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).

Bugs

 * 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:.


 * 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:.


 * x When putting TNT on sticky pistons and then standing in front of it causes you to go inside the TNT block causing X-ray vision to say all lit/unlit caves.
 * s Redstone can be converted into obsidian if there is water adjacent to the dust and lava falls onto the dust. Thus, a single bucket of lava can be reused to convert any amount of redstone to obsidian.


 * s Sponge can hold redstone power.

Annoyances

 * 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. This list seems to have originated from this image:


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

Fixed/Skipped

 * 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.
 * 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 will cause the game/server crash even when trying to reload the chunk. Requires removal of the ghost block with MCEdit and the likes.


 * 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:.


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

Bugs

 * ! 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.
 * Jeb was unable to recreate the bug in pre4, new information was added for pre5.--Inertia 17:06, 10 November 2011 (UTC)
 * ! 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).
 * ! 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.
 * ! If a block is placed on top of a fence and you walk on it you get the sound of footsteps as if you are walking on the fence. The same bug also prevents tilled farmland on top of a fence from reverting back to dirt when walked on and It also stops redstone ore from sparkling when walked on. The problem is when the block below the block you are walking on is a fence the code sets the variable that contained the block you are walking on to the block id of a fence and then passes this to both the method used to play foot steps and the one that deals with entities walking on blocks.


 * x Signs and chests are missing their "cracking" animation.
 * x 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)
 * x 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)
 * f sp Ice blocks mined with a Silk Touch pickaxe leaves behind water as well as the dropped ice block.
 * 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).
 * x If a ladder is placed on another ladder it causes the second ladder to be placed on a opposite block to the ladder already in place.
 * x Cannot place a painting on the same wall where a painting overlaps on the other side. How to: Create a wall. Place a painting on one side. Go to the other side and try to place another painting.
 * f In creative mode, putting water in a cauldron from a bucket empties the bucket. Whereas placing water from a bucket normally keeps it infinite.
 * x Double-tapping the running forward key while in a bed (in single-player) causes the FOV to change as if sprinting and the arm bugs. (In Multiplayer the chat box pops up instead, disallowing the sprint effect.)
 * x If you are in a bed, you can press shift, and you will be able to see your body, and move your head.
 * s A solid wooden structure (tested with 16x16x32 will burn all the way if lit on fire; a wooden structure that is hollow or has holes will not burn all the way. The anti forest fire code must check for air distance instead of burn spread. Sounds fine to me, a solid cube has more burning materials! /jeb
 * x Placing blocks on glass and iron bars result in many illegal decorations: screenshot


 * ? Mobs that burn from sunlight will not burn if they are in Soul Sand. This is possibly intentional.
 * ? The Fortune enchantment does not work on redstone ore (+glowing).
 * ? The Fortune enchantment does not work on glowstone, snow, or clay, though it does work on other multi-drop blocks like Lapis Lazuli and melons.
 * ? A pickaxe enchanted with Fortune will only produce 1 iron or gold ore (to prevent abuse). Perhaps an intermediary, unplaceable (item-only) stage should be added or the fortune enchantment checks if the iron/gold ore was player-placed (is there a flag for that stored in each block? There should be...)
 * undefined It is possible to make chest lid to be open permanently by rapidly opening the chest.

Annoyances

 * s Shearing vines is not instant. It shouldn't be instant. /jeb


 * f cr In Creative, you should be able to keep throwing snowballs, eggs and ender pearls no matter how many are in the inventory.
 * 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).
 * s All naturally generated blocks face the same direction (grass is the most noticeable--all grass has the same orientation on the top face)--perhaps this can be randomized to get rid of the 'quilt' effect (there are mods that do this). Similarly, perhaps always same-facing player-placed blocks (such as cobblestone and wooden planks) could be oriented dependent on the direction the player was facing when they placed the blocks. This would allow for more interesting designs and further reduce the quilt effect.
 * Although this is a really good suggestion, I would like to do this properly and not just throw it in now. In other words, this is a feature request. /jeb

