Minecraft Wiki:Issues/1.3.2

Crashing/System
Bugs

!! While not necessarily a crash, it's almost the equivalent of one. Both singleplayer AND multiplayer lag so badly that I literally get 1 frame per second. I've set my graphics options to the lowest, like my render distance is set to TINY, my performance is set to MAX FPS, and graphics are set to FAST. This does absolutely nothing. I only have two mods installed (Modloader and TooManyItems), and before 1.3.2 and after (in the snapshots), I usually get around 30-50 fps. This is extremely aggravating because I can't play Minecraft in its current version no matter what I try.

!! When in Multiplayer, Doing direct connect and pressing "Join Server" it crashes sometimes.

!! When in Multiplayer, choosing a server and double clicking it or pressing join server will crash minecraft sometimes

!! Minecraft simply won't launch at all. After unzipping and clicking the APP it just says "Minecraft is broken and it can't be started. Move to trash/Cancel". I think it has something to do with the zip file but i can't know for sure... Also impossible to add crash report since there is no CR. I did not have any problems before 1.3 update. I have iMac with latest OS. And yes I have checked for updates and my java is uptodate. Tested also with my MacBookPro (older os), won't work. Fix would be appreciated :) --78.27.77.253 18:00, 21 August 2012 (UTC) FoleyQ
 * This is because Gatekeeper blocks the file, as it hasn't been signed, but because of the way a .app launches a .jar file, it doesn't present the same dialogue box as any normal unsigned .app. I believe signing the .app with a Developer ID (https://developer.apple.com/resources/developer-id/) would fix this issue. Jrtc27 10:25, 23 August 2012 (UTC)

undefined i can't play the game because after it says java everything is with complete lag and even if i cilck something it does do anything, just moves extremely with a ton of lag. It hasn't crashed/freeze (only if minecraft is not responding) so i try re-installing Minecraft/deleting .minecraft folder and go on minecraft for it to download packages almost everyday, Im not know why its doing this but i can play other random games ect. its sad 'cuase i only gotta play the 1.3.2 minecraft update once and also even the browser minecraft doesn't work so i really am confused.

mod i can't get the game to work at all after i added the Uranium Mod. i got rid of the uranium files but it still does not work. here is the crash report:

undefined


 * Your game is modded. That's not a bug, it's either a broken installation or mod. Please put only vanilla bugs, and sign with four tildes like so jaredjeya 16:33, 23 August 2012 (UTC)


 * By removing the uranium mod, it is possible that you removed [part of?] the world generator too.

!! The game crashed when I tried to join a LAN server. I just noticed there's an IP conflict.. my hotel's router gave me 192.168.1.2, my VPN got me on 192.168.1.243, and the server in the VPN'ed LAN is also 192.168.1.2.

undefined

!! Whenever I go into a mutiplayer server, it seems to always crash, with a slim chance of it working. It never happened to me with 1.3.1. Here's the crash report:

undefined
 * Never happened with 1.3.1? Crashes with this JRE version (Java 6 Update 15) have been reported. In any case, your Java is way out of date and this is almost certainly the cause of your problem. -- Featherwinglove 12:29, 18 August 2012 (UTC)

!! mod Random crash when entering a bukkit-mulitiplayer server.

undefined

!! Here's a report from [my] PC. It just crash[ed] when making a new seed.

undefined
 * I fixed the grammar and capitalisation, put the bug in the correct section, the crash report inside a crash template for you and added the crash bug tag. Please pay more attention to grammar and capital letters next time - it makes your report just that bit harder to read, and that in turn makes Mojang's job harder than it needs to be. --82.69.54.207 22:51, 17 August 2012 (UTC)
 * Is your minecraft modded? --188.238.242.198 05:55, 18 August 2012 (UTC)
 * Update your Java, you are using 6u22; the current version is 7u5. -- Featherwinglove 12:29, 18 August 2012 (UTC)
 * Java version is quite unlikely a cause in this case, Minecraft can run on Java all the way back to version 1.5. It is probably just a glitch. --Wormy14 20:30, 19 August 2012 (UTC)
 * Anybody else notice "Very likely" for modded? Is your Minecraft modded? Because that would be the problem.

!! This is my crash report file: undefined --Shauna 08:35, 20 August 2012 (UTC)

undefined lan On Debian, /etc/hosts usually maps the laptop's own hostname to 127.0.1.1, an alternative loopback address (e.g. "127.0.1.1 mylaptop.mydomain mylaptop" - all of 127.0.0.0/8 is loopback). When a Minecraft-on-Debian user advertises their single-player game to the LAN, the multicast announcement comes from their LAN IP address (e.g. 192.168.0.2), but the server only listens on 127.0.1.1 and announces that address in the multicast packet, e.g. [AD]127.0.1.1:58388[/AD], making other machines unable to join. --smcv
 * This isn't a Minecraft bug. Your host config is broken - i.e. it says your host name is the loopback device, it happens on other OSes as well. At best it is a feature request where the "Open to Lan" form should ask what NIC you want to open the game on -- Warjort
 * It's the standard configuration for at least Debian 6 and Ubuntu 11.10, and anything with libnss-myhostname - they map the hostname to loopback because a typical desktop/laptop doesn't have any other permanent addresses, only temporary DHCP-assigned addresses, and various apps (like Minecraft) make the mistake of assuming that the result of hostname is a meaningful DNS name (on a typical desktop/laptop, it isn't). If Minecraft listened on 0.0.0.0 or :: (all local IPv4 or IPv6 addresses at once), and used the address from which it received the multicast advertisement as the address to connect to, it wouldn't need to distinguish between NICs at all, and LAN games would "just work". --smcv
 * Actually that's a common misconception, 0.0.0.0 is the "any" address not the "all" address. But I would agree that it is probably a better default than java's InetAddress.getLocalHost.getAddress which is what appears to be used currently.
 * The easiest way to solve this problem for everyone is to manualy specify minecraft server IP. However mojang doesn't give any option to do that. --Fake

!! Any time I try running Minecraft, I get an instant crash from the Mojang splash screen. This also happened right after updating, so my .jar is vanilla. --TheUltamate 04:14, 21 August 2012 (UTC)
 * I've seen alot of null pointer exception errors, some from myself. And i think ive seen this error before. Try going into the .minecraft folder and delete a folder named 'bin' then redownload the game from the launcher. If that doesn't work, try checking for corrupted files or other programs possibly interfering with it. If nothing works go get a nerd.

undefined

!! i was lighting a lot of stuff on fire, and the game froze and gave me this error report. no mods undefined

note that MCedit schematics is JUST the name of the world where i put all my schematics.

Annoyances

aWhen quitting the game and returning to the menu I get this stackstrace. When restarting the last changes seem not to have been saved. undefined

a!Now that the Minecraft client itself can be a server, the OS X firewall is unhappy. Every time I open Minecraft, a firewall warning quickly pops up and disappears. This has always happened, but now the first time I go into the Multiplayer screen (after every launch) the same firewall warning appears, giving me the option to "Allow" or "Deny" Minecraft.app from "accepting incoming connections". What makes this most annoying is that to allow it through the firewall, it requires an administrator's password. I've tried manually adding the .app and .jar files to the firewall's list and setting them to allow, but even that doesn't work. However, there is one fix - to codesign the .app, as the firewall automatically allows signed apps through it. I can also confirm that this fixes the issue, as I used my own certificate and key-pair to sign the app through Terminal, and it no longer produces the dialogue box. See https://developer.apple.com/resources/developer-id/ for more information about signing the .app. Jrtc27 10:35, 23 August 2012 (UTC)

Fixed/Skipped

Demo version
Bugs

undefined I'm not sure where to report this. So I understand if the demo is bugged but when I try playing Minecraft Classic it tells me "An error occurred while loading the applet. Please contact support to resolve this issue. Fatal error occured (5): A device attached to the system is not functioning" meanwhile the Demo says "Failed to launch Fatal error occurred (5): A device attached to the systeem is not functioning Extracting: windows_natives.jar.lzma to windows_natives.jar." I have played this game on my cousin's computer and I am really wanting to buy it but I am worried that this error will happen on the actual Minecraft game. Anyone have any ideas about this? --Jason


 * Does not belong here, because bug in Minecraft Classic. --Kumasasa 05:54, 21 August 2012 (UTC)
 * I'm just concerned that if I buy the game I won't be able to play it. I have tried posting on the Minecraft forums and heard nothing. This is the last place I have tried using. --Jason
 * Why don't you play the demo of the current Minecraft version ? Go to Minecraft Demo, register an account and play !--Kumasasa 06:09, 21 August 2012 (UTC)
 * That is the other problem. The demo hasn't been working just like Minecraft Classic so I have no idea if the actual game will work. --Jason
 * It asks if I want to update if I say yes it tries to load but then says "Failed to launch Fatal error occurred (5): A device attached to the systeem is not functioning Extracting: windows_natives.jar.lzma to windows_natives.jar." and if I say not now instead it will load and then say "Done Loading" but the loading bar isn't full and it just stays that way. --Jason

undefined If you log on the demo version, then log out, then log in with the wrong password, it lets you play offline-mode.Minecraft5025 14:20, 23 August 2012 (UTC)
 * It doesn't need a password for the demo. And it doesn't give me the option to play offline. --Jason

Annoyances

Fixed/Skipped

Gameplay
Bugs undefinedmod When a boat crashes into a mob or block at a large speed, the boat will break (if not a mob) and the player will fall through the world into the void. NOTE: this is not a rendering issue, if left alone using mods/godmode to be able to not die in the void, the player's y will decrease until the game crashes at y = -32000000 (known bug due to java integer limits) (tested in SMP only) --AlphaModder3 22:38, 23 August 2012 (UTC) ! If you use a 2 bucket stack and you fill one with water the stack will still say 2 buckets but if you open your inventory and try to separate the stack it deletes your armor for no apparent reason. -CraftierCrafter
 * You are using a mod to go to the 32,000,000 co-ord limit. --Blackbird626 16:30, 25 August 2012 (UTC)

! Being hurt causes downward knockback. --Blackbird626 16:34, 25 August 2012 (UTC)

mp When you kill a zombie attacking a door, a broken air block appears. I test this on bukkit server. The broken air block is indestructible. August 23rd.

