Minecraft Wiki:Issues/Weekly 12w40a

Crashing/system
Bugs !! When a player takes a map from a Stronghold's chest, the game crashes

x If you open the game via Terminal or the command prompt and attempt to load/create a world, it always displays the world loading at "0%", meaning that there is no way to track world loading progress, almost making me believe I couldn't load worlds. --Wormy14 22:04, 4 October 2012 (UTC)

!! Memory leak crashes server. Also, huge tick lag and other strange phenomena: Players unable to eat food in their hand, entering a nether portal doesn't teleport you until you try exiting the portal, players appear floating just above ground level. --SullyTheUnusual 23:55, 4 October 2012 (UTC)

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Annoyances The client download loaded into 12w40a seems to be 12w39b. It doesn't show the 12w40a in the bottom right, and world generation is still long.
 * Did you completely replace the minecraft.jar? I downloaded 12w40a and it works exactly as it should. -Debugman18
 * It seems to work normally for me, no problems there. What is really funny is that last period 12w40a did not exist, so i was stuck for five minutes generating a world with 12w39b. I say period because i am still in high school, i get a chromebook all year long :D Trigger hurt 14:28, 4 October 2012 (UTC)
 * Yes, it still registers both 12w40a's from this site and mojang.com as 12w39b and doesn't update the jar file. I delete the jar in %appdata%/.minecraft and replace it with the other jar. Still 12w39b for some reason. UPDATE - Game reinstall fixes the problem
 * No problem here-Porrohman

That bug happens for me too! Minecraft Crash Report // I bet Cylons wouldn't have this problem.

Time: 10/4/12 6:35 PM Description: Exception in server tick loop

java.lang.NoClassDefFoundError: nn at li. (SourceFile:156) at qb. (SourceFile:115) at id. (SourceFile:60) at ga.a(SourceFile:216) at bbr.b(SourceFile:66) at net.minecraft.server.MinecraftServer.r(SourceFile:743) at net.minecraft.server.MinecraftServer.q(SourceFile:674) at bbo.q(SourceFile:117) at net.minecraft.server.MinecraftServer.run(SourceFile:608) at fm.run(SourceFile:830) Caused by: java.lang.ClassNotFoundException: nn	at java.net.URLClassLoader$1.run(URLClassLoader.java:202) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:190) at java.lang.ClassLoader.loadClass(ClassLoader.java:306) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:301) at java.lang.ClassLoader.loadClass(ClassLoader.java:247) ... 10 more

Relevant Details: - Minecraft Version: 12w40a - Operating System: Mac OS X (x86_64) version 10.6.8 - Java Version: 1.6.0_35, Apple Inc. - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Apple Inc. - Memory: 427092344 bytes (407 MB) / 554369024 bytes (528 MB) up to 1069416448 bytes (1019 MB) - JVM Flags: 3 total; -Xbootclasspath/a:/System/Library/PrivateFrameworks/JavaApplicationLauncher.framework/Resources/LauncherSupport.jar -Xms512M -Xmx1024M - Is Modded: Probably not - Profiler Position: N/A (disabled) - Player Count: 0 / 8; [] - World New World Entities: 0 total; [] - World New World Players: 0 total; [] - World New World Chunk Stats: ServerChunkCache: 0 Drop: 0 - Type: Integrated Server

Fixed/skipped

I tried to load up a new world to test the changes in 12w40a, and immediately the game crashed.

undefined

!! Server crashed after 10 hours of uptime. Not sure how to recreate. --Inertia 21:07, 4 October 2012 (UTC)

undefined

Gameplay
Bugs

mp Items not shown exactly where they are. The client seems to be moving items where it expects the items to be. Sometimes on servers I program items to be inside glass blocks, but the client shows the items pushed out of the glass blocks when they are really inside the glass. Also, sometimes items appear to be in front of you when they are really above you (on a cliff, ledge, etc.)

undefined When loading a singleplayer map or logging onto a server you are able to move, but after a few seconds movement freezes. You can't move, activate chat or the inventory. You are still able look around and destroy blocks. After hitting a block it appears that you once again are able to move around, activate the chat and inventory. This is a Bug and an Annoyance that has been around since update 1.8 beta or around there.

undefined Nether portals fail to transport certain entities which work fine through end portals. Lit TNT(pushed into the portal via piston) and Minecarts both tested and failed. Malsententia 22:57, 4 October 2012 (UTC)

