Minecraft Wiki:Issues/Beta 1.9pre5

The fifth pre-release for Beta 1.9 has been recently released by Jeb.

''' Use the Discussion page first before adding any bugs onto this page. ''' Bugs can be confirmed by checking into the discussion page and make sure other people reply to your report and have the same problem. Please specify if the bug is in singleplayer, multiplayer, or both.

= Issues =

Organization
Please ensure that the bug is tested on a 'vanilla', installation of 1.9pre5 with NO MODS installed

Please specify whether the bug was found on SSP, SMP or Creative and if it is repeatable on other modes.

Please mark your issue with one of these issue labels: (listed from highest priority to lowest)


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

Labels for indicating that an issue is restricted to (happens only in):
 * sp = Single-player.
 * mp = Multiplayer.
 * su = Survival mode.
 * cr = Creative mode.

Labels that Jeb uses:
 * f = Bugs that have been fixed in the next update.
 * s = Bugs that will be skipped/ignored for now.
 * u = Bugs that Jeb tested but was unable to reproduce.

To produce these labels, use the following code:  c where c is the code of the label you wish to use. (e.g., a for annoyances, etc.) Bugs are minor if no label type is entered.

Finally, please sign all comments by typing   (three tildes; tilde may be found above on US keyboards).

Redstone & Pistons

 * f If a redstone repeater is powered when the player exits a world, upon reentering the world, the repeater will be stuck on the 'powered' state and must be replaced to fix it. (Jeb said on reddit that he fixed this bug. Please confirm by setting to [F].  Thanks!) Should be fixed, yes /jeb


 * f Quitting to title menu while standing on a pressure plate will activate it forever. It must be rebuilt in order to make it usable again, this goes for items on wooden pressure plates too. [Verified] I *think* this is fixed, because I can't reproduce it, marking it as F so you can help me check next update /jeb


 * f Pistons can be used to generate an infinite supply of sand and gravel blocks. Example:


 * f If you build a Gravel/Sand tower(= 3 blocks) on a Piston (connected to a clock) most of the Gravel/Sand will disappear after a couple of pushes. It's fixed, but instead of disappearing they will plop as item instances /jeb


 * f 1.9pre5 data piston bug.jpg Piston combination that upon cycling crashes the game/server. The block on the piston (here red wool) will vanish, but if the block has data value not in the array of a piston (like red wool), it will create an invalid ghost block. Under some circumstances, this wil cause the game/server crash even when trying to reload the chunk. Requires removal of the ghost block with MCEdit and the likes. —AngrySnailtalk
 * Testing now. —Immutetalk
 * Confirmed. Bug produced using precisely the same setup as depicted in image.  Test log:  Turned the lever on; horizontal piston extended, pushing the red wool to the side.  Turned lever off.  Game immediately switched to the infamous "Saving Chunks" screen and became unresponsive.  Restarted the game and attempted to load the world.  As soon as "loading chunks" was complete, I heard a piston noise, and the game again immediately crashed with "Saving Chunks."  I can vouch both for the validity of this bug and its critical status.  Moving it to the top of the Redstone section.  —Immutetalk
 * Fixed, but the design in the picture doesn't generate a pulse clock, if that was intended. /jeb


 * f In SMP, redstone torches attached to the side of a block in another chunk than the torch itself will sometimes disappear. In cases when the torch's chunk is loaded, but the block's chunk is not, any updates to the torch will destroy it because the game does not see that the torch is attached to anything.  As even the presence of active redstone wire causes the torch to update, this presents a major problem for even fairly simple circuits: most torches straddling a chunk boundary in this way are liable to be destroyed whenever a player enters the area from the direction the torch is attached in.  The details of this bug are better explained and demonstrated in this video:.
 * I thought I marked this as fixed last week? In any case, it should be fixed now. /jeb
 * Yeah, thanks! I couldn't find this on the bug list, actually, otherwise I'd have moved it here.  You must have really scoured this list, Jeb; I have no idea how you spotted it!  Anyway, thanks for clarifying that it's been fixed. —Immutetalk


 * f A trapdoor attached to a block powered by a repeater will not react to the power, rendering repeaters to power trapdoors useless and certain designs harder to or impossible to build. If the same block is powered by redstone pointing at it, the trapdoor works as would be expected when powered. Also fixed doors /jeb


 * !a!s Piston Quasiconnectivity 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.
 * When you fix this bug, please also fix "[A!] Pistons should have the connectivity of repeaters"; otherwise, it will be very difficult to power walls of pistons.
 * This may be an 'unintentional-feature' as Jeb has acknowledged this happening before, but also acknowledging that there are many players using this to their advantage
 * Yes I'm not trying to fix this right now because it's a part of certain piston designs /jeb
 * Would you still consider fixing at least one of the [A!] issues below? Thank you very much
 * If only you had had that attitude towards the beloved minecart booster glitch. :P I'm still very much in favor of removing this piston bug, however, (unlike the booster glitch) as it makes building anything with pistons very difficult, since it's so hard to keep all of the odd interactions straight in your head. Besides, if there's a time to make a change like this, it's now.  Furthermore, if you're concerned about breaking certain circuits, you should know that anything currently done with this bug can easily be done without.  For example here is a recently-posted video showing how to make a piston-based block update detector without this glitch.  Finally, I understand the desire to maintain backwards compatibility, but it's not like we have a multibillion dollar industry at hand that relies extensively on legacy redstone circuitry to keep itself running. :D It's your decision, of course, but I respectfully entreat you to reconsider.  Thanks!  :)


 * a! Please change pistons to have the connectivity of repeaters; a wire running past a piston (i.e., touching, but not leading directly into the piston) would now provide power to the piston, just as it already provides power to a repeater.
 * You need to place wire on a block that is touching the piston. This is how redstone circuitry works. The powered wire on the block powers the piston from the powered block.
 * I know how redstone works; I was requesting a modification, one that has been repeatedly asked for. I realize now that this wasn't clear from my original phrasing. The reason this modification is needed is that if the currently-[S] piston bug is ever fixed, it will be impossible to power a wall of pistons without the modification I propose here. This modification will furthermore allow existing piston walls that take advantage of the piston bug (I'll post a picture of one later) to still function after the bug is fixed. —Immutetalk (Also, before you label this a feature request, know that implementing it involves simply changing a few lines of code; probably less effor than tracking down some of the more nefarious bugs here. It's a change, not an addition.)


 * a! Request: A piston placed on top of redstone dust should be able to receive power from that dust. Rationale: It is currently very difficult to power a large (say, 8 x 8) piston floor. (In contrast, large piston ceilings can be wired trivially.) Possible refinement to ensure minimal disruption to existing circuits: new rule applies only to upwards-facing pistons.
 * Not how redstone logic works. If you want to make a piston floor, you use the trick with torches powering blocks and the block powering the piston.
 * Again, this is a request, not evidence of a lack of understanding. What you describe is neither a "trick" (it's a fundamental property of redstone...) nor a scalable solution to the problem I was trying to get at. Try hooking up a lever to an 8 x 8 piston ceiling. This is really simple to do: place a layer of blocks on top of the pistons, and a redstone wire mesh connected to the lever on top of the blocks. Now try doing the same with an 8x8 piston floor (with the requirement that all of the pistons extend at the same time and contract at the same time). Not so easy, is it? You have to use a ridiculously complicated torch-tree or something of the sort. —Immutetalk


 * a! Very frequent request: A retracted sticky piston that is being pulled backwards (where "forwards" means "the direction the piston head points") should also pull back the block in front of it, with the restriction that the number of blocks pulled back by a retracting sticky piston shall not exceed 12. This feature was implemented in the last version of the original piston mod after heavy lobbying by the community, and there is no good reason it should not be implemented now.  Under the current system, retracting n sticky pistons takes O(n2) time and O(n3) circuit size.  Under the proposed system, both circuit- and time-complexity would be O(n).
 * Interesting but still feature request Dctrjons 17:22, 8 November 2011 (UTC)
 * Yeah; that's why I marked it as an annoyance rather than a bug. :) According to the instructions above, [?] is for bug reports that the community can't reproduce, that are unintelligible, or that require more information. —Immutetalk


 * ! Failure to Update on Repeater Destruction Bug A strange redstone bug used to create powered redstone without a redstone torch. Best explained by a voiceless video here
 * Explanation in words: I believe this can be reduced to the following principle:  If a repeater is powering some wire, and that repeater is removed (by the player, at least), the wire will remain powered.  —Immutetalk


 * ! 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:  —jangxx
 * Refiling as [!], since it is an actual bug; moreover it is most certainly major. I was about to post a subset of these myself, actually!  Good work, Jangxx! :)  —Immutetalk
 * I'll add that these are actually two separate bugs; the first (the Repeater-Wire-Block Connectivity Bug; I've taken the liberty of naming these and other major bugs so we can refer to them more easily) manifests itself in the difference between the first and second circuits in the image (from the left), and the second (the Wire-BlockWithTorchOnTop Connectivity-Display Bug; the names do need to remain unique into the future, you know, so they can get ugly...) can be seen in the difference between the third and the fourth circuits. There was a discussion about this bug on the forums recently which may contain information useful to Jeb. Please disregard the gibberish title and OP of that thread; the useful content can be found in the responses, particularly Simnik's post #10, which illustrates some fundamental and severe issues with the way that redstone wire connectivity works.  —Immutetalk


 * x By powering a piston in such a way that it transmits power to a piston below it, you can create a block that has every side's texture as the front of the piston. This bug has been around since the release of pistons in both singleplayer and multiplayer. The block's ID is that of whichever kind of piston produced it. It persists through physics updates, redstone updates, logouts, server stops, etc. It is visible on other clients. It could actually be used to make some unique structures, so maybe it shouldn't even be rectified. I made a video for this on my 1.7.3 Bukkit server, but have reproduced it in both 1.9pre5 singleplayer and multiplayer. A few more details in the video description: . —Cholo71796 23:57, 8 November 2011 (UTC)
 * Yeah, I think the appearance of the piston-head block is quite cool. Unfortunately, this bug does render certain piston creations unusable.  Therefore, I think it should be fixed.  Perhaps if Jeb has a few extra minutes, he could add another block with that texture.  Jeb, if you're reading this, though, please add sandstone stairs before adding that other block! :P  —Immutetalk


 * x In SMP, by powering normal piston or sticky piston, the front texture is both the powered and unpowered piston. This happen about 4 seconds after it has been powered. See the image for a better understanding: . —mooviies 00:35, 9 November 2011 (UTC)
 * Confirmed. I tried in all orientations, same effect.  Only happens in SMP.  I've also seen unpowered pistons stuck in this situation, but I've never seen discrete steps on how to make them do this.  To get them out of this state when they are stuck, you can either destroy them, or use another sticky piston on them, which leads me to believe they are technically unpowered. --Inertia 03:46, 9 November 2011 (UTC)


 * a Pistons cannot push leaves without destroying them. Sticky pistons can't pull leaves, but don't destroy them either.

