Minecraft Wiki talk:Issues/1.1

Redstone repeaters
Since about 1.5 in smp it seems that Redstone repeaters don't update their state properly if the signal leaves the current chunk. I have tried in in 1.1 and the problem is still there Easy way to see this is make a U from where you are standing that is about 12-14 full lengths of redstone and repeaters (15 pieces of redstone and a repeater at the end) in each direction then just place a torch at the start of the U and you'll see that the signal dosent make it out of the chunk. there was an improvement from RC2 to now but the problem is still thereMatkam

Falling into one-deep water from height not always fatal
Tested on an up-to-date SMP server. Randomly fell into a one-deep pool of water from a normally deadly height and survived. After some testing, determined that survival alternates... jumping off from a ledge at an odd y-coordinate or walking off from an even-y, I survived; walking off from odd and jumping from even, I died. Did not seem to effect fall damage onto ground, just water. Deeper water was normal. --Patteroast 13:05, 13 January 2012 (UTC)

Should "Typos" be a subsection under Language Bugs?
And if so how should we mark them (annoyance, minor bug). Also edit here for possible layouts of typos:

1. Language (Language Abrv) - "mispelled word/phrase" -> "correct word/phrase"

Ex. English (UK) - "Lava bucket" -> "Lava Bucket"

World generation
I found what I consider to be a major bug in the world generation code concerning mineshafts and dungeons that hold mob spawners. This applies to single-player and perhaps multiplayer maps generated with the default server files but I do not play multiplayer much nor do I run a server, and I cannot verify the impact it would have on multiplayer servers.

Whenever any part of a mineshaft intersects with a spot where a chest would be generated for a dungeon's mob spawner, that chest may be deleted but the contents of it will spill out onto the floor of the dungeon.

This was found while I was browsing a map in MCEdit and looking for my home, and I confirmed what was happening by moving my character down into the dungeon to see what had happened. Interestingly enough, the player would not know that a chest had popped out of existence unless they had some kind of mod that alerts them to this happening.

The reason I call this a major bug is because records can be generated in dungeon chests and this bug would unintentionally rob players of their chance to loot that from the dungeon chest had it not been deleted by a mineshaft.

There are other interactions concerning mineshafts and chests that should be examined: For instance, if the world generator wants to place a mineshaft chest where a dungeon chest is, the chests may not be generated, deleted outright, or have contents spill out, as I have noticed other instances where there are items lying about in worlds I'm checking out in MCEdit.

BrickVoid


 * I disagree with this. I don't think it's really bad behavior. It would be one thing if dungeons were limited, but due to the random nature of Minecraft, there will always be more to discover. A dungeon without a chest is a risk that you have to take sometimes, and I don't feel "robbed," I just assumed dungeons sometimes spawned intentionally without chests. Now knowing the cause, I think leaving the behavior as-is is perfectly fine. ImJake9 00:30, 16 January 2012 (UTC)
 * By your statement above, we will forever be forced to live with the curse of bugged terrain generation code, this is not what I think Mojang should be encouraging. I strongly disagree with your statement above.  Terrain generation code should be robust, complete, and not subject to accidental deletion of intended map features.  Dungeon chests are one such feature, and I will not rest until this bug is fixed.  BrickVoid
 * I still disagree with you. You see, let's say this is fixed. If that happens, then ALL dungeons will have chests. I don't think that's good. I like the risk of having some dungeons with no chests. So, I'd support a small chance of no-chest dungeons. In this case, though, it isn't necessary, since a bug causes unintended behavior that is nevertheless beneficial. ImJake9 01:37, 17 January 2012 (UTC)

Problems with animals (sheep etc), baby animals and fences
There is currently a reported problem where mobs (including sheep, cows etc) are able to escape fenced areas. This appears to have become worse with the introduction of baby animals.

To test build a fenced area and add animals, any kind. They will bounce as if on springs to the top of the fence. It does not matter how high the fence is. If a block roof, either glass, or solid - say cobble - is placed over the fenced area then the animals will glitch through this.

Animals also appear to glitch through each other and so can stand on each other. The upper animal is now free to wander off. Since a baby animal's parents follow it this can result in the whole family running off. The baby glitches, the parents stand on it and bye farmyard.

Animals in fenced enclosures that are underground also glitch and, if there are enough in the enclosure will creep through the fence, only to be dragged back as if on elastic. If two do this at the same point then the 1st does not get dragged back and escapes. This does not appear to happen if the fence is above ground.

Hostile mobs also glitch through solid blocks to try and get to the player. To test build a wall with a single block ledge and stand on the ledge. Hostile mobs will bounce through the ledge to get at - and push but not damage - the player. It does not appear to matter how high the wall is and you cannot hit the mob while they have glitched. Spiders - that climb - are the main culprits, but I have also had creepers bouncing up 5 block high walls.

This problem has been mentioned on a number of other sites since around 1.8 but does not appear to have been fleshed out here - so I am reporting. Is it worth adding this info to the bug report?

No longer possible to make Map1?
Is anyone else having the issue where every map you make is automatically Map0, no matter where you make it? I thought they were supposed to be new maps if they were made at a new center, but since the 1.0 it doesn't seem to work, and 1.1 didn't fix it. I have so far tested this only in Survival Single Player. To test: make a map. Take compass, paper, and a workbench and walk off the edge of the map. Put down the workbench and craft a new map - it will be a copy of the old one, making it impossible to map the new territory.

Changing biomes -> World contineously freezing
I've noticed, that the biomes could change. It looks like they're wandering. You can see it when you visit an tundra biome at the border to another biome (like the plains). Please mark the borders, and later, when revisiting and it's snowing again, you will see, that there the borders are changing, other biomes could get snowy, and the tundra gets warmer. Normally that sounds not bad.

BUT THERE IS A PROBLEM! The snow and the ice of of the ex-tundra zones will not melt! So, the world will freeze and covered with ice and snow... I think thats an Annoyance at least, maybe a major one. I'll try to find out more, but please try to reproduce it. Thanks!--Locoloco 21:04, 16 January 2012 (UTC)