! mp There is no spawn protection.Pokechu22 22:14, 4 October 2012 (UTC)

undefined Player Score doesn't work. It's supposed to go up with your XP. TorchicBlaziken 22:28, 4 October 2012 (UTC)

Annoyances a! Random floating tripwire: When i want to quickly make a path of tripwire i hold the right mouse button in and move along the path. The problem with this is that when i right click on a piece of tripwire, another is placed above it, which is a bit annoying. I think a good solution to this would be to make it so tripwire cant be placed in the air unless another tripwire is next to it.

a! Villager trading is made cumbersome due to the nature of the offer renewal feature. On average, an offer can be used 7 times before a player must trade with the final offer slot to renew disabled offers. Because rarer offers are weighted to be more likely when a villager has many offers, and rarer offers tend to be more expensive or provide items which aren't as useful in large quantities, a villager which has been traded many times tends to be less useful than a villager traded only a few times. This is because, in order to renew desired offers, often an expensive or limited-use offer such as 11 emeralds for a watch must be traded. Once a villager has all its offer slots, further trading with this villager will require trading always with the last slot, putting a player at an excess of an item they may not have a use for. There is no particularly logical reason a villager can't renew their offers after making any other trade: in fact, if we assume villagers have actual jobs aside from trading, offers should be capable of renewal over time. It would be much less cumbersome to trade with villagers if *any* trade had a random chance of renewing a disabled slot. Also, it is not logical that only disabled slots can be renewed - why is there a limit to how many uses any offer can gain? Surely, if a villager amasses larger amounts of wealth, they would have more to trade and therefore be willing to trade more. Jeb has stated he intends for villagers to have more long-term benefits, but currently you are still better off building villager breeders than spending your time caring for any one particular villager. --WolfieMario 01:25, 15 August 2012 (UTC)
 * Very nice analysis. They keep saying they're trying to dissuade us from killing villagers, but the problem isn't that we kill them, it's that we MUST kill them in order to have anything even resembling a useful trading system. --5thHorseman 22:22, 16 August 2012 (UTC)

a There is no way to teleport a player relative to their current coordinates using command blocks. Although the idea may seem simple, there are many things which are not possible because of this (e.g. illusions to help stitch together separate areas of maps, forcefields which physically repel the player (rather than placing them at a fixed coordinate), interactive "flipbooks", etc.). There is also no way to teleport a player to fractional coordinates (e.g. y=64.5). --WolfieMario 01:26, 3 October 2012 (UTC)

Fixed/skipped

Blocks
Bugs

undefined If you bump the mouse in just the right way while placing a bed, you can get a heart-shaped one. I'd be equally happy if this bug was fixed or made into an intentional feature. If you were making a house and wanted an unsual bed in one room this is great, but I can't produce them on demand at present.--82.69.54.207 14:44, 4 October 2012 (UTC)
 * Got a screenshot? -- Mustek 14:47, 4 October 2012 (UTC)
 * Yes, but not from 12w40a, yet. This bug has been around for a while. Here's an older capture from a couple of days ago: Heart-shaped bed bug.png

undefined If you press and hold left mouse button and move away mouse cursor from the block and/or walk away without letting go of the left button block, at which you had pointed initially, will break after time needed to break it normally. This even can be used to mine several blocks at one time — MiiNiPaaT 14:54, 4 October 2012 (UTC)
 * I noticed this as well, but also noticed that when mining or chopping a tree from the top downward - random blocks under you will dissappear despite not moving the mouse.
 * This is actually a good cause for a b snapshot... I can't use my mob grinders without punching out the back walls and trying to pick up torches from a wooden plank floor creates a swiss cheese effect.

