Minecraft Wiki:Issues/1.2.5

Crashing/System
Bugs !! When attempting to find your coordinates on any game mode, the screen displaying this information appears to be obscured by a bizarre red screen which will slowly spread over the entire screen. If the screen covers the whole display, the entire game will crash, aas well as freeze the computer. I use a 2005 dell laptop with windows vista. !! Videocard Crash. Running on Acer Travelmate 2480-2247. Log: 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 04/06/12 7:15 AM Minecraft: Minecraft 1.2.5 OS: Windows XP (x86) version 5.1 Java: 1.6.0_32, Sun Microsystems Inc. VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc. 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:236) at net.minecraft.client.Minecraft.run(SourceFile:657) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT 3b3dba6a -- --- -Dovakh11n ! Occasionally when traveling though a nether portal, after taking a longer than normal time to try and load the overworld, Minecraft crashes and gives an error message. This is annoying because though the world is intact all the items in your inventory are deleted. Have had this problem on both survival and hardcore but mostly only when the saves folder holds a lot of data. !!? Sometimes, when saving & quiting from a world, the background will resize to a very small bit in the corner of the screen, causing the player to have to restart Minecraft. I beleive it happens the most when saving, then immediatly minimizing Minecraft and going to the desktop or another window. !! Pressing F3+s crashes the game. :*Unable to reproduce RyanDolan123 03:34, 1 June 2012 (UTC) Tried myself, nothing. Idk system specs, but i was playing peaceful superflat on survival with tmi installed and with "Generate Structures" disabled. --24.15.167.216 17:34, 4 June 2012 (UTC) !! When attempting to log in to a Minecraft server after migrating an account to Mojang, the client will crash. It will then show an error for about half a second before disappearing to black again. This error has occurred for the past three days. (I have tried force updating, doesn't work) !! We have a Minecraft server that has been in use since the 1.8 Beta. Shortly after updating the map file to use Anvil, a random chunk refused to render and started spawning thousands of creepers, eventually crashing the server. We blocks away, this time with skeletons. We also deleted that chunk and restored the area to normal, but I'm not confident that it will not happen again. The player who reported issue the first time has noticed that his monster spawner trap becomes many times more efficihad been running the server on peaceful mode for a few months and recently noticed that MCEdit was updated with some compatibility with Anvil. A few days ago, we deleted the offending chunk, forcing it to regenerate, and that area returned to normal. We thought the problem was fixed, but today the same thing started happening in another chunk a few thousand ent when there is no one else logged in, and the issue recurred near another player while he was the only one logged in. Obviously, monster spawners don't spawn creepers, so it's probably not the monster spawner themselves, and I don't think it necessarily has to do with using a 1.8 Beta map since the affected area have been active locations for days before the issues surfaced. 98.113.63.61 04:22, 24 May 2012 (UTC)Omar *ALWAYS try to reproduce the bug in vanilla mine craft. * This is vanilla minecraft 98.113.63.61 00:36, 25 May 2012 (UTC)Omar *I had the same issue too. A chunk randomly went missing. I wonder why it happens :/ RyanDolan123 03:34, 1 June 2012 (UTC) !! When playing Minecraft and using VLC to watch movies (dual screens) my computer will sometimes completely freeze. The screens go black and the sound plays in extremely slowed sound bites. The only solution is to give my machine a hard reboot. My assumption is that both programs try to grab the same hardware resources, which cause a hardware level problem. I own a 2010 MacBook Pro, i5 M520 CPU, nVidia GeForce GT 330M. This error has occurred consistently for the past week (I just started playing again.) !! When a player is killed by a fireball fired from a dispenser, it causes the server to crash. ! Sometimes, chunks reset completely, deleting all user placed blocks, destroying houses and other structures up to the top layer. ! when I start to play the game it runs for a while before stopping, saving chunks than producing a screen saying 'Minecraft has run out of memory' (it claims it may be a bug, but might be a memory problem. !!  Whenever I tried to play with ATI Radeon 6630M it crashes driver. (I guess it is because javaw becomes more than 1gb) !! When pressing F11 to enter full-screen minecraft.exe crashes (videocard: mobile intel(R) 4 series express chipset family) *Remember to use the crash label for crash bugs.Kinkzoz 00:34, 7 May 2012 (UTC)kinkzoz a mp  When firing snowballs at a fleeing skeleton, it arrows are shot out from its back undefined When running water comes to an open door, and the flow stops, the door closes. undefined I have noticed that tamed wolves, while sitting on beds, appear to actually be standing up, and telling them to stand up doesn't work until the wolf is pushed off the bed. ! Every single time I log in, the client crashes. I don't even get as far as the "Mojang logo". Have forced update several times and redownloaded the client. * You know this is not a Minecraft related bug. Check if there is something in the '/mods' folder in '/.minecraft' folder and remove everything in it, redownload the entire client again and do not modify it. * No mods exist. Entire folder deleted and redownloaded. No change. undefined When in third person frontview looking up and down 2d entity's render wrongly. They render as if you are in firstperson or backview. To get a good example, spawn some xp orbs and do the earlier mentioned. EDIT: It also happens with name labels above players in smp, but they got to stand to the left of you in order for you to see the effect well. * Confirmed, but for me only with XP Orbs. undefined Shift+clicking coal into a furnace that has some coal already in it will crash the client (tested on two servers, not sure if its a problem with LWC). undefined If you right click on a jukebox while holding a redstone torch, the game crashes (I haven't tested if it is the same with any other items.). Onatfb 20:08, 21 April 2012 (UTC) !! ? When running minecraft (even without a .minecraft), once update commences, it freezes randomly while downloading a file(at 38, 50, or something else) and completely stops doing anything. Win 7 64 bit. Then, after a few minutes, it gives me: Fatal Error Occurred(4): Connection Reset Retrieving: minecraft.jar 50% @ 665.27 KB/sec * Googling this issue, it sounds like you should try disabling your anti-virus and firewalls and then try again.--Mattrition 10:27, 7 April 2012 (UTC) * try using the browser to update and then run with the regular launcher, also happens with many 32 bit EXE files on a 64 bit system !!If attempting to access the menu, the inventory or the chat for the first time in a Minecraft session while the Minecraft window is on a secondary display in dual display mode, Minecraft will crash, leaving a black screen and no crash report. This can be avoided by opening the menu, the chat or the inventory before moving the Minecraft window to the secondary display. LaserCucumber 21:54, 10 April 2012 (UTC) U !! If I left and right click a sword or any item or block, as in attack and place keys, my Minecraft crashes on both servers and clients, and on survival and creative (Haven't tested on Hardcore) ! * Hmm, I think we need more details on this one, and also, removed unnecessary tags (! and A!), moved it a bit higher to fit into the proper sorting. This does not happen here. Bilde2910 06:02, 15 April 2012 (UTC) * Unable to reproduce in unmodded client. -- Orthotope * same, unable to reproduce, what OS do you use, windows 7 lets me do this just fine, the animation looks weird in opinion though... ! Installed MC from fresh launcher on new computer. Most sounds and no music playing in game. Check of resources directory revialed that only newsounds subdir was downloaded. No other resource files were downloaded by new launcher/updater even with a 2nd forced update. Possible that baseline launcher is not fully checking/downloading all files required for the game beyond just resource directory. (Win7-64) * You need to run Minecraft a couple times to make it work. * Able to reproduce. It happens sometimes to me too. --Anoymous712 03:42, 21 April 2012 (UTC) * Minecraft is loading sounds in the background, while you're playing. So you have to stay in-game for a while to download all sounds and music. --VADemon !mp Shift+Click behavior occurring when not holding shift while within: Inventory and Chests [Survival] and Item Menu [Creative] Moving them automatically to a free spot [Survival] or giving you a stack of the item you click on / inability to move item from the hotbar. [Creative] KHRoxas 16:56, 10 April 2012 (UTC) * watch SethBling's vid on bugs, the shift key sometimes gets stuck, happens to me on survival, try optifine with "SMOOTH INPUT: YES" * Incredibly unhelpful response, you need to press the opposite: "SHIFT" key. (R-SHIFT). That will fix the complete problem for you. *Make sure you don't hit Alt while holding shift. If you hit Alt while holding a key in Minecraft (for example, moving forward) and hit Alt, the game will freeze and your mouse will be stuck. When you click again, the game will unfreeze, but whatever key you were holding will be stuck. Hitting the key again will fix it. Tested in Beta 1.7.3 (using You Are the Creeper, not updated) but has been happening to me since I got the game, modded or not. !mp If an RCON connection drops unexpectedly (network issue, or rcon client is force crashed) the console is spammed with "IO: Connection reset." This generates massive amounts of log spam (40kbit/s), and continues until the server is closed or presumably the disk is filled. ! If you have a superflat world from 1.1, dying will delete ALL OF YOUR CHANGES!!! Possibly because of the Anvil conversion. *I think the problem is that superflat worlds don't have a set spawn point so when you die, the game picks a random spot to respawn. Your changes aren't deleted, but unless you pressed F3 at some point before you died, it's near impossible to find them again (in which case, use something like MCEdit to find them. This problem has been around since the Superflat world generator was added. NetherrackCreeper (talk) 19:57, 18 April 2012 (UTC) **Here's the real issue. It DOES save everything AND your spawn location. Minecraft is weird in a way. If you are spawning below 64 blocks (In superflat it's only 5) there must be a block at 64 blocks. If this is not true, Minecraft creates another spawn location and overwrites the old one. I heard about this from mcedit. And it's true, I've tested it. RyanDolan123 03:34, 1 June 2012 (UTC) undefined Cmd + Q still doesn't make Minecraft to quit. Tested on OSX 10.7.3 - Lion *I reproduced this on Mac 10.6.8. *Right-click > Quit from the dock does not quit the game either. LaserCucumber 01:25, 4 May 2012 (UTC) *I've also reproduced this on Mac OS X Version 10.6.8 Pokeneon7 7:45 PM, 9 May 2012 (EST) undefined mp Labeled as Fixed on the 1.2.4 bugs page, still exists for me: After executing a command in the chat box, Minecraft will not exit the entry box thus the player is stuck in talking mode. Entering another command or text will, on a few occasions, give the opportunity to exit text mode. In most cases anyway, it will write another line beginning with a slash. This deprives the player from using command such as /tpa, /home or faction related command. This did not occur before 1.2.4. :* Unable to reproduce this. Can you give us a screenshot of your Controls option screen ? --EvilSeph 17:08, 4 April 2012 (UTC) :*Here are my settings :*Not fix at all --Hactarus 14:21, 5 April 2012 (UTC) :*Got this problem too: after typing /help in talk mode (pressing T then /help), you're stuck at a "/" prompt which eventually disappears when typing "//" or "///", it's a pretty annoying bug as it blocks all controls (even pressing escape key doesn't get you out). :*Seems to be related to video card/architecture NVidia/Sony (VPCEH for instance) exhibits it while Toshiba/ATI Radeon does not - hope this help. For the record v1.2.3 was working for both plateform. :*This does not appear related to NVidia/Sony alone. I am getting it on a AMD Radeon HD 6950 using catalyst drivers (fglrx). Hardolaf 14:29, 14 April 2012 (UTC) :*There's discussion on this at the Minecraft Forums. Both nVidia and AMD cards are hit, both Java 6 and JAva 7. Possibly only 64-bit machines/installs? --Freso 12:27, 20 April 2012 (UTC) :*Lwjgl update don't work --Hactarus 13:40, 24 April 2012 (UTC) :*Maybe it's because when you press "return" it exits the chat and then re-enters it... :*My guess would be that it's because the new feature (introduced in 1.2.4) where the slash key also opens chat. (workaround : use the spoutcraft client) --snoepje0 undefined Unable to take a screenshot from Full Screen mode (F11). Game returns:Failed to save: java.lang.IllegalArgumentException: Number of remaining buffer elements is 1229760, must be at least 3147264. Playing on Win7, 64bit, 8gb ram, ATI Mobility Radeon HD 4200, display res 1366x768 (16:9 AR)--PlNG 03:47, 16 May 2012 (UTC) :*I have also had this problem in survival mode. For the last time with me the # of elements was 2893988. undefined When seeing the debug screen (F3), you can hit the escape key and the debug screen shows over the buttons in the menu screen. When pressing the "Save game and quit" button, there is a fake "Saving chunks" screen *The "fake" Saving Chunks screen's always been there. The game saves the chunks when you quit. undefined? Opening the texture packs from the main menu is fine, but when you press the "Open texture pack folder" crashes Minecraft. 64-bit Windows 7 with Nvidia GeForce GT 540, 8 gigabytes of ram, and Java 6/7 (I don't know, but I've tried this on both. Has been a problem since 1.1). This should not be a problem and it is a pain to go into AppData every time I want a new texture pack. EDIT: EDIT: EDIT: (I know spam, but this is important): THIS IS AN NVIDIA AND MINECRAFT PROBLEM! I ran Minecraft with Intel Integrated Graphics blabla (because on other computers that's what they used and it worked) AND IT WORKED! There is some sort of conflict between Nvidia and Minecraft because IT DID OPEN THE FOLDER WHEN RUNNING INTEL HD GRAPHICS or whatever. *I also have a Nvidia GeForce GT 540, with 8GB of RAM, with Windows 7 64-bit, and this does not happen with me. It works fine. Just because it worked on another computer doesn't mean its a hardware problem. You also have to take into consideration that Java could have an installation issue, or maybe there is an issue with windows explorer when opening a folder, because I had a problem like that on another system, and it required me to reinstall windows. :*Discussion on Talk Page undefined Taking screenshots in Minecraft sometimes fail, with the remaining buffer elements mismatch with a certain requirement. This has happened before, with modded clients, but the bug has now also started showing up in vanilla Minecraft. Screenshots with META-INF open and also this one. I have Win7-x64 with Java 1.7.0_02-b13. If you need more detailed specs, please ask. Bilde2910 undefined When quitting, Minecraft crashes, leaving a black window. Least-harmful time for it to crash, but it still shouldn't happen. -- Orthotope 07:16, 15 April 2012 (UTC) :*Confirmed on my machine: Ubuntu 10.10 using the FAIF radeon driver (R300). --Benanov 19:17, 18 April 2012 (UTC) :* Also seeing this on an up to date Fedora 16 install with an NVidia Geforce 330M :* I am also seeing this with Fedora 16. Quitting the game while in fullscreen does not give me a black window though. MTP123654 02:30, 24 April 2012 (UTC) :* NOT seeing this on Debian 6.0.5 Squeeze, same system as the Ubuntu 10.10 machine.--Benanov 20:58, 22 May 2012 (UTC) undefined In fullscreen (F11), you can't turn properly - it stops when the mouse cursor (not visible) reaches the edge of the screen. Windowed (including maximised) works fine. Ubuntu with nvidia driver. -- 2.24.0.31 11:25, 21 April 2012 (UTC) :* I have this issue, but I have also found a workaround. When in fullscreen, open a GUI, such as your inventory, and exit out of that GUI. You should now be able to move the mouse freely. I am pretty sure this is caused by Minecraft not capturing the mouse completely. MTP123654 02:28, 24 April 2012 (UTC) {|class="wikitable collapsible collapsed" |- ! Stack trace: |- | Exception in thread "Minecraft main thread" org.lwjgl.LWJGLException: X Error - disp: 0x8bc3280 serial: 9204 error: GLXBadWindow request_code: 155 minor_code: 32 at org.lwjgl.opengl.LinuxDisplay.globalErrorHandler(LinuxDisplay.java:313) at org.lwjgl.opengl.LinuxDisplay.nDestroyWindow(Native Method) at org.lwjgl.opengl.LinuxDisplay.destroyWindow(LinuxDisplay.java:560) at org.lwjgl.opengl.Display.destroyWindow(Display.java:351) at org.lwjgl.opengl.Display.access$400(Display.java:62) at org.lwjgl.opengl.Display$5.destroy(Display.java:860) at org.lwjgl.opengl.Display.destroy(Display.java:1110) at net.minecraft.client.Minecraft.d(SourceFile:527) at net.minecraft.client.Minecraft.run(SourceFile:688) at java.lang.Thread.run(Thread.java:679) |} undefined When wandering about far from where you left them seated pets (dogs/cats) that you left in certain areas will randomly spawn to you. So far I have had an average of 6-8 pets jump to my location on a few different occasions and separate log ins. 21:15, 15 April 2012 (UTC)X-Lander :* This is also happening to me since 1.2.5 where all my pets are porting to me several times in a play session. I have to run back to the house and make them sit again. — Valgarg :* Same to me in SP on a Mac. Also wild cats and wolfs spawn next to me. :* I am having this problem too (SP, Mac). It happens reliably in my main world whenever I move toward the area where I keep my dogs, just as it becomes visible in the distance (I use Far render distance). —kpreid 16:25, 7 May 2012 (UTC) undefinedsu In 1.2.5, Minecraft still crashes ("Saving Chunks"-screen) when you have an enchanted item with Fortune greater than three. This happens mostly in custom made maps, since Fortune IV or above is unobtainable with normal enchanting. Error message: java.lang.IllegalArgumentException: n must be positive at java.util.Random.nextInt(Unknown Source) at jq.a(SourceFile:13) at pb.a(SourceFile:535) at pb.a(SourceFile:527) at pb.a(SourceFile:711) at aes.b(SourceFile:61) at aes.a(SourceFile:73) at net.minecraft.client.Minecraft.c(SourceFile:1230) at net.minecraft.client.Minecraft.k(SourceFile:1558) at net.minecraft.client.Minecraft.x(SourceFile:719) at net.minecraft.client.Minecraft.run(SourceFile:671) at java.lang.Thread.run(Unknown Source) --130.83.20.73 23:33, 19 April 2012 (UTC) I think it could be the fact that in the code, Java can use variables up to a certain number, then crashes. In this case, the maximum is 3, and after that the number becomes negative. It is the fact that code CANNOT have negative numbers in it that crashes the game. There IS code made in the startup of the world to store data in it, and once it loads the tool with a negative number enchantment, the game crashes. !! Ubuntu linux 11.10 on 2500K cpu+gpu, 64bit jvm: After logging in successfully and downloading jars Minecraft won't start. Looks like 32bit native lib gets loaded. If its my fault, pls let me know at vladil@centrum.cz, thx. {|class="wikitable collapsible collapsed" |- ! Stack trace: |- | Exception in thread "Minecraft main thread" java.lang.UnsatisfiedLinkError: /home/weepy/.minecraft/bin/natives/liblwjgl.so: /home/weepy/.minecraft/bin/natives/liblwjgl.so: wrong ELF class: ELFCLASS32 (Possible cause: architecture word width mismatch) at java.lang.ClassLoader$NativeLibrary.load(Native Method) at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1928) at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1825) at java.lang.Runtime.load0(Runtime.java:792) at java.lang.System.load(System.java:1059) at org.lwjgl.Sys$1.run(Sys.java:69) at java.security.AccessController.doPrivileged(Native Method) at org.lwjgl.Sys.doLoadLibrary(Sys.java:65) at org.lwjgl.Sys.loadLibrary(Sys.java:81) at org.lwjgl.Sys. (Sys.java:98) at org.lwjgl.opengl.Display. (Display.java:132) at net.minecraft.client.Minecraft.a(SourceFile:184) at net.minecraft.client.Minecraft.run(SourceFile:657) at java.lang.Thread.run(Thread.java:722) |} {|class="wikitable collapsible collapsed" |- ! System details: |- | Linux lx 3.0.0-19-generic #33-Ubuntu SMP Thu Apr 19 19:05:14 UTC 2012 x86_64 x86_64 x86_64 GNU/Linux Intel core i5-2500K, 16GB RAM java version "1.7.0_02" Java(TM) SE Runtime Environment (build 1.7.0_02-b13) Java HotSpot(TM) 64-Bit Server VM (build 22.0-b10, mixed mode) |} !! I've removed my .minecraft, redownloaed, etc. - When I go into a new world, it give me a dirt screen, then crashes, then flashes an error report for about 0.5 seconds. 72.177.199.149 !! mp Being killed by a fire charge (but not arrows) shot from a dispenser crashes the server (1.2.5) with a Null Pointer Exception. ! I tried to play Mine craft in my browser (Premium), but it instantly got stuck on this: 'Update' 'Done' ---(green bar, ~95% full) Same with the downloaded version, and both free versions. It freezes exactly like that, and I can't play. Please fix! Annoyances a Tamed wolves will sometimes teleport and follow if the player moves far enough to unload the chunk, then close enough to reload the chunk, regardless of whether they are sitting or not. (Tested only in SSP) amp when playing in multiplayer sometimes when I log out and log back in to a server I will be spawned on top of where I was. for example: if I am mining and i logout in the mine, when I log back in i will be on top of the mine in the open world. it will just mess up my Y coordinates and put me up on the main land of exactly where i was. once, i was in the nether and i logged out, then when i logged back in i was on top of the nether. (bedrock) and had to teleport back in. PLEASE FIX. i am on a windows 7 OS, i5 processor and 6 gigs of ram. i have a 64 bit of windows but i think i am on a 32 bit java. (for some reason minecraft wont recognize my 64 bit version installed. yes i have only had the 64 bit on but it still wont work, so i am stuck on a 32 bit java) *Happens to me too. Very Annoying. I told Mojang on Reddit since they are collecting bugs to fix. a After creating a nether portal, I walked in and it crashed. It won't let me in nether no matter what I try! *Unable to recreate this issue, need more details. NetherrackCreeper (talk) 18:47, 12 April 2012 (UTC) *Grammar fixed. UNABLE TO REPRODUCE * REPRODUCED,Are you using a HD Texture pack if so then reinstall and Extract the texture pack and patch your minecraft again with the NEWEST mcpatcher. *Singleplayer or Multiplayer? Works fine for me on both. Hinopupu (talk) 14:09, 28 May 2012 (UTC) a On IBM t43 windows 8 Consumer preview, the mouse pad freezes up while moving. So you walk straight. Using the rat(small mouse nub on laptops) works just fine. Just a warning to fix this when win 8 comes out. * This is a bug within Windows 8, some laptop drivers crash unexpectedly and fail to notify windows or windows fails to notify the user. a If you take a picture of anything, (screen shot) and click on the title of the picture on screen, it attempts to open it as a link(not sure if intentional) a Whenever I am in the middle of a game or getting back on, it will go to the 'Saving Chunks' screen for no reason. I can only break/build about 25 blocks without seeing that screen. a Every time I run minecraft without opening IE 64-bit, the game will crash after about 4 minutes. a Cannot Shift-Click wooden doors into chests. a When a Ghast attacks the player, the frame rate drops by several times, causing incredibly annoying lag. Fixed/Skipped

