Minecraft Wiki:Issues/1.2.4

Organization of This Page & Instructions

 * Note: signing on this page and all other known bugs pages are allowed, (which normally isn't allowed on article pages).

Please do not spontaneously delete an issue report or comment, unless it is patent nonsense submitted by someone who has not logged in. If possible, contact the submitter by user-talk first and tell them about your concerns. They will almost certainly oblige. As always, assume good faith.

If you're unsure of an issue, it's good practice to post about it on the |talk page to see whether others can reproduce it. Make sure you're testing the bug in the correct version (for this page, that's 1.2.4) with no mods installed. Also, make sure to proofread your issue report before submitting it; unintelligible issue reports come off as inconsiderate and disrespectful. Finally, please determine which game mode(s) your issue appears in, and flag it with the appropriate label(s). (Also, note that if, for example, a minor annoyance appears in both single-player and multiplayer, and in both creative and survival modes, you should label it as a, not aspmpsucr.)

Be sure to sort issues by category, type, and priority: redstone issues go in the Redstone section, etc.; bugs go in the Bugs subsection, with major bugs listed before minor bugs, annoyances in the Annoyances subsection, with major ones before minor ones, and issues that Jeb has marked as fixed or skipped are moved to the Fixed/Skipped section. Issues that Jeb cannot reproduce, however, are to remain in their original place.

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Issue Labels
Please mark your issue with one of these issue labels: (listed from highest priority to lowest)
 * !! =  !!  = Critical bug that can crash a Minecraft client or server.
 * ! =  !  = Major bug. Use this tag sparingly; if there is consensus your bug is not major, it will be downgraded.
 * a! =  a!  = Major annoyance. Think very carefully before flagging an annoyance as major.  Is it really more important than most minor bugs?  Use this tag sparingly; if there is consensus your annoyance is not major, it will be downgraded.
 * undefined =  undefined  = Minor bug.
 * a =  a  = Annoyance.
 * ? =  ?  = Potential issue that you are unsure of or that the community (on the discussion page) believes requires further vetting. Note: do not use this label to indicate this-is-not-a-bug; instead, replace the issue's current label with [A] or [A!].  Furthermore, it is inappropriate to use this to flag something you disagree with; instead, express your opinion in a comment. When you apply this label to an issue, place it after the issue's existing labels; do not remove those labels.

Labels for indicating that an issue happens only in a particular game mode: (These labels cannot stand alone; you must use them in addition to, not instead of, the ones listed above.)
 * sp =  sp  = Single-player.
 * mp =  mp </tt> = Multiplayer.
 * su =  su </tt> = Survival mode.
 * cr =  cr </tt> = Creative mode.

Labels for indicating that an issue is restricted to a particular OS:
 * =  </tt> = Mac OS X
 * =  </tt> = Windows
 * =  </tt> = GNU/Linux

Labels that Mojang (not you!) uses: (Please place these tags in front of existing issue labels; do not remove the existing labels.)
 * f = Issue for which a fix will appear in the next update.
 * n = Not a bug; intended behavior. By definition, this label is inapplicable to annoyances; annoyances are not bugs.
 * s = Issue that will not be fixed in the next update.
 * u = Issue that Mojang has tested but was unable to reproduce.

To produce these labels, use the following code:  </tt>c </tt> where c is the code of the label you wish to use. (e.g., a for annoyances, etc.)

The default issue type is minor bug; you can produce this label with the shorthand  undefined </tt>.

Crashing/System
Bugs

!! Client crashes when a snow "sheet" is destroyed with no block underneath. It usually goes to the menu, but occasionally crashes completely. In multiplayer, it gives an error screen. This also happens with gravel and sand, but only when falling. Noghiri 21:41, 29 March 2012 (UTC)

!! Client crashes after "Logging in" I just bought an account for my son for 20 Euros, now we cannot even start minecraft. Please fix this!

anna@localhost ~/MINECRAFT $ java -cp minecraft.jar net.minecraft.LauncherFrame 27 achievements 182 recipes Setting user: Pauli_********. ******************* Exception in thread "Minecraft main thread" java.lang.ExceptionInInitializerError at net.minecraft.client.Minecraft.a(SourceFile:180) at net.minecraft.client.Minecraft.run(SourceFile:650) at java.lang.Thread.run(Thread.java:662) Caused by: java.lang.ArrayIndexOutOfBoundsException: 0 at org.lwjgl.opengl.XRandR$Screen. (XRandR.java:234) at org.lwjgl.opengl.XRandR$Screen. (XRandR.java:196) at org.lwjgl.opengl.XRandR.populate(XRandR.java:87) at org.lwjgl.opengl.XRandR.access$100(XRandR.java:52) at org.lwjgl.opengl.XRandR$1.run(XRandR.java:110) at java.security.AccessController.doPrivileged(Native Method) at org.lwjgl.opengl.XRandR.getConfiguration(XRandR.java:108) at org.lwjgl.opengl.LinuxDisplay.init(LinuxDisplay.java:618) at org.lwjgl.opengl.Display. (Display.java:135) ... 3 more

!! Client crashes before Mojang Logo appears

!! In SMP, when you disconnect in a Nether fortress and try to relog, Minecraft crashes.

n Client crashes after logging in to a server or selecting single player. This happens after incorrect attempts to add mods to Minecraft. Problem continues even after updating the .jar and removing any remnant files of the mod.
 * By very definition you are breaking the game. We can't fix this without asking you not to do that. Dinnerbone 18:59, 29 March 2012 (UTC)

!! At the very edge of the world, lighting and collisions don't work and you either fall through the void or get permanently stuck there, with no escape. The fact that nobody will ever get all the way there without teleportation mods is no excuse not to fix this huge bug. It should work like in Indev and Pocket Edition where there's an invisible, impassable wall beyond which nothing is rendered.


 * Maybe make it have an invisible wall and an infinite ocean under which bedrock generates just like in classic.--MCKMan

! After downloading and applying the 1.2.4 update, the game displays the Mojang splash and then freezes. Downgraded to 1.2.3 and re-applied update, but the problem persisted.

? When I enter my password and I select Remember Password, the next time I log on i have to reenter my password. I haven't noticed this in previous releases.

!! My Minecraft (Unmodded 1.2.4, no tex packs) randomly crashes with a "saving Chunks" error then goes to black, no error report. What the...? - 1Samario1

!! sp su Creating and entering a portal in the Nether deletes your inventory and lets Minecraft crash with a "saving chunks" error --Renner96 16:59, 25 March 2012 (UTC)

f mp 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.

f mp When deleting a long string of characters from the text entry box, Minecraft crashes upon deleting the last character, or perhaps as it tries to delete the last character. The number of characters are irrelevant, but must be long enough such that the length of the message exceeds the visible space in the chat box. Ex: Typing 71 'w' characters, then deleting them will cause Minecraft to crash. (tapping backspace once more after deleting all the characters may be required to reproduce)

f mp With the in-game chat active, when holding the up arrow to scroll through all your chat entries, Minecraft will crash to a black screen. This only happens when there are a lot of chat entries to scroll through. - d3fin3d

! sp When shooting an Arrow, my game crashes.. (Error report http://pastebin.com/bXUHHeub) --CommanderD24 21:07, 23 March 2012 (UTC) undefined Flying above the world height limit causes the entire star texture to "wrap", showing the sun in the sun & moon texture. --Nathan2055 19:00, 23 March 2012 (UTC) Picture available:
 * I have seen this behavior since 1.1, and I'm not sure if it's really a bug. It seems to be more of an Annoyance. - Jorr 22:49, 23 March 2012 (UTC)
 * First of all, this doesn't belong to crashing/system, second of all i think this is a feature. If you fly high enough you go in space and logically you can see the stars around the sun --MCKMan

a mp When a user is kicked from a server for illegal characters in chat, the server gives no disconnect message. - Jorr 16:26, 23 March 2012 (UTC)

f Creating a new world in creative mode gives a black screen. Reloading Minecraft makes the new world available - Lucifer_LLS 17:59, 22 March 2012 (UTC)
 * discussion

u Entering the nether portal crashes game server (MP) every 4 trips or so.
 * Unable to reproduce this, need more information. --EvilSeph 23:31, 22 March 2012 (UTC)

f sp If I try to generate a new world with the seed "Scotland" (without the quotes), it will crash the game and show this message
 * Confirmed (Linux x64) Regdoug 03:35, 29 March 2012 (UTC)

f System Generates structures improperly. It attempts to decorate the map however when loading it says INVALID biome and crashes the game into a blue saving chunks screen, then crashes completely. Has repeated every couple minutes ive been trying to play. Seed is -3495351375649896102. Also linked is a picture of the cmd's report if it helps. http://i.imgur.com/LplP8
 * Link is broken
 * Copy it and paste it in a new Tab, that's a Problem with imgur. --Galaxy_2Alex (Talk)
 * Fixed link. Unable to reproduce through normal world creation, with or without your seed and in Creative or Survival, normal or flat. --EvilSeph 18:44, 22 March 2012 (UTC)


 * I had this problem when using the TooManyItems mod (only with default-type worlds, not when creating a superflat world). The "INVALID biome" has nothing to do with this error. The "already decorating" message is the problem. Fixed by using an unmodded minecraft.jar. --BillyTheSlime

u When I try to update to the new 1.2.4 it says "fatal error occurred (4): /users/jen/library/application support/minecraft/bin/minecraft.jar I'm not sure what to do and my favorite multiplayer servers have already updated so i can't use them. Please Help!
 * Unable to reproduce, but this also happened to me during 1.7. Do you have a proxy or some other software blocking or filtering your connection? Deactivating it temporarily seemed to allow it to download properly. If not, you could try to copy your worlds and .jar to a safe location in case this doesn't work, and redownload Minecraft completely. Just be sure to back everything up first!

u when i updated to 1.2.4 when i click on a option or the backround my minecraft closed every time
 * More information or a crash report, please. --Nathan2055 18:52, 23 March 2012 (UTC)

f Pasting a long string into the multiplayer Direct connect text box crashes the game with: http://pastebin.com/vE5kKvVQ
 * May I have the exact string that you pasted? Dinnerbone 13:07, 23 March 2012 (UTC)

u Cannot Fire Arrows or expand the map. --LUModder 22:58, 23 March 2012 (UTC)

f When receiving a message longer than 36 characters in multiplayer, the client will crash. --tdawlings 01:04, 24 March 2012 (UTC)

undefineda When running Minecraft after opening a web browser i still get 100% CPU (task mangier shot). But if i close the web browse and reopen Minecraft it fixes this problem, and will not occur again in till i reset my PC. This has been happening as fare back as I can remember (at lest 1.8Beta or older) but I have just put up with it in till now since they said they fixed something like this. --Nath30

