Minecraft Wiki:Issues/Weekly 12w26a

Crashing/System
Bugs !! Publishing a world to LAN results in the game crashing for me. --Nathan2055 18:59, 27 June 2012 (UTC)
 * No Java crash log. The world returned the published message, but Java stopped responding. --Nathan2055 19:02, 27 June 2012 (UTC)
 * Try launching Minecraft from command prompt.  Maybe command prompt shows something. Use   if you have java 1.6. if you have x64 os and 32bit java, then use   instead.  --188.238.133.80 20:21, 27 June 2012 (UTC)
 * Not sure if this is the right place: Minecraft will not load at all under jre7. I get the launcher, log in, then black screen forever. I have to right click the jar then choose to open it with jre6. I'm on Ubuntu 11.04. 208.107.42.228 20:55, 27 June 2012 (UTC)
 * Ran Ubuntu 11.10 x64 live. Installed oracle jre7. Ran minecraft from terminal. Created world. Opened for LAN. Friend with could not join. Host was seen on LAN search. IP join did not help. Independent server however worked perfectly on Ubuntu. --93.106.18.81 23:53, 27 June 2012 (UTC)

!! ? You get a crash when you attempt to travel from the nether to the overworld
 * This clearly doesn't happen all the time for everyone otherwise it would have been reported just after the snapshot was released. Can you provide a crash report (should be something in your .minecraft directory)? What was your world seed? Coordinates of portals? Can you reproduce the crash easily? etc. --Mattrition 08:43, 29 June 2012 (UTC)

! sp In some computers, Minecraft may save your character's position and items, but will NOT save world changes, making hours of work gone to waste. --Manuelschi 00:06, 28 June 2012 (UTC)
 * "In some computers" can I have an example of such a computer? OS & Java version. Have you actually seen this issue happen in 12w26a, too? We save players and worlds at the same time now, they should never desync. Dinnerbone 10:43, 28 June 2012 (UTC)
 * 2GB of RAM, 32 bit, windows xp SP3, java 1.6. The level.dat files to be the one that updates through time but the region files seem untouched. In 12w24a seemed to save just fine (was unplayable in 12w25a) --Manuelschi 16:51, 28 June 2012 (UTC)
 * Seem to happen in every non-flat world as the normal/big biomes worlds need more resources to run. --Manuelschi 17:12, 28 June 2012 (UTC)

undefinedsp7 64bit Minecraft now and then freezes a few seconds and then again runs normal. I don't know if this happens in MP. I couldn't detect a schema. I start minecraft with the normal launcher. Java is 7u5 64bit and my computer has 8GB Ram. This happened in 12w25a too.
 * Neither in SP nor MP reproducible. Same OS / Java here. Lagging in 12w25a was severe but never seen in 12w26a. --Kumasasa 19:04, 28 June 2012 (UTC)

undefined CMD-V does not work to paste things into Minecraft. Dinnerbone said he was having trouble with this because he didn't have a Mac. However, Minecraft recognizes the CMD keys as LWIN and RWIN in the controls menu, so enabling the LWIN-V and RWIN-V combinations to paste might do it. CTRL-V does work on a Mac, but it is unintuitive for Mac users. TorchicBlaziken 21:14, 28 June 2012 (UTC)

undefined7 64bit Minecraft seems to be having issues with missing audio. The sounds from all other apps are still present, but Minecraft itself often remains silent. --User:BGB

Annoyances

a! Minecraft doesn't support Windows1250 codes. I'm unable to write some letters.

a! I have some chunk loading problems, as they load "last minute" or never. Had this problem since 12w25a and it continues in 12w26a. Click here for the video on YouTube, PC configuration is in the description - Singleplayer Creative Mode. --Freakedenough 06:13, 29 June 2012 (UTC)

a! From the moment you start playing Minecraft, you memory usage starts going up. The more you move around and load more chunks, the faster it goes up. So you basically have a time limit before the game begins to lag out and crash. It sometimes (not often) goes down a bit, but then starts going right back up, so sooner or later your game will crash. 76.119.224.99 15:07, 27 June 2012 (UTC)
 * Seems normal to me. --66.133.216.4
 * Ok, you lost me there with all that code. Stephen82298 15:15, 27 June 2012 (UTC)
 * Assigned 1 gig of ram, goes up to around 600MB, then drops to 250MB. -- Mustek 15:33, 27 June 2012 (UTC)
 * How do you give it one GB of RAM? --76.119.224.99 17:55, 27 June 2012 (UTC)

a! Ok, I have a REALLY old and crappy laptop, an acer with 1.7 GHz and 2 GB of ram. Now, I spawned a flatland world, and my fps maxed out at about 96. But, when I came to an NPC village, it got really slow really fast. My lowest fps was 2. It should be noted i was sprinting, but i was also sprinting before and got 96. I tried 4 worlds just to make sure, and the same thing. Also, when I left the villages, my fps went up to its highest.
 * This is probably due to all the entities that exist and wander about in a village, were you on Peaceful by any chance? I think people complain about slimes giving them lag. You could also try just standing still once you reach a village to see if everything levels out, as well at adjusting the rendering distance to see if that makes any significant impact. 78.145.250.250 02:22, 28 June 2012 (UTC)
 * Well, I did stand still, it did even out, but once I started moving again the lag came back. This never happened with villages before... It probably does have something to do with entities, I also lagged with sheep... XD I was also on the fastest settings for minecraft, and I tested it on my brother's computer, which is way faster, and I still lagged more with the village... Have you tested it? It probably has something to do with the new "Performance Improvement". And yes, I was on peaceful, but I don't see what that has to do with it, after all, I don't want slimes lagging me more.... :/ I was also on survival mode.
 * I used to find this sort of thing during Minecraft Beta, although I lagged extensively (almost to an unplayable level) when I tried moving anywhere not just near villages. Optifine sorted it out, but if it still lagged on a faster computer then it sounds like Minecraft is the problem not an overloaded CPU or not enough RAM. Have you tried setting Java SE as a High Priority?
 * Look: I went back to 1.2.5. Same computer. Same world. None of that sort of thing happened. :/

