Minecraft Wiki:Issues/1.1

Organization of This Page & Instructions
Please do not spontaneously delete 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 talk page to see whether others can reproduce it. Make sure you're testing the bug in the correct version (for this page, that's 1.1.0) 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 [A], not [A][SP][MP][Su][Cr].)

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.

Please sign all issue reports and comments by typing   (three tildes; tilde may be found above  on USA keyboards, and to the right of  on British keyboards).

There is no need to place bullet points before issue labels. Use bullet points only for comments. Be sure to leave a single totally blank line before each new issue (but not before comments), unless the issue appears directly beneath a header.

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 the discussion page) 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 Mojang (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  undefined .

Redstone and Pistons
Bugs

! Piston Quasiconnectivity Bug, Revisited A piston can be powered by a block that is not directly adjacent to it, but diagonally above or 2 blocks above, but changes to these blocks will not propagate updates to the piston*. Nevertheless, when the piston is caused to update by other means, it will take into account the state of these nonadjacent blocks. See this image for a better description along with a visual explanation.
 * The same applies to powered rails.
 * (Please do not delete this bug or this comment. It's fine if you disagree, but deleting is immature and petty.)  Jeb marked this bug as skipped a while back, but since time has passed and new evidence has come up, I would like to ask him to reconsider.  I've stated my reasoning here; please leave any comments you may have there so as not to clutter up this page.  Jeb, please read before deciding. ;) &mdash;Immute [talk]
 * I really hope he reads your statement, it sums up the facts very well!
 * This bug really annoys me, I hope it'll be fixed soon.

!mp Using /time set will cause redstone torches to burn out.
 * When using a clock circuit on an RC2 test server, the circuit contained an inverter in which the torch failed to light after approximately 5 cycles after the /time set command was issued. Reproduced the bug multiple times by deleting the world and recreating the clock.
 * The circuit was tested at varying times between 10 minutes and 1 hour before the command was issued in each test, never failing until after the /time set command was issued.
 * How to reproduce:
 * Make a simple clock circuit containing an inverter(or even just a torch that turns on and off with each cycle)
 * Allow the circuit to run for a few minutes to verify the torch is stable.
 * Issue a Time Set command to the server.
 * Observe the torch failing to function within a few cycles of the command.
 * Replacing the torches causes them to burn out immediately in one cycle, but if the circuit is left in place for approximately 15 minutes the circuit will begin functioning again.

! This simple clock will always stop cycling given enough time. I've reproduced this easily in single-player. It seems to happen either after sleeping, or when traveling to a faraway chunk for a MC day or two, or going to the nether. I've repeated the issue with two N/S and two E/W facing torches. They all stopped working at the same time. Even a similar clock with two repeaters in series, each set to three clicks, stopped at the same time. In the stopped state, the redstone torch can be lit or unlit. Modifying the circuit in any way, for instance adding a redstone wire that goes nowhere special, restarts the clock. --Shep

! Piston can "burn out" in a state simultaneously powered and un-powered. When it's in this state, it can be repaired by destroying the extended piston head. This will destroy the extended piston head but not the rest of the piston. --Munin295
 * 1.9pre5 1clock piston bug.png To reproduce: The image shows two different 1-clocks (powered by the same torch). If you attach a piston and block to the right 1-clock, it works fine. If you attach a piston to the left 1-clock, it works fine until you add a block?then it "burns out" in a state that appears to be both powered and un-powered. It's then actually possible (in Cr at least) to reset the piston by destroying the extended arm (without destroying the piston). --Munin295
 * To reproduce: create this BUD flip flop, place a block here, the piston will now be in a bugged state. --Scwizard
 * Another way to reproduce the same bug. (the torch is on the ground, not attached to the block with the redstone.) --User42
 * Another way again (I think this one's very simple) to reproduce the bug. Placing a block in front of any of these pistons will result in the block being destroyed and the first piston being invalid. This video shows what's happening in 0.25x slow motion. --GALAKTOSTalk – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 18:42, 15 February 2012 (UTC)

! Detector rail pushed or pulled out from under a Minecart will remain in the ON state for a seemingly random period of time. A Minecart passing over this "frozen" rail will not update its state, nor will giving it block updates. The only way to get the rail to turn off is to destroy it and replace it, and even then the wire/objects being powered will remain ON until they are given block updates. A video demonstrating this bug can be seen here.

! When you stand on a pressure plate that opens double doors, they both open, but if you are no longer standing on it, only one door closes.

! Minecart rails don't switch when powered if they're in a four-way junction. They still work in three-way junctions, though. Here is a video demonstrating the issue.

!! Putting Moved by Piston block (Block 36) under bedrock, it crashes the game, and deleted unsaved data.

undefined If you put some redstone, a lever and redstone torch like this: http://i.imgur.com/RKjjC.png (Link is dead: 2/3/12) the torch doesn't invert when you flip the lever, and when you flip again it makes a fast pulse.
 * Is it only on Survival, or does it happen in Creative too? MrNintendoMan 10:13, 26 November 2011 (UTC)
 * Unlike redstone torches, levers (and buttons) power the block they're attached to. Turning the lever on deactivates the torch, but also powers the redstone on the other side of the block. More of a circuit design flaw than a bug, but perhaps useful if you want to generate very short pulses. -- Orthotope
 * That picture is in RC2, and when I tested it it never happened to me. I think it is fixed. Gibbl 17:32, 17 February 2012 (UTC)

undefined If a piston in a BUD state is updated by placing a piston that is then pushed or pulled by the BUD piston it will turn in to a block which is rendered in ever direction as the piston head. (Some Examples: http://i.imgur.com/Ox0Yg.png) --Incanus uk
 * Confirmed and I would like to add that the mis-rendered block does not drop a piston when broken, which leads me to believe its deeper than just a rendering issue and the block actually changes. -kiba_urufu

undefined If a chunk is unloaded whilst a wooden pressure plate has an item on it then it will stay in the on position forever, Jeb fixed it for logging out and back in but it still happens for chunk unloading when moving farther away.

undefined Pistons don't respond to block updates caused by another piston directly popping a block by extending. This bug can be exploited to make a directly powered piston BUD. There is a video example watch?v=VXX98KedPGc --Incanus uk

undefined Repeatedly pushing powered rails a certain way with pistons can end up creating infinite powered rail drops. This bug first appeared in 12w01a. Image of setup: Video:  --OSX2000 12:24, 13 January 2012 (UTC)

undefined Sticky pistons activated using pulse limiters don't pull back blocks if there isn't enough delay in the pulse limiter. The bug occurs when the middle redstone repeater is set at 3 ticks (instead of 4). 
 * One could argue that this is useful/intended behavior, since it allows for many devices and has no real downsides (except that maybe devices will run slightly slower). ImJake9 03:38, 16 January 2012 (UTC)
 * I disagree, a sticky piston should pull the block attached to it 100% of the time. CaMoreno3 00:58, 17 January 2012 (UTC)

undefined When using middle click to select a block, Redstone wire cannot be selected, since placed redstone is registered as 'redstone wire' and equipped redstone is registered as 'redstone dust'. This also holds true for redstone repeaters, but I am unsure what the repeaters are registered as when placed. --RyuShoten 09:54, 19 January 2012

undefinedWolves appear black when in water or when rain falls on them( seems to mainly be caused by them being wet, when they shake the water of they return to normal) (Mac OSX 10.6.8)
 * That's a feature, not a bug. Orthotope

*makes sense but at night they essentially turn jet black [[Media:2012-01-25_14.45.12.png]]

undefined Minecart flickers if player faces away from the direction they travel while the cart is in motion (Mac OSX 10.6.8)

undefinedmp In Multiplayer, a redstone torch placed on the edge of redstone wire is not shown to attach to a nearby wall. It instead floats in the air, and when all surrounding walls are destroyed the torch falls.

undefined When a minecart passes over a detector rail, it will not activate unless an entity is in the minecart.

undefined Dispensers activate whenever they receive ANY redstone update. This includes removing redstone wire or turning a lever off.

undefined You have some powered rails. There's a button two blocks above the powered rails, which is facing north (f=2) and powering these rails, and there's some redstone which is also facing north and getting powered by the button as well. If you now press that button, the powered rails will stay powered forever. (But they can still be turned off using other buttons, levers etc.) smwforever45 19:47, 13 February 2012 (UTC)

Annoyances a! Redstone materials can no longer be placed on top of glowstone.
 * Known_bugs/Version_1.9pre6 scroll down to "Fixed/Skipped/Non-Bugs" and find jeb's comment. ? MiiNiPaaT
 * It still breaks tons of great lighting designs and should be reconsidered.
 * That's secondary; it contradicts Notch's decision to make them into stone type in 1.6.6, so it must be reconsidered. Chiisana
 * Yeah, glowstone is STONE not GLASS. Why can't you place redstone on it!? Its rediculous!
 * Glowstone changed to Glass instead of stone in 1.8.1 ,that's why you can't place redstone on it(real bug is how trapdoors can be placed on Glowstone but not glass).

a! If you are sleeping in a bed and then the bed gets pushed by a piston then you can walk into walls and take damage,also cant climb ladders, can be fixed by saving and quiting.(This is not a "bug" because the player need to provoke this and is obvious)

a! When a sticky piston is moved by another piston, the block that should be stuck to it does not move.
 * This issue is a legitimate annoyance (note that I did not call it a "bug") because it was a feature of the Piston Mod, and a very reasonable one at that. I suspect that its non-inclusion was either a mistake or an act of laziness. :P (Hence, do not delete this issue please.) The status quo makes absolutely no sense and serves no purpose whatsoever.  The rule for which blocks a sticky piston should pull back should be the following (in pseudocode):  (&mdash;Immute [talk] )

 def computeHowManyBlocksToPullBack(extendedHeadLoc: Vector, stickyPistonDirection: Vector): Int = { var ret = 0 var currentPos = extendedHeadLoc + stickyPistonDirection //start withblock right in front of the retracting head while (ret < 12 && world.getBlockId(currentPos) == StickyPiston.Id                 && !Piston.isExtendedPiston(currentPos)                  && Piston.getDirectionOfPistonAt(currentPos) == stickyPistonDirection) { ret += 1 currentPos += stickyPistonDirection } if (ret < 12) { val finalId = world.getBlockId(currentPos) if (finalId == Piston.Id && !Piston.isExtendedPiston(currentPos)) ret += 1 else if (Piston.canMoveBlockOfId(finalId)) ret += 1 } return ret }
 * While this may seem simple enough, it is not practical because the sticky piston may be "connected" to another sticky piston. The solution is thus recursive. What, then, if the attached sticky piston is facing perpendicular to the pushing piston? What happens when that piston collides with another block? Consider a piston pushing a sticky piston facing perpendicular to the first piston. The sticky piston is attached to cobblestone. When the first piston extends, what happens if the cobblestone collides with another block? What if that block is a sticky piston? The ensuing problem makes this feature intractable without having even buggier, more inconsistent behavior.

a! Redstone Torch Burn Out Bug (This is also regarding all the burn out bugs below) When a redstone torch burns out, it seems that the burned out state gets saved to that block, and never gets removed. When the burned out torch is replaced by another torch, and the state of the torch changes from un-powered to powered, it will notice that it is supposed to be burned out, thus burning out with no means of removing the burned out state from that block.

a! Redstone torches will 'burn out' after a flashing few seconds when you wire the wire to their back, Making it impossible to make a simple fast rapid pulser ( repeaters are slow ).