! The lwjgl library shipped with Minecraft often doesn't recognice keys being pressed/released, which results in the player continuously walking in some direction or continuously jumping/sneaking until you press+release that key again. I think this is a major bug, because it causes death to the player by falling down somewhere or falling into lava very often. You can fix this by replacing the lwjgl library with lwjgl 2.6, but every Minecraft update overwrites the lwjgl library again. 92.229.207.1 08:27, 23 August 2012 (UTC)

ssp When walking diagonally into walls to move around it or across a straight wall, it sometimes happens that the player can walk into the wall or get completely stuck, this can kill the player with suffocation damage, flowing water can also push the player into a block and cause suffocation damage.

! mp Noticeable server lag on connect, sometimes resulting in a disconnect.overflow. Has been tested on two separate VPS' with a fresh run of Minecraft_Server.exe. Performing the same test in 1.2.5, everything is absolutely fine. Copying the newly generated 1.3.2 world to a 1.2.5 server also shows the issue is limited to 1.3. Interestingly this only happens with the Default world type (happens in the Nether too) but not in freshly generated Flatlands worlds. A better example of this in action is with Bukkit and multiple worlds

undefined When I eat food, sometimes it automatically eats another one of that type of food. It doesn't even play the animation, it just makes the sound, and takes my food. This is really annoying as this bug normally happens when I am already nearly full and don't want to eat anymore.
 * unsure if this is related, but sometimes when i eat food on Bukkit it tends not to refill hunger like it should, instead wastes it as a resource.
 * Confirmed; if you keep the right mouse button pressed long enough to start eating another piece of food (never seems to happen on the first piece), releasing the button will cancel the animation, but not the actual process of eating. Switching to a different item before the process is completed will, however, successfully cancel eating the food without using it up. This definitely isn't a game-breaking bug, though; downgrading to minor. --84.156.25.57 15:36, 25 August 2012 (UTC)

! Similar to 1.3.1, when entering the nether on my MP server the world sometimes fails to load. You and any surrounding mobs just bob up and down in nothingness nigh-endlessly. (Eventually I began to suffocate and upon reconnecting, I found I was at the level of lava, inside the ground.) This is identical to the falling through the world bug in 1.3.1 except you don't die right away, and it gives you more time to disconnect and reconnect. You still might end up BELOW your portal, though, which could land you in lava. --Zair99 19:23, 16 August 2012 (UTC)
 * Similar to this bug and probably the same problem but on our server, you appear 1 block lower than the portal (i.e. You're in it). Most of the time you eventually appear at the correct height but then the portal is activated again and if you don't move quick enough, you get transported back to where you came from. Happened in 1.3.1. --Denney 13:52, 17 August 2012 (UTC)
 * I'm getting a bug where travel between dimensions in general cause problems. Sometimes I end up in random locations, and on occasion I get a "network error" message where the game simply crashes altogether on single player.  There still seems to be some sort of portal bug error in place.  --Robert Horning 07:13, 18 August 2012 (UTC)
 * In 1.3.1 our server had one overworld portal that when used would lead to a fall through the nether glitch every time you used it. In 1.3.2 every portal will do it, but only occasionally, so you can now fall through the nether or fall through the overworld. Also, once I disconnected during a fall in the overworld, and when I reconnected I was in a cavern fifty blocks below the portal, so there's that. RVernon 15:02, 19 August 2012 (UTC)

! Mobs and other players sometimes glitch in the ground making them black or not visible at all.  QuAd205 ( T 14:05, 17 August 2012 (UTC)
 * I can confirm this. Mostly seen with villagers and iron golems. --Denney 05:46, 19 August 2012 (UTC)
 * Not sure if this is the same bug; but while transporting villagers with a mine-cart the villagers would suddenly disappear. The cart responded exactly like an empty cart (same inertia/momentum), after a seemingly random period of time the villager would suddenly reappear in the mine-cart as if nothing had happened. Another time this glitch occurred I accidentally entered the mine-cart while trying to place some rail under the cart that "held" the villager. I assumed the villager lost and continued to my base with another villager who was in front of the previously mentioned villager. When I returned to collect my rails, the lost villager was standing next to the spot where I had entered the cart. (this occurred while running a vanilla version of Minecraft 1.3.2) --Dvb9096 05:05, 22 August 2012 (UTC)

! I seem to be taking fall damage from falls from 2-block high ledges and even from just jumpingin the prerelease--213.118.132.164 21:26, 14 August 2012 (UTC)
 * It does seem that falling damage has been tweaked a bit. I need to fall from a 3 block height (or jump from 2 block height) to take damage. Places that used to leave the player with a heart or two now kill you. --Denney 13:45, 17 August 2012 (UTC)
 * Major. Died like that in Hardcore. --Blackbird626 22:10, 18 August 2012 (UTC)
 * Agreed, on my MP server I sometimes take damage from 2 blocks high. A 4 block fall took off 2 hearts. I nearly died going down a mountain before I figured out what was going on! In SP it was a little better, with a 4 block fall doing 1/2 heart, and a 7 block fall doing 2.5. --Zair99 22:57, 19 August 2012 (UTC)
 * Same here, i am getting hurt at 3 block drops in some servers. SP 3 block drops don't hurt me as often, but still on occasion do.
 * Tested and confirmed on separate setups, players, computers, and servers. Single player is consistent with the 2 blocks per heart minus 3 equation, but multiplayer is not consistent. Different healths were obtained using a control of 20 blocks fall distance, ranging from 4 hearts left to death. My assumption is with all the server-side controls of the game environment in this version, it seems latency affects distance measurements far too much. There are also plenty of reports that sound lags when placing objects and footsteps, and I personally experience massive jumpy lag when riding a minecart, even though my latency is above average for a real-time online game. Kanegasi 04:36, 23 August 2012 (UTC)

! /tp command is broken dimension-to-dimension. Scenario: Player1 is in the overworld. Player2 is in the nether. Player1 use command /tp Player1 Player2. Player2 is teleported to where Player1 would be if he/she where in the nether. Tested on LAN server. This is surely not supposed to happen. Partonetrain

! Lava can hurt you if you are near, even though you are not touching it.--Blackbird626 16:34, 25 August 2012 (UTC)
 * Cannot confirm. More details? --193.209.11.38 17:32, 19 August 2012 (UTC)
 * You may have glitched through the block you are standing on, thus making contact with the lava underneath or adjacent. --Wormy14 12:19, 24 August 2012 (UTC)


 * Scenario: You have this grid below: L=Lava A=Air.

AAAAAAAA

AAAAAAAA

LLLLLLLLLL

Being near the L's hurts you, like I am on the middle row.--Blackbird626 16:34, 25 August 2012 (UTC)

!mp The invisible blocks phenomenon reappeared, especially when digging down a pillar. The view is shaking until leaving and reentering the game. --Kumasasa 20:55, 16 August 2012 (UTC)
 * This happens very consistently when digging down on a dirt pillar, about a 20-30% chance per block you try to dig. This is on vanilla MP, linux server, OSX client. There are no errors in the server log. --RogerWilco2
 * (Merged duplicate --Kumasasa 23:38, 18 August 2012 (UTC)) The 'sinking into blocks and getting stuck' bug seems to be getting stranger. I'd pillared up into the sky on leaf blocks, got jammed, tried both jumping and removing the blocks around me, and ended up marooned in mid-air. Plenty of time to look around, take a screenshot, etc. The other consistent symptom I see is that while stuck you vibrate up and down by about 1/16 of a block several times a second. Pausing and resuming, and even quitting and reloading the world (but I didn't quit the Miecraft app itself) did not fix matters. However, after the quit and reload a block that I'd destroyed reappeared, and when I rebroke that I fell out of the trap and could resume my game. --82.69.54.207 22:07, 18 August 2012 (UTC)
 * (Merged duplicate --Kumasasa 17:53, 20 August 2012 (UTC)) Since the upgrade to 1.3.2 I have had this problem twice. Never before then, so I assume it has something to do with the upgrade.  (In fact, if I remember right, the first time this happen was the very first time I logged on after 1.3.2 was installed.)  As soon as I log into single player and get to point of gameplay, the game is immediately trembling vertically.  It is as though I am constantly trying to jump when there is no space available to do so, only it also prevents me from being able to move around.  (I can turn within a single point, but cannot leave that point.)  The first time this happened, I was eventually able to get my Player to enter the bed, and when it got up the problem went away.  The second time, there is no bed available, and it just keeps on trembling.  Was occassionally able to place blocks, but could not remove them.  If I log of and log back on, nothing changes.  It seems as though gameplay is permanently disabled until I can get this problem resolved at this point.