! Blocks are not visable through the clouds when beneath cloud level. Above or level with the clouds is fine, but anything below yeilds invisible blocks. Screenshot Links:
 * imgur.com/9VuUQ
 * imgur.com/DvMm4

(sorry, cant hyperlink) 69.113.144.41 20:30, 3 October 2012 (UTC)
 * Carried forward from last snapshot. 69.113.144.41 16:54, 4 October 2012 (UTC)

undefined The efficiency tool using below yourself bug was not really fixed... Just reproduced on 40a.
 * Confirmed. The player still glitches into blocks when digging down, even by bare hands and waiting between blocks. Very noticeable when digging single dirt block at a time with for example an Efficiency IV shovel. It does not seem to happen if the player moves slightly horizontally between breaking blocks. --Masa 23:03, 4 October 2012 (UTC)

undefined Placing beacons beside each other results in the beam of one to dim. It doesn't matter how many beacons you place beside each other; only the beam of one will appear with the full beam texture.

undefined cr When you first left click to break a block, it will sometimes break 2 blocks. Pokechu22 23:02, 4 October 2012 (UTC)

undefined Leaves still allow you to see though blocks this can easily be done with a saddled pig and a tree with leaves 1 block above the ground (Nortrix0 01:07, 5 October 2012 (UTC)) Annoyances a!Normal stone brick showing a silverfish for a few ticks, when broke. –Preceding unsigned comment was added by 86.87.20.150 (Talk) 13:44, 04 October 2012 (UTC). Please sign your posts with
 * Are you sure it was not a Monster Egg? If so, were you in a Stronghold on peaceful difficulty? Because of the transfer of single player to multiplayer, lag issues for peaceful and such for multiplayer now exist for single player. Trigger hurt 14:33, 4 October 2012 (UTC)

a Mushroom blocks cannot be harvested or placed properly. In either case (even when using silk touch or commands), the block reverts to pores on all sides, and the Creative Mode pickblock button simply gives mushrooms. Thus, map editors or tedious piston usage is necessary to build with non-pore mushroom blocks. It does not make sense for Silk Touch to fail to properly harvest mushroom blocks, and it makes even less sense that even commands to obtain special mushroom blocks have them reverted upon placement. --WolfieMario 01:26, 3 October 2012 (UTC)

Fixed/skipped

Items
Bugs

! Efficiency does not work. (At least at least in multiplayer, I haven't yet tested in single player.)Pokechu22 23:07, 4 October 2012 (UTC)

! Mushrooms of either type can not be planted outside, except under trees, even at night. Otherwise, right-clicking does nothing. This makes growing Huge Mushrooms for harvest rather difficult. You'd have to dig a cave big enough for one, or else find an overhang with enough room to grow one. --Logician


 * Just a guess, but I'm thinking that this might have something to do with the fact that the "sl:" number (I'm assuming it means "sky light"?) in the debug screen remains at 15, even after night has fallen. --Logician

Annoyances a When a map is placed on an item frame, the location of the frame is denoted with a green cursor if the frame is within the mapped region. However, if the frame is off-map, then it is denoted as a white circle, the same symbol used by players off-map. Perhaps a green circle should be added to reduce confusion? --WolfieMario 21:46, 7 September 2012 (UTC)

a In my opinion, the aesthetics of dyed leather armor are severely crippled by forcing them to contain non-dyed parts. While this may be to reduce confusion in PvP, the same could be achieved just by changing the texture, without forcing dyed leather armor to still prominently display brown. Alternatively, a mechanic could somehow be implemented where both components of leather armor can be dyed, allowing for more aesthetic choice rather than less (one possibility is crafting two leather armor together - another would be to dye leather itself, and craft leather onto armor for colored trim). It doesn't make sense that your character can't dye all of the leather on the armor - it's all the same material, isn't it? --WolfieMario 01:14, 14 September 2012 (UTC)
 * Very strongly agree. As currently implemented this is definitely a backwards step; there's not much point making things dyeable if you can't fully control their colour. The old dyeable leathers looked quite good as actual clothes, the new ones, especially the helmet, make Steve look like a racing driver. I'd be delighted to have both options available; could the old clothes be reinstated, possibly as new crafting recipes for wool or something? --Simons Mith[82.69.54.207] 02:16, 14 September 2012 (UTC)
 * If you make the cloth_1_b.png and cloth_2_b.png transparent, you can dye the complete armor. No problem. ~reptile311
 * This doesn't change its appearance to other players, so it isn't very helpful if you wanted to wear the clothes in multiplayer. --129.49.232.133 17:07, 4 October 2012 (UTC)

