Minecraft Wiki talk:Issues/Beta 1.9pre5

Non-pre-release bugs?
There's a feature freeze, and the implication is they're now attempting to squash as many bugs before the 'official' release of Minecraft as they can. Jeb HAS FIXED bugs that exist outside of the pre-release cycle (e.g. break a block with the last hit on a tool and you don't get the block is now fixed). However, most of the fixes seem to come from the pre-release pages. I can't help but get the impression that the assumption is that the preX bugs are the only few ones that exist, even though many of the bugs on the page exist in the pre-releases as well. Should we be listing other bugs on these pre-release pages? Or instead of listing ALL bugs individually, maybe we can put a link at the top that simply says something like "All bugs in 1.8" with a link to the page? 17:40, 27 October 2011 (UTC) Discussion restored on Nov 7 after being deleted by 46.47.111.150. -- 16:17, 7 November 2011 (UTC)
 * I think that if you can reproduce the bug in this pre-release, it should be added to the list. My .02
 * I've had reproducible bugs removed from the 1.9pre lists "because it was in 1.8". I'm thinking that was a decision that was made before we knew Jeb/Notch would be focusing on these pre lists. 03:24, 28 October 2011 (UTC)
 * Moleculor, this had been the case, and I supported the decision at the time. Now, however, I would agree that all bugs should be listed, regardless of whether they were in a previous full version. — (•) 05:15, 28 October 2011 (UTC)
 * Jeb said he only looks at pre-release bug lists, in response to this question. Implying we should list ALL bugs here, not just pre-release exclusive ones. I edited the notice at the top of the page, included a reference. 11:01, 8 November 2011 (UTC)
 * I have the very same concern too about the former bugs. I really hope they won't be ignored. Probably due to the limit of using a wiki page instead of a real bug tracker... -crouik 3 November 2011

Mac OSX 10.4.11
on many mac osx systems there is harsh visual lag, and you can see through blocks partially (not due to textures) as well as at night the lighting inside is blue as well as odd strips going through blocks not only that but there are bugs letting you see through blocks when it is dark even in smp so ... ya please fix these bugs!


 * I'm aware that Apple recently released a Java bugfix on tuesday. Does that fix the issue?-- 20:12, 9 November 2011 (UTC)

Walking on Water
When fishing at night on a multiplayer server, player will walk on water, but loses ability to jump and eats through the food bar at an accelerated rate. Disconnecting from the server and reconnecting does NOT fix the problem. try pressing f6 that will make u fly and not be able to jump.

Powered Minecarts still don't push carts on east/west tracks
See title. reproduced in 1.9pre5 on 11/2/2011. North/south tracks still works fine. My 1km east/west tunnel is uuuuuseless :(

Working fine.

Brewing Stand
Intermittently, when walking past a Brewing Stand, the player drops into the floor by 1 block.

Fixed.

will not let me use the brewing stand and just opens and closes instantly

Compass
Compass doesn't show right spawn position after I sleep in bed. It shows default spawn point not my bed (home) position.
 * it is supposed to work like that-- 18:39, 28 October 2011 (UTC)

'''The compass points only to the initial spawn point, it doesn't point to the last sleeped bed. It always was like that.'''

Coal drop
When I mine coal ore it only drops one coal instead of 4-5 that it used to

'''* Dropping 4-5 coals from one block is feature of the mod you have installed (which is compatible only with specific Minecraft version). Minecraft always drops 1 coal from 1 coal block.-- 12:34, 28 October 2011 (UTC)

'''

Retracting Piston Bug
If you stand on the back of a powered piston (doesnt matter if sticky or not), as soon as you deactivate it, you will glitch through the piston while it's retracting. Been there since pistons were implemented in vanilla. Tested in survival and creative mode.

Pig Booster?
'''There is a very old booster bug that still works. Get a pig in a minecart, put a saddle on the pig, nudge the cart so it's moving in the direction you want to go and then hop on the pig to travel forever. There is an example here: -- 20:41, 27 October 2011 (UTC)'''
 * If you place about 3/4 minecarts in the exact same place, you can repeat this. (Confirmed 1.8.1) ( 00:32, 28 October 2011 (UTC)

Falling through blocks when walking on/near redstone repeaters
When walking parallel to a repeater, close to the edge, you will sometimes fall through the block you are on. Repeatable.

Also existed in Pre-4. Not sure about earlier than that. Jov_West 17:40, 27 October 2011 (UTC)

Confirmed 1.7.3+ ( 00:33, 28 October 2011 (UTC)

Double Confirmed in Pre-5

Same thing have happened to me many times with hatches, since around 1.8 17:34, 7 November 2011 (UTC)

Hand noclipping
You can hit though blocks and hit an animal in creative mode. I was trying to breed 2 wolves when I had them stuck in a pit. When I dug away some dirt the animal got hit even though it was protected.

I have not tried this in survival/hardcore and this was in SSP


 * thist i a bug that has existed since creative mode was added 16:15, 27 October 2011 (UTC)

Server Bug
The Client Can Place And Break Blocks 1 Block Further Than The Server Can, So The Blocks Re Appear. This May Of Been In 1.8


 * I can verify this- And I thought it was just me and my server :) For example, chopping down a tall tree while not standing directly under it (one block to the side) will sometimes cause the last block destroyed (often the top of the tree trunk) to break, not drop, and respawn back a moment later. 13:48, 1 November 2011 (UTC)


 * I have not looked into the source files for this one, but my understanding of this revert issue is a server end issue where the server cannot keep up with the client requests. So, when the client chops that last one, server didn't actually receive the action that you're chopping, your client removes the block on screen, only later to receive chunk information from server again and revert the display back to you. 00:03, 9 November 2011 (UTC)

Ocean Horizon Glitch
This bug makes the horizon flash when jumping in the ocean or in a boat. You can only see it when there is water on the horizon, not land. I believe it has to do with the lowered sea level and the background texture was never changed. Example
 * it's been like this since 1.8, from what I can tell I think it's because of the boat bobbing so you go from it being at the 'render ocean edge' threshold to the 'don't bother rendereing ocean edge' threshhold 17:15, 27 October 2011 (UTC)


 * It occurred in the 1.8 update because the water level was lowered one block. Previously, water level was at 65, now its at 64. This is evident when you are in pre 1.8 terrain, and new 1.8+ terrain generates, leaving a seam between bodies of water which are now one block lower than before. When you used to dive into water at level 65, the horizon would turn blue to create that underwater effect. But now when you dive at the new water level, the horizon still behaves as if the water level is still 65, causing that horizon glitch.

Doesn't the view distance in caves get shorter when below ocean height also?


 * This bug has to do with horizon background drawing, like Quarg explains. I reported it in 1.8 as well, but I noticed it's missing from the bug list right now. What happens is that the blue horizon background disappears when your Y-coordinate goes below 64. However, the water level is actually at 63. Because of this. when you're bobbing up and down while swimming (IMO Minecraft really needs a proper swimming mechanic) the horizon alternates between visible and absent. It also happens to a lesser degree in a boat.
 * I see now the bug is already listed, so I corrected the cause of the bug. Makes it a bit shorter. 23:03, 7 November 2011 (UTC)

Water block glitch
When a water block is placed with empty space underneath, a column of source block is created under the water block.
 * I'll confirm this, got the same thing. Could be a feature. 20:37, 27 October 2011 (UTC)
 * Happened to me also. 13:12, 1 November 2011 (UTC)
 * Can confirm that too [2011-11-05]

The End

 * When you enter the end all enchanted items have their enchantments removed
 * Maybe an intended feature?


 * On SMP, our portal to The End took us to an empty, single-layer obsidian platform in the middle of nowhere. Instead of (0,y,0), we ended up at (1440-ish, y, 0-ish).
 * Can be (semi-)confirmed by me: http://i.imgur.com/cD6Ku.jpg (I'm not sure if what shown in the picture is normal or not, I have always spawned on a larger land mass.
 * Image is 403'd. Cannot see it.


 * ...remove the "i." at the first part of the link. It would load fine.. :D Try it.. -- ''' 20:00, 27 October 2011 (UTC)


 * I had this problem too, I believe the End is spawned local to the Stronghold- Can I take a stab at it, and say you generated your own End portal? 13:50, 1 November 2011 (UTC)

When you enter the End it does not generate terrain. The only thing in the End is the obsidian blocks you spawn on.

- I can confirm this too, I spawned on an obsidian platform roughly 1500 blocks from the origin on the X axis. luckily i was in creative and was able to fly all the way to the center. perhaps change the bug listing to "[X] Spawn area in The End appears to be local to the stronghold portal used. Occasionally end up ~1500 coords from the origin on the X-axis." -- 00:10, 4 November 2011 (UTC)


 * Entered The End twice (two different maps) in single player classic mode through a stronghold portal... first time I spawned in and all there was were endermen and the usual terrain, second time there were no endermen or dragons and just a deserted End. Possible End mobs spawning problems!!

- Also found that another End Portal brought us far away from the "The End" island. Initially thought it disappeared, but had a thought and checked coordinates and sure enough we were simply ending up far, far away from the island. Built a really long bridge to the island. :P 08:08, 12 November 2011 (UTC)

Food
I am hungy and can't eat anything, (playing on normal without mods) 17:37, 27 October 2011 (UTC)

I am immortal to, I switched from Creative to Survival. Thats the reason for all this


 * I don't think vanilla Minecraft has a way of switching game modes on a single world. Some map editors (MCedit for example) can change the game mode, but I heard that can cause bugs such as flying in Survival. ...but the transition is bug-free in SMP 1.8.1. 13:25, 2 November 2011 (UTC)

Performance
I observed extremely large fps drop - from more than 90fps to 15-20fps. On pre-4 version even with hd (64x64) texturepack i had better fps than now with default.--Neonidas1 17:50, 27 October 2011 (UTC)
 * edit - it looks that the new world is being generated for much longer. After a few minutes fps rate goes up to 40-45, but it's still much lower than in earlier version --Neonidas1 18:11, 27 October 2011 (UTC)

Pressure plates perma-activated (SP)
This bug was marked unreproducible by Jeb in the pre4 bugs: [U] If a pressure plate is activated when logging in, it will stay activated until you destroy it or quit. Just tested it. It's a SP-only bug. When you quit the world while a pressure plate is active, when you load the world again, the pressure plate will stay activated even when you go off it. It only turns off if you destroy it. Happens with both wooden (items, mobs, Steve) and stone (mobs, Steve) pressure plates.

Memory Deallocation Problems
Since 1.8, at the very least for Windows XP x86, Minecraft thinks it is deallocating memory when it is not: Compare the javaw.exe process (minecraft's instance of java) to minecraft's F3 memory usage. Minecraft almost continuously uses more RAM, never deallocating more than a few hundred KB. This causes javaw.exe to use more and more RAM until the game inevitably crashes. The issue is substantially more noticeable when using high resolution texture packs. //Minecraft just shows up its own memory usage. But external libraries, like LWJGL, Minecraft's Graphics Library, can take more RAM, that won't show up in F3-Stats. Also, java programs cannot deallocate memory. They cannot decide anything about memory-management in JVM. And since there is no support for hires-texture packs, this isn't Mojang's Problem. Give Minecraft more RAM if you use hires-packs. Just google about it - you'll find about that. //Minecraft is running out of ram and crashing on machines that it never used to as of 1.7.3. When Minecraft updated, it broke. Many people are experiencing this issue but don't know how to diagnose it, and it makes the game very difficult to play. Just because you don't experience it doesn't mean it doesn't exist. It worked before and now it doesn't - It can, and should, be fixed.

block are not thin as block
Since "some" update blocks became "thin" as  and  (why wasn't that mentioned in Versions?),  seems was forgotten. {{{static link|User:0xE1|0xE1}} 20:24, 27 October 2011 (UTC)}

( 12:17, 30 October 2011 (UTC)) As well, corners, where 2 rows of fences meet each other, do not allow you to enter there space on the inside (90 degrees angle). On the other angle (270 degrees) you can enter there space.

I can confirm both of these. -- 15:52, 7 November 2011 (UTC)

NPC villagers
When i jumped in a well, inside an NPC village, a villager jumped in the well as well and got stuck. Maybe they should be unable/disabled to jump into water?

The should be unabled to walk on plowed blocks too, since i noticed that they keep destroying their own farms...

Creative inventory missing and unneeded items list
There are missings and unneeded items in the creative inventory (don't modify that list) :

Missings

18:1 Spruce Tree's Leaves 18:2 Birch Tree's Leaves 18:3 Spruce Tree's Colored Leaves 31:0 Dead Bush placeable on dirt and grass 31:1 Tall grass 31:2 Fern 44:6 Alternate Stone Slab 52:* (Working) Mobs Spawners 60  Farmland 78  Snow Plate 90  Portal 97:0 Silverfish Stone 97:1 Silverfish Cobblestone 97:2 Silverfish Stone Brick 99  Huge Red Mushroom 100  Huge Brown Mushroom 119  End Portal 120  End Portal Frame 263:1 Charcoal 2267  Music Disc C418 - where are we now

Unneeded

83  Sugar Cane Block - There's the "Sugar Canes" item (338) for that 92  Cake Block - There's the "Cake" item (354) for that

In which category of "Known_bugs/Version_1.9pre5" should we add that ? "Gameplay" ?

Hit box in SMP
This bug has been around forever. But the hit box of mobs in SMP only works when you're at the right distance from them. So, if you're right next to a mob, but down a block from it, hitting its legs with a sword will do nothing to the mob at all.

-- I can confirm this, but it doesn't always happen. My first encounter with this bug was back in 1.7 and I thought they had fixed it, apparently not :( 11:18, 30 October 2011 (UTC) tranquility486

I always found that mobs can only be hit be hitting their faces in smp. quite irritating while farming blazes and the like when you dont want to be within their view. This has been arround for me ever since i started playing in 1.3

I support this request and I say, i hate that i can only hit mobs just in the same time they hit me! I believe that have something with slow internet computers.