!!sp in creative if you fall through the void with a map and die after respawn you take out a new map from the creative menu the game will crash and will close error report before you can read it or even copy."note have not tried in survival" --Neosetcf Annoyances

a! The new launcher doesn't accept command line arguments, I am trying on Win7 64-bit(Java 64-bit), WinXp 32-bit (Java 32-bit).

a! Even with 100% memory allocated to java I am still getting out of Memory crashes about every ten minutes or so. When looking at F3 I saw that memory usage was only at 20-25% at the time of the crash. This is very frustrating. 71.187.77.109 20:23, 23 March 2012 (UTC)
 * Could not reproduce, performance is great on my old and low PC--Locoloco 09:38, 24 March 2012 (UTC)

! [Hope this is the right spot for this] 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. [Creative] KHRoxas 13:55, 23 March 2012 (UTC)
 * I also get this issue with Debian Linux Testing, OpenJDK 1.6.0_24 on both multiplayer and singleplayer. It makes the game unplayable. SavageWolf 11:01, 25 March 2012 (UTC)

!! Breaking a Gravel Block using an Enchanted Pickaxe In FullScreen Mode (Win7) Causes a Saving Chunks Crash !! Placing a jungle wooden plank in water crashed my game in SinglePlayer!
 * Attempting to repro. --Nathan2055e 18:52, 23 March 2012 (UTC)
 * I have had this happen to me multiple times. Doesnt happen on sand, which rulls out gravity...
 * I have only had this happen when using a hacked pickaxe with fortune lvl 10... probably a divide by zero or a null pointer in the flint drop calculation when fortune is above 3 (100% flint drop rate). 108.85.91.228 08:01, 28 March 2012 (UTC)
 * Yeah i had Fortune III, so thats probably why.


 * Unable to reproduce. TTiscoming 22:48, 24 March 2012 (UTC)

!! every time I start minecraft after the latest update, after logging in I always get this

Before this latest update I got nothing of the sort, and this happens every time for me, I know it is just the latest update for some reason, because I also play games that are much more intensive on the drivers than this. I would like a fix somehow. Also, feel free to move this if it's not in the right place.

Fixed/Skipped

Minecarts/Boats
Bugs

! When placing several minecart on a round track with powered rails, the minecarts will bug out, start flickering and push other entities away in a medium-sized radius. See here: They will occasionally revert back to normal but are likely to start again after a few seconds --91.89.72.187 09:52, 29 March 2012 (UTC)

undefined When a Minecart with Furnace is broken, any fuel inside will be lost.

undefined When a boat pushes a boat, water particles can be produced even if the boat is on land. This can also be accomplished by attempting to shoot a boat back while sprinting. Cactose

undefined When a boat is placed close enough to a block, the boat will be partially in the block and often makes no attempt to get out. The boat can then be pushed further in. Cactose

undefined Getting into a boat with a water or lava bucket in hand causes the contents to be dumped if there is a selectable block on the other side of the boat. Cactose

undefined mp When crashing a boat, the usual wood and sticks drop. However, a minecart also drops with it. Breaking it the normal way, produces the normal drops [no minecart] KHRoxas
 * This was a bug in Bukkit, not Minecraft itself and, as such, should probably not be listed here. Anyway, it is fixed in the latest developer build. --EvilSeph 15:59, 26 March 2012 (UTC)

undefinedBoats do not slide on ice properly. Cactose

undefinedWhen placing a boat in soulsand, that boat bugs into the block and the player can get into the boat and see through blocks. Cactose

Annoyances a Boats do not clip properly on their diagonal sides and can be turned on an angle so they move into blocks. Cactose

a Boats do not clip properly into slabs. Cactose

a Minecarts with Chest and Minecarts with Furnace are useless, since you can't link minecarts together. (This is going into suggestion territory, but if chains were added for this purpose they could also be used to craft chain armor.) If they worked well then they would be quite useful for underground mines.

a! It is very difficult to make a dock for boats that does not exploit glitches.
 * Or a boat dispenser, canal, system of locks, or anything at all boat related. Their fragility is infuriating. I wish I could put two more exclamation points next to that A. --Rifflesby 21:38, 25 March 2012 (UTC)

a The fact that boats do not drop themselves is all the more annoying given their fragility.

a Minecarts appears to fill up with water. Cactose

a Minecarts cannot be used to build rollercoasters on most Creative worlds due to minor lag glitches stopping or even reversing the direction of carts. Most noticable when trying to build upward straight slopes to exploit the 256 building cap, doesn't 'seem' to happen under around level 90. Much worse when trying to use detector rails to power powered rails, still happens with redstone torches. The cart often stops at lv 114 and refuses to climb normal rails regardless of speed, losing all momentum at the edge between the powered rail and the standard rail.

Fixed/Skipped

Redstone/Pistons
Bugs

u when press "F2" will crash your game or in "F1" mode (unless it was my pc but i have never had that in minecraft)
 * Unable to reproduce, can take screenshots just fine here. Any error or cmd report? --EvilSeph 19:25, 22 March 2012 (UTC)
 * Won't be able to reproduce due to OS upgrade but this used to happen on Java 6 on a 32bit XP Machine for me - Lucifer_LLS 01:32, 23 March 2012 (UTC)

! 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)

! While functioning (does not involve game reloading or anything), pistons can place themselves in a state simultaneously exended 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)

!cr Redstone torches in creative mode burn out after 7 to 8 uses and not re-light. If a burnt out torch is replaced with a new torch, then the new torch will burn out on the first use and stay that way. --76.227.102.45 02:49, 25 March 2012 (UTC)
 * Promoted to major bug. Having to reload just to be able to use a torch in that spot again is aggravating. --Jonathan2520

undefined Redstone state isn't recovered when passing over Glowstone. youtube.com/watch?v=yAiBtjMxhfs#t=1915s : Excerpt from a french video (the EmbedVideo extension doesn't allow embedding a video at a specific time, so no clickable link)
 * This is a consequence of how redstone actually works when traversing a slope. Basically, the fact that glowstone is a "transparent" entity but can have redstone placed on top of it causes the redstone signal from it to only be able to propagate upwards on the slope instead of downwards. This is a highly useful property in many situations actually, although it is technically a bug. 75.64.176.235 19:16, 28 March 2012 (UTC)

undefined Pressure Plates (at least stone, not tested with wood) can stay in the ON position when no entity is on it. I've watched them press themselves down after being previously in the OFF position. (Looks as if an invisible entity is pressing it down while walking)

undefined An open trapdoor will be closed when a normal torch (not redstone torch) next to it gets destroyed. --ReLuLu
 * Also applies to any other block next to it which gets mined/destroyed. --ReLuLu 10:08, 23 March 2012 (UTC)
 * Jeb went over this already he said that this cannot be fixed and we will have to live with it --MCKMan
 * Citation please... that sounds rather unlikely. --Lego 20:16, 23 March 2012 (UTC)
 * It does the same when a block near aan open fence gate is destroyed. Dexes TTP 18:02 2012/03/23
 * Same thing happens to regular wooden doors too. This can't be easily fixed because doors/trapdoors/fence-gates are all redstone powered items. While you can toggle them manually, anything that triggers a local block update on them (destroying a block next to them) will cause them to check their redstone status and update accordingly. Thus, an open door with no redstone power will revert to a closed door when its block update is triggered. Fixing it would involve changing rather large parts of redstone behavior. 75.64.176.235 19:22, 28 March 2012 (UTC)

undefined Inverting the signal of a redstone wire by placing a redstone torch onto a block and powering the block costs 1 tick of signal duration. If the duration of the redstone signal is only 1 tick long the signal does not get through the inverter. This can be tested by building a quick pulse limiter, inverting the signal from it and observing the shorter pulse that results. In larger redstone creations which may invert the signal many times the pulse is more and more likely to entirely disappear.
 * This seems to be part of a wider "instant wire" problem. Redstone isn't like a well-defined cellular automaton, but updates step by step in no particular order. That wreaks havoc on any and all redstone timing. Torches seem particularly susceptible, as are pistons. Instant_torch.png Here's an example of mine where a torch blips even though its input is always on for most purposes, and torches don't normally react to this sort of thing (unlike trigger-happy pistons). Details are on the image page. The converse is also possible. I really wish entire circuits would update atomically like a cellular automaton, so you can be sure of what it does. It's pretty cool that you can abuse the timing, in particular with pistons, but in the end it's a pain to get the timing of very basic circuits right. --Jonathan2520

undefined sp Standing middle of block that piston pushes sideways, makes you fall through pushed block. (tested csp, cmp) 188.238.223.62

undefined If you use piston to break redstone signal that powers another piston, signal goes away but piston does not retrac. (tested csp, cmp) 188.238.223.62

undefined It is possible to use a sticky piston to pull a normal rail or detector rail (but not a powered rail) up into the air. In this state, minecarts can pass over the rail, but any change that causes a block update to the floating rail will cause it to be dropped as an entity. --174.54.79.43 20:07, 26 March 2012 (UTC)

undefinedmp Sending a 1 tick pulse to a sticky piston with a block on it can create a client side block in the retracted position, while the the block in the correct position remains invisible. This is easier to reproduce when powering multiple pistons.  The wool marked by torches are in the wrong position. If a block is placed on top of them, or the client reconnects, they will be removed and appear 1 block above. Tested on a vanilla 1.2.4 server. 4338A 23:09, 27 March 2012 (UTC)