2.96.87.124 13:27, 28 June 2012 (UTC)

Fixed/Skipped

fundefinedWhenever you try to connect to a LAN world running on a PC, you get a message saying "Unknown Host". If you connect to a MAC from a PC, it works fine, so it can't be that they just are not compatible. 76.119.224.99 14:46, 27 June 2012 (UTC)
 * Upgraded issue -- Mustek 14:48, 27 June 2012 (UTC)
 * Someone test it to see if you can connect to one PC from another PC, if you can, then it is an issue in the MAC version, if not, it is an issue in the PC version. --Stephen82298 15:27, 27 June 2012 (UTC)
 * Yes, connecting from MAC to PC don't work. PC to PC works.
 * Linux (arch) to Linux (Ubuntu) does not work (both ways). Tried also with the ip:port --37.14.144.57 19:36, 28 June 2012 (UTC).
 * Marking this as fixed, but I haven't actually tested it yet ;) I changed so instead of using the hostname (such as "jebzilla" for me), it picks the host address (such as "10.0.3.41" for me). Should probably work better for non-Windows. /jeb_

Gameplay
Bugs

! You can make your world unplayable by going to the Nether and using a portal back to the Overworld with an X or Z coordinate of at least 4,000,000. This is because it will take you to an X or Z coordinate of past 32,000,000, which is considered an illegal position by the game, and you will be disconnected. Normally, when you re-log after an illegal position disconnect, the game will move you to a valid position. However, since you warped there from the Nether, it will just put you back where you warped in from the Nether. So, whenever you log on you will be immediately disconnected for your illegal position, and although it doesn't outright crash the game, it renders the world unplayable for that player. If I were the one who had to think of a way to fix this, (besides making places after X/Z 4,000,000 in the Nether an illegal position which would cause complications since you could use /tp to send someone past there) I would make the Nether Portal take you to the End past X/Z 3,750,000 in the Nether. The reason I thought of this number rather than 4,000,000 is because of the bug below. TorchicBlaziken 22:02, 27 June 2012 (UTC)

undefined If you use a Nether Portal in the Nether with an X/Z coordinate between 3,750,000 and 3,999,999, you will fall into the void and die upon warping to the Overworld. This happens because you will be warped to X/Z coordinates between past 30,000,000 and 31,999,992. These coordinates are in the Far Lands, where block physics do not work, so an exit portal will not be created. So, since there is no clipping, you will just fall into the void, unless you are in Creative and start flying before you hit the Void. TorchicBlaziken 22:02, 27 June 2012 (UTC)

undefined While the /tp command cannot be used to teleport someone past X/Z 30,000,000 because of the Far Lands, the server will not disconnect you until you are past X/Z 32,000,000, so you can just walk right past 30,000,000 and enter the Far Lands, falling into the Void if you're not flying. It would make more sense for there to either be an invisible wall like in Xbox 360 Edition, or it would disconnect you past 30,000,000 instead of 32,000,000. TorchicBlaziken 22:02, 27 June 2012 (UTC)

undefined When a zombie is following you and you walk into a house and close the door, it will look at you for a short time, then walks away.--League 16:54, 27 June 2012 (UTC)
 * Edited for clarity. --Keithicus420 04:28, 30 June 2012 (UTC)
 * Is the singleplayer or multiplayer? I'm assuming you were playing survival? This is vague; when reporting bugs, the more details, the better (until it becomes cluttered). --Keithicus420 04:28, 30 June 2012 (UTC)

undefinedmp When leaving the game while sitting in a (still-standing) minecart, the player stands on the block below the minecart when reentering the game. After a jump the player sits normally. Even worse: If there is just air below the block with rails, the player falls through the block when reentering --Kumasasa 19:59, 28 June 2012 (UTC)

undefined You can't insert fuel into powered minecarts. --74.95.8.130 13:13, 29 June 2012 (UTC)

Annoyances ampcr The Counter for Potions is not visible if Creative Mode is enabled. Screenshot
 * It's quite useless to apply potions on the player in Creative Mode, isn't it ? --80.134.10.106 08:40, 29 June 2012 (UTC)
 * Speed and Strength are quite useful on Creative. Redstonehelper 15:11, 29 June 2012 (UTC)

amp Moving a portal in the nether one block cause the portal to jump to one of 4 portals in the overworld. Breaking the new portal in the overworld does force it back to the original portal. However, this is only temporary fix. Eventually the portal jumps again. This issue actually started in 12w23. Running on dedicated server (Ubuntu 12.04 w/ 2GB and SSD HD) with multiple client PCs.JC2XS

Fixed/Skipped

Blocks
Bugs !! ?Placing and removing a piece of string on the sandstone slab in this setup will crash the game with "Disconnected by Server - Internal server error". Redstonehelper 15:27, 27 June 2012 (UTC)
 * Can't reproduce. The screenshot doesn't allow to safely identify the build setup, so I tested it in different ways. All worked like I expected them to. (Piston pushes block that holds the hook -> hook pops off; piston pushes hook -> hook pops off; piston pushes wire -> wire pops off.) Please post more screenshots (preferably one from above and one from each side). And yes, I took care of the direction. --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 07:22, 29 June 2012 (UTC)
 * More images. Note that this bug was originally put under another bugs which I put somewhere below, which allows tripwires to change blocks' data values in certain situations. Redstonehelper 15:23, 29 June 2012 (UTC)
 * Reproduced with WinXP Pro 32bit, P4, Java6, ATI Radeon HD 4600 series. I could not reproduce it on my work laptop which is a Dell XPS Inspiron P4 WinXP Pro 32bit Java6. -- Foxfire 23:49, 29 June 2012 (UTC)
 * Reproduced with Windows 7 64 bits and Java 6 64 bits. 201.67.99.123 02:31, 30 June 2012 (UTC)

! Piston and sticky piston duplication. When 2 pistons are powered at a certain place, it dupes the piston.
 * Be more specific. What "certain place" is this? Have you got a screenshot of the setup? --Mattrition 11:59, 28 June 2012 (UTC)