Small tip, using a bow to hit mobs' legs works fine. I'd still like this bug to be fixed, however, C ali nou - ×  » 00:27, 7 November 2011 (UTC)

Mobs in water glitch vertically in SMP
This bug has been around for a long time. Mobs moving in water that reach a dead end will glitch vertically up through many blocks, "jumping" and become unhittable by the player. Slimes are the biggest culprit of this vertical glitching bug, but any mob will do it in water.

Animals
Sheeps only spawn without wool on them, I only see naked sheeps and when I kill them I won't get wool, too.

Sometimes cows will run around after being hit and never slow down.

Maybe something is wrong with your minecraft installation or mods cause some trouble, because my sheeps arent naked xD. [2011-10-29]

Minor issue with the back legs of pigs, they stick out a bit, and don't line up under the body, don't know if this is old or new or intentional, but it looks kinda funny. It may have happened when the snout was added to the pig and the whole model shifted a bit but the legs didn't? -- 03:38, 12 November 2011 (UTC)

Chest Sounds?
Chests still don't make noise for me anymore :( -- 22:57, 27 October 2011 (UTC)

This occurs in all prereleases because the resources (such as sounds) are not in the .jar-file. Will automatically be fixed with the update, when the resources are downloaded.

Terrain Generator bugs
Holes in the ocean, on surface 1, 2 and in the deep 3

Mushrooms spawn on leaves: 4

Trees can spawn in the air (or maybe the cave beneath it was generated last): 5
 * Also affects tall grass, perhaps related to the snow bug too? 16:34, 30 October 2011 (UTC)

(None of them is fake! They are reproducable with the shown seed and coords.) -- 00:39, 28 October 2011 (UTC)

I took a world from 1.9pr4 (no mods) and just replaced the minecraft.jar with 1.9pr5. I have found 4 chunks that have ceased to save. I have screen shots from both MCedit and in-game. If I try to edit the chuck to be back to what I had it as (part of a reed farm), it tries to save, fails and respawns a new (different) chunk. (need to upload pics, will link in a minute)

Just explored around for a little bit, got to a mushroom biome with a ravine in it, then saw floating water source blocks. 

Did someone notice that since 1.9pre2 (not sure) underwater terrain has ugly stripes pattern... It doesn't happen in 1.8.1... -- Most noticeable in swamps... 15:43, 5 November 2011 (UTC)

Am I the only one getting terrain generation errors in the Nether? SMP 1.9pre5, Linux (server and client) if it matters. When I found my first fortress, I walked into some invisible blocks and suffocated. When I returned, I tried placing blocks in the places I knew had blocks. So for example I would place a cobblestone, and it would "change" into Nether Brick or Nether Fence. I was going through this process of "completing" the fortress when I stumbled into more invisible blocks and died... and when I returned to the Nether, the fortress had finished generating. Later, I planted trees in the Nether and bonemealed them--the leaf blocks looked like they had a funny pattern, but in fact again they were invisible and if I placed a block it would transform into a leaf block, which I could then cut. The invisible blocks are untouchable and only hamper movement (it's like what happens when you wander into a chunk error) or suffocate you, though with effort you can move in and out of them. Could this just be a client/server sync issue, or is it a terrain generation issue? 14:26, 8 November 2011 (UTC)

"Taiga" zones still do not have snow. PR1 fixed Tundras, but Taigas are still broken. 16:27, 8 November 2011 (UTC)

Thirdperson?
Thirdperson won't work in The End. Haven't tested in overworld or hell yet.

Can't edit blocks in (+/-16, *, +/-16)
I can't place or destroy blocks within 16 of (0, *, 0). Update: If I op myself I can create/destroy no problem.
 * It's not only spawn protection, it's been around for many many releases, and is an intended feature. 03:27, 28 October 2011 (UTC)
 * Guess I just hadn't tried to edit blocks in the spawn area in previous world generations. Thanks. 07:20, 28 October 2011 (UTC)


 * i cant edit even in singleplayer w/o crash 03:15, 29 October 2011 (UTC)

Mobs
I got blown up by a creeper then I started to float and could float into blocks in survival mode.
 * Pretty Sure you pressed F6

The Creepers do not blow up when you are next to them. You have to hit them, then they will explode.

Zombies do not attack you when you are next to them.

Skeletons do not attack you when you are next to them.

Blazes do not attack you when you are next to them.
 * uh they changed that mobs ne neutral when in creative mode...-- 20:25, 28 October 2011 (UTC)

Endermen don't burn in sunligh.
 * I think that's supposed to be a feature. 14:16, 1 November 2011 (UTC)
 * It is. Check the page before submitting bugs. -- 14:37, 2 November 2011 (UTC)

Breaking ladder block while on ladder
While on a ladder, holding shift to stay still, place a ladder on a nearby wall. Now try to destroy it. The break animations plays, then resets, in a loop as you keep trying to break it. If you aim the cursor higher, the animation completes and the ladder pops off. This is on Ubuntu 11.10 06:37, 28 October 2011 (UTC)

minecraft_server.exe Not compatible With Windows
So I download from the link Provided by Jeb_ and save it as Minecraft_Server.Exe and whenever I try to Launch minecraft_server.exe a warning message just pops up and says "Version of Program is not compatible with your version of Windows" I'm running Windows 7 Home Premium 64 Bit.

 You seriously renamed the .jar extension to .exe ? =p

Windows built in anti-virus will change it to .zip, so maybe he changed it to .exe not knowing it was supposed to be .jar.

 Well I don't know how to use the .jar, and changing previous versions to .exe has worked.

Pre versions are released as JAR files that must be run as a parameter of java.exe, f.e. "c:\Program Files\Java\jre6\bin\java.exe" -Xmx1024M -Xms512M -cp Minecraft.jar net.minecraft.LauncherFrame

Blocks
Blocks of iron have a new texture. Might have been intentional?
 * It is!

Please sign your posts with four tildes. It's a standard Wiki procedure. Also, someone has gone through the "Blocks" section of the bugs and left some gibberish concerning glass panes and iron bars. Stranger still, the bug is both marked for "fixed" and "skipped." Would someone more qualified than myself please take the time to clean this article up? Thanks. 18:18, 7 November 2011 (UTC)

Lava
Infinite lava/replicating lava sources are now possible: Make a pool one block deep, in the shape of a plus sign (i.e. dig out 5 blocks) and put lava source blocks in all of them. When you now scoop out the middle one, it gets recreated and the 4 outer ones (which will flow for a moment) will turn back to sources, too. Bug or Feature? -


 * Good find! It looks like a new feature to me, and I am glad for it. - 12:16, 28 October 2011 (UTC)
 * Just a small edit, the pool doesn't have to be one block deep for the bug/feature to work!- 18:23, 28 October 2011 (GMT+1)

"If you eat golden apples while in lava in the nether, then come out of the lava, you will instantly die, even though the golden apples kept you alive." Unlike water, lava won't prevent fall damage. The only way to avoid the fall damage is to find water or ladders. 13:20, 28 October 2011 (UTC)

If you place a bucket of lava in a furnace it will disappear when you place iron ore inside. It will continue to smelt the ore until it is finished but will not cook or smelt anything else afterwards. Not confirmed to occur with other furnace contents.


 * From what I remember, a bucket of lava simply smelts everything you put in the furnace (e.g., 64 iron ore, or a pork chop), disappearing when smelting begins.


 * According to the wiki lava buckets should be good for 100 operations so it's behavior should be similar to other fuel sources and only disappear after it's uses are exhausted.

Clouds change colour depending on character facing
This is especially noticeable at sunrise/sunset, when there is a reddish/orange tint in the sky. Pick a cloud which is roughly at 90 degrees to the sun and moon. Keeping the cloud in your field of view, turn towards the sunrise/sunset. You will see the cloud become more orange/red in tint. Now turn back the other way towards the moon. The same cloud will grow paler and more bluish. Obviously clouds should show different colours depending on their position in the sky. But should they actually change colour as you turn? I don't think so.

11:24, 28 October 2011 (UTC)

Crash entering inventory if Minecraft is started on second monitor
Entering inventory or opening in-game menu crashes 1.9pre5 in OS/X Lion, if Minecraft window was moved to second monitor BEFORE logging in. If you login on main monitor and then move window to second monitor, then it works fine. Monitor configuration is following: https://skitch.com/metalim/greyx/thunderbolt-display -- 12:34, 28 October 2011 (UTC)

Bug when entering blacksmith's house?
Seems to happen when walking between the fencepillars. W7 64 bit, SMP.

Redstone block lighting
Maybe this is an older bug but I noticed that the light emitted from the redstone blocks while mining them is not adding up to the surrounding light. For example, if I have a torch next to the block and start mining it, the block will appear darker than it was before. If I remove the torch, you can see that the block lightens up. So, in numbers, the block emits a light of value 2 (in a scale of 0 to 10), the torch gives off a value of 7, but the result of the light on the block is still 2 instead of 2+7=9.

14:46, 28 October 2011 (UTC)

I can confirm this also, since 1.8. 13:19, 1 November 2011 (UTC)


 * I can confirm this too and also that this bug is an older one, but the bug is still there and maybe it means that the "bug" is intentional as redstone dust is an electrical item and has some kind of unique properties. [2011-11-01]

Skin Drawing Bug
There now seems to be a bug with the skin drawing that causes the bottom of the dead to be drawn 180° out from how it was previously.

-- 17:16, 28 October 2011 (UTC)

Acheivements not working
I just started playing the prerelease 5, and have made a good start, but everytime i log in my acheivements reset. Anyone else tried this?


 * It happens if you just updated the jar, if you're playing offline, or if you're playing on more than one computer. Any of these the case?

Lilypads in Creative Mode
According to the article, lilypads do exist on the Creative mode menu, but... I've got it open right now on the default texture pack (and it is on 1.9pre5, to make sure), and they're not there. 18:02, 28 October 2011 (UTC)

Switching from Creative to Survival mode Glitch.
I don't know what this would go under but, if you switching from creative mode to survival using    NBT-edit and save, The game thinks your still in creative when the world is labeled as survival on the save file menu. meaning it is impossible to switch from creative to survival in pre-release 5 this doesn't happen with pre-release 4.
 * There are 4 "abilities" in the level.dat. Maybe setting them all to 0 is the fix? I know setting flying & mayfly to 1 on a survival world will enable flying but still keep the world in survival mode. -- 18:38, 28 October 2011 (UTC)

Citation needed on falling water destroying transparent blocks.
I've brought the question up numerous times in various social media and related discussion places, resulting in the thread being closed, downvoted, answered "This is as intended" and accepted without a source, and when asking for a source, nobody provides. It seems like this is common knowledge/hearsay, but not written down anywhere and nobody knows or is willing to answer where. I refuse to believe that this is not a bug based on someone's word without proof. I'm worried that this is an aberrantly subtle bug that has worked it's way in without notice because I really remember the behavior being different, and heartened the fact that someone ELSE posted about this means I'm not the only one. I seek resolution on this issue.-- 18:34, 28 October 2011 (UTC)
 * What are you talking about? -- 18:41, 28 October 2011 (UTC)
 * I think what PING is referring to is the bug: "[!] Water falling directly onto rails/redstone/regular torches from above will destroy that item completely." PING, you can confirm this. The bug is also captured on GetSatisfaction here. 16:22, 30 October 2011 (UTC)


 * The explanation is simple: When the water falls on the block, according to the new duplication code mentioned on the page, the water creates a source block right where the transparent block is, simply overwriting it rather than destroying it. -- 14:42, 2 November 2011 (UTC)

Flying above snow???
I was playing the 1.9pre5 and I wanted to make a. So I put one snow block down, jumped on it, then jumped and put the second down. Then as I was trying to jump to put the pumpkin down, I couldn't jump. I could move left, right, forward, and backwards, but not up and down. So I got out and deleted the world. I made a new world and played it, and I still couldn't come down or up. Help?

20:41, 28 October 2011 (UTC)


 * Maybe you accidentally pressed F6?


 * Oh does that work?


 * - 30 October 2011

I (tonkintruk1 who did not create this post) figured out that f6 puts you in a retarted fly mode that allows you to move side to side and using ijkl can change the camera view. Im assuming its for recording buildings ect. but when you press f6 again nothing happens. to fix it you must exit out of you world then exit out of minecraft. When you go back in it should be fixed. the way i figured it out is that the same thing happened to me but when i was mining.

Maps beign white when looking into an entity.
If you are with a map in you hands and look directly into a entity, the map will become white. Proof: http://imgur.com/5F0Wq

Filling water bottles in cauldron bug
When filling water bottles from a cauldron, from a stack, or single, in your 'hotbar', they will dissapear (from sight) from your inventory. If you click e to look, they won't show up, but if you go to a crafting table or a chest, they will suddenly be there, in your inventory. - I tried this with single bottles or a stack, tried shutting down server and client and restarting to make sure I could reproduce it. Tried it from different inventory slots.

Also made a quick video of it at youtube watch?v=YebpDi7Kjrg

22:17, 28 October 2011 (UTC)erickass

Sorry but your bug doesnt work, i tried it in my survival singleplayer map 100% legit no mods no cheats as vanilla as possible and i succesfully filled my bottles with water at the cauldron and they were in my inventory, no bug. [2011-10-29]

-- Uhm, he specifically mentioned a server, not a singleplayer map. 11:13, 30 October 2011 (UTC) tranquility486

reply to tranquility486 => I know that he mentioned a server but he didnt said that its multiplayer only, so think about your implications. [2011-10-30]

Glass Panes do not connect to adjacent doors

 * This has been there since Glass Panes were implemented, and it's really annoying, in that it is possible for mobs to see the player around the side of the door, and creepers to explode through it, and just makes it look bad.

