Minecraft Wiki:Issues/Weekly 12w37a

Crashing/System
Bugs

!! On my computer (it's not an old computer) when I generate a SuperFlat world my game crashes after generating it. This happens also with Customizable Options. If a create a normal world this not happens.

!! Creating a superflat world with nonsolid blocks that can't attach to anything causes a game crash e.g. 2 layers of torches.
 * This is caused probably because the torches break as soon as they are created. Was it by any chance a "run out of memory" crash? --Manuelschi 23:25, 13 September 2012 (UTC)

!! Game runs out of memory. Fresh Windows and Oracle Java 1.7 x32 install on an HP M6. All settings default. Occurs between 2-10 minutes. [ASP] ThymeCypher

undefined Still not fixed stuck keys. Happens randomly, can be reproduced by playing on Linux.
 * This is not a bug with Minecraft itself. It is due to the outdated version of LWJGL (which handles input among other things) supplied with Minecraft having a bug that causes stuck keys. --TheName 01:50, 14 September 2012 (UTC)

Annoyances Fixed/Skipped

Gameplay
Bugs ! The position of the nether fortresses for the spawning algorithm won't get saved when the chunk gets unlodaded, which means that only freshly generated fortresses can actually spawn blazes and especially wither skeletons. This is easy to reproduce by finding a newly generated stronghold in creative mode, preferably over a huge lava-lake, and switching between peaceful and easy all the time; you will notice that often when you go to easy there will spawn blazes on the fortress, but once you quit and reload the world they will never appear in that area again unless they spawn from a nearby Blaze-Spawner). This is a serious issue since this is currently the only way to find Wither Skeletons, which are necessary to get the 3 Wither Skeleton heads to summon Wither. --Muskar 21:15, 13 September 2012 (UTC)
 * I can confirm this happens in my world as well. In addition, because of the same bug, Wither Skeletons will never load in a Nether Fortress that you already discovered before the 1.4 update.
 * actually I tested it and this just got fixed in this snapshot and was only an issue in the previous versions.

undefined When you are riding pigs and you get tp'd by a command block, you will be tp'd for 1 seccond then you will be back on the pig. When you get off buttons work strange and changes you make won't be saved. Logging in and out again fixes this.--League 17:38, 13 September 2012 (UTC)

undefined When entities like mobs and animals go through portals, the moment you go through the portal and spawn on the other side, you push the mobs and animals back trough the portal.--League 17:36, 13 September 2012 (UTC)

undefined When you push mobs through nether portals to the overworld, and then go through the portal yourself the mobs will allways be glitching through the ground. Every mob, no exception. Only fix is to log in and out again.--League 17:36, 13 September 2012 (UTC)

undefined Riding pigs over half-slabs makes them constantly jump. Upside-down/upper slabs work fine. -TheWyo 14:51, 13 September 2012 (UTC)

undefinedWhen breaking blocks(like dirt for example) with high efficiency tools. Sometimes the block will glitch out and be removed on client side, but still actually be there on server side. If digging straight down this can cause you the player to be suspended in this invisible block, which can be challenging and annoying to get free of.
 * to reproduce: get any efficency IV tool, build a stack of dirt straight up and try to mine it by digging straight down from the top with the tool

undefined Entering the nether can kill the user (player fell out of the world). I tried the same seed and location for a nether portal and it was sporadic. Not seed specific. -DetachableMonkey 13 September 2012

undefined Upon returning to the overworld from the nether a player can die if the portal is placed 1 block over a lava field/block. My player was sandwiched inside the obsidian of the portal with my legs in the lava -- burning to death. -DetachableMonkey 13 September 2012

undefined When returning from the nether, it acts as though I was hit or suffocating for the first second. However, everything else seems normal. Not a major issue, but if you happened to travel from the nether to the overworld with half a heart, you would die upon entering the overworld.

Annoyances

Fixed/Skipped

Blocks
Bugs undefined You can create the Wither on Peaceful, and it will waste your Wither Skeleton Heads and Soul Sand. TorchicBlaziken 22:09, 13 September 2012 (UTC)

undefined Quantum pistons (both extended and retracted at the same time) can be produced as demonstrated here. --User42 (talk) 02:05, 14 September 2012 (UTC)

undefined Paintings are still broken: All paintings placed turn out as 1x1 or 1x2; larger ones seem to be not available.
 * Isn't this a bug, not an annoyance?... -Chromer
 * Yes, this sure is a bug. Upgraded. 91.144.213.35 12:22, 14 September 2012 (UTC)

Annoyances

a! When planting carrots and potatoes in farmland that isn't hydrated by a nearby water source they will simply pop out of the ground again. This is different from wheat that will stay planted and grow, although slower. This is particularly annoying when trying to make a realistic looking farm without water-trenches through it or when trying to make farming a challenge by not using buckets. Floedekage 15:19, 14 September 2012 (UTC)

