Minecraft Wiki:Issues/Weekly 12w07b

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

If you're unsure of an issue, it's good practice to post about it on the to see whether others can reproduce it. Make sure you're testing the bug in the correct version (for this page, that's weekly 12w07b) with no mods installed. Also, make sure to proofread your issue report before submitting it; unintelligible issue reports come off as inconsiderate and disrespectful. Finally, please determine which game mode(s) your issue appears in, and flag it with the appropriate label(s). (Also, note that if, for example, a minor annoyance appears in both single-player and multiplayer, and in both creative and survival modes, you should label it as a, not aspmpsucr.)

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

Please sign all issue reports and comments by typing  (three tildes; tilde may be found above  on USA keyboards, and to the right of  on British keyboards).

There is no need to place bullet points before issue labels. Use bullet points only for comments. Be sure to leave a single totally blank line before each new issue (but not before comments), unless the issue appears directly beneath a header.

Issue Labels
Please mark your issue with one of these issue labels: (listed from highest priority to lowest)
 * !! =  = Critical bug that can crash a Minecraft client or server.
 * ! =  = Major bug. Use this tag sparingly; if there is consensus your bug is not major, it will be downgraded.
 * a! =  = 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 ) believes requires further vetting.  Note: do not use this label to indicate this-is-not-a-bug; instead, replace the issue's current label with [A] or [A!].  Furthermore, it is inappropriate to use this to flag something you disagree with; instead, express your opinion in a comment. When you apply this label to an issue, place it after the issue's existing labels; do not remove those labels.

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

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

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

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

The default issue type is minor bug; you can produce this label with the shorthand.

Crashing/System
Bugs

A! Fire spreads from nether rack even when covered up with stone.

x (F3) "Chunk Updates" info is still often equals to "FPS" info. This just can't be true.
 * It's quite plausible actually, if they do a maximum of one chunk update per frame, and queue the rest. 05:39, 16 February 2012 (UTC)

Annoyances f Above a certain height in the new anvil format, in third person, the player is completely invisible. A! in multiplayer, the FPS is much decreased, before 12w07a 8-12ms with one player on the server, now it is with one player 50-80. this is realy anoying. but, with an error,[i start the server with more ram!]it is back to normal. even somtimes smoother!
 * The "certain height" is 256 (look at debug view). Happens in both third person views. --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 14:53, 18 February 2012 (UTC)
 * That doesn't sound right, I would always approve of higher FPS :D do you mean latency? --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 19:26, 15 February 2012 (UTC)
 * I wouldn't doubt player ping would raise with the addition of more blocks to load. Was a good idea but bad at the same time... 19:54, 15 February 2012 (UTC)
 * Its not just the addition of more blocks, it adds more overhead. You have to do more internally when you change it so chunks are split up instead of being in one single array. Servers are always going to be hardest hit when the map format changes as they have to hold more of the map/etc in memory than a client would. -- 21:40, 15 February 2012 (UTC)
 * Actually adding more blocks to chunk can increase ping. But only if it requires more block updates, since there are more blocks to get updated, it might require more time for the server to do those block updates. When server takes more time to calculate it's tick, it affects ping (less time to deal with players in server).

f The launcher (freshly downloaded from minecraft.net) still uses the old Minecraft logo in the login screen. --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 14:55, 18 February 2012 (UTC)

Fixed/Skipped

Redstone/Pistons
Bugs x When using any kind of redstone timer, the framerate will drop to 3-7 fps, but as soon as the circuit is broken the fps is back to normal.
 * Might be due to the bug where any lighting update causes severe lag (see Lighting section), as redstone wire and torches provide light and thus cause a lot of lighting updates when installed in a timer / clock. --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 08:45, 22 February 2012 (UTC)

undefined sp Standing middle of block that piston pushes, makes you fall through pushed block.

undefined If you use piston to break redstone signal that powers another piston, signal goes away but piston does not retrac.

undefined This kind of 1-2 tick clock gets jammed after save/load sometimes. r>r r<r further instructions and statistics on [edit]

Annoyances a The Boat track system (30m/s) from the last diamond stuff does not work.
 * How about a complete, coherent statement to clarify?
 * The system shown in this video : http://youtu.be/0svL9qW5W_E
 * clearly, the entities are no longer properly pushed by pistons.
 * Wouldn't be surprised if they fixed it since that was getting people banned from servers for speed hacking. 18:45, 15 February 2012 (UTC)

a!mp Items can't be pushed by pistons. 18:00, 16 February 2012 (UTC)

a! Redstone lamps will cause extreme lag when redstone signal is applied and taken away rapidly and repeatedly.

a! There's not enough contrast between an unpowered Redstone Lamp and a powered Redstone Lamp, which is very annoying when using them for Redstone displays. Unpowered Redstone Lamps should be darker, just like in this modified terrain.png.

a Redstone wire seems to flash as if it is slightly powered and hooked to a pulser, doesn't power anything, but is hard on the eyes.

a! Redstone Repeaters seem to generate an endless Redstone current. However, this isn't always the case.

Fixed/Skipped I am unsure if this bug is limited to this build as it has been a bug before, but redstone torches have a tendency to "burn out", a soundbyte of water hitting lavs is played as they burn out. Steps to reproduce: in single player/creative, make a redstone blinker, wait.
 * This is a feature of them. Moved this to the "Fixed/Skipped" section. (Was "Bugs").
 * Since when? A redstone blinker works fine in 1.1. The bug/feature I'm referring to isn't redstone torches burning out or playing a soundbite but rather redstone blinkers not working.
 * EDIT: after further testing on a clean install of minecraft the issue I described no longer persisted, I am unsure why the issue ever existed in the first place.

Blocks
Bugs

f Attempting to place a sign on another sign at world height 255 will crash the game.

undefined s cannot be collected with Silk Touch.
 * I'm pretty sure that isn't a bug but more of an annoyance perhaps? The block was never meant for the player to have in their inventory ever since it was implemented in the beta
 * ^^^ Cobwebs being not collected by silk touch is normal.
 * Cobwebs are collected with shears not silk touch tools
 * Sadly, no. When a cobweb is destroyed with shears, it just drops a string.-- 17:46, 23 February 2012 (UTC)

x Sometimes one or two of the torches on village 'lamps' (black wool + fence posts + 4 torches) are found lying on the ground having popped off the wool block. Usually the ones over gravel for some reason. Similar behaviour to the way sugarcane 'pops' if it finds itself without an adjacent water block. But there is usually clear space for several blocks' radius around the affected lamp, so I don't know what could have made the torches pop off. {Superflat mode}

x Water can be placed on top of blocks at the max world height.
 * Not a bug. The top layer allows only transparent blocks (I tested redstone and fire) as a constraint of the lighting algorithm.
 * Actually it just block placement that isn't allowed there. Any item action will get performed. It would be better if even item actions would not be allowed there, so with help of external editor unreachable blocks can be made there. For example if you want unstopable lava flow from sky.

x When broken, powered redstone lamps drop the technical block that is used for their powered state.

x A torch, surrounded by solid blocks on all four sides and covered at the top but visible from underneath will be completely dark. This occurs even if you remove and replace both the torch and the solid blocks in question.
 * I have not been quite able to reproduce this; the torch does light up the surroundings, but the space where it is will still look quite dark. To observe this, you can either attach the torch to one of the side blocks or place it on a block like a fence that you can see through. --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 14:29, 18 February 2012 (UTC)

x Vines are currently programmed like snow blocks and tall grass- placing a block in the same space as them will replace the vines. This is a bug- now that vines have a practical use, this can get very annoying.