TNT drops item in creative mode.
When destroying TNT in creative mode(not detonating) the TNT item still drops, unlike any other block in creative. 03:14, 29 October 2011 (UTC)

I played around with TNT in creative-mode quite a while but i never mind that. I can absolutely confirm that and i also tried a few other things out, but nothing dropped an object. [2011-10-29]


 * That's happened in Beta 1.8 and 1.8.1, too. I don't know whether it's intended or not, but hopefully that doesn't happen (at least I hope) 29 October 2011 (UTC)

CPU
Pretty much constant CPU usage for 1.9pre5 client on OpenJDK 6 under Debian Sid, on a Pentium 4 2.8GHz with hyperthreading on, and 1.5 GB RAM with up to 1 GB allocated to Minecraft. Would conclude OpenJDK was at fault except 1.8.1 does not have this problem. For comparison, 1.8.1 has both virtual cores busy (between 50% and 100%) but never constantly maxed. Most of this usage (~95%) is in the "tick" process according to the pie chart when F3 is pressed. FPS around 3-5, making the game unplayable. Have noticed that CPU usage becomes more tenable (~85%) when Escape is pressed and game menu comes up. Let me know if gdb output or stack traces of any kind would be useful. -- 04:36, 29 October 2011 (UTC)


 * From a PC technican's standpoint, your P4 sounds like a single core with Hyperthreading- You can't really max out both cores :) What graphics card do you have? If on Intel's integrated, on any P4 system, 3-5 FPS is good news. 13:57, 1 November 2011 (UTC)


 * Debian Sid is not really a good environment to reporting bugs on. It is an ever changing and unstable target.

Grass block sides don't have biome shades
Grass blocks all have the 'standard' light green side texture, no matter what color the top of the grass is. Eg: http://imgur.com/cBs2K and very noticeable in a swamp biome.

Running on MacBook Air with OS 10.6.8

-This occurs when on fast graphics

unable to start game
precisely, the game hangs right at "done loading" screen. is there anything special to the pre5 jar that isn't the same as previous ones? i replaced old jar in the bin with the downloaded one like i thought i was supposed to... 07:19, 29 October 2011 (UTC)

Inventory and armour empty/gone
I installed the new jar. and then I noticed that the item bar was empty, and so was the inventory and the armor was gone !

Redstone-Torches attachable to jukebox
Dont know if someone already tried but you can attach redstone torches to jukeboxes. you can put them to the sides and above of it, maybe intentional? I dont think so but try for yourself, thanks. [2011-10-29]

Cacti AND many other things dont REALLY burn and survive even lava
I know that this information is already in the minecraft wiki but i consider it a bug, although some might argue that its a feature xD. Please add your opinion, thanks. [2011-10-29]

I have to edit this because after some creative-mode experiments i sadly experienced that many things just dont want to burn and as the heading says survive even lava, LONG-TIME xD. Some of the few things that burn are bookshelves, wool, wooden stairs (havent checked the other ones), but also leaves (who could have known!). Things that DONT burn : workbenches, pumpkins, chests, jukeboxes, noteblocks, SNOW-BLOCKS (just put them in lava and see for yourself or use flint and steel, it doesnt work), hatches (aka trap doors) and i bet many other (even wooden) things. If in lava then they sometimes catch fire but arent destroyed. Please respond and post your opinion on this topic, thanks. And i know that somethings in minecraft arent as real as they could be but those little things like objects made of a burning material that catch fire but dont get destroyed are also some kind of bugs, maybe just minor but i put an eye on such things, sorry (from the creator of this topic).

Zombie Pigmen, anthropomorph pigs which are actually half zombie, are invulnerable to fire and can even take a bath in lava without taking damage, i know its already in the mincraft wiki but i just wanted to mention it, sorry again (the creator of this topic). P.S.: I just love minecraft xD.

Tall grass wont catch fire near lava
I already started a topic concerning fire and things that dont burn but this one here is slightly different. Its possible to set tall grass or bushes/shrubs on fire and it will spread if near other shrubs/bushes/tall grass BUT near lava it somehow wont ignite/inflame/catch fire, tested in creative mode. Could need confirmation just to know that im not insane according to my opinion about fire and its property to set things on fire AND destroy things, thanks. [2011-10-29]

Flying low above rails and tall grass in creative-mode
When flying low above rails or tall grass in creative-mode you can hear fast stepping sounds. To recreate that bug fly as low as possible above railtracks or tall grass, really flying not walking or running (its quite obvious that walking or running creates stepping sounds). It doesnt work with dirt or sand, so im not sure if the sand/dirt thing is the bug or the rail/tall grass thing. Please respond, thanks. [2011-10-29]
 * i can confirm this, tho theres another report (Simultaneously jumping and running over rails and tall grass) what is also caused by this.


 * Im not sure if they are really related to each other, maybe its the same cause maybe not. I also know about the other topic, because i created both, thanks for reply (topic creator).


 * Confirmed for: Cobweb, Saplings, dead bush, flowers, mushrooms, sugar cane, vines, fence gate (open), rails (all), torches, levers, pressure plates, crops, trapdoors, buttons, and lily pads. In fact, this is not the first time i've had trouble with this particular set of items.  Is there a particular name for this set?-- 00:49, 10 November 2011 (UTC)


 * Im not sure how to name your set correctly but i would say that bug seems to apply to non-solid blocks and maybe those tile-entity stuff, at least i think so according to your list. I will read a bit in the minecraft wiki about those things maybe i will find something out. [2011-11-10]

Creepers spawning in my house
I don't know if it's a bug or something else, but creepers keep spawning in my house, often behind me, blowing everything up, even if it's full of torches and completely closed...

12:22, 29 October 2011 (UTC)

Do you have a open or closed roof, because sometimes they also spawned in my house but after i made roof i didnt happened again. Not sure if its related but who knows.

( 11:59, 30 October 2011 (UTC)) I had the same problem, but then with Zombies and Skeletons. When I went sleeping, they woke me up, standing next to me. I was in a small well lit cave house with a single door, when I completely blocked the door with dirt, I could finally sleep without interruption. Only tested this during one night though.

-- 14:22, 30 October 2011 (UTC) My roof is completely closed, i looked for holes twice, but, becouse of creeper spawning on it, i think they pass through the blocks...


 * The roof was the only idea i had to solve that problem. My situation was like this : I made a flying house with a blocked entrance (there was some kind of 2 blocks wide walking plank to reach my house) but no walls and every time i tried to sleep a monster spawned. This was quite annoying so i build walls but even after that the monster still spawned. Just after i made the roof the monsters stopped spawning inside. [2011-10-30]


 * i have heard that if you place the bed right next to wall it has to be least 2 blocks thick in order to prevent mob spawning next to you. or maybe all walls need to be 2 blocks thick, i dont remember. but i believe 1 block thick walls SHOULD be enough, so this is bug.-- 12:14, 31 October 2011 (UTC)

( 14:21, 31 October 2011 (UTC)) I think you're right about the walls.. Though, for me, the location of the bed or the roof, isn't the problem. I tested it again, I just gotta seal of that door.

14:48, 31 October 2011 (UTC)The spawner must have incorrectly thought the door was "open". If you "close" your door, it might be fixed, unless something walks in.

-- 11:03, 1 November 2011 (UTC) I think found the problem: my roof was like stairs (just the most external blocks, nothing inside) and monsters spawning on it fell inside(i think they spawned inside a block, and when the game chose to pull them up or down it pulled them down because of the free space), now it's thicker and it doesn't happen.

▄▀▄ ▄▀   ▀▄
 * Falcomatto94 just a few seconds ago i adjusted your picture but your edit caused it to disappear xD. It was somewhat like this :

And i dont believe that its the reason, i have build such roofs in minecraft before and nothing spawned inside, but i will test it and some roof and wall variations. [2011-11-01]


 * After some "try-outs" i couldnt made any hostile mobs spawn in my house, although i used that stairs shape/pattern for my roof. I even made my house tall as hell so that the torches on the ground couldnt create any light under the roof, but no monsters. [2011-11-01]

I've had creepers spawn in my home, in incredibly well lit rooms and blow up on my instantly -- as if they're already alert-charged. They are causing me a lot of grief and damage :( ...they weren't doing this in 1.7, not sure about 1.8. It has nothing to do with going to sleep either. I've also had mobs appear at the exit of the portal when I return from the nether, despite that area being very well lit up as well. I don't know how they get there, but something is really wonky. [2011-11-01]


 * That monster spawn in a well lit room is an already known bug, at least in previous versions, but i dont know if they fixed it. The fact that you encountered it could probably mean that its still possible for them to spawn under these conditions, but according to my own experiences they dont spawn in well lit rooms, as long as the room is closed and the light level is above a specific value. And in such cases a picture of the house or "structures" would be helpful to see what we are talking about, so that we can better tell you what the problem is. [2011-11-02]

Activation of flying when minecarting in creative-mode
I created a 1km long railtrack for the "On a Rail"-Achievement and while minecarting i pressed space 2-times and the view changed a little bit. That was a bit suspecious so i repeatedly pressed space double times to find out what it is and i believe its the flying-mode. So again for short, its possible to activate flying-mode while minecarting in creative-mode, please try and confirm. Thanks. [2011-10-29]
 * i can confirm change in field of view, but i couldnt get minecart to fly.

Maybe i described it not clear enough but the minecart wasnt supposed to fly, i just meant the change of view, thanks for reply (topic creator).

Simultaneously jumping and running over rails and tall grass
If you run and jump simultaneously over rails or tall grass, you can still hear your stepping sounds (although you are fast jumping, its more obvious when you dring a potion of "Swiftness II" like i did). [2011-10-29]
 * i can confirm step sounds playing while in air, jumping over tall grass. [edit:] theres another report that can tell cause to this (Flying low above rails and tall grass in creative-mode).
 * Confirmed this for lily pads as well, will expand experimentation and possibly file bug-- 00:52, 10 November 2011 (UTC)

Sometimes leaves generate light
After completely enclosing a tree (actually several) I noticed they were still lit. Upon investigating further I discovered that some of the leaf blocks were generating light. This isn't the light update bug where if you place a torch it'll force an update (ie, placed a torch and removed the torch and light remained). I turned off smooth lighting to isolate which blocks were generating the light and when I removed them the light vanished. I noticed also that the light level adjusts depending on the time of day so it's still linked to sunlight.

Here's a pair of images that shows what I'm talking about. This is in creative mode and I haven't tested to see if it does it in normal mode. It makes for a cool aesthetic, but it's a bug and I'd rather not have to go around eliminating all the light producing leaf blocks. -- 13:32, 29 October 2011 (UTC)

Weird cauldron-bucket-behaviour in creative mode
If you want to fill a cauldron you need a bucket of water, but you cant fill an empty bucket with water. If you try then the water source block disappers but you dont have a waterfilled bucket, its still empty. So you have to take a waterfilled bucket from your creative-mode-inventory, that works. So you right-click to fill the cauldron and your bucket gets empty and your cauldron is filled, WHAT THE HECK?! You end up with an empty bucket in your hotbar XD!!! PLEASE comment, THanks. P.S.: I found out about that bug as i tried to recreate the waterbottle bug. [2011-10-29]
 * keeping bucket from filling in creative is bug fix, so you can easily remove lot of water / lava. but bucket getting empty after filling cauldron, thats bug. i can confirm this.-- 19:11, 29 October 2011 (UTC)

Yeah i know that its normal that an empty bucket stays empty in creative, but its more the overall behaviour. If the bucket is empty it should stay empty, if its filled it should stay filled. The other way would be the normal behaviour, but its something in between. Thanks for reply (topic creator).

Failure to delete world in hardcore mode on player death
Creating a world with the same name as the previous one where the player just died spawns you on the "deleted" world.

Player inventory is empty but the constructions are standing, the chests are full... biomes seem to have changed

.minecraft/saves/[world name]/regions has several .mcr files

Is this a bug? feature?

-- 14:07, 29 October 2011 (UTC)
 * its a bug

My buckets wont fill after switching from creative mode to survival, but still impact the source block or the water or lava.

[A] animals (graphically) jump through ceiling
description of area:

i have animal pen 9x9x4 (7x7x3 inside space). with 4-6 total animals, sheeps cows. it got 1 block high holes at 2nd block above ground that go all around pen (with exception of corners). and torches at ceiling inside pen.

bug:

animals in pen almost all the time jumps repeatedly through ceiling appearing above the pen. this is graphically true only, meaning animals cant escape the pen.

can anyone confirm this bug?

I can confirm this too (smp), even with animals in separate pens. /yslashn

yes, it was smp when i saw the bug. now i tried it in csp, and bug did not appear. (topic creator)

Slab collaps
When creating a column of same type slabs using a vertical piston(example setup: http://i.imgur.com/54CBb.jpg), if you then place a same type slab on the top slab, all the slabs will collaps down to the bottom. 17:25, 29 October 2011 (UTC)

Sniper Duel achievement bugged, to be more precise unachievable
I have set up a shooting range which is more than 50 meters long so that i know that the skeletons are at least 50 meters away. Then i killed them but no "achievement get" stuff, nothing. So i am pretty sure that this "Sniper Duel"-Achievement is bugged but try for yourself. [2011-10-29] ==>   http://imgur.com/a/cpSL8

P.S.: I made the shooting range in the desert biome because theres much more light so i can see those bad skeletons better ;)

-- 16:57, 30 October 2011 (UTC) I can confirm it, i did the same thing, being sure to block skeletons 60 meters away with spiderwebs. Skeletons didin't die burning, because the building was closed, but after killing them, i got no achievements.

Debug Screen
(A) The debug screen is annoying, because At very low frame rates the graph(green commonly,but red in some cases) can rise high enough so that it will cover values like the coordinates. 18:52, 29 October 2011 (UTC)
 * this has been for long time and i agree its annoying. i can confirm this. -- 19:01, 29 October 2011 (UTC)


 * agreed - especially on older computers and laptops. Also the 3D Character in my inventory crashes my laptop.