undefined Building a water tram (or EATS) in which the boat runs on ice caused the boat to become glitched, so that it will move only in a straight line, going through blocks, and floating through air until it slows to a stop (after it leaves the water streams) upon stopping, it will warp back to the start of the track and continue until it is broken at the start. After it touches the ice on every iteration, it cannot be left or right clicked. Just after it leaves the end of the track, it will drip water, and won't collide with the player until it dries off. I have no idea how this happened, and I have no idea where to put this report, so it could be misplaced. George_Mallory 22:02, 16 August 2012 (UTC)

undefinedcr When flying over great distances in creative mode, you obtain enough inertia to be propelled very far. How to reproduce: enter flying mode and fly 1000 metres in a certain direction (e.g. f:0). When you've reached the 1000 metre mark, let go of the forward key. You should keep flying for another 700 metres before you come to a stop.

smp Randomly, when entering or exiting the Nether, experience appears to get reset to 0. Happens on our multi-player server to multiple people. Happened on 1.3.1 as well. --Denney 13:50, 17 August 2012 (UTC)

undefined When I was playing creative mode, there was a lightning storm, and the fire from it never burned down. This is on Windows Vista. I really don't know what category to place this into. Cookie FONster 13:59, 17 August 2012 (UTC)
 * I have witnessed this twice in 1.3.1 and once in 1.3.2 in SSP (which is strange in itself given I've only witnessed one lightning storm in several hundred hours of gameplay since lightning was introduced -- is lightning more frequent now?). The fire persists even after logging out or moving far enough away for the chunk containing the fire to be unloaded; however, the fire will be gone when logging out with the chunk unloaded then returning to that area. --Be unreasonable. 13:20, 18 August 2012 (UTC)
 * I saw this in 1.3.1 SMP (I had also never seen a lightning strike ground before). I stepped into the fire and the flames that indicate that you are burning appeared on the screen. The fire wasn't really there so I didn't receive any damage though. Kp 22:10, 18 August 2012 (UTC)
 * Yep, I'll confirm this for v1.3.1 and v1.3.2. Fire persists for quite a while. Walking into it indicates you're on fire but doesn't do any damage. --Denney 05:37, 19 August 2012 (UTC)

undefined When filling up water/milk/lava in stacked buckets, it will usually result in an extra duplicate of the filled bucket. This might affect gameplay, since they can exploit this to cheat. Tested with 2 stacked buckets, and filled them with water, got 3 water buckets.
 * Visual bug only, the extra bucket is not actually there. Happens with bottles and bowls, too. Downgraded to minor, move to annoyances if not even that. 94.237.64.32 00:32, 20 August 2012 (UTC)

undefined Got into a boat which was slightly on land when I got in. Set off slowly, but did not speed up. After about 30 blocks of slow progress, got out of the boat and teleported 30 blocks back to where I'd got on, with the boat 30m away at the point where I'd given up. Simlar to the EATS road boat glitch also, but not quite the same. I could turn, and apart from the slow, slightly jerky progress, everythinf seemed to be working, until I got out. --82.69.54.207 10:39, 20 August 2012 (UTC)

! (first time this happened to me)It was the second time I tried playing since the new upate (1.3.2) and when the skin reverted to Steve, I just went through minecraft.net to change back the skin. Re-opened the survival world to find my Kain skin, but I cannot move (not even my cursor), and the game acts either like I'm repeatedly pressing sneak or jump and I almost fall through the floor of my house several times. This only happens on that world. Tried meerly quitting and re-running the game, but it only made the skin revert back to Steve. The game has not crashed, but I cannot play that world. I never had a problem this major before. --DracoFamiliar 4;01PM, 8/22/2012 (UTC)


 * Luckily was still next to bed, so waited till was night and kept rightclicking until I finally went to sleep. It seems to have fixed the issue. Not sure what someone could do if they are not actively in thier house, next to thier bed. --DracoFamiliar 5:17 PM, 8/22/2012.

! Sometimes, skins will fail to load for the client, even after hours.--Blackbird626 16:40, 25 August 2012 (UTC)

undefined There is a short period of lag (very quick, but a noticeable block flicker) when holding down right-click on the block while mining the block. --Wormy14 12:19, 24 August 2012 (UTC)

undefined Also, a more serious lag issue occurs when you are mining a block, then if you suddenly switch tools or switch to/from hands when mining, you will clearly see the block lag, seeing it reappear for a second or two, then dropping as a drop. This is a serious slow factor when switching your tool to improve efficiency while maintaining durability on upper-grade tools, on things like wood or melons. --Wormy14 12:19, 24 August 2012 (UTC)

! Chest are still doing just like the 1.3.1 counterparts. My last 1.3.1 Bug Report Stated that it was almost impossible for me to retrieve items from my chests.Well 1.3.2 helped a little.The % chance of them messing up and not letting me get items from them has decreased. Nice work Mojang,but the bug isn't gone quite yet. It still acts horribly in lag. The best way to explain this is when you try to use chest Example: taking stuff in/out it will put it in/out of your inventory/chest.Basicly ignoring EVERYTHING you do to a chest.This bug strangely does not effect other GUI items(I might be wrong,but I haven't seen gui lag except for chest.) Try to fix this by next update if you can!!!

!SSP Worlds are not being properly saved and/or recalled by the game. Similar to a bug listed in the 1.3.1 wiki, with great frequency I can destroy and place blocks, then save and quit the game, only to log back in and find that the blocks I destroyed have been replaced and anything I built has been undone. It is as if when I log in the game is loading a save from 5 minutes before I hit the "save and quit" option. This is especially annoying with chests. If a chest happens to be lost in this fashion then everything in the chest is lost as well. This bug is especially frustrating. I have been able to replicate this bug in both SSP and CSP, but not in SMP, yet. --hogzfan

undefined Boats will often break if they collide with more than one lily pad at once. --Wormy14 10:46, 25 August 2012 (UTC)

undefined sp In SSP, sometimes blocks act as if a lag was occuring. Dragomok 19:30, 25th August 2012 (UTC)
 * When breaking a block while standing on it, it often remains in place (both visually and physically) for about half a second after the breaking animation finishes and the item drops.
 * When placing/removing water with a bucket, the visibility of placed/removed block "blinks" between updates.

undefined Spawn locations on servers have blocks protected from any changes (mining, placing blocks...). I know it has it's purpose on public servers but on private servers it's only annoying. There should be ability to set this behavior True/False in server settings. "spawn-protection" property is missing in server properties file. Adding it in doesn't help.
 * It would certainly be really helpful if you got stronger feedback on where the 'forbidden' zone is. A 'clunk' noise instead of the normal digging or block-placing sound, for example. --82.69.54.207 23:10, 17 August 2012 (UTC)
 * do this sound familiar? Try it. If that doesn't work, then there truly is bug. --188.238.242.198 06:13, 18 August 2012 (UTC)
 * I'm sorry but what do you mean by ? I don't see anything like that in Properties file and when I add it (spawn-protection=false), nothing happens. It also isn't listed in available commands list. Workaround for this is /op command which, unfortunately, has a side effect of allowing cheats for op-ed players.
 * Well seems like when they reworked whole property system, they forgot about . There used to be property with that name. I would move this to bugs. --193.209.11.38 17:32, 19 August 2012 (UTC)
 * OK. I moved this to bugs.

Annoyances

a When breaking a block that the player is currently standing on, the cracks appear to flicker between visible and non-visible. This is vanilla Minecraft 1.3.2 --94.169.8.27 14:30, 25 August 2012 (UTC)

aSMP Right clicking on a chest twice in rapid succession causes the chest to do strange things while you are still accessing it's contents- Just an artifact, I suppose. The chest will sometimes stay open, will sometimes close behind the GUI and remain closed, and sometimes will stay open, even after the GUI is closed, and then never open/close again. Multiplayer users agree with chest's position- Only fix is to destroy the chest, but it has no affect on gameplay- Just a visual thing. 72.93.203.126 02:49, 20 August 2012 (UTC)

a! Block update lag mouse input issues still persist, with multiple place, multiple switch/door/gate frobs, and even multiple breaks happening on a regular basis. I'm not sure why block update lag spikes are getting worse, but it might just be time for me to get a better system. Nevertheless, I was, and still am hoping to see one update per frame when I let go of my mouse button before the frame in which I pressed it is over. Griefing my own SSP game like Team Avolition was pretty funny, but it gets old fast! -- Featherwinglove 12:53, 18 August 2012 (UTC)
 * Update: Starting with version 1.3.1, I began to experience block placements on subsequent frames, and this is how most triples occur (A "triple" is a single commanded block placement happening on one frame followed by two uncommanded block placements on the next frame.) If I am placing a block where two possible subsequent placements may occur without moving the crosshair, the commanded placement appears on one frame, which lag spikes for about a quarter of a second, by the end of which I have released the RMB.  After this frame, the two subsequent uncommanded placements appear about half a second after I have released the RMB, on the same frame and with a single placement sound audible.  There are also many occasions where the lag spike does occur, but unintended placements do not; almost all of this correct behaviour occurs with placements at eye level, while unintended placements are usually made after an intended placement above or below eye level.  Unintended placements after a deliberate placement above eye level usually go into eye level; this is an effect of my branch closure technique, so I believe that the likelihood of unintended placements depend on the relative altitude of the commanded placement.  I have verified this eye level correlation by often commanding placements at three metres distance so that the two subsequent uncommanded placements have room between the commanded displacement and the character.  I have also noticed that switching off smooth lighting makes the lag spike and unintended torch placements less severe, but I don't think this is relevant.  Turning off smooth lighting has had no effect on the occurrence or duration of lag spikes and uncommanded placements associated with zero-luminance blocks like brick and cobblestone.  I have noticed that block update lag spikes and uncommanded placements happen much more often at void fog altitudes (below Y=16).  Whether this is due to void fog or proximity to lava, I'm not sure. -- Featherwinglove 04:28, 19 August 2012 (UTC)
 * Video going online -- Featherwinglove 05:57, 19 August 2012 (UTC)

a! (Yes, this is at least as important as a minor bug). Just tested a 1.3.1 client connecting to a 1.3.2 server. The initial load of the screen and low responsive-ness at start got me blasted by a creeper before I knew what happened.
 * In single-player, a non-responsive game slows down everyone -- even the mobs -- and you don't get blind-sided.
 * In normal play, you can see areas where there are lots of mobs, and if you pay attention, you can get warning sounds of mobs before you reach them.
 * But when logging in, when there is nothing you can do? That's just cheap. --Keybounce 14:32, 15 August 2012 (UTC)
 * Semi Confirmed, I played on my friend's PVP server, FlameZone PVP, which was dated to 1.3.1 but I and some other people who had disconnected updated to 1.3.2, and were still able to connect because of how minor the updates were.

