Minecraft Wiki:Issues/1.3.2

Crashing/System
Bugs

!! Whenever I go into a mutiplayer sever, it seems to always crash, with a slim chance of it working. It never happened to me with 1.3.1. Here's the crash report:

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!! mod Random crash when entering a bukkit-mulitiplayer server.

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!! Here's a report from [my] PC. It just crash[ed] when making a new seed.

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 * I fixed the grammar and capitalisation, put the bug in the correct section, the crash report inside a crash template for you and added the crash bug tag. Please pay more attention to grammar and capital letters next time - it makes your report just that bit harder to read, and that in turn makes Mojang's job harder than it needs to be. --82.69.54.207 22:51, 17 August 2012 (UTC)

undefined lan On Debian, /etc/hosts usually maps the laptop's own hostname to 127.0.1.1, an alternative loopback address (e.g. "127.0.1.1 mylaptop.mydomain mylaptop" - all of 127.0.0.0/8 is loopback). When a Minecraft-on-Debian user advertises their single-player game to the LAN, the multicast announcement comes from their LAN IP address (e.g. 192.168.0.2), but the server only listens on 127.0.1.1 and announces that address in the multicast packet, e.g. [AD]127.0.1.1:58388[/AD], making other machines unable to join. --smcv

Annoyances

Fixed/Skipped

Demo version
Bugs

Annoyances

Fixed/Skipped

Gameplay
Bugs

! Similar to 1.3.1, when entering the nether on my MP server the world sometimes fails to load. You and any surrounding mobs just bob up and down in nothingness nigh-endlessly. (Eventually I began to suffocate and upon reconnecting, I found I was at the level of lava, inside the ground.) This is identical to the falling through the world bug in 1.3.1 except you don't die right away, and it gives you more time to disconnect and reconnect. You still might end up BELOW your portal, though, which could land you in lava. --Zair99 19:23, 16 August 2012 (UTC)
 * Similar to this bug and probably the same problem but on our server, you appear 1 block lower than the portal (i.e. You're in it). Most of the time you eventually appear at the correct height but then the portal is activated again and if you don't move quick enough, you get transported back to where you came from. Happened in 1.3.1. --110.174.214.164 13:52, 17 August 2012 (UTC)

! Mobs and other players sometimes glitch in the ground making them black or not visible at all.  QuAd205 ( T 14:05, 17 August 2012 (UTC)

undefined I seem to be taking fall damage from falls from 2-block high ledges and even from just jumpingin the prerelease--213.118.132.164 21:26, 14 August 2012 (UTC)
 * It does seem that falling damage has been tweaked a bit. I need to fall from a 3 block height (or jump from 2 block height) to take damage. Places that used to leave the player with a heart or two now kill you. --110.174.214.164 13:45, 17 August 2012 (UTC)

undefined Building a water tram (or EATS) in which the boat runs on ice caused the boat to become glitched, so that it will move only in a straight line, going through blocks, and floating through air until it slows to a stop (after it leaves the water streams) upon stopping, it will warp back to the start of the track and continue until it is broken at the start. After it touches the ice on every iteration, it cannot be left or right clicked. Just after it leaves the end of the track, it will drip water, and won't collide with the player until it dries off. I have no idea how this happened, and I have no idea where to put this report, so it could be misplaced. George_Mallory 22:02, 16 August 2012 (UTC)

undefinedMP The 'invisible blocks phenomenon reappeared, especially when digging down a pillar. The view is shaking until leaving and reentering the game. --Kumasasa 20:55, 16 August 2012 (UTC)
 * This happens very consistently when digging down on a dirt pillar, about a 20-30% chance per block you try to dig. This is on vanilla MP, linux server, OSX client. There are no errors in the server log. --RogerWilco2

undefinedcr When flying over great distances in creative mode, you obtain enough inertia to be propelled very far. How to reproduce: enter flying mode and fly 1000 metres in a certain direction (e.g. f:0). When you've reached the 1000 metre mark, let go of the forward key. You should keep flying for another 700 metres before you come to a stop.

