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Test bugs from the 1.9pre6 known bugs and Beta Release Bugs[1] and add them here if they still exist

The second release-candidate for Minecraft 1.0 has been recently released by Jeb.

Use the Discussion page first before adding any bugs onto this page. Bugs can be confirmed by checking into the discussion page and make sure other people reply to your report and have the same problem. Please specify if the bug is in singleplayer, multiplayer, or both.[2]

Organization

There is no need to place bullet points before issue labels. Use bullet points only for comments. Be sure to leave a single totally blank line before each new issue (but not before comments), unless the issue appears directly beneath a header.

Please ensure that the bug is tested on a 'vanilla', installation of 1.0RC2 with NO MODS installed

Please specify whether the bug was found on SSP, SMP or Creative and if it is repeatable on other modes.

Please mark your issue with one of these issue labels: (listed from highest priority to lowest)

  • [!!] = {{bl|!!}} = Critical bug that can crash a Minecraft client or server.
  • [!] = {{bl|!}} = Major bug. Use this tag sparingly; if there is consensus your bug is not major, it will be downgraded.
  • [A!] = {{bl|a!}} = Major annoyance. Think very carefully before flagging an annoyance as major. Is it really more important than most minor bugs? Use this tag sparingly; if there is consensus your annoyance is not major, it will be downgraded.
  • [X] = {{bl}} = Minor bug.
  • [A] = {{bl|a}} = Annoyance.
  • [?] = {{bl|?}} = Potential issue that you are unsure of or that the community (on the discussion page) believes requires further vetting. Note: do not use this label to indicate this-is-not-a-bug; instead, replace the issue's current label with [A] or [A!]. Furthermore, it is inappropriate to use this to flag something you disagree with; instead, express your opinion in a comment. When you apply this label to an issue, place it after the issue's existing labels; do not remove those labels.

Labels for indicating that an issue happens only in a particular game mode: (These labels cannot stand alone; you must use them in addition to, not instead of, the ones listed above.)

  • [SP] = {{bl|sp}} = Single-player.
  • [MP] = {{bl|mp}} = Multiplayer.
  • [Su] = {{bl|su}} = Survival mode.
  • [Cr] = {{bl|cr}} = Creative mode.

Labels for indicating that an issue is restricted to a particular OS:

  • macOS = {{OS|OSX}} = Mac OS
  • Windows = {{OS|Win}} = Windows
  • Linux = {{OS|Linux}} = Linux

Labels that Mojang uses:

  • [F] = Bugs that have been fixed in the next update.
  • [N] = This is not a bug. (It is intended behaviour and will not be changed)
  • [S] = Bugs that will be skipped/ignored for now.
  • [U] = Bugs that Mojang tested but was unable to reproduce. Append this tag to the end of existing issue labels, instead of replacing them.

To produce these labels, use the following code: {{bl|c}} where c is the code of the label you wish to use. (e.g., a for annoyances, etc.)

The default issue type is minor bug; you can produce this label with the shorthand {{bl}}.

Be sure to sort issues by category, type, and priority: redstone issues go in the Redstone section, etc.; bugs go in the Bugs subsection, with major bugs listed before minor bugs, annoyances in the Annoyances subsection, with major ones before minor ones, and issues that Jeb has marked as fixed or skipped are moved to the Fixed/Skipped section. Issues that Jeb cannot reproduce, however, are to remain in their original place.

Please sign all issue reports and comments by typing ~~~ (three tildes; tilde may be found above Tab ↹ on QWERTY keyboards).

Finally, please do not spontaneously delete an issue report or comment, unless it is patent nonsense submitted by someone who has not logged in. If possible, contact the submitter by user-talk first and tell them about your concerns. They will almost certainly oblige. As always, assume good faith.

Gameplay

Bugs

[X] You can't hold down the left mouse button to continuously attack any more, or break a minecart any more; instead, you have to click it repeatedly.

[X] Items/Blocks Tool Tips Are Black Example Also, tools damage bars are completely black. Which is shown in the example.