x You can't hang vines onto glass, but you can hang them on glowstone wich is a 'glass' block too.
 * glowstone is a stone block since 1.6.6 i think. vines can grow on glass if you place the vines above it and wait.-- 20:07, 20 February 2012 (UTC)
 * They have changed Glowstone back to a "transparent" block since then

x Wooden slabs do not have the properties of normal wood. Now that 4096 block IDs are available, there's no excuse not to make wooden slabs their own block and to convert all existing wood slabs into that block.
 * Wooden slabs never acted like normal wood. They would always act like stone. -- 14:22, 18 February 2012 (UTC)
 * Yeah, but his point is, the reason for this was to save block IDs, and as now you have 4096 of them, you could also make a separate block for each slab type, allowing wooden ones to act like wood. --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 14:37, 18 February 2012 (UTC)

x mp When you place a switch then a lamp next to it, and hit the switch, then break the lamp and replace a unlit lamp,then break the switch, the lamp will go back to unlit block texture, but it will still emit light. -Minedmaster
 * Couldn't replicate on sp. But on multiplayer, the lamp will stay at same state as it's initially on (powered area, or non powered area)

x mp When you place a lamp above a lamp then light the bottom lamp with a switch, it will change to lit block texture but not emit light. -Minedmaster
 * Could not reproduce. Of course, it will look like it's lighter, but I could not observe a texture change. --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 14:37, 18 February 2012 (UTC)
 * I tested again, this time with a slightly edited terrain.png that made the two textures clearly distinguishable. The bottom lamp changes texture and emits light, and the top lamp doesn't change texture and doesn't emit light, just as you would expect. --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 14:44, 18 February 2012 (UTC)
 * This mp bug, but poster just did not mark it as one. It would be great if people just assumed that bug only applied SP or MP depending where they found it. Then people could later remove tag if applies both. EDIT: added mp tag on both bugs

x I don't think it's normal that mini trees in the jungle have jungle wood + normal leaves.
 * Why not jungle wood + jungle leaves (or normal wood + normal leaves) ?

x Nether wart now requires light to grow or it will pop off 20:35, 15 February 2012 (UTC)

x long grass and sugar cane spontaneously pop off, leaving seeds or cane on the ground 2205 UTC 15 February 2012
 * I think it's an issue with the new lighting. It might not pop off if you put a torch near it 01:42, 16 February 2012 (UTC)
 * Could be. To clarify though, these are not things I've placed but have just found laying around

x Jungle Tree Leaves on old Alpha Trees don't decay (maybe all Jungle Leaves, please confirm)
 * Perhaps this is on purpose to prevent huge jungle trees from decaying?
 * Couldn't replicate. Tried csp different versions (12w03a,12w07a,12w07b) and converting to latest, always leaves decayed. could it just be that you didn't spot trunk block inside leaves?
 * No, It's a Tree from an Alpha-generated World (with many different Leaves) --

x Some "damaged" block placement doesn't work (example: placing a Double Sandstone Slab Block will result in a Double Stone Slab Block). These Blocks are: Double Slabs, Silverfish Blocks, Huge Mushroom Blocks.

undefined If you place a block while pointing at a redstone ore block, the redstone block it will still assimilate the right click and lit up. Happens in both creative and survival modes. 02:15, 17 February 2012 (UTC)

undefined/a Tall grass and ferns obstruct the creation of huge jungle trees by means of bonemeal, if they are adjacent to one of the saplings (not diagonaly). Small jungle trees - and any other trees, for that matter - seem to not be affected by this. I have not tested to see if they can affect their natural growth. 06:31, 17 February 2012 (UTC)

undefined/a Rails seem to put the spawn point 1-2 blocks below where it's supposed to be especially when there's a no block 2 down from the spawn point. When there are 2 solid blocks underneath the spawn point, the player is only dropped 1 block. Also, cobblestone slabs seem to be bugged so that when going up using the slabs they don't register until the player jumps.

undefined Snow layer on top of leaves prevent a sapling below from growing. Most noticeable when you try to grow trees next to each other and the first tree has gotten snow layer on top.

undefined Hoe is missing the break animation and does not visually disappear from the toolbar. Server side it is correctly accounted for and when you try to move a broken hoe it will disappear at once.

undefined/a Saplings placed above the height 128 does not grow except Oak saplings (the plain one). If the required height for a new tree reaches beyond the height 128, it does not grow up neither.
 * Big trees grow at above 128, and when their parts reach above 128. (big trees are 2x2 jungle tree and branched oak tree) (tested on sp)

undefined/a When you shoot an arrow into a Redstone Repeater, the arrow "wiggles" when the repeater is powered. I noticed this with a manually started 1-repeater timer, in Creative with an enchanted bow (Power V, Punch II)

undefined/a When using the F5 camera mode of the player facing the camera, experience orbs do not face their texture towards the camera. Annoyances

a several items are not stackable for no obvious reason: signs, doors, boats, minecarts, cake, empty buckets,beds, music disks, saddles.

a or undefined Even though Moss Stone texture was changed in 1.8, it still has the same pattern as the old cobblestone texture used in Beta 1.6.6

a There is no storage block for redstone, coal or charcoal. It is annoying how there is a storage block for the rarest material (diamond) but not for the most common ones which often clog up a player's inventory.
 * I think the Diamond Block isn't intended as a storage block but rather a building block for bragging rights. -- 00:28, 13 February 2012 (UTC)
 * That's beside the point: it is useful for storage, as that guy brought up, and there are storage blocks for gold, iron, and lapis lazuli. I have several stacks of iron blocks I got from searching for diamonds. Why not redstone, coal and charcoal as well? Redstone DUST in particular, that sounds like something that could be easily made into a block. 13:02, 13 February 2012 (UTC)
 * If we have storage block for diamond, it doesn't make slightest sense to not have storage block for coal. In my opinion, there either should be no storage blocks or all storage blocks. If it was up to me, there would be storage block even for redstone, maybe this could function as vertical redstone wiring. Rate this is major annoyance, if there is consensus, I favor.
 * I second it. Redstone takes up so much space, and redstone - for quite a number of players, actually - is only useful in huge amounts. The ability to craft blocks of redstone could also add some mechanics that Minecraft desperately needs, like if you left click/right click/step on a block of redstone it would send a signal (the latter differs from a regular pressure plate in that a piston could extend over the block with no pressure plates popping off the ground). Or maybe a block of redstone would send a signal if it detected a block update - that way we could make some really interesting circuits without utilizing bugs or giant BUD switches. 20:20, 16 February 2012 (UTC)
 * I agree that this is an annoyance. That said, it's not all too difficult to simply build another chest or four. 03:04, 16 February 2012 (UTC)
 * You can't carry a chest full of redstone with you, though. Whereas you can carry a stack of 64 blocks of iron that you can craft into 9 stacks of iron ingots. It would be very helpful if you could do this with coal and redstone as well. 05:28, 18 February 2012 (UTC)

a End Portal Frames icon in inventory is incorrect.
 * it's not supposed to be obtained in inventory.

a Redstone Lamps are not actually lamps. A lamp has some sort of holder for the light source, which the restone lamp does not. If anything, it's a lantern. This is user unfriendly because it's misleading.
 * Semantics.... A lamp is just a device that provides artificial light by means of some sort of energy or fuel. In other words, the lamp is the light source. A lantern is a case (in many cases, portable - which the redstone lamp isn't (not in a powered state)) that encloses the light source to protect it from potential harm. 04:54, 20 February 2012 (UTC)
 * Go to Home Depot or some hardware store and ask where the lamps are, notice where they will direct you to light sources that have a stand or a post. I also don't see how a Redstone lamp is not a lantern, it's a block that cases glowstone dust. It's also portable because you can always break it and move it somewhere else. ( 15:39, 20 February 2012 (UTC))

a I honestly don't understand what has been gained by adding Redstone Lamps to the game. If you like them for not breaking when mined like Glowstone, Torches already behave this way. If you like them for being brighter than Torches, Glowstone is already brighter than Torches. If you like them for being powerable by Redstone, Redstone Torches already have this ability. I understand that Lamps now COMBINE all of the above properties, but I don't think this combination warranted the addition of a whole new block to the game, especially one as laggy as Redstone Lamps. I suggest that if Lamps are to remain in the game, they should emit light as they are carried, acting as the sort of portable "lantern" that people have always wanted.
 * I think you should have posted that in the discussion page. I can only tell you are neglecting to see where most of your own points are devoid of proper sense. There are huge advantages in having such a block, much more than enough to justify the adittion of a new block. It's perfectly agreeable that it is lagging the game too much, but you must not forget that even the lighting problems now may be the cause for that. If not, it may still be lacking optimization, but that doesn't mean it's outright bad and bannable. Finaly, vanilla Minecraft has no dynamic lighting yet, so your last suggestion doesn't apply, and it would still make more sense with torches, or something that really looks like it's portable.