Blocks and Items

 * f If you make a stone 6x6 square, break the corner blocks, and then try to put a block inside the square, the block dissapears and the block under it also dissapears.
 * f When a water block is placed with empty space underneath, a column of source block is created under the water block. (Maybe an intended feature? Might help keep oceans from having random holes where land used to be.)
 * f Arrows do not get stuck in lilly-pads. Lily pads are walk-able now /jeb
 * f Enchantment Tables break with a single punch and are destroyed permanently, although they can be mined with a pickaxe.
 * f Save and Quit while water and/or lava is flowing downwards from a high source block can lead to weird freezes in state upon reloading the world (suspended blocks of fluid).
 * f Eyes of Ender will sometimes go to areas without an End Portal. An example seed for 1.9pre4 which suffers from this bug: 1883114686416083372. No seed which reproduces the bug has been found for 1.9pre5. This seed will reproduce the bug on 1.9pre5: -7521364253261532640
 * f Placing a redstone repeater to the side of a jukebox causes a lighting bug on the repeater.
 * f When placing a halfblock of sandstone, and another one under it, then another one over all of them, the blocks combine into 1 sandstone block at the bottom.
 * this happens with every type of slab, has it been fixed for all of them? -Id imagine so. All slabs work the same, the only thing that changes is the appearance via damage modifier
 * f Fence Gates have their collision boxes as the entire cube.
 * fs Glass pane don't connect to slabs, stairs and (wooden?) doors: Fixed the problem with double-slabs, but otherwise they attach as intended /jeb ***make them only attach to the backside of stairblocks ?
 * i believe this also happens with iron bars if it didnt get fixed along with the panes
 * f Can place redstone on chests.
 * f This bug has always existed. There is a shadow around glowstone blocks.  There should be none since its supposed to emit light from all directions.
 * f When you break a piece of birch wood you get a normal piece of wood instead of birch (This happens to me i don't know about anybody else).
 * f Fences attach to Chests.
 * f When growing underground tree farms, trees become wooden poles with invisible, glitchy leaves. Leaves do not appear until new torches are placed nearby.
 * If anyone else can confirm this I would appreciate it.--CapnDuckface 01:31, 4 November 2011 (UTC)
 * I can totally confirm this, major annoyance of mine since quite some time. Glitchy leaves also means that you sometimes bounce back and forth against invisible blocks. Siebren 07:49, 4 November 2011 (UTC)
 * TheOtherRetard confirms this too. I noticed it when working on a treefarm in SMP. My solution was to dis/reconnect, so I'm thinking this is clientside. I don't know about it in SSP. --TheOtherRetard 17:55, 7 November 2011 (UTC)


 * s It is possible for a lily-pad to spawn underground and on flowing water. Example:
 * s Flowers can spawn upon sand blocks but cannot be placed upon sand blocks by the player.(Only seen with yellow flowers)
 * s Snow Golems still attack mobs in creative mode in which are neutral.
 * s Dirt blocks that are irrigated shimmer blue on the side when viewed from underwater. Also the water-side of submerged glass blocks.
 * us Tall grass can be generated on dirt and gravel in NPC villages.
 * I can confirm this. As it has happened many times in singleplayer AND SMP for me
 * Could you please provide a seed then?
 * Seed = 'metallurgist' = -699330203
 * Coordinates = {x,z} = {-157,730} in a large crater (not village but same result)
 * u Spruce or Pine, when converted into sticks, sometimes cannot be made into tools. This bug is absent with Oak and Birch.
 * u Some signs won't move from a chest to a inventory with shift+click.
 * u ? Enchantment tables aren't affected by bookcases. Not enough information /jeb
 * On SMP placing lots of bookshelves near the enchantment table and trying to enchant something still only result in level 5-7 enchantments just as if there were no bookshelves. I believe the enchantment levels are supposed to raise.
 * Unable to recreate. Please ensure you have nothing between the bookshelves and the enchantment table, this includes any torches.--Inertia 22:59, 8 November 2011 (UTC)
 * ! Minecarts with furnaces can't push minecarts on east/west tracks. This is really annoying after you just dug a 3x3x1k east/west tunnel. Powered minecarts DO work on north/south tracks. Most likely due to collision checks being 1 directional. A user on Reddit fixed it with only a few lines of code.
 * ! Boats break far too easily, especially in SMP. It is common for a boat to break simply by trying to get out of it.
 * ! Whenever chunks are reloaded, animals next to fences can load before the fence, escaping their pens. This may be due to the new fence hitbox.  Since mobs can now be on the same block as the fence post, when the chuck is reloaded, it can be in, on, or outside.  A solution to this could be to record an animal's placement as the nearest block without a fence on it on their side of the fence.
 * s Destroying the block behind a painting will leave the painting floating in the air for a couple of seconds. It's because the painting is an entity that doesn't react on block changes, so it wont pop off until its tick method is run. It's like this for performance reasons. /jeb
 * f Cobblestone stairs drop a piece of cobblestone instead of the stairs.
 * f Stone Brick Stairs drop a piece of stone bricks instead of the stairs.
 * f Brick Stairs drop a piece of bricks instead of the stairs.
 * f Wooden Stairs drop a wooden plank instead of the stairs.
 * ? Boats drop wooden planks and sticks instead of a boat.
 * Design as far as I understand. Dctrjons 02:17, 9 November 2011 (UTC)


 * undefined When using the "Pick Block" function (middle click), it does not differentiate between different blocks with the same ID (such as different colors of wool, different types of slabs, leaves, saplings, stone brick, wood, and tall grass)
 * undefined Also, when using the "Pick Block" function, it does not detect items which can be placed to make blocks (Sugar cane, cake, redstone repeaters, brewing stands, doors, signs, beds, and cauldrons)
 * undefined Glass blocks do not displace loose blocks underwater. What does this mean? /jeb
 * When placing a glass block on a dropped item or item stack it encases the item (the item occupied the same space as the block) instead of being moved to the side. Leaves exhibit the same behavior.
 * Technically speaking, all "transparent" blocks do not move "entities" out when placed over them. Maybe it's time to change the whole opaque/transparent block behavior concept?
 * undefined Creative mode inventory missing items :
 * f Blocks from mods, Items from mods do
 * f 18:1 Spruce Tree's Leaves
 * f 18:2 Birch Tree's Leaves
 * x 18:3 Spruce Tree's Colored Leaves This is not a real block /jeb
 * Same thing as the 44:6 slab, here's a screenshot of that block.
 * s 31:0 Dead Bush placeable on dirt and grass Not adding because it's confusing to have two identical-looking blocks that does different things. Maybe for a later update /jeb
 * f 31:1 Tall grass
 * f 31:2 Fern
 * x 44:6 Alternate Stone Slab (ID 44:6) Not sure what this is /jeb
 * Notice to Jeb: i have posted a screenshot of the alternate stone slab (44:6) and double slab (43:6) on the left, and the normal ones on the right. as the alternate double slab provides an alternate appearance, it would be useful to have for aesthetic purposes. please reassess and change back to [s] or fix. --Gravemind2401 05:47, 8 November 2011 (UTC)
 * s 52:* (Working) Mobs Spawners Would require a new GUI /jeb
 * x 60 Farmland
 * x 78 Snow Plate
 * s 90 Portal Technical block
 * s 97:0 Silverfish Stone Technical block
 * s 97:1 Silverfish Cobblestone Technical block
 * s 97:2 Silverfish Stone Brick Technical block
 * s 99 Huge Red Mushroom Placement not properly implemented
 * s 100 Huge Brown Mushroom Placement not properly implemented
 * f 111 Lily Pad
 * s 119 End Portal Technical block
 * s 120 End Portal Frame Not intended to be placeable
 * However, these blocks are breakable in Creative Mode, and making them placeable in Creative Mode would allow portals to be reconstructed if accidentally broken, and would facilitate travel to The End in Creative Mode.
 * s 263:1 Charcoal Would only litter the GUI
 * f Creative mode inventory unneeded items :
 * f 83 Sugar Cane Block - There's the "Sugar Canes" item (338) for that
 * f 92 Cake Block - There's the "Cake" item (354) for that
 * undefined Dead bushes don't get placed in creative mode. I don't understand what this means /jeb
 * undefined Lily pads can now be placed by right clicking on the side of a block 1 space above water, though when placed on vines using this method, the vines disappear. Same happens with mushrooms, though they are just broken. May also work with other blocks, haven't tested this yet Thanks for the info, but what is the bug? =)
 * undefined Cant place a torch on the back of a stair block
 * undefined Very rare, but I have had tall grass generate on water rather than grass. (I don't have a copy of a seed for this, though)
 * f The side grass texture still uses the old dirt texture.
 * undefined Placing blocks on glass and iron bars result in many illegal decorations - tinyurl.com/3s44hx7
 * undefined Some items are not mined fast/slow with the correct tool. These items are:
 * s Wooden slabs are mined with a pickaxe, that's not right! Old bug that is (unfortunately) difficult to fix, so I'm skipping it for now. /jeb
 * A fix to this will be to create a seperate item for wooden slabs, because it's under the damage value of STONE slabs which are mined with a pickaxe.
 * f Fences should be mined faster with an axe
 * f Wooden stairs should be mined faster with an axe
 * f Wooden doors should be mined faster with an axe
 * f Trapdoors should be mined faster with an axe
 * f Ladders should be mined faster with an axe
 * f Crafting tables should be mined faster with an axe
 * f Redstone ore should be mined faster with better pickaxes
 * f Soul sand should be mined faster with a shovel
 * f Fence Gates should be mined faster with an axe
 * f Wooden pressure plates should be mined faster with an axe
 * f Mycelium covered dirt should be mined faster with a shovel
 * f Note Blocks should be mined faster with an axe.
 * f Jukeboxes should be mined faster with an axe.
 * s When breaking melon blocks that are player made you do not get back the 9 melon slices that made it. SSP tested. It's intentional /jeb