undefined Randomly, when entering or exiting the Nether, experience get's reset to 0. Happens on our multi-player server to multiple people. Happened on 1.3.1 as well. --110.174.214.164 13:50, 17 August 2012 (UTC)

undefined When I was playing creative mode, there was a lightning storm, and the fire from it never burned down. This is on Windows Vista. I really don't know what category to place this into. Cookie FONster 13:59, 17 August 2012 (UTC)

Annoyances

a! (Yes, this is at least as important as a minor bug). Just tested a 1.3.1 client connecting to a 1.3.2 server. The initial load of the screen and low responsive-ness at start got me blasted by a creeper before I knew what happened.

In single-player, a non-responsive game slows down everyone -- even the mobs -- and you don't get blind-sided. In normal play, you can see areas where there are lots of mobs, and if you pay attention, you can get warning sounds of mobs before you reach them. But when logging in, when there is nothing you can do? That's just cheap. --Keybounce 14:32, 15 August 2012 (UTC)
 * Semi Confirmed, I played on my friend's PVP server, FlameZone PVP, which was dated to 1.3.1 but I and some other people who had disconnected updated to 1.3.2, and were still able to connect because of how minor the updates were.

a If a 1.3.2 client connects to a 1.3.1 server, they cannot drown. If I had proof I could show you but you can very well test it. Untested on vanilla server, only on Bukkit server.

a You can sneak off cactus. (This was patched but now it happens again)

a Signs seem to be blank in some occasions. Possibly chunk-loading related? Had this problem in 1.3.1. too --213.118.132.164 21:26, 14 August 2012 (UTC)
 * I can confirm this on our multi-player server. Happened with 1.3.1. Re-logging sometimes fixes the issue but only for some signs. --110.174.214.164 13:46, 17 August 2012 (UTC)

a There is an empty help page 5. --Keybounce 15:23, 15 August 2012 (UTC)

a Okay, so I've found two bugs that are very irritating: one is when I go into my chest and get something to uses it, when I use the item it decides to go back into the chest I got it from, I loaded the update hoping it'd fix it but nope, still there. The other glitch is the inability to use any block that is interactable (crafting tables, etc.) and makes it impossible to use it without re-logging on. -Aidandrums
 * Can you reproduce this bug on SSP? It may just be your connection to your server. --Innovate.Invent 05:43, 17 August 2012 (UTC)

a Sometimes your skin will revert to default for no apparent reason. Changing your skin and reloading Minecraft doesn't seem to fix this.

aSpawn locations on servers have blocks protected from any changes (mining, placing blocks...). I know it has it's purpose on public servers but on private servers it's only annoying. There should be ability to set this behavior True/False in server settings.
 * It would certainly be really helpful if you got stronger feedback on where the 'forbidden' zone is. A 'clunk' noise instead of the normal digging or block-placing sound, for example. --82.69.54.207 23:10, 17 August 2012 (UTC)

Fixed/Skipped

Blocks
Bugs undefined Timing on NOT gates (redstone torches) seems to be broken. I would expect them to act as a one tick inverting repeater but they seem to require a three tick pulse to activate and then only emit a two tick pulse. This effects any circuit that depends on timing, pulse length, or short pulses. A full explanation of the problem can be found here: Video --Innovate.Invent 21:55, 15 August 2012 (UTC)

undefined When you have water with two tripwire hooks above it (Attached to blocks), string in between it, two piston blocks on top of the two blocks holding the tripwire hooks, and two TNT blocks placed in front of the pistons above the string for the tripwire, the TNT will blow up, but will stay in the middle after blowing up. Video --TehDerpness 7:20, 17 August 2012 (UTC)

Annoyances

a All leaves are named Oak Leaves, instead of having the name of the tree they come from. Pluis65 23:06, 17 August 2012 (UTC)

a Sometimes slabs that are right-side up will appear upside-down when exiting and coming back in a world.