a You can't climb up from vines to ladders, because the ladder collision makes you climb against a "ceiling" (http://img7.imagebanana.com/img/yx5imrhe/20120220_21.57.34.png)

Fixed/Skipped

x} It appears that jungle tree leaves generate outside of the range of their trunks. When the block is updated, such as from a starter tree house, the leaves start to decay out from under the structure. Either jungle leaves should be able to stay from farther away from their trunks, or they shouldn't generate out as far.

Crafting/Enchanting/Brewing/Interface
Bugs

undefined Brewing is broken does not work at all 22:04, 16 February 2012 (UTC)   00:10, 16 February 2012 (UTC) yes it is -spenceman765
 * really? just tested it both csp and cmp. i first created 3 ankward potions, then 3 potions of regeneration. also this would be major bug if it were true. EDIT: tested version 12w07a, and your bug appeared, make sure you are running 12w07b.

undefined Fire charge is not in creative mode inventory 22:24, 15 February 2012 (UTC)   00:10, 16 February 2012 (UTC) yes it is -Minedmaster

undefined Everything made of wood can be used as fuel in a furnace, except wooden tools. The fact that even jukeboxes and note blocks can be used as fuel leads me to think that the wooden tools are supposed to work this way but Jeb just forgot. Also (usable as fuel, burnable in world):
 * You can burn any block with a material type of WOOD, plus a select list of items (sticks, coal, lava buckets, saplings, and blaze rods) 05:04, 16 February 2012 (UTC)
 * Wooden slab (no,no)
 * Note block (yes,no)
 * Jukebox (yes,no)
 * Crafting table (yes,no)
 * Sign (no,no)
 * Wooden Door (no,no)
 * Dead Bush (no,no)
 * Bowl (no,--)
 * Book (no,--)

undefined If you turn off the Interface with F1, even the block breaking texture (the lines occuring on the block while mining) is invisible. The chest never got a breaking texture as it's 3D since 1.8 or so.

Annoyances

It does not tell you what the enchantment does when enchanting something just has weird symbols
 * Please remove this, a beginner posted this.

a! The Fortune enchantment is useless on an axe.
 * Con the contrary, I say it's useful. Some people break leaves with the axe and with the fortune enchant will cause more apples or Sapplings drop. 12:58, 22 February 2012 (UTC)

a Stairs and slabs can't be crafted back into the block from which it is made. If crafting stairs and slabs gave you six of them, then you could craft a stair back into a block and two slabs back into a block.
 * …"You can't make an omelette without breaking eggs."
 * Also you can't turn said omelette back into eggs. This should be removed. -- 20:54, 20 February 2012 (UTC)

a! The Fire Resistance potion effect doesn't remove the fire animation while you are in lava

Fixed/Skipped

Achievements
Bugs

undefined When switching between languages all of the achievements revert back to the first achievent (benchmarking).

undefined Archievments are totally derisory and dispensable since they reset ALL THE TIME and they are dependend, which means that you 'll often not get them because you never crafted a certain unnessecary tool which is needed to get the archievment. Every update and every snapshot they reset.
 * A snapshot is NOT THE PROPER VERSION!!! It WILL reset because you are modifying the minecraft.jar! Please remove!!!
 * Actually, achievemnts are not stored in minecraft.jar, they are stored in the stats folder 22:29, 22 February 2012 (UTC)

Annoyances Fixed/Skipped

Gameplay
Bugs

! Levels are too hard to acquire starting from level 5 - enchanting with high levels is often not worth it.
 * I recently enchanted with level 23 a diamond sword, I got an almost-useless smite III. (I took 45 minutes to have all the levels, I should probably have level 60-90.) C ali nou - ×  » 12:31, 22 February 2012 (UTC)
 * You gotta be kidding :) If you want to level up quickly, find ruins in the nether with two blaze spawners close to themselves. If you need, build a platform connecting the spawners, so you can easily farm exp. Gaining 50 levels that way takes about 50-60 minutes. Also, you can build gravitational XP spawn using monster spawners in OVERworld - look for youtube movies on the web.
 * that's true for easy to hard modes, but not when you're playing purely on peaceful. it's extremely tedious to make levels, even if you breed domestic animals for slaughter; they just don't give much XP. i have better things to do than grind XP for hours.  basically i think peaceful mode needs some extra thought put into it, not just for XP but also for finding items that only mobs drop (but that's a different subject).  09:08, 23 February 2012 (UTC)

! Blocking doesn't protect enough and slows down too much.

! You're not supposed to be able to breathe from under lava, but you still can.
 * Definitely a bug. In no way is it major though. -- 21:21, 20 February 2012 (UTC)

! mp cr Rarely, we can't hit a mob, we just break the block behind it.


 * It happened two times in SMP Creative, but maybe it can happen in Survival Mode and also in Single Player, feel free to modify it if it's happening not only in SMP Creative.


 * It's like their hitbox have disappeared.

undefined/a Directional keys will get "stuck" and you'll continue in the same direction until pressed again 16:17, 15 February 2012 (UTC)
 * Happened to me once, so far, but I could not notice what caused it in order to replicate. 02:18, 17 February 2012 (UTC)
 * May be due to lag, this can be replicated by pressing the directional key, or jump key, and hit alt wich will make the game freeze, clicking any key will unfreeze the game, but with the pressed key "stuck"
 * most probably its due MC windows loses focus while button is pressed. It's not MC its MS Windows. when you stop pushing the button while MC is out of focus, the program won't know it until you "repress" the button
 * nope, it also happens on mac osx and on linux. i do think it's probably due to lag, because it happens to me much more in MP (which lags more). 09:11, 23 February 2012 (UTC)

undefined Maps will not show snow. This can result in being very confusing on multiplayer.

undefined While climbing vines, you can eat food without any slowdown. a cr The player still can fly upwards indefinitely in creative mode. 18:47, 15 February 2012 (UTC)
 * The same thing happens with ladders. This isn't exclusive to the recent snapshots. 05:11, 22 February 2012 (UTC)
 * This is not a bug.
 * Unlikely to be a bug (in my opinion). C ali nou - ×  » 10:21, 16 February 2012 (UTC)

! cr While flying in water or lava, horizontal movement is slowed to a crawl and vertical movement is very fast.
 * that also was in the older versions. Flying up- and downwards is like flying, but horizontal movement is slow (like swimming). But i think that more would be an annoyance, than a bug!-- 12:30, 16 February 2012 (UTC)

undefined Lava does not set chests on fire. 22:18, 15 February 2012 (UTC)
 * Lava is very slow to set any blocks on fire, and chests purposely are not burnable so as to avoid the burning of the chest as well as everything in it. 20:17, 16 February 2012 (UTC)

undefined Some worlds that where in creative mode turned to survival mode.