Annoyances

[A] Sheep will make babies of non-natural colors. This makes searching for dyes unnecessary after the first dye is found. Sheep should only make offspring of their original, natural color for balance (white, light gray, gray, black, brown, and pink).

[A!] Villagers do not have any SFX.

[A] Villagers do not spawn in worlds created before RC2.They will ,also,not spawn even when the world keeps rendering as the player keeps going on.

Redstone and Pistons

Bugs

[X] If a piston is powered but cannot extend because of the amount or types of blocks in front of it, the piston will still not extend after the blocks have been removed, even if its power source remains. (this should become a large bug, not a minor, as it could mess with auto building bridges and other devices that use a max pistons push amount. This could break a lot of things!)

[X] When walking into a solid block and onto a redstone repeater while standing in an area that is two blocks tall, the player falls into the block beneath the repeater.

[X] Redstone repeaters can prevent the player from entering areas that are two blocks tall

[X] If a piston in a BUD state is updated by placing a piston that is then pushed or pulled by the BUD piston it will turn in to a block which is rendered in ever direction as the piston head. (Some Examples: http://i.imgur.com/Ox0Yg.png) --Incanus uk 00:06, 14 November 2011 (UTC)

[X] Piston can "burn out" in a state simultaneously powered and un-powered. When it's in this state, it can be repaired by destroying the extended piston head. This will destroy the extended piston head but not the rest of the piston. --Munin295

  • File:1.9pre5 1clock piston bug.png

    Piston "burns out" after attached to 1-clock.

    To reproduce: The image shows two different 1-clocks (powered by the same torch). If you attach a piston and block to the right 1-clock, it works fine. If you attach a piston to the left 1-clock, it works fine until you add a block—then it "burns out" in a state that appears to be both powered and un-powered. It's then actually possible (in Cr at least) to reset the piston by destroying the extended arm (without destroying the piston). --Munin295
  • To reproduce: create this BUD flip flop, place a block here, the piston will now be in a bugged state. --Scwizard 00:32, 14 November 2011 (UTC)
  • Another way to reproduce the same bug. (the torch is on the ground, not attached to the block with the redstone.) --User42

[X] Redstone torches when placed on a wall will power diagnally downwards. But will stop powering if you break and replace whatever is being powered

  • I believe this is intentional, just like the piston quasiconnectivity 'bug'.

Annoyances

[A!] If you build a Gravel/Sand tower(> 2 blocks) on a Piston (connected to a clock) most of the Gravel/Sand will disappear after a couple of pushes. (Update: instead of disappearing they will plop as item instances) This is especially annoying when trying to build sand/gravel doors.

  • "Upgraded" to Major annoyance because this bug ruins a lot of piston creations.
  • Appears in both SP and MP

[A] When a door is open and you right click to place an item on the block beyond the door (i.e. click through the open door) the block/torch/etc is placed but the door also incorrectly closes.

[A] When a sticky piston is moved by another piston, the block that should be stuck to it does not move.

Achievements

[X] The "Sniper Duel" achievement does not register when completed.

Credits

Sugarcane

[X] If you have sugarcane planted, and then, while holding a bucket of water, right click the block behind the sugarcane, the water will be placed on the block that the sugarcane is on, and will delete the sugarcane block. (Survival)

Annoyances

[A] If you re-enter the end after seeing the credits for the first time, and you jump back in the portal to leave you will see all the credits again.

  • A fix for this would be to make the credits skipable.
    • They are. Push escape.
      • They should really just make the credits happen once when the dragon's defeated.

Blocks

Bugs

[X] With a set of double doors, clicking the left door opens the right one (though clicking the left door again then opens it). Additionally, with both doors open, clicking the right door closes the left one first.

[X] [MP] Chests sometimes don't close after being opened, persists thru client restart Cboz718

[X] Blocks fail to update when the wire powering them is gone. This was in 1.8 but still happens in RC 2[1]

Annoyances

[A] When a door is open and you right click to place an item on the first block beyond the door (i.e. click through the open door) the block/torch/etc is placed but the door also incorrectly closes.