Fixed/skipped

World generator
Bugs

undefined Witch huts generate awkwardly. Here is the picture As you can see, the building does not have access from the ground; cauldron and crafting table are generated at ceiling level. Danieljharris uploaded better picture: — MiiNiPaaT 14:27, 4 October 2012 (UTC)
 * Are you sure this is not an intended feature? They are witch huts, they shouldn't look like perfect homes. Although i do believe that is kind of wierd for no access to witches, even though it is meant for witches. Trigger hurt 14:34, 4 October 2012 (UTC)
 * The cauldron generated with its opening against the ceiling and botttom floating in the air. I have nothing against flying cauldrons but these are impossible to use (real-life wise) and impossible to look at water lewel (gameplay wise). — MiiNiPaaT 14:48, 4 October 2012 (UTC)
 * The crafting table is covering a window, so it probably is not an intended feature. 181.134.6.168 16:44, 4 October 2012 (UTC)

! Massive world generation coruption on the superflat Overworld setting. Screenshot Links: Screenshot 1 Screenshot 2 69.113.144.41
 * A corrupt superflat Overworld with a village, generated with 100 layers of stone instead of 59. 16:57, 4 October 2012 (UTC)
 * Thank you whoever hyperlinked my screenshots. 69.113.144.41 00:02, 5 October 2012 (UTC)

undefined Superflat with mineshafts generates way too many mineshafts. --Minecraft5025 00:29, 5 October 2012 (UTC)

Annoyances

server percent done is broken: (always says 0%)

2012-10-04 14:58:09 [INFO] Starting minecraft server version 12w40a 2012-10-04 14:58:09 [INFO] Loading properties 2012-10-04 14:58:09 [INFO] Default game type: SURVIVAL 2012-10-04 14:58:09 [INFO] Generating keypair 2012-10-04 14:58:10 [INFO] Starting Minecraft server on *:25565 2012-10-04 14:58:10 [INFO] Preparing level "world" 2012-10-04 14:58:10 [INFO] Preparing start region for level 0 2012-10-04 14:58:11 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:12 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:13 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:14 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:15 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:16 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:17 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:18 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:19 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:20 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:22 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:23 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:24 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:25 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:26 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:27 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:28 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:29 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:30 [INFO] Preparing spawn area: 0% 2012-10-04 14:58:30 [INFO] Done (20.080s)! For help, type "help" or "?"

Fixed/skipped

Mobs/NPCs/animals
Bugs undefined50% of all generated zombie pigmen in the nether don't have swords.--League 19:53, 4 October 2012 (UTC)

undefinedbat's are scared of the player but are not scared by other mobs--League 20:02, 4 October 2012 (UTC)


 * is intended since is just like being invisible with armor.
 * what does invisible armor have to do with this?--League 20:59, 4 October 2012 (UTC)

undefinedwhen a mob walks into a nether portal, the moment you follow it through spawn on the other side, you push the mob back into the portal so it gets send back.--League 19:53, 4 October 2012 (UTC)

undefinedwhen you throw a splash potion of invisibility on spiders or endermen their eyes will still be visible--League 19:53, 4 October 2012 (UTC)


 * intended feature
 * proof please--League 20:59, 4 October 2012 (UTC)

undefined The invisibility effect is bugged on sheep; their body will turn invisible, but their wool is still visible. This looks really weird. --GALAKTOSTalk – Win8RPx64, Java7u7x64, NVIDIA GeForce GTX 560 20:09, 4 October 2012 (UTC)

undefined Witches fall trough Lilypads. Happened in a swamp biome.
 * Villagers, tamed mobs, witches and occasionally other mobs fall through one layer of blocks. This means death for both cats and tamed wolfs. They also sink through lily pads, eventually come back to float on top of the lily pad and begin sinking again. 181.134.6.168 16:54, 4 October 2012 (UTC)

undefinedZombie Pigmen spawned by portals in the overworld are immediately transported through the portal that spawned them. As a dramatic example, idling near this for an hour or two, will result in something like this when you go into the nether. Malsententia 20:59, 4 October 2012 (UTC)

undefined The villagers become invisible when they leave the village boundary (or change village?), while transporting them in minecarts. Relogging fixes it, or they may become visible on their own after some time. --Masa 23:09, 4 October 2012 (UTC)

undefined At least tiny (and possibly sometimes medium) slimes have too big hitboxes (the size of medium or large slime's hitboxes). --Masa 23:14, 4 October 2012 (UTC)

