Minecraft Wiki:Issues/Weekly 12w27a

Crashing/System
Bugs

!!mp Unknown server-stopper. After about 20h running, the dedicated server started consuming all available CPU from a single core, all the allocated RAM (full red bars on graph too) and displayed an average tickrate of 1100 ms, at least 22x slower than normal (50 ms). All players were disconnected with endOfStream and the server repeatedly dumped overloaded warnings on the console. Further debugging is unavailable, will do on next occurrence. a Stop command took around 5 minutes to complete, with a tickrate of 500ms with no players online. After starting it back, everything works fine. Configuration: AthlonIIx2 x64 Win7 2GB DDR2, 1GB allocated, Java 7 update 4. Dedicated machine, average of 2 players online. It has happened three times so far, identical symptoms with variable tickrate lag. One time, the tickrate kept high enough for players not to drop, but low enough for them to yell 'LAG' at me. Survival server, no operators, unmonitored remote machine. -- 22:30, 13 July 2012 (UTC)
 * It happened again. Here is a screenshot:

And profiler results. Notice there are no players online at the time of profiling. undefined

!! What appears to be a memory leak in the chunk loading portion of the code. Without allocating more memory to Minecraft, Java Platform SE Binory will crash in around 10 minutes of straight traveling, particularly in the nether. Allocating 2 GB to Minecraft, memory usage for java is seen jumping to 800 MB at world load and steadily climbing beyond 1.8 GB and Minecraft showing 700 - 900 MB in debug screen. 1.2.5 version caps off around 1 GB for java and 300 - 450 MB in Minecraft debug screen. This was found with java 7 update 5 64-bit, windows 7 64-bit, 6GB memory, GTX 670 graphics card, i5 650 3.2 GHz, minecraft settings set to fast graphics, no smooth lighting, no clouds, no server textures, all other settings at their default, tested on all render distances without any noticeable difference

!In some computers (1.75 GB of RAM, 32-bit, 2.71 GHz, Windows XP SP3, Java 1.6) the world will still not save blocks, but will save player configuration. Example seen here http://imgur.com/a/xixYo#0 (1st and 2nd screenshot taken in a run, the 3rd one is after reloading the world). Here's a debug profile made while placing the blocks, if it helps. -- 17:06, 5 July 2012 (UTC) undefined

!mp Players falling through world and getting socket exception when connecting or going through nether gates. Reverted to 26 and I was fine. Moved back to the spawn (my base is some ways away) and updated to 27 and everything is fine. Went back to my base and re-logged and it happens again. We were able to teleport me to the spawn and I was fine. Had someone else come to my base and re-log and he gets the same exception. I have also experienced this when travelling from the nether to a portal at this base.I have completely re-installed minecraft and java. I started a single player creative on the same seed and went to the coordinates and was able to exit and re-enter. seed: ubik rough coordinates: x = 1473, z = -155 -- 00:37, 7 July 2012 (UTC) undefined
 * I can confirm this bug. I'm also getting "Internal Server Error" while in the nether, and getting booted. -- 15:58, 7 July 2012 (UTC)
 * While I personally have not experienced these "Socket Exceptions" of which you speak, I have experienced falling through unloaded chunks into the Void after using a portal before the game loads the chunks and puts me back in the portal. 23:59, 7 July 2012 (UTC)

Annoyances a! Every time I try to update Minecraft through the launcher it stops at about 5-9% percent downloaded (I've checked the minecraft.jar, only metainf folder was there). -- 22:03, 7 July 2012 (UTC)
 * Are you sure you are using a bought account? This page is not for cracked Minecraft. <> 07:23, 8 July 2012 (UTC)
 * Yes I have bought minecraft(I'm lukisforgets in minecraft)and it still won't work.-- 18:31, 8 July 2012 (UTC)
 * delete the "bin" and "server" staticories in your ".minecraft" and have another go -- 10:26, 9 July 2012 (UTC)
 * no, that didn't work either... -- 16:12, 9 July 2012 (UTC)
 * I have this too, and it is the most annoying thing ever. I tried completely disabling antivirus/firewall and still, nothing happens.
 * I have tried every thing I can think of and still nothing works, I re installed java, restarted my computer, and completely emptied .minecraft and it still won't work, can some one please tell me whats going on here. -- 17:12, 13 July 2012 (UTC)
 * A few steps you can do to ensure likelihood of everything going properly. Make sure Java.exe and Javaw.exe are allowed through your firewall, as well as Minecraft.exe. Go to the web version, make sure you tick Trust, etcetera. If it works on the website, it should work on the exe version once you've gotten those files. If you are still having issues, download LWJGL, and put the appropriate files in your .bin staticory. I'm not going to link to it, Google is your friend, yeah? --Debugman18
 * Try to go back to the latest snapshot and change your language to the default, English (U.S.). I had a very similar problem when I changed my language to Australian English and then tried to revert to 1.2.5 using the 'Force Update' in the launcher.  After I re-installed the snapshot Minecraft would work again and I used that to change my language to English (U.S.) and then I was able to successfully revert to 1.2.5.  08:07, 20 July 2012 (UTC)

aOther chat key-bindings are incorrect for Mac OS X. Fn+Arrow Key (Home, End, Page Down/Up) should have no effect on the cursor. Ctrl+Left/Right should instead be Opt/Alt+Left/Right, Cmd+Left/Right should equate to Fn+Left/Right and Cmd+A should select all text instead of Ctrl+A. 13:37, 10 July 2012 (UTC)

a Still cannot quit Minecraft using the standard shortcut Cmd+Q. You can quit it before logging in through the launcher however. Bug has been present in all versions of Minecraft and ought to be fixed. Mac OS X

a When trying to connect to an incompatible minecraft server, such as 1.2.5, I get the very unhelpful error message "Internal exception: java.net.SocketException: Connection reset". It would be nice if there were a more descriptive error message, saying what the server and client versions are, and explaining that they are incompatible. 22:32, 10 July 2012 (UTC)
 * If a server/client is out of date it will tell you. Not sure what you are talking about.

Fixed/Skipped

f If you try to spawn a entity that is not a mob via spawner editing i.e. cart or boat the game will crash

undefined - World MobSpawn Entities: 0 total; [] - World MobSpawn Players: 0 total; [] - World MobSpawn Chunk Stats: ServerChunkCache: 0 Drop: 0 }}

-- 21:31, 5 July 2012 (UTC)
 * Spawner egg or mob spawner? Either way, the game is not supposed to give you the chance to do that. It's like trying to use a spawner egg to spawn an item entity, it will crash. Since it cannot be reproduced on vanilla minecraft without 3rd party programs i vote for deletion.-- 22:53, 5 July 2012 (UTC)
 * It was a spawner block, like you find in dungeons, and because in the previous snapshot the special spawner permissions were added but only accessible through 3rd party editing I don't think this can be overlooked. -- 23:26, 5 July 2012 (UTC)
 * This has been fixed, but I really wouldn't call this a critical bug. It's custom behaviour that we've never supported before or had intentions of staticly supporting. 08:16, 6 July 2012 (UTC)

fmp Every user that logs into my SMP server gets kicked off immediately, with the following message in the console (no crash report recorded on server nor client): -- undefined
 * This may be caused by 'view-distance' in the server.properties file being set above the default value of 10. -- 20:32, 5 July 2012 (UTC)
 * Good call. Indeed, it was the view-distance.  I had it set to 15, but taking it back to the default (10) seems to have fixed it.  But in the previous build, having it set to 15 seemed fine. --
 * I have view-distance set to 10 but some players joining my server are still getting kicked out with the reason being disconnect.overflow. I had never seen this error before 12w26a. For me, it is happening in 12w26a and 12w27a while never happening once in 1.2.5. I have not used any snapshots between 1.2.5 and 12w26a so I cannot comment about those. 16:04, 14 July 2012 (UTC)
 * I think this problem appears, when a player is on a high position and leaves the server. The player can not join until the player dat file is deleted. -- 19:24, 14 July 2012 (UTC)

f 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. 21:14, 28 June 2012 (UTC)
 * Potentially fixed, need a mac-y person to test it in the office. —  08:28, 9 July 2012 (UTC)

f My SMP server uses 60% CPU when no users are logged in. The 1.2.5 server used 40%. AFAIK, there is no good reason why it should use any amount of CPU when nobody is logged in. My server uses much more electricity than neccesary because of this. 15:50, 5 July 2012 (UTC)
 * I'm running two servers on mac at the same time, getting a 2% CPU usage when noone logged in, it gets up to 50% when I log in from my computer (so, 2 Minecraft Servers + Minecraft Client). I usually got al least 75% usage on previous versions (same 2% when no one logged in). iMac 21.5 late 2010, 8 GB RAM (1 GB assigned to every server, and 2GB assigned to Minecraft client). -- 17:03, 5 July 2012 (UTC)
 * I have a relatively old Athlon64 X2 3800+, but still shouldn't be using 40% or 60%. Perhaps you have killed your enderdragon and destroyed your end healers, which seems to be what is using lots of CPU in 1.2.5 (From profiling the partially decompiled 1.2.5 source code from bukkit. A 24x24 are is always loaded in each of the three worlds). 00:29, 8 July 2012 (UTC)
 * Now, after running a good deal of time, it actually seems to have settled down to run at ~6% CPU, which is obviously much better than in 1.2.5. Don't know why. It woul still be nice if it didn't use any CPU when nobody was connected, of course, like fx my apache and sshd servers. 00:34, 8 July 2012 (UTC
 * Running 12w27a on an Arch Linux i3 with 4 gigs of RAM I haven't had any issues with CPU load. Minecraft is using about 3.9% CPU when noone's logged in which is high for a program that's doing nothing, but isn't high for Minecraft.  05:33, 8 July 2012 (UTC)
 * I decided that it's silly to tick entities when nobody is around to hear them fall. CPU usage should greatly improve now. —  09:48, 9 July 2012 (UTC)

f Using Shift + Up/Down on a LAN world causes Minecraft to crash with an IndexOutOfBounds exception. 13:24, 10 July 2012 (UTC) undefined

!!sp Hours of progress can be lost if the game crash, Saving when you pause could fix this.

Gameplay
Bugs

undefined cr If you throw eggs REALLY fast while standing still, the throw origin will shift. Anything thrown after that will come from the shifted position. Moving will reset the origin. Screen: -- 06:38, 20 July 2012 (UTC)
 * But you are throwing splash potions, not eggs !? Does this issue occur when throwing anything ? -- 07:38, 20 July 2012 (UTC)
 * Only eggs trigger the glitch, but after it's triggered anything that can be thrown will be glitchy, even more eggs. Also, the longer you force throwing eggs, the further the origin will displace. Notice that this huge distance was triggered by using a fast clicker app, but human clicking can make this error aswell. -- 02:11, 21 July 2012 (UTC)

! Hardcore levels get deleted if you try to skip the end credits. I opened up a hardcore world that I beat in 1.2.5 and went back to the end. When I left, I was presented with the credits again, and hit esc to skip them. The game said that I was disconnected because I died and deleted my world. 02:26, 12 July 2012 (UTC)

! When creating a map in creative mode via a workbench and shift clicking to your inventory it will always be Map_0, click and dragging works normally though.
 * That's a feature, that allows to make maps with same id. I suggest this feature removed, and duplicate will be made when upper left corner contains map to be cloned, at work bench. Map will stay, other materials removed normally. Map must count as there were 64 of them, when calculating how many can be created. 13:50, 18 July 2012 (UTC)