 * Of course this bug would cover something as important as coordinates, ugh. Needs a fix desperately.-- 00:46, 2 January 2012 (UTC)

Creative mode - infinite water buckets not working on cauldrens
In creative mode, the water buckets automatically refill themselves after use. However, using a water bucket on and empty cauldron does not refill the bucket.
 * this is already reported here (Weird cauldron-bucket-behaviour in creative mode).-- 19:20, 29 October 2011 (UTC)

Mob Movement is inefficient. Agree/Disagree?
So thanks to some overnight idling at my mob farm, I awoke to find minecraft had crashed, it had run out of RAM. I filed a bug on that, but that's not the issue. After boosting ram, and checking the map with MCEdit, I found approximately 700 skeletons and 255 spiders residing in my farm trap.

According to the pie chart, 80% of the CPU/calculations is being devoted to moving 1000 monsters. The path is root.tick.level.entities.regular.move. For nearly 1,000 monsters, 700 skeletons of which cannot move (they are in a 1 wide shaft), this is somewhat inefficient and there may be room for tweaking in there.

Thinking about filing this with a ? -- 00:01, 10 November 2011 (UTC) Forgot to sign before.
 * Is it caused by mobs generated by the spawners?.. I guess there IS a bug that causes spawners generate mobs above the limit if they manage to get far enough from the spawner, and they don't despawn if you are nearby... That virtually allows you to spawn unlimited number of mobs... Some griefers can crash servers this way...


 * Yes I filed with a suggestion that if the game (server/client) feels stressed (running out of CPU or RAM), it should take more aggressive cleanup actions. It really should not run unchecked.-- 00:01, 10 November 2011 (UTC)

Trees not dropping sapplings
I've had to start the SkyBlock level over a few times because the tree does not drop any saplings. I'm not using any mods, and I'm using the default texture pack. Normally this type of tree will drop several saplings. 21:02, 29 October 2011 (UTC)

Edit: I just tried again and have gotten 3 saplings from the tree. But the four tries before that, it gave me nothing. - 21:09, 29 October 2011 (UTC)


 * Unfortunately it is random if you get saplings on each and every time you break a leaf block, or one decays naturally. It is entirely possible (yet vanishingly unlikely) to get no saplings from one tree, and yet have the next produce saplings from every leaf block.  00:39, 10 November 2011 (UTC)

Cacti Farming
Cacti can be farmed by placing a block next to it. I'm not sure if this is intentional or if it is bug. I have only tested this in creative mode. --This is a feature, cacti break when blocks are placed next to them. Yeah. I remembered a little bit after I wrote that.

Worldname field resets on resize of window
On the world creation screen, when you resize the window, any name you entered in the editbox will be reset to the default "New World". Only tested on Ubuntu 11.10 but this will most likely also occur on other os'. 22:50, 29 October 2011 (UTC) tranquility486
 * Confirmed. Added it to Gameplay section. 03:18, 30 October 2011 (UTC)

Sounds
Rain does not always generate the rain sound. I loaded my single player, came above ground, it was raining, but no sounds. I walked around and started to hear rain. Was this because of the biome I was in (no, it wasn't a desert) or other? There was the bug in 1.8 where rain would come through cave and house ceilings, maybe this is related? Need to investigate further. 23:32, 29 October 2011 (UTC)
 * Occurred a second time, long after a load and far from spawn point. Occurred in part of an extreme mountain biome, just like the first time. 04:29, 11 November 2011 (UTC)

Long caves sky glitch
If you dig a too large tunnel in length, you get to see the sky color in the long end. The screenshot below is taken about 9-10 blocks above bedrock so the bedrock haze is quite promiment. The game time of the screenshot was at dusk. Screenshot -> 14:39, 30 October 2011 (UTC)


 * I'm getting a 403 on your screenshot link. Btw, if you're talking about what I think you are, it's the fog that you see (For really long tunnels, and for longer render distances, you can see sky, which makes sense, since if MC doesn't know of anything blocking view in that distance, what is it going to render?).  This behavior has been around for as long as I can remember.   01:55, 31 October 2011 (UTC)


 * Hmm I got 403 too but I reloaded and it showed up. Try also without the extension. I guess it's a reasonable side-effect then, though, the way you describe it. It's also very rare and it makes things a bit more creepy :)   09:51, 3 November 2011 (UTC)

Mobs Spawn
The enemy mobs don't spawn after a few minutes of playing. When I load the game the enemies spawn normally - many of them. But after few minutes they stop spawning even there are no of them near and the difficulty is still on the hard. If I go far away and go back the spawn is still bugged. So it looks like there are some Mobs in the memory somewhere which don't despawn. But I cannot find any. I haven't been to Nether or The End yet which I read somewhere can bug the spawn.
 * I have similar bug on my 1.8.1 server from time to time... I noticed that it happens after a long run: When you enter a game the server tells your Entity ID in the console, and if it is very large (e.g. 2500000+) mobs, both hostile and peaceful, most probably don't spawn... Then I have to restart the server to make them spawn... I guess this bug was introduced after EXP orbs: Each orb has an Entity ID, so you reach high ID number much sooner then before... Somehow high ID counter prevents spawning... 15:11, 5 November 2011 (UTC)

Interaction issues with Paintings
If there is a painting within reach and behind the crosshair, even if it is behind other blocks, when trying to interact with a block in front of the painting, you cannot interact with that block, and only interact with the painting behind it. (kind of hard to explain) This only happens in creative. Say there is a painting on a wall parallel to (and on the other side of) a door you are trying to open. If that painting is within the crosshair, you will not be able to open the door until the crosshair does not cover the painting. Also, if you remove the door with the painting behind the crosshair, the painting will be removed as well.

Also, sometimes when you remove a painting, the block behind it gets removed as well (creative). -- 18:07, 30 October 2011 (UTC)
 * Paintings are an entity and not a block. In creative, one can attack entities through solid blocks so this isn't much of a bug.-- 18:17, 2 November 2011 (UTC)

Vines Growing Under/Behind Paintings
Placing paintings doesn't block the growth of vines like other transparent blocks do; instead the vines grow underneath the painting as if it wasn't there.

Rain bug in Extreme Hills biome
No splash particle effects on blocks (existing and placed) in the area I just found. The rain does not pass through the blocks. There is also isn't rainfall sound in the area. -- 20:47, 30 October 2011 (UTC)

old world biomes does not work
when playing an old the world (from 1.7 or older)in 1.9 it makes the world a swamp picture ilustrating a world in 1.8 and in 1.9


 * This isn't a bug, and it dates to 1.8. When notch introduced the new biomegen code, he made no attempt to make it backwards-compatible.  Apparently, which biome a given area is is not stored in the save file (or was not before 1.8, at least, not sure if it is now), so 1.8 renders the grass, etc, as it were part of the biome it would have generated there.  This is where the ugliness you see in your photo comes from.  :/   01:52, 31 October 2011 (UTC)

BUT NOTCH SHULD MAKE OLD WORLDS COMPETABLE WHIT 1.9!


 * You mean "compatible" and in many cases its not easy to upgrade code without creating some kind of incompatibility, so you should show a bit understanding to Notch.

Two frustrating, longstanding redstone bugs
I believe these bugs qualify as [!].

 Copied from my reddit post about these bugs:  


 * I'd like to call everyone's attention to two really big bugs, bugs as old as repeaters and redstone torches themselves. And unlike other "bugs", these two don't result in very many useful creations.  (The only application I can think of for the first would be some kind of chunk-load detector.  As for the second, you could make a really clunky SMP-specific single-use chunk-load detector, which is even less useful.)  As a result, I think we can all agree that fixing them would be a good thing.


 * The first bug is the repeater persistence bug. (Although the bug report talks only about quitting/restarting the game, this problem seems to apply more generally to chunk load/unload) Anyone who uses repeaters at all is likely to be familiar with this bug, even the noobiest (?) of beginners.  It severely limits the usefulness of a wide variety of devices for no good reason.  (Concerned that it would be too lag-inducing to "flash" repeaters on chunk-load?  We already do this with redstone torches, and it hasn't caused any problems.)


 * Second is the SMP redstone torch disappearance bug. As you can see, the bug report dates back to last November.  Only recently have we figured out what circumstances torches disappear under; this video explains the details.  This other video by the same person does an excellent job of showing how frustrating this bug is to designers and maintainers of complex circuits, but the scope of this bug's impact is not restricted to genius redstone engineers.  This bug will break even a humble 5-clock, if the one of the clock's torches straddles a chunk boundary.  Do we really want to require the use of F3 for the building of a basic clock?


 * I don't think Mojang is aware of these really frustrating issues. They have to deal with lots of bug reports and ridiculous feature requests, so it's easy for things like this to go unnoticed.  Let's try to make a push for these bugs. AFAIK, they have simple fixes and are near-gamebreaking for redstone users, even beginners (esp., the first one). It would be fantastic if Jeb or Notch could take a look at them before the release. Thanks for your help!

I can confirm that the first bug remains in 1.9pre5. I don't have ready access to a pre5 server to test the second, but I am confident that it too hasn't been fixed. Can anyone else confirm? Thanks! 23:32, 30 October 2011 (UTC)


 * I can reproduce the first bug, too. For the second one, a test case world would be helpful. -- 19:07, 31 October 2011 (UTC)
 * Doesn't the first YouTube video I posted for the second bug contain a test case? I suppose the distance isn't specified... and I don't know it off the top of my head.  As for the first bug, can we move it to the main bug-list?   21:02, 31 October 2011 (UTC)


 * Sorry, I mean a downloadable test case ;) -- 21:49, 31 October 2011 (UTC)


 * I can personally confirm this bug till 1.7.3, but the videos show the behavior of it in 1.8.1. Since I haven't seen any sign of a bug report here in the wiki nor a bugfix, the chances are high that it is still in there. 16:52, 7 November 2011 (UTC)

1.9.5 SMP Y coordinate problems
When on a local LAN server, I was in a cave. Logged off then back on a few minutes later, then found myself in a pool of water in a desert, and at what i think are the same X,Z coordinates for where I was before. Running W7, 32bit, server on W7. Also, the fist does not react to lighting changes like the other tools and stuff.
 * I can confirm this problem also occurs in 1.8.1. (Also, please sign your original post with four ~s, so you can get credit!)   01:50, 31 October 2011 (UTC)

When you reconnect, the server considers you as stuck and moves you to the highest Y coordinate. C ali nou - ×  » 00:29, 7 November 2011 (UTC)

Mob "Ghosts" SMP 1.9.5
Im not talking about a ghost mob, just images of where a mob was. I have seen this three times, twice with a skely and once with a creeper. In LAN SMP W7 fast graphics. http://dl.dropbox.com/u/38779412/2011-10-30_18.48.26.png http://dl.dropbox.com/u/38779412/2011-10-30_18.48.56.png While I'm at it, sometimes the cracking texture does not appear. And the biome of water changes while underground, making really weird textures of water. http://dl.dropbox.com/u/38779412/2011-10-30_18.41.58.png

Pistons can corrupt saves
Pistons can crash the game. Redacted. 19:56, 5 November 2011 (UTC)
 * Wasn't this bug fixed in 1.9pre5? Or am I forgetting things?  Could you please give a test case?  Thanks!   21:27, 31 October 2011 (UTC)
 * This happened on our 1.9 pre 5 server as well as 1.9pre5 single player. 19:56, 5 November 2011 (UTC)

Sun rises in the south
Yes, previous world "don't count", everything's a beta, but I found it strange that in our SMP world, which has been running on the same data for more than a year, with 1.9 the sun is now rising in the south instead of the east. Why make that change? It makes the world less interesting: the clouds now move in the same direction as the sun.


 * The reason starts with an "m", ends in a "p", and has the first vowel of the alphabet as its middle letter.


 * Did you guess it? Yeah, maps. Prior to pre-release… 2? 3?, maps had their top facing east. since the agreed upon direction of map tops is north, rather than potentially allowing old maps to bug out horribly, it was easier to just make the sun-moon rising positions different, hence changing the terrestrial compass directions. So, yeah, maps.


 * However, I must ask; how is "the clouds move the same way as the sun/moon" reason to say that things are less interesting? 15:54, 31 October 2011 (UTC)


 * Actually, as I understand it, the real reason starts with "coord", ends in "ates", has a familiar preposition in the middle, and describes a concept with important applications in linear algebra.


 * You guessed it: I'm talking about coordinates! :P (Please forgive my parody, I loved the way you responded to that post!)  The coordinate system was designed such that +x faced "east" and +z "south".  A while back, shortly after maps were released, as I recall, one of Notch or Jeb tweeted something like "Yeah... right now, the sun rises in the North in Minecraft.  It's been a bug for a long time" in response to a complaint about map orientation, indicating that they had always viewed +x as East, +z as South, that they did not "accidentally" make maps orient in the wrong direction (although, there is certainly a historical precedent for having East be up on maps), and that they eventually intended to change the sunrise direction.  As soon as Minecraft 1.0 comes out, we'll need to go through this whole wiki and replace all of the references to the old directions; most notably, the "South-West Rule" will now become the "South-East Rule".   21:22, 31 October 2011 (UTC)


 * Good explanations, thanks. Anyway, I think it's a bit dull to have the sun, moon, and clouds move in the same direction, I don't know if I can explain it much beyond that. I do have to admit I wish they had gone with Cartesian coordinates, having East as +X, North as +Y, +Z as height. But +X/+Z gets closer, I can at least think "image pixel coordinates" and have a mental map of what is meant. Now to try to convince my brain that East is the new North in our ancient world.

World names "." and ".."
This bug is already listed under "Crashing" and on Windows 7, it doesn't seem to cause crashes, as stated in the edited note. However, it has a nasty side effect on the world path:


 * &rarr;
 * &rarr;

The dots are interpreted as a relative path component and will cause world data to be written directly inside the "saves" folder or even in the ".minecraft" root directory. Worlds created with these names also won't appear in the world selection.