 * redstone torches are supposed to burn out. If they didn't burn out, they would create an insane amount of lag. consider connecting a pulse limiter to 2 repeaters in a loop, with each repeater set to 1 tick. this is as fast as your torch clock will go, but it won't burn out.

a! With the new 1.1.0 update, all redstone that was placed before it was released will be destroyed if powered. it only seems to be on SSP but it really messed up my world. i had to place every little bit of redstone again. it happened with my friends worlds as well
 * Unable to reproduce - iPeer
 * I could not reproduce this on multiplayer. JosJuice 20:07, 17 January 2012 (UTC)
 * Unable to reproduce, maybe your circuit was built on glowstone? - TheMvanH

aIf you place torch next to a wooden door and break it the door will close (if open).

a Redstone doesn't point towards pistons. Mojang should make redstone point to pistons
 * I agree. This is one of my recommendations regarding getting rid of the Piston Quasiconnectivity Bug.  &mdash;Immute [talk]

a Redstone torches tend to make sizzling noises if it is turning on and off very quickly(> 2 ticks).
 * redstone torches are supposed to make sizzling noises when they burn out.
 * Yes. However, it is possible that he is suggesting that torch burnout itself be reevaluated.  If so, then I agree.  For this to be feasible, however, torches need to be fixed so that "pulsars" become 1-clocks, as one would expect.  (Since a torch's output is supposed to trail its input by one (redstone) tick, connecting the output to the input should result in a clock that toggles every tick, not one that toggles more frequently.) &mdash;Immute [talk]

a Pistons do not push obsidian
 * That's there to avoid abuse. See here. smwforever45 17:18, 18 February 2012 (UTC)

Player Movement
Bugs

! The player falls faster than a block of sand causing them to get stuck in the ground (without taking damage).

! While sneaking, it is possible to fall off of Soul Sand, single Slabs, Fences, Stairs, Cake, and any other block with a height which is not an integer.
 * I can't reproduce: i can't fall by Soul Sand --ImTheSpanishMan 18:57, 17 February 2012 (UTC)

! If you crouch-walk directly over an inner corner at a 45 degree angle, you will fall off the edge. It's fairly easy for this to happen by accident.
 * To reproduce this bug, position yourself as in this screenshot, by crouching and backing into the corner. Then aim the reticle at the other corner and crouch-walk until you fall off.


 * Developer info: This bug happens because the game looks for the ledge separately on each axis. At an inner corner, stepping along either axis individually keeps you on the ledge, but stepping along both axes at the same time makes you fall off. To fix this, check along the diagonal in addition to each axis.

undefined If you hit the exact corner of a block, you sometimes go into that block.

undefined It is possible to get through a closed trapdoor by approaching it on the same level and sneaking, you will then fall though the trapdoor as if it was a non-solid block like long grass.

undefined While underwater you are unaffected by ladders, regardless of if you are walking into the the ladder it will not elevate you. (To test, place two ladders one above the other, then place water. Attempt to go to the top of the Second ladder without using "JUMP".)

undefined Sprinting on Leaves will kick up colorless particles.
 * This is because of the way the sprinting produces the particles. The player sprints on a block and tells the game to produce particles based on the texture in terrain.png, and because leaves are grey in that file the particles have no hue. 85.211.138.95 13:57, 13 February 2012 (UTC)
 * This should then probably also apply to grass and wool, and I actually think I did read something about Wool being treated differently for such particles, because else the particles would be grey. --GALAKTOSTalk – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 18:45, 15 February 2012 (UTC)

undefined Sprinting on colored Wool will always kick up white Wool particles.

undefined Sneaking onto an airborne fence from an adjacent block on the same height level will sometimes result in the player clipping through the fence, possibly falling to his death below.

! If you walk over Redstone Repeaters or Soul Sand (probably any block of unusual height) under a two-block-high ceiling, you may be abruptly shoved downward through the floor (leading to getting stuck in the floor, fall damage, or death, depending on what is below). I estimate it happens about 1.5% of the time for me. Here is a world designed to reproduce the bug. — kpreid
 * Tried with both, couldn't reproduce.
 * I've added details. kpreid 15:59, 29 January 2012 (UTC)
 * OK, I can confirm that now. I'm on windows too, so it just doesn't happen on Mac OS. 85.211.138.95 13:57, 13 February 2012 (UTC)
 * Happens to me too, and I'm also running Windows. smwforever45 22:25, 15 February 2012 (UTC)
 * Duplicate report: Sometimes you can go though blocks while walking on redstone and redstone repeaters. Tested on mac maybe others.
 * I am also running on Mac OS X. Seems unlikely that that matters, but... kpreid

undefined At several angles, it is possible to see through the ground and/or to underground lava and ore. This can be reproduced by spinning the camera wildly and it is possible to view through the ground

undefined Sprinting doesn't trample farmland.

undefined If you are killed with your inventory open, your player will be shown as if he fell over and the player's skin reverts back to the default skin until the player respawns.

undefined When floating ice is melted by adjacent lava, the resulting water block does not flow downwards.

Annoyances

a! It is not possible to get out of a minecart in a 2-block high tunnel without taking 0.5 hearts of suffocation damage.
 * Not a feature? You get up 1 block (you+minecart)

a! Cannot climb out of a trapdoor at the top of a ladder, ever since the ladder hitbox was removed. Perhaps trapdoor physics could be altered.
 * Maybe open trapdoors could act as ladders, that would solve a lot of problems.
 * Ladder collision box has been re-added in snapshot 12w03a. So this annoyance will soon be resolved.

a! Can't get on slab from ladder below: _ = slab | = ladder # = block _ #| #|
 * Same for stairs facing the top of a ladder.
 * Same with trapdoors above the ladder.

a! Eating while riding in a minecart now ejects you from said minecart.

a! Flowing water can get you drowned very easily - the air bar vanishes if you put your head to a gap with air and gap is surrounded with walls and ceiling. However, game still seem to continue like you're still diving. When you notice you're drowning, it's about impossible to get to surface from flowing water, even if you're very near surface.

aCr Dead water will still suck you down in Creative Mode when flying is enabled. 178.9.117.42 12:28, 16 January 2012 (UTC)
 * Cannot reproduce. - iPeer
 * Sorry, meant to write "dead water". 134.91.55.229 06:51, 18 January 2012 (UTC)

a When you sneak to the edge of a block and then stop sneaking, you will fall off the block.

a Rarely if you catch on fire a glitch will happen where if you walk backwards you will appear to be on fire. You don't receive damage but your visibility will be obstructed severely.
 * Please explain. Aren't you supposed to appear on fire if you actually are on fire?  &mdash;Immute [talk]

a If you sprint up stairs, your sprint will stop.

a Riding a boat from water to slabs could cause instant death. Appears to happen at random. &mdash;wamasi

a If you jump in deep water while springing, you keep sprinting underwater. However, if you stop sprinting and double-tap forward again, you don't start sprinting back. I believe it would be normal to either end / restrict sprints in water, or allow starting sprints underwater the same way you can on ground (by double-tapping forward). Allowing you to only keep sprints from the ground under water doesn't feel right IMO.

undefined After descending a ladder, you are unable to strike mobs waiting for you until you move away from the ladder. Only tested with a sword. --108.4.5.130 19:16, 21 February 2012 (UTC)

Lighting
Bugs

! Smooth lighting is bugged. When it is on, surfaces against glass are not lit. The difference is dramatic.
 * Smooth lighting OFF:


 * Smooth lighting ON:


 * Reproduced. Build closed chamber, fill roof with glowstone, cover your room with glass (leaving glowstone roof behind glass) 188.238.163.142 22:28, 15 January 2012 (UTC)

! Pre placed light sources doesn't produce light until the block is updated.

undefined When a silverfish block is removed as a result of other silverfish causing the block to "awaken", the lighting of the blocks surrounding the silverfish block do not update, and it does not trigger BUD switches. This can cause "dark patches" to appear on walls, like this or this.

undefined Placing gravel updates the light level of blocks below the gravel, but when the gravel begins falling, the light level of blocks underneath is not updated. Reproduced by placing gravel at the top of a deep 1x1 hole.
 * Had this problem too.

undefined Ice pattern bug (lighting?) Shown in this video: http://www.youtube.com/watch?v=qSa3iNgRggg
 * Not a bug, just chunk lines are being shown on ice, just like in snow. --ImTheSpanishMan 08:10, 18 February 2012 (UTC)
 * Disagree: any time you can see chunk boundaries, that's a bug. kpreid
 * And what's the problem? --ImTheSpanishMan 08:10, 18 February 2012 (UTC)
 * It doesn't look good, and it's definitely not intended. smwforever45 10:26, 18 February 2012 (UTC)

undefined Glass panes do not react to shading/shadows like glass blocks and all other blocks do. It looks really bad. - arcooke
 * Example screenshot showing bugged glass pane lighting:



undefined Nether Wart will not grow underneath a naturally generated glowstone vein without another additional light source nearby, possibly as a result of generation on Fast Graphics.

undefined Smooth lighting doesn't work when light source is placed underwater

Annoyances

a With smooth lighting on, narrow spaces are excessively dark even if they are directly lit; for example, a 1-block hole with a torch in it. kpreid

a Not sure if it belongs here theres no graphics section but rain renders below the last bedrock layer by one block move if i just didnt see it im sorry if it needs to be moved 67.238.179.223 22:38, 7 February 2012 (UTC)

Pointing somwehere on some special blocks (minecrats, signs and chests) block gets completely (or a section of it) dark.

Mobs
Bugs

!!mp On a precise location will often happen a phenomenon consisting of the spontaneous generation of thousands mobs of a single kind  (e. g.: only zombies or only spiders, from the experienced cases). No cause has been found at the moment.
 * This bug causes the server to hang then crash when a player gets too close.
 * This is temporarily fixed by deleting the thousands entities with a world editor, off the server (i.e.: MCEdit). The server will remain stable for a few weeks afterward (depending on in situ player activity perhaps).
 * About the server (in case this is relevant):
 * The server runs the 1.1 version, but this bug did also happen in 1.0 for sure. The most active player on the spot claims that it has also occurred in Beta 1.8.
 * The world is old and has been generated from an early beta version.
 * The server and the world have always been run on vanilla versions.
 * A significant number of chunks have been trimmed with MCEdit (off server) to generate 1.0 landscape and features.
 * The spot where the bug keeps occurring is a player-built city on old terrain.
 * The spot where the bug keeps occurring is a player-built city on old terrain.