! NPC Villages will lag my computer down to <1 FPS. I don't know what's causing the problem but this has never happened before and I have to delete my [Player].dat file to respawn and the lag stops. I cannot produce a debug profiling due to major lag. Will list specs if needed. 01:58, 7 July 2012 (UTC) - World MpServer Players: 1 total; [apt['zmr333'/3455, l='MpServer', x=48.89, y=94.11, z=-213.07}} - World MpServer Chunk Stats: MultiplayerChunkCache: 441 - Forced Entities: 124 total; [aec['Skeleton'/7048, l='MpServer', x=49.50, y=57.00, z=-156.50], hx['item.tile.sapling.oak'/6190, l='MpServer', x=88.88, y=75.13, z=-177.59], arj['Bushranger'/7903, l='MpServer', x=17.50, y=17.00, z=-278.50], hx['item.item.seeds'/6787, l='MpServer', x=35.16, y=74.13, z=-233.69], hx['item.item.seeds'/6788, l='MpServer', x=60.94, y=83.13, z=-234.06], wd['Chook'/6792, l='MpServer', x=112.62, y=76.00, z=-231.59], wd['Chook'/6793, l='MpServer', x=123.47, y=79.00, z=-237.53], wd['Chook'/6794, l='MpServer', x=117.50, y=78.00, z=-237.50], wd['Chook'/6795, l='MpServer', x=117.50, y=78.00, z=-238.50], hx['item.item.seeds'/6788, l='MpServer', x=60.94, y=83.13, z=-234.06], ge['Bruce'/6789, l='MpServer', x=61.72, y=82.00, z=-229.75], ge['Bruce'/6790, l='MpServer', x=54.69, y=81.00, z=-229.66], ge['Bruce'/6791, l='MpServer', x=52.78, y=83.00, z=-236.41], ge['Bruce'/6784, l='MpServer', x=10.31, y=67.00, z=-237.50], ge['Bruce'/6785, l='MpServer', x=42.50, y=78.00, z=-231.50], ge['Bruce'/6786, l='MpServer', x=39.66, y=79.00, z=-240.06], hx['item.item.seeds'/6787, l='MpServer', x=35.16, y=74.13, z=-233.69], arj['Bushranger'/7383, l='MpServer', x=111.50, y=38.00, z=-174.50], df['Spider'/7630, l='MpServer', x=-22.50, y=12.00, z=-155.50], wd['Chook'/7077, l='MpServer', x=117.50, y=83.00, z=-288.50], arj['Bushranger'/7631, l='MpServer', x=-26.50, y=12.00, z=-155.50], hx['item.tile.sapling.oak'/6189, l='MpServer', x=84.38, y=71.13, z=-189.19], arj['Bushranger'/7384, l='MpServer', x=111.50, y=38.00, z=-172.50], wd['Chook'/7075, l='MpServer', x=113.50, y=83.00, z=-290.50], arj['Bushranger'/7904, l='MpServer', x=16.50, y=17.00, z=-279.50], arj['Bushranger'/7633, l='MpServer', x=-26.50, y=12.00, z=-152.50], arj['Bushranger'/7632, l='MpServer', x=-27.50, y=12.00, z=-151.50], wd['Chook'/6632, l='MpServer', x=45.50, y=72.00, z=-208.50], ge['Bruce'/6633, l='MpServer', x=48.50, y=74.00, z=-218.50], ge['Bruce'/6634, l='MpServer', x=41.78, y=74.00, z=-219.41], apt['zmr333'/3455, l='MpServer', x=48.89, y=94.11, z=-213.07], wd['Chook'/6628, l='MpServer', x=-0.53, y=70.00, z=-218.53], ge['Bruce'/6629, l='MpServer', x=12.34, y=74.00, z=-214.66], ge['Bruce'/6630, l='MpServer', x=23.00, y=73.00, z=-223.44], wd['Chook'/6631, l='MpServer', x=2.50, y=70.00, z=-222.50], aec['Skeleton'/7596, l='MpServer', x=59.06, y=29.00, z=-248.88], aec['Skeleton'/7597, l='MpServer', x=60.50, y=29.00, z=-248.50], arj['Bushranger'/7822, l='MpServer', x=-1.50, y=19.00, z=-279.50], qj['Painting'/3432, l='MpServer', x=30.00, y=69.00, z=52.06], hx['item.tile.sapling.oak'/6905, l='MpServer', x=101.16, y=85.13, z=-254.53], wd['Chook'/6904, l='MpServer', x=68.50, y=83.00, z=-251.50], eh['Jumbuck'/6899, l='MpServer', x=59.50, y=83.00, z=-242.81], eh['Jumbuck'/6898, l='MpServer', x=59.50, y=83.00, z=-241.22], eh['Jumbuck'/6897, l='MpServer', x=57.22, y=83.00, z=-244.50], aec['Skeleton'/7868, l='MpServer', x=53.50, y=12.00, z=-131.50], ge['Bruce'/6896, l='MpServer', x=56.50, y=84.00, z=-249.50], df['Spider'/7867, l='MpServer', x=53.41, y=13.00, z=-137.04], wd['Chook'/6903, l='MpServer', x=67.50, y=82.00, z=-249.50], df['Spider'/7866, l='MpServer', x=53.21, y=12.00, z=-139.79], wd['Chook'/6902, l='MpServer', x=67.50, y=82.00, z=-249.50], aeo['Bunyip'/7865, l='MpServer', x=54.69, y=12.00, z=-138.49], wd['Chook'/6901, l='MpServer', x=68.50, y=82.00, z=-250.50], eh['Jumbuck'/6900, l='MpServer', x=60.78, y=83.00, z=-252.88], aec['Skeleton'/7846, l='MpServer', x=15.50, y=20.00, z=-257.50], aec['Skeleton'/7847, l='MpServer', x=14.50, y=20.00, z=-255.50], arj['Bushranger'/6622, l='MpServer', x=68.50, y=53.00, z=-158.50], aeo['Bunyip'/7844, l='MpServer', x=38.50, y=14.00, z=-282.50], aeo['Bunyip'/7845, l='MpServer', x=34.50, y=14.00, z=-277.50], aeo['Bunyip'/7842, l='MpServer', x=35.50, y=14.00, z=-278.50], aeo['Bunyip'/7843, l='MpServer', x=36.50, y=14.00, z=-277.50], aec['Skeleton'/7306, l='MpServer', x=76.14, y=19.00, z=-226.86], df['Spider'/7308, l='MpServer', x=77.91, y=19.00, z=-225.09], df['Spider'/8010, l='MpServer', x=104.50, y=31.00, z=-285.50], df['Spider'/8009, l='MpServer', x=104.50, y=31.00, z=-283.50], mo['Enderman'/8015, l='MpServer', x=74.50, y=21.00, z=-145.50], arj['Bushranger'/7272, l='MpServer', x=96.50, y=45.00, z=-262.50], aeo['Bunyip'/8018, l='MpServer', x=71.50, y=21.00, z=-147.50], aeo['Bunyip'/8016, l='MpServer', x=73.50, y=21.00, z=-145.50], aeo['Bunyip'/8017, l='MpServer', x=70.50, y=21.00, z=-143.50], hx['item.tile.sapling.oak'/6190, l='MpServer', x=88.88, y=75.13, z=-177.59], hx['item.tile.sapling.oak'/6189, l='MpServer', x=84.38, y=71.13, z=-189.19], df['Spider'/7794, l='MpServer', x=37.09, y=46.00, z=-254.17], arj['Bushranger'/7252, l='MpServer', x=66.50, y=17.00, z=-176.50], aeo['Bunyip'/7253, l='MpServer', x=68.50, y=17.00, z=-173.50], arj['Bushranger'/7792, l='MpServer', x=34.50, y=46.00, z=-251.50], arj['Bushranger'/7793, l='MpServer', x=36.50, y=46.00, z=-255.50], aeo['Bunyip'/7492, l='MpServer', x=17.50, y=52.00, z=-252.50], aeo['Bunyip'/7249, l='MpServer', x=107.50, y=56.00, z=-267.50], df['Spider'/7796, l='MpServer', x=35.97, y=46.47, z=-252.27], aeo['Bunyip'/7797, l='MpServer', x=87.50, y=46.00, z=-147.50], wd['Chook'/6966, l='MpServer', x=28.96, y=75.06, z=-274.22], aeo['Bunyip'/7247, l='MpServer', x=107.50, y=56.00, z=-269.50], wd['Chook'/6967, l='MpServer', x=17.50, y=72.00, z=-267.50], hx['item.tile.flower'/6974, l='MpServer', x=52.28, y=81.13, z=-257.41], wd['Chook'/6972, l='MpServer', x=56.50, y=82.00, z=-259.50], wd['Chook'/6973, l='MpServer', x=61.50, y=82.00, z=-260.50], hx['item.tile.flower'/6974, l='MpServer', x=52.28, y=81.13, z=-257.41], wd['Chook'/6968, l='MpServer', x=18.50, y=72.00, z=-268.50], wd['Chook'/6969, l='MpServer', x=17.50, y=72.00, z=-266.50], wd['Chook'/6970, l='MpServer', x=55.53, y=83.00, z=-268.53], wd['Chook'/6971, l='MpServer', x=51.81, y=81.00, z=-256.59], aeo['Bunyip'/7228, l='MpServer', x=8.50, y=9.00, z=-143.50], aeo['Bunyip'/7229, l='MpServer', x=8.50, y=9.00, z=-142.50], wd['Chook'/6509, l='MpServer', x=44.50, y=71.00, z=-205.50], wd['Chook'/6508, l='MpServer', x=42.50, y=71.00, z=-206.50], wd['Chook'/6511, l='MpServer', x=80.41, y=79.00, z=-205.41], wd['Chook'/6510, l='MpServer', x=43.64, y=71.00, z=-204.56], arj['Bushranger'/7937, l='MpServer', x=85.50, y=30.00, z=-187.50], aec['Skeleton'/7481, l='MpServer', x=-13.50, y=10.00, z=-185.50], aec['Skeleton'/7482, l='MpServer', x=-15.50, y=10.00, z=-184.50], wd['Chook'/6512, l='MpServer', x=78.44, y=79.00, z=-204.38], wd['Chook'/6513, l='MpServer', x=70.50, y=76.00, z=-197.50], wd['Chook'/6514, l='MpServer', x=63.38, y=72.00, z=-194.47], aeo['Bunyip'/7952, l='MpServer', x=14.50, y=22.00, z=-269.50], wd['Chook'/6774, l='MpServer', x=-27.50, y=64.00, z=-228.50], wd['Chook'/6775, l='MpServer', x=-26.50, y=64.00, z=-227.50], hx['item.tile.sapling.oak'/6905, l='MpServer', x=101.16, y=85.13, z=-254.53], df['Spider'/7184, l='MpServer', x=43.56, y=17.00, z=-156.28], ge['Bruce'/6778, l='MpServer', x=12.50, y=73.00, z=-228.50], wd['Chook'/6779, l='MpServer', x=7.50, y=67.00, z=-227.50], wd['Chook'/6777, l='MpServer', x=-28.50, y=64.00, z=-226.50], ge['Bruce'/6782, l='MpServer', x=31.50, y=73.00, z=-231.50], ge['Bruce'/6783, l='MpServer', x=20.50, y=72.00, z=-231.50], wd['Chook'/7023, l='MpServer', x=99.47, y=80.77, z=-283.13], wd['Chook'/6780, l='MpServer', x=4.50, y=70.00, z=-225.50], wd['Chook'/7022, l='MpServer', x=94.50, y=82.00, z=-286.50], ge['Bruce'/6781, l='MpServer', x=25.50, y=72.00, z=-238.50], wd['Chook'/7024, l='MpServer', x=100.50, y=82.00, z=-286.50], wd['Chook'/7025, l='MpServer', x=96.50, y=82.00, z=-286.50], wd['Chook'/7026, l='MpServer', x=116.50, y=83.00, z=-287.50], aec['Skeleton'/7181, l='MpServer', x=93.50, y=18.00, z=-229.50], aec['Skeleton'/7722, l='MpServer', x=35.50, y=37.00, z=-252.50], aeo['Bunyip'/7183, l='MpServer', x=90.98, y=18.00, z=-228.56], aeo['Bunyip'/7182, l='MpServer', x=91.44, y=17.00, z=-229.66}} - Retry Entities: 0 total; []
 * Not a crash bug. Downgrading and moving. -- 15:25, 7 July 2012 (UTC)
 * Unable to reproduce. I tried my personal SSP world with a medium village, and also a Superflat world on Creative with multiple very large villages. I did not lag at all. -- 05:12, 9 July 2012 (UTC)
 * It crashed the game. Seems to happen when I get close to a blacksmith. 15:31, 19 July 2012 (UTC)  undefined

java.lang.NullPointerException at java.lang.System.arraycopy(Native Method) at ack.a(SourceFile:40) at ack.a(SourceFile:15) at hr.a(SourceFile:15) at asw.a(SourceFile:24) at aim.a(SourceFile:19) at wr.b(SourceFile:73) at aqq. (SourceFile:28) at ud.a(SourceFile:58) at ud.b(SourceFile:67) at wr.a(SourceFile:55) at ajp.a(SourceFile:835) at adn.a(SourceFile:84) at fq.a(SourceFile:147) at vw.c(SourceFile:57) at abi.q(SourceFile:3194) at abi.b(SourceFile:56) at ef.a(SourceFile:159) at q.a(SourceFile:1136) at ph.a(SourceFile:795) at ph.b(SourceFile:685) at net.minecraft.client.Minecraft.G(SourceFile:604) at net.minecraft.client.Minecraft.run(SourceFile:533) at java.lang.Thread.run(Unknown Source) --- END ERROR REPORT f343df94 --

}}

!mp Player 1 can push Player 2 around on their screen but Player 2 doesn't move on their screen. Therefore Player 1 can push Player 2 in lava and Player 2 will take unnecessary damage. ( 20:45, 19 July 2012 (UTC)
 * I've had this happening too. Seems to glitch with any entity pushing the player. I was shot by a few skeleton arrows and walked around to hit them but saw them firing at a wall while I got hurt. Done using the minecraftserver.exe 05:42, 6 July 2012 (UTC)
 * Happens for me too, though I've noticed it seems a bit inconsistent. I've been able to push a friend and when they move, they notice they're suddenly elsewhere as described above, other times I've pushed them, then when they moved they've gone back to where they originally were as if they hadn't been pushed at all. - 20:01, 6 July 2012 (UTC)
 * Similar to the bug described above, this issue is very apparent when player 1 is not moving in a boat and player 2 pushes player 1. Player 1's location looks unchanged on his screen but is in actual location on player 2's screen. Player 1's movements are affected by blocks and positioning based on player 2's screen. Location syncing issue is resolved when boat is left.
 * This happens with many other kinds of movement that is not caused by the moved player, for example pistons. 11:55, 16 July 2012 (UTC)

! When water current pushes you into a corner, you start taking damage. Screenshot: http://i.imgur.com/uzMEc.png (Note: this screenshot was taken in Peaceful mode.) -- 19:32, 6 July 2012 (UTC)
 * seems related to the "Player 1 can push Player 2" Bug stated above. Something's wrong with the client and server not matching up. Was this done on a server or "singleplayer"? -- 17:17, 7 July 2012 (UTC)
 * It was done in "singleplayer". As long as there are blocks at the head level forming a corner, and a diagonal current pushing the player into said corner, the player takes damage. The game probably thinks the player is inside the blocks and is suffocating. -- 22:16, 7 July 2012 (UTC)
 * This occurs from all sources pushing you, IE if a mob pushes you into a corner. 16:24, 10 July 2012 (UTC)
 * I can confirm this. Players die very often on my snapshot server from suffocating in walls, and blame each other out of doubt. -- 12:38, 11 July 2012 (UTC)
 * Happens a lot when villagers are crowded in a room (they do seem to love sharing rooms) and you are pushed into a corner. -- 00:24, 12 July 2012 (UTC)
 * This happens to me all the time in "single" player. It is extraordinarily annoying, to say the least. -- 21:52, 14 July 2012 (UTC)

! Occasionally your character can seem to "teleport" when fighting a water current. For example, if one is underground mining obsidian whilst fighting a water current, you will appear to be breaking the obsidian (complete with cracking animation and mining sound) and suddenly appear upwards of 7 blocks away, at the end of the water current. Used major bug tag because it is fully possible to be pushed into lava in situations such as the above example, or if working on a mob grinder, or into a corner triggering the above bug. This happens in SSP, not sure about multiplayer. -- 01:01, 9 July 2012 (UTC)

! Sometimes, you get random suffocation damage, most times when sprinting. 14:53, 10 July 2012 (UTC)
 * I have seen this when hitting a wall with a sprint-jump... and sprint-jumps in general. -- 18:32, 11 July 2012 (UTC)

undefinedcr (seen on MP) After flying for some time in Creative mode with some drops, switching to Survival 7 blocks above the ground caused an instant death from fall damage. It seems the fall damage from all the flying was accumulated. -- 02:10, 18 July 2012 (UTC)
 * Retested, was able to reproduce. -- 02:29, 18 July 2012 (UTC)
 * Confirmed on my end as well 19:15, 18 July 2012 (UTC)
 * Old bug, still needs fix. Maybe fall damage counter needs to reset when gamemode is switched. -- 08:20, 22 July 2012 (UTC)

undefined mp Using a tnt launcher, the player will hit a bump, fall down and then shoot up again. -- 14:29, 5 July 2012 (UTC)
 * (moved from Mobs, NPCs & Animals) Cannot reproduce. I used this cannon: http://www.youtube.com/watch?v=V3WqdVpK7-8&feature=plcp on a dedicated server and it fired just fine. Strangely, the TNT on the rightmost barrel vanished with no trace when activated. Like if it hit an entity limit when activating all that TNT at once. The cannon shot wasn't nearly half as powerful as in SP (video). -- 02:29, 18 July 2012 (UTC)

undefined Flowing water doesnt push primed tnt like it used to in 1.0.0, making tnt cannons and player launchers not work properly 01:55, 18 July 2012 (UTC)
 * It aslo doesnt behave in a "real" way anymore by spreading out over a surface. It instead flows the shortest path downhill, ignoring everything else. Screenshot Note that there were no solid blocks surrounding the source blocks that were then deleted. The landscape was as-is when placed.-- 13:01, 18 July 2012 (UTC)
 * That's the way water's worked for a long time and is intended. Within X block (I think 3) water heads right to the dropoff. If you place a bucket on a flat surface, it'll still spread. -- 03:34, 19 July 2012 (UTC)

undefined Since the newest snapshots, fall damage was reduced by one block, such that falling from 4 blocks won't hurt you. Problem is, very rarely you do take damage from 4 blocks. -- 18:49, 13 July 2012 (UTC)

undefined Logging out and logging back in while falling off a cliff will only make you take the fall damage from the height you logged back in from. It is extremely annoying with fall traps on PvP servers.

undefinedcr Crafting something in Creative Mode (I know, why should I...) in the 2x2 crafting field generates the crafted item and drops the old items like they were not used after closing the menu. I made four sticks with two pieces of wooden blanks in this Screenshot. Doesn't occur in Survival Mode. -- 18:49, 5 July 2012 (UTC)

undefined With some bed placements, you fall out of the bed instead of sleeping in the bed. See to reproduce this. Seems like some part of the game code still thinks the player is standing, so it's trying to prevent him from suffocating by pushing him away in some staticion. -- 18:44, 5 July 2012 (UTC)
 * I believe it is related, but while on a long field sortie for some wood, I could sleep on a high beacon with nothing but sky overhead, a little worried that I would get stuck in a death loop by coming out of it in mid-air, but fortunately that didn't happen (on a 1x3 platform) way up in the sky. I never came out on the bed, but on the empty spot (always near the head of the bed due to placement dynamics) Later, I built a tiny soddie on the ground with a 1x3 interior and a 3 unit high ceiling. I came out of sleep outside the building.  Not sure if it's related, but you can sleep in a bed underwater in MCXBLA 1.6 video. --  15:58, 21 July 2012 (UTC)

undefined Eggs thrown by dispensers will sometimes spawn chickens in a block. The chicken will suffocate and die. Other eggs function normally. 20:21, 5 July 2012 (UTC)
 * I have seen this since 1.2.5 with eggs thrown against a wall (not using a dispenser). 05:55, 8 July 2012 (UTC)

undefined Chests do not update properly. Placing items in them, or taking items out of them may fail. Ex. you shift-click a stack of dirt into a chest, it appears in the chest. If you leave the chest and click the inventory slot the dirt was in, it re-appears in your inventory - it seems, it has never been placed in the chest. Also, the chest closing or opening sound and/or animation may not play. -- 23:23, 7 July 2012 (UTC)

undefined I was playing Survival Mode on Normal difficulty, a skeleton shot me and the arrow just bounced off me without dealing damage. --
 * Occured for me too. But not sure, maybe it bounced from some block near, but it bounced, changing its staticion. -- 10:56, 14 July 2012 (UTC)
 * Occured for me too. -- 06:34, 15 July 2012 (UTC)

undefined Surrounding a bed with slabs still works when sleeping; you wake up on top of the bed, as expected. However, when dying, the game thinks the "home bed was missing or obstructed". -- 18:32, 11 July 2012 (UTC)

undefined sp When in Survival in singleplayer, if you open the world to LAN with Creative on for the people that join, you can log into the game again in a different client with the game that you opened to LAN unclosed, go into the LAN server, have it kick you because you were logged in twice, and then when you open the world again, even though it still says survival, you are in creative when you enter the world. I found this the other day in the last snapshot, and today I found out that it worked in 12w27a. I'm sure that some other people would not mind this bug, but it does not make me too happy. I have not yet tested if you can also go back from creative to survival. -- 21:29, 11 July 2012 (UTC)

! mp When Player1, who is in the Nether, tries to teleport to Player2, who is in the overworld, Player1 stays in the Nether but gets teleported to Player2's coordinates, thus possibly causing suffocation, or death from lava/fire. It is not possible to stay alive when you suffocate this way; unless you know a safe position where you can teleport, or a random guess saves you. –

undefinedOpen to LAN thinks it knows the local LAN address. In particular, it wants to use 192.168.x.y (Local wire) in preference to 5.23.x.y (Hamachi). This prevents the use of Hamachi LAN's. -- 23:52, 17 July 2012 (UTC)
 * Well, there's way around that. 1. Make sure minecraft is closed. 2. Disable your network connection (this can be done through windows or plugin cable off from back of your computer). 3. Start minecraft, load your world, open for lan. 4. Re-enable your network connection (so hamachi and your connection is functional again). -- 08:49, 22 July 2012 (UTC)

undefined Redstone timing errors in 27a and 125 multiplayer that works just fine in 125 single player.

undefined Tool durability is predicted by client; it probably should not. This would fix the "tool breaking several times" issue.

