Minecraft Wiki
 
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<div style="padding-left: 8px; float: right">__TOC__</div>
<div style="float:right; padding-left: 8px">__TOC__</div>This page's purpose is to list all the bugs players have come across. They pertain to the unmodified, unhacked game. Most of the single-player bugs also apply to multi-player.
 
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<div style="padding: 5px 5px 5px 10px; border: 1px solid #aaaaaa; width: 200px; background-color: #F9F9F9">
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'''Talkpage archives'''
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* [[/Archive 1|Archive 1]]
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* [[/Archive 2|Archive 2]]
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</div>
   
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==SPIDERS==
[[Version history]] also contains newer bugs that may not be listed on this page at the moment.
 
  +
please note, we already decided that neutral spiders do not deserve separate space. spiders are hostile and we understand they turn neutral in sunlight but adding them twice would be like listing burning zombies or hostile zombie pigmen. please stop re-adding them, its cleaner anyway.
  +
thank you.
   
  +
And yet, there are two separate listings for wolves depending on whether or not you've tamed them. Either give spiders the same courtesy or remove wolves from the Neutral section.
Bugs and feature requests can now be logged at [[Get Satisfaction]]:
 
  +
By the way, the Passive section has a typo that cannot be corrected with the page locked like this. The plural of "squid" is "squid", not "squids". [[User:BurningDogFace|BurningDogFace]] 23:19, 4 May 2011 (UTC) Currently there are multiple references to "squids" one in the spawning behavior of passive mobs and another in the list of mobs. [[User:Timberdoodle|Timberdoodle]] 12:07, 12 May 2011 (UTC)
[http://getsatisfaction.com/mojang/ Mojang].
 
   
  +
:Tamed wolves protect you, and follow you around. Non-aggro spiders just ignore you. The behavior is drastically different. Kas 06:11, 8 May 2011 (UTC)
== Both single and multiplayer Minecraft (SSP and SMP)==
 
=== General ===
 
* Occasionally, the level.dat file is re-written, causing you to lose your held items, and generate a new spawn. This will in general corrupt ''both'' the level.dat and the level.dat_old file, and if you don’t have a backup and was using an automatically generated seed, the seed will be lost forever (this will cause strange terrain generation when you will explore new parts of the world).
 
* Sometimes you can see through everything; this randomly happens on all games on all platforms. Toggling the fog distance will change everything back to normal (Default key is F).
 
* ATI users with 6.x drivers will not be able to run the game at all.
 
* The renderer occasionally "conks out" leaving the user with the dirt background or a black screen. If the user has the dirt background and attempts to do anything, it will then give the user a black screen. If you tab out, or try to click or press keys, it will crash.
 
* Some players exhibit lots of lag and crashes when trying to play the game.
 
* For all blocks that use damage values to determine their texture, for example wood and wool, the particles generated when breaking would be that of the base value. <!--What is this? -->
 
* When walking across the corners of holes under a ceiling that is only 2 blocks high, the player will fall 1 block and become stuck inside the block he was walking towards. The visual effect on SSP is that the player will slide towards the hole as intended, but on SMP the player will shake wildly - appearing to continuously fall off the edge - until the direction key is released.
 
* Players stuck in walls (or whose lower-half is in solid block) will slide towards the nearest gap; however, if the player moves against this force, he will repeatedly slide to .21 and then walk back to .11. The player will not slide beyond .3 to be completely out of the wall.
 
* Walking across a series of hatches doesn't make a sound; sounds "collect" until you reach the other side.
 
* Rarely, the game can think you are 1 block high when in water, and permits walking through water as if it was air. Your view will not be affected in both first and third person, but if you are in a one block deep water, the underwater screen shows and you may drown.
 
   
  +
::At the risk of pouring kerosene onto the embers here, I am not actually seeing any consensus on this page about dual-listing of spiders vs. the single-listing of them. If I am in the wrong for this, would you please link the subtopic that determines/resolves this?
=== Audio ===
 
* The openAL32.dll and openAL64.dll that come with Minecraft do not work properly. This sometimes causes Minecraft to crash when players turn sound on in the options menu. On Windows machines, deleting Minecraft's openAL files usually solves the problem, because Minecraft will then automatically use Windows operating system's copy of the OpenAL DLL, which works properly.
 
* The audio position of the player lags behind where the player actually is. The supplied OpenAL DLLs lack 3D audio so it's hard to notice. However if you replace these DLLs with alternatives (such as the ones provided by the Creative drivers) you can notice that when you walk the footstep sounds are generated from where you were coming from, rather than directly underneath you. It is disputed whether this is a bug because it is not noticed with the provided DLLs, and 3D audio is something the game was not intended to support.
 
* When [[Jukebox]]es are mined, the [[stone]] mining sound is played.
 
   
  +
::Personally, I'm fine with the multiple listings for the time being, as while it does add a certain amount of clutter, I don't think that clutter exceeds the need for clarity in the reactions of mobs to the player. If and when Notch adds more mobs, then we would obviously need to revisit this in the future. If we do go with a single listing, however, I would urge a single listing guideline using the mob's default spawning aggro rating as its placement rule (so spiders as aggressive, wolves and pigmen as neutrals). -[[User:Wulfenbach|Wulfenbach (not on fire for once)]] 02:58, 14 June 2011 (UTC)
=== Terrain Generation ===
 
  +
I agree with this, we should list the mobs state when they spawn under default conditions wolves are listed three times which is just redundant. [[User:Timberdoodle|Timberdoodle]] 17:36, 4 July 2011 (UTC)
* Sometimes, the game may reset the [[seed]] that the map generates from. This is a result of tweaks of the seed and terrain generation code that are regular parts of the game's updates.
 
* The "same chunk rotation bug" that has been solved in version 1.3<ref>http://getsatisfaction.com/mojang/topics/terrain_generation_is_a_broken_scrambled_mess</ref> still exists for all caves in generated worlds. The solution to it should be similar to the terrain bug. <ref>http://s3.amazonaws.com/satisfaction-production/s3_images/432955/cave-chunk-rotation.jpg</ref><ref>http://getsatisfaction.com/mojang/topics/chunk_rotation_bug_in_cave_generation</ref>
 
* Large sections of "floating blocks" have been generated on new worlds for some clients<ref>http://s3.amazonaws.com/satisfaction-production/s3_images/482375/errorworldgen_inline.png</ref> from a world in 1.5_01. The error only seems to appear in coastal areas in a large scale, floating blocks include: dirt, leaves and logs so far with select ores. Snow blocks seem also to appear on water.<ref>http://i1204.photobucket.com/albums/bb402/speratus/2011-06-04_223912.png</ref> <ref>http://i1204.photobucket.com/albums/bb402/speratus/2011-06-04_223938.png</ref>
 
* Very rarely, the map can generate a floating tree on a normal forest area. {{cn}}
 
* Trees or Snow layers may generate above water/lava lakes, resulting in floating trees or snow layers. If you walk on one of those snow layers you will fall through it. <!-- Picture, ideally-->
 
* Water and Lava lakes can appear inside oceans, replacing the blocks. {{cn}}
 
* If you save and quit a game while holding a iron sword then create a new world your character will temporarily appear to have the sword in his hand. <!--Presumably all swords-->
 
* New maps will only generate clay when the z and x coordinates match, if all other conditions exist. This greatly reduces the amount of potential clay generated in a world.<ref>http://www.reddit.com/r/Minecraft/comments/hof4w/clay_formula_in_166_xz/</ref>
 
* There may be a hole in a dungeons floor, because a lava/water chamber may generate in the same place.
 
   
=== [[Lighting]] ===
+
== FISH ==
* There is a lighting bug in which levels below 32 are lit, causing immense lag when loading chunks. This effects the Sky Lands map and the Far Lands. <ref>[http://www.minecraftforum.net/viewtopic.php?f=17&t=317318</ref> <ref>[http://www.aleyria.com/forums/viewtopic.php?f=9&t=512</ref>
 
* Smooth Lighting doesn't work when shadows are cast on water. <ref>[http://i263.photobucket.com/albums/ii134/LaurensK90/shadow.png Example]</ref>
 
* Smooth Lighting acts weird on certain blocks like signs, doors, half steps, and stairs. <!-- Missing any, feel free to add. Please explain 'wierd', though. -->
 
* On some systems, nighttime can appear excessively dark.<ref>http://getsatisfaction.com/mojang/topics/default_gamma_is_wrong_aka_the_notchs_monitor_sucks_bug</ref>
 
* Blocks placed above snow-covered grass cause the lower blocks to appear darker than they should, but only with smooth lighting. <ref>http://getsatisfaction.com/mojang/topics/snow_lighting_turns_black_when_under_another_block</ref>
 
* There exists an underwater lightning problem which is most likely located at chunk borders. <ref>http://i.imgur.com/YJKXO.jpg</ref>
 
* The top face of a button will appear darker when smooth lighting is on. This does not matter on what other lighting or blocks is near it. {{cn}}
 
* Occasionally, some chunks of the map do not update with the day/night cycle, <ref>http://i53.tinypic.com/10r4jth.jpg</ref>. Also, even in caves or closed environments the player can still see lighting bugs. <!--e.g. An area has full light and it has a small spot of full darkness next to it. This error can also be done with the World Edit plugin. When the spot is edited, it changes to normal.-->These glitches are fairly common and can cause multiple problems. Usually waiting for a moment or toggling fog will fix this.
 
* Some mobs <!--pigs and sheep confirmed-->will alternate between looking slightly darker, and normal "brightness", as they bob up and down while floating in water.
 
   
  +
While browsing the mob files i came across fish, it had all the needed coding, but was missing a model. I think a fish mob page should be made and added to the unused catagory until notch finishes them. [[User:Golby|Golby]], 3:41 PM, 20 november, 2010 (EST)
=== Stereoscopic 3D ===
 
  +
:I personally don't think it should. it has no model, and so, cannot be spawned. once the unused code is tied with a model, then we should add it. IMO at least. feel free to mention it in the [[mobs]] page though.--[[User:Kizzycocoa|Kizzycocoa]] 14:46, 20 November 2010 (CST)
* Stereoscopic Minecraft has issues rendering chunks other than the one you spawned on and the ones directly around it.
 
  +
Wait. Is there a model for fish yet? Because you can fish them.[[User:Lakeway13|Lakeway13(ADHDman)]] 18:53, 2 June 2011 (UTC)[[User:lakeway13|lakeway13]]
* Obsidian is too dark for the 3D to work at times.
 
  +
2:48 PM, 2 June, 2011 (EST)
   
  +
No, there isn't. It's a food item for now. <font color="Blue">C</font><font color="Orange">ali</font><font color="Purple">nou</font> - [[User_talk:Calinou|talk]] '''×''' [[Special:Contributions/Calinou|contribs]] '''»''' 19:22, 2 June 2011 (UTC)
=== [[Achievements]] and [[Statistics]] ===
 
{{main|Achievements#Bugs}}
 
* The achievements "Time to Farm!" and "Time to Strike!" requires a '''wooden''' hoe and sword (respectively), despite the description not specifying and the player being able to build stone or better versions of these tools.
 
* Throwing leather on the ground earns the achievement for killing a cow.
 
* If a [[creeper]] blows up a tree, and you collect the wood, or someone tosses you a block of wood in SMP, you'll still get the "Getting Wood" achievement.
 
* Achievements <!--Statistics as well?--> saved when playing offline and achievements saved when logged into Minecraft.net are separate and do not sync.
 
* Bucket usage is not recorded in the statistics.
 
* The compass in the statistics screen will point toward the equivalent of the spawn in the Nether.
 
* On the Items tab at statistics, there is no tooltip on [[Ink Sac]].
 
   
=== [[Bed]]s ===
+
== Dragon livestream? ==
{{main|Bed#Bugs}}
 
* You can break blocks while laying on a bed.
 
* While sleeping, particles (torches, furnaces, etc.) do not "adjust" to face you, some of them may look flat or even be invisible.
 
* Beds placed in fully enclosed areas (on both sides and with only one space above), or beds placed with no ground even with the block under the bed on either side (with only one space above), can cause you to wake up inside a wall, killing you and potentially destroying your items. This is due to player placement when you wake: if the game cannot place you on the ground level with the block below the bed on either the left or right side, it will place you on top of the bed. If there's only 1 block height above the bed, your head will become stuck in the ceiling, killing you.
 
* Beds cannot be placed on snow.
 
* Beds being broken appear to get brighter.
 
* You can sleep while in a minecart or a boat. You still move with the minecart or boat but you may lose air when sleeping in a boat in water.
 
* You can sleep during a thunderstorm, even during the day.
 
* If you walk very far away from your bed and then die, you do not re-spawn at your bed and instead spawn at your original spawn point, receiving the message "Your home bed was missing or obstructed". This is probably due to the fact that the chunk has been unloaded. <!--How far?-->
 
* Walking on a bed produces the same sound as walking on stone.
 
* If you break your bed while in it, you will enter an odd state wherein materials become less solid.
 
* A compass doesn't point at a bed that you have changed to a spawnpoint.
 
   
  +
On the dragon part it states that notch did a livestream with a dragon in the nether, could someone give a link to this video? [[User:Golby|Golby]], 10:53 AM, monday november 22 2010 (EST)
=== [[Bone Meal]]===
 
  +
:Correction; ghast. What do you think of the new mob images?
* Bone meal can be used uselessly on fully grown seeds.
 
   
  +
== There can be way more than 14 freindly mobs at once. ==
=== [[Chest]] ===
 
* Both single and large chests can be opened when a [[Opacity|transparent]] block is placed on top of them.
 
   
  +
Just take a look at this ridiculous chicken rave.<br />
=== [[Crafting Table]] ===
 
  +
[[File:2010-12-20 14.58.43.png|thumb|none|600px]]
* Unlike other wooden blocks, axes aren't the most efficient tool to use to destroy crafting tables.
 
   
=== [[Door]]s ===
 
* If you close a door on yourself and jump, you can stand on the lower half of the door. This can be used to climb on top of doors.
 
* If you stand in an open door and close it, you are standing inside the door and can exit either way. It does not push you away.
 
* When opening and closing a door, the sound it makes is randomly chosen between the open and close sounds, instead of specifically using the open sound for opening the door, and the closing sound for closing.
 
=== [[Egg]]s ===
 
* When thrown, eggs release snowball particles.
 
   
  +
I think there is WAY more than 14 chickens in there, don't you?--[[User:Ikalpo|Ikalpo]] 14:08, 20 December 2010 (CST)
=== [[Farmland]] ===
 
* Saplings can be planted on tilled soil, however they may not grow even when [[Bone Meal|bone meal]] is used.
 
   
  +
: Spawners (like you have in this picture) behave differently than global mob spawns. --[[User:80HD|80HD]] 17:07, 4 March 2011 (UTC)
=== [[Flint and Steel]] ===
 
*If you attempt to light glass,farmland or cacti on fire, the durability of your flint and steel is lowered without any flames appearing.
 
   
  +
That may be so, but I don't think the limit is 15 for normal spawning, I think it's been upped to 20, if I'm reading the code right [[User:Nosrepa|Nosrepa]] 21:17, 9 May 2011 (UTC)
=== [[Furnace]]s ===
 
* On destruction, furnaces may not drop a single item from the burn area. {{cn}}
 
* When opened, lit furnaces are brighter than a furnace not open.
 