Nihilys 12:32, 15 January 2012 (UTC)
 * Sounds like an issue with a plugin! Only Vanilla servers please! --Samman412 23:10, 16 January 2012 (UTC)
 * Didn't he just say, "The server and the world have always been run on vanilla versions"? &mdash;Immute [talk]
 * Yes, Samman, because because a bug *sounds like* it is caused by a plugin, despite the person saying it occurred in a Vanilla game, we should ignore him. Please, keep speculation off the bug page. --Chromium 00:28, 22 January 2012 (UTC)
 * I'm aware of the plugin-likeliness of that bug (that's why I double-checked this before posting) but I insist about the absolute vanilla-ness of this world's history. Nihilys 14:52, 24 January 2012 (UTC)


 * I think I've actually had this issue in SSP (1.1.0) once. My Minecraft once crashed because I alt-tabbed out and when I loaded up the world, there were 4,000 sheep surrounding me. I had to use SPC to delete them all. [[Image:Redstone_(Dust).png|12px]] Eearslya [[Image:Redstone_(Dust).png|12px]] ( talk | contribs ) 05:01, 2 February 2012 (UTC)

!!sp root.tick.level.entities.regular causes severe lag issues when several hundred mobs (monster or animal) lock on to a player, dropping framerate to single digits. This number varies on the computing strength of the machine. When leaving the mobs (passive, chickens and cows) behind, including switching off wheat, entities.regular continues to work hard, with FPS at single digits. Pausing immediately stops the activity and FPS goes back up to the hundreds, but resuming resumes the activity and FPS plummets. This possibly could also apply to SMP as well. Also noticed ai.pathfind (with a load) and ai.ai.pathfind (at 0%) in debug. --PlNG 04:40, 19 January 2012 (UTC)

! Wolves teleporting to you while in a boat can potentially cause damage for reasons unknown. --Nathan2055 19:39, 21 January 2012 (UTC)

! Mobs in minecarts can escape when re-logging.--Hesstergon

!mp In SMP, monster spawning rates will dramatically lower, causing an almost absence of monsters even in dark areas if the server's property view-distance is lower than 10. This is due to monsters not despawning before the server's chunks are unloaded, causing monsters to get stuck in unloaded chunks, which lowers the monster count drastically. A forum post with this problem: Potatoboy2

!mp Mobs (including hostiles) in holes or enclosed by fences always try and jump out and sometimes appear on top or appear in flashes going up and down in the corners and sides of the enclosed area. --Supah Fly
 * Once they're on top it is also possible for them to escape. Happened in 1.0 as well, hence I was unable to keep animals fenced in somewhere. It does not matter how high the fences are.
 * This should be a double exclamation point!
 * Confirmed on a fast server. Collisions seem to be messed up and mobs (passive and hostile) glitch up walls and through walls and fences. Very annoying. xn_D
 * Are you playing on a slow computer? SMP? Please be a tad more specific --Samman412 23:10, 16 January 2012 (UTC)
 * Confirmed for SMP on an old host computer (that runs MC fine on max visual settings). This bug appears for all clients. -Imbrifer 19:03, 17 January 2012
 * I can confirm this on a rented server with decent capabilities. Mobs can occasionally escape through ceilings - we have an animal farm with multiple floors, and animals keep migrating from lower levels to higher ones, and eventually outside. Furthermore, mobs can "phase through" walls - for example in XP farms - as far as 5-6 blocks, sometimes even more. They have a physical body and can push the player around, but won't attack. After a while, they "fly" back to their actual positions. Had it even before 1.0. Definitely a major bug, since it makes animal farming, while not impossible, but very hard. SpecB 01:42, 18 January 2012 (UTC)
 * I can also confirm this on a server I administrate that is quite capable of running Minecraft without any slowdowns. Mobs can also push players off of blocks or towers that they are bumping against the sides of, even if the mob is several blocks too low to effect this. This makes keeping animals in enclosed spaces very annoying. Additionally, mobs can attack you while in this state, and the player can rarely manage to hit the mob in return. --Chromium 00:23, 22 January 2012 (UTC)
 * Raised to Major Bug, in 1.1 you now rarely receive damage from the phasing mobs, also multiple specialized multi-player grinders I have seen are being abandoned/deleted as they can no longer function correctly.
 * I can confirm this as well. Has been like this for a very long time. My server is fairly powerful as well. It has an Intel i5 CPU @ 2.67Ghz, and 8 GB RAM, running on Windows 7 64-bit on an Intel SSD. Nothing else is running on it. And your connection speed has nothing to do with it. I experience the same issue if I am on the lokal LAN as if I connect remotly.
 * I've never experienced this and I have farms for all five types of farm animals. An image or something would be appreciated. --Nathan2055 04:29, 22 January 2012 (UTC)
 * Has been fixed in snapshot 12w04a. (Trenix 01:39, 2 February 2012 (UTC))
 * I've had this issue as well (as well as others), and have put the issue up on getsatisfaction. I've included other getsatisfaction posts and images of the glitches.  Their collision box also moves which allows for being pushed around, getting hit, and for mobs not getting hit by your attacks.  Makes exploration/spelunking and breeding almost impossible. GetSatisfaction Mobs glitching --Novocode 21:28, 9 February 2012 (UTC)
 * I can confirm this. I play MP on someone else's server, and with the new breeding system she made fences were she keeps animals. But even with double fences, once they get too close to them they appear on top then keep lagging up and down, sometimes ending on the other side. She had to bring them back with wheat this morning so they wouldn't get lost. Pretty annoying for people who keep animals now that mobs are persistent, and it breaks breeding in a large part.

!mp Mob-hitboxes: Cannot hit mobs at their feet. Creating eye-level mob-barriers and striking at the feet of the trapped mobs is a crucial technique. It would seem that in MP, mob hitboxes are 1 m higher than they should be.
 * Should be raised to major bug.

! mp Some ghasts can see through walls (netherrack, cobble, glass, etc.) and will continue to fire fireballs at the player, carving through the netherrack until it kills the player. Player can take damage through layers of cobble from said fireballs, as can zombie pigmen. Not all ghasts do this but once they do, they do not stop. Reconnecting doesn't fix this issue. Makes visiting the Nether too dangerous and deadly as you can't kill a mob you can't reach through walls! kaonevar
 * Why only? &mdash;Immute [talk]
 * That was a mistake. Fixed. kaonevar

!mp Slimes can glitch through walls to such an extent that they will find themselves on top of 30 block high buildings by glitching into the enclosed ladder space. They can use this to jump incredibly high, onto objects above them and they are extremely hard to kill once they have begun phasing through walls. This can cause problems such as being knocked off buildings to your death when trying to play Flat Map survival in SMP. Qata 12:54, 16 January 2012 (UTC)
 * If it's a bug, don't call it an annoyance. :)  &mdash;Immute [talk]
 * Oh did I put it in annoyances? My mistake, I meant to put it here. Qata

!mp Some (random) mobspawners do not spawn mobs every time the cycle is completed, while there are no other mobs near the spawner.

undefined Pig zombies go on fire in sunlight but do not die from it. They also don't stay on fire like zombies do. (Trenix 04:31, 14 February 2012 (UTC))
 * That's not a bug — they are immune to fire and always have been. You can see this in the Nether whenever they wander into fire or lava. kpreid
 * Incorrect. Things which are immune to fire should never be set on fire in the first place. The same applies to Ghasts and Blazes. Aristocrat 16:24, 10 February 2012 (UTC)

undefinedmp When a large number of mobs are killed simultaneously, e.g. with the use of a splash potion, some of their corpses will not despawn. This is fixed by reconnecting to the server, but a rather significant problem nevertheless.

undefinedmp When shearing a Mooshroom, it will spawn 2 cows, 1 client-side, that you can't hit, and one server-side that you can hit. (This is only tested in mp, when using the spawner egg for Mooshroom) Kingy98
 * Categorized under multiplayer bugs. --Nathan2055 04:29, 22 January 2012 (UTC)

undefinedmp While Magma Cubes will drop Magma Cream on death, some of the dropped Magma Cream are impossible to pick up, likely a result of the glitchy slime behavior in multiplayer.

undefinedmp The experience mobs drop is invisible, unless a block nearby is updated, or if you kill another mob in that area. (If you don't think this is a major annoyance, downgrade it. Thanks!) --Gumland44 05:04, 17 January 2012 (UTC)
 * Thanks for your report. As written, this issue is a bug, not an annoyance.  The two categories are mutually exclusive; see the instructions.
 * Yeah, this is my first bug report, I'll get better.
 * Unable to reproduce.
 * Cannot reproduce in Single Player, but it happens to me all the time in multiplayer, I'm moving this to multiplayer. RyanDolan123 02:04, 13 February 2012 (UTC)

undefinedcr In Creative mode, ghasts, slimes, and magma cubes do not become hostile even when attacked. All other monsters behave properly.
 * That's caused trouble at least since 1.8. Definitely needs updating. --Nathan2055 04:29, 22 January 2012 (UTC)

undefined In a skeleton spawner trap that collects skeletons in a 1x1 tall shaft open at their legs, killing a bunch of them by hand dropped a new bow. Collectible, but when used disappears. (Need to retry to reproduce this. I had about 3 hrs worth of skeletons spawned into the shaft all glitching out furiously and had killed perhaps half by hand/bow no heal throw pot:))

undefined If a player attacks a Zombie Pigman while in the nether and dies, the pack of Pigmen will remain hostile upon player return. Severe problem for players dying near their entry point to the nether.


 * confirmed Ninatiels 14:13, 18 January 2012 (UTC)

undefined Passive Mobs stop making noise when locked on to a player holding wheat. The sound of hearing several hundred chickens walking across sand and no clucking while following the player seems off.--PlNG 04:40, 19 January 2012 (UTC)


 * sounds like a feature! 66.96.18.75 17:27, 21 January 2012 (UTC)
 * Definitely doesn't seem like a feature, but I don't mind this bug since animals are annoying. (Trenix 01:39, 2 February 2012 (UTC))

undefined Some mobs (observed with sheep and cows) can climb ladders, even though as quadrupeds this would be impossible. --Chromium 00:23, 22 January 2012 (UTC)


 * Um, every mob can climb ladders, and spiders act as if every block is a ladder. This is intended 85.211.228.95 20:21, 9 February 2012 (UTC)
 * Even if it is intended, I would say this is an annoyance if not a bug. These animals are not spiders. (Trenix 04:31, 14 February 2012 (UTC))
 * It's irrelevant if "every mob can climb ladders". That's the bug I'm complaining about. Unless you can point out a developer saying "yes, everything can climb ladders", I'm going to say this is a bug, and a rather annoying one at that. --Chromium 01:30, 18 February 2012 (UTC)

undefined Endermen teleport continuously when it's raining.
 * I think this is an intended feature. 211.30.15.136 11:26, 3 February 2012 (UTC)
 * If it's intended, then it's a very poor feature. Though I still feel it's a bug. (Trenix 21:56, 5 February 2012 (UTC))
 * Endermen teleport away when they come in contact with water (including rain). When it rains, they attempt to teleport away but as it is raining where ever they teleport to, they will teleport again and so on. 146.227.1.15 16:46, 6 February 2012 (UTC)
 * A solution (when Jon gets around to working on the Enderman AI) would be to have them try to teleport to a covered area and stay there until it stops raining (much like skeletons and sunlight in the latest snapshots). Of course, the nearest safe area may be your shelter; this would be a feature. ;) -- Orthotope 17:32, 6 February 2012 (UTC)

