians. Once ACTUAL racism becomes involved, please. Complain about it. Till then, though, leave it alone, eh? -LazDude
 * "race (noun)
 * 1. a group of persons related by common descent or heredity.
 * 2. a population so related.
 * 3. Anthropology.
 * a. any of the traditional divisions of humankind, the commonest being the caucasian, Mongoloid, and Negro, characterized by supposedly distinctive and universal physical characteristics: no longer in technical use.
 * b. an arbitrary classification of modern humans, sometimes, especially formerly, based on any or a combination of various physical characteristics, as skin color, facial form, or eye shape, and now frequently based on such genetic markers as blood groups.
 * c. a human population partially isolated reproductively from other populations, whose members share a greater degree of physical and genetic similarity with one another than with other humans.
 * 4. a group of tribes or peoples forming an ethnic stock: the Slavic race.
 * 5. any people united by common history, language, cultural traits, etc.: the Dutch race."
 * The above is from dictionary.com, and it seems we've chosen different definitions. It appears that you're going with definition 3a and I go by definition 5. Regardless, my point stands. This translation can be considered racist. -- 12:54, 8 June 2012 (UTC)
 * We can't judge this subject based on a subjective standard, for there would always be someone who would complain about the most minor thing. The best thing to do would be to base it on an objective standard and ask the question "what would a reasonable person from Australia would think of this?". Given my own opinion and the comments made by my esteemed colleagues I would say that it is rational to assume that a reasonable Australian would think this is not offensive. -- 12:34, 11 June 2012 (UTC)
 * Well, just throwing my two cents of opinion: if it is a joke, it must be marked as such. "Branching" serious translations should be done only if not branching them would be annoying for one or both parties for spelling and vocabulary reasons: like, Simplified vs. Traditional Chinese or European vs. Brazilian Portuguese. It's easy to do - just put a "joke languages" button in the Language menu and a submenu full of Pirate Speak, Kinglon, etc. 04:16, 9 June 2012 (UTC)
 * That's a good idea. If this was implemented, I'd support it. -- 07:12, 9 June 2012 (UTC)

Slime Hell (aka Superflat spawns too much slimes)
It's a bug, not just an annoyance: the game isn't supposed to spawn so many slimes, so I've upgraded it. And if there's consensus, I think we should even mark it as severe bug: not only this stop us from testing properly other hostile mobs behaviour, but Superflat Hardcore is almost impossible because of them (the only workaround are slime pits/cages, and even them are hard to do with a huge slime at your back). On the other hand, non-superflat worlds spawn IMO too few slimes. I don't know how much scarce the Dev Team wants them to be, but lighting a 17x17 chunks area just to find slimes is probably a bit too much. The solution for both issues would be pretty simple, actually: there are three mob categories (animals, hostiles and squid) for spawning. Just do a fourth (slimes and magma cubes) and balance it to spawn exactly how much the Dev Team wants. Their spawn conditions are already so different from other hostile mobs that I don't see why not. 04:45, 9 June 2012 (UTC)
 * Please check out this page: (Thanks Mattrition for pointing this page out to me, btw.). This may be considered a major annoyance, but it is not a bug. Slimes are working as they have been deliberately programmed to work. The devs meant for slimes to be relatively rare in a Default world, spawning only underground in 10% of chunks. Part of the game is to go out and find them. If they increased the spawn rate, it may disrupt the balance of the game. Also, slimes don't really seem like they belong on the surface, they're more like a deep damp cave sort of creature. In regard to superflat worlds, they are still spawning as programmed, as they only spawn under a certain height. The problem is that superflat is only 4 blocks high. I would agree that, in superflat, the spawn rate should be lowered, or the height should be raised. Perhaps an option to set one's own height in superflat is the best option, as it could both fix the spawn rate for slimes, and stop complaints that there isn't enough underground room to build in superflat. Again, this is not a bug, but I vote to change this to a major annoyance. I will wait 24 hours for more opinions before changing it myself. -- 07:12, 9 June 2012 (UTC)
 * This absolutely is an annoyance and not a bug. Slimes spawn at the same rate in any world. However, superflat worlds simply have more space and opportunity for slimes to spawn than any other. We should change this to a major annoyance since many people do complain about this. -- 14:09, 9 June 2012 (UTC)
 * Bug vs. Annoyance: CaMoreno3, thanks for the link, but I already checked it before upgrading the issue to a bug. In my opinion, the game is clearly doing something not intended to do (i.e. spawning too many slimes in Superflat), since the code dealing with slime spawn was intended to work in normal worlds, not superflat - omission bug, no code was written to deal when your whole world is below y=40 with direct sunlight stopping other hostile mobs to spawning and competing with them for the max mob number. However, marking it as major annoyance (as Mattrition and you said) would work, the whole bug vs. annoyance thing isn't so serious, so let's consider this as consensus, I'll change it to A! myself :D