The same should happen on other operating systems, can anyone verify this? Maybe even with crashes? -- 19:05, 31 October 2011 (UTC)


 * On the Macintosh version, there is no period before the directory name; the folder is simply called "minecraft". I have a feeling Linux version would be similar to Mac version in this regard, but have not tested it. - 05:02, 1 November 2011 (UTC)
 * The dot in front of the minecraft name has nothing to do with a dot in the world names. It flags the minecraft directory as hidden when using Linux (so the dot exists there). The current directory is accessed by using "/.", using "/.." leads to the parent directory. So that is a problem when having a world named "..", because it tries to save the world in "minecraft/saves/.." and that is a link to the minecraft directory "minecraft/". (I deliberately left out the dot there). The problem exists on Linux (Ubuntu Linux Kernel 2.6.38-12-generic 64bit), but it does not crash the game.

Strongholds Without Portal
The bug is mentioned on the Strongholds page, but it doesn't show up in the list here. Some strongholds are created with no Ender Portal. To reproduce this bug, use this seed:

-7521364253261532640

01:17, 1 November 2011 (UTC)

I think that its no bug at all and i also know that theres something written about it in the minecraft wiki. You should treat it as some kind of challenge, in that not every stronghold you find will have a portal, so you have to find another one. I think its supposed to make the game harder/more challenging, but thats just my opinion. P.S.: Coordinates would be useful, thanks. [2011-11-01]

The problem is that the Eyes of Ender fly towards the stronghold with no portal. If you're trying to get to the End by using the Eyes, then you'll never find the other strongholds. Then you cannot finish the game, unless you either cheat or exhaustively search every cave. If the Eyes of Ender could float toward other strongholds after you visited the first one, that wouldn't be so bad.

I'm not sure how to get my current coordinates. But if you fly west-by-southwest from the spawn point until you see a rock structure with a giant hole in it, then dig in the center of the nearby lake, you'll reach it. Or, just create this world in creative mode and use Eyes of Ender to find it. 19:43, 1 November 2011 (UTC)


 * You can get the coordinates with F3 on your keyboard, its a debug mode where the x,y and z-coordinates are listed. And i know about that ender eye thing and i also tried to destroy the marker but it seems that its some kind of invisible and invulnerable marker block. I blew up the whole area with TNT in creative after finding the position with the ender eyes but nothing, the ender eyes still floated towards that specific point. Very annoying but i cant change that. [2011-11-01]


 * I can confirm this bug, the same happened to me. I used a map program to be certain that there was no portal after looking for a long period of time, and the eyes refuse to fly anywhere else. It might have something to do with being intersected by a mineshaft AND a natural cave.

Seed- 564270894507871760 x- 619 y- 26 z- 552

Stronghold generation errors
Strongholds almost always have abandoned mineshafts and those canyon type things generated right through them, often taking out large chunks of what would have been the stronghold. perhaps this is why there are no portal in some strongholds? not sure if this is a bug or an intended thing, but perhaps strongholds should generate after the shafts and canyons rather than before them. -- 00:38, 4 November 2011 (UTC)


 * I wouldnt say almost always, maybe sometimes but not almost always. I havent found a stronghold that got destroyed by a mineshaft or canyon untill yet. Once there was a mineshaft that bordered a stronghold but didnt destroyed it. [2011-11-05]


 * i guess its just bad luck then? literally all mine have been destroyed by shafts and canyons. like i said above, maybe strongholds should have priority over other things underground -- 11:58, 6 November 2011 (UTC)

Efficiency enchantment
Efficiency enchantments on pickaxes do not affect mining times for certain blocks, like redstone ore and obsidian. Tested with efficiency IV and X with a diamond pickaxe. Also, melon mining speed is not decreased, but that might be intentional as pickaxes are not the tool for melons. 01:57, 1 November 2011 (UTC)

Texture packs and chests
Chests do not use graphics from texture packs. Does anyone know what the deal with this is? - 10:46, 1 November 2011 (UTC)


 * Chests started getting their textures from item\chest.png and item\largechest.png rather than using terrain.png, as part of their new animated look -- 06:36, 6 November 2011 (UTC)

Jumping and flying problems
-- 15:20, 1 November 2011 (UTC) I spent some time creating a tool that, with pistons, push up some mobs (i found a Skeleton spawner just 4 blocks deep). While i was finishing placing blocks around the spawner the game's window became black, and then normal again, but i was unable to jump or fly (it was creative mode). Reloading doesn't solve the problem...

Failure to spawn any enemy mobs at all in hardcore mode on some seeds
Playing the seed "Cookiez." (Debug mode: -482249608) in hardcore mode I noticed there weren't any hostile mobs around. The only ones I found were chickens, pigs, cows and sheep. It is well possible that I just wasn't around long enough to find any wolves, but the total lack of spiders, sceletons, zombies and creepers can not possibly be ranodm. I killed myself and recreated the world with the same seed and again in hardcore mode. I recognized the world structures and found again the place where I had previously placed my oven and workbench (they weren't there, mind you - the world had been properly deleted), so I can sure say that I did not mistake the seed - but again no hostile mobs. I felt I couldn't really be bothered walking around in the night again so I just placed a bed out in the wild - and slept undisturbed. The day was spend with digging diagonally down until I found a cave - nothing there. The second night also went undisturbed by any monsters. Obviously the game fails to spawn monsters in this seed for some reason.

TL;DR: New World - Seed "Cookiez." (without "´s) - Hardcore mode - no monsters.

(If it's important: The world name was also "Cookiez.", i. e. same as seed. Fancy, Far, Smooth on, Power Saver. Win7 64-Bit, Java 7 64-Bit.)

-- 15:38, 1 November 2011 (UTC)


 * Oh yeah, and I'm pretty sure I set "Generate Structures" to "Off". -- 15:48, 1 November 2011 (UTC)


 * I tested your seed on hardcore (vanilla minecraft) and hostile mobs spawn, but with "Generate Structures" to "On". I test it now with "Generate Structures" on "Off". [2011-11-01]


 * As i said i currently tested your seed with "Generate Structures" off and hostile mobs spawn also, so either something is wrong with your minecraft installation or there is some kind of other bug. I want to add that i read something about a bug that prevents hostile mobs from spawning if you switched from peaceful difficulty to hardcore. So please inform yourself and make a reply when you know more about, good luck. [2011-11-01]


 * Okay, now tested with a vanilla minecraft instead of a patched one. (Shame on me!) Bug still seems to occur. I could not find the bug you described in the "Mobs" section of this list. For easy reproducing, here is exactly what I do to get the bug:
 * Get yourself a vanilla minecraft (also occurs on a MCPatcher patched one)
 * Single Player
 * Create New World
 * World Name: "Cookiez." (without apostrophes)
 * Game Mode: Hardcore.
 * More World Options
 * Seed for the World Generator: "Cookiez." (without apostrophes)
 * Generate Structures: Off.
 * Create New World
 * Wander around, wait for nighttime, spelunk, do whatever you like - and try to find mobs.
 * I will gladly do a demo video, if you wish. It will probably be quite boring to watch, but hey!
 * PS: I think I also saw this on the seed "No Cookiez.", but I didn't play it long enough to be sure.
 * -- 16:46, 1 November 2011 (UTC)


 * Quick update, just saw wolves. They are there. -- 17:21, 1 November 2011 (UTC)


 * I dont know how to help you according to your list, as i did exactly the same and hostile mobs spawn at night. But to be sure i will also make a list :
 * starting vanilla minecraft, which means in my case nothing changed, no texture packs, no custom skin, completely nothing.
 * creating a new map with the seed "Cookiez." + hardcore difficulty + "Generate Structures" on "Off" (and i also checked the debug seed which also fitted yours).
 * just wait untill its night.
 * walking around and easily encountering hostile mobs, for example zombies, skeletons and spiders.

So thats it, if you really tried your seed "Cookiez." on hardcore + "Generate Structures" on "Off" with a vanilla minecraft and you encountered no hostile mobs then i dont know what to do next, sorry. [2011-11-01]


 * Yeah but whats with the night creatures -> zombies, skeletons, spiders, etc.? [2011-11-01]


 * Here i found the bug i mentioned :
 * ->http://www.minecraftwiki.net/wiki/Known_bugs/Version_1.9pre4#Mobs
 * ->[?] Mobs don't spawn in hardcore mode if one switches from peaceful difficulty to a hardcore world.

I dont know if they fixed them, but i just wanted to tell you about the bug. [2011-11-01]


 * How would I have switched difficulty to hardcore? SPC? I created on Hardcore. It's really strange. Are you other guys using Java 6 or 32-Bit Java? (But how should that change anything?) It's confusing...


 * I think its meant like this : if you played on a map with peaceful difficulty and then switched to a hardcore map where the difficulty, like you should know is fixed at hard, theres some kind of bug that prevents hostile mobs from spawning. But you tried it with a completely new map without previously playing on a peaceful map, so there shouldnt be any problem. As i said i just wanted you to know about that bug, i wasnt sure if it was the problem. And i also use Java 6 32-bit but i also installed a 64-bit one which is another story :). [2011-11-01]


 * I currently re-read the whole topic and i saw that you wrote you use win7 64-bit java 7 64-bit. I got that wrong in the last post, so i use win7 64-bit with java 6 update 29 32-bit & 64-bit installed. Im not sure if changing from java 7 to 6 would make a difference but you could try it out. [2011-11-01]


 * the seed "My Cookiez." has monsters, plenty of them, on the exact same settings.


 * Just tested again. Mobs galore. I mean, WHAT THE EFFING - ? then thought again. Played another world on peaceful. Recreated cookiez. No monsters. So it is really this bug, as you suggested. I apologize. Will now add it to the list. 15:14, 7 November 2011 (UTC)

Water currents still don't push TNT and minecarts
Water currents pushing TNT and minecarts has been broken since before 1.8. I just checked and it's still broken in 1.9pre5. — I created a 1-wide water channel, dropped a lit TNT and a minecart in it, and both stayed completely stationary. This is a highly annoying bug as there are many useful mechanisms that can be made using the slow pushing effect.

This edit marks the bug as "unreproduced in 1.4" but that IP hasn't made any other edits that look like they're from Jeb. Is it bogus? — 19:40, 1 November 2011 (UTC)


 * I can confirm that water doesnt push lit TNTs or minecarts, but i dont know if its a bug. I mean it could be that they dont want it to be possible that water can push lit TNTs or minecarts. [2011-11-01]

[!] No more wool produced by sheep.
No more wool produced by sheep after a single shave. Tested this bug on multiple machines on SMP and SP.


 * I can confirm that my sheep stay bald also.

[!] All passive mobs are heading to the sea.
After a while almost all passive mobs are swimming in the sea, this occurs especially on small to larger islands. Tested on multiple machines in SMP.

Chests in older-version worlds are oriented one direction
Yes, older worlds (e.g. 1.7.3 in our case, [download it here|http://voxelia.com]) don't really "count", but this seems like an easy enough bug to fix. Loading our world into 1.9.5 has all two-block chests suddenly align north-south, even if they originally were oriented east-west. (I should say, "north-south in the old 1.7 coordinate system.) The second block where the chest was located is still "filled", you can't walk there, but appears empty. Opening and closing the chest does not reorient it; only a full removal of a chest block and repositioning this chest fixes the problem (plus picking up and replacing all the stuff the chest spewed). This is the one major bug that is keeping us from moving to 1.9.x. The chest-darkening bug is also visible on these chests; opening the chest fixes that problem.

Wolves turn extremely dark when wet
I just ran into a wolf in my 1.9pre5 game and whenever the wolf would get wet, its texture would turn almost black in darkness; this is much darker than the developers likely intended. I am using the default texture pack and only have TMI installed as a mod. Has anybody else noticed this? Edit: Playing a bit more, it doesn't seem like so much of a bug as just a really ugly feature. In light levels below 10 or so the wolf does look far too dark. 03:31, 2 November 2011 (UTC)


 * I encountered that bug also a few times but in older versions, which means that i dont know if the current 1.9pre5 version contains that bug. But that bug isnt a completely new or unknown one. [2011-11-02]


 * I was able to reproduce this bug while running around with my wolf pack at night in the rain. The wolf texture appeared solid black. [2011-11-6]

Right Clicking changes/adds blocks
I decided to mess around with a 1.9pre5 vanilla server and after trying to place a lillypad with right click I noticed I had created some tall grass. I ditched the lillypad and could right click and create more tall grass on top of grass in various spots. I also noticed I could change grass near sand areas to sand. I can recreate it on my server, haven't been able to do it in single player though. -- 09:07, 2 November 2011 (UTC)

Experience
I'm not sure if it was fixed or not, I need more info. There's definitely some way to get very large number of Experience orbs in SMP, at least in 1.8.1. I get a lot of this kind of griefing on my server. There's definitely no legitimate way to get hundreds of thousands of orbs without exiting the spawn prison... I've collected 3.5 million experience from 4 such "events"... All different players... 11:10, 2 November 2011 (UTC)

Nether Wart
I have found occasions where nether wart behaves unexpected. In same cases it will un-plant when trying to plant another nether wart seed next to one already placed. This seems to be related to light as demonstrated. youtube.com/watch?v=MxAOs56ftVU

As you can see in the earlier part of the clip the nether wart seems to come unplanted, but as soon as I place a light in the shadow areas, it works just fine. Later in the clip you can see how I have an entire unlit room growing nether wart that has a similar shadow. In this room I have no problems growing nether wart.