Annoyances

a Redstone repeaters increase the length of short pulses(one to three ticks) of power. When the delay setting on a repeater is a larger number of ticks than the incoming pulse, the outgoing pulse is increased to the length of the delay. Can be reproduced using a one-tick pulse generator followed by a series of five one-tick repeaters. Then change the delay on the first repeater in the series of five to the desired pulse length. If repeaters only delays the incoming signal, then the outgoing pulse should be the same length as the incoming pulse. It would be useful if this behavior was mentioned on the redstone repeater page. --76.227.102.45 02:49, 25 March 2012 (UTC)
 * In fairess, the wiki pages -- including the redstone repeater -- are community pages, not Mojang pages. This just means that the community has not documented this yet.
 * Why don't you try editing the page and putting the information in? Since you have done the work to decipher what is happening, you are probably most qualified to update the page with the details.
 * Keybounce 23:49, 26 March 2012 (UTC)
 * I'll give it a try. I'm new to contributing to wiki and didn't know if someone else was better qualified. I'll put it under the bugs section on the repeater page. --76.227.102.45 21:19, 27 March 2012 (UTC)
 * I'll give it a try. I'm new to contributing to wiki and didn't know if someone else was better qualified. I'll put it under the bugs section on the repeater page. --76.227.102.45 21:19, 27 March 2012 (UTC)

Fixed/Skipped

Blocks
Bugs

x Grass will not grow on a dirt block that's under an upside down stair. (Trenix 01:27, 27 March 2012 (UTC))

x cr Detroying the top of a door will drop a door.

x When on a half-block, placing one at your feet will make you fall through the block
 * Possibly Related: if sprinting across a bridge like this, you can fall through the half block

x Redstone lamps don't update quick enough resulting in lit redstone lamps with no power source. A video reproducing this can be found here.--MCKMan

x Under wooden slabs a strange shadow seems to appear even in a well lit room, appears to be visible to all of the players on SMP. Crashdoom 01:53, 23 March 2012 (UTC)

x Unable to place a bed or a door on top of upside-down slabs.
 * Or inverted stairs. --Rifflesby 21:44, 25 March 2012 (UTC)
 * List of things I found that you cannot place on top of upside down (wooden) slabs or upside down (wooden) stairs: redstone, beds, torches, pumpkins & jack-o-lanterns (note, you CAN place watermelons), any kind of rail, switches, redstone torches, pressure plates, buttons, wooden & iron doors, and redstone repeaters.SeanRamey 16:39, 28 March 2012 (UTC)

x You can place blocks in front of paintings. They will (randomly) convert into items after a few seconds. 

x In creative mode, pressing shift on vines while flying stops you, then causes you to descend a tiny bit. Corensis 19:27, 23 March 2012 (UTC)

x Growing a normal tree will succeed everywhere --MG127 09:05, 25 March 2012 (UTC)
 * Confirmed. Playing on a superflat server we made a house in-between the top layer of dirt and bedrock. We can grow trees in our 3-high house and the tree grows beyond the ceiling, but does not replace the (dirt) ceiling --24.1.77.157

x It is not possible to place a torch on the back face of a stair or on a 'top' slab.
 * This is due to them not being full blocks. HotdogPi Come to my page! 14:55, 24 March 2012 (UTC)
 * Upgraded to bug. Stairs are not a full block and you're able to place torches on top of upside-down stairs. (Trenix 03:19, 27 March 2012 (UTC))

x When a normal tree grows, the leaves will destroy all not-full blocks --MG127 09:05, 25 March 2012 (UTC)

x Wool blocks will (very rarely) turn into stone blocks when set in a cave. (I'm guessing it happens when the wool is set adjacent to stone, but I haven't tested it since it happens so rarely.) I've had this happen twice in 1.2.3 and once in 1.2.4 SSP so far. 76.15.125.51 20:04, 25 March 2012 (UTC)

x Grass blocks don't decay to dirt in low light levels. Grass BUD switches are obsolete right now.

x In Multiplayer, both types of sandstone brick turn into regular sandstone when placed and when mined can't be stacked with normal sandstone.
 * I can place them with no problems on my server. Not sure why you would expect them to stack with the regular sandstone, seeing as they're different blocks? --Rifflesby 21:50, 25 March 2012 (UTC)

cr mp undefined In Creative Multiplayer if you break a block while holding one of the 3 new planks it reverts the block in your hand to a regular plank.

Annoyances

a When standing on a ladder and destroying another ladder, actually we destroy the block on which the ladder is placed. Tried with cobblestone behind, did not try with other blocks. (Multiplayer, Linux 64 bits)
 * Can't duplicate in SMP on Mac -- I can break the ladders both above and below the one I'm standing on. In fact, I can't break the block behind them even when trying, because the ladders are in the way and I'm too close to their hitbox to access the block. --Rifflesby 21:13, 28 March 2012 (UTC)

a! Digging up gravel will sometimes yield flint. This is a major annoyance, especially when you're using gravel for decorative purposes. Players are losing resources to gain a resource they never even wanted. Since this is a crafting game, it doesn't make sense why gravel can't be just crafted into flint. This could be why some people don't use gravel as a decoration. (Trenix 01:48, 28 March 2012 (UTC))
 * This has been a feature for almost forever. Why would they change it? There is a 1 in 10 chance gravel will drop flint and if they changed it so you can just craft it with 1 gravel or something it would just be stupid at this time. If they don't want the flint they can just burn it in lava and dig up more gravel. It also depends upon what you use to break it. Using your hand will take more time but it will drop less flint, using a shovel takes less time but drops more flint.

a Decorative sandstone, a block that looks like it has hieroglyphics on it, can be crafted and is not unique. If it was unique by being only found in generated desert structures, there would be an actual reason go into deserts, rather than just looking for sand. (Trenix 17:25, 27 March 2012 (UTC))
 * Considering that there aren't any generated structures that use them, in the desert or elsewhere, the only thing that taking the recipe away would do is make them entirely unavailable. --Rifflesby 00:22, 28 March 2012 (UTC)
 * Thought it was obvious that I was asking for generated structures in deserts. I updated it to make it more clear. (Trenix 01:24, 28 March 2012 (UTC))
 * Maybe they could be used in the sandstone wells that are generated in the desert? -- Lucifer_LLS 11:22, 28 March 2012 (UTC)

a Walking over slabs placed on top of Ice blocks causes you to slide as though you are walking on the ice blocks. --Vikhedgehog
 * Corrected grammar for clarity.
 * And I fixed your grammar.
 * Sounds more like a bug than an annoyance for me.
 * It's not a bug, it's a feature.
 * How is this a feature?!?! This is most definitely a bug.SeanRamey 17:10, 28 March 2012 (UTC)

a Logs should last four times as long as planks since it divides into 4 of them.--MCKMan
 * Definitely agree, different wood types should also burn longer than others. (Trenix 01:19, 27 March 2012 (UTC))
 * It's for balance reasons. They aren't going to make coal useless --Moxxy 02:54, 27 March 2012 (UTC)
 * Planks burn for 15 seconds. MCKMan said that logs should burn four times longer. Now lets do some calculation, 15 multiplied by 4 equals 60. So MCKMan is asking for logs to burn for 60 seconds. Coal burns for 80 seconds. That means coal will burn 20 seconds longer than a log, thus making coal not pointless and still being useful. Besides, crafting a log into a plank is not difficult. The problem is, using a log as a fuel source is a bad investment. (Trenix 06:27, 27 March 2012 (UTC))
 * That's only 33% efficiency for a resource that's much harder to obtain. It indeed makes it useless to mine coal when trees are renewable. --Moxxy 20:15, 27 March 2012 (UTC)
 * Coal is easy to obtain and is commonly found underground just about everywhere in large quantities. Coal also has unique uses, other than being used for fuel, like making torches and fire charges, which wood can not. While coal may not be renewable, charcoal is. Charcoal is the exact same thing as coal, with the only difference is the name. Therefore I still disagree, coal would not become useless. (Trenix 20:54, 27 March 2012 (UTC))

a You are unable to place a chest next to a large chest. I'm assuming this is because large chests are created when chests are placed next to each other. A way to resolve this issue is having us craft large chests inside our crafting table or inventory, rather than having them be created by placing them down. You are also unable to place small chests next to each other without having them be combined. (Trenix 17:42, 27 March 2012 (UTC))
 * Downgraded to annoyance. --Moxxy 19:50, 27 March 2012 (UTC)
 * Yes, this is pretty annoying. I think I would like it better if we were able to just put down the chests like it is now, only have it so that you can place large chests next to other large chests. This shouldn't be too hard to do actually, if you make it so that a large chest will not try to reconnect to another chest beside it since it's already connected to one. Don't know if that made any sense... I am generally terrible with words.--SeanRamey 17:16, 28 March 2012 (UTC)
 * I've wished for that myself. It might be a bigger deal than it sounds, though -- I suspect that the big chests aren't actually a discrete entity, it's just two chests that are faking, and know to do so because they're next to each other. If a chest could be adjacent to two other chests, it wouldn't know which one it was supposed to share with. And the data bits can't be used to store that, because they're already being used for the direction the chest is facing. The notion of crafting two chests into a large chest might be a possibility -- the bed is also a two-block placeable -- but I doubt the team would much feel like wrangling that code when there are much shinier things to work on. --Rifflesby 21:32, 28 March 2012 (UTC)

a! Recipes are needed for Circle Stone Bricks and seamless smooth Stone Slabs.
 * To clarify about the seamless smooth Stone Slabs: There is an unused type of slab and double slab with damage value 6 that uses the top texture of stone slabs on all sides. Even though it looks cool, it is unavailable. It should either be made available or be replaced with something else.