! mp Mobs that burn in the sunlight (Skeletons and Zombies) don't burn- Conjo434
 * Unable to reproduce, if they are under something and it blocks the sun, it is not supposed to make them burn. RyanDolan123 02:04, 13 February 2012 (UTC)

undefinedmp Dyed sheep sometimes revert back to white when sheared and drop white wool. - Nosrepa 11:45, 8 February 2012 (UTC)

undefined Passive mobs will often start following the wrong child after breeding, leaving their own child completely alone. A screenshot of the bug. smwforever45 10:17, 18 February 2012 (UTC)

Annoyances

a! Decision to make hostile mobs "freeze" (stop moving around) if they get further than 40 m away from the player has not resulted in any substantial performance improvements whatsoever. If you want performance improvements, talk to the OptiFine person. But please, don't spoil the game, without substantial benefit, for those of us who like to engineer. Or at the very least, be transparent about it. In any event, the mob science community will keep on finding workarounds; there's no way you can outwit a group with so many talented members. :P (Before you say, "not a bug," please read the instructions above.  The issue list is not restricted to bugs, and annoyances are precisely those issues that are not bugs.  This issue is a valid annoyance.)  &mdash;Immute [talk]

a! Animals (non-hostiles) do not spawn on islands (even if relatively large) in ocean biomes. Wherever there is land, and the other additional criteria is met, animals should spawn. --Supah Fly/
 * I totally and wholeheartedly agree; however, this is an annoyance, not a bug. :)  &mdash;Immute [talk]
 * Have a look in the minecraft code. There is a list containing all the spawnable animals written in the code, and if the biome class says so, that list can be cleared so nothing spawns there. This is exactly the problem here, that list has been cleared in the 'oceanBiomeGen.java' so nothing spawns there. 85.211.230.55 18:41, 18 February 2012 (UTC)

a! Slime spawning rate is extremely high in SSP super-flat world making the game very annoying if not unplayable in any other mode than peaceful. As slimes have no obstacles they wander away from their generating chunk letting it make more. Currently the only solution is to dig a deep hole and lure enough slimes inside so the game would stop generating them, but they de-spawn when you go too far and you have to start over.
 * This is due to the fact that the player rests at about y=10 or so. Nothing can really be done to 'fix' this
 * The fix is incredibly simple: in case the world is super-flat lower the slime spawning level to under level 4. Other than that the super-flat world is incredibly fun and much more challenging than normal mode. - OP

a All animals will follow wheat, making it very difficult to separate animals individually. The new 1.1 update worsened this annoyance.

a When there is a high enough light level, spiders will become passive, even if the light is from a manufactured light source (such as torches).
 * This is the behavior of Spiders. --Samman412 23:10, 16 January 2012 (UTC)
 * Samman is right, but I do think the game would play better if only sunlight passivized spiders. (Under this proposal, sun-passivized spiders would remain passive even if they ventured into a torch-lit tunnel, but a hostile spider entering an artificially lit zone from a dark cave would not become passive.)  It might be somewhat difficult to get this right, though, if we insisted that sufficiently lit areas under trees be considered "sunlit" during the daytime, as I think we should.  &mdash;Immute [talk]

a silverfish in creative in multiplayer? in a two by 2 by 2 pit with fences on top look like there jumping out and despawning for half a second. Lufan131 23:20, 19 January 2012 (UTC)
 * Happens with all mobs on SMP. - iPeer
 * This is caused by a laggy server and/or client. --Samman412 23:10, 16 January 2012 (UTC)

a In the first 2 - 3 mins after creating a new world, a few endermen will teleport to the surface (presumably from a cave not far below) near the player and will instantly teleport away. They repeat this teleporting about ten to twenty times within that three minutes. Note: has only been noticed when spawning in forest biomes.
 * This isn't because of creating new worlds. Enderman randomly teleport up from a dark cave, then simply attempt to get away from the player. This behavior is normal, so I'm downgrading to annoyance. --Nathan2055 04:29, 22 January 2012 (UTC)

a Endermen don't drop the block they are carrying on death --Keiyakins 01:02, 23 January 2012 (UTC)

a When spiders climb up a block, they simply just ascend upward, making their behavior look very unnatural and unappealing. Spiders should instead have their positioning changed when climbing, having their legs be on the wall while their head is facing the sky.

a Unknown what the cause is, likely to do with chunk unloading/reloading, but I've had sheep despawn or change their wool colors in vanilla 1.1.0. Eearslya ( talk | contribs ) 05:01, 2 February 2012 (UTC) [!/?]When the difficulty set to easy MOBS cant spawn!

a Ghasts' hitbox is too small. Often you will see returned fireballs go right through them. 77.75.161.163 16:00, 6 February 2012 (UTC)

a Endermen won't teleport while raining, if it's up against a fence. (Haven't tested it with wooden fance, only Nether fence.)

Blocks
Bugs

undefined Dirt blocks spawn in mid air not attached to anything else probably other blocks too. Minecraft5025 23:42, 18 February 2012 (UTC)
 * Not a Bug, a feature in world generation. It looks amazing, actually, you haven't seen a cool seed in minecraft until it has awesome floating skylands hello2u08

!sp Bonemeal sometimes refuses to grow a large mushroom, despite all the requirements being met, making it impossible to create your own large mushrooms.

!sp Sometimes when reload the world will rewrite the chunks and make them into a spawn chunks.
 * This is not a critical bug, as it does not cause a crash. Reduced to major. 85.211.230.55 19:00, 18 February 2012 (UTC)

!!? When loading world which has blocks ids which are not in minecraft (mods, etc.) minecraft crashes. Instead a failsafe like filling those non-existent blocks with air (id 0) should be provided.
 * If that were to happen then the modded world would be destroyed upon saving, It's better it just crashes. --Joshua
 * It would be more robust if an "unknown block" type block were created. The block id would be preserved -- any unknown block would be displayed as a generic, easily destroyable "unknown" block. Maybe with the id printed on it.  That way you could remove a mod without loosing the ability to use the world. And no crashes.  --Eleazzaar
 * Possibly, Notch could add a msg saying "Unknown blocks types have been detected in this world! (Mods?) Would you like to let them remain as transparent blocks or delete them?" -- OpToCo
 * Why don't you remove all mod blocks by yourself before uninstalling that mod? This way you could persevere until the fix is out.
 * This has never happened to me. When loading a world with non-vanilla blocks in without the mods installed they simply don't appear. Example: Minecraft 1.0.0, Aether mod installed, when new update came out I spawned back at my spawn point and the portal was gone (the frame was still there) 85.211.138.95 14:15, 13 February 2012 (UTC)

! When you place a liquid block above the exit of End Portal( the portal that appears with Enderdragon Egg) the Portal loses its starry surface and you can not enter back into the Overworld without killing yourself and losing all experience points from killing the Enderdragon. I lost several enchanted items and the dragon egg. GrimRockGhost

!mp Monster Spawners always display the pig model in SMP, regardless of the type of mob spawned.
 * This was fixed in 12w06a. 85.211.223.131 23:55, 10 February 2012 (UTC)

! Fence Gates close upon block updates within a 2 block radius.
 * This is clearly a bug, not an annoyance. &mdash;Immute [talk]
 * To elaborate on this, some kinds of block updates seem to cause fence gates to close, but not all. Breaking a block does, but not placing a block. Flowing lava next to a fence gate will close it at random times, presumably because the lava is updating in some way. But other things that usually count as block updates, e.g. lighting a furnace, do not close fence gates. Last username 21:31, 19 January 2012 (UTC)
 * I think lava causes a block update every time it emits sparks. --GALAKTOSTalk – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 18:12, 29 January 2012 (UTC)

? Interesting terrain generation, seems like part of a nether portal, and a few hundred dragon eggs, causes game's memory to rocket ( up to 1.5gb from normal of about 300mb) pic @ http://tinypic.com/r/2mxixzl/5

running on a server, but world was ported from a single player world created in 1.0. Seed and location are shown in the image ChrisPDuck
 * I spent fifteen minutes attempting to reproduce this bug, it's most likely been caused by an old glitch in 1.0 (which I see by the photo was what you were running at the time) or a mod. Downgraded to unknown bug due to not being able to repro. --Nathan2055 05:08, 22 January 2012 (UTC)

! Soulsand no longer holds minecarts in place. Before you say "that behavior made no sense," remember that soulsand is 15/16 m high (try walking onto it from a normal block). Half slab holes most certainly do hold minecarts in place, so soulsand should too. Many engineers have made useful mechanisms that rely on this behavior, so it should not be removed. (Jeb made this argument for keeping the Piston Quasiconnectivity Bug, so it must apply here as well; if not, the argument was invalid when it applied to the piston bug too.) &mdash;Immute [talk]

! In all game modes, when a block is removed from under a fence, a floating block you can pick up gets stuck under the fence. Now, when you place another block under the fence, if there is nowhere for the floating block to move, the block will jump up and get stuck in the fence, blacked out, unobtainable - especially if there are multiple floating blocks you can obtain. Also, the same thing happens with glass - when a block is floating in a 1 block hole and you place a piece of glass in the hole, the floating block gets stuck in the glass, unobtainable.

? Explosions at or above the top layer of a map, especially from TNT propelled upwards by adjacent explosions, cause damage to the bottom of the map. These explosions damage bedrock and expose the Void, and cause server instability or crashes.
 * This can't be possible, as bedrock is indestructible.
 * Yes, I'm very aware that it's not supposed to be possible. The thing is, when things that aren't supposed to happen start happening, that's a problem that bears reporting. That's why something with the capacity to destroy an indestructible material, and to crash a server in the process, is listed here as a bug. Linebarrel 03:47, 14 February 2012 (UTC)
 * I have spent 10 minutes trying to reproduce this bug, but everything I have done was unsuccessful. I am marking this as unknown until this can be reproduced. I would also like some proof if possible. A video would be helpful. Gibbl 17:52, 17 February 2012 (UTC)

! If water flows downward onto a block that is washed away by water (such as Redstone Dust or Torches), then it is lost permanently, rather than dropped as a resource. kpreid
 * I can confirm this- I've seen many torches and mushrooms disappear when an overhead water source flows down onto them in caves. 72.93.203.122 16:30, 13 February 2012 (UTC)Wizzard1

undefined Rarely, trees generates on sand blocks, beside the dirt. (Only Pine Trees?)
 * Trees can generate like that, as well as on dirt or sand in water (only in swamp biome). Upgraded to bug. --Nathan2055 05:08, 22 January 2012 (UTC)
 * This is just the way the world generates. It goes:

1) Land 2) Features (trees, flowers ect.) 3) Caves 4) Lakes 5) Resources (Sugar cane, cacti ect.) This means that trees can generate pretty much anywhere. I have seen a tree floating above a lake, and a tree on top of some sugar cane. 85.211.138.95 14:15, 13 February 2012 (UTC)

undefined MP If you place multiple TNT blocks and only light one of them while in Multiplayer, some non-lighted blocks will explode as usual but some explode and leave a ghost behind; the only way to fix this is by relogging. Help?

