Minecraft Wiki talk:Issues/Weekly 12w27a

Lava bug?
Hi there, I am brand new to the newest snapshot, so I'm not sure if this is normal, or.... I was exploring a cave and came to a lava lake underground. However, unlike any I had seen before, part of this one had a weird, inconsistent 'fire' sort of animation above it. It didn't hurt me, but it did persist when I turned it into obsidian with water. Also, when my dog walked over that area, he began glitching in and out the obsidian, and looked as if he were attempting to swim in lava (maybe underneath?). He still didn't take any damage though, thank goodness. While attempting to reproduce this, I walked into a corner of the obsidian (so the dog would walk over it), and while he didn't glitch again, when he got to me I began taking heavy damage. Couldn't reproduce that, either. There was no fire animation, but I think that it has to do with lava...anyone else seen anything like this? I can produce a picture of the weird fire if needed. –Preceding unsigned comment was added by 76.106.56.242 (Talk) 15:37, 8 July 2012. Please sign your posts with

Various issues seeking confirmation
Hi, I want to see somebody confirm first. But I had a few issues.

1) I found water flowing underground with no water source block. When I placed a block, it updated and the water disappeared.  I could give seed and coords and it should be reproducible:
 * Seed: -908895685616615920
 * Coords: x=0, y=12, z=267

2) When I opened up a hole underneath a lake, water was flowing around me. Then suddenly I started taking hit damage very rapidly and I was not underwater.  Not sure what happened, but it was very bizarre behavior I've never seen before.  Basically I was going in and out of being underwater, but never went below 3/4 air bubbles.  And it wasn't normal underwater damage behavior, because it would be 1/2-heart per second, then suddenly i lost 1 1/2 hearts really fast.

Update: I figured it out. Whenever flowing water is pushing you against a wall, you take damage. Is that by design?

3) Found another thing I wanted to check. I thuoght I remembered in previous versions, that if you shift-walk (sneak) to the very edge of a block, then let go of shift, you fall down to the next block.  In the newest snapshot, this does not happen, you actually do not fall even if you are as close as possible to the edge when you stop sneaking. --Mellamokb 18:21, 5 July 2012 (UTC)


 * I tried the seed, When I created the world I crashed. When I relogged, I went a few steps and crashed again. Just to be sure- Do you spawn in a Taiga? This happens when I goto X:0. It doesn't even show a crash report, just automatically crashed.Harrison1220 01:52, 6 July 2012 (UTC)Harrison1220


 * I tried the seed also and nothing crashed. I see the source of water, however i am not able to use bucket on it. It is strange. It is a bug i think. --velvetpro 02:48, 8 July 2012 (UTC)


 * Please next time don't write in Talk first, because it makes disorder. Please move it to Bugs page. --velvetpro 20:08, 8 July 2012 (UTC)
 * On the contrary, we should encourage people to write in the talk page first to get confirmation of bugs they are not sure about. See the instructions --Mattrition 11:11, 9 July 2012 (UTC).

Spawner
Hey, I'm new to the Wiki and I don't know if I'm supposed to do this. Anyways..

I was playing on the 12w27a update, And I third party program to get a Pig Spawner (AKA mobspawner 52)then I placed it. I placed it down in a desert, hopefully I could change the spawner, because I heard about something about changing the spawner too a ElectroCreeper. I couldn't figure out how too, but then when it was about to spawn, The pig went really fast instead, rapidly. Can anyone one of you guys try it? I want to see if it's just me. And also, Everytime I walk away from the spawner, I disconnect saying "Internal Server Error".

Harrison1220 01:47, 6 July 2012 (UTC)Harrison1220

Duplicating powered rails
Hi, I found a way to duplicate powered rails in Minecraft snapshot 12w27a: In this video you can see how to do this (around 1:00).