Fixed/Skipped

Items
Bugs ! Maps turning undiscovered. Making a map works fine, it reveals the entire map and works fine. Making a second map outside of the first maps area turns the first map undiscovered/brown. It still showns the players location and sometimes displays a few pixels. Going back to the first area and remaking the first map turns the second map undiscovered and does not fix the first map. Remaking the first map a third time turns the third map undiscovered aswell. This problem exists with both the standard aswell as the zoomed maps. --Skyqula

undefined Duplication bug: When surrounding more than one map with paper, the crafting output slot presents as many maps as are in the input slot. When these maps are taken from the output slot, only one map is removed from the input slot. For example, if you attempt to zoom a stack of 64 maps using the crafting recipe, you will get 64 zoomed maps, and keep 63 of the original map, at the cost of 8 paper. Thus you essentially almost double the amount of maps you have. --WolfieMario 21:46, 7 September 2012 (UTC)

undefinedcr "Pick Block" will replace enchanted tools, weapons and armor. It does not replace non-enchanted tools. --User42 (talk) 03:46, 14 September 2012 (UTC)

Annoyances

a! The potion of Invisibility has no opposite. On a pvp server one could drink such a potion and kill anyone without them knowing. We should need a splash potion of milk or something to throw and make them visible again. Floedekage 12:57, 14 September 2012 (UTC)

a When a map is placed on an item frame, the location of the frame is denoted with a green cursor if the frame is within the mapped region. However, if the frame is off-map, then it is denoted as a white circle, the same symbol used by players off-map. Perhaps a green circle should be added to reduce confusion? --WolfieMario 21:46, 7 September 2012 (UTC)

a In my opinion, the aesthetics of dyed leather armor are severely crippled by forcing them to contain non-dyed parts. While this may be to reduce confusion in PvP, the same could be achieved just by changing the texture, without forcing dyed leather armor to still prominently display brown. Alternatively, a mechanic could somehow be implemented where both components of leather armor can be dyed, allowing for more aesthetic choice rather than less (one possibility is crafting two leather armor together - another would be to dye leather itself, and craft leather onto armor for colored trim). It doesn't make sense that your character can't dye all of the leather on the armor - it's all the same material, isn't it? --WolfieMario 01:14, 14 September 2012 (UTC)
 * Very strongly agree. As currently implemented this is definitely a backwards step; there's not much point making things dyeable if you can't fully control their colour. The old dyeable leathers looked quite good as actual clothes, the new ones, especially the helmet, make Steve look like a racing driver. I'd be delighted to have both options available; could the old clothes be reinstated, possibly as new crafting recipes for wool or something? --Simons Mith[82.69.54.207] 02:16, 14 September 2012 (UTC)

Fixed/Skipped

World Generator
Bugs

!! Entering 2 semicolons only into the superflat world option crashes the game.
 * Upgraded to !! because it's a crash bug, but it's not really a very surprising one. (Mojang just need to make the validation code a bit more robust) --82.69.54.207 00:27, 14 September 2012 (UTC)

! Villages do not generate in Superflat worlds created in this snapshot. Tested with Default, Ocean, and some custom options.
 * Can you add your OS and other info? There's a screen grab of a superflat village on this very page. Taken from a Mac in that case. Villages are significantly harder to find now, I feel. I have travelled for a full day without seeing one.--82.69.54.207 15:40, 14 September 2012 (UTC)

undefined Superflat villages are often malformed. The one in the image used the 'bugged' variant of the Bottomless Pit with bedrock rather than cobble as the lower layer. Similar problems also seen on the 60-height 'Overworld' map. The partial path (which does make a change from the usual cut-in-half buildings) and layout of the missing blocks suggests to me that a couple of village chunks failed to do their thing. --82.69.54.207 01:44, 14 September 2012 (UTC)

undefined If you choose no layers [in the Superflat preset], you get the default Flatmap.
 * Split {unsigned} bug into two. That doesn't sound like a bug at all; it sounds like reasonable behaviour to cope with an invalid layer string. If you want an airworld, I suggest entering 250x0 or something. But without one solid block already in the game you'll never be able to place a second!--82.69.54.207 00:27, 14 September 2012 (UTC)

undefined If you choose the Preset Bottomless Pit, you get the default Flatmap.
 * Split {unsigned} bug into two. That's already a known bug. The bottom layer was supposed to be cobblestone rather than bedrock. Manually entering a layer string of 1;4,2x3,2;1 fixes the problem for now.--82.69.54.207 00:27, 14 September 2012 (UTC)

undefined Structures other than villages don't seem to generate in superflat even when there's ample volume underground for them to do so. (I always assumed it was just lack of space preventing them from appearing before.) No dungeons, no abandoned mineshafts, no fortresses, no temples.--Simons Mith[82.69.54.207] 04:35, 14 September 2012 (UTC)
 * Downgraded to annoyance. I am certain this is by design, although it would be very nice to at least have the option to choose which structures you want in your superflat world. Likewise, it would be nice to also have the possibility of populating the chucks with ores, caves, ravines, trees, tall grass, flowers, and maybe mushrooms. 91.144.213.35 12:36, 14 September 2012 (UTC)
 * I like your wishlist, but downgrading someone else's reported bug to an annoyance without consensus support violates the Classifying bugs guidelines. If you don't agree with those guidelines, I'd be happy to see them changed or expanded, but in the meantime we should follow them as they currently stand. Ta.--82.69.54.207 15:32, 14 September 2012 (UTC) aka User:Simons Mith