Redstone loops still get into invalid states. Loop setup: This is basically an RS-Nor latch modified (with repeaters) to permit a clock signal. Repeater (4) Input signal (set) (redstone wire branch to button) Repeater (4) Inverter (torch) Input signal (reset) (redstone wire branch to switch) Repeater (4) Inverter (torch)

Loop timing: 14 redstone-ticks If the switch is "on/down", then the button cannot put a clock signal into the loop. If the switch is "off/up", then the button can put a 9 redstone-tick pulse into the circuit, and it will then act as a clock.

In 125 single player, it works perfectly. In 125 multiplayer AND 12w27a it will lose its timing. Approximately 15 tests; 14 go to lockup (the button side of the rs-nor being on all the time), and one to inaccurate stable timing (on pulse is less than 9 redstone ticks; off pulse is longer than 5.)

https://www.youtube.com/watch?v=PmXkJIC0Agc

-- 00:13, 18 July 2012 (UTC)

Annoyances

a! I've noticed that in this version the whole game world "freezes" on the server when the player is far (about double distance of view in Far mode or a little more) from the objects like furnaces, saplings, melons, growing wheats.. When the player is not near, the furnaces do not cook, trees, melons and wheat does not grow. Even minecarts with furnaces do not push other carts when the player is not near (If the player travels with minecart with powered rails and leaves behind the cargo train with furnace, the furnace cart stops moving, because waiting for it at the station takes forever. It looks like you have to watch everything to make it happen, because when you get closer to the cart with furnace, it moves again. For example if I leave a lot of furnaces to cook in one village and go for about 1km (1000 block distance) when I come back later (even after 30mins) I find that only few items are cooked in the furnaces. This kind of "freeze" is when only none of the players are in that location around (leaving village empty makes everything stop there).
 * This is by design. No computer has enough processing power to simulate an entire world, therefore all sorts of things that 'ought' to keep working unattended will freeze if there are no humans nearby to observe. Plant growth, smelting, and the movement of distant mobs and entities are just the three most obvious areas affected. (Note that the definition of 'nearby' does vary a bit from one part of the game to another.) -- 00:50, 18 July 2012 (UTC)
 * Additionally it's worth to note that this behaviour is not specfific to snapshot 12w27a, it is since the very first days of Minecraft. Read for more information. -- 05:58, 18 July 2012 (UTC)
 * While this has been a known aspect of Minecraft since the game was first created, I'd still call it an "annoyance", and thus a valid complaint. "Processing power" is not a preventative issue for certain items in the game world. If you imagine that chunks are saved when they're unloaded, but the game-time they're unloaded at is saved with the chunk. When the chunk is reloaded, the game does simple subtraction (current time minus the time the chunk was saved) to see how much time has passed. Furnaces at the very least could then advance through their current "cooking" cycles according to how much time has supposedly passed. I'd imagine smelting a bunch of iron ore into ingots in one single calculation would actually be less strain on the server than constantly cycling through them one at a time slowly. Grass growth would also be relatively simple, though might look a little weird at chunk borders. Other items such as vine growth, fire, and physics objects might also be "sped up" in an "anti-bullet-time" fashion, possibly. Probably just prior to the chunk becoming visible to the player. 00:37, 23 July 2012 (UTC)

a! sp (Might happen in MP as well) I commonly have the problem of the keyboard becoming non-responsive while playing. A quick, double alt-tab fixes the problem, but i dont know why. It can happen at any time, when a game is just loading, or after the game has been running for a while; both are equally common.
 * You can comprove by creating a world that contains a lava pool in an tree biome, you never has get close to it, being the pool alone in the world, then after 10 Minecraft days I went to explore and fount out that no trees was burned, it seems to doesn't simulate things too far.

a! mp (possibly single player also) When being pushed against a wall by a water current or trying to push through the force
 * I lost health. I have marked this as major as I have already died twice from being stuck in a hole and unable to get out because of the water current causing the health to drop (StormKitten_1) -- 08:39, 7 July 2012 (UTC)

a! When extending 4 pistons around a lava source block in the middle, all the pistons extend, but one or more also appear to be retracted at the same time. When this happens, the affected piston(s) are frozen in the extended position. Smashing the extended portion seems to reset them. -- 14:50, 6 July 2012 (UTC)

a! mp Every time I Log in or respawn, I will appear to be falling though the world in darkness, Less frequently I will appear with a block (normally stone) right up in my face. This happens for 5 to 20 seconds before I regain full control and can see and interact with the world. While falling I can look around with my mouse freely. I can also type but nothing happens when I send message. Suddenly I will appear in the game in the correct spawn location. All my chat messages will rapidly send in quick section. I have only tested this on one server. It is only played on by me and my friend. He doesn't encounter this bug at all, yet I do every time. He hosts the server at his house which is only a small media server not intended for this kinda use really perhaps, Although when the server was running 1.2.5 and previous versions I encountered no problems like this. The problem doesn't occur for me in single player. -- 17:03, 10 July 2012 (UTC)

a When you die, and respawn (no beds involved), you are teleported to the highest point of the spawn region. This makes it hard for custom map makers to create indoor maps without players getting out of the map when they die. I don't know how long this has been happening, but I noticed it in 12w26a. -- 16:51, 5 July 2012 (UTC)
 * This always happened in SMP, so I would be guessing it started with the merge. I'll see if I can reproduce. 04:42, 11 July 2012 (UTC)

a Portals built above Y=128 in the normal realm do not link up with portals in the nether properly. (Bug that has been around since anvil was implemented in 1.2) 19:49, 6 July 2012 (UTC)


 * One solution that I can think of (without expanding the Nether to use the newly available space) would be to add 2x vertical scaling to the Nether similar to the 8x horizontal scaling already implemented in the game. 23:59, 7 July 2012 (UTC)

a Birch and Spruce trees will not grow staticly beside one another with or without bone meal; however, Oak and Jungle trees will grow. 08:25, 7 July 2012 (UTC)
 * Thin Jungle trees do not grow next to wide jungle trees. Birch and Spruce trees won't grow next to any other type of tree.

a Powered Minecarts only face two staticions, so when they turn, the face of the furnace incorrectly turns. This doesn't affect the efficiency of the furnace, just a small overlooked detail I've noticed. -- 19:09, 8 July 2012 (UTC)

a cr Minecarts and boats should not be dropped when destroying them in Creative Mode. -- 16:45, 18 July, 2012

acr Ender pearls still cannot be tossed in creative.-- 02:42, 9 July 2012 (UTC)

a Villagers appear to strongly prefer going down blocks instead of jumping up, so my underground railway traps villagers deep underground, then I smack into them with minecarts. Great sadness ensues. --SwimmingNaked, 10 July 2012

a! Mobs spawn on non-natural occuring blocks 15:21, 12 July 2012 (UTC)
 * Moved very long discussion to -- 18:22, 16 July 2012 (UTC)

a there are no jukebox minecars
 * Especially annoying on those long minecart trips –Preceding unsigned comment was added by (&#124;) . Please sign your posts with
 * Agreed very annoying 21:28, 12 July 2012 (UTC)
 * This is a feature request and does not belong on this page. Was already deleted today. -- 21:37, 12 July 2012 (UTC)
 * I agree, but maybe we should make it a N; I think it's good as comic relief. -- 19:37, 14 July 2012 (UTC) (Featherwinglove)
 * You mustn't use Mojang labels! -- 06:10, 15 July 2012 (UTC)
 * I have not violated any rules and your name does not appear on admin pages. Modifying the text of another contributor is very rude and may be considered vandalism (I have undone the changes to my text; others can mine the change log to see what he did.) I am therefore reporting you to the wiki administration. -- 22:10, 20 July 2012 (UTC)

a When riding a minecart for a long distance, the player will snap a little to the left every now and then. I noticed this when I was traveling down my nether line. It doesn't seem to happen at powered rails. 22:52, 10 July 2012 (UTC)
 * I have seen this, though I have seen it to the right as well as the left. Perhaps it is staticional - for me it's always been to the East. -- 04:31, 14 July 2012 (UTC)
 * Moved from talk page to here. Downgraded to annoyance.-- 07:36, 14 July 2012 (UTC)
 * Confirm: I've tend to have the character turn in the staticion opposite the last turn. I've noticed it happen most on a long unpowered straight stretch east/west.  I launch my carts out of a loop launcher by frobbing a lever from the moving cart, so this is a /derp for me. --  19:37, 14 July 2012 (UTC) (Featherwinglove)

a LAN visitors join where you are. Not at spawn. Or even where you wanted them to. If the LAN visitor disconnects, and you return to spawn, or wherever you wanted them, on reconnect they are not moved to you, but are left where they logged out.

Work-around: Delete the player file.

(To clarify: A LAN visitor's spawn point is near where you are when they join. There is no way to specify "Join here". If you go wandering off, they may be no where near your main build. This only affects their first time on your world, and then their location is "remembered".)

-- 23:44, 17 July 2012 (UTC)

a Open to LAN wants to keep the host up, tying up the graphics card. Even if the window is hidden, in pause/escape mode, or otherwise not doing anything (waiting for friends to arrive), the GPU is busy and less available for other programs. I cannot open to LAN and go headless. If I'm away from the computer, my LAN friends cannot sleep.

"Workaround": Full conversion to multiplayer. Annoying. -- 23:55, 17 July 2012 (UTC)

a (Not consistent) Testing tree growth in the Nether gave inconsistent results. Oak trees grow nicely in a 5x5 space; small jungle trees also. White/Birch and Redwood/Spruce were not consistent; in some cases they needed a 7x7 space to grow. (Tested by creative mode bonemealing for a long while.) -- 23:58, 17 July 2012 (UTC)

a Zombie pigmen should probably drop 0-2 gold nuggets instead of 0-1 gold nugget to make them more worth it to kill.

Fixed/Skipped

N Spawned inside the floor under my bed on game load, "/derp why am I dying?" get out and look around. My sign works? Oh, yeah, I loaded ol' R1.2.5 so I could play "Super Hostile - Sea of Flame II"; my regular game hadn't been run since I switched minecraft.jar. Switched it back to 12w27a, restarted and spawned on the surface above the mine. Too funny not to post something. It also might be useful for people working on spawn altitude bugs/fixes. -- 16:12, 14 July 2012 (UTC)

f Any blocks above Y=191 when logging into a single player world become invisible. Logging out on a structure above this level on SSP made me unable to move, place blocks, or break blocks because I was glitched into invisible blocks. -- 16:08, 5 July 2012 (UTC)
 * Seems to also occur in multiplayer for me. Anyone else able to add any more information? - 23:14, 5 July 2012 (UTC)
 * Occurs for me as well. Can produce screenshots if need be. Also, the blocks seem to reappear upon a block update; the structure that disappeared for me was a farm so when farmed soil became wet farmed soil, it showed up. When melons grew, they showed up. Placing a block on the newly appeared blocks causes it to turn into whatever block is actually there (making the old block visible). Exiting the game and returning makes all blocks invisible again. - 01:14, 6 July 2012 (UTC)
 * This happened to me in the Nether. I thought I screwed something up in MCEdit. I couldn't interact with the blocks, but they stopped my motion. I was flying upward into a ceiling of bedrock in creative. I could not break them or place blocks, though I didn't do much testing as I thought it was my world file. -- 04:05, 6 July 2012 (UTC)
 * It is acting somewhat like an ordinary chunk error except that it happens above y:190. --http://youtube.com/watch?v=_35mQCUjCMc
 * I have the same problem, if I place a block where the glitched invisible block should be, it turns into said block. This is happening on a mac computer if that means anything significant. --Eject_303, UK
 * It seems the height is different among users, but resides around 192.
 * '(Merged duplicate) Block updates aren't working above a certain point. I was able to see blocks above a certain point before, but not now. What I see is: http://i.imgur.com/Kb2Rq.png To get them back, I can replace them how it was before, but upon relogging they disappear again. When I try to fly through it, it seems there is a 'ghost' block there. Arrows can hit it, but nobody can walk through it or destroy it. It's like this for everyone playing on my server.

-- 23:11, 13 July 2012 (UTC)

s In a fairly recently made world, I tp'd a short distance from the Far Lands. First, I noticed torch particles are pretty far from the torch. Secondly, it is possible to place a torch on the invisible wall that marks the edge of the map. This can be reproduced by placing a torch on the last block in bounds, then right clicking to place a torch on that torch. This will put a torch on the invisible wall of the far lands. -- 06:03, 8 July 2012 (UTC)
 * The torch particle thing is a known mechanism of proximity to the Far Lands, as I recall. As for placing torches on the invisible wall, I think it relates to placing torches on glass or similar, though I don't really know about that. -- 05:23, 9 July 2012 (UTC)
 * We like to imagine that the farlands operates in another dimension, where space is warped around the mind of the ender. Or something. Either way, not fixing. —  09:57, 9 July 2012 (UTC)
 * This is almost certainly an unavoidable problem related to floating point loss of precision. Since this distance from the world origin can't be reached by in-game means, it is not a big deal. OT: I'm looking forward to seeing how 0x10c, Rodina, and Starforge behave in their equivalent environs... -- 22:38, 20 July 2012 (UTC)

n When right clicking a minecart with furnace the minecart moves foward on the track. You cannot access the furnace to place wood or coal --
 * This is how it has always been? You hold the fuel in your hand and right-click to add one of said fuel item into the powered minecart. This will cause it to run until the fuel is depleted. You can't drop in an entire stack at once. -- 01:42, 7 July 2012 (UTC)
 * oops, your are right about dropping a whole stack in, but if you hand is empty and you right click the cart will move 1 block forward on its on, no coal was placed in the furance --
 * I can confirm this (I remeber observing this event back in 1.2.5 as well). It does happen in survival mode (and I am sure is a bug in said mode) but were you in creative when it happened? It is intentional in creative, but it is supposed to act like you put a piece of coal in the furnace (and move much further than one block), whereas in survival this isn't supposed to happen at all.-- 01:38, 9 July 2012 (UTC)
 * At first I was in creative, then I changed my gamemode back to survival in both instances the cart only moved forward one block --

usp Pick Block is not working. 14:16, 5 July 2012 (UTC)
 * Is working for me, what block are you trying to pick and do you have it in your inventory? --  14:28, 5 July 2012 (UTC)
 * Cleared inventory, can't use Pick Block on ANY block. 14:33, 5 July 2012 (UTC)
 * Restarted Minecraft, pick block works fine now, I guess some LWJGL error. 14:37, 5 July 2012 (UTC)

n Not sure when this started, noticed in 12w27a, but when sitting in a stopped minecart, I now have the ability to aim down the track and hold w and the minecart will lurch forward, even on an unpowered powered rail. I do not believe this is intended behavior. 05:49, 8 July 2012 (UTC)
 * I remember when this first occurred, though I don't remember the version. It's been this way for a while. I think it *is* intentional but don't think it was announced. I do know it's appreciated. I hate having to get out of a cart to push it to the powered rail or downhill slope when something stops it. -- 12:44, 8 July 2012 (UTC)
 * This is intentional. —  09:46, 9 July 2012 (UTC)
 * Thank you! It was a pain that affected my track designs, and I started playing in 1.2.5. -- 22:45, 20 July 2012 (UTC)

nmp There is no way to get on a multi-player server other than ones that are 12w27a.
 * ...and you should not be able to. Because it just would cause lot of more bugs, if not crashing. -- 20:04, 7 July 2012 (UTC)

n I don't need full set of libraries to get 30 lvl on table. Something like 10-15 is sufficient. It shouldn't be. There should be a reason to build full set of libraries. -- 23:40, 7 July 2012 (UTC)
 * I think this is intentional. Even if you need 30 levels to enchant it, you still won't get the best enchantment. I think the more books you have, you get a greater chance of getting more high level enchantments, regardless of you using 30 levels. -- 18:39, 8 July 2012 (UTC)
 * Can somebody confirm this mechanism? -- 19:45, 8 July 2012 (UTC)
 * This is an intended feature. It was explicitly stated that the maximum enchantment level is now 30, and it only takes ~15 bookshelves to get to. Also, the amount of bookshelves you have does not affect the actual enchantments staticly, only changing the maximum possible level. More than 15-16 bookshelves does not increase the chance of getting more or better enchantments. -- 05:23, 9 July 2012 (UTC)