Annoyances

a Music Disc "where are we now" is still missing.

a Boats break too easily. Boat physics need an overhaul.
 * This is not a bug (boats were made easier to break in 1.0.0). You can hold the sneak key to avoid damage. C ali nou - ×  » 10:21, 16 February 2012 (UTC)
 * This has always seemed like a major annoyance to me, and with little sense. Even more now that they are weaker. 11:36, 16 February 2012 (UTC)
 * I thought boats were made harder to break in Minecraft 1.0. Still, I have to say boats are still weak, especially to lily pads. - 04:58 17 February, 2012 (UTC)
 * Yes, their extreme fragility makes automatic boat dispensers, canals, locks, etc. an incredible hassle to set up. How does constantly-breaking boats improve the player experience at all, anyway? I could see them breaking if you ram into something full-tilt, but they definitely should not pop from the slightest scrape the way they do now. -- 05:42, 17 February 2012 (UTC)
 * Indeed. It was always a hassle to make legitimate canals and docks - I mean without exploiting water physics or anything - and even more so now. Even to players who sail in the most legitimate way, it's a very disconcerting factor to the fun element of boats. 08:51, 19 February 2012 (UTC)

a While clay balls can be crafted into blocks of clay, blocks of clay cannot be crafted back into clay balls. This gets annoying when crafting them to save space in the inventory, and you have to place them and break them again when you get home.
 * Snowballs / blocks are similar.
 * Boats were too hard to break in multiplayer, so they were made more fragile in both singleplayer and multiplayer (I do not approve :/). C ali nou - ×  » 12:31, 22 February 2012 (UTC)

a The Mac version of the Paste shortcut, Command-V, cannot be executed within Minecraft. Ctrl-V works and uses the actual Mac clipboard. NOTE: This bug has been around since Beta 1.3.
 * Where would you paste in minecraft? --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 16:21, 18 February 2012 (UTC)
 * When creating a new game, you might well paste in a seed or a savegame name taken from an on-line forum, for example. Similarly for IP addresses for new servers and other multiplayer-related stuff. In-game, naming maps, naming pet dogs or cats, writing in books, pasting server commands and adding text into signs are all places where paste functionality could potentially be useful. And then being able to select text in-game and copy to clipboard to paste elsewhere in the game or out-of-game becomes ever more handy the more material you have on chat logs, in books, etc.

a! The range of characters in font.txt is very limited considering the multilinguality of Minecraft. It should be updated so that more characters are available, because it is hard for foreign Minecraft players to communicate on servers if they cannot type using their own script. (Updating font.txt would also enable using the same font for all the languages.)

aThere is no way to type the section sign (§) from within Minecraft, and it can only be entered by pasting it, which cannot be done while writing on signs.

a1 cr Missing blocks from the item selection screen:
 * Double s (Double Stone Slabs can be very useful when building)
 * (Maybe, creative monster spawner can use a different id, with a GUI for select the mob to spawn)
 * layer (which can be collected in Survival with Silk Touch)
 * stone, cobblestone and stone bricks (They can be useful for making traps or fake buildings in multiplayer)
 * All the Blocks (I think that all Huge Mushroom Blocks should be in the item selection screen, even though they only have one texture on all sides)
 * s (Useful as decorative block)
 * (Useful for getting to the End easily, and also if you accidentally break the naturally generated portal in the world, or if a griefer does it on purpose)
 * End Return Portal (Useful for getting back to spawn/bed when used outside of the End, and also if it is broken as stated about the End Portal)
 * (Useful as decorative block)
 * Here's an idea: make a new item - let's just call it "Wand" for fun - and give it two different uses. When left clicking on a block it will circle through the different damage values for that block (changing material of, type of etcetera), and when right clicked on a block it would replace itself in the hotbar with the type of block you right clicked on. That way you can easily change the types of blocks, and you would be able to get double slabs (among other things) in your hotbar without the use of silk touch or an external inventory editor.  20:35, 16 February 2012 (UTC)

a Golden Apples are useless. They have been outclassed by the Potion of Regeneration ever since it was introduced, but now this is even more so ever since they were nerfed. It would make sense for Golden Apples to be the ingredient for the Potion of Regeneration instead of the Ghast Tear (with the Ghast Tear being used for some other potion instead.) Alternately, one or more of: increasing the apple's regen duration by 2 or 3x, removing the time it takes to eat them, or giving them an additional effect (possibly from the list of not-currently-used potion effects).
 * i agree on the fact that they are quite useless as food now, but certainly NOT make them an ingredient. golden apples still have the highest saturation of all food, and since they are quite easy to get(a bit of woodcutting and pigman hunting should get you enough for 10+) now they shouldn't be buffed again. give them a special effect at most.

a There is no way to grow your own undergrowth. Undergrowth is the mass of leaves on the floor of the jungle.

a Despite being used in many things, and also being depleted through several activities like using a splash potion, sand is not renewable. Eventually you are going to use up all the sand and not be able to make splash potions anymore.
 * Do you mean TNT? There's no sand in splash potions.
 * Sand is needed to make glass for potion bottles.
 * Potion bottles are re-usable, though. And silk touch makes up for that quite a bit too. Still, using an entire desert worth of sand in glass and bottles doesn't seem too easy to me. And, still, any map has numerous deserts. On an SMP server many players can use up a desert, but there's still more. This doesn't sound very plausible. 00:24, 16 February 2012 (UTC)
 * When you use a splash potion, the bottle is destroyed. (Not saying I agree with the original annoyance.) — 01:23, 16 February 2012 (UTC)
 * This shouldn't be mentioned as it is only a problem in MCedited maps like skyblock survival. A single desert has literally tens to hundreds of thousands of sand. -- 13:13, 16 February 2012 (UTC)
 * One suggestion I read once is that during thunderstorms, sandstorms would occur in deserts and it would be like snowfall except the particle effects would be horizontal, and sand layers would generate like snow, and you could mine it for piles of sand (which use the gunpowder texture) and could be crafted together into a sand block.

amp Beds work, but acts weird when sleeping. It's like you falling through infinity. -- 17:49, 15 February 2012 (UTC)

a Worlds generated in Alpha (before McRegion) aren't showed in the Maplist. -- Fixed/Skipped
 * All generated worlds or only those which have not been converted to McRegion? --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 16:23, 18 February 2012 (UTC)
 * Yes, only those, there is no conversion from Alpha Level Format to the Anvil Level Format. --

NPC/Animals
Bugs

undefined In hardcore superflat mode, passive mobs only ever spawn four at a time; never more, never less. I thought there was intended to be some variation in spawning numbers. 19:29, 21 February 2012 (UTC)

undefined If you're in a 1x1x2 hole and a villager joins you, every blow you strike to try to dig yourself out hits the villager instead, even if you are facing the opposite way. AFAICS you have to kill the villager before you can dig again.

undefined Child villagers seem to have the same hit boxes as adult villagers - you can still hit them even when the crosshairs are aimed at the block above their heads. Because of this, they cannot walk through an opening that is anything less than 2 blocks high even though they appear to be approximately 1 block high.