undefined Iron bar texture is rendered incorrectly when viewed from the other side.
 * Correct
 * Incorrect

undefined If you were to stand on top of a half slab with nothing below it, then place another half slab onto the first one (creating a whole slab) you will fall through the block and plummet to the floor.
 * How is this a major bug? It it doesn't effects anyone's gameplay. (Trenix 01:59, 2 February 2012 (UTC))
 * It's a bug nevertheless; I know I died from this a bunch of times when building my floating sky fortress. Definitely do not want. Aristocrat 06:01, 3 February 2012 (UTC)

undefined At least one of the configurations of a huge brown mushroom has only a half-complete cap, seen here.

undefined When moused over a block within clicking distance, the clouds only appear in 2D, moving the cursor to an unreachable block will revert the clouds back to 3D.
 * If this happens in ssp and smp, don't put both tags down!

undefined When a iron door is placed stuck to the block right to it and you cause an block update next to it the door will open.

undefined When a door is open and you right click to place an item on the first block beyond the door (i.e. click through the open door) the block/torch/etc is placed but the door also incorrectly closes.
 * I can confirm this. I think this is related to the new (but confusing) behavior of doors. Clicking a door sometimes opens or closes an other door instead of the door you clicked. --Mrheat


 * I haven't tested this, but I believe the door bug was fixed in 1.1. Needs testing. --Nathan2055 05:08, 22 January 2012 (UTC)

undefined Glass Blocks hold dropped items(to be picked up) but they make get to unreachable places-delete or edit as necessary
 * Can you explain? Shellface
 * Seems to be related to the fence bug detailed below; glass blocks capture dropped objects that cannot be retrieved.

undefined mp Chests sometimes don't close after being opened, persists through client restart Cboz718
 * If you quit and reconnect, the chests reopen themselfs. 92.25.55.58
 * Chests will always become stuck open if they are right clicked more than once before the chest interface appears. They will stay open until the server is restarted. 71.3.251.252 20:48, 10 January 2012 (UTC)
 * This is simply a visual bug, sometimes caused by client side lag.

undefined If a bed is placed next to a drop off or transparent block, you sometimes fall out of the bed, taking fall damage if the drop is tall enough

undefined Beds, levers, fire, signs, wooden/iron doors cannot be placed on snow (should replace the snow like all other blocks do).

undefined A melon can be placed onto the side of a block when there is nothing beneath it. Pumpkins can only be placed where there is a block underneath.

undefined Sometimes a generated light torch is facing the block that it should be connected. pic:

undefined When in a stronghold. When a torch is placed on a Smoothstone block, the block will change to any 3 of the stone Brick (normal/mossy/cracked) Happens around 80% of the time
 * Did you observe this on SMP in a newly generated chunk?--Inertia

undefined mp Only in SMP you can't write on a sign that is on/near a block that is periodically been updated. To reproduce, make a simple clock with a redstone torches and a repeater. Then put a sign on the block of the torches. Any text will be erased at every block's update.mooviies
 * this happens even if the block isn't being updated, but you are looking at any blocks being updated that are in the background. Jamslambs

undefined su Blocks that are broken adjacent to tilled plots cannot be picked up if elevated by another block from a 1x1 hole. The broken block is then attracted and attached to the tilled block until the replaced, blinding block has been removed.
 * Can't reproduce this. Was it MP or SP? --Samman412 01:12, 18 December 2011 (UTC)
 * I confirm this in SP vanilla minecraft 1.0.0. Dig a 2 deep hole in dirt leaving the dirt block items in the bottom, use a hoe on the surrounding eight dirt blocks and place one opaque block at the bottom of the hole: the dirt block items will rise to the top of the opaque block, but place a second opaque block on top and the items do not rise up further - they get stuck inside one of the tilled earth blocks. Generally non-opaque blocks such as tilled earth, slabs, stairs, glass, and ice do not displace items. I have just now re-tested tilled earth, wood slabs, cobblestone slab, and ice blocks (100% legit) still do not displace items in 1.0.0 vanilla. -Aurelius 16:19, 22 December 2011 (UTC) See my updated getsatisfaction thread at http://getsatisfaction.com/mojang/topics/items_displaced_by_halfsteps_are_not_pickupable_in_smp where I again confirm the problem with SMP reported in Beta 1.6.5 still exists in release 1.0.0 - I also retested cobblestone half slabs which still demonstrate the same bug in sp mp su.

undefined When you dump water from your bucket on a Lily Pad, it doesn't drop and the water floats on the space above where it used to be.
 * This happens with lots of other small blocks such as flowers, torches, long grass etc. too. --Hersmunch

undefined Lily Pads can be placed on water intersecting the player (e.g. in 1-block deep water you are standing in), unlike other blocks which cannot be placed if they would intersect the player. kpreid

undefined When some blocks are checked to see what their bounding box is they are able to set the bounding box for all blocks of that class. More details: here. --Hersmunch

undefined When a half slab is on top of an ice block, walking on or throwing items on the half slab will make them slide across as if they were directly on the ice. 77.167.233.98 18:25, 12 December 2011 (UTC)

undefined Crouching while on top of a cake does not prevent you from falling over the edge, particularly when the block below the cake has air on the side you are moving to.
 * Crouching isn't supposed to prevent players from falling. Crouching only makes players move slower, making it easier to walk to the edge of a block without accidentally going too far.
 * Is there any source for this claim? This page says it's intended, and it does keep me from falling off every other block type I've tried. Orthotope
 * Crouching doesn't prevent you from falling less than one block. Always been like that. Shellface 19:10, 12 January 2012 (UTC)

undefined In a naturally spawned world in survival mode Tall Grass can be found growing on sand.


 * This has never happened with me. 85.211.223.131 00:04, 11 February 2012 (UTC)

undefined When a fence gate is open, if a block is placed beside it and removed, the fence gate automatically close. I believe this has something to do with redstone, but I'm not sure about this.

undefined An Iron Door can be obtained by destroying it with bare hands if the player destroys its upper block.

undefinedsu Mining over a field of Soul Sand, when a block entity falls just right it will bounce instead of bob up and down. Here's a screenshot album.

undefinedsusp Chickens can become trapped inside corner-shaped Glass panes (and presumably Iron bars; untested). The chicken appears to wander into the pane and enter its selection box, moving until it actually collides with the pane. However, even though the chicken does not intersect any collision boxes, it will not move from this location no matter what. It appears to be trapped inside the block's selection box, unable to move because it recognizes that there is a block around it. This would not be very annoying except that since the chicken is inside the selection box, the player cannot target it (the cursor just goes to the glass pane's selection box). Had to waste an arrow in order to get rid of the chicken, happened several times on multiple occasions. All occurrences were in Single Player in a 100% vanilla game in the Nether.

undefined When breaking a double slab block with a pick enchanted with 'Silk Touch', only a single slab item is dropped (instead of two)

undefined Glass panes do not drop when broken, even when broken with tools enchanted with Silk Touch

undefined When I quit a world and reloaded it later, there was three extra minecarts that were not there before.

undefined Growing tree leaves will replace fence and ladder blocks. --Chromium 19:23, 22 January 2012 (UTC)
 * Have also witnessed this happening to trapdoors and torches. (Trenix 21:39, 29 January 2012 (UTC))
 * They will also replace glass blocks. I suspect that they will replace every transparent block, which is bad news because they can theoretically replace stairs and chests if that occurs. Someone reported that if a tree grows branches and it extends outwards far enough, it will start replacing even solid blocks in the way, which is bad news. I haven't been able to reproduce it, but I have bad luck growing branched trees the way I want them to. 98.221.131.10
 * Verified that trees will destroy chests on SMP with version 12w07b, so is probably possible in 1.1 (Destroyed half of a double chest (did not drop itself), dropped half the items on ground).

undefined Minecarts and Primed TNT are no longer pushed by water streams. kpreid

undefined Lily Pads can be placed on water intersecting the player (e.g. in 1-block deep water you are standing in), unlike other blocks which cannot be placed if they would intersect the player. kpreid

undefined Not sure if this has been posted but if you place a block anywhere touching the bottom half of an open door, the door will close. This does not work vice-versa however. Tested on SP, Survival and Creative, doesn't seem to work on MP though. -SuperEmoBros

undefined cr In creative mode, you can still fly when going to bed during the sleeping animation.

undefined Lava is not dripping through glass. tfbekk
 * Confirmed. Same goes for every other non-opaque block (chests, pistons, slabs, stairs, leaves, glass panes, fences, etc.), and with water as well. smwforever45 17:31, 18 February 2012 (UTC)
 * I wager that this is intentional behavior, since it appears that Mojang would need to intentionally make it not drop through transparent blocks. I find it convenient, because it lets me have a lava lamp without seeing lava drip down all the time. Aristocrat
 * For blocks that are truly transparent such as glass or fences, this is reasonable: you can see the water or lava directly, so the dripping effect is superfluous. It is an annoyance for blocks that cannot be seen through vertically, such as slabs; it would be useful to know when there's lava above them. -- Orthotope 09:31, 19 February 2012 (UTC)
 * I 100% agree with Orthotope. It's pretty annoying to have lava and water not drip through slabs, stairs, pistons, and leaves when fancy graphics are turned off, and therefore making breaking them a kinda risky thing. smwforever45 10:09, 19 February 2012 (UTC)

mp I did multiple servers in Minecraft and biomes are always changing, for example: It was raining in the desert, snow fell in the woods, the dirt also changed color (forest land changed to marsh land, water also changed color). It happened to me 6 times.

undefined Saplings can be planted on farmland, but won't grow. You can also hoe dirt under it and it won't pop off. 75.27.147.34

Annoyances

a! Tall trees are frustrating to break down because it forces players to use blocks as scaffolding to reach the top. Most players refuse to do so and get what is at reach, leaving the rest of the tree floating in the air.

a! Being able to grow giant mushrooms has made it overly easy for players to get an excessive and effective amount of food.

a! Wooden doors, levers, trapdoors, note blocks, and stone buttons can be activated two ways, using the and  mouse buttons. This allows users to make two actions at the same time by using the 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.

a Selection of ladders is problematic in 1.1
 * Downgrading this to a major annoyance. Not really a bug, just a side effect of the loss of hitboxes for ladders. --Samman412 23:15, 16 January 2012 (UTC)
 * This is intended behaviour and it was changed back to normal in 12w03a. Downgraded to minor annoyance.

a It is impossible to get to the top of a ladder if there is a trapdoor at the top, even if the trapdoor is opened. This is due to there no longer being a hit box on the top of ladders and the only way to get around this issue is to break a block in front and above the ladder to create a 'step' up. Although this doesn't break trapdoor/ladder combinations it is extremely annoying and aesthetically unsightly.
 * Not a bug, it is caused by laders not having a hitbox anymore (which was planned) However it is an annoyance.186.80.207.181 18:43, 14 January 2012 (UTC)
 * Well, in the sense that it certainly breaks the intended behavior of trapdoor/ladder interaction, it's a bug. I see two reasonable solutions to it: either give the ladders a collision box from above only so they can be stood on but don't block movement in any other direction, or make open trapdoors act ladder-like. 108.85.91.228 08:01, 15 January 2012 (UTC)
 * Same thing also applies to halfblocks or steps. Though it's more of an annoyance there than here, both scenarios show that the hitbox removal take functionality from ladders. --189.107.212.111 16:47, 15 January 2012 (UTC)
 * Downgraded to Major Annoyance. --Samman412 23:10, 16 January 2012 (UTC)
 * This is intended behaviour and it was changed back to normal in 12w03a. Downgraded to minor annoyance.