   
  +
Maybe 32, on a SMP server with a plugin (not killing squids, no monsters, no tamed wolves), I did /butcher many times.
=== [[Ice]] ===
 
  +
1st time : Killed 29 mobs.
* Ice blocks do not have the slide effect on their border if no other ice block connects on them. Player will not slide even if the ice block is supporting him (ie, the ice block borders air). See reference<ref> http://img696.imageshack.us/img696/4164/20110608233523.png</ref>, walking around in grayed-out area will not have the slide effect.
 
  +
2nd time : Killed 27 mobs.
* You can see chunk borders in ice.
 
  +
3rd time : Killed 26 mobs.
* Ice generation is based on the seed, not the terrain. If the terrain generation changes, the areas where ice will grow will change. <!--Unclear-->
 
  +
There can definitely be more than 15 peaceful mobs on the map at one time. For a long time I was at war with the pigs cause they stormed my greenhouse complex. I counted 54 porkchops which means there were 27 pigs at least. This was in Beta 1.2. [[User:Timberdoodle|Timberdoodle]] 12:51, 10 May 2011 (UTC)
* Non-level water surfaces directly under ice allow you to see underwater as if there was not any water there. The top of the flowing water does not render.<ref> http://img828.imageshack.us/img828/8774/20110608224548.png</ref>
 
* You cannot see water through an ice block. <ref>http://img232.imageshack.us/img232/20/20110608231847.png</ref>
 
* You cannot see ice blocks through water. <ref>http://img233.imageshack.us/img233/6376/20110627012026.png</ref>
 
* Single blocks of ice that are melted via torch, glowstone, etc do not flow. This is because the water/ice block does not update. Placing a block next to this water block will cause the water to flow.<ref>http://img827.imageshack.us/img827/2752/20110613181704.png</ref>
 
   
=== Interface ===
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== History Page? ==
* You are unable to directly swap items in your inventory if the two items are same. This is important if you would like to swap the same item type with two different durability values. This is a result of the way combining stacks works.
 
* If a player enters a world, toggles debug mode (F3), then exits the world with debug mode still on, debug mode will still show.
 
* If the player rides a vehicle and then opens their inventory, the player's hands will shift position in their view. This is most noticeable when the player has a [[Map_(Item)|map]] as their active item, and persists until the player opens their inventory again, even surviving reloads of the world.
 
* Items go under blocks when being moved in inventory screens.
 
* Pressing a jump, movement, or sneak key at the exact same time as opening the inventory will cause the action to be held. The inventory may then be closed, and the action will continue until the according key is pressed or the inventory is opened. Multiple keys may be "toggled" in this way.
 
* Opening the inventory while the player is sneaking will cause you to not able to click and drag items. Anything clicked will instantly be taken to or from hotbar. Survives world reloads and client reloads.{{cn}}
 
* When player touchs a 2 blocks high pillar in 3rd person mode, the characters shadow displays on top of the pillar.
 
   
  +
I think that there should be a history page, rather that keeping all of the past drops in each seperate article, we could make one HISTORY article.
=== [[Lava]] ===
 
* Sometimes, lava won't cause damage. More common in SMP.
 
   
=== [[Lighting]] ===
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== NEW MOB!! ==
   
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recently I found octopuses. aquatic mob, dunno peacefull/difficulty, but I kiled 1 and they drop ink bags.
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they are 1 tall 1 wide 2 long, and I think they spawn if theres a 3 deep water hole.
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thats my 50 cents.
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:Please don't spam THIS website with the fact that you just found something that people have certainly already found. Thats what the forums are for. [[User:MoonBeans|MoonBeans]] 13:23, 16 January 2011 (UTC)
   
=== [[Mobs]] ===
+
== Ghosts ==
* Creepers may spawn in open areas with torchlight.
 
* Squids can spawn in any body of water, regardless of size. So, squids can rarely spawn underground.
 
* Tamed Wolves will attack you if you shoot yourself with an arrow. This can be achieved by looking straight up, shooting an arrow, and moving forward a small bit to compensate for a small amount of curve. Another way is to shoot an arrow at the ceiling and stand directly under it and destroy the block the arrow is on. This will cause the arrow to drop and hit you.
 
* Sometimes a tamed wolf may get stuck in the wall, causing it to suffocate. You can save them by breaking the block they are stuck in.
 
* Slimes despawn as of Beta 1.5, as they never used to before.
 
* Mobs may emit their idle sounds while dead.
 
* Skeletons' fired arrows originate from a block above their body.
 
* If the player is chased by mobs and makes a lot of curves, a mob may move at a wrong direction for a very short time.
 
   
  +
I'm pretty sure Notch was just talking about the weird phasing of Mobs that happened when you had your difficulty set to Peaceful and '''not''' a new mob. --[[User:Spolin|Spolin]] 02:00, 15 January 2011 (UTC)
=== [[Paintings]] ===
 
  +
:Seconded. [[User:SteveZombie|SteveZombie]] 12:15, 15 January 2011 (UTC)
* Paintings never use smooth lighting.
 
  +
::He was doing so for sure, I believe he mentions it in his blog. -<font color="#ff9500">St. Fenix</font> <small>([[User:St. Fenix|User]]•[[User talk:St. Fenix|Talk]])</small> 14:07, 16 January 2011 (UTC)
* Light goes trough paintings.
 
   
  +
==Neutral vs Assertive==
=== [[Portals]] ===
 
* Going through a portal causes really high amounts of memory allocations.
 
* After entering a portal the distortion animation can appear even if the player hasn't moved but this will not teleport the player back.
 
* When punching/hitting the portal, it will not emit any debris; although bedrock, when punched/hit, ''will'' emit debris. {{cn}}
 
   
  +
I was wondering if calling Zombie Pigmen neutral is completely accurate, or possibly misleading. I think that changing the terminology to assertive makes more sense. Afaik assertive usually means that something will stand up for itself when attacked... which seems to fit the Zombie Pigmen quite well. If an admin thinks this is a good idea then I would appreciate them changing it for me, as I'd rather not make such a big change on my own.
==== [[Redstone Repeater|Repeater]] ====
 
* A repeater will freeze upon save and reload of a world.
 
* Repeaters won't power doors/hatches directly or through adjacent blocks.
 
* If a Redstone Repeater changes state, any shot arrows will act as if the block was removed, but still remain on the repeater.
 
   
  +
:Not necessarily. Assertive means it stands up for itself, not just when attacked. Neutral at in between hostile and peaceful, I say leave it at that. -[[User:F1racer101|F1racer101]] 13:26, 21 January 2011 (UTC)
=== [[Rails]] ===
 
* Water that flows onto a powered rail destroys the rail, instead of returning it to item form like it does for normal rails.
 
* Rails can be powered without any redstone, as seen here <ref>http://www.youtube.com/watch?v=zHiqO3vPxPA</ref>, allowing players to create cheap, functional minecart tracks.
 
* Powered rail fails to return to the unpowered state if a nearby block above it is powered, as seen here <ref>http://www.youtube.com/watch?v=hmyYv_Vswys</ref>.
 
* North/South oriented powered rails act as curved corner rails if it is powered '''and''' there is a track heading east from it.<ref>http://www.youtube.com/watch?v=f_p4Sk6Ie84</ref><ref>http://www.minecraftforum.net/topic/275820-bending-powered-rails/</ref>
 
   
  +
:Again, Simply a variable(or whatever you want to call it with that meaning) category would solve all these problems. It is entirely accurate and would make the page much less cumbersome.[[User:Theesexiestman|Theesexiestman]] 09:11, 6 May 2011 (UTC)
=== Score ===
 
* When the player dies, their score is displayed as "&e0".
 
   
=== Seeds ===
+
== npc villages. ==
*In certain afflicted areas, placing seeds on two adjacent tilled dirt blocks will cause them to disappear, and drop a resource approximately the same percentage of the time if you had destroyed the freshly planted seeds with your hands. If you place one seed with no adjacent seeds on the inflicted area, it will disappear after a while.
 
   
  +
There has been much talk of notch adding goblin npcs into the game, but there is evidence of npcs already being in the game. For now I have added this into the article.
=== [[Stair]]s ===
 
* When climbing stairs, the camera shakes a lot more than when descending stairs.
 
   
  +
Reference:the bluexephos minecraft multiplayer survival series, mainly the last five episodes. I'm sure others have corroborating evidence.
=== [[Torch]]es ===
 
  +
:You mean Terrorvale? That was staged. There are no NPCs in the game without modding it. Old_Peculier was played by Hannah or someone else, but he was DEFINITELY not an NPC. Simon and Lewis probably didn't know it but their crew built all that role play. Otherwise it would have required insane amounts of acting skill to sound unknowingly. --[[User:Flippeh|Flippeh]] 12:41, 22 January 2011 (UTC)
* The smoke particles from a torch can move up through solid blocks; smoke from a torch immediately below a solid floor may be visible above the floor.
 
  +
:Never, ever take events occurring in a video recorded on a multiplayer server as genuine. Were it real, the internet would know about it already. [[User:SteveZombie|SteveZombie]] 13:53, 22 January 2011 (UTC)
   
=== [[Water]] ===
+
== Bears ==
* Water currents do not push [[minecart]]s or activated [[TNT]] [[entity|entities]] around.
 
* Items which are detached by water (such as flowers, redstone dust, and rails) will disappear and not drop a resource if water flows onto them directly downward.
 
* It is possible to place water using a bucket in the space occupied by a detachable block ''or'' a ladder (but not a sign or slab) and the water will replace it without dropping a resource.
 
* When player is underwater, player and the environment looks bigger.
 
   
  +
I've seen pictures and believe that there are bears in Minecraft. Brown bears...
=== [[Weather]] ===
 
* Thunder sounds play even at bedrock.
 
* Clouds pass through solid blocks and can enter sealed off areas.
 
* Rain can't be seen through glass.
 
* Rain falls over the clouds.
 
   
  +
: [http://www.minecraftforum.net/viewtopic.php?f=25&t=86929 Mo' Creatures] has bears and a lot of other creatures. [[User:IChrisI|IChrisI]] 05:32, 30 January 2011 (UTC)
===Mac OSX===
 
*It seems since Beta 1.6.6, some Mac users have been reporting Minecraft crashing constantly. Setting the render distance to Tiny helps stop the crashing.
 
*Cannot take a screenshot when the window is maximized.
 
   
=== Skins ===
+
== Special/Daytime? ==
*The Head Accessory Front portion of the skin doesn't seem to register in either SSP or SMP (meaning masks and hoods don't work properly).
 
*If a player wears a helmet while his skin has a head accessory portion and he sneaks, the portion appears outside the helmet.
 
   
  +
Maybe a subtopic as to which mobs die during the daytime/rules governing that?
== Survival Single Player (SSP) ==
 
=== General ===
 
* Advanced OpenGL will often clip visible areas, especially if you rapidly turn your mouse.
 
* Sometimes blocks will fail to render, creating massive holes on the ground and walls, allowing the player to see caves and dungeons under the map. <ref>http://i1204.photobucket.com/albums/bb402/speratus/2011-05-27_200639.png</ref> <ref>http://i1204.photobucket.com/albums/bb402/speratus/2011-05-27_200700.png</ref>
 
* On Linux, Minecraft loses its mouse focus on every click to X Window for a very short time. If a pressed key is released at this moment Minecraft won't register. This will cause the player to move even if the movement key isn't pressed anymore. This is due to a bug in LWJGL that was fixed in LWJGL 2.6. Replace Minecraft's copy with [http://lwjgl.org/download.php a newer version of LWJGL] to fix this issue. <ref>http://getsatisfaction.com/mojang/topics/stuck_keys_under_linux_unrelated_to_losing_focus_or_opening_the_inventory</ref>
 
* Sometimes mobs within a certain area will stop moving, and entering the area will cause the player to become rooted to the spot and often vibrate wildly. Many animations, such as digging and health recovery will be broken, and mobs that the player hits will constantly loop the damage animation without dying. It is not possible to catch fire. This is often called a 'bad chunk'. Even if the chunk is deleted and generated again the bug will persist.
 
* Selection bounding box breaks ATI cards' anti-aliasing. <ref>http://getsatisfaction.com/mojang/topics/isolated_anti_aliasing_bug_with_method_of_reproduction</ref>
 
* There's a file called ''map.txt'' in the ''achievement'' folder inside ''minecraft.jar'' that causes performance issues. Removing it may greatly increase your performance, but may reset your achievements.{{cn}}
 
* Unable to take a screenshot in full screen mode on some computers.<ref>[[File:FullScreen.jpg|300px|thumb|right|Error whilst attempting to take a screen shot in full screen mode]]</ref>
 
* When using custom biome tinting on leaves, sometimes there are parts of terrain where the leaves are darker than they should be. Trees can even be only partly covered by black leaves. <ref>Custom biome colors causing black leaves: http://i128.photobucket.com/albums/p183/toniworld/Dark_Leaves_from_custom_leaf_biome_color.png</ref>
 
* Occasionally a block mined will not produce a resource block. This seems to be caused by putting the crosshairs too close to the junction of two blocks, causing the target to switch to the block not being mined. The block is destroyed, but the resource is not dropped.
 
* When a block is mined, it will produce a resource block, but will not appear to be mined. This bug normally occurs when much of Minecraft's memory is being used up and can be fixed by restarting the game.
 
* If a player drops an item, saves the game and returns, picks up the item, and closes the game without saving, the item will appear both in the player's inventory and on the ground, duplicating it.
 
* If the game is closed without saving, recently added blocks will vanish, original removed blocks will re-appear and the materials the player used are not returned.
 
   
  +
== Spawn Distance ==
===[[Bed]]s===
 
* If the player right-clicks the bed fast enough, they will recieve a message saying ''This bed is occupied''. This is caused by the last click to attempt to get in bed being performed during the game placing the player in bed, tricking the game into thinking someone is already there.
 
   
  +
Is it true that mobs spawn no further than 24 blocks from the player? --[[User:EnderA|EnderA]] 07:07, 6 February 2011 (UTC)
=== [[Boat]]s ===
 
  +
:I'm quite certain that this is true. I made a pasture and filled it with light, but nothing spawned in it until I moved a distance away, at which point things started spawning almost instantly. [[User:Psycho Robot|Psycho Robot]] 06:57, 11 February 2011 (UTC)
* If you manage to stand on your boat while it is under water, the boat will be unable to rise. The boat will still retain horizontal movement, though, and will often slide out from underneath you.
 
* If you save and reload while in a boat, you will no longer be in the boat.
 
* Exiting a boat will sometimes cause the player to fall through it. This could be fixed by implementing code that would place the player one block higher than the boat when it's exited.
 
* If an occupied boat crashes into an unoccupied one, only the occupied one breaks.
 
* Parking a Boat on a half step port/dock (or Soul Sand) while riding causes damage to player. Sometimes full health is depleted to zero.
 
* It is possible to see underwater clearly by entering the 3rd person view and swinging the camera underwater while in a boat. [http://www.youtube.com/watch?v=92e39CRPuic]
 
* Also if you are in a mining anything while in a boat the mining process is visibly slowed. This also occurs in singleplayer.
 
   
  +
:: Mobs spawn no CLOSER than 24 blocks. This is not true with mob spawners, however... and in SMP you can see mobs spawn closer, perhaps due to lag. --[[User:80HD|80HD]] 17:09, 4 March 2011 (UTC)
=== [[Furnace]]s ===
 
* Furnaces emit light even if its face side is blocked. This is because the block itself emits the light, and it could be fixed by making the block in front of it emit light instead, but only if the block in front is transparent.
 