 * ! Mushroom Block over Bed Repeated Death Bug When waking up in a bed in with a roof made of giant mushroom blocks, if you wake up standing on the bed, your head will be fully inside the mushroom blocks, and you will begin to suffocate, creating a death loop until the mushroom block is broken. (Does not occur with other blocks; instead you are stuck on top of the bed and can only walk to the sides)
 * ! Silk Touch TNT Duplication Bug TNT blocks broken with a Silk Touch pickaxe yield two TNT blocks instead of one, allowing for infinite TNT collection. Found on SSP.
 * x If you plant a second nether wart in the same vertical column as another nether wart it will behave as if it would be in the overworld (doesn´t grow and turns back into an item after a short time)
 * undefined TNT does not launch the player in Creative mode. [You can fly. Why would that matter?] - It would matter in the case that someone wants to make a TNT transport cannon in creative, where he doesn't take damage and has infinite materials, to later be ported to survival.
 * undefined You can run while in bed. SSP Only. (Multiplayer pops out the chat box, disallowing you to run.)
 * undefined wooden slabs, and wooden double-slabs, do not burn.
 * a Tall grass isn't "centered" when placed on a block after harvesting with shears. Plainly obvious, has a noticeable overhang when placed on the edge of a higher block.
 * I would call this a feature, The grass repetition pattern would be an eyesore if they all centered. Either way, the placement is as designed; randomly generated based on x/y/z of block, so not really a bug.  Dctrjons 14:12, 8 November 2011 (UTC)
 * a If a nether portal is placed by the user, it disappears when any adjacent block is changed. This includes placing a second portal block, in which case they will both disappear (After doing a rotation snap if necessary). The portal blocks are obtained using the /give command on SMP. Portal blocks need to be next to a obsidian block in order not to disappear. Otherwise it'll realize that it can't exist there and disappear.
 * Even when placing within an obsidian frame they still disappear. perhaps allowing user-placed portals? (similar to the flag for user-places leaves) --Gravemind2401 01:59, 4 November 2011 (UTC)
 * a While standing in a ladder's block, the ladder tends to be highlighted, making placing and breaking blocks difficult.
 * a If you place soul sand in the ground and have another block 2 spaces above it and you keep walking back and forth underneath you will go through the soul sand.
 * a If you are in bed, you can press shift, and you will be able to see your body, and move your head.
 * ? Chests connect with each other when placed three in a row, with a graphical overlap. When opened, they show the inventory of 2 like normal. How do you place three next to each other? /jeb(@/jeb,placing water first can let you place blocks where they are not allowed-jgchubbyred)@jgchubbyred This was fixed ages ago, presumably you're using an old world from when the water-chest bug wasn't fixed /Ningamer
 * a When shearing vines, the items dropped retain their data values (reflecting which surface they were on when sheared). Further vines in that stack in inventory also have the same data value as the first in the stack.  This causes issues with plugins that don't understand that all data values for item id 106 are vines (most other blocks use data values to distinguish different blocks).  Vines should revert to data value 0 when in inventory.
 * x Even though they're legitimately obtainable (by Silk Touch, presumably —Immutetalk), Silverfish Blocks and Double Slabs don't have a name.
 * x Ice blocks mined with a Silk Touch pickaxe leave behind water as well as the dropped ice block. (SSP)
 * x Silk Touch Enchantment doesn't recognize Blocks damage. For example, destroying double slabs of any type will always result in a double stone slab block.
 * ? The Fortune enchantment does not work on redstone, glowstone, snow, or clay, though it does work on other multi-drop blocks like Lapis Lazuli and melons.
 * ? With the Silk Touch enchantment it's possible to collect Leaves (I'm not sure if this is a bug).
 * aIn creative mode, putting water in a cauldron from a bucket empties the bucket. Whereas placing water from a bucket normally keeps it infinite.
 * x When you have a glass block and a chest opposite of eachother and separated by an airblock, it is possible to place stairs on the chest by trying to place them on the glass (while standing in the airblock).
 * x Birch and pine saplings won't grow if placed near a wall or other solid obstacle (oak saplings will grow).
 * Somewhat needless clarification: ... when placed next to a single block high obstacle, where the obstacle would/should not be interfering with branch or leaf spawning.


 * a Pressure plates on fence post (as in NPC village-"tables") are activated even when touching them on the side. This generates annoying clicking sounds when players or mobs are walking around in these houses. (Does not appear in multiplayer currently as pressure plate sounds don't work there).
 * This is actually really useful. These pressure plates detect entities just like any other pressure plate, which, again, is really useful.  Perhaps removing the sound is justified, but removing the ability to detect, or adding a collision mask to the plates, is certainly not.  Please don't do those things, as you will have broken several really cool inventions.  Thanks!  —Immutetalk
 * x If a tile is covered in snow and has a wall next to it, placing a torch on the tile will transfer the torch to the side of the wall (but still destroy the snow).

Crashing
This can commonly be fixed by using the below line in a file ending in .bat or .batch. This works with 64-bit OS machines: "%ProgramFiles(x86)%\Java\jre6\bin\java.exe" -Xmx256m -Xms128m -cp Minecraft.exe net.minecraft.LauncherFrame And this works for 32-bit OS machines: java -Xmx256m -Xms128m -cp Minecraft.exe net.minecraft.LauncherFrame
 * !! Maximizing the window and moving it to another monitor before pressing 'E' or right clicking an interface after starting the game will result in the game crashing with the "Saving Chunks" screen upon pressing 'E' or right clicking any interface in Mac OS X.
 * !! After playing for a few hours an error will occur causing the "Saving Chunks/Out of Memory" error. This often happens while running 32-bit Java on a 64-bit OS. But since 1.9-pre5, it doesn't happen that often anymore.
 * !! Game (clients and ?servers?) cannot tell when it is in distress / running out of memory / processing due to an entity (Mobs or blocks on the ground) overload. Propose that when memory/processing usage is approaching critical levels, the game should take much more aggressive management of entity removal.  This can be achieved in vanilla ssp/?smp? through standing next to a mob spawner dropping mobs into a trap outside the check range but mobs remain inside the "mob reborn" range (this may have been a bug of the above memory leak, the game crashed and I was not able to restart it).  This can be achieved artificially with MCEdit with a 2x2 chunk room 10-20 blocks high and replacing the air with torches or similar.  Entity overload on SMP creative through the use of scripts mass-dropping blocks (before the ability compress blocks into a single unit) is/was a well known and often abused griefing tactic.
 * !! Placing a chest beside a Brewing stand in 1.9pre5 multiplayer will cause it to look like it is not there (transparent), right-clicking on it causes the game to crash. You can still break it without Minecraft crashing. After logging back on the chest will work properly.
 * !! Hitting Alt + F11 causes a crash and a error report to download to your desktop.
 * !! Placing a chest, then removing it, and then placing a sign or enhancement table on that place will crash the client. Tested on CMP
 * !! In the Nether on Survival the game randomly shows the "Saving Chunks" error and crashes
 * !! When you destroy a Monster spawner in SMP in creative OR someone else destroys it in creative or survival the flames don't disappear. If you put a chest where the flames are, it will create a transparent block with a tiny mob spinning inside it. If you right-click the block, your game will crash
 * !! Placing an enchantment table, destroying it and placing a chest on its place will result in a glitched flying book which crashes your game when right clicked. (creative multiplayer only)
 * ? Some users report F11 causing a black-screen crash. I have experienced this before usually fixed with pressing F11 fullscreen glitch possibly happens when in game full screen when to tab out users press F11 this can be avoided by alt + tab to tab out like that - alizter1234
 * Yes this happens to me as well. If I wait too long to switch to fullscreen after loading a world (like more than a few minutes) and then hit F11, it will open a maximized screen that is just black. Alt+tabbing out of it causes minecraft to go out of fullscreen again, but the screen is still just black, and there is no choice but to close it.
 * Same here. If I don't press F11 for full screen straight away then doing it after a few minutes results in a full screen of black. Closing the game is the only way out.
 * !! If the game is interrupted by a computer crash unrelated to Minecraft (such as another program running in the background) or a power failure, then the Minecraft .dat file in the saves folder may be corrupted and the world lost. Propose an auto-backup save system similar to that used by MS Office applications. (New save renames the previous save to a backup)
 * Better than backups would be an atomic save format, perhaps using a journal: http://en.wikipedia.org/wiki/Journaling_file_system

Files

 * f On servers if the ops.txt file is missing the message generated states "Failed to load ip ban list" obviously copied from banned-ips.txt message and not modified.
 * f After loading a world and quitting to the main menu, some region files remain being opened and locked by the region cache manager. Altering these region files requires the game to be fully shut down first, which makes external edits cumbersome.
 * s Saved worlds show up as 0.0 MB. Updating at startup is too slow, and fixing it ingame is too much work... I'm hiding the field instead. /lazy-jeb
 * ! Sometimes after dying on a hardcore world Minecraft fails to delete files and after starting a new world with same name you may find old chunks.