[A] Sidesnow texture uses the old dirt texture. [2]ultradude25 (T|C)

[A] All ore block textures still use the old stone texture. –ultradude25 (T|C)

Items

Bugs

[X] [MP] When water bottles are filled from cauldrons in SMP, they do not appear immediately in your inventory. They will appear after a few seconds. This does not seem to happen with regular water sources on SMP, or on SSP at all.

Annoyances

[A] The Golden Apple is useless because it is too expensive (it might be less expensive if it were crafted with nuggets rather than blocks of gold, like the Glistering Melon) and it is less potent than the Potion of Regeneration, which is far easier to obtain.

  • Perhaps the Golden Apple should be the ingredient for Potion of Regeneration? TorchicBlaziken 23:27, 13 November 2011 (UTC)
  • The Golden Apple should just be far more potent in my opinion - for instance 10 minutes regeneration and full health and hunger restore... It simply isn't balanced, as apples are so rare - much rarer even than the eight gold blocks... --Sugnaangus 23:32, 13 November 2011 (UTC)

Lighting

Bugs

[!] If there is a block directly behind glass, it appears dark even though light should pass through the glass. [3][4][5]

[!] The lighting of the player's arm is buggy, especially in low light, and flickers between blue, black and normal colours. This does not happen for held items and blocks.

[!] In certain conditions depending on the player's position signs, chests and enchatment tables may appear to go dark. The lighting changes as the player looks at different areas. (Untested for other items and blocks)[6] [7] [8]

[!] Light leaks through the corners of stairs when the open part is blocked [9]

  • The light source is located directly underneath the stairs block, and there is an empty air space directly behind the stair blocks.

[!] Light does not pass through the open corners of stair blocks where it should. [10]

[!] Light leaks through the corners of pistons [11]

[!] Light does not pass through the gaps in slabs, and causes buggy lighting. [12]

[X] You can see chunk borders in ice in Fast graphics. Example

Crashing

[!!] macOS Maximizing the window and moving it to another monitor before logging in will result in the game crashing with the "Saving Chunks" screen upon pressing 'E' or right clicking any interface in Mac OS X.

The End

Bugs

[!] [MP] In multiplayer when you teleport to the end it kicks you off the server saying, "Moving too quickly. Hacking?" And when you log back in after a few seconds you fall in blackness and die from supposing the void.

World Generator

Bugs

[!] Snow biomes do not generate properly.

[!] Only three strongholds are generated. This means that you can't ever reach The End if the three portals are incomplete either as generated or from user actions. (such as in Creative Mode where you can destroy Ender pedestals but can't place them, or when you pour water on an already activated portal) This is particularity annoying in older maps where the terrain where the strongholds would be has already been generated. Infinite srongholds were supposed to be generated in 1.9.[3] //a suggestion would be to only have the first newly generated stronghold contain the portal and have all the rest of the generated strongholds be portal-less. Why do we need infinite portals to a world we'd visit once? Many strongholds, one portal.

[X] Sugar cane is sometimes naturally four blocks tall, but it can only grow to three blocks.

[X] Ferns are never found naturally.

[X] Melons are never found naturally.

[X] Sponges are never found naturally.

[X] Some small areas of complete darkness can be found in places that should be bright. This is especially common in overhanaging mountains and in cave entrances

Wolves

Bugs

[X] [SP] In single-player, wolves discriminate based on username, which is a feature meant for multiplayer. This becomes a problem when wolves are befriended in offline mode (where the player is named "Player") and then do not obey the player when logged in, and vice versa. This is not a new bug and has existed as long as wolves have.

[X] [SP] Wolves STILL turn black when they are in water.

Annoyances

[A] Wolves will enter Love Mode (only when neutral to the player) but will not breed. Wolves are only found in taiga biomes, and spawn extremely rarely outside of being generated with the chunks. If all the wolves in a taiga are killed, then players usually have to explore very far until they can find wolves again. If wolves could be bred, then wolves could be renewable.