* When you put coal and a smelting item in a furnace, then leave and re-enter the world, the fire icon glitches and will not shrink until the fuel source is about to run out.
 
* The fire animation may not disappear even after the fuel is consumed.
 
* After an use of a furnace, if there is unused fuel material inside the furnace, it will be invisible and burning animation is still played.
 
   
  +
== Passive mob despawning ==
=== [[Glass]] ===
 
* You can't suffocate while stuck in glass.
 
* If you attempt to light glass on fire, the durability of your flint and steel is lowered without any flames appearing.
 
* If a glass wall is placed next to TNT in water and you stand on the other side of the glass, you will always take only a half heart of damage.
 
* Glass does not affect the orientation of chests and furnaces.
 
   
  +
Does anyone know what the rules regarding the despawning of passive mobs are? I fenced in a pen and flooded it with light, and that night dozen or so sheeps cows and chickens spawned there. Then, in the morning, all of them disappeared but one sheep. The next night, another dozen or so animals spawned, and in the following morning, all but one pig remained. Does anyone know why this happens? Its annoying because I'd like to keep some sheep in there for a permanent source of wool! [[User:Psycho Robot|Psycho Robot]] 06:55, 11 February 2011 (UTC)
=== [[Grass]] ===
 
* It appears that in arctic biomes, next to ice, grass can be generated underwater by the terrain generator.
 
* Grass does not disappear if stairs or glass is placed on top of the grass.
 
   
  +
: Mobs will despawn from unloaded chunks. The one sheep you saw was most likely a re-spawn. You can test this by either dying the sheep, or shearing it and checking back later. --[[User:80HD|80HD]] 17:13, 4 March 2011 (UTC)
=== [[Gravel]] and [[Sand]] ===
 
* Gravel or sand will not fall down if it is placed above a non-solid block, like a torch or flower. If blocks of gravel or sand fall onto a non-solid block, they will accumulate into resources.<ref>[http://www.youtube.com/watch?v=tU1ThMJF1ZI Video]</ref>
 
* If you break a block below gravel or sand and are walking into gravel or sand, you will literally walk into the gravel or sand.
 
* If you allow sand or gravel to fall on you, after moving around it is possible to be in such a position that you will not suffocate and you will be able to see through the sand or gravel and any blocks connected to the sand or gravel. This can reveal caverns and empty spaces. (This doesn't really work as of Beta 1.6).
 
* If you place a [[sand]] or [[gravel]] block then quit the game before it starts falling, upon reload, it will float. If a nearby block updates, it will fall.
 
* When [[sand]] or [[gravel]] is generated above a cave (or any opening), it will float until a space by it is modified in any way.
 
   
=== GUI ===
+
== Giants ==
* In the debug menu (F3) the FPS counter may show ''Chunk Updates'' instead of ''FPS'', usually while generating new chunks.
 
* The debug menu may not be displayed properly when the GUI size is set to Auto.
 
* Holding down or spamming right mouse button while holding down left mouse button will cause the "item action animation" to pause/stutter. The user is still able to mine, cut, etc while the animation has paused.
 
* When clicking the ''Back to game'' button, the click may "pass through" into the game, causing the player to unintentionally execute the left mouse button action.
 
* When in third person mode, if the camera appears to be above the water but the player's head is in the water, the GUI will still be darkened.
 
   
  +
Giants REALLY need their own page. Pretty interesting if you ask me. (In unused, of course.) I mean, PIGMEN have their own page, and all we have is THEIR skin. Not even any information. We need a Giants page. We have their code, (temporary) skin, health, and working mob to be spawned. It's a mob that is in the code but UNUSED. (Hence the name UNUSED mobs), so why is it in FUTURE mobs?
=== [[Ladder]] ===
 
* Spiders can not climb a wall if a ladder is placed on it. (They get stuck in the small edge of the ladder)
 
* Under certain conditions, if you are looking at a ladder, the selected block will toggle back and forth between the ladder
 
   
  +
We also need more info on it (can it suffocate? How tall are they?) There will be more info on it then there are on PIGMEN. I can guarantee it. [[User:Pseudorealism|Pseudorealism]] 01:02, 24 February 2011 (UTC)
=== [[Lava]] ===
 
* Lava can sometimes fail to generate proper lighting into the surrounding area, and will not damage the player. These pools can be traversed one layer without injury - submerging into the lava will cause the player to take damage, as well as force relighting of the pit.
 
   
  +
:Pigmen is a current working mob, gigants isn't.
===Maps===
 
* Sometimes while viewing a map the game will switch to a "saving chunks screen" then end on a black screen.
 
* At times, the player's marker will spontaneously disappear.
 
* Crafting a map underground and using it sometimes makes Minecraft crash.
 
* When holding a map while breaking a block, the map clears and increments the map index to the next number. (map_0 to map_1, etc.)
 
* If you take out a map while [[The Void]] is visible, Minecraft will crash.
 
* Some maps in SMP will display normally while exploring, but once the user relogs vertical lines appear in the map that will not go away.
 
* Sometimes maps will appear with the incorrect number on them, which can be fixed by dropping the map and picking it up again (sometimes more drops than just once).
 
* Apparently right when you load a world - if you turn to the left you will encounter a 'deadspace' where your facing will stop as you continue turning past facing west (map-south). This will cause your facing arrow to 'lag' a few degrees resulting in an incorrect direction by one GUI 'tick'. This 'deadspace' appears to save it's spot. IE if you make 20 complete rotations to the left you can fix the GUI arrow by turning 360° 21 times to the right. And likewise if you make 50 complete right turns, you will not encounter this bug unless you make 51 complete rotations to the left.
 
   
  +
No, pigmen AREN'T a working mob. Zombie pigmen are. Look on the page, all we have is the skin. Go ahead and try to spawn one. You won't find a working "pigman" model to spawn, just the skin. Now try to spawn giants. Look, they're in the code. I've seen spawned Giants before when playing on my server, when we were spawning mobs. Never did we spawn a pigman. BECAUSE THEY DON'T WORK.
=== [[Minecart]]s ===
 
  +
[[User:Pseudorealism|Pseudorealism]] 21:26, 12 March 2011 (UTC)
* If a minecart is partially off of a sloped Powered Rail, in such a way that it does not move, and the player enters and leaves the cart, they may fall through the block beneath it.
 
* In multiplayer (possibly singleplayer too) if a minecart travels a long circle (outside a player's render distance and back again) occasionally the minecart will become invisible and cannot be interacted with, but it will still interact with the world (activate detector rails etc.) All nearby invisible minecarts will become normal again after disconnecting and relogging to the server.
 
* When minecarts are placed on a small circular track, they will gain momentum from colliding with each other.
 
* Sometimes minecarts disappear completely for no reason.
 
* Minecarts can go off tracks or crash through the ground if their momentum is too high.
 
* If you start sneaking right after destroying a minecart, you may crash and get buried, but there is also a chance you will get multiple minecart drops.
 
* When exiting Minecarts when there is a block in front, the user may rarely fall into the block beneath the cart.
 
* If TNT is detonated near a minecart, it occasionally drops more than 1 minecart.
 
* A player/mob can be in a burning minecart without taking damage or being set on fire themselves.
 
* Water does not put out burning minecarts.
 
* When interacting with a Minecart+Chest or Minecart+Furnace while holding a useable item (e.g. filled bucket, bow and arrow, food), the item will be used when the chest is opened (bucket emptied, bow fired, food eaten).
 
* Minecarts will interact with blocks next to the track while turning. When a track turns to North or South and there is a block next to the turn track, a minecart will stop rather than make the turn. This does not seem to happen on turns going to East or West.
 
* When a minecart goes around a U-turn at extreme speeds, the player's viewing angle may not spin around, and will rather stay facing forward. <!--This may require looking in a certain direction.-->
 
* If the player saves in a minecart, they will be ejected from it and multiple copies of it will appear, possibly getting stuck right next to each other so that they accelerate at high speeds. If this happens to minecarts with chests, the items inside the chests will be duplicated as well.
 
* [[Powered Minecart]]s only push minecarts going north-south.
 
* Riding a Minecart into a [[Nether]] portal will no longer crash the game, but will trap the player in the portal block. The player cannot exit the Minecart.
 
*If you fall a great distance in a minecart (any distance that would cause damage), and you fall into water while in the minecart, no matter how deep the water is, you will take the same amount of damage as you would as if you fell without the water with no minecart. In more simple terms, water will not cushion a fall and prevent damage if you are in a minecart.
 
* Strangely minecarts are seem to kill the player when stopping in narrow areas. (Research needed).
 
   
  +
Giants can be killed pretty easily because they don't punch you. But they have a lot of life and I think i remember that I got hurt when the giant walked into me. I didn' know why it appeared but probably someone spawned it. (happend only one time to me so I can't really remember everything =D) [[User:Los Bastardos|Los Bastardos]] 16:42, 7 May 2011 (UTC)
=== [[Mobs]] ===
 
* If a mob is riding a minecart and 2 or more mine carts get stuck in each other, after destroying or moving the carts away from the other carts the mobs will be invisible.
 
* When up close to a [[Zombie Pigman]], the inventory GUI will become much brighter.
 
* Ghasts will shoot at the camera, not the player entity. This frequently causes fireballs to miss you in 1st person. The deviation is even larger in 3rd person view.
 
* Mobs can move briefly before map data is loaded when signing out and loading the world, usually resulting in the mobs getting stuck.
 
* If a wolf is tamed when it's attacking another mob, it may still attack it when on sitting animation.
 
* If a Tamed Wolf is left sitting when you exit the game and you return to the game in offline mode, the wolf will not respond to the command to stand up and follow.
 
* If you hit a pig with a saddle (by left-clicking) it will deal normal damage but it will also place the saddle on the pig.
 
* If a creeper attempts to reach the character by running into a corner, and the block it is on is a ledge with no blocks on its level (or possibly above it), the creeper may stop as though it is hiding, then never move from that spot again unless the player breaks a block or moves the creeper to change these conditions. If the character moves to the other side, the creeper will randomly snap between staring at the player without moving and looking around as though it doesn't see the player. If the player gets close enough it will still explode.
 
* If a block is placed directly above the water, and a wolf swims against it, it gets stuck and suffocates unless the block is removed.
 
* Tamed wolves or any other mob, whether friendly, neutral or hostile, will not avoid harmful blocks, such as cacti, fire, or lava.
 
* If a player descends from a cliff, a tamed wolf will jump off the cliff to get to the player, regardless of the cliff's height, rather than waiting to be teleported.
 
   
  +
== Biome Specific Mobs ==
===[[Nether]]===
 
*The lighting in the [[Nether]] can flicker in the distance as if in a [[weather|thunderstorm]] if there is one raging in the over-world.
 
   
  +
Just my idea: I think it would be really cool if we had Biome specific mobs and npcs. Even if they were just the same mobs with different skins I think it would add some variety. Maybe cave specific mobs as well. We could do it in a similar fashion to pigmen and ghasts in the Nether just limit their spawns to rainforest, desert, etc. instead of the Nether vs. Earth. Comment if you think of specific mobs or like the idea
=== [[Paintings]] ===
 
* Paintings can be placed inside snow.
 
* If a painting is placed on a block with a fence on top, the painting may be 1x2 in size. This can not be removed without breaking the block or fence.
 
* A broken painting will rarely drop 2 paintings.
 
   
  +
: Put this in Minecraft Forums, not in the wiki. [[user:tygor97]]
=== [[Portal]]s ===
 
* Being killed in the Nether will cause though you had teleported back from the location at which you died normally.
 
* Dying while in the Nether will also ignore a changed spawn point (via sleeping).
 
* If the game is closed while entering The Nether, you will be sent to your spawn point on earth without held items, as if you were killed. However, it ignores a when the player's spawnpoint is changed via sleeping.
 
* New portals in the earth don't always create portals in the nether.
 
* When returning from the nether in a portal it can sometimes spit you out in odd places kilometers from your original portal. <ref>http://www.youtube.com/watch?v=y0Z2b23puE8</ref>
 
   
=== [[Pressure Plate]]s ===
+
== Mob spawning range ==
* Pressure plates (both wood and stone) have an odd fade to black gradient when smooth lighting is on.
 
   
  +
I noticed that it doesn't say how close you have to be for mobs to spawn. Does anyone know? --[[User:El Nazgir|El Nazgir]] 19:09, 3 March 2011 (UTC)
=== [[Rail]]s ===
 
  +
:I think the theory was that they spawned from 24-72 blocks away from you. --[[User:JonTheMon|JonTheMon]] 19:13, 3 March 2011 (UTC)
{{main|Powered Rail#bugs}}
 
  +
:: No less than 24 blocks away [[Mobs]]. --[[User:Jazzer008|Jazzer008]] 19:38, 3 March 2011 (UTC)
{{main|Detector Rail#bugs}}
 
* If a powered rail is placed directly adjacent to a slope and the power source is a lever hidden in a hole in the wall, riding over that rail will cause both the minecart and the player to be teleported into the hole in the wall, causing suffocation damage or death.
 
* If a rail is powered by a button that is directly above the rail and there is redstone wire leading from the block right behind the button, pressing the button causes the rail to be powered untill the rail is destroyed or redstone is connected to the rail.
 
   
  +
:::I know they don't spawn within 24 blocks, but there's also a maximum, and that's what I was asking, Jazzer. Not that I don't trust Jon, but can anyone confirm that 72 range (and put it in mainspace)? --[[Image:El Nazgir sig.png|Talkpage]][[User:El_Nazgir|<font color="Green">'''El_Nazgir'''</font>]] 16:03, 15 March 2011 (UTC)
=== [[Redstone Repeater]]s ===
 
* Redstone Repeaters don't always toggle correctly; when a circuit is switched on, some repeaters stay off and vice versa.
 
** Can happen multiple times over the same circuit.
 
** More likely to happen over longer distances.
 
** Removing the Repeater and then replacing it will put it into the proper state, but the problem can come back at any time.
 
*Occasionaly, when walking off of a redstone repeater in a room with a ceiling height of 2, you fall through the floor into the block down and next to the repeater.
 
   
=== [[Sapling]] ===
+
== Zombies cant attack? ==
* A tree can grow on top of a player, suffocating them.
 
* If a sapling grows in to a tree with a leaf block level with a slab it will be destroyed by leaf block and not become recoverable.
 
* Birch and pine saplings will not grow adjacent to walls or other obstacles, like normal saplings will.
 
   
  +
I have noticed zombies and zombie pigmen are having a hard time attacking. Has anyone else seen this?
=== [[Sugar Cane]] ===
 
  +
:Yes, this is a bug introduced in 1.3. It's documented on the [[version history]]. [[User:Doozer|Doozer]] 05:13, 7 March 2011 (UTC)
[[File:Floatingsugarcane.png|250px|thumbnail|right|Sugar Cane generating in mid-air]]
 
* Bugs in the terrain generation code can cause Sugar Cane to float. This is a purely visual bug. You can see the selection box when you look at it, and changing nearby terrain makes it show up.
 
   
  +
== Spider Mob Classification ==
=== [[Snow]] ===
 
  +
Some people think Spiders should be listed twice whenever and wherever mobs are listed; once under Hostile Mobs and again under Neutral Mobs.
* In snow biomes, water and lava lakes can generate below the snow and leave some of the snow floating. Players will fall through this floating snow.
 
* Beds cannot be placed on snow.
 