Minecarts/Boats
Bugs

! If a mob hits you while in a boat, sometimes it will do severe damage or kill you. This happened to me in my singleplayer world when a squid was in 1-block-deep water and I traveled over him in a boat. It was also captured on video (multiplayer) here (@ 20:04) with wolves (the wolves were following the player and they teleported when the player got too far away). I think it happens when the mobs come up from below you. Both SSP and SMP affected. --Arcooke 02:02, 5 May 2012 (UTC)
 * Confirmed in SMP with a zombie coming up under the boat. There appears to be two other issues with this bug.  The first is that it always appears to show that the player died from falling too far.  The second, which is more problematic, is that it appears that this causes the users spawn point to be reset to the world spawn point, possibly putting you far away from your current location even if you have bound to a bed near where you are (The bed in question is still intact, has not been moved, and is in a viable spawn location).  Pewmayman 14:57, 7 May 2012 (UTC)

F x cr Using the Pick Block in creative mode on a minecart will give bedrock instead of minecart. Tested in 1.2.5
 * This happens with all entities. 207.190.166.40

undefined Getting into a boat with a water bucket, lava bucket in hand causes the contents to be dumped if there is a selectable block on the other side of the boat. Also works with a second boat in your hand.Cactose
 * Confirmed in 1.2.4, 1.2.5 pre-release, and a 1.2.4 world just updated today to 1.2.5 update. All 100% vanilla clients and worlds. Bucket empties when getting in or out of the boat if there is a selectable block within range behind the boat. Random seed used: debug. I copied Cactose's report above from Known bugs/Version 1.2.4 to Known bugs/Version 1.2.5. -Aurelius 15:59, 4 April 2012 (UTC)

undefined when you are using a storage cart with food in the hand, you will eat the food when you are in the cart GUI.

undefined mp ? When using the jar version of the minecraft_server, it's impossible to place minecarts and boats 77.253.77.33 14:30, 1 May 2012 (UTC)
 * Definitely not in SMP (CMP not tested) 91.51.190.152 06:08, 29 April 2012 (UTC)
 * What can make it fail to work then?
 * I can confirm it, I also cannot shoot a bow because arrows vanish.
 * I can also confirm the boat/minecart error, and arrows vanish on shooting but they do work, they are just invisible once shot. No problems in SSP however.

x cr ? Sometimes when creating a boat when right next to a wall(facing it) if the player gets into the boat you may glitch through the wall seeing the whole of the underground. However the player will be stuck.

undefined mp When placing a rail on the topmost layer of the map, placing a minecart on this rail will fail with the message "Height limit for building is 256", as if the minecart were a block.
 * Is this really restricted to multiplayer? Sounds like it could be a general problem with the client. --Mattrition 15:18, 11 April 2012 (UTC)
 * I don't know, I tried it and the problem only affected me on multiplayer. Singleplayer worked as normal. NetherrackCreeper (talk) 20:14, 11 April 2012 (UTC)
 * Confirmed that this does not occur in singleplayer.--Cube3 02:25, 18 April 2012 (UTC)

x mp When a boat is placed where water is moving/pushing it from behind and there is a solid block in its path (examples: stone, door, cobble), the boat will 'move' through the solid block and continue forward for about 10–15 seconds then 'rubber-band' back to its original (actual position). It may be that the client is predicting movement that is not actually happening (and is corrected by the server every X # of seconds). This is a major annoyance in trying to build things like docks, which may hold a boat in place until called/let loose

undefined A minecart going up a properly powered narrow spiral track will sometimes get stuck on the blocks when it is cornering, depending on where you have the camera pointed. The only solution is to remove the minecart. This does not happen on the way down.

undefined cr Sometimes when a minecart carrying a mob is traveling on a track it may get stuck on buttons or powered track. They do not decelerate as they would normally on an unpowered track but rather just stop. This has happened only rarely and only on creative with lots of redstone wireing around. I have found this with all the mobs I have tested but not with the player. I have not found this problem with spirals or corners more than other places and the stuck minecraft could be pushed again after a few tries as it repels the player but with persistence it can be done.

Annoyances a! Landing a boat onto slabs causes fall damage. When trying to recreate it, I only took one heart of damage for several different tries. The first time it killed me I had cobble slabs, the with the other tries I used wooden, still on hardcore mode. All times I just gently coasted onto the slabs, I was not going fast.

a! mp In multiplayer, other players in a boat or minecart often appear in the running animation. This is definitely a bug, the players' feet stick out the bottom of the vehicle. I think this is a major annoyance because it can definitely ruin machinima videos. If you think otherwise, you may change it to normal annoyance. RyanDolan123 04:07, 1 June 2012 (UTC)

a When getting off a boat, the player falls through it rather than stands on it. It also causes the boat to be pushed away and easily wrecked by nearby blocks.
 * Downgrading to annoyance--Cube3 03:58, 10 April 2012 (UTC)

a mp When traveling above ground at night arrows from skeletons that stick in the sides of blocks or on the rail will stop the mine cart as though the arrow was a solid block

Fixed/Skipped

Redstone/Pistons
Bugs

undefined Newly-placed Pistons will automatically extend if there is already an active power source, such as a Lever that has previously been switched on, TWO blocks ABOVE where the Piston gets placed even if there is NO block just ONE space directly above where the Piston was placed. If the power source is deactivated or removed, the Piston will remain extended unless there was a block directly one space above where the Piston was placed.