! spIf you let a cat sit in a offline game, save and play then online (not multiplayer) you can't let the cat stand and move. The cat don't respond. It also works vice versa, when you play online and then offline. Tested in flat world and creative.
 * This is a bug that has been around as long as wolves have, and is not restricted to any OS. The reason is that cats and dogs are bound to the player by their name, even in singleplayer, and Minecraft treats "Player" (the name of the player in offline mode) as a separate player from your identity in online mode. I agree that this is a problem. If possible, a special exception should be made for singleplayer so that single-player tames will obey anyone.
 * that could have problems in some servers that lets you change your name if you changed it to player everyone would be able to use the wolf and it wouldn't know where to go. 04:22, 15 February 2012 (UTC)
 * A simpler solution would be to use whatever username was entered in offline mode, instead of 'Player'. This would avoid needing special-case code for wolves, cats, and any other player-specific features added in the future. --
 * This still doesn't deal with the case of someone with multiple accounts, or a single-player world shared between two players. It also prevents proper use of tamed animals in downloadable maps. In fact, it's not even possible to implement it without altering the launcher, since the current version provides no way to know the entered name when the game is started in offline mode. The ideal solution is to ignore the player name entirely in single player maps (and single player maps only). 03:38, 16 February 2012 (UTC)

undefinedcr Feeding animals consumes the item used to do so, which is unintended and is very annoying because it means we have to shift-click everything we use to feed them. Examples include wheat used on most animals, bones used on wolves, fish used on cats, and meat used on tamed wolves. This also includes saddles used on pigs and dyes used on sheep.
 * ...but everything you right-click animals with stacks up to 64. This most certainly isn't a bug, and I personally don't see how it can get all that annoying either. 03:38, 16 February 2012 (UTC)
 * He is talking about creative mode. You have to shift-click an item to your hotbar to get a full 64 stack. You cannot simply drag the food item over, since it is consumed every time you feed an animal.
 * Either way, is it really that hard to hold the shift key quick while you click? It really isn't that difficult and once you make it muscle memory you should have no problem with the extra centimeter you have to stretch your finger. At most this should be an annoyance. 20:25, 16 February 2012 (UTC)
 * How can you say that this is at most an annoyance? It's clearly unintended and thereby a bug. Other items you would otherwise use up when right clicked include, , and , and none of these are consumed in the process. The same complaint goes for potions, they shouldn't be consumed either. 20:55, 16 February 2012 (UTC)
 * It's probably not a bug but neglected functionality. Probably someone forgot to include certain items in the code for that mechanic. But, regardless, it should indeed work just like eggs and snowballs and it was almost certainly intended to do so. Anything in creative mode should work like that.
 * It was once that eggs, snowballs, and eyes of ender didn't work like that, and that was incredibly annoying. That was fixed.

undefined Cows aren't able to enter love mode and breed (tested smp only)
 * How exactly this happened? I tried it smp server, and they bred just fine. This is true: When you breed animal, then kill the baby, parents aren't able to breed until enough time (which is time baby takes to grow adult) has passed.

!spsurvival mode, easy. When you let a cat sit, for example by your house and you go in your mine or somewhere else, it can be that after a while the sitting cat appears near you. This is very annoying. I've tested it with one cat. I don't know what happen with several. I don't test it with dogs, because I can't find one.
 * This is a feature. Dogs and Cats will teleport to you if they're too far away from you to reach you by means of walking. I'm not sure if it's intended that they do so even when sitting. --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 15:32, 18 February 2012 (UTC)
 * When they are sitting they shouldn't teleport to you. In earlier versions the dogs don't teleport. I continued testing and it happened when you get attacked by a mob, but not every time. If you want to test it, you must try it a few times.

Annoyances a You don't get to choose what kind of cat you get. Perhaps you should be able to feed ocelots different things and what cat you get would depend on what you fed it.

a sp cr When two cats have bred, you can't feed them any more raw fish. This makes them follow you meowing until they die. (Same applies to offspring.) -- 13:19, 17 February 2012 (UTC)

a Squid are pointless. Their Ink Sacs are pointless because they are only used for dye, and all the wool colors that it can be used to make already naturally occur on sheep. In order for squid to become useful again, they should either drop more stuff or their Ink Sacs should be used for more things.
 * Your choice of words strikes me as odd. Ink sacks being used to make dye makes them have a point, thus not being pointless. I do agree that they could be useful for other things, but let's face it, there aren't a lot of things it could be useful for at this point. If they would implement things that might require ink (journals, or something similar, for example) then probably they would have other usages. Maybe they should already be required for the player to be able to create a sign with words? Just a thought. 04:40, 20 February 2012 (UTC)
 * They're not useless, but they could and should be removed. Black dye could instead come from oaks which will fall from oak trees. We need fish, not squid. It's also weird to find squid in rivers. They should only spawn in ocean biomes...
 * Why should they be removed instead of improved? You seem rather precipitated on your conclusions. 05:01, 20 February 2012 (UTC)
 * Since people are disagreeing with this being any sort of annoyance at all calling it a major annoyance (something that wrecks your experience) is completely laughable so I'm downgrading this. I think you should completely remove this as an annoyance. -- 21:01, 20 February 2012 (UTC)

a Animals are spawned "in" the leafs on the ground in Jungle Biomes. Only destroying the leafs can free them. Seems to spawn on Wood even if Leaf is above.

a Pigs are underpowered. Their strong point is their meat, but they are not a reliable source of it. Cows drop 1-3 pieces of beef, while pigs only drop 0-2. On top of that, cows are useful for much more than just their meat, so they heavily outclass pigs. If they could be relied on to always drop meat like cows do now, then they would be worth keeping. They should drop more meat than cows, (or at least meat that restores more hunger points or food saturation than beef) since merely being cows' equal in terms of meat would still mean that cows outclass them. If anything it is the cows that should drop 0-2 pieces of meat and the pigs that should drop 1-3 pieces of meat, since cows would still be reliable for their milk.
 * Pigs dropping more meat doesn't make sense. They are much smaller than cows. But something needs to be done about this. My suggestion would be that they produce more fertile ground (changing block under them if grass or dirt). This fertile dirt would allow much faster growth of crops,pumpkins,melons. In my opinion this should not be major annoyance.
 * They are still completely usable and like the unregistered person above me pointed out they are smaller than cows. -- 21:08, 20 February 2012 (UTC)

a You don't get the saddle back after a saddled pig dies.

a Chickens are relatively pointless to keep, because their eggs aren't used for anything other than cake. Their s are useless because they are only good for being crafted into arrows. This is useless because the used to do so is not renewable, so they are outclassed by Skeletons, which CAN be farmed for arrows renewably (and even automatically).
 * You do know that basically gravel=flint place and break till you get it. The other thing with chickens is you only need one chicken to start the process of a chicken farm. If there is anything to change with chickens it's the frequency of their sounds. 01:52, 16 February 2012 (UTC)
 * I think chickens are actually the easiest animal to farm. Once you get enough chickens you get tons of eggs, then you can kill all the chickens for meat and use all the eggs to replenish the chicken count. It makes a consistent source of food and feathers (flint is no worry). But I agree that chicken sounds will lag the game quite a lot, especially when mixed with water sounds. 11:48, 16 February 2012 (UTC)
 * Absolutely disagree. What is with this wave of "If it's not 100% renewable it's useless" crap? Flint is easy to get and infinite within human capabilities. Chickens are one of the most useful passive mobs. -- 13:19, 16 February 2012 (UTC)
 * The bad part isn't that flint isn't renewable, it's that while you can make arrows non-renewably with feathers and flint, it is a waste of time and effort when you can just find a skeleton spawner and trap it and collect the automatically farmed arrows. Feathers need more uses.
 * This whole point is all messed up. 1- Chickens are a lot of things, but pointless to have is not one of them, at all. They drop more items than any other passive mob, except cows, which actually drop less, but can also be milked. And they are the easiest and fastest to farm. 2- Eggs have three usages. They can be use as a projectile weapon, though very weak, they can be thrown to spawn more chickens, they are used to make a cake. 2- Yes, feathers need more uses, but so does everything else in the game. If anything, that should be the focus of this whole point. 3- Flint not being renewable doesn't make them useless - by that logic, skeletons would be useless because arrows are not renewable. At most it makes them less reliable, and you should see that as a good thing. If everything else wasn't so cheap to get, people would be less spoiled by the lack of challenge and wouldn't complain. 4- There's not a whole lot of things in minecraft that you can aquire from more than one source, which actually puts feathers in advantage over other items. 04:27, 20 February 2012 (UTC)
 * I like how you act like it's a huge effort to farm gravel but at the same time say it's easy to find a skeleton dungeon. Unless you are cheating you could spend hundreds upon hundreds of hours in a map to find a dungeon with the right spawner. Gravel you'll find a dig without even trying. The shear lack of logic is mind-blowing. Can we please remove this as an annoyance? -- 21:08, 20 February 2012 (UTC)