a Recipes are needed for stairs and slabs in the three new wood colors. Colored Fences and Bookshelves would also be nice.
 * Would mojang release a 1.2.5 to fix this?--MCKMan
 * I wouldn't expect to see a 1.2.5 at all unless a super-urgent crash bug is found. My fingers are crossed to see all these recipes in 1.3, though. Inability to craft wooden items out of all the available wood types is certainly a valid annoyance in a game that's largely about architectural design, and I can't imagine adding a recipe for a known block type using already-existing ingredients is more than a few minutes work. (Though if Jeb or Dinnerbone or one of the others would like to correct me, I'm always interested to hear about the nuts and bolts of other peoples' games.) --Rifflesby 08:46, 23 March 2012 (UTC)
 * Wooden Planks save their type in data and need two bits for that. Every wooden item would have to be rewritten in order to use this data too, and I'm not sure whether all wooden blocks still have two data bits free (doors, stairs etc. may store other things there). --GALAKTOSTalk – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 19:30, 23 March 2012 (UTC)
 * There's plenty of block IDs available now. Any block that already uses the data bits (such as stairs) could simply have four separate block IDs. I feel that it's worth doing, as the new wood colors are a lot less useful if we can't get the stairs/slabs/etc. that we use as trim and ornamentation in matching colors. --Rifflesby 20:18, 23 March 2012 (UTC)
 * As a side note, this would also be an opportunity to fix the problem where wooden slabs don't chop like wood: one block ID for wood slabs, another for regular slabs. --Rifflesby 19:33, 24 March 2012 (UTC)

a To bring the slab/stairs groups into parity, recipes for Netherbrick Slabs, Sandstone Stairs, and Stone Stairs (matching the smooth slabs) are required.
 * I'd also like to see sandstone stairs, smooth stone stairs, grass and dirt slabs and stairs, gravel and sand slabs (not stairs), clay slabs and stairs (from 2 or 3 clay balls), glass slabs and stairs. Knowing what it takes to work glass in a kiln in real life, maybe glass stairs and slabs would require a better furnace, or a "hot workbench"? Maybe a "Hot Workbench" would be needed for some other technology items ... steel :-). Keybounce 00:07, 27 March 2012 (UTC)

a Placing one block frequently places two when having only clicked once.
 * Maybe it's your mouse. I've experienced this multiple times before, and changing the mouse fixed it until that one went out. 72.251.53.167 13:06, 24 March 2012 (UTC)
 * I've had this happen a LOT on a slower computer. Getting Optifine reduced the issue, but did not solve it.
 * Specifically: Optifine has two options, one for input adjustment, and one for output FPS smoothing. I had to turn both on (one is off by default). The issue is that the game only checks for keyboard activity between frames if the GPU is idle; by default an OpenGL driver can render every third frame and be compliant. This means the game is spending 2/3rds of its time ignoring you. It then timestamps the incoming key/mouse activity, and considers that three frames of time have passed, and concludes that's enough for two placements.
 * Keybounce 00:07, 27 March 2012 (UTC)
 * Keybounce 00:07, 27 March 2012 (UTC)

a Giant Mushrooms should only grow on mycelium. (Trenix 02:47, 27 March 2012 (UTC))
 * What? --Moxxy 20:16, 27 March 2012 (UTC)
 * Another words, I want giant mushrooms to be only created in mushroom biomes.
 * I can't get behind that at all. They're too cool to be only available in such a rare environment. Now, if they could only be produced on a mycelium block (which you would have to take Silk Touch to a mushroom biome to get), I would be okay with that. --Rifflesby 00:28, 28 March 2012 (UTC)
 * I guess that would be better than having them be biome specific. (Trenix 01:26, 28 March 2012 (UTC))

a I can't think of any reason for signs to not stack. --Rifflesby 23:27, 25 March 2012 (UTC)
 * Agreed. It's not just signs. Boats, Mushroom stew, doors, etc.
 * Keybounce 00:07, 27 March 2012 (UTC)
 * Signs should be stackable, they're too small to not be. Possibly have it cap it at 16 instead of 64. Mushroom stew is another exception, since its a food and all food is stackable. However the other items should be left alone. (Trenix 03:13, 27 March 2012 (UTC))
 * What about worktables and furnaces. They stack. Everything else should too. Maybe in smaller stacks but when going on long mining expeditions or doing a lot of terraforming, it would be damn handy to have your tools stack. -- Lucifer_LLS 11:28, 28 March 2012 (UTC)

acrIn creative mode, destroying TNT produces item drops. This gets incredibly frustrating if you move the TNT etc. Goandgoo

a! You can't sprint up and down stairs.
 * That's intentional. Use slab-ways (alternate slab, full block) instead of stairs.
 * Keybounce 00:07, 27 March 2012 (UTC)

a! The § section sign cannot be typed in the chat. The §l §m §n §o §r were added, yet, in the 1.2.3 update § became an illegal character. Hopefully this can be fixed in the next update. Even when people have permissions for color codes with essentials, &l &m &n &o and &r do nothing.

Crafting/Enchanting/Brewing/Interface
Bugs

undefinedmpWhen you press Tab key to complete someones name and hit enter you get kicked for illegal character.

undefined mp Links get cut off if the URL goes onto a new line, some people apparently don't notice it too... Crashdoom 01:59, 23 March 2012 (UTC)

undefined When dragging the corner of the window to expand, if you have something typed into chat it is erased.

f We can't open links without "www" at the beginning. --Gimlao
 * Impossible to open "google.com" or " http://google.com/ " for example, the second one isn't even clickable.
 * For info, " http://google.com " without a "/" at the end works.

? Every now and then Steve randomly lurches a couple of paces of his own accord. This may cause him to step into lava or accidentally walk off a cliff. Usually happens just after you've moved him yourself, as if it's a keyboard lag issue. Occurs rarely, once or twice an hour of play - so you're never entirely sure it wasn't your own fault, but I've started watching for it and am pretty sure it wasn't me. Seen with a USB wireless keyboard with old-ish batteries. Not seen (yet) with alternative Bluetooth wireless keyboard I also have. 82.69.54.207 23:10, 22 March 2012 (UTC)
 * Sounds to me like it's just your keyboard. Do you ever get repeated characters when typing text on it? --Rifflesby 08:30, 23 March 2012 (UTC)
 * It's not just their keyboard. This happens for a ton of players, including myself. It's probably the most prevalent bug for me, but Mojang is aware of it, and what causes it. Apparently, Minecraft uses a heavily outdated version of... something-or-other... ( LWJGL 80.134.7.215 )which causes this issue. Jeb wants to update to the newest version of that something-or-other, but he didn't have time to do that for 1.2.
 * Interesting! Thanks for the info.
 * Optifine has an input fix built in. Or you can update your LWJGL files yourself. I would recommend against replacing the OpenAL DLLs though, the stereo positioning sounds a bit off when you do. -- Lucifer_LLS 11:31, 28 March 2012 (UTC)

undefined When crafting a map, using the shift-click to automatically move the map into the inventory, instead of creating a new map, a duplicate of a previous map is made, regardless if said previous map is in the inventory. Although in a way it is useful creating duplicate maps, it is certainly a bug.
 * Was able to reproduce, but only creating the map for the first time in that world. Did not work afterwards, even with no map in inventory - DaemoN67.

undefined Sometimes when you press F11 and switch between windows "Back to Game" button will only work from second click (possibly other buttons too) --Trinistr 05:48, 25 March 2012 (UTC)

undefined Right-clicking to split a stack in half does not work on items placed on the upper part of the brewing stand. Cactose

undefinedmpcr When you pick up an item and it goes into your inventory (not into your hotbar) while the Creative Inventory is open in multiplayer, the item you pick up "replaces" one of the items in the Creative inventory until you close it and reopen it or scroll the menu. SodiumEyes

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
 * Agreed.--SeanRamey 17:24, 28 March 2012 (UTC)

a! The other serious glaring problem with enchanting is having to click-click-click to get the number you want. This is a system that hasn't been used by serious game developers since the old days of RPGs that let you roll your own stats; the intention of allowing the player to re-roll a random outcome is noble, but the result in reality is that, knowing a better outcome to be available, the player will simply mash the button, becoming increasingly frustrated, until their number comes up. It needs to be replaced with a slider or text-entry field so the player can simply say how many levels they want to spend. --Rifflesby 00:35, 28 March 2012 (UTC)

a In all the item container windows, if you try to swap the same type of items, it does not work. You have to use another slot to make 3-step swap. People have told me it is so since beta 1.7, but as there is no bug tracker database, I will submit it here to catch attention (hopefully)
 * Example 1: one iron sword against the one with different durability (works only in case when one is enchanted but other is not),
 * Example 2: two blocks of stone with different stacked amount.
 * The second example works when you place the larger stack onto the smaller stack. Shadowx4ffc 03:08, 27 March 2012 (UTC)
 * Yes this has been annoying the crap out of me for a long time. I really wish they would fix it.--SeanRamey 17:30, 28 March 2012 (UTC)

a "Large Chest" is missing from the language file (always English only). Looked into the crowdin, it is not listed there either.
 * Large chest? When does this ever come up? There is no double chest block. --Moxxy 02:59, 27 March 2012 (UTC)
 * Em, have you ever heard of this: [[Media:Double Chest.gif|That's a double chest.]] --☺ Sven ? ! 16:09, 27 March 2012 (UTC)
 * He probably talks about this: — MiiNiPaaT
 * @ Sven, that's two chests. There is no such thing as a large chest block. @MiiNiPaa Thanks, that's what I was looking for.

a Sneak mode only protects against moving off the edge of a block. Could it be expanded to prevent you from entering a same-level lava tile? 82.69.54.207 00:58, 24 March 2012 (UTC)

a Like previous version, position for center of screen is miscalculated in full screen mode, when using a menu (crafting table, inventory, brewing station etc...)

a Mushroom stew still doesn't stack. (Previous reason for non-stacking stew made sense once upon a time when it was a healing food, but this is no longer the case).
 * Moving this lengthy discussion to the discussion page. --Rifflesby 21:45, 28 March 2012 (UTC)

a! Crafting Snow Blocks from Snowballs seems to be broken since 1.2.4. I can confirm that it was working in 1.2.3 --Killerog 13:50, 24 March 2012 (UTC)
 * Works fine for me. I am on an SMP bukkit server, and it crafted with no issues. ~DaleK 16:50, 24 March 2012 (UTC)
 * I tested further, and the snowballs I used were spawned. If picked up from the ground they don't craft. However, snowballs obtained before 1.2.4 work fine. It is as if 1.2.4 generates/changes snow cover blocks to drop a different meta data of snowball or something, and that is why they cant be crafted. If a spawned snowball is in the inventory, and you get more snowballs, then they don't stack. But if you manually combine the stacks, then even 1 spawned snowball with the rest, craft a snow block. The new snowballs are very strange, and I hope they can be fixed. ~DaleK 21:44, 24 March 2012 (UTC)
 * Can't reproduce. I've just shovelled up some fresh snow and crafted snow blocks out of the snowballs with no trouble. Also spawned a few snowballs, and they stack with the natural ones and craft blocks normally. --Rifflesby 04:03, 25 March 2012 (UTC)
 * This was a bug in Bukkit that has been fixed in the latest developer build and probably doesn't belong here. --EvilSeph 10:14, 28 March 2012 (UTC)

a! There are no optional keyboard camera controls, like the ones that were made for Deadmau5 set to I, J, K, and L.
 * Does this matter? I found them extremely annoying because I kept accidentally pressing J.
 * That's why I want them to be official, so you would be able to set them to something else like the arrow keys, which would make a better default than IJKL.
 * Jeb said they weren't for the public. You'll have to wait for the Mod API. --Moxxy 02:59, 27 March 2012 (UTC)

a Smelting Redstone Ore and Lapis Lazuli Ore will only give you ONE Redstone and Lapis Lazuli.
 * This isn't a bug. Just a feature that hasn't being refined. There hasn't been an smelting item that gives more than one per input. They just haven't coded it yet. Still it's major so I'm labeling it as such. --Moxxy 02:59, 27 March 2012 (UTC)

Fixed/Skipped

While on a server, clicking on an item in your inventory will automatically move it, making it impossible to craft anything.