!sp Some blocks display incorrectly when revealed. Revealed blocks often display as stone but when punched/broken change to the block they "really" are and drop accordingly -- Ellbristow 14:42, 27 June 2012 (UTC)
 * (Merged Duplicate) Placing some blocks intermittently places the wrong thing (i.e. dirt block places long grass) -- Ellbristow 14:13, 27 June 2012 (UTC)
 * Can't reproduce, are you sure it's dirt you're placing? -- Mustek  14:08, 27 June 2012 (UTC)
 * It's intermittent and I'm having trouble finding steps to reproduce, but it's definitely dirt blocks.. it seems to be linked to placing on grass blocks -- Ellbristow 14:13, 27 June 2012 (UTC)
 * This is possibly linked to the bug above. Blocks are being incorrectly reported between "server" and client in SP mode
 * It is, merged it. -- Mustek  14:20, 27 June 2012 (UTC)
 * Altered the original bug report to be more accurate -- Ellbristow 14:42, 27 June 2012 (UTC)
 * Very old bug. See this video
 * Yes but this is in SP, not SMP! -- Ellbristow 15:19, 27 June 2012 (UTC)
 * Doesn't matter. SSP is now basically SMP under the hood. --66.133.216.4
 * I think this issue has been happening more often since the SP/SMP merger. There's always a variation of this report on every bug list --Mattrition 15:26, 27 June 2012 (UTC)
 * (Merged duplicate) Tilled soil appears as un-tilled. In my 252 block farm, maybe 10 blocks will appear un-tilled. Planting a seed makes them revert to the tilled appearance, but some appear un-tilled even with plants growing. I can't be sure but I don't think it's the same blocks, just random. --Bpdlr 21:30, 28 June 2012 (UTC)
 * Also, punching block will make it revert to correct appearance. --Bpdlr 21:34, 28 June 2012 (UTC)

!mp(possibly sp) In some cases (it seems to be random) just-planted seeds on farmland disappear, and you can't fix this (apparently) even if you destroy the farmland block and then put it back (using dirt + hoe). Also, this effect extends itself, tagged as major because this. --Asmcsl 14:40, 27 June 2012 (UTC)
 * In some cases the planted seed could take a few time to disappear. Also, the seed can stay, but never grows. --Asmcsl 15:26, 27 June 2012 (UTC)
 * Try putting more light around the seeds. They pop out of farmland if there is not enough light. Not a bug.
 * Worked, but if you see the video, I have glass and water up to the farmland blocks, so the seeds would be growing as if it were air (they should let pass the light, I think...), so, bug? --Asmcsl 23:10, 28 June 2012 (UTC)

undefinedPlacing blocks outside the main island area (and possibly everywhere) in the End sometimes would place a glitchy block, that doesn't show and won't let the player step on it unless you relog.

undefinedThis (Don't Know how to describe) -- AndyPala 14:40, 27 June 2012 (UTC)
 * Tested in Multiplayer an Singleplayer -- AndyPala 15:12, 27 June 2012 (UTC)
 * This is really just a visual bug, but when a piston is pushed, sometimes the body of the piston﻿ will disappear for a second. Also, sometimes a block of air will appear between the pistons, even though they're sticky. Gamerdude879 12:04, 28 June 2012 (UTC)
 * Not only visual, the same setup worked fine in 12w25a, also duplicated one of the pistons giving the repeater only 1 tick of delay. Video -- AndyPala 11:44, 28 June 2012 (UTC)

undefined Occasionally, placing signs with text results in a blank sign. -- Robertoccu 15:51, 27 June 2012 (UTC)
 * This happens for about 1 in 20 signs for me. Edited report to reflect this --Mattrition 14:14, 27 June 2012 (UTC)
 * Mojang seriously needs to fix this before the official release. It's been like this for at least a month, and it's extremely annoying. -irunor, 18:52, 28 June 2012 (UTC)
 * Please try not to complain. These are snapshots, you are guaranteed to run into issues like this when playing them. If you don't want to run into these bugs then play a full release instead. --Mattrition 08:48, 29 June 2012 (UTC)

undefined When buckets are stacked and you hold right click to fill them with water some of the buckets disappear. --Nefabe99 16:39, 28 June 2012 (UTC)

undefined Snow Layers cannot be placed on Upside-down slabs/stairs. -- Robertoccu 15:51, 27 June 2012 (UTC)
 * I think this is intended. I do make paths in a snow biome with upper half slabs and they look very nice. If you want snow on them just use full blocks.

undefined Beds cannot be placed on snow

undefined The birch/spruce/junglewood stairs do not burn. -- Mustek  14:26, 27 June 2012 (UTC)

undefinedPistons have lost their full ability to push since SP and MP have merged. because of that these piston elevators notch re-tweeted don't work anymore. I did found out that it works with sheep and cows. but only if you place them exactly in the middle.--League 16:43, 27 June 2012 (UTC)

undefined Piston at head-level doesn't push the player if standing against it. -- Mustek 14:42, 27 June 2012 (UTC)

undefined Tripwire hooks can activate and change data values on non-string blocks from wires that are not connected to them, see this comment on reddit. Redstonehelper 15:20, 27 June 2012 (UTC)

undefined If you use piston to break redstone signal that powers another piston, signal goes away but piston does not retract. --188.238.133.80 16:53, 27 June 2012 (UTC)

undefined Normal-sized mushrooms can't be planted outside at night. This is because the skylight level is always 15, even at night, and the reason for this is so crops and flowers don't uproot themselves every night. Perhaps there could be a workaround for this. TorchicBlaziken 16:31, 21 June 2012 (UTC)
 * If I recall correctly, this was an intentional change for balance purposes. It was too easy to use a red mushroom and bone meal to make an instant shelter. So you're options have changed to keeping mushrooms underground, or planting a mushroom on a Mycelium block (obtainable via Creative and/or using a Silk Touch shovel on a Mycelium block). Techokami 00:25, 22 June 2012 (UTC)
 * Think about that. Is it really easier to kill a skeleton and make bonemeal, then find a red mushroom and grow it then to just mine a few dirt blocks and build a shack? It's an obvious bug, however it is a feature that they are not able to be placed in daylight.
 * Yeah, I cannot imagine that this was done for balance purposes. If you want fast shelter, it's just as quick and easy to punch a hole in the side of a hill. Quick mushroom houses were not winning the game for anybody. --Rifflesby 23:22, 27 June 2012 (UTC)
 * (Merged duplicate) Mushroom growing still has issues. They were supposed to be growing in dark areas, but now the game only decides if it is in touch of skylight and ignores block light completely. And even if it is night you still cannot place mushrooms. 58.153.143.203