 * About their normal world spawn, I'm aware the DevTeam (Jeb et al.) always wanted them to be scarce, but in some situations, they are clearly too much scarce and frankly, I don't think lighting all the caves in a 272x272 blocks (17x17 chunks) area is balanced. I proposed making their spawn rates independent from other mobs because it would solve both issues easily at one shot, and the DevTeam just needs to change their category's max spawn to make how rare or how common they want to be. However, your solution would clearly work nicely for Superflat, I agree. 04:59, 10 June 2012 (UTC)

Moved:Can't right-click on powered minecart
undefined ? You can not right-click a powered minecart. 12:42, 8 June 2012 (UTC)
 * what you mean? please clarify. when i right clicked it budges, and if i was holding coal, it gets added, and cart starts moving. i was in creative. 16:09, 8 June 2012 (UTC)
 * Powered minecarts function as expected in MP. If no further explanation, vote for removal. -- 16:52, 8 June 2012 (UTC)
 * I second the vote for removal. -- 20:14, 8 June 2012 (UTC)
 * They work fine for me too. Moved to discussion -- 14:52, 9 June 2012 (UTC)

Side of cow's head flashes completely white when hitting them in 12w23b
Can someone confirm this? Looks weird -- 00:35, 11 June 2012 (UTC)
 * Already reported in

Skin gets reset after fighting Enderdragon in 12w23b
http://imgur.com/a/WZ5JR for proof, I guess -- 00:36, 11 June 2012 (UTC)
 * This actually a broader issue that happens whenever you respawn. It's already been reported in category. So thanks for reporting here to check first! -- 09:50, 11 June 2012 (UTC)

Silk Touch doesn't work on Mushroom blocks like it used to.
Don't get the ones with "sides" anymore. Just the standard mushroom block. D: -- 05:08, 11 June 2012 (UTC)

Moved:Spawn Point Changes
undefined Respawn point is not the same. After dying (if you didn't sleep in bed yet) you'll respawn near the old respawn point, but not the same place (is this working as intended?). -- 21:35, 7 June 2012 (UTC)
 * That is exactly how it has always worked -- 23:10, 7 June 2012 (UTC)
 * I remember testing this in Alpha and it was always the exact same block. I just tested it now in 1.2.5 and it was the same block as well. I don't think this is how it always worked. -- 23:21, 7 June 2012 (UTC)
 * It has worked this way for a long while in multiplayer, and now that single-player and multiplayer are merging, this is perhaps a side-effect of that. -- 23:25, 7 June 2012 (UTC)
 * That's right. As far as I remember, in multiplayer the first time a world was created you spawn in one place. After that all players would spawn several blocks away from the original spawn point. -- 23:46, 7 June 2012 (UTC)
 * I think on spawnkilling if everyone spawns the same place in multiplayer 16:55, 8 June 2012 (UTC)
 * Multiplayer has a "Spawn Area" rather than a spawn point Wiki link -- 12:53, 10 June 2012 (UTC)
 * That's the one, I couldn't find that piece of info earlier. Moved this issue to the discussion. As its stands, its completely intentional and not a bug. -- 10:21, 11 June 2012 (UTC)

Moved:Instant destroy blocks crash game in survival
!! cr ? Wheat, cane, tall grass etc instant destroy blocks still causing games crashes on 12w23b in Survival/Server
 * Why cr then? Or does it crash in Creative? -- 21:49, 11 June 2012 (UTC)
 * Unable to reproduce on Windows 7 x64 in single player or on local server. Have tried in creative and survival. -- 05:01, June 12, 2012 (UTC)
 * There is no "instant block destroy" in survival. That bug does not happen with a Efficienvy IV enchanted pickaxe or shovel where you destroy named blocks way faster than in creative. Were bothe server and client upgraded to 12w23b ? -- 05:45, 12 June 2012 (UTC)
 * This is a hilariously odd bug report. Your tagging and report itself contradict each other in the gamemodes you talk about, the behaviour is completely unreproducible, and if you had just bothered to wait at least 20 seconds before closing the game and looking in your .minecraft directory, I assure you that you the actual crash report would be there, which incidentally would have confirmed to use that you were indeed playing a 12w23b snapshot (which I doubt you were). I've moved over to the discussion for now. -- 08:55, 13 June 2012 (UTC)

undefined

Major lighting issue
!The side of my arm, all mobs and players and chests are black. --Matystroia

Farmland bug
When you jump on a farmland, it sometimes will revert to dirt only visually(if you reenter, it'll be farmland again), and if something is planted there, it will not drop, just stay there. -- 14:14, 16 June 2012 (UTC)