Gastly 12:42, 10 July 2012

Minecarts
When I click on a minecart to exit, I always get out to the West instead of the direction I am facing (I would prefer this behavior) or in the same space as the cart (1.2.5 behavior). If the block to the West contains a solid block, I will get out to the East instead, but if there is a fence on that side, I will end up on the other side of the fence, which is annoying since I have to break through the fence to get back to my rail. I have confirmed that I will not end up in water or a pit on that side, though. --Mtnpapa 04:55, 14 July 2012 (UTC)

Pink sheep
undefined There's a layer of white wool clipping through the top of pink sheep. -- Mustek 15:34, 5 July 2012 (UTC)
 * Screenshot please? Dinnerbone 15:36, 5 July 2012 (UTC)
 * Nathan asks, I gives: Pink left, lime right -- Mustek 15:52, 5 July 2012 (UTC)
 * That looks pink to me, although it would be a lot clearer as pink if it was a couple of shades darker. (Similarly I find the orange sheep very hard to distinguish as orange.) I think it's your monitor that's at fault. --82.69.54.207 16:21, 5 July 2012 (UTC)
 * Does this still look pink? -- Mustek 16:37, 5 July 2012 (UTC)
 * I'm colour blind to reds, and therefor seeing pinks is quite a challenge sometimes, but that looks pink to me. Just very very light. Play with your monitors colour values if it looks 100% white. Dinnerbone 16:58, 5 July 2012 (UTC)
 * Yes, I still see that far sheep as light pink too. The near one's white. I definitely think the top colour for pink sheep is too light a shade of pink, because even in controlled circumstances like your screen grab it's hard to tell, and out in the game, it can be harder still. --82.69.54.207 17:34, 5 July 2012 (UTC)
 * When the sheep looks up, the color on his head turns to a darker pink (Like this -- Mustek 18:26, 5 July 2012 (UTC)
 * I also see a very light shade of pink on the top of the back and head where the rest is a shade darker. I believe they where substantially darker pink before, seeing the difference between white sheeps was alot easier. 87.213.196.80 18:42, 5 July 2012 (UTC)
 * The game code is working properly, lighting the back in the pink sheep to values like #E0D7E0 and #EBE2EB (very, very light magenta/pink tones); if it was a white back, the values would be like #E0E0E0 or #EBEBEB (very light gray). So, I suggest changing this to an annoyance, since it's clearly not a bug. Lvxferre 20:25, 5 July 2012 (UTC)
 * It is pink,I see pink on your screen, and everything looks okay in the background. Either it's the monitors problem or something else. Harrison1220 02:07, 6 July 2012 (UTC)Harrison1220
 * If I can contribute, I've seen this since a very long time, and at least for me, the color of the top layer of the pink sheep looks too white (but not white-only). Tried on many monitors. Just an annoyance, though, at least for me. --Asmcsl 02:44, 6 July 2012 (UTC)
 * Discussion moved to talk. Main issue 'not a bug' - changed to annoyance. --Simons Mith 09:26, 6 July 2012 (UTC)

Enchanting max levels?
I thought with the new enchantment system we couldn't get level 5 enchantments anymore, but I recently got Bane of Arthropods V on an iron sword. Are they just much more rare? LB 23:31, 6 July 2012 (UTC)

They're just very, very very rare- I got protection V on diamond leggings in creative. (Might've been in 12w26a. but...) --98.193.111.129 21:24, 8 July 2012 (UTC)

Mob spawners
I just started a test world in 12w27a and noticed a buried mob spawner not too far from spawn. i dug down and found that it was a skeleton spawner, but it displayed a pig. also the pig inside was spinning much more rapidly than in 1.2.5. --98.117.6.138 01:28, 8 July 2012 (UTC)
 * It is known bug. It will be resolved: https://twitter.com/Dinnerbone/status/220892547847954433 --velvetpro 02:50, 8 July 2012 (UTC)

Fishing Line, Graphical Glitch
When launching a fishing line, there is a brief moment where the line appears to be shooting off-screen to the left (a horizontal line), before it corrects itself: Screenshot. This seems to depend in part on what direction you are facing -- in some directions it works fine, and in others it produces this glitch. This may or may not be related to the Z-fighting already reported (also visible in the lower left on my screenshot). Is this issue distinct enough from the reported z-fighting issue to warrant its own report? --Vapidincrnate 18:18, 8 July 2012 (UTC)

Pistons in Creative
I was using this new snapshot and was messing with redstone. I was in creative on singleplayer, and when I destroyed the extended arm of a piston, it dropped the piston, but when I destroyed the base while the arm was extended, it was just destroyed as normal. Not a huge bug, just a little annoying. ADunadan 7:45 PM, 9 July 2012 (UTC)