This problem does not exist if the previously-activated power source is two blocks away in other directions (to the sides, or from underneath) when there is one empty block space between the previously-activated power source and the newly-placed Piston. It only happens if the previously-activated power source is TWO block spaces ABOVE where the Piston is placed with the empty block space directly in-between.

To reproduce:

(1) Place a Lever on the side of a block three block spaces up so that there are NO blocks in either of the two spaces directly below the lever itself. (2) Switch the Lever ON so that it is an active power source. (3) Place a Piston two block spaces directly down from that previously-activated Lever (there should be one empty    block space directly between the Lever and the Piston). The Piston will automatically extend. (4) Switch the Lever OFF so that it is no longer an active power source. Or, just remove the lever. The Piston will stay extended.

Example:

--- --- |              |               | |               |               | |     Dirt      |    Lever      | |              |               | |     Block     | (Switched ON) | |              |               | |               |               | |               |               |  --- --- |               |               | |               |               | |    EMPTY      |    EMPTY      | |              |               | |    SPACE      |    SPACE      | |              |               | |               |               | |               |               |  --- --- |               |               | |               |    Place      | |   EMPTY      |               | |              |    Piston     | |   SPACE      |               | |              |    Here       | |              |               | |               |               |  --- ---

If the block space in-between the Lever and the Piston was not empty, the Piston would have retracted as normal. Regardless, the Piston should not have even automatically extended in the first place since there was just an empty block space between the Piston and the Lever.

Some slight modifications need to be made to the steps above to compare the behavior when the active power source is two blocks to the side in any direction. Instead of using a lever in that situation, you can use previously-powered Redstone Wires instead. You will see that the Piston (again, TWO blocks away with a space in-between) will not automatically extend when it is placed. However, if you have a solid block in-between (with no spaces), then it will still automatically extend as is normal.

The problem occurs when there is an EMPTY block space directly between the already-active power source and the newly-placed Piston when the already-active power source is TWO blocks ABOVE where the Piston gets placed. The Piston should NOT automatically extend unless there is a solid block between the Piston and the Lever.

In the MCP code, the problem appears to be a check within the "isIndirectlyPowered" method of the "BlockPistonBase" class. It is doing an additional check for power two blocks above itself without checking to see if the space in-between is empty/null.

Code:

if(par1World.isBlockIndirectlyProvidingPowerTo(par2, par3+2, par4, 1)) { 	return true; }

--IiiHuman 19:39, 5 June 2012 (UTC)

! Scenario: You have 2 pistons stacked on top of one another piston A on top of piston B (they can be facing any direction that does not cause one piston to be moved by or move the other upon activation). If piston B is powered after piston A OR if piston B is placed in to position after piston A is powered Piston B will duplicate piston A's power state regardless of other power input until piston A's power is removed. After piston A loses power piston B will again respond to other power sources as expected. If no power source is applied Piston B will remain powered off if piston A again becomes powered. This is my first time adding a comment to a wiki so I hope this was clear. I took a screen shot that explains things much more clearly but I'm not sure how to list it properly. I'm just going to post the link. http://i136.photobucket.com/albums/q199/rivitingone/Minecraft/bug.png If this is incorrect would someone please fix it so it is properly done? I have repeated this bug on sp and mp. -- Rivitingone

! Redstone repeaters placed on top of blocks can, under some (as yet not clearly defined) circumstances, create a physics glitch which causes a player walking on top to fall *into* the block. Suffocation and death can result. (Found on single-player survival mode.)
 * I only have this problem when there is a ceiling 2 blocks above the block the repeater is on.

! Sometimes redstone torches burn as soon as they get powered. This made my music machine not operational!

! Jungle tree leaves will replace piston blocks when they grow. --Datsun80 17:17, 10 April 2012 (UTC)
 * Discussion and more info on Talk Page

!Redstone repeaters can freeze. Appears in loop circuits, the input at 1, the output staying at 0. It seems to involve game reloading / disconnect and reconnect. A way to restart the circuit (it will eventually freeze again) is to remove the input redstone wire and place it again. Or anything that causes the input to be updated. Very important bug, also existed in 1.2.3 and maybe earlier, please fix ! (SMP, Linux 64 bits)


 * I've had the same issue on SMP,Win64 but it's not limited to a stuck repeater. I have a simple clock (one repeater and one redstone torch) powering two pistons and when moving away from the clock so the chunks unload and returning will frequently stop the clock in either the repeater or redstone torch cycle.


 * As of 1.2.5 single player survival, whenever I turn off my redstone torches(on purpose), occasionally they will not, while capable, turn back on, unless I destroy it and replace it.

!While functioning (does not involve game reloading or anything), pistons can place themselves in a state simultaneously extended and not extended. This state never changes until the extended block is broken by hand, which restarts the circuit. This happens only for certain designs, but happens often. Very important bug, exists since 1.1.0 (see the 1.1.0 known bugs to reproduce, but I don't known if it is the only way to produce it), please fix ! (SMP, Linux 64 bits)
 * Reproduced. I had lots of pistons that would push lots of diamond blocks. I would hold down right click, placing blocks repeatedly. After block 3, the block train would stop. I looked at piston 2. It was retracted AND extended!

undefinedBug where piston is powered by invisible power source after stacking it on another piston and not powering them on at the same time. This makes the spot unusable for pistons. Found on a craftbukkit server. Only essentials and group-manager installed.

24.192.246.237 23:21, 4 April 2012 (UTC) Will --Mattrition 01:10, 8 April 2012 (UTC)
 * I've try that in vanilla minecraft and it's the same thing. CharlieKopaka794, 18 April 2012
 * Always try to reproduce the bug in vanilla minecraft, no matter how unrelated the mods installed are. We can't take it seriously otherwise.
 * This bug has been discussed in the past and will likely continue to come up until it is fixed. http://www.minecraftwiki.net/wiki/Issues/Piston_Quasiconnectivity_Bug --- User42 (talk)

undefinedRedstone torch burns out on multiplayer (only survival tested). Redstone circuits which should generate a stable clock pulse normally rely on NOT gates. NOT gates burn out the redstone torch. Replacing the torch will not help, as it will burn out immediately on the next switch. This happens only on multiplayer. Circuits in single/creative are fine. No mods installed. The bug is trivial to recreate, try any of the clock generators that rely on a NOT gate (all of them), observe for about 20 seconds, the circuit will stop working. --Siebren 08:20, 5 April 2012 (UTC)
 * Someone else reported the following: (also found same problem on Mac OS X version (creative mode tested only)
 * Someone relabeled this as an annoyance and creative only. It is a bug and it does not appear in creative only, please do not relabel a bug without good reason. --Siebren 08:02, 6 April 2012 (UTC)
 * Bug appeared in Creative Superflat, redstone torches do not change state when their block is unpowered,but not always.(Relabeled to Mp and Cr)Wigglewiggle 14:30, 6 April 2012 (UTC)
 * I took the Creative label off because it is not restricted to creative. --Mattrition 15:59, 6 April 2012 (UTC)


 * Someone removed Multiplayer Only because the proplem is not restricted to multiplayer.
 * This happens for me in survival single-player, anyone else have that problem? (Mac OS, Minecraft 1.2.5)

undefinedWhen you repeatedly power a block with a redstone torch on it the torch will eventually burn out. However, every redstone torch you place in that spot afterwards will burn out when powered, even when powered with a button or switch. Reloading the world does not fix this problem.--Myrmeleon 17:44, 26 April 2012 (UTC)
 * I'm encountering this as well. It mostly seems to occur when I'm using redstone torches to transmit a signal vertically. After the bug occurs the involved area is permanently broken. Removing the afflicted blocks, and reloading does nothing to fix it. This does not seem like intended behavior. 67.180.24.224 16:31, 8 May 2012 (UTC)
 * Upgrading this to a major bug. Confirmed on SSP, in all cardinal directions, especially with compact vertical RS-NOR latches (the type used here).  It works a few times, but then the torches start burning out... and once dead, there is no way to fix the glitch; even rebuilding the entire structure in the same location continues to instantly burn out the torches.  This is most definitely a bug, and a serious one at that.  Seems to be easier to trigger on some worlds than others.  --Tigerstripe 10:47, 2 June 2012 (UTC)
 * Double-confirmed in SSP with ALL RS-NOR latches displayed on that page, including all vertical and horizontal designs. It's surprisingly easy to reproduce: just toggle any torch on and off frequently (about once a second) until burnout, then try to replace it: it'll either burn itself out the moment you place it, or the instant its state changes.  Doesn't matter how much you replace it, either: it's broken for good.  Definitely NOT what's supposed to happen.  This destroys all RS-NOR latches.  It may also destroy all inverters, or any circuit that relies on torches on the sides of blocks. --Tigerstripe 11:12, 2 June 2012 (UTC)

undefined sp Standing middle of block that piston pushes sideways, makes you fall through pushed block. (tested csp, cmp) 88.194.211.57
 * This is caused by pistons pushing being an entity, it's an (probably) unfixable bug. 190.125.69.183 01:02, 6 April 2012 (UTC)

undefined If you use piston to break redstone signal that powers another piston, signal goes away but piston does not retract. (tested csp, cmp) 88.194.211.57

undefined If a piston connected to a rapid pulsar is destroyed, sometimes Block 34 (piston arm) remains until there is a block update. -S0221

undefined Monostable Circuits Set on 1 ticks output will release 1 tick, but set on 2 ticks will release 3 ticks.
 * Downgraded to minor bug. On the scale of all things minecraft, this is not a major problem :) --Mattrition 21:45, 12 April 2012 (UTC)

undefined There is a glitch where if the player makes an infinite loop using a piston, the piston will disappear after the loop made its first iteration. An invisible block (possibly air block) is left where the piston once was, but the piston can not work again unless replaced by another. When the player places a block on the invisible block, it is erased and the block isn't placed.

undefined mp When placing a block of sand next to glass, placing a lever on the sand and pulling it, the glass turns to glowstone. When deactivating the lever, it turns back. Marksp5547 12:14, 22 May 2012 (UTC)

a! When a powered rail with a minecart on it gets pushed forward and back with a sticky piston so the minecart goes of the rail, the rail will still act like the minecart is still on. Only braking the rail and replace it will stop it.

Annoyances

Fixed/Skipped

Blocks
Bugs

undefined When you are around 65 blocks away from a chest it will be invisible (only tested on singleplayer). --Swekob 2 June 2012

! Nether portals above y:128 are ignored in the way nether -> overworld. (tested only on vanilla SMP) (other source)

undefined When a tree grows, any half slab that is where a leaf will grow will be deleted and a leaf will take its place, this is not the case with full blocks.

F !cr The new way that pick block works gets many items that aren't in the creative menu, including:
 * Nether Portal
 * End Portal
 * End Portal Frame (should be added to creative inventory)
 * Piston arm (only if piston is extended) --Lolmaster 03:23, 6 April 2012 (UTC)
 * Monster Spawner
 * Cake (gives block (id 92) instead of item (id 354))
 * Nether Wart (gives block (115) instead of item (372))
 * Melon stems (gives a grey plant, the block ID being 105)
 * Pumpkin stems (same as above, except the ID is 104)
 * Wheat (gives block 59)
 * Enderdragon Egg
 * Stone with silverfish inside (should be added to creative inventory or at least given a name)

Tell me if there's any more NetherrackCreeper 22:24, 5 April 2012 (UTC)
 * Some blocks that are also affected are crops, nether wart, and melon/pumpkin stems. -S0221
 * Aside from technical blocks, this is not a problem as certain blocks are intentionally not in the Creative inventory. This allows Creative players with access to the items the ability to build structures with them, while preventing spoilers for players who have not yet reached certain points and preventing players on servers from using these items if the ops do not want them used. --Swampert rox 19:04, 10 April 2012 (UTC)
 * If what you're saying is the intention, then why not just organise the creative menu a bit better and add the blocks when the player gets the "The End" achievement. As for the servers you mentioned, that situation might call for a new command, something like "/itemdisable 120" or that mod API they're working on. NetherrackCreeper (talk) 21:18, 11 April 2012 (UTC)

F !cr The pick block button doesn't give you the exact block for certain block types and tends to give the drop for the target block instead. Examples, and other incorrect behavior, are listed below.:
 * On stone it gives cobblestone.
 * On grass it gives dirt.
 * On glowstone it gives dust
 * On lapis lazuli ore will yield an ink sac. Corensis 02:28, 5 April 2012 (UTC)
 * When using the pick block on upside down half slabs it will give you a normal looking half slab which when placed will only appear on the top half of a block. Sebperth 08:43, 10 April 2012 (UTC)
 * When using the pick block on 2 wooden slabs (That were merged into one block), You will get a stone slab. Xoslize 10:50, 23 April 2012 (UTC)
 * All three data values of silverfish stone (stone, cobblestone, stone brick) yield only the smooth stone type. -S0221
 * on an extending piston head (Not extended, but still extending) gives you portal like block that you can't place. Ezekielelin


 * I've merged all issues with incorrect pick block results into one bug. Add any more that you find to the list. Also upgraded to major bug since this is incorrect behavior for a major feature. --Mattrition 00:48, 8 April 2012 (UTC)
 * More generally, it gives you the drop, rather than the block itself, unless the block normally drops nothing when broken. Picking gravel sometimes gives flint instead. Also affected: coal, redstone, and diamond ores, cobwebs, leaves, bookcases, snow (crafted block), melons, mycelium. -- Orthotope 01:29, 8 April 2012 (UTC)
 * Ah ok. I'll update the bug to reflect this. There's no point listing all those when there's a clear pattern, but the lapis rendering an ink sac is still very odd... --Mattrition 23:39, 8 April 2012 (UTC)
 * any block obtained through the pick block key will have a damage value of 0 (lapis is dye (id:351) with a damage value of 4 so it gives you an ink sac because it is dye with a damage value of 0)

!By running on Soulsand in places with low ceiling, it is possible to fall through any type of solid block placed in front of this Soulsand. (Useful bug, through ...). If you do this while being in one of the third person view, you'll revert to first person view.Missingno 26 06:18, 8 April 2012 (UTC)
 * Confirmed, and to clarify, this only occurs when running across a single block of soulsand.--Cube3 03:01, 4 June 2012 (UTC)

undefined Fence blocks are replaced by leaves when trees are grown near them. Occurs with other "transparent" blocks too.