a When entered and reentered nether, your compass point gets moved, but gets back to normal when you quit and rejoin. --90.184.208.119 17:41, 18 August 2012 (UTC)
 * Intentional --86.82.199.181 18:26, 18 August 2012 (UTC)

a mod If a 1.3.2 client connects to a 1.3.1 server, they cannot drown. If I had proof I could show you but you can very well test it. Untested on vanilla server, only on Bukkit server.
 * Maybe check the number for f. --Blackbird626 22:10, 18 August 2012 (UTC)
 * Tested with vanilla, drowned like normal. I dont know why mojang allowed cross version connecting (for these versions at least). Version confirmation on [edit]. --188.238.242.198 05:46, 18 August 2012 (UTC)
 * I believe the reason for cross connection to servers was intended for versions without major additions, such as 1.3.2 compared to 1.3.1, because even though lots of fixes were made, no actual item or block updates were added. In addition, most 1.2.4 mods worked with 1.2.5 just as well, and also were allowed to connect from 1.2.5 to 1.2.4. Tested vanilla, not Bukkit.

a You can sneak off cactus. (This was patched but now it happens again)
 * Correction, you can sneak off 1 block high cactus. --188.238.242.198 06:31, 18 August 2012 (UTC)


 * This is because cactus is a partial block. Cacti are 7/8 by 7/8 by 1. --Blackbird626 16:40, 25 August 2012 (UTC)

a Signs seem to be blank in some occasions. Possibly chunk-loading related? Had this problem in 1.3.1. too --213.118.132.164 21:26, 14 August 2012 (UTC)
 * I can confirm this on our multi-player server. Happened with 1.3.1. Re-logging sometimes fixes the issue but only for some signs. --110.174.214.164 13:46, 17 August 2012 (UTC)
 * I also have this issue when playing on multi-player servers. I'd personally classify this as more than an annoyance, since signs are used

everywhere. To fix this issue, we've tried deleting my server side player file, and force updating the client side. Force-Updating sometimes will fix the problem for some signs, but only temporarily. --66.188.112.109 22:44, 23 August 2012 (UTC)
 * I don't see how force-updating would help, unless the client keeps getting repeatedly modified, which is almost certainly not the case. I, however, did have this issue before while on a LMP world with my sister. I was the host and could see the signs just fine, but she couldn't. They were eventually replaced and they seemed to work fine again. --Wormy14 12:19, 24 August 2012 (UTC)

a There is an empty help page 5. --Keybounce 15:23, 15 August 2012 (UTC)
 * Confirmed, but it was an empty page 3 for me, I believe. Different resolution, I suppose. --Wormy14 12:19, 24 August 2012 (UTC)

a Okay, so I've found two bugs that are very irritating: one is when I go into my chest and get something to uses it, when I use the item it decides to go back into the chest I got it from, I loaded the update hoping it'd fix it but nope, still there. The other glitch is the inability to use any block that is interactable (crafting tables, etc.) and makes it impossible to use it without re-logging on. -Aidandrums
 * Can you reproduce this bug on SSP? It may just be your connection to your server. --Innovate.Invent 05:43, 17 August 2012 (UTC)

a Sometimes your skin will revert to default for no apparent reason. Changing your skin and reloading Minecraft doesn't seem to fix this. (noticed too, my red shirt sometimes changes to blue, however changes back again at the next time I log in (certain))
 * I've had this happen too. Haven't yet been able to get my skin back ingame. :/ 70.226.160.176 18:59, 19 August 2012 (UTC)
 * One reason iv'e found for this: When installing mods with the mcpatcher, I installed the Biospheres mod from Risugami, straight from the forums. After unpatching and repatching, my skin was changed from my custom creeper spy skin back to Steve. Once I went to minecraft.net and rechanged my skin it was changed. This is something that hasn't happened to me before, in 1.3.1 and below my skin was almost always an HL2 zombie from PMC, i only had a couple of instances where my skin was changed, usually it was my fault for an invalid skin and my lack of paying attention.
 * We have vanilla minecraft v 3.2 and our skins are not loading, we figured out that by killing oneself it will reset the character sometimes, however it is not working today and it getting mighty annoing!
 * Connections to the server are not working or failing, sometimes when (on a LMP world) I go out of the range of the chunks loaded by my sibling, my skin reverts or unreverts. However, without relaunching the game, my skin seemingly will never switch from Steve. --Wormy14 12:19, 24 August 2012 (UTC)

a! When moving in one direction for a random amount of time, and/or moving and placing/destroying blocks, my movement sticks, and goes in the direction I was moving. This also happens when I jump and when I sneak. It get's really annoying and messes me up a lot, most notably when I'm flying and placing blocks in creative. I believe this does not work on windows 7, but it does happen on windows xp service pack 3. Since this doesn't happen on all computers im not sure how to reproduce.
 * I experience this problem with a computer that's old enough to have shipped with Windows XP but currently runs Windows 7. I suspect that it is slow hardware block update related lag spikes that is causing this. -- Featherwinglove 12:53, 18 August 2012 (UTC)
 * I experience this problem many times. I know that the Wiki records my IP but this is not mine, my real computer runs a quad core processor along with graphics that easily allow for Far Cry 2 to have maximum settings and still no lagging from the game. No idea what far cry 2 is? look it up on google, I guarantee you will find it. either way, my actual system is a real computer, not some crappy laptop or netbook or notebook or whatever. I know it's not just my wireless keyboard, because iv'e played with a wired one after my wireless one needed new AAAs for it. Currently runs Windows XP, plan to get windows 7 installed soon. I've had this glitch rarely in other games too. But i think that this is related to the 1.3 update, because i never had this problem until after some updates in 1.2.5 all the way down to when i got it, back in the first version of the full release. Also never had this problem in snapshots for the 1.3 update.
 * I get this also, and it's got another report below.

undefined i don't know where to put this but for some reason red stone torches redstone and pistonseem to turn invisible or do not work windows xp [Added by unknown parties, I just fixed the formatting. --Mental Mouse 22:00, 23 August 2012 (UTC)]

a! SMP I was on an SMP server on a boat when my connection cut out. When I was able to connect again, I was on the bottom of the ocean, dead from drowning. This bug makes ocean travel too hazardous to attempt in SMP. A number of other, smaller bugs are related to this, where boats become sticky, slow, and difficult to use, and other players see the boat moving, but don't see you in the boat. -- Zemyla 00:13, 23 August 2012 (UTC)

Fixed/Skipped

Blocks
Bugs

! When a redstone torch burns out, sometimes replacing it, then powering it, burns out the torch after the first turn-off.--Blackbird626 16:51, 25 August 2012 (UTC)

! mp Pistons cannot push or pull any rail (Normal, Boost, or detector) blocks, they freeze in their current position and do not move. This is not the case in single player.

! When a piston is powered by a redstone torch directly below, the piston will extend like usual, but when you remove the torch, the piston will not retract. The piston will not retract EVEN WHEN UPDATED. --Blackbird626 23:08, 23 August 2012 (UTC)

! Timing on NOT gates (redstone torches) seems to be broken. I would expect them to act as a one tick inverting repeater but they seem to require a three tick pulse to activate and then only emit a two tick pulse. This effects any circuit that depends on timing, pulse length, or short pulses. A full explanation of the problem can be found here: Video --Innovate.Invent 21:55, 15 August 2012 (UTC)
 * This is major. Upgraded because this is bad behavior of a major feature, Redstone. --Blackbird626 22:03, 18 August 2012 (UTC)

! A redstone torch being powered/unpowered for 1 tick will not update. --Blackbird626 22:03, 18 August 2012 (UTC)

! A piston will not retract until the piston ABOVE it retracts. --Blackbird626 22:03, 18 August 2012 (UTC)

undefined When you have water with two tripwire hooks above it (Attached to blocks), string in between it, two piston blocks on top of the two blocks holding the tripwire hooks, and two TNT blocks placed in front of the pistons above the string for the tripwire, the TNT will blow up, but will stay in the middle after blowing up. Video --TehDerpness 7:20, 17 August 2012 (UTC)

undefined N For the optimal Bookshelves + Enchantment Table settings, placing torches in each corner between the table and Bookshelves reduces the maximum enchantment level. Using 2 row of bookshelves.
 * This is the intended behaviour: Any non-air block (including torches) between the enchantment table and a bookshelf will block the enchantment bonus from that bookshelf. -- KADC - &#34;Be unreasonable.&#34; 23:06, 24 August 2012 (UTC)

undefined Running into soul sand after riding in a boat for more than a few seconds causes fall damage to the player. Damage type known because it killed me on SMP. 24.3.130.60 01:57, 19 August 2012 (UTC)