Blocks not burning
a The following blocks do not burn (add more if I missed some): --93.106.71.228 12:18, 7 July 2012 (UTC)
 * Sign
 * Ladders
 * Crafting Table
 * Jukebox (would waste diamond)
 * Bed
 * Wooden Pressure Plate
 * Wooden Door
 * Note Block
 * Trapdoor
 * Chest (would be terrible if it did)
 * I'd like these to catch fire from a 'realism' point of view, but given some of these blocks' wide use in mechanisms I think it might be a grave error to change them. And if you don't change the pure wood ones - ladders, signs, doors, pressure plates in particular, what's the rationale for changing the others? Burning them in furnaces, I'd be a bit more liberal. --Simons Mith 19:17, 7 July 2012 (UTC)
 * Well I didn't expected everyone of them made able to catch fire, obviously. But ones that I really liked to burn are Sign,Ladders,Crafting Table,Bed,Wooden Door,Trapdoor. Some of them don't have critical function. Bed is destroyed by blast anyway. Doors can be bashed by zombies (or least some point could). Wooden Door has iron alternative. Maybe ladders and trapdoor should too (however trapdoor recipe isn't straightly compatible). House that has Wooden Door, if it's from stone, only door would be flammable, if it's wooden house, what protection would be left anyway if it burned down. --93.106.71.228 20:37, 7 July 2012 (UTC)
 * Many people use signs/ladders to hold up lava. This would break many contraptions that use lava blades or similar applications. Shadowx4ffc 14:06, 8 July 2012 (UTC)
 * Looked at this lava blades contraption. Found that it wouldn't break. Look at construct, there is no air where flame would appear. Same goes if surround lava with wood, wood doesn't burn. It will if there's air inside where lava is (sign or ladder doesn't count as air).

http://www.youtube.com/watch?v=9GoDyie9XmQ my example: l=lava x=burning block layer1 xxx xxx xxx layer2 xxx xlx xxx layer3 xxx xxx xxx I admit tho, there might be some contraptions that will brake. --93.106.36.217 09:42, 10 July 2012 (UTC)

SocketException when stopping server
I've never reported something before, so I figured I'd start on the talk page. When using 'stop' to stop a 12w27a server, it throws a SocketException. I'm running Win7x64, java 1.7.0_03. Here's the output after typing stop: stop 2012-07-09 12:56:33 [INFO] Stopping the server 2012-07-09 12:56:33 [INFO] Stopping server 2012-07-09 12:56:33 [INFO] Saving players 2012-07-09 12:56:33 [INFO] Saving worlds 2012-07-09 12:56:33 [INFO] Saving chunks for level 'world'/lp@5facc36f java.net.SocketException: socket closed at java.net.DualStackPlainSocketImpl.accept0(Native Method) at java.net.DualStackPlainSocketImpl.socketAccept(Unknown Source) at java.net.AbstractPlainSocketImpl.accept(Unknown Source) at java.net.PlainSocketImpl.accept(Unknown Source) at java.net.ServerSocket.implAccept(Unknown Source) at java.net.ServerSocket.accept(Unknown Source) at dq.run(SourceFile:56) Closing listening thread 2012-07-09 12:56:33 [INFO] Saving chunks for level 'world'/afs@cded763 2012-07-09 12:56:33 [INFO] Saving chunks for level 'world'/hz@7a0eab2e 2012-07-09 12:56:33 [INFO] Stopping server --Choson 07:41, 11 July 2012 (UTC)

Desert/Jungle Temples
Not sure if this has happened to anyone but I just made a new world, (creative, cheats, normal) with the objective to find a temple. I found a jungle and began searching and found it yet it's a desert temple inside a jungle. I haven't explored it yet but I'm not sure whether I should report it yet.

--Death Fighter 6 12:34, 14 July 2012 (UTC)