Gameplay

 * f Efficiency enchanted picks (tested with Efficiency 4 diamond pick) have little effect on reducing Obsidian mine time. Not sure if intended. Eff. IV should take 40% of mining time - 0.6 x 15s = 9s to mine obsidian.  Not tested..
 * undefined It's not only about obsidian, stone bricks are not affected with efficiensy either. Tested with Diamond pickaxe eff III.
 * ! Occasionally, held items simply disappear never to return. found on SMP, may not be just held items. This is because of the client thinking you still have the item, but the server doesn't think you have the item. To fix this, reconnect or open a container.
 * Test case? I understand it may be hard to come up with one, though...
 * ! Sometimes player will sink through floor; after death problem still occurs.
 * Elaborate please. Otherwise, [?]
 * f Strongholds can be generated without an End Portal. (Sample seed: -7521364253261532640)
 * ! Entities can gather up damage from lava in the nether to have it all expelled onto them upon touching dry land (even those entities who are immune to lava damage can amount insane amounts of damage just by taking a lava bath for a few seconds).
 * ! If you put a sapling in a 3 x 1 hole and add bonemeal to it, if a small tree grow, it will make you enter the leaves and you can have an X-ray vision if you look at the wood.
 * Probably designed this way as opposed to applying the suffocation effect. To me it makes enough sense that forcing a tree to grow while sanding close = possible suffocation damage.  It's easy enough to get out of.  Maybe this needs to change to the same effect as sand or gravel.  Dctrjons 14:26, 8 November 2011 (UTC)
 * !a! Game will sometimes stop receiving events from the mouse and keyboard, leaving the player doing what he/she was doing. (A player walking forward will stay walking forward, unable to change this, not even by pressing escape.)  The only way to get the controls unstuck is to cause the game to lose focus (e.g., by clicking on another window, etc.).  When you return to the game, it will be on the pause screen, as expected, and the controls will work again.  To my knowledge, this is an LWJGL problem, and you can fix it by updating the old LWJGL binaries shipped with the game to their latest versions. This problem isn't fixed by LWJGL update on 64 bit Linux.
 * a! A lot of clicks are necessary to find an specific enchantment level in the enchantment table once there are a lot of books around it.
 * It is notable, this annoyance is the same basic issue with painting's random placement
 * Would be better if the enchantment levels are binomial distributed around the players level, but still capped by the amount of bookshelves.
 * Respectfully disagree; think it would be better if the levels were normally distributed around a number determined by the bookshelf count. Furthermore, the standard deviation of the distribution should vary, say, with the square root of the number of bookshelves. Players often wish to enchant multiple items at once with similar enchantment levels; the other proposed scheme makes this nigh impossible.  Players should use machinery to adjust mean enchantment level, if they wish.  Also, it would be really awesome if the table presented 5 spells at a time instead of 3.  Thanks!  —immute
 * f Block Placement Speed vs Walking Speed: Try walking backwards (or forwards) while placing redstone wire or rail on the ground in a straight line (by holding down right-click). It doesn't work, does it? The rate of block placement is slightly too slow. In my tests, I get segments of 3 placed blocks spaced 1 m apart. Every time I lay down minecart tracks, I am forced to keep backtracking to fill in empty spots or hammer on my MacBook's touch pad, both of which become frustrating fast. The same problem applies to block destruction in creative mode.
 * The fix to this usability issue is very simple: simply change the value of a single constant in the code base... —Immutetalk
 * After some research into the MCP-deobfuscated, source, I am now of the belief that this single constant is actually the tick rate itself, since the keyboard and mouse listening occurs in net.minecraft.client.Minecraft.doTick. While it is feasible to entertain speeding up the tick rate slightly (I certainly think this should be investigated, since if it causes no problems, it would be a fantastically simple solution to this irritating usability issue), I appreciate that this may not be a viable option. (Note: Before you say "But Immute, changing the tick rate will modify the behavior of my circuit," think carefully. The only thing that will change about your circuit is its frequency, unless it is really big and demands an amount of block updates per-tick that the old rate can just barely handle but the new rate cannot, in which case, I'd argue that the behavior of your circuit is already borderline undefined, as its behavior will vary from computer to computer.) —Immutetalk
 * Another choice would be to decrease the walking speed while right-click is held down, but only if the player is not sprinting. By my estimates, the speed should be reduced to 3/4 its normal value. The more I think about this solution, the more I find it to be elegant. While placing blocks, the player cannot exceed in his/her average speed this value anyways. The current practice of backtracking to fill in gaps takes longer than this second alternative, since backtracking requires additional time for changing directions. —Immutetalk
 * s Being suffocated by blocks (i.e. dig down 3 blocks and place 2 sand blocks above you) while in 3rd person will cause the camera to revert back to 1st person. This is due to a anti-exploit, preventing people to see thriugh walls by correctly adjusting their camera. Not a bug /jeb
 * undefined Exploring previously-unexplored deserts in SMP causes the player to run into invisible cacti, which cause damage and stuttering movement. Disconnecting and reconnecting or leaving the area and returning makes them visible.
 * f If you block then click while aiming at a block, then release block, the sword you are holding swings once.
 * undefined If you exit the game (or the game crashes) while in a boat you will start next time on the sea bed with the boat zooming away from you. (SSP. can anyone confirm on SMP?)
 * undefined If you exit the game (or the game crashes) while in a minecart you will start next time buried up to the waist in the ground. If there's lava one block down you'll burn (SSP. can anyone confirm on SMP?)
 * undefined If the game exits though running out of memory or other forced exit while the player is in a minecart, often the minecart will be duplicated on re-start (SSP. can anyone confirm on SMP?)
 * f Impossible to create a world using the seed "0". It will just take a random seed, as if it was not specified. However, we can generate a world using the seed "0" with the server (level-seed=0). 0 is supposed to be identified as "no seed," so I changed the server behavior. / jeb
 * undefined In single-player, leaving an area causes the game to "spike" for up to several seconds, but not when re-entering it. Significant stuttering of sound also occurs. This may be exclusive to the area the user's bed is in. Note: Removing bed does not appear to fix the problem.
 * undefined 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".
 * undefined Similar to the entry above. Minecarts can accumulate damage via high falls.  This damage is expelled onto the entity if the minecart touches a block that doesn't have a track on it (IE cart falls through a 24+ block drop before reaching the player; player hops in and takes a ride; ride leads to a deadend rail and cart skids off the last track; player dies).
 * undefined Sometimes when standing near a repeater you will fall through one level of blocks. (And will sink into the floor up to your waist). Seems to happen more when the ceiling is only 2 blocks high.
 * f The client can place and break blocks 1 block further than the server thinks it can; blocks destroyed this way may reappear. This can be an annoyance for players. The extended reach is usable horizontally but not vertically.
 * undefined Water on top of fence posts can cause entities to hop in place if they move in any direction against a wall 1 block or more higher. This does not happen at all at the .5 minimal height for collision next to water on a fence post.
 * undefined When entering The End, it is possible that you will spawn off the generated blocks and be placed on a 5x5 block of obsidian. If played on a mode other than creative, it would be difficult to make a path to the rest of the map. (gravel/sand?)
 * undefined When playing on multiplayer, a slight lag causes thrown eggs to disappear. Sometimes a phantom egg is placed back in the inventory, also.
 * undefineda You can't hold down the left mouse button to continuously attack any more.
 * I prefer this behavior. Dctrjons 15:32, 8 November 2011 (UTC)
 * People with carpal tunnel don't, not to mention you've been able to do it since Indev, so a lot of people are used to being able to hold down on it. This bug was introduced at the same time as the bug where you couldn't hold down the right mouse button to place blocks, and that got fixed, so I wanted to bring this to Jeb's attention, in case he wasn't aware of it. Jeffrey6978 19:35, 8 November 2011 (UTC)
 * This is not a forum for medical issues, if someone has serious CT then there are medical and hardware related solutions that they can take upon themselves to treat their condition, therefore this should not be a criteria for gameplay changes. There's nothing wrong with bringing up the change, let's just keep the criteria a little more standardized.Dctrjons 02:42, 9 November 2011 (UTC)
 * undefineda You can't hold down the left mouse button to break a minecart without a sword any more.
 * f Sugar and Eye of Ender are rendered incorrectly as a tool in 3rd person mode.
 * f Torches cannot be placed on half blocks. As stated earlier, torches can now be placed on full-block halfsteps, but not half ones. /jeb
 * undefined In SMP, the server won't load the End or Nether; therefore making both worlds not generate (the End is just the 5x5 obsidian platform you spawn on).
 * You must dig up from the obsidian you spawn on, you only have to go up 5 blocks.
 * undefined Noteblocks can only be powered in 3 ways, 2 of which is bugged: Direct wire, Torch underneath, and a direct repeater.
 * Firstly, Destroying the torch under the noteblock does not turn off the noteblock. Lastly, The repeater functions backwards, it causes the noteblock to play when unpowered (Sending power does not make a sound, but removing it does)
 * X When you're in a snow Biome in Beta 1.9 pre5, if you make a fountain of Water and wait for it to freeze, you can take it with a Bucket, and the next flowing water will turn into Ice.
 * ? Armor has very few uses and decays rapidly; diamond armor only has 2x the use of iron, which can disappear after being attacked continually by 2 mobs in less than 10 seconds. 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.Dctrjons 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).DarkWolff 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. Dctrjons 16:33, 8 November 2011 (UTC)
 * Here's a video. Feel free to point out the error and I'll retest. Check out the youtube video with ID "0PhyqZE_5YI" (can't post the video without embedding it, and don't want to clutter the page more than we have).


 * f In creative mode, the player often encounters items on the ground. The current behavior of the game is to add these items to the player's inventory, which eventually results in a full inventory that the player cannot empty.  Furthermore, this behavior breaks the "one item in each inventory spot" abstraction that is a core part of creative mode.
 * a Breaking a door by left clicking the upper portion, a bed by left clicking the half containing the head of the bed, or an extended piston by left clicking the extended wood part instead of the stone base all drop items in creative mode, while breaking any of the previously mentioned blocks by their other "half" correctly drop nothing.
 * f In creative mode, players should be able to fire a bow regardless of the number of arrows they have in their inventory.
 * f In creative mode boats are not infinite forcing you to refill your item bar after placing one.
 * s Unable to put armour on using creative. I would have to create a new GUI for this, but there is not enough time. /jeb
 * f Coal Ore, Redstone Ore, Glowing Redstone Ore, and Lapis Lazuli Ore, all obtainable with Silk Touch, are not smeltable. They are not really intended to be smeltable, but rather placeable for creative purposes... but I've added the recipes anyway for consistency. /jeb
 * To this, I would add that Silk Touch, applied to Glowing Redstone Ore, should yield Redstone Ore, not Glowing Redstone Ore. —immute
 * f Cannot use scroll wheel in the mouse to scroll on the world selection screen.
 * a Damaged Weapons/Tools cannot be swapped in the inventory for the undamaged ones directly. (Craft new item and replace the almost broken one of the same type you have in one inventory slot. The items should to be swapped the same way they are swapped when you try to place "Axe" on a "broken Shovel".
 * More accurately, tools of like types cannot be click-swapped. This has always been the case and would assume that because of this, is not easy to fix.  Assume something to do with IDs. Dctrjons 16:41, 8 November 2011 (UTC)


 * a If in creative mode, and save and quit to tiltle is pressed, when you open your world again your inventory changes to default. But only empty spaces. EX: If you only have Stone Bricks in your hot bar, and you save then re-enter your world, You'll still have the bricks, but also Stone, wood, torches, leaves etc.
 * a? Double tapping shift while walking will cause the FOV to muck up
 * This happens while double tapping space as well Cool12309(Talk 23:00, 7 November 2011 (UTC)
 * A more annoying version of this gltich, can sometimes happen if W is spamed.
 * Honestly, can't tell if these are joke posts. All speed increases are accompanied by a FOV increase visual cue. I don't see any bugs here. Dctrjons 15:48, 8 November 2011 (UTC)
 * a Trees sometimes grow in ravines
 * a Docking into Soul Sand at boat crashing speeds while on a boat will result in the player taking fall damage.
 * a Signs aren't stackable. (Reason?)
 * Best guess I can come up with is that their are two different signs in the game. The wall sign and the floor sign.  Odds are, the old code had them split apart due to sloppiness and they just left signs as a single unit even after they overcame the sloppy code since they had been that way already for ages.  A lot of us wouldn't mind the change to stackable at this point though ;)
 * 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.
 * a Soup isn't stackable (same as above). (Could be a balance issue, but the stack size could be made smaller.)
 * Balance or mistake. Being able to stack cooked meat to 64 but not soup seems like an oversight. I think the stacks are too large, which would make this a suggestion...or if that's the way it is going to stay then a bugfix request for soup stacking. Dctrjons 15:53, 8 November 2011 (UTC)
 * ? Ender Pearls can't be thrown in creative mode.
 * ? Endermen will attack you in Creative mode if they bump into a wall and you are near them.
 * ? Sugar Cane seems to grow at a reduced rate.
 * Subjective but they grow plenty in a game day for me. Dctrjons 15:53, 8 November 2011 (UTC)
 * ? When logging on with a random username and password you can play Minecraft Singleplayer for free. (offline) -- True, but you must have offline (.minecraft) files, then you can log in with a random username. While an offline server would work with this method, an online server doesn't.
 * People are exploiting this bug with a program called "Logmein Hamachi". It enables a VPN and people will then play an offline server as though it was online.
 * ? While using a bed you will always be interrupted by a hostile mob. (even when the bed is well within a mushroom biome where no hostile can spawn) It seems the buffer distance between you and mobs has been increased to 3? - Are you in a house with double doors? Double doors allow mobs to wake you up unless it is redstone locked.
 * ! Sleeping in a bed placed immediately next to a solid block will cause a mob to spawn and wake you. Tested in SSP with bed placed on wall directly separating bed from the oustide world as well as a wall placed inside a well-lit structure. Moving bed 1 block away from wall fixes the problem with no changes to the lighting. (I believe the bug mentioned above is a result of the same bug reported here)
 * ? There is no sandstone stairs but there is sandstone slab, illogic...
 * x According to the "en_US.lang" language file, there should be a "Quit Game" button on the Title Screen, but it's missing. It only appear when testing the game with the MCPatcher HD Fix (Screenshot).
 * a? Flaming arrows do not do more damage or start fires.
 * Technically, flaming arrows are purely for looks, like any item that is on fire. So this is not actually a bug.
 * ? In survival mode you can fly/walk on air by pressing f6