undefined If you place a slab on top of an ice block, you will still slide when walking on the slab.
 * Pretty sure this happens with more than just slabs.

undefinedmp After tilling a dirt block with a nonsolid block attached to it, placing same nonsolid block on the dirt block will turn it into a farmland. (Updated: Tested and recreated on a vanilla server, although it didn't work every time so here is a video).
 * You aren't supposed to post bugs caused by mods or plugins. Test the issue in the official server software from minecraft.net and tell me if it worked or not. NetherrackCreeper 19:47, 4 April 2012 (UTC)
 * Reproduced in vanilla survival SMP. To rephrase, jumping on a tilled soil block and then updating it will sometimes cause it to revert to tilled soil (waiting a while or reloading the chunks work too). The client thinks the block has been trampled, but the server doesn't. --- User42 (talk)

undefinedmp Blocks at layer 256 will not break in mp. This doesn't appear to happen in SP. Have been unable to test in survival mode.

undefinedmp When you want to break a ladder, your crosshairs will target the block BEHIND it. The way you remove the ladder is to get on the side, then hit it. undefined if a player is placing ladders and the block next to the ladder can contain a ladder, extra ladders will be placed in the second block. Frequently, the player will also be unable to directly interact with these ladders, only being able to remove them by breaking the block they are on.

undefined Transparent blocks, even if solid, don't affect items on the ground, sometimes hiding them completely and rendering them uncollected until the block or surrounding blocks are broken.

undefined When standing above water, breaking a block underwater does not show the breaking animation.
 * Confirmed, though it is sometimes difficult to notice.--Cube3 03:01, 4 June 2012 (UTC)

undefined It is not possible to place redstone repeaters on upside down stairs and slabs.
 * Same applies to Redstone wire and (Redstone) torches too.

undefined Grass doesn't decay even in complete darkness. (Same applies to Mycelium too but in this case it makes sense)

undefined Leaf blocks leftover from alpha don't decay when disconnected from wood. This problem existed before and was solved, but exists again in 1.2.5. Problem typically resurfaces when changes are made to leaf blocks, like when decorative leaves were added, or new tree types.

Annoyances a When standing on a ladder and destroying another ladder, actually we destroy the block on which the ladder is placed. There are many other situations where it is very difficult to break a ladder and it seems to depend strongly on the position of the player and the presence of other ladders nearby. (Multiplayer, Linux 64 bit, reported since 1.2.3

a When transitioning from a halfblock to a bed, the player will for a split second drop below the plane of the slab before getting on the bed.

acr Blocks normally do not drop in Creative, but if destroyed indirectly (i.e. destroying a block with a door on top) it does drop. Windows 7 64bit, running Optifine Multicore and Single Player Commands but recreated on unmodded jarfile. 24.72.137.130 23:36, 20 April 2012 (UTC)
 * I think it still counts as mods, but I can still test it on a 100% vanilla Minecraft. 76.181.103.188 18:22, 22 April 2012 (UTC)
 * Able to reproduce in vanilla Minecraft
 * Breaking TNT in Creative mode also drops it.

a Pressure Plates can not be placed on Nether Brick Fences.
 * Confirmed.--Cube3 03:01, 4 June 2012 (UTC)

undefined or a I have recently found a ghast fireball frozen in mid air. It does not disappear or hurt me when I go through it. The fire on the ball still moves so i don't think its just a frozen image. --68.9.177.110 21:31, 31 May 2012 (UTC)
 * Fire Charge has this bug recorded already. I have Windows 7 and it's happened to me, so this is likely just an entity-to-world generation conflict. 72.95.133.152 23:43, 4 June 2012 (UTC)

a Chest block entities do not spin from the center like the rest of the block entities.--PlNG 17:03, 1 June 2012 (UTC)

a! Trapdoors open randomly when put around Glowstone. Beneath these trapdoors/glowstone is lava (Source) This may not be the problem, as other trapdoors open that are at least 15 blocks away from ANY lava Source.

Fixed/Skipped

Crafting/Enchanting/Brewing/Interface
Bugs undefined When cooking a stack of food in a furnace, splitting the stack and putting it in another furnace with fuel will cook the stack, but the cooked item disappears.

!A sword/bow enchanted with flame can ignite other player even if the pvp is disabled allowing player to kill themselves.

undefined mp When you take a screenshot and open chat in multiplayer, then click the screenshot name, Minecraft treats it as a link. Pressing Yes in the dialog that follows, will cause your web browser to open the link, without any http://, https://, file:/// or any other prefixes. Only applies to multiplayer, since singleplayer can't open chat. Screenshot -- Bilde2910

undefined When entering the Inventory, the Player's head seems to go into a "Seizure" state, flickering back and forth between positions. Most likely because the player's head is pointing in the direction the were last facing AND looking at the cursor at the same time! This not only looks weird, but can be extremely annoying to some people. 76.20.156.120 (bunnyman14 on minecraft forums)
 * Upgraded to minor bug. Annoyances are for things deliberately added by Mojang :) NetherrackCreeper (talk) 19:20, 4 May 2012 (UTC)
 * Unable to reproduce. Are you referring to the player's head in the inventory or the real one?--Cube3 03:05, 4 June 2012 (UTC)

undefined Shift-clicking to craft an item that produces more than one item per recipe while your inventory has no empty slots will lose items if the remaining room in the item stack is not a multiple of the number of items crafted per recipe. For example, crafting 16 sticks and 16 coal to produce 64 torches while there is already one torch in the inventory (and no empty slots) will produce a stack of 64 torches and lose the extra torch. --TLUL

Annoyances

a! The enchanting system has always, and continues to be frustratingly unfair. sometimes producing Efficiency III when a level 50 enchant is used. Considering you need to kill NINE HUNDRED AND TWENTY FIVE zombies/creepers etc., to get to Level 50, users are naturally in consensus that, to quote Yahtzee Croshaw, the ratio of difficulty to find versus actual usefulness is completely arbitrary. While we respect the mystique Mojang have tried to create about enchanting, the numbers need serious review. Kizzycocoa

a Enchanted weapons and tools can be repaired, but they always produce a non-enchanted item.
 * If this is a bug, then it is not an annoyance, fixed. --Ayudon1 16:31, 6 April 2012 (UTC)
 * I believe this is intended, changing back to annoyances and recategorizing. -- Regdoug 21:42, 6 April 2012 (UTC)
 * This is NOT a bug and is the way repairing enchanted items is supposed to work. This is explicitly noted in the enchanting and repair pages on the Wiki.  Pewmayman 15:00, 7 April 2012 (UTC)

acr In Creative mode, reloading a world or using either type of portal will fill in the hotbar with the default items if there is no item or block currently occupying that space.

acr The Dragon Egg isn't in the Creative Inventory.dalolman - Punch trees, get wood 16:45, 10 April 2012 (UTC)
 * It takes ten minutes at most to reach the End and kill the Enderdragon in Creative. This is not a problem, as the egg's existence could spoil newer players. --Swampert rox 19:06, 10 April 2012 (UTC)
 * So could End Stone, and so could its silhouette in the Achievements menu. If spoilers really are an issue, Mojang could just make it so that if the achievement "The End." has been achieved, the Dragon Egg becomes available in Item Selection.

a Bookshelves don't gives bonus if a torch is placed between the enchantment altar and bookshelves.

a Menu screen resizing is slightly glitchy when ratios are extreme.

a Attempting to move a brewing stand without a pickaxe causes it disappear. Yes, it has a few bits of cobblestone in it, so even though it's a delicate looking stand, you're supposed to use a pickaxe on it? (Sorry for the rant, but blaze rods don't come easy and I found this incredibly frustrating.)

Fixed/Skipped

Achievements
Bugs Annoyances A Bedrock and Monster Spawner don't show up in statistics.
 * Assuming you mean these blocks are not counted, I've changed this to an annoyance. Bedrock is not supposed to be breakable in survival so it doesn't need to be counted. On the other hand, it might be nice to record the number of Monster Spawners you have destroyed. --Mattrition 10:00, 7 April 2012 (UTC)
 * Keep in mind that bedrock can be placed in creative, so counting the number of times it's been placed is still necessary.

A Doesn't store the achievements server side for SMP.
 * When playing on another computer then usual the achievements will be reset since they aren't stored on the server and synced with the client.

A After much experimentation, it is safe to say that the achievement Sniper Duel is unfairly difficult to achieve, as the skeleton may despawn at a distance of 50, the arrows are not visible at such a distance, and neither are visible when the graphics are set to short or tiny viewing distances.--Cube3 03:14, 4 June 2012 (UTC)

If your computer crashes and exits minecraft without saving, all achievements will be lost.

Fixed/Skipped

Gameplay
Bugs

! sp "Save and exit" will not always save changes made to the world. Some details will be saved, such as the player's inventory and the state of redstone, but not world details. Will happen only if there are lots of mobs and the system cannot handle it. Tradeworld

! Spiders spawned from a dispenser will get stuck in the dispenser block, take damage, and possibly die before being able to leave. Occurs even when the dispenser is standing alone (away from other blocks) --24.3.130.60 07:20, 1 June 2012 (UTC)

! sp cr If I don't click quickly when building with blocks(I haven't seen this bug with non-solid blocks) then it will make some 3/4 second lag and make a duplicate block, which is annoying as I have to delete the block, which tends to create more lag and sometimes delete a second block. This hasn't caused a crash yet, but I am afraid it might soon. --MTB Spy 01:13, 1 June 2012 (UTC)

! U When logging in everything seems fine but when you start to play a lot of things start to flash: NPC's, mobs, water, things like chest furnace's etc., your inventory, everything further than rendering distance small and your player. I tried redownloading mine craft, create new worlds and playing in browser but nothing worked! FYI: Al these problems only occurred in the last update and in both single an multiplayer. ! Sometimes when logging back in, in SMP your y (height) coordinate will not the same as it was when you logged out. instead it will be the highest point with a solid block. for example if you were in a dungeon then you might end up on the surface. has happened 5-6 times in 1.2.5 and was also present in 1.2.x --86.52.2.125 01:15, 9 April 2012 (UTC)
 * See also under "right clicking problem" in the talk-page. The problem is also sometimes called the "double click annoyance". It has nothing to do with the mouse (because the problem persists if the controls for Attack and UseItem are assigned to keyboard).
 * When my computer is VERY LAGGY, I click once and sometimes I place 3 blocks.
 * Unable to reproduce.
 * This is also prevalent in the Nether, leading to players being permanently stranded on the Nether's roof. Upgrading to major bug.

! mp cr In SMP, flying through an End portal in Creative will cause the server to kick the player for moving too quickly, then spawn the player several hundred blocks from the End's landmass.
 * This sounds like a major bug to me. TorchicBlaziken 00:46, 12 April 2012 (UTC)
 * You don't lose anything and you don't die as you're in creative - so it's not that major. Kris159 15:52, 15 April 2012 (UTC)
 * It does sound rather annoying that you spawn several hundred blocks away from where you got kicked, rather than, say, your spawn point. NetherrackCreeper (talk) 20:16, 18 April 2012 (UTC)
 * Reproduced, I had to teleport back to spawn after about 1/2 hr of walking around. - Anonymous

undefined mp In Multiplayer, explosions from TNT and Creepers etc. will only hurt players, but not launch them. this makes TNT cannons and many other TNT contraptions not work in Multiplayer.

! Villages destabilize somewhere around 1.5k doors and 500 villagers. Continuous uncontrolled breeding.--PlNG 02:42, 4 June 2012 (UTC)

undefined Mobs take fall damage when landing in 1-deep water after being ejected from a dispenser (using spawn eggs) from a 6-block height. Since it normally takes at least an 11-long drop in order to take fall damage when landing in 1-deep water this is a bug. Here is a screenshot demonstration: Setup Result
 * Confirmed, though for myself it took heights greater than 6 blocks.--Cube3 03:37, 4 June 2012 (UTC)

undefined Mobs and players take half-heart of fall damage when falling into 1-deep water from a 4-block elevated ledge without jumping. If you or the mob jump from the ledge instead of walking or being pushed off of it, no fall damage is taken! Image explanation: Setup Result This bug is mainly a problem for various mob farm designs.
 * Unable to reproduce.--Cube3 03:37, 4 June 2012 (UTC)

undefined When the game searches for an existing portal (going from the Nether to the overworld), it doesn't seem to check above height 128. (Created a portal in the overworld at Y: 151, entered it, went back into the resulting portal in the nether, and ended up in a new portal at ground level)
 * Also, when creating additional neither portals in the overworld, they all return to the first portal generated (or perhaps most recent?) in the neither.--Cube3 22:29, 4 April 2012 (UTC)
 * You are incorrect. http://www.minecraftwiki.net/wiki/Nether_Portal#Linkage_between_Overworld_and_Nether
 * Yes we know what the intended behaviour is, but we are simply explaining what is actually happening. To recreate this, create a new creative mode world, build a neither portal over the old height limit (above the clouds), go through it and back. A new portal in the overworld is created. Next fly to somewhere far away, and build another neither portal (in the overworld). It will take you back to the first one generated in the neither.--Cube3 22:40, 9 April 2012 (UTC)
 * I did some additional testing. I have a over/nether portal pair that worked as expected. I created an overworld portal above 128 that lines up exactly on x/z with the nether portal (and for the sake of argument was < 128m away on the y axis. Using the > 128 overworld portal worked as expected. Using the Nether portal didn't connect me to the new >128 OR the old <128 portal. It created a brand new portal at ground level. Breaking the new portal and repeating would result in another new portal. Breaking the new portal and the >128 portal results in me being send to the original overworld portal again. --SeeJayEmm 17:04, 19 April 2012 (UTC)

! sp In Super-flat, The spawn conditions for the player are not met so when you die and re-spawn, the spawn-point is reset to a random location a few regions away Potential fix: Place a block above spawn-point at y = 63. --Fuj1n 23:55, 12 April 2012 (UTC) undefined If the player breaks the bed he is resting on, he will wake up and can partially clip blocks.
 * Upgraded to minor bug. NetherrackCreeper (talk) 18:18, 24 April 2012 (UTC)
 * Nah, this is major.
 * Confirmed, this still happens. The player shouldn't be able to break the bed when resting in the first place. --Mattrition 17:18, 6 April 2012 (UTC)

undefined Suffocate yourself with a bed: make a 5 wide x 5 long x4 high hollow room. Put torches at head height in the center of the wall, and pressure plates in the corners. Game cannot find adequate space to release you from the bed, so it stands you up on your bed, suffocating you. --PlNG 19:57, 19 May 2012 (UTC)

undefined Occasionally the keyboard controls freezes (are ignored) mid-game. They remain frozen until any mouse input (left or right click) and will then work normally. This happens seemingly at random and in all gamemodes. This happens with both external mouse and built in mousepad. I run MacOS X 10.7.3 with Java SE 1.6.0_29. Has been noticed since 1.1. Vglocus 13:29, 16 April 2012 (UTC)
 * I can confirm, it usually happens a few seconds after logging and almost never happens again until next log in. OSX 10.7.4 - Java 1.6.0_31.--Wedhro 21:17, 24 May 2012 (UTC)

undefined The volume of Music Discs will be determined by the volume level of Minecraft when inserted into a Jukebox, if you change both volumes (Sound and Music) to 0% they will still play. Same vice versa, if you insert a disc with volume muted, the music will not appear to you even if you turn volume up. The music also persists if you pause the game. It will only quit by removing the disc or returning to main menu. Bilde2910 undefined If you put a disc in a jukebox, turn down your volume to 0, and eject the disc, the music still plays.

undefined When in third person view looking at yourself, your head accessory on your skin gets occluded by your face when crouching and looking down.

undefined If you break your bed while sleeping, water physics do not apply to you. That means you can move in water like you can on land.