Annoyances

a All leaves are named Oak Leaves, instead of having the name of the tree they come from. Pluis65 23:06, 17 August 2012 (UTC)

a Sometimes slabs that are right-side up will appear upside-down when exiting and coming back in a world.

a mp You cannot place downfall snow blocks, they also cannot be moved from your inventory or dropped. In 1.2.5 there was a similar glitch with cake blocks. This can be very annoying when you need help from a friend to make some kind of snow somewhere and it needs to be downfall snow. This specific glitch didn't happen in 1.2.5 I believe because it was not meant to be placed, only generated.
 * Tried to place snow fall blocks. They got placed fine. Tested ssp csp cmp. They can be found on decoration blocks and full snow block can be found on building blocks. Also tested pick block feature, they got picked fine. --93.106.57.76 10:17, 20 August 2012 (UTC)
 * Keep in mind that this only happens in the 1.3.1 multiplayer. tested on bukkit but not vanilla server.

a (Not sure if this is the place to put this) When you use "pick block" on a burning furnace, instead of getting a normal furnace you get a burning furnace. although this is kinda cool, it is slightly annoying and should be fixed (sorry if this is not clear)
 * Creative mode's pick-block can return: Double Slabs (43), Burning Furnace (62), Glowing Redstone Ore (74), Wooden Double Slabs (125). IMHO it shouldn't. --mgr 14:01, 20 August 2012 (UTC)

a Some blocks have (IMO) assigned wrong tool and/or material type: --mgr 14:56, 20 August 2012 (UTC)
 * 1) Blocks of emerald should require at least iron pickaxe to break (like emerald ores);
 * 2) Ladders should be classified as "wooden", so axe will be most effective against it (like signs);
 * 3) Tripwire hooks should be a bit stronger (like buttons and leavers);
 * 4) Melons should be broken most effective with an axe (like pumpkins).
 * Actually the melons make some sense but you are right about the other things. 1.4 will supposedly make efficiency tools not help on blocks that they're not the tool for, though, so axes should be the tool for melon then to actually benefit from a Fortune enchanted axe. 94.237.64.32 22:07, 21 August 2012 (UTC)
 * One more block: Vines should be broken faster with shears (like leaves). --mgr 11:20, 24 August 2012 (UTC)

Fixed/Skipped

Items
Bugs

undefined When a tool with the unbreaking enchantment breaks, the icon disappears but the tool remains (invisibly) in your inventory. The icon will reappear if you select the tool and will have one use remaining. -- KADC - &#34;Be unreasonable.&#34; 17:33, 24 August 2012 (UTC)

undefined When holding a bed (item) and then right click on a chest. It will delete the chest and a random block next to it (without dropping anything). If you keep on right clicking on walls, they will disappear like the chest --MineCrafter0802 1:28, 21 August 2012 (UTC)
 * Cannot reproduce in Single player survival or creative. Right clicking with a bed behaves as expected on chests, both single and double. Make sure you are not "left" clicking with the bed in Creative, or have switched the mouse button mappings: that will destroy blocks. Otherwise, give full details please. -Aurelius 00:25, 26 August 2012 (UTC)

undefined When you collect items on the ground in creative mode with a full hotbar, you won't see all of them. But if you go in a chest, dispenser, minecart with chest or furnace you will see all of them.
 * Not true as of 1.3.1 or any snapshots for 1.3 that have the new creative inventory, because you can view your survival inventory in creative. That is a lie, unless you were talking about beta (Confirm?) and later until 1.2.5 when creative was made; in that case please report the bug on the version you were aiming for, not the current version.

smp On multiplayer, death sometimes does not drop all items properly, either dropping them inside of a block or deleting them entirely. Items dropped from death are also frequently to players in the area until they relog. --Swampert rox 20:55, 19 August 2012 (UTC)

X Tripwire Hook: Placing a block under hooks will switch them to "floor wire" even when wire is floating mid air before placing block, stopping the detection if wire is spanning a gap --Fusurugi 79.212.231.192 02:26, 20 August 2012 (UTC)

Annoyances

a The chest's lock in storage minecart is often changing sides while the minecart is moving. This is caused by the fact that the lock is on the front when the minecart is moving horizontally and on the bottom-most side when it's going up- or downhill. Dragomok 21:51, 25 August 2012 (UTC)

a I have a problem: When I try to shoot an arrow,it instantly loses all momentum and falls straight down no matter what.This happened after I shot an arrow onto a pressure plate.
 * Experienced this too. It's a client glitch, only visible to you or whoever shoots. The arrow is actually traveling, and if you get to where the arrow lands it will update and the arrow will zoom really quickly to the spot.

a While helmets are more expensive and generally provide the same defense than boots, they have less durability than boots, thus, their greater cost does not give a real benefit over boots
 * I agree this is a big imbalance. My recommendation for fixing it is to have helmets give protection against fall damage as default (i.e. without Feather Falling enchantment). Not only would this redress the balance, but it is consistent with reality, while having a Minecraft-like attitude because it is impossible to land on your head in game. -- Featherwinglove 14:15, 18 August 2012 (UTC) (P.S.: Still, I like my boots!)
 * Actually, the recipe for helmets take 1 more resource than the boots one, therefore the durability of helmets should be increased. We could make a proportion to discover how much.

a Recipe for books was changed without compensation for the now rarer component of leather. The nature of this drop renders mass production of bookshelves for large scale library builds impossible. This is particularly annoying in ocean worlds. Book recipe should yield more books per craft to compensate. (edited: --KADC - &#34;Be unreasonable.&#34; 10:18, 21 August 2012 (UTC))
 * see "Talk - Book Recipe Minor Annoyance" for discussion. -- KADC - &#34;Be unreasonable.&#34; 10:31, 21 August 2012 (UTC)

a Boats are ridiculously fragile. Can't they be made into items with a durability score or something? For heaven's sake... --82.69.54.207 01:21, 23 August 2012 (UTC)

Fixed/Skipped

World Generator
Bugs ! spmod (Section may or may not be proper) Believed cause is LAN. When leaving a world, Minecraft saves inventory and location, but not terrain. May only happen when minecraft.jar is modified. Have heard many reports of this.
 * You are modding your client. Now you have a modded client, and mod bugs do not belong here. --Blackbird626 16:43, 25 August 2012 (UTC)

undefined World generator still generates abrupt biome transitions ("world cuts"). --Pureprogger 16:01, 17 August 2012 (UTC)
 * Do they vanish, if you freshly start minecraft and create new world with seed that had the cut? --188.238.242.198 05:23, 18 August 2012 (UTC)

undefined Old bug still applies. Chunk generation error, chunk seems flipped. Seed "bug" (without ") location 41x,-381z. Settings default (normal biomes, generate structures). I did further investigation and theres cave in 51.5,-369.5. This cave doesn't seem flipped. If you go corner of this error 72.5,-368.5, that is exactly at chunk change if my calculations are correct. --188.238.1.36 18:25, 17 August 2012 (UTC)
 * I have seen this before a few times, including pocket edition. I think this is intended but im not sure.
 * I have reproduced this problem in single player vanilla 1.3.2 with same seed and same coordinates. It looks like the old surface terrain bug from Beta where x and z axis was flipped when calculating which surface block to use for some of the chunks at the border between two biome types. I also tested this in Beta 1.8.1 and although the terrain and biomes are different from 1.3.2, the terrain error exists at the same chunk boundaries. I remember some of these x and z "axis flip" bugs were fixed, but some users kept reporting the bug still existed in some seeds and locations. -Aurelius 23:22, 25 August 2012 (UTC)

Annoyances a When you portal to the end for the first time the obsidian platform (where you spawn in the end) can be way out into the void that surrounds the end. This also makes you vulnerable to the enderdragon knocking you off and if you didn't bring any blocks to the end you can't reach the end island so your preparation therefore goes to waste.- McLaren_231 (MC username)9:03 21 August 2012 (UTC)

a Snow biomes seem to generate consistently next to desert biomes. It doesn't look natural. 74.130.68.139 17:57, 21 August 2012 (UTC) TheDreadPirate

Fixed/Skipped

Mobs/NPCs/Animals
Bugs

! Creepers in soul sand make very low damage, while other mobs works well.
 * This may be intended behaviour as they also cause less damage when exploding in water. -- KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)

! Tamed wolves that are left sitting will randomly teleport to your location, either individually or collectively. I cannot determine a specific trigger. It can occur within a few minutes of having a wolf "sit" or up to an hour later, but it always seems to happen at least once an hour. This can occur both when they are within the loaded chunk radius (assuming the max. radius is still 17x17 chunks around the player) or in an unloaded chunk up to two such radii away, but it does not appear to affect tamed wolves more than three such radii away nor does it happen when they are within the same chunk as the player. To test this I have left three groups of three tamed wolves (two adults and one cub in each group) at three different locations, two roughly 90 blocks away from each other, one group closer than the other to where I was exploring a vast cave system, and one group roughly 900 blocks away. The most distant group never teleported to me so the following refers to the two closer groups. At different times I have had teleport to me (when walking, mining, placing torches or blocks, but interestingly never when I'm in combat): just one cub, just one adult, two adults, all four adults, four adults and one cub, two adults and two cubs, and all six wolves. --Be unreasonable. 19:56, 17 August 2012 (UTC)
 * Cats do the same thing, at least on SMP. To me it seems to be somewhat related to chunk loading, as it always happens when returning to the area of my base (where the cats/dogs are). It will often kill the cats/dogs as my base has many cactuses around it. --RogerWilco2
 * I have just discovered this occurs consistently at a specific locations as well as randomly. When it happens at these specific locations, all wolves within 300 blocks but further than 50 blocks teleport to me but will still be sitting. -- KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)
 * Sprinting seems to increase the likelihood of tamed wolves randomly teleporting to your location. -- KADC - &#34;Be unreasonable.&#34; 23:33, 24 August 2012 (UTC)