F9 Glich
When you press F9 in a 2X1 area and rotate the camera you can see caves( Most blocks are invisible ) This is a fair way to cheat me thinks.

server-side cacti
In SMP when exploring newly-generated deserts, I will run into cacti that I cannot see, causing damage and glitchy movement. Disconnecting/reconnecting makes the cacti visible, as does walking far enough away for the desert to unload and then returning. This only happens when exploring desert that I am the first one to enter. I suspect the server is generating cacti that the client can't see, similar to the error with newly-grown tree leaves in an earlier version. Can anyone confirm? 18:43, 2 November 2011 (UTC)

I can confirm this, but it only happened to me in the first pre-release of 1.9, no times after that. -- 20:37, 2 November 2011 (UTC)

The server I am on is definitely running pre5 and it's definitely happening to me. Since it's been confirmed to happen in prior prereleases too, I'm going to assume it hasn't been fixed and go ahead and add it. 19:59, 3 November 2011 (UTC)

Killed by boats
−	I lined my beach with soul sand and ran a boat full speed onto the soul sand which killed me instantly. The boat however did not break but rather got stuck on the soul sand (which was the idea). So the operation was a success but the patient died :) Anyone able to reproduce? 10:26, 3 November 2011 (UTC)
 * I've had this problem, in 1.9pre2 or 1.9pre3. Haven't tested lately, because the world I'm mostly playing in since 1.9pre4 has no useful bodies of water anywhere near the spawn point. But the world I was playing back in 1.8 and early 1.9 did it. I'd carefully guide my boat in to the soulstone dock I'd read about on the wiki, and died the moment I landed. Ship survived, but the unexpected death was a real bummer. -- 18:17, 7 November 2011 (UTC)

−
 * After I completed my raising dock, I found that even slight movement when pistons extending are deadly. Died 6 times in this world total. — undefined 10:36, 3 November 2011 (UTC)


 * Trying to dock on half slabs has been a problem for a while, the player can take any amount of damage up to death. See http://getsatisfaction.com/mojang/topics/player_dies_when_boat_touches_slabs and http://getsatisfaction.com/mojang/topics/boat_cobble_slabs_wood_slabs_sandstone_slabs_death_or_damage, this used to work fine -- 03:10, 12 November 2011 (UTC)

Armor doesn't last long
Armor seems to lose durability incredibly fast compared to 1.8. Has anyone else noticed this? I find myself needing a new set of iron armor every day I play. If I hadn't saved old busted armor, I'd be out of iron. Iron armor feels likes it has the durability of 1.8 leather. Shoes and helms are especially fragile. 17:58, 3 November 2011 (UTC)

Armor durability was increased, haven't you took a lava bath of a few seconds? Also, even armor with one use left fully protects, so it is more useful than in 1.8. A diamond chestplate has to take ~530 half hearts of damage to break in 1.9pre5, ~390 in 1.8. For iron chestplate, ~240 instead of ~180. C ali nou - ×  » 00:37, 7 November 2011 (UTC)

Maybe it's a bug in SMP then. Another user of my server (which is completely vanilla) made diamond armor, went to the nether, and within 5 mins the his armor was wrecked. Everything seems like it has the durability of Leather. 16:13, 7 November 2011 (UTC)

Ok I did some testing, and there is definitely a major difference. I reverted to 1.8.1 and setup a local server. Wore a set of boots, and took 10 hits from a trapped zombie, then upgraded my boots. Then I did the same in 1.9p5. The 1.9p5 boots took way more damage. Here's a screenshot (top row of armor is 1.8.1): Here's a screenshot: http://img713.imageshack.us/img713/5508/armorbug.png Edit: Looks like someone already added the bug. I added the screenshot to the list to help jeb.

1.9pre servers crash trying to seed world 'dynophore'
That's 9 lowercase characters inside the quotes. I haven't found any other seed that causes the crash (and since discovering the problem I've tried a few).

I made a full report on the forums here: http://www.minecraftforum.net/topic/760357-19-prerelease-servers-dump-stack-with-seed-dynophore/ before discovering this page. Not sure what to do about posting stack dumps here. It's easy to reproduce though: use seed 'dynophore' in your 1.9pre server to start a new world. Crash happens in under 10 seconds. The server survives and accepts commands but the new world has not been created and is not saved on 'stop'.

Affects all the 1.9 pres. Does not affect 1.8.1. Does not affect standalone clients.

I've tried this with 2 different machines and with every JVM I have that's north of 1.6 (or equivalent). Same results. Both machines are Linux: Ubuntu 10.04 LTS and Debian (most recent - I forget). Oh, I've not tried Windows. Hang on... OK now I have; same result. Win7 HP laptop 4G + nVidia mobile.


 * tried with seed -2099498348 and "dynophore", both crash pre5 server. like said client doesnt crash with this seed. i can confirm this.-- 12:34, 4 November 2011 (UTC)

Pistons not updating sometimes: Not a bug?
"A piston can be powered by a block that is not directly adjacent to it, but diagonally above or 2 blocks above. However changes to these blocks will not propagate updates to the piston. However, when the piston is caused to update by other means, it will take into account the state of these nonadjacent blocks."
 * I'm not sure where it was said, but I remember Jeb saying quite recently that he was going to keep this bug in because people were doing some really epic things with it. Sorry to say that I don't have the source though. 03:57, 4 November 2011 (UTC)
 * There we go, Jeb turned up there and confirmed that he isn't fixing it just yet. The other comments there are all Talk Page stuff though, don't know why people can't just talk it out here. 22:23, 7 November 2011 (UTC)
 * Instead of sacrificing otherwise perfectly valid designs for this cheap form of remote-control, this functionality should be separated into new redstone blocks, such as area of effect blocks with a few power distance settings -- 01:47, 8 November 2011 (UTC)
 * This bug makes it impossible to control two layers of blocks above each other separately. Many perfectly valid designs have failed because of this bug. It results in highly unpredictable behaviour that is not understandable by new players. The only possible reason this has to stay in game is because it allows to make BUD switches, however These can also be made without using this bug. 21:20, 9 November 2011 (UTC)

Animals not spawning properly
On pre5, and all animals don't spawn in normal conditions. I've had chicken, sheep, and cows spawn in very deep caverns, and at night, so I'm assuming this has something to do with lighting conditions. Anyone else getting this? This is a SSP world, was generated on 1.9pre4 iirc. 04:59, 4 November 2011 (UTC) Irixion (04/11/2011)


 * Are you actually seeing them spawn, or just finding them in the dark caverns? The animals have a habit of getting themselves stuck in caves and ravines they can't get back out of, and some random terrain seems to force them to congregate. I once found a cave with 18 cows (plus 2 pigs and a handful of chicken) in it. They weren't spawning there, they'd just wandered in and couldn't get out again. After harvesting leather and beef, I put a fence around that cave mouth, and they've never come back. That is an issue with the way animals don't despawn now, that they can end up accumulating in bottle-necks and dead-ends, but I don't think they're actually spawning in the dark, nor spawning deep underground. -- 16:20, 4 November 2011 (UTC)


 * As far as I have noticed, animals don't spawn at all anymore in my world. But I thought this was by design to make way for the new breeding system?

I've seen them spawn in caves, as well as find some very close to bedrock--which means they couldn't really have wandered there. I haven't been able to find any animals, except at night where creepers (lots of them) and animals spawn, as well as the usual hostile MOBS.

I have found that animals only seem to be spawned when a chunk is created, which would explain why you can find them if you go far enough, but once they wander or die they are gone for good. This means if you don't capture and breed animals as soon as you start, you can end up wiping out all the animals for miles. I am unsure if this is to promote manual breeding, but it does negate living the hunter-gatherer way we are used to. -reddit user AeitZean

Enchanted Item Repair
Enchanted items lose their enchantments when repaired. Is this something that is intentional? --zaybertamer


 * Mojang has stated this is intentional. 15:42, 4 November 2011 (UTC)

Redstone Torches light-level nerfed?
Redstone Torches don't seem to be emitting nearly as much light as they did before prerelease 5. I know light level 7 has always been pretty dim, but this seems darker than it had been. I have no mods installed, but the lighting option is set to "moody" and smooth lighting is on. -- 16:20, 4 November 2011 (UTC)

Lack of Wolves
Wolves seem to be incredibly rare (perhaps it's just on some seeds). I've been playing around with a world pretty constantly since prerelease 4 came out. Seed is "Potato Rosemary". I've spent a lot of time on the surface, including several day & night cycles in what is clearly a pine forest. I have thus far seen exactly 1 wolf once, and that not till after I installed prerelease 5. While spending time in the pine forest trying to find a wolf to tame, I've seen more than a dozen of the supposedly rare Endermen, but just the one wolf. That seems like it can't be right. I'm guessing they dialed back the number of wolves to keep them from killing all the sheep now that sheep don't constantly spawn every few minutes, but it seems like they went too far. -- 16:20, 4 November 2011 (UTC)


 * I have not found a wolf once in my world, I have only investigated 3 taigas, but I thought I would have seen at least one wolf. I see endermen regularly. Unfortunately I killed all the animals close to me before I realized they no longer respawn. Hopefully when they release the next version they add some sort of spawning on all the animals. It seems accurate to tone the spawn rate down because of breeding, but it seems like getting rid of them totally made my world a lot more bare. I have to travel 500 blocks before finding 2 animals of the same type in the same area.

F6 bug
When i press f6 on a high place and move around i fly. When i press f6 and move into a wall or hill i go through the wall or hill and take damage from it. This is a SMP glitch/bug.
 * It's debug feature accidently left in the game (like day/night cycle change in 1.8 pre) — undefined 20:33, 4 November 2011 (UTC)

I think we should count the unsmeltability of Coal, Lapis, and Redstone Ores as a bug.
Since you can, after all, smelt Diamond Ore. 22:34, 4 November 2011 (UTC)

...This is a lack of features, this doesn't classify as a bug--it's an intended function.

Movement keys getting stuck
I upgraded to Java 7 recently and since then the movement in Minecraft has been pretty odd. Has anyone else experienced this?

Semi randomly, Minecraft will keep moving me in the direction of the last movement key I pressed once I release it. (Tapping W will keep me walking forward, etc.) This persists until I press the movement key for the direction I'm going again. (i.e. If I'm stuck moving forward, holding S will stop me momentarily, but only W will make me stop walking.)

I've had this happen with all the movement keys and even the spacebar (which sent me on an involuntary flight in creative mode.)

Almost forgot, bug happened when I was placing blocks while flying in creative. I'm going to go see if I can recreate this in Survival. -- 23:15, 4 November 2011 (UTC)

I figured it out. It's the mouse losing focus/key locking bug already listed under Gameplay Bugs. Somebody can delete this. -- 23:43, 5 November 2011 (UTC)
 * Losing focus on window doesn't appear (shouldn't appear) while you have lwjgl 2.8.1 installed.

Multiplayer Bugs
No mods - creative mod used at start for 1 player

1. May not be a bug - first spawn for all of 3 players was in the middle of a large ocean.

2. Slime glitch through floor below them/ceiling above player (or visa versa) and cause damage, often without being seen, can be fatal

3. Items, including minecarts (off rails), can fall into sand and gravel - this is mentioned elsewhere but maybe not so clear. Can only collect/break after breaking sand/gravel until item is on stone or dirt.

4. Water issues - it no longer falls straight down - eg a roof with a one block hole over a floor with a one block hole in same place, formed a column of water. Now the water spreads and if the top hole is blocked water continues to run.

5. Sometimes after a death some items cannot be recovered, they can be seen but not collected. (I think players other than the one that dropped them CAN collect the items)

6. Farm animals jump too high, can escape a 2 high fence, and even a 3 block wall with a fence. I have noticed animals able to jump over fences as well.

7. Chickens - dye TOO easy, placing 10 chickens in a farm will often result in 2-3 remaining after a few minecraft days.

8. Lighting - some blocks can be black until lite with a torch - even on the surface in daylight.

9. Lighting too - 1/2 slab blocks as a roof over full block walls - light comes in from top of sided

10. Hostile mobs spawning distance - I have built a tower, roof is highest possible placement level, rooms under to a funnel drop. I have a 1 x 40 block column with ladder beside the tower. Mobs seem to spawn better if I'm on the top of the ladder.

11. Enderman teleport on arrow hit (may not be a glitch).Sword damage is little even with diamond sword. Killing would seem impossible without high level armour, seems avoidance is the easy way to stay alive I have not been able to kill an enderman since I upgraded to 1.9pre5. It seems like hoping for rain is the only way to gather ender pearls.

Achievents in Creative Mode
Is it intended to allow accomplishing achievements when in Creative mode?

Ice / Torch Melt Pattern
-- 19:14, 5 November 2011 (UTC) It seems like the torch melt pattern has changed - from the page, a torch used to melt two blocks away of ice, now it seems to only reliably melt one block away. Ice two blocks away will melt and then re-freeze. Not sure if this is just happening sporadically, or if it is intended change.