Jungle lag
a! Interface redrawing is slowed signifcantly by in-game lag. What happens is that whenever I am in a jungle and experiencing lag, I hit Esc to enter into the UI to swap the graphics from Fancy to Fast, but doing this very thing means that the UI is lagged very badly until the Fast graphics are actually enabled in the UI. If Mojang could at least separate the draw/redraw of the UI from the draw/redraw of the world rendering I would be able to at least swap to a different rendering mode much more easily. Additionally, if Mojang could come up with an interim fix for jungle biomes that limits the amount of lag they are allowed to force into the rendering of the jungle biome until Mojang get to fixing it in 1.4 that would be very helpful to people lagging in jungle biomes. BrickVoid 00:25, 6 July 2012 (UTC)
 * An update to this bug, the lag still seems to happen in jungle biomes but the client is now apparently capable of reducing it although the fact still remains that jungles cause lag under certain circumstances. To anyone else experiencing this lag in a world generated in a snapshot prior to this snapshot, the current 12w27a snapshot does still lag in the same manner if you load a world generated in a previous snapshot with jungle lag problems.  The lag the old snapshot generated may still cause the same lag, however, generating the same world seed with the new snapshot seems to cut down the jungle biome lag to almost nothing.  I've tested this with a seed I use a lot, and it would appear that a big lag problem at the moment seems to be jungle temples, I don't know if this is directly related to the temples themselves, however, the temporary workaround I found for the last snapshot still seems to work.  Go to the graphics option, and then switch from Fancy to Fast graphics.  Switching back to Fancy graphics also appears possible if sufficient time is given for the client to recover while in Fast graphics mode. BrickVoid 05:46, 6 July 2012 (UTC)
 * I've changed this to a major annoyance. It's not a bug but it is annoying. I split the interface annoyance away from the "jungle lag" issue. I have also altered the start of the report because of the split. --Mattrition 10:22, 6 July 2012 (UTC)
 * I've moved the attribution line for Mattrition's statement up here as I think it may have been unintentionally moved to the wrong position and got orphaned in the move. If Mattrittion wants it attributed elsewhere please shift it to where it belongs. BrickVoid 06:51, 9 July 2012 (UTC)
 * How is it possible that an actual bug that affects the interface is considered an annoyance? This is code which is defective because it's not doing what it's intended to do, therefore I request that you upgrade this major annoyance of mine to a minor bug.  I've also slightly altered the start of the annoyance report:  I changed the ? to a . because it really isn't a question now. BrickVoid 21:26, 6 July 2012 (UTC)
 * We have no proof that this problem is caused by defective code. It could just be the way the game is made, and therefore not a true bug. Until proof is shown that it is caused by bad code (and not just the way the render code works), I believe this should stay as an annoyance, not a bug. Aside from that, I fully support this annoyance.--Marioman66 01:10, 9 July 2012 (UTC)
 * I have evidence that it has something to do with the allocation of resources to the gamerenderer section, specifically the the updatechunks section somewhere in that branch. The fact that it happens a lot in newly generated worlds from the same seed but not in an older version of the same seed suggests to me that there is an out of control section of code underlying the gamerenderer that needs to be examined and checked to make sure it's not trying to overrun the rendering with too many rendering jobs at once. Also please see the additional information I've added under the bug portion of this submission which Mattrition split off.  I feel that my annoyance should either be reinstated to a bug status or filed as a separate additional bug within the graphical/lighting section, and I do not think of this as an annoyance, especially since annoyances don't usually point to very specific sections of code in the way this one seems to be pointing. BrickVoid 06:51, 9 July 2012 (UTC)
 * I agree that this should be a bug. It may be the way the coding works, but that doesn't necessarily mean it isn't a bug. What if the new AI code for Creepers worked in such a way that Creepers could move through blocks whilst chasing the player? That would be a bug, though the coding explicitly allows it. --Fperson1 03:29, 11 July 2012 (UTC)