Annoyances

a sp Maps made with shift click always produce map 0 in both creative and survival mode and sometimes in creative the map 0 is sometimes not centered on the position it is crafted from.

a! Portals doesn't link correctly between nether and the normal world. Example:

These portals were created and lit up in the overworld:

A) x: -657 y: 66 z:  837

B) x: -908 y: 219

Afterwards nether was entered from afar (not close to connect to any of the portals) and following portals was created:

C) x: -82 y: 8 z:  104

D) x: -113 y: 27 z:  104

Testing the portals gave following results:

Entering portal A resulted in ending up in portal C.

Entering portal B resulted in ending up in portal D.

Entering portal C resulted in ending up in portal A.

Entering portal D created a whole new portal.

Removing the new portal and entering portal D resulted in yet another portal

Note: the several newly created portals where all at Y: 64

a! Relating to the Above Topic i have also noticed that placing new nether portals near existing stable portals can cause the existing link to break and reform in the wrong location

a! In single player survival mode, some structures vanish after logging out/quitting, however the any items the player has remains in their inventory. This has happened several times to me, where I have built a house etc. and then logged back in to find it has disappeared. Unusually some structures have survived in some worlds of mine but others have been completely removed in others. I have no mods installed and same effect happens no matter the texture pack (including default).

a! If you have any Structure above you below y=64 the sky immediately turns black. Especially annoying and unavoidable on a superflat map. Building a house and looking out of the window - just pitch black darkness out there. Wandering under trees with fast graphics makes the sky flicker between black and normal. (Not sure if it's a bug.There's no scenario in which this would make sense. Even if I'm underground, if I see the sky, it's still blue.) Also happens in creative, so not related to the much more annoying and much less sense making void fog.
 * I have to second this.The Effect is called "Dimming".A server I play on requires a Mod which removes it together with the void fog (big buildings)
 * Void Fog and Dimming should not appear in a superflat world but it happens to me too.Can someone confirm this? 93.128.59.12
 * I can.This is definitely a bug.Maybe we should make an extra point for it.

a Logging out and logging back in while falling off a cliff will only make you take the fall damage from the height you logged back in from. It is extremely annoying with fall traps on PvP servers.

a Sprinting does not work properly in a way that if you sprint on leaves the particles will be gray and on colored wool the particles are white.--MCKMan

acr It is not possible to throw an ender pearl by right clicking in creative singleplayer and multiplayer. Given how fun teleporting can be and how there would be no repercussions in creative, it is sorely missed.

a Once entering a bed, the character will slide off and fall on the floor, but will sleep normally.
 * I think I see this too, and I think it's a bug. Try rotating the bed 90 degrees and see if you slide down it rather than fall out. I have one bed in one game where I fall out of bed (to the side) and another where I slide down the bed but otherwise sleep OK. Also try a room with a 3-high ceiling throughout. Both of my buggy beds are in rooms with mostly 3-high ceiling but only 2-high at the edges, and the beds are next to the edges of the room. Does what I describe match what you see? 82.69.54.207 02:32, 19 April 2012 (UTC)

aMushroom stew still doesn't stack. (Previous reason for non-stacking stew made sense before potions when it was a healing food, but this is no longer the case). Even short stacks of 16 would make more sense than non-stacking. a Colored text on signs is not centered correctly. The text always goes to the right side of the sign. (It's not a plugin, mod or bukkit fail. It is produced by the clientside renderer. Here is an Image of it
 * If one were to attempt to eat from a stack of mushroom stew, one would eat the bowl along with the stew. This is why mushroom stew does not stack.
 * Nonsense. The empty bowls stack fine. There's no reason that eating from a stack of stew wouldn't have the same effect of dropping the empty bowl into a stack of empties as it does now.
 * Try putting water in one bowl, and put another bowl over it and press down in attempt to stack it. Guess what? The water makes way for the bowl! This is completely logical! –Preceding unsigned comment was added by 207.190.166.40 (Talk&#124;Contribs) . Please sign your posts with
 * If you have no empty bowls, and your inventory is full, eating a mushroom stew off of a stack would attempt to add an empty bowl to your inventory but wouldn't have a place to do so. As long as stew does not stack, there will always be an empty inventory slot for the bowl to occupy (namely, the slot which had contained the stew). --timrem 17:56, 18 April 2012 (UTC)
 * If there's no inventory slot for the empty bowl to go to, couldn't you just throw it? (like filling potion bottles with water) NetherrackCreeper (talk) 20:16, 18 April 2012 (UTC)
 * When milking mooshrooms, what happens? The entire stack of bowls does not become a single stew - but what happens if your inventory is full? Do you still milk it, and drop the new stew? Or does the game stop you from milking it? Either way, I see no problem in spitting out an empty bowl when your inventory has no room for it. 69.116.205.16 20:44, 24 April 2012 (UTC)


 * It happens on the colormatic splash too but it's shifted to the left. 86.27.118.220 05:52, 8 May 2012 (UTC) Samario

a! Drowning damage causes knockback. This can make it harder to get to air in some cases.
 * I've always had this problem, even before 1.2.5. --Atsumete 02:38, 9 April 2012 (UTC)
 * I had this issue just this weekend, twice. It killed me once in just 3 meters of water.  It's only a problem if I'm in a current or next to a block, in which case it's nearly impossible to surface.  In still, open water, it's not an issue (also, only happens to me in Multiplayer, never in single player thus far).  --LoneCenturion 17:02, 14 May 2012 (UTC)

a 3D Anaglyph needs an adjustment for convergence distance, the current static effect is too strong to use without headaches on certain screen configs.
 * Agreed. There should also be some adjustment to the elements in the foreground (crosshair, player's hand etc..) so that they will appear correctly and not cause headaches when looking at them after looking at the game world.--Cube3 03:37, 4 June 2012 (UTC)

a On Survival Single Player (not tested in multiplayer), using bonemeal on a mushroom does nothing, neither growing the mushroom into a giant mushroom, neither consuming the bonemeal.
 * I've had this same annoyance too, except for me it worked in Single-Player and not in Multi-player. Odd. --71.62.9.157 01:48, 13 April 2012 (UTC)
 * Unable to reproduce. Are you certain you've given the mushroom plenty of room to grow? If there is so much as an out of place block, it wont grow.--Cube3 04:09, 18 April 2012 (UTC)
 * I agree with Cube3. 76.181.103.188 18:34, 22 April 2012 (UTC)


 * I performed some experiments with the mushrooms in Creative mode and found that they are only able to grow on the mycelium blocks.(evidence)

a! mp When blocks are removed by Creeper explosions, jumping into the crater will result in an infinite fall (You will appear to fall onto the block, but you will teleport up 1 layer in an infinite loop)
 * This is due to the client failing to obtain the world data after the explosion. The glitchy up and down infinite loop is because of this: The client sees a hole, you can fall in. The server knows there's blocks there. You fall in. The client keeps thinking it's just an empty hole. The server repeatedly tells the client you can't move there. That's how! Disconnecting and reconnecting usually if not always fixes this. RyanDolan123 04:31, 1 June 2012 (UTC)

a Picking up lava source blocks leaves sourceless flows behind. Usually, the first level of flow out from the source will disappear, but then fills in with lower levels of flow. This is particularly annoying in Creative when you're trying to clear out lava to build something. --King Starscream 17:06, 16 April 2012 (UTC)

a After pressing the F1,F2,F3...commands, your turning/scrolling speed decreases by a lot making it hard to fight mobs and building.--Guest 17:14, 25 April 2012
 * Are you sure you don't press F8 ? What happens if you press F8 after the slow down ? 91.51.184.88 06:30, 26 April 2012 (UTC)

a Oak and Jungle trees can be grown via bone meal when they are side by side; however, Pine and Birch trees refuse to grow under the same conditions. Dotsarecool 14:33, 7 May 2012 (UTC)

a Feature request: Right clicking mature wheat with seeds should reset the growth to just planted and make the block emit seeds and wheat as if you had left clicked to destroy the wheat and then right clicked to plant the seeds. --PlNG 16:35, 6 June 2012 (UTC)

Fixed/Skipped

NPC/Animals
Bugs ! Iron Golems don't spawn in Villages anymore. I at first thought this was related to a snapshot, but I reinstalled and created a new super-flat world, found a village with about 25+ villagers and Golems don't spawn. However, player-spawned Golems work fine. --Nathan2055 15:29, 13 May 2012 (UTC)
 * Unable to reproduce. Have you read the wiki on Iron Golem?  The village itself needs a minimum of 21 "houses" (where "houses" are calculated as wooden doors with special conditions. Try sticking wooden doors into the exterior wall of existing houses, and these "houses" also need villagers in/near them to register) to be able to spawn golems and then 16 villagers for each golem.  If you still need further assistance, look into installing the VillageInfo mod.--PlNG 23:06, 30 May 2012 (UTC)

! My wolves aren't standing when i right clicked them. Then in creative mode i tested this and it had the same outcome. My wolves are now stuck in sitting position. I also ended up hitting 2 of them and they started growling but didn't move nor look hostile. This is scaring me a lot!

-I hear this is due to online/offline mode. I tried flipping to offline and the wolves stood, but continuously growled at me.

! sp My villagers do not fall in love to eac hother. I make the village grow biger, but they don't make any babies. PLEASE FIX IT!!! It happens to my friends to. We are playing in 1.2.5, the latest update. I have tried to go to creative an i went to a big village. I killed every villager but i let 2 villager stay and i just waited for them to make babies. But after an hour i came back...but there was only the 2 villagers left... PLEASE FIX THIS OR TELL ME WATH IM DOING WRONG!!!

! su mp Golem/tamed animal to player behavior in SMP. Major coding omissions here specifically in SMP. There's a few issues to address and some suggested solutions. --Bronzedigger 4:32, 3 May 2012 (EST)
 * Golems created and animals tamed by a specific player will not defend themselves against other players who attack them. Additionally player-created golems and tamed animals will not defend their master when another player attacks said master.
 * I suggest a simple GUI interface added to the page shown when holding the tab key which lists all players online and their pings. There could easily be a check box added for an identify friend/foe system in which golems and tamed animals of the player would adhere by. In this method a player could declare who is a friend and his golems could assume others to be hostile, thus protecting his land and himself.
 * Minions created by player 1 should be also be hostile to minions created by player 2 if player 1 has played 2 marked as an enemy via the IFF system.
 * After the above solution is implemented there is still the matter of telling to who each minion belongs to. This is not so much an issue with tamed pets as they obey commands. Golems, however, are completely identical to one another. Therefore to tell them apart I propose additional skin slots located at http://www.minecraft.net/profile which could be used to upload a player's own golem skins so player 2 who is enemies with player 1 does not approach player 1's golems thinking they are his own and get clobbered.
 * Marking this as major because current minion behavior is perfectly fine in singleplayer, but a major oversight when the multiplayer aspect is added. Needs to be changed. Anyone who has played unmodded SMP knows that invariably not all players are friendly. Player minion mobs should be tweaked to follow suit.

! Nearby (100-200 blocks) dogs/cats teleport to you, even they are seated.
 * Specifically I've noticed that previously sitting cats and dogs teleport to you as soon as you get in range.
 * Cats and dogs teleport to you at unpredictable intervals. Sometimes they don't for a while, then suddenly there they are.   Zorrothefox 15:06, 16 April 2012 (UTC)
 * I tried reproduce the bug in a new world (generated in 1.2.4). No problem with this. Maybe a bug with converted worlds (pre 1.2.3).
 * Another case: (various users)
 * Confirmed that this happens in both single and multiplayer survival.
 * Untamed wolves and ocelots follow me and teleport. This is very annoying as trying to do anything on the ground you will probably hit a wolf and make them hostile.
 * Confirmed. It seems that when I enter a wolf's line of sight others teleport to it, as normally more than 3-4 wolves don't spawn. Unpleasant.
 * This has been annoying me for a while. I'm pretty sure it started happening around 1.2.4 or 1.2.5. I keep about 25 dogs/wolves and 5 cats seated in a big room under my base in SMP. Usually while returning to the base (maybe when the unloaded chunks are loading?), they ALL suddenly warp to me. Extremely annoying if I'm in a 1-block-wide tunnel because the dogs push me around and it takes a very long time to get back to the surface. StalePhish 14:52, 17 April 2012 (UTC)
 * Not to go on and on about this, my experience is much like that of StalePhish. I too keep a lot of dogs and cats, and they were formerly in different locations (this is SMP).  Now I have to keep them all in one room (because they all end up there anyway) and having all of them suddenly warp to me at unpredictable intervals is annoying and dangerous.  It's making the game nearly un-playable.  Zorrothefox 12:38, 19 April 2012 (UTC)
 * Definitely happening. And since recently I've been exploring farther and farther distances because I've gotten in the mood to explore new areas, when I return home, all my dogs and cats spawn on me. This is a huge huge problem, because I happen to like netherrack and setting it on fire for light and there happens to be no code for dogs or cats to stay out of the fire. Even mobs will not jump on a block that is on fire, but dogs and cats will. I've been losing pets left and right.

undefined sp An iron golem in my world has been standing in water for like the past minecraft month. Hasn't drowned, nothing happened. Not sure and not tested in multiplayer.
 * I don't think they are supposed to move in water (They would rust).
 * They are supposed to drown after a certain amount of time. It hasn't drowned yet.
 * Iron Golems no longer drown as of the 1.2 preview from February 29, 2012.