n Not sure if this is supposed to happen, but I managed to get a tripwire to trigger with the only thing intersecting the wire being a dropped redstone torch. This occurred when I destroyed the block the redstone torch was on in creative mode, causing it to drop onto the wire and activate it. The circuit was not previously being affected by the presence of the redstone before block deletion so I am certain it is related to the dropped redstone torch intersecting the wire. This might be intended but I'm fairly sure it's not intended. 16:54, 9 July 2012 (UTC)
 * It's intended. From the wiki: "To activate a Tripwire when it is connected, an entity (mobs, minecarts, boats, arrows, items, etc.) must move on, through or over it." dropped items (like your torch) are entities. -- 23:01, 9 July 2012 (UTC)

s When crouching next to a block that has vines, the player will "glide" as if on ice.
 * Default property of ladders. If you sneak on a ladder you glide just as you said. Vines have the properties of ladders, but you need to push against a wall to ascend. -- 17:17, 5 July 2012 (UTC)

fspI destroyed many ice-blocks in a frozen lake with an enchanted axe (fortune III, efficence IV, unbreaking III) until the axe broke. The last ice-block disappeared and there was a hole. Around it there was water. I couldn't swim through it. I placed blocks from the bottom of the lake to the top and the ice-block I destroyed came back.
 * Something possibly related; I was digging down through dirt and heard a splash sound. about 5 blocks from surface, the dirt block I dug out turned into water instead of dropping, as did the ones beside it. -- 05:14, 9 July 2012 (UTC)
 * Probably fixed. Maybe. —  09:40, 10 July 2012 (UTC)

u When I Use Minecraft Fly Mode,The Game Exits,Windows 7 279GB Ram (Bootsector Files Full) Booted From 279GB D: Drive –Preceding unsigned comment was added by (&#124;). Please sign your posts with
 * Wrong section, wrong tag and learn to use your capital letters. Before I upgrade this to the bug section, what exactly happens? Do you mean when you try to use creative fly mode? –Preceding unsigned comment was added by  . Please sign your posts with
 * The fixed/skipped section is for Mojang only. We appreciate you trying to report bugs, but please read through the top of this page so you'll know how to use this page correctly. Incorrectly reporting bugs is just as bad as not reporting them at all. Additionally, by "fly mode", do you mean the game mode, Creative? Is there any sort of crash report or anything? -- 18:30, 6 July 2012 (UTC)
 * Pretty sure you meant 279 GB HDD space. Nobody has 279 GB of RAM unless you're running a mainframe.  -- 04:41, 7 July 2012 (UTC)

n Pick Block dosen't replace unenchanted tools like pick axes, axes, shovels, swords, bows, flint and steal, shears, hoes, fishing rods, armor (maybe some more) with the picked block if there is no other slot in the hot bar free. -- 12:37, 10 July 2012 (UTC)
 * Intended behaviour. —  12:51, 10 July 2012 (UTC)

f Lakes are "cut off" at the edge of a chunk due to a loading error, however they're is nothing actually wrong with them, upon re-joining the game, or updating the blocks, you can fix the issue, however I labeled this bug major due to it's kill potential when working with Lava lakes. Here is a video of this bug in action: 16:35, 10 July 2012 (UTC)
 * Please note the start of the video, where I am burning. 16:35, 10 July 2012 (UTC)
 * I've seen this on NPC villages in a older snapshot -- 09:27, 17 July 2012 (UTC)

f Pushing a minecart with the movement keys makes the camera shake in the staticion pressed. -- 00:24, 9 July 2012 (UTC)
 * I can second this, it also causes you to slow down immensely. I can see the benefit of slowing down but the shaking is rather annoying.. 16:54, 9 July 2012 (UTC)

Blocks
Bugs

undefined sp Sugar cane placed on farmland that has been just untilled by jumping on it will rehoe the block back into farmland (sugar cane is not placed, or appears momentarily, as consistent with normal merge lag.) I tend to combine sugar cane and wheat farms by making a 2x2 cistern and planting sugar cane in the first adjacent blocks (eight total) and the rest of a 10x10 plot with wheat (88 blocks). In this case, I knocked out the four corners of farmland for torch cairns (a cobble block with a torch on top, the dirt level the farmland is on remains in place; wheat remaining: 84 blocks.) Walking away about 300m and returning makes the now dirt block respond properly. I remember this responding properly in 1.2.5. Further testing underway (I will not be testing it in multiplayer.) -- 15:50, 20 July 2012 (UTC)
 * Testing update
 * Bug does not appear to be affected by whether the farmland just untilled is hydrated
 * Bug is possibly affected by duration after farmland is first tilled (i.e. sugar cane plants if farmland is tilled and then immediately untilled, it will hoe if the farmland has been in place a minute or two; this is what led me to test for hydration. After further testing, I have not found this effect to be consistently repeatable.)
 * Bug is affected by duration after farmland is broken (i.e. sugar cane plants if the farmland has been dirt for a minute or two.)
 * Running about 300m away and back retilled a broken farmland block before I attempted to plant sugar cane on the dirt block (meaning it may not be staticly related to the sugar cane.) Both a farmland (with wheat growing on it) and a dirt (with sugar cane growing on it) were adjacent to this block.  Immediately after this, an attempt to break the farmland and plant sugar cane succeeded.
 * Bug is not affected by the distance of the character while placing sugar cane (i.e. whether he is standing on the spot or not or if he's 2m away.)
 * Bug is affected by whether the broken farmland had sprouts on it when broken: Sugar cane plants if it did, but will not plant if it did not. I have not yet had an exception to this rule (but I'm running out of seeds; each use of this method uses a seed.  Other than that, it appears to be an effective workaround.) --  16:17, 20 July 2012 (UTC)
 * I had one occurrence with a cobblestone block. The dirt I was placing it on reverted to empty farmland. On further testing, the bug did not recur as expected with cobble or any other type of block. I searched for a correlation between whether a farm block had previously hosted wheat and found a weak one suggesting that older farm blocks are more susceptible.
 * I have only had this bug occur adjacent to water, but this now includes diagonal adjacent, where you can't plant sugar cane. I suspect this bug can occur with all materials and distances from water, and will test other situations to see if this is the case. I'll test dry farms if I do have it occur away from water.
 * Is it possible that this bug may be caused by the server, client, or world data thinking that there is a crop above the block? -- 23:56, 20 July 2012 (UTC)

undefined sp If sand is falling while the player is dead the sand will be black if you respawn and go back to the sand. If you destroy all the black sand blocks there will sometimes be some sand ghosts left, you can walk throught some of them, and some you can't, you can't break them too and if you break the block under it the sand ghost will fall. This happens with gravel and dragon eggs too(dragon eggs will not be black). You need to rejoin the world to fix this. I found this bug when I was blowen up by a creeper in a sand cave and went back to the cave. -- 12:18, July 18, 2012

! Pistons, set on a rapid delay, glitch out - Sometimes it is possible to create phantom blocks with the same properties as a normal block, but the phantom block doesn't drop anything when broken. When walking to a piston set on a rapid delay (see video), you will go up & down, shifting will make you go up even higher. Sometimes there is no sound when breaking a block in that contraption. See this video, it explains those bugs better. 18:52, 8 July 2012 (UTC)

undefined Arrows shot at the top half of a door will float once the door is opened. However, arrows shot at the bottom half will either fly forward or drop when the door is opened (depends on which part of the door you hit)

undefined TNT when activated and pushed by a piston at the same time duplicates the tnt into an activated TNT and an normal TNT. 11:43, 17 July 2012 (UTC)
 * I can confirm this, however the duplicated 'normal' TNT is merely a ghost (unfortunately, I was trying to make an infinite TNT cannon) and cannot be set off again, and will automatically dissappear on some occassions. 18:26, 21 July 2012 (UTC)

undefined Oak wood slabs mine faster with a pickaxe than an axe. Other wood (jungle, birch, spruce) slabs mine faster with an axe. Very old bug that's still around. 18:20, 17 July 2012 (UTC)
 * Newly-created oak slabs should behave the same as the other new slab types as they have a new block ID. 'Old' slabs (from before the introduction of the new slab types) should behave as they always used to. I believe the reason for this is that 'old' slabs' are also nonflammable, and changing them to flammable (another change that also came in when their tool type was changed) would have broken a lot of existing designs - for example, many people used the old fireproof wooden slabs around their fireplaces. -- 00:59, 18 July 2012 (UTC)

undefined Tripwire hooks makes randomly block updates. It can be seen when tripwire hooks are connected to blocks that BUD or TBUD check.
 * This is a 12w26a video that exhibits the random block updates at 0:16 and 2:10 - http://www.youtube.com/watch?v=INTTrFnO8X0 - They only seem to happen with a pair of hooks facing each other. -- 02:44, 12 July 2012 (UTC)
 * That is not required. I connected about nine tripwire hooks to TBUD and it triggered quite often. Screenshots of that "one bit random generator": www.iem.pw.edu.pl/~ostrowm2/minecraft/onebitofrandomgenerator.png www.iem.pw.edu.pl/~ostrowm2/minecraft/onebitofrandomgenerator2.png www.iem.pw.edu.pl/~ostrowm2/minecraft/onebitofrandomgenerator3.png Tripwire hooks are not connected and there is no other tripwire hooks.

undefined XRay ability when player is within leaf blocks. Easy to achieve with oak saplings and bonemeal. See http://abrightmoore.tumblr.com/post/26751604008/want-to-be-a-minecraft-druid-dial-before-you-dig -- 10:38, 10 July 2012 (UTC)
 * I confirm this bug. It is good idea to plant oak in 1-2 blocks hole. -- 10:23, 11 July 2012 (UTC)

undefined If you place a slab on top of an ice block, you will still slide when walking on the slab. 18:23, 10 July 2012 (UTC)
 * Pretty sure that this isn't a bug. 01:22, 12 July 2012 (UTC)
 * Whatever it is, it is really _old_ behaviour, old enough that it works in XBox, and I've seen it happening in "how to troll" videos from as far back as Alpha. -- 16:28, 20 July 2012 (UTC)

undefined When you are 65 and more blocks away from a chest (double or single, doesn't matter) it will become invisible. So far, it only seems to happen with chests. noteblocks for example remain visible. Maybe someone want's to see/test if this happens with other blocks, too. 18:19, 10 July 2012 (UTC)
 * My old bug report I reported in 12w22a. -- 15:35, July 18, 2012

After some further investigation, this also happens with:
 * Signs
 * Ender Chests
 * The animated book on the enchantment table (the table itself remains visible, it's just the book which disappears!)

Also Paintings disappear at a distance of 44 blocks 20:15, 10 July 2012 (UTC)
 * The chests, signs, Ender chests and the book on the enchantment table disappear after 65 blocks because they're tile entities. The paintings disappear after 44 blocks because they are entities (Like all mobs, dropped items, and the Ender Crystal) 01:22, 12 July 2012 (UTC)
 * This is not a bug, it's actually an intentional part of the game code, to help maintain good graphics performance. One might quibble with the exact cut-off point that has been chosen, but that's all.-- 01:08, 18 July 2012 (UTC)

undefinedFunny bug :) When an arrow (e.g. from skeleton or player) is on rails, it will stop minecart. -- 21:57, 7 July 2012 (UTC)
 * That's a bug? It's been around forever and I always assumed it was intentional. -- 00:45, 8 July 2012 (UTC)
 * When i am traveling mine cart i don't want skeleton's arrows to stop me :0 Look: When you are in range of skeleton, there is pretty big chance of being stopped by his arrow. It is disturbing. -- 03:00, 8 July 2012 (UTC)
 * I'm not asking if it's annoying. I'm asking if it's a bug. Creepers destroy your house when they blow up. Is that a bug? -- 03:14, 8 July 2012 (UTC)
 * Destroying houses by creepers is intended behavior, but stopping mine carts by skeleton's arrows is not intended. -- 19:31, 8 July 2012 (UTC)
 * More like an annoyance than a bug. Mine carts are meant to be stopped by entities. 20:01, 8 July 2012 (UTC)
 * Are they? All entities would also mean for example dropped items. I think minecarts should be unaffected by "light" entities like dropped items, arrows, fishing rods etc. -- 07:27, 11 July 2012 (UTC)
 * Some bugs can be in versions of minecraft for a long time. e.g. When using a lava bucket as fuel in a furnace, It will not return the bucket. this has been fixed in a recent snapshot. I forget which one. please tell us the snap shot date that fixed it. 12:29, 21 July 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. It is intentional that they're not supposed to be planted outside in the daytime, but they don't even work at night. 20:39, 5 July 2012 (UTC)
 * It is my understanding that normal-sized mushrooms cannot be placed staticly underneath the sky, regardless of the light level. Also, this same phenomenon (possibly a bug) existed in 12w26a. -- 21:56, 7 July 2012 (UTC)
 * This is not a major bug; downgrading to minor. -- 22:00, 7 July 2012 (UTC)

undefined Piston at head-level doesn't push the player if standing against it. -- 15:30, 5 July 2012 (UTC)

undefined Standing middle of block that piston pushes sideways, makes you fall through pushed block. 08:24, 6 July 2012 (UTC)

undefinedsp Priming a Tnt, exiting the world and then logging back into the same world will cause the tnt to fall through the block under it. Video --  15:52, 5 July 2012 (UTC)

undefined Fires set by lightning neither burning nor burning out correctly. I found a burning block of sand in the desert. It didn't go out although I observed it for some time, and standing in the flames didn't set me on fire. I would expect logging out and in again will fix this, although possibly only if I'm in the same or a nearby chunk. I also found some more fire blocks in a nearby forest, and these were harmless too. I think I've also seen similar reports at least 1-2 versions ago. -- 21:32, 7 July 2012 (UTC)

undefined If I grow a jungle sapling with bonemeal, and the resulting tree tries to take up space where another block already exists (in this case wood fence blocks), then the tree deletes the preexisting blocks and replaces them with parts of the tree. here is an album of pictures demonstrating testing of all four tree types on 5 different blocks: fence (wood/nether) glass(pane/block) and dirt (was going to test iron bars as well, but forgot). each sapling was planted with a one block gap between it and the test material.link-- 02:31, 9 July 2012 (UTC)
 * It could be possible that something similar to small oak trees has happened with the jungle tree growth mask, in other words that there is a mismatch between the mask used for the large jungle trees and their test mask used when they were initially introduced. Please see this link for more information:   06:59, 11 July 2012 (UTC)

undefinedmp Not sure if anyone has noticed, but when you place Redstone Dust on sand, then pressing the left mouse button and right very shortly after (Holding down once pressed), as expected, the redstone will appear then disappear, but it seems to change the metadata of the sand block to the following (There may be more): TNT, Bricks, Grass, Stone, Iron Block, and some others incomprehensible to see. The metadata changes around every tick, and it turns back to sand every other tick and continues until you stop doing the above. This is a bug, since I am deadly sure that doing the actions shouldn't do that, and to back it up, I DID look in the code, and found nothing of doing the bug in question. I did it on many servers, with both modded minecraft.jar's and vanilla minecraft.jar's. I have been unable to reproduce it in SP, only SMP. And strange thing, seems to only happen on a sand block... -- 01:24, 9 July 2012 (EST)

undefined Any block falling down in spider web will do it slowly and imposible to pick up the block or destroy the web, so you must wait for the block to reach the ground.You can see the bug in this video: -- 11:36, 10 July 2012 (GMT+1)
 * Falling sand and gravel are entities and cob webs slow down every entity so thats more of an annoyance -- 14:29, 10 July 2012 (UTC)
 * That's the technical reason behind this bug but neither it's realistic in any way nor it makes sense for simple users who don't understand entities and it's probably not intended, too. Falling block entities should probably be unaffected by webs or they should destroy webs or maybe even become "solid" on top of them. -- 07:27, 11 July 2012 (UTC)
 * The reason this exists the way it is not to do with technical reasons, but because falling sand/gravel entities convert themselves to items when they fall on certain objects like torches, pressure plates, and of course spider webs, to name a few. Fixing this bug would cause Mojang some major headaches having to code different reactions for different blocks just because of an unrealistic behaviour, and would break anti-suffocation measures most players use when they want to dig upwards to collect blocks like sand or gravel.  I also think that this is both an annoyance and intended behaviour as cobwebs and gravel have interacted in this way ever since they were introduced in mineshafts.  I vote to downgrade this to annoyance or have it removed.  10:40, 11 July 2012 (UTC)
 * Just because it was like this since the beginning doesn't mean it's intended. Might be just an oversight. And until a Mojang guy states that this is intended, I don't believe it, because it really looks stupid. On the other hand, falling sand on cobwebs is IMHO a rather unusual thing, so it's not really annoying. Might just leave this bug here until someone from Mojang fixes this or states that the current behavior is intended/not worth fixing. -- 21:04, 11 July 2012 (UTC)
 * I believe that a Mojang developer already stated in a previous snapshot version that this behaviour is intended and not actually a bug. However, it has been so long since that statement was made that I cannot find the relevant snapshot listing where this statement was made so a citation from someone would be needed stating on what page this wiki has them saying this. 22:04, 11 July 2012 (UTC)

undefined When an extended piston pretends another piston to extend(the other piston is powered by redstone too) and you destroy the piston which blocks the other the blocked piston extends and it looks like it is extended and collapsed at the same time

undefined When two pistons powered by a redstone torch push the 2nd and 3rd segments of sugarcane in a way similar to this setup http://i.imgur.com/qHLXU.png the top piston looks extended and unextended like this http://i.imgur.com/JzeS2.png. Applying power to the piston will not fix it and it needs to be manually destroyed to become unextended.--mmmfrieddough
 * Confirmed bug. You can destroy the extension of the piston in creative mode. --Catastr0Ph3 23:01, 14 July 2012 (UTC)

undefined Vines, tall grass, or lily pads held in third-person appear gray.
 * This problem has existed before. Posting picture for reference, editing for clarity, and upgrading to bug. -- 07:08, 15 July 2012 (UTC)