Fixed/Skipped

 * f Receiving item "351:16 to 351:19" Gives you wierd, corrupted wooden tools. When you open your inventory and hover your cursor over the wierd wooden tools, the game says "saving chunks" then crashes. Items "351:20" and on give you an invisible item, hovering over the item will crash the game.
 * f If you make a stone 6x6 square, break the corner blocks, and then try to put a block inside the square, the block disappears and the block under it also disappears.
 * f 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.
 * f The side grass texture always uses the fast grass texture, regardless of the graphic setting.
 * 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. This seed will reproduce the bug on 1.9pre5: -7521364253261532640
 * 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 lily pads.
 * f Enchantment Tables break with a single punch and are destroyed permanently, although they can be mined with a pickaxe.
 * f Even though they're legitimately obtainable (by Silk Touch), Silverfish Blocks and Double Slabs don't have a name.
 * f 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.
 * 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 Placing a redstone repeater to the side of a jukebox causes a lighting bug on the repeater.
 * f When placing a slab, and another one under it, then another one over all of them, the blocks combine into 1 double slab at the bottom.
 * f Fence Gates have their collision boxes as the entire cube.
 * fs Glass pane don't connect to slabs, stairs and (wooden?) doors:
 * f Can place redstone on chests.
 * f There is a shadow around glowstone blocks. There should be none since it's 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.


 * f 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.
 * f Cobblestone, Stone Brick, Brick and Wooden stairs drop a piece of the material 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.
 * undefined Nether brick stairs drops nether brick instead of stairs.


 * s If you burn a non-cubic block, the fire floats above the block, like if it was a solid block.
 * 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.


 * u s Tall grass can be generated on dirt and gravel in NPC villages.
 * u Spruce or Pine, when converted into sticks, sometimes cannot be made into tools. This bug is absent with Oak and Birch.
 * Creative mode inventory missing items :
 * f Blocks from mods, Items from mods do
 * f 18:1 Spruce Trees' Leaves
 * f 18:2 Birch Trees' Leaves
 * x 18:3 Spruce Trees' Coloured Leaves
 * 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)
 * s 52:* (Working) Mobs Spawners
 * x 60 Farmland
 * x 78 Snow Plate
 * s 90 Portal
 * s 97:0 Silverfish Stone
 * s 97:1 Silverfish Cobblestone
 * s 97:2 Silverfish Stone Brick
 * s 99 Huge Red Mushroom
 * s 100 Huge Brown Mushroom
 * f 111 Lily Pad
 * s 119 End Portal
 * s 120 End Portal Frame
 * s 263:1 Charcoal
 * 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
 * Some items are not mined fast/slow with the correct tool. These items are:
 * s Wooden slabs are mined with a pickaxe, have a higher blast resistance and do not burn.
 * 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.
 * f Signs should be mined faster with an axe.
 * f Bricks and Stone Bricks should be mined faster with better pickaxes.
 * f Iron bars should be mined faster with better Pickaxes.
 * undefined Nether Brick & nether brick fence should be mined faster with better pickaxes
 * undefined All stairs should be mined faster with the proper tool


 * u s While standing in a ladder's block, the ladder tends to be highlighted (since the Beta 1.6 fix, fixing not being able to mine blocks you were inside), making placing and breaking blocks difficult.

Bugs
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.
 * I can reproduce this with Minecraft 1.8.1. Sometimes, even the Finder/Dock seems to crash, too when doing this (the dock, desktop icons and finder background vanish for a short time). Could be like this only for me, though. --87.147.196.187 18:36, 9 November 2011 (UTC)
 * This bug has been in the game since I bought it at Beta 1.2. Qata 20:53, 9 November 2011 (UTC)
 * !! 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.


 * !! u Hitting Alt + F11 causes a crash and a error report to download to your desktop.
 * !! In the Nether on Survival the game randomly shows the "Saving Chunks" error and crashes.
 * !! 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
 * !! Pressing the Close button while on the main menu of minecraft (X at the top right of windows. Top Left of mac)Often causes the game screen to go black, CPU usage to spike and the computer to become very laggy for 1-2 minutes. (Tested on. Mac OSX Snow Leopard, Windows 7 Professional 32 bit, Windows 7 Home Premium 64 bit and Linux Ubuntu 10.10 maverick meerkat. (All show same behavior)

Fixed/Skipped

 * f 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)
 * f 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.
 * f Placing a chest, then removing it, and then placing a sign or enhancement table on that place will crash the client.
 * f 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.

Bugs
None.

Annoyances
None.

Fixed/Skipped

 * 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.


 * u 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.

Bugs

 * ! MP Occasionally, held items simply disappear never to return. 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.
 * ! Entities (any entities, this includes mobs and players) can gather up damage from lava 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).
 * ! MP 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.
 * ! 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.