Annoyances

a If a normal world is set to peaceful, the witches in the swamp huts despawn, and if it`s then set to another diffculty, they never spawn again. --X 18:04, 4 october 2012 (UTC)

acat eyes don't reflect light in the dark--League 19:55, 4 October 2012 (UTC)


 * they should?
 * they do in real life--League 21:00, 4 October 2012 (UTC)

a Slimes will not attempt to avoid water, leading to their death by drowning. yoshidude56 17:49, 4 October 2012 (UTC)

x Slimes (spawed in swamp bioms) can't jump in water, so push them into lakes, wait until they drowned. Bug or feature?
 * Technically not a bug, since it's intentional that slimes can't jump out of water. You've got classified right, it's just an annoyance. -Debugman18
 * Nope, not a bug. they are meant to drown in water. they are just not smart enough to realize it, and as such will follow the player infinitely, without avoiding obstacles. This is a bug with the slime AI, it should be smarter like Zombies and Skeletons and (sometimes) Creepers. Trigger hurt 14:39, 4 October 2012 (UTC)

a Wither Skeleton Skulls are the only obtainable head in survival mode. This is a real shame, as the item has some nice building potential, and it doesn't make sense that ordinary skeletons can't drop their skull. While there may not be a reasonable way for the human head to be added to survival, perhaps skeletons, zombies, and creepers can drop their heads at the same rate as wither skeletons? --WolfieMario 21:53, 7 September 2012 (UTC)
 * [OT] A case for the Vorpal Sword enchantment if I ever saw one. :-) --82.69.54.207 01:49, 3 October 2012 (UTC)
 * Or make heads obtainable by delivering the killing blow with an axe.
 * Or allow swords to receive Silk Touch for keeping the heads. ;) DannyMac 16:56, 4 October 2012 (UTC)

a! mp Servers will still attempt to spawn mobs on peaceful, although they immediately despawn. This can be annoying, especially if they spawn where o are standing. Fixed/skipped

Graphical/lighting
Bugs

undefined The player's legs do not line up properly with the torso. It seems that each leg is set back a few pixels, and each leg is set inward a few pixels (legs overlap one another on their inner face). --Gilmoreja 15:13, 4 October 2012 (UTC)

undefined Beacons are not transparent when in F1 mode, but are when not. yoshidude56 17:36, 4 October 2012 (UTC)
 * To be more precise, their "BEAMS" change in transparency.Pokechu22 21:29, 4 October 2012 (UTC)

undefined Water is invisible through beacons. yoshidude56 17:36, 4 October 2012 (UTC)

undefined Water pools look strange when viewed from behind a beacon, as they aren't blocked from view by the beacon. yoshidude56 17:42, 4 October 2012 (UTC)

undefined Beacons do not always have their beams visible, it depends on the angle you look at. I would have pictures, but I don't understand the uploading process.Pokechu22 21:29, 4 October 2012 (UTC) Annoyances Fixed/skipped

Sounds
Bugs undefinedsu Fire extinguish sound does not play in survival, it only works in creative. (Present since 1.3 snapshots) --Masa 23:04, 4 October 2012 (UTC)

Annoyances

Fixed/skipped

Menus
Bugs

undefined The achievement "The end?" (locate the end) isn't working. --X 22:00, october 4 2012 (UTC)

Annoyances

Fixed/skipped

In-game interfaces/HUD
Bugs

! Using a number to assign an item to an inventory slot that is already used appears to replace the old item, but causes it to return when the new item is used, placing/using the old item. yoshidude56 17:47, 4 October 2012 (UTC)

! The mouse is messed up horribly: right-clicking acts like left-clicking, except for when clicking on a stack, in which case it acts normally, splitting the stack in two, and left-clicking acts like shift-clicking (at least in Creative), getting you a full stack of the item you clicked on (even in non-Creative-inventory GUIs). Shift-clicking behaves normally. This might only occur in Creative, but I haven't tested in Survival and so am hesitant to apply the label. Annoyances

Fixed/skipped

Chat/commands
Bugs

undefined When using the /gamerules MobGriefing command Ender Dragons are not affected and continue to destroy blocks.

Annoyances

Fixed/skipped

Language/text files
Bugs
 * undefined In language "Pirate Speak (PIRATE)", Cobblestone and Gravel are both called "Pebbles". Given their similar item textures, this can lead to serious confusion. --Logician

Annoyances

Fixed/skipped