Graphical

 * f Looking directly at an entity while holding a map will cause the map to become white (see http://imgur.com/5F0Wq).
 * f If you press F3 and exit the world you are playing on, the F3 data/screen will still be visible when you are in the Minecraft menu but you cannot turn it off
 * a When breaking a chest, it does not show an animation of it being broken.
 * a Sometimes, when looking straight down, the animation of the block being broken, dissapears, but the actuall breaking of the block still continues as it should.
 * s Part of the player's skin, specifically the bottom of the head and hat, is facing the opposite direction. Tested in both SSP, SMP, and all the gamemodes. Sorry, but the new alignment is staying. If it's important you need to update your skin. /jeb
 * sundefined Activate F3 and open Creative Inventory. If you scroll down the background of the CPU-Time-Usage-Table (right bottom) disappears. Seems to happen if you see the "Golden Apple" with its graphical effects in the Inventory. //Update: This happens with every animated item in your inventory. Probably just some GL setting that isn't cleared, but I won't spend time looking for it right now. /jeb
 * a! Swimming/sailing in the ocean causes the horizon to flicker obnoxiously (since 1.8). This is caused by the blue horizon overlay disappearing at Y=64 when it should disappear at Y=63.
 * a! Water and lava drip through and under blocks where it probably shouldn't. Examples: glass, glowstone, wood, signs, and ladders.
 * undefined Some texture overlays on entities, such as glowing eyes, are Z-fighting with the underlying texture.
 * undefined You can do critical hits on: Paintings, Minecarts, Boats, Fireballs, Snowballs, Eggs, Arrows, Other players with pvp turned off, and maybe more.
 * undefined While sat in a minecart wearing armor,opening your inventory shows you sat on your boots as well as wearing them.
 * undefined While in front first-person the fire on the players body while burning is not visible to the player.
 * undefined Swamps have a horrible transition from any biome to a swamp biome leaving some nasty looking colors. Example:
 * undefined Chest armor doesn't move when swinging arms if looking in certain directions.
 * undefined If you eat rotten flesh and get infected then switch to third person and facing the character the infected animation doesn't play. Tested with fancy graphics and the default texture pack.
 * undefined The wheel texture is flipped upside down on one side of Minecarts.
 * undefined When you die, the player model in the inventory screen also appears dead, blocking some parts of the inventory screen/slots.
 * undefined While you're in bed, the experience level number doesn't fade out.
 * undefined When underwater with the camera position changed, it resizes the blue square filter you get when being underwater.
 * undefined After pressing f6, if you hit left shift to crouch, it inverts your movement controls.
 * a If a tree spans two biomes, it may cause an overlap of leaf blocks so that there is contrasting-coloured foliage on the same tree.
 * undefined Bucket will not pick up water or lava but still affects the flow. Possibly the effects of switching from creative to survival with an out-dated hack.
 * undefined After using mode switch hack?: Compasses point towards the original spawn point instead of payers bed despite setting it as respawn/sleeping in it. It's supposed to do that... Check here
 * undefined Linked to the Audio Rain glitch, in chunks where the rain sound will not play, you can also see that, while the rain is falling, it does not splash against blocks on that chunk.
 * undefined The 3D Character's Movement in the Inventory screen causes some laptops and older graphics cards to crash (It never happened to me before 1.9.5)
 * undefined Letters do float from bookshelves to enchantment tables even if 'line of sight' is blocked by transparent objects like vines, glass panes, ladders, cobwebs, saplings, ... However, potency of enchantments is not increased.
 * undefined When you punch leaves and look at the sky throught the leaves (on fancy grafical settings) it makes the clouds that you see through the leaves gone.
 * undefined Sometimes a item entities cannot be picked up from the top when a half-block, stair, or fence post is placed on top of the entities. Normally, if an item is floating within a space that is subsequently filled by a placed block, the item jumps to the next air space.  But when the space is filled by a half-block, stair, or fence post, the item appears to jump, but cannot be picked up.
 * Step 1: Make a ring of fences (3x3 with the middle fence post missing).
 * Step 2: Place items in the ring ("place" the items by spamming Q so they are floating entities).
 * Step 3: Fill the ring with the last fence (notice the items jump but cannot be picked up).
 * undefined Alt-tabbing out of the game with the inventory open for extended periods of time (includes doing stuff on other programs) causes all inventory icons to be pitch black upon return. Game looks fine though.
 * undefined You can crouch while laying in Bed, which cause that the camera is inside the player model
 * undefined When you sleep in SMP (not sure about the other modes) the time changes from night to day, but the "time" in game its the same, for example: if you put iron ore in the furnace and go to sleep, the progression arrow will be at the same point.
 * Working as intended
 * undefined Pressing F11 to go into full-screen, and then again to go out of full screen causes the screen to go black. Pressing the Windows key fixes it.
 * undefined Changing the computer's screen resolution in-game causes Minecraft to think it's still in the previous resolution, despite being able to render the full new resolution. For example, loading Minecraft while in 1280x720, then changing the Windows resolution to 1280x1024 will not let you click on the top two worlds in the world select GUI, despite showing them.
 * undefined Drops fall 'inside' glass blocks and glass blocks can be placed over drops & items without them 'popping' out into the nearest air space. Also sometimes happens with fence posts in which case the items can appear black.
 * undefineda while in 3rd person mode and the player is in water, the screen turns blue even if the camera is not in the water
 * undefineda having transparent areas on player skins causes the area to turn black. this is very annoying for "floating head" type skins, headless ones, and legless/armless ones. (however, if the default skin is replaced inside the minecraft jar file, it shows transparency properly)
 * This could possibly be to prevent players from picking fully transparent skins and run around causing mayhem. /Kevdama
 * i was thinking that too, perhaps disallow fully transparent, but allow the headless/floating head etc type skins? /Gravemind2401
 * a If you had smelted some iron or whatever and they are done, you dont see any difference in the texture of the furnace. When you have many of the furnaces, there could be some items left in the output-box. It would be better if you could see without looking in it, whether there are items smelted or not
 * This page is not for suggestions. Dctrjons 02:50, 9 November 2011 (UTC)


 * x After pressing F3 to bring up the pie chart and then press 1,2,3,4,5,6,7,8, or 9 to switch to the corresponding space in the hot bar, then the pie chart turns all green and say 100% cpu usage unknown. The only way to fix it is by exiting and restarting.
 * Try pressing 0. :D

Lighting

 * f Glowstone behind glass is odd, the light shines through but the glowstone itself is almost black. Example:
 * f Redstone Repeaters placed between two full blocks are dark when placed along Z axis. They are properly lit when placed along X axis.
 * u Chests and signs are often black or very dark even when in a well lit location I can't reproduce this in pre-5, can you show me exactly how you build to make the chest dark? /jeb This only happens when using certain Intel graphics chips.
 * Occurs much more frequently on chests from an older world (that is, chests placed before the chest graphics update).
 * u Enchanting Tables Books are often black or very dark at some angles What angles? APPLY SCIENCE! =) /jeb Same as above
 * ! 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 -this is probably caused by the power pc processors that apple used in old models, just as there were graphical bugs in ppc macs in every versions before beta 1.2, not only that but there are bugs letting you see through blocks when it is dark even in smp -giving the player a unfair advantage  over other players when mining, and searching for caves. as well as be a major annoyance. as well as it is like having MODs to see in all light levels as level 15. again unfair and annoying advantage. (tested with and without mods)  here are the screens:
 * ! This lighting bug is better explained by a short, voiceless video here [Skip to 1:20 for the bug; earlier shows how to create].
 * undefined Repeaters do not respond to light level increases. Test case 1:  Place repeaters on ground at night.  Go to sleep.  Repeaters will still be pitch black, even though in direct sunlight.  Placing blocks nearby forces them to update.  Test case 2:  Place repeaters on ground in a dark area.  Place a torch nearby.  Repeater stays dark.
 * undefined Arrows shot at the bottom of a block appear dark, even in well lit areas.
 * undefined Black an white flickering on chests and all placeable objects on Minecraft Windows 7. Occurred since 1.8 // cannot reproduce.//reproducible, same with WinXP//same as above (?)
 * undefined Black and white flickering on all mobs and the player arm when playing Minecraft on Windows XP. Has occurred since 1.8 // cannot reproduce.//reproducible, maybe only with Intel graphics chips?//reproducible on an ATI Mobility Radeon X1400. // Happens on my friend's Vista. Probably to do with graphics card instead.
 * undefined Glowing redstone ore appears darker if light level is high Redstone block lighting.
 * undefined If the block adjacent to a water source has a lighting issue, the bubble particles will become black.
 * undefined If there is a block directly behind glass, it appears dark even though light should pass through the glass.
 * undefined Light does not pass through holes in walls made by half blocks. Example
 * undefined Light source is placed underwater and destroyed the light stays. - Fixed in the newest Pre-release.
 * undefined Occasionally some leaf blocks on trees that become enclosed later will continue to generate somewhat dim sunlight (light level changes based on night/day cycle). Forcing a lighting update doesn't fix, only destroying the block will. Examples:
 * undefined Paintings are black when there is a block above it.
 * undefined Signs flicker dark. //maybe only with Intel graphics chips?
 * undefined Some torches generated in abandoned mine shafts or NPC villages don't light anything up, unless replaced or if another torch is placed by it.
 * undefined Sometimes overhangs create pitch black shadows, as shown here File:2011-10-27 16.52.37 copy.png. However, when one gets closer to the cliff, the lighting is updated and the pitch black shadow disappears (as shown here File:2011-10-27 16.52.51.png).
 * undefined There are some random lighting errors when a world generates, such as block with a light level of 1 under certain parts of a cliff, or sometimes random blocks on the ground in daylight are black, and standing on them makes the character dark too. This can be fixed by right-clicking the block while you are on it. (It's still annoying though)
 * undefined You can see chunk boundaries 'under' ice on some systems. // This might be just on Fast graphics. Someone test it!
 * undefined light "leaks" through the corners of stair blocks: example image
 * undefined Swimming wolves are very dark. Totaly black at night. The lighting flicks between light & dark as they bob in the water.
 * undefined light does not make it into the gaps in slabs and stairs if there are blocks on all sides: example image
 * This seems redundant. These blocks block mechanical light just like any other block, there are no 'gaps'.  There is bleed though for ~1 block using smooth lighting but that doesn't effect the game mechanics. Dctrjons 14:45, 8 November 2011 (UTC)
 * actually, i just realized this is the same as the "light doesnt pass through half blocks" bug... sorry for double post /Gravemind2401

Maps

 * ? Maps created in the Nether or the End are acting weird. 1: They only show patterns of dirt and stone (which are nonexistant in the nether/the end). 2: The range at which they update is greatly reduced (about 1/2). 3: They keep changing the players direction on the map (probably because compasses do the same).
 * Maps/compasses/watches aren't supposed to work in either...however it is unknown what a 'malfunctioning' map should look like.Dctrjons 21:50, 8 November 2011 (UTC)


 * f Using a map, while in a boat, at night, causes the map to become "highlighted" when the player looks down at the map.
 * u Map arrow don't match real looking direction. // Confirmed. This happens in my game, the arrow is often 1 direction to the right of where I'm looking.
 * (To reproduce: Get a map, save and quit, reload game, rotate left. - There is a deadspace for the this turn where the arrow doesn't match-up...if you then turn 100x to the left it will take 101 times to the right before your arrow syncs up. Also if you turn right it will never go out of sync.  Seems to be a rounding or zero error.  Facing south, a right turn of ~16° ticks the arrow, however it takes ~35° when turning left) Dctrjons 14:33, 8 November 2011 (UTC)
 * u All maps made will center on the location where the first map was created.
 * Pretty sure this is just the shift click craft bug Mug806 16:05, 7 November 2011 (UTC)
 * I think it's about maps in creative mode. If you take a map from the creative-inventory it will always be the same map with the same ID. A workaround is to craft the map in creative mode. This will generate a new map. Tehsuxx 20:32, 8 November 2011 (UTC)