a! Lily Pads break boats upon contact, making exploring ocean hazardous.
 * They're solid blocks. This happens with all solid blocks. HotdogPi 01:09, 24 November 2011 (UTC)
 * That's totally irrelevant. If I ran into a lily pad in a wooden boat, I'd expect the boat to be okay. Behavior differing from expectation is a bug, actually, not just an annoyance. --Chromium 01:28, 18 February 2012 (UTC)
 * If anything, the bug is that boats are even more breakable in 1.0 TheCakeisAlive 19:32, 24 November 2011 (UTC)

a! It is impossible to dye coloured wool to other colours, even though it is possible to dye coloured sheep to other colours.
 * Only occurs with wool generated from a dyed sheep. --23:59, 19 January 2012 (UTC)

a Glass panes may have different textures when viewed from different sides. See and

a The number of available wool colours is too low, preventing a lot of aesthetically pleasing pixel art from being constructed. The most notable missing colours are skin-colored blocks and the lack of light brown wool.

asp Is there a chance to get fern back in minecraft survival mode. It would add a bit variety in the landscape, not only long gras. I only play in sp, so I don't know if it happens in mp.
 * Ferns will appear in new Jungle biome, as of 12w03a.
 * This is not an annoyance nor bug, it's just a suggestion. In addition, it's already being added. So it's safe to say that you can remove this now.

a Blocks that are not logically flammable, such as snow blocks, can still be set on fire.

a Sometimes in grassy areas, when a group of mobs spawn some grass becomes dirt.
 * Are you sure this isn't just sheep eating that grass? They will eat grass even if they still have all their wool. 108.85.91.228 08:03, 15 January 2012 (UTC)

a Dead bushes cannot be collected with shears.

? Glowstone, when placed in a ceiling surrounded by other blocks, will not produce light from the bottom. This was tested in SMP/Linux.

a Planted trees are always growing very tall. If there are any other Saplings nearby, they may grow though another tree, no mater how far the sapling is planted from another tree, as long as the light level is 8 or higher.

a mp Occasionally on my friend's server, there will be a brief period of lag where the blocks you destroy reset from around 4-5 seconds prior to destroying it. I have confirmed it works for both of our multiplayer servers, and not confirmed for SP. Whether or not this is just an issue with a background program on both of our computers, the blocks still occasionally (and by occasionally I mean anywhere from 10 minutes to an hour) reset from a few second prior to destroying.

a When a pressure plate is next to a wall, a painting can still be placed on the wall where the pressure plate's block is there. Only tested in single player creative. Tested with buttons and torches, neither worked like the painting did. Saved as [?] because I didn't know what it would be.
 * Not a bug; paintings are block entities, not actual blocks, so they can be in the same space as another block. Aristocrat 20:24, 20 January 2012 (UTC)

a Grass can spread to a dirt block that is is not touching for more than a 3 block radius

a! mp When you break a sign the client crashes.
 * That sounds more like a critical bug than an annoyance to me! --98.246.194.16 16:10, 27 January 2012 (UTC)
 * Cannot reproduce.

a When torches, glowstone or netherrack is placed along a frozen river to melt it and allow boats access, the ice both melts and refreezes sporadically, making it extremely difficult to create a usable path for boats down the river. There seems to be conflict between the melting of the ice by the light source and the freezing of the water which has open sky above it.

a All pumpkins have carved faces, even ones that have just been grown.

a Pressure plates cannot be placed on top of nether brick fences.

a When i hit blocks, the game will lag and the block behind it will be destroyed as well. Also happens with placing blocks, a second will be placed wherever the cursor points immediately after.
 * Get a better computer. --24.11.252.158 15:35, 28 January 2012 (UTC)

a! If you break a block in the ground, leave the floating item version there, then place glowstone in the hole, it is impossible to collect the item without breaking the glowstone. Normally, the item would just be pushed up and you could collect it.

a If you start mining any block, then move the cursor onto a redstone ore block, the redstone does not light up. Particularly noticeable when mining a large vein of redstone: the block you first click on lights up, but not any of the others. Orthotope

a When players use Jukebox, the experience bar will be covered with the titles of Music Discs.

a When placing a half slab on top of a half slab you are standing on, despite not jumping, the slab will still place. Normally, you would have to jump to place a block underneath you.

a Pumpkins can be broken fast with an axe, but Melons can't. smwforever45 22:54, 15 February 2012 (UTC)

undefinedmp If you place a Painting on the block below a ceiling, and try to place a torch on that ceiling block, the torch will appear there, floating.

Items & Inventory
Bugs

undefined Vines, grass, lily pads, and ferns all appear colorless when being held and in third person view. In multiplayer, other players will see the colorless items without having to be in third person.
 * Not a bug, the grey hue tells the game to give it a specified colour depending on the biome it is in.
 * Holding colorless items is a bug. Take for example leaves, which also have a gray hue and change color depending on biome. The only difference is, leaves do not appear gray in multiplayer or in third person view. Instead, they have a default color added to them so they don't appear colorless. -Trenix
 * Yes, but when you hold an item, all it does is display the texture as shown in terrain.png. Because it is a grey hue in terrain.png it shows the item completely colourless. This is also why sprinting on leaves produces grey particles, thus proving both are not bugs. 85.211.159.35 16:07, 14 February 2012 (UTC)

undefined When a bow breaks, it can be reset to an undamaged bow by right clicking immediately after it breaks. Any enchantments on the bow are preserved. You should be able to reproduce this by firing arrows as rapidly as possible until the bow breaks.
 * I've witnessed this too in SSP, with a minor correction. Although the item's damage variable loops back to 0, the item stack quantity is decreased by 1 (to 0).  Although the bow seems to be repaired, it will disappear sooner or later.  (But the player will likely be able to shoot some arrows first.)  This bug can be fixed by adding a call to the equipped-item-destruction method after the bow is exhausted, as is done with tools and swords.  FifthWhammy

undefined Logged in after creating a stack of diamond blocks, and found that the inventory shows a stack of 70 items, not the maximum 64 (I have a picture file but cannot upload it at present)

! The first time you craft a map on a world, you get a normal map with nothing on it, but if you craft any more maps, they will be duplicates of the current state of the original map. the duplicate map can still be updated however. Note: this bug only seems to happen if you take the map from the crafting bin using shift-click shortcut. Move map manually from bin to inventory to work around? Note: if 2nd map create point is > 500m away from 1st create point, 2nd map is unupdate-able (limiting mapping to a single 1000x1000 area centered on first map create)

undefined When you sleep, the entire screen is supposed to fade out, but your experience level remains fully bright.

undefinedDestroying a painting while sprinting causes two paintings to drop instead of one.

Annoyances

a! Using shears to obtain leaves is excessively fast, having players cut more leaves than was needed. This ultimately damages player's shears for unwanted actions.

a! Enchanted items that are dropped, look like a regular unenchanted item.

a It's very difficult to shoot a arrow through a flame and make it go on fire.

a Because there are two different types of fences, fence should be renamed to wooden fence and nether brick fence should be kept the same. This could resolve some minor confusions.

a In inventory screens, clicking on an item to swap items doesn't work if they are tools differing only in damage. kpreid

a Right-clicking on the brewing stand's input slot while an item is in it picks up the entire stack rather than splitting it. kpreid

a The actual lever part of a lever does not have a hit box.

a In the inventory, the upper face of a grass block is rendered incorrectly. Tested on Linux Mint 12 (64-bit) in singleplayer and multiplayer creative mode.

Potions
Bugs ! Potion effect disappears when you travel through a Nether portal (either to OR from the Nether). I have only tested it in vanilla SMP (no mods), on survival mode, and I have only tested it with Potion of Swiftness Extended, though I'd imagine it happens with other potions as well. I tested it 3 times and each time the potion effect disappeared after going through a portal. --arcooke
 * I have tried this in SMP, and the effect doesn't appear to disappear, only the particles and graphics seem to be affected. I am using bukkit, so that might have an effect. Potatoboy2
 * Interesting. Did you try it with Swiftness Extended?  We also tried a development release of Bukkit for 1.1 later that night and it did not seem to remedy the problem. Particles, graphics, text, and potion effect.. it all disappears, as if you never drank a potion to begin with.

undefinedmp After throwing a splash potion, if you discard(via key press) the spot it previously occupied in the inventory the potion will be discarded to be able to be picked up again. Annoyances

a Egg spawned mobs are immune to potions.
 * Unable to reproduce. Some mobs are immune to potions even when not spawned for en egg - see: Splash_Potions.

Achievements
Bugs

undefined Retrieving wood from a tree that isn't oak will not award the "Getting Wood" achievement.

! Sniper Duel Achievement seems not be possible when shooting from negative to positive Z coordinate. I tried getting it from 50 to 55 blocks distance with no luck. The skeleton always disappeared but no XP dropped. I tried reproducing on a creative world with same result. Only when I shot from and to positive Z coordinates, it worked.

Annoyances

a Not very much of a bug or anything it is just that in pirate speak for the achievement for placing a work bench a random "n" is after the text that pops up in the top right corner.

a Most likely nobody will ever craft wooden tools except the wooden pickaxe, so most of the achievements won't be unlocked without looking at the locked ones, because of dependencies.

a None of the interfaces like achievements, statistics, workbench, furnace, etc..., are translated in Latinoamerican Spanish. (Not very much a bug)

Credits
Annoyances

a It's not obvious that pressing Esc will skip the credits. Add a "Esc to skip" note to show players it can be skipped, and prevent players who want to see it from accidentally pressing Esc. This feature is in many other video games where cutscenes are skippable.

Languages
Bugs

! Error with Hungarian (HU) language at 'minecraft.jar/lang/languages.txt': hu_HU=Български (Bulgarian)

! If previously using UK english, minecraft will crash on launch. (manually edit options.txt to fix) Bug is due to language code being changed from en_UK to en_CA when selecting UK English in minecraft. This crash likely occurs with any language code which no longer exists.