Achievements
Bugs Annoyances Fixed/Skipped

Gameplay
Bugs

! Mobs (including the player) can breathe when submerged in lava. (I have tested this in Survival with a potion of fire resistance.) This is certainly not intended behavior.

! Falling velocity is maintained when falling into an End Portal and going to the End, or back.
 * Why is this a bug? It's a portal, not a pool of water. --Moxxy 20:24, 27 March 2012 (UTC)

x End Portals are invisible from below.

! cr Dyes on sheep, fish on wild ocelots, bones on wolves, and meat on hurt wolves is used up in Creative.
 * You have to right click them signed by Brickman2011  02:20, 27 March 2012 (UTC) (UTC)
 * I know that, I'm saying that they are depleted when used even though it's Creative.

! cr When flying horizontally in Creative Mode, water and lava slow you down, this is super annoying. This bug has been in the game ever since Creative Mode.

undefined Using a stack of bowls on a Mooshroom replaces the whole stack with a single bowl of Mushroom Stew, wasting the rest of the bowls. This bug is as old as Mooshrooms.

! mp Spawn location is not saved and always reset to 0,50,0 after the second launch of the server, this bug really annoying. --Gimlao 15:53, 24 March 2012 (UTC)
 * Temporary fix : To avoid that, firstly create the world with the client, then move it to the server.
 * By the way, this bug has been fixed in CraftBukkit since a while, so it shouldn't be difficult to fix that. =)

x When you are too long underwater in creative mode, the drowning bubbles still show up (since 1.8).

x  doesn't work, so we can't see the Players List (until we change it to another key) or type the beginning of a username then tap  to autocomplete it.
 * Oddly, + will work...

x cr Now, if the inventory is full, we can still pick up dropped items. It's annoying if we want to move a double chest with all its content. --Gimlao 15:53, 24 March 2012 (UTC)
 * Before, we could destroy it, pick up the drops until player inventory is full, place a new chest somewhere else, put half of the items in the new chest, then return on the place where the other half is still on the ground, etc... Now we can pick up all the items, but it will destroy the excess in the player inventory.
 * Simple fix, only destroy one chest instead of two at a time. Or just take note of whats in the chest are replace it with your infinite inventory of everything. ~DaleK 16:54, 24 March 2012 (UTC)

u cr Unable to place mushroom in creative mode
 * Can't reproduce. Please know that mushroom placement behavior was changed in 1.2.4 - it needs some darkness.
 * See lighting bugs; I was unable to place mushrooms in SSP and found that it wasn't getting dark at night.

x New fix of disallowing placing mushrooms under sky regardless of time of day and actual light level breaks use of giant mushrooms in overworld for farming/shelter/building smurf villages, etc. Darkness for mushrooms should allow for either 10 seconds of daylight before popping, or at least allow for planting at dawn/dusk & nighttime.
 * This is far from a major bug so I'm downgrading it. I'm actually happy with this and it might even be intentional. For such a large gain, there should be difficulties. (Trenix 16:04, 29 March 2012 (UTC))

x 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) I think that problem is coherent with the problem that the Nether still goes from 0 to 128, above is just air!--Locoloco 10:35, 24 March 2012 (UTC)
 * Reproduced!!! But you can reproduce it even the other way! Building a Portal in nether above 128 (still a Bedrock-Border!!!) create a Portal in overworld at Ground-Level. Going back through the same portal end at the first nether-portal wich was created in the map.

a! su Half wooden slabs have to be collected with a pickaxe and will not drop anything with an axe.
 * Possible solution: make wooden slab it's own block, which doesn't share block id with other slabs — MiiNiPaaT
 * Wooden stairs collect faster with an axe than a pick, so they could just duplicate what they did there. -Sennyotai
 * Wooden stairs are completely different block from others stairs. Now there can be more than 256 block types, so no need to save block ids. — MiiNiPaaT

a! su If the ground within one block of a piston that is being powered by a redstone torch facing upwards is hoed it will retract.
 * Is this true with any block update? HotdogPi Come to my page! 14:55, 24 March 2012 (UTC)

a! Major lag spikes when I turn around quickly. It starts happening after about a minute of loading the world and walking around a bit. This didn't happen in 1.1 with the same graphics settings. The settings are: Graphics: Fancy, Render Distance: Normal, Smooth Lighting: On, Performance: Max FPS, 3D Anaglyph: OFF, View Bobbing: ON, GUI Scale: Large, Advanced OpenGL: OFF, Clouds: ON, Particles: All. This bug kind of ruins survival mode for me, because with so much lag every time I turn around quickly, I can hardly fight against mobs in caves or outside at night.

undefined mp Damage on tools enchanted with unbreaking may not be synchronized between the client and server. I had an unbreaking III pick appear to break 4 times (no block lag), only to reappear when I attempted to move my next pick into its inventory slot. -Ab3ju

undefined When digging sand from the bottom of a stack with a iron shovel, the sand that falls is instantly mined. --brandon19257
 * Unable to reproduce, in both single player creative and survival mode.
 * tested multiple times, same results, you cant move your mouse at all to get the results.

!mp Items dropped on death become invisble client-side, thus making it hard to collect everything you lost without reconnecting. --Trinistr 07:08, 26 March 2012 (UTC)
 * Works fine for me. --Rifflesby 00:44, 28 March 2012 (UTC)

Annoyances a Fishing doesn't work in a four by four, three deep,man made (but outdoor) fishing hole. The bobber goes into water with no sound then sinks to one block below water level. When I tried in nearby, natural lake; it worked fine. Sure whether to add as bug or annoyance.(Bug also put under items)The Soy Man

aSurvival mode lacks surviving aspects and is very similar to creative mode. Part of the problem is that there is little to no maintenance required for your character, crops, and farm animals. (Trenix 19:59, 28 March 2012 (UTC))
 * Seriously? Come on man, this page is for specific issues, so the devs can look down the list, fix a thing, and then check it off. "This game is not sufficiently like Wasteland" is basically the opposite of that. What are Jeb and Dinnerbone supposed to do with that comment? Honestly, sometimes it's like you're trying to prove Moxxy's point for him. --Rifflesby 05:33, 28 March 2012 (UTC)
 * While, normally, I would agree with you, this is not the place for suggestions. Suggestions go in the suggestion thread.SeanRamey 16:19, 28 March 2012 (UTC)
 * Sorry, I remade the report to make it seem more of an annoyance than a suggestion. (Trenix 19:59, 28 March 2012 (UTC))

a Snow isn't formed under signs, fences, fence gates, saplings, flowers, mushrooms, cobwebs, and doors. This gives them an unappealing look when in a snowy biome. (Trenix 01:38, 27 March 2012 (UTC))
 * Two blocks can't occupy same space. That's like water and ladders, slabs, doors... — MiiNiPaaT
 * Snow is the same as farmland. However, farmland can have crops on it and snow can't have anything on it. I'm pretty sure it can be possible. Make it so you'd have to break the block on top of it to clear out the snow under it. (Trenix 17:30, 27 March 2012 (UTC))
 * Snow layer is a block, it is not a modyfier on blocks or anything. Snow — this article states this, this is an example of toying with snow metadata. It's like a Lily pad in terms of thickness, but does not have a hitbox. Farmland on other hand is block which replaces grass/dirt block an if it wasn't non completly opaque block you could hav snow covering farmland. — MiiNiPaaT
 * Maybe snow shouldn't be a block. (Trenix 19:21, 27 March 2012 (UTC))
 * The way blocks are coded there are not enough bits for this to happen (See Jebs tweet on different half-slabs in the same spot). Since this is completely impossible can we remove it please? --Moxxy 20:37, 27 March 2012 (UTC)
 * We thought pressure plates couldn't probably be used with double doors, guess we were wrong. I'm sure Jeb could think of something to fix this too. Nothing is impossible when it comes to programming, you just gotta find a way to make it work. So no removal until we get some official word from mojang. (Trenix 21:04, 27 March 2012 (UTC))
 * /me says: Optifine. It has a "better snow" option to show fake-ish snow under signs, grass, flowers... perfectly possible using that workaround. <font color="Blue">C <font color="Orange">ali <font color="Purple">nou - talk × contribs » 21:40, 27 March 2012 (UTC)

a mp "User A and B are in different dimensions. No tp." - Could it be fixed please ?
 * I'm fairly certain this is intended behavior.

a in SMP, you can't use enderpearls to pearljump in gamemode 1.
 * This is intentional.
 * It's meant to be that way.
 * Why - it makes no sense? What is the advantage of them not working?
 * Perhaps to persuade to to reach the end in survival? Creative is mainly for building.--Shikamaru123 06:47, 24 March 2012 (UTC)
 * That's eye of ender. I was talking about enderpearls. And besides, creative mode is about being unlimited; having a limitation of not throwing enderpearls makes no sense.

a in SMP in gamemode 1, if you are flying fast (like sprinting), pressing SHIFT to descend will exit fast-fly mode.

a You can't ignite TNT by leftclicking on it with flint and steel while in gamemode 1.
 * right click and create fire. You can't just hit it. 207.190.166.40
 * You can actually ignite TNT by left-clicking with flint-n-steel, but only in Survival. It doesn't work in Creative, because the TNT block is just destroyed.
 * Moxxy has been deleting this bug report, without leaving an edit summary explaining himself. I am quite mystified as to why he is doing that - it is clearly an error that the "flint-and-steel ignites TNT" feature is not working in Creative.
 * In creative blocks are instantmined causing flint and steel's effect to be skipped.
 * Which is obviously a bug that they are instantmined instead of ignited.