! mp Mob movements are glitchy in SMP, leading to the following issues:
 * In a pen farm animals will appear to jump over their fences, and wander out; if the server does not shut down, they will be pulled back into their pen like a laggy teleporting player. However, they can also "jump" onto the top of the fence. While up there, they will spin around, and eventually come back down on the proper side. If the server is stopped while a farm animal is on the top of a fence post, then on server restart they ARE on top, not "tied" to the inside side of the pen, and after spinning around can walk off to the outside of the pen. I tried making fences at height 2 instead of height 1 .. Keybounce 08:24, 5 April 2012 (UTC)
 * Captured animals (also mobs) seemingly appear outside 1 block thick 2-3 block high room (like they were getting out), mainly the roof. If there is no roof they appear top of 2-3 block high wall. You can collide these glitching animals. (pics from 12w04a)  -88.194.211.57
 * Discussion on Talk Page


 * This is due to glitchy client-side prediction. It has nothing to do with the server. It can be very annoying. RyanDolan123 04:39, 1 June 2012 (UTC)

undefined Mobs continue to attack players who are dead. This is a very old bug and can result in the destruction of items if creepers or ghasts are involved.
 * downgraded to minor bug. We need to save major tags for the most obvious issues. --Mattrition 08:49, 12 April 2012 (UTC)

! When making a very large open interior city house, Villagers seem to choose an arbitrary point at night, and then attempt to move to it. All 400 of them. All night. Also consider gradually increasing villager AI response to nighttime/daytime. Every villager moving at the same time at sundown is both lag inducing and unnatural.--PlNG 23:28, 30 May 2012 (UTC)

undefinedI just spawned 2 wolfs in a world, tamed them and let them breed. after that I let them sit down and logged off. when I logged on again. they would stand up when I clicked and when I hit them they will make the evil wolf sound
 * I don't see a bug here. That sounds like normal behavior for creative? --Mattrition 08:49, 12 April 2012 (UTC)
 * He said basically said: I tamed wolves, I hit them, then they made aggressive wolf noises.
 * He's correct, actually. Tamed Wolves should only play the "hurt" clip when attacked and no growling noise whatsoever. If this is a major issue to you, turn off the sound.

undefined Chickens look up when they intend to look down and vice versa. So normally a chicken will look at your shoes, (which looks fine IMV; they clearly like shoelaces), but if the chick is a block above you and tries to look at you it will look up, which does look strange.82.69.54.207 22:08, 5 April 2012 (UTC)
 * How do you know where the chicken wants to look?

undefined Sometimes cats and dogs when they are sitting do not stand up when you right click, also while this is happening they will transport to you a minute later and then you can make them sit again but the other animals around it will still not be able to stand up. (Thurs April 5, 2012)

undefined mp In multiplayer, other players' tamed wolfs keep growling after they kill you.

undefined wolves and ocelots still spawn in large numbers and follow the player untamed on mac osx client. (1.2.5. single player survival) (linux client seems fine though… 'java on mac' related?) (2012-04-09)
 * still getting swarmed with wolves and ocelots after latest mac osx 10.6.8 java-update 1.6.0_31 (2012-04-09)
 * I get swarmed with green sheeps (9.April.2012)
 * If this kind of issue is related to a mac, it would be very odd. Can you try creating new world on your mac and seeing if you have the same issue? Can you take a video of the problem? --Mattrition 15:07, 9 April 2012 (UTC)
 * It happens in both old and new worlds.
 * A video of the problem "youtube.com/watch?v=OPPzfjB4D9w"
 * I have this problem on Windows client. 174.1.36.69 18:38, 9 April 2012 (UTC)

undefined When a puppy grow up into a dog, the dog will be injured (it probably carries over HP of a puppy).

undefined After breeding animals like pigs, chickens, cows, mooshrooms, and sheep, the animals and their young still try to get to you if you have wheat in your hand when they're not suppost to.

undefined In SMP Iron golems will not attack slimes, slimes do not attack villagers, shown clearly in superflat as slimes will spawn everywhere a lot anless disabled.
 * Iron Golems are not supposed to attack slimes(the golems would chase the slimes ignoring the zombies attacking the viligers). Also, only zombies attack villigers.

undefined Cats can sometimes detect chests and beds behind wall and then get stuck, ignoring player.

undefined Long-standing bug, still present: Wolves become far too dark when wet. Compare with a white or a light grey sheep, which is about the same shade as a wolf. If you watch the sheep in water it /does/ darken by a shade or two just before it dips under, but by comparison the wolf becomes about two shades away from black. I suspect a plus sign in the code should be a minus, or something equally trivial.
 * The darkness shows how wet the dog is
 * He's saying that the wolves get too dark when wet.

undefined Standing 12 blocks or more away from a tamed wolf in a minecart makes the wolf invisible and shows a flickering "fake" wolf sliding back and forth at extreme speed between the player and the minecart.

undefined Tamed Wolves will sometimes attack mobs that are already dead

undefined Tamed Wolves that are sitting will teleport to the player and will stay seated

undefined In big villages, and after a long time, villagers will stack at the north-west corner of the village, and will leave the south corner.
 * This applies to animals too. I have a pen with a lot of cows, sheeps, pigs and chickens. All of them get into this corner and try to escape (glitch through).

!On a fresh, 1.2.5 map, mooshroom breeding with cows is failing for me. It is extremely frustrating to lead 3 mooshrooms on a 3 day (in-game time), (multi-save) journey back to your base only to find that the sole survivor will not get it on with any of those boring, other cows. (Maybe he didn't read the wiki....) Other possible factors: the other two mooshrooms seem to have been lost by a save game glitch. This breeding issue may be not be consistent since I have only seen a few other reports of this in the forms. Maybe it only occurs on fresh maps....

undefined Baby cows cannot/will not go through fence gates.

x sp I was just playing MC in SSP, then a pack (5-10) NEUTRAL wolves spawned around me and began to follow me, but I couldn't make them sit! They also became hostile when I punched one (as normal). I haven't tamed them or something. I play minecraft without any mods.

Annoyances a! Long-standing annoyance, still present: All passive mobs make noise far, far too often. Most irritating for cats and chickens, but the others are just as bad, they just make slightly less intrusive sounds. Chickens are like a Chinese water torture if you've got a lot of them. Flagging as a major annoyance this time round because it really is starting to get on my nerves. They never shut up! Not when they're sitting, not at night when they should - mostly - be asleep, and if I turn the sound down to bearable levels I lose noises I do want to hear. 82.69.54.207 02:52, 19 April 2012 (UTC)

a! Dogs/Ocelots that are sitting will stand up and try to teleport to the player after the player has taken fall damage. They will wait for the player to teleport back to the same dimension before teleporting.
 * I been doing some tests, besides isolating my chicken flocks, it would appear that the pets are most apt to teleport from sitting position, not from fall damage but from environmental damage such as lava. --Autumnrain26
 * Has anyone tried this on a completely unmodded server/client? I know it sounds anal here, but the fact that the original bug reporter was playing on a server that had a "wilderness" map linked tells me that the server was modded and I want to make sure that this behaviour is correct for the vanilla server and client too. --Mattrition 08:44, 12 April 2012 (UTC)
 * Tried to recreate conditions in Vanilla SMP, and got a strange occurrence, and unknown if programmed that way or what. The tamed mobs attack hostile mobs from a sitting position while remaining seated. Have not yet confirmed them standing at will from seated position. --Autumnrain26 04:52. 15 April 2012 (UTC)
 * Confirmed in Vanilla SMP. Tamed mobs will stand at will when player is damaged or dies. --Autumnrain26 05:19.

a! Villagers are opening and closing doors too much. When two villagers jam themselves into a doorway, they will repeatedly open and close a door until one gets through. A 4-way jam becomes unresolvable. Imagine this happening in an apartment complex. I have essentially created a redstone-free annoyance machine. ARGH! --PlNG 18:57, 15 May 2012 (UTC)

a If you attack a passive mob (cow, sheep, pig) (particularly punching them, which doesn't hurt them much and gives you time to see what's happening) it panics and runs in a random direction. That random direction may include directly towards the source of the damage, which often allows you to keep punching it while it 'runs onto your fists'.82.69.54.207 22:08, 5 April 2012 (UTC)
 * Discussion on Talk Page

a If you set animal on fire it will stay there and die. It does not "panic" like when you punch it.
 * Discussion on Talk Page

? I lost two out of three mooshrooms when I loaded a save that was created while crossing an ocean. We were a few meters from a small (5 meter diameter island, so I am sure I did not leave the area without realizing it. The mooshrooms were all next to each other when I saved.  I may not have had wheat in my hand when saving. I will try to duplicate this, but it will be a while.  Hopefully someone else can confirm this as well.  (No idea how though....)

? Sheep arent eating grass or regrowing wool at all

Fixed/Skipped f When looking at an entity and doing "pick block", you get bedrock
 * According to this tweet, this is the case for all entities, not just pigs. And according to this tweet, it will be fixed "later". —Fenhl
 * This is a bug in single player only, as far as we know. --EvilSeph 16:05, 4 April 2012 (UTC)


 * Confirmed, works with every single animal, not sure about mobs/enemies, Creative mode only, duh.

Mobs
Bugs !! If you make a "stack" of 150-200 mobs all with 1/2 heart, throw a Splash Potion of Harming(/Healing if zombies & skeletons) at them, quit the world, then go back into said world, it will show a Saving Chunks screen (greyshifted) then go to crash log for 1/8 of a second, then blackscreen. 86.27.118.220 05:52, 8 May 2012 (UTC) Samario

! Ghasts pressed up against a wall can see everything in range to the North-West of it, and will continually fire at them(into the wall). Usually eating away at the netherrack. --TrazLander 06:49, 1 June 2012 (UTC)

! mp The spawning distance for Monster Spawners is two blocks off vertically in multiplayer. Even if the client shows flames in the spawner block you have to go up two more blocks for the Monster Spawner to actually spawn mobs. -Confirmed. JOWD

! mp If mobs are confined in a small area without any chance to leave, they often break out if the chunks get unloaded and then loaded again (relog,entering portals). This can be very annoying when collecting Mobs for XP farms or iron farms.

! mp Mobs do not spawn at a certain height is smp. Even with all chunks loaded mobs will not spawn. I'm unable to find the exact spawning height, however I do know that mobs will not spawn at 230+
 * Actually, it's 240. Or more accurately, mobs won't spawn within the highest 16 meter section that has at least one block in it. This is because the game tries to not spawn mobs above the highest section, but it uses the bottom of that section as the limit instead of the top. I'm not sure why that check is needed at all since mobs won't spawn in the air anyway. Last username 11:18, 11 April 2012 (UTC)
 * Mobs will still spawn as the result of sieges however. I have an iron farm set up above 240 in SMP and zombies still spawn periodically with standard siege behavior.--Veedrock 11:36, 7 May 2012 (UTC)

! mp If you have a 3 high ceiling (so 2 blocks below to move), a room above, and slimes can spawn in the bottom room, then some of them will be able to glitch through the ceiling. They do not do any damage but since they can see players through walls, they will follow the player an bully him around.

undefined mpwhen creepers are shot by a skeleton, the creeper don't run to the skeleton and explode
 * This is an intended feature. --Moxxy 01:45, 1 May 2012 (UTC)
 * Why in single player where the creeper run to skeleton and explode whhen shot.--xXminerXx

undefined When I beat the Enderdragon, It died over an Enderman and it created two overlapping portals and two Enderdragon eggs. Tested in Multi-player Creative mode.
 * duplicated by Westz42 [vanilla creative]

undefined mp Attacking a wild wolf, while the attacker's tamed wolf is nearby, causes the tamed wolf to attack the player.

undefined Snow golems STILL do not leave snow on the ground, in biomes where they are supposed to: Plains, swamps, and mushroom lands. Thankfully, they no longer die in snow.

undefined Zombies do not fight back against attacking wolves.
 * I think it was changed --Conscripta
 * Removed unnesecary

undefined Slimes have slightly bigger hitboxes than their body.

undefined Mobs in chunks at the edge of the loaded area (i.e. in a chunk adjacent to chunk that is not loaded) are not updated. If the render distance is set to Normal or shorter, mobs can spawn in these chunks but never have the chance to despawn, leading to an accumulation of mobs in limbo. Since these mobs still count toward the total number of mobs, this results in a gradual drop-off in the number of "active" mobs unless the player continually moves around to change the loaded area. This is demonstrated in this video by Last_username. Phssthpok 17:08, 9 April 2012 (UTC)

undefined Iron Golems will appear to glitch through blocks if trapped in a hollow 6x6x6 cube filled with water, no matter how fast your computer is (probably, I tested this on a 16GB RAM computer).