Annoyances

a sp cr When loading my world from 12w24a in single player in the new 12w27a snapshot all my items from my ender chest were gone! The ender chests from this point on funtion normally. When changing the snapshot back to 12w24a the ender chest was again emptied. This could be because of a change in how the items were saved between the snapshots. I also tested it for creative and the ender chest was again emptied. –Preceding unsigned comment was added by. Please sign your posts with
 * Not a bug. It's a inter-snapshot issue. Ender chests were changed from holding a global inventory to a player inventory. Restore your backup (You did do a backup prior installing a new snapshot, didn't you ?), pull the contents out of the ender chest for temporary storage in a conventional chest. But seriously: What's the issue with chests in cr ? Refill your new ender chest from your infinite inventory... Keep in mind, when playing snapshots, assume everything as buggy and subject to change ! Downgraded to annoyance. -- 06:32, 19 July 2012 (UTC)

a Breaking a block underwater doesn't show the breaking animation when standing above water 19:38, 10 July 2012 (UTC)

a A very annoying bug or something, when you try to place different kinds of slabs on top of eachother, they seem to not stack into a regular block, but have the missing half space. 12:13, 18 July 2012 (EST)
 * Clearly not a bug or anything. The very basic rule of Minecraft mechanics dictate that one m³ space can only be occupied by one block at a time and not two different. By the same rule you cannot place e.g. a ladder and a torch in one space. -- 06:41, 19 July 2012 (UTC)

a! Double Place: Often (very often several times in a row) when I attempt to place a block with a single right click, a second block instantaneously appears (often in the same frame). Second solid blocks are usually in the way, which can be disastrous when doing an emergency placement in battle. Non-solid second blocks (usually torches) often appear behind me. With this glitch, I always hear a second placement sound almost simultaneous with the first. I think this is a side effect of continuous placement mode (backpedaling or strafing to place many blocks with a single click), which I don't want to lose. My suggestion is to set block placement to "semi-automatic" (one click, one block) while holding shift. I also recommend this be done with breaking blocks in Creative, but should not be necessary in Survival. (Note: I do not believe the observed mid-air, behind-the-player dirt placement in this video (at 14:30) is related.) -- 15:45, 10 July 2012 (UTC)
 * Slow computers exhibit a noticeable lag spike when placing or removing blocks. During this lag spike, input is not refreshed but the counter for continuous placement still goes on causing blocks to be placed. Most probably a bug, since the timing should wait at least one frame before confirming more block placements as this can cause a chain reaction. -- 18:44, 11 July 2012 (UTC)
 * Thanks, my five year old Lenovo T61 laptop will try not to take that too personally, lol. -- 19:18, 11 July 2012 (UTC)

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. -- 19:58, 5 July 2012 (UTC)

a If you place a block to make a wall and stand as close as possible to that wall, and then place a block, the game renders the block for a moment, then disappears.
 * I don't think this is a bug; you're placing a block in a space you're partially occupying, so the game tries to place it, but then removes it. This is nothing new and is certainly not a major bug. Please visit the page and sign your comments with ~ . Downgrading and editing for clarity. -- 18:40, 6 July 2012 (UTC)
 * I have experienced this as well, however this happened in SMP on 1.2.5. I would personally say that this has to do with the merger of SSP and SMP. -- 01:04, 9 July 2012 (UTC)
 * This is related to the pillaring bug and can be fixed by letting the client decide if a new block is intersecting its own player. The server should only check for other entities, not the same player that placed the block as it can check that locally, and it already does. -- 12:28, 13 July 2012 (UTC)

a The following blocks do not burn (add more if I missed some): -- 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)
 * Discussion

a Iron ore doesn't drop experience orbs. What's the point of this, because coal drops experience, but it's more common.
 * Intended behavior. Iron and Gold Ore do not drop experience on break because they drop as placeable ore blocks, and smelting them on a furnace gives equivalent experience. -- 18:47, 11 July 2012 (UTC)
 * (Merged duplicate) I get experience from mining coal, but not iron /derp? -- 19:15, 11 July 2012 (UTC)
 * Intentional. You get XP when you get the final form of an item. For coal, you mine it. For iron, you have to smelt it. Otherwise, you could find some iron ore, mine it, replace it, mine it, replace it, mine it, replace it... infinite XP! -- 20:03, 11 July 2012 (UTC)
 * Vote for removal (or at least strike-through so that this bug won't be reentered) -- 22:46, 11 July 2012 (UTC)
 * Vote for N tag; note that all the entries regarding this "bug" highlight the lack of in-game tutorial/documentation -- 16:00, 14 July 2012 (UTC)

a Mushroom blocks can't be harvested or placed properly, reverting to damage/data value 0, a block which appears to use the mushroom pore texture on all six sides. This makes it impossible to use the red, brown, and white mushroom block textures in creations without using pistons to push blocks around. It is also inconsistent with the expected behavior of silk touch: if silk touch is capable of harvesting a block, it should not transform it upon harvesting. Transforming a block upon its placement (which happens when placing mushroom blocks of any damage value, obtained through cheats available in vanilla) is also completely illogical and a roadblock to making things from the mushroom blocks. Perhaps mushroom blocks could be made properly harvestable as "Red/Brown Mushroom Top", "Red/Brown Mushroom Edge", "Red/Brown Mushroom Corner", and "Red/Brown Mushroom Stem", where the edge and corner blocks would be placed in a staticional manner similar to pumpkins (upside-down mushroom blocks would not be available, as this would require splitting the current two mushroom block data values into multiple). -- 13:44, 12 July 2012 (UTC)
 * I like fix you suggested. Totally support. 13:38, 18 July 2012 (UTC)

a cr The bug where you can't fly as fast through water and lava was fixed, but cobwebs still slow you down while flying in Creative mode. 20:07, 14 July 2012 (UTC)

a Snow (not the full block, just the thin one) cannot be placed on upside down half slabs or stairs. -- 02:21, 16 July 2012 (UTC)

undefined (maybe intentional?) You can place tripwire over rails, and when the rails are removed, you get a floating tripwire. Block updates do not seem to affect the floating tripwire at all, and it can be used normally. -- 6:28, 20 July 2012 (UTC)
 * You can place tripwire on anything, with respect to placement it behaves like any other block. The only exception being that breaking a block under it will make it drop. Look: http://www.youtube.com/watch?v=INTTrFnO8X0 -- 02:19, 21 July 2012 (UTC)

Fixed/Skipped f Text on signs placed in previous versions is invisible in w27. Likewise text on signs placed in w27 is invisible in previous versions.
 * The signs just look blank (and equally, mobspawners look like pigs) but they're actually fine. Fixed! 15:13, 5 July 2012 (UTC)
 * The text isn't saved like everything else. If you edit a sign in w27 it is erased and all signs will be blank upon the next time you load the map in w27.  02:48, 6 July 2012 (UTC)
 * It is saved...but the game doesn't display it.
 * (Merged duplicate) Text on signs is completely erased every time a saved game is opened in the new snapshot. 00:42, 6 July 2012 (UTC)
 * This was already reported on this page and I have already marked it as fixed. The text is there, it's not erased, it just looks blank in this specific version. 08:20, 6 July 2012 (UTC)
 * (Merged duplicate) When you have signs with text on a world on an old client/server(E.G. 12w26a) and update it to a newer version and playing on same world the text is gone on the signs.-- 19.24, 6 July, 2012 (Swedish time)
 * Oh... 20.25, 6 July, 2012
 * (Merged duplicate) All of my sign text has disapeared, and mob spawners only spawn pigs.
 * Already fixed: https://twitter.com/Dinnerbone/status/220892547847954433
 * (Merged duplicate) Spawners don't show the correct mob inside them. They always show pigs.
 * (Merged duplicate) Monster Spawners are again showing us a Pig instead of the NPC it's spawning Taked this screenshot in an Abandoned Mine shaft, cave spider spawner-- 11:43, 10 July 2012 (GMT+1)
 * (Merged duplicate) Text on signs disappear after saved world is loaded. It is probably related to first item under Fixed/Skipped below, except that I'm having it happen after saving and loading in 12w27a.  I'm not loading a world from an older version (although the world I'm playing was originally 1.2.5, I have placed, edited, and lost signs since updating to 12w27a.) -- Featherwinglove  19:53, 11 July 2012 (UTC) (somehow my login got dropped.)
 * It's the same bug. The signs will be blanked when a chunk-update (removing / reloading to memory) occurs. This applies to already placed signs in existing worlds created by previous versions and also to newly placed signs in the current version. To reproduce you also can walk away far enough (so that the chunk will be unloaded) and come back to the sign; it will be blank. But your entered text is not be lost, it will reappear in the next snapshot / version. -- 22:41, 11 July 2012 (UTC)
 * (Merged duplicate) When I was in an abandoned mineshaft the other day I saw a spawner. I was on creative mode so I went up to it. When I looked inside through the little cracks there was a pig inside! So I took it off of creative and it was still a pig but it didn't spawn anything. This also happened to me again the next day. I was in a dungeon like thing on creative and found another pig spawner. I haven't seen a real mob spawner yet. –Preceding unsigned comment was added by  . Please sign your posts with

f Almost all buildings are defective. Generator didnt generated blocks under structures just left blank space there. When i tried to fill it up until than invisible blocks appeared. Blocks under almost all buildings and farm were invisible but still solid and some gravel paths through village were appearing as grass blocks until i punched em. Addding screenshot of defective farm in npc village. -- 08:25, 8 July 2012 (UTC) Edit: When i flew away and came back it generated normally -- 08:30, 8 July 2012 (UTC)

f Free-floating sugarcane blocks found. These don't appear to have anything below them, so presumably maybe not the same issue as the invisible cactus bug. Logging out and in again while standing in front of the item cleared the issue, and then the lower canes were also hittable. -- 19:24, 7 July 2012 (UTC)
 * Did you walk a long distance to find this? I'm pretty sure this has to do with unpopulated chunks being populated without letting the client know, and then the sugarcane must have grown. 01:17, 8 July 2012 (UTC)
 * No, but I had teleported to about -4500, 2500 a couple of days earlier, then swam a couple of hundred blocks to shore, but since then I had simply been moving about normally in the new area, gathering resources. -- 08:55, 8 July 2012 (UTC)

n When collecting Mushroom blocks with Silk Touch it will not preserve the damage value. TorchicBlaziken 23:49, 2 June 2012 (UTC)
 * Intentional behaviour, not a bug. Maybe an annoyance, if you want to move it there. 10:43, 6 July 2012 (UTC)

n When placing Mushroom blocks of a damage value greater than 0, it will revert to 0 upon placing. This used to happen with s, 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. 23:59, 2 June 2012 (UTC)
 * Intentional behaviour, not a bug. Maybe an annoyance, if you want to move it there. 10:43, 6 July 2012 (UTC)

f Many times while underground (This is only where I have noticed it), many blocks may be represented by a stone block, and will revert to their true image and properties if hit, or something is placed upon them. For example, while walking across a stone floor, it is possible to hear the noises of walking across gravel, and if you strike the blocks at your feet, they will turn into gravel. Or placing a torch on a stone wall will suddenly turn the block it was placed upon into dirt or gravel. This causes problems as it can also occur with blocks such as ores. Meaning that one can mine a vein of coal ore, only to miss some that simply look like stone until struck. This raises concerns of the possibility of passing up diamond ores for the same reason (While I have not seen this occur, I have no reason to believe it could not). If say a dirt block were represented by a stone block (I have also never seen any block other than stone behave this way. I have never seen a dirt block turn to stone nor any block turn to any other, other than stone turning to other blocks), and one were to destroy this block, it would respond to tools the same way a stone block would (be broken quickly by a pick), but when destroyed, is instantly and briefly replaced by a dirt block, then the dirt block disappears leaving a dirt block entity. In addition, although the stone block shares most of its properties with normal stone blocks, walking on it will produce the sound of walking on the block it represents, the dirt sound in this case. If one were to begin destroying this stone block and then stop, however, the stone block is then replaced by a dirt block and then has all the properties of a dirt block. A detonating creeper will also reveal the true identities of the stone blocks around it. However, if say a gravel block were represented by a stone block, and a creeper detonates standing near it, it will use stone's value of blast resistance during the explosion, then turn to gravel afterwards, creating the appearance of gravel or dirt being unnaturally close to an explosion.
 * This has happened to me several times also, and certainly not just underground. Started a new game, was seeking coal and dug out a small hole in a wall only to find cobblestone. Left to get coal elsewhere, returned to this "man made" hole I dug to find several coal blocks where actually there. Also dug out some cobblestone to be presented with dirt dropped. Quitting and reloading reveals the real blocks too, one area was showing cobblestone and I knew it was dirt, quit, reloaded and voila, it was dirt. Scary problem this, cos I could miss Diamonds! -- 11:59, 9 July 2012 (UTC)
 * (Merged duplicate) Some blocks change texture, mostly dirt to sand and stone to dirt –Preceding unsigned comment was added by  . Please sign your posts with

f Walked into a sand block above/next to a lava lake and caught fire. Reloaded the save and the blocks were different than before. To recreate -- use seed: -533253954, large biomes, coords x:739 y:64 z:-37. Fly to those coords, land on the stone blocks, face E/SE and walk into the sand and you should catch fire. Reload the save (or tp to the coords instead) and the blocks will appear different. -- 03:24, 10 July 2012 (UTC)

f Look straight down, jump and try to place a block. Sometimes it works, sometimes the block appears and then disappears. The previous snapshot did not have this issue. -- 17:05, 6 July 2012 (UTC)
 * I've seen this a lot with peaceful mobs (It would probably happen with hostiles too but they're - you know - hostile) nearby. It's like the client thinks it's OK to place the block (and it looks so to me as well) but the server is a tiny bit ahead of me so it sees that the mob has walked within the bounding box. I imagine it's similar when you're jumping. By the time the server sees that you want to place the block, you're already coming down. -- 20:50, 6 July 2012 (UTC)
 * I have the same. When you manually click each block in good time, it is better. But this is a bug ofcourse. -- 21:40, 7 July 2012 (UTC)
 * Yeah, I noticed this within 2 minutes of trying the latest patch. That and the fact that signs' text from previous versions has become invisible. 14:42, 10 July 2012 (UTC)
 * What bothers me most about this sort of bug is that it only ever happened on multiplayer, prior to single player and multiplayer being merged... suddenly my nice fast single player world is slow and has glitches like this. Sigh. 14:53, 10 July 2012 (UTC)
 * (Merged duplicate) Since the merge, "pillaring" is almost impossible due to the server and client being off a little. Every time you jump and place a block under you, the game thinks you were occupying that space and places and quickly deletes that block. Basically, holding right click ad the jump button to pillar doesn't work anymore- you have to time it perfectly for it to work. –Preceding unsigned comment was added by  . Please sign your posts with

f The client tries to trample crops instead of letting the server dictate trampling. ( 06:21, 15 July 2012 (UTC)