a I can swallow the idea of two chicks spawning from one egg (in the words of Chicken Run's Rocky the Rooster, 'It's a double yolker!') but four is too many. Where did the decision to use four come from in the first place??
 * Probably from a balancing and/or fun standpoint due to the chances of getting chicken being so slim (1/8 chance). But I can only speculate. It's still fun and a bit relieving to see 4 of them popping out. :) 04:27, 20 February 2012 (UTC)
 * Minecraft != Realistic. This is something that's done for fun like Skaruts pointed out. -- 21:15, 20 February 2012 (UTC)

a (Very minor) Cats obediently sitting when clicked on is not normal catty behaviour. It would be better if right-clicking was assumed to be petting it, whereupon it would purr for a bit, then curl up and go to sleep. So dogs sit, but cats sleep. As cats will happily sleep for 25-30 hours per day, I think that would be much more fitting behavior. a Cows, pigs and chickens never eat unless fed. Villagers, although they'd be a special case, never eat at all. This is a bit odd when wolves, ocelets and sheep do.
 * True, but tapping a real-life dog will not always make it sit either. Also, how do you sleep 25+ hours in a 24-hour day? 08:40, 18 February 2012 (UTC)
 * I don't think obedience is of any relevance in a game that doesn't specialize in the matter specifically. I agree that there could be a few other interaction functionalities to animals, but that is a detail that wouldn't add much to it, at least at the moment. That they should lie down instead of sitting, is perhaps a good point. But what I think should be added to animal is some way to have them running around the base, but without following the player, instead of having to be sit all the time. That's really my only complain about animals, at this point. 10:02, 18 February 2012 (UTC)
 * Indeed, I would love to see animals being more autonomous. They could at least get grass like sheep do. Although, there's two other issues here: 1- Wolves and ocelots don't really eat. They kill the prey, but they leave the food item there. I think mobs in general could have some interaction with items too, sometimes. 2- There could be a wild version of the farm animals to tame. Those would interact more with other wild animals, in some way, and would feed autonomously. 10:12, 18 February 2012 (UTC)
 * Cows could eat long grass, pigs could eat mushrooms, chickens could pick seeds out of grass. It seems a good idea to go along the route of adding AI to all the mobs.

a If the player has a huge city with Villagers in it, they will repopulate at an uncontrollably large rate. Which can clog up the map with Villagers.
 * Zombie hordes will spawn if you take out some doors in the village to keep the population down. I had a fenced in village with torches everywhere and I was removing doors from houses. 10 zombies start an assault out of nowhere lol. 01:52, 16 February 2012 (UTC)
 * It doesn't have to be a huge city for villagers to over-populate. is a screenshot of a village that started out with a handful of villagers but now has over a hundred, and as far as I know, is still growing. --

a Animals will still follow Wheat even when they have mated and are unable to eat anymore. This makes feeding a large amount of animals, difficult: as you get crowded by animals which are unable to mate stopping access and making it hard to keep track of the ones who still need to be fed.

a If left untamed, wolves will eventually depopulate an area of sheep, and ocelets would do the same to chickens. Even unbred passive mobs (and wolves and ocelets themselves) should reproduce at a slow rate to approximately replace attrition losses.

aWolves are black at night/ in the dark... even glowstone is just weakly lighting him. -- 20:09, 15 February 2012 (UTC) Proof(with chicken for comparison):

aThe top of pink sheep is white, and the top of orange sheep is yellow
 * I guess, that's the fault of your screen. Looking from a calibrated IPS-panel, the top of the pink sheep is light pink and the top of the orange sheep is light orange.

a Villagers still destroy their own farmland and crops. 21:55, 15 February 2012 (UTC)

a Villagers sometimes fall into wells and cannot get back up 21:59, 15 February 2012 (UTC)
 * Jeb could fix that in 10 seconds by just changing the 8 blocks of cobblestone surrounding the water with cobblestone half-slabs proof 01:56, 16 February 2012 (UTC)

a Some areas of NPC Villages are completely dark ( only moonlight ) 22:07, 15 February 2012 (UTC)

a Crops are not lit by torches in NPC Villages. 22:07, 15 February 2012 (UTC)
 * This isn't a problem as they are never covered from the sky. Unless of course you cover them. In which case it's your fault, not the programmers, that they aren't lit. -- 21:15, 20 February 2012 (UTC)

a! Spawning in a world spawn over 20 wolves(regular biomes) or over 20 ocelots (jungle biome) and follow you around as if they are tamed animals

a! Villagers may overpopulate certain houses, leaving many houses empty. At the same time other villagers outside may get stuck ("forever") trying to get into those over-crowded houses, neglecting the empty ones too. 06:50, 17 February 2012 (UTC)

a Villagers seem to not recognize houses if they have iron doors, even if they are open. I would assume they would ignore them if closed, since they can't use buttons, but not when opened. And iron doors would be a good way of keeping them safe while zombies are around. 21:44, 17 February 2012 (UTC) Fixed/Skipped

Mobs
Bugs

undefined Mobs' hitboxes clip through doors. This means that you get hurt when standing in front of a door with a zombie on the other end.
 * This only happens when you place your door from the inside 21:23, 16 February 2012 (UTC)
 * It's still a bug, though.

b Zombies will keep following their target when burning to sunlight. Even when they just came out of shadows, and could just retreat a few steps to safety. 20:39, 15 February 2012 (UTC)
 * I think their behavior is intended to be different from skeletons, who hide in the shadows. Most zombies from media are much more aggressive than self-caring. Also, a zombie only attacks you if it's near, while a skeleton can do it from a distance.
 * I second this as intended behavior. There isn't a single zombie movie where zombies have any defensive instincts. -- 21:18, 20 February 2012 (UTC)
 * I think I can agree with that. I wouldn't compare these zombies with other zombies, mostly because minecraft usualy detours a bit from conventionalities, but it may still be the case where zombies are no more than "life-seeking-machines" that won't stop until they kill or are killed. Sounds fair enough, I guess. 21:39, 20 February 2012 (UTC)

b Zombies will break down doors on easy mode. Isn't this supposed to be restricted to hard?
 * Zombies will hit doors on easy and normal but not break them. Zombies will only successfully break down a door on hard. --anoymous712

Annoyances a Creeper "fuses" seems to be closer then usual. Took down a creeper a sword's reach when they used to attempt to blow up at that range 16:02, 15 February 2012 (UTC)


 * they did never explode *just* inside sword reach. in zisteau’s playthroughs, you can see him repeatedly killing creepers stuck behind a block with “the tip of his sword”. please confirm that this isn’t intentional ‒ ‒ 17:32, 15 February 2012 (UTC)
 * That's behind a block. These guys are just about in my face when I'm out and about. 19:50, 15 February 2012 (UTC)
 * It seems to me that the fuse is actually longer, or that once it starts you have to kill the creeper or it explodes. I think this is good and probably intentional.
 * Not true. I can start a creeper's fuse and make it not explode.
 * The fuse might indeed have changed slightly, but it's still easy to let them fuse then defuse if you charge at them with a sword to knock them away, or simply hit them. 14:18, 19 February 2012 (UTC)

a Tamed Ocelot (Cat) becomes frozen on server restart, but still make meowing and purring sounds. Unable to hit them or change their position and can still push them around. Not sure if is a problem, or just happens with some clients as it is annoying.

Fixed/Skipped

World generator
Bugs !although the nether has still a bedrock layer at 128, there's now air above, which means that there will spawn tons of zombie pigman and ghasts, but they are all unreachable unless you are in creative. this also means that there are a lot less monsters below, since the monsters above quickly fill up the mob cap. also sometimes mushrooms will grow on top.