! When tamed wolves "teleport" to keep up with the player (unrelated to the above bug), there does not appear to be a check for solid, unoccupied ground. I have observed them teleporting into mid-air (then falling) and teleporting into lava sources and flowing water. They may also teleport onto the same block as the player or another mod and be immediately forced off which could result in them being pushed over a ledge or into lava. -- KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)
 * Possibly related, a wolf teleported from the ground to 30 blocks directly above it (where I was building a direction marker) and then it immediately fell off for no apparent reason. As I was directly above the wolf and in the same chunk before it teleported, there was no reason for the wolf to teleport up to me in the first place. --Be unreasonable. 20:21, 17 August 2012 (UTC)

! There is a problem with the tamed wolf "freeroaming" AI (i.e. When they just wander around, not when they are trying to navigate to the player or a hostile mob.) Wolves will jump off ledges and into lava for no reason. Two wolves randomly teleported to me when I was standing still mining and one ran 10 blocks away into flowing lava and another ran 8 blocks away and jumped off a ledge into a ravine. I have also observed villagers jumping off cliffs which may be related. -- KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)

! There seems to be be a problem with the tamed wolf "active" pathfinding AI (i.e. when they are following the player). Out of seven wolves (all following me as a result of the random teleporting bug above), five killed themselves from jumping into non-flowing lava or jumping off ledges despite my following a clear and wide path (5 block minimum) that they should have had no problem following. Hostile mobs, on the other hand, have no problem negotiating a safe path the the player. -- KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)

! There is a problem with zombie, skeleton, and creeper AI where they will sometimes not notice the player. It seems to be more likely if the player is two blocks lower (regardless of there being a navigable path to the player) but this is not consistent. Even if they are facing the player and/or the player attacks them they fail to react. -- KADC - &#34;Be unreasonable.&#34; 23:33, 24 August 2012 (UTC) ! mp There seems to be a mob cap around 40 total hostile & friendly mobs combined. After 40 is reached they stop spawning from what I can tell. Please see my video. http://www.youtube.com/watch?v=3EL-2kzRnQQ -- Kranky 16 August 2012
 * I"ve noticed this in SP as well.
 * This is a huge problem on my SMP server. The squids spawn constantly and squeeze out all other friendly mobs.  It took me two hours to find a cow the other day.  And I've now been searching for a sheep for over four hours.  But squids?  Dozens.
 * Well I recorded another video and I cannot figure out if it is a bug or it is working as intended. I do know it is not a cap of 40 now.  It seems that the mobs will only spawn after you leave the chunk for a certain amount of time and then come back.  Please see the new video.  http://www.youtube.com/watch?v=_RTNS8vpBtc&feature=g-u-u -- Kranky 22 August 2012

!mp Since 1.3.1 hostile mobs have stopped spawning on my server. If I restart the server they spawn again normally for a few hours but gradually stop spawning. For example, there were two of us on the server, exploring an unlit stronghold for an hour, over 1000 blocks away from any man-made structures, and we found no mobs, except those from spawners. (Vanilla minecraft, no customisations). This may be related to the above bug, I don't know. 16:06, 23 August 2012 (UTC)

! When I transport villagers long distances by mine cart, there professions are lost and they all return to the farmer skin with farmer trade options. I don't know how I would get this on camera, because as soon as a mine cart with a villager leaves a 40 block perimeter of the original village, the villager disappears, which may also be a bug. The villager reappears when the mine cart is broken, but becomes a farmer.
 * I don't see this as a major bug. Downgrading. --Keithicus420 16:24, 17 August 2012 (UTC)
 * Do the available trade items for that villager remain the same or are they reset when the villager becomes a farmer? If you've spent the emeralds to get a villager to have five or six available trades, or even just one very good trade, and they lose it when they enter a minecart, I'd consider that a major bug. --Be unreasonable. 21:14, 17 August 2012 (UTC)

undefined I can't tame ocelots for some reason. I ended up wasting half a stack of fish. This was tested on a LAN server in survival and creative. 16 august 2012.
 * You can't tame ocelots in closed spaces. --92.129.43.32 09:40, 17 August 2012 (UTC)

undefined mp Mobs do not seem to despawn in multiplayer when there are no longer any players within 127 blocks of them (players logged out). This was at 187, 194; spawn is 34, 92. --Keybounce 15:18, 15 August 2012 (UTC)

undefined sp I've just seen a pig moon-walking backwards. :-) Entertaining as it was, I assume that's not supposed to happen. I just wish I'd caught it on video. Presumably a symptom of a mismatch between the position in the server and in the client? --82.69.54.207 22:48, 15 August 2012 (UTC)

undefined Mobs still glitch down through blocks, allowing them to escape XP mob traps that were previously safe. Note that this is not simply a visual glitch, they can interact with the player and the environment. --Anonymous Coward 19:59, 16 August 2012 (UTC)
 * I'm still seeing this too. Notably, when a mob should jump up a block to reach a floor, they often instead wade through the topmost layer of blocks, with only their top half protruding.  There may be a connection to the presence of gravel in the "should've jumped" area.  Also, my cows and sheep are still walking through fences, though they're hesitant about it -- until they get well clear of the fence, they're likely to drift back.  I suspect my chickens are still suffocating each other in crowds, too.  --Mental Mouse 23:36, 17 August 2012 (UTC)

undefined Villagers and animals tend to occupy one side of the village/pen. There are houses stuffed with villagers on one side and forever empty on the other side of the village. Almost all animals are in 1 corner of a pen. Both villagers and animals prefer north-west side of their village/pen.
 * My animals seem well spaced within their pens, but the villager issue is definitely happening, with some houses having three times as many villagers inside as there are available blocks of space. If villager AI did a check to see if there are already two villagers occupying the block on the other side of the door then move to the next door instead, this problem might be solved. --KADC - Be unreasonable. 14:08, 18 August 2012 (UTC)
 * Try building bigger pen with more animals (in creative perhaps). The bigger a pen is the more visible the bug will be. In small pens it isn't visible. I will provide some screenshot later.
 * My largest farm has 100 block square pens and my smallest has 5x10 block pens, all with torches every 5 blocks, and though animals tend to "herd", they don't crowd together the way you describe. None of my pens has more than 20 of any one type of animal, but villagers will crowd regardless of numbers which I think is because of their AI behaviour with regard to doors, and since (I believe) animals are supposed to crowd around light sources, could this be a factor in what you're seeing, possibly crowding around a light source at night and not "resetting" during the day? Also, I play SSP on normal without mods in case that makes a difference. --KADC - &#34;Be unreasonable.&#34; 19:03, 18 August 2012 (UTC)
 * I don't have any mods installed but I exaggerated a bit with description. Anyway here is a screenshot: imgur.com/xqSpI. As far as I know animals are attracted by light and grass and my animals have both in whole pen.
 * Looking at your screenshot, with some of the animals spread around normally but most of them crowded along the fence, I wonder if the animal AI is trying to disperse them away from the population centre when a certain density is reached. If this is the case, since villagers are able to open doors, if they had the same "dispersion" AI combined with a check to see how many villagers share the block(s) on the other side of a door, it could solve the villager crowding problem. --KADC - &#34;Be unreasonable.&#34; 17:18, 20 August 2012 (UTC)
 * Animals don't crowd normally but when baby animals follow their parents they push their parents into corners because they're always trying to occupy the same space when it's not possible with more than one block of room. And the parent animals don't push back anymore either after 1.3.1. Without baby animals I don't see any more herding than what the animals' AI should do which prefers grass and light. 94.237.64.32 21:37, 21 August 2012 (UTC)

Annoyances

a! Most mobs (regular zombies seem to be an exception) have vastly exaggerated reach for their melee attacks, allowing them to damage the player from outside his own melee range and thus making it nigh impossible to kill them without taking damage. Classifying this as a major annoyance because it renders melee combat as a whole pretty broken and unfun. --84.156.16.193 05:14, 24 August 2012 (UTC)
 * Is it possible that you are experiencing a lag-related issue, because I have not observed this. Zombies, zombie pigmen, and endermen need to be within one or two blocks (hard to judge exactly) to hit me. Creepers also seem to be within one or two blocks before they explode (not including "countdown" explosions). Spiders lunge before attacking but the damage occurs when they are either one block away or in the same block as the player (again, hard to judge). -- KADC - &#34;Be unreasonable.&#34; 18:27, 24 August 2012 (UTC)
 * Can't deny the possibility, as I remember it having been that way in Multiplayer for a long time - but now that Singleplayer runs on a local server as well instead of being its own client, it happens there as well. The fact that I don't have this issue with regular zombies doesn't really fit the lag theory though. Furthermore, mobs like spiders and zombie pigmen are hitting me from positions where they really shouldn't be able to hit me; for example, I take damage while standing two blocks higher than the mob I try to attack, all while not being able to hit it back through the block's hitbox. (I hope you get the picture, but if not I could go make a screenshot.) Regular zombies, on the other hand, can't damage me in the same position; unlike the other mobs, they literally need to touch me to damage me, which is, in my opinion, the way it should be. I recall zombies recently having received an AI update (you know, better pathfinding and such), maybe that's why their reach is "normal"? I'm pretty sure most of the offending mobs haven't received any AI updates in a while... But that's just a theory of mine. --84.156.16.193 20:34, 24 August 2012 (UTC)
 * Possibly related to your not being able to hit back even though they can hit you, I am frequently finding that I cannot hit a mob a repeatedly unless it is moving. i.e. After hitting a mob once, further attacks pass through the mob as if it were not there if the mob stands still. -- KADC - &#34;Be unreasonable.&#34; 23:33, 24 August 2012 (UTC)

a Ever since the mob AI upgrade, creepers and skeletons no longer strafe, making them not so much of a challenge anymore. --86.35.129.160 14:59, 24 August 2012 (UTC)

a sp A zombie siege will always occur when reentering a world in a heavily populated village at night (mine had 200+ with over 10 Iron Golems).