undefined When collecting Mushroom blocks with Silk Touch it will not preserve the damage value. TorchicBlaziken 23:49, 2 June 2012 (UTC)

undefined When placing Mushroom blocks of a damage value greater than 0, it will revert to 0 upon placing. This used to happen with Monster Eggs, before they were tweaked in 12w17a to prepare them for inclusion in the Creative Mode inventory. This should be changed because the damage values of mushroom blocks are now available using cheats. TorchicBlaziken 23:59, 2 June 2012 (UTC)

undefined When using bonemeal on grass in a dark room, nothing spawns (and if there already is tall grass/flowers in the room before it gets dark, they do not drop to items). This breaks seed-farms. Tested on Windows, SMP and SSP (in creative).
 * That technique was abusive anyways. This is something that was fixed, not a bug. --Moxxy 19:33, 28 June 2012 (UTC)
 * Thanks Moxxy for clarification, but in my opinion is still a bug as until now flower, wheat and grass popped up when low light level. And if what you say is true then why mushroom don't get destroyed when light level change, but just pop up. Definitely a bug in your opinion? --Nebux 22:24, 28 June 2012 (UTC)

undefined Destroying a furnace with smelted items produces no experience. --74.95.8.130 04:52, 29 June 2012 (UTC)

undefined If you push block with piston, and on the block is redstone, the redstone not will be destroyed - http://www.youtube.com/watch?v=PvFcMgneV5E

uundefinedcr? Pick block cannot be used on End Portal frame. -- Robertoccu 15:51, 27 June 2012 (UTC)
 * Are you 100% sure you're on 12w26a? Dinnerbone 14:24, 27 June 2012 (UTC)
 * Seems to work for me. -- Mustek  14:28, 27 June 2012 (UTC)
 * Excuse me, I referred to the block 'End Portal', no to 'End Portal Frame' -- Robertoccu 15:51, 27 June 2012 (UTC)
 * You can't 'pick' the netherportal either because you can't place them down. -- Mustek 16:36, 27 June 2012 (UTC)
 * You can place single netherportal, just not a 3x2 region. --151.193.220.28

Annoyances

a! If you are in the end and want to build a bridge away from end-island and build a block at the end of each chunk it will be a invisible / non existing block. When you reload your world the block becomes visible and you have the same problem at the next chunk border which is REALLY annoying. (Windows Vista) (I´m German, please correct anything if something is wrong :D )

a cr While water and lava don't slow you down while flying anymore, cobwebs still do. TorchicBlaziken 23:28, 21 June 2012 (UTC)

a cr There are a few lines of code in the class for the End Portal block (the actual portal itself, not the frame) that prevent the creation of End Portals in the Nether or End except for like a split second after the Ender Dragon dies, even though this doesn't matter because you can't even make them in Survival. This only serves to prevent the player from replacing an End Portal in the End after a player in Creative destroys them. TorchicBlaziken 22:39, 7 June 2012 (UTC)

a Its not possible to place torches onto the backside of stairs. --Freakedenough 20:39, 27 June 2012 (UTC)

a Can't place lever on bottom of normal slabs. -- Mustek  14:27, 27 June 2012 (UTC)
 * It was never possible to place levers on the bottom of blocks. --F1lmboy
 * It is possible. Sice 12w24a or 12w25a I believe. --☺ Sven ? ! 19:55, 27 June 2012 (UTC)
 * Since non-solid blocks do not carry a signal wouldn't this would be completely pointless anyways?
 * Note terminology confusion - OP said slabs, not blocks. But in the same way that we can now put most stuff on top of upper slabs, I think you ought to be able to put levers on the bottom of lower slabs (and suitably-oriented stairs too), for consistency. But this is only a minor oversight. --82.69.54.207 12:48, 29 June 2012 (UTC)

acr When the hotbar is full of tools or weapons, the pick block doesn't work on any block -- AndyPala 14:58, 27 June 2012 (UTC)
 * Probably to avoid accidentally getting rid of a tool. -- Mustek 14:59, 27 June 2012 (UTC)
 * Yep, it's clearly intentional and a good feature. Changed to annoyance --Mattrition 15:02, 27 June 2012 (UTC)

a Pumpkins still cannot be placed on air blocks, i.e. placing them on the side of blocks when there is air under them. This is just annoying because the player has to place pumpkins on a block, but they can just remove the block after without the pumpkin "popping" into item form.
 * You cannot place lit or unlit pumpkins from below to a block. Same as above. You always have to use a help construction. image:imgur.com/W9OCF --reptile311

a If you place a slab on a grass block (that has tall grass on it) from above (standing next to, looking down at where you are to place the slab), the game erases the grass and sets the block on the top half of the box. Common sense would say that the slab should replace the grass but be placed on the bottom half of the box. I assume this happens because the game uses the grass' bounding box to determine if the slab should be placed in the upper or lower half of the box. 5thHorseman 19:00, 28 June 2012 (UTC)

Fixed/Skipped

Items
Bugs

! When you first spawn in a world, a compass will point to where you spawned, but upon death and re-spawn, the compass points to the coordinates x: 8 z:8, not spawn. Neither destroying/creating a new compass nor reloading the world fixes it.