a!mp Will occasionally experience major game lags while in the Neither.
 * Can confirm that, I feel it may be the new sounds of the lava, but I am not sure. Hope it can be fixed. The nether which is so vital is almost unbearable now. ~DaleK 16:57, 24 March 2012 (UTC)
 * I can also confirm this, and a friend of mine can also confirm this. I saw in the 1.2.3 section, the exact same bug, but he believed it to be the lighting system. I have also noticed that the RAM usage of Minecraft in the nether goes from about 300mb, gradually increases to about 1.5Gb then dumps it all back to 300mb and repeats. I have allocated 4Gb to my Minecraft. I have a AMD phenom II x4 3.4ghz, a Nvidia GeForce GTX 460, and 16Gb of RAM with windows 7 64bit. This shouldn't be producing major lag spikes.SeanRamey 04:25, 27 March 2012 (UTC)

a!Problem: When in Single player mode (Maybe multiplayer, didn't test) if you make a nether portal above the old height limit, enter the nether, and return, a new portal will spawn on ground level. Idk why. Probably a problem with the anvil thingie...
 * tested and confirmed. In fact the problem is much more severe. Creating a neither portal anywhere will bring you back to the first one you make. Plus if the first portal made is above old height limit, it will bring you back to a new portal, as mentioned. Tested in creative SMP. Upgrading to major annoyance.

a This problem had been around for a while. Eating from a stack of more than one food will often result in consuming 2 of the food instead of intended 1.

a On some servers, random Fire Charges float and blink in the sky.

a! Golem recipes are not idiot-proof, they do not discriminate whether the required snow or iron block formation is standalone or part of a structure made of snow or iron blocks. The recipe should require air blocks to exist around the snow or iron blocks to ensure that Golems are not created accidentally.

a! Leather is useless because it is only used for creating inferior armor, and since animals don't just respawn on their own anymore, it is far easier to just find iron for iron armor than to start the cow farm required for a reliable source of leather.
 * Leather blocks/slabs/stairs would be fun for making furniture out of, though there's more important and glaring holes in the recipe list that I'd want to see filled first. It's true though that leather armor doesn't get much use, outside of challenge maps ("Super Hostile" for instance). Perhaps some leather-only enchantments? Boots of Speed, etc... --Rifflesby 03:04, 26 March 2012 (UTC)
 * The only way you can fix this is to increase the movement speed of a player who is without armor, then having iron, gold, and diamond armor slow you down. That way, having iron, gold, and diamond armor will make you move at the same speed as you do now, but wearing leather will make you move faster without making it act as if it were enchanted. Another way to improve this is to give leather more recipes. For example, the book recipe could have leather added into it, since leather was used as a cover for books. (Trenix 01:55, 27 March 2012 (UTC))

a! It is very annoying that you can't make portals that are 3 blocks wide, it can make you have to give the entire place a makeover just so the portal can fit symmetrically.

a! It is frustrating that there is no storage block for the most common and inventory-clogging ores, redstone and coal, yet there is one for the rarest ore, diamond.

a! Once you already have a good wheat farm, you don't need to keep wheat seeds because the seeds that the grown wheat drops will be enough for replanting your farm, and you will have too many useless seeds left over after. They are annoying to dispose of and they would at least be useful if they could be used as (inefficient) fuel in a furnace.
 * If seeds were used for breeding animals while wheat is used for getting them to follow you (or vice-versa), that would give extra seeds a purpose as well as solving the problems people have where unbreedable animals get in their way while they try to feed the others. --Rifflesby 00:50, 28 March 2012 (UTC)

a Axes are not good for breaking leaves, so there's nothing that can break them quickly without taking extra durability damage.
 * You don't mine leaves with axes, you do it with shears.
 * I imagine the OP is talking about breaking them (to get saplings/apples), not collecting them as inventory objects as shears do. --Rifflesby 03:16, 26 March 2012 (UTC)
 * Yeah, that's what I meant. It would make sense for axes to be good for bringing down all the parts of a tree. This is possible, rails already do this where pick is best and sword is better than nothing.
 * You have to remember that leaves are attached to a branch. Picking away leaves from a branch or picking away the branch itself is not very productive. Branches are more thinner and flexible than logs and leaves are extremely small. This is why shears are used, they can easily clip these objects. Otherwise you'd see landscapers outside with hatchets. (Trenix 02:16, 27 March 2012 (UTC))

a You can sleep in a bed surrounded by tall grass (possibly other similiar blocks too) but you can't respawn in it. --Trinistr 09:14, 26 March 2012 (UTC)

a You cannot generate a Nether Portal block (with a Nether Portal) next to another Nether Portal block (with another Nether Portal) in such a way that they have no space between them, and the two Nether Portals do not share any obsidian.
 * That is pretty confusing. I don't have any idea what you are trying to say. Maybe you should rewrite it.SeanRamey 04:38, 27 March 2012 (UTC)
 * I think the OP is trying to make two adjacent portals face-to-face, creating a 2x2 column of portal blocks. -- Orthotope 06:47, 27 March 2012 (UTC)

Fixed/Skipped

NPC/Animals
Bugs

undefined If you push a cat off a chest or bed while its sitting, it will stand up. Because the cat is no longer sitting, it will then teleport to its owner if the owner is not present. Technically a non-owner can make a pet stand up, which is very problematic in multiplayer. I'm pretty sure an owner wouldn't want their cat to teleport to them when they're around lava in a cave. (Trenix 21:35, 27 March 2012 (UTC))

undefinednpc's don't close doors that the player opened anymore. they did that in the beginning. this is a large bug because zombies can walk right in. when they entered a house at night and I opened the door, they would close it for me but that doesn't happen anymore. please fix jon!:)

undefined cat's seem to have difficulty to get on top of chests. when my cat runs towards a chest, he just keeps jumping against the side

? mp:There is a possible collision bug that kills entities forced onto the same block by the flow of water. It can take some time before the bug reveals itself. I have created a imgur photo album with more detailed descriptions on how I came across this bug while creating a chicken hatchery (imgur album link): * Please note that I've only tested this with chickens and only on SMP.
 * You sure it isn't just the chickens drowning in the water flows? I noticed awhile ago that they have trouble rising up out of flowing water. (My case was sending them up a watershaft with the top as a flow. They would invariably drown because they wouldn't swim up above the flow.) Its also not uncommon for a chicken in an 'egg-cell' (chickens in closed area swimming in water suspended by a sign) to drown or just die randomly from the chickens forcing each other underwater. - Sennyotai

undefined Nearby (100-200blocks) 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.


 * 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:


 * Confirmed that this happens in both single and multiplayer survival.


 * Confirm: seen by myself and a friend on two different servers running vanilla 1.2.4. Worlds are converted, cats and dogs where present and already tamed before conversion. Doesn't happen all the time: after upgrade, I've played a few hours without problems, all pets where sitting at home. Then suddenly all of them appeared at once while I was building a skyrail a few 100 blocks away from home. Maybe I crossed that distance for the first time since upgrade, but I'm not completely sure. They immediately started to push one another of the rail, causing all dogs to die from fall damage. Cats survived the fall and reapeared again and again, pushing me around, I barely escaped the same fate. I consider this a major bug, because uncontrollable tamed cats and dogs can easily cause the player to die, you either have to stop playing/building in dangerous areas, or you have to kill all your pet animals.


 * Untamed wolves and ocelots follow me and teleport.

undefined I have a large warehouse in an NPC village, inside of which Golems sometimes spawn (because of the skylight, I assume, although the villagers still consider it a 'house' worthy of being crammed into at night). The floor is made of upside-down slabs, with a basement below. When golems spawn inside, they are unable to move (except rotating), and quickly snap back when pushed. More annoyingly, though, they are also unable to be attacked. The only way to kill one is to remove a nearby floor slab, go down into the basement, and attack the golem through the hole in the ceiling. Some sort of hitbox/collision detection problem? --Rifflesby 08:27, 23 March 2012 (UTC)

a Baby animals and their parents still become hostile when holding wheat even though they can't be fed. This bug already existed in 1.2.3. --ReLuLu
 * You mean they follow you? They can't actually become hostile. (Oh no, that pig's killing me!) HotdogPi Come to my page! 14:55, 24 March 2012 (UTC)
 * Not a bug. You need to be able to get animals to follow you regardless of circumstance. Being unable to move baby or recently-fed animals would be terrible. --Rifflesby 19:22, 24 March 2012 (UTC)

undefined Endermen can't teleport out of minecarts; however, the "particle trail" to where they wanted to teleport is still shown. (I'm not sure whether it's intentional or not that they can't teleport - it is listed as "Trivia" on their page - but it's definitely a bug that the particle trail is still shown.) In this image the particle trails of two teleportation attempts are visible: one to the upper left and one to the bottom right corner. --GALAKTOSTalk – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 14:04, 23 March 2012 (UTC)
 * The player too, when ender pearls are used. HotdogPi Come to my page! 14:55, 24 March 2012 (UTC)

undefined It seems that sprinting cats can't jump onto blocks. --Trinistr 08:22, 24 March 2012 (UTC)

undefined Iron Golems' drops just appear on the ground, instead of bursting out of them the way they do for other mobs. (I'm no longer certain of this. Can someone else verify?) --Rifflesby 08:52, 25 March 2012 (UTC)

undefined Chickens look down at the ground instead of up at you. --Rifflesby 22:07, 25 March 2012 (UTC)
 * This needs more context. Is this on a server? Are you holding wheat at the time? They seem fine to me.--Mattrition 17:52, 29 March 2012 (UTC)

undefined Livestock animals escape fenced areas (even two fences high): notably chickens, and cows, will find their way out of a fenced area, even when it's two fences high. Chickens stand right up against doors, and the actual fences staring out to the other side as if conjuring a way to escape. Leave the area and come back, and a bunch have escaped. Cows still seem to push one another up and over fences. (Nattydred 03:06, 29 March 2012 (UTC))

Annoyances a The new cat behavior is cute, but having to break a (potentially full) chest is too annoying to be fun. Suggestion: right-clicking such a cat several (4+d6?) times (simulating petting) causes the cat to stand and resume normal behavior. --Rifflesby 04:35, 23 March 2012 (UTC)
 * Solution! Put your chest where your cat can't reach it.
 * It would be cool if cats only did that when they were low hp. I'm thinking this is a bug since they seriously get stuck on these objects until they're broken. New features are supposed to be strategic and fun, not annoying. Hiding your cat from beds and chests is not strategic, it's just frustrating and pointless. (Trenix 02:38, 27 March 2012 (UTC))

Suggestion: if you can stand on your chest, you can push the cat off and when it stands, quickly click it to make it sit before it jumps back on the chest. Failing that, holding fish in your hand will get a cat's attention and it will crouch and slowly walk towards you and off the chest. It's a bit tricky to get it far enough away that it won't run back to the same chest or another one in the area.(Nattydred 03:06, 29 March 2012 (UTC))

a Throwing eggs or snowballs at cats or even punching them doesn't scare them of the chests (or other blocked entities). Only water buckets do the trick.

a The puppy's head is too big. I'm not against big heads on the baby animals, but the puppy's head is crazy large -- bigger than the adult dogs' heads, I think! -- and it looks really weird. --Rifflesby 04:35, 23 March 2012 (UTC)
 * Yeah, it's bigger than its body! When you look at it from the front all you can see is the head.