Items
Bugs

undefined When using an enchanted diamond pick when it gets to the end of its durability it breaks, but is still there as an invisible block in your inventory, when you attempt to use the invisible block you can still mine with it and the item icon comes back for approximately 2-3 hits before breaking for good. I think it may have something to do with the unbreaking enchantment.
 * You mean invisible item? If you don't hear the break sound it didn't actually break - if you right click it should come back. This bug is from the client trying to damage tools itself instead of letting the server tell it what is and isn't damaged. ( 21:54, 11 July 2012 (UTC)
 * To clarify this, the client tries to damage its own tools when the server should handle this. It often causes issues with unbreaking tools and swords being falsly damaged clientside. ( 06:36, 15 July 2012 (UTC)

undefined Collecting water with at least 2 buckets while stacked, will duplicate a third bucket of water.
 * This duplicate is ghost. It will disappear if clicked on inventory, or on reload/relog. 09:37, 6 July 2012 (UTC)

undefined Due to the changes in the enchantment system, it is currently seemingly impossible to get Efficiency 5 on diamond tools, this needs to be re-added as the difference of Eff 4 / 5 is very much noticeable and Eff4 just feels like working in slow motion... 13:58, 10 July 2012 (UTC)
 * Ive noticed this too, over 20 enchanted pickaxes (over a long time) and never got efficiency 5, highest i got was 4, even when i had all 15 bookshelves and chose level 30 enchantments. 15:46, 10 July 2012 (UTC)
 * I got a level 5 Bane of Arthropods sword, so level 5 enchantments still exist, I think there are just some issues with tweaking the enchantment system :\ ( 21:56, 11 July 2012 (UTC)

undefined I can't collect my arrows from ceiling. -- 10:41, 11 July 2012 (UTC)
 * The player can only collects items when they are from foot height to 1.5m; changing the vertical reach to 1.7 should make mining more enjoyable. -- 18:55, 11 July 2012 (UTC)

undefined Sometimes mined blocks (and possibly other entities too) can't be picked up. This has been reported before. It appears to occur if they land on the exact edge of a straight vertical drop. The dropped items sporadically 'jump' vertically to their old position, then fall back again. Additional info; if you pour water over these entities, they will wash away, but still can't be picked up even from the new position. They continue to 'jump' as before, but now from the new place to the original. I tried this because I thought pouring water over uncollectable items might be a workaround for the original problem. Appears not... -- 15:07, 12 July 2012 (UTC)
 * This probably means that drops have a mismatch on their clientside and serverside collision masks. AFAIK their mask is a zero-width point, increasing it to one pixel shouldn't hurt the physics. -- 12:44, 13 July 2012 (UTC)
 * (merged duplicate) Dropped items sometimes refuse to be picked up. I had a sapling that was dropped from a tree, and I couldn't pick it up. I tried to remove blocks under it, but that didn't work. After about a minute of walking through it, it popped into my inventory. http://i.imgur.com/jMcwx Happens rarely, but it has happened several times now, in different snapshots. -- 10:48, 6 July 2012 (UTC)
 * The sapling is resting on a leaf on the server's screen but it's not on your screen. It should teleport back up and fall again for you, is that correct? 23:42, 6 July 2012 (UTC)
 * I've seen this with apples and an emerald. I've dug around where they fall in case they're trapped in a block, but never could get them. Eventually, they're removed from the game. I've watched them teleport back up and fall again. There appears to be a duplicate version of this bug under Items. WinXP Pro 32bit, P4, 2G mem, Java6, ATI Radeon HD 4600 series -- 01:02, 13 July 2012 (UTC)
 * Happened with mined cobblestone: video -- 03:41, 13 July 2012 (UTC)

undefined Dyes do not work on any wool color besides white. I'm not sure if this is a bug or intentional. -Alaric323

Annoyances a! Smelting redstone/lapis lazuli ore only gives you one of the item per block. So, basically, to get the four-five redstone/lapis, if you have it in ore form (thanks to Silk Touch), you'd have to place it down and mine it with a normal pickaxe. irunor, 16:18, 18 July 2012 (UTC)
 * I'd also suggest that Iron and Gold dropped nuggets instead of an ore block. Recollecting ore blocks doesn't make much sense since stone itself breaks up into cobblestone when mined. -- 01:14, 19 July 2012 (UTC)

a This is not annoying but it's weird that clocks and compasses can be stacked because you just need one clock, normally you don't need more than 1 - 2 compasses. -- 16:47, 18 July, 2012 (Swedish time)

a! Due to the way items are rendered, they are invisible if being seen from behind while looking down. This is especially annoying in creative mode and when looking for stuff underwater. An easy solution would be not to cull the backside. Rendering them like how they are in the player's hands - and probably spinning - would be ideal, but at a cost of a large performance hit. -- 12:44, 13 July 2012 (UTC)

a Can not create more than one new line and/or space for text entry on the Book and Quill item. -- 1:56 11, July 2012 (UTC)

a Switching same tools with different durability values. When holding a tool in the inventory screen and left-clicking on a different item they will exchange places. But if one clicks on a tool of the same type, but with a different durability, they will not switch. It can be seen very frequently in my Hardcore Heaven series on Youtube (same username/channel) -- 15:23, 10 July 2012 (UTC)
 * Reworded for clarity. Also strangely enough, enchanted items will trade, but only if the enchantments are different. -- 12:44, 13 July 2012 (UTC)
 * (merged duplicate) Have two *undamaged* swords with differing enchantments. Have one picked up and then click on the other one. For any other item, the two should switch place, so you now held the other sword picked up. But they don't switch. 22:38, 10 July 2012 (UTC)

a When you have the FOV slider over Normal and fishing the start of the fishing line in first-person mode is in wrong location. There are ways to to do it on wrong location in 3rd person-mode too. -- 20:18, 6 July, 2012(Swedish time)

a there is no texture for the inside of a writable book ( i dont know if its just me or not, im using 10.5.8 mac)

Fixed/Skipped f Upon death and respawn, a compass will not point to spawn but to the coordinates X:8 Z:8. I've tried it in survival and creative. For instance: before death, the compass pointed to X: -224 Z: -148, where I was spawning, after death, the compass was pointing to X:8 Z:8. Quitting and reloading the world resets the compass. -- 01:35, 6 July 2012 (UTC)

World Generator
Bugs ! Massive terrain distortions can occur when creating a new world. I found it on seed "Dave". After like 3 tries I wasn't able to reproduce bug anymore (don't know why). I still have 1 save of a distorted world in case you would like to look at it and this screenshot: imgur.com/Qy1kN
 * This isn't glitch in world generator. This bug is caused by chunks remain in memory from last world. -- 10:39, 10 July 2012 (UTC)

undefinedTemple lever is missing due to leaves generating in it's place. Seed:5394910515517466825 Temple Coordinates: X: -250 Y:70 Z: 206 Images 16:53, 5 July 2012 (UTC)
 * This bug can happen with anything, and it is a chunk error that has existed for a long time.-- 22:54, 5 July 2012 (UTC)

undefinedYou can spawn underground (See seed -2798893491947491437)
 * I dont think this is a bug. What do you mean "underground"? In a cave near the entrance/exit? Or just in some random place underground, and not near the entrance/exit? 00:08, 6 July 2012 (UTC)
 * Can't reproduce. Tried several times, spawned normal every time. 23:55, 5 July 2012 (UTC)
 * I know the seed 404Ever used to spawn you in a lava lake, but because of the random-spawn behavior of servers this seems to be fixed to an extent. 23:51, 6 July 2012 (UTC)
 * Also happened to me once. I spawned in a dungeon. And 69.113.144.41, it's hard to reproduce this bug since the spawn point is now randomized every time you create a world. 19:49, 7 July 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. 22:00, 4 May 2012 (UTC)

undefined Floating water still occurs due to generation process order, but this is just crazy: The seed and coordinates are displayed in the screenshot. 03:52, 8 July 2012 (UTC)

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  18:21, 5 July 2012 (UTC)
 * Long discussion moved to -- 18:33, 16 July 2012 (UTC)

undefined Villages are generated on top of desert temples. See seed "The Lost World" at X:256 Z:810. 21:33, 15 July 2012 (UTC)
 * This sounds more like an annoyance than a bug, and more like awesome than an annoyance. -- 04:46, 16 July 2012 (UTC)

Annoyances

a Sometimes upon entering The End sometimes the obsidian platform (where you spawn after entering the portal to The End) is way outside The End island out into the void. Very annoying if you don't bring any blocks with you to place so you can reach The End island from the spawn point as well as the ender dragon easily pushing you off the obsidian into the void therefore killing you and having your time wasted making preparations before entering The End (happened in SP). --McLaren_231 10:32, 21 July 2012 (GMT)

a NPC villages should create a layer of dirt or something to cover up holes in the ground so villagers won't fall in, also villages should be able to make clearings or flat areas in biomes so they can spawn in forests, or mountains. I also don't see why villages never spawn in the icy plains.

Fixed/Skipped f To describe many of the bug reports related to world generation, when unpopulated chunks are populated, the new changes to the chunks aren't always correctly sent to the client. This means that if you walk a ways or mine long tunnels underground and go into newly generated chunks, ores veins and other features will be invisible until certain circumstances make them visible to the client. It shouldn't be a difficult fix to have the chunk population process inform the client of the changes. I believe this is a major bug because so many people are reporting problems related to it. 23:37, 8 July 2012 (UTC)
 * (Duplicate) Every once in a while there will be blocks that appear as one kind, but change texture to their normal block when right-clicked. This seems to happen most often in deserts, and is most irritating, because some cacti become invisible and lava pools will look as though they are part of the sand in the terrain until you walk over one and start burning to death.

fSome generated cacti are invisible, I accidentaly walk to them. --Conscripta
 * I have the same. When i dig sand below it i got cactus. -- 12:26, 7 July 2012 (UTC)
 * I also have this as well randomly. This happened once before in a pre-release / beta. 05:37, 8 July 2012 (UTC)
 * I have this issue as well. It was quite strange to see villagers and cows randomly dying. -- 01:05, 9 July 2012 (UTC)
 * Confirmed: I had an independent encounter with a two metre tall invisible cactus just now, revealed by digging for the damage source, which broke when I dug up the sand underneath it. -- 17:12, 16 July 2012 (UTC)

Mobs/NPCs/Animals
Bugs

undefinednpc's, dog's and other animals still sink through the ground.-- 10:56, 23 July 2012 (UTC)

! I'm surprised no one else noticed this, but when you hit a zombie with a sword, it goes into a sort of "stunned" stage for about 4 seconds. While in this stage, it moves inches at a time and very slowly.
 * I can confirm this, very strange. 01:15, 8 July 2012 (UTC)
 * I confirm also, but it is not 4 seconds, it is 1-2 sec. Changed to major bug. -- 20:43, 8 July 2012 (UTC)
 * it work for other mob too.--
 * This doesn't look like bug to me. It looks intentional. Code was written just to make this happen. -- 06:53, 23 July 2012 (UTC)

undefinedtamed cat's and dog's won't stand up uppon world reload. I clicked on the 5 times and they keep sitting.-- 10:52, 23 July 2012 (UTC)

! When re-entering a "Singleplayer" world inside a village at night there may be some or even hordes of zombies all over the place, even if the village is completely lit. I've even seen 2 zombies appear inside a house with a 3x3 floor that has a torch on the floor (which then proceeded to try to break out of said house). Im suspecting zombie spawning may ignore light levels when freshly re-entering a world. 14:08, 10 July 2012 (UTC)
 * Pretty sure thats a zombie siege, where zombies can spawn regardless of light level and even in transparent blocks. Its annoying that it happens on chunk loading though -- 14:36, 10 July 2012 (UTC)
 * Ok but... INSIDE buildings? that doesnt feel right. 22:23, 10 July 2012 (UTC)
 * Maybe. It does seem a bit unfair that zombies should spawn in a building that has been lit properly, but if they didn't do that you could light a building, block the villagers in (with unbreakable blocks rather than doors), and never lose a single villager. -- 20:37, 14 July 2012 (UTC)

undefined Newborn animals can spawn accross thin blocks. -- 19:16, 15 July 2012 (UTC)

undefined It seems that snow golems don't leave a trail of snow. I tried SP, plains biome - will try some other biomes. If now there is no way to generate snow outside of tundra and taiga, it's a major annoyance.
 * This is a bug, sir. Also, I did reproduce it at one point, with a Snow Golem in a Superflat world as part of an experiment with Endermen. The Enderman created the Snow Golem, was killed, and the Golem ran free, without leaving a trail. However, all the Snow Golems I've made in Survival have left trails of snow. I don't entirely know what to make of it. -- 18:48, 12 July 2012 (UTC)
 * Not a bug nor an annoyance. Snow Golems never leave a trail in flatland or plains. Read -- 19:25, 12 July 2012 (UTC)

undefined ? Villagers wont spawn, i have a village with 20 houses and only 2 villagers. Then i created 2 with villager eggs, but these two wont spawn others, too. -- 12:26, 10 July 2012 (UTC + 1)
 * Try this: http://www.minecraftwiki.net/wiki/File:2012-02-17_20.01.55.png -- 10:48, 11 July 2012 (UTC)
 * I have no problem getting new villagers. Sometimes it takes a while for 2 (or even for) to fall for each other enough for kids, but it has always happened eventually. -- 00:35, 12 July 2012 (UTC)
 * I got no villagers spawning too. An entire village slowly dwindled away to nothing, and they had ample time to breed (approx 2 hours realtime as I pottered about the village, I'd guess). I even slept most nights so they didn't get too badly zombied. Actually a bit annoying. -- 15:48, 16 July 2012 (UTC)
 * Are you sure there's no pits nearby? I've found that naturally occurring villages tend to lose villagers to the terrain unless you take measures to pen them in. This could be considered the bug, really :) I've never lost a villager that I've secured in a hole, or locked in an inescapable room. Unless a zombie horde started, of course. -- 22:12, 16 July 2012 (UTC)
 * Well, I don't think there were any holes nearby for them to blunder into, and I went over the area quite thoroughly. I fenced around the two bigger holes I did find and lit them up, and if any villagers had fallen down there I'd have met them while mining. Finally, I blocked the last two villagers in a building for several days and they still didn't take the hint. Also, this isn't so much about losing villagers, it's about the ones that remained not breeding even while there were still 5-6 of them left in a village with 12 buildings (and building with doors to boot!). I even removed and re-added most of the doors to see if that would help.-- 22:57, 16 July 2012 (UTC)
 * You need approximately 3 doors per villager (It's actually 0.35 villagers per door) so if you had 12 buildings, they would only mate to produce up to 4 villagers. Build a structure like the image above, or knock holes in all the non-doored walls and add doors, and you should hopefully start to see love in the air. -- 23:39, 16 July 2012 (UTC)
 * Thanks. I've just been counting doors and the distances between them. But assuming the wiki info in is accurate, the current setup looks likely to doom many villages to slow extinction unless the player intervenes. [Mojang devs: Is this intentional, and is the wiki correct?] Apparently villagers only count doors within 16 blocks' radius, which means a random villager must count at least six doors in range before they are willing to breed. That often doesn't happen on village outskirts where even 3-4 may be a high value, and 0.35&times;4 no breeding. I had a near-empty village, but it seems  the corner the surviving villagers were in counted as 'fully populated' so they wouldn't breed. That suggests a weakness in the breeding algorithm to me. Might it be better to have an 'overcrowding threshhold' at which they stop breeding? 2.4 villagers per door, say, would give a much more medieval feel.-- 23:58, 16 July 2012 (UTC)

undefined Any mob in a Minecart after the player save and quit. Then come to the same file again. All the mob in the cart will be out and sometime glitche. It is very annoying to put villager to a new village i made for them. It also work when are to far away from them. --superluis1 11:34, 19 July 2012(US time)

undefined When chunks with sitting dogs or cats are loaded the player's pets immediately teleport to the player. It seems the sitting state is not loaded correctly -- 12:13, 11 July 2012 (UTC + 2)
 * I can't reproduce. -- 10:48, 11 July 2012 (UTC)
 * Are you sure the chunks were fully unloaded by the server? This bug is also in the 1.2.5 bug list with a slightly different description. Mine is more technically.-- 13:05, 11 July 2012 (UTC + 2)
 * This is a bug. It happens to me all the time. The chunk has to be fully unloaded during gameplay (not just out of the render distance), then when it is reloaded, they will teleport to the player, sometimes with a slight delay. This bug is still the same as it was in 1.2.5. 17:36, 13 July 2012 (UTC)

undefined If you are killing a wolf with 1 hit the wolfes around won't be angry or attack the player. If you hit a wolf 1 time without killing it the wolves close will attack.-- 15:36, 6 July, 2012 (Swedish time)
 * I think this is intentional, as it is how silverfish behave as well. The wolf dies before it can call for help. I think Zombie Pigmen should technically behave the same way. 23:56, 6 July 2012 (UTC)

undefined Minor oversight: Wild wolves can be fed (and I see no reason they shouldn't be feedable), but won't breed. . -- 13:23, 12 July 2012 (UTC)
 * It is stated in the wiki article for wolves that the requirements for breeding are that they be tamed and at full health. Also, on feeding them, I don't think that this is an oversight, either, as it allows for role playing potential for animal lovers who would want to heal damaged wild wolves.  Vote to remove this as neither being able to feed them nor them not breeding if fed are oversights, and therefore definitely not bugs.  11:01, 16 July 2012 (UTC)