undefined When shift click creating maps they count twice amount of made to the id counter. They should not anything to id counter. This happens: "map_0, map_1, (create 3 maps with shift click),map_8" This should happen: "map_0, map_1, (create 3 maps with shift click),map_2" --188.238.133.80 16:25, 27 June 2012 (UTC)
 * I'm not sure what should happen, but what happened for me was this: Single-click once -> map_0, Single-click once again -> map_1, Shift-click with resources for six more maps -> six more maps labelled "map_0". All maps labelled "map_0" share the same map data, so I suppose that really 7 instances of map_0 were created. --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 07:31, 29 June 2012 (UTC)

undefined cr When drinking a potion in creative, it will not consume the potion, but it will still give you an empty bottle. This means it gives you an empty bottle when that code is intended for replacing the potion with one. TorchicBlaziken 22:34, 27 June 2012 (UTC)

undefined cr When you move 'map' item from creative inventory to your hotbar and you show the map, the map always be map_0, but when you craft map this be the next map after last one. (sorry for bad english) Matriks404 00:15, 29 June 2012 (UTC)

undefined Lily pads still cause boats to break. --Bpdlr 19:50, 29 June 2012 (UTC)

undefined Shift-clicking when creating a map creates a duplicate of your first map (map_0) (I submitted this on the last snapshot but didn't specify it was always map_0). --Bpdlr 20:05, 29 June 2012 (UTC)

undefined When I get out of a Minecart or Boat while wearing armor leggings, the leggings will still appear to look as if your still sitting down, even when you aren't. 75.133.57.17 14:51, 29 June 2012 (UTC)
 * I've experienced this is previous snapshots. Image: http://www.minecraftwiki.net/wiki/File:Armor_glitch_in_12w23b.png --Keithicus420 04:36, 30 June 2012 (UTC)
 * Additionally, since this is an unintended action of the game, this is a bug, not an annoyance; please mark it as such. Upgraded. --Keithicus420 04:39, 30 June 2012 (UTC)

Annoyances

Fixed/Skipped

World Generator
Bugs

! Bonus Chests can't be opened in creative mode, and don't drop anything when broken. --Nathan2055 18:57, 27 June 2012 (UTC)
 * Are you sure that it isn't lag? --Manuelschi 20:33, 27 June 2012 (UTC)
 * For me it works. I can open the chest in creative and when I destroy it the items are laying on the ground and I can pick them up. --reptile311
 * For me it happened once (seed was "Test", but I couldn't reproduce) that the items of the chest were inside the leaves of a jungle "bush", without a chest to be seen anywhere. Did the growing leaves destroy the chest, dropping its items? --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 06:46, 29 June 2012 (UTC)
 * No thats a different issue, where chests are replaced by leaves and snow-layer on world regeneration. I would write that up as a different bug, reporting your world seed and what happened. --Mattrition 08:56, 29 June 2012 (UTC)

undefined Old bug still applies. Chunk generation error, chunk seems flipped. Seed "bug" (without ") location 41x,-381z. I did further investigation and there's cave in 51.5,-369.5. This cave doesn't seem flipped. If you go corner of this error 72.5,-368.5, that is exactly at chunk change if my calculations are correct. PICTURE 188.238.133.80 16:36, 27 June 2012 (UTC)
 * This is not a bug. it's normal. see Generated structures --YellowMiner 18:34, 27 June 2012 (UTC)
 * That isn't just a basin. Look at the strong horizontal lines occurring at 16-block spacings. It looks to me like part of the world is flipped (grass/sand) and part isn't (stone/water). —kpreid 19:58, 27 June 2012 (UTC)

undefined Just like abandoned mineshafts were before the floors were implemented, strongholds generate weirdly when they cross a ravine. The seed -623160645725253637 is a good example of this with a stronghold in a hole close to spawn which crosses an underground ravine. TorchicBlaziken 22:00, 4 May 2012 (UTC)
 * Possible fix could be making strongholds have priority in intersecting spots. --Moxxy 03:31, 24 June 2012 (UTC)

undefined Theres is lot of chunks error in the new generated chunks, but the floor isnt bedrock, is Grass. A good example for this is the Seed: 2651044549443250751 at x:-80 z:336 is an intersection between two. Also, if you fall, can you see that the biome is plains and y is 5, now dig to bedrock, you can see that is only 1 layer of bedrock, exactly like in superflat world.

Annoyances

a! Download my map. my map Directly in front of the player is a cave. Try to go down. BOOM! A whole chunk disappears and seems you can drop down to oblivion. You cannot drop easily though, because the player is stuck in some invisible tile or something (no suffocation). You can go down sometimes with some cursor-key jerking. I have dug around and found that water and lava does not drop in there. Mobs CAN drop in there including myself. Happens with w26, but also w25 and w24 too. Don't know if it goes further back. Note, I have NO lag whatsoever (i5, 8GB RAM, nv570) and game does not crash. Just this issue. It MAY happen in other areas too. --NLS 16:43, 28 June 2012 (UTC)

a If the bonus chest is suppose to spawn where leaves are, the chest is broken and all the items drop.
 * Happens as well with other destroyed chests, like in dungeons. Redstonehelper 16:45, 28 June 2012 (UTC)

a Biomes generations seems messed up i have a snow biome river jungle swamp in one place or more like cramped links: Picture 1 Picture 2

aCut whole mountain and insert inside snow biome http://i.imgur.com/DyAqs.jpg http://www.youtube.com/watch?v=Rth2MhwF7Bo
 * Downgraded, I think there's no way to fix it, this is known as a Chunk Error. --Galaxy_2Alex (Talk)