A Villagers seem to be reproducing way too much, I have a home in a village and it is packed with children. At night houses are crammed and during the day it's hard to get around.
 * I definitely had this problem in 1.2.3 multiplayer. Had to slaughter the village every now and then, because the population limit simply doesn't work. Killed them all again just before the 1.2.4 patch though, so it'll be a couple days before I can see if it's still happening to me. --Rifflesby 22:08, 23 March 2012 (UTC)


 * I had this problem too. I had to cull an entire village to prevent my game from lagging out.  It may be a problem with how the villagers interpret house and village size, and maybe aren't recognizing a limit to their population like they should.

a If cat is sitting on a chest and you take out raw fish, cat will stand but it will not do anything else (which is disappointing). --Trinistr 08:35, 24 March 2012 (UTC)
 * Typical for cats, that they won't do what you want them to do.. ;) --Locoloco 10:42, 24 March 2012 (UTC)

a! Iron Golems freezing up and becoming immobile if they get pushed into water makes a certain sort of sense narratively, but if your village borders on a river it becomes an incredible aggravation. Bustling villagers are constantly knocking them into the river, making them useless, and you can't even push them back out -- you have to kill them so they respawn. It's just a hassle. Please give golems the sense to climb out of water under their own power. Perhaps you can reuse the skeleton hiding from light code or something. --Rifflesby 08:52, 25 March 2012 (UTC)
 * Agree with this annoyance. However, temporarily removing the water works to get the golem out (rather than killing it).

a When animals including all farm animals and the ocelot, cats, and dogs, step down one block they spin in a circle. Very annoying! Fixed/Skipped

Mobs
Bugs

! sp On some worlds, mobs will either spawn at a ridiculously low rate or not spawn at all, even on Hard difficulty. Reloading the world and changing the difficulty back and forth from Peaceful to Hard occasionally fixes the issue, but only for less than a minute. It seems like this could be linked to an old bug where mobs would get "stuck" in a half-unloaded state outside the 144-block spawning radius, where they take up spots for other mobs to spawn but don't despawn on Peaceful until you approach them. This doesn't seem to fully account for the issue, though, since I've walked around on Peaceful despawning these glitched mobs and the problem relapses again after only 30 or so seconds. It's really strange and game-breaking to have no mobs at all on the surface during the night, even with all the caves in the area lit up, and this has effectively wrecked my game experience in this world. --Voidzm 18:08, 22 March 2012 (UTC)
 * had this also, occurs above lvl127: no spawn at all in the dark room (mobtrap), fix is: remove and replace torches that are placed above the "dark room"
 * I have found the cause of this bug http://www.youtube.com/watch?v=4_lsuvSjiVI Last username 21:15, 26 March 2012 (UTC)

undefined Snow golems will not produce snow in a number of biomes: Swamps, plains, and mushroom lands. This seems to be unintended. Also, snow golems would be killed by falling snow in the last patch, because the snow was counted as rain. I'm not sure if this has been fixed yet.

undefined Mobs will try to jump over nether brick fences, where as they wouldn't if they were regular fences. (Trenix 03:31, 27 March 2012 (UTC))

a! mp Mobs glitch over fences, glass panes; through single block walls, and sometimes two block walls. This makes sustained mob farms extremely difficult/impossible. http://img802.imageshack.us/img802/1505/20120130230107normalsta.png http://img819.imageshack.us/img819/2277/20120130230104onwall.png http://img802.imageshack.us/img802/5627/20120130230419gettingto.png http://img815.imageshack.us/img815/4544/20120130230420onroof.png
 * This is very annoying to me. Because I keep animal farms at home. EDIT: This bug can occur for hostile mobs too. 188.238.223.62
 * This occurs on my server, but I've seen it from 6-7 blocks phased through lateraly and as many block as are present verticaly

undefined mp Possibly related to the above bug is that Mobs still tend to have "placement issues" in SMP and still tend to get stuck inside blocks. Even more noticeable is the way that animals get stuck in the ground foliage of jungle biomes and, if killed when stuck in a leaf block, leave loot behind that can't be picked up unless you destroy another block beneath that. --Mattrition 10:00, 25 March 2012 (UTC)

undefined mp In SMP, Endermen are extremely skittish -- when you look at them, they teleport away instead of becoming aggressive. Even when you make them aggressive by attacking, they seem to forget about you quickly. --Rifflesby 02:40, 26 March 2012 (UTC) undefined The hit-box of slimes are off and so they seem to have a force field around them. Cactose
 * Was it daytime?
 * In my experience, this is specific to the largest ones. Perhaps they're using the hitbox for medium or small slimes? --Rifflesby 07:20, 28 March 2012 (UTC)

Annoyances

a Mobs randomly despawn at fairly close range (32 blocks) sometimes (therefore "sniper duel" achievement is hard to do)

a Squid serve no purpose besides offering black dye, which is hardly needed being that we're able to commonly find black sheep anyway. Not only are squid useless, they're possibly the most buggiest mob in the game. Black dye should instead be created from oak galls which would drop from oak tree leaves. (Trenix 06:53, 27 March 2012 (UTC))
 * Moving this to the discussion page. (TLDR version: don't take away existing fun features just because they're impractical.) --Rifflesby 03:19, 28 March 2012 (UTC)

a Zombies breaking doors can turn around freely (when they don't track you). This makes it possible for them to break doors with their back, what looks stupid. --Trinistr 07:07, 26 March 2012 (UTC)

Fixed/Skipped

Bugs
! Several sound instances do not play:
 * Chicken egg laying sounds.
 * Pressure plate, lever, button sounds.
 * Buttons make the 'on' noise, but not the 'off' noise. --Rifflesby
 * Mob/Other Player stepping sounds.
 * Other Player mining sounds (the sounds playing before the mining is finished - see Obsidian or Bedrock for examples).
 * Fishing rod sounds (reeling should not make a sound).
 * Cave sounds (or at least, they are not synchronized between players).
 * Slime and Magma Cube sounds.
 * Hoe breaking sounds.
 * Armor breaking sounds.

! A few graphical elements are missing:
 * Fishing rod "line".
 * Fishing rod "line" in held item. It shouldn't appear when the line is casted.
 * Other Player breaking animations.
 * Magma Cube animations.

! Mining takes longer in multiplayer than in singleplayer. This is caused by a click-mining 'fix' that was added in Beta 1.3 and is not needed.

! Slimes and Magma Cubes randomly warp up and down when they have a ceiling above them.

! Knockback and damage screen calculation is often wrong in multiplayer, actually dealing knockback when it shouldn't (like drowning or being on fire).

! Hitting mobs is harder in multiplayer because of lag. It is also much easier for monsters to hit players. Perhaps a delay before attacking (based on lag) should be added...

undefined Player movement is not smoothed enough (the client does this) in fairly or very laggy conditions.

undefined Arrows "warp up" when shot on walls. They also disappear and become impossible to collect when shot on ceilings.

undefined The anti-spam does not really prevent spam.
 * I can type 4-5 messages a second as non-op and I do not get kicked. <font color="Blue">C <font color="Orange">ali <font color="Purple">nou - talk × contribs » 23:43, 24 February 2012 (UTC)

undefined Arrow shooting is buggy and sometimes "resets" the charging progress.

undefined Not able to breed chickens and only able to breed some cows and sheep.

undefined The 3 second invincibility on reconnection can be exploited to be invulnerable to falls/lava/PvP/...

undefined Having trouble making dogs change from sitting position.

Annoyances
a Instead of saying "Outdated Server!" when going on a 1.1 server, it says:" Internal Exception: java.net.SocketException:Connection reset"

a When connecting to an outdated server/client, protocol version/game version should be shown.

World generator
Bugs

! swamp biomes don't have dark swamp water anymore!!! the trees are dark, the grass is dark but the water is just normal.
 * The water actually is partially darker than the rest, the update made biome color transition neater. However, I agree this is certainly an annoyance because dark water was a unique characteristic of swamps. signed by Brickman2011  18:30, 29 March 2012 (UTC)

undefinedThe Nether does not generate flat when superflat is chosen as the world type.

! When in a flatgrass world, if you die and respawn you will be hundreds of blocks away from where you originally started.

undefined Random patches of desaturaion in the jungle (as seen here http://imgur.com/dvIra). It seems that generator placed wrong biome in some of the chunks. --Trinistr 08:25, 24 March 2012 (UTC)
 * That's a river biome, actually here is a lake, but it's not deep enough, it only occurs under y:64 --Galaxy_2Alex (Talk)
 * Galaxy_2Alex is right, that is a lake, however, I would contend that it is wrong in the sense that it is butt-ugly. Same goes for river edges. Regdoug 04:08, 29 March 2012 (UTC)

? When creating a new superflat world without moving, just letting chunks generate a few seconds, the world generator seems to create random chunks even far in the distance additionally to the 17x17 chunk area around the player. Typically the random chunks seem to extend the map in only one direction (roughly). Not sure if this is a bug, but default-type maps do not appear to be affected. Present in 1.2.3 as well. --BillyTheSlime

Annoyances a! Stronghold libraries often do not have floors. There are many other parts which sometimes lack floors as well such as the doors, the halls, etc. The floors of these places should work like the floors of Abandoned Mineshafts do.
 * Cavern under it. HotdogPi Come to my page! 14:55, 24 March 2012 (UTC)
 * Moved to annoyance. --Moxxy 19:51, 24 March 2012 (UTC)

a Oak leaves are used as bushes for the jungle biome. Because apples drop from oak leaves, you can find them in these bushes. (Trenix 21:16, 27 March 2012 (UTC))

Fixed/Skipped

Graphical/Lighting
Bugs

! Switching to fullscreen can change the operating system's gamma value. On my system, I always have to choose the lowest gamma Windows offers, and Minecraft resets the value to default when I switch to fullscreen. As soon as this happens, the lightness slider has no effect on in-game brightness. I'm running Windows 8 Consumer Preview 64-Bit, Java 7 64-Bit, NVIDIA GeForce GTX 560. The issue has not always occured, but since yesterday it occurs persistently, both on MCPatched and Vanilla Minecraft, regardless of Brightness value and Advanced OpenGL on/off. I suspect this is some weird combination of LWJGL and Windows 8 issues, so next I'm going to try and update LWJGL. --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 09:33, 29 March 2012 (UTC)
 * Okay I found out what fixed the bug: Windows had by mistake recognized a second screen where there actually was none. As soon as I fixed this (Desktop-Right click-Screen resolution-Recognize (I'm not sure whether this is the correct translation, my windows is german)), the bug was also fixed. Does this happen to anyone who actually has two screens? --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 09:41, 29 March 2012 (UTC)

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

! Mobs can actually spawn inside lighting bugs.