 * Cannot reproduce Travursa 15:44, 14 January 2012 (UTC)
 * Can't reproduce crashing, but can confirm that 'Canadian English' and 'English (UK)' have the wrong values in options.txt. Selecting 'English (UK)' and viewing options.txt does indeed display 'en_CA' and vice versa. -TheWyo 01:26, 15 January 2012 (UTC)

x Inventory screens ("Alchemy", "Chest", "Crafting", "Enchant", "Dispenser", "Furnace", "Inventory") are not translated yet because these texts are hardcoded (the font changes when you change the language, so they're not baked in the gui/*.PNG files, but the text doesn't - the text is always the English text, regardless of what language you've selected). Examples here: http://i.snag.gy/OTSSm.jpg, http://i.snag.gy/TTfWn.jpg, http://i.snag.gy/GgX7z.jpg, http://i.snag.gy/MT5PD.jpg, http://i.snag.gy/HMJgE.jpg GSchizas

x Some language packs (e.g. German, French) do not use the standard font, while some others with special characters (e.g. Spanish) use the correct font Marcel083

x (Only tested in ) Inputting Greek characters doesn't work on signs (Latin accented characters are entered instead; It seems that input is using hard-coded Windows-1252 characters instead of the proper Unicode character). http://snag.gy/HMJgE.jpg (the text should read "τεστ" instead of oaoo). This is probably a problem with other (non-Windows-1252) languages as well GSchizas

x After select language into Korean, and changing it into English (or maybe another), the Korean word for 'A.M.' and 'P.M.' remain as Korean (although you changed back into English) on Select World Screen. It still remains as Korean even after you restart Minecraft. Kevin J Rattman 22:40, 14 January 2012 (UTC)

! Russian language pack isn't tested and that is why it doesn't work correctly. It is impossible to chat in Russian and to use Russian when creating signs because text is in bad encoding. (Same as Greek few messages earlier.)
 * There is actually two bugs with unicode input.
 * First, an old version of LWJGL, that is distributed with Minecraft contains a bug: Keyboard.getEventCharacter returns 8-bit char (from 128-255 range), not Unicode (>255). Thus when you try to input anything in Russian (and probably in any not Western European encoding - like "абвгде"), it gives you characters like "àáâæç". This bug exists only in Windows (MacOS and Linux versions of LWJGL work fine), and can be easily resolved by updating LWJGL files to version 2.8.3 in Minecraft folder - they are available at http://lwjgl.org/download.php.
 * Second bug is related to signs. They still don't allow entering any Unicode characters, it's a Minecraft bug that exists both in client and server jars. So even if your LWJGL libraries are up-to-date, you can't put any non-Western European characters on signs. DeNULL 17:24, 28 January 2012 (UTC)
 * Thanks. Hope they will fix bug with signs. Or there is no sense in language update, custom language packs (pre-1.1) worked better.

!! If you are using the Español (MX) language and you go to "Opciones" menu and click on "Controles...", your game will crash.
 * Reproduced: Debugger says:

java.util.FormatFlagsConversionMismatchException: Conversion = s, Flags = at java.util.Formatter$FormatSpecifier.failMismatch(Formatter.java:3995)

at java.util.Formatter$FormatSpecifier.checkBadFlags(Formatter.java:2905 ) at java.util.Formatter$FormatSpecifier.checkGeneral(Formatter.java:2863)

at java.util.Formatter$FormatSpecifier. (Formatter.java:2639) at java.util.Formatter.parse(Formatter.java:2480) at java.util.Formatter.format(Formatter.java:2414) at java.util.Formatter.format(Formatter.java:2367) at java.lang.String.format(String.java:2769) at abn.a(SourceFile:142) at cs.a(SourceFile:12) at hh.c(SourceFile:158) at hh.b(SourceFile:153) at oc.c(SourceFile:32) at ug.a(SourceFile:95) at net.minecraft.client.Minecraft.a(SourceFile:470) at bx.a(SourceFile:65) at ug.a(SourceFile:72) at ug.f(SourceFile:120) at ug.i(SourceFile:108) at net.minecraft.client.Minecraft.k(SourceFile:1367) at net.minecraft.client.Minecraft.x(SourceFile:709) at net.minecraft.client.Minecraft.run(SourceFile:662) at java.lang.Thread.run(Thread.java:662) --ImTheSpanishMan 19:18, 17 February 2012 (UTC) x The translation of rails are incorrect in Icelandic. It says járnbraut (meaning train) but not járnbrautateinar (meaning rails).

!}In languagues menu are for slovenian language writen "ANGLEŠČINA(slovenia)" instead of "SLOVENŠČINA(slovenia)"; ANGLEŠČINA means English!

!} Same as the above post, except that for Vietnamese, it is Tieng Anh (US) (Language of English (US)). It should be Tieng Viet (VT) (Viet Language (VT))

x In English (UK) "Distance dove" somehow says "distance dived" which doesn't make sense

Annoyances a English text in Unicode-based languages (Japanese, Korean, any others with unusual characters, and oddly enough Pirate Speak) is rendered too small compared to the default font. It's most noticeable (and game-affecting) with stack size numbers, but any and all English text is hard to read at this size if you don't (or can't due to lag) play max-windowed. This bug/annoyance has been present since languages were first added. 67.183.173.198 23:14, 13 January 2012 (UTC)

aIf you are using Español(arg) when you die it says palmaste guacho, which is a very rude way of saying you died.

Gameplay
Bugs

!! When i go to save or server then i see picture of world or server for 1 sec and then minecraft crashes

! When the world file gets sufficiently large, parts of the already-explored nether will begin overwriting parts of the overworld (Torches preplaced in those parts of the nether were copied over). These chunks do not necessarily originate from the same coordinates as the parts of the overworld which are overwritten. (Original Nether structure)

!! Minecraft 1.1. when choosing a title, if you create a title that ENDS with three or more periods, the game crashes.

!! Minecraft Crashes with opengl 2.1

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 14/01/12 2:42 PM   Minecraft: Minecraft 1.1 OS: Windows XP (x86) version 5.1 Java: 1.7.0_02, Oracle Corporation VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation LWJGL: 2.4.2 [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:185) at org.lwjgl.opengl.Display.createWindow(Display.java:311) at org.lwjgl.opengl.Display.create(Display.java:856) at org.lwjgl.opengl.Display.create(Display.java:784) at org.lwjgl.opengl.Display.create(Display.java:765) at net.minecraft.client.Minecraft.a(SourceFile:230) at net.minecraft.client.Minecraft.run(SourceFile:648) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT 928bd86c --

--Minecraft5025
 * this is most likely a failure of your video card driver, has nothing to do with minecraft, lwjgl can't get 3d accelleration. (maybe too old hardware?) The0JJ (talk)(contribs) 23:52, 24 January 2012 (UTC)

!!On some systems, clicking 'Video Settings' will cause the renderer to 'Conk Out' and crash the game.

!! An easy to replicate crash, Click Controls in the main menu Options, then Done, Then click (after more testing, video settings itself will cause a crash, solo) Video Settings, Instant crash 10 times out of 10. ( i only tested on )
 * Couldn't replicate, on windows. More information, such as some settings? Cool12309(Talk
 * I downloaded a fresh .minecraft folder to ensure that this was not an old mod issue, so all default settings
 * happens to me every time. win7 64, java7 64. both windowed and full-screen; dirt bg or saving chunks window. window (if in windowed mode) can be closed, windows will not say that javaw.exe crashed. --GALAKTOSTalk ? ceterum censeo error quasi-connectivitatis pistonis delendam esse. 13:19, 14 January 2012 (UTC)
 * I think I've found the cause of this problem... If you've had OptiFine on an old JAR and touched any of the added video settings, Minecraft will crash (presumably because it's trying to load these edited video settings, and can't). To fix this, you can delete 'options.txt' in the /.minecraft folder.
 * deleting options.txt solved it for me, thanks, but there are no optifine settings in it as far as i see (i renamed instead of deleting) - strange GALAKTOSTalk – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 15:57, 19 January 2012 (UTC)

!! Middle clicking on entities(mobs, paintings, primed tnt, etc) in SMP crashes the client.

!!mp? If the player falls off the islands in The End towards the void, the game will crash to the dirt block loading screen and fail to respond thereafter. The same issue persists when the user reconnects, and he sees a black screen and is unable to press any buttons, but the server registers the player as being logged in. This makes it impossible for the client to play on the server again until one of the operators teleports him to a valid location.
 * If anyone else can reproduce this, please mention it and remove the ? tag. Thanks in advance. - Aristocrat

!! I'm not sure what category this fits in, but spawner eggs 383:0 and 383:1 will cause a huge crash on your world when used.202.156.14.10 22:14, 13 January 2012 (UTC)
 * 383:0 didn't work, but when I used 383:1 the game crashed. However, this is because you are not supposed to have those items, as the lowest damage value for spawner eggs is 50.

!! GPU overheating: on "Balanced" and "Max FPS" game runs on much more FPS than previous versions, causing GPU to sometimes overheat. On 1.0.0 I got barely 120 FPS on "Max FPS" setting, here on "Balanced" I get very close to 200, and temperature of GPU skyrockets, causing system shutdown. Only way to avoid it is to play at "Power Saver" which caps FPS around 40.
 * It's not a bug of the game. You have a defective or poorly built computer.
 * Yup, a computer that ran minecraft just fine for the past since it first came out totally is both poorly built AND defective, no other reason than that.
 * Unknown commenter, do not engage in blind supposition about what another player is experiencing, and furthermore sign your comments as per the page's edit requirements. As for the original commenter, information on your operating system, computer model (if bought assembled) and CPU/GPU would help. --Chromium 19:20, 22 January 2012 (UTC)
 * Oh, yeah, I forgot to sign my posts (Original commenter), my specs are (From memory, not sitting in front of my computer) are as follows: Processor: AMD Phenom II X4 965 Processor (4 CPUs), ~3.4GHz, 8gb ram, nvidia 440 1gb. 24.171.55.22

when you are putting down seed on farmed land (dry/wet) the seed some times dissuader and you lose your seeds pumpkin/water melon/seeds (it has been like this from 1.8 pre and it is so annoying)
 * you mean disappear? That happens when there is not enough light for the plants to grow. Put some torches up. --temotodochi


 * this is in the wrong section
 * Moved to [somewhat] correct section. --Samman412 23:10, 16 January 2012 (UTC)

a! Maps on SMP gets corrupted: Previously explored areas end up as random mix of explored/unexplored pixels when you move away from it. See http://i.imgur.com/dhSkC.png

! In my world I made a Mineshaft to bedrock (diagonal) then i went to the surface, and saved and quit. I decided to go back down and to my surprise, halfway down was smooth stone as if i had never mined it. I dug through it and about 1/4 the way to bedrock was my mine as i had left it. I saved and quit again and the chunk of smooth stone was back(so now whenever i go down i need to mine through that bit) This is a Really confusing bug help is urgent.
 * This sounds like a chunk error.
 * I figured as much but is anyone else experiencing it
 * I'm experiencing this as well; in several areas so far, the chunk will seem to re-generate as I approach. (I say re-generate, as I've had one area where trees appeared where there were none on the generation of the world. This overwrote some minor building I had done in the area.) --Mockingbird
 * Update: Turns out this was an issue with a mod I was using, not Minecraft itself. My own fault for not testing thoroughly. Dunno about the first guy, though. --Mockingbird
 * Same here (multiplayer, server Mac, client Mac)
 * Update: It turned out to be a permissions issue with some of the region files on the server. The server was able to read from but not write to these files. Interestingly there were no errors logged by the server.