 * I can confirm that this is different as well. I'm not sure if it's a bug, or an intentional undocumented change. Keeping a pool of water in liquid form in a snowy biome takes a ton of torches now. -- 16:59, 7 November 2011 (UTC)
 * Can not confirm. In my 1.9pre5 (creative, single player) the ice melts in a distance of 2 blocks. -- 02:16, 11 November 2011 (UTC)

Textures glitching up in game
-- 20:18, 5 November 2011 (UTC) I was playing for a few hours collecting dirt when randomly, my textures flipped out and became a scrambled pixelated mess. This only happened to some items, not all. I was using no mods or texture packs and playing on survival. http://i.imgur.com/UdXi1.png http://i.imgur.com/XFPLQ.png

Missing experience
A creeper exploded on my face and I died. While furiously trying to attack it, I accidentally clicked "respawn" nearly instanty after dying. All my items dropped, but none of the XP.
 * Not sure the 'rules' are very clear on this, this might be more of a balance issue. I've lost all of mine at 'lvl' 10, kept all of mine at 13 and lost half at 9.  So pretty random what you can apparently lose.  Intent would be nice to know so we can tell when it isn't working.  20:38, 9 November 2011 (UTC)

Block picking bugs
The "Pick Block" function (middle click) has a few problems:


 * 1) It cannot differentiate between blocks with the same ID but different damage/data values (it simply selects the first block with the correct ID, without checking the damage value):
 * 2) * Wool
 * 3) * Slabs
 * 4) * Double slabs (via silk touch)
 * 5) * Wood
 * 6) * Leaves
 * 7) * Saplings
 * 8) * Stone brick (Cracked and mossy)
 * 9) * Tall grass
 * 10) It does not select items that are placed as blocks
 * 11) * Sugar Canes
 * 12) * Redstone Repeaters
 * 13) * Cake
 * 14) * Signs (from both wall signs and signposts)
 * 15) * Brewing Stands
 * 16) * Iron Doors
 * 17) * Wooden Doors
 * 18) * Beds
 * 19) * Cauldrons
 * 20) * Redstone Dust (Would be understandable if it didn't)
 * 21) * Nether Wart
 * 22) * Seeds (Would be understandable if it didn't)
 * 23) * Melon Seeds (Would be understandable if it didn't)
 * 24) * Pumpkin Seeds (Would be understandable if it didn't)
 * 25) It does not select blocks which are technically the same block (or are part of it) yet have different IDs
 * 26) * Burning Furnaces (Furnace)
 * 27) * Deactivated Redstone Torches (Redstone Torch)
 * 28) * Piston Arm (Piston)
 * 29) * Sticky Piston Arm (Sticky Piston)

These are not MAJOR bugs but they should, for the most part, be easy to fix -- 06:02, 6 November 2011 (UTC)

Neverending Hunger
After my hunger bar was completely depleted I started to take damage; until I had a half a heart left, then it just stopped. I wasn't using any mods, just vanilla single player survival.
 * It's supposed to be like that. On easy your hunger goes down to 5 hearts and on normal to ½ heart. It only kills you when you're playing on hard.-- 09:29, 6 November 2011 (UTC)

Wild/untamed wolves despawn while chunk is inactive
Put untamed wolves in a holding pen for breeding, went further away to find more wolves, came back, wolves in holding pen were gone. Tried this multiple times, same results. Bug or feature? Makes breeding wolves rather complicated. Can anyone confirm this and put it on the bug list? Thank you. 13:13, 6 November 2011 (UTC)

Some SMP bugs I experienced
I set up a local 1.9pre5 SMP server and played a few hours with a friend and we encountered the following bugs:
 * We found a few glitched ghost monsters (skeletons, zombies, creepers) which only one of us could see, who did not move or attack and they could be walked through. Reconnecting to the server made them disappear.
 * We also found some invisible monsters that hurt us but that we could not see.
 * There were also glitchy arrows (shot by a skeleton) which didn't vanish and constantly flew through the air. You could walk through them without getting hurt.
 * After using the /gamemode cheat to get out of creative mode while standing on the floor I could not change height (ie jump or fall down) but could fly/move on the same height. Space/Shift did nothing, walking into stairs caused very glitchy movement like walking on ice without increasing height. Reconnecting didn't help, I had to completely exit minecraft to fix this.

(I left bugs out which already are on the front page) -- 17:02, 6 November 2011 (UTC)

the first 3 are commonly know and the fourth you probly hit F6


 * Ok, then should the first 3 bugs be added to the page? It probably makes it easier for Jeb to track them if they are listed there. -- 17:21, 7 November 2011 (UTC)


 * 2 more bugs:
 * SMP only: placing an enchantment table, breaking it and putting a chest on the same place will result in a chest with a moving book on the top. Needs further testing, possibly the player observing this and the one placing the chest need to be different.
 * (SSP, possily SMP) (Wooden) pressure plates activate even when standing near them, you dont have to stand on top of them. A common issue with the "tables" in villager houses which now activate and generate annoying clicking sounds when you explore the houses or NPCs wander around in them. -- 20:33, 7 November 2011 (UTC)

Swamp Biome really common
Playing through from 1.3 there have been many changes in the world I have stuck with since. I made a few worlds before and whatever biome you first saw they seemed consistent for a large section of land. After I tried 1.9pre5 the largest change was my oasis/forest near where I had started had turned into a swamp. I decided to then make a few new maps just to see how a natural swamp would look and was surprised that swamp was either the very first biome I was spawned in or going in any direction would usually be the second biome you ever came across.

I understand from coding myself that a lot of work was placed in how the biomes are determined but a swamp biome least to me should be a biome that's a little less common and a biome I'd like find rather than experience minecraft for the first time in.

A way of changing the affected old maps that look like a swamp has infected the land would be nice. Maybe how snow changes the block from what ever color to white a sort of grass patch you can get from making farmland that does the same thing but is just the basic green in color. Giving affected players a way of taking their own time to change the ground at least to their preferred color might make playing old maps a little better for those that had a swamp just appear out of nowhere.

17:08, 6 November 2011 (UTC)Gamelord45

Request for Wiki: Add [A!] flag for "critical annoyances" to help Jeb prioritize annoyances
I think the title basically sums up what I wanted to say. I can try implementing this into the template myself; just wanted to get approval from others first, of course. 17:30, 6 November 2011 (UTC)
 * I've added this, since no one objected. —undefined 00:19, 7 November 2011 (UTC)

No breaking animation when hitting chests
If you hit a chest there is no breaking animation like on brewing stands. Tried in Single Player and SMP.

-Yes, I'm another user like you, and it exists in 1.9 prerelease 5. 13:36, 8 November 2011 (UTC)

Terrain generation: Water source blocks not flowing into caves
Sometimes, when a cave or some other depression has been generated next to a river so that the two intersect, there is no flow from the river to the lower ground. 16:21, 7 November 2011 (UTC)

Nether Portal
In creative mode, you can destroy nether portal blocks. I don't mean the obsidian frame but the actual portal itself. In survival mode you can click on it like you are mining it and it will have a particle effect like you are mining it and your character does the animation of mining a block. The portal, however, is indestructible in this mode.
 * Annoyance. Every block type can be instantly broken in Creative mode, only End Portal blocks cannot be replaced like all the others. This is good to add, right? 22:30, 7 November 2011 (UTC)

Problem: I've found that when I'm on my server when I enter a portal and then walk back through I exit through a completely different portal about 50 blocks away. 11 November 2011

Memory Leak
Minecraft constantly uses more and more memory until it gets reset (probably due to java garbage collection). This happened to me on 3 different Systems (different hardware). Anyone experiencing the same?

An example can be seen here:

Youtube: Minecraft Memory Leak 16:48, 7 November 2011 (UTC)
 * Normal Program operation, memory usage will fluctuate while the program runs. Although Minecraft does have memory leaks, most people have enough ram to not crash for days (weeks?), and those who don't take several hours to crash.

Ice Breaking, Not Becoming Water
According to the Ice page, when an ice block is broken it supposed to turn into water if there's another block beneath it. That doesn't appear to be happening consistently now. There's several shallow pools just under the snow in the Tundra Biome where I started my current game. Whenever the ice gets broken on these pools by creeper explosion, it just vanishes. It doesn't turn into water. (I could have sworn the same thing was happening when I used a pickaxe on the ice a few days ago, but I couldn't replicate it just now. The creeper explosion destroying the ice without turning it to water is definitely happening, though. There's no way I could mistake that - it looks very distinctive and illogical.)

The result is several places where a creeper has made a deep hole where a shallow pond used to be, and half the pond is left above it but is frozen solid so it never flows down into the new hole.

Either this is a bug (possibly related to the ice/water melt pattern change in prerelease 5, mentioned above), or just an error on the wiki. I don't have enough experience playing with snowy worlds in the earlier versions to know for certain. -- 17:10, 7 November 2011 (UTC)


 * I think this is similar to what happens when an explosion breaks an ore block. It occasionally bypasses the regular entity drop and instead destroys the block entirely. When it happens with ice, it destroys the ice block without putting water in its place. It was already occuring way back in 1.7.3; I got to see it many times when using my TNT cannon. 22:29, 7 November 2011 (UTC)

reach for entities
can destroy paintings, mine carts and boats through walls (if you are in creative mode and past the normal reach of the character from the block) this can result in the accidental destruction of paintings in homes, mine carts in stations, boats in docks etc. unknown if this was fixed in pre-release 5 as .jar will not work for me. does this count as a bug or a feature? please confirm for pre-release 5 someone, discovered whilst building an art gallery, also experienced while building a train station. this is probably a side-effect of the reach for destroying unwanted mobs. 20:15, 7 November 2011 (UTC)Winterwolf314

Out of Memory crash resets spawn points, removes items
If the game runs out of memory and crashes while loading the Nether or the Overworld, then when the player loads the game again, they will be at their original spawn point (regardless of whether or not they've slept in a bed), and all items from their inventory will be gone.

This happens in Survival single player mode, and in both 1.9 Pre4 and 1.9 Pre5.


 * Sounds like level.dat is being deleted or currupted, can you check whether it's still there after the game crashes?

Eggs
It isn't a bug, but now with baby animals, eggs should spawn baby chickens and not adults. So they will be less exploitable. 20:47, 7 November 2011 (UTC)

Redstone Torch Overloads
On a SMP server I run, a redstone torch that powers a simple timer circuit running any number of pistons will overload and go out... not sure how else to describe it but it seems like a problem with repeaters? Anyone else having this problem? -edit- I should have mentioned... this happens almost instantaneously while building the circuit. I dont think that is an intended "feature" since everything i've seen working elsewhere and/or tried makes no difference... 09:44, 8 November 2011 (UTC) Eldarriath
 * This is a feature and in was like that from redstone introducion — undefined 16:27, 8 November 2011 (UTC)

Just tested on Creative SP... redstone worked as it should have, "bugged" only in Survival mode? 01:37, 9 November 2011 (UTC)Eldarriath


 * I thought you talked about . If I wasn't right, correct me. — undefined 08:35, 11 November 2011 (UTC)

[?] Endermen do not drop the blocks they are carrying when killed
I'm not sure if this is on purpose, but it would make sense if Endermen put down or dropped as an item the block they are currently carrying if killed or for any other reason de-spawn. -- 12:05, 8 November 2011 (UTC)


 * Personally, I see that as a bug that can trivially be fixed. I can't think of any good reasons why they shouldn't drop their blocks on death. -- 13:08, 8 November 2011 (UTC)
 * In 1.8.1, this would have been quite interesting. Killing an Enderman who has picked up a spawner would have been fucking badass.  But now that Endermen pickups have been nerfed, I could go either way.-- 01:12, 10 November 2011 (UTC)

Arrow won't stick in mobs anymore!
When you shot a mob with an arrow it doesn't get stuck in it like in 1.8 instead it just disappears!Its really annoying because i keep losing my arrows!
 * You wasn't been able to retrieve arrows stuck in mobs. So is they stuck or not, it's only graphical. — undefined 16:30, 8 November 2011 (UTC)

However, it's an annoyance. Arrows sticking into mobs was a neat graphical addition to Minecraft and I guess many players want it back. Seeing the arrows stuck into a mob is just a feeling of success... :)

Pie chart glitches out
After pressing f3 to bring up the pie chart, if you press 1,2,3,4,5,6,7,8,or 9 to switch to the corresponding space in the hot bar, the pie chart turns all green and say cpu usage unknown. The only way to fix it is by exiting and restarting.
 * I can confirm this in SSP (creative and survival) and SMP mode. I added it to the bug list.
 * I hope you know how the pie chart works, because pressing one of the number keys lets the pie chart change to give you a more detailed view of its specific parts, thats why they are numbered in front of their texts. The chart consists of different parts and every part got a number starting at zero, if you press the specific number the chart changes to more detailed version. If that isnt what you meant, im sorry for my explanations. So if you want your pie chart to return to normal just press multiple times zero. [2011-11-10]

Strangely behaving redstone (not a bug)
I don't know how to call it, but redstone behaves strangely in following image. The left plate works OK. The right one (wooden, with item thrown on) does not power left top redstone torch, because signal somehow does not arrive there. Image can be found on address http://pic.twitter.com/VjG1MfYI (sorry that it's not link, but I am unable to add topic containing external link, because it wants me to solve equation, then show preview, solve equation again, show preview,...)
 * This is an expected behavior. Redstone power only travels a certain distance. In your contraption the left torch is 1 block farther away from the power source. -- 02:01, 11 November 2011 (UTC)

RS Nor Latch bug
i were making a train station, and finished a Button Style Multiple Track Selector that uses RS Nor Latches, when i finished it and started testing, it didn't work, so i checked the wiring and found out that one repeater on the 2# RS Nor Latch doesn't receive any power from the redstone torch next to it: here's a picture of both RS Nor Latches and the repeater: http://imgur.com/a/fZfhu. i don't know if i built it wrong or something like that, but it worked in other pre releases, i found this in 1.9.5, single player. i haven't tested it in any other versions.

You are missing a block on top of the torch, wich will transmit the power to the repeater 13:20, 10 November 2011 (UTC)

Water Block Placement
Another fluids bug: You can place water or lava in a block occupied by a transparent entity (ladder, torch, or another fluid -- I believe you're not supposed to be able to replace lava with water). Instead of reverting to a surrounding block, it will replace the transparent block without dropping anything. 23:08, 8 November 2011 (UTC)
 * I can confirm this with a torch (1.9pre5, creative, single player). I can place water on the same block where the torch is placed and the torch disappears. -- 01:57, 11 November 2011 (UTC)


 * Another bug with this is seemingly infinite water-breathing with the aid of only one bucket... you can place a bucket of water underwater, hence giving you an empty bucket, which you can fill again and take a breath while doing so... Kinda defeats the water-breathing enhancement purpose. --[User:kickyodaface}} 12:34, 11 November, 2011 (UTC)

Nether Portal link bug (SMP)
All created portals lead to the the same portal in the Nether which leads to the first Portal in the Overworld.

When we first entered the Nether our portal was "deactivated" by a Ghast several times.

Themporary fix: (How it happened, not how I planned it)

- Portal-1o and Potal-1n already exist and are linked.