! The light level at night appears to be 15, just like daytime. This coincidentally makes it impossible to plant mushrooms outside at ANY time. Dragonhawk
 * Yes that's annoying!--Locoloco 10:51, 24 March 2012 (UTC)
 * That's longstanding, I know it from Mods which show the light level. --Galaxy_2Alex (Talk)

x mp The fishing rod line is missing, then, the line and hook in held item shouldn't appear when cast. --Gimlao 15:53, 24 March 2012 (UTC)

x mp Weather smooth transition effect is missing. --Gimlao 15:53, 24 March 2012 (UTC)

x 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 17:29, 22 March 2012 (UTC)

! 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 17:29, 22 March 2012 (UTC)
 * Same thing with a lever or a reversed slab. Gimlao 00:20, 23 March 2012 (UTC)
 * Seen in both multiplayer and singleplayer.
 * It should be noted, this bug was first originally reported for version 12w07b at link reference: http://www.minecraftwiki.net/wiki/Known_bugs/Version_12w07b#Graphical.2FLighting The bug was introduced starting with version 12w07a, so it is a preexisting, recurring bug and *not* new. The original submission was: "On a converted map, all torches that were previously placed or are currently placed in a 1 block large space above you creates a "dark" space. http://i.imgur.com/z1URb.png If you chip away at the adjacent block, this "dark effect" goes away. This never occurred prior to versions 12w07a / 12w07b." It now occurs on both converted and unconverted maps. Eugeniusz 11:48, 26 March 2012 (CET)
 * In my SMP world we have a central area lit with inset torches in the ceiling, and it never had the bug until 1.2. As a result I'm not sure it can be described as the same bug that started in 12w07a, though it is possible it didn't start happening in SMP until then when client-side light rendering was implemented. DarkWolff 21:18, 28 March 2012 (UTC)

fmp TNT in multiplayer still produces ghosts. 

xmp The skylight in multiplayer still does not compute correctly. Blocks still appear to be lit up, even when within a completely closed room. Walking on, or updating the block seems to sometime fix the issue. But it sometimes returns to the same block

x Extended piston shafts do not light up from non-sunlight light-sources. Cactose

x upside down stairs and slabs are using the same method of lighting as right side up ones. resulting in dark areas underneath in otherwise lit rooms.
 * Yes, the blocks (or collision box) where these slabs are put have the lightlevel 0!--Locoloco 10:51, 24 March 2012 (UTC)

undefined Smooth lighting makes shadows far too strong. A single recessed block on the side of a wall, with a torch placed inside it, will be light level 14 (has a torch) but heavily shadowed by smooth lighting and appear dark. In EthosLab #160, he runs into this problem with stairs being artificially darkened by smooth lighting. Keybounce 04:03, 24 March 2012 (UTC)

undefined mp While holding food, if you look at the lid of a large chest and hold right click, the chest will open and stay open, even when the interface is closed.

undefined mp Randomly, a chest will never close and stay open forever.
 * This may be unrelated, but it's likely this isn't random. If you are lagging in SMP and click a chest twice before the interface opens, it won't close back until the server is reset. Linebarrel 02:48, 26 March 2012 (UTC)

undefined At times a texture will be stretched so that one of the corners is not on the actual block. Stretching may occur to a point far from the block. Observed on versions 1.1, 1.2.2, 1.2.3 and 1.2.4
 * This is a problem with DirectX on certain graphics cards, and is nearly impossible to replicate/fix on Jens/Jon/Notch's end.
 * I thought, Minecraft uses OpenGL. — MiiNiPaaT
 * On Windows platforms, if you use the default Microsoft graphics drivers, then the only OpenGL support you get is a software implementation of OGL1.1, which pipes into DirectX. To Fix, simply update Graphics drivers. Flyindragon1 17:05, 29 March 2012 (UTC)


 * Minecraft only uses OpenGL (1.2 or better), has no D3D renderer. <font color="Blue">C <font color="Orange">ali <font color="Purple">nou - talk × contribs » 11:53, 19 March 2012 (UTC)

undefined sp su When updating older maps such as Vechs' Super hostile maps (http://www.minecraftforum.net/topic/191908-ctmcollection-vechs-super-hostile-series/) to anvil, the lighting will be consistent throughout the map. This makes unlit caves just as bright inside as it is outside, depending on the time of day.

undefined Anvil only stores 16x16x16 sections that have blocks in them. On load, Minecraft assumes skipped sections have full sky light and no block light. Even if it there should be a shadow cast by sections above or block light coming in from neighboring sections. I should add that this primarily affects blocks right next to a skipped section. It's still quirky no matter what, but I haven't touched Minecraft enough lately to write an accurate report on that. --Jonathan2520

Annoyances

a! New lighting system severely drains FPS since 1.2. This is still apparent in 1.2.4. Lighting changes in-game caused by lava, redstone lamps, redstone repeaters and/or pistons cause heavy FPS drops on low-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


 * I can confirm entering the nether negatively affects my framerates compared to pre-1.2. Often while entering at the level of a lava ocean my framerates drop to the 35 - 50 range. Outside of the nether I can get upwards of 200 fps (though 120 is average ). DarkWolff 14:17, 23 March 2012 (UTC)

a Smooth lighting makes game laggy much more than before. --Trinistr 19:43, 24 March 2012 (UTC)

a When you break a cactus, since it is only 14 pixels wide, the breaking animation goes further than the cactus. --brandon19257 24 March 2012

Fixed/Skipped

Sound
Bugs undefined A continuing issue from many versions back - Extreme Hills biomes have silent rainfall. Rather jarring when flying around, but not quite at the level of a bug (hence, it's still an annoyance).
 * That may be because extreme hills are set by, or above the clouds at times? And it makes more sense if you can hear the rain below, but not from above? ~DaleK 17:02, 24 March 2012 (UTC)
 * No, even at ground level. Also I decided to upgrade this to a minor bug because even though it is not major and is just annoying, it is still a bug. For things like this, the regular minor bug tag is good enough.
 * This has been around for a long time. When above a thin layer of material that has a drop beneath it, it renders it as not there for some reason. The same effect could be when you are flying in creative mode, you can't hear rain. signed by Brickman2011  04:35, 29 March 2012 (UTC)

undefined The sound of rain makes the sound of note blocks not play.
 * This sounds like they are fighting for the same sound slot (don't know the actual term) so I'm upgrading this from annoyance to a bug. --Moxxy 20:28, 27 March 2012 (UTC)

Annoyances f mp when the volume is turned up and you play a record, if you then turn the volume and SFX down, the record will continue to play, even if removed from the record player.

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

Fixed/Skipped

Language
Bugs undefined mp The ` symbol will show up in your text bar in the chat window, but once you hit Enter and send the chat, it shows up invisible on the chat window for you and other players. Discovered in Language: English (US) and seems to be an issue in any Language. Annoyances a In 1.2.4 the Greek Language option says "Αγγλικα" which means "English" in Greek, not "Greek" which is "Eλληνικά"

aMP Many characters are missing from minecraft. You can not type in Japanese characters in the chat. Many characters can be typed, but they don't show. With all the new languages, things such as ϟƘƦƖןןΣx ಠ_ಠ ლ(ಠ益ಠლ) etc should be able to be viewed in any language pack. ~DaleK 17:16, 24 March 2012 (UTC) Fixed/Skipped

GUI
Bugs

Annoyances a In the multiplayer server list, sometimes all servers appear unreachable and when clicking on a server to launch the game, we get the usual error "End of stream". This problem was already described for a previous version and the solution is still the same : click on "Texture Packs", do nothing special, click "Done", then the list of servers will be OK. (Linux 64 bits)

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. - d3fin3d

a 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

a 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

a In the multiplayer server list, resizing download client sends refresh to servers too often, what responds with "Communication Error". - leoraa

Fixed/Skipped

Items
Annoyances a Fishing doesn't work in a four by four, three deep,man made (but outdoor) fishing hole. The bobber goes into water with no sound then sinks to one block below water level. When I tried in nearby, natural lake; it worked fine. Sure whether to mark as bug or annoyance.(Bug also put under gameplay) 173.26.31.15

a There are 5 different types of hoes, which serve very little to no purpose. Ever since seeds yielded from tall grass, hoes are now barely used. A farmed dirt block can last a lifetime. (Trenix 01:08, 27 March 2012 (UTC))

a Apples drop from "oak" trees, which doesn't make sense. Therefore, they should get their own tree. (Trenix 02:20, 27 March 2012 (UTC))
 * We've discussed this on many occasions Trenix. THIS IS NOT A REALISTIC GAME!!!
 * Jeb has stated that apples are just a quick fix. I'm pretty sure we'll eventually get them. I just felt like adding it as an annoyance. Whether it's a realistic game or not, we shouldn't be getting apples from oak trees. That's like catching pork chops with a fishing rod. (Trenix 06:38, 27 March 2012 (UTC))
 * Think of this as Mojang retconning oak trees (which were never officially named) into apple trees.
 * Under Mojang's coding, these trees are labeled oak trees. The texture of the tree is also that of an oak tree and not of an apple tree. I wouldn't mind if it were to be replaced, but there appearance would have to be changed. (Trenix 21:09, 27 March 2012 (UTC))
 * There is no mention of oak tree in the code. Texture isn't named "oak" or something and for me is depicting generic tree bark. — MiiNiPaaT

Fixed/Skipped