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. -- 07:44, 6 July 2012 (UTC)

undefined Instead of looking at the player's head chicken look up if the player is below and down if the player is above the chicken -- 17:46, 5 July 2012 (UTC)

undefined Skeletons and Zombies do not burn in sunlight while standing on "normal" slabs. (They do while standing on upside down slabs) -- 18:56, 5 July 2012 (UTC)
 * This is because the undead in question are technically "inside" the slab and therefore not exposed to sunlight. When they are on the upside-down slab, they're above the slab and therefore fully exposed to the sunlight. Basically, both blocks that the zombie/skeleton occupies on the Y-axis must be air that is exposed to the sun for them to burn, which is why they won't burn on a slab or on stairs, or in water. -- 03:43, 11 July 2012 (UTC)

undefined Entities against glass panes can be hit from the other side with arrows but not melee attacks. Video evidence. 03:48, 7 July 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. While it is true that it does not affect the gameplay much, it is still a bug. If the idea of Ghasts drowning in lava waterfalls is troubling, then Ghasts could simply be set to be able to breathe underwater. 23:22, 21 June 2012 (UTC)
 * This page is not for feature requests. 14:43, 10 July 2012 (UTC)
 * This is not a feature request. Lava is a fluid, and being able to breathe inside a fluid is a bug. -- 19:01, 11 July 2012 (UTC)
 * We've known for a very long time that you can breathe in Lava. Asking Jeb to change that is to request a new feature - namely, to be able to drown in Lava. The bug report specifically notes it as a coding oversight. It's not a bug, it's an annoyance. -- 18:53, 12 July 2012 (UTC)
 * To me coding oversight is bug. Example: You are coding a dog. You make joints and animate the dog. But due oversight you forgot add code for walking animation. Dog moves around, while it's legs look like it's standing. -- 08:32, 23 July 2012 (UTC)

undefined Zombies, when suffocating, seem to take damage in an unexpected way. When they take suffocation damage 19 times, which should leave them at 1 health, they take 2 hits to finish off with bare hands. Then after taking suffocation damage 1 more time for a grand total of 20, they die as they should. Doesn't seem to happen with cave spiders, haven't been able to test other mobs. 12:42, 10 July 2012 (UTC + 1)
 * Zombies have 2 armor points, so you need 2 punches to finish them off. Its an annoyance though. -- 14:22, 10 July 2012 (UTC)

undefined When killing any meat mob (cow, pig, chicken) in one hit with a Fire Aspect enchanted sword they do not drop their "cooked" meat, as they do if they were to burn to death due to the Fire Aspect. This makes Fire Aspect relatively useless on mobs if the sword also has Sharpness IV (and will one-hit them). Seen in Etho's video. Reproduced in this snapshot. 20:27, 6 July 2012 (UTC)
 * I think this is intentional. -- 20:33, 7 July 2012 (UTC)
 * It is obviously intentional. Animal must die from fire damage in order to drop cooked meat. -- 06:32, 8 July 2012 (UTC)
 * Cooking always takes some time :D Changed to [A] -- 19:53, 8 July 2012 (UTC)
 * If you one-hit animals with a flame bow they drop cooked meat. If a fire aspect sword shouldn't drop cooked meat why do flame bows drop it? 13:40, 10 July 2012 (UTC)
 * Changed it back to a bug since flame bows do work properly. Also the animals do burn after you hit them with a fire sword. Why shouldn't the meat get cooked (burn) after you killed them? -- 12:08, 10 July 2012 (UTC)
 * I think it is a bug - the mob should catch fire before the damage is dealt to fix it. Bows with Flame do correctly one-shot animals and give cooked meat - swords should too. ( 22:05, 11 July 2012 (UTC)
 * To me other way around. It's bug that bows do cook with one hit kill. This bug reported isn't even an annoyance to me. But I don't vote for removal, cause I believe it does annoy someone. -- 07:15, 23 July 2012 (UTC)

undefined Slime will sometime appear to fall into the ground, but appear above ground shortly thereafter. Happens to all sizes. The ground below was even, not even any 1x1 holes. screenshot. I only saw it while the slime were jumping against a wall, but I didn't look too hard for other cases. 15:46, 12 July 2012 (UTC)

undefined Angry Wolves spawned from Custom/Modified Monster Spawners (wolf spawners that spawn wolves with an Anger tag of 1) will not attack the player unless the player attacks them first, rather than being auto-aggressive/hostile as angry wolves created normally (by hitting a wolf) are. -- 23:42, 12 July 2012 (UTC)
 * Are you in Creative mode? ( 23:59, 12 July 2012 (UTC)
 * Nope, should have clarified. I am in survival, and the wolves will never attack you on any difficulty unless you attack them first. -- 03:40, 13 July 2012 (UTC)

undefined Dogs will often run in circles and walk off cliffs or tall buildings, killing themselves. When following the player, they will sometimes move to the side and run off tall buildings. This could be summarized as odd behavior of dogs that cause them to fall from high heights. 17:36, 13 July 2012 (UTC)

undefined Mobs sink underground at intervals. In fact I think I've encountered similar problems as a player. You get 'stuck' on a block for no discernible reason and can't move unless you jump. You just sort of judder in place. Here's an image of an underground dog. She's been down there for several days. How do I get her out again?? --] 21:36, 14 July 2012 (UTC)
 * You can destroy this block to free the dog. This is common in jungle ground-level (or near ground-level) leaves and chickens/pigs sitting in these leaves. -- 06:22, 15 July 2012 (UTC)
 * Agreed. In these past few snapshots, I've noticed a bit of mobs falling a block deep into the ground they're walking on. Usually when they're walking up an ascending walkway that uses slabs and blocks. -- 07:19, 15 July 2012 (UTC)

undefined ? It's rare, but chickens can lay eggs just after they've been killed. --] 22:14, 14 July 2012 (UTC)
 * Not a bug. Intended behavior. -- 06:17, 15 July 2012 (UTC)
 * Why on earth would this be intended behaviour? Please explain. -- 15:48, 16 July 2012 (UTC)
 * I think i may have seen this happen back in 1.8 beta. IMO they're still being tick'd while flying dead so they can lay eggs between being killed and vanishing. -- 02:38, 18 July 2012 (UTC)

undefined Animals spawn inside leaves in jungle biomes. They spawn on grass but tree leaves around won't matter, they will spawn inside them. --

Annoyances

a! If you are traveling in a minecart, tamed wolves can teleport on your route and stop you. Wolves shouldn't have possibility to teleport on rails. -- 23:20, 7 July 2012 (UTC)
 * Changed to a major annoyance.

A Creepers got much dumber on the hard level between 1.2.5 and 12w27a (Server lag?) They often will not cancel explosions even when I have run out of their effective radius, and they often don't see me when I'm close to them, and I can see them head to toe and they're not quite facing me. The effects make them harder to kill but much less dangerous. -- 15:55, 10 July 2012 (UTC)

A There's a layer of white wool clipping through the top of pink sheep. -- 15:34, 5 July 2012 (UTC)
 * Consensus that this is pink, but perhaps too light a shade. Changed to annoyance per discussion, and discussion moved to -- 09:30, 6 July 2012 (UTC)

A Villagers can fall through blocks if walked down from slabs. (haven't tested any other mobs yet.)
 * I have seen this happen to a pig as well (in a superflat world on hardcore). -- 22:09, 7 July 2012 (UTC)

a ? Ghast's fireballs do not explode.
 * If someone can confirm this, please move to bugs because this wouldn't be an annoyance. -- 23:56, 10 July 2012 (UTC)
 * I couldn't replicate. I went to the Nether, and gave myself a spawn egg with cheats to spawn one in the Overworld, and both times the fireballs remained distressingly explodey. -- 03:22, 11 July 2012 (UTC)

a When a player hits other player's wolf, it gets angry and even on exiting and logging in, the wolf will attack that player. Also it seems that wolfs disappear after some time when angry.
 * Edited for clarity and downgraded. I have trouble seeing this as a major annoyance. -- 23:56, 10 July 2012 (UTC)

a Mobs forget about you really fast when they lose the line of sight even if there is no other target around.
 * Downgrading, this isn't a major annoyance. This was reported in the last snapshot; I believe this is an example your annoyance. --23:56, 10 July 2012 (UTC)
 * I think it is intentional that mobs forget about you quickly in Creative mode - specifically if you get too far away from them. In Survival mode I can't get them to forget about me nearly as easily. ( 22:10, 11 July 2012 (UTC)

a Chickens don't collide much with other entities.
 * What does this mean? They don't run into other mobs? Please clarify. --23:56, 10 July 2012 (UTC)
 * If someone can explain this, please do so. If not, I vote for removal. -- 07:19, 15 July 2012 (UTC)
 * It means the player and other entities can somehow pass trough chickens. This also happens with small slimes, so it seems to be common for small entities. --

a While lying in bed nearby mobs instead of looking at the player will look up at the staticion of the player. -- 21:32, 10 July 2012 (UTC)
 * Downgrading. This isn't something wrong, just something overlooked. -- 23:58, 10 July 2012 (UTC)

a The Ender Dragon will destroy Enchantment Tables and Ender Chests, even though they are made out of Obsidian. 23:16, 12 July 2012 (UTC)

a Tame wolves teleport right in front of you without warning. This occasionally results in you accidentally clouting one of your own pets with a shovel. It would be nice if they avoided teleporting into the small target zone staticly in front of and around your crosshairs.-- 18:56, 13 July 2012 (UTC)

a Sheep will not reliably follow you into a pen if you are holding wheat. They will stay outside the fences -- apparently they consider X/Y distance from you, and will not path to get close to you. -- 00:19, 18 July 2012 (UTC)
 * In fact, animals are much dumber now up to a point it's very, very annoying. They stop following you if you climb more than 3~ meters high from them even if you have a line of sight, and switching to wheat randomly works. Sometimes it works right away, and sometimes it takes a whole minute for them to notice you're holding wheat. Running into their 16-block radius holding wheat seems to work 100% though. -- 02:53, 18 July 2012 (UTC)

a Rarely when i was touching the villager in peaceful mode it hit me.no one was there.i don't know if this true but could have been a invisble person.-- 11:34, 19 July 2012(US time)
 * Nonsense. In vanilla Minecraft the villagers never attack anything. -- 17:16, 19 July 2012 (UTC)
 * What you're experiencing is them bumping you into walls. This has already been reported on this page. -- 22:03, 19 July 2012 (UTC)

a When playing with someone on an LAN server, tamed wolves will start to growl if you leave the chunk it is sitting in and will also start to attack the other player on the server as if the other player punched the wolf.-- 11:45 19 July 2012 (UTC)

Fixed/Skipped

f Ghast fireballs can get stuck floating (fixed on Bukkit?) image: -- 02:07, 16 July 2012 (UTC)

Graphical/Lighting
Bugs

undefinedI don't know why anyone else hasn't noticed, but the warmer red torch-light and fire-light which was added in 1.8 doesn't work anymore on most laptop's. on my friend's computer it still works. But on my laptop the light aminating from my torch is just the normal sun-like light.-- 10:45, 23 July 2012 (UTC)

undefined If a zombie is killed while breaking down a door the door can be left still appearing to be partially damaged. Further, if several zombies attack a door, the door can be destroyed while still leaving the damage graphic floating in empty space, and putting a new door in place causes the new door to look damaged. You can even fake a damaged iron door by this method. (Reworded and added new info to existing (unsigned) zombie door bug; ended up completely replacing the old report) -- 20:46, 14 July 2012 (UTC)

undefined Inverted slabs still have incorrect lighting... (IMG) --  15:32, 5 July 2012 (UTC)
 * Why are you using 12w26a in the screenshot when this is for 12w27a? -- 19:06, 5 July 2012 (UTC)
 * I think he just c&p the existing screenshot - where's the problem? -- 20:35, 5 July 2012 (UTC)
 * I've uploaded one from w27a: http://i.imgur.com/gCsKt.png (there are whole plank blocks to the right and left of the half-slabs, for comparison.) 20:38, 5 July 2012 (UTC)
 * I can confirm this is still a bug in 12w27a. I have seen it a few times on my recent projects.

undefined Z-Fighting on water when fishing. They're pretty big patches in the corner of the screen and are very annoying and distracting. Screenshot

undefined Jungle biomes still are a major cause of lag. I am marking this bug as minor unless consensus is reached that it's actually major, despite my own opinions and experiences to the contrary. 00:25, 6 July 2012 (UTC)
 * I've removed the part of this report which has nothing to do with actual bug reporting. Please don't use this as a forum to express your opinions or ask Mojang questions. Use twitter instead. Also split the interface issue into a new annoyance -- 10:20, 6 July 2012 (UTC)
 * I've requested it below and I'll request it here, again. Part of the bug you refiled as an annoyance is still very much a bug with the user interface, not an annoyance.  Would you mind reinstating it to a proper bug status?  It'll probably have to be reworded, though.  How do I get a talk page link to here so I can discuss this on that page instead of here, for bug tracking purposes?  21:40, 6 July 2012 (UTC)
 * I've done some testing on this bug and with the help of the newly implemented /debug command available with cheats enabled, I found that whenever the client enters a jungle biome, the gamerenderer section is allowed to go to town and that part of the pie graph on the F3 screen jumps to 98% and beyond, when in fancy graphics mode. What this does is suck dry available CPU utilization for all other resources, including player movement, shown on the F3 debug graph.  I request that the rendering bugs I'm reporting be treated as major bugs, because if I cannot move around in Minecraft, I cannot play, if I cannot play, I do not see any further point in trying to test and identify bugs.  21:54, 8 July 2012 (UTC)

undefined The Void appears solid blue when looking at it but not in it above y=63.
 * Reworded for clarity. Also here is a video demonstrating it. <> 15:27, 8 July 2012 (UTC)

undefinedmp Right clicking a chest three times in rapid succession makes the chest appear to be stuck in the open position again. Needs a little bit of latency to reproduce. Using the chest once more makes it close as normal. -- 12:38, 11 July 2012 (UTC)
 * Sometimes, the bugged chest will invert its open state i. e. it will close when you are using the chest. -- 12:38, 11 July 2012 (UTC)
 * It's actually just if you right click a chest more than once before it opens. It has been a bug in SMP for a while now - I think chests keep track of how many people are 'in' them by adding to a value when you right click and subtracting when you exit. Thus if you right click twice before it opens, it only subtracts once when it closes. ( 22:16, 11 July 2012 (UTC)

undefined Stairs have misaligned textures. They look different when placed in N-S staticion than in E-W. Often the texture of stairs doesn't tile properly with the rest of the blocks with the same texture (most obvious on Stone Brick Stairs). Backsides of stairs also look rather strange. -- 14:38, 10 July 2012 (UTC)

undefined mp Sometimes when it's either raining or there is a thunderstorm, the sky shows incorrect colours, especially at dawn or dusk. This is also true when in F1 mode while pausing. An effect that rarely happens with the latter bug is the whole pause screen dims and the sky in the background turns an odd colour.
 * Have you ever seen a real storm during a sunset? It's actually quite beautiful and the game shows it very well. I'm pretty sure it's an intended feature.

undefined I got this at night on static Fire:. 16:39, 12 July 2012 (UTC)
 * I'm confused... Does this have anything to do with 12w27a...? -- 07:52, 15 July 2012 (UTC)
 * This happens very often. Especially on nether lava, newly generated chunks have this effect on them. -- 19:25, 15 July 2012 (UTC)
 * It is a bug that happens on 12w27a, so I have reported it here in the 12w27a bug list. Why are you confused? 12:04, 16 July 2012 (UTC)
 * He (and I) is confused because your link is to a forum post about a map to download. It doesn't (on cursory view) mention any bugs or versions of Minecraft. Maybe you put the wrong link in? -- 12:40, 16 July 2012 (UTC)
 * Oh, I see now. You have two links but one is kinda lost in all the blue as "[7]". Looks like some chunks didn't load or didn't draw, which has been reported several times. I'm not familiar enough with the map but assume what you can see is stuff that's there, but you're just missing the middle parts.

undefined On SMP, when players are travelling fast in boats across an ocean for a period of time, player models will disappear.
 * Actually, players can go invisible anytime. I was crossing land with this guy, and his player model was being displayed one block higher than his actual position, even when jumping. Suddenly, the model shifted down and that made him effectively invisible for me. By hitting the air towards his general staticion, he took damage but i couldn't see any feedback on that. And on other times i have seen people sunk into the ground too. -- 19:25, 15 July 2012 (UTC)
 * I noticed the same behavior with both players and mobs in minecarts. It only happened after the player/mob entered the chunks I was in while in the minecart. 20:07, 16 July 2012 (UTC)

undefined Opening a world to LAN will give you a row of bad chunks.