 * x The creative inventory always give the same map, it should generate a new map.
 * a Please rename the maps. Current names ("map_0", "map_1", etc.) are silly because they don't use title case (all titles should use title case) and because of the spurious underscore (it's not like we need the name to be recognized by some lexical analyzer as a single identifier; it's stored in a String!).  Instead, maps should be named "Map 0", "Map 1", etc.  (I love the 0, btw)
 * not a bug, but agreeable. perhaps custom map names?
 * ! When you are flying on ice, you will see the sides of the chunks (Confirmed for versions 1.6, 1.7.3, 1.8.1, and 1.9pre5)
 * ! Created a map prior to 1.9pre5. After getting 1.9pre5, every new map made is an exact duplicate of the first one regardless of where it's made. Check and make sure you're not holding down shift when crafting the Map; this will always create a duplicate of "map_0"
 * ! Sometimes maps will cut off chunks and replace them with endless oceans.
 * a Blocks which use damage values to select their appearance only show the default color on a map, e.g. an area full of red wool will show up as white on the map. It's because blocks uses the material color in maps, so it also happens with blocks that do not use damage values.
 * It would also be nice if a single colored wool block would override the color of a map pixel, so that markers can be easily created (or maybe 5 wool blocks in a X or + shape?)
 * a In Creative mode, the map origin is always at the spawn point, independently of where in the world the map was held for the first time. The only work-around is to actually craft a map every time you explore a new area, but that defeats the purpose of having a map in the Creative mode inventory.

Mobs

 * f Endermen may teleport after the player deals a killing blow resulting in their drops appearing elsewhere, often out of sight of the player and therefore lost. Confirmed, using iron sword on SMP, though drop was never located. Also confirmed, though I hit the enderman at a really precise time and I saw his experience orbs fly far away.


 * f Sheering baby Mooshrooms yields a full grown adult cow rather than a baby cow. Possible exploit to gather beef faster from breeding by bi-passing the time spent to age.


 * f Slimes and Magma Cubes do not despawn when setting to peaceful despite being hostile mobs at all sizes. This is indeed a "feature" but it was also not as intended when originally coded.  The original intent was to allow the smallest version of them to spawn but remove the rest since the smallest ones do no damage, just annoy.  This clearly is not how they have been behaving all these months.


 * f Spiders, Endermen and silverfish will still try to attack you even if you have not provoked them in creative mode (other hostile mobs do not ).


 * f The cow, pig, wolf, sheep and sheep fur rear texture are upside down. It's maybe a general bug and maybe concerns all mobs/items/entities like boat, cart, chest and sign... It does affect the underside of player's head (1.8.1 was fine, during pre5 I noticed the bottom of my chin was now at the back of my neck; not sure when it started). Fixed by updating the skins /jeb


 * f When trying to feed pigs with saddles wheat, it does nothing, and instead just mounts them.

I suggest removing the "slime chunks" thing and instead only allow slimes to spawn in Swamp biomes.
 * f Slimes and Magma Cubes are voiding several spawning algorithm rules. Such things as spawning on top of blocks labeled in the game as non-spawnable (glass, half steps, stairs, etc.); spawning inside of translucent blocks next to air blocks, such as spawning inside of a piston block; spawning inside 1x1 block spaces that contain translucent blocks such as redstone, repeaters or torches.
 * After more research and testing, I have found this is caused by them ignoring the collision mask for translucent blocks. I've witnessed all sorts of weird stuff like them spawning inside of extended sticky pistons holding solid blocks and unable to move because of the pushers collision mask; spawning inside of glass with a solid block below it; spawning inside of extremely tight spots because the head layer was glass or piston and spawning on top of things like repeaters, half steps and the like when they clearly have a collision mask.  I could not replicate this with any other mobs, so the mistake lies somewhere in the code for cubed entities.


 * u In a dark area, creepers and skeletons don't attack you. Creative mode? /jeb No, I had it today the first time, a zombie spawned near my bed, because I forgot to lit up the hole I dug. He punched me out of the bed, but after that he did nothing more. /Wieherbuh


 * u Chicken clips through gravel block and asphyxiate while following the player with wheat. How? I'm unable to reproduce this /jeb The easiest way I've found to reproduce this is to spawn a massive number of chickens with eggs in a confined space, and eventually the chickens will kill themselves through suffocation. not exclusive to gravel, though.
 * Chickens seem to take damage when wedged between a corner of 2 blocks. Noticed this in chicken pens, as well as when they follow you up a mountain with wheat. Might be related to water "flowing" through corners of blocks. Spawn many chickens in a room and watch the corners of the walls. /Agnate
 * Chickens seem to suffocate in the corners of two blocks no matter if they are following you or not. I've had this happening only in smp though, and is fine in creative mode. /Miktor


 * ! When jumping, all mobs (especially slime) glitch through floor below them/ceiling. This happens only on SMP because of the different mob collision mechanic. This can be exacerbated when multiple mobs are confined to a small location, but it can happen with a single mob as long as it jumps in the confined space (ex: a mob stuck in water often displays this behavior). When they jump, they appear in the compartment above them but are invisible and can still attack the player in the compartment below.  For invisible slimes, this is accompanied by their sound, slime particles, and pushing.  If the player swings at the empty space where the pushing occurs, the player may be able to kill the mob, but it's mostly luck to hit it in the first place.  To recreate this bug, connect to SMP, go to a chunk that spawns slime, build a two-level compartment and observe how the slime "teleport" between compartments when they hop.


 * ! All (non aquatic) passive mobs make a bee-line for the sea. After a short while the land will clear of livestock which can be found floating offshore or trapped in ponds and pits. Includes cows, pigs, sheep & mooshroom cows. Chickens seem less affected. (confirmed on SSP)
 * ! More generally, it seems that as time approaches infinity, all animals eventually walk into unloaded chunks and get stuck there. The above bug seems to be a special case of this
 * This may be due to mob pathfinding directing them to attempt to reach a point below them. I have witnessed chickens climb a dirt spiral to jump and float out of a pit, so this may be a case of the pathfinding algorithm trying too hard to move in a direction.--PlNG 20:28, 29 October 2011 (UTC)
 * On my SMP all the animals get trapped, either in a lake, or on a single block on the side of the a cliff they cannot jump back up from.
 * I have upgraded this to [!] since it, in combination with animal persistence and the ridiculously low passive mob cap, makes getting animals really difficult.
 * Suggested fix: Make wild animals despawn/respawn as they used to, but once bred/tamed they are triggered into a "no-despawn" state. This would enable the player to keep which animals they want, but stop wild animals from accumulating in caves and water holes. cal-erstein
 * I personally think this suggested fix is a bit flawed. The point of making the animals persistent like they are was to lower the calculations the game makes to speed it up for players with mediocre computers.  Several other changes have also been implemented around this theory such as lowering hostile mob caps, cleaning up messy code, lowering particle effects, etc.  These are fixes despite some being annoyances to some players.  I personally hate the constant lowering of the mob cap every patch since my computer can handle way more mobs than the game ever generates (or has been able to generate for that matter), but my opinion on it matters very little since these are changes made for the whole, not for me.  Same applies to animal spawning.  If you really want the old way back, make a mod or request it on the forums after the official game releases.  Now back on topic...  I think a better fix would be to give passive mobs the intelligence to avoid swimming in random water pools and to calculate new paths if they pick a block on an island far far away they can't reach due to a body of water in the way.


 * ! Mob path-finding is rather buggy and can easily break in tight spaces. In fact, even a single block placed well over 50 blocks away has a chance to cause mobs in a tight space to behave blatantly wrong, typically resulting in mobs ignoring the player entirely.
 * For example, creating a 2-wide, 2-tall, 3-long corridor, placing signs on the top 6 (head level blocks), and placing pressure plates on the back and front two floors (leaving a 2-wide gap) has resulted in pursuing zombies getting stuck in the center bit, ignoring the player.
 * Good example. I ran into this bug a lot when working on my hostile mob sorter.  If I put a ceiling on the contraption, they would freak out in the initial designs.  Later on I got them to play nice with a ceiling involved but they would break all over again randomly just by adding to the contraption.  I could build networks of tubing far away from any logical path-finding or view and they would just stop cooperating.  Same happened with the open ceiling design too.  I built one part of the system about 60 blocks away horizontally and 30 blocks away vertically with the open ceiling design and they stopped working right despite the sorting chamber never changing.  I lack the patience to redo the design to fit the current patch as to make a decent example, but the bug I pointed out is obvious.  They stop reacting to the player in certain situations when they shouldn't be.


 * ! Wolves have practically vanished from the game, because they despawn when untamed and then never respawn
 * Would it be possible to allow breeding on two tamed wolves but make the offspring untamed? You would still need to remove the despawn on untamed wolves granted, but in theory this would coincide a bit better with reality since dogs can be breed and the puppies need to be trained.  The genetics don't pass down the ability to know who your master is after all.


 * a! No more wool produced by sheep after a single shave. Tester this bug on multiple machines on SMP and SP.
 * Not a bug, but a major annoyance.
 * Lol, yeah would be staring at that sheep for a very long time over many many game versions. This is essentially a feature request. Dctrjons 17:31, 8 November 2011 (UTC)
 * I can confirm this! Huge annoyance and a waste of space when breeding sheep. --CapnDuckface 03:35, 9 November 2011 (UTC)


 * ! Mooshroom spawn too much in some area (see http://tof.canardpc.com/view/993ab614-4193-4b24-9d04-fcadd5c3f517.jpg). More than 29000 was removed with the help of MCEdit. This is caused by the "bad chunk" bug,


 * undefined Mobs, in general, spawn in huge amounts upon certain chunks in SMP. (Example: All the mobs suddenly disappeared and the server started to lag badly, after using a mob finding program I found a chunk with bazillions of sheeps, after killing them, the lag disappeared, I have no idea what causes this, sorry.)
 * Could you please be a bit more specific so that Jeb can find the bug more easily. Thanks!  :)  —Immutetalk 23:45, 6 November 2011 (UTC)


 * undefined Skeletons don't wield their bows with two hands anymore.


 * undefined Chickens disappear once they mature into adults. Doesn't happen for me. Instead parent chickens follow the baby even after maturity), But if chickens take damage such that from being hit with an egg) they stop following the matured Baby. - Happens with all farm animals, see below.


 * undefined farm animals may follow their babies even when they are grown up which can lead to large 'animal balls' (confirmed on SSP) Quitting and restarting Minecraft seems to fix this behaviour until they breed again.
 * I can confirm this, but even after quitting and restarting the server/single player map they still ball up and cause glitching problems. --CapnDuckface 03:35, 9 November 2011 (UTC)


 * undefined farm animals will continue to follow their 'desired' mate partner if they weren't able to mate (happens when the 'desired' mate partner mates with another animal) [SSP]


 * undefined When a chicken focus on the player, it moves its head down instead of up like other animals/mobs.