Fixed/Skipped

Mobs/NPCs/Animals
Bugs undefined Mobs/Animals can push each other through wall, then they seemingly appear where they actually aren't. You can boost this effect, by making small quarters, on animals wielding wheat, and on mobs aggravating them. Maybe it's caused by pushing speed value added after animals/mobs speed value has been clamped by walls, when pushing speed value should've been added before clamping. --188.238.133.80 16:09, 27 June 2012 (UTC)

undefined If the player clicks an ocelot with a fish before the ocelot has began to sneak towards him/her, the heart animation appears.
 * Edited for clarity. (Please sign your comments with ~ !) --Keithicus420 04:47, 30 June 2012 (UTC)

undefined One of my wolves is perpetually darker than her sisters under the same lighting conditions. The other wolves sometimes have lighting glitches too. I've had them running around in a desert temple and sometimes they are extremely dark other times more or less normal. This screen grab is the most extreme case I've seen so far.--Simons Mith 19:40, 27 June 2012 (UTC)

undefined Mobs, including the player outside of Creative Mode, can breathe under lava. This is an oversight that has existed ever since Indev when the air meter was added to water, but Notch apparently forgot to add it to lava because back then it was impossible for any mob to survive under lava, which has changed since the addition of naturally fire-immune mobs in the Nether and potions of fire resistance. TorchicBlaziken 23:22, 21 June 2012 (UTC)
 * I don't think that is a real bug, because it does not matter at all. Regular mobs and players will burn to death anyway and nether mobs are not realistic at all, so they don't need to act in a natural way, too. And if you are using potions for becoming fire-resistant.. come on, we are talking about a game. --Murrrmel 10:40, 28 June 2012 (UTC)
 * So Murrrmel, in your opinion you should be able to breath underwater because it's "just a game"? and it is a potion of FIRE resistance that doesn't mean it's also a potion of breathing under lava.--League 13:14, 28 June 2012 (UTC)
 * Please don't try to guess what is my opinion. By the way: breathing underwater may be a suggestion for a new poison. What I was meant to say is: the ability of breathing in lava don't interfere with the usual gameplay. The player and most of the mobs usually will just burn to death, no matter if they can breathe or not. So, in my opinion it is not really a bug. Also, making the game code more complex because of trivial issues costs valuable performance. --Murrrmel 14:58, 28 June 2012 (UTC)
 * i vote to downgrade this to annoyance. --Nebux 22:14, 28 June 2012 (UTC)
 * I suspect a coding oversight. But I'm also voting against downgrading to give Mojang a chance to mark it [N] for 'not a bug'. --82.69.54.207 23:34, 28 June 2012 (UTC)

undefined You can trade with a villager after killing him. TorchicBlaziken 00:44, 26 June 2012 (UTC)

undefined The trading window will not close after the villager dies. TorchicBlaziken 22:44, 27 June 2012 (UTC)

undefined Villagers are randomly disappearing. I had added some new, multi-door houses and added doors to others, built two Iron Golems and fenced the village, and had the village running smoothly, with 2-3 priests plus other assorted villagers - most of which I'd built up good trades with. I installed this snapshot and returned after a trip back to my home base, to find that all the priests are gone and a bunch of other villagers are missing. There also seem to be fewer of them, and no mating is happening (even after a restart). Sorry I can't be more specific :s --Bpdlr 23:42, 27 June 2012 (UTC)
 * Update: one priest kid just spawned. Also, one of the Iron Golems is missing too :( --Bpdlr 23:54, 27 June 2012 (UTC)
 * Maybe you had some zombies in siege mode spawn in your village, as they can spawn at any light level.--Nebux 22:11, 28 June 2012 (UTC)
 * Sorry, should have made it clearer: when I left the village, everything was fine. I returned to my home base (one-and-a-half maps away), and then quit the game to install the latest snapshot. I noticed this on my return. I don't think the game simulates sieges when the player is not in the vicinity, although please correct me if I'm wrong. --Bpdlr 23:20, 28 June 2012 (UTC)
 * that depends of how far away you are from the village. in my world i had zombies in siege mode spawn when i was 50-70 blocks away and they were able to move to the villagers--Nebux 15:38, 29 June 2012 (UTC)

undefined Zombies and Creepers are less persistent than used to be. They stop tracking target if it is not in the line of sight. Video MTandi 18:28, 28 June 2012 (UTC)

undefined Skeletons and Zombies do not burn in sunlight while standing on "normal" slabs. (They do while standing on upside down slabs) --Kumasasa 22:12, 28 June 2012 (UTC)

undefined Mobs occasionally spawn and then disappear 20-30s later. I set up some torches 50 blocks away to try and get the "Sniper Duel" achievement, and while I've been sitting and waiting for a skeleton to appear at the right distance, I've noticed mobs spawning (skeleton, Enderman) and then vanishing 20-30s later. At one point I got two shots off at a skeleton only for him to disappear before I could get the third shot. This is outside a large village, in open fields with no holes for them to fall into - in any case, I've seen them disappear, not fall or otherwise. --Bpdlr 11:02, 29 June 2012 (UTC)
 * See Spawn, specifically the second point. Mobs have a chance of despawning if the player is not within 32 blocks for more than 30 seconds. This fits exactly what you have been describing, so I am almost certain that it is intentional. Please remove the bug if you agree with me. --Mattrition 11:30, 29 June 2012 (UTC)

Annoyances

a Wolves will attack my target if I hit it with sword but not with bow. --Bpdlr 23:14, 28 June 2012 (UTC)
 * Ever since wolve's were introduced, Jeb deliberately prevented them attacking mobs that were shot at. Changed to an annoyance. --Mattrition 11:32, 29 June 2012 (UTC)

a At night, Villagers seem to all try and cram into one of my multi-door houses (the "turbo" design from the Wiki guide), causing constant door opening and closing and trapping some villagers outside. --Bpdlr 12:59, 28 June 2012 (UTC)
 * relabeling as annoyance for now. This may be an example of inadequate villager behavior, but its impossible for us to tell if it is an actual bug --Mattrition 14:40, 28 June 2012 (UTC)
 * I think this should be reinstated to a bug, because I have witnessed it first-hand and watching several villagers trying to all cram into a randomly generated house is most definitely a bug, not an annoyance, despite the fact that the OP was making his own multi-door houses. BrickVoid 21:10, 28 June 2012 (UTC)
 * Maybe is caused by this bug when is a closed area mobs (tested with villagers and animals) move to the west part of it.--Nebux 22:31, 28 June 2012 (UTC)
 * Village is large - about 6 houses with 6 doors each, plus church, two libraries, butcher's shop and a couple more large houses, spread over and area over 100 blocks squared. The majority of the villagers seem to crowd into a couple of small 6-door houses on one side of the village. My two Iron Golems also seem to patrol only this area (see separate annoyance below). --Bpdlr 23:14, 28 June 2012 (UTC)
 * Actually, now that I think about it, it is the west side they are biased towards. I enclosed village with fences, about 20 blocks away from the houses. --Bpdlr 23:22, 28 June 2012 (UTC)