Annoyances a clouds generate underground in tunneler's dream
 * This is because clouds always appear at that height, even in tunneler's dream. The world has 230 layers of stone, and clouds appear at 127 blocks up. yoshidude56 23:41, 13 September 2012 (UTC)
 * I'd tend to consider this a bug, as clouds underground make no sense. But, whatever. I have made some pertinent customization comments on the Superflat talk page --Simons Mith[82.69.54.207] 02:30, 14 September 2012 (UTC)

Fixed/Skipped

Mobs/NPCs/Animals
Bugs undefined Mob AI defaults to considering Cobblestone Walls as normal blocks. As such, instead of pathing around them, mobs will attempt to pass over them. This is most visible if Cobblestone Walls are used in villages, especially around doorways. At night, villagers will attempt to enter houses but get caught on the cobblestone walls, constantly jumping against them. Even while dying from a zombie, they will not attempt to find another path around. --MegaScience 13:58, 13 September 2012 (UTC)

undefined Angry endermen stop being angry after teleporting, as if they had teleported into water. --Molip 21:06, 13 September 2012 (UTC)

undefined Saddled pigs driven through tree leaves allow you to see through blocks. --Nortrix0 23:58, 13 September 2012 (UTC)

undefined I'm a bit reluctant to report this as it's such a useful anti-zombie defence, but, zombies will only try to break down the top half of doors. So a full one-block step in front of every doorway is a reliable way of keeping villagers reasonably safe on Hard mode. --Simons Mith[82.69.54.207] 03:26, 14 September 2012 (UTC)

undefined Wither can break blocks when mobGriefing gamerule is false. --95.18.246.136 07:22, 14 September 2012 (UTC)

Fixed/Skipped

Annoyances a Zombies don't appear to be dropping carrots. Is this known if this is meant to be the case? (Testing: Gained at least 10 potatoes as rare zombie drops, not a single carrot. Law of averages doesn't seem to be applying here.) Other testing/confirmation would be appreciated. -TheWyo 01:18, 14 September 2012 (UTC)
 * Ok scratch that, apparently I've just been ridiculously unlucky with that. Wow. -TheWyo 01:28, 14 September 2012 (UTC)

a Wither Skeleton Skulls are the only obtainable head in survival mode. This is a real shame, as the item has some nice building potential, and it doesn't make sense that ordinary skeletons can't drop their skull. While there may not be a reasonable way for the human head to be added to survival, perhaps skeletons, zombies, and creepers can drop their heads at the same rate as wither skeletons? --WolfieMario 21:53, 7 September 2012 (UTC)

a Wither Skeletons as well as *regular* Skeletons can spawn in the Nether. I believe this IS a bug. Overworld mobs should not be able to spawn in the Nether. It has been that way since they introduced the Nether I believe. 72.209.199.2 21:37, 13 September 2012 (UTC) Downgraded to annoyance, is an intended feature. --Spy227X 23:17, 13 September 2012 (UTC)
 * thats obviously not a bug, but intended~JL
 * In the actual game code, the game will check if the spawn is in the nether. If it is, it will spawn as a wither skeleton exactly 4/5 of the time. I find it hard to believe that Random.nextInt snuck its way in on accident... --WolfieMario 00:44, 14 September 2012 (UTC)

a Passive mobs always generate exactly four at a time. This is highly noticeable on superflat worlds. Shouldn't there be some randomness? --Simons Mith[82.69.54.207] 04:35, 14 September 2012 (UTC)

Graphical/Lighting
Bugs

Annoyances

Fixed/Skipped

Sounds
Bugs

Annoyances

Fixed/Skipped

Menus
Bugs

Annoyances

Fixed/Skipped

In-Game Interfaces/HUD
Bugs

Annoyances

Fixed/Skipped

Chat/Commands
Bugs

Annoyances a Commands are 'case sensitive', for example, /GAMEMODE 1 would not change the gamemode to creative but /gamemode 1 would change the gamemode to creative. Use the 'Shift" and 'CAPSLOCK' keys with caution.

a Opening chat does not seem to clear the state of the key. This occasionally causes backspace to delete entire words until is pressed and released. --User42 (talk) 02:15, 14 September 2012 (UTC)

a /tp doesn't have a rotation variable - this means that if you were to teleport a player using the command block to a risky place (near lava or a big drop) they may continue in a straight path and kill themselves. -Flo 95.209.219.93 12:41, 14 September 2012 (UTC)

Fixed/Skipped

Language/Text Files
Bugs

Annoyances

Fixed/Skipped