a The "wild wolf horde" bug is STILL present, and (presumably) worse then ever. I was testing a new seed which spawned me in an Extreme Hills biome, only to be surrounded by ~20 wolves. While it happened to me in SP, I'm not sure if it happens in MP as well.

a mp Other players in SMP can be pushed clientside (gives the illusion of them repeatedly getting pushed and teleporting) Score Under 19:58, 16 August 2012 (UTC)

a sp Cows, while trying to get through a fence gate following a player holding wheat, will jostle each other in front of the fence gate but will not allow other cows to pass through because the passive mob pathfinding algorithm does not have any code that determines whether a mob will give way to another mob in order to let multiple mobs through. Ideally, non-aggressive mobs should form some order when attempting to pass through a gate and both allow other mobs to pass through and give them reasonable space to do so. This annoyance is not limited only to cows, it's applicable to any mob that can be bred and which will follow the player regardless of whether it can be tamed or not. BrickVoid 07:08, 17 August 2012 (UTC)
 * I think it's time to do something about this, especially now that books require leather, zombies don't drop feathers, and passive mobs spawn only at generation. Such a fix would be consistent with skellies hiding in shadows and water when the sun is up. So, yeah, time to provide a way to easily get animals through gates, and I don't mind if it's a redstone prod. -- Featherwinglove 13:25, 18 August 2012 (UTC) (P.S.: Maybe I'll try a fishing rod.)
 * If gates could be "doubled" like doors would also help this issue tremendously, though I agree that an improvement to mob AI would be the best solution. --KADC - Be unreasonable. 14:08, 18 August 2012 (UTC)
 * Well you can actually double gates but of course it doesn't look good and you need redstone to open both at the same time. Open gate doesn't have collision so they don't have anything blocking passage between them. 94.237.64.32 21:37, 21 August 2012 (UTC)

undefined Are Endermen not spawning? It occurs to me that I haven't seen one since the upgrade to 1.3.2, and I've had the opportunity. Lots of other nighttime mobs, but, even looking around from my covered bridge at night, I'm not seeing any Endermen. --Mental Mouse 00:33, 26 August 2012 (UTC)
 * They are still spawning for me in SSP, both above ground and below, though there seems to be a chance (maybe 1/3rd of the time) that they do not reappear after teleporting away after you attack them (including when out in the open at night so not a height/sunlight issue) but perhaps this is new intended behaviour. -- KADC - &#34;Be unreasonable.&#34; 01:29, 26 August 2012 (UTC)

Fixed/Skipped

Graphical/Lighting
Bugs undefined csm Text renderer cannot determine the width of colour-coded text correctly [the character after the colour code symbol is considered to have width]. To reproduce, write a sign containing the text "§a§a§a§a§aTest" (with a map editor or otherwise) - the text will be very noticeably off-centre. Score Under 20:03, 16 August 2012 (UTC)
 * I added custom maps tag, because can't be done on 1.3.2 without editor or mod. Correct me if I am wrong. --188.238.242.198 06:05, 18 August 2012 (UTC)
 * This also affects the "Colormatic" splash text on the title screen, lol. I really doubt this one's high on Mojang's priority list! -- Featherwinglove 13:30, 18 August 2012 (UTC)
 * This kind of bug is an extremely easy fix - whether or not it's high in their priorities they should at least give it a shot; I fixed it in less than two minutes. Score Under 06:08, 20 August 2012 (UTC)

undefined Text renderer does not reset formatting state between drawing the shadow of text and the text itself. This results in the formatting applied to the end of the shadow being applied to the start of the actual text. To reproduce, send a chat message (Packet 3 from server to client, to ensure no chat plugins add colour codes that might invalidate the test case) containing the text "Test §aTest §lTest" Score Under 20:03, 16 August 2012 (UTC)

undefined Items in chests and inventory still flicker intermittently, especially when moving the mouse around. Stairs do this very noticeably and also slabs. --Anonymous Coward 22:09, 16 August 2012 (UTC)

undefined Blocks under an overhang are completely unlit, since 1.3.1. If you move under the overhang, the lighting will be corrected, but only until you logout. Possibly only. Happens with OpenGL and without. Screenshot  Robotic Pants
 * I've seen this behaviour since 12w27a but never considered it significant enough to test. I did notice that it tended to concentrate in chunks that have freshly loaded since my last login, and that it does not persist through logout/login if the chunk is in MultiplayerCache range. I've also noticed that it only happens above Y=64. I have not rigorously tested any of these behaviours, so these may be incorrect. -- Featherwinglove 13:35, 18 August 2012 (UTC)
 * Confirm as not just a Mac issue, and as an issue on SSP as well. 24.3.130.60 00:54, 20 August 2012 (UTC)
 * It's possible that, with the lighting engine reworked a while back, they forgot to factor in caves and carvings in land, making them very prone to incident. --Wormy14 13:25, 24 August 2012 (UTC)

undefined Mobs that are lit on fire from a weapon with the Flaming Aspect enchantment do not produce light. -- KADC - &#34;Be unreasonable.&#34; 11:45, 21 August 2012 (UTC)

x In Minecraft,black areas are where transparent parts are supposed to be. Signs are unreadable and appear as black blocks. Screenshots:
 * I have been having this problem too, and it is highly annoying. █████ is a lot less helpful than <--EXIT. Large chests appear to have a closely related (or the same) bug, as they have the same glitchy appearance as signs. I have only noticed it in SSP and Creative Single Player, but those are the only two modes I play. This even happens when the game is paused. --Bronsonboy 22:45, 24 August 2012 (UTC)

(No mods, texture packs, anything) P.S.: I moved this from an annoyance to a bug. --Bronsonboy 22:45, 24 August 2012 (UTC)

Annoyances a Ever since the Local Server conversion was added to single player, you will often find an area which is completely black, and when updated will return to normal. RyanDolan123 04:37, 17 August 2012 (UTC)
 * I have not seen that before, could you provide me with a screenshot?
 * Duplicate of the "blocks under an overhang" bug reported above? Score Under 05:59, 20 August 2012 (UTC)

a connected textures are nice but you need to add a method of manually cycling the rotation of a block. the fact that you cannot cycle through texture orientations when placing connected blocks is annoying because the game tries to guess which way to orient the texture based on the way the avatar is facing and not what the blocks around it are doing. this leads to mismatched and really ugly screw ups in the orientation of joined textures.

a! For months I have tried to find out why my minecraft is messed up with the lighting. For some reason whenever it gets dark, the lighting turn blue and very dim so that you can barely see, even with the brightness all the way up. My dad downloaded the minecraft app to his computer and put it on a USB and downloaded it to my computer and it has the same problem, even when it dosen't on his computer. brandonschrand1 4:35 august 19 2012Brandonschrand 21:37, 19 August 2012 (UTC)


 * Finally, someone with my problem! I assume you have a Mac? This really breaks gameplay at night, and if you don't have a bed with you, things get really messed up when you try to see. It only occurs on really old Mac systems (before Intel processors became part of a Mac). I have only assumed that it related to the Java version, because my Java can only go up to 1.5.0_19, due to PPC core incompatibilities. Unless my system just happens to be the perfect (mis)configuration and everything, this seems like something that occurs in the Jar. Prior to 1.7.3, my lighting system worked perfectly. Now, everything lighting-related that occurs after 1.7.3 I can only assume will not function properly, due to such a bug. However, there are some hitches. For one, the majority of the glitches happen only at night. At day, lighting is the same as it should be. Torches light up properly, and the hue is correct. But for nighttime, it is vastly different. On the surface, everything is perfectly lit up and such, and renders torches useless when placed on the surface in direct skylight. This also interferes with caves when mining at night. Caves are supposed to be unaffected by changes of daylight, but unless it is in contact with skylight, where the cave would be lit up like at the surface (even at night), caves will instead turn dark and a hue of moonlight-blue, which is way too dark to see effectively, even with torches. Places like the Nether are also a tad too dark, and the only way to get it to be bright enough to effectively see, is to put brightness to max in-game, and, aside from that, also put the contrast, brightness, and gamma settings for the computer to their maximum settings. Deep underground, the void fog effect does not seem to take place, (on survival) and during a lightning storm, the lightning is able to light up the underground caves! As of recently, you can temporarily bypass the problem with a potion of Night Vision, which makes lighting like daylight. I assume that when you added moonlight, a part of the code was poorly crafted or vague causing blocklight to be gradated while restricted to skylight, and the constant light at the surface was caused by maximum skylight being the same, as if whatever parts of the code that were used were switched around. Maybe when you wrote it, it allowed the hue and maximum light level of skylight to be switched with blocklight, and that of blocklight to be switched to skylight. I could say from this that the surface is fully lit because skylight is to max out surface lighting to the max lighting in caves with the effect present in caves, and cave lighting is dark because it is set to max out features as they should occur on the surface at night with features corresponding to the surface, explaining the features like lightning penetrating deep in the caves, while leaving the Void fog absent. The code seems the only take effect in the block rendering environment, while items are not affected by this issue and are lit as they should be, meaning that mobs and entities, as well as things like maps, they are darken and lighted at the appropriate levels of light as before. The sky also goes from light-blue to black at night descends. Gradual transitions also take place. This is all theorized, and may be incorrect, as I do not know how to code Java. :C --Wormy14 13:25, 24 August 2012 (UTC)

a (This is the same bug that has been occuring for some users since release. It also has been reported before at least once. I will post a screenshot) There are certain points in worlds where surface texture on a certain group of chunks disappears (either for a fraction of second or as long as the player remains in the place). This happens in chunks both modified and not modified by the player. Dragomok 20:11, 25 August 2012 (UTC)
 * Screenshots below were taken on world with seed 456011055831457025.