a mp You cannot place downfall snow blocks, they also cannot be moved from your inventory or dropped. In 1.2.5 there was a similar glitch with cake blocks. This can be very annoying when you need help from a friend to make some kind of snow somewhere and it needs to be downfall snow. This specific glitch didn't happen in 1.2.5 I believe because it was not meant to be placed, only generated. Fixed/Skipped

Items
Bugs When you collect items on the ground in creative mode with a full hotbar, you won't see all of them. But if you go in a chest, dispenser, minecart with chest or furnace you will see all of them.
 * Not true as of 1.3.1 or any snapshots for 1.3 that have the new creative inventory, because you can view your survival inventory in creative. That is a lie, unless you were talking about beta 1.8.7 (Confirm?) and later until 1.2.5 when creative was made; in that case please report the bug on the version you were aiming for, not the current version.

{{bl|!} you cannot destroy blocks, you can only kill mobs and action things like doors, its like if i was punching air no matter what block i am looking at the only way to destroy blocks again is if you are in creative gamemode. i believe the bug started when i re-opened my single player world after i had opened it for an LAN game however the bug was not immediate. i think the bug is related to changing the gamemode of players but im not entirely sure. im sure if you test it you will get similar results. Annoyances

Fixed/Skipped

World Generator
Bugs undefined World generator still generates abrupt biome transitions ("world cuts"). --Pureprogger 16:01, 17 August 2012 (UTC)

undefined Old bug still applies. Chunk generation error, chunk seems flipped. Seed "bug" (without ") location 41x,-381z. Settings default (normal biomes, generate structures). I did further ivestigation and theres 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. --188.238.1.36 18:25, 17 August 2012 (UTC) Annoyances

Fixed/Skipped

Mobs/NPCs/Animals
Bugs

! Tamed wolves that are left sitting will randomly teleport to your location, either individually or collectively.
 * I cannot determine a specific trigger. It can occur within a few minutes of having a wolf "sit" or up to an hour later, but it always seems to happen at least once an hour.
 * This can occur both when they are within the loaded chunk radius (assuming the max. radius is still 17x17 chunks around the player) or in an unloaded chunk up to two such radii away, but it does not appear to affect tamed wolves more than three such radii away nor does it happen when they are within the same chunk as the player.
 * To test this I have left three groups of three tamed wolves (two adults and one cub in each group) at three different locations, two roughly 90 blocks away from each other, one group closer than the other to where I was exploring a vast cave system, and one group roughly 900 blocks away. The most distant group never teleported to me so the following refers to the two closer groups.
 * At different times I have had teleport to me (when walking, mining, placing torches or blocks, but interestingly never when I'm in combat): just one cub, just one adult, two adults, all four adults, four adults and one cub, two adults and two cubs, and all six wolves.

--Be unreasonable. 19:56, 17 August 2012 (UTC)

! When tamed wolves "teleport" to keep up with the player (unrelated to the above bug), they may teleport onto a ledge and immediately fall off, possibly to their death. Sometimes this is due to the wolf teleporting onto the same block as the player and getting "pushed off" before the player can react, and other times they seem to fall off on their own, either due to faulty pathfinding or possibly they simply "landed" on an air block rather than a solid block.
 * Once, a wolf teleported from the ground to 30 blocks directly above it (where I was building a direction marker) and then it immediately fell off for no apparent reason. As I was directly above the wolf and in the same chunk before it teleported, there was no reason for the wolf to teleport up to me in the first place.

--Be unreasonable. 20:21, 17 August 2012 (UTC)

undefined I can't tame ocelots for some reason. I ended up wasting half a stack of fish. This was tested on a LAN server in survival and creative. 16 august 2012.
 * You can't tame ocelots in closed spaces. --92.129.43.32 09:40, 17 August 2012 (UTC)

undefined mp Mobs do not seem to despawn in multiplayer when there are no longer any players within 127 blocks of them (players logged out). This was at 187, 194; spawn is 34, 92. --Keybounce 15:18, 15 August 2012 (UTC)

undefined sp I've just seen a pig moon-walking backwards. :-) Entertaining as it was, I assume that's not supposed to happen. I just wish I'd caught it on video. Presumably a symptom of a mismatch between the position in the server and in the client? --82.69.54.207 22:48, 15 August 2012 (UTC)