 * x 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.
 * x 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". The same happens with the server list (it refreshes).
 * 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.
 * x 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.
 * x 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.
 * x Trees sometimes grow in ravines. Picture
 * x Docking into Soul Sand at boat crashing speeds while on a boat will result in the player taking fall damage.
 * x Ender Pearls can't be thrown in Creative mode.
 * x Creative still has an inventory, which is not directly accessible without a chest, furnace, etc.
 * x Noteblocks can only be powered in 3 ways, 2 of which is bugged: Direct wire, Torch underneath, and a direct repeater.


 * ? 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.
 * ? Endermen will attack you in Creative mode if they bump into a wall and you are near them.

Annoyances

 * a! Sword blocking is very underpowered and almost nobody actually uses it. Two possible solutions:
 * Blocking reduces all mob/player damage, taking a heart of damage from critical hits but keeps knockback.
 * Blocking reduces a large amount, but not all (75% maybe) of mob/player damage but removes knockback.
 * a! Armor has very few uses and decays rapidly (underpowered); diamond armor only has 2× the uses of iron (while diamond tools have ~7× the uses of iron tools), which can disappear after being attacked continually by 2 mobs in less than 10 seconds.


 * a! Weapons/Tools of the same material and type cannot be swapped in the inventory, even if one of them is damaged.
 * a! 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! high-level Enchantments yeild little perks. 30 Experience can, and has translated to Sharpness 2, which can be achieved with as few as 15 experience points. This is very frustrating, as experience levels are harder to achieve the higher up you get, meaning days of fighting gone to waste. While enchantments are acknowledged to be random, this is an aggravating annoyance. Suggestions are to try to make them more powerful at higher levels, or make higher levels easier to achieve.


 * a If in Creative mode, and save and quit to title 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 Signs aren't stackable. (Reason?)
 * a Empty buckets aren't stackable (but potions were before so it's possible to do?).


 * a Soup isn't stackable (same as above). (Could be a balance issue, but the stack size could be made smaller.)


 * a Every update that deals with time passage (crops growing, trees growing, animals growing, redstone circuitry and minecart movement also) depends on the chunks being loaded. If instead minecraft had a time passed variable and every time a chunk was loaded, the items requiring change would compare the current global time passed variable with their local copy of the last time passed variable that they had when the chunk was last loaded, they could automatically "update" to where they should be (seeds planted turn to wheat, trees grow, and babies become adults if enough time has passed).


 * a Melon (and pumpkin) stalks are greedy; if a melon (or pumpkin) grows from a stalk, all adjacent stalks "adopt" the melon (or pumpkin) resulting in loss of efficiency.

Fixed/Skipped

 * 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.
 * f Strongholds can be generated without an End Portal. (Sample seed: -7521364253261532640)
 * 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.
 * f If you block then click while aiming at a block, then release block, the sword you are holding swings once.
 * 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).
 * f Sugar and Eye of Ender are rendered incorrectly as a tool in 3rd person mode.
 * 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.
 * f Torches cannot be placed on half blocks.
 * 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.
 * f Cannot use scroll wheel in the mouse to scroll on the world selection screen.
 * 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.
 * f Coal Ore, Redstone Ore, Glowing Redstone Ore, and Lapis Lazuli Ore, all obtainable with Silk Touch, are not smeltable.


 * s 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.


 * 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 through walls by correctly adjusting their camera.
 * s Unable to put armour on using creative.
 * s 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.


 * u 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.

Bugs

 * ! When in backwards 3rd person mode, any particles do not render.
 * ! Pressing F11 to go in fullscreen mode under Linux will make the mouse unusable once you are not in fullscreen mode anymore.
 * ! The pie chart in debug screen takes a lot of resources when shown.


 * x Chest armor doesn't move when swinging arms if looking in certain directions.
 * x The wheel texture is flipped upside down on one side of Minecarts.
 * x When you die, the player model in the inventory screen also appears dead, blocking some parts of the inventory screen/slots.
 * x While you're in bed, the experience level number doesn't fade out.
 * x When underwater with the camera position changed, it resizes the blue square filter you get when being underwater.
 * x 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.
 * x 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)
 * x 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.
 * x Sprinting on colored wool/slabs always create gray particles, like mining hem used to do before Beta 1.7.
 * x Some texture overlays on entities, such as glowing eyes and chest lids, are Z-fighting with the underlying texture.
 * x You can do critical hits on: Paintings, Minecarts, Boats, Fireballs, Snowballs, Eggs, Arrows, other players with PvP disabled.
 * x While sat in a minecart wearing armor, opening your inventory shows you sat on your boots as well as wearing them.
 * x When you punch leaves and look at the sky through the leaves (on fancy graphical settings) it makes the clouds that you see through the leaves gone. That is because the clouds in fancy settings are transparent.
 * x 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.
 * x While in 3rd person mode and the player is in water, the screen turns blue even if the camera is not in the water. The inverse can also happen.