   
  +
This is redundant and looks stupid. Spiders are almost always hostile and therefore should be classified as such. Arguing 'they are hostile during the day!' is ridiculous because Spiders only spawn in dark places. It also looks stupid and cluttering to have the <sup>(Sunlight)</sup> tag next to the Spider.
=== [[Slab]]s ===
 
* When firing arrows at the opposite corner of the slab, your arrows may clip through and hit the block behind it.
 
* Wooden slabs can currently only be properly collected with a pickaxe instead of an axe. This is caused by all 4 slabs using the same block id, with varying "damage" values.
 
* When walking with 50-100% of your body over a slab, whilst being at the high of another block, the walking sound effect for the slab type will play, rather than the one which you are actually on.
 
* A single slab cannot be made into a double slab if there is another solid block directly above the single slab.
 
* Minecraft places the slab normally first, then realizes it's on top of another slab and combines them.
 
* Torches, and other nonsolid items, can not be placed on single slabs.
 
* It is impossible to be suffocated by single slabs.
 
* With Smooth Lighting on, a slight amount of light can be seen passing through the sides of slabs. This does not affect mob spawning.
 
* If a slab is placed on ice, it still has the "slippery" effect.
 
* If half blocks are placed next to TNT, the damage is significantly reduced.
 
* Neither single nor double slabs displace item entities.
 
* When exiting and reentering the game while standing on a single slab with empty space below,you sometimes fall through the slab.
 
* When putting a slab on a slab which has another slab below it (or more) all slabs combine into one double slabs block, thus losing one (or more) slab in the process.<ref>see example : http://www.youtube.com/watch?v=LIyYUaI0JHs</ref> Also reproducible in 1.6.6 server.<ref>[http://getsatisfaction.com/mojang/topics/unnoticed_slab_problem get satisfaction report]</ref><ref>[http://aureliusm.imgur.com/166slabcollapse#LIOWf image album showing before and after]</ref>
 
* If a sapling grows in to a tree with a leaf block level with the slabs they will be destroyed by leaf block and not become recoverable.
 
* When wooden slabs are mined, the [[stone]] mining sound is played.
 
   
  +
Unless I hear a well established counter-argument within 24 hours after posting this I am going to change it back and that will be that. <small>–The preceding unsigned comment was added by [[User:Daedalus|Daedalus]] <sup>([[User talk:Daedalus|Talk]]|[[Special:Contributions/Daedalus|Contribs]])</sup> 11:04, 16 March 2011 SC2. Please sign your posts with ~~<nowiki></nowiki>~~!</small>
=== [[Tools]] ===
 
  +
:You're hardly in a position to say "I am going to change it back and that will be that", you don't appear to even know how a talk page works, what gives you the right to be handing out orders? Besides, that's not how a wiki works.
* Axes do not break certain wooden blocks faster than hands, like you would expect. These blocks include wooden stairs, fences, wooden doors, signs, crafting tables and jukeboxes.
 
  +
:You keep saying they are hostile most of the time; well... no, they aren't. Level 15 sunlight is present for half of the day/night cycle, therefore they are able to be neutral for half the time. –[[User:Ultradude25|<span style="color:#07E" title="Minepedia SysOp">ultradude25</span>]] <sup>([[User:Ultradude25/t|<span style="color:#081" title="Talk">T</span>]]|[[User:Ultradude25/c|<span style="color:#800" title="Contributions">C</span>]])</sup> at 01:22, 16 March 2011 (UTC)
  +
::That is completely ignoring the fact that Spiders ONLY SPAWN IN DARKNESS of 10 or less and are therefore hardly ever exposed to Sunlight 15 - especially given how they despawn. That IS NOT being neutral 50% of the time. If you insist that it is, you fail at logic and math forever. <small>–The preceding unsigned comment was added by [[User:Daedalus|Daedalus]] <sup>([[User talk:Daedalus|Talk]]|[[Special:Contributions/Daedalus|Contribs]])</sup> 12:32, 17 March 2011. Please sign your posts with ~~<nowiki></nowiki>~~!</small>
  +
:::And spiders are usually out in the open, because they're so big. Which means they're usually in the light once it's day. –[[User:Ultradude25|<span style="color:#07E" title="Minepedia SysOp">ultradude25</span>]] <sup>([[User:Ultradude25/t|<span style="color:#081" title="Talk">T</span>]]|[[User:Ultradude25/c|<span style="color:#800" title="Contributions">C</span>]])</sup> at 01:45, 17 March 2011 (UTC)
  +
::::Unless there are none around in the morning. Or they are under a tree or similar object. Or you find them underground in caves. Or one or more have been chasing you in the night and they are still chasing you when the sun comes up. And if you do not kill the morning spiders, they will despawn when you leave them be for a while. It therefore follows that spiders are almost always hostile and there is no need to list them under both Neutral and Hostile lists. The article for Spiders can make the clarification as I have been saying all along. [[User:SC2Daedalus|SC2Daedalus]] at 10:00 pm, 16 March 2011 (EST)
  +
:::::Err, not to fan this too much, but doesn't everything (friendly/neutral/hostile) de-spawn if you leave them for long enough? By your logic, we shouldn't even have pigmen or a neutral category at all, since while pigmen are normally friendly, they're hostile the moment they get injured near you (since Ghast fireballs can cause them to target you in vengeance), and there's always Ghasts present in the Nether. BTW, I didn't realize that you were a Minepedia Sysop, SC2D. I must have missed the vote. Ah well, we'll have to update the admin page then. -[[User:Wulfenbach|Wulfenbach (not on fire for once)]] 03:03, 17 March 2011 (UTC)
  +
::::::He's not a sysop, he barely knows how to work a wiki. –[[User:Ultradude25|<span style="color:#07E" title="Minepedia SysOp">ultradude25</span>]] <sup>([[User:Ultradude25/t|<span style="color:#081" title="Talk">T</span>]]|[[User:Ultradude25/c|<span style="color:#800" title="Contributions">C</span>]])</sup> at 04:28, 17 March 2011 (UTC)
  +
:::::::Come on Ultra, rule #5. Let's try to keep it all civil enough. his suggestion does reduce the size of the page, simplifying it a bit. I don't agree with that the reduction in information clarity is worth the smaller size, but we can all keep it at least to mild sarcasm, can't we? -[[User:Wulfenbach|Wulfenbach (not on fire for once)]] 06:37, 17 March 2011 (UTC)
  +
::::::::Personally, I think they should only be listed as hostile. Yes, they can become neutral, but they never spawn as neutral. And I don't like them being listed twice, and the small (sunlight) tag just doesn't look as good. --[[User:JonTheMon|JonTheMon]] 13:31, 17 March 2011 (UTC)
  +
:::::::::So, back to this. Single entry for spiders or double? --[[User:JonTheMon|JonTheMon]] 14:51, 26 March 2011 (UTC)\
  +
::::::::Sorry to 'post and ghost' - I have been busy for awhile. Anyway, JohnTheMon hit the nail on the head. There is no sense in listing a Mob twice - it creates clutter. More mobs are going to be added to the game and it will become increasingly tedious to look through categories. I see someone listed wolves twice as well. Completely unnecessary. <small>–[[User:Daedalus|Daedalus]] <sup>([[User talk:Daedalus|Talk]]|[[Special:Contributions/Daedalus|Contribs]])</sup> 11:07, 26 March 2011.</small>
  +
:::::::::Ok, if there is no further objection, I would like to remove the redundancies soon. --[[User:JonTheMon|JonTheMon]] 13:38, 1 April 2011 (UTC)
  +
::::::::::JonTheMon, remove redundancies by creating a classification such as variable, inconsistent, irregular, or fluctuating. I personally like irregular because it seems to be the most accurate. Also, it would make it completely clear that there simply is more to these mobs than attacking or being passive.[[User:Theesexiestman|Theesexiestman]] 09:27, 6 May 2011 (UTC)
   
  +
== Whales-article gone? ==
[[File:Minecraftwaterbug.png|250px|thumbnail|right|Water not flowing into newly generated area]]
 
   
  +
There was an article about whales, but it seems it's deleted. It's now also just mentioned whales one place, there it says it's planned. Why is the page deleted, and are whales confirmed or not? [[User:Tawg|Tawg]] 09:32, 22 March 2011 (UTC)
=== [[Water]] ===
 
* Under certain circumstances, underwater and underlava players can breathe, and see through the water.<ref>http://www.youtube.com/watch?v=HUncgJO3fN0</ref>
 
* Water sometimes doesn't flow into newly generated areas (usually when a cavern is being generated near a body of water).
 
* Unlike [[Glass]], other water blocks are invisible when viewed through a waterfall, even though there is air in between. <ref>http://i263.photobucket.com/albums/ii134/LaurensK90/water.png</ref>
 
* Water source blocks do not regenerate over non-solid blocks such as glass or other water. <ref>http://getsatisfaction.com/mojang/topics/water_thats_2_levels_deep_doesnt_refill_correctly Get Satisfaction: Water thats 2+ levels deep doesn't refill correctly.</ref>
 
* When opening your inventory when swimming, you can only move left or right until you move.
 
* Upon entering a newly generated map, water may be found floating in midair.
 
* Water lakes will not freeze automatically at map generation.
 
* When in third person and underwater, the view will be darkened even if the apparent camera position is above water. And vice versa (you being above water, camera being below)
 
   
  +
The page was deleted because there was no proof. [[User:JesusChrist666|JesusChrist666]] 12:07, 22 March 2011 (UTC)
=== [[Weather]] ===
 
* When lightning strikes, ice, water, portals, rain, snow, and other particles behind it become see through.
 
* You can sleep in a bed during a thunderstorm, even during the day.
 
* When rain puts out a fire on Advanced OpenGL the area will sometimes stay lit.
 
* Sometimes rain and snow both fall at the same time in the same biome.
 
* Rain and snow fall above the cloud layer.
 
* Rain does not pass through signs.
 
* Rain can't be heard over layer 95, which is under the cloud layer.
 
* If you save during rain and load later, you won't hear the rain's ambience sound.
 
* On "Fast" graphics setting, rain still creates particles on contact with the ground, causing slowdown on computers that can't handle it.
 
   
  +
== (Possibly) Wrong or misleading Note ==
=== Mac OS X ===
 
* On some Mac OS X Systems, the World Select screen will not appear at all, making the game unplayable on those Mac systems.
 
* In other cases, the Mojang AB logo will appear green and the title screen and the game in dark areas will appear red.
 
* Since version 1.3, on some Mac OS X systems, when the player closes the game (clicks the X button on the window) the computer will freeze up completely. The mouse will still move, but nothing else responds, forcing a hard shut down and restart. In addition, the system does not acknowledge the issue (eg, no crash report window, no system.log entries). When on an afflicted computer, this rarely may not happen (often after a reboot or game update).<ref>http://getsatisfaction.com/mojang/topics/minecraft_freezes_entire_computer_on_quit</ref>
 
** Afflicted systems seem to be older 32-bit Intel Macbook models, such as those made in and around 2007.
 
** A work-around is to save to the title screen, and then Force-Quit Minecraft, instead of properly closing it.
 
** It appears to only affect users with Intel GMA 950 graphics processers, known for its incompatibilities with 3D games.
 
* Under MacOS X, Minecraft does not respond to either the Quit item in the Minecraft menu or it's shortcut, ⌘Q. This can be fixed by closing the window, then quitting Minecraft.
 
* Pausing the game and expanding the window (+) as soon as the map is loaded causes a kernel panic, forcing you to restart the computer.
 
* The game runs slow on Mac OS X 10.6 using a NVidia GeForce 320M graphics chip, however it runs with 60 or more FPS (average 120) on Ubuntu, using the same system. (Driver support fail)
 
* Minecraft uses an 8-bit depth buffer on many macs, including brand-new high-end ones. This makes distant objects look terrible! It can be remedied by specifying the size of the depth buffer when creating the PixelFormat for the OpenGL context. Changing Display.create() to Display.create(new PixelFormat().withDepthBits(32)) in net.minecraft.client.Minecraft.startGame() fixes the problem. Look at this [http://img10.imageshack.us/i/minecraft8bitdepthbuffe.png/ before] and [http://img263.imageshack.us/i/minecraft32bitdepthbuff.png/ after] screenshot and notice the huge difference.
 
* On some Macs, there is no audio, when you turn on the sound on Minecraft, the game hangs for a minute, then returns to normal, but still no audio. Otherwise, try holding F3 then press S while you are in Minecraft.
 
* Since a recent update (roughly on 5/1/2011) to MacBook Pros (2011 model), there are patches of white in the sky on many users clients. Additionally, the health bars of items are white and the background to the inventory and options menus are completely white. Also, when you sleep it becomes all white as well. Force updating the client does nothing to help nor does updating your Java.<ref>http://getsatisfaction.com/mojang/topics/inventory_glitch</ref>
 
**One user noted that after removing the Minecraft folder in /Users/nickname/Library/Application Support the problem is fixed until you change something in the gfx settings of Minecraft. After you change the settings the only way to fix it back is to remove the folder again (manually switching to the default settings doesn't fix it)
 
**Another user noted that it can be fixed by turning off Advanced OpenGL and then restarting Minecraft. However, the problem returns when the user turns Advanced OpenGL back on. Since the game performs better with Advanced OpenGL on, users still consider this a bug.
 
   
  +
In the Notes section we can read: "If a hostile mob doesn't see you, and you hit it with a projectile, the mob will head in your direction, usually finding you. "
== Survival Multiplayer (SMP) ==
 
  +
From gameplay experience I know this is not true. Perhaps it works if the distance between player and mob is limited, but I can confirm that at about 25 meters the mob will just jump and look around. [[User:Bromazepam|Bromazepam]] 16:41, 30 March 2011 (UTC)
=== General ===
 
* If a player has respawned, he can place blocks on the block he is currently standing on. This will not decrease the block count in his inventory, effectively cloning blocks. This bug only occurs with non-opped players.
 
* Full server world saves do not reliably save the entire world. This can be proven on a single person private server with whitelisting enabled when attempting to do a full server save via:
 
# Disabling incremental level saving with 'save-off' on on Minecraft console.
 
# Forcing a full save to disk with 'save-all' on on Minecraft console.
 
# Archiving and saving the archived world with 'tar -xvzf save.tg world' on shell in secondary system console.
 
# Turning back on incremental level saving by doing a 'save-on' on Minecraft console.
 
* Enormous, cuboid areas (usually one or two chunks) of unfinished map open in random places. Caves, minerals, water, magma and mobs are visible when a Player peers into one of these voids. These areas cannot be walked on, causing a "[user] moved wrongly!" message to appear in the Server; however, players can ride minecarts through them with relative ease. Players can, however, walk "into" one of these voids (if it appears in front of him/her) resulting in the player falling repeatedly until the map renders itself. If the void appears in the middle of water, Players can "float" over the void using a boat. Placing a torch next to one of these "void holes", dumping lava or water nearby, or disconnecting and reconnecting to the server will make the land inside of them reappear. These have become significantly less common since the 1.3 update.
 
* When you sneak (in third person), your character's feet are "in" the ground.
 
* Occasionally, the level.dat file is re-written, causing Minecraft to generate a new spawn. Also occurs in SSP.
 
* Upon being teleported with /tp, chunks will load in order from closest to farthest from the point the player has been teleported from. This results in the world appearing very slowly and glitchy for a while.
 