Enchantments

Annoyances

[A] If you mine a double-slab block with a silk touch enchantment you will only get one slab back.

Sound

Bugs

[X] Walking across a series of trapdoors does not make any sounds. Walking across the edges of blocks adjacent to the trapdoors (i.e., walking across the top of the block containing the trapdoor) makes the walking on wood sound.

[X] Walking on Lily Pads does not make a sound. Similar to walking across trapdoors. A y-axis value is off somewhere; the objects make a sound if you jump or walk across the top of the block containing either the lily pad or the trapdoor.

[X] In some areas (biome-dependant?) the rain to ground collision effect isn't attached to the rain, which also means the rain sound doesn't play while it is raining.

Minecarts & Rails

Bugs

[!] Minecart Collision Bug Minecart collisions are not elastic. In fact, minecart collisions do not even conserve momentum. Examples: (Do not remove these or the related discussion, as they will be helpful to Jeb!!) (When I refer to "velocity" or "momentum" below, I refer to "true velocity"/"true momentum", not the quantity that is capped at 8 m/s ("travel velocity"), but the quantity determined by kinetic energy.)

  1. Two minecarts are on a straight track. Either both are empty or both are full. They collide. Observed behavior after the collision: No matter what their velocities were before the collision, Minecart A and Minecart B will rebound with equal and opposite velocities; their speed does not depend on initial conditions. (Observed results the same for both x-axis and z-axis directions.) Expected behaviors for two scenarios:
    • Minecart A collides with stationary Minecart B. Expected behavior after collision: Minecart A is stationary, and Minecart B has momentum equal to Minecart A's old momentum.
    • Minecart A has velocity v, and Minecart B has velocity –v. Expected behavior after collision: Minecart A has velocity –v, and Minecart B has velocity v.
  2. Two minecarts are on a straight track. Minecart A is occupied, while Minecart B is empty. (For the expected behaviors, I will operate under the assumption that the mass of an occupied minecart is "much greater than" the mass of an unoccupied one. This simplifies the computations the game has to perform substantially, in addition to resulting in very desirable behavior: e.g., first bullet point.) Expected behavior for two scenarios:
    • Minecart A collides with stationary Minecart B. Expected behavior: Minecart A's velocity is unchanged. Minecart B's velocity is set to twice the velocity of Minecart A. (For this to work best, consider increasing the travel velocity cap for unoccupied minecarts from 8 m/s to 16 m/s. (Minecarts going that fast pose little threat to game performance, since no one's riding them.) If the player hops into a cart traveling at 17 m/s true velocity (16 m/s travel), recompute travel velocity to 8 m/s without changing true velocity. I understand this may be difficult to get right, but it's important that A not repeatedly collide with B, and slowing down A is not an acceptable solution.)
    • Minecart B collides with stationary Minecart A. Expected result: A remains stationary, while B rebounds with equal and opposite velocity.

Since no reasonable specification exists that could account for the observed behavior, it follows that the current behavior does not abide by whatever specification Mojang has in mind. Hence, it is a bug. —Immute [talk]

[X] Activated detector rail will provide power after it is moved by a piston even if the minecart has been removed. The power goes away after some set amount of time (longer than a minute).--Incanus uk 00:09, 14 November 2011 (UTC)

Creative Mode

Bugs

[X] [Cr] Wheat and dyes used on animals are lost from the inventory.

[X] [Cr] Even though bows can be fired without arrows, firing bows still removes arrows from the inventory when arrows are present.

Annoyances

[A] [Cr] When flying, horizontal movement through water and lava is very slow.

Multiplayer

Annoyances

[A] Getting a "The server responded with an invalid server key" message when connecting to localhost server. This appears to be intermittent. --96.49.116.92 00:49, 14 November 2011 (UTC)

  • This also happens quite frequently when the server is on the same subnet as the client (tested on subnet mask 255.255.255.0, DHCP issued IP addresses in 10.0.1.n range; the same server when accessed from the internet yields no 'invalid server key' error).--Inertia
    • Can not reproduce, changed to minor annoyance.

References

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