undefined Mobs still glitch down through blocks, allowing them to escape XP mob traps that were previously safe. Note that this is not simply a visual glitch, they can interact with the player and the environment. --Anonymous Coward 19:59, 16 August 2012 (UTC)
 * I'm still seeing this too. Notably, when a mob should jump up a block to reach a floor, they often instead wade through the topmost layer of blocks, with only their top half protruding.  There may be a connection to the presence of gravel in the "should've jumped" area.  Also, my cows and sheep are still walking through fences, though they're hesitant about it -- until they get well clear of the fence, they're likely to drift back.  I suspect my chickens are still suffocating each other in crowds, too.  --Mental Mouse 23:36, 17 August 2012 (UTC)

! mp There seems to be a mob cap around 40 total hostile & friendly mobs combined. After 40 is reached they stop spawning from what I can tell. Please see my video. http://www.youtube.com/watch?v=3EL-2kzRnQQ -- Kranky916 16 August 2012

undefined When I transport villagers long distances by mine cart, there professions are lost and they all return to the farmer skin with farmer trade options. I don't know how I would get this on camera, because as soon as a mine cart with a villager leaves a 40 block perimeter of the original village, the villager disappears, which may also be a bug. The villager reappears when the mine cart is broken, but becomes a farmer.
 * I don't see this as a major bug. Downgrading. --Keithicus420 16:24, 17 August 2012 (UTC)
 * Do the available trade items for that villager remain the same or are they reset when the villager becomes a farmer? If you've spent the emeralds to get a villager to have five or six available trades, or even just one very good trade, and they lose it when they enter a minecart, I'd consider that a major bug.

--Be unreasonable. 21:14, 17 August 2012 (UTC)

undefined Zombies can't break doors, i noticed this in 1.3.1 but it hasn't been fixed in 1.3.2. when a door is nearly broken it resets and the zombie can never break a door. Try this by putting a villager and a zombie and a door in the middle of them in darkness. This bug is worse in MP and can leave broken air!
 * Are you sure you're playing on Hard difficulty? I'm pretty sure they won't otherwise. Can anyone confirm this? --Keithicus420 16:24, 17 August 2012 (UTC)
 * If you are playing on Easy, then it's intended. Zombies break doors only on Normal, Hard and Hardcore difficulty.

undefinedVillagers and animals tend to occupy one side of the village/pen. There are houses stuffed with villagers on one side and forever empty on the other side of the village. Almost all animals are in 1 corner of a pen. Both villagers and animals prefer north-west side of their village/pen.

Annoyances

a sp A zombie siege will always when reentering a world in a heavily populated village at night (mine had 200+ with over 10 Iron Golems).

a The "wild wolf horde" bug is STILL present, and (presumably) worse then ever. I was testing a new seed which spawned me in an Extreme Hills biome, only to be surrounded by ~20 wolves. While it happened to me in SP, I'm not sure if it happens in MP as well.

a mp Other players in SMP can be pushed clientside (gives the illusion of them repeatedly getting pushed and teleporting) Score Under 19:58, 16 August 2012 (UTC)

a sp Cows, while trying to get through a fence gate following a player holding wheat, will jostle each other in front of the fence gate but will not allow other cows to pass through because the passive mob pathfinding algorithm does not have any code that determines whether a mob will give way to another mob in order to let multiple mobs through. Ideally, non-aggressive mobs should form some order when attempting to pass through a gate and both allow other mobs to pass through and give them reasonable space to do so. This annoyance is not limited only to cows, it's applicable to any mob that can be bred and which will follow the player regardless of whether it can be tamed or not. BrickVoid 07:08, 17 August 2012 (UTC)

Fixed/Skipped

Graphical/Lighting
Bugs undefined Text renderer cannot determine the width of colour-coded text correctly [the character after the colour code symbol is considered to have width]. To reproduce, write a sign containing the text "§a§a§a§a§aTest" (with a map editor or otherwise) - the text will be very noticeably off-centre.