* If a player stands one block down and to the side from a portal and uses a crafting bench, putting an item into the 3*3 crafting square, they can then wait for between a minute and two minutes, and the portal will bring them to the Nether despite the fact that they are not technically in the portal. This causes the item in the crafting square to duplicate, as well as possibly turning it into a very glitchy item which, after dropped, can be picked up any number of times, appearing in the player's inventory but not disappearing from the ground.
 
* [[Ambience]] sounds do not play in SMP.
 
* You can cause a glitch whilst talking to other players, by holding down 2 or more keys at the exact same time. This causes the keys to go faster than normal for holding down one key. (Spammers exploit this method.)
 
* The world data and the inventory of a player are not saved synchronously. If a player puts an item in a chest and the server crashes, the item will be both in the chest and the inventory of the player (duplicated).
 
* Some players have issues where they can send information to a server fine, but have large amounts of lag when receiving information from the server. This results in SMP being unplayable for players who experience this bug.
 
* Sometimes the client is slightly off on the position of other players, causing them to consistently appear slightly off of their actual position. This can cause players to appear to be inside floors or walls.
 
* When collecting a block/item on the ground, the icon in the inventory's hotbar does not distort for a short time.
 
* Thrown snowballs, eggs and fishing rods have no effect on players, only on mobs.
 
* Eating mushroom stew frequently doesn't return the bowl. The empty bowl is visible for a moment in your hand before vanishing.
 
* Sometimes when connecting to an SMP server, an 'End of stream' message appears. After this message appears, the Minecraft client may need to be restarted or left alone for roughly 5 to 10 minutes before it will work.
 
* Notably with Sand, the sand may continue to hover in the air after being mined out and continue to bob up and down. Placing a block in the spot does NOT override this.
 
* Also, blocks mined on the edge may continue to show the dropped block animation falling repeatedly. Retrieving the block at the top of this cycle will allow one to pick up the block
 
* Occasionally players will become invisible to each other at random times for no particular reason and will subsequently reappear just as randomly. Players may still interact with each other (damaging each other, mining terrain, etc) but will be invisible.
 
* If you disconnect while you are falling, you will not take fall damage, after you reconnect. The same applies for any form of damage. This is due to the 3 second invincibility period after respawning/logging in.
 
* Rain does not appear over sand.
 
* When connecting to a server, the player's disconnect position may be changed or rounded<ref>http://img151.imageshack.us/img151/760/coordinaterounding.png</ref>. This can result in the player position moving vertically to the closest 1x1x2 open space directly above the rounded coordinates.
 
* The server command give executed with amount 0 gives 1 item of the specified type instead of none (or an error message)
 
* Deaths or Player kills are not recorded in the statistics when the player dies.
 
* Blocks regenerate during a lag, so strangely player can suffocate in them.
 
   
  +
I can confirm this too. I have a narrow pit trap where I attack through door windows. At that short distance, the mobs act like they see you and keep walking into the doors. They don't actually see you through the doors though, because creepers don't explode when they are less than 1 block away. Similar behavior with skeletons, they never try to shoot you, but walk closer. I also noticed that mobs do not walk torwards you if you are about 20 blocks way. They jump, and sometimes look at you, but usually do not walk closer. If they do, they sometimes simply stop, not being able to find you. --[[User:Zkyo|Zkyo]] 17:12, 30 March 2011 (UTC)
=== [[Bow#Arrows|Arrows]] ===
 
* Arrows shot onto a wall cause the arrow to create a flickering wobbling repeat of the arrows movement. This happens mainly on glass.
 
* Fired arrows will appear to come out backwards at first, then continue on a regular trajectory.
 
* Arrows often appear glitched and stay in mid air, going back and forth, even if they hit a mob or another player.
 
* Arrows that a player shoots rapidly occasionally hit said player.
 
* This is especially common if multiple arrows are being shot.
 
* A heavy arrow deathmatch causes severe lag on the server, takes minutes to recover. (picking up the arrows helps)
 
   
=== [[Bed]]s ===
+
== Mob Movement ==
* Sometimes when a player is sleeping and other player walks on that sleeping player the sleeping player will fall through the bed and the floor.
 
* Trying to get into bed while sneaking disconnects the player(Illegal Stance).
 
* If someone uses their bed in SMP, other players may get disconnected(Unrecognizable Packet ID: 17).
 
* Attempting to hoe under a bed that would experience the monster spawning error would kick the player that used the hoe (illegal stance).
 
* When right-clicking on a bed constantly before it is nightfall, the server may register that the player enters the bed, while the client believes the player is still not in the bed, causing the error message, "This bed is occupied," even when it appears there is no player inside. Other players will see the affected player moving around while he is in a sleeping pose.
 
* The above "this bed is occupied" glitch sometimes also seems to occur if a player tries to enter a bed mid-jump.
 
* If you try sleeping in a bed on SMP server while standing on it, it will start giving message "This bed is occupied" and you will be allowed to freely walk, but you will be really sleeping. Players will see you move but you will be lying down. You cannot trigger pressure plates while "sleepwalking", nor pick up items.
 
*A right-hinged door (when looking from the outside) will act as though there is no door present and as a result, you will be attacked while trying to go to sleep.
 
   
  +
Please review this thread regarding mob movement: http://www.minecraftforum.net/viewtopic.php?f=1020&t=275209 --[[User:SalinaWyldcat|SalinaWyldcat]] 04:40, 10 April 2011 (UTC)
=== [[Boat]]s ===
 
* If you ride a boat over a chunk of water which did not load properly ( ex. the water is really there, but you can't see it and can see through the whole world ), the boat disappears.
 
* Standing on a boat causes jittering of the player, similar to the old fence bug.
 
* When a Boat gets damaged (by a player), it does not shake.
 
* If you see a player riding in a boat, it sometimes looks like they are running in the boat, rather than sitting.
 
* If you exit a boat, you may get stuck standing on top of the boat, constantly falling and being reset by the server. This is similar to how fences used to act. You can get off the boat by getting out while it is moving, as the boat will slide out from under you and eventually allow you to fall into the water.
 
* This may kick you from the server with message "flying not allowed"
 
* The boat turns in intervals of about 10-20 degrees, making turning extremely difficult in tight spaces. In between intervals of turning, holding left or right will cause the boat to strafe left or right, respectively.
 
   
=== [[Cactus]] ===
+
== Horse? ==
* 1 block high cacti do not always appear, causing invisible blocks of pain. The outline of the cacti cannot be seen, so it is not a rendering issue. Destroying the block underneath the cactus causes the cactus to drop. Disconnecting and reconnecting forces the cactus to appear<ref>http://img594.imageshack.us/img594/478/invisiblecactus.png</ref>.
 
   
  +
Read this.
=== [[Compass]] ===
 
  +
http://getsatisfaction.com/mojang/topics/mounts
* When spawning or crafting a compass in SMP it does not take you to your spawn, it creates a totally different 'north' <ref>http://www.youtube.com/watch?v=0cTsXkH83rs</ref>
 
  +
You my need to cut and paste.
   
  +
:That's only a suggestion from a random fan of Minecraft. Only if Mojang staff accouncing it, we will include it into this wiki. ''--''[[User:R0cketor|<b><font color="Red">R</font><font color="black">ocĸetor </font></b>]]<sup>'''[[User_talk:R0cketor|<font color="Black">talk</font>]]'''</sup> 23:32, 17 April 2011 (UTC)
=== [[Detector Rail]] ===
 
* When placed immediately next to a track switch, will crash the server.
 
* The detector rail uses a stone pressure plate in its recipe, yet behaves like a wooden pressure plate. There is no way to create one that behaves like a stone pressure plate.
 
   
  +
::But he says its "Coming for sure".
=== [[Dispenser]]s ===
 
* When a dispenser dispenses an item, there is no smoke puff and no sound is heard.
 
* Shift-clicking items will cause game to crash
 
   
  +
== Forgetting hostile wolf? ==
=== [[Fire]] ===
 
* If a player touchs fire in a server where damage is toggled off, the character will burn without taking damage.
 
   
  +
shouldn't we add the hostile wolf in the aggressive category?--"_"oyster"_" 21:41, 19 April 2011 (UTC)
=== [[Furnace]]s ===
 
  +
:The hostile wolf is the neutral wolf after it's been provoked. It would be like differentiating between neutral and hostile Zombie Pigman. [[User:Bromazepam|Bromazepam]] 12:14, 20 April 2011 (UTC)
* Furnaces stop smelting items during a severe lag.
 
  +
::If we go with what you say, then spiders shouldn't have daylight, night time division ether! --[[User:Yurisho|Yurisho]] 13:23, 20 April 2011 (UTC)
* Furnaces occasionally turn to another direction after being placed. Appears to be random.
 
  +
:::Why? No. Neutral = harmless until attacked. Aggressive = attacks on sight. Spiders have two separate behaviours, depending on the light conditions. It's appropriate that they're referenced twice. [[User:Bromazepam|Bromazepam]] 13:43, 20 April 2011 (UTC)
   
  +
::::Very true, My bad. --"_"oyster"_" 13:46, 20 April 2011 (UTC)
=== [[Jukebox]]es ===
 
* Setting a jukebox on fire when it is playing a disc may cause the game to crash.
 
   
  +
:::I think it is inappropriate that they be mentioned twice. It's the same animal and we don't have separate pages for the tamed vs. aggressive wolf because it would be annoying and repetitive. There should just be a category called irregular(or something to that effect) which would comprise of all mobs that have special conditions dictating whether they are aggressive or passive.[[User:Theesexiestman|Theesexiestman]] 09:06, 6 May 2011 (UTC)
=== [[Lightning]] ===
 
* Lightning can strike inside houses and caves (is this naturally?). If lightning strikes you inside a cave you will catch on fire (no rain to put you out).
 
* If Lightning strikes a painting, it causes a server exception and crash the server. (Caused by net.minecraft.server.EntityPainting.damageEntity)
 
   
  +
== Mobs' health and damage displayed as hearts instead of numbers ==
=== [[Lava]] ===
 
* If a player touchs lava in a server where damage is toggled off, the player will burn without taking damage.
 
   
  +
I tried to find a mob template page but couldn't, so I'll post this here:<br />
=== [[Maps]] ===
 
  +
currently the details for the mobs in the individual pages display the health and damage they deal as hearts. This is not a good idea because it makes it extremely hard to read. If I write "OOOOOOOOOOO" you can't instantly tell those are 11 Os, while if I write 11 it's automatic.<br />
[[File:SMPMapBug.png|250px|thumbnail|right|Multiple arrows on map only facing one direction]]
 
  +
I really feel that should be changed. [[User:Bromazepam|Bromazepam]] 12:13, 20 April 2011 (UTC)
* When multiple players are using the same map on Multiplayer, the orientation of the arrow only represents the direction the current user is looking, not the player the arrow is representing. When the user of the map rotates, all the arrows rotate.
 
* When the servers view distance is set to a lower number "in my case 5" walking with a map may cause the server to lockup, setting the view distance back to the default of 10 fixed this.
 
* If a player moves too fast horizontally while holding a map (usually from flying or teleporting) Chunks will stop loading for that player, and possibly other players, eventually kicking them out of the server due to timing out, and will not be able to log back into the server until it's restarted, despite other people being able to connect fine.
 
   
  +
:That's how it originally was, then someone decided to change it to hearts and it's stayed like that ever since. –[[User:Ultradude25|<span style="color:#07E" title="MCWiki Admin">ultradude25</span>]] <sup>([[User:Ultradude25/t|<span style="color:#081" title="Talk">T</span>]]|[[User:Ultradude25/c|<span style="color:#800" title="Contributions">C</span>]])</sup> at 13:20, 20 April 2011 (UTC)
=== [[Minecart]]s ===
 
* Engines consume coal but do not move under their own power, making them useless.
 
* Empty/Storage Minecarts start to behave strangely when they are too far away from the Player. They disappear completely, disappear until Players disconnect and reconnect, or suddenly stop on tracks despite having sufficient momentum.
 
* Minecarts load before terrain sometimes causing them to be invisible until they are interacted with. Large transit systems and door water boosters are examples of when the issue occurs. (log out/in to reproduce).
 
* Minecarts being destroyed do not wobble.
 
* When you're trying to send a [[Powered Minecart]] to a destination that is far away, the minecart stops after a while and never reaches its destination. But if you approach the powered minecart, you can see it moving again : you have to stay close to it.
 
* An unpowered [[Powered Rail]] does not stop or even appear to slow down a Minecart when it is travelling very fast.
 
* Three unpowered pieces in a row seems to stop it every time but frequently on the last piece.
 
* If a mob spawns on a powered track circuit it will be pushed around it. <ref>http://www.youtube.com/watch?v=vvoSjjypYZg</ref>
 
* Stacked Minecarts glitch out and jump up and down.
 
* An empty minecart too far from a player on powered rail will come back, when it would stop at the end had a player been with it.
 
* A minecart ridden off a jump damages the ridder just as they leave the jump, not when they land. (witnessed after full boosting by a powered track)
 
* An empty minecart falling more than 3 blocks (enough to deal damage were a player riding in it) and landing on tracks will cause any subsequent rider of that cart to take damage when any fall occurs, regardless of height. If the cart is removed and replaced on the tracks, the damage does not occur. Easily reproduced by placing a minecart on a powered downhill rail 5-6 blocks above a loop-track with a 3-block fall. Sitting in a cart on the 3-block fall track normally causes no damage, but starting the cart on the powered rail at 5-6 blocks, landing it on the 3-block fall loop, and getting into the cart and starting the loop will cause damage on the 3-block fall.
 
   
  +
== '''Charged Creepers''' ==
=== [[Mobs#Hostile_Mobs|Mobs, Hostile]] ===
 
* Shooting animations (Ghast fireballs/opening mouth and eyes, Skeleton arrows) are not always visible. The sound of these actions (Ghast scream and Skeleton "twang") cannot be heard either.
 
* Ghasts' fireballs occasionally do not explode, only lighting a small area on fire.
 
* Sometimes mobs freeze in animation and can not be hit. They disappear after about 2 minutes. They are client-sided, so no other players will see them.
 
* Some users are reporting mobs will be invisible, but can still attack you. On update 11/24/2010 <ref>http://notch.tumblr.com/post/1668140652/smp-health-update-is-out</ref> Notch explained that to see invisible mobs, players must set their difficulty to the server side difficulty or higher.
 
* Sometimes when the character dies, monsters will stay loaded client-side and not be loaded on the server side.
 
* Sometimes players can hit mobs multiple times before the server registers the hit. The hits will then all register at once and the mob will be subjected to several knockbacks at once, flying into the air.
 
* When a mob dies, its corpse sometimes is still visible in the red death animation and vibrates.
 
* The lower half of mobs can not be hit with a melee weapon when you are 1-2 blocks below them. They can, however, be hit from directly underneath.
 
* If escaping a Creeper and they do not explode, they will stay puffed up and explode imediantly after you get close enough, even after giving them the cool down time. While expanded, they act as though they are the size they look, allowing them to jump 2 block heights.
 
* When a mob chases the player, it does not look directly at the player.
 
   
  +
Should there be a seperate page for Charged "Creepers"?
=== [[Mobs]] ===
 
  +
[[User:IhazCake|IhazCake]] 19:58, 23 April 2011 (UTC)IhazCake
* Sometimes, Mobs of all types sink of 1 blocks in the ground, resulting in almost invisible mobs and darker mobs.
 
* Sometimes mobs take no damage falling into running water less than one block deep, even if the player takes over 10 damage falling the same distance into the same water.
 