 * I think the nether generation should use the entire height (0 to 256), it would be cool, then it should fix that.

! Creating a nether portal above the previous 128 height limit will still teleport you to the nether. However, when returning from the Nether, a new portal will be created in the normal world at the 128 limit. This prevents building of sky cities only reachable through Nether portals.

! There are almost no trees in swamps, except on the water 16:21, 15 February 2012 (UTC).


 * Wow, they weren't kidding: http://img207.imageshack.us/img207/7523/28040658.jpg 16:11, 15 February 2012 (UTC)
 * Same problem, stinks because I live on top of a hill on the edge of an Extreme Hills biome and the surrounding biomes are plain, swamp, and desert. Gotta walk really far for wood. Have a snapshot, don't know how to post it. Seed: 4314416643739283965 15:09, 21 February 2012 (UTC)

! Birch trees are not being generated. 16:21, 15 February 2012 (UTC)

! Branching trees not being generated.

! Entering the End crated NO End Stone. http://img835.imageshack.us/img835/523/88907417.jpg 16:36, 15 February 2012 (UTC)

! There are no trees generated in taiga biomes.

! There are no caves generated in the world!


 * Mineshafts still generate luckly. 16:21, 15 February 2012 (UTC)
 * I just started playing the seed "Bug test" and there are a lot of caves and ravines, e.g. x:80, z:250 (opens to surface). --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 14:49, 18 February 2012 (UTC)
 * Either you provided the wrong seed, the wrong coords, or you're generating the map in a different version of minecraft. I tested it and there's nothing there.
 * Okay, yes, I did something completely wrong :/ now the world looks different and has no caves indeed. Using the TNT noclip trick, I made this screenshot, which shows clearly that caverns with lava or water lakes are generated, but caves not. --undefined – ceterum censeo error quasi-connectivitatis pistonis delendam esse. 10:15, 21 February 2012 (UTC)
 * Seed "Gothic" hasn't caves too :( . Greg

a! Jungle Biomes have some places with other colored regions. (Taiga, Tundra?)
 * I have the same bug with other biomes -- 12:29, 18 February 2012 (UTC)
 * This is caused by the River biome. 14:00, 18 February 2012 (UTC)

! No Giant Mushrooms being generated. Giant Mushrooms cannot be grown (try seed lost, still works). 19:21, 15 February 2012 (UTC)


 * confirmed the lack of generating mushrooms, but they can still be grown with bonemeal -- 22:46, 15 February 2012 (UTC)

! Various "stone holes" in the bottom overworld bedrock layer.
 * Example seed: 3584249984990887637

a! Surface lava pools that generate in the jungle have a high chance to burn it down

aarea with changes biomes (caused by wandering or path-update?)sometimes won't create ice or snow layer in new tundra-biomes-- 20:15, 15 February 2012 (UTC)
 * Snow layer will be generated when snowing

undefined Some trees are being generated like dwarf trees, growing leaves right from the ground level. Including pine trees. http://www.minecraftwiki.net/wiki/File:Dwarf-trees.jpg (this may be related to all other tree related bugs, though) 00:08, 16 February 2012 (UTC)

undefined Air pockets are being generated in water areas. http://www.minecraftwiki.net/wiki/File:Air-pockets01.jpg or http://www.minecraftwiki.net/wiki/File:Air-pockets02.jpg 00:12, 16 February 2012 (UTC)
 * This glitch has been around since lakes have been generated. It is a result of a lake being generated inside of an ocean. 02:36, 16 February 2012 (UTC)
 * I had never seen it happen before, though. Not saying it didn't. 02:20, 17 February 2012 (UTC)

undefined Snow can generate on top of air. 03:29, 16 February 2012 (UTC)
 * This glich has been around since lakes have been generated. Snow can float only above a lake (both snow or lava).

! Lots holes in world which goto layer 5 http://imgur.com/GKOPL ! It Rains In The Desert Biomes.
 * Seed? --
 * Also happens occasionally in 1.1; often not reproducible by regenerating the world with the same seed. --
 * It's generator error: sometimes, it generate flat in normal world-- 16:06, 20 February 2012 (UTC)

! It Rains In The Snow Biomes but Snow would be create/spawn

Annoyances

a Villages still tend to generate houses buried. 16:27, 15 February 2012 (UTC)
 * Villagers also spawn out side the buried house's door, covered by the ground. Found a group when I dug out the door. 16:28, 15 February 2012 (UTC)

a Some houses in villages are still being generated with their entrance two blocks above the ground, and with no stairs. http://www.minecraftwiki.net/wiki/File:Villagehouses.jpg 18:12, 15 February 2012 (UTC)
 * All of your Pictures doesn't work, maybe they aren't public --
 * they work for me. –Preceding unsigned comment was added by (&#124;) . Please sign your posts with
 * Then they don't work for Europeans maybe? --
 * Nah. I just tried to load it and got a 403. But I have seen this personally. Even one of the villagers ran out of a doorless house and stared up at the 2+ high house like "Omg omg omg! LET ME IN!" lol. Spawned a zombie to end his life >=3 17:28, 16 February 2012 (UTC)
 * That's weird. I don't like imageshack but I may try it, unless someone suggests me a better site. I'll change the links when I got some more time and patience.  06:08, 17 February 2012 (UTC)
 * Can you please try again and tell me if it works now? I think I found the problem, but can't test myself. Thanks. Nevermind, I'm getting 403 on every imgur link too. Including my own... 06:57, 17 February 2012 (UTC)
 * All my links are new. You should have no problems now. Thanks for alerting me to this. 10:44, 18 February 2012 (UTC)

mp There is no chest's in dungeons. But I could only find one dungeon so may not be all dungeons. Dungeons still contain chests.
 * This happens in single player and in older versions too. I don't know if it's intended, though. 02:24, 17 February 2012 (UTC)
 * It's an Generation-Bug, Cave or Mineshafts "destroy" them --

Fixed/Skipped

Graphical/Lighting
Bugs

undefined Some stone blocks can can create its own light like glowstone.

undefined mp Weather transition effect (incoming/stoping sun/rain/snow/thunder) still doesn't work in SMP.

! Lighting bugs are extremely plentiful.

! Water is much more clear.
 * Don't see how this is a problem. 16:38, 15 February 2012 (UTC)
 * May not be a problem, but it's not a normal feature. 17:31, 15 February 2012 (UTC)
 * maybe a new feature? looks nice anyway. Affect only new worlds, not previously generated/converted ones
 * If Water is directly below an Ice Block, the Ice Block is as clear as glass.
 * if you look close, you can see that the water gets dark in the first 4 blocks, then it's getting brighter to max on one block deepth. so this looks like a global lightcalculation error on world generation and while playing. looks like most of these observations from below (no lightning at lava, bright tunnels etc) belong to this error -- 08:14, 16 February 2012 (UTC)

! The new redstone lamp causes extrem lag when switched and in sunlight/moonlight, but it works fine when you switch it in the complete dark or when there is only blocklight. If you don't believe me just build this small setup and switch the lever:

!mp The new redstone lamp doesn't put off any light in SMP, except when light 2 or more lamps next to eachother?.
 * actually it's even worse: every block light update in sun light causes massive lag, just press F3 and place a glowstone and you'll see a big spike in the lagometer
 * According to the profiler, the lag is caused by "root.tick.level.tickPending.checkLight.top < too" -- 16:57, 15 February 2012 (UTC)
 * this is especially strange since I thought block and sunlight are indepentendly, but it seems like the sunlight for all the colums where the blocklight changes is recalculated, and also it seems like several lamps switched in the same tick all cause the lighting to be recalculated, instead of recalculating it only once after all are switched.