undefined Mobs no longer spawn on bedrock, which alters bedrock's functionality in a way unintended by SMP server admins and makers of custom maps who build bedrock structures. This seems to be a violation of the previously established principle that hostile mobs could spawn on any fully solid block. FifthWhammy 15:28, 24 April 2012 (UTC)
 * Many custom maps have been broken by this change. I assume the change has been made to fix the bug with mobs spawning on top of the bedrock ceiling in the nether, but there has to be a better way to handle this without breaking custom maps. 87.63.85.30 16:04, 24 April 2012 (UTC)

undefined Mobs sometimes "spin". I'm speculating here that this is the result of the AI Pathfinding attempting to move the mob and not finding a suitable path. Easily reproducible by pushing/dropping/having mobs (namely villagers) move on top of fences, but there may be more complex cases such as when a path node is no longer navigable due to a dynamic terrain change, or unexpected terrain behavior such as falling through cobwebs (which does a complete spin, as opposed to a short circle). As another example, I have also witnessed pigs run in circles trying to get away. Whether it was attempting to get into a 1x1x1 hole and failing because it hit perfect orbit or could not run away in the jungle, I'll never know.--PlNG 00:17, 29 May 2012 (UTC)

Annoyances a In the Nether, mobs are not carried away by lava. That makes it impossible to build autonomous pigmen-collecting towers as can be done in the overworld with water. The only alternative is to use an impossible amount of redstone and pistons to push the mobs where wanted. But anyway, any flow of lava should carry mobs. Reported since 1.2.3.
 * I'm currently using 1.1 version (Due to some map editor cannot support Anvil yet.) and I found that lava flow does not affect even in 1.1. not just 1.2.3 and 1.2.5. Just want you to know. Kevin J Rattman 14:23, 11 April 2012 (UTC)

a If you attack an aggressive mob with something that launches them far away. They keep on walking until they get to you and attack you. They will still be going even if it is more than 16 blocks away.Punch trees, get wood 21:31, 9 April 2012 (UTC)

a Please fix "shadow mobs": Mobs that spawn inside the player's protective radius and then are immediately removed. This frequently occurs while quickly removing material such as dirt or quickly removing dynamic material like gravel and sand. Occurs on all difficulties, all light levels (even surface, sun, midday), even on Hardcore. Called shadow mobs because they do not have any lighting applied to them and are removed before the game lights them. Happens often enough to cause a nasty flinch.--PlNG 05:12, 12 May 2012 (UTC)

a There shouldn't be a limit to how fast experience orbs can be picked up. For example, if you kill 100+ mobs at once (ex: using a splash healing potion on a zombie dungeon spawn trap), you have to deal with almost 2 minutes of yellow/green flashing light as you absorb the XP one orb at a time.

Fixed/Skipped

World generator
Bugs

!! When starting a new world using "seed" as the world generator seed, you get a corrupt world, BUT after deleting it, any new worlds will ALL have the EXACT same map with anything you may have added (ex. Torches). The only way to fix this is to SHUTDOWN your computer (Java continues to run after you log off, tested & proven in this bug) and then DELETE the minecraft.jar AND the corrupt world, removing ALL traces of the glitch. --74.69.26.158 17:47, 2 June 2012 (UTC)


 * I'm pretty sure the majority of us don't want to reproduce this. I hope someone takes the chance to just try. I'm only posting this because I've been watching this one for a while and no one has mentioned anything. IGN: Partonetrain

! mp After converting my server world's block height limit (in Minecraft 1.2.3), all chunks had at least one type of block missing. The first one I found was a chunk with stone missing, and that also made floating sand, gravel and minecarts which I originally placed for transport. My server's town was about 2000 blocks by 2000 blocks large, and was entirely devastated by this bug. I started making a new town in a new world now. The old town map is still available in my server, so if you need pictures, just ask me.

! mp Spawn Location is reset to 0,50,0 after the first /stop command.
 * Create a new world with the server, invite players. If a player die, he will appear in the real spawn. (but looking in the level.dat with NBTEdit will show 0,50,0...)
 * Then, /stop, re-start the server, re-invite players. If a player die, he will appear somewhere around 0,50,0. So he will have to find where was the original spawn location, which is really annoying.
 * This has been fixed in CraftBukkit, so, to the Bukkit team : could you fix that, please ? =)

! sp If for some reason, the game deems the location of the End Portal in a stronghold to be unsuitable due to excessive generation / conflicts, it ?moves the location of the end portal?, however it does not update the Eye of Ender's coordinates. In some cases, this may mean that the End Portal room is COMPLETELY disconnected from the rest of the stronghold, or not even there. Reproducible on seed: tjercauiW Hash:(-650269854) Eye leads to 603 17 1044 Actual portal coordinates: 597 14 1007. --PlNG 12:11, 5 May 2012 (UTC)

undefined When converting a world from 1.1 to 1.2.5 (to Anvil), some chunks appear to be old, some buildings are missing. Maybe related with mods (in 1.1 OptiFine and TMI, in 1.2.5 only OptiFine A9), but i don't think so. --Galaxy_2Alex (Talk)
 * DO NOT post bugs that were possibly from mods. ALWAYS try to reproduce in vainilla minecraft.
 * Okay, sorry. I tried it now with Vanilla 1.2.5, and again, the building was old. Pictures: Before converting and After converting. Is it a problem when there are mods in the 1.1 jar? Is maybe the world too big? It has 137 MB... --Galaxy_2Alex (Talk)

undefined It is not uncommon for a village which spawns next to or on top of a ravine to have numerous buildings with doors too high to use. You could also consider them to have ground too low for the houses.... (example, seed 5291744673974258690, village at 64,-224)(also, this is an awesome seed with a great spawn.)

undefined Sometimes, tall grass can spawn floating above ground.

undefined If you make wolves become aggressive, and then pause the game, they continue to attack you while in the pause menu, and can kill you while you are in this state.

Annoyances a The Nether doesn't spawn flat if 'World Type' is set to super-flat
 * So? 76.181.103.188 18:40, 22 April 2012 (UTC)

a In the Nether, gravel generates only on layers 63, 64, and 65. This doesn't seem like intended behavior to me. -- Orthotope 00:58, 8 April 2012 (UTC)

a Small holes in the ocean still generate. For example, seed -2590321869069706160, at - 4200, 3530. There's one at the surface, and quite a few more holes underwater nearby. -- Orthotope 04:24, 8 April 2012 (UTC)
 * Confirmed, and to clarify, these "small holes" are spots where water should have been generated that are empty.--Cube3 18:00, 10 April 2012 (UTC)

a The Nether generator has not changed since the height limit has increased, making it about half as large as it could be.
 * I like this bug. You get a fourth "dimension": The limbo above the top bedrock layer.
 * I like that too, but I don't like how it's bedrock with no way to get up there in Survival.
 * But wouldn't it be even more awesome for the Nether to generate with the roof at y=256? NetherrackCreeper

(talk) 20:00, 12 April 2012 (UTC) ____ OOOO OOOO___ OOOOOOOO OOOOOOOO ‾‾‾‾‾‾‾‾ I like this bug. The flatlands and default worlds merge and half of the default world is split and shows hidden diamonds too bad I was in creative mode.
 * Hmm, it would generate the nether so people could access the roof, and build huge stuff there, if parts of the map was generated before 1.2. Example (_ and ‾ = bedrock layers, O = netherrack):

a When upgrading a map, changes to the world generator will create strange occurrences in the world, such as walls of large cliffs next to oceans. In one of my worlds, this also seems to cause eyes of ender to fly in the wrong direction in certain chunks, resulting in two adjacent chunks that point in opposing directions for the end portal.--Cube3 04:00, 4 June 2012 (UTC)

a Strongholds don't generate in worlds where 1km radius around spawn has already been generated. This means that any worlds created before End portals were introduced have no access to the End, and that any changes that affect strongholds will require new worlds. The limit of 3 Strongholds per world is the first and only addition to minecraft that adds content that cannot be accessed by simply generating new lands, so it should be made unlimited.

Fixed/Skipped

Graphical/Lighting
Bugs

! mp Glowstone sometimes doesn't light up chunks in SMP, allowing mobs to spawn in the area. Example: http://img215.imageshack.us/img215/1117/glowstonebug.png Walking into the dark area generally causes the light to update (but not always), but logging out and back in reverts it. The same chunks seem to be effected. Putting torches in the area works as a band-aid however. DarkWolff 01:46, 5 April 2012 (UTC)
 * That looks chunk aligned. Was that section made (lighting; placement of glowstones) prior to anvil, or after anvil? Keybounce 08:27, 5 April 2012 (UTC)
 * Yes, it is chunk aligned and yes the map was converted, though I extended the glowstone just pass the dark area in 1.2.1. I don't recall if I tried replacing blocks, but will try when I get home. I've mostly been putting down torches and removing them whenever there is a patch (been around since 1.2.1) to check if it was fixed. I've also seen similar bugs in other areas with lava, but never as bad as this. DarkWolff 15:23, 5 April 2012 (UTC)
 * Ok I tried replacing he glowstone and when I relog the area becomes dark again. Basically the glowstone will not light up the area in those chunks. DarkWolff 00:40, 6 April 2012 (UTC)
 * Foo. If it maintains after you replace the glowstone and force the lightmap to be updated, then it's not the issue I was thinking of. Keybounce 01:14, 6 April 2012 (UTC)
 * This is bug is also for Lamps as can seen here http://img836.imageshack.us/img836/7803/lampr.jpg This is after I've replaced Glowstone with Lamps because of having this issue.

! New lighting system severely drains FPS since 1.2. This problem persists in 1.2.5. Lighting changes in-game caused by lava, redstone lamps, redstone repeaters, and/or pistons cause heavy FPS drops and/or stuttering on low- to mid-range computers. This problem didn't exist in any version prior to 1.2. It looks as though there is now a lot of excess load on clients to calculate lighting changes, whereas pre 1.2 Minecraft forced the server to deal with lighting calculations. This essentially makes the nether and busy piston/redstone contraptions unplayable as the FPS lag is extreme. d3fin3d
 * Should this be updated to a minor bug? d3fin3d
 * If the result is that the game is unplayable on computers that meet the game's minimum requirements, then yes, I'd call it a bug. Keybounce 08:30, 5 April 2012 (UTC)


 * Unfortunately, even with 4GB of RAM allocated to java, and thus minecraft, this lighting memory decay issue causes me to place blocks twice. It is not a mouse problem, but an FPS issue. Even though I can play more graphically intensive games. This issue is occurring in offline mode. SoaringMoon 11:17, 13 April 2012 (UTC)


 * Same here. Also offline mode. I have tested it with different mice. If redstone is near by, it always generates long right clicks, so that i place blocks twice, can't open/close doors and can't use switches. This is a very annoying bug (64 Bit JVM, 2GB JVM memory, Core i5 2.52 GHz with Intel HD Graphics). 217.255.24.162 18:36, 22 May 2012 (UTC)

! As of 1.2, there are consistent unrendered chunks as there were prior to 1.8 or 1.9 beta. These unrendered chunks show up in random spaces and can appear in a chunk when returning to an area when they hadn't been there the previous time through, even though the user has not logged off of the game. When a user tries to walk over these areas, they will get stuck or fall out of the world. The user can safely ride a minecart or a boat through the chunk from one side to the other, although both the minecart and the boat will appear to turn slightly off of the direction they are going and tilt to the side a little. This is a client side issue as one person will see the unrendered chunk but another person will not when on MP. Logging out of the game in play and back in (but not closing the client) will usually fix the local render issue but not eliminate them all together. This happens on vanilla servers and clients as well as clients with texture packs in place. Examples: http://dl.dropbox.com/u/2274101/2012-04-07_10.29.14.png, http://dl.dropbox.com/u/2274101/2012-04-07_10.29.21.png, and http://dl.dropbox.com/u/2274101/2012-04-07_10.29.40.png. Pewmayman 14:58, 7 April 2012 (UTC)

! New lighting system allows phantom sky-lighting in large covered areas. Bug is easily reproducible. There is a community fix titled "LightOff" which addresses the issue.

! Sometimes when you remove/place a block the graphics will not update. This causes blocks you place to be invisible, blocks you remove to look like they are still there and doors/trapdoors you open to look like they are closed. This only happens in certain chunks. Restarting Minecraft fixes the problem, but it soon reappears in other chunks. If you place a torch where the bug is active the light will still spread in the parts that work normally and vice versa. I am only able to reproduce this bug on one particular computer (out of two I tested on) with Windows XP (the other has Mac OS 10.7) but I have seen it happen in a let's play on YouTube. Examples: http://dl.dropbox.com/u/53199337/Pictures/MinecraftBug.png. 81.227.134.156 16:55, 9 April 2012 (UTC)
 * Reproduced. Win7 32 bit.  Java version "1.7.0_03" Java(TM) SE Runtime Environment (build 1.7.0_03-b05) 76.94.60.30 23:33, 23 April 2012 (UTC)JereShard

! A large solid object disposed high above ground (flying island) sometimes doesn't give solid shadow. (Probably multiplayer only.) Examples: http://imgur.com/wP3Bq.jpg http://imgur.com/PwshK.jpg http://imgur.com/xj0ZG.jpg http://imgur.com/CPsmP.jpg
 * This has something to do with the new Anvil format, and is present in both single player and multiplayer. A video explaining the cause and potential resolution to this issue can be found here: http://www.youtube.com/watch?v=z65baOdCrGI StTheo 02:32, 23 April 2012 (UTC)

x since 1.2 there have been sporadic incorrect lighting issues 1 2 3 4 5 6 that only correct when you go inside them or place a torch in them. 1 2 sometimes they will not fix themselves, and they often come back after a relog.

x upside-down slabs are lit incorrectly when they have another upside-down slab on each side of them, and the centre one will become completely dark in a 3x3 grid 1 2

undefined Digging a one block hole in the ceiling and putting a torch in it shows a dark spot, though the torch still produces light below. Example: http://img820.imageshack.us/img820/8858/oneblockhole.png DarkWolff 01:46, 5 April 2012 (UTC)
 * That looks like smooth lighting. Smooth has a bunch of issues with shadows—does it light up properly if you switch to non-smooth and non-fancy? (Both affect shadows. I turn both off, and then use optifine to turn most fancy stuff back on.) Keybounce 01:14, 6 April 2012 (UTC)
 * How this is major bug? This is minor at most. 93.106.38.169 17:17, 7 April 2012 (UTC)
 * Downgraded to minor bug.