* Mob spawn rate seems significantly lessened when server view-distance is under 10, possibly related to mobs seeming not to despawn from chunks unloaded earlier than usual due to the setting. Set view-distance back to 10 (default) for proper behavior.
 
   
  +
No because Thats like adding 2 pages for A wild wolf and tamed 1.--"_"oyster"_" 20:01, 23 April 2011 (UTC)
=== [[Mobs#Passive_Mobs|Mobs, Passive]] ===
 
* Squids can fly upwards.
 
* Squid moving on the bottom of a body of water make the normal "footstep" sound.
 
* When a pig is struck by lightning, you get client-side pig zombies that cannot be killed (in addition to the server-side one)
 
* Copious amounts of tamed wolves in a concentrated area prevent the spawning of nearby passive mobs (easily up to 10-chunk radius).
 
* Occassionally after dying a sheep they will still yield wool in their original color (i.e. white).
 
   
=== Mobs, Friendly ===
+
== Spiders 2==
* Occasionally, Wolves can disappear on SMP Servers, Disconnecting and Reconnecting fixes this.
 
* Sometimes after reconnecting to a server, wolves that were previously sitting will appear to be standing. They will still behave as though they are sitting.
 
* Occassionally when wandering a significant distance from a sitting wolf, it to teleport to your location and become active.
 
* Sometimes after you go to sleep or are away for a while, your wolves will appear standing, although they act as they are sitting. This happens in both SMP and SSP.
 
*Wolves can't be tamed if they're in water, but they still consume bones. (Someone confirm this?)
 
   
  +
« Spiders in sunlight is a condition of its AI, it doesn't change the mob like a wolf. » [[User:Moxxy|Moxxy]] <small>([http://www.minecraftwiki.net/index.php?title=Mobs&curid=278&diff=88196&oldid=88192 in diff summary])</small>
=== Mushrooms ===
 
*Mushrooms can spread to workbenches and furnaces (dispensers haven't been witnessed, not yet witnessed in SSP).
 
   
  +
:That's the same, wolves aggressiveness, neutrality or friendliness are also IA conditions… Spiders can be aggressive or neutral, neither case is more accurate than the other: why not put spiders with neutral and say aggressiveness is an AI condition? That's why I think Spiders should be in neutral and aggressive sections. – [[User:Scaler|Scaler]] ([[User talk:Scaler|t]]) 22:45, 25 April 2011 (UTC)
=== [[Nether]] ===
 
  +
::But spiders don't spawn neutral. As [[#Spider_Mob_Classification|above]], they always spawn hostile and might become neutral in sunlight. --[[User:JonTheMon|JonTheMon]] 00:17, 26 April 2011 (UTC)
*The Nether and Overworld Merging together in chunk spawning. <ref>http://i1129.photobucket.com/albums/m506/Capnsquishy/NetherSpawnGlitch.png</ref> [[File:nethersmpglitch.png|250px|thumbnail|right|Nether generating into the overworld]]
 
  +
:::Wolves don't spawn aggressive or friendly neither… I'm not against your solution (even if I prefer the other one), but all mobs should be treated the same way. – [[User:Scaler|Scaler]] ([[User talk:Scaler|t]]) 07:55, 26 April 2011 (UTC)
  +
::::Wolves spawn neutral and only become aggressive when you hit them. And also, they become an entirely different entity when they are tamed. Not only do they have a collar now, they are now perpetual, which is a very significant difference. --[[User:JonTheMon|JonTheMon]] 13:32, 26 April 2011 (UTC)
  +
:::::Again, should be put in a category called irregular(or something to that effect). Also, if at night you have an aggressive spider follow you onto a floor of glowstone then the spider will become neutral again. As for wolves they also attack if you hurt another wolf(in my experience) as well as if you hit yourself with an arrow. Point being these are all special conditions that fit accurately under the irregular category. [[User:Theesexiestman|Theesexiestman]] 09:26, 6 May 2011 (UTC)
   
  +
==meta pigs==
=== [[Note Block]] ===
 
  +
just because notch made a joke about it, does not mean its confirmed. please stop simply undoing it every time someone undoes your work.
* Note blocks and especially note-block-combos tend to react really easily on server's lag. Unable to make any longer noises / songs with note blocks on multiplayer.
 
  +
:You forgot <nowiki>~~~~</nowiki> there. -- [[User:ClapNZ|ClapNZ]] 23:46, 5 May 2011 (UTC)
   
=== [[Painting]]s ===
+
== French article ==
* When copying an SSP world onto an SMP server, paintings are removed in the transition.
 
* Paintings can be destroyed in spawn-protected areas.
 
   
  +
I know this page is locked at the moment, so can any admin please add [[fr:Créatures]] (the french version of this article)?
=== [[Portal]] ===
 
  +
Thanks --[[User:YSelf|YSelf]] 10:57, 7 May 2011 (UTC)
* As of 1.6.X, there is a chance of Minecraft's renderer to stop functioning (you can hear the audio going normally, and the server still registers you as playing), leaving you with a black screen, when you use a portal in SMP. Rejoining the server fixes this, but is a workaround.
 
* When a portal is placed along the edge of a chunk (for example, the entire portal is along the x:-31.5 coordinate), and is used as a DESTINATION portal (as in, it is the portal you're teleporting TO) you will frequently find yourself "falling" before the chunk loads, and will actually end up "stuck" buried up to your waist in the obsidian base of the portal. This results in you being "stuck", bouncing up and down. You can usually free yourself with much struggling and jumping, but it's difficult. (Verified on a 1.6.6 unmodified server, with no client-side mods. - [[User:Moleculor|Moleculor]] 02:05, 13 June 2011 (UTC))
 
   
  +
:No. It goes to the french wiki only. <font color="Blue">C</font><font color="Orange">ali</font><font color="Purple">nou</font> - [[User_talk:Calinou|talk]] '''×''' [[Special:Contributions/Calinou|contribs]] '''»''' 11:51, 7 May 2011 (UTC)
=== [[Powered Rail]]s ===
 
* When riding uphill in a minecart on powered tracks at full velocity, the cart will turn back.
 
   
  +
::He means adding an interwiki link. – [[User:Scaler|Scaler]] ([[User talk:Scaler|t]]) 13:26, 7 May 2011 (UTC)
=== [[Redstone]] ===
 
* As of Beta 1.6, the maximum size of a Redstone circuit is limited by the new server option view-distance.
 
* Since Beta 1.4, pulsars do not work, and many circuits have become glitchy in SMP.
 
* Sometimes after waiting long enough (10-20 minutes?) a pulsar will start to work.
 
* The display of redstone differs from its behavior when placing a block with torch on top next to a redstone wire (as well as on redstonewire-edges).
 
* Giving redstone torches short pulses (via edge detection) causes them burn out, even if there is a pause > 5s between pulses.
 
* As well as repeaters, torches lock their state randomly when being wired for clock generating.
 
* While destroying a block, quickly applying redstone repeatedly will cause you to see textures of different blocks.
 
* Redstone Repeaters occasionally become locked if their chunk becomes inactive while they are in their "on" state.
 
* Occassionally Redstone does not properly turn on/off when you remove/add the block powering it <ref>http://getsatisfaction.com/mojang/topics/smp_repeater_bug?topic_tools=open</ref>.
 
* Redstone torches will sometimes disappear if attached to the side of a block that is in a different chunk (to the east or west) than the torch. They may also disappear under other conditions. <ref>http://getsatisfaction.com/mojang/topics/redstone_torches_disappear_in_smp</ref>
 
   
  +
== Hostiles In Minecarts ==
===[[Signs]]===
 
* When a sign is placed in multiplayer and text is entered (but not finalized), and a torch is placed within 10 blocks of the player who placed the sign (not the sign, but the player), the entered text disappears. Interestingly, when a torch is placed within 10 blocks of the sign placing player BEFORE the sign is placed, any subsequent text entered will not be erased by torches placed OUTSIDE the radius of the first torch, but text will be erased by torches placed INSIDE the radius of the first torch. Oddly, this behavior only seems to occur with torches, though these tests were not exhaustive of the minecraft block set, and further work should be done to verify this claim.
 
* Similar to the above effect, "active" sign text is reset if a cobblestone block behind and to the left of a sign is mined out and regenerated by a cobblestone generator
 
   
  +
When I Was Trying To Make A Trap With Minecarts and a zombie, the zombie killed me when it was in the minecart; can someone add this to Trivia?
=== [[Time]] ===
 
  +
--[[user:Amigopen|Amigopen]] [[User Talk:Amigopen|The]] [[Special:Contributions/Amigopen|Gemini!]] 10:57, 9 May 2011 (UTC)
* The server command /time breaks 'clock based' circuits
 
using a bed to change time does not affect the clock generators. Restarting server fixes it quickly.
 
   
  +
All mobs can mount in minecarts, Try placing more torches, and place glass or '''single''' slabs directly above the minecart tracks. <font color="Blue">C</font><font color="Orange">ali</font><font color="Purple">nou</font> - [[User_talk:Calinou|talk]] '''×''' [[Special:Contributions/Calinou|contribs]] '''»''' 21:03, 9 May 2011 (UTC)
=== [[TNT]] ===
 
* A TNT block meant to drop will enter a repeating fall animation (but not actually fall) when lit.
 
* If a lot of TNT is lit, some TNT may explode but leave behind an image of an exploding TNT block that is almost completely white, and will hover in mid-air while repeating the falling animation. The ghost TNT will not disappear unless the player disconnects and reconnects. (This is a client-side TNT entity)
 
* The explosion result differs between client for ~5 seconds, as soon as the chunks update, the serverside calculated explosion will be shown.
 
   
  +
I Meant That Hostiles Can Attack you when they're in the minecart and i lured the zombie into the minecart.
=== [[Tree]]s ===
 
* Trees that have grown recently, especially packed together in a tree farm, sometimes don't update the client with the leaf positions. This creates "invisible" leaves that the player can't walk through and makes navigating tree farms an annoyance.
 
* Using bone meal to quick-grow trees will sometimes cause "floating" trees to grow with the sapling still at the base. Removing the sapling or using more bone meal can cause the tree to grow into an enormous bundle of leaves with no log base. These leaves will now respawn immediately after being harvested. The only way to remove these glitched leaf blocks is to burn each block individually (fire will not spread for some reason) OR set the floor below the leaves on fire OR build an umbrella above it, the shadow seems to instantly vanquish the leaves. - This glitch is vastly more common when quick-growing trees under another trees foliage. Again, disconnecting and reconnecting will reset these "ghost trees."
 
* Planting a sapling and waiting a bit will sometimes yield tree trunks with weird distributions of leaves, and in some cases, no leaves at all. Trees can also grow but be invisible, making it impossible to traverse a tree farm after a while. Rejoining the server appears to make invisible trees visible again and fire will swiftly cause phantom foliage to be made manifest. You can also place a torch to make the phantom foliage appear.
 
* [[Leaves]] from trees will overwrite some blocks, such as a nearby fence. This is problematic when it renders areas previously thought safe accessible to hostile mobs.
 
* Placing a torch on [[Leaves]] does not make the 'pop' sound for the item being placed.
 
* Birch saplings will not grow in underground tree farms, even though there is proper lighting.
 
   
=== [[Tools]] ===
+
== Punctuation ==
* The last use of any tool causes a block to not drop, unless you normally get a drop from using your hands.
 
   
  +
This isn't about the mobs themselves, but in the bit about charged creepers there should be a coma after the 1.5. I'd do it myself, but this page is locked. [[User:Timberdoodle|Timberdoodle]] 13:02, 10 May 2011 (UTC)
=== [[Water]] ===
 
* Client and server breath meters are not synchronized. This sometimes causes the client to register the player has gotten air, but the server to start drowning early.
 
* In some underwater areas there are lines of lighter spots at the bottom the water, likely on the edge of chunks where the next chunk over used to be empty space (causing light from the side to reach the bottom on the edge of the chunk)
 
   
== References ==
+
== Boss Mobs ==
<references />
 
   
  +
Notch confirmed that there will be:
{{Minecraft}}
 
  +
'major bosses for minecraft with awesome loot'
[[Category:Version]] [[Category:Gameplay]] [[Category:Mechanics]]
 
  +
http://twitter.com/#!/notch/status/75455585725849600
[[pl:Znane błędy]]
 
  +
[[de:Bekannte Bugs]]
 
  +
== Mobs Not Spawning ==
[[fr:Bugs connus]]
 