Repeat by:

A: Fly in the air.

B: Wait for all chunks to load.

C: Open world to LAN

D: Move in a straight line

4 tests, 4 rows of unloaded chunks. Always right at the edge of what had been loaded in single player before switching to LAN. 23:38, 17 July 2012 (UTC)
 * I see. Chunks still load when you go near them. -- 07:54, 23 July 2012 (UTC)

undefined Cobblestone stairs sometimes change into the full block, while it still is a stair. If you refresh your game with F3+F, it shows it as normal again. It also sometimes "flickers"(slowly)in your inventory. Other types of stairs might have the same problem, but I have not tested it yet.

Annoyances

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. 00:25, 6 July 2012 (UTC)
 * Very long discussion moved to -- 18:16, 16 July 2012 (UTC)

a! Certain blocks in certain circumstances are incorrectly shaded. I have seen this bug take place under ledges of high cliffs, giving you the wrong assumption that you found a cave when you didn't. This also happens with certain light levels and chests. -- 20:28, 17 July 2012 (UTC)

a Strange water behavior. Floating water connects to an ending water flow one block above. 17:41, 5 July 2012 (UTC)

a The player's feet stick out of the Boat/Minecart. 
 * This isn't a bug; there is merely an annoyance. I'm fairly certain it's been this way since minecarts and boats were introduced. Downgrading and edited for clarity. -- 07:31, 15 July 2012 (UTC)

a The top of the log has the same colour regardless of the type of wood it is. <> 07:57, 9 July 2012 (UTC)

a A minor graphical gripe with the new gravel block: while it is less 'busy' than the old (probably a good thing on the whole), it is also less colourful. This is a shame, and (my complaint) in the inventory menu it's very easy to confuse gravel with cobblestone. I'm actually starting to miss the old gravel style somewhat. -- 17:53, 19 July 2012 (UTC)
 * Ditto. 00:50, 23 July 2012 (UTC)

a When riding minecarts underground in a 1x2 tunnel around corners the 3rd-Person-View resets often to 1st-Person-View -- 18:40, 5 July 2012 (UTC)

a When riding minecarts underground in a 1x2 tunnel around corners the screen blackens for a short moment -- 18:40, 5 July 2012 (UTC)
 * It happens because you enter inside the blocks in the corner -- 22:21, 5 July 2012 (UTC)

Fixed/Skipped f The other players' fishing lines look like they start from the player's feet. -- 08:01, 6 July 2012 (UTC)

f Potion effects lose their graphical effects when you travel to the Nether from the normal world. -- 05:23, 7 July 2012 (UTC)
 * Can you confirm that its the effects that are lost or just the particles? I am almost certain it is just the graphical effects on the player because doing this also removes flame particles from the player but they will still take damage -- 14:13, 7 July 2012 (UTC)
 * The effects apparently still keep working, but the user get no indicators: the inventory screen shows no effects, hunger doesn't change the food meter colors, regeneration doesn't make the hearts bounce, etc. -- 06:45, 8 July 2012 (UTC)
 * Thanks, that means its a graphical problem. Altered report to reflect this -- 10:29, 9 July 2012 (UTC)

Sounds
Bugs

undefinedthere is still one nether portal sound missing. it's the sound you hear while transfering to another demension. this is what I mean. you hear the sound when it sais : entering the nether in the video.-- 10:38, 23 July 2012 (UTC)

! Most of the time the game is launched, sound does not initialize. One must set volume to 0%, reopen the game and put the volume back to >0% to initialize sound. System: Intel win7 x64 platform with VIA HD Audio. -- 12:38, 11 July 2012 (UTC)
 * Sometimes, clicking the volume slider a couple times brings sound back. -- 12:38, 11 July 2012 (UTC)
 * Clicking the volume slider multiple times always fixes the missing sound. -- 12:38, 11 July 2012 (UTC)
 * Opening minecraft from the magic launcher with the log enabled sometimes shows a variety of errors when binding openAL (minecraft's sound library). Any error causes minecraft to cancel loading openAL, and 2 consecutive failures apparently forces the volume to 0 (it can still be adjusted up). -- 13:13, 16 July 2012 (UTC)
 * Can I see a copy of these errors? —  12:17, 19 July 2012 (UTC)

undefined Sometimes when playing music discs the music will stop playing randomly (I don't know why and it maybe only happens in single-player).-- 17.00, 6 July, 2012 (Swedish time)

undefined If you play a music disc and rejoining that world/server the music has stop playing.-- 17.55, 6 July, 2012 (Swedish time)
 * This has been in the game since the initial introduction of Jukeboxes - they do not save the fact that they are playing or how far they are playing when the chunk is saved. In other words, they stop when you leave. I don't think it is a bug. 00:02, 7 July 2012 (UTC)

undefined Rain sound not playing in extreme hills biomes.


 * This is because for some reason, rain particles do not work there, and rain sounds only play when there are rain particles. The actual rain still occurs. 23:59, 7 July 2012 (UTC)

undefined Footstep sounds are too slow, they should be played more often to reflect the walking animation, or the walking animation should be slowed down.

Annoyances

Fixed/Skipped

Chat/Commands
Bugs

! mp Sometimes when using the /tp command to tp to a specific coord, sometimes you can glitch and fall to the void. The client doesn't show so until you relog however other players can. My theory is that it happens due to a lag spike during the teleportation, so it depends on lag. Makes the command completely dangerous and unusable.

! when i try to use a command like "/gamemode 2" nothing happens
 * Does your world have cheats enabled? 19:37, 6 July 2012 (UTC)
 * Noooo.. That's why he could type /gamemode ಠ_ಠ <> 15:32, 8 July 2012 (UTC)
 * You can type commands without cheats enabled. That said, I could not reproduce. On Superflat world, spawned with Creative mode, was able to switch to both Adventure and Survival and back again. /toggledownfall, /time, /tp and /debug all worked fine. -- 01:09, 9 July 2012 (UTC)
 * Setting the game mode to creative will toggle cheats to On, you have to turn them back off after setting it to creative before generating the world. 01:16, 9 July 2012 (UTC)

undefined Most of letters with codes above 128 can't be written via Minecraft. It writes another letter instead, or nothing.-- 17:43, 13 July 2012 (UTC)
 * Alt codes are also unavailable. I don't have a vertical bar or backslash on this keyboard, and i can't use them ingame because it won't let me type in their alt codes. -- 22:50, 13 July 2012 (UTC)

undefined /tell command still doesn't work. First reported by in 12w26a. -- 17:38, 5 July 2012 (UTC)

undefined /say command is not shown in pink/purple, and isn't logged when the admin uses it. Also, it shows the username in square brackets, not console, when used by a player. As with /tell, this has been an issue for several snapshots now (about 10?). --Scott (IP 101.103.131.171) 12:01, 6 July 2012 UTC

undefined Teleporting using /tp command and static coordinates does not work properly, one is taken to correct area, but y coordinate does not seem to apply, and one seems to fall thorough world, and into void sometimes taken to correct elevation after taken some damage and sometimes death occurs sometimes one is not taken to static area but general area around selected coordinates. Outcomes vary widely, but usually it does not end well, recreated on windows vista and 7 on 2 computers. Problem can be recreated at any time by typing /tp  you can find the coordinates you are at by hitting F3

mp Cross-dimension teleports now work but cause confusion: `/tp foo bar` will take foo to bar's coordinates, even if one player is in the Overworld and the other player is in the Nether. The confusion results from TP not changing the first user's current dimension. Seen in 12w27a. 15:35, 9 July 2012 (UTC)

undefined When clicking on links, the warning is still a very light red instead of the darker red that it should be. 03:07, 6 July 2012 (UTC)

undefined mp 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, and there is currently no workaround. First reported in 12w26a. -- 13:21, 6 July 2012 (UTC)
 * (Merged duplicate) The server console / log no longer generates messages to the effect of "$Player tried server command: $foo" (or any equivalent) when a non-op player in the game tries to issue a command to which they do not have access, or which does not exist. 15:25, 9 July 2012 (UTC)

undefined You can no longer use a negative adjustment for "/time add" to rewind the daylight. You can no longer use a negative time set -- "/time set -1000" to give people one game hour to run and find a place to call "home" before the battle begins at 6:00 am gametime.

Work-around: Learn other timestamps. Annoying. Use a pair of /time sets, one for 23000, and then another for 0 to start the game.

Classified as a minor bug because: Used to be possible; cannot see a reason for removing; is useful. -- 23:47, 17 July 2012 (UTC)

Annoyances a Minecraft still says "Saved screenshot as .png", even if German language is activated. In German it should be "Screenshot wurde gespeichert als .png.". I think other languages aren't translated too.
 * Occurs in sp and mp, contrary to other messages (e.g. " fell out of the world") which are in local language in sp (e.g. " ist aus der Welt gefallen") -- 19:09, 5 July 2012 (UTC)
 * Occurs with any language, not only German.
 * This is because that string is hardcoded in the game, and it not editable in the languge files. I think that is because they have to append the filename, and that has to be done through the code. -- 22:58, 5 July 2012 (UTC)
 * You can code it replace specific markings on string. String: "Hello %string%. Isn't it great day", code then replaces "%string%" with needed string. -- 09:24, 6 July 2012 (UTC)

a The tab key doesn't work on Mac os X (to complete command or display people connected).

a The /me, /tell, and /kill commands do not work unless the player is an OP or the SP world has cheats enabled. This is contrary to many previous versions of Minecraft. ( 21:52, 12 July 2012 (UTC)

Fixed/Skipped f  Does not allow using decimals, this causes player to teleport middle of four blocks instead of middle of one. 08:36, 6 July 2012 (UTC)

Menus
Bugs

undefined If you click on the Mojang logo at the start of the game i.e. to regain focus, once the menu shows up it will register a mouse click wherever you clicked. This often opens the world/server selection menus. -- 13:10, 13 July 2012 (UTC)

undefined cr When you holding the E button(open inventory button) the inventory will show up and quick close down.--Swekob 17.41, 7 July, 2012(Swedish time)
 * Is this not intentional? Pressing E with the menu up should (and does) close it, so this behavior seems reasonable when you hold it down. -- 18:44, 7 July 2012 (UTC)
 * Check with the top of this page of how to report add bug tags to your report. Use undefined for minor bugs, and cr for Creative. Corrected. Also, I agree this is likely intentional or, at least an overlooked, feature. -- 19:30, 7 July 2012 (UTC)

undefined When I rearrange servers on the server list it doesn't save the change. -- 08:54, 11 July 2012 (UTC)

Annoyances

a! While Playing, if you press Mouse 4 or 5(Keys often bound for push to talk in voice chat softwares) this will unlock the cursor, stopping you and making the game menu appear. I consider this major since being immobilized temporary in SMP is dangerous, even more in hardcore. -- 16:51, 10 July 2012 (UTC)

a! On the multiplayer server list, servers running a different, incompatible, version of Minecraft display no indication of incompatibility. This can happen, for instance, if a server that was running 1.2.5 decides to update to 12w27a, and the client is still running 1.2.5, or if the client is running 12w27a and a the server is running an older snapshot. The incompatible servers should probably be grayed out, or otherwise marked. -- 17:41, 6 July 2012 (UTC)

a It is good idea to show ping number on server list. -- 20:51, 9 July 2012 (UTC)
 * It already does, you just have to hover over the green bars. But showing everyone's ping number on the player list would be nice, the 'bars' thing can be misleading sometimes. -- 13:10, 13 July 2012 (UTC)

Fixed/Skipped fLoading a singleplayer world, opening it to LAN and then saving and quitting the world seems to leave the server still running and even shows up in the multiplayer LAN world list for the same client. 13:40, 10 July 2012 (UTC)

In-Game Interfaces/HUD
Bugs

undefined When you take a screenshot and open chat in multiplayer, then click the screenshot name, Minecraft treats it as a link. Pressing Yes in the dialog that follows, will cause your web browser to open the link, without any http://, https://, file:/// or any other prefixes. Only applies to multiplayer, since singleplayer can't open chat. Screenshot

undefined Right-clicking to open a chest/furnace when in fullscreen mode (F11) relocates the mouse cursor to the bottom left of the screen each time. -- 01:41, 11 July 2012 (UTC)
 * What OS and Java-Version ? (Works fine for W7 / J7U5). -- 05:57, 11 July 2012 (UTC)

undefined In the Creative inventory, unless on the survival inventory tab, the last hotbar slot is one pixel too short, as demonstrated here. 19:48, 6 July 2012 (UTC)
 * This amuses me because it probably happened a long time ago when I noticed he forgot to add the line at the end of that slot so it didn't have a white line. He said he fixed it, but I guess he must have added it a pixel short. :P -- 21:49, 10 July 2012 (UTC)
 * You can fix it your-self editing  and  . :D  14:48, 18 July 2012 (UTC)
 * Now that I looked there I found weirdness in all 3 files :( 15:42, 20 July 2012 (UTC)
 * Grum fixed both things now :D

undefined When traveling between dimensions, the "Downloading Terrain" screen appears instead of the "Entering/Leaving the Nether/End" screen we know and love, since singleplayer is merged with multiplayer. Because of this, the sound effect that plays when using a portal does not play, either. There is no reason for it to say "Downloading Terrain" when it could just use the old screen. 23:54, 7 July 2012 (UTC)

undefined When playing offline, if you save and quit to title and then load the world again, all maps you have on you will have been erased. 00:32, 16 July 2012(UTC)
 * I wonder if this is related to the signs having no text. If it is, the maps probably have the data, they're just not showing it. -- 12:43, 16 July 2012 (UTC)
 * I don't know about that, whenever I hold the map again it does the little loading thing again. -- 22:05, 19 July (UTC)
 * You could test by exiting your world and then loading it in the release version (not a snapshot) to see if the maps come back. -- 22:07, 19 July 2012 (UTC)

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. 09:36, 10 July 2012 (UTC)

a! It is impossible to type in alternate scripts in Minecraft. Because of this, in certain languages the search function is unusable except for music discs. 01:36, 8 July 2012 (UTC)

a Brewing tab shows ghast tears, cuts off with potions, then resumes showing ingredients. 19:21, 7 July 2012 (UTC)

a Some Splash potions are mixed together with regular potions in brewing tab before the list of splash potions occurs. 19:21, 7 July 2012 (UTC)

a Now that the other wooden stair types has been added, the "Building Blocks" section needs to be reordered, also Oak Wood Stairs needs to go right before Spruce Wood Stairs. Image: http://h9.abload.de/img/2012-07-05_19.05.556px8y.png

aEmerald Blocks and Emerald Ore Blocks are coloured grey on (Might also apply to other blocks that were added recently) [Note: This entry has been deleted before without a fix being confirmed. In case it is already fixed, feel free to delete] -- 22:33, 5 July 2012 (UTC)
 * IT's a "stone" block so it appear grey - 17:50, 6 July 2012 (UTC)
 * Emerald Ore Blocks may be, but are definitely green. -- 21:50, 6 July 2012 (UTC)

aCreative mode inventory: "Redstone" has trap doors and fence gates, as well as normal doors. "Decoration blocks" has fences (including panes and iron bars), but does not have fence gates. I don't think of "Redstone" when I think of doors or fence gates; I think of fences and gates together.

Implication: A block can/should be on multiple places in the creative inventory screens.

-- 00:17, 18 July 2012 (UTC)

a Pirate (and probably other language options that have thinner writing) is offset and often has an extra set of black lines that can make it very hard to tell stack sizes and read signs.

aMaps now take much longer to create the overhead of the area you are in when exploring.-- 22:10 19 July (UTC)

Fixed/Skipped

Language/Text Files
Bugs

! You cannot use polish letters: ąężźćśńł. Only "ó" is allowed. This bug is on all versions of Minecraft. I hope you will fix this, because it is very annoying in multiplayer chat. -- 12:32, 7 July 2012 (UTC)

undefined When putting a music disc into a Jukebox it says ~"Now playing...." in all languages.-- 18:50, 6 July, 2012 (Swedish time)

undefinedsp Issuing "/kill" in singleplayer creative throws the message " fell out of the world" in current selected language and "Ouch. That look (sic!) like it hurt." regardless of the selected language in English.

undefinedmp Death- and other messages are always in English regardless of the selected language.

undefined There is a bug in one of splashes:

From list of splashes: -- 12:32, 7 July 2012 (UTC) Annoyances

a Bad characters on output commands text in spanish (doesn't occur when chatting): -- 02:48, 6 July 2012 (UTC) (signed, I forgot, sorry)

a Wheat Seeds are just called "Seeds" even though specific variants of many other items and blocks (such as saplings, wood, and stone bricks) are being given specific names for 1.3. 17:54, 16 July 2012 (UTC)

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, 16 July 2012

Fixed/Skipped