Annoyances

 * 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! If a texture pack uses a tile size other than 16*16, it will cause graphical issues and custom animations will not be shown.
 * a! Rain particles should be able to be disabled in Fast graphics for much better perofrmance. However, this would remove the rain sound if done improperly.


 * a Water and lava dripd through and under blocks where it probably shouldn't. Examples: glass, glowstone, wood, signs, and ladders.
 * 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.
 * a On lower-end computers, the debug screen is mostly unusable because the FPS graph obscures most of the information in the upper-left. This information should appear above the graph, not below it.

Fixed/Skipped

 * 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.
 * f 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.


 * s 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.

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).
 * Updating the lighting by placing a torch next to it *should* fix it. Have you tried that? Kedama 01:53, 10 November 2011 (UTC)
 * 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].
 * When a torch is placed at the top of a deep, sealed vertical shaft and that shaft is then opened to sunlight, then sealed again, blocks outside of the lighting range of the torch don't graphically update to darkness, leaving the bottom of the shaft still lit (items still darken as expected). If you then break a block in the glitched lighting area, it corrects the lighting to darkness. Opening the shaft to sunlight again causes the inverse of the bug, an area at the bottom of the shaft remains dark, with items still lit correctly when in this area. Tested in Creative mode.
 * a Smooth lighting is not applied to both still and flowing water blocks. Instead the water will have blocky lighting.
 * 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
 * I think this is intentional, otherwise half-block ceilings would not block light correctly. Lighting considers each block as either solid or transparent, and doesn't seem to consider direction. Ideally, light moving up/down through half-slabs would be blocked, but light moving horizontally through them would not. However, I think this would greatly slow down lighting calculations, and they're slow enough as it is. Zeta0134 19:08, 9 November 2011 (UTC)
 * 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)


 * ! All maps created with shift-click will be map_0! (tested in multiplayer)
 * ! In multiplayer, if server.properties has a view distance < 9, then if any player looks at a map, the map will try to write 9 chunks outward to the map and be erased beyond the immediately loaded chunks. Allowing chunk load to be determined client side and making map-writing tied to this number could fix it.
 * f Using a map, while in a boat, at night, causes the map to become "highlighted" when the player looks down at the map.
 * a! 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)
 * A video showing the rotation problem, with twists to fix and unfix youtube tEiBdnJ8w-0 -- Johndrinkwater 16:09, 9 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"
 * Bug already mentioned above. Please search to see if the bug has already been reported before reporting it. Kedama 14:28, 9 November 2011 (UTC)
 * ! 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.
 * a In multiplayer the only map in which you can see other players (if they have the map with the same name) is map_0

Bugs

 * x If a rail is next to a solid block and a minecart crashes into it with enough speed, the minecart will sometimes keep going and merge into the solid block (tested in multiplayer).
 * x Minecarts themselves tend to "merge" into each other sometimes, ignoring collision. This is especially evident when stacked minecarts are released all at once (tested in multiplayer).
 * x sp 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.
 * x sp 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 restart.
 * x 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).

Annoyances

 * a! In multiplayer much more often, once minecarts leave a loaded area or a certain radius (often as short as 32 blocks), they are 'unloaded' and lose their momentum. Fixing their remembered momentum will fix part but not all of this bug, as they will pile up as soon as they are unloaded.
 * a! Powered_rail_glitch_w_button_and_redstone.png A powered rail with a button directly above it will stay permanently powered if there is any redstone wire attached to the button when it is pressed.


 * a The minecart hitbox and collision data are slightly under one block vertically--this makes stacking difficult. Similarly, the hitboxes and collision data appear to be slightly more than one block length wise (untested).

Fixed/Skipped

 * f Minecarts will fall through the ground, when left on regular blocks (non-rails) in SMP. This appears to happen either when the chunks are loaded or saved.
 * f Minecarts with furnaces can't push minecarts on east/west tracks.