  +
  +
I've currently finished production of a decently sized Mob-Tower, and was receiving many items at a time while I was writing, and the past few days since I built it, I noticed that not only production was slow, but mobs in general stopped spawning at slowly.
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I didn't really care at first since I was renovating my home in-game and nothing was bothering me, but when I noticed that I was standing in the middle of a non-lit area on Normal with no Mobs spawning, things started to get a little awkward for me. I walked around in dark spots on my map and nothing spawned at all. I even have super-bright spots near the Mob-Tower that produced friendly mobs and a mix of a few rare aggressive ones, but not even they were spawning. I closed the game, re-opened it, and things spawned again for a few seconds. After that though, it happened again. I tried to Google the answer, I tried Peaceful, I tried restarting, everything but make a new map. Not even squids are spawning for me! I was a little disappointed to know that all of my hard work of 3 days and about a week of material gathering turned out for one night of drops only. If anyone wants to edit in an answer, that would be great. And I even checked the F3 mode and searched for caves and dark spots, and there still wasn't anything. Just thought I'd throw that out there if that helped any. :)
  +
  +
Thank you much - Seth.
  +
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: For me, it takes ~ 15 minutes to get a mob grinder to start production. [[User:Drenay|Drenay]] 00:32, 2 June 2011 (UTC)
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Yes, but I also was idle for about an hour with an empty inventory, and I was sure that my game was on Normal. I'm concerned so much to the tower itself, I'm more concerned on Mobs in general not spawning. I just went spelunking on Normal after I used a Nether Portal to another area of the game that was spawned a long time ago I used a large area of for the construction of the tower, and there was friendly mobs there, as well as squid, and some monsters in a cave I'm currently in. I don't know if my original spawn area is "dead" or not, but it is a little concerning since I don't want that hard work to be fruitless...although theoretically Minecraft is a just a game and there is no real reward to the game other than maybe satisfaction of creativity...but...still, I'd like to be able to finish writing my book and enjoy enough TNT to get rid of a large section of the Nether, and yes, I am writing a book and I don't find it relevant to bring that into this since it's Mob discussion really. Anyways, thank you for that information Drenay, but I was able to get my tower to work within seconds of me being at the 24 block distance and shorter, so I don't think it's anything to do with that.
  +
  +
==Charged creepers==
  +
Are already here, so what are they doing still under the 'future' section?--[[User:Dramartistic|Artsy]] 17:00, 4 June 2011 (UTC)
  +
  +
== Humans ==
  +
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There seems to be some mix-upwhen it comes to removed/unused mobs. Humans, who can still be spawned as of 1.6.6 through hacking (spawner name: "monster") are listed as removed, whereas pigmen, who cannot be spawned, are listed as unsused.--[[User:Ghostdancer|Ghostdancer]] 05:30, 7 June 2011 (UTC)
  +
  +
Fixed. Although pigmen are not released yet, they are not 'removed' either; their unused texture is still in the code though, so they might as well be classified as unused. - [[User:DarkAuk|DarkAuk]] 21:48, 11 June 2011 (UTC)
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== Passive mob spawning conditions ==
  +
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Spawning conditions for passive mobs changed since 1.6, what needs to be updated here? [[User:Nosrepa|Nosrepa]] 03:14, 10 June 2011 (UTC)
  +
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== A lot of potential mobs where taken down ==
  +
  +
why? most (exept mimics) had references!--[[User:Yurisho|Yurisho]] 18:52, 11 June 2011 (UTC)
  +
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1 - Minecraft is not a RPG, dragons suck (YES.)
  +
2 - Notch sometimes say it for fun - one tweet is not enough, sometimes. <font color="Blue">C</font><font color="Orange">ali</font><font color="Purple">nou</font> - [[User_talk:Calinou|talk]] '''×''' [[Special:Contributions/Calinou|contribs]] '''»''' 20:56, 11 June 2011 (UTC)
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I took it down because most were just thoughts Notch or Jeb_ had at the time, but didn't go through with. Things change, and if they are '''confirmed''' to be put in, they will be put up. Also, Minecraft is a mix of sandbox and RPG games; dragons don't suck and are still there on the list, genius. </sarcasm> - [[User:DarkAuk|DarkAuk]] 21:42, 11 June 2011 (UTC)
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== Scary monster reference ==
  +
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Who is this 242_girl, used as reference for the supposedly planned scary monster? – [[User:Scaler|Scaler]] ([[User talk:Scaler|t]]) 15:51, 15 June 2011 (UTC)
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:Jeb's girlfriend. –[[User:Ultradude25|<span style="color:#07E" title="MCWiki Admin">ultradude25</span>]] <sup>([[User:Ultradude25/t|<span style="color:#081" title="Talk">T</span>]]|[[User:Ultradude25/c|<span style="color:#800" title="Contributions">C</span>]])</sup> at 04:05, 16 June 2011 (UTC)
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== Scary Mob Fix ==
  +
  +
Notch stated in his most recent tumblr blog update ([http://notch.tumblr.com/post/7009276212/trickling-information-about-the-adventure-update]) that "at least one new mob will appear in the 1.8 update."
  +
Also, jeb_ already put out the changelist for 1.7 ([http://twitter.com/#!/jeb_]), so I think it's safe to assume that the "scary mob" will not be part of 1.7.
  +
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== Chest Mimics ==
  +
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Evil Mojang posted this video ([http://www.youtube.com/watch?v=tC7UgRzZ6WU&feature=channel_video_title]) about "chest mimics, which seem to be a new mob possibly to be included in Beta 1.8. Someone needs to post this on the page.
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:You do realise that is just a fan channel right? –[[User:Ultradude25|<span style="color:#07E" title="MCWiki Admin">ultradude25</span>]] <sup>([[User:Ultradude25/t|<span style="color:#081" title="Talk">T</span>]]|[[User:Ultradude25/c|<span style="color:#800" title="Contributions">C</span>]])</sup> at 01:02, 3 July 2011 (UTC)
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::More precisely, it's the channel of a developer that is working on a Minecraft mod/"total conversion", Evil Minecraft. Chest mimics are a feature planned for the mod. —[[User:KPReid|KPReid]] 01:48, 3 July 2011 (UTC)
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== Bug report? ==
  +
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If a skeleton hits another hostile mob with its arrow (by lure, etc), the mob targeted chases the skeleton. What?--[[User:Amax8|ajmax8]] 21:33, 3 July 2011 (UTC)
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It's called monster infighting. It's intentional. [[User:Timberdoodle|Timberdoodle]] 17:45, 4 July 2011 (UTC)
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== The poor little Giant ==
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Poor creature, there isn't any section for him on the mob page. I can't fill an entire section with what I know, but here is my knowledge about the guy :
  +
* 100 hearts of health => very resistant
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* 5 hearts of damage => Very dangerous
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* Can't burn in daylight
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* (to confirm) Can drown
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* Can ride carts
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* Can't see up to 16 blocks
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* Is 10 blocks high
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So here, we miss the historic, the uses, the bugs, etc.
  +
For the uses, I use giants for some quests on my server.--[[User:Fwd|<span style="color:#0FF">F</span><span style="color:#CCC">W</span><span style="color:#0F0">D</span>]][[User talk:Fwd|<span style="color:grey;"> Talk</span>]] 13:02, 6 July 2011 (UTC)

Revision as of 13:02, 6 July 2011

Talkpage archives

SPIDERS

please note, we already decided that neutral spiders do not deserve separate space. spiders are hostile and we understand they turn neutral in sunlight but adding them twice would be like listing burning zombies or hostile zombie pigmen. please stop re-adding them, its cleaner anyway. thank you.

And yet, there are two separate listings for wolves depending on whether or not you've tamed them. Either give spiders the same courtesy or remove wolves from the Neutral section. By the way, the Passive section has a typo that cannot be corrected with the page locked like this. The plural of "squid" is "squid", not "squids". BurningDogFace 23:19, 4 May 2011 (UTC) Currently there are multiple references to "squids" one in the spawning behavior of passive mobs and another in the list of mobs. Timberdoodle 12:07, 12 May 2011 (UTC)

Tamed wolves protect you, and follow you around. Non-aggro spiders just ignore you. The behavior is drastically different. Kas 06:11, 8 May 2011 (UTC)
At the risk of pouring kerosene onto the embers here, I am not actually seeing any consensus on this page about dual-listing of spiders vs. the single-listing of them. If I am in the wrong for this, would you please link the subtopic that determines/resolves this?
Personally, I'm fine with the multiple listings for the time being, as while it does add a certain amount of clutter, I don't think that clutter exceeds the need for clarity in the reactions of mobs to the player. If and when Notch adds more mobs, then we would obviously need to revisit this in the future. If we do go with a single listing, however, I would urge a single listing guideline using the mob's default spawning aggro rating as its placement rule (so spiders as aggressive, wolves and pigmen as neutrals). -Wulfenbach (not on fire for once) 02:58, 14 June 2011 (UTC)

I agree with this, we should list the mobs state when they spawn under default conditions wolves are listed three times which is just redundant. Timberdoodle 17:36, 4 July 2011 (UTC)

FISH

While browsing the mob files i came across fish, it had all the needed coding, but was missing a model. I think a fish mob page should be made and added to the unused catagory until notch finishes them. Golby, 3:41 PM, 20 november, 2010 (EST)

I personally don't think it should. it has no model, and so, cannot be spawned. once the unused code is tied with a model, then we should add it. IMO at least. feel free to mention it in the mobs page though.--Kizzycocoa 14:46, 20 November 2010 (CST)

Wait. Is there a model for fish yet? Because you can fish them.Lakeway13(ADHDman) 18:53, 2 June 2011 (UTC)lakeway13 2:48 PM, 2 June, 2011 (EST)

No, there isn't. It's a food item for now. Calinou - talk × contribs » 19:22, 2 June 2011 (UTC)

Dragon livestream?

On the dragon part it states that notch did a livestream with a dragon in the nether, could someone give a link to this video? Golby, 10:53 AM, monday november 22 2010 (EST)

Correction; ghast. What do you think of the new mob images?

There can be way more than 14 freindly mobs at once.

Just take a look at this ridiculous chicken rave.

File:2010-12-20 14.58.43.png


I think there is WAY more than 14 chickens in there, don't you?--Ikalpo 14:08, 20 December 2010 (CST)

Spawners (like you have in this picture) behave differently than global mob spawns. --80HD 17:07, 4 March 2011 (UTC)

That may be so, but I don't think the limit is 15 for normal spawning, I think it's been upped to 20, if I'm reading the code right Nosrepa 21:17, 9 May 2011 (UTC)

Maybe 32, on a SMP server with a plugin (not killing squids, no monsters, no tamed wolves), I did /butcher many times. 1st time : Killed 29 mobs. 2nd time : Killed 27 mobs. 3rd time : Killed 26 mobs. There can definitely be more than 15 peaceful mobs on the map at one time. For a long time I was at war with the pigs cause they stormed my greenhouse complex. I counted 54 porkchops which means there were 27 pigs at least. This was in Beta 1.2. Timberdoodle 12:51, 10 May 2011 (UTC)

History Page?

I think that there should be a history page, rather that keeping all of the past drops in each seperate article, we could make one HISTORY article.

NEW MOB!!

recently I found octopuses. aquatic mob, dunno peacefull/difficulty, but I kiled 1 and they drop ink bags. they are 1 tall 1 wide 2 long, and I think they spawn if theres a 3 deep water hole. thats my 50 cents.

Please don't spam THIS website with the fact that you just found something that people have certainly already found. Thats what the forums are for. MoonBeans 13:23, 16 January 2011 (UTC)

Ghosts

I'm pretty sure Notch was just talking about the weird phasing of Mobs that happened when you had your difficulty set to Peaceful and not a new mob. --Spolin 02:00, 15 January 2011 (UTC)

Seconded. SteveZombie 12:15, 15 January 2011 (UTC)
He was doing so for sure, I believe he mentions it in his blog. -St. Fenix (UserTalk) 14:07, 16 January 2011 (UTC)

Neutral vs Assertive

I was wondering if calling Zombie Pigmen neutral is completely accurate, or possibly misleading. I think that changing the terminology to assertive makes more sense. Afaik assertive usually means that something will stand up for itself when attacked... which seems to fit the Zombie Pigmen quite well. If an admin thinks this is a good idea then I would appreciate them changing it for me, as I'd rather not make such a big change on my own.

Not necessarily. Assertive means it stands up for itself, not just when attacked. Neutral at in between hostile and peaceful, I say leave it at that. -F1racer101 13:26, 21 January 2011 (UTC)
Again, Simply a variable(or whatever you want to call it with that meaning) category would solve all these problems. It is entirely accurate and would make the page much less cumbersome.Theesexiestman 09:11, 6 May 2011 (UTC)

npc villages.

There has been much talk of notch adding goblin npcs into the game, but there is evidence of npcs already being in the game. For now I have added this into the article.

Reference:the bluexephos minecraft multiplayer survival series, mainly the last five episodes. I'm sure others have corroborating evidence.

You mean Terrorvale? That was staged. There are no NPCs in the game without modding it. Old_Peculier was played by Hannah or someone else, but he was DEFINITELY not an NPC. Simon and Lewis probably didn't know it but their crew built all that role play. Otherwise it would have required insane amounts of acting skill to sound unknowingly. --Flippeh 12:41, 22 January 2011 (UTC)
Never, ever take events occurring in a video recorded on a multiplayer server as genuine. Were it real, the internet would know about it already. SteveZombie 13:53, 22 January 2011 (UTC)

Bears

I've seen pictures and believe that there are bears in Minecraft. Brown bears...

Mo' Creatures has bears and a lot of other creatures. IChrisI 05:32, 30 January 2011 (UTC)

Special/Daytime?

Maybe a subtopic as to which mobs die during the daytime/rules governing that?

Spawn Distance

Is it true that mobs spawn no further than 24 blocks from the player? --EnderA 07:07, 6 February 2011 (UTC)

I'm quite certain that this is true. I made a pasture and filled it with light, but nothing spawned in it until I moved a distance away, at which point things started spawning almost instantly. Psycho Robot 06:57, 11 February 2011 (UTC)
Mobs spawn no CLOSER than 24 blocks. This is not true with mob spawners, however... and in SMP you can see mobs spawn closer, perhaps due to lag. --80HD 17:09, 4 March 2011 (UTC)

Passive mob despawning

Does anyone know what the rules regarding the despawning of passive mobs are? I fenced in a pen and flooded it with light, and that night dozen or so sheeps cows and chickens spawned there. Then, in the morning, all of them disappeared but one sheep. The next night, another dozen or so animals spawned, and in the following morning, all but one pig remained. Does anyone know why this happens? Its annoying because I'd like to keep some sheep in there for a permanent source of wool! Psycho Robot 06:55, 11 February 2011 (UTC)

Mobs will despawn from unloaded chunks. The one sheep you saw was most likely a re-spawn. You can test this by either dying the sheep, or shearing it and checking back later. --80HD 17:13, 4 March 2011 (UTC)

Giants

Giants REALLY need their own page. Pretty interesting if you ask me. (In unused, of course.) I mean, PIGMEN have their own page, and all we have is THEIR skin. Not even any information. We need a Giants page. We have their code, (temporary) skin, health, and working mob to be spawned. It's a mob that is in the code but UNUSED. (Hence the name UNUSED mobs), so why is it in FUTURE mobs?

We also need more info on it (can it suffocate? How tall are they?) There will be more info on it then there are on PIGMEN. I can guarantee it. Pseudorealism 01:02, 24 February 2011 (UTC)

Pigmen is a current working mob, gigants isn't.

No, pigmen AREN'T a working mob. Zombie pigmen are. Look on the page, all we have is the skin. Go ahead and try to spawn one. You won't find a working "pigman" model to spawn, just the skin. Now try to spawn giants. Look, they're in the code. I've seen spawned Giants before when playing on my server, when we were spawning mobs. Never did we spawn a pigman. BECAUSE THEY DON'T WORK. Pseudorealism 21:26, 12 March 2011 (UTC)

Giants can be killed pretty easily because they don't punch you. But they have a lot of life and I think i remember that I got hurt when the giant walked into me. I didn' know why it appeared but probably someone spawned it. (happend only one time to me so I can't really remember everything =D) Los Bastardos 16:42, 7 May 2011 (UTC)

Biome Specific Mobs

Just my idea: I think it would be really cool if we had Biome specific mobs and npcs. Even if they were just the same mobs with different skins I think it would add some variety. Maybe cave specific mobs as well. We could do it in a similar fashion to pigmen and ghasts in the Nether just limit their spawns to rainforest, desert, etc. instead of the Nether vs. Earth. Comment if you think of specific mobs or like the idea

Put this in Minecraft Forums, not in the wiki. user:tygor97

Mob spawning range

I noticed that it doesn't say how close you have to be for mobs to spawn. Does anyone know? --El Nazgir 19:09, 3 March 2011 (UTC)

I think the theory was that they spawned from 24-72 blocks away from you. --JonTheMon 19:13, 3 March 2011 (UTC)
No less than 24 blocks away Mobs. --Jazzer008 19:38, 3 March 2011 (UTC)
I know they don't spawn within 24 blocks, but there's also a maximum, and that's what I was asking, Jazzer. Not that I don't trust Jon, but can anyone confirm that 72 range (and put it in mainspace)? --TalkpageEl_Nazgir 16:03, 15 March 2011 (UTC)

Zombies cant attack?

I have noticed zombies and zombie pigmen are having a hard time attacking. Has anyone else seen this?

Yes, this is a bug introduced in 1.3. It's documented on the version history. Doozer 05:13, 7 March 2011 (UTC)

Spider Mob Classification

Some people think Spiders should be listed twice whenever and wherever mobs are listed; once under Hostile Mobs and again under Neutral Mobs.

This is redundant and looks stupid. Spiders are almost always hostile and therefore should be classified as such. Arguing 'they are hostile during the day!' is ridiculous because Spiders only spawn in dark places. It also looks stupid and cluttering to have the (Sunlight) tag next to the Spider.

Unless I hear a well established counter-argument within 24 hours after posting this I am going to change it back and that will be that. –The preceding unsigned comment was added by Daedalus (Talk|Contribs) 11:04, 16 March 2011 SC2. Please sign your posts with ~~~~!