!Tunnels don't get dark during the day. You can see the light brightening as you dig. During the night they get dark, but not as much as they were supposed to. It's as if every block is affected by sun light, even though there's no direct or even indirect contact with it. http://www.minecraftwiki.net/wiki/File:Bedrock-fog-and-lighting.jpg (please comfirm) 17:37, 15 February 2012 (UTC)
 * To add more, this occurs in survival and creative. I really do not like this at all because this makes all light sources obsolete and a waste of crafting since it is bright everywhere. 20:30, 15 February 2012 (UTC)
 * Also, tunnels can get dark at night regardless of light sources
 * doesn't happen on converted maps, just newly generated ones

!Lava in the nether and in overworld ponds don't have any lightning after generation. -- 19:59, 15 February 2012 (UTC)

!Bedrock fog doesn't seem to work. http://www.minecraftwiki.net/wiki/File:Bedrock-fog-and-lighting.jpg (please comfirm) 17:39, 15 February 2012 (UTC)
 * Not sure if they implemented this yet but it is not supposed to show in creative mode anymore. (I don't know what mode you are using because I cant get to pic)
 * I was in survival mode. But it turns out I was using 12w07a by mistake. It seems to work in 12w07b... Sorry for my mistake. 19:13, 15 February 2012 (UTC)
 * Should I, or someone, delete this entry? 22:13, 15 February 2012 (UTC)
 * I think a strikethough is probably best here. Especially as with the present lighting glitches this underlying problem might still be there.
 * Yea, someone had done that, but then it was removed, and I was confused. Thanks.

undefined Snow isn't shown on the map.

undefined Text in the item screen overlaps item graphics http://img210.imageshack.us/img210/3937/11323001.jpg 15:46, 15 February 2012 (UTC)
 * that bug is old, dunno when it appeared first but it was also in mc1.0 -- 19:59, 15 February 2012 (UTC)
 * That bug has been around for as long as the game has existed (or at least since Alpha 1.2.4, when I started playing). 20:43, 15 February 2012 (UTC)
 * Uhm.. why [was the bug] struck out? 17:32, 16 February 2012 (UTC)
 * Yeah. Why? It's valid bug.
 * It's not a bug. It's just how the interface is.
 * Even if it wasn't bug it shouldn't be overlined, it should be marked as annoyance.
 * Strikethrough removed so the bug (I definitely think it's a bug too) doesn't get overlooked.

undefined On a converted map, all torches that were previously placed or are currently placed in a 1 block large space above you creates a "dark" space. http://i.imgur.com/z1URb.png If you chip away at the adjacent block, this "dark effect" goes away. This never occurred prior to versions 12w07a / 12w07b. 13:37, 17 February 2012 (CET)

undefined When you look at swimming spider (maybe other mobs too, didn't check) from underwater it turns white - it looses its texture Neonidas1 13:47, 16 February 2012 (UTC)

undefined After copiing a part of an old map into a new one, which was surrunded by an snow biom then, the rain rendered as snow in midair, but it worked like rain and on the ground were rain particles. Also rain sound could be heard.

undefined Falling sand and gravel highlight green.

Annoyances

a Sky color changes slightly depending on what biome you are currently in
 * Probably not a bug, as it was a biome feature for terrain gen prior to Beta 1.8. 04:19, 16 February 2012 (UTC)

a Using the new format's ability to force an area to be a particular biome does not affect rain/snow animations. For example, if a forest is forced to be considered taiga, when it storms the precipitation will correctly make no sound, and snow will accumulate on the ground, however it will still look like rain is falling and not snow. Other examples are forcing a forest to be a desert and getting albeit silent rain during a storm, and forcing an area that would have been a desert to be a forest and getting the rain sound and the splashing off the ground particles, but not the falling through the air animation.

Bugs
! Several sound instances do not play:
 * Chicken egg laying sounds.
 * Pressure plate, lever, button sounds.
 * Mob/Other Player stepping sounds.
 * Other Player mining sounds (the sounds playing before the mining is finished - see or  for examples).
 * Fishing rod sounds (reeling should not make a sound).
 * Cave sounds (or at least, they are not synchronized between players).

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

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

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

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

! Anvil's new per-chunk biome data is not sent in SMP. See here: http://wiki.vg/Pre-release_protocol#Map_Chunk_.280x33.29

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

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

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

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

undefined Having trouble making dogs change from sitting position.

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

a allow-nether should be true on default.

Sound
Bugs ! The sound of rain drowns out the sound of note blocks. Annoyances a On peaceful when placing a Zombie egg you can hear the zombie but not see it.
 * That is also true for all other hostile mobs (including slimes). 20:44, 15 February 2012 (UTC)
 * Enemy Mobs will de-spawn instantly on peaceful(So they are spawned but then removed instantly). -- 21:45, 15 February 2012 (UTC)
 * Indeed. They still have some effects on the game though, such as villagers momentarily fleeing from the zombies, or ghasts spawned right in front of you pushing you back a bit. I believe, if anything, these are the bugs instead. 22:11, 15 February 2012 (UTC)

a Tamed Ocelots seem to make a lot of sounds, constantly. Might want to space it out as much as the wolves' sounds?

aIf the player plays a music with a jukebox and sets the sound at OFF, the music stop only when this has finished or the player plays another music. Fixed/Skipped

Language
Bugs undefined There are several errors in en_US.lang:
 * item.bootsGold.name=Golden boots
 * should be item.bootsGold.name=Golden Boots


 * item.bucketLava.name=Lava bucket
 * should be item.bucketLava.name=Lava Bucket


 * entity.PigZombie.name=Pig Zombie
 * should be entity.PigZombie.name=Zombie Pigman
 * (Unless this is an official name change)

undefined Some logical/understanding issues in en_US.lang:
 * tile.log.name=Wood
 * should be tile.log.name=Log


 * tile.redstoneDust.name=Redstone Dust
 * should be tile.redstoneDust.name=Redstone Wire
 * See the "tile" > this is the redstone wire block.


 * item.redstone.name=Redstone
 * should be item.redstone.name=Redstone Dust
 * See the "item" > this is the item, like Glowstone Dust.


 * Boots and bucket are not proper nouns, so no, they shouldn't be capitalized. Pigman .....maybe but not really.
 * It is typical to capitalize all significant words in a title. Regardless, these changes would bring the items in line with the rest of the Block/Item names.
 * This is because "Water Bucket" capitalizes it as well as all the other boots.

! Even if they're obtainable with Silk Touch enchantment or via give command, some items don't have a name:
 * Block 34 (Piston Arm)
 * Block 36
 * Blocks 43 (all damages) (Double Slabs)
 * Block 93 (Repeater Block)
 * Block 94 (Repeater Block)
 * Block 97 (all damages) (Silverfish Blocks)
 * Block 104 (Pumpkin Stem)
 * Block 105 (Melon Stem)
 * Block 117 (Brewing Stand Block)
 * Block 119 (End Portal)
 * Block 120 (End Portal Frame)
 * These blocks aren't regularly encountered, so they don't need a name. -Cyndaquazy
 * No, in creative mode who knows what blocks could be used in what numbers? And now with over 4000 block IDs it becomes ever more unreasonable to expect players to remember the ID numbers. We should name everything we possibly can.

! It's impossible to translate some texts: "Achievement" and "Large chest" on their own interfaces, "Saving Chunks", "Entering/Leaving the Nether/End", "Deleting World" etc.

Annoyances

a Some languages have almost no difference between each others (or differences that are not "valid" for this language). Some examples are British English and American English, or Canadian French and Standard French.
 * Actually, British English and American English do have some distinct differences (armour/armor, for example). British English and Australian English have none I can think of in the written form though, apart from dialect words and slang.

a CA (Canadian English): "Multiplayer" is "Go Camping with your Buddies, Eh?" --
 * Canadian here. Perhaps a more accurate translation would be "Multiplayer, Eh?" 03:33, 16 February 2012 (UTC)

Fixed/Skipped
 * or maybe "Game on, eh?" or "Take Off, eh?"