Bugs
When a boat crashes into the land and is destroyed at the same time the player is leaving it the player can fly(not up and down) and no clip through blocks. Also sleeping and being woken up by mobs causes the player to rise up one block.

Annoyances

 * a! sp Landing a boat on soul sand means instant death to the player, boat survives.
 * a! 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.

Fixed/Skipped
None.

Bugs

 * ! 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)
 * ! It seems that as time approaches infinity, all animals eventually walk into unloaded chunks and get stuck there.
 * ! MP When jumping, all mobs (especially slime) glitch through floor below them/ceiling. This happens only on multiplayer 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 multiplayer, go to a chunk that spawns slime, build a two-level compartment and observe how the slime "teleport" between compartments when they hop.
 * ! 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.
 * ! Wolves have practically vanished from the game, because they despawn when untamed and then never respawn
 * ! The "bad chunk" bug spawning extreme amounts of mobs is still existing.
 * ! Mobs don't spawn in hardcore mode if one switches from peaceful difficulty to a hardcore world.


 * x 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.
 * x 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.


 * x Ghasts' hitbox is offset, htting the top of their head doesn't hurt them.
 * x 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).
 * x Spiders and Endermen glitch in the fog, appearing white while other mobs do not.
 * x When the player walks into a fence's blockspace, aggressive mobs do not detect the player and will wander aimlessly
 * x Cows sometimes spawn in trees. http://img6.imagebanana.com/img/8zulqcbk/20111106_16.47.20.png
 * ? Snow golems do not leave snow trails in mushroom island biomes.
 * x Magma cube's inner cube is 4 by 4 by 4 but the texture file has it 6 by 6 by 6, making a chunk of it see-through. Clear all but the inner cube ("guts") in mob/lava.png to be able to see it better.  RobotHacker 16:27, 10 November 2011 (UTC)

Annoyances

 * a! Creeper damage is not changed depending of the difficulty, resulting in almost 5 times the Easy damage currently (24.5 hearts point blank) than from Beta 1.7 and prior (5.5 hearts point blank).
 * a! No more wool produced by sheep after a single shave.


 * 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 is very difficult to clean up all the snow without external tools/mods.

Fixed/Skipped

 * 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.
 * f When trying to feed pigs with saddles wheat, it does nothing, and instead just mounts them.
 * 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.
 * f MP Chickens seem to have an additional bug and suffocate while jumping down from a single block height.
 * f Chicken clips through gravel block and asphyxiate while following the player with wheat.
 * u In a dark area, creepers and skeletons don't attack you.

Bugs

 * ! If the server crashes or is shut down abruptly, players' inventories are not stored and revert to a much earlier state (30 minutes or earlier sometimes) or are blank entirely. The world, however, is 'remembered' and blocks manipulated even a second before the crash are stored.
 * ! With certain players logging out of a multiplayer server will cause them to lose items, experience levels and be left out in the middle of no-where.
 * ! 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.
 * f 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.
 * ! Even if the server is not lagging, seeing other players moving is usually choppy. (This "bug" exists since SMP was created)
 * ! Boats and Minecarts lack clientside prediction, making them very hard to control.
 * ! Endermen do not attack and shake when they are looked at. They will attack only if you look a few blocks above them.
 * ! 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).
 * f The underwater air bar is not synchronized with the server. This may cause someone's death by drowning.
 * ! All mob spawners have a pig inside them. This makes it impossible to see what a spawner will spawn until one sees the actual spawning.
 * ! Mining is slightly longer in multiplayer due to the click-mining fix, which is only applied to multiplayer. This was half-fixed in Beta 1.8, but still not fully fixed.
 * ! The server sends way too many pings and time updates to the clients. This causes lag and is not needed. Major games only ping once per 15 seconds and time updates could be done every 10 seconds (or maybe add the time inside the ping packet) because if the server has an overload, the data gets sent later anyway and it's not needed to overload the clients and server even more with ping and time updates.