! In ANY of my Minecraft worlds, whenever I do some digging around and get some items and I save and quit, all the blocks ive broken in my world will not be there but I start at my spawn point with no weapons armor or anything, this happens everytime I save and quit. Again all blocks ive placed (building a house, mining iron/diamond etc) will be there and/or be gone, but EVERY item I was carrying will be gone.
 * Player location, inventory, etc. are stored in your world's level.dat file. Is that file set to read-only? FifthWhammy

undefined Dying in the Void in the Super-Flat world type will result in the world resetting your spawn point.

undefined When having enchanted items in a minecart with chest, and you destroy the minecart with chest without removing the enchanted items, the enchantment on the items can be lost.
 * this is in the wrong section
 * Moved. --Samman412 23:10, 16 January 2012 (UTC)

undefined Wool and ladders create grey particles when hit or when sprinted on.

undefined Torches placed next to wheat or saplings will uproot the plant.
 * Don't have this problem. Placing blocks cause block updates, which may uproot plants if they are invalidly placed.
 * +1 For can not re-create.
 * Cannot recreate. At all. --Minorkitty 01:22, 23 January 2012 (UTC)

undefined mp After switching to 1.1, everything in my chatbox on multiplayer turns white-colored. This problem had never occured on 1.0. Screenshot: __http://i.imgur.com/mS2OK.png - I'm using a mobile intel gpu, and running minecraft on -Xmx800m.

undefined If you get on top of a block (high resistance blocks gives more time to notice the bug) and you start breaking it, look down (go for the far edge) you'll notice that the breaking marks are no longer visible. You can move your head slightly and they will be visible again. (screen : __http://yfrog.com/oce836j) Needs more testing to see if all the versions have this bug.

undefined cr When breaking red mushrooms by right clicking, it will drop two mushroom instead of just one. Test Details: OS:windows 7, seed:i don't care
 * When you right-click it, new mushroom that you hold will be placed next to it instantly. It gives block-update each other and both will be uprooted.

undefined In SMP, red and brown mushrooms do not grow when bonemeal is applied to them in the end. Also, when bonemeal is applied, the area in which the huge mushroom should be is impossible to pass through. When attempting to place any type of block in the region, it turns into mushroom blocks.
 * Sounds like it actually is growing on the server, but not being visually updated on the client. -- Orthotope

undefined In SMP, players can still be damaged by each other's Fire Arrows even if PVP is disabled in server.properties.

undefined Docking a boat on slabs after a long journey can kill you, as you take fall damage upon stopping. The further you've traveled, the more damage you take. This is an old bug that's been around since sometime in beta. Image:deathdock.jpg --OSX2000 03:01, 24 January 2012 (UTC)

undefinedcr In creative mode, using coal on a Minecart with Furnace consumes the coal. kpreid

!cr In creative mode, you can interact with entities through blocks. For example, you can right-click to enter a minecart that is on the other side of a wall. This interferes with placing blocks near entities. kpreid

undefined The block breaking animation does not appear on chests. kpreid

undefined Dungeons are generated even with the 'generate structures' option off, contrary to its description. -- Orthotope

undefined In SMP, I've logged out while in a tunnel only to find myself on the surface upon logging back in. It seems to happen most frequently when the tunnel I was in is smaller (especially only two blocks high). This has happened multiple times, with the most recent time happening in the nether and leaving me stuck on top of the world.

!! using the seed .. crashes the game
 * Can not reproduce on Windows - Jayte32

Annoyances

a!mp A 32x32 spawn-protected area (as of 1.0.0) exists in the nether around (0,0), even though there is no spawn to speak of. However, the spawn protection only protects against placing blocks, not removing them, meaning any blocks destroyed in that region is lost forever. Additionally, the dimensions of this region has increased several blocks between 1.0 and 1.1, so any structures built near the edge of this spawn-protected area now cannot be repaired if any blocks become damaged.

a! Since when buckets are disappearing when placing a lava bucket in a furnace ?


 * They always Have - Kosmenko

a You Cannot pick up arrows in creative
 * I could yesterday in an 1.0 created world played in 1.1. Burning Arrows were shot by an dispensing mechanism through flowing lavas and could be picked up afterwards. --141.91.129.7 11:25, 13 January 2012 (UTC)
 * If you start a new 1.1 world on creative you can't pick them up
 * You can pick up CORPORAL arrows (from skeletons, fired by dispensers) but NON-CORPORAL arrows (fired by players) cannot be picked up.
 * Corporeal?

a Water freezes also in non snow-biomes - Water, which was water before the update, now freezes, also in "non-snow-Biomes". See linked screenshots.
 * http  serjitankian.se.ohost.de/mcbugreport/2012-01-12_20.02.44.png
 * http  serjitankian.se.ohost.de/mcbugreport/2012-01-12_20.04.55.png
 * http  serjitankian.se.ohost.de/mcbugreport/2012-01-14_13.00.47.png
 * http  serjitankian.se.ohost.de/mcbugreport/2012-01-14_13.01.03.png
 * That IS a snowy biome after the new update.
 * I consider it a bug that biomes change after updating the client. I created a nice, new world when 1.0.0 was released.  After updating to 1.1, the first time it rained the world changed, adding small snow biomes to already-generated chunks.   -Shep

a cr Removing a painting in creative mode often removes the block the painting was on.

a cr Slime Eggs and Magma Cube Eggs will spawn Slimes and Magma Cubes of all sizes, but Villager Eggs will only spawn the default type of Villager, as opposed to spawning Villagers of all kinds, or having different eggs for every Villager type.

a When toggling full screen mode, and then leaving full screen mode while still in the game, the screen turns black and does not exit full screen, just having a black screen. This can easily be fixed by hitting the Windows key, but a solution to where you don't have to do this would be a lot more convenient. Is confirmed for both SSP and SMP.

a Hitting a minecart with a low power flaming arrow causes it to burn until the cart is destroyed. Not visible inside card, but visible any time outside of cart.

a When changing texture packs after playing a world and selecting the texture pack, instead of bringing me to the main menu I see only the background image. Restarting Minecraft fixes the bug. Confirmed in SSP

a For some Reasons When I play online the server i play on dosent have colour codes anymore wich is really enoying.... please reply if you can help:
 * this is not the correct way to place a bug report. Please know how to file them properly next time. Also, in reply to your issue, your friend most likely running the server in vanilla mode, and I believe there are no color codes In Vanilla. Moved and fixed. 98.250.51.72 15:41, 21 January 2012 (UTC)

Sound
Bugs undefined Rain doesn't make any sound in certain places. Seems to affect large areas, not just 16x16 chunks. Tested only on SMP (no mods) survival. This did not happen with the 1.1 update, it was present in 1.0 as well and still is now. Sample seed/location: SEED: 2174228408395921714, X: -3007, Y: 72, Z: -1835  --arcooke
 * I can confirm this in SSP too
 * Happends in Creative also.
 * It usually happens near the extreme hills biome.

undefined Rain doesn't make a sound when particles are at minimal

undefinedmp XP Orbs do not create the expected sound when picked up in multiplayer

undefinedmp If you step on a pressure plate (both wooden and stone) in SMP, it will not make any sound.

undefinedmp The fall damage sound from other players don't play in multiplayer, only the normal damage sound.

undefined When you put on a track on the jukebox and put the sound down to 0% afterwards, the music will keep on playing, wherever you go. Even in the main menu. Annoyances

a! Animals are obnoxiously loud and their sound loops are way too often. This makes animal farming an irritation and forces some users to mute or reduce their volume.

a! Rainfall is very loud and annoying, unlike actual rain that's calm and soothing. This forces some users to mute or reduce their volume. In addition, some users even leave the game until the rain is cleared.

a When jumping on redstone dust or some other non full block, the stone footstep sound is played. But when walking across it, the footstep sound of the block it is placed upon is played.

a Minecraft sometimes does not load sound on startup when altering files outside of the client. To fix it:
 * Try first to start the game, if there's no sound press F3 and S at the same time in-game (won't work in the title menu).
 * Delete the .minecraft folder and re-download the game
 * Force update the game
 * Delete the temporary Java files in the Java Control Panel (if the problem is persistent)

Client
Bugs !! Minecraft causes a segmentation fault at address 0x20 in X after a while (10-15 mins) of running. Didn't used to. Screen goes black and then back to login screen.(OS: (K)Ubuntu 11.04 64 bit, KDE, 2x GeForce GTX 460 SLI, Nvidia driver version 270.41.06) (Similar to http://www.minecraftforum.net/topic/220943-starting-linux-version-causing-an-x-segfault/ but occurs during gameplay and has only recently start (Didn't happen in 1.8) Bobthebob1234 20:30, 27 January 2012 (UTC)

undefinedWhen the Client is unable to establish a connection to the Tumblr page, it renders an html snippet as plain text. Also the HTML snippet looks very placeholder-ish --PlNG 22:06, 19 January 2012 (UTC)

! When leaving focus to the Minecraft window, i am stuck at the "escape" pause menu forever. Activating fullscreen restores the expected behaviour. Restarting Minecraft in windowed mode helps as well, but i mustn't leave the window's focus. All other menu items work, exept returning to the game. (OS: ArchLinux 3.2.1-1, Mesa 7.11, LWJGL 2.8.1, Intel HD3000 GPU) The0JJ (talk)(contribs) 00:02, 25 January 2012 (UTC)

undefined Sometimes when you force update, it freezes while updating. Can be fixed, possibly, by trying a million times.
 * Can you please provide more information (OS? Have you modified the   directory?)  I don't have this issue.  &mdash;Immute [talk]

! When the Minecraft window is clicked on to bring it to the front, this will cause a click on any button that was under the previous location of the cursor when Minecraft was not the foreground application. For example, if the window size is such that the "Save and Quit to Title" button is at the center of the window, then Cmd-Tabbing away from Minecraft (causing an auto-pause) and then clicking anywhere on the window will result in an immediate quit to title. kpreid

! Launching Minecraft, moving the window to another monitor and enlarging it, entering the game, and then pausing the game will cause an immediate crash, unless the game was paused at least once before the window was repositioned. This appears to have something to do with the detection of the mouse cursor position, based on an exception report I saw on an old version. kpreid

!Client on Windows 7 x64 uses whole core in menu and when the game is paused.

! When Minecraft crashes (encounters an exception) such that it goes to ‘Saving chunks’, the exception-report text screen appears very briefly and then the window goes black, thus making it impossible to view or copy the exception report and thus preventing Mojang from getting good bug reports. kpreid
 * Well it can be fix using a debugger --ImTheSpanishMan 12:31, 18 February 2012 (UTC)

undefined With Windows 7 Pro, and Aero turned off, the "Login" and "Options" buttons are transparent. Turning Aero on restores the buttons. Video card is nVidia 560Ti w/current driver. Shep

undefined When the keyboard layout is configured such that both shift keys together act as caps lock (run "setxkbmap -option shift:both_capslock" to get this behavior; this is by default included in the german neo keyboard layout), the shift key gets "stuck" once pressed. That is it acts as if it is constantly pressed, with effects on sneaking and inventory behavior. The key release and subsequent key presses are ignored. When the feature is not activated (I tried a modified neo layout) everything works fine. I have not seen similar problems in other games until now. Kemetus 20:11, 21 February 2012 (UTC)

Annoyances aWhen the Client is unable to establish a connection to the Login Server, graphical errors occur on the bottom pane. The graphical error is a visual artifact - a visual-only copy of the login box appearing under the Minecraft logo. --PlNG 22:06, 19 January 2012 (UTC)

undefinedWhen creating a new world, in the "More World Options" screen, resizing the client will cause the buttons to revert to those in the "Create New World" screen. Supuhstar

aWhen entering a seed larger than ~43 characters any additional character will be rendered outside of the input field. See i44.tinypic.com/2aj7r6.png