- Player-A created Portal-2o which leads him to Portal-1n

- we deactivated Portal-1n (by desroying one obsidian block)

- Portal-2n was createt after passing through Portal-2o

- Player-B entert Portal-1o and created Portal-1n(2) next to the inactive Portal-1n

- Plaver-A: Portal-2n to Portal-2o an then from Portal-2o to Portal-1n(2) to Portal-1o

- complete remove of Portal-1n and -1n(2)

- deactivation of Portal-1o (by water)

- Player-A: Portal-2o to Portal-2n to Portal-2o

- new Hand-bild Portal-1n which created Portal-1o(2) (on the top layer above Portal-1o)

- deactivated Portal-1o(2) and reactivated Portal-1o

Two 1.8.1 Bugs
I don't know if these are fixed in the 1.9 PRs, but here they are: 1) Alt-Tabbing out a full-screened window will result in a crash. ([Fn+]F11 -> Alt+Tab) 2) Sometimes, the breaking animation doesn't appear on a block being broken. Most obviously visible when rotating while break a block below you. --(AdarkTheCoder) 21:48, 9 November 2011 (UTC)


 * It seems like there is a 15% chance the game will crash whenever I enter or exit full screen mode. (I just guessed at the percentage.) 21:51, 10 November 2011 (UTC)

Ender dragon entities are backwards
In multiplayer the yaw of Ender Dragon is drawn 180 degrees off compared to what is sent in the EntityLook packet.

A value of Yaw that would make the player or zombie look north will make the dragon look south. -- 01:57, 10 November 2011 (UTC)

Single Player Worlds Result in 'Op Only' Editable Areas
This is most obvious when a game world is created by a server (in my case the linux server) and then copied to a windows computer where you can then load the game world into single player.

Once you load the world in single player on windows and quit (which saves the world) if you transfer it back to run on the linux server an oddity occurs.

The area around the centre of the 'spawn' location (about a tile size) cannot have its blocks added to or destroyed by anyone who is not 'Op'ped on the server. Any regular users cannot place blocks or remove them within this area.

This is reproducible and has existed in pretty much every version I've played.

22:38, 9 November 2011 (UTC)


 * It's called "spawn protection". It's a feature. Fnd you don't need to transfer world to singleplayer and back to see this — undefined 08:31, 11 November 2011 (UTC)

Multiplayer protocol cleanup
Will there be a cleanup of the protocol for the final release?

Suggestions:

Packet 0x01: If the second to last byte is supposed to be world height, remove it since that data is sent with the respawn packet. Also remove map seed since that is also sent with the respawn packet.

Packet 0x0E: Make y-Coordinate an integer too.

Packet 0x0F: Make Y-coordinate an integer too, no need to save bytes with such a rare packet. Remove last 3-5 bytes since which block is being placed is controlled server side anyway. I have tried to remove this before it reaches the server and the gameplay works fine.

Packet 0x08: Add a field for air since it is falsely assumed to be full by the client at login.

Packet 0x14: For consistency use double for all player coordinates. Use float for yaw and pitch.

Packet 0x3D: Make Y-coordinate an integer.

Packet 0x66: Since what item is actually clicked is managed server side, remove it from the packet. Actual data is already ignored by the server.

Packet 0x82: Make Y-coordinate an integer.

-- 01:57, 10 November 2011 (UTC)

Farmland get restored to dirt when flying over them.
In a multiplayer survival server. When a creative mode player is flying over farm land it is restored to dirt as if the player was walking right on the ground. It does not matter how high above the land you are flying. -- 01:55, 10 November 2011 (UTC)


 * Please sign your talk pages. Unhydrated farmland can revert to dirt, and hydrated farmland can turn unhydrated and eventually to dirt if the source is no longer there.  Whether hydrated farmland turns directly to dirt, I don't know.  Was this  the case?-- 01:37, 10 November 2011 (UTC)


 * In this case also planted farmland return to dirt.

-- 01:55, 10 November 2011 (UTC)

Lava Flow over Bedrock becomes permanent
In SSP, I hit a weird glitch where lava flowing (across bedrock) refused to go away, no matter how many buckets of water I dumped on it.

At about level 10 or so there was a single isolated lava source block, and then several blocks of flowing lava pouring down from it and across a natural staircase down to level 4 or so where it flowed across a mixture of bedrock and stone. I placed a gravel block I was carrying on the space of the lava source, eliminating the lava source. As expected, the lava flow started going out, with the stuff at the top of the flow disapearing first. I continued on exploring in another direction, and returned to spot about 10 minutes later. I was mildly surprised to find the lava flow blocks remained in a roughly 4x4 area on the lowest level. I could see resources behind that I wanted, so poured out my water bucket on the step above the lava flow and quickly scooped it up again.

As the water hit the lava, it made hissing noises and the lava flow vanished from the outer edges, but it didn't create any cobblestone (anywhere), and it also didn't get rid of the lava flow blocks from the innermost 2x3 area of the lowest level. So I tried again, and got the same result. I walked around the 2x3 lava flow and poured water on various edges, but the lava stayed there and it made no cobblestone. So then I dumped my water directly on one of the lava flow spaces. Still no effect. I waited a bit longer, trying water repeatedly, and it still didn't go out.

Finally, I got a cobblestone block out of my inventory, and placed it on one of the lava flow blocks, replacing one block of lava flow. It wasn't the tallest flow block, just one at random, and it sure didn't look like a source block. Suddenly all 6 flow blocks vanished at the same time - without the usual staged/delayed lava flow despawn. Just instantly gone. IIRC, I think it made a weird noise as well, like a distorted version of the usual water-meets-lava noise I'd been triggering repeatedly just a minute before.

It was then clear that the six flow blocks that had been so persistent were all directly on top of bedrock blocks. Since the other flows weren't on top of bedrock, I suspect the bedrock has something to do with why these 6 stuck around.


 * I can't confirm this. True, lava quite often fails to disappear, but that has been around for quite a while, and testing now i could not find any connection to bedrock blocks being around.
 * Disregard that, didn't test the water part, and this seems to be on bedrock only. Strange

Graphical glitch with iron bars under blocks
Example This only seems to appear on the East/West config. There is a bit of graphics glitching where the top of a set of iron bars meets the stone in this picture. The picture as it shows here does not stay static, the point of union flickers as if it can't decide which texture to display along that strip as you move around. I only noticed it in 1.8.1 SMP, may exist in SSP, unknown if still occurring in the pre-release. -- 06:22, 10 November 2011 (UTC)
 * I can confirm this. The top and bottom line of iron bars and glass panes is flickering. Like the little iron bar texture is intersecting with the block texture and the graphics card can not decide which to show first. In other words, a z-buffer problem. -- 01:40, 11 November 2011 (UTC)

minecarts too slow
I insist listing it as a bug [X], or an annoyance [A] at least. Minecarts, powered with coal, or powered rails moves to slow - aproximately 8 blocks per second. It is much less than sprinting while under influence of potion of swiftness, wchich makes maincarts obsolete.

Minecarts max speed should be doubled or at least increased to 150% of current max speed.

Time for some oversight?
The other day I rescued the 1.9pre5 known bugs talk page discussion from being archived and locked through a simple undo because someone thought the page was too long (it's second for longest page right now according to the special). I thought that being the most active page, the current version of minecraft, and that it was being worked on by Jeb merited undoing.

Today (as in right now) someone is going through the buglist and "organizing" it. The problem is a lot of edits are also disappearing in the process, almost as if the organizer is working with an old copy of the page.

I'm okay-ish with the wiki overall, because it's real easy to make edits and assist, but I'm just concerned that some bugs are going to slip through the system because of a few well meaning people doing the wrong thing.

And this is why we have a talk page, to properly discuss issues and the proper way to handle things, of which I am seeing nothing.

I don't want to start an edit war, so don't do anything, just start discussions as to how this should be handled, because the lack of any moderation other than community kindness (which has been and is and continues to be fully admirable and respectable) over there is starting to show.

In short this is getting big and probably could use a little oversight.-- 18:59, 10 November 2011 (UTC)
 * Slightly confused myself. I like the layout, but removing of comments and strikeouts seems too much.


 * I thought this forum was to be limited to bugs and it was going to be strictly for that purpose, but now I see annoyances and balance issues are acceptable. I am not going to waste my time sorting out bugs from ideas, there is a separate page for these.


 * I was hoping this would become a good comprehensive bug list, but I see it is going to get bloated with ideas that I doubt those submitting are going to spend any time on the discussion page. And if there is no discussion there is no real filter for what should/should not be removed.  Again, I'm not going to waste my time on a bug list that in fact isn't. 21:33, 10 November 2011 (UTC)

Seed dynophore crashes.
Seed dynophore seems to be crashing the server on generation on some systems.

Please leave your system and java details here, and post a stack trace/dump in a pastebin so we don't make this page longer than it needs to be.

I was not able to reproduce this on win 7 java 64 bit version 1.7.01-- 22:01, 10 November 2011 (UTC)

Dispenser BUD Switch Bug
Dispensers fire (when powered) everytime you place a redstone within a 7x7 area with the corners cut out. YouTube Video: --
 * Confirm. Only happens when a redstone torch is placed besides the dispenser. Only happens when placing or removing redstone. Also happens with unpowered redstone. Only happens in a distance of 3 around (or above or below) the dispenser. -- 01:29, 11 November 2011 (UTC)


 * So, should I write it to the other bugs? 10:59, 11 November 2011 (UTC)

Gameplay Annoyances

 * a! Sword is very underpowered and almost nobody actually uses it.
 * No, showing off your new diamond sword to other players by blocking is not actually using blocking.

Two possible solutions:
 * Blocking reduces all mob/player damage, taking a heart of damage from s but keeps knockback.
 * Blocking reduces a large amount, but not all (75% maybe) of mob/player damage but removes knockback.
 * a! Repairing is also underpowered, only giving a few percent bonus durability if repaired at the perfect moment.
 * a! Armor has very few uses and decays rapidly (underpowered);  only has 2× the uses of  (while   have ~7× the uses of  ), which can disappear after being attacked continually by 2 mobs in less than 10 seconds.
 * related: Comparison between 1.8
 * Sure this is not an effect of mobs hitting harder? Armor no longer is damaged by 'other' damage sources and therefore my have been reduced in durability, it also protects 100% at any durability level.  So it has become more useful.  And diamond has always been 2x iron. 15:38, 8 November 2011 (UTC)
 * It is likely a side effect, but requiring 3 times as much materials to keep yourself armored is a bit excessive, so I'm inclined to think it is an unintended side-effect (could be wrong however). 15:48, 8 November 2011 (UTC)
 * EDIT - Not seeing this behavior at all, 10 hits in 1.81 wearing iron boots on normal results in damage to armor as shown in example 1.95 iron boots. Appears to be a severe testing error.  All tests I do show 1.95 armor last about 10% longer than 1.81 armor.  16:33, 8 November 2011 (UTC)
 * Here's a video. Feel free to point out the error and I'll retest.


 * a! High-level Enchantments yeild too little perks (underpowered). 30 Experience can, and has translated to Sharpness 2, which can be achieved with as few as 7 experience points. (level 1 enchantment, killing 2 monsters) This is very frustrating, as experience levels are harder to achieve the higher up you get (level 30 enchantment, requiring 3437 experience points that can be collected by killing 685 monsters), meaning weeks of fighting gone to waste. While enchantments are acknowledged to be random, this is an aggravating annoyance. Suggestions are to try to make them more powerful at higher levels, or make higher levels easier to achieve.
 * a Signs aren't stackable. (Reason?)
 * a Empty buckets aren't stackable (but potions were before so it's possible to do?).
 * I believe the reason it's like this is so that when you use the bucket, you visually see the change in the bucket and can use it again thereafter. Making buckets stackable would mean you would just see the empty buckets tick to full buckets in your inventory rather than your hand and vice versa depending on which is being used at the time.  As helpful as it would be to carry tons of lava and water around, it would be super annoying to have to constantly move back and forth on the inventory slots to make use of buckets.

Vines not instant to mine using shears?
Then, why are leaves are instant to mine using shears? They're a much bigger, solid block. And you cannot mine instantly a much smaller block? C ali nou - ×  » 11:26, 11 November 2011 (UTC)

Fire spreads through walls
Can anybody check if is still in the game? -- 16:52, 11 November 2011 (UTC)

From : Here is a demonstration video: http://twitvid.com/DEQFI (keep cool, that was recorded on my crap-top.)
 * I have this error since Notch "nerfed" fire in one update and it keeps setting my roofs on fire. I cannot find anything about this bug here, so we might want to add it. -- 13:10, 19 August 2011 (UTC)
 * This bug only seem to occur when fire is placed to Netherrack. I've tested in 1.5_01 with normal fire and nether fire, nether fire spread through walls, normal fire didnt. -- 07:53, 26 September 2011 (UTC)

ice block lake grid
Single player survival/windows. when walking over an ice lake there is a grid of darker line that can be seen. geneweaver

is the random seed bug from 1.8 removed?
dunno if its only bukkit, but sometimes with the server-restart the server generates a new random seeds for all worlds instead of using the old one. this will create the typical chunk-edges. -- 20:55, 11 November 2011 (UTC)

Repeater-Wire-Block Connectivity Bug and Wire-BlockWithTorchOnTop Connectivity-Display Bug
"   [F] Repeater-Wire-Block Connectivity Bug and Wire-BlockWithTorchOnTop Connectivity-Display Bug The redstone torches don't turn on and off like they should and the automatic wire connection doesn't work. Example: [10] "

Fix to repeaters going short distance into blocks breaks intersection behavior with blocks/pistons as the power target. Old behavior with blocks or pistons with an intersection piece of dust showing was to power all three pistons.

image

Glowstone
-No longer transmits power like other opaque blocks, acts like glass. Please confirm. 03:31, 12 November 2011 (UTC)

-Also glowstone no longer allows pressure plates or minecart tracks to be placed on top. After update, all previously placed tracks and pressure plates have been popped off. 03:36, 12 November 2011 (UTC)

Boats in flowing water
-Boats moving in flowing water now break when they run straight into blocks. Prior to PR6, they would stop or turn.

the invert mouse button seems not to work in 1.9 pre 6
-whenever ive got it activated it doesnt invert what im doing with the mouse.

Doors won't open
Wooden doors won't open?

Shorn
I was just browsing through the wiki, fixing past participles of "shear". I often see "sheared", which is a decent guess if you don't speak English fluently, but the actual participle is "shorn". I just wanted to change it to that, but the page is protected from editing. - 06:55, 20 November 2011 (UTC)