Score Under 20:03, 16 August 2012 (UTC)

undefined Text renderer does not reset formatting state between drawing the shadow of text and the text itself. This results in the formatting applied to the end of the shadow being applied to the start of the actual text. To reproduce, send a chat message (Packet 3 from server to client, to ensure no chat plugins add colour codes that might invalidate the test case) containing the text "Test §aTest §lTest" Score Under 20:03, 16 August 2012 (UTC)

undefined Items in chests and inventory still flicker intermittently, especially when moving the mouse around. Stairs do this very noticeably and also slabs. --Anonymous Coward 22:09, 16 August 2012 (UTC)

undefined smp Blocks under an overhang are completely unlit, since 1.3.1. If you move under the overhang, the lighting will be corrected, but only until you logout. Possibly only. Happens with OpenGL and without. Screenshot  Robotic Pants

Annoyances a Ever since the Local Server conversion was added to single player, you will often find an area which is completely black, and when updated will return to normal. RyanDolan123 04:37, 17 August 2012 (UTC)
 * I have not seen that before, could you provide me with a screenshot?

Fixed/Skipped

Sounds
Bugs

Annoyances a It seems as though the stepping sound for walking is being played at almost the same frequency (if not exactly the same) as for sprinting. MerscratianAce 22:01, 16 August 2012 (UTC)
 * Hmm, this is not happening for me. Is there any chance that you can record Audio/Video of this? Sonickyle 16:07, 17 August 2012 (UTC)

Fixed/Skipped

Menus
Bugs

Annoyances

Fixed/Skipped

In-Game Interfaces/HUD
Bugs

Annoyances a! When editing a book, it's impossible to move cursor to beginning of line, page or other place in a page. So when you want to edit some text inside page you have to re-write the entire page. Book writing should have the moveable cursor, text selection and cut/paste similar to chat. Same applies to writing signs. Gravemind2401 12:15, 16 August 2012 (UTC)

a Filling a stack of buckets from a lava lake, if you fill your inventory without realising it while you still have some buckets in your stack, it's highly likely you will accidentally throw a bucket or two into the lava. It would be better if you simply dropped full buckets (or anything else that causes an inventory overflow) at your feet. Dumping excess junk so that it lands by the crafting table you were just working at, for example, is fine, normally, but in the case of lava the default throw direction is going to tend to discard your buckets into the lava you're clearing. This quirk of game user interface is, um, not very helpful. --82.69.54.207 22:13, 14 August 2012 (UTC)

Fixed/Skipped

Chat/Commands
Bugs

undefined /give  373 1 16471    gives you a mundane Splash Potion instead of the normal Regeneration II splash potion (also works with other regeneration splash potions)

But 16417 does :D I tried it

Annoyances a In the update a lot of old commands like /gamemode were changed from /gamemode [Player] [Mode] to /gamemode [mode] [player] Fixed/Skipped

Language/Text Files
Bugs

undefined In Czech: - Iron sword should be called "Železný meč". - Jungle tree and all its products (saplings, leaves, logs, planks, stairs and slabs) are named incorrectly. The tree is called Sekvoj (= redwood tree) which is nonsence because redwood trees are conifers unlike Minecraft jungle trees which are broadleaf trees. I suggest calling it "Tropický strom" (= tropical tree). Tropical tree sapling = "Sazenice tropického stromu", Tropical tree leaves = "Listí tropického stromu", Tropical wood = "Tropické dřevo", Tropical wood planks = "Prkna z tropického dřeva", Tropical wood stairs = "Schody z tropického dřeva", Tropical wood slab = "Půlblok z tropického dřeva". - Flint should be called "Pazourek".

Annoyances

a In Czech: - Blaze rod should be called "Ohnivá tyč". - Jukebox is commonly used expression in Czech and shouldn't be translated. Moreover, "Hrací skřín" sounds silly and is never used. - Creeper shouldn't be translated (applies to Spawn Creeper item). -Silk touch should be called "Hedvábný dotek".

Fixed/Skipped