Mobs spawning on 'non-natural' blocks
a! Mobs spawn on non-natural occuring blocks Djerun 15:21, 12 July 2012 (UTC)
 * Trolling ? Vote for removal --80.134.11.177 15:39, 12 July 2012 (UTC)
 * Not so sure. I mean, it's weird that mobs appear out of nothing in completely enclosed artificial areas. So I guess this is a valid request. On the other hand, this will probably never be fixed because it's just very difficult know which block is natural and which not. I guess you could prevent mobs spawning on artificial blocks like bricks or iron blocks but I'm not sure if this is a good idea. -- JonHa97 17:50, 12 July 2012 (UTC)
 * But I'm sure that's not a good idea. Imaging that no Skeleton, Creeper and Zombie won't spawn on bricks - life would be quite boring. Yet you are forced to properly illuminate your interior areas to prevent hostile Mobs from spawning. Imagine that you would pave a several hundred meters square around your home base and you never will see any hostile mob anymore. Boring. The spawn conditions are quite well how it's implemented now. --Kumasasa 18:02, 12 July 2012 (UTC)
 * It's very annoying to not be able to have darker rooms without mobs flooding them or a major limitation to what the floor can be. All blocks that don't generate on map creation should be added to the list of non-spawnable blocks rather than storing and using user placement for each individual block Djerun 21:23, 12 July 2012 (UTC)
 * I'm comfortable with slab floors. If you build everything half a block below, it won't even look like slabs and you get mob-free dark areas. And a glass block floor is also a good option that does not change collision. --Steve G. Wood 12:15, 13 July 2012 (UTC)
 * Yeah cause we got Halfslabs of Lapis Blocks, Furnaces, Dispencers, Noteblocks, Wool, Gold Blocks, Iron Blocks, Diamond Blocks, TNT, Bookshelves, Workbenches, Snow Blocks, Netherrack, Soulsand, Netherbrick, Endstone and Turned off Redstone Lamps I can use those to not have creepers in my house where darkness is required for design aspects... Also stuff like Ores should be unspawnable, because when they are the floor of something, there usually is enough spawnable space around, and ores give some nice options when building (same with mushroom blocks). Netherrack, Soulsand, Netherbrick and Endstone may be natural blocks, but not in the overworld. For Creepers, Skeletons, Zombies and Spiders the only valid spawning ground should be dark natural overworld blocks (only in the overworld and certain blocks that only occur in villages and places by players should not count as natural like bookshelves) occuring blocks, for zombiepigmen and magma cubes soulsand, netherrack and netherbrick should be valid (only in the nether ofc), ghasts only netherrack and soulsand, blaze only netherbrick and endermen like zombies in the overworld and only endstone in the end. the way it is now is just a major annoyance. Djerun 12:49, 13 July 2012 (UTC)
 * I actually agree there, there should be an unspawnable block for building. Not sure about ore though, there's no reason not to spawn mobs on it since it's natural and found underground. Maybe metal blocks? They're expensive enough not to break Survival. --Steve G. Wood 14:03, 13 July 2012 (UTC)
 * The thing about ores is they can give some quite nice patterns and srsly how much of the cave floor is ores? fells like 0,5% Djerun 23:01, 14 July 2012 (UTC)
 * Actually, currently you can prevent mobs from spawning rather easy, too. Just surround you base with glass floor, water, torches and/or half slabs. Paving the surrounding of you base is actually a huge task (unless using worldedit or something) and a lot more time consuming than placing a few torches for example. So it should be rewarded by preventing mobs from spawning, I think. Now that I think about it, it actually makes no sense for mobs not to be able to spawn on half slabs but being able to spawn on normal blocks. In my opinion the current spawning rules don't make much sense at all and should be fixed in the long term. -- JonHa97 21:29, 13 July 2012 (UTC)
 * You realize how ugly glass floors around your base are? and having it around the base doesn't help in the base. Djerun 23:01, 14 July 2012 (UTC)
 * Spawnable Blocks (with low enough light level) should be: Cobblestone, Mossstone, Dirt, Grass, Gravel, Sand, Sandstone, Obsidian, Stone, Stone Brick (+Cracked & Mossy), Pumpkin, (if they grew in nature melons). Planks maybe, because they occur in mineshafts as bridges, but then how many % of the mineshafts are bridges. Netherrack and Soulsand for Zombiepigmen, Ghasts and Magma Cubes, Netherbrick for Zombie Pigmen and Blaze, Endstone for Endermen (in the End) They should not spawn on Logs because they are either covered with leaves or surround village farmland (fist is unspawnable second is "artificial") Blocks like flowers, mushrooms, snow(layer) and tall grass should be ignored and the block below checked, while leaves, redstone wire/torches power/detector rails, signs, levers, buttons should block spawning. Normal rails: similar to Planks, they occur in mineshafts, so maybe only make them spawnably when on stone (only clean stone) and gravel<all blocks not listed should be unspawnable Djerun 23:01, 14 July 2012 (UTC)
 * Which also means double half slabs should be unspawnable (well then planks could as well be spawnable since we could put double half planks instead) Djerun 23:04, 14 July 2012 (UTC)
 * Are you all serious? Maybe you also want mobs not spawning at all because so they can't attack you. Really guys, mobs have spawned on (almost) all non-transparent blocks since their addition and nobody ever complained about it. Why would you like mobs to spawn only on natural blocks? Where is the sense? I may remind you that there are about 30 blocks that don't occur naturally. So your idea wouldn't be that helpful. But honestly, this idea is stupid. I personally don't see any sense in it. Correct me if I'm wrong but nobody has given a logical reason for it. Of course mobs spawn in dark rooms. That's their job. Mobs are meant to spawn in dark areas so you have to make them save by lightning them up. Minecraft has ever worked this way. It is simply a basic game element. --☺ Sven ? ! 16:04, 16 July 2012 (UTC)
 * Good point. I second that. --Kumasasa 06:00, 17 July 2012 (UTC)
 * Their job is to spawn in insecure & unexplored places, not dark ones. Insecure & unexplored just has up to now been defined as dark. If I create a 16x16x16 Vault out of Netherbrick with Redstone Lamps that are of by default in the Overworld it's not insecure and by far not unexplored. This is not about making the game easier its about giving more freedom to architects and designers. Dark rooms with occasional litten highlights are currently only possible on peaceful or with halfslab floors. The current mob spawning is a rather blunt way and I up to now considered it as a temporary state until something more refined was implemented, but up to now it hasn't. Djerun 13:55, 17 July 2012 (UTC)