You're hardly in a position to say "I am going to change it back and that will be that", you don't appear to even know how a talk page works, what gives you the right to be handing out orders? Besides, that's not how a wiki works.
You keep saying they are hostile most of the time; well... no, they aren't. Level 15 sunlight is present for half of the day/night cycle, therefore they are able to be neutral for half the time. –ultradude25 (T|C) at 01:22, 16 March 2011 (UTC)
That is completely ignoring the fact that Spiders ONLY SPAWN IN DARKNESS of 10 or less and are therefore hardly ever exposed to Sunlight 15 - especially given how they despawn. That IS NOT being neutral 50% of the time. If you insist that it is, you fail at logic and math forever. –The preceding unsigned comment was added by Daedalus (Talk|Contribs) 12:32, 17 March 2011. Please sign your posts with ~~~~!
And spiders are usually out in the open, because they're so big. Which means they're usually in the light once it's day. –ultradude25 (T|C) at 01:45, 17 March 2011 (UTC)
Unless there are none around in the morning. Or they are under a tree or similar object. Or you find them underground in caves. Or one or more have been chasing you in the night and they are still chasing you when the sun comes up. And if you do not kill the morning spiders, they will despawn when you leave them be for a while. It therefore follows that spiders are almost always hostile and there is no need to list them under both Neutral and Hostile lists. The article for Spiders can make the clarification as I have been saying all along. SC2Daedalus at 10:00 pm, 16 March 2011 (EST)
Err, not to fan this too much, but doesn't everything (friendly/neutral/hostile) de-spawn if you leave them for long enough? By your logic, we shouldn't even have pigmen or a neutral category at all, since while pigmen are normally friendly, they're hostile the moment they get injured near you (since Ghast fireballs can cause them to target you in vengeance), and there's always Ghasts present in the Nether. BTW, I didn't realize that you were a Minepedia Sysop, SC2D. I must have missed the vote. Ah well, we'll have to update the admin page then. -Wulfenbach (not on fire for once) 03:03, 17 March 2011 (UTC)
He's not a sysop, he barely knows how to work a wiki. –ultradude25 (T|C) at 04:28, 17 March 2011 (UTC)
Come on Ultra, rule #5. Let's try to keep it all civil enough. his suggestion does reduce the size of the page, simplifying it a bit. I don't agree with that the reduction in information clarity is worth the smaller size, but we can all keep it at least to mild sarcasm, can't we? -Wulfenbach (not on fire for once) 06:37, 17 March 2011 (UTC)
Personally, I think they should only be listed as hostile. Yes, they can become neutral, but they never spawn as neutral. And I don't like them being listed twice, and the small (sunlight) tag just doesn't look as good. --JonTheMon 13:31, 17 March 2011 (UTC)
So, back to this. Single entry for spiders or double? --JonTheMon 14:51, 26 March 2011 (UTC)\
Sorry to 'post and ghost' - I have been busy for awhile. Anyway, JohnTheMon hit the nail on the head. There is no sense in listing a Mob twice - it creates clutter. More mobs are going to be added to the game and it will become increasingly tedious to look through categories. I see someone listed wolves twice as well. Completely unnecessary. Daedalus (Talk|Contribs) 11:07, 26 March 2011.
Ok, if there is no further objection, I would like to remove the redundancies soon. --JonTheMon 13:38, 1 April 2011 (UTC)
JonTheMon, remove redundancies by creating a classification such as variable, inconsistent, irregular, or fluctuating. I personally like irregular because it seems to be the most accurate. Also, it would make it completely clear that there simply is more to these mobs than attacking or being passive.Theesexiestman 09:27, 6 May 2011 (UTC)

Whales-article gone?

There was an article about whales, but it seems it's deleted. It's now also just mentioned whales one place, there it says it's planned. Why is the page deleted, and are whales confirmed or not? Tawg 09:32, 22 March 2011 (UTC)

The page was deleted because there was no proof. JesusChrist666 12:07, 22 March 2011 (UTC)

(Possibly) Wrong or misleading Note

In the Notes section we can read: "If a hostile mob doesn't see you, and you hit it with a projectile, the mob will head in your direction, usually finding you. " From gameplay experience I know this is not true. Perhaps it works if the distance between player and mob is limited, but I can confirm that at about 25 meters the mob will just jump and look around. Bromazepam 16:41, 30 March 2011 (UTC)

I can confirm this too. I have a narrow pit trap where I attack through door windows. At that short distance, the mobs act like they see you and keep walking into the doors. They don't actually see you through the doors though, because creepers don't explode when they are less than 1 block away. Similar behavior with skeletons, they never try to shoot you, but walk closer. I also noticed that mobs do not walk torwards you if you are about 20 blocks way. They jump, and sometimes look at you, but usually do not walk closer. If they do, they sometimes simply stop, not being able to find you. --Zkyo 17:12, 30 March 2011 (UTC)

Mob Movement

Please review this thread regarding mob movement: http://www.minecraftforum.net/viewtopic.php?f=1020&t=275209 --SalinaWyldcat 04:40, 10 April 2011 (UTC)

Horse?

Read this. http://getsatisfaction.com/mojang/topics/mounts You my need to cut and paste.

That's only a suggestion from a random fan of Minecraft. Only if Mojang staff accouncing it, we will include it into this wiki. --Rocĸetor talk 23:32, 17 April 2011 (UTC)
But he says its "Coming for sure".

Forgetting hostile wolf?

shouldn't we add the hostile wolf in the aggressive category?--"_"oyster"_" 21:41, 19 April 2011 (UTC)

The hostile wolf is the neutral wolf after it's been provoked. It would be like differentiating between neutral and hostile Zombie Pigman. Bromazepam 12:14, 20 April 2011 (UTC)
If we go with what you say, then spiders shouldn't have daylight, night time division ether! --Yurisho 13:23, 20 April 2011 (UTC)
Why? No. Neutral = harmless until attacked. Aggressive = attacks on sight. Spiders have two separate behaviours, depending on the light conditions. It's appropriate that they're referenced twice. Bromazepam 13:43, 20 April 2011 (UTC)
Very true, My bad. --"_"oyster"_" 13:46, 20 April 2011 (UTC)
I think it is inappropriate that they be mentioned twice. It's the same animal and we don't have separate pages for the tamed vs. aggressive wolf because it would be annoying and repetitive. There should just be a category called irregular(or something to that effect) which would comprise of all mobs that have special conditions dictating whether they are aggressive or passive.Theesexiestman 09:06, 6 May 2011 (UTC)

Mobs' health and damage displayed as hearts instead of numbers

I tried to find a mob template page but couldn't, so I'll post this here:
currently the details for the mobs in the individual pages display the health and damage they deal as hearts. This is not a good idea because it makes it extremely hard to read. If I write "OOOOOOOOOOO" you can't instantly tell those are 11 Os, while if I write 11 it's automatic.
I really feel that should be changed. Bromazepam 12:13, 20 April 2011 (UTC)

That's how it originally was, then someone decided to change it to hearts and it's stayed like that ever since. –ultradude25 (T|C) at 13:20, 20 April 2011 (UTC)

Charged Creepers

Should there be a seperate page for Charged "Creepers"? IhazCake 19:58, 23 April 2011 (UTC)IhazCake

No because Thats like adding 2 pages for A wild wolf and tamed 1.--"_"oyster"_" 20:01, 23 April 2011 (UTC)

Spiders 2

« Spiders in sunlight is a condition of its AI, it doesn't change the mob like a wolf. » Moxxy (in diff summary)

That's the same, wolves aggressiveness, neutrality or friendliness are also IA conditions… Spiders can be aggressive or neutral, neither case is more accurate than the other: why not put spiders with neutral and say aggressiveness is an AI condition? That's why I think Spiders should be in neutral and aggressive sections. – Scaler (t) 22:45, 25 April 2011 (UTC)
But spiders don't spawn neutral. As above, they always spawn hostile and might become neutral in sunlight. --JonTheMon 00:17, 26 April 2011 (UTC)
Wolves don't spawn aggressive or friendly neither… I'm not against your solution (even if I prefer the other one), but all mobs should be treated the same way. – Scaler (t) 07:55, 26 April 2011 (UTC)
Wolves spawn neutral and only become aggressive when you hit them. And also, they become an entirely different entity when they are tamed. Not only do they have a collar now, they are now perpetual, which is a very significant difference. --JonTheMon 13:32, 26 April 2011 (UTC)
Again, should be put in a category called irregular(or something to that effect). Also, if at night you have an aggressive spider follow you onto a floor of glowstone then the spider will become neutral again. As for wolves they also attack if you hurt another wolf(in my experience) as well as if you hit yourself with an arrow. Point being these are all special conditions that fit accurately under the irregular category. Theesexiestman 09:26, 6 May 2011 (UTC)

meta pigs

just because notch made a joke about it, does not mean its confirmed. please stop simply undoing it every time someone undoes your work.

You forgot ~~~~ there. -- ClapNZ 23:46, 5 May 2011 (UTC)

French article

I know this page is locked at the moment, so can any admin please add fr:Créatures (the french version of this article)? Thanks --YSelf 10:57, 7 May 2011 (UTC)

No. It goes to the french wiki only. Calinou - talk × contribs » 11:51, 7 May 2011 (UTC)
He means adding an interwiki link. – Scaler (t) 13:26, 7 May 2011 (UTC)

Hostiles In Minecarts

When I Was Trying To Make A Trap With Minecarts and a zombie, the zombie killed me when it was in the minecart; can someone add this to Trivia? --Amigopen The Gemini! 10:57, 9 May 2011 (UTC)

All mobs can mount in minecarts, Try placing more torches, and place glass or single slabs directly above the minecart tracks. Calinou - talk × contribs » 21:03, 9 May 2011 (UTC)

I Meant That Hostiles Can Attack you when they're in the minecart and i lured the zombie into the minecart.

Punctuation

This isn't about the mobs themselves, but in the bit about charged creepers there should be a coma after the 1.5. I'd do it myself, but this page is locked. Timberdoodle 13:02, 10 May 2011 (UTC)

Boss Mobs

Notch confirmed that there will be: 'major bosses for minecraft with awesome loot' http://twitter.com/#!/notch/status/75455585725849600

Mobs Not Spawning

I've currently finished production of a decently sized Mob-Tower, and was receiving many items at a time while I was writing, and the past few days since I built it, I noticed that not only production was slow, but mobs in general stopped spawning at slowly. I didn't really care at first since I was renovating my home in-game and nothing was bothering me, but when I noticed that I was standing in the middle of a non-lit area on Normal with no Mobs spawning, things started to get a little awkward for me. I walked around in dark spots on my map and nothing spawned at all. I even have super-bright spots near the Mob-Tower that produced friendly mobs and a mix of a few rare aggressive ones, but not even they were spawning. I closed the game, re-opened it, and things spawned again for a few seconds. After that though, it happened again. I tried to Google the answer, I tried Peaceful, I tried restarting, everything but make a new map. Not even squids are spawning for me! I was a little disappointed to know that all of my hard work of 3 days and about a week of material gathering turned out for one night of drops only. If anyone wants to edit in an answer, that would be great. And I even checked the F3 mode and searched for caves and dark spots, and there still wasn't anything. Just thought I'd throw that out there if that helped any. :)

Thank you much - Seth.

For me, it takes ~ 15 minutes to get a mob grinder to start production. Drenay 00:32, 2 June 2011 (UTC)

Yes, but I also was idle for about an hour with an empty inventory, and I was sure that my game was on Normal. I'm concerned so much to the tower itself, I'm more concerned on Mobs in general not spawning. I just went spelunking on Normal after I used a Nether Portal to another area of the game that was spawned a long time ago I used a large area of for the construction of the tower, and there was friendly mobs there, as well as squid, and some monsters in a cave I'm currently in. I don't know if my original spawn area is "dead" or not, but it is a little concerning since I don't want that hard work to be fruitless...although theoretically Minecraft is a just a game and there is no real reward to the game other than maybe satisfaction of creativity...but...still, I'd like to be able to finish writing my book and enjoy enough TNT to get rid of a large section of the Nether, and yes, I am writing a book and I don't find it relevant to bring that into this since it's Mob discussion really. Anyways, thank you for that information Drenay, but I was able to get my tower to work within seconds of me being at the 24 block distance and shorter, so I don't think it's anything to do with that.

Charged creepers

Are already here, so what are they doing still under the 'future' section?--Artsy 17:00, 4 June 2011 (UTC)

Humans

There seems to be some mix-upwhen it comes to removed/unused mobs. Humans, who can still be spawned as of 1.6.6 through hacking (spawner name: "monster") are listed as removed, whereas pigmen, who cannot be spawned, are listed as unsused.--Ghostdancer 05:30, 7 June 2011 (UTC)

Fixed. Although pigmen are not released yet, they are not 'removed' either; their unused texture is still in the code though, so they might as well be classified as unused. - DarkAuk 21:48, 11 June 2011 (UTC)

Passive mob spawning conditions

Spawning conditions for passive mobs changed since 1.6, what needs to be updated here? Nosrepa 03:14, 10 June 2011 (UTC)

A lot of potential mobs where taken down

why? most (exept mimics) had references!--Yurisho 18:52, 11 June 2011 (UTC)

1 - Minecraft is not a RPG, dragons suck (YES.) 2 - Notch sometimes say it for fun - one tweet is not enough, sometimes. Calinou - talk × contribs » 20:56, 11 June 2011 (UTC)


I took it down because most were just thoughts Notch or Jeb_ had at the time, but didn't go through with. Things change, and if they are confirmed to be put in, they will be put up. Also, Minecraft is a mix of sandbox and RPG games; dragons don't suck and are still there on the list, genius. </sarcasm> - DarkAuk 21:42, 11 June 2011 (UTC)

Scary monster reference

Who is this 242_girl, used as reference for the supposedly planned scary monster? – Scaler (t) 15:51, 15 June 2011 (UTC)

Jeb's girlfriend. –ultradude25 (T|C) at 04:05, 16 June 2011 (UTC)

Scary Mob Fix

Notch stated in his most recent tumblr blog update ([1]) that "at least one new mob will appear in the 1.8 update." Also, jeb_ already put out the changelist for 1.7 ([2]), so I think it's safe to assume that the "scary mob" will not be part of 1.7.

Chest Mimics

Evil Mojang posted this video ([3]) about "chest mimics, which seem to be a new mob possibly to be included in Beta 1.8. Someone needs to post this on the page.

You do realise that is just a fan channel right? –ultradude25 (T|C) at 01:02, 3 July 2011 (UTC)
More precisely, it's the channel of a developer that is working on a Minecraft mod/"total conversion", Evil Minecraft. Chest mimics are a feature planned for the mod. —KPReid 01:48, 3 July 2011 (UTC)

Bug report?

If a skeleton hits another hostile mob with its arrow (by lure, etc), the mob targeted chases the skeleton. What?--ajmax8 21:33, 3 July 2011 (UTC) It's called monster infighting. It's intentional. Timberdoodle 17:45, 4 July 2011 (UTC)

The poor little Giant

Poor creature, there isn't any section for him on the mob page. I can't fill an entire section with what I know, but here is my knowledge about the guy :

  • 100 hearts of health => very resistant
  • 5 hearts of damage => Very dangerous
  • Can't burn in daylight
  • (to confirm) Can drown
  • Can ride carts
  • Can't see up to 16 blocks
  • Is 10 blocks high

So here, we miss the historic, the uses, the bugs, etc. For the uses, I use giants for some quests on my server.--FWD Talk 13:02, 6 July 2011 (UTC)