 * undefined Passive mobs constantly bounce when next to fences even though they cannot get over. (confirmed on SSP) This eventually results in their death over time as they clip into blocks momentarily and suffocate. Over time they accumulate enough damage to die. All penned animals do this and die over time. Following bugs are related or the same issue.
 * undefined chickens seem to have an additional bug and suffocate while jumping down from a single block height. (seen in smp)


 * undefined Dragons break any block they touch. i know this intentional, but are they supposed to be able to bust bedrock as well?
 * Fear not, intrepid miner, for there is no bedrock in their native realm.
 * oh but there is, what if someone were to make a bedrock shelter in creative mode? also, i thought notch was also planning to have red dragons in the normal world eventually.


 * undefined You can see see mobs far away in fog, though they are white.
 * Correction: you can see Endermen and spiders far away in fog.


 * undefined Endermen survive in sunlight. Intended, not a bug.
 * undefined Mobs don't spawn in hardcore mode if one switches from peaceful difficulty to a hardcore world.
 * This seems like a non issue. Hardcore is hardcore, there is no switching it on or off. Dctrjons 14:54, 8 November 2011 (UTC)
 * I think this is referring to setting the difficulty to peaceful outside of the hardcore world and then playing the hardcore world.User42 23:11, 8 November 2011 (UTC)
 * Got it, makes sense now...then this would tie into a suggestion, keeping difficulty settings tied to the world rather than the game. That would fix this 'bug'. Dctrjons 03:04, 9 November 2011 (UTC)


 * undefined When the player walks into a fence's blockspace, aggressive mobs do not detect the player and will wander aimlessly
 * undefined Cows sometimes spawn in trees. http://img6.imagebanana.com/img/8zulqcbk/20111106_16.47.20.png
 * This is due to passive mobs spawning on the highest block. The only logical way to fix this would be to create a boolean list of spawnable/unspawnable blocks the game can refer to.  I realize the reason they opened it up from grass to all block types was to encourage passives to spawn easier with the new calculations, but some fail saves should be made to prevent mobs from spawning on player structures (wood planks for instance) or in odd places (such as on leaves).


 * undefined I found a bug that make animals mobs such as cow and sheep kinda glitch to the surface if they are underground that makes it kinda annoying to have a underground farm the glitch seems to occur when they are underground and the surface is blocked by only 1 block.
 * undefineda Chickens kill themselves and/or each other in confined spaces. Makes breeding chickens in a pen almost impossible.
 * ? Ghast hit box (and collision check when spawning) are set approximately one block too low.
 * Can't solidly confirm, but it seems if not too low, at least too short. (Like chickens were if I remember) Dctrjons 14:58, 8 November 2011 (UTC)
 * McEdit the nether to be a vacant hole, make the bottom lava so no spawning can occur. Set to creative and place a pad of blocks with 4 height between the ceiling and where they lie and see what happens.  Ghasts will spawn meeting the "collision detection" requirements but their head will be caught in the ceiling by exactly a block while their feet will be inside of the valid spawn area (implying the collision box is wrong as suggested).  Also if you try drowning them, they need to be fully submerged at the middle of their body, head height does nothing.  They tend to also fly partway through blocks in whatever ceiling is nearby when moving around.  Remember, some of these bugs might be hard to produce legitimately due to how rare the circumstances may be to trigger them, but that doesn't make them any less valid.
 * undefined in SMP a skeletons arrow occasionally bounces off of players
 * ax Hostile mobs can spawn in well-lit areas and even right next to the player.
 * Have only noticed the "next to player" when I loaded a 1.94 map after updating to 1.95. Creeper spawned on/next to me at start of map, in daytime, in well lit room.Dctrjons 21:53, 8 November 2011 (UTC)


 * x Snow golems do not leave snow trails in mushroom island biomes.
 * a Snow golems' snow trails do not melt in warm biomes (like grass and forest) so creating a few golems can make a large area look ugly very fast, which can be used for griefing. Additionally it's very difficult to clean up all the snow without external tools/mods.

Multiplayer Related

 * u From pre4 thread: "Blocks are not always what they seem to be. For example, a Dirt block can look like a Stone block.". It seems that the cause is that the client got one chunk with wrong data since it can be fixed by rejoining the server. The bug is very rare and very old (at least a half year). For video evidence of this, or a bug related to this, see at time index 23:10.  This video is from Beta 1.2_01 and doesn't depict the exact manifestation of how this bug appears now.  The video linked shows a diamond block appearing as stone.  Once broken, it is reformed as a diamond block, which could then be broken into a diamond item.  This is slightly different than how it manifests now, which is, that the diamond block would appear as stone, only to break into a diamond item without the intermediate diamond block being reformed.
 * ! Endermen are not aggressive during the daytime when looked at and this also can happen at night and underground.
 * Elaborate, please.
 * Not much to add but have seen this behavior where I will look at them during the day, they get POed and then warp away and forget. I'll look at them again and they repeat this behavior until I lose them. Dctrjons 15:00, 8 November 2011 (UTC)
 * ! Reducing server.properties view-distance drastically reduces/eliminates mob spawning in SMP
 * ! Spawn point in The End seems to be related to the coordinates of the portal in the overworld. may result in spawning ~1500 coords from the origin on the X-axis. see discussion page for more info. (if you are in survival mode, you have no way of getting to the normal area)
 * ! Players with slow internet connection can only hit mobs with melee attacks on the head when the mob is hold by a block in front of his head, except if the player get a block under and attack the mob on the head, but then the player can be attacked. This is not exclusive to 1.9, as it goes back at least to 1.7.3.
 * ! In SMP, create a powered minecart track that goes high above a body of water then abruptly ends (so that the cart and player will "launch" off and land in the water). Hop in a cart and ride off the edge.  Regardless of the depth of the water, when the cart hits the ground under the water the player will die and the server will forcefully close their connection.  When the player re-connects, they will be dead and presented with the "game over" menu.
 * a! SMP worlds are not saving properly, when a server is restarted some areas are either newly generated or else a 'bugged out' and are spliced with what I assume to be the sky world. This creates a very uneven surface area with massive drops such as: Example
 * undefined When exiting a minecart after riding it, the player floats and can clip into blocks. This condition only disappears when restarting the Minecraft client. This also happens in some cases where water is flowing down on top of you and you place a block above yourself. Restarting client (rather than reloading world) confirmed to resolve this.
 * undefined When an arrow is shot at a block, the shot arrow floats to the top of the block. It does not stay at the position it was shot at.
 * I can confirm this. It makes the whole smp experience feel very unpolished.
 * undefined Throwing a full stack of items on the ground results in throwing another "ghost" stack right after it, leaving two stacks (one stack are the real items, other stack are the ghost items)
 * undefined There are some missing animations and broken features in singleplayer that are not working in multiplayer:
 * Creepers do not puff up when about to explode.
 * Minecarts and boats do not wiggle when getting destroyed.
 * Endermen do not attack when they are looked at.
 * Endermen do not shake when they are looked at.
 * Critical hits do not do extra damage and its animation does not appear to you or any other players.
 * All mob spawners have a pig inside them.
 * No sound is heard when a skeleton or a player fire an arrow. The arrow sound when it hits a block is still heard, however.
 * No sound is heard when walking on pressure plates.
 * (Add any more when found)
 * undefined Starving to death while riding in a minecart in the nether causes an Internal Exception and kicks the player from the server
 * undefined Query protocol reports "hostname" key twice while first one is "motd", and the second one is ip the server is running on. First occurrence of "hostname" should be replace to "motd".
 * undefineda Not a bug per se, but there is no flag in server.properties to allow/disallow travel to The End in SMP. (like the "allow-nether" flag)
 * undefineda Use of multiple TNT on SMP occasionally leaves 'ghost' TNT tiles (old bug, been around since as far back as 1.2.3_04 as per YouTube video). This is a client end issue, as re-logging will typically remove any ghost tiles.
 * undefineda Similar to TNT issue, when clearing high pillars of sand/gravel from the base up, some times you will encounter this problem, too.
 * a! Actually, probably most if not all entities appear commonly as clientside ghosts. For example Mobs and flying arrows.
 * undefineda Enchantment : The enchantment animation can not be seen by other players (tested on multiple machines).
 * a There are some lighting glitches such as: Destroying a block leaves a light level of 1 at the location the block was destroyed, repeaters are sometimes black.
 * a Servers could use join/quit DDOS/flood protection through queuing, or at least the ability to limit/combine/reduce player announcements.
 * a Whitelist toggling in the console doesn't appear to do anything. whitelisting seems to work, but requires a restart to activate/deactivate
 * a /kill doesn't work if you are in creative gamemode.
 * a In SMP, mobs are too dangerous, especially creepers, where they explode even when they are very far away from the target. It takes a while for them to realize the distance b/w them and the player.
 * a Slime mobs, maybe magma slime either, move in very annoying way, the bounce rapidly up and down, and tend do clip over a ceiling/floor. this happens mostly with the tiny slimes,sometimes with medium, never noticed with big slimes. When they appear to clip over the ceiling, their collision frame is on the upper floor AND lower floor simultaneously, however, they attack can occur only on the floor they actually are. This makes them very difficult to kill, because player never knows, where they really are. This bug occurred in earlier versions (1.7, maybe earlier), but since slimes start to occur on upper map levels, it made them really annoying.
 * a Nether Portals : Same bug as portal to The End (Portal is created above a huge lava lake, land is far away)
 * This is a side-effect of the portal generation system. The game compensates for this by generating an obsidian floor to stand on and it is not one-way like portals to The End.
 * undefineda When you log out with barely suffice headroom (ie: 2 high hallway/tunnel), you may find yourself logging into a different place (typically on top of your old location, but not always the case).
 * Confirmed, and I believe this first began to happen in at least 1.7.3. I believe the height of the room has no bearing.  Only the proximity of the wall, especially corners.  I believe the original intent was to keep players from logging in to find themselves inside the wall, only to suffocate to death, that is, transported to the next available space above to prevent suffocation.  The problem is, if the player was in a cave, he suddenly finds himself in the wilderness, if he's lucky.  Sometimes he materializes in water or lava.  But in the Nether, it is also possible to materialize above level 128, on top of the bedrock.--Inertia 03:29, 9 November 2011 (UTC)

Memory/CPU General

 * undefined The Macintosh version uses 32-bit Java, even on 64-bit computers (This is because the launcher specifies 32-bit java, but there is a fix that requires Xcode and very precise changes to the application package.) For a simple alternative to launch Minecraft in 64-bit Java, use this terminal command:
 * java -Xms512M -Xmx1024M -jar /Applications/Minecraft.app/Contents/Resources/Java/MinecraftLauncher.jar
 * Same here, on Windows 7 64bit, unless you use a batch file, or shortcut:
 * "C:\Program Files\Java\jre7\bin\javaw.exe" -jar "full path to minecraft.exe"