a The two Iron Golems I built to protect my village seem to patrol on only one side, even though I built them at opposite corners of the village (see my other entry on Villagers above). --Bpdlr 23:14, 28 June 2012 (UTC)

a Iron Golems seem to get stuck in water. I have one patrolling my (large) garden area which has a shallow pond. Most of the time it patrolled around, ranging quite far, but after a while I noticed it was standing in the pond, motionless. Pushed it out and it resumed patrolling. --Bpdlr 23:14, 28 June 2012 (UTC)

a Mobs and players appear in front of moving vehicles -- Mustek 14:03, 27 June 2012 (UTC)

a Zombies sometimes break doors even when there is nobody in the building 80.223.159.19 18:31, 27 June 2012 (UTC)
 * Not a bug, just how zombies behave in the presence of a wooden door. Vote for total removal.--Nebux 18:55, 29 June 2012 (UTC)
 * I think this is extremely annoying and needs to be fixed. I have a castle that has 4 doors on the sides. Whenever I go do something at night and come back, my doors are floating as items and I have to replace them. Just annoying.

Fixed/Skipped

Graphical/Lighting
Bugs

undefined Some torches still don't light up various places. Example: http://www.abload.de/img/flatp609a.jpg Anub!s 19:12, 29 June 2012 (UTC)

undefined Using portals will remove any graphical effects on the player:
 * (Merged duplicate) Drinking a potion and then entering the nether removes the potion effects.
 * This has been reported before. Are you sure it removes the effects for you, or does it just remove the swirly bubbles even though the potion is still working? --82.69.54.207 16:48, 27 June 2012 (UTC)
 * As far as I can tell its just the bubbles that disappear. This makes sense considering the other issue that I have now merged with this one. --Mattrition 14:54, 28 June 2012 (UTC)
 * (Merged duplicate) If you get caught on fire in The Nether and use a portal to get to the Overworld, you will still take damage but you won't see the "on-fire" animation in the first and third-person view. Gingerpain 15:49, 27 June 2012 (EDT)

undefined Inverted slabs still have incorrect lighting... (IMG) -- Mustek 14:00, 27 June 2012 (UTC)

undefined Pink sheep's wool has white wool clipping through it -- Mustek 14:00, 27 June 2012 (UTC)
 * If you mean at the front that is true with all sheep, and is not a bug Gmanizer 21:18, 27 June 2012 (UTC)

undefined The particles from sprinting on leaves are gray. The particles from sprinting on a cactus are from its bottom texture. TorchicBlaziken 01:13, 26 June 2012 (UTC)
 * Ever since the 1.8 update, particles falling from blocks use the bottom texture rather than the top to prevent grey particles from sprinting on grass. I agree that the grey particles on leaves IS a bug and that it should be fixed.  08:07, 28 June 2012 (UTC)

undefined The other players' fishing lines look like they start from the player's feet. --188.238.133.80 19:51, 27 June 2012 (UTC)

undefined The space with a torch in a 1-wide column is unlit. (IMG) -- Mustek 14:05, 27 June 2012 (UTC)
 * For clarity, the torch needs to be at the top of a closed-off column. -- Mustek 15:06, 27 June 2012 (UTC)
 * I am upgrading this to a bug, because it is a bug, that never happened before Anvil. TorchicBlaziken 22:27, 27 June 2012 (UTC)

undefined This is a long-standing bug: Shading is inconsistently rendered by the client. Blocks appear dark and update when you interact (or sometimes when you get close) -- Ellbristow 17:36, 27 June 2012 (UTC)
 * Upgraded to a bug per definition, subtype 1. Ahruman 08:28, 28 June 2012 (UTC)
 * I don’t believe this is client-side, since it happens in SP in 1.2. Ahruman 08:28, 28 June 2012 (UTC)

undefined If a Zombie is trying to break down a door, but is killed before the door breaks, the "damage cracks" remains on the door. Even if I remove the door completely, the "damage cracks" remains in the air, where the door used to be.--80.203.124.13 13:44, 28 June 2012 (UTC)

undefined Strange water behavior. Floating water connects to an ending water flow one block above. 19:25, 28 June 2012 (UTC)
 * Not a bug --Moxxy 19:39, 28 June 2012 (UTC)
 * But what is it? It´s no normal water behavior, is it?  (fixed uri --Kumasasa 20:50, 28 June 2012 (UTC))
 * I agree this is no bug, water has a habit of doing things that look unrealistic, but truly are intended. Perhaps this should be an annoyance. --Keithicus420 05:15, 30 June 2012 (UTC)

undefined sp cr Using seed -8756583261778760859 and navigating to coordinates x: -958, z: 2662 and flying around in Creative mode in singleplayer within 200 tiles radius of that location with fancy graphics enabled gives me extreme lag in this area. I find that a temporary workaround is to switch to fast graphics which promptly stops the fancy graphics from causing extreme movement lag. I've only tested this laggy location in Creative mode and I do not know if it also applies to Survival mode. If a map is made it is down below the lava spot (f:0 | f:3 quadrant) and seems to be triggered just by flying near the coordinates given while fancy graphics are enabled. BrickVoid 06:01, 29 June 2012 (UTC)

undefined Block textures are flipped when the block is held in hand, seen from third-person view. This is most noticeable for TNT (the writing is mirrored), but appears to apply for all blocks (for example, the "lines" on a glass block will go the other direction ). It also applies to Endermen ; it would be nice if someone could verify it for multiplayer. --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 07:33, 29 June 2012 (UTC)

undefined Occasionally, when holding a map, the player's left hand is visible, obscuring a large portion of the bottom left corner of the map. Restarting fixes it. --Bpdlr 18:49, 29 June 2012 (UTC)

undefined When viewing a map after a loading the game, it redraws the map incompletely, leaving blank vertical lines. The lines aren't then filled in if the player travels in into that area. --Bpdlr 18:49, 29 June 2012 (UTC)

Annoyances

a If you are in a boat without any block or tool, switch to third person mode, now back to first person mode, you see your hand in a different position