 * This is a feature request, not a bug or annoyance. If you want mobs to spawn only on 'natural' blocks, make a mod that does that. -- Orthotope 07:02, 17 July 2012 (UTC)
 * It is not. The current system is a major annoyance. Are you afraid your mob-systems will break? Djerun 14:03, 17 July 2012 (UTC)


 * If mobs can't spawn on user-modified areas the construction of mob spawners will be impossible. Perhaps a new redstone-based item specifically designed for cancelling spawn within its radius? Redstone torch + glowstone dust = Beacon: Functions like an inverted red torch, but when powered it can negate spawning on a diamond shaped radius of 10 blocks without producing light. By the way, is there a wiki page for feature requests? I have a massive list of neat ideas. --Steve G. Wood 16:52, 21 July 2012 (UTC)
 * this was about setting more block types to non-sppawnable rather than doing it for user-placed, so mobs would still spawn on dark player placed dirt, grass, stone, stone bricks... 206.119.108.201 23:29, 23 July 2012 (UTC)


 * This is a feature request masquerading as a bug. It's a very large change to game-play. The way mobs act currently is the way they're meant to act, and the way this affects game-play is entirely intentional. The fact that the absence of this "limit where mobs can spawn" feature annoys you and some other players doesn't mean it should go on the bugs page as an "annoyance!" I may as well say "I wish there were more kinds of golems in Minecraft, the fact that there aren't more at present annoys me, so I guess I better mention this on the bugs page..." Mobs are *supposed* to spawn anywhere where it's dark. This is an established game mechanic that players have been working with happily for, literally, years. You can't just decide that because you don't like it, it suddenly belongs in "bugs"! As far as the FEATURE REQUEST taken as such goes, I'd say it would be nice to add maybe ONE type of block that prevents mobs from spawning regardless of light level, since it's sometimes nice to have dark, but mob-free rooms. There's absolutely no justification for turning the entire game upside-down for this, however. 99.235.142.71 18:42, 23 July 2012 (UTC)
 * one block type doesn't do it unless it can be assigned with ANY texture ingame. since it's something that some really want to change (for almost two years) and others doesn't, it could be made like an extra setting either like difficulty or on world generation 206.119.108.201 23:29, 23 July 2012 (UTC)


 * Switch your world to peaceful if you don't want to have mobs... 96.22.40.165 18:40, 23 July 2012 (UTC)
 * I want mobs, but not in my bedroom 206.119.108.201 23:29, 23 July 2012 (UTC)
 * Then switch it back to normal when you leave your bedroom. This would be far less effort then changing the whole mob spawn system. 92.207.49.63 16:43, 23 July 2012 (UTC)
 * Not true. I don't have the source code but either each block class has an attribute that determines if it is spawnable or there is a list naming the blocks unspawnable anything beyong that is fairly impractical. In both cases it's pretty easy to do (if you got the code and know java). Djerun 18:55, 24 July 2012 (UTC)
 * I haven't checked the code either, but I'm not sure it works that way. I don't think there's a "spawnable" or "non-spawnable" block attribute anywhere in the game. The blocks on which mobs currently don't spawn are, I believe, the ones that are transparent blocks, and I think that's the attribute the game checks. I would imagine that adding more blocks to the "transparent" list would cause problems... I am, admittedly, kind of guessing here, but there doesn't seem to be any arbitrary list of "spawnable" or "non-spawnable" blocks -- the ones where mobs don't spawn are special for other reasons. So, an entire new attribute would have to be added. I wouldn't like such a change anyway, since there may be occasions where you want mobs to spawn on the various "non-natural" blocks described in this request. 99.235.142.71 21:25, 24 July 2012 (UTC)
 * "[...] OR THERE IS A LIST [...]" You know what a list is? Bedrock is not transparent and unspawnable and Half-Slabs are not transparent: https://dl.dropbox.com/u/16772102/spawning.jpg and it is not that hard to implement another attribute, is there is an (abstract) class block type (or sth like that which should be there) from which all other block type classes inherit their shared attributes it's pretty easy. Djerun 10:42, 25 July 2012 (UTC)
 * Alright, I don't know enough about the code of the game to disagree here. But this raises a question: If this is easy, why not make a mod that limits where mobs can spawn? (Has someone already made one? Complaints here suggest that no-one has so far, but maybe it's just not a well-known mod?..) Even if you want it incorporated into the "vanilla" game eventually, this could be a good start: other features that are now a part of regular Minecraft started out as player-made mods, like pistons, for example. It would probably be more productive than listing it on the bugs page... 99.235.142.71 18:01, 25 July 2012 (UTC)