Sound

 * undefineda! Sound mixing problems. Note blocks are way too quiet; I can barely hear my notification chimes over the sound of nearby cows.  Doors, cows, way too loud.  Portals way too loud; also portal noise should drop off with distance much more sharply (certainly not in a linear fashion).
 * undefined Some mobs (specifically zombies, as far as I can tell, but there may be more) have a tendency to make noises right after they are killed. Try this test multiple times: Spawn a single zombie and attack it.  A couple of times, you'll hear a regular (non-damage) zombie moan/growl  up to tens of milliseconds after the zombie dies.
 * Find the creeper death annoying, will hear the Sssss after I kill it, and walk through where the body was which is now behind me. It would make sense if it came from the body, but not after the body has *poofed*. Dctrjons 15:05, 8 November 2011 (UTC)
 * undefined Unchecked volume increase? Placing a water source at the feet of 500+ mobs standing in a single square produces a very loud sound equivalent to a small army of creepers detonating simultaneously.
 * undefined Walking across a series of trapdoors does not make any sounds. Walking across the edges of blocks adjacent to the trapdoors (i.e., walking across the top of the block containing the trapdoor) makes the walking on wood sound.
 * undefined Lightning can sometimes be heard near bedrock
 * Likely intentional. Lightning is supposed to be loud. /Kevdama
 * -.- Thunder...but the sound could be adjusted for being underground. Stretched and deeper, lower volume, some change to make it different than hearing it trough the 'air'. Dctrjons 15:09, 8 November 2011 (UTC)
 * undefined All sounds lost in general apon startup of minecraft client takes a couple of restarts of the client to fix this. Having a debug option like F3+S to reload all sounds might work. Happens on unmodified versions of 1.8.1 1.9pre-4 don't know if it is fixed in 1.9pre-5. Never had this problem before 1.8.
 * This happens for me too on 1.9pre-5, but only on Windows, not OS X (on the same machine).
 * I had this problem too. Something I did fixed it, don't remember what.
 * On ubuntu 11.10, this sound loss occurs when some other app is using the sound output device when Minecraft is started, like when watching a youtube video in a Chrome tab.
 * undefinedFlying into a Fences stacked more than 1 high somewhere in the middle makes a sound like you're walking on wood when you're still flying.
 * ? Rain does not always generate the rain sound.
 * If you mean every rain column...I assume this is intentional so that it does not induce ear bleeding, OR do you mean sometimes when it rains there is zero rain sound even in a large area? I think it needs to loop better or be blended differently to make the breaks less obvious. Dctrjons 15:12, 8 November 2011 (UTC)
 * rain only makes the sound when you are near a block where the rain hits. example: rain will not make a sound while in the air
 * ? chest do not make opening or closing sound next to stone blocks.
 * It hasn't made the open/close sound at all in 1.9. Fairly certain there's a new sound for it that hasn't been added yet. /Kevdama

Weather

 * undefined ? Sometimes a thunderstorm can start but it will not rain until near the end of the storm. Mobs spawn normally.
 * So? That's what happens in real life, it just makes it more realistic
 * Break your reply from the original...easier to read. And sign please. I wasn't sure if I'd seen this happen in game or not...I thought it was just a game load inconsistency of some sort, but if this does happen...cool, so yeah...not a bug. Dctrjons 15:15, 8 November 2011 (UTC)
 * a? Weather sounds/looks the same regardless of weather severity. Would be nice to be able to distinguish audio/visually between an overcast day, a light drizzle and "Get the **** out of this!" weather. Thundersnows and Desert Lightning.
 * suggestion for next versions: sandstorms in the deserts | Suggestions should be posted in the suggestions page. not the bug page /I_Lag_Badly
 * a If the user is playing on a map generated before 1.8, every water may freeze over because of ice regeneration in the newly generated snow biomes even if there is no snow there.
 * Annoyance, not major bug. Also, old terrain has been deprecated.  (Google "deprecated" if you're not a programmer; it's a word we use often. :P)  Notch has stated that he doesn't intend to fully support it going forward.  —Immutetalk

Lava

 * f You can now create an infinite lava spring by surrounding an empty space with 4 lava blocks.
 * Is a bug, and is fixed for next release.
 * a! Lava creates small half-source blocks when it flows downwards. These sources constantly produce lava even when it is cut off from its main source block, and cannot be grabbed with a bucket. These properties make it very frustrating and difficult to clean up.


 * m  If you place eight source blocks of lava around a flammable block, the block will not catch fire from the lava.


 * a! In creative mode, Lava & Water cannot be picked up in buckets. ( However the liquid does dissapear )
 * This is intentional. Just as water & lava buckets never empty in Creative, so you can keep dumping; the empty bucket doesn't fill, so you can keep scooping. --OSX2000 07:01, 9 November 2011 (UTC)

Water

 * fa! if you have a column of water running down a wall and you block the hole, the water below it keeps flowing, it's like all the water becomes source blocks. //Confirmed, water placed above air will turn all blocks below into source blocks. This makes it impossible to have 1x1 flows of water because the source blocks will leak in all directions. this should be made so that only source blocks placed above air produce source blocks under it and non-source blocks produce non-source block water under them (like when a stream flows off a cliff from a source block placed on the top of the cliff)
 * I reverted the water behavior to that of pre-release 4 /jeb


 * undefined Placing a contained water source next to a ladder then carving the block below the ladder and placing a source block in that position will cause the first source block (the one next to the ladder, not under it) to convert into a flowing stream that points at the ladder; or rather the source block hidden in the hole below the ladder. Unsure which the game is doing since they are both in the same direction using this trick.  Basically it turns a source block into a flowing block when it shouldn't.


 * undefined Tunneling up into the side of a body of water, finding yourself in a 1x1 waterfall and placing a block above to block the water caused no clipping (limited to the horizontal plane). Possible to move into blocks (causing suffocation) and resolved be quitting the entire client and restarting (exiting and reentering world does not resolve it). Probably an F6 issue /edit Confirmed.


 * undefined Fluids such as water can alter other fluids to change their angle; however the angle of the water can alter whether or not an entity can jump out of the water. (Further explanation: Prior to 1.6 this feature didn't affect the way the water reacted with entities.  Current tests to exploit the angles of waters in all 4 directions when water was applied to corners or head on to shift the angle caused varied results.  For instance, it is impossible to jump out of a source block onto any other source blocks 1 block higher.  Using flowing water yielded a rather varied slew of results.  With just water straight ahead in the direction being tested, only West was able to hop out into the source block.  With water applied to the corners of a flowing stream to lift it up, 2 directions could hop out onto a dry block just fine while the other two could not.  All tests were done on the player, but I noticed these problems several months ago on a mob machine and did a slew of tests using mobs to gather the same odd results.)


 * undefined Using silktouch to obtain ice allows you to place water in the nether.
 * so does a bucket of water, this isnt really a bug.
 * Well, not really, water placed with bucket evaporate immediatly. However, iceblock sourced water is not a bug - it's a feature. Water collected this way, cannot bed easely multiplicated.
 * Water placed by bucket evaporates immediately because it is already room temperature. Water placed in the Nether by melting ice should theoretically heat up and then eventually evaporate, perhaps on the same basic logic as the snow biome freeze effect.  Note, this is a borderline feature request, but it can also be considered a balance issue.
 * A balance issue, which, I must heavily stress, should not be fixed by removing Silk Touch's ability to pick up ice. This is an important and valuable use case for Silk Touch!  The problem is not that we can pick up ice blocks, but that placing them in the Nether results in (possibly) incorrect/unbalanced behavior. I say "possibly" because only really high-level players can obtain Silk Touch in the first place, so this may balance already. —Immutetalk


 * xa Water doesn't push activated TNT or minecarts.


 * xa Falling water destroys items normally pushed aside by flowing water. An exhaustive list: Sapling, powered rail, detector rail, cobweb, tall grass, dandelion, rose, brown mushroom, red mushroom, torch, redstone wire, seeds, rails, lever, redstone torches, button, redstone repeaters, stems, lily pads, nether warts, and other objects of similar nature.
 * I don't understand what the bug is /jeb


 * x When putting ice two blocks above netherrack the water from the melted ice will stay in the air until the netherack is remove, also if you place four block of nether in a cross patern (exluding the middle and not diagnaly) around an ice block that is suspended in the air three blocks above the center, the water from the melted ice will remain in the air until a block is place directly below it.
 * I fail to see why this applies only to netherrack. Moreover, I fail to see why this is a bug.  This is simply the way that water and ice work.  —Immutetalk


 * a In creative mode, Lava & Water cannot be picked up in buckets. (However the liquid does disappear)
 * Yes, this is totally and completely intentional. It used to work the other way, with the effect that empty buckets had a single use — as a filled bucket remains permanently filled in creative mode.  A bunch of people (including myself) petitioned Jeb to fix this annoyance, and he did, resulting in the current behavior, as requested.  —Immutetalk

Biomes/Structures/Dimensions

 * ! the spawn point in The End may sometimes be located off the island, so you can only get there with creative (or if you have enough blocks to make a bridge). this is similar to (but not as severe as) the spawning issue noted in the "Multiplayer Related" section


 * a! Strongholds almost always have mineshafts or canyons generated through them, usually taking out large chunks of what would have been the stronghold. this may be what causes some strongholds to have no portal.
 * Parts of the mineshaft occasionally overwrite the portal blocks as seen in this image.
 * Strongholds should have priority over shafts/canyons when generated.
 * Unfortunately, it's not that simple, I suspect.--Inertia 04:46, 9 November 2011 (UTC)


 * a! The biome boundary between swamps and other biomes are just completely UGLY and don't blend in AT ALL. You should make it so the color of the swamp biome's grass should fade out when coming in contact with another biome's grass. Same with the water.
 * I don't think this counts as a bug, and im sure jeb has more important things to fix before minecon.
 * It is a bug. Notice how there's always a gradient in the grass color at every biome boundary, except those involving swamp biomes. Clearly, swamp transitions were left out by mistake.


 * a! Swamp biomes are way too common
 * Not a scientific poll but...I generated 7 random worlds in a row and all started in the swamp. Dctrjons 15:20, 8 November 2011 (UTC)


 * a! Abandoned mineshaft parts float in midair rather than existing on some sort of bridge. This is noticeable when they intersect ravines or strongholds, or when there is a hole within an abandoned mine shaft. This could be fixed by generating a floor as part of the mineshaft (out of stone or dirt or cobblestone or wooden planks or something), which would also remove the oddity of ores generating on the very floor of the mineshaft, as well as the occurrence of floating rails.


 * a there is still no way to leave the End without dying.
 * Mojang have explicitly stated that The End isn't finished. Having no exit isn't a bug, it's an incomplete feature. - even so, an exit should be added if The End is to be included in 1.0. If the feature is incomplete, it should still be as functional as possible if it is to be included.


 * a In creative mode, getting underneath the end portal and looking up does not display the end portal effect. The portal can also be broken when punched, leaving holes when seen from above.
 * correction: The portal blocks are see-through from below in either mode. In creative mode you can break any block, portal or otherwise.


 * ? Sometimes there are random cacti on mountains.


 * undefineda Beaches no longer generate.
 * They're not supposed to apparently.
 * That's ridiculous. For what reason have they been removed?  I'm all for having varied coastlines (shear cliffs, abrupt waterfront, rocky outcroppings, gravel beaches, sand beaches, etc), but beaches are still an important case!  It would be really great if you could add them back.  Thanks!  —Immutetalk

= References =