undefined Some torches still don't light up various places in villages. Example: http://www.abload.de/img/2012-03-25_11.54.26gil52.jpg
 * Some torches found in mineshafts and strongholds do not light up also.

undefined Pressing shift while in a bed causes the game camera to glitch into Steve's head. Turning the FOV up to Quake Pro has the same effect NetherrackCreeper 21:10, 4 April 2012 (UTC)
 * SP only? Pressing shift while in a bed in MP has no effect on anything but the chat.

undefined Stairs (and - I assume - other half-blocks) are still lit incorrectly. icannotfly
 * Just tested - slabs are lit incorrectly, too. Upside-down slabs are lit correctly only if there is no non-air block directly above them, otherwise they are completely dark. icannotfly
 * I would say this is actually a minor bug rather than an annoyance. --Mattrition 16:33, 6 April 2012 (UTC)
 * I think so too - Upgraded. NetherrackCreeper 18:48, 7 April 2012 (UTC)

undefined When looking at clouds at certain angles, their sides will either flicker between being visible and invisible, or may be completely invisible.--Cube3 04:23, 10 April 2012 (UTC)
 * After some more observation, it would seem that whenever the cross-hair is pointed at a nearby block, the clouds change from being 3d to 2d. I don't believe this is intended.--Cube3 04:07, 4 June 2012 (UTC)

undefined When building at night, light sources will randomly appear floating in mid-air. Filling the space will usually "fix" this, though sometimes the light source will come back when the block is broken. --King Starscream 20:14, 16 April 2012 (UTC)

undefined When dropping stacked eggs the two textures of the egg do not stay as one, but split, leaving the base and the overlay separate. Picture: http://imgur.com/Y6iqs Briggy_Bros

undefined Not sure what is going on here, but this area is constantly being re-lit when I travel over it. The lighting changes seem to be diamond-shaped, not always chunk aligned. (image captcha is not letting me link this) imgur.com/a/87BsG Not sure if this is related, but when using a minimap mod, some sections appear to be rendered as 'higher' when traveled through and auto-updated for lighting (appear to have an outline indicating elevation change, chunk-aligned)

undefined most of my texture packs have this glitch: http://imgur.com/a/a9kYj
 * Please use at the moment the MCPatcher or OptiFine for texture packs above 16x. For Mojang, this teature is "Not planned". --Galaxy_2Alex (Talk)

undefined Beds with solid blocks directly above them will be lit incorrectly (very dark).

Annoyances a! I updated from 1.2.4 to 1.2.5 and my client does not recognize one of my worlds. All files are present and not corrupt.

a if you point the curser at a brightly colored block(e.g. powered repeaters( the torch part), lava, etc.), the curser will show the inverted of the block. a mp When shooting an arrow in SSP, the arrow has some 'flying stars/dust' effect when flying away. In SMP this effect just doesn't appear. Picture: http://h11.abload.de/img/arrow36kht.jpg
 * This is done on purpose to show the location of the cursor ~108.28.238.250 10:58 EST 6/6/2012
 * In SSP, It happens when you pull the bow 'back' with full force, making an critical hit, So does happen in SMP, Altough the Critical stars do not appear.

a Chests, signs and paintings will dim and turn black depending on the angle of sight. Most likely on a computer that uses an Intel Graphics Card. System Specs: Intel Core i3 CPU, 4GB Ram, Intel HD Graphics Card MCFan393 23:13, 6 April 2012 a Minecraft default textures are pixelated or undetailed and the main menu is very laggy. Minecraft has become laggier. Some Textures: https://d37wxxhohlp07s.cloudfront.net/s3_images/723134/javaw%202012-04-07%2015-02-11-39.jpg?1333836298 Title Screen: https://d37wxxhohlp07s.cloudfront.net/s3_images/723133/javaw%202012-04-07%2015-00-13-74.jpg?1333836275 System Specs: Intel Mobile Family Chipset 4, 3GB RAM, Pentium Dual Core Cpu, T4400 @ 2.20GHZ amp Underwater caves can produce strange lighting effects as seen here:
 * This is a known bug from previous versions. Suggesting to move to a minor bug, since this obviously isn't how it's SUPPOSED to work. Pre-Beta 1.8 versions had correct lighting on signs and paintings. --King Starscream 17:06, 16 April 2012 (UTC)
 * Post your system specs, please.
 * make sure the files in minecraft.jar aren't changed.--Darkychao 17:43, 14 April 2012 (UTC)
 * Minecraft textures are supposed to be pixelated.

amp Sleeping in a bed above height 128 (highest level before anvil), everything is black. It still does the animation, but you can't see anything. Look here: I tested it without mods and on a vanilla (regular) server. Still the same. EarthBoundNess

amp Viewing another player holding a block has the reversed texture (mirrored) than the placed block, the blocks drop, and the block in your own hand. Most easily noticeable with TNT blocks, but theoretically applied to all blocks (after testing with ice and coal ore too). Picture:

a I just realised this: rain falls from above the clouds (old height limit). Seems to me it would make more sense if it was always clear weather above the clouds.--Cube3 02:22, 18 April 2012 (UTC)

a Lighting error on stairs that covers light coming through an extended piston. [here: http://i47.tinypic.com/2a3ux4.png http://i48.tinypic.com/sbprop.png ] --JonL21 18:18, 19 May 2012 (UTC)

a! When playing Minecraft the graphics on each block are glitched and are at weird angels that change when the camera is moved.

Fixed/Skipped

GUI
Bugs undefined When rapid clicking a tool in a enchantment table, it duplicates the item but only if its a enchant-able tool.

undefined mp When you take a screenshot and open chat in multiplayer, then click the screenshot name, Minecraft treats it as a link. Pressing Yes in the dialog that follows, will cause your web browser to open the link, without any http://, https://, file:/// or any other prefixes. Only applies to multiplayer, since singleplayer can't open chat. Screenshot

undefined mp When pasting a long link into the chat, if it wraps around to the next line, the link will be broken when clicked (it effectively gets cut off at the return point). Example - pasting: http://en.wikipedia.org/wiki/File:Countries_driving_on_the_left_or_right.svg into the chat displays as a long link covering two lines of chat. However, clicking the link returns the broken link: http://en.wikipedia.org/wiki/File:Countries_driving_on_t - d3fin3d

undefined In the multiplayer server list, long descriptions of servers don't 'wrap' around to the next line. Instead they continue on, even beyond the vertical scroll bar. - d3fin3d
 * This is more of a bug than an annoyance. NetherrackCreeper 19:58, 4 April 2012 (UTC)
 * I agree - updated. d3fin3d

undefined As in previous versions, the center of the screen is miscalculated in full screen (F11) mode, causing the mouse to jump when accessing a menu (e.g. inventory, crafting table etc.)--Cube3 22:26, 4 April 2012 (UTC)
 * Upgraded to minor bug.

undefined If you go into fullscreen mode by pressing F11 when in the death menu, the buttons lock and you cannot return to the menu unless you relog into the game. Returning to normal screen size does not solve the problem. Deflect57
 * Upgraded to minor bug.

undefined If nothing is between the character and the sky, F3 mode shows that sl (sunlight) is 15, even at night.
 * Not a bug — the number displayed is the computed pattern of sunlight/moonlight propagation that is stored in the world data, not the actual current light level. —kpreid 19:25, 9 April 2012 (UTC)

undefined In the launcher login screen on Windows with classic theme, buttons are illegible - black text on dark background. Screenshot -- Xoft 10:01, 27 May 2012 (UTC)

Annoyances

a! The text from keyboard is typed in ASCII independent from keyboard layout. There are no UTF-8 input support.

amp When you change your display name color to i.e. blue and then type "/me something" than id don't uses the color that was set to the display name. Maybe it behaves like that because it uses the real name of the player and not the display name. --Cornyfisch 17:21, 26 April 2012 (UTC)

a The Colormatic splash is quite a bit off center (new to 1.2.5). Screenshot NetherrackCreeper 18:37, 7 April 2012 (UTC)
 * lol, surely this is no more than an annoyance :p --Mattrition 01:04, 8 April 2012 (UTC)

a In the multiplayer server list, descriptions of servers often overlap the player/slot count on the right of the interface. In 1.0, this issue also existed. In 1.1 - 1.2 the player/slot count was much better positioned: more to the right of the interface allowing for less overlap. In 1.2.4 the player/slot count has again returned to the center-right of the screen forcing many server descriptions to overlap the players/slots count. Persists in 1.2.5. - d3fin3d

amp When you are on a high Y value, you will see the sun even though if it is night, before the sunrise, below you.

a The 'Open Texture Pack Folder' button in the Mods and Texture Pack area on the Main Menu does nothing at all. Been like this for a long time. Earliest I remember was Beta 1.7. Pokeneon7 7:51 PM, 9 May 2012 (EST)
 * Well, Mac OSX automatically hides your minecraft folder. Because of this, you cannot reach it from any 3:rd party software. If you want to reach your minecraft folder, press Shift, Command, G, then type in (without the quotes), "~/Library/Application Support/minecraft". --Anden3 16:23, 14 May 2012 (UTC)
 * I'm pretty sure the Finder doesn't care whether a folder is contained in an invisible folder when it receives an event to open it. —kpreid 21:16, 15 May 2012 (UTC)

a The splash: Let's dance! is wrong and is showing: Let's danec!
 * Not a bug, even as an annoyance. See Splash --PlNG 23:41, 30 May 2012 (UTC)

Fixed/Skipped

Sound
Bugs !!Not sure if this qualifies as a bug, but I believe it does. OpenAL32.dll and OpenAL64.dll both had problems. If I tried to enable sound, the game would crash, and with certain mods (such as IndustrialCraft) the game would crash. None of these times it gave an error report. Currently the workaround I've found seems to be deleting the .dll files in %appdata%, forcing Minecraft to use the Windows default ones.


 * deleted both .dll files, can enable sound but still no sound plays. possibly no default .dll's for minecraft to refer to? -Kilo223


 * I also have the same problem. My sound and music are set at 0, and when I try to turn them on or up, my client crashes. I, however, do get an error report. It has been this way since I bought the game back in Beta 1.3, but only on my desktop. I can hear the sound fine with my laptop, though. I am running 32-bit windows vista. -Dlizard1397

undefined Extreme Hills biomes are silent during rainstorms - an issue that has persisted since at least the full release back in November. No matter what my y-elevation relative to the ground is, no sound plays.
 * I don't know if this is relevant, but I also noticed there are no water particles from the rain hitting the ground. I thought that this might be the reason for the lack of rain sound in Extreme Hills. - FranzDganz 09:44, 6 April 2012 (UTC)
 * Yeah, if you turn off particles, rain in all biomes is silent. The lack of particles in Extreme Hills causes no sound to be played for rain. -75.87.80.247 01:27, 29 April 2012 (UTC)
 * Confirmed.

undefinedMultiple blazes cause sound to be blocked.

X Brand new install of 1.2.5. Music volume turned to 100%, .ogg music files have been downloaded but music very rarely plays and it seems to be the same track each time.

undefined Noteblocks don't make their right sound/tune when played by hand, pressure plate, button, lever, etc.
 * False Bug, Only in 12w21b.

Annoyances a! For some reason, even with my computer on full blast and sounds at 100%, I cannot hear a thing. This is lethal with Creepers around. I haven't done anything, but my Minecraft crashed lately, leaving me with absolutely nothing in my inventory, but everything in my chests were saved.

amp The Sound for collecting experience orbs is extremely pitched higher than in SSP, and therefore sounds very tinny.

a If multiple jukeboxes contain the same record, and one jukebox is playing that record, then breaking any of the jukeboxes with that record (even the one that is not playing) will cause the record to stop playing.

a The player damage sound of "breaking bones" is great for most sources of damage, but is very confusing when the player is starving and also makes little sense when the player is on fire. --Mattrition 16:51, 8 April 2012 (UTC)
 * This sound also seems to play when passing through a neither portal (though this may be intended).--Cube3 04:44, 10 April 2012 (UTC)
 * This is true. In fact it seems to play occasionally when the player spawns into a game (or, indeed, into the Nether) without health being affected --Mattrition 16:28, 11 April 2012 (UTC)

a If multiple jukeboxes contain the same record, and one jukebox is playing that record, then breaking any of the jukeboxes with that record (even the one that is not playing) will cause the record to stop playing.

Fixed/Skipped

Language
Bugs

F !! In Espanol (MX), going into the opciones menu and clicking controles will crash the game. NetherrackCreeper (talk) 19:44, 4 May 2012 (UTC)

To make the crashing stop, go to the %appdata% and .minecraft and go to the bottom of it and delete options. Your welcome, fine sir.

! Cyrillic UTF-8 letters in chat and signs and their GUI are typed in basic Latin UTF-8
 * Just replace old lwjgl (2.4.2 distributed with Minecraft). Newest available 2.8.2 has no this bug. --Alcr 06:03, 7 June 2012 (UTC)

Annoyances

a! In the Arabic language, letters do not connect correctly (e.g. 'ا ل ل غ ة ا ل ع ر ب ي ة' (without spaces), when it should be 'اللغة العربية') --Tredontho

a In Romanian, 'Fire Charge' sticks with the English name. It should be called 'Bilă de Foc' --MCKMan

a In Czech, Wooden hoe should be called "Dřevěná motyka" not "Dřevěnná motyka"

a In Finnish, base potions use the word "Taikajuoma" (Potion) twice.

a In French (CA), The yellow flower should be called "Pissenlit" and the red one, "Rose". End Stone should be "Pierre du Néant" and Pressure Plate, "Détecteur de Poids". Mushroom Stew should be "Ragoût de Champignons" and Minecart, "Chariot de Mine". Boat should be called "Bateau" and The Chicken Spawn Egg should be "Oeuf de/d' Poulet".

a Quenya (elf language I believe) language pack has some problems. Several of the names have a space or two at the end (ex. lapis block is "Luine Quile Colca  ") for no reason. Also, some things have an English name (ex. cualdron). -Partonetrain (No, I don't have an account on minecraft wiki, so I just put my IGN)

Fixed/Skipped