 * Although this is a valid feature request/bug, it is currently unlikely to be implemented into the game, and the fastest way to get this sort of functionality would probably be with a mod. Iluvredwall 01:02, 24 July 2012 (UTC)
 * make that mod, have it working for every coming version of minecraft within 5mins of the release, have a standard looking launcher, that automatically adds the mod, so it feels like using the vanilla game and I might talk to you again Djerun 18:55, 24 July 2012 (UTC)


 * The implication is that you should create such a mod yourself, rather than demand that the game is changed for everyone to suit your personal preferences. The consensus here is that this is a feature request, not a legitimate bug/annoyance. Also, pettish ultimatums do nothing to support your argument, and make people less inclined to take you seriously. -- Orthotope 20:04, 24 July 2012 (UTC)
 * you dont get that modding those things is out of question. The current mob spawning is blunt. If it's not just a temporary solution until something real is implemented, it's a major design flaw on a level with letting 250 enemies coming out of a single car Djerun 10:42, 25 July 2012 (UTC)
 * That is your personal opinion on the spawning system and obviously not those of the majority of players (though I'm not saying you're the only one). And one of the main reasons mods are made is when someone disagrees or is unsatisfied with an aspect of a game, but sees that it probably won't be changed by a official patch. These people then go on and make mods (or ask others to do so if they lack the technical knowledge to do it) to be able to play the game in a way they think is better/right. So why don't you get in contact with people who share your opinion, get a mod projekt going and play the game your way instead of calling other's people work blunt and flawed and demanding for the game to be changed for everyone to satisfy your architectural wishes. And see it from the optimistic side: if that mod gets enough positive feedback, Mojang might consider implementing it into the game officially. If not, then patching the game that way would have been a bad idea in the first place. I'm sorry, but that's the fate of the opinion of minorities, nothing personal against you or your architectural ideas. 92.207.65.133 17:46, 25 July 2012 (UTC)
 * So now you claim to know the majorities opinion? 41.248.206.253 15:50, 25 July 2012 (UTC)
 * *This is a feature request, not a bug. I happen to know there's some very nice modders on the forum that may make a mod that does this if you ask in the mod request forum nicely. 70.67.3.196 20:33, 25 July 2012 (UTC)
 * Hey, idea. Mobs unable to spawn over Redstone Dust. --Steve G. Wood 04:11, 27 July 2012 (UTC)
 * Okay, the only reason for changing mob spawning I've read here was "it annoys me". Just give us a logical reason for it. Minecraft is a game not just about building safely. It's about fighting dangerous monsters, too. If you don't like the I-have-to-defense-myself-against-monsters-to-survive aspect of the game then play creative mode or peaceful. Just see it technically: For the game a dark cave is the same as a dark building because nobody tells it the difference. Notch added mosters spawning in dark areas for a good reason. You are supposed to build save houses that are luminated (like real houses are unless you are living somewhere in the forest.) --☺ Sven ? ! 16:34, 29 July 2012 (UTC)
 * Mobs should be in unsafe places, crowding caves, mineshafts, strongholds and come out to the surface at night. The way this is implemented is making them spawn in places considered "unsafe" when players are close enough and despawn when players are too far away. Nothing wrong with that. What is wrong however are the criterias for "unsafe". It currently is any block as a floor at a light level of 7 or below except for a few special blocks (half slabs etc). Fact is it's not unsafe where ever it is dark. As mentioned before: I one builds a dark 16x16x16 safe out of brick to store valuables in it, it's not "unsafe". Yet with the current mob spawning it is considered "unsafe". Or if one builds a huge hall or cathedral which needs to be dark and have wool or something similar as a floor for design reasons, but the builder isn't playing in creative on peaceful but in survival on hard. Wool doesn't exist in non modified places, why would a square kilometer of wool placed by a player be considered "unsafe" and unexplored? "Mobs could walk in from the outside." isn't a valid argument unless the game would also check if the floor is fenced in (even through unloaded chunks). It's totally illogical why mobs would be spawning in a highly secured area just because it is dark there. Djerun 23:29, 30 July 2012 (UTC)
 * And there's the problem. "Mobs should be in unsafe places, crowding caves, mineshafts, strongholds and come out to the surface at night." This is your opinion. In the Minecraft world, however, mobs don't work like that. Mobs are brought into existence when a location is dimly lit. They do not wander in from the far edges of the map, as you feel they should. Perhaps they exist in all solid blocks, just waiting for darkness so they can spring out, or however you want to explain it. I would find it to be a bug if mobs suddenly stopped spawning in this way. As several people have suggested: put in a request in the forums for someone to make a mod. Perhaps create an alternate Air block, generated everywhere you go, which has no observable difference except hostile mobs cannot spawn in "explored" air. Or a new tile entity specifically defining what categories (hostile/passive/both/none) of mob can spawn there, and a tool (say, a wand) which allows you to apply, edit, or remove that data. (I think that one would be a lot of work, and potentially useful when creating Adventure maps, but it doesn't seem to be what you're looking for. I take it you want this to happen naturally.) Setting a "placed" bit for all blocks, just as leaves have, would presumably solve your problems, but introduce issues if you ever wanted to build a mob grinder. (Consider Alt+RMB to place blocks as if they are natural?) Anyway. In summary: the game is not buggy just because it doesn't follow your sense of how things should work. You want something different from vanilla; you should get, make, or request an appropriate mod. Have a nice day! --timrem 03:47, 31 July 2012 (UTC)