 * x Pressure plates, levers, buttons, TNT and fishing rods do not make all of their sounds in multiplayer, nor can the other players hear them.
 * x Some sounds/effects missing from other players/mobs: mining sounds/animations (before the actual breaking sounds), footsteps, chicken egg laying sounds ("pop" sound), skeletons/players shooting arrows.
 * x Other players do not show their dying animation properly, not tilting to the side when dying.
 * x The fishing rod texture does not turn to "fishing rod without string" texture while fishing in multiplayer.
 * x Boats are less likely to break than in singleplayer when crashing at high speeds.
 * x Creepers do not puff up/flash when about to explode.
 * x Fully charged arrows do not emit particles.
 * x Several particle effects missing in multiplayer: boat particles, mob spawn particles, sometimes fishing-related particles.
 * x The anti-flying protection on vanilla server does not catch speed mods and does not always catch players flying.
 * x 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.
 * x The clientside skeleton arrows differ from the server's skeleton arrows.
 * x 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.
 * x 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.
 * x 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)
 * x The enchantment animation can not be seen by other players (tested on multiple machines).
 * x Similar to TNT issue, when clearing high pillars of sand/gravel from the base up, some times you will encounter ghost sand/gravel.
 * x On multiplayer, when someone destroy tall grass you will see gray particle effect, instead of green.

Annoyances

 * a! Any Nether portal built on normal ground will all link to the same portal in the nether, distance before placing the new portal doesn't matter. We have 4 differnt portals at great distance to each other that all link to the same nether portal then to leave you end up at the original top-side portal.
 * a! 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! Servers could use join/quit DDOS/flood protection through queuing, or at least the ability to limit/combine/reduce player announcements.
 * a! 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


 * a There is no way to differenciate your own tamed wolves and other players' tamed wolves.
 * a The anti-flying protection on vanilla server also catches server operators.
 * a There is no flag in server.properties to allow/disallow travel to The End in SMP. (like the "allow-nether" flag)
 * 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 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 When minecarts gets on an unloaded chunk (no players have it in render range), it will stop moving, even with a powered minecart after it.
 * a There are too many chunk unloads per tick, causing the server to overload. Might unload only 10 or 20 chunks at max per tick instead of 50.

Fixed/Skipped

 * f Minecarts and boats do not wiggle when getting destroyed.
 * f Critical hits do not do extra damage and its animation does not appear to you or any other players.
 * f Starving to death while riding in a minecart in the nether causes an Internal Exception and kicks the player from the server.
 * f 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".

Bugs

 * x 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"


 * x Air is rendered and handled as a block, NOT the absence of a block. Changing this could cut down on CPU use and RAM. // Agreed; Open-air maps lag a huge amount more than more 'full' maps for me.

Fixed/Skipped
None.

Sound

 * undefined Squids, Endermen and Snow Golems do not produce any sound.
 * Squids have always been silent. They don't produce any sound in real life either.
 * But snow golems and enderman do? Dctrjons 20:13, 9 November 2011 (UTC)
 * 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. Thunder is supposed to be loud. Kedama 13:35, 9 November 2011 (UTC)
 * -.- 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)
 * Right, thunder, my bad :P Corrected Kedama 13:35, 9 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
 * In reality rain only makes a sound because it is hitting something, so this is perfectly normal. Mattrition
 * ? 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
 * ! Ambient cave sounds does not play in SMP.
 * ? Flying low (so as to be in the same block as, but not touching) a certain set of blocks: Cobweb, Saplings, dead bush, flowers, mushrooms, sugar cane, vines, fence gate (open), rails (all), torches, levers, pressure plates, crops, trapdoors, buttons, lily pads, and tall grass produces stepping sounds to varying degrees.

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)
 * Ok, i was the one who posted it, but i simply found it strange that something like that can happen since i don't thimk it was actually coded in. But if it were to be included in the game, it woud be awesome :D. -LittleMisterBlack
 * 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
 * ! Rain appears to continue on through blocks occasionally, more common on SMP. Also, because it continues through, it also doesn't splash on top. This bug has been present since 1.8 Pre. 92.43.64.66 14:05, 9 November 2011 (UTC) frebib
 * Can confirm. This usually happens when logging into SMP after it has started to rain. As such, this is probably a client side issue /TheSTAGcast

Lava

 * a? When a lava source block is placed in a hole with iron bars above and surrounded on three sides, the fourth block will occasionally start to burn no matter the block. Pictures show lava with and without fire on the fourth block and the set-up that provokes the action. This may not be a bug but it is an annoyance (as marked) when you use it as a disposal system and you randomly catch on fire!    (DropBox Files:http://db.tt/NBR5YADe http://db.tt/Rs1So3sB http://db.tt/imdue6BR ) GusGold 09:26, 10 November 2011 (UTC)
 * 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 six 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

 * f 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.
 * 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.)
 * This is hard to comprehend. Maybe you could supply screenshots and/or a video to make it easier to understand? Kedama 13:50, 9 November 2011 (UTC)