Fixed/Skipped

Sounds
Bugs undefined Sounds seem broken to me, many of them only play the beginning (e.g. the Chest). --Galaxy_2Alex (Talk)

undefined The normal nether portal sound is fixed. the one you hear when you are near the nether portal. but there is still 1 sound missing. It's the sound you heard when the screen said: entering the nether. for clarity, here is the sound I mean--League 13:20, 28 June 2012 (UTC)
 * This happens because it now says "Downloading Terrain" instead of "Entering the Nether". TorchicBlaziken 23:04, 28 June 2012 (UTC)
 * true, still needs to be fixed--League 09:55, 29 June 2012 (UTC)

undefinedRain in Extreme Hills doesn't create sound. --Asmcsl 14:58, 27 June 2012 (UTC)
 * Confirmed single player. Thunder does play. -- Mustek 15:02, 27 June 2012 (UTC)
 * This is odd, because it does rain, but the rain does not make a sound. TorchicBlaziken 22:28, 27 June 2012 (UTC)
 * There are no rain particles in Extreme Hills (Edge). Apparently the sound is bound to the rain particles (see a few bugs below). --Kumasasa 20:02, 28 June 2012 (UTC)

undefined Note blocks don't work while it is raining. If the rain particles are turned off, they do work. TorchicBlaziken 22:28, 27 June 2012 (UTC)

undefined Since it now says "Downloading Terrain" when traveling between dimensions, the portal sound does not play anymore. TorchicBlaziken 22:28, 27 June 2012 (UTC)

undefined Rain sound doesn't reproduce when particles setting is set to minimal. --Asmcsl 14:58, 27 June 2012 (UTC)
 * Maybe intended? --Galaxy_2Alex (Talk)
 * Whops! I thought I wrote "(intended?)" also, but it seems I forgot. Yep, I think it's possibly intended, but it can also occur because the rain particles on the blocks aren't displayed, and the game "thinks" that it's not raining. I don't know really, if anyone can help here please... --Asmcsl 15:58, 27 June 2012 (UTC)

Annoyances

Fixed/Skipped

Chat/Commands
Bugs undefined /tell command doesn't work. --QuAd205

undefined It is difficult for an admin to have a conversation using the console, using the /say command. A lot of messages will fail to send and instead trigger the help text, sometimes to the point where anything sent with a space in it AT ALL will be refused and the help text displayed. (If you replace the spaces with _ or - so that the sentence is 'all one word', it will send, and then the chat will behave normally.) Witnessed on Debian Squeeze, in a screen session. Benanov 13:55, 29 June 2012 (UTC)

undefined The server no longer displays a message to the effect of "user tried server command: *" when a non-op user enters a command that is invalid or ops-only. This breaks server wrappers that depend on this as a mechanism for allowing non-op players to issue custom commands. --Warr1024 19:03, 29 June 2012 (UTC)

Annoyances

Fixed/Skipped fundefined /kill Command doesn't work

Menus
Bugs undefined Partway through loading a game, the main menu is consistently shown for a fraction of a second between “Loading world/Building terrain” and “Downloading terrain”. Ahruman 08:32, 28 June 2012 (UTC)

Annoyances

Fixed/Skipped

In-Game Interfaces/HUD
Bugs

undefined In the Creative inventory, unless on the survival inventory tab, the last hotbar slot is one pixel too short, as demonstrated here. Redstonehelper 15:13, 27 June 2012 (UTC)

undefined In Statistics/Items, there's no tool tip for Ink Sacs, and in any case the item is incorrect, as it says I've crafted 780 and used 849. --Bpdlr 13:01, 28 June 2012 (UTC)
 * Ink Sacs technically is a Dye. So it never have been in the Statistics.
 * Uh, whatever, unsigned dude. It's in there with numbers, just the numbers don't reflect my use of said Ink Sacs and it doesn't have a tooltip. --Bpdlr 09:47, 29 June 2012 (UTC)

undefined In Statistics/Items clay is missing (or am I blind ?) --Kumasasa 20:18, 28 June 2012 (UTC)
 * I don't see why it should appear there, it's not depletable, you can't craft it (you can only use it to craft something different), and you can't use it. --GALAKTOSTalk – Win8βx64, Java7x64, NVIDIA GeForce GTX 560 07:08, 29 June 2012 (UTC)

Annoyances

a You can't shift-click into villagers' trading slots. Redstonehelper 15:15, 27 June 2012 (UTC)

a Shift-clicking a pumpkin still does not equip it to the player's head like a helmet. --151.193.220.28
 * Maybe intended due to pumpkin being more of an item than a helmet and would make pumpkins harder to move around the inventory slots.
 * The helmet function of a pumpkin is more of a joke/easter egg than a primary function. I agree with the previous comment. --Moxxy 19:45, 28 June 2012 (UTC)

a cr Even though we can now access our inventory while in creative, shift-clicking deletes the item, not sends it to your inventory/hot-bar. Probably intended, but still an annoyance. --Stephen82298 15:24, 27 June 2012 (UTC)
 * Maybe Destroy Item slot could function as toggle button between survival behavior and creative behavior. --188.238.133.80 17:32, 27 June 2012 (UTC)

a Maps show gray for chunks containing sandstone. Should really be yellow, shouldn't it? -- Ellbristow 17:38, 27 June 2012 (UTC)
 * The map is color coded to the preference of the developers and it is unlikely to be deliberate. If it was yellow, sandstone would not stand out from sand. --Mattrition 14:47, 28 June 2012 (UTC)

a In the Blocks Statistics there are missing several tooltips (Sapling, Wood Slab, Pumpkin stem ...) --Kumasasa 20:07, 28 June 2012 (UTC)

a In the Blocks Statistics Tall Gras has the icon of Dead Bush --Kumasasa 20:07, 28 June 2012 (UTC)

Fixed/Skipped

Language/Text Files
Bugs

Annoyances a In the french translation "Français(Français)", the "Done" buttons are still misspelled : it says "Terminén", where it should be just "Terminé". Just have to update the language file. -- Anadeidra, 27 June 2012 Fixed/Skipped