Water flowing with no source block
undefined Copied from "Talk:Known bugs/Version 12w27a"

I found water flowing underground with no water source block. When I placed a block, it updated and the water disappeared. I could give seed and coords and it should be reproducible: Seed: -908895685616615920 Coords: x=0, y=12, z=267 Mellamokb 18:21, 5 July 2012 (UTC)
 * I tried the seed, When I created the world I crashed. When I relogged, I went a few steps and crashed again. Just to be sure- Do you spawn in a Taiga? This happens when I goto X:0. It doesn't even show a crash report, just automatically crashed.Harrison1220 01:52, 6 July 2012 (UTC)Harrison1220
 * I tried the seed also and nothing crashed. I see the source of water, however i am not able to use bucket on it. It is strange. It is a bug i think. --velvetpro 02:48, 8 July 2012 (UTC)
 * I tried the seed and crashed soon after the world loaded. The errors were about java heap space, so i doubled minecraft's memory allowance. After that I still had massive lag, but was able to teleport to the water. I wasn't able to use a bucket on it, however the scooping animation still showed. Smashing an adjacent stone block caused the water to flow away. And as a test I tried to pick up the water flowing down the nearby ravine, and was able to. However, once the water finished flowing away I heard many instances of the water/lava hissing sound play at once, and the bucket emptied itself.  This may be caused by the server not telling the client to update the water, and the server thinks it is not there, while the client thinks it is.  Acomputerdog 18:07, 12 July 2012 (UTC)
 * Switching to survival mode fixed the bucket issues, and behind the wall where the water was flowing I found a deep pit with lava and water falls coliding at the bottom. The water flows out the wall where the glitched water started, but then the lava turns part of the stream to stone/cobblestone, but does not update the water.  This may simply be a chuck update bug.   Acomputerdog 18:13, 12 July 2012 (UTC)
 * Did you know that if you are in Creative mode, an empty bucket becomes a magic empty bucket? It will always remain empty irrespective of whether you fill it with lava or water.  It will briefly show the liquid it just picked up but is now programmed to immediately empty itself.  This was a recent and intentional design change to how buckets work in Creative mode.  I do not know how the empty buckets work on filling up with milk from cows and there is a milk bucket available in Creative inventory anyway, if you wanted to know. BrickVoid 22:20, 12 July 2012 (UTC)
 * Recent? I'm pretty sure empty buckets never filled up with a liquid in Creative mode. –Preceding unsigned comment was added by 99.25.90.235 (Talk) 18:49, 13 July 2012. Please sign your posts with