Fixed/Skipped

Sounds
Bugs

undefined Extinguishing fire by punching it doesn't produce any sound. --84.156.16.193 05:14, 24 August 2012 (UTC)

undefined There is no sound when the player walks on sand. All other surfaces seem to play the walking sound properly. --KADC - &#34;Be unreasonable.&#34; 23:52, 20 August 2012 (UTC)
 * Details? My vanilla 1.3.2 singleplayer on Windows Vista gives walking sounds on all blocks I've tested: sand, grass, farmland, stone, cobblestone slabs, sandstone slabs. Try a clean install in a separate folder to force all the packages to download and retry. -Aurelius 00:08, 26 August 2012 (UTC)

undefined The tool breaking sound plays before a tool with unbreaking actually breaks. I believe (only a guess) it is doing this when the tool would normally break if it did not have unbreaking. --KADC - &#34;Be unreasonable.&#34; 23:52, 20 August 2012 (UTC) undefinedI've checked all the usual culprits (in-game audio settings, comp. volume, sound card, etc.) but as of 1.3.2 I'm receiving zero audio be it soundtrack, sfx, or otherwise. ThunderKnight_Z 21:35, 18 August 2012 (UTC)
 * Did sounds work for you in 1.3.1? Try to isolate what changed on your system from when sounds last worked. Try a clean install in a separate folder to rule out a corrupted install. Does sound work for other java programs? For my 1.3.2 clean install, sounds work Ok expect for the usual occasional lag. -Aurelius 00:08, 26 August 2012 (UTC)

Annoyances a It seems as though the stepping sound for walking is being played at almost the same frequency (if not exactly the same) as for sprinting. MerscratianAce 22:01, 16 August 2012 (UTC)
 * Hmm, this is not happening for me. Is there any chance that you can record Audio/Video of this? Sonickyle 16:07, 17 August 2012 (UTC)
 * Yes this is happening for me as well. But I like it because it also seems to be playing the footstep sound at the same time as your character's feet touch the ground while walking or sprinting. (Walk around and watch your character while in 3rd person view by pressing F5) - McLaren_231 (MC username) 9:10 21 August 2012 (UTC)

Fixed/Skipped

Menus
Bugs

Annoyances

a This annoyance exist since Multiplayer and Singleplayer have merged. When you want to update the .zip file of a texture pack, you have to close Minecraft first or else every attempt to update the .zip file would fail and send you an error message because "the file you're trying to update is used by another programm" even if the game is runnig with another texture pack. Before 1.3 snapshots, I used to switch to default before updating my texture pack, then switch back to my texture pack and it worked fine.Missingno 26 13:01, 19 August 2012 (UTC)

Fixed/Skipped

In-Game Interfaces/HUD
Bugs For some reason my bookshelves near my enchanter dissapear since the update 1.3 Bookshelves i placed before the update do not dissapear. I do not know how this happens but i already built enough bookshelves to built a library. please help, thank you.Wereking69

! Occasionally, in the inventory, clicking (without holding shift or ctrl) causes the effect of shift-clicking (instantly moving it to the first slot of the inventory or the hotbar), making it impossible to drag and craft items.
 * You may have sticky-keys on.   92.28.194.254 21:16, 18 August 2012 (UTC)
 * This effect is not caused by sticky-keys. It occurs on both Windows and Macs (in my experience), will randomly start without the player having pressed shift recently, and lasts until the launcher is closed. --Swampert rox 20:52, 19 August 2012 (UTC)
 * I get this all the time. Minecraft just doesn't register the key release so you need to press and release it again. Updating LWJGL seems to have fixed the issue for me, though I think this might just be due to blind luck. Score Under 06:01, 20 August 2012 (UTC)
 * I get it too. I originally thought I'd been accidentally triggering sprinting, but the details don't support it.  While I can believe that sprinting could work in any direction (including backwards), having it work for jumping seems a little implausible.  This is a serious problem when I'm exploring the Nether -- way too easy to get auto-run over a drop or through fire.  Contra my previous comment (which I'm removing, and which seems to have been transplanted from a different bug), I also fix it by pressing the appropriate key again.  Of course, when I'm suddenly auto-sliding across a wall, it's not always obvious which is the correct key... I've been getting this or a similar bug since at least 1.2.5, and I was really hoping it would be fixed by now.  --Mental Mouse 21:55, 23 August 2012 (UTC)

undefined Potion effect bars act as as additional width when determining where the inventory GUI should be displayed, shoving it over to the right. -- 108.20.74.149 16:31, 20 August 2012 (UTC)
 * This is intended behaviour. Where would you put them? -- Cyclone blaze ( user -  talk ) 16:33, 25 August 2012 (UTC)

Annoyances
 * a! When editing a book, it's impossible to move cursor to beginning of line, page or other place in a page. So when you want to edit some text inside a page you have to re-write the entire page. Book writing should have the moveable cursor, text selection and cut/paste similar to chat. Same applies to writing signs.
 * and longer book titles like 2 lines if possible

Gravemind2401 12:15, 16 August 2012 (UTC)
 * Totally a!. --188.238.242.198 11:09, 18 August 2012 (UTC)

a Filling a stack of buckets from a lava lake, if you fill your inventory without realising it while you still have some buckets in your stack, it's highly likely you will accidentally throw a bucket or two into the lava. It would be better if you simply dropped full buckets (or anything else that causes an inventory overflow) at your feet. Dumping excess junk so that it lands by the crafting table you were just working at, for example, is fine, normally, but in the case of lava the default throw direction is going to tend to discard your buckets into the lava you're clearing. This quirk of game user interface is, um, not very helpful. --82.69.54.207 22:13, 14 August 2012 (UTC)
 * Could this be reason enough for you to count the empty spaces in your inventory and have only that many buckets in the stack? Kp 21:59, 18 August 2012 (UTC)

Fixed/Skipped

Chat/Commands
Bugs undefined /kill and /seed commands fail to work for anyone except operators. Using the commands tells the player they do not have permission to use that command. Hard to tell if they've changed the permission on purpose without putting it in the change-log. --Denney 14:00, 19 August 2012 (UTC)
 * Permissions are a Bukkit thing, what are you talking about? Score Under 06:03, 20 August 2012 (UTC)
 * Well for one thing sometimes if i play a world on my own server then transfer the file to minecraft thanks to multiplayer internal singleplayer if i don't remember to OP myself i cannot be opped. Although one thing i like about it is the fact of not needing to put your items in a chest to transfer items from single to multiplayer.

Annoyances a In the update a lot of old commands like /gamemode were changed from /gamemode [Player] [Mode] to /gamemode [mode] [player]
 * I actually like this change, as you can now do /gamemode 1 and it will work on yourself. --RogerWilco2
 * I do like some of the changes, but on FlameZone PVP and other servers like it TooManyItems doesn't work properly, as it will make anyone with a 1 in their name change gamemode, for example the owner, allango100, or another admin/moderator enderman1234 changes their gamemode and it gets annoying for them. Luckily my minecraft name is triggerhurt ^^

Fixed/Skipped

Language/Text Files
Bugs

undefined The "Snooper Settings..." text is still not translated.--91.147.251.232 07:36, 22 August 2012 (UTC)

undefined In Czech: - Iron sword should be called "Železný meč". - Jungle tree and all its products (saplings, leaves, logs, planks, stairs and slabs) are named incorrectly. The tree is called Sekvoj (= redwood tree) which is nonsence because redwood trees are conifers unlike Minecraft jungle trees which are broadleaf trees. I suggest calling it "Tropický strom" (= tropical tree). Tropical tree sapling = "Sazenice tropického stromu", Tropical tree leaves = "Listí tropického stromu", Tropical wood = "Tropické dřevo", Tropical wood planks = "Prkna z tropického dřeva", Tropical wood stairs = "Schody z tropického dřeva", Tropical wood slab = "Půlblok z tropického dřeva". - Flint should be called "Pazourek".

Annoyances

a In Czech: - Blaze rod should be called "Ohnivá tyč". - Jukebox is commonly used expression in Czech and shouldn't be translated. Moreover, "Hrací skřín" sounds silly and is never used. - Creeper shouldn't be translated (applies to Spawn Creeper item). -Silk touch should be called "Hedvábný dotek".

Fixed/Skipped