 * 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
 * Jeb, I believe it means if you pour water on these items, the blocks are destroyed instead of popping off as item entities. --Gravemind2401
 * Exactly, and this is incosistent since items do drop if the water pushes from the side. Example: placing a water source block next to a rail will drop a rail item, placing the water above the rail will destroy the rail without dropping an item.
 * Basically, water hits a torch from above = Torch is destroyed. The item does not drop and is lost. If the water hits from the side, the torch is knocked off the ground but the item appears, and the torch can be picked up. Kedama 13:48, 9 November 2011 (UTC)
 * I made a bad video here, pardon the poor FPS. Note that the stuff put down (that I could put on snow X-D ) on the edge winds up back in inventory (I have 4 of some stuff at the end of the video even though I spammed the center pit multiple times with each item), while the stuff in the middle simply disappears.  This small pit is a great way to reproduce the issue.  The water falls down from above in the bottom center and flows from the side on the upper ring.  Even though I couldn't put saplings on the snow, there should still be some additional saplings in inventory if they weren't being destroyed.--PlNG 18:30, 9 November 2011 (UTC)
 * In fact this subset of blocks seems to have another bug ([Flying low above rails and tall grass in creative mode]).--PlNG 00:56, 10 November 2011 (UTC)


 * 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


 * xa If some water is falling down when you exit the map, this water remains when you open your world but is not falling anymore.

Biomes/Structures/Dimensions

 * ! If you generate a new world with the same name as a deleted world, it will sometimes include chunks of that old world. Treubaria
 * undefined a Sometimes a floating cactus will spawn.
 * Conditions? Make sure you can distinguish that it in fact spawned in the air rather than had it's lower block deleted by a feature.  While still a bug, it more correctly addresses the cause.Dctrjons


 * undefined a Similarly, sometimes trees are generated over small ponds, effectively destroying the bottom blocks of the trunks. Seed '-392859584' XZ = -25, 170  Treubaria
 * ! 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.
 * Rendering the canyons and such first, and then the stronghold should fix this, although it might seem weird having a mineshaft cut off with stone bricks lol --Diamondo25
 * I think we can all safely agree that strongholds generating properly is better than proper ravines/mineshafts. However generating the stronghold last will most likely cause some parts to be floating in the middle of a ravine. Kedama
 * I had a Stronghold, Abandoned Mine, Ravine & 2 dungeons all spawn in the same area. Why are they all spawning together? Can't they be spread out a bit? bkingfisher


 * a! The grass/water colour in the biome boundary between swamps and other biomes does not fade out/in, making it a visual annoyance
 * 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


 * 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.
 * I think this occurs because mineshafts are generated after ravines Kedama
 * Mineshaft-ravine intersection wouldn't be such an annoyance if it generated in a way that made a bridge across the ravine instead of just leaving the mineshaft parts to float in midair. This sort of bridge generation could be achieved by giving mineshafts generated floors as stated above.TorchicBlaziken
 * 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.
 * An exit will most likely be added in 1.0, if it hasnt already Kedama 13:43, 9 November 2011 (UTC)


 * 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.
 * I believe its also possible to break the portal blocks in survival. Kedama


 * ? 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


 * a! In 1.8 and higher it appears when generating ocean biomes it takes serious load on both the server and client, due to waterflow, maybe? - xBlueXFoxx


 * !a! Only three strongholds are generated. This means that you can't ever reach "The End" if the three portals are incomplete either as generated or from user actions. (such as in Creative Mode where you can destroy Ender pedestals but can't place them) This is particularity annoying in older maps where the terrain where the strongholds would be has already been generated.
 * i believe strongholds were meant to be infinite eventually. please confirm,jeb? also, placing portal frames in creative would be useful for that reason (or disallow breaking them)
 * Jeb has already said that strongholds will be infinite in the official release.
 * Actually this was promised for 1.9 but hasn't been implemented yet.
 * 1.9 technically isnt out yet, its still in pre.
 * ? Mineshafts end (or start from?) square rooms with dirt floors. A little bit of mystery as to why such a vacant room, but it really feels like something's missing.
 * Pretty sure this isn't really a bug, just a work in progress. Maybe it 'was' something historically, but is no more when you get there.  Or maybe they are going to be 'boss' rooms.  or just a easy to identify location in the mines where you can set up camp.  Not crossing this out since it seems like a valid curiosity.Dctrjons

= References =